A Fantasy Role-Playing Game Wilderness Adventure Module
For Characters level 4 to 6
Copyright 2011 J.D. Neal All Rights Reserved Visit a lost island of titanic monsters and ancient ruins in search of treasures and mystery.
Source File: Dreaded Island Module 2011 02 21.odt
Part I : INTRODUCTION TO THE MODULE
The thunk of the oars in the oar-locks mixed with the rushing of cold ocean waves breaking onto the shores hidden in the foggy mists. Something grunted in the distance and birds erupted in a nerve-wracking burst of melodic calls. The captain straightened up in the back of the skiff, his hand going tight on the rudder handle. Looming out of the gray veil of fog was a fringe of lush green palm trees. They flanked a huge stone skull set with fangs and a single empty glaring eye in the center of the forehead... camp. Likewise, terrain should be better used as a feature of exploration. The author ran out of time on this version. IT IS NOT A PERFECT WILDERNESS ADVENTURE. A vague plot is provided which revolves around a magic portal created by a cyclops civilization. There is an evil cult of men searching for the portal. The cyclops civilization no longer exists on the island because it was brought down a race of snake people under the guidance of their hybrid leaders the lamia. These people are trying to prevent others from becoming aware of and gaining access to the magic portal. Let alone to anything else the cyclops race might have built. Only basic details are provided; if the DM wishes to pursue the theme, they will have to add more to it. How quickly and deeply the PCs become embroiled with this situation is also up to the DM (and the players, who do not have to get involved in anything they do not find interesting.) Whether the players find out about this as the characters explore, or are aware before the PCs leave for the islands is also up to the DM. The goal of the PCs is not necessarily to stop the cult, although they can take it up if they wish. Instead, this situation was created to give the DM ideas to use, and people for the PCs to encounter as they explore. PLACING THE ISLANDS: Put them where you want to. The author envisioned them as tropical islands in an out of the way area. SETTING SAIL: The DM's must decide how the PCs learn of the islands. If the PCs captured a ship from pirates, they might find a logbook telling of their adventures around the island (an example of a log is provided later.) The module assumes the PCs have their own sailing ship, acquired by buying it, capturing it from pirates, etc. Examples of other ways of getting there follow. 1) Hiring on as crew aboard s ship going to the area, which will limit their choices. 2) Forming a partnership with a company that is seeking adventurers to outfit and investigate the region, in exchange for part of the treasures they receive. 3) Being cursed by a local (and very evil) noble to go to the island and bring back all the treasure
Using This Module
If you are a player do not read this module. Doing so only spoils the fun of not knowing what is going on. The DM should read it thoroughly. This project was started to build up the authors gaming materials. IT HAS NOT BEEN THOROUGHLY PLAY TESTED NOR ANALYZED. In general, it is intended for player characters of 6 to 8 characters of 4th to 6th level or so. The DM should audit the treasures and monsters used to bring them in line with their playing needs. This should be compatible with early versions of Dungeons & Dragons such as the 1981 Basic and Expert Rules, Mentzer edited rules, Rules Cyclopedia and so on. The emphasis is on adventure, though, not rules, so conversion to other rules sets should be easy. Almost all versions of the rules have some esoteric differences; finicky DMs will do fact checking by rote. As a note: Dungeons & Dragons is currently trademarked and copyrighted by Wizards of the Coast. For Younger Gamers: This is not a set of rules, these are ideas for the DM to use. The author assumes the DM will print a copy out, take a big black marker, and change anything and everything they want to. The monsters and magic items in this module are what is going on at the Dreaded Islands, not everywhere else in the game world. If you see certain creatures or items defined in different ways elsewhere (and prefer those other definitions), use them!
This is a wilderness setting. It is aimed at gamers who enjoy exploration. One thing it should have but is missing are more "wilderness" area maps to explore, such as a city or outdoor bandit
they find. Breaking the curse might be part of the adventure. 4) The PCs are busy in an ordinary room in a local temple. Suddenly there is a flash of light and everyone suffers a severe bout of nausea and disorientation. When they come out of it, they are sprawled on the beach near the tribal villages. 5) While aboard a sailing ship on some other business they are struck by a massive storm that drives the vessel far out into the ocean. It crashes onto the shore near the tribal villages. It may or may not be repairable. 6) Pirates kidnap the PCs and take them to the tribal villages to be sold as slaves. They will be purchased and then set free. RUMORS: While getting ready for the trip, the player characters might hear (or already be aware of) one or more of the following rumors, plus whatever information the DM offers. The more they try to find out information about the island, the more rumors they might uncover. To prevent a player from casually reading the list, none are marked true or false. 1. A huge statue of solid gold can be found in some lost temple. 2. A droning bell sounds the doom of all who hear it. 3. Flying lizardmen inhabit the jungles. 4. Gods from outer space have visited the island. 5. A great battle between wizards decimated part of the island, turning it into ruins. 6. Ancient peoples once inhabited the island. 7. A cannibal society is thriving in the jungles, building ships and planning for an invasion of foreign lands for meat and slaves. 8. Turtles are intelligent on the island. 9. Gigantic lizards roam certain areas. 10. One-eyed giants once roamed the island. 11. Beware the steam spewing dragons! 12. Trolls in a flying ship have been met around the island. 13. All goblins on the island are vegetarians. 14. Certain plants on the island grow gems. 15. The natives are fabulously wealthy. 16. Undead do not exist on the island. 17. The octopi in the area are intelligent. 18. A flying witch attacks anyone who gets near her mountain tower. 19. Spiders on the island can control anyone
who looks into their red eyes. 20. Mosquitoes big enough to carry off a grown man can be met. THE TRIP: The trip to the island should be handled by the rules of the game being used to play this. If the game does not have rules, it is up to the DM to decide what happens. If the party has control over the trip to the island, the DM can sprinkle it with interesting encounters, such as pirates, a series of odd island encounters, a dragon turtle that does not attack them but provides an interesting event and so on. The intent is to have the party arrive near the native villages on Snakeline Island. They can of course sail elsewhere, but arriving at Snakeline Island will introduce them to a safe haven where they can gather supplies, find aide and enlist NPCs during any further expeditions. CULT TIE IN: Before setting sail (or during the trip or perhaps when they reach the islands), a nondescript man will try to become a member of the crew or a passenger. If not allowed, he will try to follow them, perhaps hiring a ship. This man's name is supposedly Kale Edwards (but is really Elkayle Denib) (AC 7 with dexterity bonus of 2 when unarmored, Level 5 Thief, hp 16, MV 120' (40'), #A 1 dagger, D 1-4, S T5, ML 8, Al C; S 12, I 16 (+2), W 14 (+1), D 17 (+2), C 11, C 15). Two secrets are hidden under his clothing: a bronze amulet (worth about 5 g.p. to a collector) with a single eye on it, and runes dedicated to an evil god tattooed on his chest and back (always hidden under his clothing.) He carries a dagger (and has a bottle of poison hidden on his person, enough for 1 or 2 uses.) His job is to monitor possible threats to the cult that is also investigating the island (the DM will have to read the module for more details) and attempt to hinder anyone who takes a serious interest in it. He does not know what the cult is doing there, where they are operating, or who is there: the cult works in cells. The members of each cell only know the minimums needed to perform their own specific job. Only the high level leaders are privy to any useful information. Various events that might occur if he is around include: * Missing maps of the island. * Missing crewmen. * Theft of small items, which are found in the
belongings of others (who claim to be innocent.) Crew morale is lowered. * Sudden death of a select crewman or two as if the ship is cursed, in such a way that it will hinder the expedition. * Crew falling sick from bad food and water, although all water and food in the ship's storage seems fine.
neutral ability scores: S = strength, I = intelligence, W = wisdom, D = dexterity, C = constitution, C = charisma COMMON ABBREVIATIONS: DM = Dungeon Master c.p. = copper pieces e.p. = electrum pieces g.p. = gold pieces p.p. = platinum pieces s.p. = silver pieces
This module includes the DM and player maps for the island, and several ready made adventures. A sheet of random lairs is included for the DM who wants to whip up a quick encounter. MONSTER STATS: Statistics for monsters are usually provided in an abbreviated block as follows: (number encountered) [name] (AC , HD or Level, hp, #A , TH0, D , Mv , S , Ml , AL , special characters then have ability scores Str, Int, Wis, Dex, Con, Cha) (number encountered) = as is [name] = as is AC = armor class: 9 = unarmored, 7 = leather, etc. HD = hit die or Level = character level and class C = cleric, D = dwarf, E = elf, F = Fighter, H = halfling, M = magic user, T = thief hp = hit points #A = Number of attacks TH0 = number needed to hit armor class 0; subtract a victim's armor class from this to get what they need when rolling a d20 D = damage Mv = movement S = save as. C = cleric, D = dwarf, E = elf, F = Fighter, H = halfling, M = magic user, T = thief Ml = moral Al = alignment. C = chaotic, L = lawful, N =
This still needs work, but the current version is at least semi-complete. It will have spelling and grammar errors, and flaws caused by sloppy editing when I change my mind about something. To help with future expansion, some room numbers are not defined and others may be used in places where a sub-note might work better. The font used is larger than what many people use; I have poor eyesight and need a large font to be able to work with it. A smaller font could easily reduce the page count by 20 percent or so. It would be nice to have some decent art, but I do not have the resources right now. Rights: The author does not claim any rights towards Dungeons & Dragons (which is currently trademarked and copyrighted by Wizards of the Coast) nor any element therein; if he has stepped on the rights of the owner of that product, he will change this as needed. The purpose of this is to help support gaming as a whole by offering it free of charge. The author is willing to allow individuals to distribute copies to friends and to gaming conventions provided they (a) do not claim any sort of ownership, (b) do not charge money for it (including offering it as a "free" component in a packaged deal they accept money for), (c) do not alter it in any way, and (d) understand he is not giving away any of his rights to ownership.
Notes from the Log of A Pirate Captain:
This rumor of a strange island is annoying me. The crew wants to explore and plunder great treasures. I'd rather hail down ships and rob 'em! We sailed east for endless days. Not a single ship to plunder. A storm struck but the Slippery Eel weathered it well. Bad fortune: the navigator was swept overboard while traveling from the deckhouse to galley. More bad luck. Bad food and bad water both. I turn us back, following the stars. A terrible storm. Blown wildly for over a week. The doctor died in the night from a sudden fever. An island ahead! Fresh water and food. This new crewman. He seems suspicious. Lousy day. The new crewman was killed in a fight with that scoundrel One-Eye. OneEye claimed the new guy came at him with a dagger from behind. We all know one-eye. He wanted the guy's medallion. Friendly natives. Too smart. One-Eye was beat half to death slipping off a lady's gold necklace. Best leave fast. What is the fascination with snakes? Bigger island east. Bigger island, and what dragons! Little flying dragons that don't breath fire swarmed us. Welt on my pate after that! Some ruins on the coast. Crew is expressing concern for their democratic rights. I let seven go ashore on the jolly boat to look for loot. None return. Boat lost. Huge fish. Long necks, small heads, huge bodies. Who were those people? Or what? Barely got away. Crew too small to do anything but set sail for civilization. Home to safety!
Part II : The Islands
Several islands are in the vicinity of the Dreaded Islands. The Dreaded Island are described in their own section. The locals avoid the Dreaded Islands because of its dangerous inhabitants. Snakeline Island is inhabited by natives who have lived there for hundreds of years. The Broken Islands are not hospitable enough to interest them. The maps are intended to show general and significant details. They do not, for example, show every volcano or mountain, only some of the important ones. Harbors protect ships against strong storms. Plateaus. The plateaus shown aren't necessarily that high, but are sharp-faced, with rocky cliff faces that defy access. Climbing up or down each takes 1 or more days depending on encumbrance. Encumbrance 1/4 1/2 3/4 100% 1 day 2 days 3 days 4 days
Climbing requires slow, careful choice of path and footing. Horses and such cannot be ridden; doing so will cause them and the rider to tumble down a cliff face. Reefs. Reefs are usually only around a few of the smaller islands which were created by coral. Other areas will feature shallow coastal shelves, though usually they are of little danger to ships unless they come too close. A ship will generally rip it's hull out if it tries to go through a reef. Rivers. Only a few of the significant rivers are shown (as solid dark lines). Many exist as would small streams and creeks.
Movement on the Ocean
Features of the general area include: Coastline. Coastlines are usually bordered by beaches and are generally safe for landings. They do not provide shelter from storms; only harbors will. Many smaller ships can be landed on a beach during high tide, propped up (if need be) and unloaded as desired, setting sail again when high tide returns. Glacier. There is one large glacier on the south island which will be handy for ice-age adventures, frost giants, white dragons and such. Many mountains would have snow capped peaks and long mountain ranges might also have glacier conditions. Harbors. Any ocean hex surrounded by 4 or more land hexes should be considered a safe harbor. Those with only 3 are doubtful at best and those with 2 are not. Movement on the oceans will depend on the ship used and other details as spelled out in the rules being used. A few ideas to keep in mind are: The vessel will have to skirt the coast closely if the crew wants to view details on land. Movement along the coast at night means (a) the crew cannot see details and (b) they cannot detect underwater obstacles very well. During the day the DM might assume they avoid shallows and floating obstacles; at night, they might randomly crash into something.
Movement on the Islands
The main island map uses a scale of 6 miles per hex. The following table shows the cost of movement in miles per hex:
Terrain City, clear, grassland, trail Broken, desert, forest, hills Jungle, mountains, swamp Road
Miles per hex 6 9 12 4
The DM can always change the scale to 3 miles per hex (each hex costs 1/2 as much movement as shown); or increase it to 12 miles per hex (doubling the movement cost per hex). Example of movement accounting: consider characters who can travel 18 miles per day (and using the map scale of 1 hex = 6 miles.) Moving along a trail or through a grassy area would take 6 miles per hex - they could move 3 hexes. Suppose they started one day and moved into a grassy hex (6 miles) and then into a jungle hex (cost is 9 miles), which is 15 miles total of the 18 they can move per day. Keep in mind that being exacting is not important. If they moved another hex into jungle, that means they travelled 3 miles, camped, and then spent another 6 miles the next day. They would have 12 miles left for travelling the next day. Or the DM might have them stop for the night and give them credit for 3 more miles movement the next day. Tracking movement can get twiddly. Consider allowing 2 or 3 days of movement at a time if PCs are only able to move 1 or 2 hexes at best in a day. Likewise, the intent is to estimate time used, not get it exactingly accurate.
spoilage moot. Fresh water is everywhere, except on the ocean. Diseases are more common due to the humidity: scratches can fester if not treated properly. Disease and parasite bearing insects constantly suck blood. Poisonous insects and reptiles thrive as do many spiny plants.
The Broken Islands
See the main map and the blow-up of the Broken Islands in the maps section. This set of broken islands is composed of small tree-covered chunks of sharp rocks with rough sides, or flatter but broken and dry areas. No humanoid natives are known to inhabit them. MOVEMENT: The scale of 2 miles per hex means this map was blown up to three times the original size. This triples the number of hexes that can be moved per day. The following table gives the cost in miles of movement per hex. Terrain City, clear, grassland, trail Broken, desert, forest, hills Jungle, mountains, swamp Road Miles per hex 2 3 4 1 1/3
Weather and Environment
As designed, the islands are in a tropical region. This means they are lush with plants and wildlife. Reptiles prosper as do insects. Three months of the year are greeted with monsoons and hurricanes every month or so. The other months tend to be milder, but it usually rains at least once a week, and thunder storms (not nearly as powerful as a hurricane) often hit once a month. There is usually one or two months of drought when little rain falls. Ground water is plentiful and usually sustains wildlife. During this time heat rises beyond the normal tropical levels to deadly levels for anyone who is too active. It never snows except on the high mountain tops or the glacier. It does get cool if not cold at night. There is a high shelf of land on one island where a glacier has formed. The natives will share information about survival on the islands without being asked. Foodstuffs (fruits and wildlife) are common enough to make
For example: a PC party that can move 18 miles per day would loose 3 miles moving through a broken area, and 4 moving through a swamp area. When moving along a road for 3 hexes they would expend 4 miles of movement (1 1/3 x 3 = 4.) ADVENTURE IDEA: This is the germ of an idea for an underwater adventure that the DM can expand on. It might lead to several underwater grottoes featuring aquatic beasts and environmental factors, for example. The beach located at #1 is fairly flat and sandy. If the PCs enter and explore this seaside grotto, they find a trail they can follow through broken land until they come to a central temple. Sunlight slides down into chambers etched from volcanic stone. Inside is a fairly nice looking female human who is chained to the wall, slumped over and suffering obvious dehydration and hunger. The chains prevent her from moving her arms very far. They are shackled on via pins bent on each end; heavy tools are needed to open them (a hammer and metal punch for example) which she could not use even if she had them. If the PCs ignore the situation or make it worse, they have enabled a tyrant to gain control of the
undersea people she belongs to. Later they should meet raiders sent out by him to force "tribute" from passing ships around the islands, in a ploy to further extend his power. She is weak and will not move or attack. She is dressed much like the privileged women of fantasy courts, in flowing gossamer veils, a loin cloth, decorative bikini with turtle shell cups, and a necklace of fairly ordinary looking stone beads held together by what is dried gut. The clothing is made of strange shimmering cloth that is not silk nor any other type the PCs would recognize (they are spun from the fibers of a type of seaweed that makes them waterproof.) On the necklace are a dozen small vial-like containers. If the PCs experiment with the vials (they can pull the top off each), the moment someone pulls a stopper out they will be shocked for 1d6 hit points damage (twice that if they fail a saving throw versus spells) and must also make a save or drop it. Six contain fluids and six contain powders of odd coloration and scent. Anyone who drinks or tastes of either must save versus poison or die; those who succeed will be violently ill for 1d6 x 10 minutes and must save again or be debilitated by paralysis and nausea for 1d6 hours. If freed and given fluids and food, she will look around like a fish, unable to believe what she is seeing. Her "legs" uncurl to reveal eight octopi tentacles instead of normal limbs. Nothing she says makes sense nor does she understand anything the PCs say. Taking the necklace (if allowed and no one has interfered) she unstoppers a vial. She shudders, eyes rolling up and passes. About 10 minutes later she will awaken and begin to ask questions in an oddly accented common language. NOTE: Even if the party has read languages spells and such she will eventually drink the potion in the vial to prevent broken communications caused by limited spells. Her tale is a pretty simple damsel-in-distress situation. Her name is: Ciphilie (AC 9 without armor, HD 3, hp 12, Mv 120' (40'), TH0 17, #A 1 bite or 1 weapon, D 1-8 or by weapon, S F3, Ml 8, Al N) Spells (1): 1st level - cure light wounds, purify food and water Her father is a successful merchant and minor noble of her people who attracted envy and greed. In an attempt to gain control over him, his enemies captured her and condemned her to death unless he relented. He may have relented; all she knows is that she was left to die in the temple.
If the party members agree to help her and go on an expedition, they find that she is a decent person. She will annoy some PCs and even find one or two of them annoying. She does not understand the PCs and will lead them to the underwater city without giving it a though, expecting them to be able to breath water like she can. If they do not have their own useful water breathing magic, she will lead them to another chamber in the temple where she kneels and prays, clapping her hands together. After some 30 minutes a strange feeling comes over them. "You can now breathe water. But this is a boon of my goddess and she will not support it once your quest ends. Not any longer than you need to get your affairs in order and return to the surface." Ciphilie is a neried, a hand maiden and priestess of the ocean and sea goddess (Tethis). Each neried has a boon bestowed by her goddess in exchange for services. She has clerical abilities attuned to the ocean. Her necklace contains twelve different potions; they are poisonous to anyone else who drinks them. As it is, imbibing one renders her in a coma for 10 minutes after which it takes affect. Two allow her to speak and understand a strange language (she drank one; it will wear off in 8 weeks.) Three allow her to assume various sea-life forms for up to 1 hour each. Three will restore her to full hit points (she is still knocked comatose, so they are best used in emergencies.) Two allow her to control sea life for 10 minutes. One allows her to remain invisible for 6 hours. One is not explicitly defined; the DM should make up a suitable use for an occasion during the adventure. The cephaloids live in the shallower, cleaner ocean waters around the islands where plenty of light comes through. Coral, some plants and many plant-like organisms cling to the sandy bottom. Fish, squid, eels and other sea life also thrive. If the party joins her in her quest to see what has happened to her father, she will lead them to a simple underwater cavern with a glass roof. Three mermaids are here and will join the party if they need help. These are also nerieds and each has some unique magical property due to her service to the goddess. These fish tailed ladies all hail from different mermaid kingdoms. * Atalia (AC 6, HD 2, hp 14, MV 120' (40'), TH0 18, #A 1, D 1-6 or by weapon, S F 2, ML 8, Al N)
who can transform into a mako shark (AC 4, HD 4, hp 18, MV 180' (60'), TH0 16, #A 1 bite, D 2-12, S F 2, ML 7, Al N) or a lesser version of a giant squid (AC 7, HD 3, hp 15, MV 120' (40'), TH0 17, #A 8 tentacles / 1 bite, D 1-3 tentacles/1-6 beak, S F 2, ML 9, Al N) when need be, up to 3 times per day. Spells (1): 1st level - cure light wounds * Ceria (AC 6, HD 2, hp 12, MV 120' (40'), TH0 18, #A 1, D 1-6 or by weapon, S F 2, ML 8, Al N) who possesses a trident that emits electric shocks in a concentrated, purposely directed bolt that can stun if not kill human-sized creatures if they fail a saving throw versus dragons breath (otherwise it does 1d8 damage or 1d6 if used to thrust like a spear); range of the shock is 30/60/90. Spells (1): 1st level - purify food and water (which will counter ink clouds and poisons in the water) * Orania (AC 6, HD 2, hp 13, MV 120' (40'), TH0 18, #A 1, D 1-6 or by weapon, S F 2, ML 8, Al N), who is tattooed in garish shades and colors. She can summon sea life and control them. Three garishly colored sea snakes accompany her wherever she goes, ready to bite anyone who attempts to harm her (new ones will appear 1d6 hours later to replace any that are slain.) She summons 1d6 (1 - 6) bull sharks (AC 4, HD 2, MV 180' (60'), TH0 18, #A 1 bite, D 2-8, S F 1, ML 7, Al N) to aide the party. If the PCs need help, the mermaids use waterproof rope to make harnesses for sharks which they can hold onto. Spells (1): 1st level - cure light wounds Approaching the underwater city, the party is attacked by a collection of normal cephaloids and several shark-headed thugs of the villain. 3 Shark headed Cephalapodians (AC 7, HD 3, hp 20, 17, 15, Mv 120' (40'), TH0 17, #A 1 bite or 1 weapon, D 1-8 or by weapon, S F3, Ml 8, Al N) Possessions: leather armor (shark skin), sword 6 cephalapodian thugs (AC 7, HD 2, hp 13, 10, 8, 7, 6, 5, Mv 120' (40'), TH0 18, #A 1 weapon, D 16 or by weapon, S F2, Ml 7, Al N) Possessions: leather armor (shark skin), spear 12 cephalapodian thugs (AC 7, HD 1, hp 8, 8, 5, 5, 5, 4, 4, 4, 3, 3, 2, 2,, Mv 120' (40'), TH0 19, #A 1 weapon, D 1-6 or by weapon, S F1, Ml 7, Al N) Possessions: leather armor (shark skin), spear
The villain appears; he has an octopi for a head and can create various special effects, blasting foes with a pulse through the water (1d6 damage, range 30/60/90), a stunning electric grasp (save versus paralysis or be stunned for 1d6+1 combat rounds), and squirting ink which can render a victim blind for 1d6 turns (10 - 60 minutes) unless they save versus poison. 1 chief cephalapodian (AC 5, HD 5, hp 29, Mv 120' (40'), TH0 12, #A 1 bite or 1 weapon, D 1-8 or by weapon, S F5, Ml 9, Al C) Possessions: chain mail (scale armor made of sea shells), sword If the PCs are beaten, they are jailed and must escape. If the bad guys are beaten, the villain will try to flee to the city and resume the throne, attempting to use authority to overwhelm the party. If the PCs show initiative he is dethroned and jailed. If not, Cephile makes an impassioned rant and then a bubble of air pops up from the ocean floor, floats through the water and smacks the villain on the forehead; he is stunned and taken prisoner. The council will convene to appoint a new king and meanwhile a celebration is in order. The cephaloids reward the party with money (1,000 g.p.), gems (2 x 500 g.p.), pearls (6 x 100 g.p.) and a supply of sacks and clothing made of the waterproof fibers they use. The later will cut and wear like normal clothing, but will not rot and can be sold for a dear price. They also offer a +1 spear and a charm that will summon nearby sea creatures to their aide or drive off 1d6 sea creatures of animal intelligence that are attacking the party (it works a maximum of 3 times before loosing it's power.)
This is the main residence of the local native humans. They dislike the dangers of the Dreaded Islands and the discomforts of the less hospitable Broken Islands. These brown-skinned people are primitive but intelligent and pleasant, living in grass huts and log palisades, wielding spears and carrying large shields. They have limited blacksmithing and mining and welcome trade in metals. The villages might have a dozen or so silver-tipped arrows available and can make silver-tipped crossbow bolts and silver sling shot. They could make silverheaded axes, daggers, flails, hammers, maces and
spears in about a week; a sword would take 3 or 4 weeks. (These times are not based on the basic manufacturing idea so much as a lack of resources and a shortage of time to devote to smithing in general.) The villagers have collected some treasures over the course of hundreds of years of looting. They occasionally go exploring the island for a few days to a week and come back with a small number of coins and other artifacts from previous civilizations. There is very little in the way of treasures in the local area; PCs would have to search for days to find even small caches. The DM will have to add large treasures if they want them. These treasures have a theme in that many feature snakes: pottery will sometimes have lines of dancing snakes in odd postures (which is a strange ancient script) and some of the coins will feature snakes. Not everything is related to a snake, though. They survive by hunting, farming crops on small plots, foraging for wild plants and fishing. The villages all ferment coconuts and fruits to brew a strong drink for celebrations. They have a good deal of food, including dried sugary fruits eaten as candies and a form of bread baked from breadfruitlike plants. There are several villages. The demeanor of most is civility. There are some evil people about, but none of the leaders or governments are evil at this moment. Most villages are close to the shore but not on it. To avoid tides and high water during monsoons, the actual village proper is usually located up to a half mile back into the trees, on high ground if it is available. Random encounters on this island will be infrequent and usually feature fairly normal creatures. The locals have tamed it quiet a bit, though dangers still exist. Rumors that will be learned in the villages: 1 A cyclops civilization once inhabited the island. 2 Beware the large walking birds in the south. 3 Cannibals are massing to invade distant foreign lands. 4 Don't tread lightly in the living woods. 5 Elves, dwarves and other demi-humans do not live in the area. And few humans. 6 Flying lizardmen inhabit remote regions. 7 Giant lizards of truly tremendous size inhabit some areas. 8 Head hunting pygmys plague some areas. 9 Horse sized dogs have been seen, being ridden by dog-men.
10 11 12 13 14 15 16 17 18 19 20
Living winds dwell in broken lands. Orcs have found the islands. Mad wizards strive for power on the island. Snake men live in the swamps and jungles. Strange machines can be met on occasion. The ringing of a great bell or gong leads to a lost temple. Sea witches inhabit the area. Monkeys and apes speak and behave like humans. A great black pearl can be found in the oceans around the island. Giant hopping rats have been seen on the island. A fire giant city inhabits one volcano on the island.
The main villages are summarized below. Smaller villages and occasional lone families are scattered about. V1. Village of Kasta. These people are taller than most humans but much the same otherwise. The men wear shaggy beards and frizzy hair. Women are split between those that prefer to shave themselves bald and those that dress their long hair in elaborate braids. Tattoos can be seen on either sex, although only the leaders have any sort of extensive coverage. Tere-Alok is the chief of the village, who rules with a half dozen sub-chiefs and advisers. Chiefs and sub-chiefs are chosen (and sometimes deposed) through democratic voting (or warfare). Mak-Alok is a witch doctor and can offer various services including curse removal. To remove a curse or perform any other sort of magic, he needs a suitable fee in gems or coins, which will be sacrificed to a volcano. The PCs will invariably encounter one of the shamans of the tribe in their later adventures (unless the DM fails to read this). He acts pretty ordinary, but also wears (amid his bone necklaces) a plain copper amulet (worth about 5 g.p. to a collector) featuring a cyclopean eye. He also has tattoos on his body which other tribe members believe are ornamental; close scrutiny will reveal they are runes dedicated to a cult of evil. The shaman will monitor the party's progress. If they are successful in their adventures, he will be encountered later with a retinue of thugs and undead (under his control but not created by him), attempting to lure the party into his confidence so he can kill or capture them. Evil Cleric (AC 5 (hide armor = AC 7, dexterity 2
bonus of 2), Level 5 Cleric, hp 17, MV 90' (30'), TH0 17, #A 1 mace, D 1-6, S C5, ML 8, Al C, S 11, I 12, W, D 16, C 10, C 11 Spells (2, 2): 1st level - protection from good, darkness 2nd level - bless, striking 6 berserker thugs (AC 7, HD 1+1*, hp, 9, 6, 5, 5, 4, 3, MV 120' (40'), TH0 18, #A 1 weapon, D 1-8 or weapon, S F1, ML See below, Al N) 5 fighters (AC 7, Level 1 Fighter, hp 7, 5, 4, 3, 3, MV 120' (40'), TH0 19, #A 1 weapon, D 1-8 or weapon, S F1, ML See below, Al N) 6 ghouls (AC 6, HD 2*, hp 12, 11, 8, 8, 7, 6, TH0 18, #At 1 claws / 1 bite, Dam 1-3/1-3/1-3, Mv 90' (30'), Sv F2, Ml 9, AL C) 9 skeletons (AC 7, HD 1, hp, 8, 7, 6, 5, 5, 5, 4, 4, 3, MV 60' (20'), TH0 19, #A 1, D 1-6 or weapon, S F1, ML 12, Al C) There are quiet a few worthy fighters who will join the party. They must be given good terms (1/4 of a share of loot for example) and the party must be in good standing with the peoples. These people have smallish canoes and dugouts. If the party needs a vessel, they will have to contract the islanders to build a nice little sailing ship. The tribal council hut is decorated with the skull of a Tyrannosaurus rex, recovered by some adventurous islander many dozen years ago from the main land. A witch doctor sports a long flowing necklace of scores of peg-like teeth - sauropod teeth also brought from the mainland by some adventurer. V2. Village of Garuna. Inhabiting the edge of a swampy area, these people live in grass huts along the solid areas and huts on wooden poles around the swamps. They are flashy and friendly; on a bright sunny day they will greet visitors enthusiastically, resulting in a sparkling glint of sun off silver and gold jewelry. This wealth comes from various lost cities and ruins they have found in the area. Now and then they find another. These people enjoy nudity and ladies who are proud of being females flaunt it. The actual wealth they have is not as great as it seems and greedy PCs who attack are likely to be disappointed. They have little use for the treasures they find, so they make jewelry from it. There is a shrine devoted to a goddess and
decorated with a number of common artifacts from some ancient civilization: colorful glass cups and bowls, silverware, elaborately decorated china plates and cups, and what looks like a fancy stick it is a wand of lightning with 3 charges left. If it is recognized by the PCs, the natives will gladly trade it for a worthwhile amount of metal items or services. One large alabaster bowl has gold inlay decorations which indicate a large lake in on a plateau on the northern end of the island. The shaman of the village can offer several potions to cure diseases (1d4) or neutralize poison (1d4), as well as spell casting, at a fee. These people indulge in brewing strong alcoholic drinks from the abundant supply of sugar cane they raise, mixed with fruits. They also have candies to offer. V3. Village of Gali. Situated along a deep river ravine inland from the coast, this village uses heavy stone blocks for housing and walls. A large stone wall surrounds it. Of all the tribes, these are the ones with the most metal. They mine a large vein of iron ore and have several smelting pits and a good deal of coal and charcoal. The chiefs wield swords or axes, and warriors have steel-headed spears. Chiefs also have chain mail. They have several long ships as well as smaller sailing ships and boats. They will sell a ship for a dear price, or even build one under contract. A plain woman will watch the PCs but then brave herself and approach them. Her name is Lina-Lie. Months ago her husband went to the great islands to the east (Dreaded Islands) in search of copper. She hasn't heard from him since. She pushes a small ruby gem at them (250 g.p. value), begging them to keep a look for him and bring him back if they find him. There is a single monolith here about 6 feet high that is carved with snake-script: snakes and squiggly lines in various poses as it were. A read language spell will reveal an incomplete but lengthy spiel about the "One Eyed Gods" and a war by the "Blessed" to win freedom from unjust slavery to "..those who tread on us...". The tone sounds sanctimonious. Sometimes the text chortles in delight at the idea of eating defeated enemies. There is mention of a temple that appears and disappears on a regular basis. V4. Imoda. A smaller village of huts and one main wooden long house. There is little of note
here. One of the inhabitants of this village is an intelligent chimpanzee. It is being kept as a pet by several villagers who do not know it can talk (rather they think it can mimic speech and it has not abused them of the idea, as yet.) It will size up the PCs and then as one passes it will start talking to them. This creature will try to ingratiate itself on the part. It was found and captured by a trader on a distant island when it was a young child. The locals found its ability to mimic human speech amusing. As it grew up, it began to realize that talking monkeys were unheard of in the area, even though it has vague memories of gorillas, chimpanzees, and other such creatures being pretty much human. Since then it has maintained the persona of a parrot. If the PCs let it join their party, it will be an indolent companion that has to be goaded to action, but will travel with them in hopes of some day reaching its home lands. It has spent years spent sneaking about and hiding it's nature. It is a 4th level thief (AC 7 (+2 bonus for dexterity), Level 4 Thief, hp 14, MV 120' (40'), #A unarmed or by weapon +1 for strength, D 1-4, S T4, ML 8, Al N; S 15 (+1), I 12, W 11, D 16 (+2), C 11, C 9) , albeit it generally does not steal (beyond a habit of taking food when it is hungry) nor harm other creatures. Buying the monkey will take a bit of trade in metal items and decorative beads and such. Stealing it will be seen as very bad manners and the thieves will be accosted by angry villagers who intend to force them to be honest and pay for the "pet." The locals will not resort to fighting or killing for its sake. V5. Village of Lik-Lik. This small village consists of huts on stilts. The inhabitants dance daily. When the PCs arrive they are throwing a wild party with the centerpiece being some short, stout fellow who seems to have just returned from some ordeal. The fellow is taking it all in good stride, but is bashful. All of a sudden his eyes roll up in his head and he begins to froth, collapsing to the ground twitching and writhing. In seconds his body mutates to become a four legged, hairy, snarling werehyena (AC 5, HD 4*, hp 18, MV 180' (60), #A 1 bite, D 2-8, S F4, ML 8, Al C; for the sake of simplicity
the author uses the same statistics as a werewolf rather than create any special statistics; it is immune to normal weapons and has the other properties of a werewolf, adjusted for the local conditions). Jumping up, the were-hyena lays into the crowd, pinning people down, biting several. From out of the nearby grass leaps four normal hyenas [wolf statistics] (AC 7, HD 2+2, hp 15, 12, 11, 9, MV 180' (60'), #A 1 bite, D 1-6, S F1, ML 8 (6), Al N) who join into the fray, attacking everyone they can. Frightened villagers flee everywhere, yelling and confused. It is up to the players to decide what to do. If the PCs join the fight, they will help prevent the were-hyena and it's cohort from killing anyone, though several people are injured. If they ruthlessly kill the were-hyena, it reverts back to human form. There will be a funeral; by not showing restraint (they could have grappled and captured it or netted it for example) the PCs have not made themselves any friends in the community. Use the rules for lycanthropy in the rules to determine if a character mauled by the were-hyena becomes one. If the PCs were lenient in controlling the were-hyena the tribe will gladly aide any stricken members in finding a venerable old shaman of high level who can help cure them of the disease. If not, they will have to work for it. Recently, the man was off on a trip looking around local ruins when he found a simple temple. Without thinking, he relieved himself in a convenient pool of water; a few moments later he was mauled by a hyena but survived. He was missing almost a month, lost and feverish, slowly healing. He had been cursed by the deity the shrine was dedicated to and as such turned into a werehyena in punishment.
This is an example of how a DM might expand the area with other details. This is not mapped and may not even exist (or may appear later). This is not marked on the player's map because it is something of a secret. This looks like an island from a distance, but close inspection reveals it is a massive floating structure of plants and trees. The creatures that exist in this environment will be alien, prone to life in the water or trees. Normal ground-borne life will be scarce if it even exists.
DREADED ISLANDS DM MAP
DREADED ISLANDS PLAYERS MAP
The Broken Islands
LIZARD LAKE ISLAND DM'S MAP
LIZARD LAKE ISLAND PLAYER'S MAP
CYCLOPS TEMPLE LEVEL ONE
CYCLOPS TEMPLE LEVEL TWO
CYCLOPS TEMPLE LEVEL THREE
Part III : Dreaded Island
There are actually two "dreaded islands" - the north and south ones. The locals do not visit them very often. They think they are one island. They believe the gap that separates the north and south islands is a harbor, never having explored far enough into it to discover its true nature. Hadrosaurs* (10 HD) - 1d3 Iguanodon* (9 HD) - 1d3 Pachycephalosaurs (1-6 HD) - 1d4 Protoceratops* (2 HD) - 1d12 Sauropod*, large (18 HD) - 1d2 Sauropod*, massive (38 HD) - 1 Sauropod*, medium (12 HD) - 1d2 Sauropod*, small (6 HD) - 1d4 Stegosaurus (11 HD) - 1d2 Triceratops (11 HD)/Pentaceratops* (10 HD) - 1d2 51 - 55 FANTASY/HUMANOIDS SUBTABLE Flying Encounters: 56 Bat, Giant (2 HD) - 2d6 57 - 58 Bee, Giant (1/2 HD) - 6d6 59 - 61 Harpies (2 HD) - 2d6 62 - 65 Hawk, Giant (4 HD) - 1d6 66 - 67 Insect Swarm (2 HD) - 1d12 68 - 69 Insect Swarm (3 HD) - 1d8 70 Insect Swarm (4 HD) - 1d6 71 - 79 Pteranodon (5 HD) - 1d4 80 - 89 Pterodactyl (1 HD) - 4d6 90 Stirge (1 HD) - 4d6 91 - 93 UNUSUAL FLYING ENCOUNTER SUBTABLE 94 - 100 UNUSUAL LAND EVENTS SUBTABLE NOTE: For multiple entries on one line pick one or use the first. Dreaded Isle Random Encounters: South d100 ENCOUNTER 1 Antelope, prehistoric (1-4 hit die) - 3d6 2 - 3 Cave Bear (7 HD) - 1d3 4 - 5 Cave Lion (7 HD)* - 1d4 6 Dire Wolf (4 HD) - 1d6 7 - 8 Elephant, Mammoths* (13 - 15 HD) - 1d2 9 - 10 Elephant, Mastodons (15 HD) - 1d2 Elephant, Shovel Tuskers* (7 - 10 HD) 11 - 12 1d3 13 Glyptodon* (4 HD) - 1d6 14 - 15 Hyenodon* (3+1 HD) - 1d8 16 - 19 Hyena, Prehistoric* (4+1 HD) - 1d6 20 Megatherium (9 HD) - 1d3 21 - 23 Saber-tooth cat (8 HD) - 1d3 24 - 28 Terror Bird* (3 HD) - 1d8 29 Titanothere (12 HD) - 1d2 30 Woolly Rhinos (HD 12) - 1d2 FLYING ENCOUNTERS: 31 - 32 Bat, Giant (2 HD) - 2d6 33 - 35 Bee, Giant (1/2 HD) - 6d6 38 39 40 41 42 43 44 - 45 46 - 48 49 50
Wildlife is everywhere. Encounters represent meetings with dangerous or unusual creatures. Herd animals (for example) will be stampeding, defending their young, etc. The tables below also give the DM a list to refer to if they need ideas. A suggested number encountered follow the description. "1d3 low" means roll 1d6: 1-3 = 1, 4-5 =2, and 6 = 3. The DM will have to change any encounter that is inappropriate for the situation it occurs in. There is one main table for the north island and one for the south island. Other tables are provided to help with flying, glacier, ocean or underwater exploration situation. The islands do not represent a historically accurate prehistoric environment; rather they mix dinosaurs, modern creatures and fantasy monsters in a fantastic mix. An encounter might occur once per day (roll 1d6: a 5 or 6 indicates an encounter.) The DM can decide whether or not it occurs at night or roll randomly: if the PCs travel during the day then roll 1d6, 1-2 = night and 3-6 is day. Otherwise roll 1d6, 1-3 = night and 4-6 is day. Dreaded Isle Random Encounters: North d100 Encounter 1 - 5 COMMON ANIMALS SUBTABLE 6 - 15 DANGEROUS ANIMALS SUBTABLE Dinosaurs, Carnivores: 16 - 19 Allosaurus* (12 HD)/Suchomimus (14 HD) -1 20 - 21 Baryonyx* (9 HD)/Carnotaurus* (7 HD) 1d2 22 - 26 Deinonychus*/Dromeaosaur*/Velociraptor * (1 - 3 HD) - 2d6 27 - 30 Tyrannosaurs rex* (18 HD)/Gigantosaurus* (20 HD)/Spinosaurus (18 HD) - 1 31 - 35 Various Carnivores 1-6 hit die * - 2d6 Dinosaurs, Vegetarians: 36 Ankylosaur*/Nodosaurs* (7 HD) - 1d4 37 Centrosaurus* (7 HD)/Chasmosaurus* (5 HD)/Styracosaurus* (6 HD) - 1d4
36 - 38 39 - 42 43 - 47 43 - 44 45 - 46 47 49 50 51 - 55 56 - 65 66 - 80 81 - 95 96 - 100
Harpies (2 HD) - 2d6 Hawk, Giant (4 HD) - 1d6 Insect Swarm (2 - 4 HD) - 1d8 Insect Swarm (2 HD) - 1d12 Insect Swarm (3 HD) - 1d8 Insect Swarm (4 HD) - 1d6 Pterodactyl (1 HD) - 4d6 Stirge (1 HD) - 2d6 UNUSUAL FLYING ENCOUNTER SUBTABLE COMMON ANIMALS SUBTABLE DANGEROUS ANIMALS SUBTABLE FANTASY/HUMANOIDS SUBTABLE UNUSUAL LAND EVENTS SUBTABLE
d100 COMMON ANIMALS SUBTABLE APES AND MONKEYS: 1 - 2 Baboons (1 HD)* - 4d6 3 Cave Gorilla* (4 HD) - 1d6 4 - 5 Chimpanzees (1+1 to 2 HD)* - 2d6 6 - 8 Common Monkeys (1/2 HD)* - 6d6 9 - 10 Gorillas (4 HD)* - 2d4 11 - 12 Orangutans (2 to 3 HD)* - 1d6 13 - 18 Rock baboon (2 HD) - 2d6 19 - 20 White Ape (4 HD) - 1d6 HERD ANIMALS: 21 - 60 Antelope/Zebra etc. (1 - 4 HD) - 6d6 11 - 80 Elephant (9 HD) - 1d3 81 - 84 Hippos (8 HD) - 1d3 85 - 92 Rhinos (6 HD) - 1d4 93 - 96 Wild Boar (3 HD) - 1d8 97 - 100 Wild Horses (2 HD, feral) - 2d6 d100 1-2 3 4 5 6 - 10 11 - 13 14 - 16 17 18 19 20 21 22 23 24 - 25 26 - 27 28 - 30 DANGEROUS ANIMALS SUBTABLE Crocodile (2 HD) - 1d8 Crocodile, giant (15 HD) - 1 Crocodile, large (6 HD) - 1d4 Crocodile, medium (4 HD) - 1d6 Ant, giant (4 HD) - 1d6 Bees, Giant (1/2 HD) - 4d6 Centipede, giant (1/2 HD) - 8d6 Giant Ant Lion* (4 HD) - 1d6 Giant Bombardier Beetle (2 HD) - 1d12 Giant Fire Beetle (1+2 HD) - 2d6 Giant Preying Mantis* (5 HD) - 1d6 Giant Rhinoceros Beetle* (7 HD) - 1d2 Giant Stink Beetle* (3 HD) - 1d8 Giant Tiger Beetle (3+1 HD) - 1d8 Scorpion, Giant (4 HD) - 1d6 Dimetrodon* (5 HD) - 1d4 Giant Draco Lizard (4+2 HD) - 1d6
Giant Gecko (3+1 HD) - 1d6 Giant Horned Chameleon (5 HD) - 1d4 Giant Tautara (6 HD) - 1d4 Gorgonopsid* (3 HD) - 1d6 Komodo Dragon* (2 HD) - 1d12 Hyena (2+2 HD) - 1d10 Leopard (mountain lion 3+2 HD) - 1d3 low Lion (HD 5) - 1d6 Rats, giant (1/2 HD) - 6d6 Shrew, Giant (1 HD) - 2d8 Tiger (6 HD) - 1d3 Weasel, giant (4+4 HD) - 1d6 Wild Hunting Dogs* (see "dog" 1 HD) 64 - 65 3d6 66 - 69 Giant Rattlesnake (4 HD) - 1d4 70 - 75 Pit Viper (2 HD) - 1d6 76 - 80 Rock Python (5 HD) - 1d6 81 Sea Snake (3 HD) - 1d4 82 - 85 Spitting Cobra (1 HD) - 1d12 86 - 88 Giant Black Widow (3 HD) - 1d6 89 - 92 Giant Crab Spider (2 HD) - 1d6 93 - 94 Giant Tarantula (8 HD) - 1d2 95 - 97 Giant Trapdoor Spider (4 HD)* - 1d4 98 - 100 Giant Wolf Spider (1 to 2 HD)* - 2d6 d100 1 2 3 4-9 10 - 11 12 - 17 18 - 20 21 22 23 24 - 25 26 - 27 28 - 29 30 - 32 33 34 35 36 37 38 39 40 - 45 46 47 - 51 52 - 54 55 56 - 58 59 - 61 62 - 63 FANTASY/HUMANOIDS SUBTABLE Basilisk (6+1* HD) - 1d3 Blink Dog (4* HD) - 1d4 Bugbears (3+1 HD) - 1d8 Cannibals (1-1 HD) - 4d6 Carrion Crawler (3+1* HD) - 1d6 Cave men (2 HD) - 2d6 Chameliods* (2+1 HD) - 2d6 Cockatrice (5** HD) - 1d2 Cultist Scouts (see xxx for example) Displacer Beast (6 HD) - 1d4 Dryad (2 HD) - 1d6 Gargoyle (4 HD) - 1d4 Ghouls (2 HD) - 2d6 Gnolls (2 HD) - 2d6 Goblins (1-1 HD) - 5d6 Hill Giant (8 HD) - 1 Hobgoblins (1+1 HD) - 4d6 Kobolds (1/2 HD) - 6d6 Living Statue, Crystal (3 HD) - 1d6 Living Statue, Iron (4 HD) - 1d4 Living Statue, Stone (5** HD) - 1d3 Lizardmen (2+1 HD) - 2d6 Medusas (4 HD) - 1d4 Natives, Friendly (1-1 HD) - 2d6 Natives, Hostile (1-1 HD) - 2d6 Nixie (1 HD) - 1d6 Ogre (4+1 HD) - 1d6 Orcs (1 HD) - 5d6 Owl Bear (5 HD) - 1d4
31 - 35 36 - 39 40 - 42 43 - 44 45 46 - 51 52 - 53 54 - 57 58 - 59 60 61 - 62 63
64 - 65 66 67 - 70 71 - 72 73 - 74 75 - 77 78 - 79 80 - 81 82 - 86 87 - 91 92 - 93 94 95 96 97 98 99 - 100 d100 1 - 10 11 - 13 14 - 23 24 - 28 29 - 33
Pegasus (2+2 HD) - 1d4 Pixie (1 HD) - 1d6 Pygmy Cannibals (1/2 HD) - 6d6 Rust Monster (5 HD) - 1d4 Skeletons (1 HD) - 3d6 Snakemen* (2 HD) - 2d8 Sprite (1/2 HD) - 1d6 Treant (8 HD) - 1d3 Troglodytes (2 HD) - 2d6 Troll (6+3* HD) - 1d3 Unicorn (4 HD) - 1d6 Wereboar (4+1 HD) - 1d6 Werehyena* (as werewolf) (4 HD) - 1d6 Wererat (3 HD) - 1d8 Wight (3* HD) - 1d4 Wraith (4** HD) - 1d3 Zombies (2 HD) - 2d6
GLACIAL ENCOUNTERS Cave Bear (7 HD) - 1d3 Cave Gorilla* (4 HD) - 1d4 Cave Lion* (7 HD) - 1d3 Caveman (2 HD) - 2d6 FANTASY/HUMANOID CREATURES SUBTABLE 34 Frost Giant (10+1 HD) - 1 35 - 39 Hawk, Giant (4 HD) - 1d6 40 - 43 Leopard (mountain lion 3+2 HD) - 1d6 44 - 48 Muskox (antelope 1 to 3 HD) - 2d6 49 - 53 Polar Bear (6 HD) - 1d4 54 - 57 Rats, giant (1/2 HD) - 6d6 58 - 62 Reindeer (antelope 2 to 3 HD) - 2d6 63 - 64 Shrew, Giant (1 HD) - 2d8 65 Weasel, giant (4+4 HD) - 1d6 66 - 70 White Ape (4 HD) - 1d6 71 White Dragon (6 HD) - 1d3 72 - 78 Wild Boar (3 HD) - 1d8 79 - 80 Wild Horses (2 HD, feral) - 2d6 81 - 85 Wolves (2+2 HD) - 2d6 86 - 95 Woolly Mammoth (6 HD) - 1d4 96 - 100 Woolly Rhino (8 HD) - 1d3 d100 1-3 4 5 6 7-8 9 - 10 11 12 - 15 16 - 20 21 - 22 OCEAN ENCOUNTERS ON SURFACE Crocodile, giant (15 HD) - 1d2 Ichthyosaurs (7 HD) - 1d4 Ichthyosaurs (14 HD) - 1d2 Ichthyosaurs (22 HD) - 1 Mosasaurs (6 HD) - 1d6 Mosasaurs (12 HD) - 1d2 Mosasaurs (24 HD) - 1 Plesiosaurs (7 HD) - 1d3 Plesiosaurs (11 HD) - 1d2 Pliosaurs (5 HD) - 1d4
23 - 24 Pliosaurs (10 HD) - 1d3 25 Pliosaurs (20 HD) - 1 FLYING ENCOUNTERS 26 Bat, Giant (2 HD) - 2d6 27 Bee, Giant (1/2 HD) - 6d6 28 Harpies (2 HD) - 2d6 29 Hawk, Giant (4 HD) - 1d6 30 Insect Swarm (2 - 4 HD) - 1d6 31 - 35 Pteranodon (5 HD) - 1d4 36 - 42 Pterodactyl (1 HD) - 4d6 43 Stirge (1 HD) - 4d6 UNUSUAL FLYING ENCOUNTER 44 - 46 SUBTABLE 47 - 52 Giant Octopus (8 HD) - 1d3 53 - 58 Giant Squid (6 HD) - 1d3 59 - 62 Giant Water Termite (4 HD) - 1d6 63 - 65 Hydra, ocean (5 - 6 HD) - 1d4 66 - 68 Lizardmen (2+1 HD) - 2d6 69 - 71 Mermaids (1 HD) - 2d12 72 Sea Dragon (8 HD) - 1 73 - 75 Sea Serpent (6 HD) - 1 SPECIALS: 76 - 80 Becalmed for 1d6 days 81 - 82 Merchants - shipload 83 - 85 Pirates - monstrous humanoids 86 - 92 Pirates - shipload 93 - 100 Storm d100 1-5 6-8 9 10 11 12 13 - 17 18 - 19 20 - 21 22 - 23 24 25 - 27 28 - 33 34 - 35 36 - 41 42 43 - 44 45 46 - 47 48 49 50 51 - 52 53 54 - 59 UNDERWATER OCEAN ENCOUNTERS Common Eel* (1 HD) - 4d6 Crocodile (2 HD) - 1d12 Crocodile, giant (15 HD) - 1 Crocodile, large (6 HD) - 1d4 Crocodile, medium (4 HD) - 1d6 Giant Cone Snail* (3 HD) - 1d8 Giant Crab (3 HD) - 1d8 Giant Diving Bell Spider* (4 HD) - 1d6 Giant Eel* (2 HD) - 2d6 Giant Eel* (4 HD) - 1d6 Giant Eel* (6 HD) - 1d4 Giant Jellyfish* (6 HD) - 1d4 Giant Octopus (8 HD) - 1d3 Giant Piranha (4 HD) - 1d6 Giant Squid (6 HD) - 1d4 Giant Water Termite (4 HD) - 1d6 Huge Barracuda (5 HD) - 1d4 Hydra, ocean (5 - 6 HD) - 1 Ichthyosaurs (1 HD) - 4d6 Killer Whale (6 HD) - 1d3 Lizard man (2 HD) - 1d12 Mermaids (1 HD) - 2d12 Mosasaurs (1 HD) - 4d6 Nixie (1 HD) - 4d6 Plesiosaurs (1 HD) - 4d6
60 - 66 Plesiosaurs (3 HD) - 1d8 67 Pliosaurs (1 HD) - 4d6 68 Sea Dragon (8 HD) - 1 69 Sea Serpent (6 HD) - 1d4 70 - 71 Sea Snake (3 HD) - 1d8 72 Sea Turtle, common* (2 HD) - 1d12 73 Sea Turtle, large* (4 HD) - 1d6 74 - 84 Shark, bull (2 HD) - 2d6 85 - 92 Shark, great white (8 HD) - 1d3 93 - 100 Shark, mako (6 HD) - 1d4 UNUSUAL FLYING ENCOUNTER SUBTABLE 1 Cockatrice 2 - 3 Djinni (7+1 HD) - 1 4 - 6 Dragon, Black (7 HD) - 1d4 7 - 8 Dragon, Green (8 HD) - 1d3 9 - 11 Dragon, White (6 HD) - 1d4 12 - 17 Elemental, Air (8 HD) - 1d3 18 - 25 Gargoyle (4 HD) - 1d6 26 - 27 Giant, Cloud (12+3 HD ) - 1d2 28 - 32 Griffon (7 HD) - 1d4 33 - 40 Hippogriff (3 HD) - 1d8 41 - 45 Manticore (6+1 HD) - 1d4 46 - 48 Pegasus (4 HD) - 1d6 49 - 53 Roc, Small (6 HD) - 1d4 54 - 55 Sprite (1/2 HD) - 3d6 56 - 57 Wyvern (7 HD) - 1d4 SPECIALS: 58 Collision with Bird Flock 59 Collision With Insect Swarm (Normal) 60 - 63 Freezing storm 64 - 65 Glowing light flash past and disappear 66 - 72 Obscured ground 73 - 78 Overcast to high altitude 79 - 80 Person on flying device 81 - 90 Storm with lightning 91 - 100 Storm with primarily wind and rain d100
d100 1-5 6 7 - 11 12 - 16 17 - 21 22 23 - 27 28 - 32 33 - 37 38 - 39 40 - 49 50 - 59 60 - 69 70 71 - 80 81 - 85 86 87 - 98 99 100
UNUSUAL LAND EVENTS SUBTABLE A random item goes missing Animals squeal and holler in loud chaos Dead Fall Drums in the distance (the drummers are not found) Earth quake Extreme Heat (Cold) Extremely stormy weather Flash flood Forest fire Giant Leech (6 HD) - 1d4 Illness, extreme Illness, mild Illness, quickly fatal Lights appear, waft through the air and blink out Lost Mud bog Relentless insect swarms Snake Bite or Poison Sting Trees creak and move away Volcanic eruption
* New Monster
Unusual Land Events Subtable Explanations
Animals squeal and holler in loud chaos. The noise is deafening for 1d6 hours during which time the party has an increased chance of being surprised by predators and such; roll for a wandering monster. A random item goes missing. One or more minor items go missing, lost or pilfered. Dead fall. This can only happen in jungles and forests. An old tree decides to collapse when the PCs pass by. Randomly pick someone; they are attacked by a 2 hit die creature and take 3-18 (3d6) damage if hit. Drums in the distance (the drummers are not found). As it says. Extreme Heat (Cold). Temperatures rise beyond tolerable extremes. The party must remain still or suffer a -1 penalty to all d20 rolls (-5% on d100 rolls); they suffer 1 days worth of dehydration for each 2 hours they do not drink a daily ration of fresh water (perhaps 1d2 hit points damage or such). Humans typically need 2 quarts water per day (in this case 8 quarts) for example.
Earth quake. The ground shakes violently for 1d6 (1-6) rounds. Everyone must save versus paralysis (with dexterity score modifiers) or fall off their feet. There is a 1 in 6 chance of panicked herd animals crashing through the party; each member is attacked by a 3 hit die creature (TH0 14) and if hit takes 1d6 (1-6) points of damage from flying debris, slipping, etc. Extreme Heat (Cold). Temperatures rise beyond tolerable extremes (or drop if the party is on a glacier or snow-capped mountain top). The party must remain still or suffer a -1 penalty to all d20 rolls (-5% on d100 rolls); they suffer 1 days worth of dehydration for each 2 hours they do not drink a daily ration of fresh water (perhaps 1d2 hit points damage or such). Humans typically need 2 quarts water per day (in this case 8 quarts) for example. Extremely stormy weather. A violent storm hits the area for 1d6 days. The party must find shelter (cave, hut, etc.) Each day they remain outside, a person is attacked by a 6 hit die creature (TH0 14) and if hit takes 2d6 (2-12) points of damage from flying debris, slipping, etc. Forest fire. A fire blazes and surrounds the party for 1d6 hours. Each hour the characters are attacked as if by a 1 hit die creature (TH0 19; modified by methods used to avoid the flames) and if injured take 1d6 (1-6) hit points damage. Flash flood. Storms cause the area to flood with torrents of water. If in boats on a river, the party will be swept downstream and must avoid being overturned, or they must seek shelter on high ground. Members on the ground must seek shelter and will be hindered from moving for 1d6 days. Drowning or being swept away and injured is a high risk for anyone who tries to "push on" through the region. Illness. All members of the party must save versus poison/disease (apply constitution modifier) or come down with an illness due to bad water or insects. Cure disease spells and potions will negate even the worst effects. Proper non-magical treatment reduces the duration and should give a bonus to saving throws. An extreme illness lays them low (they cannot move and are delirious) for 1d6 (1-6) days (add 1d6 (1-6) if no one is there to care for them) after which they must save versus poison/disease (apply constitution modifier) or remain ill for 1d6 more days. A mild illness gives them flu-like symptoms that inflict a -2 penalty (using a d20; -10% for d100 rolls, etc.) to most actions. It lasts for 1d6 (1-6) days (add 1d6 (1-6) if no one is there to care for them). A quickly fatal illness lays them out with delirium
and weakness: they must save versus poison/disease or die after 2d6 (2-12) days (in 1d6 (1-6) days if no one is there to care for them). Lights appear, waft through the air and blink out. No known cause. Lost. The party is lost for 1d6 (1-6) days. If they sit and do nothing they remain lost for that much longer. They must move around to regain their bearings. If you are using a character or skill devoted to navigation, you might allow a roll to see if they prevent this. Mud bog. One or more party members (1d4) get into a mud bog before realizing it and get bogged down. They begin sinking at a rate of 1 foot per 1d6 rounds. If the mud goes over the height of the character, they begin drowning and will die in 2 to 3 minutes unless rescued (if the character heights are not specified, use the heights given in the rules.) Rescue involves using ropes, vines (unreliable), or poles and pitting strength against the bog. Something like an open doors roll. Relentless insect swarms. Ordinary insects swarm the party in relentless biting plague that clots the eyes, nose and mouth. Each member takes 1 hit point of damage and suffers a -2 penalty to d20 rolls (-10% to d100 rolls) unless the party seeks shelter or has a method of repelling them. Snake Bite or Poison Sting. Poisonous creatures are common and everywhere. Someone has the misfortune of doing the wrong thing in the wrong place. Randomly pick a victim; they must save versus poison or be incapacitated by severe illness for 1d6 hours, at the end of which they must save versus poison again or die. Trees creak and move away. As it says, the origins are unknown. Volcanic eruption. A nearby volcano whistles then erupts in a torrent of magma. The party is forced to move in a random direction as if lost (although they are not lost) to escape incineration.
Unusual Aerial Events Explanations
Collision with Bird Flock. A massive flock of normal birds fly out of the clouds or up from the ground right into the party. Each person is attacked as if by a 3 hit die creature (TH0 17) and takes 1d8 hit points from collisions if "hit". Collision With Insect Swarm (Normal). Flying throw a massive swarm of otherwise ordinary insects, any party members without proper eye wear are struck in the eyes by insects and must save versus poison/disease or be blinded for 1d6 days until their eyes heal. Each person is attacked as if by a 1 hit die creature (TH0 19) and takes 1d2
hit points from collisions if "hit". Freezing storm. A high altitude cold front rapidly freezes cloud vapor on all wings and surfaces. Glowing lights flash past and disappear. The source is never discovered. Obscured Ground. Fog or low clouds obscure the ground for up to 1d6 x 500 feet. Anyone flying cannot tell if they are over land or water. They must land slowly and carefully or crash. Safe movement speed in the fog is at best 30' (10'). Overcast to high altitude. Past 1d6 x 100 feet up is a wall of thick clouds extending as far as 1d6 x 5000 feet into the air. Person on Flying Device. Roll again or create an NPC encounter with someone on a flying device (1d6: 1-4 = broom of flying, 5 = flying animal, 6 = flying carpet). Storm with lightning. A storm of strong winds and rain (per below) also creates continuous deadly lightning. Storm with primarily wind and rain. Strong winds and rain below fliers about like leaves in a breeze. Landing will be difficult and a crash possible; not landing will mean the fliers are carried with the storm for 1d6 days in a random direction.
encounters. O1. ORC PIRATES. Off the coast here, the party's ship is attacked by up to three small longships full of orcs. Each has a compliment of 25, has 20 - 30 hull points, AC 8, and a cargo capacity of around 10,000 coins. They attack in disorder from a lack of training: often only one will spot a ship first and charge in before the others can get close. Each crew maintains a different speed and the commander of the ship has different ideas about trying to board victims. Orc longship #1 Human Meat Eater hull pts 25, crew 25: Leader (AC 6, HD 2, hp 11, MV 120' (40'), TH0 18, #A 1 weapon, D 2-7 or weapon + 1, S F 2, ML 8, Al C) necklace worth 250 g.p. 24 orcs (AC 6, HD 1, hp 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 4, 4, 4, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 1, MV 120' (40'), TH0 19, #A 1 weapon, D 1-6 or weapon, S F 1, ML 8 (6), Al C) each with 10 g.p. Orc longship #2 Dwarf Stew Maker hull pts 25, crew 25 Leader (AC 6, HD 2, hp 11, MV 120' (40'), TH0 18, #A 1 weapon, D 2-7 or weapon + 1, S F 2, ML 8, Al C) gold bracers worth 250 g.p. 24 orcs (AC 6, HD 1, hp 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 4, 4, 4, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 1, MV 120' (40'), TH0 19, #A 1 weapon, D 1-6 or weapon, S F 1, ML 8 (6), Al C) each with 10 g.p. Orc longship #3 Red Flesh Render hull pts 25, crew 25
Set encounters give the DM ideas to use. They can use them instead of random encounters, or in addition to them. While keyed to specific places, the DM can always pluck one out and use it wherever they wish. Especially for players who do not explore much of the islands. The idea is that a set encounter might occur when the PCs enter one of the 6 surrounding hexes (provided the encounter fits said hex.) If encounters are occurring too frequently, the DM can roll 1d6 and allow a set encounter only if it shows a 5 or 6 (or some other number range as fits their needs). Ocean encounters are listed first, then land
Leader (AC 6, HD 2, hp 11, MV 120' (40'), TH0 18, #A 1 weapon, D 2-7 or weapon + 1, S F 2, ML 8, Al C) dagger with jeweled pommel worth 250 g.p. 24 orcs (AC 6, HD 1, hp 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 4, 4, 4, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 1, MV 120' (40'), TH0 19, #A 1 weapon, D 1-6 or weapon, S F 1, ML 8 (6), Al C) each with 10 g.p. O2. WINGED TERROR. These straights are home to swarms of birds and flying dinosaurs. The PCs will see flocks of pterosaurs attacking plesiosaurs near the water surface, vying for fishing rights. Later, a gaggle of 12 pterodactyls (AC 7, HD 1, hp 8, 7, 6, 5, 4, 4, 4, 3, 3, 3, 2, 2, MV flying 180'
(60'), TH0 19, #A 1 bite, D 1-3, S F1, ML 7, Al N) will find the ship and fly down to flog and attack the crew. They will be joined by 4 larger pterranodons (AC 6, HD 5, hp 16, 14, 22, 20, MV flying 240' (120'), TH0 15, #A 1 bite, D 1-12, S F 3, ML 8, Al N) some 2d4 (2-8) rounds later - before getting in close, they drop rocks at key PCs and if they hit they do 1d4 points damage. These creatures attack as if trying to drive the PCs off. Regardless of any success they have, eventually they will give up and respect the party's ship as something other than a fish-eater O3. BOTTLES. Caught in a swirling pool here is a collection of 20 glass bottles and clay jars. Rowboats (let alone sailing ships) can pass through easily. Many of the containers are empty or contain sea water. One contains a soggy note that reads "My greed finally caught up with me." and a crude map leading to ocean encounter #O5. Another contains a poem to an ocean goddess written in Dwarven. O4. SKULL AND CRABS. This bay is often calm, but the shores are often foggy. The great stone statue of a cyclops skull rests at the foot of a trail in the upper north end. The shallows along this coast line are inhabited by five giant crabs and their offspring. Also lurking here is a huge crab that preys off other crabs and large fish. Encrusted in it's rough outer shell are 6 pearls (100 g.p. each) and three gems (250 g.p. each.) These beasts will scuttle from the water to attack anyone landing on the sandy beaches to investigate the skull or trail. 1 Huge Crab (AC 0, HD 6, hp 26, MV 60' (20'), TH0 14, #A 2 pincers, D 3-18/3-18, S F3, ML 9, Al N) 5 Giant Crabs (AC 2, HD 3, hp 18, 18, 17, 12, 10, MV 60' (20'), TH0 17, #A 2 pincers, D 2-12/212, S F2, ML 7, Al N) 6 Giant crab offspring (AC 4, HD 1, hp 7, 5, 4, 3, 2, 2, MV 60' (20'), TH0 19, #A 2 pincers, D 1-4/14, S NM, ML 7, Al N) O5. SHIPWRECK. Hove to in a relatively calm cove along the beach is the smashed hulk of a small sailing ship. It is slowly rotting apart. The mast is bare of sails and the entire hulk is leaning over. The mast is decorated by five skeletons hanging off one side and four off the other (these are harmless, not undead). There is nothing of
worth or importance on the hulk. The beach is muddy and earthen. Up away from the waves - under the shelter of a rock sprawls another skeleton, in the rotten typical seafaring garb of a pirate. The wisps of an ancient beard straggle down its chest and the eye patch hangs down one side. A rusty but serviceable dagger (it turns out to be a silver dagger; the rust is a combination of dried blood and mild corrosion) is beside it on the ground, along with various palm leaves and what might once have been fruit and coconuts. (Insects have eaten much.) Clutched in its bony hands is a wooden plank carved with a crude map and the words. "Have mercy on me for my greed." The map is a torturous route through the jungle. It is obvious that it starts at the given location and heads for a high volcano inland. At one point it becomes senseless and if followed as-is leads to no where but miles of jungle. The only clue is a strange symbol at that point. The symbol forms an "arrow" pointing to a volcano that does not exist. Making sense of the map requires the user to turn the board to where the arrow points towards the volcano they can see, and then follow the marked route in a different direction. The pirate's treasure can be found in a volcanic cave in a small rocky hill. The main occupant is a flame salamander (AC 2, HD 8*, hp 35, MV 120' (40'), TH0 12, #A 2 claws/1 bite, D 14/1-4/1-8, S F8, ML 8, Al N) The treasure consists of a scroll of fireball, a magic user's spell book with only three useful pages (rot and bookworms have eaten the rest; choose three handy spells), 200 p.p., 2,000 g.p., 2,300 e.p., and 1,000 s.p. A sword +2 in a plain sheath leans against one wall. O6. HARPIES. A group of harpies use the cliff faces along the ocean here as a fortress, swooping inland or over the ocean to attack potential prey. They drop rocks and occasional jars of oil with flaming wicks at foes, then close in. 12 harpies (AC 7, HD 3*, hp 18, 16, 14, 14, 12, 12, 12, 11, 10, 10, 8, 6, MV 60' (20') Fly 150' (50'), TH0 17, #A 2 claws/1 weapon + special, D 1-4/14/1-6 + special, S F3, ML 7, Al C) They nest in caves and hollows in the cliff face; the area is littered with bones, including skulls and long limb bones from people (mostly natives). Anyone captured will eventually be slaughtered and eaten, unless they can break free or are rescued first. They possess several large old iron pots used
for stews and to render fat for oils, plus a collection of old pottery. Their treasure consists of a bag with crystal cut gems (5 x 100 g.p.) and pearls (4 x 100 g.p., 9 x 50 g.p.), plus a collections of ornate silver necklaces and wrist bands worth 100 g.p. each (12 total.) O7. CYCLOPS AND OGRES. As the party comes near this area, a gong starts sounding stridently on shore. This is a cyclops (AC 5, HD 13*, hp 60, MV 90' (30'), TH0 10, #A 1, D 3-30, S F13, ML 9, Al C) trying to lure the party to shore. If they land, they arrive at the rubble strewn remnants of an ancient city (little is standing.) The cyclops will send it's six ogre allies (AC 5, HD 4 + 1, hp 21, 20, 16, 15, 14, 12, MV 90' (30'), TH0 15, #A 1 club, D 1-10, S F4, ML 10, Al C) to attack the party, then follow up to kill the rest off. Treasure: battle axe +2, Potion of Polymorph Self 3,000 g.p., 1,200 s.p., 5 sets of silver cups and plates worth 500 g.p. (weight 100 coins) 6 x 100 g.p. gems and 2 x 500 g.p. gems used to stud the cyclops' belt. 2 necklaces worth 1,100 g.p. each The cyclops has a round semi-circular of stone carved with runes that is one part of the missing sections stone portal in the Cyclops Temple adventure. O8. WATER STRIDERS. What looks like floating weeds turns out to be something else. Spider-like creatures come slithering across the water on hairy legs to scale the sides of the ship and attack the crew. These consist of: 12 water striders (AC 5, HD 3, hp 21, 18, 16, 16, 15, 15, 12, 9, 9, 6, 6, 5, MV 150' (50'), TH0 17, #A 1 bite, D 1-6, S F2, ML 8, Al N) O9. SHIPWRECK. Sticking out of the water is the mast of a sunken ship, complete with a pennant flapping in the wind. The water is clear enough to see the bottom, but only vaguely. The mast marks the deck and deck house lying on a shallow reef. The hull with the cargo and treasure lies in deeper (but still accessible) water. It is now the lair of a giant octopus (AC 7, HD 8, hp 36, MV 90' (30'), TH0 12, #A 8 tentacles/1 bite, D 1-3 (x8)/1-6, S F 4, ML 7, Al N). The treasure includes 100 p.p., 2,000 g.p., 500 e.p., 3,000 s.p. and 4,000 c.p. O10. MERMEN. The sound of angelic singing
comes across the waves; several mermaids are lounging on the rocky shore of a small island. They call out friendly greetings if the party approaches, suggesting the party stop for food and water. The little island does have a fresh water pool and plenty of fruit as well as crabs, fish and sea fowl. The water is clear enough for navigation but the waves obscure the fine details of the bottom. Some 36 mermen will try to slip up to the ship under water while the crew is distracted: 1 merman leader (AC 6, HD 4, hp 18, MV 120' (40'), TH0 16, #A 1, D 1-6 or by weapon, S F 2, ML 8, Al N) with a gem encrusted gold necklace worth 500 g.p. 4 sub-leaders (AC 6, HD 2, hp 12, 11, 10, 8, MV 120' (40'), TH0 18, #A 1, D 1-6 or by weapon, S F 2, ML 8, Al N) with coral necklaces worth 100 g.p. and 100 g.p. gems on a thong 31 mermen (AC 6, HD 1, hp 4 each, MV 120' (40'), TH0 19, #A 1, D 1-6 or by weapon, S F 1, ML 8, Al N) each with a coral necklace worth 50 g.p. They have grappling hooks, ropes with lassos, and bone tipped javelins. The ropes to a dozen grappling hooks will be slipped under rocks in the shallows under the ship, and the hooks will then be thrown over the rail; the ropes of any that hit will be pulled tight and tied off. Other hooks will be thrown at the rigging, and then some of the merfolk will attempt to climb up to attack the ship. Some will use lassos to try to drag crew overboard to use them as hostages (the chance of success is low but they keep trying.) The ropes they use (about 30 all told) are 60' long and made of a waterproof, rot resistant seaweed fiber that makes them worth 10 g.p. each or so (about 10 times the normal price for rope.) If allowed, they will ransack the ship, stealing anything they can.
Land encounters follow..
1. ORCS ON LAND. The pirates of ocean encounter #01 are based here. A wooden stockade fills a clearing, inside which thatched huts and hide yurts are standing. Several rickety watch posts line the stockade wall, manned by an orc in each. The garrison is a small contingent of orcs who keep watch while the rest are out to sea. They have a collection of wolves to use as guards. There are dire wolves for couriers or for leaders to ride.
1 orc chief (AC 6, HD 4, hp 25, MV 120' (40'), TH0 16, #A 1 weapon, D 3-8 or weapon + 2, S F 4, ML 8, Al C), +1 war hammer 1 orc leader (AC 6, HD 2, hp 11, MV 120' (40'), TH0 18, #A 1 weapon, D 2-7 or weapon + 1, S F 2, ML 8, Al C) dagger with jeweled pommel worth 250 g.p. 24 orcs (AC 6, HD 1, hp 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 4, 4, 4, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 1, MV 120' (40'), TH0 19, #A 1 weapon, D 1-6 or weapon, S F 1, ML 8 (6), Al C) each with 10 g.p. 12 wolves (AC 7, HD 2+2, hp 16, 14, 12, 10, 10, 8, 8, 8, 8, 6, 6, MV 180' (60'), TH0 17, #A 1 bite, D 1-6, S F1, ML 8 (6), Al N) 6 dire wolves (AC 6, HD 4+1, hp 31, 28, 26, 20, 18, 16, MV 150' (50'), TH0 15, #A 1 bite, D 2-8, S F 2, ML 8, Al N) There is a treasure chest with 1,500 g.p. in one locked wooden hut. After a few days have gone by, a patrol will return from an extended reconnaissance of the area. If the ships have been sunk or captured, they will set to work chopping down trees to make a small sailing ship. 1 orc leader (AC 6, HD 2, hp 11, MV 120' (40'), TH0 18, #A 1 weapon, D 2-7 or weapon + 1, S F 2, ML 8, Al C) dagger with jeweled pommel worth 250 g.p. 24 orcs (AC 6, HD 1, hp 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 4, 4, 4, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 1, MV 120' (40'), TH0 19, #A 1 weapon, D 1-6 or weapon, S F 1, ML 8 (6), Al C) each with 10 g.p. 2. BIRDS, BIRDS, BIRDS. While passing through this region, a raucous squabbling erupts from the trees all around the party as dozens (1d6 x 12) of ordinary birds (AC 9, HD 1 hp, hp 1 each, MV 240' (60'), TH0 19, #A 1 peck and claw, D 0 - 1 (1d2 - 0), S NM, ML 7, Al N) fly at the PCs with unrestrained anger. They peck and claw at the PCs, not necessarily trying to kill them but definitely inflicting injury on them. They will try to destroy food and gear if they can. When a number of birds have been slain, the rest flee. A few hours or a day later, another flock (1d6 x 12) attacks the party, with the same effect.
If the party lingers, a large flock of birds (2d6 x 12) fly down and assault them. This region is the realm of a fairy spirit that dislikes all intelligent beings. It is controlling the birds and sending them to drive the PCs off. 3. COTTON PLANTS. Traveling through the broken, hot, rocky lands, the PCs come across a field of large cotton-like plants. The bolls they produce are huge, weighing at least 10 pounds each, and the seeds are all on one end of the boll, making them easy to extract. The plants also have pods of gooey sap, which can be processed into vivid dyes: reds, blues, and greens for starters. If the players are enterprising, they can have the characters collect a great deal of this stuff (there is about 1d6+6 (7-12) tons (140,000 280,000 coins) available in the area) of this cottony fiber and sell it for perhaps 100 g.p. a ton. The seeds and any sapling brought back with them will fetch a nice price; the buyers will use them to raise additional crops. Doing so would provide a cheap supply of fiber and dyes for cloth making for other areas of th game world. 4. PARASITIC WASP ATTACK. The party is attacked by 9 giant parasitic wasps (AC 6, HD 3, hp 21, 20, 17, 15, 11, 7, 7, 7, 6, MV 150' (50'), TH0 17, #A 1 sting, D 1-6 + paralyzing poison + egg, S F2, ML 9, Al N). They usually attack a few at a time (1d3) rather than as a group. A sting will paralyze a victim who fails a saving throw versus poison: paralysis lasts for 1d6 turns (10 - 60 minutes.) A paralyzed victim will be stung a second time, injecting an egg. There will be no obvious signs of the egg for 1d6 days, after which the victim begins to suffer pain and take damage (1d2 points the first day, 1d4 the next, 1d6 the third, 1d8 the forth and so on) until the victim dies, or the egg is removed by surgery or a cure disease spell is cast on them. If the victim is slain by the larva's development, the new wasp emerges as a 1 hit die version and tries to fly off, requiring 1d6 combat rounds to dry it's wings. 5. FLYING SAUCER REMAINS. Crashed in the swampy area formed by melt water from the great glacier is a circular disk perhaps ten feet high and thirty feet round; it is thin on the edges but thickens in the center to a bulge. The bulb is smashed and various odd bits of machinery can be seen inside. It is halfway grown over with vines and weeds. This flying saucer crashed here centuries ago. As the PCs watch, a vine suddenly curls and slides across the plastic-like silver surface to fall away;
the static defenses in its body are slowly loosing out to vegetation. If the PCs approach the vehicle, a burbling noise will erupt then settle down into a computerized strain of the language they speak. The onboard computer will ask several simple questions such as, "Have you come to recover me?" or "What planet is this?" or "Have you seen those who flew me?" It will remain quiet after a few such phrases. The most it can answer to questions are things like, "We flew here 500 years ago." and "I come from the stars." or "I was made by my makers many light years away." Two squat robots are flying back and forth past each other on some form of anti-gravity propulsion. They are working at cross purposes. Each is working on a pile of rocks; each is taking rocks from it's pile and stacking it on the other's pile. If captured, each robot will struggle to get free and resume it's work, or until it burns out and becomes a useless hulk. Underneath one pile of rocks is a strange handfitting device (a flashlight) that weighs 3 coins and emits a bright light if squeezed (the light is bright to 30' and dim to 60' and illuminates a 10' wide beam.) It has enough power to last perhaps 120 hours (5 days of continual use). Under the other pile of rocks is an alien skeleton in the shreds of a silvery suit of some sort: the rotted, bony form is squat, with a bulging insect skull, four-gangling arms with three super-long fingers on each, and four long legs with claws. The silvery suit is shredded and gouged from teeth and claws. In one hand is a strange pistol-like device of shining plastics. If gripped like a pistol and the trigger is pulled, it emits a ray beam that does 1d8 points damage with a hit; the accurate range with practice is 80/160/240 (two-handed) or 40/80/120 (one-handed) although careful aim and a good brace could extend this to twice as far. The device will fire 16 shots in a row before it needs to recharge (it takes about 1/2 hour to recharge one shot.) There is a 1 in 6 chance per use that it will explode when fired, doing 1d6 damage to the user (save versus dragon breath for half damage.) Eventually it will age and become useless, even if it fails to blow up. 6. CANNIBALS AND OGRES. A tribe of 200 or so cannibals (AC 9, HD 1-1, hp 3 each, MV 120' (40'), TH0 19, #A 1, D 1-6 or by weapon, S NM, ML 7, Al C) operate in this area; they live in a village surrounded by a large wooden stockade. Three ogres (AC 5, HD 4+1, hp 27, 18, 18, MV 90' (30'),
TH0 15, #A 1 club, D 1-10, S F4, ML 10, Al C) form their primary strike force when faced by tough foes. They might be encountered in small numbers and they might capture party members who have to be rescued by others or are forced to try to escape on their own. Treasure: 100 p.p., 2,000 g.p., 1,500 s.p. and 1,200 e.p., 3 pieces jewelery worth 800 g.p. each 7. TERROR BIRDS. This area includes open grassy fields. A large stone pylon with runic carvings rises from the grass. From out of the grass comes the call of a titanic bird. Another answers. The terror birds have the party surrounded! Six terror birds (AC 7, HD 3, hp 22, 17, 15, 12, 10, 7, MV 120' (40'), TH0 17, #A 1 bite, D 1-8, S F3, M 8, AL N) attack the party, coming at them from different directions. There is a communal nest site around the base of the pylon amid rocky rubble. Three more terror birds (AC 7, HD 3, hp 17, 13, 15, MV 120' (40'), TH0 17, #A 1 bite, D 1-8, S F3, M 8, AL N) attend the nests. Woven into the grass and limber branches of the nest is a shattered broom of flying (it has no magic left in it), wand of magic missiles (12 charges left), a leather pouch with 1,000 g.p. in it, and boots of elven kind. 8. [Left open for expansion] 9. STATUES. The PCs come to a cliff side that is fairly clear of trees and has low grasses on it. Several sheep and a small herd of goats can be seen browsing on the grass. Occasional marble or white granite stone structures jut out of the green grassed hillside, the remains of ancient buildings. The graying statue of a human male is found hunched over as if scrambling up the slope. On further up are three more humanoid statues, standing or sitting in a circle as if around a camp fire, their faces turned in one direction. These statues have the features and dress of local islanders. Sliding around in the ruins up top is are four hybrid medusas (AC 6, HD 4**, hp 23, 21, 19, 17, MV 90' (30'), TH0 16, #A 1 snakebite + special, D 1-6 + poison, S F4, ML 8, Al C) who have snake bodies instead of legs. Each carries a long bow and quiver of arrows and wears leather armor (AC 8 without it.) One has an elaborate silver necklace with gems worth 1,000 g.p. and the other three have broaches with 1000 g.p. each. Between them they have a Potion of Poison, Potion of Control Plant, Potion of Healing and Potion of Heroism.
A small temple stands at the top, featuring a fountain that drips water ever so slowly. Engraved in common on the rim are the words "Stone becomes flesh." This water acts as a stone-to-flesh potion; it takes a vial full to turn a living creature from stone to flesh. There is enough water to restore the natives and any petrified PCs. The drip flows at a rate of 1 vial per week; any attempt to increase this rate or manhandle the shrine destroys its magic. Placing water or any other liquid in the fountain will cause the liquid to turn red (but otherwise not change it) and pollute the fountain such that it will not provide any stone-to-flesh potions for a full month. If the players seem to be slow about catching on, the DM might consider granting the first PC to make use of the fountain a permanent bonus of 1 to their wisdom score (if they have a score of 18 in wisdom, then there is no benefit.) The statues of the three men standing in a circle are natives (AC 9, HD 1-1, hp 7, 5, 4, MV 120' (40'), TH0 19, #A 1, D 1-6 or by weapon, S NM, ML 7, Al N) to the village of Garuna on Snakeline island and will be grateful if rescued. The statue scrambling up the island is the husband (AC 9, HD 1-1, hp 6, MV 120' (40'), TH0 19, #A 1, D 1-6 or by weapon, S NM, ML 7, Al N) of Lina-Lie in the village of Gali. 10. [Left open for expansion] 11. SNAKEMAN LAIR. See the Snakeman lair scenario 12. [Left open for expansion] 13. CHAMELEON FOLK. Six strange creatures that look kind of like lizardmen with some frog-like features will begin stalking the PCs moment they enter this area. Their intent is to eat them. The skin of these chameliods (AC 5, HD 2+1, hp 14, 8, 12, 12, 10, 4, MV 60' (20') In water: 120' (40'), TH0 17, #A 1 weapon, D 2-7 or weapon + 1, S F2, ML 12, Al N) will change color and texture to blend in with the background, or whatever they cling to. This makes them extremely hard to see unless someone is alert, and even then there is usually a 1 in 6 chance someone will not see one even if they stare right at one. Their long fingered hands and toes have bulbous sticky ends that can cling to just about anything, letting them hang upside down (let alone in any other posture). They try to stick to the huge trees in the area to further avoid detection. They use blowguns (with a very short range:
30/60/90 feet or 10/20/30 yards) with needle-like darts that do no physical damage beyond a sting; a victim must save versus poison or be paralyzed for 1d6 turns (10 to 60 minutes.) They want their meat fresh. They make their own poison, each having a dozen darts and a small bamboo tube of poison (about enough for 12 darts or 3 or 4 arrows) with a bamboo cap on a leather thong; this poison will loose potency in 3 days or so. Captured victimd will be drug off the the abode. .. Chameliod Abode. This strange lair combines above ground and below ground elements. It is home to the chameliods. Chameliods (AC 6 natural hide, HD 2+1, hp 14, 8, 12, 12, 10, 4, MV 60' (20') In water: 120' (40'), TH0 17, #A 1 weapon, D 2-7 or weapon + 1, S F2, ML 12, Al N) The chameliods keep giant stink beetles (AC 3, HD 3, MV 150' (50'), TH0 17, #A 1 bite, D 1-10, S F2, ML 9, Al N) as part of their defense. Several members have wings and can fly via bat-like wings. They often carry javelins or flinttipped hand axes. Winged chameliods (AC 6 natural hide, HD 2+1, hp 14, 8, 12, 12, 10, 4, MV 60' (20') In water: 120' (40'), TH0 17, #A 1 weapon, D 2-7 or weapon + 1, S F2, ML 12, Al N) The alpha female can spit poison, and her claws and fangs are poisoned. Alpha female chameliod (AC 6 natural hide, HD 6, hp 30, MV 60' (20') In water 120' (40'), TH0 14, #A 1 weapon, D 2-7 or weapon + 1, S F6, ML 12, Al N) The treasure of these creatures includes an array of delicately carved ivory figurines and jewelery worth 3,000 g.p. These are created by a covey of inoffensive pygmy people who they keep for food and general slave labor. There is another 1,000 g.p. in coins collected by these peoples, hoping to bribe their freedom from anyone they can. A suit of human-sized leather armor (which can be easily adjusted to smaller sizes) stands to one side. It is a +2 suit of chameleon leather armor; as long as the wearer relies mainly on it for clothing, it gives a bonus to hiding (such as a +10%
bonus to hiding in shadows) by blending with the general light and colors of the surroundings. 14. [Left open for expansion] 15. GRAVEDIGGER WASP ATTACK. The party is attacked by 7 giant gravedigger wasps (AC 5, HD 4, hp 24, 23, 18, 14, 13, 13, 12, MV 150' (50'), TH0 16, #A 1 sting, D 1-8 + paralyzing poison, S F2, ML 9, Al N) who's sting will do damage and paralyze a victim if they fail a saving throw versus poison. The wasps will try to paralyze PCs and fly off with them to a soft hillside nearby, where they will dig holes, place the PC inside, lay an egg and cover the hole. Finding the wasp hive will be fairly easy by following the direction of flight and because the hill is the closest one around. So will finding the PCs (if any) who are taken; fresh holes are obvious by the loose dirt around them. Each victim has about 1d6 days before the egg hatches and they are eaten. The paralysis lasts 2d6 (2-12) days; drinking wine or other stimulates will help counter it much faster. Buried in one hallow is a cannibal native body with a necklace of gems (2 x 100 g.p. and 3 x 50 g.p.) and 30 g.p. in lumps of raw gold. 16. GNOLLS ON THE GRASSLAND. A band of gnolls attacks the party. The leader rides in a chariot pulled by a giant hyena while a dozen gnolls rush in on foot supported by six hyenas. The leader will use a long bow or spears while the chariot driver follows his barked directions. 1 gnoll leader (AC 5, HD 3, hp 19, MV 90' (30'), TH0 17, #A 1 weapon, D 2-8 or by weapon +1, S F3, ML 8, Al C) who wears a jewel encrusted helmet worth 1,000 g.p. (200 g.p. collector's value and 8 x 100 g.p. gems plus helmet.) In the chariot is a bag with 1000 g.p., 500 s.p., 100 c.p., a Potion of Control Giant and a Potion of Levitation. His oddest possession is a plain amulet of bronze with a single eye on it, worth maybe 5 g.p. to a collector. 1 gnoll chariot driver (AC 5, HD 2, hp 11, MV 90' (30'), TH0 18, #A 1 weapon, D 2-8 or by weapon +1, ML 8, Al C) with a purse with 500 g.p. 1 giant hyena (AC 7, HD 4+4, MV 180' (60'), TH0 15, #A 1 bite, D 2-12, S F2, ML 8 (6), Al N) with a gem studded collar worth 500 g.p. 12 gnolls (AC 5, HD 2, hp 14, 12, 12, 11, 11, 11, 10, 10, 10, 6, 5, 4, MV 90' (30'), TH0 18, #A 1
weapon, D 2-8 or by weapon +1, S F2, ML 8, Al C) each with 50 g.p. 6 hyenas [wolf statistics] (AC 7, HD 2+2, 13, 11, 11, 11, 8, 6, MV 180' (60'), TH0 17, #A 1 bite, D 16, S F 1, ML 8 (6), Al N) 17. MANTICORE ATTACK. Three manticores (AC 4, HD 6+1, hp 29, 23, 20, MV 120' (40') 180' (60'), TH0 13, #A 2 claws/1 bite or spikes, D 1-4/14/2-8 or special, S F6, ML 9, Al C) inhabit this area. If the PCs need a challenge, then all three have sized them up and attack at once; otherwise they attack one at a time, the calls of each attracting the others. Manticores that have lost a number of hit points will fly off to their lair, if they can. The location of their nearby cave lair is obvious by the preferred direction of their flight. It contains their treasure: 6 gems worth 500 g.p. each. and 2,000 g.p. in coins. 18. [Left open for expansion] 19. CULT OF EVIL SCOUTS. Across a clearing appears a human in black chain mail armor riding a kangaroo about the size of a horse; he has stopped and is looking around. He carries a ready lance for a charge and has javelins on his back and a sword and shield strapped to his belt. Three more join him on other kangaroos, equipped the same as he is. They spot the PCs and come charging across the clearing. One blows a horn. Some 1d6 round later six more will appear. These all have amulets with cyclopean eyes and are tattooed with runes devoted to the same god of evil. 1 cultist scout leader (AC 5 (4 with shield), Level 4 Fighter, hp 23, MV 60' (20'), TH0 17, #A 1 weapon, D 1-8 sword +2 for strength, ML 9, Al C) cyclopean amulet with red gem worth 250 g.p. (150 g.p. gem and 100 g.p. collector's value.) plus 100 g.p., 100 s.p. and 100 c.p. 1 lieutenant (AC 5 (4 with shield), Level 3 Fighter, hp 13, MV 60' (20'), TH0 19, #A 1 weapon, D 1-8 sword, ML 9, Al C), silver amulet with gem for eye worth 100 g.p. plus 50 g.p. 8 fighters (AC 5 (4 with shield), Level 2 Fighter, hp 7, 7, 6, 6, 5, 5, 4, 4, MV 60' (20'), TH0 19, #A 1 weapon, D 1-8 sword, ML 9, Al C) bronze amulets (worth about 5 g.p. each to a collector) and 25 g.p. each
10 giant kangaroos (AC 7, HD 3, hp 22, 18, 18, 18, 16, 16, 14, 14, 12, 12, MV 120' (40'), TH0 17, #A 1 clawed kick, D 1-10, ML 9, Al N) 20. LIZARD LAKE. See the LIZARD LAKE ISLAND and CYCLOPS TEMPLE scenario. 21. GREAT IRON MACHINE. The ground shakes more and more violently to the rhythm of titanic feet. The sound of trees being smashed to the ground sounds. From out of the jungle appears a towering iron statue some sixty feet high: it is shaped like an elfin woman in decorated robes. This thing ignores everything the characters might do to it (if they have extremely powerful magic they might bring it down.) It passes by. As they travel on they find a cleared pathway as if it has been marching on patrol for centuries. An ancient stone paved road appears and crosses a river where a massive bridge once stood. The bridge has recently collapsed and the patrolling device changed it's route to compensate. 22. [Left open for expansion] 23. LIZARDS WORKING. From a distance through the jungle can be heard the plaintiff calling of a dinosaur. As the PCs get closer, they hear the sounds of loud sibilant yelling and mechanical noises. The activity in question is taking place around a large stone structure in a clearing; it is built into the face of a sharp cliff. A medium size sauropod dinosaur is lashed by ropes to the huge round portal of the structure (about 30 feet wide and high). Fifteen lizardmen (AC 5, HD 2+1, hp 17, 15, 14, 14, 13, 12, 11, 11, 10, 9, 9, 8, 6, 5, 4, MV 60' (20') In water: 120' (40'), TH0 17, #A 1 weapon, D 2-7 or weapon + 1, S F2, ML 12, Al N) are busy in the area. Some whip the dinosaur with ropes and yell, driving it to pull on the ropes and try to open the portal. Occasionally one or more of the ropes break. Other lizardmen heave against long wooden tree-trunks they are using as pry-bars, trying to help it. If the PCs scout the area out, they will find 6 more lizardmen (AC 5, HD 2+1, hp 12, 11, 11, 10, 9, 9, MV 60' (20') In water: 120' (40'), TH0 17, #A 1 weapon, D 2-7 or weapon + 1, S F2, ML 12, Al N) at a pool, catching fish, turtle and crayfish. Unless dealt with beforehand, these will arrive 1d6 rounds after the main fight starts, after the leader of the
other group blows its horn. If the PCs attack or approach them, the lizardmen marshal their forces and attack them with flint-headed spears and hand axes. One blows a brass horn, trying to attract those at the pool. The lizardmen have various gold (9 x 100 g.p. value) and silver necklaces (6 x 50 g.p. value). One wears two elaborate wrist-guards of intertwining gold and silver; when they are removed the creature's muscles seem to atrophy a slight amount. These are wrist bands of strength; when first worn, the user suffers disorientation and nausea for 1d6 turns (10-60 minutes), but then recovers and is slightly stronger (they gain 1 point of strength, unless their score is 18 at which point they are maxed out.) During or after the fight the sauropod turns to flee and in doing so pulls the stone door sideways (#1 on the map below), opening it several feet, revealing a square doorway 20' wide and 30' high. Inside is a large tomb.
The front chamber (#2) is lit by two ornately worked brass poles on stands with continual light cast on top (weight 1000 coins, value 100 g.p. for the poles alone, and more if the spells are intact). It is also trapped. Three pressure plates almost guarantee someone will step on one unless they are extremely careful (or very lucky). The trap floods both the entrance hall and this room with a
sudden blast of gases from dozens of holes: the gas would (at one time) have been ignited by torches in holders on the walls. If the party is using lanterns, torches, candles or other open flames for light, they ignite the gas. It erupts in a titanic blast and cloud of black smoke, hurling people around (those in the entrance hall are blown out for example). Damage is 3d6 (3-18) points per person (save versus dragon breath for half) and a save versus poison/disease is needed to avoid being deafened and stunned for 1d6 turns (10 - 60 minutes.) Strong wooden doors separate the trapped chamber from the next chamber (#3 on the map); they are bolted shut from the outside and can be easily opened. This is a vestibule with several wax stoppered vases, each beautifully painted with scenes that include cyclops. They contain grain, bread, dried meat, strong wine, and a spectre (AC 2, HD 6, hp 29, MV 150' (50') Fly 300' (100'), TH0 14, #A 1 touch + special, D 1-8 + 2 level drain, S F6, ML 11, Al C) that comes pouring out like a hissing cloud to attack. Also contained here are bags of now rotten grains, breads molded to dust, mummified fruits, and other inedible foods. The twin doors to the final chamber (#4 on the map) are ornate and massive but open easily. The room is painted in murals and features a huge stone sarcophagus some 25 feet long. Inside is the mummified body of a cyclops. Three large brass bowls with lids stand on bronze tripods at the far end of the sarcophagus. One holds 1,000 g.p., the next 1,000 s.p. and the third 1,000 e.p. Six arrows +1 are hung on a wall in a circular pattern. A small wooden casket under one arm of the cyclops is made of teak and sprinkled with what looks like gems at first glance (they are made of various colors of glass.) Inside are five bottles containing potions: growth, gaseous form, control plants and 2 healing potions. The corpse wears a necklace with gems worth 2,000 g.p. and a ring worth 500 g.p. on each finger. This room also has various tomb furnishings: three tapestries on brass hanging stands (weight 1000 coins ac, value 500 g.p. each), a set of giant sized, elaborately carved furniture (chairs, tables, couches) and such items. 23. [Left open for expansion] 24. LAKE. 25. GOLD MINING. As the PCs cross a small
stream the glint of gold attracts all eyes. They can pick up 100 g.p. of golden nuggets in about an hour. If they move downstream they can find more nuggets but they peter off and stop (another 100 g.p. can be collected in 2 hours). Going upstream they can follow the trail for 4 hours (and collect 100 g.p. per hour) until they come to a waterfall. If they pan and mine the area: it takes 8 man hours to recover 10 g.p. per hour per PC until a total of 1600 g.p. of nuggets and dust has been recovered. 26. MOSQUITO ATTACK. The high pitched whining of their wings warns the party one round in advance: a swarm of giant mosquitoes fly out of a brushy cane field to attack. There are no less than 7 to 12 (1d6+6) mosquitoes per living creature in the party; each set attacks an individual. 1d6+6 Giant Mosquitoes per PC (AC 9, HD 1/2, hp 2 each, MV 150' (50'), TH0 19, #A 1 bite, D 1-2 + blood drain per round, S NM, ML 7, Al N) 27. VALLEY OF THE PEOPLES. The idea would be a valley where humans begin at a stone age level of culture and technology; traveling up it they increase into a bronze and then steel age. Neolithic Society. As the PCs travel through this region they will encounter a band of savage warriors in hides carrying flint tipped spears and axes, and carrying shields. Some have atlatls and some have ropes for lassoing. These people will not attack the party (unless attacked) but will insist they visit the king of their peoples to pay homage and learn of the local customs. If the party attacks this band, they will be marked as hostile and dangerous and patrols will be sent to keep them under watch as long as they remain in the region and if possible capture or kill them. These stone-age people have formed a city resting against the stone cliffs of a broken area. They have a number of heavy log homes as well as stone walled structures including a defensive wall. They know of the Pool of Life and can provide general directions to its locations. If befriended, they can also offer aide: 1d6 potions of healing and 1d4 potions of heroism made from rare fruit and herbs that have to be laboriously processed. Bronze Age Society. These humans have developed into a bronze age society.
The Pool of Life. The source of abundant local life, it heals all wounds, poisons and diseases when someone bathes in it, and restores a year of life if any are lost to unnatural aging. The water is drinkable but has no special properties if removed. 28. PYGMY CANNIBALS. A swarm of small, gnarly pygmy's attack the party. They wield a mixture of weapons including small bows, sings, and atlatls. The pygmys do not necessarily jump on the PCs all at once; they would present a running fight, if anything. 12 pygmys (AC 9, HD 1/2, hp 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, MV 120' (40'), TH0 19, #A 1 weapon, D By weapon type, S NM, ML 6, Al C) with small bows (range 30/60/90 damage 1d4), and stoneheaded hatchets (damage 1d4) 12 pygmys (AC 9, HD 1/2, hp 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, MV 120' (40'), TH0 19, #A 1 weapon, D By weapon type, S NM, ML 6, Al C) with slings (range 30/60/120 damage 1d3 due to their small size), and stone-headed clubs (damage 1d3) 12 pygmys (AC 9, HD 1/2, hp 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, MV 120' (40'), TH0 19, #A 1 weapon, D By weapon type, S NM, ML 6, Al C) with atlatls (range 20/40/80 damage 1d4), and spiked clubs (damage 1d3) Each pygmy has 30 g.p. in coins on a necklace. Back at their crude village, they have a totem pole carved for worshiping festooned with 100 p.p. and 500 g.p. Their main treasure is a bag of very colorful exotic feathers weighing 200 coins which
various traders (including natives on Snakeline Island) will pay 1,000 g.p. for to make head dresses and fancy feather-boas. 29. TURTLE FOLK. The sound of a vehicle moving through the woods comes to the PCs. A strange, large wooden vehicle much bigger than most wagons appears, being pulled by what appears to be a wallaby (AC 5, HD 9, hp 40, MV 120' (40'), TH0 12, #A 1 bite/2 claws or trample, D 1-12/1-8/1-8 or 3-30, S F 5, ML 8, Al N) the size of an elephant. The vehicle creaks clumsily down a slope and into a valley, where it stops. A door opens and out steps what appear to be short people in armor. These are turtlefolk (AC 3 for shell, HD 2, MV 60' (20') maximum, TH0 18, #A 1 weapon, D by weapon+1 for strength, S F2, ML 9, Al N). There are 24 full grown males and females, and 6 leaders (AC 1 for shell, HD 4, MV 60' (20') maximum, TH0 16, #A 1 weapon, D by weapon+2 for strength, S F4, ML 9, Al N). They look like semi-human turtles walking upright on stumpy legs and use their short, big-fingered arms to manipulate objects. Their shell provides them the equivalent to plate armor or better. They tend to be slow and tedious, but strong. This particular band travels around trading, hunting and living off the land. They are not violent unless attacked. They will gladly parlay with hospitable PCs, even sharing a camp. They have crossbows and bolts tipped with bronze, as well as a selection of bronze weapons (axes, maces, hammers, flails and a few swords.)
Part IV : Lizard Lake Island and Cyclops Temple
This scenario was designed with the idea that the PCs will put some effort getting to it, including encounters which may not net them much treasure. If plucked out of the module and ran by itself, the magic and monetary rewards might be a bit too much. You will need the Lizard Lake Island map and Cyclops Temple maps (3 levels.) Clues scattered about the module will lead PCs to the Lizard Lake, which itself is atop a high plateau on the North Dreaded Island. They may even find it by chance. In the lake is an island. The PCs will need a boat or other craft to access it. The solemn ringing of what must be a massive bell or gong will sound every 3 hours, heard when the PCs enter the hex or get close to the lake. They can follow the sound across the lake; once they reach the island they can follow it through the trees and hills to the top of the south hill. See #4 on the map. Once they arrive at the island, they can land anywhere. There are some rough areas, but landing sites are common. The DM can always place a few interesting ruins or encounters in places to reward players who enjoy exploration. There are two main hills, both flat topped. On the south hill is a large pool of water where the bell and temple are. VISIBILITY: The PCs can see across the grasslands. Only the trees, broken lands and hillsides sloping up in front of them will block their view. The player's map shows in general what they might easily see when circling the island. MOVEMENT: The island map has a scale of 1/10 mile per hex. The map is provided for people who enjoy exploring and DMs who might have something interesting in mind, not to waste time tediously exploring and mapping it. Barring truly odd circumstances, It should not take the PCs longer than a day or so to explore it and find important details. Even quicker if they follow the sound of the bell (an hour or two perhaps.) Only encounters would slow them down. If the DM wants to keep a strict track of time, they can look up the character's movement points per hour on the following table: Base Rate 30' 60' 90' 120' 150' 180' 210' 240' Movement Points 7.5 15 22.5 30 37.5 45 52.5 60
The following table gives the cost per hex. Terrain City, clear, grassland, trail Broken, desert, forest, hills Jungle, mountains, swamp Road Point Cost 1 1.5 2 2/3 (2 every 3 hexes)
They can then estimate the time needed to move from place to place. Ideas for encounters and notes. 1. OLD DOCKS. Concrete or stone docks are here, with few other details. Boats can be tied up. 2. Several (5) wild hunting dogs (AC 7, HD 1, hp 6, 5, 4, 3, 3, MV 180' (60'), TH0 19, #A 1 bite, D 1-6, S F1, ML 8 (6), Al N) will attempt to take any pack animals and may even attack lone PCs or members of their party. 3. Giant Scorpions (4) (AC 2, HD 4, 32, 25, 17, 12, MV 150' (50'), TH0 16, #A 2 claws/1 sting, D 110/1-10/1-4 + poison, S F2, ML 11, Al C) inhabit the broken, rocky areas, trundling forth with pincers raised in hunger. 4. BELL, STEPS, TEMPLE ENTRANCE. The bell and it's clockwork device is here. The bell is a huge bronze creation being struck by a clockwork device of extreme cunning created by some ancient race. It is placed on a large stone base on a pinnacle to allow it's tones to waft for miles. Three bugbears live in crude hide tents here, standing guard. 3 bugbears (AC 5, HD 3+1, hp 15, 14, 11, MV 90' (30'), TH0 16, #A 1 weapon, D 2-8 or by weapon +1, S F3, ML 9, Al C) They each have 30 g.p. and 30 s.p. in pouches.
The largest bugbear wears golden arm bands worth 100 g.p. each (10 g.p. for gold and 90 g.p. for collector's value each.) Most of the coins are hexagonal with a hole in the center for stringing and hail from distant desert lands; they are pure enough for merchants to accept them as-is for local currency. Every 7th day of the week this pool drains, revealing the entrance to the cyclops temple below. The exact date is not important; the DM can choose one or decide it empties the day the PCs arrive. There are several sets of wide, strong stone steps leading down some 100' to the temple entrance (50' down to the normal level of the pool). When full, the pool is about 50' deep at the temple entrance, but can be 200' to 300' deep in the other areas. The pool remains drained for a full day and then refills in about an hour or less. The water is not necessarily a major hindrance, just a nuisance. The PCs can easily swim back and forth between the temple and lake top. The entranceway of the temple is protected by a magic barrier that keeps out water and prevents flooding. If the PCs have an easy time in the temple and the players feel let down, it might help to have a band of cultist scouts arrive to report to their superiors, setting up an ambush outside when they find what is going on:
5. LONE SPIT. Isolated bit of land. 6. BAY. Possible landing point and boat harbor. Pulled up here are six large canoes. Guarding them in tents along the shore are eight cultist fighters (AC 5 (4 with shield), Level 2 Fighter, hp 15, 13, 12, 11, 8, 7, 6, 6, MV 60' (20'), TH0 19, #A 1 weapon, D 1-8 sword, ML 9, Al C) bronze amulets (worth about 5 g.p. each to a collector) and 25 g.p. each in pouches. 7. BAY. Possible landing point and boat harbor. 8. BAY. Possible landing point and boat harbor.
Cyclops Temple Level One
This is located at entry #4 on the Lizard Lake map. 1. DEMONIC ENTRYWAY. This is a massive entranceway 160' wide and 50' high, going back some 120' as shown on the map. The cliff face over the entranceway and to each side has been carved into florid demonic shapes and faces for about 10' (3 meters). The main entryway is 40' high. Each 10' section has an iron gate pivoted in the center that can be swung shut; heavy iron rings can then be locked to each end of the gates to hold them together and form a barrier. Thick stone pillars support the roof as shown on the map. Two 40' high statues of cyclops flank the "landing". The guards lounge in the shade of colonnaded benches and resting areas to one side. These are bugbears and gnolls: 6 gnolls (AC 5, HD 2, hp 14, 12, 10, 8, 6, 4, MV 90' (30'), TH0 18, #A 1 weapon, D 2-11 (by weapon +1), S F2, ML 8, Al C) 6 hyenas [wolf statistics] (AC 7, HD 2+2, hp 12, 10, 8, 8, 6, 4, MV 180' (60'), TH0 17, #A 1 bite, D 1-6, S F1, ML 8 (6), Al N) They wear padded cloth (leather) armor, carrying wicked looking spears with gleaming bronze heads, with bronze-headed hand axes or sickle swords on their belts. They are holding the leashes to hyenas, which they brought with them from their homeland. Each gnoll has a hide pouch tied to a simple rope belt with 30 g.p. and 30 s.p. (total 180 g.p. and 180 s.p.) Most of the coins are
1 cultist scout leader (AC 5 (4 with shield), Level 4 Fighter, hp 23, MV 60' (20'), TH0 17, #A 1 weapon, D 1-8 sword +2 for strength, ML 9, Al C) cyclopean amulet with red gem worth 300 g.p. (200 g.p. gem and 100 g.p. collector's value.) plus 200 g.p., 100 s.p. and 100 c.p. 1 lieutenant (AC 5 (4 with shield), Level 3 Fighter, hp 13, MV 60' (20'), TH0 19, #A 1 weapon, D 1-8 sword, ML 9, Al C), silver amulet with gem for eye worth 100 g.p. plus 50 g.p. 8 fighters (AC 5 (4 with shield), Level 2 Fighter, hp 7, 7, 6, 6, 5, 5, 4, 4, MV 60' (20'), TH0 19, #A 1 weapon, D 1-8 sword, ML 9, Al C) bronze amulets (worth about 5 g.p. each to a collector) and 25 g.p. each 10 giant kangaroos (AC 7, HD 3, hp 22, 18, 18, 18, 16, 16, 14, 14, 12, 12, MV 120' (40'), TH0 17, #A 1 clawed kick, D 1-10, ML 9, Al N)
hexagonal with a hole in the center for stringing and hail from distant desert lands; they are pure enough for merchants to accept them as-is for local currency. 2. MAIN FOYER. This 40' high and 140' long hallway has huge columns along each wall supporting the ceiling. An open arch allows access to room 3 to the north and 4 to the south. On the far eastern wall is a set of massive solid bronze doors 20' wide and 30' high. On the north wall towards the east end is another set of door, as tall and wide by not as heavy. On the south wall towards the east end is a narrower brass door some 10' wide and 30' high. Over the eastern doors is an alcove hidden behind a linen curtain painted like the wall, behind which a guard is on duty, spying through small holes. 1 convert of evil (AC 7 (6 with shield), HD 1, hp 5, MV 90' (30'), TH0 19, #A 1 weapon, D 1-6, S F1, ML 7, Al C) If he sees infidels coming down the hall, he will pull levers to activate the traps shown on the map (each trap affects a 10 x 40 foot area from floor to ceiling). He then gathers other converts to attack. His face is terribly scarred and mutilated as a sign of devotion. He wields a sickle sword [short sword], wears black padded cloth [leather] armor and carries a shield, and has a bronze symbol of evil featuring a cyclopean eye (weight 3 coins, value 15 gp to a collector) on a simple black cloth thong around his neck. t1. A blast of fiery gas erupts from the side. Everyone in the square is attacked as if by a 2 hit die monster and takes 1d8 points of damage if hit. t2. The ceiling opens up suddenly and scorpions shower down. These little beasties are numerous but individually not deadly: once on the floor they can easily be crushed underfoot at no risk. Each person in the square will attacked by 1d6 scorpions (less than 1 hit die monster); if stung they take minimal damage but must make a saving throw versus poison or be seriously ill for 1d6 hours. If poisoned more than once, they must save versus poison or collapse into a coma for 2d6 hours; another save is required to avoid death at the end of the coma.
t3. A spray of clear fluid showers from small holes in the wall, drenching everyone in the square from head to foot. It starts dramatic but ends with a pathetic squeak. If any characters have extensive head cover that might shield their face, make a hit roll by a 3rd level monster (TH0 17) to see if liquids get through vision slits. Characters have 20 seconds to thoroughly wash their eyes with water; if they do not, their eyes will begin to burn with excruciating pain and they will go blind; those who make a saving throw versus poison will be blind for 1d6 turns (10 - 60 minutes); those who fail will be blinded for 1d6 (1-6) hours. 3. WAITING ROOM. Several large benches (6' high, 20' long, 2' wide) and tables (10' high, 40' long, 10' wide) carved from marble line this room. 4. SNAKES. Stone steps in the floor go down 10' into a depression. The floor of the depression is littered by sundry snakes (about 30 or so). From the feces on the floor it can be deduced that these snakes have been brought here recently (within months) and the area is being policed by someone. These snakes are not dangerous unless the players have their characters do something silly like strolling into them. Otherwise, the PCs could capture or kill them at leisure. On the south end of the room steps lead back up to a statue of a cyclops goddess. It is painted in gaudy colors and has green glass eyes, but little is of value. 5. OLD MAN. The doors to this room are open. This chamber is dark, lit mainly by a constantly glowing orb (it gives a wavering yellow light) attached to a brass frame over a pit full of old, stinking ash bones. If the orb is removed from the holder, it immediately goes out and becomes completely non-magical. The brass socket is not magical. Sitting cross legged with fingertips touching in meditation is a skinny, haggard old man with dark and bushy eyebrows, beard and hair. He is dressed in a rumpled, simple loin cloth. He breathes hard as if in bad health from abuse, and is covered in fresh welts. His hands are chained to the floor through short manacles which attach to stout iron rings in the floor; the key is hanging on the wall along with a few torture instruments. He does not have any tattoos nor does he have an amulet. He will look startled if approached, uncertain as to his fate. If the party frees him, he will gladly (almost hysterically) begin thanking them for freeing
him. He has been a prisoner for weeks, captured and tortured because he was once a high priest in a temple of good. He is not a cleric, he says, just a normal man who had a gift for religion and leadership. He is not telling the truth. He is a cleric of evil: 1 cleric of evil (AC 7, Level 6 Cleric, hp 26, MV 120' (40'), TH0 15 (strength or dexterity), #A unarmed + 2 for strength, D 2-4, S C6, ML 8, Al C, S 17 (+2), I 11, W 15 (+1), D 16 (+2), C 11, C 13 (+1)) Spells (2, 2, 1, 1): 1st level - cause light wounds, fear 2nd level - snake charm, hold person 3rd level - remove curse 4th level - neutralize poison Caught meditating before he could reach his own room, this leader of the temple ducked back into this chamber, quickly beat himself with one of the scourges on the wall, stuffed his robes into the sacrificial fire pit, and chained himself to the floor. Inside the robe are twenty golden rings each set with a gem (25 g.p. value each; 1 g.p. for the gold of the ring), three lengths of odd silken cloth (he used them to tie his beard up in knots) worth 5 g.p. each or less, and a purse with 10 p.p. and 25 g.p. Plus a soft hand towel and bar of soap (of soap does not exist in the Game Master's game, then a packet of incense). He planned on bathing after meditating. A careful examination will reveal that none of the welts on his body are old, and the few scars he has are old and seem to be from fighting. Likewise, he has the physique of someone who wears armor and wields weapons. If his deception is not detected, he will be willing to wear armor and carry any weapon (but he will try to grab a mace, flail, hammer or other weapon instead of attacking with any blade). At the first chance he will lay into the party from surprise, using his cause light wounds spells if he is not given a weapon or is given a sharp weapon and cannot get a better one. 6. BANQUET AND DINING ROOM. A titanic room containing many benches, tables and chairs of heavy wood. Two swinging doors lead out the east wall. Two wooden doors are in the south wall (both open easily.) 7. BEAST MEN. This room has rattan furnishings including a rattan display on one wall of
some odd bit of artwork: mostly red depictions of palm trees, cacti and desert flowers. It is the residence of: 3 bugbears (AC 5, HD 3+1, MV 90' (30'), TH0 16, #A 1 weapon, D 2-8 or by weapon +1, S F3, ML 9, Al C) 3 gnolls (AC 5, HD 2, MV 90' (30'), TH0 18, #A 1 weapon, D 2-11 (by weapon +1), S F2, ML 8, Al C) The gnolls cackle in glee during combat, throwing the hand axes stuffed into their belts (if engaged at a distance); otherwise they use pole arms leaning on the wall. The monsters all wear padded cloth [leather armor], and each has a purse with 20 g.p. and 30 s.p (120 g.p. and 180 s.p. total). If somehow engaged in conversation, their accent reveals that they hail from a distant land of deserts and pyramids. 8. BARREL ROOM. This long, high room is lined by plain, stout wooden racks. Various bags of goods are stacked between the racks; most contain food. In the racks are twenty stout, old barrels containing various products. Ten of them (about 50 gallon capacity each, but not waterproof) sit upright and have rope, dry goods, food, etc. About 10 (about 100 gallon capacity each) are placed on the side like wine barrels: five hold water, three ale, one common wine and one beer. 9. STEAM BATH. This large room is lit by a glowing orb in the ceiling (tampering with it causes the light in it to go out and destroys its magic.) It has benches and a 10' deep pool of clear, steaming water. Two sets of stone steps go down into the pool. The room is full of steam. The pool is fed by a natural hot spring that keeps the water hot year round. A large table against the east wall holds vases of oil and large tubs. 10. STAIRS DOWN: Three sets of stone steps lead down into the darkness below. The center set is 20' wide and the flanking sets 10' wide. Marble columns support the ceiling and an empty bronze brazier stands in the center of each 10' section going down. They open up into the landing of the lower temple vestibule. There is a 10' wide secret door in the north wall that opens (just a push causes it to pop open) into a tight cubicle with a heavy iron ladder. Climbing it
gives access to a small square room over the door, where the convert described in room #2 keeps watch over the main foyer and can pull levers to cause traps to go off.
Cyclops Temple Level Two
11. INTERSECTION. This spacious intersection features a vaulted 50' high ceiling; arches support each entryway. Standing against each wall is a iron stand with a brazier on top. A continual light spell is cast on each. Each weighs about 100 pounds (1,000 coins). Be sure to read entry #13 where guards are lounging bored and out of the way. 12. LIBRARY. Two frames with many small square spaces made from human bones line the walls (one west, one east). These holes are littered with scrolls tied shut with cloth; this is a collection of religious history, prayers, tales and devotional tracts devoted to many subjects, especially evil. They have little value beyond collectors: there are about 42 - 72 (6d6 + 36) scrolls worth 5 g.p. each from a collector. In the east wall is a cleverly hidden section that opens into a 1' x 1' x 1' hiding place containing two clerical scrolls: cure light wounds and protection from evil. 13. CONVERTS OF EVIL. Ten converts of evil worship and wait in this room, grabbing weapons to attack intruders or respond to alert. Be sure to read room #15 where two harem guards stand watch and could see anyone opening the east door (which is not locked) or converts fleeing in panic from a fight. 10 converts of evil (AC 7 (6 with shield), HD 1, hp 7, 6, 5, 5, 5, 4, 4, 4, 3, 2, MV 90' (30'), TH0 19, #A 1 weapon, D 1-6, S F1, ML 7, Al C) Each carries a sickle sword of bronze (short sword), shield, and wears padded cloth [leather] armor. Each wears a small golden symbol of evil featuring a cyclopean eye (weight 3 coins, value 15 gp to a collector) on a simple black cloth thong around their neck. Their faces are scarred and disfigured as a sign of devotion. 14. BUNK ROOM. The heavy door to this room is shut but not locked. It features three twin sets of bunk beds (wood with simple fiber filled mattresses and plain cloth sheets), and two low wooden tables, and a spray of common pillows and pallets on the
floors. A glowing yellow orb set in a brass frame in the center of the vaulted ceiling provides light (if removed, it goes out and becomes non-magical). A bucket contains water, while a bundle of cloth contains bread, meat and cheeses (about 1d6 days rations worth.) 15 HAREM. The two doors to this room are guarded by brawny humans (+2 damage and to hit for strength) carrying scimitars (normal swords) and wearing pantaloons and turbans. They are eunuchs and mute. Each has two golden arm bands worth 50 g.p. each (total value 200 g.p.) 2 harem guards (AC 7 (dexterity bonus of 2), Level 3 Fighter, hp 16, 15, MV 120' (40'), TH0 19, #A 1 sword, D 3-10 (1d8+2 for strength), S F3, ML 8, Al C) This room smells of perfume and incense. Lounging on many satin pillows and throws inside are five women of varying appearances, mostly oriental in some way, with dark skin common. Some are pretty, some are not, and all wear veils, loose clothing, and simple shoes. They have many brass bangles and ear rings but no real jewelry. This is the harem of the temple priest. None of the women are evil. While not forced to be his wife by threat, most were coerced through tradition and family obligations, and are not happy about it. They would be glad of any chance to be free and go about their own life. Most would return to their homeland, although one or two might be willing to accompany the party in search of adventure. 16. HIGH PRIESTS' ROOM. Lushly furnished: desks, tables, chairs and such are made of a dark, luxurious black wood with elaborate gold edging. Includes a large desk with a high backed chair with wide swept curving arms and a silk red pillow for seat, two sitting chairs less gaudy but just as beautiful, a cot with a soft mattress and red silk sheets and linen covers, a down filled pillow. A mace +2 hangs on the wall, with a shield +1 and plate mail +1. A cloak covers the plate mail and hanging from the iron peg is a leather pouch with a key (it fits the lock in the chest). An elaborately carved chest sits to one side, made of black wood with a gold trim. It is locked (the key is in the purse under the cloak). There is a poison needle in the lid at each end where most people would grip to lift; they can be found easily by rubbing a wad of cotton or wool or other fiber over the edge and easily disarmed by bashing them with
a hammer or washing the poison off. Failure to do so means a save versus poison must be made or death occurs to anyone casually opening the box. Opening the chest without muttering the words Nox Barem releases a magic rune inscribed in the lid, blasting everyone within twenty feet for 2d6 (212) hit points damage (save versus spells for half damage), making enough noise to alert anyone within a hundred feet. Inside is a golden holy symbol worth 350 g.p. (10 coins weight, 10 g.p. worth of gold, 90 g.p. collector's value) with small red rubies (10 total, each worth 25 g.p.), and a pile of coins of so many different makes that they have to be from the collection box of some rural church that services a trade town: 1,000 c.p., 1,200 s.p., 300 g.p. and 36 p.p. A small glass bottle holds a potion of healing. 17. MAIN TEMPLE. This long hall has a 50' ceiling and heavy columns. On the east end is a statue of a cyclops god on a dais reached by 15' high steps (the eye appears to be painted blood red but under the paint is a ruby gem worth 500 g.p.) On the south wall is a large curtain of red silk embroidered with gold thread (weight 500 coins; value 1000 g.p.) depicting a cyclops god reigning in terror over the realms of man, elf, dwarf and other civilized peoples. Behind it is a set of steel gates that are currently down (see #18). The hallway it leads into has a 50' high ceiling. 18. NICHE IN MAIN TEMPLE: This niche contains a sacrificial altar that can be moved around. It also contains a purple and red colored tapestry behind which is a lever that lowers and raises the steel gate in the south wall of the temple (see #17.) Pushing it up raises the gate; pulling it down lowers it. It is currently down and the gates are down. Sitting to one side of the sacrificial altar is a table, on which the skull and jaw bone of a human male sit atop a short wooden block (with enough room for the gaping jaw to move). It is quiet ancient and has been lacquered with black and red colors. A faint green gem worth about 100 gold coins is inset in a thin golden band inlaid in the bone (there is very little bone). The teeth have been replaced by ivory. If the player characters approach it, the skull's eyes will glow yellow and the mouth will snap up. An old, solemn human voice will ask, "And who are you?" The skull will interrogate the adventurers if they are willing, asking brief, unemotional questions which seem reasonable: the questions revolve
around their aims and goals. If the players destroy the skull, nothing special will happen. It will shatter easily under any blow. Removing the gem or otherwise tampering with it destroys the magic associated with the skull. If they keep it and take it with them, it's presence will allow the high priests of evil to track them and seek revenge. The priests must be able to look out the eyes and listen with invisible ears to track them; if it is boxed up, or covered, it cannot be used for tracking. Only the most knowledgeable sages and wizards in large cities will be able to identify it in any form: and even then they can only tell that a magic enchantment has been placed permanently on it. The enchantment allows two way communications by voice and vision over great distances. The exact enchantment is not known (it is kept secret by the secret society). It is obvious that the enchantment took a great deal of money and time to invoke; such items are rare and whoever is using it must be powerful. 19. MAP ROOM. As the party approaches this room, they will encounter a small party of people leaving it to investigate strange noises in the temple (or having finished their own research for the day, if the PCs are being careful.) They will accost the party and generally attack or try to capture them. 1 evil cleric (AC 5 (4 with shield), Level 6 Cleric, hp 24, MV 90' (30'), TH0 17, #A 1 weapon, D 1-6, S C6, ML 7, Al C, S 15 (+1), I 13, W 15 (+1), D 12, Co 10, CH 18 (+3) Possessions: chain mail, shield, mace (with continual light cast on it), 3 vials holy water, holy symbol, 300 g.p. and 50 p.p. in a pouch. Spells (2, 2, 1, 1): 1st level - cure light wounds, fear 2nd level - silence 15' radius, resist fire 3rd level - cure disease 4th level - cure serious wounds 1 evil magic user (AC 6, Level 6 magic user, hp 11, MV 120' (40'), TH0 17, #A 1 weapon, D 1-4, S M6, ML 7, Al C, S 11, I 16 (+2), W 12, D 16 (+2), Co 12, CH 11) Possessions: robes, 1 normal dagger with continual light cast on it, 2 silver daggers, ring of protection +1, wand of secret door detection (4 charges.) She has her spell book in a shoulder satchel with the spells she has memorize. The latch is trapped with a needle such that anyone
casually opening it will be stabbed (save versus poison or die). 3 gems worth 250 g.p. each. Spells (2, 2, 1): 1st level - shield, light 2nd level - web, detect invisible 3rd level - dispel magic
5 converts of evil (AC 5, Level 2 fighters, hp 16, 14, 12, 10, 8, MV 90' (30'), TH0 19, #A 1 weapon (battle axe), D 1-8, S F2, ML 8, Al C) Possessions: chain mail, and battle ax (a 2handed weapon in the rules being used), 50 g.p. each. A lever is set on the north corner of the entryway of this room. Pushing it up raises the gate mentioned in room #17; pulling it down lowers it. If the PCs raised the grate to enter, it is now up. This room has 30' high vaulted ceilings. Against the west wall is a stone platform reached by three 5' stone steps. Against the wall itself is a grand map of the islands carved in stone; while general details are accurate (volcanoes, areas of jungle, major rivers, etc.), it does not have fine details that could really help explorers. In the region that should be the lizard lake is a circular shape with a ring around it, and a central eye in the center. A dwarf or such might note that the center section is not solid and is built to move - about which time it will open. If the PCs spend a lot of time looking it over, the center of the map will suddenly slide forward, then slide sideways to the north far enough to reveal a 20' wide opening in the wall. If they don't bother looking it over and leave in disinterest, they will hear the loud booming of it opening behind them when they reach the iron gates to the north. Seven snakemen (AC 6 (tough, scaly hide and shield), HD 2 hp 16, 14, 12, 11, 10, 8, 6, MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 1-6 or by spear, S F2, ML 7, AL C) come sliding out of the darkness, holding spears and hissing in anger. A few rounds (1d6+6) later six more snakemen (AC 6 (tough, scaly hide and shield), HD 2, hp 12, 11, 10, 8, 6, 5, MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 16 or by spear, S F2, ML 7, AL C) will appear. Two of these have belt pouches with 100 g.p. in them (200 g.p. total); the rest have a 50 g.p. gem on a thong around it's neck (above the arms). Behind them is a long winding set of stone
steps 30' high and 20' wide that goes down 100' into the dark and ends at room #31 on level three. AS A NOTE: the snakemen in this scenario are painted with decorative shapes in various shades of red and green. ANOTHER NOTE: This room once contained the large stone portal found on the lower levels. The snake people moved it, with the aide of powerful magic users not among them in this module. 20 - 31. [all left open for expansion]
Cyclops Temple Level Three
This area is not lit unless noted. There is a 1 in 6 chance per turn (ten minutes) of encountering a group of 1-6 (1d6) snakemen (HD 2, hp 14, 12, 10, 8, 8, 6, MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 16 or by spear, S F2, ML 7, AL C) moving about on business of their own. There would only be one or two such encounters, after which they stop occurring. 31. STAIRS FROM LEVEL TWO. The stairway from room #19 on level two ends here, landing in the north of the room (the stairwell spirals down; thus is does not end in the same direction is started in). The east wall is for all purposes solid; a detect magic spell will reveal that the wall that this room shares with room #48 is magical, but not it's purpose. This room has a 40' high vaulted ceiling. The hallway going west and then north is 30' high and about every 30 feet (3 squares) is an arch supporting the ceiling; each side of the archway provides enough space for one person to hide behind it near the wall. 32. STORAGE ROOM. A snakeman (AC 6 (tough, scaly hide and shield), HD 2, hp 1 (11 if healed), MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 1-6 or by spear, S F2, ML 7, AL C) lies on a cot in this cluttered room, gasping from poison, two puncture marks on it's shoulder. Two others (AC 6 (tough, scaly hide and shield), HD 2, hp 12, 11, MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 1-6 or by spear, S F2, ML 7, AL C) watch over it. The room is cluttered like a strange closet with large tables, beds, and such. In one dresser is a long lost, dusty pouch with 500 g.p. and a gem worth 250 g.p.
does not affect inanimate objects. 33. BAR ROOM. A room cluttered with round tables and chairs and a bar in back. Water drips slowly from the ceiling. In the humid environment, the wooden furniture is all rotten and prone to snapping at a touch. Atop the bar is a scattering of coins, mostly gold. These are actually yellow mold (AC Can always be hit, HD 2, hp 16, MV 0, TH0 18, #A Spores, D 1-6 + special, S F 2, ML n/a, Al N) growing on copper coins (about 2d6+12 coins). Behind the bar are a number of brown bottles about three times as large as most normal bottles (they were made for giants). Many are broken. Four large wooden liquor casks are against the wall behind the bar. One contains good wine and two contain ale. The fourth contains a green slime (AC Can always be hit, HD 2, hp 4, MV 3' (1'), TH0 18, #A 1, D turns to slime in 1-4 rounds after 6 rounds, S F 1, ML 12, Al N). 34. VAULTED INTERSECTION. This intersection is vaulted and the ceiling is covered in cobwebs. Just in front of it to the east is a dead giant tarantella spider, gored by snakeman spears. A second giant tarantella spider (AC 5, HD 4*, hp 27, MV 120' (40') In Web: No webs, TH0 16, #A 1 bite, D 1-8 + poison, S F 2, ML 8, Al N) lurks in the mass of webs overhead, waiting to drop down on individuals. 35. HALL OF EVER BURNING FLAMES. There are six alcoves in this hallway, as shown on the map. Each has the 3 foot long (1 meter) stump of a bronze or brass pipe jutting out and up at a 45 degree angle. Each pipe ends in a flame from what appears to be gas. Each flame illuminates a 30' area around it, tinted by its color. Some areas have an odd tint where the light of different flames overlap. If the players find things like this annoying because they always end up on the wrong end of things, the author can only pity the DM. Smart players will collect a bag of rats, snakes, crabs or something else to use for guinea pigs. (And for reserve food supplies if they get trapped somewhere...) a) The flame from this pipe has a silver tint. Touching it will heal the recipient of 1d6+1 (2-7 hit points damage). Each person can only use this once per day. It does not affect inanimate objects. b) This flame is tinted a sickly green. Any living being touching it will be afflicted by green slime. It c) This flame is almost translucent. Anyone touching it will not be burned, but will turn invisible for 1d6 turns (10 - 60 minutes). After one person had touched it, it turns a solid "black" color and will not bestow invisibility for another three hours, at which point it will turn almost translucent again. d) This flame as a golden metallic tint. Any metal such as silver or copper inserted into it will turn to pure gold and remain so; it can only convert 100 g.p. of metal per day. It has no affect of living creatures or other metals, although it might change hair or skin color if said things are exposed long enough (DM's discretion). e) A liquid, blue bubbling flame comes from this pipe. Anyone touching it can breathe and move in water as if they were a fish for 1d6+1 (2-7) days. Each person only benefits from it once per month. f) This flame is yellow and hot. It looks like a natural gas outlet burning - which it is. The DM might give someone who unwisely samples it without precautions 1d4 (1-4) or so hit points of damage (more if they are very foolish; less if they are wise), with a save versus dragon breath for half damage. 36. ILLUSIONARY WALLS ROOM. When the PCs get near this room, three snakemen (AC 6 (tough, scaly hide and shield), HD 2, hp 16, 12, 8, MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 1-6 or by spear, S F2, ML 7, AL C) come through the center section of the north wall; it looks like they can slither through solid stone. If they detect the PCs they will hiss, calling the other 6 in room #36b. The north wall of this room appears solid. The sections marked with "I" between this room and room #36b are permanent illusions. Whether or not they can be dispelled is up to the DM. They might be detected by magic or a saving throw versus spells, but do not go away. Anyone who does not disbelieve them must close their eyes and walk forward through them to get past. The snakepeople do not seem to be effected by this illusion (they are affected by others though). It was made for them by other parties not covered in this module. 36B. HIDDEN ROOM. Six snakemen (AC 6 (tough, scaly hide and shield), HD 2, hp 12, 11, 10, 8, 8, 5, MV 90' (30') unencumbered, TH0 18, #A 1
weapon or bite, D 1-6 or by spear, S F2, ML 7, AL C) are posted to guard this room. (Also read room #36.) Two openings in the wall to the north allow access to two flights of stairs (one east, one west) that go down 10 feet to a landing. The central landing overlooks the pool that is room #50, with a drop of about 30' to the pool. The ceiling of this area remains level with room #36. Three ropes hang over the edge into the pool. 37. ROOM. This room is full of tables, chairs, and benches. 38. HALLWAY. 39. DEAD END. 40. HALLWAY. There are two traps in this hallway. The north trap is a simple if cleverly hidden pit trap 20' deep (2d6 points of damage from falling). It cannot be easily detected by simple means like thumping the floor to check for hollow noises (doing so allows a roll to find traps at best). It springs when a combined total of some 100 pounds is placed on it. Snakepeople generally will not spring it (their weight is usually spread over a wider area) unless they "stand" right on it or several group up atop it. The south trap is a set of spikes built into the ceiling (everyone within the square is attacked by a 6 hit die creature - TH0 14 - and takes 3d6 (3-18) damage if hit.) Pushing on the wall beside it can trigger it, as can stepping on the square under it with more than 50 pounds weight. 41. ROOM. Empty. 42. STAIRS DOWN. This set of stairs goes down some 100 feet - or so it seems. They actually come out in room #46 on the same level; each time a party goes down them, roll 1d6, on 1-3 they exit at the set of stairs marked "a" and on 4-6 they exit at "b". They are subtly built with an illusion that hinders victims from detecting the change (allow a saving throw versus spells if someone gets wary and tries to disbelieve, for example). 43. ROOM WITH DOORS. Ornate, heavy iron doors 30' high block the three entrances from this room to room #44; the center section has two doors, the others one. Approaching the center set will evoke a glowing, red, cyclops head that intones, "What would you do here?" in a loud voice.
It will trade questions, wit, insults or whatever it is offered as fodder with someone for 6 rounds (60 seconds). This is intended to alert nearby guards, and does not serve any other purpose. If the PCs have yet encountered all the wandering snakemen the DM thinks they should, have some come slithering around to check out the noise (see the introduction to the level.) These are heavy security doors built to withstand battering rams. The locks open or close heavy bolts in the frames which extend into the doors. When locked, a door can only be knocked down by great effort. Each door is locked by a very well made lock and each lock is in turn trapped by a poison needle (save versus poison or die). Each door is also trapped: about 10' up on the frame to one side is a cleverly hidden block an inch in diameter which must be pushed in to disarm said trap (it pops out each time the door is shut.) If not pushed in, opening the door releases a sudden jet of gas from a hole in the ceiling under the upper edge of the door top: the gas engulfs a 20' area around the door and explodes when it strikes open flames (torches, lanterns, candles, etc.). Damage is 2-12 (2d6) hit points, with a save versus dragon breath for half damage. If no flames exist, the gas hisses and falls to the ground and will dissipate over time (1d6 turns). Each gas trap only works once, but can be refilled. Only the now defunct cyclops owners know where they got the gas from. 44. CYCLOPEAN STONE TABLET. This room has 50' high vaulted ceilings and is lined (floor, walls, ceiling) with red marble stone. Sprawled in what will likely be shadows behind the columns in the eastern alcove are two giant rattlesnakes (AC 5, HD 4*, hp 23, 21, MV 120' (40'), TH0 16, #A 2 bites, D 1-4 + poison, S F 2, ML 8, Al N). Each has a leather "necklace" with 2 x 100 g.p. gems and 1 x 500 g.p. gem; these are riveted to the snakes scales with one loose area on top that allows a rope to be inserted. (Helping the snakemen handle them.) The north wall features a dais reached by climbing three 5 foot high steps. Atop it sits a huge brazier flanked by two large iron torch holders. The wall behind it features a mural. In the center is a large stone circle about twenty feet (6 meters) in diameter. An outer ring (about 1 foot in breadth) has an array of unusual runes that are magical symbols, not some form of language. The center features a gigantic looming head with a single eye in the center; the eye is made of bright, shining white marble set with an onyx pupil (it has no
value.) This is a magic portal created by an ancient cyclops race. Three pieces of the tablet are missing; blank wall is where runic carvings should be. Without these pieces, it will not work. If reassembled, it can still only be operated with the correct spell and ritual, which can only be learned by traveling to a distant land and seeking a learned sage's help. The learning process would take at least a month once said sage is discovered and agrees to teach it. It's function can vary a bit (different spells and objects might create different effects), but it's main intent is to travel to specific places, which the DM will have to decide on. A villain, for example, might summon a terrible demon here by opening a route to the nether regions and working vile magic. 45. (left open for expansion) 46. TRICK ROOM. See room #42; this is where the stairwell there actually discharges. The first time a party exits either stairway, roll 1d6: on 1-3 the platform at "c" drops from the ceiling to the floor and releases four lions (AC 6, HD 5, hp 36, 27, 25, 20, MV 150' (50'), TH0 15, #A 2 claws/1 bite, D 2-5/2-5/1-10, S F 3, ML 9, Al N) who attack intruders; on 4-6 the platform at "d" drops releasing eight hyenas [wolf statistics] (AC 7, HD 2+2, hp, 17, 15, 14, 12, 10, 9, MV 180' (60'), TH0 17, #A 1 bite, D 1-6, S F 1, ML 8 (6), Al N). After that, the other platform drops when the party exits the other stairwell. The only exit is thee trick hall at #47. NOTE: The monsters here are kept in magical suspension until released. They might radiate a slight, dwindling magic aura if the PCs check or have some magic detection spell working. 47. FALSE DOOR TRICK. At the end of this hallway is a false door with a latch. The moment someone lifts the latch, everyone in the hall up to where it meets room #46 is teleported to room #48 and dropped into the water there. This is the only exit from this area, other than by digging one's way out or some means of magic. 48. POOLS. This room has two 20' deep pools of semi-clear, cold water in it, separated by a dry rocky walkway some 10' across and 70' long and perhaps 2 feet higher than the surface of the pools. The ceiling is 30 feet high over the walkway. A set of stone steps emerges from the bottom of pool and enters the hall to the west. If all the light sources a party carries are extinguished, it will be lit by a dim
luminescent glow from the water, enough to see and act by but not enough to read by. Arrivals from room #47 are dropped randomly (or at the DM's convenience) in the squares marked 1 to 6 in the east pool. They are immediately attacked by six giant eels (AC 6, HD 2, hp 11, 10, 9, 8, 7, 6, MV 120' (40'), TH0 20 - HD, #A 1 bite, D 1-6, 1-8 or 1-10, S F1 to F3, ML 8, Al N) kept in suspension by magic until victims are offered. The west pool is occupied by four giant pirahna (AC 6, HD 3+3, hp 22, 20, 15, 12, MV 150' (50'), TH0 16, #A 1 bite, D 1-8, S F 2, ML 7, Al N). At the bottom of this pool is a rusty, useless suit of chain mail, a few very old bones, and a section of old, almost rotten bamboo about a foot in diameter and two foot long. It slides in half at the center to reveal 500 g.p. and a potion of healing. There are also a few eel bones, from one that slithered over the wall separating the pools some time ago. The hallway going west is one-way: creatures can go west and will wind up in room #31 as if there was no wall between it and this room, but they cannot turn around and go east. 50. POOL. A 30' deep pool of cold, somewhat clear water that circulates through streams in the walls of the cave (the openings are too small for anything but small fish, crayfish, etc.) This is in a natural cavern where the walls are uneven. The bottom is a bit sandy in places and muddy in others. Small shrimp or fish can be found. 51. NATURAL CAVERN. There is a short climb from the pool in room #50 to the floor of this natural hallway. The roof and walls are uneven; often they arch over in a dome. The floor is usually dry (or at worst damp) sand, rock or earth. 52. NATURAL CAVERN. A large, spacious natural cavern much like #51. Be sure to read #53 and what the snakemen are doing there. 53. NATURAL CAVERN. Much like room #51 as to environmental details. In the eastern alcove of this chamber there are three snakemen (AC 7 (tough, scaly hide), HD 2, hp 14, 13, 12, MV 90' (30') unencumbered, TH0 17, #A 1 weapon or bite, D 1-6 or by spear, S F2, ML 7, AL C). One of them is stooping over to place a huge egg-like object in a muddy area. There are fifteen eggs in this region, all freshly planted. Some 1d6 rounds after the PCs enter the area (regardless of whether they attack, snoop around or whatever), the eggs begin hatching (1d6+1 per round until all
are opened). Out of each one pops a small carnivorous dinosaur (AC 7, HD 1, hp 8, 7, 6, 5, 5, 5, 4, 4, 4 4, 4, 3, 3, 3, 3, MV 150' (50'), TH0 19, #A 1 bite, D 1-3, S F1, ML 9, AL N), famished and eager to attack. These creatures are not normal: they were cultured this way by the snakemen and pre-imprinted to not attack them, but will attack humans and humanoids on sight. Sparkling in the wall (which was washed down to make mud) and in the mud around the eggs are 6 gems worth 200 g.p. each and 4 worth 500 g.p. each. A dozen or so crude rope carrying baskets are discarded nearby. From snaky tracks in the mud, it
appears more than one trip was made (coming from the exit passage at #54) to deliver the eggs. 54. PASSAGE OUT. This natural cavern winds for perhaps a mile or so and exits in a secluded place on the main island map, which the DM can pick. In a nearby cove are several canoes and a raft used to transport snakemen and their cultured dinosaur eggs. There may even be several snakemen, although these creatures think in odd ways and posting guards is not always something they consider important.
Part V : Snakemen
The PCs spot a giant snake basking on a large flat rock at a distance in the lush jungle. It rears up, staring at them. A cobra-like hood flares out in fear, then it rises on its tail and slithers off at a fast pace (for a snake), hissing. It has arms and leather straps on which it carries pouches and a hand axe. In one humanoid arm is a spear. It is colored (in paint) various shades of red and green. The PCs have entered the domain of the snake people. This snakeman (AC 7 (tough, scaly hide), HD 2, hp 11, MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 1-6 or by weapon, S F2, ML 7, AL C) is a scout for a distant, hostile tribe.
Quick Key to the Pleasure Barge 1 and 9 are hatches that allow access to the lower deck via ladders. 10 and 18 are the same thing except they allow access to the main deck. 2. is a main dining and carousing room. 3. indicates the base support for the mainmast, which is split but rejoined up top. 4, 5, 6, 7, and 8 are personal quarters for the guests. 11. and 12 are ships stores with locked doors. 13 is stores for the guests featuring fancy wines and fine linens, soaps, etc. 14. and 15 are the galley, with stoves venting out the side. 16. Officer's room. 17. Crews quarters with bunks. Some crew would sleep up top. Blackened pools of blood are scattered on the decks here and there. Several pools are around holes in the wood, as if javelins were jammed through the body that made them. Insects and flies
A short distance further, they come across two statues of snake people carved from translucent green jade. Each has it's fangs bared. One has crossed arms with a flail and short sword and the other is wielding a staff and wand. One statue has fallen and the other leans, tangled in vines. They straddle a stone paved road leading from a river into the jungle. Tied up to a stone mooring post (it is elaborately carved with jungle motifs) is a fairly large river barge with a square house-like structure on it (the exact dimensions are undecided; the design below with has a 5' per square scale but it could be 10'.) A wooden gangplank has been thrown over one side and rests on the shore; the PCs can move across it to enter the barge.
are scattered about feasting on the blood, but not thick yet. A single dead human lies sprawled after a fight on the bow near the ladder way. He is dressed in black winding clothing over a bronze scale armor that has the same general weight and protection as chain mail. His neck is swollen grotesquely, and blackened, with two fang-like puncture wounds. Inside the boat are twelve snakemen (AC 7 (tough, scaly hide), HD 2, hp 16, 15, 11, 9, 8, 8, 7, 6, 6, 5, 4, 3, MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 1-6 or by weapon, S F2, ML 7, AL C) who will burst out of windows and the doors to attack. They are scattered about and cannot attack the party as one group. These are colored (in paint) various shades of green and blue over their natural, muted dull greens (dark on top, light on their "belly"). One cabin was once appointed more elegantly than the others, but anything of value is gone. Some torn bedsheets and mattresses are left, as well as wooden furniture. In one desk is the beginnings of a journal recording the last few days of travel spent searching the river for "...clues to the Cyclops gate." but few other details. It notes distances travelled, a lack of any signs of civilization, and a patient determination to find something thought to be of great value to someone seeking power. The river barge is not sea worthy enough to travel the ocean alone; it was shipped to the island between two specially made sailing ships which bracketed it somewhat like a catamaran. If exposed to a violent storm and high waves, it will flounder and sink in a matter of a few hours or less (1d6 x 10 minutes). It can sail on rivers and around the coasts under its own power, provided the crew flees to shelter if a violent storm approaches. It can travel in far shallower waters than most sailing ships of the same general size. (Most sailing vessels have a deep, heavy keel to help them maintain stability in high winds, as opposed to rowboats and river barges which have shallow keels if not flat bottoms to make them easier to oar and maneuver in shallow waters.) The stone highway weaves through the jungle, crossing a ruined bridge where crocodiles lurk and passing several buildings destroyed by age. It arrives at a lost city of fallen walls and buildings overgrown with jungle. Within the city they will find the snakeman lair below. You will need the Snakeman Lair map to run it.
Snakeman Lair Level 1
Snake Stairwells: The snake-people do not use high steps like humans. Their "stair wells" are narrow winding tunnels with a rough pebbled surface to aide in traction when coming up. There are no "steps" like humans would use. The ceilings are around 10 to 15 feet high, up to 20' high in the wide hallways. The DM will have to decide what if any lighting is provided inside. 1. DOWN THE VENT SHAFT. This is a hilltop with grass and small trees. The ground is paved in flat, neat stone blocks grown through with grass and weeds. A round hole about six-feet wide is in the center. It leads down into a crooked, dark vertical shaft about nine feet in diameter. The side view of the shaft is above. The three ledges shown are rough, the result of the earth shifting. Atop the first one rests the bony remains of a human skeleton, completely harmless, with the ragged bits of leather armor about it. A rusted flail is nearby, and some 1d6 each of gold, silver and copper coins spill from a rotten leather pouch. The walls of the shaft are streaked with strands of silk spider webbing, though not enough to form a web. Hanging underneath the first ledge is a giant
black widow spider (AC 6, HD 3*, hp 21, MV 60' (20') In Web: 120' (40'), TH0 17, #A 1 bite, D 2-12 + poison, S F2, ML 8, Al N), who's burrow is behind it. It will try to ambush anyone coming down. In the small hole it nests in is rubbish including 3 gems worth 50 g.p. each. Atop the third ledge is a holy symbol on a broken chain, a clutch of rotten torches and a flint and steel set (the steel is rusted). The bottom of the shaft is directly above room #2 on the map. It is shut by a rusty, four foot wide round metal grate with square bars about an inch thick and plenty of space to squeeze a hand between them. It hinges on the underside (north) and is latched on the south on the underside. The latch can be reached; it is rusted shut but some hard hammering will free it. The grate will swing down with a loud screech (unless oiled) alerting the guards at #3. There is a fifteen foot drop to the floor. 2. FIRST ROOM. This room features two wooden doors and a short hallway that leads to the guard room (#3) around the corner. 3. GUARDS. These slithery guards will hear any excess noise in room #2 and go investigate (especially if the grate is allowed to squeal open). 6 snakemen (AC 7 (tough, scaly hide), HD 2, hp 14, 13, 12, 10, 7, 6, MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 1-6 or by weapon, S F2, ML 7, AL C) Their crudely hollowed out room features low tables (but no other furniture). In a niche on the north wall is a small golden idol (10 coins weight) with a red gem in the center of the forehead worth 250 g.p. intact (150 g.p. for the gem + 10 g.p. worth gold + 90 g.p. collector's value.) 4. STORE ROOM There is a closed, simple wooden door (3 feet wide, 6 feet high) in a recessed alcove in the center of the wall. It has a set of bars about two feet from the top (about a foot by foot) through which barrels and boxes can be seen in the dark room. The door is tied shut with rope and easily opened. Most of the barrels contain water; one contains a strong alcoholic beverage brewed from whatever jungle fruit and sugarcane can be collected. The crude wooden crates contain rough canvas and food stuffs. A small wooden cask with a stoppered bung hole holds about 5 gallons of lamp oil. Read common letters on it mention a small oil refinery near the PCs place of origin way
back on the mainland. 5. PASSAGE DOWN. A stout wooden door with a set of bars about two feet from the top is in the wall here. Lifting the latch opens it to reveal a snake stair-well. A tight corridor surfaced with small stones for traction spirals down some 50' to room #8 on the level below. 6. EMPTY. This area is empty, with a few stray rocks and cobwebs. 7. ADMINISTRATION ROOM. This is the residence of a tough, mean snakeman that is in charge of the guards on this level (it gets a +1 bonus to hit and damage due to strength). It is always in a surly mood and will not be happy with intruders. Six more lackeys with spears and shields share the residence. 1 snakeman leader (AC 7 (tough, scaly hide), HD 4, hp 23, MV 90' (30') unencumbered, TH0 16, #A 1 battle ax, D 2-9 (1d8+1 for strength), S F4, ML 8, AL C) 6 snakemen (AC 6 (tough, scaly hide and shield), HD 2, hp 13, 12, 11, 7, 6, 6, MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 16 or by weapon, S F2, ML 8 with leader 7 without, AL C) The room is furnished with low tables but no benches or chairs. Hanging on the wall on a peg is a leather satchel with 200 g.p., 600 s.p., and 1300 c.p. in it.
Snakeman Lair Level 2
8. PASSAGE UP/DOWN. A snake stair-well winds upwards 50' and eventually ends at room #5 on the first level. 9. HALLWAY. A wide hallway. 10. COMMON ROOM. Seven snakemen (AC 7 (tough, scaly hide), HD 2, hp 16, 13, 10, 8, 8, 6, 5, MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 1-6 or by weapon, S F2, ML 7, AL C) are in this crudely hollowed out room, which has wooden bunks and pallets for a dozen. Each wields a spear with a 50 g.p. gem embedded in the haft near the metal blade. 11. SNAKEMEN GUARDS. Six snakemen are coiled here. They have 20 g.p. each in small leather
pouches. Snakemen (AC 7 (tough, scaly hide), HD 2, hp 16, 11, 8, 7, 6, 6 MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 1-6 or by weapon, S F2, ML 7, AL C) 12. WOODEN TUB ON STEPS. The floor slopes up here a total of 10' and ends at a short flight of steps leading up to a door. As soon as the PCs get close enough they see a large wooden tub on the top steps: a normal party's footsteps will cause it to tip over; only a thief moving silently and alone will not trigger it. (Snakemen do not make enough vibrations to tip it.) If it tips over, a large black blob spills out and comes oozing down the steps towards them (looking exactly like a black pudding monster.) If struck by fire, this chemical explodes, splattering flaming goo everywhere: anyone within 30' is attacked by a 3 hit die monster (TH0 17) and takes 1d8 hit points of damage the first round if hit; if not extinguished by water (or smothering the flames) it burns two more rounds for 1d6 then 1d4 damage. If not struck by fire, it oozes down the hall covering some 30' of it, making it slippery and gooey, and posing a threat in that it will explode if struck by embers from a torch or other open flame. 13. PRIESTESS QUARTERS. The door features a very well made lock (which is currently locked) on a very stout door. It opens inward. Inside are the snakeman priestess and two humans. The priestess has 4 arms and can fight with 2 maces and 2 shields. She wears a suit of brass coated steel chain mail. Snakeman priestess (AC 3 (tough, scaly hide plus chain mail; AC 1 with both shields), Level 6 Cleric, hp 24, MV 60' (20') unencumbered, TH0 17, #A 2 weapons or bite, D 1-6 by 2 x maces, S C6, ML 9, AL C) Spells (2, 2, 1, 1): 1st level - cause light wounds, detect good 2nd level - snake charm, hold person 3rd level - curse 4th level - neutralize poison She has just completed a ritual binding the two humans to her service; each has a 50 g.p. gem embedded in his forehead and a vacant stare. They attack as she directs them and will fight until destroyed unless she calls them off: 2 humans under her control (AC 9, HD 2, hp 11 and 9, MV 60' (20'), TH0 19, #A 1 weapon, D 1-8 or
weapon, S F2, ML 12, Al N) These were crewmen aboard the pleasure barge. If freed from her service (when she is slain or forced to free them), they can offer little information: they know little about it's mission. The room has a low pallet and table (but no chairs or such.) On a small table is a wooden bamboo cylinder with a snugly fit lid (of bamboo); the lid has a small iron needle coated with poison cleverly hidden in it such that anyone who grips to twist it off will get poked (save versus poison or die, or suffer extreme illness for 1d6 x 4 hours.) Inside are 3 gems worth 50 g.p. each, 2 gems worth 100 g.p. and 300 g.p. On the wall is a length of rope with 3 bottles: 2 are potions of healing and one a potion of poison. 13.b TREASURE. A room with a table and various treasures; a jewel encrusted goblet worth 500 g.p. (weight 10 cons), 1,000 g.p., 1,200 s.p., 1,500 c.p. (the coins are quiet ancient and of odd design, but are pure enough to be accepted as-is by most merchants.) 14. PRISON. Intelligent "meat" supplies are kept here for future feeding. The cells are blocked by heavy steel bars; a small 3' wide door is in each and is held shut by a strong pin bent over to one side; the doors cannot be picked and will require heavy tools to open the pins. Cell "a" contains two dead humans in black winding cloth garb. They hung their selves with their amulets; each has a bronze amulet of a single eye and tattoos dedicated to evil. Cell "b" contains a single lizardman (AC 5, HD 2+1, hp 11, MV 60' (20') In water: 120' (40'), TH0 17, #A 1 weapon, D 2-7 or weapon + 1, S F 2, ML 12, Al N) that hisses and jerks on the door desperately if the PCs pass by. It will join them in an effort to escape, if allowed. If the party exits the dungeon, it will leave the party and go off to find it's own tribe. Cell "c" contains three injured men who beg (in a strange dialect of common) to be set free "...before the snake people eat us!" They are members of the cult of evil (the hit points in parenthesis is what they will have if they heal): (AC 9, Level 1 fighters, hp 3 (6), 3 (6), 2 (4), MV 90' (30'), TH0 19, #A 1 weapon (battle axe), D 1-8, S F1, ML 7, Al C). They wear winding black clothing and have their bronze amulets (worth about 5 g.p. each to a collector), but are unarmed and unarmored. They will join the party, but if they
reach a civilized region where they can acquire passage on a ship they will leave; they will also defect to fellow cultist at the drop of a hat. These are low level flunkies and know little about the cult's goals beyond it is seeking some ancient construction of power in the area. They were part of the pleasure barge crew: it was mapping and exploring the river and they have no idea of the cult's activities elsewhere. Cells "d" and "e" are empty. 15. SLAUGHTER ROOM. This room has several blood splattered wooden tables. Bronze cleavers and knives hang on thongs on pegs in the walls. 16. PASSAGE DOWN. This snakeman passage winds down some 30' to room #18 on level 3. It has a pebbled floor but no steps. (17. left open for expansion)
of +2 to damage and hitting for strength) as well as 2 shields. Snakeman leader (AC 7 (tough, scaly hide), HD 6, hp 43, MV 90' (30') unencumbered, TH0 14, #A 2 weapons or 1 bite, D 3-10 (1d8+2) each sword, S F6, ML 8, AL C). The leader wears a leather harness studded with five 100 g.p. gems. 24. PASSAGE DOWN. This is a winding snake stair-well. It exits at #25 on Level 4.
Snakeman Lair Level 4
This level features a guard of undead beasts. The priestess in room #13 controls them when snakepeople need to move back and forth through them. Random Encounters are uncommon, occurring on a roll of 6 on 1d6 every turn (10 minutes.) 1d6 Encounter 1-2 1-6 giant rats (AC 7, HD 1/2, hp 3, 4, 2, 1, 3, 2, #A 1 bite, Dam 1-3 + 1 in 20 chance disease, Mv 120' (40') (1/2 swimming), TH0 19, S NM, Ml 8, Al N) 3-4 1-6 ghouls (AC 6, HD 2*, hp 10, 9, 8, 8, 7, 6, #A 1 claws / 1 bite, Dam 1-3/1-3/1-3, Mv 90' (30'), TH0 18, S F2, Ml 9, AL C)* 5 3d6 normal rats (AC 9, HD 1 hp, MV 60' (20') 30' (10'), TH0 19, #A 1 bite, D 1 + disease, S NM, ML 5, Al N) 6 1d4 Giant Frogs (AC 7, HD 1, hp 7, 6, 5, 4, 4, 3, 3, MV 90' (30'), TH0 19, #A 1 bite, D 1-3, S NM, ML 6, Al N) * Each has a 50 g.p. gem embedded in it's forehead and is bound to the control of the snakeman priestess in room #13. 25 PASSAGE FROM THE UPPER LEVEL. The winding snake stair-well that starts in room #24 stops here, opening out in the east wall. There is a thirty foot drop. Splinters and chunks of wood lie scattered far below where a wooden access ramp may have existed. Spaced about every five feet up the wall (5, 10, 15, 20, 25, and 30) are twin sets of holes about eight inches (20 centimeters) square and a foot (30 centimeters) deep. Two ropes are tied to a heavy bar driven across the bottom of the opening, and coiled nearby. A foul, rotten odor will drift up if the players have their characters pause to look, listen and smell for a few minutes. If they wait long enough, a grunting can be heard and eventually one or two of
Snakeman Lair Level 3
18 PASSAGE UP. This winding snakeman stairwell leads up to room #16 on Level Two. 19. WATER FOUNTAIN. A small fountain of water is in this niche. The water is fresh and potable. 20. NICHE. Nothing here. 21. AMBUSH. These two niches have strong stone pillars some 5' wide in them. Hiding behind each pillar are 3 snakemen (AC 7 (tough, scaly hide), HD 2, hp 12, 7, 6, 16, 11, 5, MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 16 or by weapon, S F2, ML 7, AL C) with spears who will try to ambush intruders. Also read #23 below. Their spears have 50 g.p. green gems embedded in the haft near the metal point. 22. HALLWAY. This high hallway has 4 columns supporting the north end and four forming a separation on the south end. 23. SNAKEMEN ARCHERS. Behind the pillars are four snakemen archers (AC 7 (tough, scaly hide), HD 2, hp 11, 8, 7, 4, MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 16 or by weapon, S F2, ML 8 with leader 7 without, AL C) with short bows and hand axes, using the pillars for cover. A four-armed snakeman leader is also here and wields two swords (gaining a bonus
the ghouls that dwell around the room at 26 will be seen scurrying out to chase giant rats that flee squealing from them. 26 GHOUL ENCLAVE. The ravenous ghouls will (if allowed) attack savagely. Each has a 50 g.p. gem embedded in it's forehead and is bound to the control of the snakeman priestess in room #13. 6 ghouls (AC 6, HD 2*, hp 10, 9, 8, 8, 7, 6, #A 1 claws / 1 bite, Dam 1-3/1-3/1-3, Mv 90' (30'), TH0 18, S F2, Ml 9) 27. EMPTY ALCOVE. Little more than bones and broken bits of furniture. 28. BLOCKED. A set of heavy iron bars block the passage leading into the hallway to the west. 29. GHOUL GUARD POST. Eight ghouls (AC 6, HD 2*, MV 90' (30'), hp 15, 15, 14, 14, 10, 6, 6, 5, TH0 18, #A 2 claws/1 bite, D 1-3 all + special, S F2, ML 9, Al C) (from cannibal natives) hunker here despondently, waiting for feeding time. Each has a 50 g.p. gem embedded in it's forehead and is bound to the control of the snakeman priestess in room #13. 30. SNAKEMAN WARDENS. A set of iron bars block the entry to this room. The lever that raises them is some 10' east of the bars on the north wall, and can be pushed up to raise it (or down to lower it) via a 10' pole, long spear, or other means of reaching through the bars. Six snakemen guards (AC 7 (tough, scaly hide), HD 2, hp 16, 13, 10, 9, 7, 5, MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 16 or by weapon, S F2, ML 8, AL C) reside here. The priestess in room #13 usually arrives every so often to bring food or such. In the center of the west wall is a lever that raises (by lifting it up) or lowers (by dropping it) the iron bars at the intersection of #28. Also in the room are three large clay urns (about 25 gallon capacity) with water, a small one (about 5 gallons capacity) with a weak local wine, and a sack with various types of dried meat and vegetables and fruits (about 40 pounds). The niches south are individual rooms with straw pallets. Underneath one pallet in a hole covered by loose earth is a pouch with 100 p.p. 31. FALLING WALLS. This stretch of hallway looks like any other: the secret "walls" north and south are extremely hard to differentiate without a
tedious search for minor cracks where they join the main wall. There are three pressure plates in the floor as marked with "X"s: each extends the width and breadth of the square shown and each is broken into segments. Snakepeople sliding along do not exert enough ground pressure on any one segment to trigger the plate; most humanoid PCs and NPCs do. Stepping on one causes the walls to fall into the floor in a split second, releasing 12 zombies (AC 8, HD 2, hp 13, 12, 12, 11, 11, 10, 10, 8, 7, 7, 6, 6, MV 120' (40'), TH0 18, #A 1 weapon, D 1-8 or weapon, S F 1, ML 12, Al C) in the north cubicle and 12 skeletons (AC 7, HD 1, hp 8, 7, 6, 6, 5, 5, 4, 3, 3, 3, 2, 2, MV 60' (20'), TH0 19, #A 1, D 1-6 or weapon, S F 1, ML 12, Al C) in the south cubicle to attack intruders. 32. EMPTY CHAMBER. Nothing here. 33. RAT WARREN. This wall is scoured by holes about 4' round near the floor. It is a warren for 12 giant rats (AC 7, HD 1/2, hp 4, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 1, MV 120' (40') 60' (20'), TH0 19, #A 1 bite each, D 1-3 + disease, S F 1, ML 8, Al N). Their nests contain a gem worth 250 g.p. and 30 g.p. in loose coins drug in with the clothes of some unfortunate soul eaten long ago. 34. POOL. This high-vaulted natural cavern is slick with moss. The smell of water plants waft from the large opening gaping to the south. During the day is it usually bright and the exterior is obvious. Holes have been chewed into the east wall (see #33). 35. POOL EXTERIOR. This opens into the glade outside, where giant frogs wait on prey. The characters hear a deep splash, as loud as a human leaping into the water. Presently 2-5 (1d4+1) giant frogs will attack the party, leaping hungrily at them around the rim. They are joined by more frogs each round of combat until 7 total are attacking. 7 giant frogs (AC 7, HD 2+2, hp 16, 15, 13, 11, 7, 6, 6, MV 90' (30'), TH0 17, #A 1 bite, D 2-5, S F1, ML 6, Al N) NOTE: The above statistics are the same for "giant toads." These frogs are highly toxic (said poisons are in their skin and saliva) and anyone hit by one must save versus poison or be debilitated by extreme illness for 1d6 hours; a second save is then required to avoid death. The PCs could collect perhaps enough of this
poison for 7 uses. It is slippery and will not adhere well to weapons and will loose potency in 2 days. Processing one dose to make it sticky and to preserve it might take 100 to 600 g.p. (the DM's choice based on how expensive decent poisons are in their world.) To the west is a single plant with 1d6+1 (2-7) colorful fruit. Each fruit weighs 10 coins and functions as a potion of healing. This fruit will only keep for 4 weeks or so (attempts to preserve them fail, unless enough money has to be spent to make a potion of healing.) At the bottom of the pool is a sunken longboat, long rotted away. Amid the decayed wood and rusted iron fittings is what was once a wooden
chest containing 1300 g.p., a potion of invisibility and (in an airtight wooden container), five +1 arrows, and six +1 crossbow bolts. FINAL NOTE ON THE SNAKEPEOPLE: This small outpost is a sampling of the snakepeople. Elsewhere on the island and in other places one might find a different, more advanced race of snake-human hybrids called the "lamia", who are typically much more powerful (6 to 9 hit die or so) and have mystic sight. Under their tutorship, the snakepeople brought down a cyclops society on the island devoted to gaining power over other races. Evil replaced evil, with it's own ambitions for power.
Appendix I: Pre-generated PCs , New Magic, New Monsters
A harried DM who needs some characters to use quickly can throw some of these into play, changing details as desired. They can also be used for NPCs: Name Sex Race Class Level XPs HP AC Str Int Wis Dex Con Cha Gear Nonna Oakwithe female dwarf fighter 4 9,900 18 2/1 16 (+2) 12 15 (+1) 14 (+1) 12 6 (-1) war hammer shield plate mail William Kleg male dwarf fighter 4 9,450 18 2/1 14 (+1) 14 (+1) 11 15 (+1) 9 12 sword shield plate mail crossbow Alexi Wolf-ears female elf fighter 3 9,450 11 5/4 17 (+2) 13 (+1) 10 11 12 12 pole arm, hand axe chain mail shield sling players who do not have enough time to make up their own. Some details are not covered: look up whatever is missing. Some basic equipment is suggested, but the DM will have to flesh them out more. Kale Wolf-ears male elf fighter/magic-user 3 9,450 11 5/4 14 (+1) 13 (+1) 11 10 12 15 (+1) spear chain mail shield bow, 20 arrows 6 silver arrows Lillian Killy female halfling fighter 4 9,450 14 5/4 14 (+1) 11 13 (+1) 10 12 15 (+1) hand axe chain mail shield Blink Tolston male halfling fighter 4 9,450 18 4/3 13 (+1) 9 14 (+1) 14 (+1) 13 (+1) 12 short sword chain mail silver knife
Name Sex Race Class Level XPs HP AC Str Int Wis Dex Con Cha Eqp.
Filbert Hella Trudy Aron Viki Thomas Rob Lorne Wraithspleen le Caffrey Fishstealer Elgara Whistle Gyk Redsilk male female female male female male male female human human human human human human human human cleric cleric fighter fighter magic-user magic-user thief thief 4 4 4 4 3 3 5 5 9,450 9,450 9,900 9,900 9,450 9,900 9,900 9,900 18 14 26 22 11 11 18 13 4/3 5/4 3/3 2/1 9/9/5/5/11 14 (+1) 17 (+2) 18 (+3) 10 12 15 (+1) 13 (+1) 13 (+1) 11 9 9 15 (+1) 17 (+2) 9 12 14 (+1) 13 (+1) 12 9 12 10 11 11 13 (+1) 10 9 14 (+1) 12 11 17 (+2) 17 (+2) 13 (+1) 12 16 (+2) 13 (+1) 14 (+1) 13 (+1) 13 (+1) 11 11 15 (+1) 12 12 12 12 10 11 mace flail (war battle ax sword 6 x daggers 4 x daggers sword sword hammer) shield shield shield leather leather chain mail chain mail plate mail plate mail 2 daggers 2 daggers
The goal is to provide a selection of aquatic and prehistoric creatures not defined by the main rule books the author has, for the DM who is looking to add variety to their game. Not all users will have the same supplements and expanded rules sets. If you prefer a definition from some other source, use it! The number of creatures handy for lost settings and naval encounters not covered by most rules is pretty extensive. The islands will be home to whatever other creatures the DM wants, as well. Ant Lion, Giant Armor Class: Hit Dice: Move: Attacks: Damage: 3 5 120' (40') 1 bite 1-10 No. Appearing: 1-4 (2-8) Save As: Fighter: 3 Morale: 9 Treasure Type: Nil Alignment: Neutral
young or their territory. Most are vegetarians. Common monkeys come in many different types and are smaller than most other types. Baboons are often the size of common monkeys but are far more aggressive and occasionally even hunt small animals and other monkeys for food. Orangutans are more solitary than the other types; on Earth they are only found in a few select places. The cave gorilla covers gigantopithecus and similar "giant prehistoric apes" who may have been harmless plant eaters or not. General statistics are: Common monkey (AC 6, HD 1/2, MV 120' (40'), TH0 16, #A 1 claw and bite, D 1-2, S NM, ML 6, Al N) Baboon (AC 6, HD 1/2 to 1, MV 120' (40'), TH0 19, #A 1 claw and bite, D 1-3, S NM to F1, ML 8, Al N) Chimpanzee (AC 6, HD 1 to 1+1, MV 120' (40'), TH0 19 to 18, #A 1 claw and bite, D 1-4, S F 1, ML 7, Al N) Orangutan (AC 6, HD 1+1 to 2, MV 120' (40'), TH0 18, #A 1 claw and bite, D 1-6, S F 1, ML 6, Al N) Gorilla (AC 6, HD 2 to 3, MV 120' (40'), TH0 18 to 17, #A 1 claw and bite, D 1-8, S F1 to F 2, ML 7, Al N) Cave Gorilla (AC 6, HD 4, MV 120' (40'), TH0 16, #A 1 claw and bite, D 1-10, S F 2, ML 7, Al N) Beetle, Giant Rhinoceros
Giant Ant Lion (AC 3, HD 5, MV 120' (40'), TH0 15, #A 1 bite, D 1-10, S F 3, ML 9, Al N) These beetle-like insects dig underground tunnels. They create traps of loose earth which appear like normal ground, but once a creature gets near the center they drain into an underground channel, pulling the victim down with them. Their victim falls some 10 feet or more and the ant lion pounces on them. An ant lion may have several sand traps near a central chamber, and will exit one if fleeing. Apes and Monkeys Armor Class: Hit Dice: Move: Climbing: Attacks: Gorilla: Damage: No. Appearing: Save As: Morale: Treasure Type: Alignment: 6 1/2 to 4 120' (40') 120' (40') 1 bite 2 claws 1-2, 1-2, 1-3, 1-4, 1-6 2-12 (3-18) Fighter:NM to Fighter: 2 7 Nil Neutral
Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Alignment:
1 (exoskeleton) 7 or 14 120' (40') 1 bite 2-12 or 2-24 1-2 (1-2) Fighter: 4 or Fighter: 7 10 Nil Neutral
The rock baboon and white ape defined in most rule books are fantastic variations, very carnivorous, aggressive and even bigger than normal. This entry covers the more common, natural creatures as encountered on the Dreaded Islands. Most of these are not aggressive to humans unless defending
Giant rhinoceros beetle (AC 1, HD 7 or 14, MV 120' (40'), TH0 13 or 9, #A 1 bite, D 2-12 or 2-24, S F 4 or F 7, ML 10, Al N) AKA "Hercules beetles", these massive creatures trundle about in search of food. They have a single hooked horn on their forehead which is usually used when fighting for mating rights.
Beetle, Giant Stink Armor Class: Hit Dice: Move: Attacks: Damage: 3 3 150' (50') 1 bite 1-10 No. Appearing: Save As: Morale: Treasure Type: Alignment: 1-6 (1-12) Fighter: 2 9 Nil Neutral
varies, Mv 120' (40'), TH0 17 or 16, #A 1 bite or 1 weapon, D 1-8 or by weapon, S F3 to F4, Ml 8, Al Any) Chief cephalapodian (AC 9, HD 8 to 9, hp varies, Mv 120' (40'), TH0 12, #A 1 bite or 1 weapon, D 1-8 or by weapon, S F8 to F9 Ml 9, Al Any) At first glance cephalapodians look like a hybrid mermaid - a human body from hips on up with octopi tentacles instead of legs. Whether or not the two races are related is up to the DM. These people can breathe aerated water or raw air equally well. They vary in hit die from 1 to 9: most are 1 hit die, heroes 2 hit die and so on. Few reach higher than 5 or 6 hit die; the ones on up are leaders and "nobles." They can have classes and experience levels like humans. Most of them will be fairly humanoid in appearance. Some odd types exist, such as sharkheaded cephalopods who tend to act as heroes and henchmen for more noble types. The king has an octopi-like head surrounded by eight tentacles. A secret they tend to keep away from strangers is that the nobles have a limited shape changing ability. Once they assume a form, they are often locked into it for some time; they have about a 1 in 6 chance per day of reverting to another form. Some forms are only allowed to nobles. Commoners who attempt to assume them are flayed horridly, as befit's the wrath of their deities. The shark-head and octopi-head are the two main forms the deities regulate for those on Dreaded Islands. Chameliod, Common Armor Class: 7 (hide) Hit Dice: 2+1 Move: 120' (40') Flying: 360' (120') Attacks: 1 weapon Damage: 1-6 or by weapon No. Appearing: 1-6 (5-30) Save As: Fighter:1 + Morale: 7 Treasure Type: D Alignment: Chaotic
Giant stink beetle (AC 3, HD 3, MV 150' (50'), #A 1 bite, D 1-10, S F2, ML 9, Al N) These giant beetles can emit a massive blast of extremely foul liquid that forms a vapor field for 30 feet around them, causing any victims within that area to gag and choke in nausea for 1d6 rounds (unless they save versus poison.) This liquid dries up in around 2d6 rounds (20 - 120 seconds). Those on the Dreaded Islands often have a shimmering emerald green or electric blue carapace. Cave Lion Armor Class: Hit Dice: Move: Attacks: Damage: 6 No. Appearing: 1-4 (1-4) 7 Save As: Fighter: 4 150' (50') Morale: 10 2 claws/1Treasure Nil bite Type: 1-8/1-8/2-12 Alignment: Neutral
Cave lion (AC 6, HD 7, MV 150' (50'), TH0 12, #A 2 claws/1 bite, D 1-8/1-8/2-12, S F 4, ML 10, Al N) Large prehistoric relative of the lion. Cephalapodian (Squid People) Armor Class: Hit Dice: Move: Swimming: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Alignment: 9 1 to 9 30' (10') land 120' (40') 1 weapon 1-6 or by weapon 3-18 (30-300) Fighter:1 to 9 7, 8 or 9 A Any
Cephalapodian (AC 9, HD 1 to 10, hp varies, Mv 120' (40'), TH0 varies, #A 1 weapon, D 1-6 or by weapon, S F1 to F10, Ml 7, Al Any) Shark headed cephalapodian (AC 9, HD 3 to 4, hp
Chameliods are offshoots of lizardmen. They are hybrid of chameleon lizards and have color and texture changing skin that makes them very stealthy. They also have suction-cup like knobs on the ends of their toes and fingers which allow them to cling to almost anything. Different tribes might have their own characteristics. The ones in this module use blowguns and poisons they make on their own. Chameliods (AC 6 natural hide, HD 2+1, hp varies, MV 60' (20') In water: 120' (40'), #A 1
weapon, D 2-7 or weapon + 1, S F2, ML 12, Al N) Winged chameliods (AC 6 natural hide, HD 2+1, hp varies, MV 60' (20') In water: 120' (40'), #A 1 weapon, D 2-7 or weapon + 1, S F2, ML 12, Al N) The alpha female can spit poison, and her claws and fangs are poisoned. Alpha female chameliods (AC 6 natural hide, HD 6, hp varies, MV 60' (20') In water 120' (40'), #A 1 weapon, D 2-7 or weapon + 1, S F6, ML 12, Al N) Dinosaurs, Carnivorous Even the T-rex was born small and had to grow up. The Dreaded Islands offer statistics for all sorts of small and large carnivores for the DM who wants variety by name. The DM can always pick one or two favorites and use them as the main carnivore. The dromaeosaur family (deinonychus, dromaeosaurs and velociraptor) had stiff tails and hook-claws, reaching human sized or slightly larger. Utahraptor is an example of one of the largest raptor dinosaur, reaching perhaps 900 to 1,000 pounds by some estimates. Any number of smallish dinosaurs existed which ate insects, small reptiles, mammals and whatever else they could including fruit. Gallimimums, oviraptor, etc. Dinosaurs, Marine Marine dinosaurs and reptiles existed alongside some types of fish, mollusks and other aquatic creatures, including primitive sharks that could be gigantic. The following types were air breathers. As with most dinosaurs, some were massive, but others were no bigger than a man - if not smaller. Mosasaurs were short necked, big headed reptiles with flippers and short tails. They could reach 24 hit die or more, though many were much smaller. These would include the Clidestes, Globidens, Mosasaurus (Meuse River lizard), Plotosaurus (floating lizard), Tylosaurus (knob lizard). Plesiosaurs were the long-necked, long-tailed creatures with a small head and four flippers. These include the Cryptoclidus (hidden clavicles), Elasmosaurus (ribbon lizard or thin plate), Muraenosaurus, and Plesiosaurus (near lizard). Pliosaurs were much like mosasuars with minor differences. They appeared much earlier. Members
include: Liopleurodon, Macroplata, Peloneustes and Kronosaurus (Kronos lizard, king of time). Ichthyosaurs were fish-like creatures that breathed air. Members include: Cymbospondylus, Ichthyosaurus (fish lizard), Eurhinosaurus, Mixosaurus (mixed reptile), Opthalmosaurus (eye lizard), Shonisaurus (Shosone Mountain lizard) and Temnodontosaurus (cutting toothed lizard). Dinosaurs, Vegetarian Bipedal vegetarian dinosaurs included: Hadrosaurs (duck bills) with crests (Corynthosaurus, Lambeosaurus, Parasaurolophus, Saurolophus) and those without not: (Anatosaurus, Bactrosaurus, Edmontosaurus, Hadrosaurus, Kritosaurus, Maiasauru and Tsintaosaurus.) Spiked-thumb iguanodons (Iguanodon, Ouranosaurus). And thick-skulled pachycephalosaurs (Goyocephale, Homalocephale, Pachycephalosaurus, Prenocephale, Stegocerus, Stygimoloch, Wannanosaurus). Some people debate whether the Therizinosaurus with its large scythe-like forelimb claws was a vegetarian or not (about 9 to 13 hit die or so). Quadrapedal dinosaurs included the armored ankylosaurs (with clubbed tails) and their sub-family the closely related nodosaurs (usually did not have clubbed tails.) Ceratopsins were bony-faced beasts, the best known being the triceratops but a number of others existed, including some with only 1 or no horn. Sauropods ranged in size from smallish to huge. They include Apatosaurus (once called the Brontosaurus), Argentinasaurus, Barapasaurus, Barosaurus, Brachiosaurus, Camarasaurus, Cetiosaurus, Diplodicous, Mamenchisaurus, Opisthocoelicaudia, Saltasaurus, Seismosaurus, Shunosaurus, Titanosaurus, and Vulcanodon. Some grazed low on grasses and others high on leaves. A number of other minor vegetarians existed, including prosauropods which were early ancestors of sauropods and might have 9 hit die at most (Anchisaurus, Lufengosaurus, Massospondylus, Plateosaurus, Sellosaurus, Thecodontosaurus) and others.
AC Carnivorous, Large: Allosaurus Baryonyx Carnotaurus Gigantosaurus Spinosaurus Suchomimus Tyrannosaurs rex Carnivorous, Small: Deinonychus Dromaeosaur Various Various Various Velociraptor Dinosaur, Marine Ichthyosaurs, Small Ichthyosaurs, Medium Ichthyosaurs, Large Ichthyosaurs, Massive Mosasaurs, Small Mosasaurs, Medium Mosasaurs, Large Mosasaurs, Massive Plesiosaurs, Small Plesiosaurs, Medium Plesiosaurs, Large Plesiosaurs, Massive Pliosaurs, Small Pliosaurs, Medium Pliosaurs, Large Pliosaurs, Massive AC 8 6 3 1 9 7 6 1 9 8 7 5 9 7 6 2
AC 6 7 7 3 4 5 3 7 7 7 7 6 7 Hit Die 1 7 14 22 1 6 12 24 1 3 7 11 1 5 10 20
Hit Die 12 9 6 20 18 14 20 1 to 3 1 to 3 1/2 to 2 3 to 4 5 to 6 1 to 3
Speed 120' (40') 120' (40') 120' (40') 120' (40') 120' (40') 120' (40') 120' (40') 150' (50') 150' (50') 150' (50') 120' (40') 120' (40') 180' (60') Speed 150' (50') 180' (60') 180' (60') 210' (70') 120' (40') 150' (50') 150' (50') 180' (60') 90' (30') 120' (40') 120' (40') 150' (50') 120' (40') 150' (50') 150' (50') 180' (60')
Damage 4-24 3-18 2-12 6-36 5-30 4-24 6-36 1-4, 1-6, 1-8 1-4, 1-6, 1-8 1-3, 1-4, 1-6 1-6 or 1-8 1-10 or 1-12 1-4, 1-6, 1-8 Attacks 1 bite 1 bite 1 bite 1 bite 1 bite 1 bite 1 bite 1 bite 1 bite 1 bite 1 bite 1 bite 1 bite 1 bite 1 bite 1 bite Damage 1-2 1-12 2-24 3-36 1-2 1-12 2-24 4-48 1-2 1-4 1-10 2-16 1-2 1-10 2-20 4-40
Dinosaur, Vegetarian Ankylosaur Nodosaurs Ceratops: Centrosaurus Chasmosaurus Pentaceratops Protoceratops Styracosaurus Triceratops Bipedal: Hadrosaurs Iguanodon
AC 0 0 3 3 2 4 3 2 5 5
Hit Die 7 7 7 5 10 2 6 11 10 - 15 9 - 14
Speed 60' (20') 60' (20') 90' (30') 90' (30') 90' (30') 90' (30') 90' (30') 90' (30') 120' (40') 120' (40')
Attacks 1 tail 1 tail 1 gore or trample 1 gore or trample 1 gore or trample 1 gore or trample 1 gore or trample 1 gore or trample 1 tail 1 tail
Damage 2-12 1-8 1-12 1-8 2-16 1-3 1-10 3-18 1-10 or 2-14* 1-10 or 2-14*
Pachycephalosaurs Pachycephalosaurs Pachycephalosaurs Sauropods* (roll 1d20): Small Medium Large Massive Stegosaurus (11 HD) - 1d6 2-14 = (d4+d10 or d6+d8)
7 6 5 7 6 5 4 3
1-2 3-4 5-6 6 12 18 36 - 38 11
150' (50') 120' (40') 120' (40') 60' (20) 60' (20) 60' (20) 60' (20) 60' (20)
1 head butt 1 head butt 1 head butt 1 bite/1 tail 1 bite/1 tail 1 bite/1 tail 1 bite/1 tail 1 tail or trample
1-2 1-4 1-6 1-3/1-6 1-6/1-12 1-10/3-18 3-18/6-36 2-16 or 2-16
Dog Armor Class: Hit Dice: Move: Attacks: Damage: 7 1 180' (60') 1 bite 1-3 No. Appearing: 2-12 (3-18) Save As: Fighter:1 Morale: 8 (6) Treasure Type: Nil Alignment: Neutral
Elephant, Shovel Tusker Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Alignment: 5 8 - 12 120' (40') 2 tusks or trample 1-6/1-6 or 3-30 to 2-8/2-8/440 0 (1-12) Fighter: 4, 5, 6 8 Nil Neutral
Smaller, less aggressive variants of the wolf such as wild hunting dogs and dingoes. Eel Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Alignment: Common 6 1/2 or 1 90' (30') 1 bite 1-2 or 1-3 1-6 Fighter:1 7 Nil Neutral Giant 6 2, 4 or 6 1 bite 1-6, 1-8, 1-10 1-6 F: 1, 2, or 3 8, 8, 9 Nil Neutral
Shovel-tusker's predated modern elephants and are included for variety. Their bottom jaw extends in a shovel-like plate which may have been used for various purposes. Examples of types: Phiomia (AC 5, HD 8, MV 120' (40'), TH0 12, #A 2 tusks or 1 trample, D 1-6/1-6 or 3-30, S F 4, ML 8, Al N) Gomphotherium (AC 5, HD 10, MV 120' (40'), TH0 11, #A 2 tusks or 1 trample, D 2-8/2-8 or 3-36, S F 5, ML 8, Al N) Platybelodon (AC 5, HD 12, MV 120' (40'), TH0 10, #A 2 tusks or 1 trample, D 2-8/2-8 or 4-40, S F 6, ML 8, Al N) Frog, Giant (use giant toad statistics) Giant frogs are the same general size and have the characteristics of a toad: they have chameleon skin (surprise foes on a 1-3 on 1d6) and can extend their tongue 15'. On a natural roll of 20 when rolling to hit they can drag anything dwarf sized or smaller in
Eel (AC 6, HD 1/2 to 1, MV 90' (30'), #A 1 bite, D 12 or 1-3, S NM to F1, ML 8, Al N) Giant Eel (AC 6, HD 2 to 6, MV 120' (40'), #A 1 bite, D 1-6, 1-8 or 1-10, S F1 to F3, ML 8, Al N) These snakelike aquatic creatures lurk among reefs and rugged outcropping, hiding in holes to dart out and ambush prey. If they hit with a natural 20, they have clung to prey and rend it for automatic damage for 1d6 rounds or until seriously injured (or slain) and driven off. Common eels can be 1/2 to 1 hit die while giant versions are typically 2, 4 or 6 hit die (1d3 x 2).
their mouth and swallow it; said victim takes 1-6 (1d6) points of damage each round until dead or freed. Frogs are more aquatic and have a poisonous skin and saliva; anyone they hit must save versus poison or be debilitated by extreme illness for 1d6 hours; a second save is then required to avoid death. Glyptodon Armor Class:3 Hit Dice: 3 to 5 Move: 60' (20') Attacks: 1 tail or bite Damage: 1-10 or 2-16 No. Appearing: 0 (1-12) Save As: Fighter: 4 Morale: 7 Treasure Type: Nil Alignment: Neutral
Whether these beasts are natural or the get of magical research is not known. They are tougher and meaner than horses and favored by some gnolls as mounts. They tend to be rare, often only found with gnolls. The author is debating whether or not to use "prehistoric hyenas" for this. Hyena (wolf statistics) Hyenas are a common predator on the islands. To avoid randomly defining statistics, the author used wolf statistics. Hyenas and wolves tend to be the same size and have much the same family structure. Hyenas are not canines and are more closely related to meerkats and mongooses. Hyenadon (dire wolf statistics) The name means "hyena tooth", but they are not related to hyenas. They were a family of predatory mammals that died out millions of years ago, while hyenas thrived. While some were small, others were the size of a small pony (400 to 500 pounds.) Rather than make up his own random numbers, the author uses dire wolf statistics. Hyena, Prehistoric (dire wolf statistics) Prehistoric hyenas were called just that "prehistoric hyenas." They varied in size. Some were no bigger than modern hyenas. Others reached pony size (400 to 500 pounds). Rather than make up his own random numbers, the author uses dire wolf statistics for the larger ones. Jellyfish, giant Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Alignment: 7 6 5 6 12 18 30' (10') 30' (10') 30' (10') 1-6 2-12 3-18 1-6 + paralysis each hit 1-6 1-4 1-2 Fighter:3 Fighter:6 Fighter:9 7 8 9 Nil Nil Nil Neutral Neutral Neutral
Glyptodon (AC 3, HD 3 to 5, MV 60' (20'), TH0 17 to 15, #A 1 tail or bite, D 1-6 to 1-10, S F 2 to F3, ML 7, Al N) A massive armadillo-like creature that was a vegetarian but might aggressively defend itself. Hippopotamus Armor Class: 5 Hit Dice: 8 Move: 120' (40') Attacks: 1 bite or trample Damage: 1-10 or 2-16 No. Appearing: 0 (1-12) Save As: Fighter: 4 Morale: 7 Treasure Nil Type: Alignment: Neutral
Hippopotamus (AC 5, HD 8, MV 120' (40'), TH0 12, #A bite or trample, D 2-8 or 1-12 or 2-16, S F 4, ML 7, Al N) These aquatic 4-legged mammals can be dangerous, guarding their territory and young by attacking anything they come across. They live in deep rivers and pools, exiting to feed on grasses on land at night and sometimes during the day. When in the water they attack boats or swimmers who get too near. Hyena, giant Armor Class: Hit Dice: Move: Attacks: Damage: 7 4+4 180' (60') 1 bite 2-12 No. Appearing: 1-6 (1-10) Save As: Fighter:2 Morale: 8 (6) Treasure Type: Nil Alignment: Neutral
Giant Hyena (AC 7, HD 4+4, hp varies, MV 180' (60'), #A 1 bite, D 2-12, ML 8 (6), Al N)
These translucent creatures float or slowly swim in the water, dangling dozens of detection tentacles below them. When prey (anything small enough to deal with) brush the tentacles, long, strong stinging tentacles whip out to attack. These creatures are not intelligent and thus the number of stingers that
attack a victim varies (each has a maximum of 1 stinger per hit die.) A victim so stricken must save versus to paralysis or be paralyzed for 1d6 hours (1 - 6). A paralyzed victim will be wrapped up by the tentacles that attacked it, and drug to the body to be digested. Digestion can be slow (perhaps 1-6, 2-12, or 3-18 hit points damage per 10 minute turn.) Kangaroo, normal to giant Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Alignment: 7 1 to 3 120' (40') kick with dew claws 1-4, 1-8, or 2-12 by claws 1-6 (5-30) Fighter:1 to 2 7 Nil Neutral
points of damage per hour for 1d6 hours. Mammoth Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Alignment: Imperial Wooly
5 5 13 - 15 8 120' (40') 120' (40') 2 tusks or 12 tusks or 1 trample trample 2-12/2-12 or 4-2-8/2-8 or 4-24 32 1d6 (1-6) 1d6 (1-6) Fighter:7 to 8 Fighter:4 8 8 Nil Nil Neutral Neutral
Imperial Mammoth (AC 5, HD 13 - 15, MV 120' (40'), TH0 10 to 9, #A 2 tusks or 1 trample, D 2-12/2-12 or 4-32, S F 8, ML 8, Al N) Woolly Mammoth (AC 5, HD 8, MV 120' (40'), TH0 12, #A 2 tusks or 1 trample, D 2-8/2-8 or 4-24, S F 8, ML 8, Al N) Mammoths had teeth suited for grinding rough grasses and dry vegetation, as opposed to the leafeating teeth of mastodons. Movie makers and book writers enjoy the romantic idea that all prehistoric creatures were massive beasts: imperial mammoths were large compared to even modern elephants, but woolly mammoths were small, built to survive cold weather with short, compact bodies. Many larger mammoths would have very large tusks probably worth 100 to 800 g.p. each or more. Megatherium Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Alignment: 5 9 120' (40') flying 2 claws 1-10/1-10 0 (1-4) Fighter:5 7 Nil Neutral
These creatures are not natural to the island, but giant kangaroos have been brought in by some cultists for riding. Normal kangaroos are around human-sized. They are built to run at speed for long durations. Those larger than 1 hit die are considered to be "giant" kangaroos that grow to the size of a smaller horse and can be domesticated for riding. While vegetarians, they can defend their self by kicking with the claws on their hind legs for a combined damage of 1-4, 1-8 or 2-12 damage by hit die. Lizards Dimetrodon Gorgonop Komodo sid Dragon 5 3 90' (30') 1 bite 1-8 1d6 (1-6) Fighter:2 7 Nil Neutral 6 2 90' (30') 1 bite 1-4 1d6 (1-6) Fighter:1 7 Nil Neutral
Armor Class: 5 Hit Dice: 5 Move: 90' (30') Attacks: 1 bite Damage: 1-10 No. Appearing: 1d6 (1-6) Save As: Fighter:3 Morale: 7 Treasure Type: Nil Alignment: Neutral
Dimetrodons have a large sail on back and predated dinosaurs. Gorgonopsids have fanged mouths and predated dinosaurs. Komodo Dragons are modern lizards reaching the size of a man or twice that and have a toxic bite. Victims must save versus poison or take 1d6 hit
Megatherium (AC 5, HD 9, MV 120' (40'), TH0 12, #A 2 claws, D 1-10/1-10, S F 5, ML 7, Al N) These giant prehistoric ground sloths could reach the size of an elephant. It is possible they are omnivorous and scavenged the kills of other
creatures or preyed on such creatures as the glyptodon by flipping it over. Mosquito, giant Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Alignment: 9 (frail) 1/2 150' (30') flying, 30' (10') walking 1 bite 1-2 + drain 1 hit point per round Swarms of 1d6+6 Fighter:1 7 Nil Neutral
changing ability; necklaces that allow the wearer to breath while underwater, and so on. Preying Mantis, Giant Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Alignment: 3 (exoskeleton) 6 120' (40') 2 claws/1 bite 1-6/1-6/2-12 1-4 (2-8) Fighter: 3 9 Nil Neutral
Giant Mosquito (AC 9, HD 1/2, hp 2 each, MV 150' (50'), #A 1 bite, D 1-2 + blood drain per round, S NM, ML 7, Al N) These insects tend to be frail and easily hit by an attack, but swarm victims by the dozen. Typically 1d6+6 attack each living creature in a party. While a victim is killing one or two, the others will be latching on to attempt to suck blood (they must score a hit; once they do they have drilled their long proboscises into the body and no longer have to score a hit to drain blood). Each one will drain 1 hit point of blood per combat round (10 seconds) until killed or satiated (it has drained twice as many hit points as it has.) They inject anti-coagulants to aid in feeding; the victim bleeds another hit point of damage the round after one detaches, or after one is slain after attaching itself to a victim. They dwell around wet areas with grasses and canes where the females can drop larvae after feeding. Nereid Nerieds may be defined elsewhere. In this module a "neried" is one of fifty hand-picked handmaidens of the goddess of the ocean and seas (Thetis, for example). They are priestesses and have clerical powers, attuned to seaborne life. They often have their own duties to perform when not gathered to the goddess. Most are mermaids or other quasi-human aquatic hybrids. Nerieds go beyond clericism: they each dabble in some form of odd magic, possessing odd magic items they can use or reward others with and even special powers. This is monitored by the goddess, who can bring her wrath down on any abuse. Examples include combs that allow shape
Giant Preying Mantis (AC 3, HD 6, MV 120' (40'), TH0 14, #A 2 claws/1 bite, D 1-6/1-6/2-12, S F 3, ML 9, Al N) "Stick insects", these creatures specialize in ambush, remaining still for hours waiting for prey to come within reach, hidden amid trees and brush. They move slowly if they move at all. Their outer skin can change color to match the environment like a chameleon, making it even harder to detect them. They are as hard to find as a secret door. Their lightning fast reflexes almost guarantee that they get first attack. They usually only bite of both of their claw-like forearms grab their prey. Snail, Giant Cone Armor Class: Hit Dice: Move: Attacks: Damage: 1 No. Appearing: 1-2 (1-2) 6 Save As: Fighter:3 30' (10') Morale: 8 1 barbed Treasure Nil tooth Type: 1-12 + poison Alignment: neutral
Giant Cone Snail (AC 1, HD 6, hp varies, MV 30' (10'), #A 1 barbed tooth, D 1-12 + poison, S F1 to F6, ML 7, AL C) These aquatic snails have a cone-shaped shell camouflaged by color and bits of sea floor glued to the exterior. They are hard to detect. They wait in ambush, spitting a long hypodermic tooth: a stricken victim must save versus poison or die.
Snakemen Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Alignment: 7 (tough, scaly hide) 2 to 6 90' (30') unencumbered 1 weapon or bite 1-6 or by weapon 1-6 (5-30) Fighter:2 to 6 7 D Chaotic
listing more ideas out. Spider, Giant Diving Bell Armor Class: Hit Dice: Attacks: Damage: Movement: 5 No. Appearing: 1-3 (1-3) 4* Save As: Fighter: 2 1 bite Morale: 8 1-8 + poison Treasure Type: U 120' (40') Alignment: Neutral
Giant Diving Bell Spider (AC 5, HD 4*, MV 120' (40'), TH0 16, #A 1 bite, D 1-8 + poison, S F 2, ML 8, Al N) These spiders live in fresh or salt water, using their silk to form underwater lairs and collecting bubbles of air in the hairs on their back to store in the lair, or to use for diving to depths. Spider, Tarantula Armor Class: Hit Dice: Attacks: Damage: Movement: No. Appearing: Save As: Morale: Treasure Type: Alignment: 3 or 1 8* to 16* 1 bite 2-16 or 4-32 plus poison 120' (40') 1-3 (1-3) Fighter: 4 or Fighter: 8 9 U Neutral
Snakemen (AC 7 (tough, scaly hide), HD 2, MV 90' (30') unencumbered, TH0 18, #A 1 weapon or bite, D 1-6 or by weapon, S F2, ML 7, AL C) Snakeman Leader (AC 7 (tough, scaly hide), HD 4, MV 90' (30') unencumbered, TH0 16, #A 1 weapon or bite, D 1-6 or by weapon, S F2, ML 8, AL C) Snakemen Higher Up (AC 7 (tough, scaly hide), HD 6, MV 90' (30') unencumbered, TH0 14, #A 2 weapons/2 shields or 1 weapon/shield and bite, D 16 or by weapon, S F6, ML 9, AL C) Snakemen resemble giant snakes with arms. Like normal snakes, different types can be found: some spit poison, some have a poisonous bite, some can fly (glide by flattening their body and wafting on air currents), some constrict prey and so on. Not all snakes are poisonous; and likewise most of the snakemen in this adventure are not intended to be poisonous. They all swim quiet well and can rapidly climb anything they can wrap their bodies around. They exert much lower ground pressure than creatures with legs, and can thus cross quicksand or mud or pressure-sprung traps with much greater ease. They would automatically trip trip-wires, barring very odd situations. They are slower than creatures with legs, though, and being cold blooded they would suffer extra damage from cold based attacks (many rules sets do not consider this aspect of reptiles, insects and other cold blooded creatures; the author would increase damage by 1 point per hit die and reduce their saving throws versus cold, as a starter if he was going to account for it.) Some leaders have odd characteristics. Some have 4 arms and can fight with 2 shields and 2 onehanded weapons or 2 two-handed weapons, for example. Other interesting hybrids exist, but the author would rather not spoil one's creative fun by
Giant Tarantula (AC 3 or 1, HD 8* or 16*, MV 120' (40'), TH0 12 or 9, #A 1 bite, D 2-16 or 4-32 + poison, S F 4 or F 8, ML 9, Al N) These giant hairy beasts prey on anything they can bite. They usually dwell on the ground or in heavy trees. Some will rub their legs together when irritated, discharging a cloud of hairs for some 5' per hit die, causing irritation and possible incapacitation (save versus poison unless a cloth faces mask is used to guard the nose, eyes and mouth) for 1d6 turns (10 - 60 minutes.) Spider, Giant Trapdoor Armor Class: 5 Hit Dice: 4* Attacks: 1 bite Damage: 1-8 + poison Movement: 120' (40') No. Appearing: 1-3 (1-3) Save As: Fighter: 2 Morale: 8 Treasure U Type: Alignment: Neutral
Giant Trap Door Spider (AC 5, HD 4*, MV 120' (40'), TH0 16, #A 1 bite, D 1-8 + poison, S F 2, ML 8, Al N) These arachnids dig tunnels and hide the entrance with a very clever door of silk lined with dirt, rocks, vegetation and other materials. They are very difficult to locate (as hard as a secret door). The trap door spider senses prey through vibrations and dashes out to attack (increase the chances of surprise), biting prey and trying to drag it back inside. Consider a natural roll of 20 for the spider a chance to drag prey inside. Chances of it dragging someone inside would be based on the spider's size versus the victim. Spider, Giant Wolf Armor Class: Hit Dice: Attacks: Damage: Movement: No. Appearing: Save As: Morale: Treasure Type: Alignment: 5 1* to 4* 1 bite 1-2, 1-4, 1-6 or 1-8: all + poison 120' (40') 2-12 (2-12) to 1-6 (1-6) Fighter: 1 to Fighter: 2 8 U Neutral
Terror Bird (AC 7, HD 3, MV 120' (40'), TH0 17, #A 1 bite, D 1-8, S F3, M 8, AL N) Large prehistoric birds that could reach up to 900 pounds. They could not fly. Also called "axe beaks" due to the massive beak. Turtlefolk Armor Class: Hit Dice: Attacks: Damage: Movement: No. Appearing: Save As: Morale: Treasure Type: Alignment: 3 2 1 weapon 2-7 or weapon +1 60' (20') 2-12 (5-30) Fighter: 2 9 D Neutral
Turtlefolk (AC 3 for shell, HD 2, MV 60' (20') maximum, TH0 18, #A 1 weapon, D by weapon+1 for strength, S F2, ML 9, Al N) Turtlefolk leader (AC 1 for shell, HD 4, MV 60' (20') maximum, TH0 16, #A 1 weapon, D by weapon+2 for strength, S F4, ML 9, Al N) Humanoid turtles that walk on their hind legs and have short arms with fingered hands. They tend to be strong but slow. Their shell gives them the natural armor class of plate mail or better. Turtle, Sea Armor Class: Hit Dice: Attacks: Damage: Movement: No. Appearing: Save As: Morale: Treasure Type: Alignment: 3 1 to 6 1 bite 1-4, 1-6, 1-8, 1-10, 1-12, 1-12 120' (40') / 30' (10') 1-6 (1-6) Fighter: 1 to 3 7 Nil Neutral
Giant Wolf Spider (AC 5, HD 1* to 4*, MV 120' (40'), TH0 19 to 16, #A 1 bite, D 1-2, 1-4, 1-6, 1-8 (plus poison for all), S F 1 to F2, ML 8, Al N) These aggressive brown spiders do not use webs. They chase down prey in trees or on the ground. They often appear in packs, swarming victims: Hit Die 1 2 3 4 Number Appearing 2-16 (2-16) 1-10 (1-10) 1-8 (1-8) 1-6 (1-6)
Those on the Dreaded islands are usually small (1 to 2 hit die.) Terror Bird Armor Class: Hit Dice: Attacks: Damage: Movement: 7 3 1 bite 1-8 120' (40') No. Appearing: Save As: Morale: Treasure Type: Alignment: 1-6 (2-12) Fighter: 2 8 Nil Neutral
Sea Turtle (AC 3, HD 1 to 6, MV 120' (40') / 30' (10'), TH0 19 to 14, #A 1 bite, D 1-4 to 1-12, S F 1 to F3, ML 7, Al N) Sea turtles can reach large sizes. With their flippers and streamline shape they are agile swimmers, but slow on land. The massive prehistoric archelon (ruling turtle) was perhaps the largest.
Water Bug, Giant Armor Class: Hit Dice: Move: Attacks: Damage: 1* or -1* 7 or 14 120' (40') 2 claws + 1 bite 1-8/1-8 + 1-12 + digestion or 1-12/1-12 + 2-20 + digestion No. Appearing: 1-3 (1-6) Save As: Fighter:4 or Fighter: 7 Morale: 9 Treasure Type: Nil Alignment: Neutral Giant Water Bug (AC 1, HD 7 or 14, MV 120' (40'), TH0 13 or 9, #A 2 claws + 1 bite, D 1-8/1-8 + 1-12 + digestion or 1-12/1-12 + 2-20 = digestion, S F 4 or F 7, ML 9, Al N) Amphibious beetles, these large, ugly creatures spend most of their life underwater, extending a long snorkel-like tube to breathe from depths of 30' (7 hit die) or 60' (14 hit die) and swimming deeper.
They use their long sword-like front claws to grab prey. If both hit, they bite with a long puncturing mouth part to inject digestive juices. Victims must save versus poison or said juices do the same damage as a bite for 1d6 more combat rounds. Water Strider, Giant Armor Class: Hit Dice: Move: Attacks: Damage: 5 3 150' (50') 1 bite 1-6 No. Appearing:1-6 (5-30) Save As: Fighter:2 Morale: 8 Treasure Nil Type: Alignment: Neutral
12 water striders (AC 5, HD 3, hp varies, MV 150' (50'), TH0 17, #A 1 bite, D 1-6, S F2, ML 8, Al N) These spider-like creatures can walk on water, suspended on many tiny hairs on their long spatulate leg endings. They are also excellent climbers, having grasping hooks on the end of their legs. Most are not poisonous, though some might be.
Appendix II: Gaming Advice
The following advice is offered in vein of some of the author's favorite modules, which were intended to expand the gamers understanding of the game. These are not "rules". COST OF SPELL CASTING: This note is for DMs who need ideas about how much it will cost to have NPCs cast spells. The DM can vary the fee based on how rare magic is in their game world, as well as the drives of individuals. One cleric might charge more for casting a spell than another, for example. Some DMs might charge 100 g.p. per level of the caster. Some DMs might charge 1,000 g.p. (or 500) per level of the spell caster. The DM might decide certain spells are cheaper than others: 100 g.p. for a healing spell but 1,000 g.p. per level of the caster for a raise dead spell. Following are examples of two more schemes. The first is based on the minimum experience level needed to attain a spell (which can vary by rulebook: look it up in yours). In the example, cleric's gain 1st level spells at the 2nd level of experience, 2nd level spells at 4th level of experience, etc. Spell Level 1 2 3 4 5 6 Cleric Fee 200 400 600 600 700 Magic-user/Elf Fee 100 300 500 700 900 1100 not be allowed to make a map at all times, even if they tend to be surveyors. When players make their own map of an area based on DM descriptions, it serves two purposes. First, in the real world people make a mental map of where they are and have been based on concrete real-world data. The players only have the DM's description to work on. Thus, a map helps the players understand exactly what the DM means. It replaces the internal map the PCs would be making. Some players will want their PCs to tediously measuring a region out the way land surveyors create maps. This component is responsible for (or at least an excuse for) a lot of the slowness involved in the 10 minute turn explained later. The players might prefer a faster exploration concept: they may not want their PCs to map and measure out areas. The DM might allow them to make a simple map to replace the one PCs would make using internal memory. They should consider making them use plain paper - not paper with grid lines, and not by measuring their drawings. Some people do well with simple maps made using lines for halls, squares for rooms, circles for doors, X-s or triangles for traps and so on. If the players get confused, that is what happens when people rely on memory and simple maps. The next suggestion can be a tedious waste of time: it is offered for those who enjoy details like this, not because it is the "right" way to handle it. If the players make a memory map for an area, the DM might consider taking it away from them when the adventure is over and simplifying it for any future uses, adjusting it for memory loss if the PCs return to the area. They might even randomly roll on character intelligence scores and then make new copies based on the accuracy of those rolls and hand them out. The players are thus left with four or five (or however many) maps illustrating what different PCs remember about the area. MOVEMENT INDOORS: Tracking the passage of minutes often isn't useful unless something time critical has to be going on. If the PCs have plenty of torches and lantern oil (and a ready supply of more) and the dungeon is small, then tediously tracking hours for the sake of lighting concerns serves no purpose, for example. How many rounds a fight takes often isn't important if the PCs spend less than an hour or two in the general area. The DM can guess at elapsed time rather than make any
Another idea is to square the spell level and round to a nice, easy number: Spell Level 1 2 3 4 5 6 Cleric Fee 100 500 1,000 1,500 2,500 3,500 Magic-user/Elf Fee 100 500 1,000 1,500 2,500 3,500
MAPPING: Some people do not need and use maps at all: they rely on descriptions and simplify situations to where mapping is not really important. This discussion is for those who do like mapping and want more ideas. Of course, the players might
calculations. Likewise, random encounters can be even more random if the DM is not so fussy about time tracking. Rolling a die at pre-measured intervals is not random. If the DM chooses arbitrary times to roll for a wandering monster, the players cannot predict them. As well, the DM has more time to devote to creating a more organic wandering monster situation by checking more often in certain monster infested regions than in others. Indoor movement often isn't affected as much by terrain (though it can be). It is typically affected by the environment, which can involve dark conditions and short, tight corridors. Plus, the PCs often engage in time intensive actions like searching, moving quietly and stopping to discuss what to do next. If the players stop to discuss what to do for an hour, so should the PCs! If the DM wanted to, they could make a time chart in minutes and mark off so many minutes based on what PCs do based on their own best guesses. They could estimate speeds based on how the PCs move: slow and careful or fast and careless. Or the DM can use the concept of a "10 minute turn" and build on it. The DM finds divides the party's movement rate by the scale of the map to find how many squares the party "maps and explores" per turn. As the PCs explore, the DM counts squares explored until a turn passes. Hence a 90' movement rate and a map with a scale of 1 square = 10 feet means a turn passes after mapping and exploring 9 squares. Using straight math, you will find that the typical movement rate for a 10 minute turn is about 1/20 the speed a person can comfortably walk. The nature of the turn and movement in D&D is often left out of various rules. Take a page from E. Gary Gygax's 1st Edition Advanced Dungeons & Dragons Player's Handbook: "If the party is following a known route or map, the movement rate is 5 times greater, so each move takes 1/5 of a turn (2 rounds)." A round is 1 minute in AD&D. The slow movement rate of the standard turn is based on (or excused by) PCs tediously mapping an area out and exploring an unknown area. When they do other things, the DM is supposed to decide how much time is used as best they can. How long such things as spell or potions last is often given in turns. To avoid confusion, the author isn't going to suggest the DM change how long a turn lasts. If the players are not big on having PCs map and explore areas, the DM might divide the turn into
2 minute movement sections (each equal to a normal movement turn based movement rate). The DM would also have to adjust other parts of the game. For example, said players might not be allowed to make a tediously measured map of the area. The PCs aren't mapping so neither should the players be allowed to. They might be allowed to make a simple "memory" map on plain paper, but not allowed to measure it out. Learning to adjust for the situation at hand helps explain other oddities. Consider a situation where two identical PCs hold a foot race: one is indoors and one is outdoors. All things said, all other details are the same. If the environment does not hinder the PC who is "indoors", they will move at the same speed as the PC who is outdoors. If it does hinder the PC indoors, the DM has to adjust as best they can based on what they have in mind for the situation. If the PCs enter an underground grotto that is for all purposes a full-fledged wilderness area and all they do is travel as if in the wilderness, then they move at wilderness speeds based on wilderness rules. Movement can get complex fast. The following table shows "actual" movement rates based on straight math for those who want to dig deeper. Base Movement 30' 60' 90 120' 150' 180' Miles per Day 6 12 18 24 30 36 Feet per Minute 60 120 180 240 300 360 Yards per Minute 20 40 60 80 100 120
A human walking at 3 miles per hour (24 miles in an 8 hour day) can cover 264 feet (88 yards) in one minute. This was adjusted to 240 feet on the above table to make things easier to deal understand. No speed or distance is ever exact, so being exacting is not necessary. A walking speed is a comfortable speed for travelling long distances without suffering excess exhaustion. It is not the MAXIMUM speed of movement. Humans can run at around 4 times their base speed (12 mph) for hours on end (marathons last 2 or more hours depending on the speeds of runners and distances, and can be 26 miles long). Humans can sprint at 6 to 7 times the base speed for 30 to 40 seconds or so. Running and sprinting both inflict exhaustion if engaged in for a long duration, but not so for short durations. The standard movement rate for a 10
minute turn (120 feet in 10 minutes) is 1/20 the speed a person can comfortably walk in real life. Someone who is slower than the other people they are with could easily keep up by hustling a little now and then. They will not even reach a running speed, so exhaustion is not important. Encumbrance is in general a major deterrent to maximum running speeds, and less of a deterrent to casual walking speeds. In a fight, a person would only "walk" somewhere if they were engaged in close-combat melee and needed to defend their self and move carefully back or to the side. They would run most other places at a faster speed (2 to 3 times normal or more) with little impediment beyond not being able to be as careful in poor lighting or bad terrain underfoot. If you want a more natural, flexible movement system, you would have to dig even deeper, creating your own rates for different situations. MOVEMENT OUTDOORS: The major impediments of outdoor movement are factors like terrain, and weather. Time is usually measured in days (sometimes hours). If the players want their PCs to stop and explore something in depth, the DM usually drops down into a smaller time scale. Most rules offer adjustments to movement rates to account for different terrain types. This module offers several examples intended to help the DM go back and forth between different distance and time scales and terrain types. Calculating a cost per hex in miles of movement (as used elsewhere in the module) comes directly from the 1981 Expert's set. Few of the ideas in this appendix are novel; most are based on something read elsewhere. UNDERWATER MOVEMENT AND COMBAT: These notes are for DMs who need help in dealing with underwater adventuring. What follows is not perfect, but will help novices get started. Always do your own research if you have time. Find a swimming pool or some deep water and do some swimming if you want real, tangible facts to use! The density of water hinders movement - and combat itself is based on movement. Humans are often composed mostly of water, which means they do not float very well if they carry excess weight. Humans and most animals are not very buoyant; they cannot carry a heavy load before sinking. Some games relate this to body armor and ignore everything else. Carrying treasure, weapons or anything heavy will cause most people to sink like a rock. A rough estimate is: they might carry 1/5 to 1/6 their normal encumbrance rating (do more research on this, though) if they can tread water
hard. Scuba divers carry weight belts (and flotation devices) because they do want to sink. Their gear and the compressed air in their lungs often actually makes them more buoyant. Life guards use flotation devices, and count on the victim's minimal buoyancy. A struggling victim can drag them down by reducing the buoyancy of both. A relaxed victim can be pulled to shore because they float to a certain degree. Swim fins often help humans achieve higher speeds in water, and tread water easier. Humans on land can walk at around 3 miles per hour for long distances; run about 4 times as fast for 2 or 3 hours (as in a marathon) and sprint at about 6 times that speed for 30 to 40 seconds (3 to 4 10 second rounds) before being forced back down to a run by the limits of muscle energy. Record holders can sprint 7 times as fast. Top speeds for swimming tends to be close to normal walking speeds. A human can usually only hold their breath for 3 minutes or so (less for nonathletic types; more for those with a lot of training.) A free diver often cannot spend much time under water, so they often "sprint" at top speeds in bursts. Someone expecting to swim long distances would have to move at a much slower pace (perhaps 1/5 to 1/6 normal speed under water; about 1 mph using floating objects for buoyancy on the surface.) Fish and similar animals are designed to slice through the water. Swimming speeds can vary by individual and species, but in general they often swim at normal human walking speeds (around 3 mph or so.) They often swim in much faster bursts. How much faster depends on athletic ability and power; some of the fastest can reach 50 to 70 mph but most can only achieve 20 to 30 mph and many are much slower. Underwater combat is mostly about grappling, biting, stabbing or thrusting a spear. Squid and octopi grapple; fish bite and swallow; even the cone snail uses a needle on a muscular appendage it spits for a short distance. Archaic missile weapons (slings, bows, crossbows, and thrown weapons) are useless under water. The broad, long limbs of bows and crossbows prevent them from imparting much speed. Trying to sling or throw anything underwater is futile. Firearms are also useless beyond 6 to 9 feet. Speed is a deterrent; the faster anything moves underwater, the more it is prone to shatter. Spear guns give modern man a semi-useful underwater missile weapon that ancient man did not have: they
propel relatively heavy spears (compared to bows and crossbows for instance) at a low velocity for ranges of 21 feet (7 yards) or less. They use elastic bands, compressed air, or explosive cartridges (often blank firearm cartridges). An example of the hazards involved: those with elastic bands are intended to be loaded only underwater. Military forces have created specialized underwater firearms to allow a higher rate of fire. They usually have ranges of 15 feet (5 yards) or less and use heavy spike-like projectiles. At least one game gives tridents double damage when used underwater. That is not their purpose. The distortion of water can make aim difficult; having two or three prongs increases the chances of a hit on small creatures; hence they are used for fishing small creatures. The three prongs hinder
penetration and reduce damage against big creatures. Harpoons and spears intended for use against big creatures are single-blade for that reason - they allow deep penetration and damage against big creatures (the targets are bigger and easier to hit.) Harpoons are spears with loose-fit heads tied by rope, and barbed. They do not do extra damage; instead they serve a specific purpose. They are used because they prevent the victim from swimming away (in deep, cloudy water a victim could get away unless killed outright; and sometimes even if killed outright they might sink). A victim might also be harried to exhaustion if they survive the spear. The barb has to dig in deep; and if it does it often has to be cut out.