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A Mythras Scenario for Monster Island

Malcolm Serabian (Order #36578095)


MYTHRASISTHEWOURLDSGREATESTROLEPLAYINGSYSTEMSOTHERE

A Mythras Adventure for Monster Island


by John Holmes

Artwork: Anders Johansson Introduction 2


Cartography: Jim Abbott & Scabrous’ Prize 7
Colin Driver
And You An Dai Ai 16
Editor: Brian Pivik
Ruin by the Falls 21
Art Direction: Sophia Conner
Non-Player Characters 37

Hex Crawl! Travel & Encounters on Monster Island 50

With thanks to Emma, for patience, Susan for a critical eye, James, for first being intrigued by the clever bird,
and each of the Tuesday and Wednesday night gamers.

A Bird in the Hand © 2021 by The Design Mechanism

Mythras is a Registered Trademark ® of The Design Mechanism.

All rights reserved. This edition of A Bird in the Hand is copyright © 2021.

This book may not be reproduced in whole or in part by any means without permission from The Design Mechanism, except as quoted for purposes of
illustration, discussion and game play. Reproduction of the material in this book for the purposes of personal or corporate profit, by photographic,
electronic, or other methods of retrieval is strictly prohibited.

MYTHRASISTHEWOURLDSGREATESTROLEPLAYINGSYSTEMSOTHERE

Malcolm Serabian (Order #36578095)


Monster Island: A Bird in the hand

Introduction
Bird in the Hand is a scenario set on Monster

A Island, and possession of this book is very useful, if


not essential, for getting the most from this
adventure. The characters become involved in a quest to
Non-Player Characters
Scabrous the Usurer
assist a lizardfolk tribe, and a struggle against a malevolent Proprietor of the Savage Silvers: Scabrous is a money lender
evil threatening to dominate life on the island. of no less scruples than others in his trade. Neither kind nor
cruel, his only love is his collection of brightly-plumed birds
and Scabrous' latest purchase from Coynrad Lorrnz is his
Overview
At the marketplace of Port Grimsand, the characters hear
greatest prize: a bird of exceptional cleverness that Scabrous
is unaware contains the soul of Mele, a Kahuna of the
rumour of Scabrous the Usurer's wondrous collection of Oodaki. A balding pate, pinch faced, and surprisingly pale;
brightly feathered birds, including a bird that can count, Scabrous sighs deeply and rolls his eyes rudely at nearly
dance, and even draw! A desperate savage named Kaia also anything borrowers have to say.
seeks this bird.
Through greed or mercy, the adventurers are tempted to Kaia the Savage
relieve Scabrous of his prize bird, perhaps in competition Tall but crooked with age, the tattooed and scarred hide of
with Kaia, but certainly others seek this valuable prize. With this savage impresses colonists, few of whom have seen a
the bird in hand, it attempts to communicate to the savage up close. Warned by his ancestors that Mele's soul is
adventurers its desperate need to leave Port Grimsand. trapped in bird form within Port Grimsand, Kaia will appeal
Following the bird's directions, and possibly with Kaia's help, to the adventurers for aid. The crocodilian features are hard
the adventures journey into the deadly Tane Jungle. to read but the dark eyes burn with intensity. When rasping
After a difficult journey, the adventurers reach the village words in the Colonist's tongue Kaia's head bobs forward and
of An Dan Ai. Here the spirit of Mele, an old Kahuna of the back like a pigeon.
Oodaki tribe, who has been trapped in the bird, is joined once
again with his body. Restored, Mele explains to the Coynrad Lorrnz
adventures that an alien spirit of great power, named Iz,
nearly consumed him; forcing Mele to hide his soul in a bird Adventurer and bird-fancier, collector of rare eggs,
that by chance was caught and taken to Port Grimsand. He taxidermist, and in all other ways a friend to avian species.
beseeches the characters, now heroes of the Oodaki tribe, to Coynrad, adventuring in the jungle, by chance came across a
seek the cliff-side ruins where an alien being has made its lair, brightly-plumed bird (a 'Greater-Crested Trill-Warbler', or so
corrupting men and beasts. The adventurers explore the he claims) that he promptly caught, unaware it contains the
ruins, face the alien spirit, battle its warped reality and, with soul of Mele, a savage Kahuna. He sold the clever bird to
the help of the old Kahuna, bind the entity before it commits Scabrous. Only now he realises its value and his mistake; now
greater harm. If successful, the characters win the honour he wants the bird back and tries to recruit the adventurers.
and friendship of the Oodaki and are rewarded with loot Coynrad has no stomach for violence, possessing only a
salvaged from the depths of Hina Bay. selfish will to get what he wants. Depending on the characters'
actions, Coynrad may return to the jungles and falls victim to
'Iz' (see page 47). An older gentleman who impresses with a

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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

full white beard, beak-like nose, and extravagant eyebrows, • 6 days ago, Mele's soul escaped pursuit by Iz. Mele
Coynrad has courteous manners, and gesticulates with his dominated a brightly-plumed bird, the nearest creature
pipe to drive home arguments. at hand, but was promptly netted by Coynrad Lorrnz for
his collection!
Fat Boyd • Four days ago, Coynrad returned to Port Grimsand and
Hired muscle that may be employed by Coynrad, Scabrous, sold the bird to Scabrous the Usurer. Scabrous soon
or even the characters to apply brute force and ignorance to discovered the unusual and clever behaviour of the bird,
any problem. Fat Boyd is a cunning murderous dog but a and it quickly became his most prized possession.
capable leader. He keeps a gang of thugs, his 'guys and gals', • Three days ago, Kaia received a vision from his
to do the leg-breaking. If Fat Boyd seizes the bird first, he ancestors of the bird and Port Grimsand, he set off at
heads off with the bird into the jungle presuming it will lead once.
to a fabulous treasure. Short, balding, and with a double chin
and pot belly yet broad and strong; Fat Boyd has no sense of • One day ago, Scabrous showed off the bird to Coynrad
humour and is driven by selfish greed. He stares intensely, who, jealous, offered to buy it back but Scabrous refused.
unblinking, at whoever he speaks to. Kaia arrived in Port Grimsand.
• The adventure starts with the characters encountering
Inspector Ludstrud Kaia and Coynrad, and offered the chance to recover the
A meticulous and unrelenting investigator of breaches of the bird.
Governor's laws, using cunning tricks, disguises, or other • The characters, or their rivals, concoct a plan to steal the
means to uncover the truth of a crime. Ludstrud will be called bird from Scabrous and head off into the jungle with
upon to solve the theft of the bird from Scabrous. He is their prize.
usually accompanied by at least two White Death guardsmen. • Journeying through the humid Tane Jungle, pursued by
Ludstrud is tall and thin with mutton-chop sideburns, prone (or in pursuit of) Fat Boyd, the adventurers finally make
to raising "just one more thing" with weary witnesses. it to the village of An Dai Ai, possibly as prisoners or
guests of the Oodaki. Here the soul of Mele is restored.
Mele
• The characters join Mele and travel to the Ruin by the
Kahuna of the village of An Dan Ai: the victim of Iz, Falls to confront the alien entity known as Iz.
trapped in the body of a brightly-plumed bird. Showing
unusual intelligence, the bird attempts to recruit and lead • A climatic binding ritual and escape from a collapsing
rescuers back to his village so he can join with his body. Mele's cliff ensues, hopefully with the characters triumphant
own form is a slightly stooped and scarred Lizardman with a and rewarded handsomely by the Oodaki.
wrinkled snout, bearing a complex web of tattoos across his
hide, and with one clawed hand maimed from an old injury.

Iz Important Places
An alien entity, partly in the Spirit World but wholly
corrupting and hungering of the lush world that Iz now Port Grimsand
inhabits. Iz cannot be seen in the material world, but the
Weave of its corrupting presence is notable, distorting sounds, The only human colony on the Island and home to looters,
sight, and smell and driving away most wildlife. Iz's true form murderers, and desperate vagabonds cast out of the civilised
is a smoky ball of red angry light. parts of the world. The stench of human occupation mars
the ancient stones of the cyclopean city within which the
pitiful settlement crouches, ringed by the dense green jungle.
Lord Greystone rules as Governor, with a small professional
Timeline soldiery called the White Death distinctive for their white
Smilodon cloaks. For more information on Port Grimsand,
• 28 days ago, Iz oozed through a Smoking Mirror see Monster Island, page 57.
inhabiting the Ruin by the Falls, corrupting the area with
its Weave.
• 9 days ago, Iz pursued Mele in the Spirit World, the Savage Silvers
running battle lasting three days and very nearly The shop and home of Scabrous the Usurer, offering "fair
destroying Mele's Fetch. terms for small sums". The shop is small, tucked away on
Usurer Ally in Port Grimsand. The front of house, in

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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

addition to a counter and chairs, is full of wicker bird cages,


which includes Scabrous' pride and joy: a brightly-plumed
bird of unusual intelligence, that he proudly claims is a
Adventure Styles
This adventure consists of three distinct chapters and styles:
Greater-Crested Trill-Warbler. Belbry (see page 39) protects
1. A heist or con: recovering the valuable bird, alive, from
the property at night with her faithful 'dog' Lavender.
the shop of a money lender, avoiding rivals and
entanglements with Port Grimsand's White Death
The Tane Jungle guard. Planning is necessary but a sense of urgency is
A perilous place of verdant green and a challenge to the needed as other parties seek the bird too. Players will no
characters' wilderness skills. doubt develop elaborate plans that have not been
considered here, from which the Games Master must
An Dan Ai improvise.
A village of the Oodaki tribe and refuge from the jungle. It is 2. A jungle expedition: a hex crawl style exploration in
located some five kilometres up the Gushing Crack (see page a sandbox setting; seeking the village of the Oodaki but
19). facing a hostile environment and the risk of fearsome
creatures, sentient plants, or spirits. The pace should
The Ruin by the Falls slow as the wonders of Monster Island are revealed. This
Built after the Cataclysm but before the rise of Zaruthra the portion can be as protracted or direct as suits the Games
god-king, the ruin lies near the great waterfall of Gushing Master and players' preferences. The appendix sets out
Crack spilling into Hina Bay. Liana covered ruins litter the guidance to running a hex crawl (see page 50).
surface, but the main ruin is concealed in a natural shaft
3. An alien haunted ruin: delving into an ancient ruin
leading down into the cliff face (see page 21).
whilst facing the horror of an alien intelligence.
Adventurers face strange powers and must call on their
Background
In the jungles near the sea cliffs of the Oodaki tribal lands a
humanity to overcome the alien Iz. This part of the
adventure can emphasise the horror or focus on weird
sword and sorcery.
Smoking Mirror sputtered into life. From its dark surface
slipped a malign entity, old and embittered, knowing itself
The Games Master must consider these styles, the
only as 'Iz'. Iz sought a realm of life and sunk quietly into
different pacing and nature of challenges that the characters
ancient carven ruins, hungering for mortal spirits.
must overcome, be prepared to improvise, and make the
Mele, a Kahuna of the Oodaki, on a quest afar in the
setting their own. The Games Master will need to make some
Spirit World, was seen by Iz and pursued. Fleeing, Mele was
preparation in advance, either random encounters or
forced to possess a small bird, the nearest creature at hand, to
generating parts of the ruins.
escape Iz. By chance, the bird was promptly caught by
Coynrad Lorrnz, adventurer and bird-fancier from Port
Grimsand, and then sold to Scabrous the Usurer in Port Scaling the Adventure
Grimsand.
Help for Mele is coming; Kaia, an old savage but newly for your Characters
started on his shamanic training, sought the advice of the This is a challenging adventure with high stakes and
ancestors. Ancestor Puhi revealed the ancient ruins of significant risks. The Games Master should consider how well
Kapala, hosting the Colonist's settlement of Port Grimsand existing adventurers in their Monster Island campaign will
and the brightly feathered bird in which Mele's soul was cope, noting that it is unlikely that brand new characters will
trapped. As Kaia headed to Port Grimsand, Ancestor Puhi survive without serious losses. To address this, especially to
was consumed by Iz, adding to its growing malevolent give new starting characters a fighting chance, the Games
strength. The alien Iz now builds its power from an old ruin Master should consider any or all of the following:
in the sea cliffs above Hina Bay. If left unchallenged, Iz will • Be generous with refreshing Luck Points and Group
weaken the Spirit World of the Oodaki, make the jungle even Luck Points, especially before key scenes or important
more dangerous and weaken the bonds that hold the Gods actions planned by the adventurers. Ready availability of
That Walk. Unless of course the adventurers change these Luck Points gives adventurers the confidence needed for
events… swaggering sword and sorcery heroes and rogues!
• Use the guidelines for Pulp Heroes (page 54, Mythras
Companion) when creating new characters, with

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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

potential benefits to abilities, skills, and recovery from Scabrous, Coynrad (or more likely, Fat Boyd) to the
wounds. village of An Dai Ai and then, with their new Oodaki
allies, explore the ruins to defeat Iz.
• If using new characters, provide a pool of skill points,
60% – 80% (or more), that may be assigned to existing • Mercenary treasure hunters: typical of those that
skills, or used to open a new Professional Skill, mid- come to Port Grimsand, the characters seek to exploit
game, or even just before making a skill check, however, the valuable bird for themselves. The bird is desperate to
no single skill should be increased by more than 20% – return to the Oodaki village. Scabrous and Coynrad will
30%. This reflects the adventurer revealing an area of be jealous rivals, seeking vengeance. Kaia seeks to win
existing expertise or knowledge that has only just come the aid of the characters, offering rare incense, idols,
to light and suits the challenge facing them at that uncut gems, gold dust or even protection from the
moment, "of course I swim like a fish too!" adventurers' rivals.
• Provide more help, either hired muscle or, later in the • Dupes: the characters are employed by Coynrad or
adventure, Oodaki warriors that stick with the Scabrous to capture the bird or hunt down the thieves.
adventurers as they explore the Ruin by the Falls (see Coynrad promises wealth if the characters join as co-
page 21). Use statistics for Fat Boyd's 'Guys and Gals' (see conspirators. Scabrous offers a line of credit of many
page 41) or Tua Skirmishers (see page 46), with the thousands of silvers. Neither will reliably meet their
Underlings rules (Mythras page 111) and Heroic promises. Opponents will include Fat Boyd, Kaia and the
Sidekicks (see page 27) to make additional numbers of Oodaki and, ultimately, Iz.
NPCs more manageable. Keep in mind that hired help
shouldn't carry the load of the adventure
– the characters should be the heroes.
• The alien Iz has corrupted various
powerful creatures, strongly armoured or
with high Hit Points. If concerned with
the attrition of characters' resources, or
outright fatalities, consider halving the
HP value for each Hit Location of Iz's
creatures, or perhaps just apply this to the
final confrontation, without altering any
other statistics.

Getting the
Characters
involved
The adventurers start in the marketplace of
Port Grimsand, perhaps restocking equipment
or looking for buyers of recovered (looted)
treasures. The action starts when the
characters learn of a valuable prize (the bird)
and must respond to an offer of employment
or call for aid. Depending on events, the
characters are free to adopt different roles and
approach the challenges with different
motivations, the most likely being:
• White knights: the adventurers take up
Kaia's cause, actively seeking to restore
Mele to his body and boldly seeking out
the dark presence of Iz. In this situation
the adventure is relatively linear: stealing
the bird, the characters are pursued by

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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

Response and Actions of Each Faction


The characters' actions will likely set them in opposition with
Kaia, Coynrad, or Scabrous as follows.

Who: Kaia Coynrad Scabrous


To possess the bird and, intrigued,
To retrieve Scabrous' bird alive and To keep his bird (which will die if
What they want: follow its directions, thinking it must
return quickly to his village. not rescued within a month).
lead to lost treasures!
Will kill to defend himself or
Will kill to defend the bird; but Will not directly engage in violence; property, but Scabrous will not leave
How far they will
otherwise will not wish to seriously but will happily turn a blind eye to the 'safety' of Port Grimsand.
go:
harm anyone. the actions of hired help. Happily allows any hired thugs to
inflict suffering on others.
Seeks to hire the adventurers on day
one or (presuming he is A victim of theft (and maybe arson),
Kaia searches for the bird, finding it
unsuccessful), he employs Fat Boyd Scabrous reports the robbery
on day three and will attempt a theft
instead. Instructs his help to recover prompting an investigation by
When and how they at dawn of day four, as Scabrous'
the bird, without attracting attention Inspector Ludstrud. Not content,
act: guard leaves the Savage Silvers.
of Lord Greystone. Fat Boyd Scabrous seeks to hire aid (the
Kaia may well be too late if Fat
undertakes a theft in the early hours adventurers or Fat Boyd), to return
Boyd's plans fall into place.
of day four (before Kaia's planned the bird, and seek vengeance.
theft).
Fat Boyd gains the bird, betrays
If possessing the bird Kaia flees into Coynrad, and flees into the jungle,
the jungle. His hurried trail is easy to thinking to ransom it back to
follow. Kaia will pursue any party Scabrous. Intrigued by the bird's
possessing the bird; using Stealth to behaviour, Fat Boyd and his thugs Anyone with the bird that delays
steal the bird when rivals are in the head to the Oodaki village. Fat Boyd fleeing into the jungle will quickly
Possible outcomes:
jungle. Kaia will welcome allies that will fall victim to the Oodaki if the have to deal with Inspector Ludstrud
appear true-hearted (Insight) and adventurers do not catch him first. and Scabrous' hired thugs.
support any reasonable plan. In the Coynrad, an experienced traveller,
jungle, Kaia is a useful ally or deadly sets off in pursuit outraged at this
foe. betrayal and stumbles across Iz,
becoming a vessel for its malign will.

What Happens If the Bird Dies?


If the bird dies before joining Mele's soul to his body, Mele's
soul departs and his real body dies. (If it is known that the
characters took a direct hand, the Oodaki will seek vengeance.)
In this case, Mele becomes a Haunt (Mythras page 150) and
plagues the characters with visions of the alien Iz until they
seek the Oodaki village or help from Kaia (or exorcise the
spirit). A different Kahuna may then lead the expedition in
Mele's place.

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Malcolm Serabian (Order #36578095)
Horrifying Curses Monster Island: A Bird in the hand

Scabrous’
Prize
he adventure opens in the Market Square of Port • From the wreckage a desperate savage (Kaia) appears. In

T Grimsand. It assumes the characters are already in


the colony town, either newly arrived or inhabitants
of long-standing.
a coarse voice he croaks "bright bird, bright bird, come!"
Kaia is searching for a brightly-plumed bird. He
continues rummaging amongst cages scattered on the
rain-soaked ground ignoring Turillo's cries of outrage
and alarm.
Birds of a Feather • Turillo points to the adventurers, saying, "help, please,
this unseemly savage is robbing me! I offer a boon!"
Location
Market Square, Port Grimsand. • Coynrad peddles backward in alarm. He watches,
avoiding any conflict.
When • A cage of biting flies has broken open and will soon
Two hours after noon, wet season. swarm to attack, causing no damage but are very
distracting: all skill difficulties one step harder and a
Ambience Formidable Willpower check is needed to do anything
but swat flies and protect exposed skin (see Mythras page
A stifling breeze bearing jungle perfume; the hubbub and
251 for Insect Swarms).
stink of colonists hawking and bartering; squawks, warbling
and hissing of caged animals; surly guards of the White
Death sullenly watching the throng; a tropical shower Resolution
sweeping in. Greed or curiosity should drive the characters to intervene,
even if watching passively they are drawn into the tumult:
Opening scene • Addressing Kaia respectfully gains his attention. He will
At the stall of Turillo's Wondrous Beasts the adventurers appeal for aid: "The bright bird must be found, our
overhear Turillo, an overweight perspiring man, talking people need aid, help me soft-skins!", at which point the
animatedly to a morose, white-bearded gentleman (Coynrad); insect swarm engulfs the characters and Kaia flees.
declaiming "I don't know where Scabrous acquires his pets. A
• Attacking Kaia results in one Round of combat before
bird that can dance and draw you say? Better than any stock
the insect swarm attacks; Kaia attempts to flee and two
I own", gesturing to the stall of caged snakes, insects, and
White Death guards approach to subdue anyone armed
birds.
(a night in the cells and 20 pazoor fine for disturbance of
the peace).
Events
Turillo is suddenly interrupted: • If ignoring Kaia, he searches fruitlessly, calling in Low
Speech for the "bright bird" and "Master" until the
• The wheeled stall of Turillo's Wondrous Beasts is thrown swarm of biting flies erupts, causing disruption and Kaia
aside causing caged birds, snakes, and insects to tumble to flee, the guards arriving soon after.
about rolling to the adventurers' feet.

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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

Outcome • Kaia is cautious around the soft-skins and will be alert for
betrayal. He speaks slowly, struggling with the strange
Kaia has likely fled or been arrested with the characters.
sounds of Colonist-speak.
Turillo will deny offering any 'inducements' to the
adventurers (and call the guard if threatened). In any case, • Treating Kaia with respect and patience, he relates that
Coynrad seizes the chance to make an offer. See the next his master is missing but an ancestor visited him
event, 'What a Little Bird Told Me'. revealing the image of a distinctive brightly-plumed bird
and the ruins in which the soft-skins have made homes
(meaning Port Grimsand). Kaia is convinced that his
What a Little master is linked to this bird and that it must be found
quickly and returned to his fellow Kahuna in the tribal
Bird Told Me
Coynrad quickly makes an offer to the characters, deducing
lands of the Oodaki.
• Kaia can offer nothing now but swears on his honour
that the savage is after Scabrous' newly acquired bird. To this
and ancestors that true-hearted help will be richly
end, the adventurers may track down the strange savage to
rewarded if the adventurers aid Kaia and return to his
find out about his interest in the bird. The adventurers may
village with the bird.
also opt to go it alone but will somehow need to learn more
about Scabrous and his bird.
Learning More
Coynrad's Offer To find out more of Scabrous or the bird without tipping off
potential rivals requires spending an evening at local drinking
Coynrad presents a distinguished figure, with beak nose and
dens, spending 10+1d10 pazoors and a Streetwise skill check
white beard:
or Hard Influence skill check:
• Coynrad explains that he was duped into selling a
• A Success learns that Scabrous the Usurer has a
valuable rare bird to Scabrous the Usurer and despite a
collection of brightly feathered birds and regularly pays
fair offer Scabrous refuses to sell it back (with a successful
good coin to add to his collections, if delivered alive. His
Insight check, the characters learn that Coynrad may be
current collection even includes a bird that can count,
embellishing).
dance, and draw. Scabrous has offered a reward of 300
• Coynrad offers 100 pazoors in cash now and, on pazoors for any similar rare birds.
completion, a stylistic jade stone carving depicting an
• A Critical Success also learns that others (like Fat Boyd
ape-like beast (Commerce skill estimates this is worth 600
or Kaia) are asking about Scabrous. Also, Scabrous
pazoors), along with a tattered canvas map allegedly
recently dismissed his clerk, Heluna (see page 13),
describing a route into the jungle, which Coynrad
claiming she had copied his accounts and sold them to
assures is a 'genuine' treasure map. (A sage is needed to
rivals!
interpret the treasure map, which can lead to the next
adventure of the Games Master's design.) • Failure provides the same information as a Success but
alerts other parties that the characters are interested in
• The adventurers should bring the bird to Coynrad's
Scabrous.
lodgings above the Hospice on Winding Way, "But hurry,
others may be after this prize too! And don't get me • A Fumble gives the characters' names and likely
involved in how you do it. Just do it!" locations to a rival; if this is Fat Boyd, he sets an ambush
to cripple and frighten the adventures, whilst Kaia
• If refused, Coynrad will recruit local ruffian Fat Boyd
approaches and asks again for aid.
and his gang to recover the bird. In this case, Fat Boyd
will be a rival to the adventurers, potentially recovering
the bird before them.

Aiding Kaia
The adventures may find Kaia in the gloomy passageways of
Grimsand or possibly as a cell mate. Kaia attracts significant
attention and tries to avoid crowded places, especially after
the incident in the market. Seeking out Kaia requires a
Streetwise or Insight test to turn up news of the towering
native. Once approached:

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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

Boyd scouts out Usurer's Alley, planning a robbery.


Savage Silvers Day 4 – Before dawn Fat Boyd and his gang steal the bird,
setting a smoky grass fire and raising the alarm; in confusion,
Location as Scabrous flees the apparent fire with the cage, Fat Boyd
Usurer Alley and environs, Port Grimsand. grabs it and makes off! Kaia arrives too late, his own plans to
steal the bird foiled. Inspector Ludstrud of the White Death
When arrives to investigate (see page 15).
Anytime following the characters' interest in Scabrous, Day 5 – Fat Boyd betrays Coynrad and sets off into the jungle
perhaps working for Coynrad or aiding Kaia. following the bird's directions. Coynrad seeks help to catch
Fat Boyd, whilst Scabrous seeks to hire muscle to catch the
Ambience: thieves. Kaia follows the adventurers as the only link he
Port Grimsand is built in a haphazard style of robbed-out knows with the bird (alternatively Kaia waits outside the gates
stone from the ancient ruins of Kapala. The stones bear and follows those being led by the bird).
marks of ancient glyphs, pictograms, complete or partial
statues of unknown beasts or stately looking man-snake
beings. The buildings are two or three stories high, with Lay Of The Land
irregular shaped doors and shuttered gaps serving as Scabrous' shop, the Savage Silvers, is based in Usurers Alley.
windows. The streets are often narrow, winding, and cast in From here Scabrous offers low value loans to locals and
gloom from overhanging stories. The sea breeze can be speculative loans to freshly arrived, and often naïve,
cooling but the alleys trap humidity and stench, cleared away adventurers.
briefly by frequent thunderous downpours.
1. The Savage Silvers
Events A door and wide shuttered window stand open during
The adventurers must plan how to recover the bird. A break- business hours. From the street a cacophony of bird calls can
in or confidence game may offer the best chance. But time is be heard. The 'shop floor' includes a simple counter and,
not on the adventurers' side as others also seek the bird. from the ceiling, hang a dozen wicker cages for Scabrous' bird
Following is: collection – these can cause a distraction in any physical
confrontation. Behind the counter a door leads to the kitchen
• A timetable of Fat Boyd and Kaia's plans to steal the and narrow uneven stairs to the first floor bedroom, and up
bird. to the attic. In the evening, voices, shouts, music, and the
• Lay of the land, describing the Savage Silvers and occasional fight can be heard through the walls from the
buildings in the immediate vicinity. Hostel (5) but settle down an hour or so after midnight. At
night, Belbry keeps watch from the shop floor, brewing a
• Patterns and routines of Scabrous and the people of bitter leaf-brew in the kitchen to keep alert.
Usurer's Alley, and ways that adventurers may learn this. Scaling the building depends on the weather: usually an
• Hazards arising from the characters' investigation and Easy Athletics, but the frequent thunderstorms make the
response of Scabrous if his suspicions are raised; and sheer surface Hard to climb. The upper floors have narrow
windows facing Usurer's Alley: anyone SIZ 7 or below
• Disturbing the peace, outlining the risks and challenges squeezes through with an Easy Acrobatics test (or Athletics at
when the adventurers finally attempt to steal Scabrous' one difficulty grade harder); increase the difficulty by one
bird. level of each point of SIZ above 7, a Fumble means the
character is stuck fast requiring a further check at one grade
Timetable greater difficulty and suffering 1d3 HPs to two locations,
ignoring armour. The roof is thatched with bark, able to
Events may unfold as follows:
support SIZ 10, each point of SIZ above this has a
Day 1 – The adventurers encounter Coynrad and Kaia. If cumulative 5% chance for the ceiling to give way noisily,
the characters turned down Coynrad's offer of employment, resulting in a three metre fall into the attic. Heavy stone
he will employ Fat Boyd to recover the bird instead. recovered from the ruins makes up the front façade and wall
between the Savage Silvers and Herik's Imports. However,
Day 2 – Kaia searches for signs of the bird; Fat Boyd rounds
the walls between the Hostel (5) and Dentist (6) are of poorly
up his gang and asks about town of Scabrous and the bird.
plastered wooden planks. With the right tools and a Brawn
Day 3 – Kaia discovers Scabrous possesses the bird, demands check the plaster can be broken and planks pried apart to
it from him, and is chased off by White Death guardsmen. Fat make a narrow crawl space (treat as a Task with five minute

9
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

N
Governor’s
Residence
22

Wid
3 Shrine of
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ay En
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5 Shrine of
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Shrine of
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Shrine of
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11
5 Winding Way

20
Street of Scr

5
Wid
Shrine of
Geolok
17
Winding Way

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ibes

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Shrine of
Thasaidon ay Shrine of Quatochil

Lane Way
Winding
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14
Main
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y
1 13
Shrine of
rounds, see Mythras page 65). This is noisy:
anyone in the connecting room automatically
21 Ojahl
notices unless asleep, insensible, on a different

St
floor, or otherwise distracted, requiring a Plaza of

re
et
Exotic Arts
Wide Way

Perception check (an Easy check if the Brawn

of
roll is Fumbled) to notice. es
Qu
2. Herik's Imports
Herik underwrites trading expeditions and
exports, connecting those with bulk exports to
5
sage
buyers in the lands beyond the Island. Herik,
Sell-Shiswords’ Pas 6 4
16
mistress, and three staff live above the office. He
keeps no extra watch at night.
1 Usu
rer
’s Al 10
3. Fortune Teller ley
Baluun of Corsta offers a range of spiritual 3
remedies in a building across the street from
Scabrous. Baluun has few customers, but a great
2
interest in people on Usurer's Alley. An old
weathered statue stands above the entrance on
the outside lintel of Baluun's building. By chance,
Gol
dS
12 it traps the spirit of a maddened, long-dead
St
member of the Kapala
re
et
aristocracy (see Monster
tre
et
of
Illicit Pleasures

of Shrine of
Malcolm Serabian (Order #36578095)Ilioth
10 Shrine of
Ylila
11
Monster Island: A Bird in the hand

Island, page 38); its memories nearly lost but for the abiding 5. Madam Maude's Hostel
anguish of seeing Kapala fall. Breaking the statue releases the
Accessed from Sell-Sword Passage, Maude and her massive
spirit, which will then Discorporate the nearest sentient
husband offer a cheap dive for sailors, newly arrived
being, attempt to possess them and inflict its madness,
adventurers, or those down on their luck. It is a rowdy and
sending the victim on a shrieking spree of anguish through
sometimes violent place. The ground floor houses a large
the streets of Grimsand (treat as Intensity 2 Curse Spirit with
communal kitchen and dining room, and Maude's private
Discorporate and Passion (Madness) abilities).
rooms. The first floor and attic are given to dormitory style
sleeping area, with simple pallets (or provide your own) and
4. Scribe divided by heavy canvas sheets that offer little privacy. The
Garf and two others provide drafting, reading, and attic leaks and is least popular. To determine the number of
illustrating services, mostly linked to borrower's contracts. residents in the evening/ night roll 1d4 multiplied by 1d6 for
Customers of Scabrous may pay for Garf to review terms or the first floor and 1d3 for the attic. If statistics are necessary,
witness them making a mark. use those for Fat Boyd's Guys and Gals (see page 41) and treat
as Rabble or Underlings (Mythras page 111).

Port Grimsand: Shopping and Shop Keepers


Port Grimsand offers a wide range of services for the eager jungle explorer. This includes imported iron weapons ('weeping blood metal') and
armour, a few examples of native weaponry and armour crafted of local material, along with exploration gear. Haggling is obligatory (Mythras
page 56). Shop keepers and market stall owners include:
Wedny Bladesticker, a short woman of sun tanned short blond hair, dressed in leathers of an unknown creature, and bearing a bone-headed
spear. She is decorated in a lot of poorly fashioned jewellery.
Bruunhyld, a short but wide woman with a flat nose. Starts every sentence with the exclamation "Ha!"
Lethlodus Monts, a skinny old man that affects an air of a knowing sage.
Olver Clouting, a middle-aged man with wrinkled face and long dark hair. His hands and arms have a distinct red hue from working as a
tanner. He is bitter and hopeless, taunting new arrivals with the futility of their efforts.
Armour ENC Per Cost Per
Type and Locations Points Location Location
Monkey hide jacket (Ch, Ab) or trews (Leg) 1 2 20

Boots (Leg) 1 2 50

Beast hide cuirass, vambraces, greaves or helm (Ch, Arms, Legs, Head) 5 8 400

Bone lamellar (All but head) 4 4.5 320

Crab half-plate (Ch, Ab) 5 8 400

Iron mail hauberk (All but head) 6 5 900

Iron open-faced helm / closed helm (Head) 5/7 4/6 500/1000

Spider-silk bezainted (All) 3 1.5 500

Toothed leather (All) 3 2.5 180

Woven reed helm (Head) 2 1 80

11
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

6. Barber • [Customs/Perception] Night soil collectors arrive early


in the morning, working the street with their stinking cart
Also a dentist and physician, Doctor Grotis, tall, thin, and
at about the time Belbry leaves.
with a fine set of wooden teeth, offers a range of services for
a handful of pazoors. A large chair on the ground floor • [Perception/Insight] Most customers arrive early (2d4
includes sturdy straps for the timid customer. Grotis lives with by mid-morning), settle an account and leave although
a succession of male lovers, his head easily turned by his latest all are treated to a display of a distinct brightly-plumed
fancy. bird (a cage in the centre of the room, surrounded by
near identical cages).
Patterns and Routines • [Perception] Scabrous' lunches at his counter; when free,
Watching or talking to Scabrous discretely, or asking locals, Scabrous tends the caged birds.
the characters learn about Scabrous' daily routines and • [Perception/Insight] The shop is shut by mid-afternoon
habits, but this comes with the risks of attracting unwanted when two women (Elsidores and Dores her daughter)
attention: arrive carrying baskets. One woman is older, and the
• Each time a character attempts a relevant skill test, as younger has an obvious family resemblance.
outlined below, make a contested Differential Roll (see • [Stealth/Deceit] The guard arrives before nightfall when
Mythras page 50) against the 'Local Curiosity' the women leave.
percentage value, which represents the 'level' of interest
that the characters' activities have attracted from local • [Insight/Customs/ Perception] Scabrous leaves with the
shop keepers and passers-by. women but parts ways to visit the Heatless Houri for
supper (spending 1 hour plus 2d20 minutes).
• Local Curiosity starts at 30% and increases by 5% each
time a skill test is attempted by an adventurer (if the • [Influence/Deceit] Scabrous sleeps on the first floor,
character Fumbles a skill check increase Local Curiosity usually retiring before Midnight.
by 20%, whilst a Critical means no increase).
Talking to Scabrous directly allows a good view of the
• If Local Curiosity wins one or more Levels of Success, shop floor, with its ceiling covered with wicker bird cages, and
the Games Master should select an incident from the a closed door to the back kitchen and stairs. The windows
Hazards on page 13, making it more challenging for and doors will be open, allowing passers-by to notice any
each differential Level of Success. A Hazard also runs obvious scuffle and certainly hear shouts of alarm. Clever
the risk of tipping off Scabrous that something is going questioning may also learn any reasonable fact that is
on, allowing him an Insight roll. available from watching or following Scabrous. However,
Scabrous is streetwise and cautious, always happy to do
• Street smart characters, with a successful Formidable
business but his suspicions may be raised by careless
Streetwise or Customs check, will realise that asking too
questions. Check Scabrous' Insight, Commerce or Streetwise
many questions, or loitering near the Colony's money-
to notice suspicious behaviour or questions from the
lending district, risks attracting attention or raising
characters: on a Critical Success Scabrous clams up,
suspicions.
promptly raising his concerns with Inspector Ludstrud and
Watching or following Scabrous requires the adventurers telling Belbry to be extra alert for the next night or two; a
to loiter in Usurer's Alley or follow Scabrous and his visitors. Success means he brings the conversation to a close and steers
Uncovering his routine needs a full day; taking longer makes the characters' from his shop; with a Fumble he sings like a
tests at least one grade easier but risks losing the prize to rivals canary!
(see Timetable on page 9). The adventurers learn one fact, Asking locals or employees can provide the same
two on a Critical Success, with use of a relevant skill (and information about Scabrous' usual habits. Some specifics
remember to adjust the Local Curiosity value as described include:
above). Suggested skills and results follow: • Elsidores and Dores cook and clean for Scabrous. They
• [Stealth/Deceit] Scabrous opens the shop about half an live on the Sheerway, are very poor and, if not put at
hour after dawn, and a burly female guard with an serious risk, happy to sell him out for a generous bribe
unpleasant dog-like creature leaves the shop (Belbry the (50+ pazoors depending on the tasks required).
guard and Lavender). • Belbry does not talk about her employer and is astute to
• [Stealth/Deceit] The guard heads to the Heartless prying questions (check Belbry's Insight skill to see if she
Houri for breakfast, her dog cracking bones beneath a realises something is amiss).
table.

12
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

• Local shop keepers and the night soil collectors (Barie • An old washer woman asks for help with a heavy load.
and Puul Tench) may provide some information with the Characters that help will be distracted, missing one fact
right approach (most people are happy to gossip about that may have been learnt whilst watching or following
their neighbours) and customers. Scabrous (see page 38), but refusing to assist means she
curses the rudeness of youth loudly and after five
• Heluna worked for three years as bookkeeper for
minutes of a finger wagging tirade storms off, easily
Scabrous. She has just been evicted from rooms near
carrying her washing, but also making Scabrous’ Insight
Blood Court, owing 40 pazoors back rent, and is seeking
skill check (see above) one difficulty level easier than it
passage on a ship. Heluna is madly in love with Scabrous,
would otherwise be.
who spurned her amorous advances and sacked her
when she became too intrusive (contrary to rumours of • Night soil collectors (Barie and Puul Tench) leave their
Heluna selling out Scabrous to other usurers). If the stinking cart directly in the way of the adventurers whilst
characters win her trust, such as covering her debt and helping move a heavy table for a local resident ("to me,
three months' rent of another 40 pazoors for a start, to you"). The stench is overpowering, forcing an
Heluna can provide a sketch of Savage Silvers and adventurer watching the Savage Silvers to make an
describe Scabrous' work and evening habits. However, Endurance check or become nauseated, forcing them to
check Heluna's Passion of Love (Scabrous) 70% in an move from their vantage point. This makes the next skill
Opposed Roll against the Influence skill (or similar) of check one grade more difficult. Moving the cart leads to
the adventurers: if her Passion wins she has a change of an angry confrontation with the Tench brothers.
heart, and the next day (or much sooner on a Critical)
• Three White Death guards note the characters' presence
will approach Scabrous and tell all about these
and move them on, increase difficulty of the next skill roll
inquisitive characters! Depending upon what she knows,
by one difficulty grade.
Scabrous will become more alert, employ an additional
guard, or inform Inspector Ludstrud. • A small woman, a member of a local thieves' guild,
moves discretely within earshot of an adventurer
• Customers' views of Scabrous vary widely but they have
currently watching Scabrous or loitering in the street,
little genuine information other than confirming
and asks "What's your mark? This street's protected".
Scabrous' love of rare birds.
Thieves guild thugs try to run off the characters or follow
Only Belbry and her 'dog' are provided full statistics (see them, showing up as an 'interested party' when the
page 39). If skills for other Non-Player Characters are needed adventurers put their plan into action (see Fenix article
treat them as Proficient for work-related skills but only green Thieves World from the Design Mechanism website for
for combat; as Rabble, they will run shouting for the White inspiration)
Death guard, see Monster Island page 282. • Fat Boyd, Kaia (or both) become aware of the
adventurers' interest in Scabrous. Move Fat Boyd's plans
Hazards forward a day, or Fat Boyd attempts an ambush to give
the characters a good beating and warn them off.
Piquing locals' curiosity (in a Differential Roll of Local
Curiosity, see page 12) has two effects: first, it may raise
Scabrous' suspicions (see the following); second, a Hazard of
the Games Master's choice occurs, with examples suggested
Disturbing the Peace
Eventually, unless beaten to it, the adventurers must steal the
below. bird. This may lead to combat, attempted burglary, or a
Whenever a Hazard occurs also make an Insight check for cunning deception, with Scabrous and Belbry the most likely
Scabrous at a Herculean difficulty, reducing the difficulty by opposition. Adventurers' stealth and guile will determine if a
one step each time Local Curiosity prompts a new Hazard. If noisy commotion occurs, witnesses' attention drawn, and the
successful, Scabrous alerts Belbry (reduce relevant Perception guard summoned:
or other skills by one difficulty level for the next night's
watch), and on a Critical Success Scabrous pays for Belbry to • Noisy or alarming actions by the characters draw
be joined by a partner on the night watch (a man named attention. Check the Perception skill of potential
Fanon with identical stats to Belbry). witnesses or roll against the percentage chances for Day
Hazards affecting one or more of the characters follow: or Night as outlined below, adjusting for any relevant
circumstances or preparations of the adventurers.
• A drunk starts a noisy conversation with a character. He
quickly gets violent if not handled carefully (Unarmed • A direct confrontation with Scabrous, Belbry and her
skill 35%, 1d3 fist damage, treat as Rabble with 4 HPs). 'dog' or anyone else means they call out repeatedly and

13
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

loudly for aid, fleeing if not well armed, hoping to alert shout to keep the noise down but increase the chance
witnesses or the guard. of people noticing sustained commotion to 15% per
Combat Round.
• Day, Usurer Alley is busy with local residents and passing
• Five White Death guards arrive, ready for trouble, in
customers:
12+2d12 Combat Rounds.
• Sustained commotion, combat or alarming noise
will attract attention of locals and passers-by. • The wet season brings short, heavy downpours of rain,
• Sudden, short disturbance – not in direct sight – has sometimes thunderstorms. The streets and gutters swim
only a 15% chance of attracting attention. with water, but quickly the rain passes:
• Attention results in two White Death guards arriving • In any half hour period there is a 20% chance of a
in 6+1d12 Combat Rounds. short heavy downpour, of which a thunderstorm
occurs with a 2% chance, lasting 10+2d20 minutes.
• Night, sultry and close, full of strange cries and calls but
• Perception tests are two steps more difficult, whilst
even the residents of Port Grimsand will summon the
the probability of witnesses noticing a disturbance is
guard under some circumstances:
halved or better if taking advantage of a
• A sustained and noisy commotion, including any
thunderstorm.
violent conflict, has a cumulative 5% chance per
• Some physical actions, like climbing walls, will be at
Combat Round of alerting witnesses. If the noises
least one step more difficult in the rain.
continue for a further 2d4 Combat Rounds, the
witnesses call the guard.
• Sudden, short disturbances have a 10% chance of
attracting attention, usually leading to an angry

14
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

What are People Doing in


Port Grimsand?
A Bird in the
The people of Port Grimsand are the flotsam scum drifting
Hand
If the adventurers secure the bird, two things are quickly apparent.
to the Island with big plans but few morals. A mongrel
First, the bird is unusually clever, an Insight test suggests the
people from ports the world over; locals wear an odd mis-
match of styles and fabrics of clothing, combining traces of bird is trying to indicate a direction (out of the gates, into the
former finery with home-dyed linens of a distinctly Jungle). Second, it appears to be ill and getting weaker. The
'primitive' appearance. Like their clothes, each bears bird can only hold Mele's spirit for so long. Taking time to
different designs or patterns of hair, piercings, or tattoos. work out a way of communicating allows simple meanings
Strangers are cast a fleeting glance with an avaricious glint (yes or no) to be conveyed by Mele. The adventurers may
in the eye. To find out what business passing locals are up choose what to do: returning to Coynrad, he quickly recruits
to roll 1d20: This man, woman, people is/are… the adventurers for a trek into the jungle; not taking steps to
1. Staggering under the influence of drink or drugs, keep the bird hidden leads to trouble with the law (and maybe
plumes of smoke surrounding them Fat Boyd).
If Fat Boyd gets the bird: he at first plans to ransom it back to
2. Playing pipes, drums, and dancing Scabrous but quickly notices its behaviour and follows it to
3. Watching bat-winged monkeys steal a dog, toy from the jungle, presuming it leads to a fabulous treasure, and must
a child, or the child itself be pursued (see page 17).
Kaia's response: if he possesses the bird, Kaia returns to his
4. Selling their bodies village; without it he can only follow the adventurers, hoping
5. Pall bearers, (un)ceremoniously taking (parts of) they lead him to the bird. Alternatively, Kaia returns to the
dead adventures to offer (throw) them to the sea jungle, watching for those with the bird to leave Port
Grimsand, so starting a pursuit (see page 17).
6. Arguing over a gambling debt, love triangle, Trouble with the law: Inspector Ludstrud of the White
authenticity of a treasure map Death oversees this investigation. Meticulous and cunning, he
7. Painting, sculpting, or otherwise creating art will question locals and – if the adventurers spent time
finding out about Scabrous – quickly has descriptions of
8. Hauling green-hued stone blocks them. The White Death will seek the adventurers, subdue
them, and question them. The bird, if recovered, will be
9. Selling handicrafts scavenged or taken from Savages
returned to Scabrous (and promptly stolen by Fat Boyd if
10. Calling for brave hearts or strong backs to join an possible); whilst the adventurers languish in prison. The
expedition Games Master may need to improvise a jail break!
Scabrous and Coynrad's response: both men, if denied the bird,
11. Recruiting for labour gangs to clear vegetation, collect
stones, uncover ruins of Kapala will attempt to recruit help, offering an additional 500
pazoors reward. If the adventurers got the bird first, then Fat
12. Hauling night soil Boyd may be recruited to pursue the adventures. If Fat Boyd
has absconded with the avian prize, the adventures will be
13. Repairing a roof, wall, or pavement
approached to track him down in the jungles. This means a
14. Proselytising for one of the colony's religions pursuit. It is most likely that Coynrad, a somewhat
experienced adventurer, will set off into the jungle alone,
15. Being chased by an insect swarm destined to become a victim to Iz.
16. Offering a bet
17. Offering a tarot reading
18. Selling a map, journal, or diary of a lost adventurer
19. Begging, whilst covered in a disease, suffering a
missing limb, or simply famished
20. Looking shifty and glancing in the characters’
direction, although this is merely a coincidence

15
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

And You
An Dai Ai
ction now shifts to the treacherous Tane Jungle adventurers left Port Grimsand. See guidance below and Hex

A where, beyond the (relative) safety and (dubious)


comforts of Port Grimsand, fresh challenges await
the intrepid characters.
Crawl! Travel & Encounters on Monster Island (see page 50).

Events
• Jungle Drummers warn the Oodaki, allowing Kaia to
Location call for aid or a war party to capture the adventurers (see
The Tane Jungle along the coast of Hina Bay in Gamari then page 19).
Oodaki tribal territory, either following the trail of Fat Boyd
or Kaia or fleeing with the bird, likely pursued, to the village • Pursuit, or chasing Fat Boyd or Kaia, forces Fatigue Tests
of An Dan Ai 5 km up the Gushing Crack river. and Combat (see page 18).
• Two significant rivers must be crossed: Little Piddle and
When Thunder Falls (see page 18-19).
Anytime, depending on the characters' actions, during the • The journey requires at least three random encounters.
wet season. The characters may be accompanied by Coynrad Vigilant adventures may avoid encounters, see Hex
or Kaia; or pursuing Fat Boyd. Crawl! Travel & Encounters on Monster Island on page
50 for guidance. Generate encounters using the table on
Ambience page 120 of Monster Island.
A cacophony of noise, screeching, hooting, and gobbling fills
the green-lit underworld dominated by colossal columns of Resolution
grey-barked hardwoods thickly covered in fungi. Thorny or The adventurers find the village of An Dai Ai, either being
spiked weeds struggle for light. The ground is a tangled mass led there, chased there or captured by a war party of Oodaki.
of roots and detritus, insects, some an arm's length, scurry for Here, the soul of the High Shaman Mele, is reunited with his
cover. Far above glimpses of sky leach through the thick body.
fronds; whilst strung from tree to tree is a netting of liana and
vines, over which scamper, or flutter myriad unknown
creatures. Adventurers are unwelcome intruders, at best
Outcome
invited for lunch. The characters may rest briefly but are called on to help the
Lizardfolk defeat the alien and corrupting spirit of Iz at the
Opening scene Ruin by the Falls (see page 21 onwards).
It is about 12 km to An Dai Ai, the Oodaki village that the the
bird or Kaia guides adventures. The speed and difficulty of
travel, and the availability of supplies, depend upon terms the

16
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

An Dai Ai

The Ruin
Port Grimsand

5km

Pursuit!
Travel and The adventurers may be pursued by, or pursuing, Fat Boyd or

encounters
Use Hex Crawl! Travel & Encounters on Monster Island to
Kaia. Resolve a pursuit through the jungle as follows:
• Are parties aware of pursuit? If not, no action to obscure
present a challenging and gruelling jungle hike. The difficulty the trail is possible and if opponents get ahead, they may
depends on the quality of the characters' guide (see table set up an ambush, increasing the difficulty of Perception
overleaf): Kaia knows the route and the Oodaki allow a checks to spot the ambush to Formidable difficulty
crossing of Thunder Falls; Mele, in his bird form, helps with (opposed by ambusher's Stealth).
rudimentary directions, but only if the adventurers have • Note the relative speed and distance between parties, this
devised a way to communicate. will determine how quickly (if at all) the parties close.
Kaia is likely impossible to catch and can easily cover the
Jungle Drums distance to catch up with the characters.
Soon after entering Oodaki territory a distant call and answer • If not accompanied by Kaia, an Oodaki war party may
of giant drums reverberates, seeming to comment on the ambush the leading group before the pursuit is resolved
adventurers' every move. Kaia will use the Drummers to (see page 19).
summon a war party to his aid on the second day of travel.

17
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

Travelling with
Travelling with Being guided by Colonists or on
Kaia the bird their own
Standard: 9 km 2 km 2 km
Distance covered per day (pace)
Forced March: 12 km 5 km 5 km

Yes, Formidable but


Navigation Skill roll? None add an 18% augment Yes, Formidable
bonus

Trail Blazing Survival difficulty (force marching) Hard Hard Hard

Fatigue tests? Only if Forced Marching

Encounters (roll randomly or generate in advance from


Three encounters, plus one if Trail Blazing is Fumbled
Monster Island page 120)

Fatigue tests? Only if force marching

Encounters (roll randomly or generate in advance from


Three encounters, plus one if Trail Blazing Fumbled
Monster Island page 120)

• Resolve the pursuit as a Task (Mythras page 65), with Kaia aims to steal the bird, relying on Stealth and his
each Task Round a half-day (circa 4 hours) using the Night Sight, disappearing into the jungle and directing the
Tracking skill, or Formidable Perception, of the pursuing Oodaki war party directly to the adventurers. If actually
party: ambushed (which is highly unlikely), Kaia will attempt to flee
• If the total Task Score falls below zero, the trail and simply follow the adventurers, calling out bird noises to
cannot now be found (instead, the Oodaki war party mark their location to the approaching war party.
will seek to capture the party, see opposite).
• At 100% plus, the parties close requiring Opposed Crossing Rivers
Perception skill checks to determine which party is It is wet season: the Island's rivers ride high and swift. Two
spotted first and whether combat occurs, or one side rivers must be crossed, either at traditional crossing points,
flees. which are easier but guarded; or attempting to forge a new
• A Critical Success increases distance covered by 1 crossing.
km.
• A Fumble results in an additional random Crossing the Little Piddle
encounter. The Gamari tribe control a crossing, often trading with
• Note that movement of the pursuing party is slowed colonists heading into the jungle. A vine bridge crosses the
by 25% whilst following tracks (only 1.5 km progress river, 7 metres above the raging waters, bound to mighty tree
at a standard pace). trunks over a 15 metre span. The bridge supports a total of
• The party being pursued may try to hide or mis- SIZ 80.
direct their trail, making a Hard Conceal or Two Gamari sentries, Naai and Mooa, recline on the far
Formidable Tracking skill check. This slows bank (use Tua Skirmisher). Naai and Mooa understand
movement by 25%. Success or Critical Success Colonist speech but pretend ignorance, only using the phrase
increases the pursuers' Tracking or Perception "soft skin make good eating!" (their idea of a joke) or point to
difficulty by one or two grades respectively, a Fumble a large wicker basket near the bridge. The basket is used to
counts as an Automatic Ssuccess for pursuers. accept offerings for crossing, at least 50 pazoors value of trade
goods per person (an Easy Commerce or Hard Customs or
Fat Boyd aims to capture the adventurers, secure the bird, Insight make this clear).
and take slaves for sale. If on the defensive, he happily Paying the toll allows the adventurers to cross unmolested,
sacrifices his 'guys and gals' or gives up the bird to live another Naai and Mooa standing in cover at a distance with slings
day. If escaping alive, Fat Boyd will be an implacable rival in ready. They refuse any attempt at a ritual challenge unless
months to come (but may be on the menu). offered by another savage and only then with a Formidable

18
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

Influence skill check, a ritual challenge leads to an unarmed Capture!


fight in the middle of the swaying bridge. Crossing without
Warned by jungle drums, an Oodaki war party ambushes the
paying the toll means Naai casts a sling stone, makes angry
characters and anyone pursuing them (or that they have been
hissing noises and when an adventurer is nearly across, they
chasing) as soon as the characters:
release the vine rope, sending it into the water. A Formidable
Brawn allows an adventurer to hang on to the vine and swing • Have been in Oodaki territory for three days; or
back to the Grimsand side of the river; with much hissing-
• Are within 5 km of An Dai Ai; or
hooting from Naai and Mooa, otherwise they must swim to
safety (as below). • The Games Master wants a dramatic change of pace or
To cross the bridge takes three rounds and an Easy sudden change of circumstances.
Athletics check. Hurrying in two or one Round makes the
skill checks one or two grades more difficult, respectively. A The war party, led by an Eiki Elite, includes three Mua
Failure means the character falls into the river and must make Infantry and nine Tua Skirmishers:
a Formidable Swim check to reach the bank. Each failed • Make an Opposed Team Roll of Easy Perception for the
Swim check accrues a level of Fatigue, with a Fumble Oodaki and Formidable Perception for the adventurers.
increasing the difficulty of further skill rolls by one step, whilst If the Oodaki win, they can establish an ambush, Failure
the water carries them 18 metres per Round toward white- means the characters spot signs of the approaching
water rapids, 40 metres downstream of the bridge. Treat the savages.
rapids as a 6 metre fall (Mythras page 78), a successful
Formidable (or harder) Swim check reduces damage to 1d6 • If attacking from ambush, the Oodaki benefit from Easy
HPs to one location (none on a Critical, lose an additional Stealth skills and will attack at night or when the
level of Fatigue on a Fumble). 80 metres downstream the adventurers are distracted.
river drops 60 metres into Hina Bay to almost certain death. • A strong paralytic poison coats the blow darts of the
Oodaki; POT 80, Resist Endurance, Onset 1d4 rounds,
Crossing Thunder Falls
Duration 1d3 hours, causing paralysis to the location
Four Tua Skirmishers of the Oodaki tribe guard this 8 meter
with results like the Palsy spell (Mythras page 171).
wide crossing of Thunder Falls River. A clear trail leads to a
great stone ledge that leans 4 metres above raging white • The Oodaki want to take prisoners, with warriors
water, facing a similar platform on the opposite bank. Both quickly engaging any opponents left standing, relying on
stones have carven holes rubbed smooth forming natural Special Effects such as Disarm, Take Weapon, or Stun
anchor points. Treat a crossing, and the consequences of and Grappling.
falling in, similar to crossing the Little Piddle but without the
• They pursue fleeing foes relentlessly.
white-water rapids. The Odaki observe strangers from hiding.
Only upon hearing the correct signal call will they cast across • Prisoners are searched, tied very securely, and quickly
heavy liana ropes; otherwise they put up a fierce defence and taken to the village of An Dai Ai.
dog intruders from the shadowed jungle. Kaia knows the
correct signal; Fat Boyd created a distraction upriver and
forced a crossing with grapples, losing four followers in the
process.
At An Dai Ai
The village of An Dai Ai comprises a dozen dwellings built
of stone slabs recovered from ancient ruins, shielded on three
Forge a New Crossing sides by a bend of the river and nestled on a plug of hard
Finding a crossing point requires a Task using Survival (or basalt rock some 5 metres above the immediate jungle. A
other skills as the Games Master sees fit); each Task Round bank of stakes and thorny scrub hedge guards the landward
takes 2 hours and covers 500 metres ranging upstream. A approach; the jungle is cleared 20 metres around the village,
Success finds a point 2 + 2d4 metres wide and 1d20 metres and dotted with carved wooden tikis of strange and repulsive
above the water to secure ropes or balance on a fallen tree. A beasts. Wood smoke rises around great pots hung over fire pits
Fumble, or taking more than four Task Rounds, results in a as Savages, both old and young, go about their daily chores
random encounter. To continue following a trail the (including butchering freshly hunted game, weaving,
adventurers must travel downriver and undertake another knapping obsidian, and tending to the tikis).
Task to search for spoor, taking one hour per Task Round and
requiring a Hard Tracking skill check, with a risk of random
encounters. Saving a Soul
With great reverence, the Shaman of the village immediately
recovers the bird, hurrying to a stone hut surrounded by
towers of animal skulls and disappear inside. All other

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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

Oodaki solemnly gather, build a great fire, and dance a


mesmerising shuffle to a relentless drum until dawn. Expedition
The characters are either prisoners witnessing the ritual It takes a week for Mele and the tribal Kahuna to prepare a
to restore Mele to his body, or honoured guests. Guests should fetish made of a crystal geode stone, half a metre across of 18
join the dance, finding it simple but interminable: an Easy ENC. The tribal warriors prepare an honour guard of
Dance skill check capped by Athletics skill must be made, a Lizardfolk; led by Ku an Eiki Elite in a rich feathered cloak,
Critical Success rewards the character with a bonus Luck deeply tattooed hide, and patient curiosity of outsiders. The
Point, whilst a Fumble costs a Luck Point and makes social guard comprises nine Mua Infantry and 21 Tua Skirmishers,
interaction one grade more difficult with any Oodaki until prominent warriors include: Kaliu, Mhkli, Maho and Kuea.
the characters agree to aid Mele. The characters may recuperate:
At dawn, an old, scarred, and weary Lizardman emerges. • The Dowager-Matriarchs prepare potions, sew wounds,
An ululating screech of the Oodaki announces the return of and apply herbal bandages, with Healing and First Aid
Mele! A great feast will be prepared. If Fat Boyd, his skills of 80%. This care doubles natural Healing Rate for
followers, or others have been killed, then their bodies will the week. If necessary, a Kahuna will allow a Spirit with
form a central part of the main course. Bless (Healing Rate) to possess an adventurer, improving
their Healing Rate by two.
Join Us! • Native weapons and shields may be taken (see Monster
Kaawa, the village Hetman, and Kaiipoi, Hetwoman, greet Island page 178-180) and equipment repaired (except
Mele and confer for some time before Mele addresses the any made of metal).
characters:
• If the adventurers aided Kaia, he offers each a tiki mask,
• Mele explains that his spirit was trapped in the bird that explaining the purpose and spirit in each (see below).
the characters, whether by design or chance, returned to
• Training in common Oodaki skills is available with a
the village. He was chased into hiding by an alien spirit
successful Influence check and suitable gift (treat the
recently arrived through a Smoking Mirror. The alien
relevant skill as 75%, with a Teaching skill of 35%).
now corrupts the jungles and Spirit World.
• This is also a chance to award some Experience Rolls
• Mele must face this threat to the Oodaki, which if not
and refresh group or individual Luck Points.
dealt with places Port Grimsand and maybe the whole
Island in peril. This will be his greatest challenge. At the end of the week the expedition sets off at dawn for
• If prisoners, Mele states their crimes are serious and the a 5 km hike downriver to the Ruin by the Falls.
ancestors urge cruel punishments: they will be beaten
with thorns and banished naked into the jungle, at dusk Tiki Masks
the warriors will hunt them. Or they may take an oath
and help, perhaps earning great rewards. Tiki Masks are fetishes carved to present a fearsome visage
representing a beast or natural wonder, fashioned to fit
• If guests, Mele calls on the characters to swear an oath crocodilian-shaped heads of Lizardfolk. Humans may wear
and help imprison this alien monster, promising lavish the masks but suffer an increase to Perception skill checks of
rewards, and friendship of the tribe. one difficulty grade. They hold Intensity 1 or 2 nature spirits
that when released can be commanded to aid the wearer with
a Binding or Hard Willpower check as an action and at the
Ritual Oath cost of 1 MP; the aid lasts for a single scene and the spirit
Accepting Mele's offer is serious business. Each adventurer is departs, the fetish empty.
taken in solemn ceremony to a ritual hut thick with scented
Six Tiki Spirits are offered to the adventurers named Ustafi,
smoke, shaved and scrubbed in mud then painfully tattooed
Waynd, Vlnon, Lamn, Cyrnyn and Totli. Each is Intensity
with a pictogram suggesting a river tumbling over mighty 1, INT 9, CHA 9, POW 10, and grants one Blessing,
cliffs. Mele smears faeces across each adventurer and using choose from any of the following four options when the mask
his drum, calls Mikhomws, an Intensity 3 Sickness spirit that is awarded (different spirits may offer identical blessings): +2
inflicts Bleeding. Manifesting as a greasy smoking column, Initiative; +1 Hit Point to each location; +1 step increase of
Mele feeds the shaved hair and mud to the spirit whilst Damage Modifier; or +1 Armour Point to each location.
demanding an Oath of Loyalty (30% plus INT + POW) from
each character, guaranteeing their support of Mele's quest.
Breaking the Oath will result in Mikhomws pursuing each
oath-breaker and causing the victim's tattoo to bleed
uncontrollably like a waterfall of blood.

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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

Ruin by the
Falls
he expedition moves downriver to the ruin conducted at the centre of its power using the crystal geode.

T overlooking Hina Bay. Here, the characters must face


a series of dreadful challenges, and eventually
confront the alien entity Iz...
Mele warns that Iz has corrupted the world: "We must tread
the path of its dreams and draw on our wisdom. We may face
the same or different dreams before we come to the place
where the spirit lies. Brace yourself ! Let us find our way into
Location the depths!"
The edge of the sea cliffs overlooking Hina Bay, next to the
waterfall of the Gushing Crack. Events
This is where the characters must confront Iz, descending
When into the caves and passages within the shaft.
Mid-afternoon, assuming the characters left the village of An • Before entering the ruins, the characters must avoid or
Dan Ai at first light. defeat the corrupted insects guarding the surface (see
page 22).
Ambience
• The ruin comprises various chambers on three levels. As
A fine mist obscures vision and the air vibrates with the the characters descend, they must endure the sanity
pounding waterfall dropping to the sea far below. A hazy light blasting effect of the 'Weave' (see page 23).
infuses the area. The rich jungle flora seems pale and sickly.
An unnatural quiet hangs over vine-covered ruins. • Challenges include creatures drawn here by the will of Iz
and a mutated Coynrad, now a 'birdman'.
Opening Scene • At the heart of the Weave the adventurers must weaken
Mele and the Oodaki honour guard have led the adventurers Iz by overcoming the moral and spiritual challenges it
to the corrupted ruins inhabited by Iz. The adventurers can presents.
hear the river rushing over the sea cliffs and see vine-covered
• Mele may then undertake the binding ritual, whilst the
stones and columns of ancient buildings; a great hole 20
characters hold off an ancient Guardian Serpent
metres wide, a natural shaft covered in liana, opens 60 metre
dominated by Iz or aid in the ritual itself.
from where the characters stand at the edge of the jungle,
and only 15 – 20 metres from the edge of the cliff face. The
entry into the shaft is through an obsidian monument, three Resolution
times the size of a man, shaped like the fanged maw of a Overcoming the challenges buys time for Mele to conduct the
great snake. Steps are carved into the stone walls of the shaft binding ritual, locking Iz inside the crystal geode.
leading down, lost in a dim grey light (see summary of the
ruins below). Mele explains that to bind Iz, a ritual must be

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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

Outcome • Scanning the area before stepping into the clearing


allows a Standard Perception skill check to spot the Giant
The climactic battle causes a great earthquake, the sea cliffs
Cockroaches.
collapsing and a final desperate escape for the adventurers,
whether they successfully defeated Iz or failed. Reaching safety: It is vital that Mele, Kaia and the
characters can reach the top of the steps leading into the
The Ruin – Summary shaft.
Description • The steps lie 60 metres away across the overgrown,
rubble strewn clearing. Moving at a run or sprint speed
Epoch: rise of civilisation.
requires an Athletics Roll at Hard or Formidable
Original purpose: Menagerie. The creatures long since escaped difficulty, respectively. Failure halves Movement Rate, a
or dead, but some weird artefacts remain that were used by the Fumble causes a fall and 1d2 HP damage to a random
Lizardfolk keepers and Serpentfolk masters. location (ignore armour).
Architecture and material: A natural shaft connects to a series • Stone ruins and fronds of jungle plants provide plenty of
of underground chambers that descend through ancient lava cover to aid a stealthy approach, especially with the help
tubes, regularly exposed to the cliff face, consisting mainly of of a distraction.
natural basalt chambers carved to fit the needs of the Serpentfolk.
• Any remaining Oodaki stay to guard the entrance. If the
Condition: A Tsunami in ages past inundated most the characters need assistance, and only if they can persuade
structure, filling parts of the chambers with mud and killing
Mele, then Ku shall accompany them, carrying and
the few creatures still lurking in the depths. Subsequent
earthquakes caused the surface buildings to collapse, a large guarding the heavy crystal geode fetish.
fracture in the sea cliff, and exposed some ruined underground
chambers to daylight.
Tactics
Recent use: A haven for seabirds, but also a den for various The adventurers need not fight the guardians. The Oodaki
underground dwelling insects and other dangerous creatures. honour guard can be used to distract or attack the insect
Some years ago, enterprising Colonists left trade goods monstrosities, devising a plan using Lore (Tactics and
harvested from the jungle (see ruin: Level One). Strategy) or similar. Or the warriors may assist a direct
Use now: All natural life has left or, worse, been corrupted by assault: use the Underlings rules (Mythras page 111) and
the insidious presence of Iz. The ruin now sits in the 'Weave', Heroic Sidekicks (see page 27).
a place half in the Spirit World and wholly inimical to life on
Monster Island.
Entering the ruins
The shaft is a rough 20 metre cylinder, dropping to unknown
Approaching depths. A passage through the monumental snake head,
carved of obsidian, allows entry to steep steps that wind
the ruins
The adventurers, with an honour guard of Savages, arrive at
clockwise downward into the dim light. The steps wind down
two rotations of the shaft, about 16 metres, before reaching
the edge of the jungle. A clearing opens onto tumbled ruins Level One. After Level One the steps continue a further four
covered in vines. Nothing seems to stir. The carcass of a giant rotations, about 22 metres, in deep shadow to Level Two,
centipede lies off to one side of the clearing. The monstrosity stopping abruptly in the darkness.
is 8 metres in length and has provided a recent feast for local The treacherous narrow steps are broken and slippery,
fauna, including a group of giant cockroaches. The smell risking certain death. Moving at half speed requires an Easy
rising from it is intense. Evade (or Very Easy Acrobatics) to avoid slipping. Moving
faster increases the difficulty grade by one step for each gait
(walking, running, or sprinting). Without light the base
Encounter difficulty is Hard. Characters that Fail the Evade skill may
Six Giant Cockroaches guard the ruins (see page 48 for stats). make a Formidable Brawn to catch hold of something to
• Immediately rushing into the clearing, without scanning dangle precariously above the shaft, failing this check or
the area, requires a Hard Perception Roll to avoid Fumbling the Evade skill means they fall to their death (of
surprise from the charge attack of the Giant course, don't forget your player's Luck Points or Group Luck
Cockroaches. Points)!
Roping themselves together can prevent a fall, but risks
pulling more people off the narrow steps. In this case add

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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

together the SIZ of roped characters on the stairs and 6 SIZ difference. A failed check pulls an additional roped
compare with the total SIZ of falling characters. If SIZ is character off the steps, allow a repeat of the Brawn check at
greater than the falling character(s), make an Easy Brawn a greater difficulty.
check to recover the falling character(s); if SIZ is less increase
the difficulty grade of the Brawn check by one step for each

The 'Weave': Corruption Of An Alien Mind


The whole ruin is infused with the dreams of Iz, creating a 'Weave' of the conscious world, Spirit World and its own alien dreams. This shadow
realm grows in strength the deeper into the ruins the characters venture, and affects characters as follows:
• Adventurers feel a clammy moist air, a dozen scents both fair and foul, and fleeting images of the past, the future, and the fantastical that
confuse the eye. Shadows lengthen, twist, and seem to flee. All at the edge of vision or as if remembered from a dream.
• At each level, the Weave places a strain on sanity. Make a Willpower check opposed by the strength of the Weave (following). Failure
creates a new Passion: Fear (the Weave), at a value of 60%–character's POW. Subsequent failures to oppose the Weave strengthens the
Passion by 1d10+5% or by 1d10+20% on a Fumble.
• The Games Master should use Fear (the Weave) to drive home the alien, mind-bending disquiet that pervades a character's soul. Use it
as an Opposed Test for attempts by an adventurer to call on heroic passions; or reduce a character's skill when undertaking tasks that
undermine Iz by one-fifth the Fear's value.
• The deepest level is the heart of the Weave. This must be overcome by the human spirit. Success weakens the ability of Iz to resist Mele's
binding ritual (see page 34).

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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

24
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

Level 1: Encounters
Roll or impose a random encounter only if the adventurers
The Beast Cages linger too long or need a reminder of the evil will of Iz.

Weave Strength: 40% Rewards


Searching amongst the various cells (taking at least 2d10
Ambience minutes) allows a Hard Perception skill check. Each Success
turns up an item (two on a Critical):
The roar of the waterfall is muffled but felt through soles of
the feet. Dimly lit chambers carry old scents of earth, plant, • A collection of curiously shaped rocks (actually
and animal. No other sound can be heard but for an coprolites).
occasional popping-click that echoes within. • 12 large amphorae (6 ENC each) with a potter's mark.
Each contains combustible tree sap, left months ago by a
Description misguided expedition. If poured on the ground each
From the central shaft the spiral stair enters the first chamber, cover four square metres, and burns as an Intensity 3 fire;
opening to the second and then third chamber, from which if lit directly the amphora explodes as an Intensity 4 fire,
the stairs once again wind down the central shaft. The affecting all within three metres. If returned to Port
chambers are large and smooth, varying in height from 10 to Grimsand, survivors of the expedition will recognise
15 metres, carved from black basalt and obsidian. Three their loot and demand its return. If the adventurers
main chambers curve around the central shaft sloping negotiate return of the amphorae fairly, the survivors
steadily downward and very dimly lit (Hard to Formidable offer places to the adventurers in their next expedition:
difficulty for skill tests relying on vision). the mystery of the Jade-stone mask!
• A ladder made of bone, 7 metres long, ENC 8.
Chamber One • Five hardwood poles clad in decorative bone with a
The first chamber reached by the stair. Tables and seats are crescent of obsidian fixed lengthwise at one end curving
carved into the rock. Swirling, flowing patterns decorate parts outwards, the shaft is patterned with unknown symbols.
of the walls. Only one is unbroken. The item (a type of goad) is a
• The outer wall, furthest from the central shaft, is dotted sorcerous spell Matrix for Inhibit Fiend (Insects) and
with carved pits or cells ranging from small 3x4 metres to Insightful Presentment. A successful strike (a suitable
over 10 metres wide and deep. The cells are littered with Combat Style, perhaps with a penalty) activates the spells
old and fresh bones, broken pottery, fragile desiccated for a cost of 3 MPs, lasting POW minutes.
woven baskets that crumble at a touch, fragments of
crystal and other debris.
Chamber Two
• Regular symbols carved in bas-relief are placed Reached from Chambers One and Three, this is a very dimly
alongside each cell. Touching the symbols and clearing lit (Formidable penalty to relevant tests) semi-circular cavern.
the mind (Meditation or Hard Willpower test) will It is mostly natural rock worked to enlarge it to about 12
activate a series of Delusion spells (at the cost of 3 Magic metres wide and 6 metres high but with a jagged ceiling
Points). Each Delusion conveys the image, smell, and affording deep shadows and hiding places for the Klik-Stik
sound of beasts or creatures once held in the chambers; predator (see page 48).
along with an alien sibilant whispering voice (that of an • Bones litter the floor, some fresh, whilst an unpleasant
ancient Serpentman zookeeper). Use the encounter odour pervades the chamber. An occasional 'pop-click'
tables from Monster Island to populate the two dozen reverberates around the cavern.
cells, as necessary. These symbols, if studied for a month, • This chamber must be passed through to reach the stairs
may be used to open a new Professional Skill of Lore to Level Two.
(Monstrous Fauna).
• A carven doorway, shaped as the fanged maw of a giant Encounters
reptile leads into Chamber Two; dimly lit, tangled bones, Four Klik-Stik insect predators cling to the ceiling waiting for
some relatively fresh, litter the entrance. at least four victims to enter before springing an ambush:
• Characters must make a Formidable Perception
(Herculean without a light source) opposed by the Klik-

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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

Stik Stealth of 70%, those that fail are surprised by an


ambush (see Mythras page 105). Heroic Sidekicks
• The litter on the ground makes movement at greater Running a large-scale combat can be challenging. These
rules keep the action focused on the adventurers.
than a walking pace dangerous; check Athletics at Hard
difficulty or fall prone. • An adventurer must be engaged in close combat and
directly supported by one or more Non-Player
• The first Turn comprises a stunning sonic attack,
Characters, termed the 'Sidekick', which should be
followed by a Leap attack on their next Turn. Roll treated as an Underling.
1d10+10 for Hit Location and, with a Special Effect, the
Klik-Stik will land on the opponent's head making a • Enemies will exclusively target adventures, subject to
shearing bite attack and inflicting a Bleed if able. the following rules.

• If the Klik-Stik's ambush attack misses, or if it is • Sidekicks do not make any separate attack rolls but
attacked, the Klik-Stiks seek to retreat to the dark grant a benefit to the adventurer as follows:
shadows of the cavern roof, waiting for any injured 1. For every two Sidekicks, reduce the difficulty of the
opponents to bleed out. adventurer's attack by one difficulty grade.
• Note, each Klik-Stik possesses a Chaotic Feature. 2. Once per Round each adventurer may choose a Noble
Sacrifice, Daring Strike or Heroic Distraction:
Rewards:
• Noble Sacrifice: A successful attack
A careful search of the chamber is time consuming (taking an automatically strikes a Sidekick instead of the
hour or more) and unpleasant (given the litter of victims) but adventurer for normal damage (without any
may uncover a rare treasure: Special Effects).
• Amongst the broken Oodaki trinkets of past victims is a • Daring Strike: A Sidekick allows an adventurer
heavy (ENC 6) set of tarnished metal plates nearly half to gain a bonus Special Effect on a successful
a metre square bound by a silvered metal ring through attack but is automatically maimed or killed as
holes punched in one corner. This is the lost Treatise of a consequence.
Sliztak, a guide on anatomy compiled by a Serpentman
• Heroic Distraction: Causes the opponent to lose
scholar of Zerzura. The High Tongue hieroglyphs are an Action Point but the Sidekick suffers a
accompanied by many detailed diagrams etched in the Minor Wound.
metal pages with revolting vividness. Each month of
study allows a bonus Experience Roll that may only be
spent on First Aid, Healing, or a suitable Lore skill. The
benefit is limited to two Experience Rolls or a total of 8 Encounters
Experience Rolls if the High Tongue can be translated. Roll or impose a random encounter only if the adventurers
However, the secrets of Zerzura are not without cost. linger too long or need a reminder of the evil will of Iz.
First, a living specimen of a relevant being (for example
a human) is required for each month of study, which is Rewards
sadly fatal to the specimen. Second, the user gains a
A casual inspection notes the skeletal remains of a long-dead
compulsion, as a Passion, of Obsession (Vivisection) at a
Lizardman lying crumpled under an old timber. A skeletal
base 30%, increasing by 1d10+5% with each further use
arm reaches toward a beautifully carved clay statuette
of the Treatise.
depicting three Lizardfolk figures, two obviously juvenile.
Around its neck is a bronze ring of intricate design although
Chamber Three it is clearly too small to have fitted around its neck when
living. The statuette holds the spirits of this family that were
This chamber joins Chamber Two and slopes downward,
opening onto the central shaft and its slippery stair. once slaves to the cruel Serpentfolk. If recognised as such (by
Mele or Kaia), an Oodaki Kahuna may release the spirits at
• Old and rotted detritus are piled in crudely carved cells, a ceremony on return to the village. Any character that
once used as storage. helped with this discovery will receive a bonus temporary
• Gnawed bones, broken pottery, tumbled timber, and Luck Point at the next opportunity and bonus Experience
rotted leather litter the passage. Roll on their Insight Skill.

• Skeletal remains of a long-dead savage lie across the


corridor (see Rewards).

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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

• Trigger: Searching within ancient domestic


Level Two: chambers

Ancient •

Difficulty: 40%
Resistance: Evade to leap clear, or Hard Perception
Laboratories and to notice the imminent danger or Formidable
Athletics to grasp a rock or vine to prevent a fall.
Domicile • Effect: 1d6 HP damage to two locations, ignoring
armour. Any items held are dropped and lost.
Weave Strength: 70% Climbing out needs a Hard Athletics, which is an
Opposed Roll against the trap's difficulty, risking
Ambience setting off another collapse (companions may hoist a
The weight of both the earth and a crumbling ancient character to safety with rope). If the trap achieves a
civilisation bear down on the soul. Some chambers permit Critical Success versus a Fumble (and no Luck Points
shafts of natural light and air through balconies that open spent), the adventurer falls from the cliff to their
onto the cliffs overlooking Hina Bay tens of metres below; but death.
are marked by the stench of seabirds that usually (but no
longer) crowd the cliff face. Those chambers further inland Rewards
are pitch black. An unusual, brooding quiet permeates the
Searching for at least 30 minutes allows an Opposed
level.
Perception roll against 60% (representing the debris and
difficulty of searching amongst the ruins). A Success turns up
Description an item (two on a Critical):
The spiral stair stops at this level and opens into a corridor on
the seaward side of the shaft. This level contains the old • A stone coffer, ENC 3, the cracked lid opens to reveal 34
domestic chambers of the Serpentfolk, a central audience uncut gems worth on average 60 pazoors in Port
chamber that allows access to level 3 and, on the landward Grimsand.
side of the central shaft, the laboratories of the 'biologists' • 3 quills of gold dust (100 pazoors each).
that once undertook cruelly twisted enquiries into living
beasts. • A fan of decorated ivory, its blades woven of a sleek cloth
(at least 80 pazoors to a collector, but also a fine offering
to Serpentfolk that may open the prospect of dialogue).
Domestic Chambers • An exquisitely carved hardwood box that contains three
• The corridor slopes gently down. Opening from the pinches of Pholzalu Pollen (Monster Island page 167).
corridor are a scattering of smaller cells and chambers
• A set of bone needles within a leather case that needs
that often include balconies in the sea cliff wall.
oiling (20 pazoor but equally a valuable gift to any
• Many chambers are open to the air, and for a long time native).
the domain of nesting birds, whilst a sea breeze stirs the
• A set of animal and humanoid (human-like?) skulls
dust of the chambers and corridors.
strung together that may be pulled along the ground on
• A fracture down the sea cliffs has rent and broken several rollers, making the jaws open and clatter.
chambers. In places the floor has dropped and tilted,
• A jade stone figurine of a Jaguar (worth 120 pazoors at
sloping down into rubble strewn holes, or opening onto
Port Grimsand). It emits a soft green glow when within
vine-covered sea cliff hundreds of metres above Hina
10 metres of any person or object sworn to Yhounkehd
Bay. In some chambers the ceiling too is cracked and
(see Monster Island, page 41), but if the bearer is not
prone to collapse (see Encounters below).
themselves sworn to Yhounkehd, results in immediate
hostility from any great cat.
Encounters
Strangely, all bird life is absent; nests still holding eggs left • A double-handed Maquahuitl of exceptional make (5
empty. AP).

• Searching amongst any of the chambers or cells has a 2


in 6 chance of collapsing the floor and bringing rock
tumbling. If this occurs, treat as a trap:

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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

the adventurer loses their Turn and wastes an Action


Ancient Audience Point.
Chamber • Turnabout – a whirl of confusing feathers and birds
A corrupted Coynrad, malformed into the parody of a bird, forces the adventurer back, resist the flock with
may be sitting in splendid anticipation of the adventurers' Brawn or Evade or pushed away 2+1d8 metres.
arrival surrounded in eerie silence by scores of gulls and
brightly-plumed jungle birds (see Encounters and Coynrad's • Distracting blur – obscuring vision, the flock forces
fall, below). an adventurer using a missile or ranged spell to
accidentally target an ally if an Opposed Roll of
• The corridor from the domestic chambers opens into a Perception against the flock is failed.
central hall shaped in a rough trapezoid about 12 metres
at its widest (6 metres at its narrowest), 30 metres long • Feather shield – acts as a Huge sized shield
and 8 metres high. Opposite, a further corridor leads to protecting Coynrad with a skill equal to the flock
the Laboratories (see page 30). value.

• Shafts cut into the cliff allow shadowy illumination (Hard • The flock starts with a value of 80%, which is used in any
difficulty for skill tests relying on vision). roll against the characters. The value of the flock is
reduced if directly attacked or Coynrad is injured, as
• Ornamental carvings of an alien style decorate every noted in the following.
surface. Studying the carvings requires a Willpower skill
roll and, on a Failure, characters lose 1d3 MP (on • Only area effect attacks that target at least a 3m3 work
Fumble increase their Fear (the Weave) Passion by 15%) against the flock, with each 5 points of damage
as part of their humanity is eroded by Ophidian curses. effectively reducing the flock value by 10%.

• Two sets of bench seats six tiers high are carved from the • Each time Coynrad suffers harm, he must make a
rock walls and flank a stone dais on which rests an oddly Willpower test to maintain cohesion of the flock with the
shaped chair of green-hued stone. following results:

• Behind the dais lies a portal, flanked by an architrave of • Critical Success – the flock is unaffected
fossilised ape and Lizardman skulls that opens onto stairs • Success – some control is lost, reduce the flock value
dropping away into darkness (leading to Level Three, see by 5%
page 31).
• Failure – Coynrad's control is disrupted, reduce the
Encounters value by 20%
Coynrad may be encountered here. Coynrad can command • Fumble – the flock breaks free of Coynrad, and
the birds to frustrate opponents as he blasts them with suddenly noisily flees towards Chamber 1 and the
eldritch power. light
• Whilst blasting the adventurers and directing the flock of
dominated birds, Coynrad babbles insanely about the Coynrad's Fall
wonder and power of Iz. Coynrad is the human face of Iz. An illustration of the
• Appeals to Coynrad's reason, especially about the harm corruption of Iz, his body is now twisted and perverted into a
to the sea birds he dominates, may offer a few lucid mockery of avian form. Coynrad should only be encountered if
it is plausibly likely. This can include:
moments. Allow an Opposed Roll of a character's
suitable social skill (affected by the Weave) against • Coynrad never recovered the rare bird and was left in Port
Coynrad's Willpower. This offers 1d3 Turns respite from Grimsand by the adventurers. Coynrad then headed into
his attacks. the jungle to find his own specimen and was discovered
and dominated by Iz.
• The flock of birds swirl about the chamber and respond
on each Turn to an adventurer's actions using one of: • Coynrad may have been left alone in the jungle, perhaps
failing to pursue the adventurers if they helped Kaia, and
• Buffet – a cloud of birds obscure vision and knock betrayed or left behind by Fat Boyd, and then fell foul of Iz.
into the adventurer, increase the difficulty of any
action by one level. If Coynrad has already been disposed of or would otherwise
not have plausibly fallen prey to Iz, then the characters never
• Stunning – birds strike against the character, resist encounter the corrupted form of Coynrad. They also never get
the flock with Brawn or Willpower; failing the roll, his warning (see Rewards).

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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

Rewards
• These chambers lie in darkness, without light from
As Coynrad is overcome by the last blow or spell he collapses, fractures of the sea cliff wall. Each contain a table,
a glint of sanity returns to his eyes. Coynrad's ruined body storage, built cunningly into the walls, and are decorated
shudders and with his dying breath he croaks: "You have with regularly positioned crystals that are now dull and
rescued this vain old fool from a grim fate. I die a man at least. cracked.
The things called Iz awaits below. You must walk its twisted
dreams to reach the centre of its power. Hark my words: it • Time has taken its toll, potentially creating hazards but
does not understand that humanity can be kind and also hiding strange objects. Determine the contents of
giving…be humble, be human!" each chamber randomly using the list below: roll 1d20
three or four times for each chamber and note its features
This warning will allow each character a one-off benefit for future reference. Refer to Monster Island or Mythras
when facing the Challenge of the Weave on level 3, when the for any necessary statistics.
adventurers may choose to reduce the difficulty of a single
roll by one Difficulty Grade. Further, if the old man is treated
with compassion and respect, reward the characters with an 1. A gilded metal frame ornately decorated with abstract patterns
individual or Group Luck Point or two. standing chest high to a human. It rests on three metal 'feet'.
2. Paper-thin 'parchment' of a golden-hued metal covered in
ideograms. The metal is brittle, crumbling if handled and exposing
Laboratories those in immediate area to the plunderers curse (Monster Island
From the audience chamber another corridor and 13 sub-
page 88).
chambers encircles the landward side of the central shaft.
Each chamber is a uniform size of 6m deep, 3m high and 7m 3. A fossilised meal set out on a silver platter, with a jewelled cup
long with a gentle curve, following an arc around the central nearby (2d5x10 pazoors value).
shaft.

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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

4. A display case of perfectly preserved organs and mammals, on 15. Thick spider webs cover the room. At the back, the desiccated
close inspection they appear alive or functioning but crumble to dust corpses of Lizardfolk victims are wrapped. See Mythras page 267
if removed. for spider statistics. One of the corpses is adorned with beaded
jewellery (350 pazoors) and a collar of shell (120 pazoors); these
5. A gilded metal plaque, attached to the wall, that carries some
once belonged to a famous tribal hero names Ailepo (Formidable
large ideographic symbols that appear somewhat alarming, the
Culture (Savages) to recognise this). The hero's skin is recoverable
plaque is heavy (20 ENC) and falls noisily to the floor if touched.
but needs a suitable craft and completion of a Task (each Task
6. A ring of three-legged stools upon which a small pile of gritty- Round 30 minutes) to recover intact.
dust lays on all but one, where instead a skeletal figure lies in rotted
16. A fine soot hangs in the air, on a stone rectangular block is a
cloth still bearing a prism shaped contraption of thin wires and
crystal 20 cm long that holds an Intensity 4 Fire Elemental Spirit,
metals.
too hot to touch and it soon burns through cloth or sacking. The
7. A series of holes peppering a wall holding the rotted fragments stone is cracked and blackened. The crystal has 6 APs but only 12
of scrolls made of Lizardfolk-hide offering access to unusual Lore HPs, breaking it releases the Elemental.
skills or locations of lost ruins if translated.
17. A large rectangular table dominates the room, made of copper-
8. An elaborate manicure set of decorated ivory. Worth 50-100 coloured metal, fixed with enchanted metal rings that can change
pazoors in Port Grimsand, but much more as a gift to the High size and obviously intended to restrain someone. Three ceramic
Folk, reducing the difficulty of any skill checks if negotiating by one basins, with narrow pipes disappearing into the floor, line one wall.
step.
18. A crack in the wall has allowed an extensive root system to
9. The walls are covered in roughly scratched symbols, as if used take hold. It is a pale colour, starved of light but vibrantly alive.
to hastily make notes, if somehow copied, this would be of value to This is an Ivy Succubus (Monster Island page 227), exuding a
a scholar or reveal some lost trail lore (see page 55). faint rotting smell; only three tendril 'traps' are in the room.
10. Metal platforms, chest height to a human, project from the 19. Water flows down one wall, draining slowly through
wall. Some metal and wooden implements are scattered across the splintered cracks in the wall. Excessive movement or noise risks
surface, each designed for functions likely to include gripping, bringing the weakened ceiling down (treat as a 12m fall).
prising, holding, twisting, and so forth.
20. Broken pottery litters the floor, concealed in knee deep water (or
11. A chime made of metal. If 'energised' (sacrifice a MP) it just more piles of broken pottery), inside one sealed jar are 3d20
detects spirits within 12m for the next 12 hours. If removed, its sapphires, each worth 400 pazoors.
magic fails.
12. Cages, suspended on heavy chains fashioned of a bronze-hued
metal, now filled with bones. A range of tool-like implements are
Level Three: The
scattered on the floor.
13. A pile of dust and moss-covered pottery urns and rotted wicker
Heart of the
baskets. A pool of black goo emits an awful stench (if stepped in or
prodded the stench will stick, making it easier to track the character
Weave
by one difficulty step for those using smell). Weave Strength: Special
14. A set of ivory rectangular blocks, decorated with pyramidal This is the heart of the Weave. Iz lies at the centre of this
carvings, and about as big as a human adult hand. They are chamber. Everyone is aware of the alien presence. The
balanced on their narrowest edge in an intricate pattern one in front binding ritual must be undertaken here.
of another coiling across the floor, with the furthest resting before a
copper-coloured machine adorned with small glass knobs. Knocking Ambience
the blocks causes a cascade as each falls one against the other, roll • Carved steps lead into a large chamber of basalt rock.
1d6 for effect: 1-2) the machine makes a squawk and collapses Light seeps in through a fracture in the sea cliff, and a
with a thunderous crash; 3-4) dust and silence, then a clawed hand swirling mist that muffles sound flows across the chamber
appears to lift the ivory pieces back into place; 5-6) the machine floor.
makes a dull chime and portcullis of an unusual metal clangs down
on every laboratory chamber (Evade to avoid if necessary or 2d6 • The walls and floor are decorated with rhomboid
damage), treat as SIZ 80, AP 8, HP 60; the same result – if patterns that connect into swirling arcs impossible for the
achieved – raises the portcullis. human eye to follow, whilst the ceiling glitters from facets
of crystal and obsidian.

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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

Challenge of
the Weave
Stepping onto the mist-covered floor
to approach the centre of the
chamber means moving into the
dream-realm of the Weave. Iz
conjures three tests of moral choice
(Challenges) that may be overcome as
a Social Conflict or through direct
physical action. Each challenge is like
a dream, unfolding as the characters
approach the sunken amphitheatre
and concluding as they arrive at its
centre.

Resolving Each
Conflict
Each Challenge has a skill used to
oppose the characters actions or
attack them, a damage value used to
harm the characters' resolution pools,
Confidence (as armour), and
Resolution pool (as Hit Points).
Calculate the adventurers' Social
Conflict pools as a group (for
Composure, Integrity, and Resolve,
see page 16 of the Mythras
Companion).
Run each Challenge as follows:
• The adventurers will act as a
group, with only one character
allowed to act on each Turn (as
decided by the players).
• The adventurers always win
Initiative, each side having 3 Action
Points.
• The characters must set a
preferred 'attacking' social skill tactic
• At the centre of the chamber carved into the floor is a at the beginning of the Challenge, which will determine
sunken crescent-shaped amphitheatre 13 metres in the adventurer's own damage value. As per the Social
diameter. It is shaped like the open maw of a great snake. Conflict rules it takes a Turn and costs an Action Point to
Thirteen levels of benches carved into the stone descend change tactics.
into its 'gullet'. From the floor at the centre of the
amphitheatre a languid column of forked black rock • The adventurers may defend with any suitable skill,
rises, like the tongue of the serpent, but only visible from freely changing this skill in response to Iz's attacks.
the lip of the amphitheatre. • However, unlike normal Social Conflict, the characters
• A black pit, five metres across, lies at the far end of the may mix and match social tactics or physical actions
chamber. From here the Guardian Serpent emerges. from Turn to Turn in response to the narrated scene and
how Iz responds.

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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

The Challenges conclude if:


Role Play or Social Conflict?
• All three are defeated.
This section uses rules inspired by the Social Conflict rules
on page 14 of the Mythras Companion. If you do not have • The characters fail a collective Willpower check when
access to the Companion or prefer a looser approach then two of their resolution pools are reduced to zero (losing
each of the Challenges can be overcome through role playing the resolve to continue).
and Opposed Roles, based on the skill of each challenge,
and your judgement of outcomes. You, as the Games • All three of the characters' pools are reduced to zero; or
Master, should present an other-worldly challenge that • If noted in the Challenge as a consequence of the
acts as a disturbing prelude to the final confrontation and characters' choice of actions.
has a real impact on the final binding ritual.
At this point the characters find themselves standing with
• The characters take an action that Iz resists and follows Mele at the centre of the amphitheatre ready to conduct the
up with its own 'attack' suitable to the challenge; for binding ritual (see page 34). Above all, the Games Master
example a mocking comment, a temptation of greed and should aim for drama and moral dilemma, with these dream-
so on. quests exposing the character's vulnerabilities but only as a
prelude to the binding ritual.
• All rolls are Differential Skill rolls, allowing the
generation of Special Effects. The Challenge of Compassion
If the characters succeed at the chosen action, the Skill: 60% (1d6 damage); Confidence: 1; Resolution pool: 3
resolution pool of the Challenge takes damage; if the Scene: The characters find themselves in the winding alleys
characters lose, they suffer damage to a random resolution of Port Grimsand. Bodies of people known to the
pool of the group. If a pool of the adventurers' is reduced to adventurers are scattered about. Each ravaged by a terrible
zero, further 'attacks' on that pool lead to physical damage of disease. Slumped at the edge of a cistern, surrounded by a
1d4 Hit Points, ignoring armour and suffered by the 'active' heap of bodies, is Fat Boyd, Scabrous, or Coynrad (the
character (that is, the character acting on that Turn) to a victim); whoever is most despised by the characters. Ridden
random location. with disease, he reaches weakly for a ladle of water, and
Certain actions, as noted or the Games Master judges, croaks to the characters "aid me, one last sip of water,
result in an Automatic Success or Failure for the adventurers please?"
and – subject to Iz's Differential Roll – lead to relevant
damage. Winning one or more Levels of Success results in a Actions and 'attacks': The victim will beseech the
Special Effect. The Games Master must judge how social or characters for aid, struggling to reach the tempting ladle of
physical combat Special Effects may apply to suit the water so near but out of reach. Then, he will taunt and mock
Challenge (see page 19 of the Mythras Companion for social the adventurers for their own weakness and laugh at their
combat Special Effects). attempts of mercy or cruelty, boasting of the petty cruelties
The Challenges are of moral behaviour: acting with he has inflicted on others.
compassion, self-sacrifice and humility should overcome the Automatic Successes: Easing the suffering of the victim.
twisted alien dreams of Iz. It should be clear to the
adventurers when they fail or succeed with any particular Automatic Failures: Deliberately making the victim's
action or attack. Failing, the characters may find the visual suffering greater in any way.
and sound distortions of the Weave intensify, silent lightning
flares, a primal fear grips their hearts and so forth. The Challenge of Loyalty
Succeeding may result in a distant shriek of rage, the natural Skill: 70% (1d8 damage); Confidence: 1; Resolution pool: 4
world becomes more 'solid' or wholesome, scents more
'natural' and so on. Scene: The streets of Port Grimsand fade and the
Passions are important in the Weave. Any Passion relevant adventurers stand at the edge of a sheer precipice. A fragile
to a Challenge (for good or ill) must be tested; even if a rope bridge crosses, it may not hold very much weight for
character is not acting directly that Turn. A successful Passion long! The characters can feel a wall of heat. Behind them a
test, by any character, should directly affect choices of the roaring orange flame consumes the jungle and thick smoke
lead character, augment skills or even act as a penalty. For billows upwards: a wildfire is rapidly closing. From the jungle
example, a character with a Passion of Desire (eldritch staggers a companion allied to the characters (Coynrad,
power) may find it difficult to act with humility or Mele, or Kaia) bearing a heavy golden and bejewelled idol of
compassion, or a greedy nature may not be able to resist an a striking scorpion, calling "please, let me across, I must reach
offer of wealth. safety my friends".

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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

Actions and 'attacks': The fire closes, and the companion Automatic successes: Any dramatic gesture of defiance
pleads for aid to cross first. It will take 3 Turns for someone to grants a Success, for example, tipping the great throne of
cross to safety. If more than one person tries to cross increase Kapala over (requiring Brawn), cutting down victims from
the difficulty of tests by one step for each person (so three the gibbets.
people crossing increases difficulty by two steps); and by
Automatic failures: Pursuing or seeking dominion over
another difficulty grade if crossing with the golden idol. The
others or finding pleasure in the debasement of others.
adventurers may attempt to persuade their companion to
wait, or to leave the heavy idol behind. They may also aim to
assist their companion, perhaps calling encouragement or
holding the ropes. Simply waiting patiently as their
The Binding
companion crosses, and the fire closes, requires the lead
character to make a Willpower check each Turn. On a
Ritual
Emerging from the Weave the adventurers are standing at the
Failure, every adventurer suffers searing burns for 1 HP of
bottom of the amphitheatre next to the column of forked
damage to a random location.
black rock. Mele and Kaia are present. Now is the time for
Automatic successes: Immediately allowing a companion the binding ritual. Solemnly, Mele states "We are at the centre
to cross earns one Automatic Success; subsequent Turns of the spirit's power. I must bind it to the crystal. Guard me
taking risks to hold back the flames also results in an or help me!" Mele takes up his drum and crooning in a
Automatic Success. manner only Lizardfolk can master begins to enter a ritual
trance, whilst Kaia dances to the rhythm. The crystal geode
Automatic failures: Stealing the idol and crossing first will
emits a soft blue light, flecked with hints of an angry red as
allow Iz an immediate victory, leaving the adventurers to face
the ritual progresses.
the next challenge.

The Challenge of Humility The Ritual


Skill: 50% (1d6 damage); Confidence: 2; Resolution pool: 4 Mele, as High Shaman, needs but a minute to enter the Spirit
World. Once there he must battle Iz in Spirit Combat. The
Scene: Iz appeals to greed, envy, and lust for power. The Spirit World is a dark reflection of the mundane world,
jungle chasm and fire fade away and the adventurers are sounds are muted, and perspectives and distance distorted; it
enthroned on a great ziggurat looking over the ruins of is also corrupted by the Weave. Mele is joined by his Fetch, a
Kapala and the tiny enclave of Port Grimsand nestled within mirror-image shadow that has recovered after Mele's first
one of its mighty precincts. Strangely, the characters are encounter with Iz. Iz appears as a warped, throbbing dull red
subsumed as a single being, with their different personalities light. Its size and presence depend in part on how successfully
rising to the fore in the face of the challenge. People move the adventurers overcame the Challenges. Run the Spirit
ant-like far below, snaking toward the throne in a swaying Combat concurrently with any actions in the mundane world
column of shackled slaves. Gibbets line the sea cliffs. Without (see Mythras page 137).
words a meaning is conveyed, a sense of majesty, a great
project to restore Kapala and raise up a mighty civilisation
from the riffraff of Port Grimsand! They just need strong Challenge of the Weave
leadership. Scabrous, Lord Greystone, and other luminaries Iz faces a difficulty to its own Spectral Combat skill, and
of the town are dragged to the base of the throne. Capering corresponding damage, of one additional difficulty grade
figures, suspiciously reminiscent of the characters, beat the (and one step down in damage) for each Challenge of
town folk to their knees to debase themselves in servitude. compassion, loyalty, or humility that the adventurers' won.
Power awaits if only the adventurers accept Iz! Helping Mele: Iz will resist fiercely, dominating an
ancient Guardian Serpent and sending it to slay Mele, but the
Actions and 'attacks': Iz offers rewards fit for great and
adventurers may help by:
majestic rulers. Temptations come quick and fast. The
adventurers may 'attack' by rejecting lordship, raising the • Holding off the Guardian Serpent whilst the ritual is
people of Grimsand to stand as equals, using Influence, conducted.
Insight, or Oratory to make an argument. Rejecting the offer
• Supporting Kaia's ritual dance with a successful Hard
of power also challenges Iz, using Willpower or drawing on a
Dance skill test of their own. A Success augments Mele's
relevant Passion (the Oath of Loyalty to Mele for example),
Binding skill based on the character's Dance skill (see
whilst other Passions (including Fear of the Weave) should
Mythras page 50), a Critical Success also gains a Group
undermine character's skill values.
Luck Point (see Mythras page 81), whilst a Fumble

34
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

imposes a penalty on Mele's Binding skill equivalent to • Fleeing from 2nd level to 1st level – Leap across a
the intended augment value. widening chasm or improvise a precarious bridge. In
the domestic chambers of the 2nd level a growing
• Offering power, through sacrificing lifeblood to soak into
chasm that rocks and heaves must be jumped: Easy
the crystal geode. For each level of Fatigue willingly
Athletics for the first adventurer, increase the
accrued (see Blood Loss, Mythras page 71), Mele gains
difficulty by one step to a maximum of Herculean
1+1d6 MP.
for each person following; Failure causes the
• A player, or each in turn, could also play Mele's role in character to hesitate (raising difficulty); Fumble
the Spirit Combat with Iz, making his Binding skill tests means they fall to their death (or spend a Luck Point
and choosing outcomes. and treat as a Failure) and a Critical Success allows
the next adventurer to attempt the jump at the
Encounters current difficulty level. Spending a minute to
From the bottomless pit crawls a great albino Serpent. It examine the area allows an Insight or suitable Lore
arrives just as Mele enters the Spirit World. From this point, skill to spot a statue of a man-like serpent that can be
every Round Iz must attempt to dominate the Serpent, toppled (Hard Brawn) to form a bridge. Use
commanding it to approach the amphitheatre and consume Athletics or Easy Acrobatics to cross, any Fumble
Mele. This costs Iz and the Guardian Serpent 1 Action Point; causes the statue to slip and wobble, making all
see page 49 for description of the Guardian Serpent. subsequent checks one grade more difficult; a
Critical Success allows the next character in
Initiative order to also cross without needing a skill
Resolution and Escape
check.
At the point at which Mele imprisons Iz, loses the Spirit
Combat, or is consumed by the Guardian Serpent the • Fleeing from 1st level to surface – Scale the
following occurs: collapsing stair around the central shaft to reach the
surface. Make an Athletics check, capped by Evade
• A heaving quake shakes the ground, rocks crack and or Acrobatics: Critical Success, escape and reduce
begin to rain down from the cavern ceiling – check the the difficulty grade for the character next in
Evade skill to remain standing and avoid debris: Fumble Initiative order; Success, the character reaches the
causes 2d6 Hit Points damage to two locations (ignoring surface; Failure causes 1d4 Hit Points of damage to
armour) and the character is trapped under rubble two locations (ignore armour), if still able to move
(Hard Brawn to escape); Failure, fall prone and suffer the character reaches the surface, but increases the
1d4 Hit Points damage to one location (ignoring difficulty level for the next character in Initiative
armour). order by one step; a Fumble and the adventurer slips,
• A section of cliff face falls away exposing the area to barely clinging to the rock, needing a Brawn check
daylight and Hina Bay below. If Iz has been bound to the to heave themselves to safety. If failing this Brawn
crystal geode, a massive octopoid tentacle rises from the roll, the character loses grip and falls to their death.
sea, scoops up the crystal and drags it into the ocean Another character can haul the victim to safety
depths. (using Brawn), but, without precautions, a Fumble
means they too lose their footing and plummet to
• The adventurers must flee. Iz, if not bound, is too their doom! Delaying overly long on the stair should
weakened for now to prevent them. The Games Master increase the difficulty of all skill rolls by one step.
may narrate an exciting escape. Or, if Luck Points
remain, roll Initiative, and use the following challenges to As the adventures reach the surface the quaking ground
escape the ruin, keeping the pace and pressure on the gradually stills, and the battered adventurers may withdraw
players intense to create a sense of deadly urgency: to the Oodaki village, whether in triumph or defeat.
• Fleeing from 3rd level to 2nd level – Dodge rolling
boulders whilst racing up the stairs to the audience
chamber. Evade or Easy Acrobatics checks, Failure
suffer 1d3 Hit Point damage to two locations,
ignoring armour; Fumble, as Failure but 1d4 Hit
Point damage and fall to the back of the fleeing
party. A Critical Success results in some lucky chance
so that the next character in Initiative order may
reach safety without making a skill roll.

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Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

• Finally, on return to Port Grimsand, the adventurers


Conclusion
If Mele, with the characters' help, succeeded in binding Iz to
must deal with Scabrous, Inspector Ludstrud and any
others that feel cheated, expecting a substantial part of
the crystal geode: the characters' reward!
• The characters will be treated as honoured guests forever If Iz triumphed the region will face a new threat and
by the Oodaki, until they breach a sacred taboo or take potential cataclysm:
excessive liberties at least! The Oodaki may provide food
and shelter, advice, training, and healing but will call • The corruption of the Weave spreads, weakening the
upon the adventurers for counsel and aid in the face of Oodaki, exposing them to their enemies and worst of all
future troubles. threatening to unleash Oodaku and bring havoc and
ruin to Port Grimsand, for which Lord Greystone will
• Mele will gift each adventurer a fetish containing an hold the characters responsible.
Intensity 2 nature spirit, on condition it must be used
within a year and a day and the fetish broken. • The High Folk of Akakor, Zerzura or both, arrive to
investigate the magic emanations caused by Iz, perhaps
• Gifts of art and craft worth 2000 pazoors will be negotiate with it, or imprison it for their own obscure
awarded to each character, see Monster Island page 180 reasons, leading to a sorcerous conflict.
for example treasures.
• The adventurers will be called upon for their knowledge
• Mele will pass on a secret of a lost treasure, most likely to help defeat Iz or the Serpentmen but will also be
the wreck of a ship revealed by Octopus allies, but in targeted by their foes as a valuable gift for Iz.
addition to the difficulties of underwater treasure
recovery others in Port Grimsand may already know its Irrespective of the outcome, the characters' efforts have
location. not gone unnoticed: a few weeks after the adventure, sailors
report new Cliff Face Dancers above Hina Bay seemly locked
• A party of High Folk Serpentmen arrive, from Akakor, in a titanic battle with a great serpent, dancers with an
Zerzura or both, to investigate the magic emanations uncanny resemblance to the adventurers!
caused by Iz, they will certainly stir up trouble.

36
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

Non-Player
Characters
Coynrad Lorrnz COYNRAD LORRNZ
Coynrad is an adventurer and bird-fancier, collector of rare STR: 11 Action Points: 3
eggs, taxidermist, and in all other ways a friend to avian
species. An older gentleman who impresses with a full white CON: 13 Damage Modifier: +0
beard, beak-like nose, and extravagant eyebrows. Coynrad SIZ: 12 Magic Points: 12
has courteous manners and gesticulates with his pipe to drive
home arguments. He carries 73 pazoors in a pouch with two DEX: 11 Movement: 6 metres
uncut rubies (200 SP each), he has a hidden stash of treasures
INT: 15 Initiative Bonus: +13
that includes the rewards offered to the adventurers and can
procure a range of adventuring gear at need. POW: 12 Armour: none (feathers for 1 AP at all locations)
The statistics (in brackets) reflect the powers and nature of
CHA: 15 Status: 42
Coynrad if he has become a victim and living tool of Iz,
faced by the adventurers in the Ruin by the Falls. In this case Abilities: None (Control Flock; Feathery appearance grants two Chaos
his appearance is changed: Coynrad stands in an avian Features: Slimy, effectively just grab feathers, and Obfuscating, which
posture, his body now covered in feathers, his hair gone and appears as a constant and distracting whirl of feathers and birdcalls).
the beak-like nose even more exaggerated. Truly, is Coynrad Magic: None
one with his feathered friends!
Skills: Athletics 70%, Brawn 45%, Endurance 60%, Evade 50%,
Influence 60%, Insight 55%, Locale (Port Grimsand) 60%, Perception
70%, Survival 60%, Unarmed 40%, Willpower 70%, Lore (Jungle
Birds) 80%, Language (Low Tongue) 23%, Navigation 70%.

Desire (Brightly Coloured Bird) 80%, Discover (Rare Birds) 70%,


(Eliminate (Enemies Of Iz) 60%)

1D20 HIT LOCATION AP/HP


1-3 Right Leg 0/5

4-6 Left Leg 0/5

7-9 Abdomen 0/6

10-12 Chest 0/7

13-15 Right Arm 0/4

16-18 Left Arm 0/4

19-20 Head 0/5

37
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

COMBAT STYLE SCABROUS THE USURER


Jungle Explorer (Club, Whip, Dagger) 65%, Trait: Impromptu STR: 11 Action Points: 3
Weapons.
CON: 10 Damage Modifier: +0
(Alien power blast 70%. This eldritch power warps flesh and soul; split
the damage between HPs and MPs, with HPs taking more if an odd SIZ: 12 Magic Points: 13
number, ignoring non-magical armour. It counts as a Magnitude 7 spell
against magical defences. Blasts may be parried with a shield, but HPs DEX: 14 Movement: 6 metres
of the shield are reduced by half the rolled damage)
INT: 14 Initiative Bonus: +14
SIZE/ REACH/
WEAPONS DAMAGE AP/HP POW: 13 Armour: none
FORCE RANGE
Club M S 1d6 4/4 CHA: 7 Status: 24

Dagger S S 1d4+1 6/8 Abilities: None

Alien Magic: None


Power H 30m 1d8 N/A
Blast Skills: Customs 76%, Deceit 53%, Endurance 40%, Evade 42%,
Insight 63%, Locale (Port Grimsand) 77%, Perception 55%, Unarmed
44%, Willpower 53%, Commerce 77%, Literacy 47%, Streetwise 51%.
Scabrous the Usurer Pride (bird collection) 80%, Rebuff (Heluna) 60%
A balding pate, pinch faced and surprisingly pale; Scabrous
sighs deeply and rolls his eyes rudely at nearly anything
1D20 HIT LOCATION AP/HP
borrowers have to say. Scabrous is firstly a businessman,
making a living in Port Grimsand without the nasty business 1-3 Right Leg 0/5
of entering the fetid jungle. He is not naïve. Any proposed 4-6 Left Leg 0/5
deals or offers must be backed up with facts or undertaken in
a public place with witnesses. 7-9 Abdomen 0/6

10-12 Chest 0/7

13-15 Right Arm 0/4

16-18 Left Arm 0/4

19-20 Head 0/5

COMBAT STYLE
Stubborn shop keeper (Club, Dagger) 55%, Trait: Impromptu
Weapons.
SIZE/ REACH/
WEAPONS DAMAGE AP/HP
FORCE RANGE
Club M S 1d6 4/4

Dagger S S 1d4+1 6/8

38
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

Belbry, WEAPONS SIZE/


FORCE
REACH/
RANGE DAMAGE AP/HP

Scabrous' Guard Falchion M M 1d6+2+1d4 6/10


Belbry has a plain face, unassuming manner and is often
1d6+1+1d4
considered slow witted but reads people surprisingly well, Battleaxe/
M/L M / 4/8
making her difficult to fool or surprise. When on watch, 2-handed
1d8+1+1d4
Belbry will not open the door until Scabrous orders it or
Dagger S S 1d4+1+1d4 6/8
there is an obvious and immediate threat (fire for instance).
Belbry will become incensed with rage should Lavender, her
dog, take a Serious Injury (augment all skills by 16%);
Lavender's welfare matters more to Belbry than anything Lavender,
else. She shares a small room with another sell sword named
Fanon. Belbry uses axe and dagger, with falchion as a back-
Belbry’s ‘Dog’
Belbry's pet stands chest high, with a thick black pelt and
up weapon. dog-like appearance. Lavender is an immature Waheela
(Monster Island page 280) that Belbry found injured and
BELBRY abandoned. It can follow simple commands but also
Action Points: 3 instinctively fights co-operatively with Belbry. In combat,
Lavender attempts to Grip any weapon arm, preventing its
Damage Modifier: +1d4 use, and if possible, Trip Opponent, allowing Belbry a
Magic Points: 14 chance to despatch opponents quickly. Opponents attacking
Lavender head-on will roll 1d10+10 for Hit Location.
Movement: 6 metres
LAVENDER
Initiative Bonus: +13 (–4 for armour)= +9
Action Points: 2
Armour: Crab half-plate and iron open-faced helm (if prepared)
Damage Modifier: +1d2

Abilities: None Magic Points: 7

Magic: None Movement: 8 metres


Skills: Athletics 47%, Brawn 58%, Command Lavender 70%,
Initiative Bonus: +12
Endurance 62%, Evade 48%, Insight 58%, Locale (Port Grimsand)
54%, Perception 49%, Survival 31%, Unarmed 49%, Willpower 37%,
Armour: Thick fur
Streetwise 34%, Survival 56%.

Love (Lavender) 80%, Suspicious (Questions) 60% Abilities: Night Sight

Magic: None
1D20 HIT LOCATION AP/HP
Skills: Athletics 55%, Brawn 50%, Endurance 55%, Evade 55%,
1-3 Right Leg 0/6 Perception 60%, Track 55%, Willpower 46%.

4-6 Left Leg 0/6 Love (meat) 70%, Loyalty (Belbry) 90%
7-9 Abdomen 5/7
1D20 HIT LOCATION AP/HP
10-12 Chest 5/8
1-3 Right Hind Leg 2/6
13-15 Right Arm 0/5
4-6 Left Hind Leg 2/6
16-18 Left Arm 0/5
7-9 Hindquarters 2/7
19-20 Head 5/6
10-12 Forequarters 2/8

COMBAT STYLE 13-15 Right Front Leg 2/5


Mercenary (Sword, Axe, Dagger) 70%, Trait: Batter Aside; Civilian 16-18 Left Front Leg 2/5
Cohort (Spear, Shield, Dagger, Thrown Rock) 53%, Trait: Shield Wall
19-20 Head 2/6

39
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

COMBAT STYLE COMBAT STYLE


Savage Pack (Bite) 58% Hired thug (Club, Ball & Chain, Dagger, Hatchet) 78%, trait: Do or
Die; Civilian Cohort (Spear, Shield, Dagger, Thrown Rock), 68%,
SIZE/ REACH/ Trait: Shield Wall
WEAPONS DAMAGE AP/HP
FORCE RANGE
SIZE/ REACH/
Bite M T 1d6+1d2 As Head WEAPONS DAMAGE AP/HP
FORCE RANGE
Club M S 1d6+1d4 4/4
Fat Boyd Dagger S S 1d4+1+1d4 6/8
Short, balding, and with a double chin and pot belly, yet
broad and strong; Fat Boyd has no sense of humour and is Ball &
driven by selfish greed. Despite this, he provides clear Chain M M 1d6+1+1d4 6/8
leadership and looks after those loyal to him, hating to waste (flexible)
lives without an obvious profit. He stares intensely, Hatchet
(usually S 10/20/30 1d6+1d4 4/6
unblinking, at whoever he speaks to.
thrown)

FAT BOYD
STR: 16 Action Points: 3

CON: 13 Damage Modifier: +1d4

SIZ: 17 Magic Points: 9

DEX: 12 Movement: 6 metres

INT: 13 Initiative Bonus: +13 (-3 for armour)= +10

POW: 9 Armour: Lizard skin cuirass; hide all other locations

CHA: 13 Status: 20

Abilities: None

Magic: None

Skills: Athletics 62%, Brawn 69%, Customs 78%, Dance 46%,


Endurance 58%, Evade 51%, Influence 49%, Insight 55%, Perception
35%, Unarmed 57%, Willpower 42%, Navigation 52%, Oratory 40%,
Survival 48%.

Love (Wealth) 70%, Despise (Weakness) 60%

1D20 HIT LOCATION AP/HP


1-3 Right Leg 1/6

4-6 Left Leg 1/6

7-9 Abdomen 3/7

10-12 Chest 3/8

13-15 Right Arm 1/5

16-18 Left Arm 1/5

19-20 Head 1/6

40
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

Fat Boyd’s Guys ‘n’ Gals WEAPONS SIZE/


FORCE
REACH/
RANGE DAMAGE AP/HP
Port Grimsand attracts the morally bankrupt from many
Club M S 1d6+1d2 4/4
places seeking an easy route to a fortune. Most end up as
small-time thugs or big-mouthed adventurers, achieving Dagger S S 1d4+1+1d2 6/8
little until a knife or the myriad diseases of the Island end
their brutal lives. Boyd's guys and gals are loyal but not brave Hatchet
or especially dangerous, usually only attacking with (usually S 10/20/30 1d6+1d2 4/6
thrown)
advantage of numbers or from ambush. Boyd will initially
Sling
recruit a number of thugs equal to the adventuring party L 10/150/300 1d8 1/2
(Load 3)
plus three. Given two or more days he may replace 1d3-1
thugs whilst in Port Grimsand. The Underling rules
(Mythras, page 111) can be used to manage bookkeeping. Inspector Ludstrud
A tall, thin man with mutton-chop sideburns, prone to
GUYS N GALS raising "just one more thing" with weary witnesses.
Action Points: 2 Ludstrud is meticulous and unrelenting in his investigation
of breaches of the Governor's laws. He will use cunning
Damage Modifier: +1d2
tricks, his powers of disguise, or other means to uncover the
Magic Points: 9 truth of a crime. Ludstrud is usually accompanied by at least
two White Death guardsmen and will call on up to 10 to
Movement: 6 metres support a quick action to seize suspects for Lord Greystone's
Initiative Bonus: +11 (–1 for armour)= +10
judgement.

Armour: Hide vest (Ch, Ab)


INSPECTOR LUDSTRUD
Abilities: None STR: 11 Action Points: 3

Magic: None CON: 13 Damage Modifier: None

Skills: Athletics 46%, Brawn 50%, Customs 63%, Endurance 52%, SIZ: 13 Magic Points: 13
Evade 44%, Unarmed 50%, Gambling 53%, Streetwise 42%.
DEX: 14 Movement: 6 metres
Loyalty (Fat Boyd) 35%, Talk Tough 70%
INT: 16 Initiative Bonus: +15
1D20 HIT LOCATION AP/HP
POW: 13 Armour: None
1-3 Right Leg 0/6
CHA: 11 Status: 35
4-6 Left Leg 0/6

7-9 Abdomen 1/7 Abilities: None

10-12 Chest 1/8 Magic: None

13-15 Right Arm 0/5 Skills: Athletics 48%, Customs 89%, Deceit 46%, Endurance 41%,
Evade 55%, Influence 57%, Insight 64%, Locale (Port Grimsand) 58%,
16-18 Left Arm 0/5 Perception 69%, Stealth 55%, Willpower 50%, Bureaucracy 53%,
Streetwise 60%, Disguise 49%, Literacy 50%.
19-20 Head 0/6
Solve Crimes 70%
COMBAT STYLE Loyalty (the Governor) 60%

Grimsand street-tough (Club, Dagger, knife, Hatchet) 53%, Trait:


Cautious Fighter; Grimsand Stingers (Bow, Crossbow, Sling, Javelin)
40%, Trait: Skirmishing

41
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

1D20 HIT LOCATION AP/HP 1D20 HIT LOCATION AP/HP


1-3 Right Leg 0/6 1-3 Right Leg 6/6

4-6 Left Leg 0/6 4-6 Left Leg 6/6

7-9 Abdomen 0/7 7-9 Abdomen 6/7

10-12 Chest 0/8 10-12 Chest 6/8

13-15 Right Arm 0/5 13-15 Right Arm 6/5

16-18 Left Arm 0/5 16-18 Left Arm 6/5

19-20 Head 0/6 19-20 Head 5/6

COMBAT STYLE COMBAT STYLE


Long arm of the law (Club, Dagger, Net) 55%, trait: Mancatcher. White Death Guard (Great Axe, Sword, Shield) 80%, Trait: Formation
Fighting.
SIZE/ REACH/
WEAPONS DAMAGE AP/HP
FORCE RANGE SIZE/ REACH/
WEAPONS DAMAGE AP/HP
Club M S 1d6 4/4 FORCE RANGE
Falchion M M 1d6+2+1d2 6/10
Dagger S S 1d4+1 6/8
Kite shield H S 1d4+1d2 4/15
Net
(Thrown, S L (3/5/10) 1d4 2/20
Entrapping) Great Axe H L 2d6+2+1d2 4/10

White Death Guard Kaia – savage spirit


Well-disciplined and heavily armoured, wearing the skin of
a white Smilodon, its skull and incisors fashioned into a worshipper, loyal
helm, the White Death make short work of anyone refusing
to surrender when challenged.
follower of Mele
Kaia, like most of his kind, is easily two metres tall. To the
colonists Kaia appears frightful given his toothed, elongated
WHITE DEATH GUARD snout, dripping with saliva, and head framed by a patterned
Action Points: 3
frill of leathery skin forming a crest of mottled blues, orange
and reds atop the greens and browns of his scaled
Damage Modifier: +1d2 hide. Kaia hangs various straps and belts holding pouches
and weapons. Where visible, his skin bears tattoos and
Magic Points: 11
symbolic scars on all but his long arcing tail.
Movement: 6 metres
KAIA
Initiative Bonus: +13 (–8 for armour)= +5
STR: 15 Action Points: 3
Armour: Chain hauberk, greaves & leggings, Smilodon-skull helm
CON: 14 Damage Modifier: +1d4

Abilities: None SIZ: 20 Magic Points: 12

Magic: None DEX: 13 Movement: 6 metres, walking and swimming


Athletics 60%, Brawn 59%, Customs 71%, Endurance 62%, Evade INT: 14 Initiative Bonus: +14
56%, Insight 45%, Locale (Port Grimsand) 51%, Perception 44%,
Unarmed 52%, Willpower 46%, Survival 43%, Streetwise 54%, Lore POW: 12 Armour: Thick scales
(Strategy & Tactics) 49%.
CHA: 14 Status: 60
Loyalty (Port Grimsand) 60%, Love (White Death brethren) 80%,
Follow Orders 30%

42
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

Abilities: Cold Blooded, Hold Breath, Night Sight, Swimmer


WHULLA, INTENSITY 1 NATURE SPIRIT
Magic: Animism
INT: 9 Action Points: 2
Skills: Athletics 71%, Binding 69%, Boating 58%, Brawn 66%,
Endurance 66%, Evade 63%, Language (Colonist) 45%, Locale 66%, POW: 11 Spirit Damage: 1d8
Navigate 74%, Perception 64%, Stealth 71%, Survival 60%, Swim
44%, Track 51%, Trance 69%, Willpower 62%. CHA: 9 Magic Points: 11

Loyalty (Oodaki Tribe): 75%, Rescue (Mele): 80%, Mistrust Initiative Bonus: +9
(Colonists): 37%
Abilities: Bless (Initiative, +2)

1D20 HIT LOCATION AP/HP Skills: Willpower 72%, Spectral Combat 70%
1–3 Tail 3/7

4–5 Right Leg 3/7 Eous, Nature spirit, Intensity 2


Eous is the sleepy spirit of the sloth. Summoned from its
6–7 Left Leg 3/7
binding, Eous casts a sloth-shaped shadow over Kaia that
8–10 Abdomen 3/8 lets his great bulk blend slowly into the background. A
handful of nuts must be offered in sacrifice whenever Eous
11–14 Chest 3/9
is called forth. Eous snaps with powerful jaws if engaged in
15–16 Right Arm 3/6 spirit combat.
17–18 Left Arm 3/6 EOUS, INTENSITY 2 NATURE SPIRIT
19–20 Head 3/7 INS: 9 Action Points: 3

POW: 17 Spirit Damage: 1d8


COMBAT STYLE
Tua Skirmisher (Blowpipe, Bolas, Sling) 64%, Mua Infantry (Club, CHA: 9 Magic Points: 17
Spear and Shield) 63%, Unarmed (Bite, Claw, Tail) 61%
Initiative Bonus: +9
SIZE/ REACH/
WEAPONS DAMAGE AP/HP Abilities: Endowment (Camouflage – two difficult grades penalty to
FORCE RANGE
opponents attempting to spot spirit worshipper)
As for
Bite M T 1d6+1d4 Head Skills: Willpower 84%, Spectral Combat 76%
As for
Claw M S 1d4+1d4 Arm

Tail M M 1d4+1d4 As for Tail Mele - High Shaman of


Trishula M L 1d8+1+1d4 4/8
the Oodaki
(Spear) When first discovered Mele is trapped in the form of a small
brightly-plumed bird, showing unusual intelligence (a
Greater-Crested Trill-Warbler). Recovering from the
Kaia’s Spirits spiritual battle with Iz, Mele's soul sought refuge in a living
creature whilst his Fetch fled to a hidden part of the Spirit
Whulla, Nature spirit, Intensity 1 World (to recover for the final confrontation). Once restored
Whulla is the spirit of a Wahoin rodent, respected by the to his body, he is slightly stooped and scarred with a
Oodaki for the speed with which it snares Huku spiders, and wrinkled snout. Mele moves with a dancing sway. From his
is held in a fetish made of a Wahoin skull. When manifest it belt hang a number of small, shrunken heads, but is
appears as if dozens of grey rodents scurry across Kaia’s otherwise naked, revealing a complex web of images
body, granting Kaia’s limbs greater alacrity. If defending tattooed across his skin. A clawed hand, clearly maimed at
from spectral attacks, Whulla nips and leaps, seeking escape. some time, sweeps through the air to beat a staccato rhythm
on a simple skin drum.

43
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

MELE Mele’s Spirits


STR: 18 Action Points: 3
Fetch, Intensity 2
CON: 11 Damage Modifier: +1d4
Mele's Fetch resisted Iz and escaped dissipation but has been
SIZ: 15 Magic Points: 13 hiding in the Spirit World recovering its strength until able
to return Mele in time to aid in his final confrontation
DEX: 14 Movement: 6 metres, walking and swimming
against Iz.
INT: 16 Initiative Bonus: +15
FETCH, INTENSITY 2
POW: 13 Armour: Thick scales INT: 16 Action Points: 3
CHA: 16 Status 90 POW: 13 Spirit Damage: 1d8
Abilities: Cold Blooded, Hold Breath, Night Sight, Swimmer, Cult Gift
CHA: 16 Magic Points: 13
(Resilience, immune to pain)
Magic: Animism Initiative Bonus: +16
Skills: Athletics 50%, Binding 108%, Boating 44%, Brawn 40%, Abilities: Autonomy, Conjugate, Covert, Discorporate, Perceptive
Endurance 66%, Evade 60%, Language (Colonist) 53%, Locale 90%,
Navigate 88%, Perception 77%, Stealth 75%, Survival 72%, Swim Skills: Willpower 76%, Spectral Combat 79%, Lore (Oodaki animism)
54%, Track 43%, Trance 103%, Willpower 89%. 132%, Stealth 82%, Perceive Unseen 79%, Discorporate 79%

Loyalty (Oodaki Tribe): 83%, Honour (Ancestors): 92%, Hate (High


Folk): 68% Anylil, Nature spirit, Intensity 1
1D20 HIT LOCATION AP/HP Anylil is the crimson butterfly, it manifests as a burst of
vibrant red, and then settles onto Mele’s tattooed hide,
1–3 Tail 3/6
giving it a rouge-sheen and noticeably quicker reflexes. Mele
4–5 Right Leg 3/6 must consume the dried husk of a centipede when ritually
releasing Anylil from its binding. If attacked by other spirits,
6–7 Left Leg 3/6
Anylil erupts in a cloud of fluttering wings, with dozens of
8–10 Abdomen 3/7 butterflies darting in to nip at an opponent.
11–14 Chest 3/8
ANYLIL, INTENSITY 1 NATURE SPIRIT
15–16 Right Arm 3/3
INS: 9 Action Points: 2
17–18 Left Arm 3/5
POW: 11 Spirit Damage: 1d8
19–20 Head 3/6
CHA: 9 Magic Points: 11

COMBAT STYLE Initiative Bonus: +9


Tua Skirmisher (Blowpipe, Bolas, Sling) 68%, Mua Infantry (Club, Abilities: Bless (Initiative, +2)
Spear and Shield) 60%, Unarmed (Bite, Claw, Tail) 64%
Skills: Willpower 72%, Spectral Combat 70%
SIZE/ REACH/
WEAPONS DAMAGE AP/HP
FORCE RANGE
As for
Bite M T 1d6+1d4 Head Woeyff, Nature spirit, Intensity 2
Claw M S 1d4+1d4 As for Woeyff is a gift of Oodaku, manifesting as a shadowed
Arm
sprawl of eight octopoid limbs, barely discernible by the
Tail M M 1d4+1d4 As for Tail naked eye. Mele simply seems to fade from view when
cloaked by Woeyff. If drawn into spirit combat, Woeyff
clouds the spirit-sight of opponents, and nips with its beaked
mouth.

44
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

WOEYFF, INTENSITY 2 NATURE SPIRIT Hoja, Nature spirit, Intensity 2


INS: 9 Action Points: 3 Another blessing of Oodaku, Hoja is held in a hoop of
twisting coral. When coaxed forth from its fetich, Hoja
POW: 17 Spirit Damage: 1d8 seemly transforms Mele’s hands into writhing tentacles,
CHA: 9 Magic Points: 17 grasping a target with spectral suckered-limbs. Spiritual
opponents face a frenzied grapple of writhing limbs.
Initiative Bonus: +9
HOJA, INTENSITY 2 NATURE SPIRIT
Abilities: Endowment (Camouflage – two difficult grades penalty to
opponents attempting to spot spirit worshipper) INS: 12 Action Points: 2

Skills: Willpower 84%, Spectral Combat 76% POW: 11 Spirit Damage: 1d8

CHA: 7 Magic Points: 11


Jked, Nature spirit, Intensity 2
Initiative Bonus: +10
Jked must be coaxed from its fetish of dried monkey-dung
with a hooting cry, which is seemingly answered in echo as Abilities: Endowment (Grappler – a successful strike allows an
immediate Grapple in addition to inflicting damage, or if Parrying,
Jked grants a simian dexterity to Mele. Spirit opponents are
Grip or Pin Weapon)
pelted with a hail of foul excrement, which even pervades
the material world with a breath-taking odour. Skills: Willpower 72%, Spectral Combat 68%

JKED, INTENSITY 2 NATURE SPIRIT


INS: 9 Action Points: 2
Fylue, Nature spirit, Intensity 2
Fylue is the spirit of the river Eels found not far from Mele’s
POW: 13 Spirit Damage: 1d8 village. Like its mortal counterparts, Fylue’s spectral bite
injects a soothing liquid that drains the strength of its
CHA: 9 Magic Points: 13
opponents. When manifest, Mele’s own mouth drips venom,
Initiative Bonus: +9 and fanged eels writhe from his one good clawed hand.
Abilities: Endowment (Camouflage – two difficult grades penalty to
opponents attempting to spot spirit worshipper) HOJA, INTENSITY 2 NATURE SPIRIT
Skills: Willpower 84%, Spectral Combat 76% INS: 13 Action Points: 3

POW: 13 Spirit Damage: 1d8


Kugkowcs, Nature spirit, Intensity 2
CHA: 9 Magic Points: 13
The alien spirit of the Tetrapus, similar in some ways to the
Octopus revered by the Oodaki, caused great mischief until Initiative Bonus: +11
ancestors of the Oodaki helped Mele defeat it in a great
Abilities: Endowment (Venomous – POT 72, Resist Endurance, Onset
spirit battle. A bargain was struck, and Kugkowcs was 1 Combat Round struck Hit Location then affecting rest of the body
offered in service. Kugkowcs manifests by Mele seemingly 1d3+3 rounds late, Duration 2d10 minutes, Condition Paralysis; may
vomiting it out. Kugkowcs then seems to drift across the use Inject Venom Special Effect Mythras page 218)
ground, marking the path for Mele to tread with utmost Skills: Willpower 76%, Spectral Combat 72%
quiet. Spirit opponents battling Kugkowcs face a tangle of
grappling limbs.
Ghu, Guardian spirit, Intensity 3
KUGKOWCS, INTENSITY 2 NATURE SPIRIT Ghu is the sheltering spirit of the Ghua tree. Its fetish is the
smooth bark of a mighty specimen that has been revered by
INS: 10 Action Points: 2
Mele’s tribe for five generations. When manifest, Mele is
POW: 14 Spirit Damage: 1d8 cast in shadow. Any magic cast at Mele causes Ghu to visibly
appear, looming over Mele, and absorbing magic into its
CHA: 11 Magic Points: 14 trunk, dissipating the baleful energy in an angry toss of its
Initiative Bonus: +11 branches, creating a clearly audible rustling noise as if a
fierce wind is whipping past.
Abilities: Bless (Stealth – improves by one difficult grade)

Skills: Willpower 78%, Spectral Combat 75%

45
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

GHU, INTENSITY 3 GUARDIAN SPIRIT Tua Skirmisher


INS: 9 Action Points: 3 Skills: Athletics 59%, Binding 42%, Boating 59%, Brawn
65%, Endurance 56%, Evade 66%, Locale 56%, Navigate
POW: 21 Spirit Damage: 1d10
64%, Perception 54%, Stealth 66%, Survival 54%, Swim
CHA: 9 Magic Points: 21 49%, Track 56%, Trance 44%, Willpower 52%.

Initiative Bonus: +10 Use poisoned darts: paralytic poison POT 80, Resist
Abilities: Warding (blocks spells with a Magnitude less than or equal to Endurance, Onset 1d4 rounds, Duration 1d3 hours, causing
twice the spirit's Intensity) paralysis to the location with results like the Palsy spell
Skills: Willpower 92%, Spectral Combat 81%
(Mythras page 171).

Loyalty (Oodaki) 70%, Respect (Kahuna) 60%, Fear


(Dowager-Matriarch) 80%
Lizardfolk Warriors
Typical warriors of the Lizardfolk, representing Tua COMBAT STYLE
Skirmishers, Mua Infantry and Eiki Elite. For ease of Tua Skirmisher (Blowpipe, Bolas, Sling) 69%, Unarmed (Bite, Claw,
bookkeeping, the Games Master may use Underling rules Tail) 64%
(Mythras page 111) but allow them to make Endurance rolls
SIZE/ REACH/
to resist the effects of Serious Wounds. Average Hit Points WEAPONS DAMAGE AP/HP
FORCE RANGE
are noted. The most prominent warrior (Eiki) is Ku, all Blowpipe
others give way to his wishes. (Inject - - Poison 1/4
Venom)
LIZARDFOLK WARRIORS
Bolas M S (10/25/50) 1d4 2/2
Action Points: 3
M
Sling M 1d8 1/2
Damage Modifier: +1d4 (10/150/300)

Magic Points: 11

Movement: 6 metres, Walking and Swimming Mua Infantry


Skills: Athletics 69%, Binding 52%, Boating 59%, Brawn
Initiative Bonus: +13
70%, Endurance 66%, Evade 66%, Locale 61%, Navigate
Armour: Thick scales 69%, Perception 64%, Stealth 71%, Survival 64%, Swim
59%, Track 66%, Trance 54%, Willpower 62%.
Abilities: Cold Blooded, Hold Breath, Night Sight, Swimmer
Armour: +2 AP to every location.
Magic: None
Loyalty (Oodaki) 70%, Respect (Kahuna) 70%, Fear
1D20 HIT LOCATION AP/HP (Dowager-Matriarch) 80%
1–3 Tail 3/7
COMBAT STYLE
4–5 Right Leg 3/7 Mua Infantry (Club, Spear and Shield) 79%, Unarmed (Bite, Claw,
Tail) 74%
6–7 Left Leg 3/7
SIZE/ REACH/
WEAPONS DAMAGE AP/HP
8–10 Abdomen 3/8 FORCE RANGE
11–14 Chest 3/9 Club M M 1d6+1d4 4/6
(Cuauhololli)
15–16 Right Arm 3/6 Spear M L 1d8+1+1d4 4/8
(Trishula)
17–18 Left Arm 3/6
Shield L S 1d3+1d4 4/12
(Chimali)
19–20 Head 3/7

46
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

Eiki Elite
Skills: Athletics 79%, Binding 62%, Boating 59%, Brawn Iz - Corrupting Alien
75%, Endurance 76%, Evade 66%, Locale 66%, Navigate
74%, Perception 74%, Stealth 76%, Survival 74%, Swim
Spirit (Intensity 5)
Iz appears as a dull red light, like a smoke-obscured sunset
69%, Track 76%, Trance 64%, Willpower 72%.
that grants no warmth. The creature has been expelled from
its own world and, by chance, its spirit dragged through a
Armour: +4 AP to every location
Smoking Mirror to this place. Wholly focused on
domination, its cold alien mind takes pleasure only in the
Loyalty (Oodaki) 90%, Respect (Kahuna) 80%, Fear
destruction of others. Iz believes it is the preeminent entity
(Dowager-Matriarch) 80%
on this plane of existence. However, the arrival of Iz has
COMBAT STYLE been noted by certain sorcerers of Zerzura and Akakor. If
Eiki Elite (2H-Mace, 2H-Shark Toothed Sword and Strangle Cord)
Mele does not lock Iz away an expedition is likely to arrive
89%, Unarmed (Bite, Claw, Tail) 84% to enslave (or negotiate) with the creature. Should this come
to pass, the High Folk may find some greater evil for Iz!
SIZE/ REACH/ During Spirit Combat against Mele, Iz may call on a
WEAPONS DAMAGE AP/HP
FORCE RANGE
Guardian Serpent that it has awoken from its aeon-old
Stone Mace
(Gada) H M 1d12+1d4 6/5 slumber to attack those in the material world. At the
beginning of each Combat
Great Sword L L 2d6+4+1d4 4/12 Round, Iz must expend
(Maquahuitl)
Strangle one Action Point on its
Cord S VL 1d4+2+1d4 2/4 Turn to dominate the
(Ixcheltu)
Serpent in an
Opposed Roll of
Willpower; if both
fail the Serpent is
locked in a mental
struggle with Iz and
cannot act that Round
(see Guardian Serpent
on page 49).
IZ. INTENSITY 5 SPIRIT (UNIQUE)
INT: 18 Action Points: 4

POW: 31 Spirit Damage: 2d6

CHA: 17 Magic Points: 31

Initiative Bonus: +18

Abilities: Weave (similar to Demesne but the Weave distorts the spiritual
and physical world within its area of effect and allows its other abilities
to affect corporeal beings and spirits).
Domination (creatures with INS or plants within its Weave, or people it
has overcome in Spirit Combat and corrupted).
Discorporate (only sleeping sapient creatures within the demesne of its
Weave).
Corrupt (inflicts mutagenic features as a consequence of defeating them
in Spirit Combat, randomly generate feature from Mythras page 275¸ it
may also Dominate defeated victims).
Skills: Discorporate 111%, Willpower 112%, Spectral Combat 98%

Note, in the final confrontation the Spectral Combat skill of Iz may


face one or more grades of difficulty, reducing its Spirit Damage by an
equivalent number of steps on the Spirit Damage Table (Mythras page
131).

Dominate world 90%, Corrupt life 70%

47
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

Corrupted Creatures Klik Stik - Ambush Predator


These insects came to Monster Island long ago through a
Smoking Mirror and flourished. Klik-Stik appear similar to
Giant Cockroach stick insects but are often greater than man-sized and with a
Six of these massive insects have been turned into hostile chameleon quality. They possess an ovoid mouth cavity
guardians. Each is also corrupted by the Weave, possessing under the front thorax that is surrounded by chitin 'teeth'
a Chaotic Feature. able to move independently in a shearing motion. Ambush
predators, Klik-Stik co-ordinate attacks through the
GIAN COCKROACH
distinctive 'pop-click' sound generated by rubbing their hind
Action Points: 2 (roach #4: 3 Action Points) legs against their carapace. This sound is also used
offensively to create a sonic stun, targeted at victims before
Damage Modifier: +1d4
the Klik-Stik drops from a concealed tree top or cavern roof.
Magic Points: 4 If unsuccessful in its initial attack, a Klik-Stik will disengage,
climbing to safety and concealment. In their natural state
Movement: 10 metres Klik-Stik are a deep mauve in colour, possessing long
Initiative Bonus: +11 antennae and multi-jointed legs able to cling to near any
surface.
Armour: Chitin
KLIK STIK
Abilities: Chaos Feature, Adhering, Night Sight, Burrower STR: 2d6+6
The roaches are corrupted (Chaotic features, Mythras p275) as follows: Action Points: 3
Cockroach #1 Quick (Base Move 18m) (13)
#2 Silent (cannot be heard, makes no sound) CON: 2d6+6
#3 Vampiric (Hit Point damage inflicted on foe heals its own wounds) Damage Modifier: 1d4
(13)
#4 Two-headed: +1 Action Point
#5 Entangle (able to trap foes in close combat in fibrous strands, SIZ: 2d6+12
requires opponents succeed at unopposed Brawn or become helplessly Magic Points: 7
(19)
entangled)
#6 Scintillating (Confusing chromatic aura, attackers relying on vision DEX: 3d6+6
suffer one grade increase in difficulty) Movement: 4 metres (2 metres climbing)
(17)
Magic: None INT: 2d6+5
Initiative Bonus: 15
(12)
Skills: Athletics 62%, Brawn 64%, Endurance 90%, Evade 56%,
Perception 43%, Survival 79%, Willpower 38%. POW: 2d6 (7) Armour: Fine chitin

1D20 HIT LOCATION AP/HP Abilities: Adhering, Camouflaged, Leaper, Night


CHA: -
Sight
1–3 Tail 3/7
Skills: Athletics 65%, Brawn 50%, Endurance 60%, Evade 60%,
4–5 Right Leg 3/7 Perception 60%, Stealth 70%, Willpower 30%.

6–7 Left Leg 3/7 Special:


Sonic stun 60%, at the cost of 1 Action Point all opponents within 8
metres must make an opposed Endurance roll versus the sonic stun.
8–10 Abdomen 3/8 Failure deafens the target for about a minute, and they lose 1 Action
Point in the first Round of combat, on a Fumble the target also falls
11–14 Chest 3/9 prone.

15–16 Right Arm 3/6 Each Klik-Stik has been warped by the corruption of Iz (Chaotic
features, Mythras:275) as follows:
Klik-Stik #1 Shocking (causes 1d6 damage if struck with metal
17–18 Left Arm 3/6 weapons, or when striking opponents).
#2 Draining (successful strikes drain 1d8 MP).
19–20 Head 3/7 #3 Weakening (successful strikes drain 1d8 STR).
#4 Regenerating (recovers 1 Hit Point per Round to all locations except
those suffering a Major Wound).
COMBAT STYLE
Disgusting Scuttle (Mandibles) 62% Crave flesh 80%

SIZE/ REACH/
WEAPONS DAMAGE AP/HP
FORCE RANGE
As for
Mandibles M M 1d6+1d4 Head

48
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

1D20 HIT LOCATION AP/HP GUARDIAN SERPENT


1 Right Rear Leg 2/6 Action Points: 3 (must spend 1 AP each Round to resist Iz's dominance)

2 Left Rear Leg 2/6 Damage Modifier: +2d6

3 Right Middle Leg 2/6 Magic Points: 7

4 Left Middle Leg 2/6 Movement: 8 metres


5–9 Abdomen 2/9 Initiative Bonus: +16
10–13 Thorax 2/8
Armour: Scales
14 Right Front Leg 2/6 Abilities: Earth Sense (can unerringly detect people within 10m of it),
Gaze Attack (Mesmerism), Cold Blooded, Grappler.
15 Left Front Leg 2/6
Magic: None
16–20 Head 2/7
Skills: Athletics 76%, Brawn 86%, Endurance 66%, Evade 68%,
Perception 59%, Stealth 71%, Willpower 54%.
COMBAT STYLE
Seek (Slumber) 70%
Insectoid Ambush 60%
1D20 HIT LOCATION AP/HP
SIZE/ REACH/
WEAPONS DAMAGE AP/HP
FORCE RANGE 1–3 Tail Tip 4/13
Bite (may
use Bleed 4–5 Mid End-length 4/13
M T 1d6 As Thorax
Special
Effect) 6–7 Fore End-length 4/13

8–9 Rear Mid-length 4/14


Guardian Serpent
This gigantic albino Serpent with near sightless eyes has 10–12 Mid Mid-length 4/14
been awoken from its aeon-old slumber in the warmth of 13–14 Fore Mid-length 4/14
the earth. The Serpent strives to rid itself of Iz's dominance
each Round in an Opposed Willpower test. If it wins the 15–16 Rear Fore-length 4/13
serpent starts slithering back to the deep hole from which it
17–18 Mid Fore-length 4/13
emerges, attacking only those that prevent its escape. Under
Iz's dominance it crawls inevitably towards Mele in the 19–20 Head 4/13
centre of the chamber unless directly confronted by a brave
hero! The Serpent takes no actions in a Round if both the COMBAT STYLE
Serpent and Iz fail their Opposed Willpower Rolls whilst Crushing Death (Constrict, Bite and Writhe) 74%
they struggle for dominance.
The Serpent is able to mesmerise targets but is itself SIZE/ REACH/
WEAPONS DAMAGE AP/HP
susceptible to rhythmic movements or repetitive, vibrating FORCE RANGE
sounds. Characters within 10 metres may, for an AP, engage Bite H VL 1d8+2d6 As Head
it in a battle of wills, matching its Willpower against a
suitable skill (Dance, Sing, Music, or similar) in an Opposed Constrict E T 2d6 As
Segment
Roll. Success keeps it quiescent for a Combat Round if the
performance continues for the whole Round; Failure, it uses
its remaining AP to attack. Tail Slap E VL 1d6+2d6 As Tail

49
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

Hex Crawl!
Travel & Encounters on
Monster Island

"Countless centuries ago, in the time of myths, powerful sorcerers - or


the gods themselves – created this place to hold all the greatest horrors of
the world; for study perhaps, or in some attempt to keep the lands free
The Lie of the Land
Monster Island – with its long wet season and shorter dry
from terror"." (Monster Island page 5) season – is a difficult place for anyone to travel. Table 1
summarises the key features of Monster Island's geography.
utting through thick jungle vines, skirting past

C
The side bars on pages 12 and 13 of Monster Island are
bubbling sink holes, or rocking perilously from rope essential reading: setting out the rigours of jungle travel and
bridges in the steaming heat of a deadly jungle is the debilitating effect of its sultry climate on the heavily
exciting and adventurous! Monster Island brings together all armoured.
of these elements into an ideal setting for 'hex crawls'. A hex "Surrounded as it is by hydrothermal upwellings (currents of warm
crawl is an open-ended sandbox driven by the players' choices water), the island is pummelled with copious rainfall. This has had a
of exploration and the development of a mapped area. significant effect on carving the terrain into steep-walled valleys and
On Monster Island, the rigours of travel and its life or gorges. The prevalence of water is aptly demonstrated by the high
death decisions must be delivered at the table in an exciting incidence of whitewater rivulets and waterfalls which, whilst scenic,
way – not just a succession of skill rolls and bookkeeping of make travelling across the terrain difficult and slow.” (Monster Island
Fatigue Levels – whilst still being manageable for the Games page 9)
Master. This guide helps the Games Master manage travel
and encounters on Monster Island for both hex crawls and
travel to specific destinations with maximum fun from the
This is a Framework, Not A
Monster Island setting. Cage
"A sandbox setting is one which lays out the geography, ecology, The risk and dangers of travel must be made vivid and terrible!
cultures and settlements of region, then scatters it liberally with encounters It is truly adventurous to enter the jungles of Monster Island.
and scenario ideas with which to tempt your players. It does not present Add descriptions: the noise of the jungle insects and beasts, the
a structured series of adventures, nor offer any order in which to perform rich or sickly scents of alien plant-life, the constant trickle of
them; the idea being that players decide what they would like to do and sweat. Time encounters to add drama…when players'
create a quest arc by their character's own actions.” (Monster Island page attention starts to wander. Add mystery…glimpses of
113) strangely carven stone, trees that seem to form faces and the
beat of native drums thump, thump in call and reply…don't
let it become merely a succession of die rolls.

50
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

Table 1: Summary of Monster Island Topography


TOPOGRAPHY CLIMATE/WIND
(MONSTER ISLAND TYPICAL TERRAIN
PAGE REFERENCE) Wet Season (Long) Dry Season (Short)
East coast, steep cliffs. Dry season is the sunniest time of year.
West coast, often steep cliffs with vines/ Easterly wind, varying from fitful gusts
South-west winds bringing rain.
Coast (9, 12) tendril hanging from the jungle above. to typhoons, moaning up gorges of the
Cooling breeze on beaches.
Some black-sand beaches forming Southern Tane and Northern Rangi
around the atolls of Hina Bay. mountains.
Jungle is found on the western side of
the Island. Swamps on the coast give
way to thick jungle inland of towering
trees with buttressed-roots, poorly lit
and sweltering. South-west winds causing torrential
East to west the jungle follows river rain, which seeps from the canopy to Less rainfall, but trapped moisture
Jungle (10, 12) valleys, creating steep-sided gorges. form a humid haze at ground level. keeps the jungles humid. The rivers run
Rising from south to north the valleys Rivers cutting through the jungles grow lower.
form a series of jagged ridges, forcing in ferocity over the season.
steep switch-backed climbs.
Bird calls, drone of insects and chitter
of monkeys from the canopy above,
reptiles scurry from branch to branch.
From about 1500 metres the cloud
forest begins.
Foliage is less dense but covered in
water-logged mosses.
Ground is steeper and more The higher elevation causes the
treacherous, requiring scrambling and moisture-laden south-west wind to Thinner clouds, better visibility and
Cloud Forest (10, 14)
climbing. condense into cloud and mists, leaving warmer from the sun.
Visibility is clearer, except when a the foliage dripping.
sudden fog descends.
Brightly coloured birds flit between
trees whilst reptiles and amphibians fill
the mists with their warbling calls.
The plateau sits 3000 metres above sea
level. Arid. Sunshine during the day making Similar to wet season, but with fiercer,
Low thorny scrub and grass, with bare it baking hot but with temperature localised winds. Sometimes these winds
Puna Plateau (10, 15)
patches of grit, often caught into dropping significantly at night. Strong generate small tornadoes across the
abrasive winds. winds circulate the caldera. plateau.
Sparse animal life.
From 3000 metres and upwards.
A jumble of rocks or cliff faces, cold
and exposed.
As wet season, but often storm-wracked
Mountains (10, 15) Some hot springs steam and vent from Windswept, arid, and freezing.
on the eastern side of the Island.
the volcanic interior.
Avalanches form piles of stones at the
base of the mountains.

51
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

•To follow some beast or quarry make a Tracking skill


Into the roll; making such a roll without also making a successful
Navigation Skill roll is a sure way to get lost.
Steaming Jungles •Born and raised, an adventurer familiar with a specific
area – like a tribe's homeland – may use the Locale skill
Hex crawling! to augment other skill rolls, or even use Locale in place
"The island was once the mountainous heart of an empire, with the of other skills. If no one has Navigation…then get a
capital, estates of nobles and mighty temples built upon its scenic slopes. guide!
After the gods' war sank the continent, the civilisation of the High Folk
arose and flourished, constructing towns and necropolises. These in turn Using a Guide
were, ultimately, also trampled by the gods. Over the rubble and ruins
now grows lush jungle, concealing what came before.” (Monster Island The guide is a Games Master plot device. If the adventurers
page 115) use a guide the Games Master may make journeys as simple
or difficult, quick or tortuous, safe or dangerous as suits a
Hex crawling is resolved by adventurers assuming specific challenging and exciting game. Avoid the perception that
roles to support their progress through the daunting having a guide always makes a journey risky: it should be a
challenges of the Island, drawing on their wilderness skills, fair option or practical solution to travelling across Monster
social skills, and luck. Skill tests are made, with the Games Island. The guide is also a personality, an important NPC on
whom the adventurers may rely, may want to help and who
Master assessing overall outcome based on Levels of Success, can provide useful contacts with other inhabitants of Monster
possibly using the optional 'Fates and Fortune' rule (see Island.
below). To manage exploration, the Games Master breaks the
process into two parts. Step 2 – Set the Pace
First, planning the journey where the adventurers choose
an Expedition Leader to act as guide, deciding the direction The standard pace reflects the unforgiving terrain, forcing
and pace of travel, perhaps relying on a Trail Blazer to set a frequent rest breaks, and poor light: it assumes only 6 – 8
forced march. Remaining characters may support the hours travel a day, enough time to find a safe camp site before
journey, either Vigilant to dangers or aiding weaker inky darkness falls. This pace may seem slow but is hard going
expedition members through True Grit to face the rigours of nonetheless!
travel. A Trail Blazer, with a good Survival skill, may try and
Second, once roles, direction and pace are decided, the break a trail and increase the pace to allow a 'forced march',
Games Master determines distance travelled, the actual covering more ground in the light available.
direction of travel and resolves any random encounters. Other characters may assist the Trail Blazer (see Mythras
page 50) using relevant skills, for example using Brawn to
help cut through jungle, Athletics to climb or leap when
Plan the Journey securing a rope on a treacherous path. The assisting player
should narrate how their efforts have helped.
Step 1 – Set Direction
If stepping off the ancient causeways that cross the island or Barriers to Progress
moving away from river channels or other obvious
landmarks, the fearless adventurer must keep their sense of Mountains and rivers are not easily crossed. To cross a
mountain, use a known pass, or find one; scaling a mountain
direction. should be treated as a full adventure, not just some skill rolls.
•Choose an Expedition Leader: One adventurer should Rivers marked on the Monster Island map must be crossed
take the role of Expedition Leader. It is their job to set through efforts of the adventurers. In the wet season, rivers will
the direction of travel and use the Navigation Skill to be raging, white water rapids in many places. Finding a
crossing point takes time. Natives may control bridges or
keep on track. The Games Master may be best placed to hidden ropes and guard crossings carefully, demanding tribute
make this skill roll, as adventurers may not realise they've from travellers. Gentler stretches of a river often attract
gone astray. animals: not least carnivores that lie hidden waiting for lunch.
•The Expedition Leader sets a direction: usually a Treat searching for a mountain or river crossing as a Task (see
Mythras page 65). Task Rounds should be set from one to
cardinal direction or based on a clear landmark (which three hours. If the total Task Score falls below zero no pass or
are few and far between). crossing can be found within the current map hex. A Fumble
results in an additional random encounter using the tables in
Monster Island page 120.

52
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

Step 3 – Support the Journey To determine a random direction, roll 1d6, noting on the
Monster Island Hex Map the intended direction. The party
If not filling the role of Expedition Leader or Trail Blazer,
actually travels to the hex indicated on the die result. For
one or more characters can be Vigilant or show True Grit:
example, the party slogs through sodden cloud forest,
•Vigilant adventurers pay extra attention to the hazards heading east (location 2); they deviate and get turned around
lurking in the verdant darkness, allowing Perception rolls and the GM rolls a 6. The party actually heads north-west.
or perhaps some other skill checks (Tracking, Insight and Will they realise in time?
so forth) that benefit the party (see 'What was
encountered?' following);
•True Grit allows an adventurer to lend support or
encouragement to (only) one other travelling companion 1
to help manage the rigours of a forced march (following).
Skills such as Influence, Oratory, Sing or even Athletics 6 2
or Brawn can all be used to assist companions. The
companion must be picked before any skill checks are
made.
5 3
Resolve the Journey
With roles of adventurers allocated it is time to make the
necessary skill rolls. The Games Master may use the optional
4
Fates and Fortunes rules below for any character that
Fumbles or rolls a Critical Success.
B. How Far Did the Adventurers
Travel?
A. Is the Party on Course? Consult Table 3 for progress at standard pace or to determine
Make a Navigation role, with the difficulty and results given the difficulty of the Trail Blazer's Survival skill roll, its results
in Table 2 below (the Games Master may want to make this and the distance covered by a forced march.
roll). If the party does not have Navigation among its skills, a
Survival or Locale roll can be substituted but at one or two Table 3: How Far Did They Get?
difficulty grades greater, respectively..
FORCED MARCH -
PROGRESS @ SURVIVAL
TERRAIN
Table 2: Keeping Course STANDARD PACE DIFFICULTY &
DISTANCE
TERRAIN NAVIGATION DIFFICULTY Coast * n/a
Coast Easy
Jungle 2 km Hard, 5 km
Jungle Formidable
Cloud Forest 2 km Formidable, 5 km
Cloud Forest Hard
Puna Plateau 10 km Standard, 15 km
Puna Plateau Easy
Mountains ** n/a
Mountains Standard
RESULTS
RESULTS Critical Success: make progress without any additional Fatigue.
Critical Success: confidently on course, gain a Group Luck Success: make progress but roll for Fatigue (section C following).
Failure: make progress but all suffer an additional level of Fatigue.
Point to help overcome other challenges.
Fumble: make no progress, all suffer an additional level of Fatigue
Success: keep on course.
and roll an additional random encounter.
Failure: Deviate course randomly, allow an Insight roll to
realise mistake and an opportunity to back track (Tracking
skill). * Coastal routes are unlikely to be clear for very much distance, consisting
Fumble: Wrong direction, without realising it, and suffer an of vertical cliffs for much of Monster Island.
automatic, additional encounter. ** Progress across mountains is at best 2 km / day, but a pass or route
must be found, e.g. scouting the local terrain – a matter for a more
detailed adventure.

53
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

Causeways and Rivers Travelling companions can support each other on a


forced march. Those that opted to show True Grit augment
Travelling on one of the ancient stone causeways or following a companion's Endurance skill roll by using a relevant skill
a significant river (i.e. one marked on the Monster Island that reflects the type of assistance they offer, whether a
map), avoids the risk of getting lost and often allows a better
rousing song or helping companions struggle over obstacles.
pace of progress. This is not safer, however. Rivers in
particular, run in ever deeper gorges, making terrain difficult, The companion being aided must be chosen before the
and are thick with vegetation and dangerous beasts. And there supporting skill roll is made. Results of True Grit are:
is no telling where these routes may ultimately lead!
Critical Success: improve the Success level of your
Causeway – 10 km / day or a forced march of 15 km companion's Endurance Roll by one step, e.g. Failure to
/ day with a successful Survival roll. Success.
Rivers – 5 km / day or a forced march of 10 km / day. Success: your companion augments their Endurance skill
by one-fifth of the supporting skill.
Make an Encounter Roll every 5 km, or 12 hours. This
cannot be avoided by Vigilant adventures, although they may Failure: despite your efforts, your companion must endure
be able to give early warning.
the forced march without help.
C. Is the Journey Fatiguing? Fumble: your grating enthusiasm wears your companion's
Fatigue is not accrued at a standard pace. Hacking through patience, if they fail their Endurance roll they lose a further
the jungle or clambering through mist-shrouded cloud forest level of Fatigue.
is wearying. But a standard pace allows sufficient rest breaks
to avoid Fatigue. Only the rigours of heat and armour affect
adventurers. Fleet-Footed Natives
Page 12 of Monster Island notes that in the Jungle or
The Savages, at least, learn from an early age how to travel
Cloud Forest those in armour: i) lower their Fatigue Level by swiftly through the jungles and cloud forest, and know many
a number of steps equal to half their Armour Ppenalty; ii) hidden paths within their tribal lands. A native savage may
increase the difficulty of any Endurance rolls to resist Fatigue add the Critical range of their Locale skill to the distance
by this many steps, if greater than the Standard Skill penalties travelled in a day within their tribal territory, or half this when
caused by Fatigue. travelling in other parts of the Jungle or Cloud Forest.
A forced march undermines resilience, requiring every
party member to make an Endurance roll to avoid Fatigue. D. What was Encountered?
Table 4 sets out the difficulty and results of Fatigue Tests. An encounter automatically occurs every 5 km (i.e. hex
Fatigue recovers only if adequate and reasonably safe shelter travelled) or every 24 hours, whichever is sooner. Fumbles
is found, and then at a rate as described in the Mythras core when setting direction or pace, or following causeways or
rulebook (page 79). rivers, may lead to additional encounters.
Roll encounters randomly, or design or select them in
advance. Page 120 of Monster Island provides a detailed
Table 4: Fatigue from Forced March encounter table. The Games Master may also use a specific
TERRAIN ENDURANCE DIFFICULTY location as described in Chapter 4 of Monster Island,
although these often present a new and deadly challenge on
Coast n/a top of an already difficult journey. Another tool is the
Jungle Formidable Mythras Encounter Generator, which provides a wide choice
of creatures or native antagonists and fully detailed game
Cloud Forest Hard statistics.
Puna Plateau Standard The Games Master should choose when the encounter
occurs and set the scene. Vigilant adventurers can avoid
Herculean (assumes encounters or choose to enter them more prepared. Before
Mountains
movement along a pass)
the encounter starts each Vigilant adventurer should roll a
RESULTS Perception or other suitable skill: check the net result on
Critical Success: recover a Fatigue Level, the quicker pace Table 5 below. A net result is the best remaining Level of
lifts your spirits! Success where a Failure cancels a Success, a Fumble trumps
Success: No Fatigue suffered. a Success or cancels a Critical Success (making it a Success).
Failure: Gain one level of Fatigue.
Fumble: Gain two levels of Fatigue.

54
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

Table 5: Net Vigilance Results Provisions


NET SUCCESS
LEVEL VIGILANCE OUTCOMES & Survival
The hex crawl rules assume that the adventurers have a ready
The adventurers get early warning: they
catch sight (or sound) of the encounter supply of water and food, are suitably dressed and equipped
and may choose to avoid it entirely or to shelter from the elements.
Critical Success Carrying supplies is exhausting:
encounter it on more favourable terms.
Any initial skill check (e.g. Stealth) is one
•Five days of preserved rations weigh 1 ENC.
difficulty grade easier.
The adventurers may choose to avoid an •Rations cannot usually be prepared to last more than 5
encounter, but do not learn its precise days in the humid conditions of Monster Island.
Success
nature: they skulk, hide, or take an
alternative route. •Humans require about 4 litres of water per day –
weighing 2 ENC, 10 ENC for a week's supply.
Failure The encounter occurs as normal.
•Lacking suitable shelter (e.g. tents, or improvised lean-to)
The encounter occurs as normal and any
risks exposure and also prevents recovery of Fatigue or
Fumble initial skill checks (e.g. Perception) of the
adventurers are one grade more difficult.
healing from rest.
•There are no pack animals on Monster Island.
Additional porters can lighten the load for adventurers
Trail Lore but adds to the overall volume of supplies needed and
In the jungles, and partly in the cloud forest and plateau, no dependence on these supplies.
marked trail or road can last if not constructed of stone and
magic. Similarly, poor visibility and the ever-growing jungle Running out of supplies, losing vital equipment or
makes many maps useless. However, a form of 'map' does clothing results in dehydration and exposure very quickly in
exist. Known as 'trail lore', it warns of natural features and the humid (or frigid yet parched) environments of Monster
hazards, or reveal hidden trail signs that direct the traveller Island. See page 82 of the Mythras core rules, with a
between two specific places, whether ancient routes still suggested two hourly Dehydration Rate after an initial
travelled or recently made paths. Trail lore may be tribal CONx3 hours without water.
knowledge passed on by oral tradition or exist as stone-carven Characters with suitable wilderness skills may try to
glyphs or images on ancient stele lost in the jungles. Discovery support themselves from the land. A successful Survival skill
of such lore can be a treasure in itself, opening the path to new
wonders. roll, or perhaps Tracking and Combat Style check, provides
food or water for one person for 1d3 days (1+1d6 on a
The Games Master may use trail lore as a plot device to get Critical Success); or finds or creates suitable shelter for twice
adventurers to or from a specific place; discovering and this number of people. A Fumble leads to an encounter. The
interpreting trail lore may be an adventure in itself. difficulty of tests is modified as indicated in the Survival
Interpreting trail lore without familiarity of the culture, codes Difficulty Table below.
or clues in which it was made requires an appropriate Lore
skill and time (for example, specialist Lore (Jungle Trails),
Lore (Cyphers), Languages (High Tongue or Ancient Sigil), Table 6: Survival Difficulty
or some suitable Culture skill). Example benefits of trail lore TERRAIN FOOD WATER SHELTER
include:
Coast Easy Hard Standard
• Reduce the difficulty of Navigation Skill rolls between
two specific places by one or more steps. Jungle Hard Standard Standard

• Reveal secure sources of water or shelter, making Survival Cloud Forest Hard Easy Standard
checks easier or unnecessary. Puna
Hard Formidable Hard
• Identify specific hazards, making it easier for Vigilant Plateau
characters to respond, for example reduce difficulty of Mountains Formidable Hard Formidable
Perception tests by one or more steps or enabling
adventurers to gain a bonus to Initiative.
Living off the land is time consuming: no character
dedicated to a particular travel role on the journey may help
with foraging and Survival skill tests; and overall progress is
halved.

55
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

Insufficient supplies may be shared out amongst more D100 FATES AND FORTUNE
travellers or made to last longer, allotting two-third, half, or
Parental responsibility: a baby or juvenile creature
one-third rations. Short supplies stave off thirst and starvation adopts you! Roll on the Monster Island Fauna Table
(see Mythras page 82), thus avoiding the requirement to make to determine type. You are persistently followed for
an Endurance check, but not without side-effects. Three days 37-42 the next 2d10 hours. It may offer help, early
or more on short rations leads to cumulative conditions as warning of danger and so on. If it faces a threat, or
follows (see Mythras page 75): those on two-third rations is harmed, its distress calls have a 40% chance of
suffer Exhaustion; half rations Fever; one-third rations an attracting mother.
appropriate Mania. During the day's travel you stumbled on an ancient
tiki, stele, or natural feature that is strongly tied to
the Spirit World; whatever you've done has resulted
Optional: Fates & Fortune 43-48 in a spirit blessing. Until the next sunrise you gain a
To make a journey more memorable, offer the players of a bonus Luck Point and any native Shaman will
Fumble or Critical Success on any travel related skill roll the respond more favourably to you (social interaction
option to accept a standard Failure or Success (as skill rolls one step easier).
appropriate) but then roll to see what fate has decreed for A strap breaks, shoe falls apart or some other piece
their journey. The Games Master should be cautious about 49-54 of clothing or equipment wears through: you lose a
revealing too much about the consequences of a roll or Fatigue Level.
perhaps just give the player a knowing look and move on, You slip, trip, and roll down a hidden ravine!
bringing the results into the game at a later point. The results 55-60 However, it turns out you've discovered an easier
may only affect the specific character or could make things route: add 2 km to your day's travel.
better or worse for the entire party. You stop to rest, take a comfort break, or eat and
have somehow desecrated a place special to local
Table 7: Fates and Fortune spirits. Until the next sunrise you are beset by
61-66 visions, strange sounds, chills, and other
D100 FATES AND FORTUNE uncomfortable feelings: lose 1 Luck Point and any
Unusual spoor - distinctive: you've left a unique scent local Shaman encountered will be unfriendly
or sign, you suffer an additional level of difficulty on (making social skills one step harder).
1-6
any social encounter; this lasts 12 Hours, or as Secret stash: you discover a favourite delicacy
decided by the Games Master until you next bathe. forgotten in your backpack or pouch; it lifts your
67-72
One with the rhythm: for some reason you spirits making your next skill roll one difficulty grade
understand the meaning of drummed messages of easier.
7-12
the tribe nearest your current location. This ability You slip trip and roll down a hidden ravine! Make a
fades after the next new moon. Perception check, on a Critical Success you quickly
Grating habit: A companion has a really annoying find your companions, on a Success (and assuming
13-18 habit, what is it? Develop a Passion Infuriated by your companions stop to look for you) you must
(character's habit) at 30% + their CHAx2. 73-78 halve your progress as you circle around meet up
with your companions, on a Failure you finally find
Kindred spirit: You have an immediate rapport with
your companions at dusk (or dawn) having made no
the next person from Monster Island that you meet.
19-24 progress, and on a Fumble you also suffer an
All social skills are one difficulty grade easier and
encounter roll…alone!
they will not be automatically hostile.
Invigorating flora: you drink, smell, or taste a rare
Jungle fever: you suffer a rising sense of panic and
substance that refreshes and strengthens you; apply
despair. Make a Willpower roll. If you fail, you flee 79-84
25-30 your Healing Rate to wounds or reduce Fatigue by 2
for 10 minutes in a random direction before your
steps.
wits return.
Parasites or Disease. The jungles and waters teem
Insightful splendour: although deadly, the wilderness
with tiny yet aggressive creatures, see Monster
of Monster Island can be breath-taking. It inspires
Island page 172 for a choice of diseases or inflict
31-36 you. Your next Willpower roll or use of a skill to
parasites. Treat parasites as a disease: Potency 70;
understand or uncover a mystery is two difficulty
Resist Endurance; Onset 1d3 days; Duration 1 week
grades easier.
85-90 (permanent); Condition – initially nausea, after a
week the body adjusts but unless purged of the
parasites the victim suffers a permanent level of
Fatigue; Antidote/cure - magic, healing spirits or
breathing an infusion of certain herbs under the
care of a healer.

56
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

D100 FATES AND FORTUNE


Best laid plans! You planned ahead; you happen to
91-95 have a piece of mundane equipment needed on
your journey.
Unusual spoor – unpleasant: you've picked up a
scent that is very off-putting to most local beasts or
even other travellers! Ignore any random encounter
96-99
roll with beasts (those with INS rather than INT for
the next 1d12+12 hours), but sapient beings are
unfriendly (making social skills one step harder).
You uncover a carved stone, something glints
100 beneath…gold! (See Cursed Gold, Monster Island
page 87.)

57
Malcolm Serabian (Order #36578095)
Monster Island: A Bird in the hand

58
Malcolm Serabian (Order #36578095)
In Port Grimsand, Coynrad Lornnz, that infamous
trapper of birds, has stumbled upon his most exotic
specimen yet; the Greater Crested Trill Warbler is a fabulous
avian that is unlike any species discovered so far on the
mysterious Monster Island. Naturally, Scabrous the
Usurer, a moneylender with an unrivalled private aviary,
has bought the bird, paying handsomely for the privilege.
But he is not alone in wanting to possess the Greater
Crested Trill Warbler, and others covet this seemingly
unique specimen. The characters, at a loose end in the
nefarious alleys of Port Grimsand, are hired to liberate
the bird from Scabrous, and must find a way of making it
theirs.
Naturally though, not all is as it seems, and soon the
characters find themselves on a dangerous expedition
into the Tane Jungle, on a quest to prevent something
terrible and powerful from laying waste to all life on the
island.
A Bird in the Hand is a dangerous scenario set on
Monster Island, and possession of this Mythras supplement
is highly recommended for full enjoyment. Aside from
the central adventure, the supplement also provides
detailed advice on sandbox exploration of Monster
Island, including how to handle overland movement,
special hazards, fatigue, and the island's treacherous
seasons.

Malcolm Serabian (Order #36578095)

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