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The Nameless Isle 1


The Nameless Isle

A Sword Coast Adventure for 4-5 Player Characters

Introduction: When an island appears out of nowhere just off the coast of Neverwinter, Lord Dagult
Neverember hires a party of adventurers to sail to it and investigate its strange appearance and what
lies upon it. However, with many dangers lying ahead, can the party succeed in their quest, or will
they die trying?

A 4-6-hour adventure for 1st level characters

Playtesters. Jared Kraft, Cecily Kraft, Silas Kraft and Harrison Kraft.

by Jonas Kraft

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Introduction
Running the Adventure Overview
The Nameless Isle is an adventure for four to five In part 1 “Peril on the Waves”, the player characters
characters of 1st level. It will take the player characters are preparing the White Seagull sailing ship to sail to
from level 1 to 2. the Nameless Isle. After sailing for an hour, they are
The adventure takes place in and near Neverwinter ambushed by a party of skeletons from the isle itself,
City. and are able to force them back, but at what cost?
The “Background” section tells you the plot of the After the attack, they continue on only to be hindered
adventure. The “Overview” section describes how the again by jagged sea rocks threatening the hull of the
adventure can be expected to run, and also tells you ship. With sharp eyes and good calls, they manage to
how the story will unfold. evade the stony sea outcrop and arrive at the
Nameless Isle.
Magic Items, Monsters & Maps In part 2 “The Nameless Isle,” the party takes a
There are multiple monsters, magical items and maps rowboat to the shore of the isle where they are
found in this adventure. You can find the magic items attacked by a group of shipwrecked pirates. After
in Appendix A: Magic Items, the monsters in Appendix defeating them in combat, the party investigate to
B: Monsters and the maps in Appendix C: Maps. learn that the pirates had been shipwrecked on the
island recently. They investigate the jungle ahead and
find a cobblestone road leading towards the mountain
Background at the heart of the island. On the road they face a deep
When the Spellplague came to Toril in 1385 DR, an chasm blocking the path, and beyond that a skeleton
island near the Moonshae Isles was threatened by ambush.
tsunamis and storms. The inhabitants were hermit, The player characters follow the cobblestone road
High-elf wizards, so when the storms threatened their into an abandoned outpost. They meet an old high-elf
island, they pooled their magical knowledge into who tells them about Zhir Cordal and the history of the
crafting a magic item that would teleport the isle to the Nameless Isle. If Zhir Cordal, an evil sorcerer who is
Plane of Water, where they could avoid the dangers of now in control of the island, gains enough power and
the plague. However, one inhabitant who studied raises a large enough army of the undead, he will reign
sorcery named Zhir Cordal warned that the Spellplague terror on the Sword Coast to extend the domain of the
was affecting all planes. His warnings were cast aside, ancient empire Magidon.
and the island was teleported successfully. However, in They leave the outpost and continue on to the
the Plane of Water the island was indeed beset by the mountain.
plague, and although Zhir Cordal prepared for this, all In part 3 “The Glimmering Waterfall,” the player
the other inhabitants died. Through the many years in characters come upon a waterfall, and manage to pass
the different plane, Zhir Cordal lived in bitterness until through it into a cave. Here they find a book mounted
he discovered a magic book hidden in a cave on the isle. on a stone stand. From behind, Zhir Cordal approaches.
He learned that the book had the ability to raise the The player characters question who the man is, and he
dead. He resurrected the dead of the island and answers, Zhir Cordal, ruler of the Nameless Isle. In a
destroyed the teleporting, magic item, returning to struggle, the player characters manage to defeat the
Toril on the Material Plane. The Spellplague altered the sorcerer and skeletons, but then the book must be
world greatly, and when the island appeared, it dealt with. Is it safe to return with? Or must it be
appeared near the Sword Coast, in visible sight of destroyed? They return to the White Seagull and sail
Neverwinter city. Lord Protector Dagult Neverember, back to Neverwinter City where they collect their
wondered at this strange and unknown landmass. He reward from one of the agents of Lord Neverember.
sent a party of four adventurers to the island to learn
its secrets. Five days after, only one returned. He had
gone mad and spoke of evil creatures before dying.
Adventure Hook
The player characters are in Neverwinter City when
they are hired by one of Lord Neverember’s agents to
sail to the Nameless Isle and investigate its appearance,
and if it is dangerous.

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Part One: Peril on the
The player characters will be required to pay the
captain 7 gold now, and the rest when they return.
Any questions they have about the journey, they can
Waves ask Captain Aegun.
Below is some information the player characters can
The adventure begins as the characters are preparing learn by asking Captain Aegun.
to load onto the White Seagull sailing ship captained by
a middle-aged human named Aegun. • The journey to the Nameless Isle is fifteen miles,
Read the boxed text below when ready to start. about seven and a half hours by ship. The time being
about seven in the morning, they will arrive at nearly
Neverwinter city, the Jewel of the North, lies in the northern two and a half hours after twelve.
lands of Faerûn. It is populated by nearly every race found on • The ship is carrying enough food and water (and
the continent, and is home to nobles, craftsmen, soldiers,
some alcohol) for five days on the sea.
adventurers and many other types of people. Many times, Roleplaying Captain Aegun
the forces of evil have threatened this city, and always has Captain Aegun is a man who, more often than not,
the city come back with strength. seems stressed and annoyed. He is of average height
A tenday ago, as the city bustled with business and activity and build, has short, dark hair with gray streaks, and
as it always did, suddenly and without warning a nameless standard sailor’s clothing. He has a crew of fourteen
isle appeared just fifteen miles off the coast of Neverwinter. (important names shown below).
The people of the city grew curious, what island could it be? You can find the stats of Captain Aegun in Appendix
Dagult Neverember, the Lord Protector of Neverwinter, too B: Monsters.
wondered about the island. So, in response to the sudden While roleplaying Captain Aegun, speak with
and rather alarming surprise, he sent a party of adventurers improper grammar from time to time, with a slight,
there to investigate. Five days later, only one returned. He Irish or Scottish accent. Captain Aegun squints often,
had gone mad somewhere along the journey and spoke of
whether thinking or listening. You can do the same to
get this point across to the players.
evil creatures on the island. He died soon after of heart
failure. With few questions answered, you were called by The White Seagull Crew
Lord Protector Neverember as the second party to Below are two NPCs the characters will meet on the
investigate it. The promised reward, 50gp each. White Seagull.
Your first goal was to find a ship captain who would take Lieutenant Carnin Creek. Previously a soldier in the
you to the island and back (if you survived). That step was Neverwinter navy, Lt. Carnin Creek retired after facing
rather easy. You found a sea-captain by the name of Aegun enough action. He bears a scar on his left eyebrow as a
who owned a sailing ship called the ‘White Seagull’. He bitter memory.
agreed to take you there for 15 gold pieces and carry you Baldin Ruffle. A standard crewman of the White
back to the city. The plan, to leave at dawn tomorrow. Seagull, Baldin Ruffle used to be a caravan guard, and
You arose early. Gathering your adventuring gear, you there is a likely chance that one of the characters
went to the harbor where Captain Aegun prepared the ship knows him.
for sailing. Passing the Time
A cool mist surrounds the dock. Ships sway in the still
waters, and waves beat against the shore in a repeated
This part of the adventure can prove to be somewhat
fashion. The sun, not yet all the way risen, provides some
less interesting to the players, as they are limited to
sailing on a ship. Rushing through it can prove to be
warmth and light. The White Seagull crew loads crates of
disappointing as well, giving no foundation to the
food and barrels of water and liquor onto the ship, under
White Seagull and its crew. To make the journey more
Captain Aegun’s orders.
interesting, use all the roleplay opportunities given.
This time in the adventure can help prepare the
The player characters are standing on the main deck of characters for roleplaying throughout the story.
the ship as the crew loads food for the journey on the Roleplaying options are shown below.
below decks. Captain Aegun is supervising the work Aegun’s Alternate Plot. Captain Aegun appears to be
next to the player characters. a simple sea-captain, but he is more than what he
appears. He is part of the Lord’s Alliance and serves as

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a messenger to the agents. If the characters prove their surprisingly a group of 5 skeletons will climb aboard
worth on the island, he may mention them to his the ship and attack the crew.
superiors. The characters can learn some of this as they Read the boxed text below when ready to run this
are on the ship. Perhaps while below deck they hear encounter.
the captain above speaking to his first mate about the
Lord’s Alliance seeking new members. The wind blows against the back of the sails, swiftly
The Wrecked Ships. As the characters draw nearer to pushing it closer and closer to the mystical island. The
the island, it’s possible they see the remains of sailing
wind lightens momentarily, slowing the ship. Suddenly,
ships that came to an unfortunate end, perhaps by the
sea outcrop shown ahead. from the right-hand side of the ship appear a party of
The crew will observe the wreckage and fear the skeletons climbing over the railing. With a quick count,
waters ahead and it may be necessary the characters you estimate five stand aboard the deck, with little
inspire them. knowledge of how many still lie out of sight.
If they prove to be inspiring, award them 1 One of the skeletons holds a banner with a strange
inspiration point each. crest upon it, resembling a griffon at the peak of a
great mountain. Its wings spread, and its head held
low.

The crest is that of the Empire of Magidon. An older elf,


or someone with proficiency in the History skill can
recognize this banner on a successful DC 15
Intelligence (History) check.
Follow the steps below to run the encounter.
• Have the players roll initiative and you roll initiative
for Captain Aegun and the White Seagull crew, they
can all go with the same initiative, and the skeletons.
• When the White Seagull crew has a turn, attack the
skeletons with just a few. Don’t let their turn run too
long, and don’t let them finish the skeletons. The
player characters should be able to play a big role in
this fight.
• When the skeletons’ turn arrives, be sure they don’t
only attack the player characters. This could be lethal.
Instead, try and attack some of the more expandable
crewmen.
• Two skeletons will ascend the mast and cut at the
sails. If a character does not stop this after two
rounds, the sails will be severely torn, and oars will
Developments be required to finish the journey, resulting in one
The Journey from Neverwinter City to the Nameless level of Exhaustion when the characters reach the
Isle is fifteen miles (seven and a half hours on the island.
sailing ship the White Seagull).
Developments
On the journey, the player characters will face two
Once three skeletons have been defeated, the rest will
obstacles, (1) A skeleton party will attack the ship and
retreat back into the ocean.
(2) Deadly, sharp rocks will threaten the hull of the
White Seagull. The Sea Outcrop
Skeleton Ambush Once the White Seagull reaches a mile from the island,
it will pass into a dense fog.
As the party finishes their fourteenth mile on the
journey, seven hours after leaving the harbor, quite

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As they sail through it, the player characters will spot
jagged rocks above the water. They will be required to
call each rock, so the helmsmen can navigate through.
When ready to start this encounter, read the boxed
text below.

Two hours after noon, you look out at the water ahead.
A dense fog blocks the sight of your path, and with a
quick order to the helmsman, Captain Aegun looks at
you and says, “We’re going through that there fog.
Keep an eye out.”
Ten minutes after passing through the fog wall, you
peer over the railing to see jagged rocks protruding
from the water’s surface! Quickly looking at the captain
who stands next to the helmsman, you can tell he
hasn’t noticed them yet.

A player’s character should warn the captain of the


rocks. If they do this, the captain will tell them to take
up point on either side of the ship and call every rock
that threatens the hull of the ship. The player
characters must make a group check for this. Have all
players make a DC 13 Wisdom (Perception) check. If
half or more succeed, they will be able to call all the
jagged rocks before the ship hits them. If more than
half fail, the ship will strike a rock, and the crew will
have to repair the hull. If this happens, the captain will
charge an additional 10gp for repairs.
The characters may need to take a short rest before
arriving at the island. They will arrive in half an hour,
but can lie on the ship while its anchored for another
thirty minutes.
Awarding Experience Points
Proving victorious in the skeleton ambush and getting
past the sea rocks completes a milestone in this
adventure. Award each character 225 XP. If the
characters get past the sea rocks with no damage (they
succeed on the group check) instead award them 250
XP.
Awarding Experience Points
This is the first time the characters will be awarded with XP in
the adventure. The XP is awarded through the Milestone
system (a chosen amount of XP will be divided or individually
awarded to the characters).
If you wish to award XP by defeating creatures, the
characters will not level up, so you may wish to add some
extra enemies per encounter, or even some additional
encounters.

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Part Two: The The Empire of Magidon
Long ago, the Nameless Isle was called Magidon, and it
Nameless Isle was ruled by a high-elf council called the Council of
Magidon. The inhabitants lived in huts and tree-
This part will start as the White Seagull exits the fog dwellings throughout the island, but those of true
and reaches the Nameless Isle. The player characters worth or liking to the council would live near the
will take a rowboat to the shore while the sailing ship center of the island, the Mountain of Magdilion. These
lies anchored off the coast. settlements can be found in ruins all over the island,
Once they get on the beach, a group of four pirates and if the characters stray from the road, they may
will attack them. come upon one.
When ready to begin this part, read the boxed text
below. The Cobblestone Road
If the characters investigate the jungle border, they will
The White Seagull passes out of the fog, revealing the island find a cobblestone road leading in northward. They can
ahead. Tropical trees grow densely on the island, and a follow this path with ease.
mountain lies at its center. After an hour of following it, they will reach a
You take a rowboat to the shoreline while the ship lies chasm with a single bridge leading across. It will be
anchored off-coast. difficult crossing, not to mention very dangerous.
After a few minutes of strenuous rowing, you hit the sand. The Bridge. The stone bridge crossing the chasm is
the only way across besides going around which could
take a long time. To cross, the characters must walk
Four pirates lie in ambush along the forest line thirty
30 ft. and make a DC 13 Dexterity (Acrobatics) check.
feet ahead. They will advance when the characters get
On a success, a character manages to cross the
out of the boat.
bridge. On a fail, a character breaks through the stone
Follow the steps below when ready to run the
floor and must make a DC 13 Dexterity saving throw or
combat encounter.
fall into the chasm. They will fall for 100 ft., and on
• Make a stealth check for the pirates and compare
impact will take (30) 10d6 bludgeoning damage. Roll
the final result to the player characters’ passive
1d100. There is a 30% chance the character falling will
Wisdom (Perception) scores. A character with a
instead land in a river, reducing the damage to 15 (5d6)
score lower than the pirates’ stealth check will be
bludgeoning damage.
surprised when the pirates attack. This means they
The Skeletons. Two miles beyond the bridge, the
must skip their first turn.
characters will come upon a bend in the road where
• Have the players roll for initiative and you roll
three skeletons hang from a tree. A sign reads, Beware
initiative for the pirates.
the Path Ahead.
• When the pirates advance, all four will swiftly
When the characters move closer to the skeletons,
approach the party. Two will confront the characters,
the skeletons will quickly draw their swords and cut the
swords at the ready, and demand they let them on
rope hanging them.
their ship while the other two will start dragging the
Roll for initiative and determine who is surprised.
boat back into the water for a quick escape.
The skeletons wear signet rings worn by the
What the Pirate’s Know adventurers who came here before. The characters will
Below is the information the pirates can give the player recognize this.
characters if persuaded. Awarding Experience Points
• They were shipwrecked by the sea rocks and most of Getting past the bridge, defeating the skeletons and
their crew died. reaching the Abandoned Outpost complete a milestone.
• They encountered skeletons in the jungle, and that’s When the characters reach the outpost, award each
how the remainder of their crew died. They were the of them 75 XP.
only ones to escape.
• They need a way off the island and hoped they could The Abandoned Outpost
gain passage on the White Seagull. A mile beyond the skeleton ambush lies an abandoned
outpost that used to be garrisoned by the high-elves

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who lived here before Zhir Cordal took over. Now within the building, you see a door directly ahead five
Here the characters will meet an old high-elf who feet, and the hallway you stand in leading north and south,
will give them some information about Zhir Cordal. your left and right hands, before sharply turning east.
Read the boxed text below when the party reaches
this location.
Area 4 (Kitchen)
The road bends slightly westward and moves past a
crumbling, two-foot wall that surrounds a clearing in the This room appears to be a wrecked kitchen. A wooden table
jungle. Three buildings stand here, two on the left side of the lies at the center, lying at an angle due to the loss of two legs.
road, and one large one on the right. Hiding in the corner of this room, slightly knelt, is an elf who
appears to be blind.

Area 1 (Ancient Armory)


Area 5 (Lasún’s Bedchamber)
This building is the most tumbled down of them all. Its
windows have been shattered and its door has been torn This room has a bed cot lying at the far end next to a chest.
from its hinges. Within, you can see racks holding rusted Shards of glass from the shattered windows have all been
weapons and armor. heaped up in a single corner.

This building holds broken weapons and armor. If a The chest contains liquor and a +1-dagger called Talqua
character succeeds on a DC 13 Intelligence Vifix.
(Investigation) check, they will find a piece of What Matoras Lasún Knows
equipment usable. You can pick what equipment a Below is the information the elf can give the player
character finds just be sure it’s not too epic. Avoid characters over some conversation.
choosing magical items. • The Nameless Isle was once called Magidon and
inhabited by a colony of high-elves. When the
Area 2 (Storage House) Spellplague struck Toril, the Council of Magidon
decided to use their magic to teleport the island to
The smell of rotting food emanates from this building. Its the Plane of Water. The plague followed them and
door swings slowly back and forth in the wind, creaking killed most on the island.
loudly. • Zhir Cordal warned the council that the plague would
Within you find shelves holding rotting foods of all sorts. follow them. They cast aside his warnings and
You can tell the food is not nearly as old as the building, but teleported the island. This is why he lived, as well as
nobody should attempt to eat it. Matoras, for they were friends long ago.
• Zhir Cordal discovered an ancient book containing
The food belongs to the high-elf wizard Matoras Lasún the information on how to resurrect the dead as
who is currently hiding in Area 3. servants. When he began resurrecting the dead elves,
Matoras tried to stop him, but his sight was taken,
Area 3 (The Guardhouse) and he was forced into the wild.
• Matoras believes that Zhir Cordal has a plan to
This building is the largest of the trio. A small stair leads up to attack the Sword Coast and establish his own realm,
a double door set which lies shut, unlike the doors of the being malcontent with ruling the single island, he
other buildings. wishes to extend Magidon as far as the Sword Coast
itself.
The double doors are sealed by a wooden beam on the Awarding Experience Points
other side. The PCs can break it open by succeeding on Meeting with Matoras Lasún completes a milestone in
a DC 15 Strength (Athletics) check. They may also the adventure.
climb through the windows with no skill checks When the party leaves the outpost, award them 50
required. Once they get inside the building, read the XP each.
boxed text below.

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Part Three: The
Magidon.
As the conversing comes to an end, Zhir Cordal will
use the Mage Hand spell to retrieve the book. Then he
Glimmering Waterfall will chant the words of the resurrection spell and
summon three skeletons from the walls.
This part begins as the party reaches a waterfall at the
end of the road. With sharp eyes, they detect a cave on Roleplaying Zhir Cordal
the other side, and manage to get in. Ancient carvings Zhir Cordal is a high-elf of little wisdom. He believes
imply that this place was used for some spiritual matter himself the greatest of creatures, and as he speaks
long ago by a culture of elves. with the characters, he will most likely misdemean
When the characters reach this location, read the them in some ways.
boxed text below. His voice is somewhat weak and airy, but also deep.
He has no sense of humor, and laughter is never heard
from his mouth. He has a tendency to swing his left
The road ends at a pool being fed by a glimmering waterfall
hand back and forth from his back to his waste which
falling from the mountain side above. In the sun’s fading
can give the idea he is casting a spell or grabbing a
light, it casts orange light all along the surrounding area.
weapon.
With sharp eyes, you detect an open space behind the
waterfall, a cave or something of the sort. Developments
Once Zhir Cordal is killed, the skeletons will fall apart,
and the skeletons all over the island will die.
When the characters enter the cave, read the boxed
text below. Awarding Experience Points
Defeating Zhir Cordal and the skeletons and returning
You pass through the waterfall and see a long tunnel leading to the White Seagull completes the final milestone of
forward for some fifty feet, ending at a room. Ancient the game. When the characters are on the ship, award
carvings depicting a priesthood of high-elves guarding a book each of them 75 XP.
cover the walls. Returning to Neverwinter
Once the characters are back on the White Seagull,
A further investigation of the walls can tell the
Captain Aegun will have the ship head back to
characters that this place was some ancient shrine of
Neverwinter City.
sorts, and at the heart of its purpose was the
Read the boxed text below once the characters get
protection of some book that, by the carvings, could
to the White Seagull.
possibly resurrect the dead.
Once they reach the room at the end of the tunnel,
Read the boxed text below. You work your way back onto the ship with the crew helping
you up onto the main deck. Captain Aegun moves to shake
your hand, in awe on your survival, “So, what’s the island for?
This circular room lies completely empty except for rubble
covering the ground. The ceiling above has all but collapsed, Did you deal with whatever was dangerous on it?”
allowing sunlight to shine through while vines and weeds
grow. Carvings on the walls show skeleton armies attacking When the ship is sailing back to the city, read the
villages and towns, and the reoccurring theme of these boxed text below.
cryptic stories is death.
At the center lies a stone stand where a book lies. The ship swiftly sails back to the city of Neverwinter. The
island now behind, you look ahead to your well-earned
reward.
Once the characters inspect the book closer, Zhir
Cordal will enter the room from the tunnel behind Docking at the harbor, you are met by one of
where the party first came through. He will start by Neverember’s agents, and receive your payment of fifty gold
introducing the book itself, explaining how it is his pieces each.
greatest weapon, and its ability to raise the dead is
surpassing of all necromantic powers. He will then After this, remind the players they must pay Captain
introduce himself as Zhir Cordal, the sorcerer of Aegun fifteen gold pieces plus any additional expenses.

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Appendix A: Magic Appendix B: Monsters
Items
Below are the monsters and their stat blocks found in
the adventure.
Below are the magic items introduced in this adventure Captain Aegun
and their abilities. Medium humanoid, chaotic good
The Ancient Book of the Fallen Armor Class 12 (leather)
(Magador’s Tome) Hit Points 9 (2d8)
Appearing as no more than a slender, leather back Speed 30 ft.
book, this tome in fact holds the information on how to Str Dex Con Int Wis Cha
raise one from the dead. It is riddled with dark magic, 11 12 12 9 10 12
and all someone has to do is touch it to feel its tainted (+0) (+1) (+1) (-1) (+0) (+1)
power. Skills Survival +2
The book the party finds is one of great magical Senses Passive Perception 10
power. It contains the command words and phrases to
Languages Common
resurrect the dead. It also contains rules about the
limitations of necromancy, shown below. The effects of Challenge 1/4 (50 XP)
breaking these rules all end with one level of
Exhaustion, because when the book lacks the power, it Actions
will attempt to use yours. Shortsword Melee Weapon Attack: +3 to hit, reach 5ft.,
Rule 1. You cannot resurrect someone of divinity. The one target. Hit: 4 (1d6+1) piercing damage.
book does not have the power, and to attempt such a Dagger Melee Weapon Attack: +3 to hit, reach 5ft., one
thing would result in you instantly suffering one level target. Hit: 2 (1d4+1) piercing damage.
of Exhaustion. Skeleton
Rule 2. You cannot resurrect someone who has been Medium undead, lawful evil
dead for over 200 years. Their souls are beyond the
Material Plane. If you attempt this, you will suffer one Armor Class 13 (armor scraps)
level of Exhaustion. Hit Points 13 (2d8 + 4)
Rule 3. You cannot resurrect someone who has died Speed 30 ft.
after living a long and full life, their time on Toril is Str Dex Con Int Wis Cha
ended, and any attempt to do so would result in one 10(+0) 14(+2) 15(+2) 6(-2) 8(-1) 5(-3)
level of Exhaustion. Damage Vulnerabilities bludgeoning
Wonderous Item, rare (requires attunement) Damage Immunities poison
As an action, a creature may speak the command
phrase and choose up to three dead creatures. It must Condition Immunities poisoned
then make a DC 13 Constitution check. On a success, Senses darkvision 60 ft., passive Perception 9
the chosen creatures are raised from the dead as Languages understands languages it knew in life but
either zombies or skeletons (depending on their can’t speak
corpses state). On a fail, the user gains a level of Challenge 1/4 (50 XP)
Exhaustion.
+1 Dagger (Talqua-Vifix) Actions
This dagger was forged by the elves of Magidon as a Shortsword Melee Weapon Attack: +4 to hit, reach 5 ft.,
ceremonial weapon, given to all members of the one target. Hit: 5 (1d6+2) piercing damage.
council. It has a gold covered pommel and its blade is Shortbow Ranged Weapon Attack: +4 to hit, reach 80
encrusted with gems. ft./320 ft., one target. Hit: 5 (1d6+2) piercing damage.
Dagger, uncommon Pirates
You have a +1 bonus to attack and damage rolls made Medium Humanoid, Chaotic Evil
with this magic weapon.
Armor Class 12 (leather)

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Hit Points 10 (2d8) sorcerer spells to cast: Cantrips (at will): Fire Bolt,
Speed 30 ft. Mage Hand, Shape Water, Ray of Frost. 1st level (4
Str Dex Con Int Wis Cha slots): Fog Cloud, Shield, Mage Armor, Magic Missile.
12(+1) 13(+1) 12(+1) 8(-1) 9(-1) 12(+1) 2nd level (2 slots): Dragon’s Breath,
Skills Intimidation +3 Blindness/Deafness.
Senses passive Perception 9 Sorcery Points. Zhir Cordal has 5 Sorcery Points (PHB
pg. 101.
Languages Common
Metamagic. Subtle Spell. When you cast a spell, you
Challenge 1/4 (50 XP) can spend 1 sorcery point to cast it without any
somatic or verbal components.
Actions
Shortsword Melee Weapon Attack: +3 to hit, reach 5 ft., Actions
one target. Hit: 4 (1d6+1) piercing damage. Dagger Melee Weapon Attack: +3 to hit, reach 5 ft.,
Dagger Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4+1) piercing damage.
one target. Hit: 2 (1d4+1) piercing damage.
White Seagull Crew
Zhir Cordal (3rd Level Sorcerer) Medium undead, lawful evil
Medium Humanoid (High-Elf), Chaotic Evil
Armor Class 10
Armor Class 12 (leather) Hit Points 4 (1d8)
Hit Points 35 (6d8 + 8) Speed 30 ft.
Speed 30 ft.
Str Dex Con Int Wis Cha
Str Dex Con Int Wis Cha
10(+0) 10(+0) 10(+0) 10(+0) 10(+0) 10(+0)
9(-1) 12(+1) 10(+0) 13(+1) 10(+0) 15(+2)
Senses passive Perception 10
Skills Intimidation +4, Arcana +3
Languages Common
Senses darkvision 60 ft. passive Perception 10
Challenge 1/8 (25 XP)
Languages Common, Elvish
Challenge 1/2 (100 XP) Actions
Spellcasting. Zhir Cordal is a 3rd level sorcerer. Its Shortsword Melee Weapon Attack: +2 to hit, reach 5 ft.,
spellcasting ability is Charisma (spell save DC 12, +4 to one target. Hit: 3 (1d6+0) piercing damage.
hit with spell attacks). Zhir Cordal has the following

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Appendix C: Maps

Random Encounters (1d20) (Monster Manual Required)


Roll Results
1-5 1d2 Skeletons
6-10 1d4 Poisonous Snakes
11-15 1 Giant Wolf Spider
16-20 Nothing

Not for resale. Permission granted to print or photocopy this document for personal use only. The Nameless Isle 12
Not for resale. Permission granted to print or photocopy this document for personal use only. The Nameless Isle 13
Not for resale. Permission granted to print or photocopy this document for personal use only. The Nameless Isle 14

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