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PIRATE ISLE

Recommended for a group of about 40 experience levels, level 6-9

This adventure is a beefed up spin off from DAVID COOK AND TOM MOLDVAY's "The Isle of Dread" Dungeon Module X1 use the maps from it for referances.

1. THE VILLAGE OF TANOROA (map E-1):Tanoroa sits ina clearing at the edge of the jungle. It sits behind a 50' high stone wall. The wall stretches for 2 miles across. Evenly spaced along the wall are 28 square towers that stand 70' tall every 100' apart. In the center of the wall is a pair of massive wooden gates.

Centered in the temple area is temple complex (see page 47.)

2. JAWS FROM THE DEEP:The wide white sand beaches and placid waters of the bay belie the true dangers that await anyone who enter the water. Swimming just out of site are 5 bull sharks.

Bull Sharks (5); AC: 6 HP: 20 (5hd) Thaco: 15 Damage: 2-8 XP: 175 each

These sharks will attack anyone who ventures more than 20" into the water and after blood is shed there is a 75% chance that 5 more will show up.

3. LAIR OF THE SEA SNAKES:Near these broad coral reefs, hundreds of large oysters cover the sea bottom. They are 20' under water.

If the party gathers a few they will discover a pearl worth 100-500 gold. Each day the party dives they will find 2D4 pearls and run out after 14 days of diving. However each day the party dives they will be attacked by 1-6 giant sea snakes that are (m 12' long).

Giant Sea Snakes (1-6);AC: 5 HP: 17 (4hd+2) Damage: 1-3+poison/constrict XP: 420 each

4. RANDOM ENCOUNTER:For every day the party spends within 2 hexes of this location, they will encounter one wandering monster from the random encounters list below. If possible, the encounter should take place in or near the monsters lair.

Random Encounter Chart 2.

5. CAVES OF THE APES: As you pass a huge stone cliff you hear the noises of many loud hoots grunts and shrieks. The sounds come from a 6 foot high cave opening in the rock wall.////A foul stench wafts out of the dark opening but all the characters can see is a tunnel leading back into darkness.

Living within this cavern complex is a tribe of 15 carnivorous apes. For the layout of the cavern use General Cave Lair #1, #2, or one of your own design. Each of the cave chambers will have 1-4 baboons living in it, except for the hearth-treasure room which will contain the remainder of the tribe and the leader. None of the chambers have furniture or fire pits but there are large amounts of trash and dung piled in the corners of each room and fruit rinds and bones litter the floor.

AC: 6 HD: 29hp (5hd) Thaco: 15 Damage: d4/d4/d8 XP: 200

Treasure: In a pile of gnawed bones in one corner of the hearth room, among miscellaneous debris, is a gold bracelet worth 700 gold, and a silver and amethyst necklace. Both pieces are tarnished, but are otherwise in good shape.

6. Lair of GIANT SQUID:This area is the hunting ground for an ancient giant squid.

AC: 6 HD: 43hp(12hd) Thaco: 9 #Att: 9 Damage: d6 tentacle (x8), 2d6 constriction, 5d4 bite. XP: 5,000xp

There is a 50% chance that the squid will attack any ship passing through this hex. The squid may (25% chance) wrap its two long tentacles around the ship, doing 1-10 pts of damage to the hull while the beak does 2 pts per round after the tentacles grapple. Otherwise (75% chance), the swuid will try to drag characters on the deck into the water and down to its cavern lair.
Treasure: The squid lives in a rocky cave, located 35' beneath the waters surface. Within the flooded lair are piles of bleached bones and miscllaneous bits of trash, including old swords, boots, waterlogged clothing, and an opaque bottle (potion of heroism).

7. PIRATES CAMP (map E-4): These pirates have come from Newhon. They have set up this base camp while they raid the coastal villages for slaves. They sail four 20' long outrigger canoes with collapsible masts.

There are 41 pirates, consisting of the following.

Leader Lispen O'Gray, 4th level fighter
AC: 5 HD: 32hp (4hd) #Att: 3/2 Damage: ornate 2 handed sword AL: CE chainmail, ring of water walking, and the key to the iron box in P4.

40 pirates, 1st level fighters
AC: 7 HD: 10hp (1hd) Damage: D6 cutlass, leather armor, and crossbows.

At sea, 7-8 pirates will sail in each outrigger canoe, with the leader sailing in the canoe of his choice. The rest will be gaurding the camp. Details below:

Key to the Pirate's Camp

P1. Towers. There are three 20' tall lookout towers, each of which can hold up to 4 pirates. There will always be atleast one lookout in each tower.

P2. The Boats. The outriggers will be beached here unless the pirates are out raiding. When ashore, the paddles and sails are kept in different huts to prevent theft.

P3. The Huts. These grass huts have conical roofs of thatched grass. The hut marked "L" is the leaders hut. It contains a locked wooden cabinet where the outrigger sails are stored. The hut marked "S" is the supply hut. It contains the paddles, ropes, tools, buckets of tar, food,spare weapons and other supplies. The huts marked "c" each contain (3d4) captives. They are shackled to iron weights to keep them from escaping. The unmarked huts each house 4 pirates.

P4. The Cave. There will always be (2d4) pirates gaurding the cave. The pirates treasure is here, kept in a large iron box that is cememted to the wall. The box is locked and the leader has the only key. If the box is forced open (not picked) a secret compartment in the side of the chest will slide open, releasing a deadly pit viper.

AC: 6 HD: 10hp (1hd) Damage: D4+Poison
Treasure: Found inside the chest is 7,000 gold, 17 gems (2000gp worth), scroll (shield), Sword +1 (AL N, Int 8, E9, Detect Metal, Levitate for three turns per use, up to 3x per day).

P5. The Escape Tunnel. Behind a hidden exit (treat as a secret door) in a the cave is an escape tunnel (4' wide). It winds through the hill for 500' and exits into a series of natural caverns. These will be under water at higt tide (20% chance).

P6. The Wall. The pirate camp is surrounded by a wall of thorn bushes weighted down with rocks. The wall is 5' tall and 3' wide, and will keep out all but the largest animals.

8. HIPPOGRIFFS NEST: Set atop tallest hill on this island is a nest of five hippogriffs. These creatures prey on the weakest of the many wild sheep that graze on the surrounding hills. In defending their "territory", the hippogriffs will attack anyone climbing the hill within a half-mile of their nest.

(5) AC: 5 HD: 23hp(3+3hd) Thaco: 17 Damage: d6/d6/d10 XP: 175 each

Treasure: Within the nest there is 10 gems worth a total of 500 gp.

9. RAKASTA CAMP (Map E-5): A tribe of Rakasta have set up a temporary camp in this hex. Rakasta are a race of nobadic feline humanoids. They walk erect, but their heads are features of cat-like and their bodies are covered with soft, tawny fur. They are proud and barbaric, fierce fighters who cover their natural claws with metal "war claws", their favorite weapon.

The strongest warriors will ride saber-tooth tigers. They dwell in large waterproof tents richly furnished within. The Rakastas' treasures include silk tapestries, brightly colored carpets, bronze artifacts, gilded leatherwork, silverware and gold jewelry. The tribes treasures are worth a total of 10,000 gold pieces.

In this camp there are 16 normal warriors and 3 tiger riders. Only these three, the bravest and strongest Rakasta warriors can hold the respect of the three sabre-tooths. These riders can leap off their mounts, up to 20', and attack in the same round.

16 normal Rakasta warriors sF2,
AC: 6 HD: 13hp (2hd+1) Thaco: 19 Damage: d4/d4/d4 XP: 175 each

3 Rakasta tiger riders sF3,
AC: 4 HD: 20hp (2hd+1) Thaco: 17 Damage: d6/d6/d6 XP: 270 each

Saber-Tooth Tigers sF7,
AC: 3 (armored) HD: 42hp (7+2hd) Thaco: 11/13 Damage: d4+1/d4+1/2d6 Special: If both claws hit they can rake with their hind legs for an additional 2d4 pts of damage. XP: 1,400 each

Key to the Rakasta Camp

R1. These Rakasta tents each house 1-4 Rakasta Beginning with the upper left tent and going clockwise, the tents hold 4,2,3,3,4, and 3 Rakasta respectively. Any tent with 3 Rakasta in it will have one of the 3 tiger riders within.

R2. Each of these is a simple tent pavilion with a roof of interwoven palm leaves raised 10' off the ground on a light wooden framework. The tent canvas can be rolled down in case of rain. There are three pavilions, each housing a sabre-tooth tiger chained to a large heavy log.

R3. This is the communal pavilion. It is similar to the pavilions housing the sabre-tooth tigers, but has a smoke hole in the center of the roof. Inside the pavilion are a number of cushions and rugs.

R4. This area is the communal fire pit, rimmed with rocks, and complete with turning spit and other cooking utensils.

10. PHANATON SETTLEMENT (Map E-6): This is a small settlement of about 100 Phanaton. These halfling-sized creatures look like a cross between a monkey and a racoonand glide from tree branch to tree branch like flying squirrels.

The settlement cannot be seen from the ground because of foliage between the ground and the tree settlement, which is 50' off the ground. Since the settlement is hidden, a non-phanaton must be within 20' to distinguish it from surrounding greenery.

The settlement consists of a half-dozen wooden platforms built between several large trees. Each platform is supported from below by wooden braces. The platforms are also supported by a web of knotted ropes, like the cables of a suspension bridge.

Each platform contains a number of wooden huts that vary in size. A safety rail runs along the edge of the platforms to prevent young Phanaton from falling off. The platforms are connected by a series of rope bridges for the young or infirm.

Phanaton usually climb or glide up to their settlement. One platform (PH5.), however has a trap door in the center of the floor, from which a rope ladder can be unrolled. The rope ladder reaches to the jungle floor and is for the convenience of non-flying guests. Guests usually sleep on platform PH5.

Note: Phanaton are usually friendly with elves.

Key to the Phanaton Lair

PH1. On this platform there are three huts housing a total of 14 Phanaton. There are 7 adult males, 5 adult females, and 2 children. The Phanaton young are unable to defend themselves and will flee if attacked.
(10) AC: 7 HD: 6hp (1hd-1) Thaco: 20 Damage: d4/d4 (bone daggers coated with poison {chak: white chalky fluid. Does 2d8, starts in one round, runs its course in 1-3rds. Reduces dexterity by 1 pt. for each 4pts of damage taken the loss is permanant and restoration is needed} save for no damage -5) XP: 65 each

PH2. The five wooden huts on this platform contain a total of 20 Phanaton, including the clan war chief and his seven body gaurds. The remaining 12 are the warrior's mates. Hidden beneath the war chiefs bed is a locked wooden chest containing the clan treasure of 3,000 gold.
Chief sF3+2, AC: 6 HD: 24hp (3hd) Thaco: 18/15 Damage: D6 or darts(x3)+above poison XP: 270
7 bodyguards sF2+2,
AC: 6 HD: 17hp (2hd) Thaco: 19 Damage: D6 XP: 175 each
Normal warriors fight as seen in PH1.

PH3,4,5, and 6. These platforms house the rest of the tribe. On areas 3. and 4. there are 3 huts and on 5. and 6. there are 4 huts. In each hut there will be a family of Phanaton composed of an adult male, an adult female, and 1-4 children. The wooden huts are filled with skillfully carve furniture made from many different types of exotic woods. Decorating the interiors of all the houses are dozens of hanging plants and ornate wood and bone mobiles.

11. LAIR OF THE LIZARD MEN: This lair is located on the edge of a dense swamp in a dank, half flooded cave. Living within the dismal cavern are 14 Lizard Men. They hunt and eat the various swamp animals that live in the area. For tribal feasts, the lizard men will occasionally attack a nearby village. From these raids the saurians have accumulated a small horde of treasure.

AC: 5 HD: 20hp (2hd+1) Thaco: 19 Damage: 1-2/1-2/d6 XP: 120 each

Treasure: 2,000 gold, 1 gold ornamental boot gaurd with encrusted jewels (600 gp, 2 gem-500gp, 1 gem-100gp, Total Value: 3,000gp), all found in an untrapped unlocked box found in the hearth room. Use general cave lairs #1 or #2 or make your own.

12. BERSERKER LAIR: In this lair are 16 native berserkers and 2 leaders. For an outline of their cavern home use general cave #1 or #2 or make your own. Each room will have 1-2 berserkers, except for the hearth treasure room where the 2 leaders and the remaining natives will reside.
The rooms are filled with crude wooden furniture and each has a firepit. The walls are painted with hunting scenes and the floors are kept reasonably clean

Leaders (2) sF5, AC: 3 HD: 44hp (5hd) Thaco: 14 Damage: D6+5 XP: 650
Others (16) sF3, AC: 5 HD: 25hp (3hd) Thaco: 16 Damage: D4+4 XP: 175 each

Treasure: In a chest made from fitted, uncemented rock slabs are 1,000 gold and 4 gems (3gems=500gp and 1gem=10gp).

13. AERIE OF THE GARGOYLES:You notice a single grotesque statue, standing atop a craggy rock peak several hundred yards in the distance.

As long as the party is atleast 100' away, the figure will not move and will appear to be nothing more than a stone statue. However, if someone moves closer than 100' the gargoyle will fly forward with a grating shriek and attack. Two other gargoyles attracted by the gargoyles cries, will leave their nearby cliff lair and join in the fray.

AC: 5 HD: 32hp (4+4hd) Thaco: 15 Damage: d3/d3/d6/d4 XP: 420 each

Treasure: The gargoyles nest is set into a rocky cliff about 50' from the ground. Any non-thief character who tries to climb the cliff must roll less than his dex with a -1 penalty per and for every 10 feet of height. A thief will automatically succeed in reaching the lair. Amongst bones and assorted garbage, the party will find a ruby worht 1000 gp and a scroll (Protection From Elementals)lying on the cave floor. Aside from the lair treasure each gargoyle also carries 50gp, 30gp, and 70gp.

ARANEA LAIR (Map E-7): The Aranea are a race of highly intelligent, magic-using arachnids (spiders) who live in webs strung between trees. The webs are about 40' above the jungle floor. These lairs cannot be seen unless one climbs above the first layer of growth, about 20-30' above the ground. Each Aranea has a separate lair, but the walls are close enough together so that the Aranea can jump from one to another with ease. Part of the webs are roofed over with a waterproof mixture of leaves, bark, twigs and web strands.
This section of forest is inhabited by three Aranea. Each has its own lair. The webbed-over sections of their lairs resemble caves. These are filled with many pieces of crude "furniture" made out of wood, vines, and web and webbed in place on the floor. These include storage chests, and libraries used for spell research. Aranea treasure is usually woven into the roofs of their lairs for safe keeping.

Key to the Aranea Lairs

The area beneath the Aranea webs is patrolled by 7 Bugbears. They earn treasure and favors from the Aranea by gaurding the grounds from intruders. These Bugbears live nearby in thatched huts, and each carries a large alarm horn that it will sound at the first sign of trouble, warning the Aranea. The Bugbears each carry a pouch containing scraps of food, personal mementos (such as bones and teeth), and 400 total gold.

AC: 5 HP: 24hp(3+1) Thaco: 17 Damage: 2-8

Aranea

A1. The Aranea in this lair has learned the magic-user spells DETECT MAGIC, SLEEP, and LEVITATE. This spider has a shield -1 (cursed) hidden in the roof and wears a fire resistence.
AC: 7 HP: 15 (3hd) Thaco: 17 Damage: D6+poison

A2. This Aranea's lair is similar to the previous one, but the only treasure is a broom of flying hidden in the roof. The aranea has learned the spells FLOATING DISK, VENTRILOQUISM, and PHANTASMAL FORCES.
AC: 7 HP: 20 (3hd) Thaco: 17 Damage: D6+poison

A3. The final Aranea web is the same as the other 2 except this Aranea has a potion of extra healing stored in the web cieling and a scroll (Light, Read Languages, and Mirror Image) laid out on the table for quick use. The Aranea has learned the spells ARMOR*, CHARM PERSON, and NYSTFUL"S MAGIC AURA*. He has already cast his armor spell and the magic aura is placed upon a locked treasure chest that contains 2,000 gp. The key is hidden in the cieling.
AC: 3 (7 after taking 11pts dam) HP: 30 (3hd) Thaco: 17 Damage: D6

15. PTERANODON TERROR: You come to a 300' rope bridge that towers over a hundred feet above the rocky bottom of 2 cliffs.

This area is inhabited by 14 Pteranodons. There is a 75% chance that the Pteranodons will attack the party as they cross the 300' rope bridge. Anyone who is hit by one of the Pteranodons has a 10% chance of falling off taking 10-100 points of damage from the fall to the rocks below.
(14) AC: 7 HP: 19 each Thaco: 17 Damage: 2D4 XP: 275

16. THE ROC'S ROOST: Several branches and trees lay in way of your path.

This is actually a Roc nest with 4 young Rocs within.
(4) AC: 4 HP: 24hp (6hd) Thaco: 13 Damage: 2-5/2-5/2-12 XP: 420 each

There is a 25% chance that the mother Roc is out hunting and if so she will return to her hatchlings crys in 2d4 rds.
AC: 4 HP: 99hp (18) Thaco: 5 Damage: 3D6/3D6 or 4D6 XP: 10,000

Woven into the nest is a jade scroll case worth 800 gp and it contains a map showing a treasure worth 17,000 gp that can be found at the location in hex #19.

17. DIMETRODON PERIL: The party hears a series of horrible screams. In the center of a grassy clearing is a Dimetrodon attacking on a frantically struggling native.

Although the native is mortally wounded, if the Dimetrodon is slain or driven off, he will give the party his only treasure-a black pearl (worth 500gp)-if they will swear to bury him in a special location.
AC: 5 HP: 43hp (7hd) Thaco: 13 Damage: 2D8 XP: 650 Treasure: In a large pile of dung one in six chance there is an Elixir of Youth. And buried in the beasts shoulder is a +1 wooden shortsword edged with obsidian.

THE OGRE'S LAIR: Up ahead is the remains of an ancient burial chamber with unearthed humanoid skulls and bones

This is actually the home of 15 Ogres. For an outline lair use general cave lair #1 or #2, or create one of your own design. There is a 50% chance that each room will contain 1-3 ogres, except for the hearth treasure room which will house the rest of the group.
AC: 5 HP: 28hp (4+1hd) Thaco: 17 Damage: D10+2 or D6+8 XP: 270

Each chamber of the cavern is lit by a crude torch attached to the rock wall by a glob of sticky black adhesive (tar). The dim illumination in each room will reveal burial chambers, with dozens of old, shrunken bodies strewn about the stone floor in various stages of decay. Hidden amongst a pile of shrouds in the hearth room is the ores treasure chest. Inside the locked wooden chest is 1200 gp and three sabre-tooth tiger skulls that can be exchanged for 400gp on this Isle or 2400gp anywhere else.

19. DERANGED ANKYLOSAURUS: As the party moves this lightly wooded area, several Ankylosaurus (4) rush out and attack the you in a frenzy of tail-bashing.

Although normally quite docile, these beasts recently grazed on a patch of loco weed and is now under the plants influence. The giant beasts will attack until slain, or until the drug wears off (in about 2 hours).
AC: 0 HP: 63hp (9hd) Thaco: 11 Damage: 3D6 XP: 1,400 each
(see below) AC: 5 HP: 73 (13hd) Thaco: 7 Damage: 4D6 XP: 5,000 Treasure: Stuck within his thick skin are 8 darts +3 and held within his mouth is a severed arm that has a ring of human influence.

This area is also the hunting ground for an Allosaur. If the party has the treasure map from the ROC'S ROOST (#16), they can dig for the large treasure buried here. The hoard is buried 10' underground and will take 2-5 turns to dig up. The DM rolls for wandering monsters each turn. If one appears it will be either the Allosaur or Char Arzans group. The treasure consists of 2,000gp, 3 diamonds worth 3,000gp each, and a sapphire necklace worth 6,000 gp.

ABODE OF THE GREEN DRAGON: As you pass beneath a low stony hill you notice a broad opening in the rocky hillside. When you arrive at the mouth of the cave you hear a heavy labored breathing coming from inside the dark cavern.

If the characters enter the caverns, they will find all the rooms empty except the hearth-treasure chamber. In this room lies a green dragon, a creature of great age and fearsome aspect. Quite often 33% of the time he will be asleep atop his pile of treasure and can be suprised. However, if he is awake when the party enters his cave, he will know the characters are there. There is a 50% chance that, instead of slaying the part, the dragon will allow the characters to leave if they give him all of their magic items.
AC: 0 HP: 71hp (13hd) Thaco: 7 Damage: D8+4/D8+4/2D10+4 (8D6+4) Shocking Grasp (2D8+12) XP: 11,000

Treasure: 4,020 gold and 30 assorted pieces of jewelry (600-1000gp per piece) with a total value of 18,000 gp.

LAIR OF THE WRETCHED TROGLODYTES: You begin to smell a particularly foul stench. As you continue, the smell becomes worse until you reach a dark opening in the ground. The odor seems to come from this hole.

Within this lair is 17 Troglodytes. They have recently moved to this location because of the pleasantly damp climate. For a map of their home, use general cave lair #1 or #2, or design one of your own. There will be 1-4 Troglodytes in each room, except for the hearth-treasure chamber where the rest will be. The chest containing their valuables is chained to the bottom of a 3 foot deep, evil smelling pool of dark liquid. The rusty box is attached to a bolt in the center of the pools floor. In order to get the chest the chain must first be severed (AC: 0 HP: 10). Although the chest is locked, the lock mechanism may be picked once the box is removed from the water. Underneath the slime at the bottom of the pool is the key to the lock; however, there is only a 20% chance that the party will find it accidently. If they actively seek out the key in the pool there is a 1-in-6 chance for each individual of finding it. The treasure consist of 3,920 gold and 6 amethyst stones worth 500gp a piece.
AC: 5 HP: 15 (2hd) Thaco: 19/14 Damage: 1-2/1-2/2-5 or 2d4 XP: 120 or 175

22. PLESIOSAUR MENACE: Beneath the surface of this lake there awaits a hungry Plesiosaur. The beast will attack anyone coming withing 15' of the shore. If it hits, it will pull its victim into the lake on the following round. If the Plesiosuar is slain and its body cut open, the party will find a skeletal arm and hand wearing a ring of regeneration.
AC: 6 HP: 106 (16hd) Thaco: 5 Damage: 4D6 XP: 10,000

23. RANDOM ENCOUNTER: For every day the party spends within 2 hexes of this location, they will encounter one wandering monster from from table #3.

Random Encounter Table #3

24. THE SEA DRAGON: If a ship passes within one hex of this location, it will be attacked b a sea dragon. The beast will surface 150' away and bombard the deck with globs of poison for two rounds. The dragon will then sink, only to reappear a turn later next to the ship. The creature will attack as normal, biting or using its third breath.
AC: 1 HP: 110 (12hd) Thaco: 9 Damage: 4D10/5D4+5 MR: 10% XP: 7,000

The dragons lair is located 200' beneath the surface in a flooded cave. Inside the cave is the treasure the dragon has gleaned from sunken ships and unfortunate passers-by. The treasure includes 10,000 gp, and untarnished coat of Chain Mail +3, a rusted Cutlass with a jeweled pommel worth 1,000 gp and a potion of Water Breathing.