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.
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:
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
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.
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.
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
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.
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.