Savage Tide - Adventure Path - Adventure 5
Savage Tide - Adventure Path - Adventure 5
Savage Tide - Adventure Path - Adventure 5
a
1Jreatl
---------------------.,~
T
h e colony of Farsho re h as survived on its own for years, a seclude d and
struggling hamlet perched on the western shore of the tiny island of
Temute.An island dwarfed by the savage land scape acro ss a n arr ow chan -
nel to th e nort h, a land scap e of ru gged mountains, tangled j un gles, and track-
less swamps. TIlls is the Isle of Dread. and its resour ces and hidden treasures
are matc hed on ly by its peril. Yet for all th ese dangers. what m ay bring doom to
Farshore is not an invasion of inhu man monsters from the mainland, but an
invasion ofall- too -hu ma n monsters from across th e sea.
"Tides of Dread" is the fifth chapter of the Savage Tide Adventure Path ,
a com plete cam paign con sisting of 12 ad ventures ap peari ng in D UN G EO N
Magazin e. For addition al aid in runn in g thi s campaign, che ck out D RA GO N
Magazin e's month ly "Savage Tidings" articles, a series tha t help s players an d
DMs prepare for and expa n d u pon the cam paign. Issue # 352 of D RA GON Maga-
zin e featur es ru m ors of Fars bore. a h elpfu l list ofi mp roveme n ts th e p e s can
make to the colony, an d ot her featu res to help get p e s oriented in the ir n ew
home on the Isle of Dread .
The PCs should be oth level when they begin "Tides of Dread."Th ey should
gain enough experience to advance to rot h level at som e poin t durin g the
adventu re, and n th level by its end.
~'----------------------
cal storms wrecked upon th e reefs sur- the victory points arc tota led to deter-
ro undin g the isle, but non e of the se m in e the result of the final batt le an d
visitors escaped to tell tales ofan island Farshore's fate.
ruled by monsters. It wasn't until a few
decades ago, when an intr epi d explorer Adventure Hooks
nam ed Rory Bar bar osa di scovered the If you're running "Tides of Dread" as a
uncha rted island and mad e it back to the stand-alone adventu re or as par t of your
mainland, that pr oofofthe m ythical isle own camp aign , you mi ght ne ed another
reached civilizati on. Rory's first trip to introduction to th e adventure. Any of
the isle reward ed him with great riches th e affiliations descr ibed in the "Savage
plunder ed from ancie nt Olman r uin s, Ti din gs" ar ticle of DR AGON Magazi ne
but he kne w that if the local legend s were #348 may provide a pre text for the PCs
true, even greater rich es waited deeper in to tra vel to Farsb or e, as the y all have
the isle's interior. While RoI)' never made represen tat ives in the colony. Alter-
it back to the Isle of Dread , hi s legacy natel y, you could start your Savage T ide
lives on. Many explorers and advent ur- cam paign with th is adventure, in which
ers continue to seek ou t the isle to this case the PCs are members of Farsho re
day. Most perish. Unt il only a few years already. Ifyou start th em at ist level, use
ago, no one had even dared think about the accompanying Farshore Backd ro p
establi shing a permanent colony on the as in spiration for low-level adventu res
isle. Th is chan ged with Farsho re. before you let th e PCs br ave the terro rs
of th e mainland.
Adventure Synopsis
Th e PCs arrive at Farshore to discover it PART ONE: THE ISLE OF
und er atta ck by pirates. After aiding the DREAD
colony's defense, the PCs are reu nited Over 1,300 years ago, a fleet of Olman
with Lavinia Vanderboren. She tells them princes from across th e eastern sea
of h er own troubles at sea, and of the came upon a bou nteou s land an d
n ew problem facing th e colony. A pirate claimed it as thei r own . They clea red
captu red du rin g the attac k reveals that vast stretc hes of jungle on the island
he and his mate s were merely scouts. to plan t crops, and built a fort ified city
Th e Crimson Fleet knows of th e colo- that dwarfed all oth er sett lements in th e
Adventure Background ny's locati on , and in approximately two region atop a massive cent ral plat eau.
Cen turies ago, the Olman Empire spread mont h s, they will ar rive in force to take Known as Than aclan , this city became
itselfacross the lengt h and br eadth ofthe what they can and bu rn the rest. the heart ofone of the wealthiest king -
Densac Gul f and as far sou th as th e Pearl Before thi s event, the PCs are called do ms of the far-flung Olman em pire.
Sea. On thi s southern verge, its mo st iso- upon to do wha t the y can to prepare After approximatel y 300 years of ru le,
lated kingd om . Tha naclan, also became Farshore for the attack. Some of these the city-state of Than aclan fell prey to
it s mo st prosperous. Long aft er th e rest of tasks can be handled qu ickly an d locally, th e firs t savage tid e. The tide washe d
the Olman Empire succwnbed to warfare bu t th e mos t important miss ions take over the ent ire islan d, bringi ng rui n,
and strife , the Lords offhanaclan thrived th e PCs onto the mainl and of the Isle of mad ness, and death, and what remained
in their opalescent capital, an d their an gry Dread , wher e th ey'll need to forge alli- beca me known as the Isle of Dread .
gods were pleased. Yet th e kingdom of ances with nativ e peop les, secure access The isle itself is a large landmass sur-
Thanaclan was no t destined for immor- to natural resou rces, recover and repair rounde d by treacherous reefs and smaller
tality. A thousand years ago, a great tr ag- the Sea Wy vern, and even face down the islands. Most of the island's coastlin e con-
edy threw down the proud king d om. physical mani festation of an ancient sists of rugged cliffs, but here and there
transforming a prosperous land into what Olman god. Each ofthese missions earns isolated beaches allow safe landing.Most of
is known today as the Isle of Dread. the part y a nu m ber of victory points. the hu man population of the isle, descen-
For hundreds of years, th e Isle of When th e Cri ms on Fleet arrives, the dan ts of the original rulers ofThanaclan,
Dread lay in the vast sea, un visite d and PCs' accom plis hm ents during th e en su- dwell on a southern peninsula, sheltered
unknown save by th e few tribes of'O lman in g batt le earn them add itional victo ry from the mon sters and din osaurs that rule
survivors, who as generat io ns passe d poin ts. In th e final enc ounter they com e th e mainland by a great wall.
looked back u pon the age ofThanaclan face to face with Lavi nia's bro the r Van- Weathe r on the Isle of Dread is, at
with growing wonder and fear. Now and thu s, now th e half-fiend captain of a best, unco mfortably war m and humid.
th en , ships d riven off-course by trcpi - Crimson Fleet shi p. At the battle's end, Along th e coast, tem peratures have been
'0 ~ '0
L,
"J'
}J,.ult...!£ th~
~" fA }!Jvcnr
'Blisltrltill Isle
,
FEBRUARY 2007 DUNGEON 33
h_ -J;" T_IDES OF DREAD
l ... BY STEPHEN S. GREER AND GARY HOLIAN
a5-~9.
63--67
6182
61-68 62-64 rdto pteranodons
1d6 terror birds ,
7 Page 47
DUNGEON #142
Than egtoth River: The mighti est river he remembered its content s-extensive
on th e Isle of Dre ad , the frequent rap- notes on a colony n am ed Far sho re his
id s along thi s waterwa y make it a poor father established on the Isle of Dre ad.
cho ice for expl oration via boat. Eager to appear useful to his new m as-
Valley of Mad n ess: Although th e te rs, Vanthu s took this inform ation to
plant 'known locally as "loco weed" can the m. What Van thus couldn't know was
be fou nd in many places on the Isle of that the Crims on Fleet already had in ter -
Dre ad , the narc oti c plan t grows m ost est s on th e Isle of Dre ad, albeit at th e
thickly in th is seclude d valley. opposite en d of th e isle from Farshore.
Wreck ofthe GaHivant (DUNGEON #44~ Lik ewise, th e Cri ms on Fleet ha d no
The largest sunken sh ipwreck off the inkling that a burgeoning Sasseri ne col-
sho res of the Isle of Dread, th is inunen se ony was located on the isle of Tem ute to
galleon is no w the hom e of an equ ally the south o f the ir own sinister in terest s.
immen se dragon turtle named Emraa g. To show the ir thanks, th e lead ers made
Wreck of the Sea Wyvem (DUNGEO N Vanth us a captain in th eir fleet-after
#143):This is where th e PCs' sh ip wrecked sub m itti ng him to an Abyssal initiatio n
at the end of"The Sea Wyvern's Wake." and tran sformation tha t would change
youn g van d erboren for th e worse.
PART TWO: RAIDERS FROM
RATS END Defending Fanhore
After Van th us Vanderbore n's bot ch ed The pirates of Rat's End are a sorry lot.
robbery in "The Bullywug Gambit," the Led by a m u rde rous scound rel name d
scou nd rel fled the Sasserine region on Slip knot Peet . th ese outcasts from pirati-
a small ship crewed by thugs he'd hired cal fleets acro ss the Vohoun Ocean ha ve
for th ej ob. One thing led to another, and gra ndio se plan s of bu ilding their own
after a bloody mutiny, Van thus was set fleet and tak ing to the seas. Unfortu-
adrift in a longboat to die of starvation. nately, in figh ting and bicker ing take
Yet fate had ano ther destiny in mind for p recedence, and every tim e a pla n to
th e tr each erous cur, and two days later organize com es along, in tern al tre ach -
he was capture d by a Crimson Fleet sh ip ery cuts it down . Slip knot Peet is the
called th e Brine Harlot. latest in a long line of lead er s of Rat's
from bel ow by pockets oflava an d supe r- Over th e next few months, Vanth us's End- the fact tha t he's held the position
heate d steam. skill at lying, tr eachery, an d m isd ire c- for nearly a year is due mo re to hi s lu ck
Skyscar Peak The hig hest peak on the tio n was put to goo d use. The sam e glib and reputation than to any real leader -
Isle of Dread, th e slop es of Skyscar Peak tongu e and willingness to do whatever ship qualities.
are a favore d n esting gro un d for roe s. it takes to get ahead that served h im so When Sli p kn ot Peet was con tacted by
Standing Ston es: Olman ru in s abound well in becoming a ranking member of th e Crimson Fleet (via a crystal ball with
. on the isle, yet few can m at ch the se the Lotu s Dragons saved him from more telepathy)about scou ting out the supposed
immense standing stones in sheer spec- th an a keelha uling , an d by the end of h is col ony, he saw it as an opp ortunity. He
tacle.Two dozen stones stan d here, said to second mo n th aboar d the Brine Harlot bro wbeat the entir ety of Rat's End onto
mark th e lost tombs ofOlman p rin ces. he was a respected and feared member th eir only seawort hy ship, the Hel!fi' h,
Tar Pits (DUNGEON #143): Often vis- ofthe crew. Upo n reaching the Crimson and sailed for Farshore immed iately . At
ited by Olman natives, this immense tar Fleet's hom e port of'Scuttelc ove.Vanth us first, th e scouting mi ssion went withou t
pit provides materi als used to waterp roof wasted no time selling out his captain a hitch; th e pirates obse rved Farshore
boats and the roofs of huts. to the m ysterious lead er s of the fleet , without being spott ed for three days. Yet
Temple of th e Jag uar (DUNGE ON r evealin g the Brine Harlot's hidden alle- Slipknot Peet's greed soon got the best
#143): This m yst eri ou s temple hides gianc es to the Scarlet Brotherhood. Th e of him.
a cache o f m agic weapons left by an re st ofthe Harlot's crew was put to death , Not long befor e the PCs arrived at the
ext in ct tribe of cat li ke hu m anoids and Vanth us was gran ted captainship of en d of "He re There be Monster s," the
known as the rakast as. th e vess el as a reward. Hel!fi'h sa iled into Farsho re. Half th e
Thanacla n (DUNGEON # 4 5): On ce th e Faced with a responsibility to fin d new crew boarded th e BlueNixie while th e rest
heart of the Olm an em pire, th is ru in is venues for pillaging, Vanthus re called a sto rm ed in to th e settle ment. Their plan
known no w as the City of Broken Idols. fat ledger wri tten in his fathe r's hand was sim ple: kill and subdue the weaker
What terri fying me nace now ru les here th at he'd stolen from the fam ily vault. colonists and burn what buildings didn't
is unknown. Alth ou gh he 'd long since lo st the led ger, loo k like th ey held any loot .
the ch urch am us e th emselves by Ad-Hoc Experience Award: If the PCs crow d. An agent of the Cri mson Fleet
b reaki n g out windows an d leer ing in save all of the colonists in the ch ap el, happ ened to be am on g them. Peet 's
at the colonist s cowering in sid e. The gran t th em a CR 3 expe rience award. i n do m ita bl e spiri t im p resse d th e
other th re e use a ma kesh ift battering agent , so wh en Peet dropped, the
ram to b r eak the barr icaded fr on t 4. The Chase (EL 2) age n t sever ed the hanging rope with
do or s down. A muscle -bou nd pirate, his pu s-yellow a well -placed arrow. H e th en helped
Creatures: Within th e cha pel hu ddle skin patchy with wart s, doggedly pursue s Peet es cape and sm uggled h im ou t of
t wel ve d efensel e ss co lo nists who a red haired wom an around this building. th e city.
sought ou t th e church on inst inct Thi s is Anvil, the first mat e ofthe Hel!fish, Peet later becam e a memb er of the
whe n the attack came. The chapel's and he 's been cha sing the woman, Rub y Cr ims on Fleet, ri sing quickl y in ra n k
keepe r, Vesser in Cathe rly (NG male the Weaver (NG female human expert 1), and earning the nickname "Sli pkno t."
half-elfcleric 6), is cu rr ently aiding the for som e time alrea dy. Eventually, his fou l manne r an d loose
Jade Ravens and Lavinia in a prolon ged Onl y 3d4 rounds after the PCs arriv e, t on gue lan d ed him in troubl e wit h
battle with m or e Rat 's End pira te s Rub y stu m bles and falls, exha u sted. the Fleet -not enou gh to h ave him
near th e Claywor ks t o th e sou th , and Anvil's on her immedi atel y, but before exe cuted, bu t en ou gh th at the Fleet
won't be able to mak e it pack here in he can carry out h is plan, Ruby finds a sen t him into exil e to the Isle of Dread ,
t ime to aid in th e chape l'S' d efen se. hidden reserve of stre ng th. She grabs ordering him to take up command ofa
Th e five pi rat es intent on menacin g a splinte red pie ce of wood and jam s it small band of loo sely-affiliated pirat es
th e colonist s h ere ar e una ware o f into Anvil's neck, inflicting 2d4 points of and scoundrels stationed at Rat 's End
th e pes unle ss they call atten tion damage. In a fit of rage, Anvil lashe s back on n earby Eme rald Isle.
to th emselves. at her one round later with hi s scim itar, As the PCs reach thi s fight, Slipk n ot
Every othe r round (starting on th e killing her. Peet cuts down the la st colonist and
r ou nd after the pe s arrive), the pirates Anvil , Rat's En d Pira te: hp 18; see he an d his men turn to face the PCs,
make an att empt to break open th e above (Rat's End Pirate). covered with blood and leerin g with
do ors to the chapel. Working together Ad-Hoc Expe rie nce Award: If the PCs menace. In his bloodlu st , Pcet doe sn 't
with th e improvised batt eri ng ram , they rescue Ruby, grant them a CR 2 exper i- r eali ze that the PCs are unlikely to be
hav e a +9 Str eng th check; it takes a DC en ce award. mere colonists (what with their better
24 Strength che ck to batter do wn th e equipment and likely d iverse m ake up ),
doors. Once they knock down th e doors, Y. Slipknot Peet (EL 10) and brings the att ack to th em as well.
the pirate s begin butchering the colo- A gro u p of swor dsm en surrounds a tall If things start t o go po orly, h e h owls
nist s insid e-every Id 4 rounds, on e of pirate with deep ly tanned, leathery skin . for aid . Any pirate s that r emain ali ve
the colon ists is murdered. He wields a wickedly cu rved rapier in in ar eas 3 and 4 abandon their tasks
one hand and a punching dagger in and qu ickl y come to aid their capt ain .
RAT'S END P,RATES (5) CR2 the other, and coil s of knotted rope are Slipknot Pcet figh ts to th e death .
Hu man rogue l /fig hte r 1 wrapped around his arms and torso in
CE Medium humano id a ta ngled di sp lay. Many of the ropes SLIPKN OT PEET CR 9
Init +1; Senses Listen +1, Spot +1 are fashio ned in to nooses, and hanging Male hum an rog ue 6/d read pirate 3
langua ges Com mon from quite a few are morbid trinkets like CE Medi um human oid
AC I S, tou ch 11, flat-footed 14 j awbones, skeletal hands, an d leathery Complete Adventurer 39
hp 18 (2 HD ) trophie s. From hi s n eck d an gles a Init +7; Se ns es Listen - 1, Spot-l
Fort +6, Ref +3, Will +1 tattered hangman's noo se, and as he languages Common
5pd 30 ft. lead s the fight again st th e colonists in AC 18, touch 13, flat-footed 16; uncanny dod ge
Melee scim ita r +4 (l d6+2/18-20) this squar e, he curses and roars orde rs hp 55 (9 HD )
Base Atk +1; Grp +3 to his fellows, who see m alm os t as Fort +4, Ref +11, Will +2; evasion
At k Options s neak att ack +ld6 frightened of him as the colonists he 's 5pd 30 ft.
Abilities Str 15, Dex 12, Con 14, lnt 8, Wis trying to murder. Melee +1 keenrapier +12 (1d6+ 2/15-20) or
This is Slipkn ot Peet, th e cap ta in +1 keen rapier+lo (ld6+2/15- 10) and
13, Cha 10
SQ t rapfinding of the Hel!fish and lord of Rat 's End. mwk punching da gge r +9 (l d4/ x3)
Feats Great Fortitude , Tou gh ness, Weapon Yea rs ago he h ad his own ship an d Base Atk +7; Grp +8
Focus (scimitar) raided along t he coas t n ear Sasse rt n c. Atk Options sneak atta ck +4d6
Skills Balan ce +3, Clim b +5, Int imid ate +4, Even tu ally he was captured and tak en Combat Gear flask of alchem ist's fire (2),
Jump +4, Profession (sailor) +6, Swim +2, to the city s qu ar e in Sasserine t o be potion of cure moderate wounds(2)
Tum ble +3, Use Rope +5 h anged. As h e stood on th e block with Abilit ies St r 13, Dex 16, Con 12, lnt 10, Wis
Poss ess ion s studded leat her a rmor, th e no o se around his neck, he d efiantly 8, Cha 15
scim ita r, light woode n shield spa t at and cursed th e assembled SQ t rapfinding, tr ap se nse +2
FEBRUARY20 07 DUNGEON 39
BY STEPHEN S. GREER AND GARY HOLIAN
note s that th is su rp ri se is tem pered com pound any ri fts or sense ofcom pet i-
wit h fru st ra tion and perha ps ange r- tio n with the Jade Ravens, and cer tainly
Avn er 's rep utat ion as a trou blem ake r sets up Man thalay Meravanchi's camp
is well kn own to Man thalay, b ut he's as po lit ically opposed to the pe s, but
fam ily. so he's acce p ted with o pe n for now, everyone keeps th eir op inions
'ar -ms nevertheless. to th em selves.
Lavinia soon suggests that every- Lavinia th en inqu ires about the Sea
on e retire to the Farshore Chapel to Wy vern and th e pe s' ad ven tu res since
disc uss ~ot onl y the PCs' arrival but, the y were separated. Allow the PCs to
mo re importantl y, the nature of this re cou nt their exploits, and whe n they're
surprise attack by the pirat es of Rat's End. done Lavin ia promises th em that she'll
Th e PCs, Lavin ia, the Jade Ravens, and the do what she can to aid in the recovery
Meravanchis are j oined by the rest of the an d rep air of the ir ship. At this point,
town cou ncil as well. This includes Pro- several colo nists bu rst in to th e room,
DIMETRODON CR 2 fessor Hevrik Aldwatt le (assu m in g the shouting excited ly and waving a sheaf of
N Medium animal pe s saved him in area 2 above),a tired and pap er s. It seem s th at something dire has
D RAGO N # 318 64 wor ried-looking man named Vesse rin been d iscovered on board the capt ur ed
Init - 2; Se nses low-lig ht vision , sc e nt : Listen Cathe rly (keeper ofthe Farshore Chapel), Helljlsll-this piratical assault was only
+2, Spot +6 a bruised and angry woman nam ed Telda a scouting party. The Cri ms on Fleet is
AC 13. to uch 8, flat-footed 13 Syren (an herbali st, naturalist, and expert com ing to Farshore.
hp 33 (4 HD) on the flora of the Isle of Dread). and a
Fort +7, Ref +2, Will +1 gru ff and shor t-tem pered man nam ed The Interrogation of Lefty the Pirate
Spd 10 ft., swi m 10 ft.; burst of spe ed Ulvar Kabbanj a (leader o f the Far sh orc Fortunately, there is on e sou rce th at m ay
Melee bite +7 (l d8+6) m illita ). Any NPC allies who survived the be able to help. Du ring th e batt le, on e
Space 5 fl.: Reach 5 ft. Sea WY Vfm '.~ wreck and the journ ey south of th e Rat 's End pi rates was capture d
Base Atk +3; Grp +7 with the PCs in "Her e There Be Monsters" alive. Th is should be a pirate tha t the
Abilities Str 18, Dex 6, Con 17, lnt 1, Wis 10 , arc also present. PCs capt u red, but if the y left no survi-
Cha 10 Lavinia's first order of bu siness is to ask vors, the pirate's one that the Jade Ravens
Feat s Alertn ess, Tou ghness th e oth er cou ncil members for a report caugh t. An interr ogation o f the captive
Skills Liste n +2, Spot +6, Swim +15 on the damage to Farshore. Each council is th e be st way to find out m ore about
Burst of Speed (Ex) Up to th ree times per me mber speaks of damage to buildings, the Crimson Fleet's in teres t in Earsh ore.
hour, a d imetrodon can [ncrease its land a few losses to fire, and a few deaths, but and if the PCs don't thin k ofi t, Lavin ia
speed to 60 feet for one round as oil free in the end, Farshore was lucky. On ly ten suggests it.
action. ~ urjng th is ro und, it gains a +2 colon ists were killed (in addition to any T he pirate in qu est io n is a pi tiful
dodge bonus to its Armor Class. th e PCs weren't able to save), resulting in scou nd re l na m ed LeHy. Lefty was pa rt
th e colony's current population of 240 (as of a merchan t ship's crew that m utinied
present ed in the Farsho re backdrop in this and fled south to avoid captur e, only to
issue). The pirates were disorganized and be caught by an ocean cu rre nt on th e
being re un ited washing away the terror seemed to be more in terested in spreading un forgivin g rock s of Scorpio n Isle. He
of the pira te attack. Lavinia and the Jade fear and robbing people thanactuallydoing managed to mak e it south to Emerald Isle
Ravens arc detailed in th e accompanying a lot of damage-s-everyone agrees that the on a hom e made raft, and joined with the
Farsbo re backdr op article, but if you're fortuitous arrival of the PCs may well have pirates of Rat's End after he proved his
playin g the ent ire cam paign , th e PCs been th e keyfactor in weathe ring the pirate reprehensible wort h by killing two ofhis
need no in trod uctions to th ei r patron attack with few losses. crewmates in a violen t bloodsport put on
and the Jade Ravens. No t lon g after Lavini a then ad dresses the PCs, telling for th e pi rate s' en tert ainm ent.
th e PCs are reu ni ted wit h Lavin ia, a them that when their sh ips wer e sepa- Left y's feat u re s are b r u ised and
new figure ar rives on the scene. This rated at sea d uri ng th e storm, Lavini a sunken . Hi s skin is hot to the tou ch ,
is Lor d Mant hala y Meravanch i, a feared the wo rst. She's overjoyed to see o ne of hi s eyes is blackened, and he is
tower ing an d han d some man with that they su rvived, and officially in tro- m issin g his left hand. Only th is last
a well -groo med be ard , clad in a duces them to the rest of the town coun- wound is old. Lefty's initial att itud e is
shin in g suit of mi th ral chain ma il. If cil, calling them her personal heroes an d u nfri en dly- the amoun t ofinfonnation
Avne r Mer avanchi is wi th the PCs, he expla ins to the cou nc il that th e pe s are, th e pe s can ext ra ct from him d epends
im m ediately aba ndons them to greet his in large part, responsibl e for the sup - on h is attitud e, as d et ailed bel ow.
uncl e Man tha lay, wh o seems su rp rised plies and her return to Ear shore. This Lavinia volu n teers to try to interrogate
to see Avn er. A DC 20 Sense Mo tive favori tism, of course, ma y im m ed iately h im usi ng her skill s at Diplom acy, bu t
(the largest of the seven \; 1- sou thern pen insula to the mainland of
lages) an d do whatever it the Isle of Dread. Preventin g the passage
take s to gain the support of the terrible beasts of the main land
ofthe Olma n warriors. into this sheltered peninsula is
In additio n, there are th e Great Wall , a fifty-foo t-h igh
ot her, stranger tribes of barricad e th at stretches over two
humanoids d welling in miles. Bui lt during th e height of
the inte rior, tribes whose the Olrnan em pire over 1,0 0 0 years
aid wou ld do ub tless ago, th e Great Wall's original
fu rt h e r sh ore up purpose is long forgotten .Today,
Farshore. The ph anatons it serves as an im portan t barrier,
are on e suc h trib e- pro tecti ng th e seven villages
secu rin g the ir aid can from the monsters that d well
help Earshore's defenses. to the north.
Local legends also tell of <to Tanaroa's proximi ty
race of catlike human oid s to the Grea t Wall is th e pri-
called "rak astas,' The locals mary rea son it is the m ost
believe that th e last of the ' im portant of th e seven vil -
rakastas have died out , bu t lages. They share a sim ilar
the y were renowned for layout- four gro ups of huts
th eir masterwo rk weapo ns . set at four equidistant points
Perh aps hi dden caches of rakasta delineate th e compoun ds of
weapo nry still exist at the sites of fou r clans and surr ound a cen tral
their old temples. pyram id that serves as a temple and
Many su pplies were damaged in the town square. Currently, the four clans are
recent attack, supplies tha t could be the Ape, Tiger, Boar, and Sea Turtl e clans.
replaced by the cargo st ill ca rrie d Lefty Members of a clan hold that these animals
by the Sea Wy vern. For that matter, represent their inn er selves, which has led
if th e Sea Wy vcrn h er sel f cou ld be Du rin g this ad venture, as th e PCs to specialization between th e clans. The
repaired , sh e co uld give Far shore accomplish th eir various m issions, they people of the Boar clan arc th e builders
a huge ad van tage in defending earn victory point s. \Vhen the Cri mson and craftsmen, the Ape clan are farmers
again st pirates . Lavini a ne ed s th e Fleet arrives, the PCs' successes and fail- and entertainers,theTiger d an hunters and
PCs to return to the wreck site, effect u res d uri ng th e batt le also earn them gatherers,and the SeaThrtle d an fishermen
repai rs, and sail the Sea Wyvern back victory points. When the battle is finally and sailors.
with her cargo. over, the total number of victory point s Although each village clan has a male
Th e Isle of Dread itself has resources amasse d by th e p e s throu gh out this leader, comm and of each village falls to a
that could prove helpful. Alar ge tar pit entire adventure is what determines the female chieftain.The only oth er official of
could supply the isle with tar to shore final outcome and Farshore's fate. importance is the village's Zombie Master
up defenses and repair damaged ships (or Mistress)-an advisor to the chiefand
and buildings,bu t only if access to the PART THREE: ZOTZILAHA'S the religious leader ofthe village. Th e ani-
tar pits can be gained. WRATH mation ofzombies is an important part of
On ce th e PCs are fami liar with the Altho ugh Farshore is on good tenns with Olman culture, who view the creation of
situation, the y are fr ee to handl e the ir th e Olmans of the su rrou nding seven "walking ancestors" as a necessary evil to
tasks in any order th ey wish. Farshore villages, the Olma ns havebeen waryabout protect their underground catacombs.
becomes the ir home base for th ese using their own to aid in the defense of Tanaroa (Village): Conventio nal, Magi-
exploratio ns, and the re 's cer tainly a this new colony. Th e villagers of Tanaroa cal; AL NG; Population 418; 200 gp limit;
large amount of work that needs to be in parti cular have been hesitant about Assets 4,180 gp: Islolated (100% humans)
do ne there as well. The accompanying supplying such aid, and since the other Auth ority FiE,,,es: j 'kal. chieftain (NG
backdr op on Farshore pr esent s several six villages look to the Tanaroan s for fema le human ranger 6); Mvembi, zom-
additional advent ures and tasks the pe s leaders hip, the other villages have been bie master (N male human cleric 6)
can take on to prepare for the assault , as falling in line. Ifthe village of'Tanaroa can
well as nu merou s NPCs with which th e be convinced to come to Farshore's aid, Wings of Fire (EL 9)
PCs can interact. TIle rest of this chap - the other six villages will do so as well. Arrivi ng in Tanaroa, the pes find the
ter concerns itselfwith what lies beyond Tanaroa is located at the southern end village in the middle of a religious cer-
Farsh ore 's walls. of the narrow isthm us th at connects the emony. A pulsating rhythm pounded out
the th ieves wh o sto le it. With a DC 15 kets to placate Zotzilaha 's an ger-they
Di plo m acy check or a promi se to return bel ieve that do ing so is all th at p revent s
th e idol to the volcano, the PCs can calm a m ore des tructive volca nic explosio n.
Fkal: in any event, sh e promises them Only by the grace and divine san ctity of
th at ifthey retu rn the ido l to th e shrine, Zot zilaha does th is sh rin e remain u nde-
she 'li be more th an will ing to sen d h er stroyed d u ri ng th e volca no's pe riod ic
warriors to Farsho re to defen d it wh en eru ptions. T he niches on the walls con -
the time comes. tain various offerings given to Zotzilaha
The Tanaroans eagerly provide by th e nati ves over the past several year s;
di rections to th e Zot zila ha sh rine n one of the m are particu larly valuab le.
en tra nce on th e lower slo p es of The n iche in th e large bat carving's claws
Nextepeua. Th is en tranc e is a onc e held the bat ido l the PCs di scovered
la rge cave m ou th, its rim ma rke d in Tamoachan .
with bat carvings an d n umer ou s Th e idol was removed and placed in
niches for offeri ng s. Beyond th is the path of the p e s as part of a convo-
en trance.a winding tunnel bores luted scheme to ensure th e pe s would
dee p in to the volcano's core- th e come to th is sh ri ne and d iscover the
Olmans m ake th e pil g rimage to the secr et treasure room beyond the sculp -
,
~
PAR ASAUROLOPH US
N Huge animal
-
.....-.....:: ~k;~~
CR 7
shrine chamber itself only once a year ,
and typically do so under the pro tection
o f endure elements. Tem per atures in the
tu re. The mas termind is none other than
Malcanthet, Demon Queen o f Succubi,
who sees th e pes as a means to an en d.
D RAGON #318 67 tu nn el are severe, rarel y d ipp ing bel ow More abou t her schemes and othe r pow-
Init +0; Senses low-light visio n, scent; Listen 11 0 ° F. See the Dun,gcon Master's Guide, ers in volved will be reveale d in future
+14, Spot +11 I page 3° 3, for th e effects of severe he at. in stallments ofth e Adventure Path.
AC 14, touch 8, flat-footed 14 Th e win din g tunnel climbs th ree mil es Creature: Since the th eft, an aspect of
hp 142 (14 HD) through th e volca no before reach ing the bat god Zotzila ha has guarded th is
Fort +14, Ref +11, Will +6 the sh r in e, so a pa rt y moving at a speed chamber again st more ind ignities. The
Spd 40 ft., swim 20 ft. o f' jo feet can reach thei r goal in about aspect spen ds much ofits time cavorting
Melee slam +16 (l d8+12) an hour. Durin g th is j ourn ey, pe r iodic in the seari ng infern o of the volca no's
Space 15 fl.: Reach I S ft. tremor s shake t he volcan o- n oth in g caldera, b ut alwa ys knows whe n cre a-
Base Atk +10; Grp +26 stro n g enough to knock people down , tures enter thi s cave, and ar rives via on e
Special Actions tram ple I d8+12 b u t enough to remi n d th em th at th ey of the ope n ings to the west on ly 1d4+2
Abilities Str 26, Dex 10, Con 20, Int 2, Wis are ins ide an act ive volcano. ro u n d s afte r the pes arriv e, accom pa -
14, Cha 10 n ied by a flock of seven fire bats he has
Feats Alertness, Improved Toughness (+1 Shrine of Zottilaha (EL 1+) recently su m m one d .
hpJHD), ligh tning Reflexes, Run, Skill Zotzilaha : hp 161; see page 58.
. , ,
Focus ~H i d e) The sloping lava tun nel wide ns into a large Fire Bats (7): hp 21 ; see page 43.
Skills Hide - 5 (+5 in areas '~f heavy roun d cham ber filled with smoke and ash Tactics: The aspect fights to the de at h,
vegetatio n), li sten -+:14, Spot +11 from fissu res riddling the rock walls and pursuing foes from the volcano ifne ces-
Tramp le (Ex) Reflex half DC 25. The save DC floor. A fiery glow and thund erous rumbl e sar, returning to its sh r ine onl y ifit per-
~ is. Strength-based. com es from the west, where rents in the ceives ne w intrud ers or if its prey flees
cave wall open ou t directly into the active more th an a mil e from th e volcano's low-
volcano's throat. The walls of the cave are est slopes.
Of cours e, the sto len id ol is th e same ridd led with niches, so me of which con- The aspect ofZotzilaha is b rut al an d
on e the pe s recovered in "Th e Sea tain offerings of food, trinkets, and animals, violent, much like its divine source, yet
Wyvern's Wake." As detailed there, the se while others are empty or contain only it immediately ceases its att ack ift he pe s
events h ave been orche st rated by th e ash . Throu gh the haze, an eight-foot -tall presen t it with the mis sing bat id ol. It
d emon que en of succ ub i, Malc an thet, bat leers from where it has been carved in res umes its attac k in fou r rounds un less
who ho pes to lu re the pes into a h idd en relief out of th e far wall. The bat's wings so m eon e repla ces the ba t ido l in the
treasu ry in th e Zotzilaha sh ri n e where rise over its head, with its claws meeting ni che on the northern wall. If the idol is
they'll d iscover an item th at will be of at a cu riously shaped niche that appears returned, th e aspe ct of Zotzilaha sighs in
gre at value lat er in the cam paign. to be empty. reli efan d relaxes, sending an y remaining
Revealing to the villagers tha t th e PCs fire bat m in ions bac k into th e volcano as
h ave th e bat idol is best broach ed with This shri n e is where th e Olm ans visit it bows d eep ly to the par ty. In a gra ting
tact, lest the villagers take th e pes for every year to offer treasures an d trin - baritone voi ce, the crea ture speaks in
FEBRUARY 20 07 DUNGEON 45
TIDES OF DREAD BY STEPHEN S. GREER AND GARY HOLIAN I
them XP as ifthey'd defeated the aspect colonists can certai nly use it to tran s- saur . Only Id 4 hours afte r the y begin
of Zotzilaha in combat. po rt wha t is need ed. thei r patrol of the tar pit s, the sound
Victo ry Poi nts: For return ing th e bat Th e problem lies with the fact th at one of enraged roars and st ra ng ely hi gh-
id ol and securing the aid of the Olman ofthe isle's oldes t and angriest din osaurs pitched shrieks of terror and pain tear
tribes , the pes gain 250 VP. has recently sett led in the regi on . th rough the air. Eme rging from thejun-
gle, th e PCs witness Temauhti-tecuani's
PART FOUR; A TlUP TO THE Temauhti-tecuani (EL 11) wrat h firsthand .
TAR PITS The villagers of'Tanaroa have been unable The Olm ans and the colonists aren't the
The colon ists ofFarsho re have made a few to gath er tar fro m the pit s for seve ral onlydenize ns ofth e Isle of Dread who use
excursions to th e Isle ofDread's im me nse weeks, and are qu ick to warn anyone who the tar pits. A native race of humano ids
tar pit before , but the journey has always in di cates that th ey wish to d o so as well. known as phanaton s also make freque nt
been a harrowing and deadlyone-it's far It seems that a grizzled tyrannosaurus tri ps to the pits to water proof the ir roo fs
easier to sim ply trade with the Olmans (kno wn locally as Temauhti-tecuani ], has and walls. When the PCs arrive, a band
for what tar the colonists need. Yet for claimed th e tar pits as hi s territory. The of a dozen ph anaton tar -gatherers have
the coming attack, Farshore need s a lot di nosaur has learned th at it's easier to been challenged by Temauhti-te cuani.
more tar th an ever before. Obtainin g a sim ply eat creatures that have becom e and the dinosaur is makin g shor t work
large supply to aid in repairing damage stuck in th e tar , and views the entire oft he diminuti ve creatures .
don e to the colony by the first attack or th in g as hi s banquet table now. Althou gh A ph anaton resembles a cross between
to aid in repairin g the Sea \\)' venl would th e tar pits are large, th e d in osau r is a raccoon an d mon key. Th ey pos-
certainly go a long way toward defeating relen tless in his patrols of his territory, sess lon g, prehensile tails and folds of
the Crimson Fleet assault. and not lon g aft er an yone atte m pts skin between thei r arm s an d legs th at
To repair th e Sea Wy vern, damage to to gat he r a significant amount of tar, allow them to glide for short distances.
the Bl ue Nixi e and other ships in Far- the mo nster's arriv al causes panic and Tem au ht i-tecua ni himself is a ho rribly
sho re har bor , an d the dam age to the mayhe m. Before Farsho re can gathe r th e scarred survivor ofcou ntless battles with
palisade and other buildings, th e colo - tar it needs, someone needs to deal with the isle's other pr edators. One of hi s eyes
ni st s mu st be able to tr an sport the tar Tem auhti-tecuani. is mi ssing , and on e of his arms ends in
safely. A well-traveled footpa th bet ween Creatures:The PCs won't need to look a j agged stum p, bitten off long ago by
Tanaroa and th e tar pits exists, and the long to find the cantan kerous dino- another tyrannosauru s.
made help ful with a DC 20 Diplomacy tons become j oyful and impressed . Th e Farsho re to do what they can to aid in the
check, they ask the pes to accompany PCs become the gue sts of honor duri ng colony's defen se.
them back 10 their village to the north. an im promptu feast offruits and un usu - The phanaton s also kno w quite a bit
Th e j ourne y to the phan aton village ally tasty fried ins ects. Feel free to play abou t the Isle ofDread, and can give the
from th e tar pits is about 45 mile s- it' ll out thi s feast as much as you like; du r- PCs a fair amount of basic informati on
likely take the PCs a few days to reach it. in g th e feast, have the PCs make a DC 20 abo ut many of the locations in dicated
During the journey, the pha natons gri ll Diplomacy check to determine how the on the map ofthe isle. If asked for advice
the pes ceaselessly for sto ries of their phanatons take to them. Alternately, a on where to look for more resources to
homel and. Their irrepressible curiosity PC that wishes to entertain the ph ana- aid them in the coming confli ct with the
extends to the p e s' gear, an d while the ton s can instead make a DC 20 Perfo rm Cri mso n Fleet, th ey're quick to poin t
phanatons are n't thieves , their habits of check. Success with either check indi- th e PCs in the direction of the Temple
taking items that do n't belong to them cates that th e phanaton s accept the PCs of the Jaguar, expl aining that th e "cat
just to examine them for a few minutes as tribe-friends, and are willing to trade peop le" who once lived th ere were very
before they return th em might set some with them or let the PCs stay in their vil- warlike. They're gone now, but their
pes on edge. As lo ng as the pe s are lage as honored guests. Characters who weapon s m ight remain hidden in the
pat ient (and as lon g as th ey can keep at sleep in the village need fear no wander- ru ins of the ir village som ewh ere.
least one ph anaton alive du rin g any wan- in g monster enco unt ers . Note th at th e pe s could contact th e
dering mo nster fights they have alon g If th e pe s explain Parshore's troubles ph anaton s before visit ing the tar pit.
the way), the arrival at the phanaton vil- to the phanatons, a~d if they've become In this case, th e phanat on s react waril y
lage is one of noi sy excitem ent. tribe-friends of the village, th e ph ana- to the st ran ge vis ito rs and make a
When word of the pes' tri um ph over ton leader Teke tek promises to se nd a proposition . If the PCs can make th e
Temauhti-tecuani spreads, the phana - group of his strongest hunters south to tar pits safe for har vesting by de feating
25 Reflex save to avoid tumbling with mura ls of armored men and women
th rough the illusion in to the pit with the heads of cats fighti ng against trog-
bel ow. Success in dic ate s th at lodytes. di nosa urs, and ot he r, less-iden tifi-
the cha racter catches hi mself ab le demoni c monsters. In so me sce nes,
as h is hand or foot passes th e catfclk ride large sabe r-toot hed tigers,
through the pill ar (also whi le in ot he rs th ey worship at large pyra-
gran ting a DC 17 Will save m ids. Ancie nt pillars carve d in leafy pat-
to disbelieve the permanent t erns su pport the twenty-foot-h igh ceiling
illusion). Carved int o th e and surround a bam boo platfo rm covered
pit's northern wall are in reed mats.
niches, forming a ladd er
that descends to a narrow This in n er sanctum is where the
ledge leadin g to area 3 of rakastas came to offer prayers to their
the temple. anc esto rs and perform sacred rites. Th e
Th e bott om five feet fou r everburnt ng to rches pr ovide th e
of the pit is filled with ambient (and perpet ual) light.
brackish, tain ted water, Creature: Before the savage tid e st ruc k
eno ugh to expose down Tha na dan, th e wilds around th e
anyone who falls into it region were the purvey of creatu res
to blinding sicknes s but sacred to the Olmans-couatl s. These
not enough to cushion a feathered serpents were viewed as ora-
fall. The pit wills within des, advisors, and defenders of the wild.
20 feet of th e wate r's When th e savage tid e stru ck, the couatl s
surface are slippery (DC were spared due to th eir natures (out-
25 Climb check), but above siders are immun e to the effects of a
th at th ey're dry (DC 20 savage tide), bu t could do little to h elp
Climb check). the Olman s. Th ey beca me bastions of
Pit Trap: CR 6; good in the savage new realm. bu t over
mec ha nical; locati on tri gger, time th eir n umbers on the Isle of Dread
autom at ic reset; DC 25 Reflex have dwindled dramatical ly. Some fled
save avoids; 50 ft. deep (Sd6, to other planes, most have been slain
fall); tain ted water (blin d in g by demons. Yet a few, like Tonatiuh, th e
Tonatinh sicknes s, For t DC 16, 1d3 day guar dia n of this cha mb er, remain on the
incub ation, 1d4 Str plu s blind ness); isle out of a sens e of du ty to history.
Searc h DC 20; Disable Device DC 20 . Ton ati uh deeply regrets the loss of
hi s rakasta allie s, even thou gh he only
3. Tunnel Statuary appear ed to th e tribe's relig ious leaders.
When the skinwalkers struc k, Ton atiu h
time, and retain the finest lines of detail, A gently sloping tunn el winds downward di d what h e could to defend th em but
as jf the unknown sculpto r had finished into darkness. The walls of the tunnel are was forced to flee in the end , an act th at
the job only yesterday. riddled with niches filled with ancient stat- has wracked the cou atl with guilt ever
ues of jag uars looki ng down from their since. He emerges now only to hunt
T he st a tues th at su rrou nd the perches. Their eyes glitter with red, blue, for foo d, an d spends much of the rest
cent ral platfo rm de p ict gorillas, sn akes, and g reen gemsto nes . of hi s time aslee p ato p th e central pil-
cr ocodiles, bat s, tigers, and ot he r wild lar of thi s room. If he h ear s th e pe s
an ima ls in p osit ions of rage an d Treasure: The ni ches ho ld a total of 20 ap proa ch , he be comes in visible an d
terr itori al defense. The ent ire cen tra l j aguar statues, each weighi ng approx i- uses detect thoulJhts to study them before
array of statues an d pillar are in fact a mately50 poun ds and worth 150 gp apiece. revealing him self
permanent illusion (CL 15th) intended to Th e 40 gemstone eyes are each lapis lazu- Ton atiuh doe s not in itiate combat, but
lure wou ld-be th ieves into a t rap . lis worth 10 gp apiece. fights to the death to protect this temple
Tra p: A fifteen -foot-wide. fill y- from intruders. Although Tonatiuh is
foot -deep pit is hidden hy the illu sory 4. The Great Jaguar (EL 10) lawful good , he's sus picious ofintruders
pillar- anyone who attempts to climb as long as there's a pos sibility th ey may
onto the pillar to examine the (also Flickering to rches in bam boo sconces lig ht be allie d with the s kinwalkers of the
illusory) j ade jaguar m ust m ake a DC th is tall cha m be r. The wa lls are ad orn ed City of Broken Idols. The couatl's in itial
Fort +12, Ref +9, Will +15; resist nature's lure SQ am phi bious, track less ste p, wild em pat hy Bloodtooth, ela smosaurus an imal
Spd 5 fl., swim 40 ft. +10, woodland str ide companion: h p Ill; Monster Manual 60.
Melee tail sla p +18 (l d6+4) a nd Feats Ability Focus (do m inate person ), Tactics: Skep hilipika casts fieedom of
2 claws +16(l d4+2) and Craft Wondrou s Item, Great Fo rtitude , movement, barkskin, and bear's endurance
bite +16(l d4+2) or Multiattac k, Natural Spe ll, Practiced pr ior to combat if possible. He then
flame blade +17/+12/+7 touch (ld8+6 fire) and Spellca ster (+4 to dru id caster level) casts speak with animals in preparation
ta il slap +16 (ld6+2) and Skills Conc e nt rat io n +21, Knowledge for spon taneous summon nature's ally
claws +16 (l d4+2) and (nature) +10, Listen +12, Move Silent ly spells. If th e PCs app roach in the water,
bite +16 (l d4+2) +12, Spot +12, Survival +6, Swim +11 Skephi lipika prefers to summon Huge or
Base At k +14; Grp +24 Possess ions ring of protection +2, amulet of Large sharks. If red uced to 20 or fewer
Atk Options improved grab (tail slap). mightyfists +1, dustyrose prism ioun stone. hit points. Skephilip ika wildshape s into
co nstri ct (3d6-+4) necklace of pea rls and sha rk teeth wo rth a squid and jets out to sea to escape,
Speci al Actio ns d om inate pe rson, wild shape 350 gp leaving Bloodt ooth to cover h is flight.
3jday(Large) Domin ate Person (Su) Once per da y, a The elasmosaurus fights to the death .
Druid Spells Pre pared (CL 12t h) kopru can produce an effect like tha t If he escape s, Skephil ipika calls a new
1
4th-dispelmagic,jreedom of movement of a dominate person spe ll (Cl I0th, DC elasm osa urus an ima l compan ion the
3rd-calllightning(DC 16), cure'moderate 16 neg ates) to a range of 180 feet. Thi s next day, an d then ret urns to the 'wr eck
wounds (2), person (DC 16) effect lasts fo r 8 days. The save DC is site to att ack the PCs agai n as they
2nd-barkskin,j/ame blade, bear's Cha rism a-based. att empt repairs.
endurance, resist energy Imp roved Grab (Ex)A kop ru has a +7 racial
rst-c-cure lightwounds (2). entangle, bon us on gra pple checks. If a kopru hits Repairing the Sea Wyvero
longstrider, speak with animals a n op ponent its size o r sm alle r with a tail The SeaWy vern is significantly damaged .
o-cure minor wounds (2), detect magic, attack , it can attem pt to gr ap ple the foe bu t rests high enough on the reeftha t it is
know direction, read magic, resistance as a free act io n t hat do es not pro voke an effectively dryd ocked except during high
Abilities Str 17, Dex 12, Co n 14, Int 10, Wis atta ck of op portunity. If it establ ishe s a tid e. As long as th e pes have secu red the
17, Cha 14 ho ld, it co nst ricts its foe. tar pits an d b rough t along eno ugh repair
S2 DUNGEON FEBRUARY2007
mater ials in th e Blue Nixie, th eir ship can thi s point, they m ay well mi ss the entire push, thi s time with Vanthus Vanderboren
be repaired with some work. att ack. Not only does this m ean th at they himselfatthe -lead ofthe assault. Vanthus
Th e Sea \\)'vern took a beating du ring m iss out on the opportunity to earn addi- confronts Lavinia, and without the PCs
the storm th at wrecked her, and over tio nal Victory Poin ts during the battle, aid, he may well murder their patron.
the past several weeks she's been slowly but their absence itselfim parts a penalty The following several encount ers rep-
falling to pieces. Ofher 24 hull sections, 9 of -400 Victory Poin ts to their total. If resent key battlefield events th e PCs can
are comp letelydestroyed. Additionally,all th e PCs have done well in preparin g for tackle to aid in Farsh ore's defense.
thr ee ofher rigging sections are destroyed. th e att ack, they' may still have enough
Th ese 12 sections must be repaired before th at Farshore can survive th e attack, but Fighting Pirate. (EL 9, VP Zr)
th e ship can be sailed again. Repairing a th e battle will be close indeed. Creatu res: At th e start of the battle, the
hull section require s a day of work and a The at ta ckin g fleet con sist s of five PCs have a chance to fight a group of six
successful DC 2 0 Craft (carpentry)check- caravels (TIlc Hag, Sea Witch's Curse, The pirates on thei r own. Th ese pirates cou ld
up to thr ee sections ma y be worked on in Kraken, th e Stygian Shark, and the flag- be att em pting to set fire to a b uilding ,
a day. Use of spells like wood shape and ship-th e Brine Harlot), each with a full chasing defenseless colon ists, or sim ply
makc wllDIc grant a +5 circums tance bonus co m pli me nt of blood th irst y pirate s prowling the stree ts looking for a fight.
on th ese rep air checks. If rione of th e itch ing for a fight. Vanth us hims elf, now
PCs is an accomplished carpe nter, th ey transformed by the leade rs of the Crim - C RIM SO N FLEET PI RATE S (6) CR 4
can bri ng alon g an NPC ally like Amelia son Fleet int o a hal f-fiend , captains the Male human fighter 2/rogue 2
venka lie (Craft [carpentry] +7) or Dran ys Brine Harlot. CE Medium humanoid
Sellis from Sellis'Woodworks and Smithy Each ship boasts a crew of thirty pirat es, lnlt +6; Senses Listen +1, Spot +1
(Craft [carpen try] +9) to aid in repa irs. but you don't need to run a full-scalebattle Language s Common
Rememb er to check for wandering between 150 pirates and 240 colonists.The AC 15, tou ch 12, flat-footed 13
monsters each day; if an enco unte r battle's resolution is ins tead determined hp 30 (4 H D)
occur s, it is an aquatic encounter 50% of by a combination of what th e PCs and Fort +7, Ref+5, Will +1; evasion
the time, otherwise it's aj ungle encount er the colonists have d one to prepare for the Spd 30 ft.
as a creat ur e stumbles onto the beach just battle, and what "mini-missions" the PCs Melee mwk rapier +7(l d6+2/1&-20)or
60 feet from the wrecked ship. accomplish during the battle. Once the mwk rapier +5(ld6+2/18-20) and
Once all 12 sectio ns ar e repaire d, it's scouts return to report on the approach- mwk dagge r +5(ld4+l/1Cj-20)
sim ply a matter of waiting for high tide, in g fleet, find out from the players how Ranged mwk light crossbow +6(l d8/19- 20)
whereu pon the Sea Wy vern is lifted off th ey plan to aid the colonists during the Base Atk +3; Grp +5
the reef and can fin ally com plete h er conflict. Use their res pon ses to decide Atk Option s sneak attack +l d6
j ourney to Farsho re. which of the encounters below take place Abilities Str 14, Dex 14, Con IS, Int 10, Wis
Victory Po in ts: Repairing the Sea during th e battle. Th eir success or failu re 12, Cha 8
Wyver n earns the PCs 200 VP. in each determ in es the final total of Vic- SQ trapfinding
tory Point s earned d uring the adventu re, Feats Great Fort itude, Improved Initiative,
PART SEVEN: CRIMSON and thus th e outcome of the battle (see Two-Weapon Fight ing, Weapon Focus
SUNSET Concludin g the Adventu re). (rapier), Weapon Focus (dagger)
Th e PCs have about two months to pre- Skills Balance +9, Climb +7, lntimidate +6,
pare for th e Crimson Fleet; onc e th is The Fleet's Attack .Plan Profession (sailo r) +7, Swim +7, Tum ble +7
tim e has passed, the characters woul d Th e Crimson Fleet attack comes in four Possess ions masterwork studded leather,
be well-advised to stay close to Farshore, waves. When the five ships first arr ive in masterwork rapier, masterwork dagger,
so the y'll be th ere to aid in its defen se. th e harbor, they launch their attack with masterwork light crossbow with 20 bolts,
Lavin ia em plo ys several small and fast cata pults and ballistae. Longboats of 50 gp in jewelry and coin
fish ing boats to patr ol the waters su r- pirates swarm the beaches an d docks of
round ing th e souther n islan ds. The Farsho re. A group of flesh golems con- Amphibiou. A..ault (EL 11, VP 100)
Cr im son Fleet ha s neither th e desi re troll ed by the yuan-ti V'sesslin joins the Creatures: The Crims on Fleet bro ught
nor th e capability to hide its advance battl e on th e shore at this time . along four flesh golems stitched together
with m agic, instead o pting for a more Th e Crimson Fleet then pushes deep from the part s of disobedient crewmen
menacing ap pr oach. Th e scouts return into Farshore, drivin g back th e defend ers to aid in the assault. A yuan-ti sorcerer
to Farsho re with news of th e app roa ch- to higher ground. The yuan-ti V'sesslin name d v 'sesslin is the creator of th ese
ing fleet approximately two mo nt hs after launches fi reball aft er fireball in to the four golem s-defeat ing him and hi s kin
th is ad venture begins. Once th e scou ts colony. As th e colonists make a desper - is th e focus of th is battl efield event.
make this report, the colony has onl y a ate attempt to repel the pirates, Vanth us Before the battle begins,V'sesslin orders
cou ple ofho ur s to prepa re. Ifthe PCs are releases a flight of vrocks in to the streets his four flesh golems to leap into Farshore
on the other side of th e Isle of Dread at ofFarshore. Finally the pirat es make a last Harbor and walk due southeast until they
reach land, at whi ch point they ar e to dis- AC 14, touch 11, flat-footed 13
mantle any buildin gs they encounter.The hp 66 (80 with false life, 13 HD)
golems' emergence from the waves causes SR 23
swift panic as the defenders quickly real- Fort +6, Ref +12, Will +11
ize that their weapons are doing littl e Spd 30 ft.
damage to them. The PCs mu st intervene Melee +1 shock dagger +8/+3 (l d4 plus
and destroy the four golems before they Id 6 elect rical)
can tear apart the colony's b uildings Base Atk +8; Grp +7
and defenses. Special Actions alternatefo rm
Fles h Golem s (4): hp 79 eac h; Combat Gear wandofenlarged fireballs (38
Monster Manual 13S. charges)
Spells Known (CL9th, +11 ranged touc h)
ST EGOS AURU S • CR 10 Take Out the Snake . (EL 11, VP at h (s/day}-animate dead, enerv~tion
N Huge anima l 100 or 200) jrd (7/day)-j1y, haste, lightning bolt (DC19)
DRAGON # 318 68 Creatu res: The majority of the Crimson and (8/d' y)-bull's strength,false life,
Init - 2; Senses low-light vi s io n ,~ scent; Liste n Fleet's assault force are infantry-pirates mirror image, scorchin!] ray
+26, Spot +3 ' who swarm the beaches and attack anyon e 1St (8/day)-animate rope, charm person
\ AC 21, touch 6, flat-foot ed 21; dorsal plates th ey meet. A few remain behind on the (DC 17), identify, magearmor, shield
hp 250 (20 HD) shi ps to man the catapu lts and ballistae. o (6/day)-acid splash, arcane mark,
Fort +21, Ref +10 , Will +9 but on the Sry,gia n Shark., anoth er menace detect magic, mage hand, mending,
Spd 30 ft. altoget her has come to Farshore. prestidigitation, read magic, resistance
Melee tail slam +24 (2d6+16/19- 20) A yuan-ti pu reblood sorc erer named Spell-Like Abilities (CL 4th)
Space 15 ft.; Reach 15 fl. Vsessltn has hired the services of himself I/day-animal trance (DC 18), causef ear
Bas e Atk +15; Grp +34 and his th ree halfblood bodyguar ds to th e (DC 17), darkness, entangle (DC 17)
At k Option s toss Sty,gian Shark for this mission. V'sesslin Abilities Str 8, Dex 16, Con 14, Int 12, Wis
Abilities 5tr 32, Dex 6, Con 24, Int 2, Wis 12, belongs to a yuan-ti slaver ring based in 12, Cha 22
Cha 10 Scutt lecove, and hopes that by offeri ng SQ detect poison, summon familiar (Tiny
Feats Alertness, Great Fo rtit ude, Im proved his services to th e Crimson Fleet for this viper named Zarlian]
'Critical (tail slam), Improved Toughness mission he can cemen t a str onger alliance Feats Alertness, Blind-Fight, Craft Magic
(+1 hp/HD), Iron Will , Run, Weapon Focus between their two organizati ons. Arms and Armor, Craft Construct, Craft
(tail slam) , v 'sesslin and his guards rem ain on the Wondrous Ite m,lm proved Initiative,
Skills Liste n +26, Spot +3 Sry,gian Shark (whic h is anc h ored only )0 Light ning Reflexes
,
Dorsal Plate s (Ex)Asa move action, a feet offshore) and provide what amo un ts Skills Bluff +16, Concentration +18,
stegosaurus can lower its body to place to art illery suppo rt. Th e yuan-ti readies Knowledge (arcana) +8, Listen +3,
its dorsal plates between it and a Single his wand of enlar,gedji reballs, and whenever Spellcraft +12, Spot +10
creature. This grants t he.stegosaurus a +4 one ofthe pirates on land activates a red - Possessions combat gear, +1 shock dagger,
armor bonus to its Armor Class against tinged smokestick,V'sesslin fires a fireball cloak of Charism a +4
the chos en creature. Additionally, if the into th e targeted area one round later (in Yuan-T 'i Ha lfhl oo ds (3): h p 38 eac h ;
chosen creature attacks the stegosaurus theory,giving the pirate wh o gave the sig- Monster Manual 26 4.
with a light weapon o r natural weapon, nal time to get out ofth e bl ast rad ius], In
the sharp do rsal plates inflict Id l 0 points thi s manner, V'sesslin targets buil dings, Scuttle a Ship (EL 10, VP 100 per ship)
of slashing damage (DC 18 Reflex half). large groups of colonists, and other key Creatures: The five Crimson Fleet ships
The save DC is Dexterity-based. areas. Taking him out removes a poten t no t o nly provide art illery su ppo rt with
Toss (Ex) Acreature that is at least two sizes force from the fleet's offense. their ballistae, but serve as a symbol for
sma ller t han the ~ e g ~s a u ru s t hat is hit If t he PCs defeat the yuan -ti, the y can the pira tes. Scuttling one of th ese shi ps
by its tail slam must Imake.
a DC 31 Reflex gain an additional 100 Victory Points by can severely damag e the pirates' morale.
save or be th rown 30'feet in a random scut tli ng th e Sry,gian Shark. In orde r to sin k a Cri mson Fleet ship
directio n awayfrom the stegosaurus. outright, th e PCs mu st either enga ge
. r , ..
The creature takes 1d6 pomts of damage V 'S ESSL IN CR 10 it with th eir own ship or use powerful
from acing tossed, plus'an additional Ide Male yuan-ti pureblood sorcerer 9 mag ic. In thi s case, you sho uld refer to
points of damage if it strikes a solid object CE Medium monst rous humano id Stormwrack for ru les on naval com bat.
before it t~avels the full distance. The Monster Manual 263 Alternately, the PCs could si m ply board
tossed creature is prone when it lands. Init +7; Senses da rkvisio n 60 ft.; lis ten +3, one of the five shi ps and attack the skel-
e save DC is Strengt h· based. Spot +10 eto n crew left behind to defend it. On the
La nguages Abyssal, Commo n, Yuan-ti Srynian Sllark, thi s crew consists of the four
A DC 35 Knowledge (th e planes) che ck cruel claws, and its body radiates waves of
is enough for a character to re call that the intense heat.
dem on lord Ahazu th e Seizer was known
for h is obsession with abdu cting powerful ASPECT OF ZOTZILAH A CR 12
abyss al cr eatu res (th e m ore po werful t he CE Medium outs ide r (ch aot ic, evil,
better)'and impri soning them in a place ext rap lana r, fire)
called the Wells of Darkn ess. Iro nically, Init +8; Senses darkvislon 60 ft., see in darkness,
Ahazu h ims elf is row impriso ned there. speak with bat; Listen +23, Spot +23
To employ th e tooth cifAhazu, you must Langu ages Abyssal, Common, Dracon ic,
remove one of your own te et h and fit the Ig nan, Infe rnal, O lman; telepathy 100 ft.
tooth of Ahazu in its place . This bloody AC 28 , to uc h 14 , flat -foote d 24 (+4 Dex,
process re quires a full-round action and +14 nat u ra l)
deals 1 point ofda mage. Replacing a too th hp 161 (14 HD): DR S/ep;c
with th e tooth cifAhazu doe s not affect b ite Immune fire, pa ralysis, po iso n, so nic
da mage or give you a bite att ack if you Resist acid 10, e lect ricity 10; SR 22
no rmally lack one. Fort +16, Ref +13, Will +15
You m u st have the tooth ofAhazu in your Weakness vu lnerable to co ld
mouth for one firll day before you can u se Spd 30 ft.: fly 50 ft. (average)
its ability. After thi s time , the tooth allows Melee* bite +19 (ldS+15 plus I d6 fire plus
you to m ake grapple chec ks as if you were Id6 Stre ngth d rain) and
one size category larger th an your act ua l 2 claws +17 (l d6+1o plus Id6 fire plus Id6
size, effec tively granting you a +4 size Strength d rai n)
bonus o n all grapple ch ecks. Space 5 ft.: Reach 5 ft. (10 ft. with claws)
As lo ng as hi s tooth is in your mouth, Base Atk +14; Grp +24
the fell influence ofAhazu se eps th rough Atk Options Flyby Attack, Power Attack
your b ody. Your skin be comes cold to th e Special Actions breat h weapon , summon bots
tou ch ,an d th e ins ide ofyour m outh turns *S-po int Power Attack
black. Ahazu's avar ice infec ts you, encour- Abilities str 3D, Dex IS, Ca n 25,Int 7, Wis
aging you to ste al small, precious obj ects 22, Cha 25
wh enever th e op portunity presents itsel f. Feats Cleave, Flyby Attack, Improved
You may choose to ign ore Ahazu's infl u - Initiative, Multiattack, Powe r Attack
ence , bu t if you do you take a - 1 penalty on Skills Hide +21, Int im idate +26, Listen +23,
attack rolls,saving throws, skill checks,and Move Silently +21, Search +23, Spot +23
ab ility ch ecks as lon g as you continu e to Breath Weapon (Su) 3D-foot co ne of un ho ly
resist hi s influ en ce an d the tooth rem ains fire, once every I d4 ro unds, damage 8d6
in your mou th. (half fire, half unholy), Reflex DC24. A
The on ly way a foe can get your too th cha racter that fails to save agai nst this
APPENDIX 1: THE TOOTH
is to render yo u h elp less and phys ica lly attack has his fles h scou red away by t he
OF AHAZU
remove it. Such a removal dea ls no dam- raveno us unho ly fla mes, a nd m ust make a
The tooth ofAhazu is an an cient magic arti -
age.The too th ofAhazu does no t occupy a DC 24 Fortitu de save to avoid taking I d 4
fact that gran ts a physical link to a long
m agic it em b ody slot. po ints of Co nst itut ion damage. The save
dead demon lor d.This sin gle to oth is part
Mo derate transm utation; CL otb: Pric e DC is Co nst itut ion -based.
of a larger collection known to scho lars
gpo Heat (Su) An asp ect of Zotzil aha is infused
and sages as th e teeth of Dahlver-Nar. Lat er 6,000
wit h the fire of the volcano. It inflicts
in th is campaign, the tooth could give the
APPENDIX 2: NEW a n additional I de po ints of fire damage
pe s an advantage in their qu est, as lon g
MONSTER. wheneve r it strikes a foe with its bite or
as th ey're willing to trust the heirs of
claws. A foe t hat strikes the asp ect with a
the Abyss.
Aspect of Zotzilaha natural weapo n or an unarmed st rike also
This humanoid-shaped creature takes Id6 points of fire damage.
has the head of a monstrous bat, See In Darkness (Ex)An as pect of Zotzilaha
razor-sharp f anES, and orange can see pe rfectly in dark ne ss of any kind ,
,glowin,g eyes. Membranous bat even th at created by deeper darknes s.
wings covered in thin blackJUr Speak With Bats (Ex) An aspect of Zotz ilaha
the color of coal jut out rif its can speak with animals with all bat s and
back. Its hands end in lonE, batlike creatu res.
Strengt h Drain (Su)Any creature damaged any oth er cause. The manifestation ofan th em folded in front of him like those of
by an aspect of Zotzilaha's bite or claws aspect in his shri ne on the Isle of Dread a ma nt is. ~
takes Id6 points of Strength drain as he is is relatively recent, spurred by th e th eft of Stephen S. Greer is proud to have been able
inflicted with feverish tremors. an idol from the shrine several weeks ago to contribute to the Sava,ge Tide Adventure
Summon Bats (Sp)An aspect of Zotzilaha may (see D U N GEON #141). Path alonBside so many talented writers. TIle
summon 2d6 fire bats or dire bats once In comba t, the aspect uses his breath thauEht of helpin,g killoffcountless characters
per day. The bats appear immediately and weapo n at the start of any fight. He then on the IsleafDread makeshimfeel all warm
servethe aspect for up to 1 hour. This su m m ons fire bats (if in a crampe d area andfuzzy inside.
ability is the equiva lent of a eth-level spell. such as the shri~e in th is adventure) or Gary Holian is deliEhted to see the hIe (if
Zotzi laha often dispatches aspects of dir e bats to aid him. His arms have a sur- Dread sprouta,gainflom the seeds he planted
his divine might to his shrines, as m uch pr isingly long reach tha t his foes ofte n in DUNGEON #114. May it buryanother mil-
to disp lay his wrath an d power as for un derestim ate since h e us ually kee ps lion adventurers in s1wlloLV ,graves.
Aspect of Zotzilaha
Ben Wootten
Dungeon #143 Map & Handout Supplement © 2007 Wizards of the Coast, Inc.
5 DUNGEON 143 Supplement Permission to photocopy for personal use only. All rights reserved.
Chris Trevas
Dungeon #143 Map & Handout Supplement © 2007 Wizards of the Coast, Inc.
6 DUNGEON 143 Supplement Permission to photocopy for personal use only. All rights reserved.
Ben Wootten
Ben Wootten
Ben Wootten
Warren Mahy
Warren Mahy
Dungeon #143 Map & Handout Supplement © 2007 Wizards of the Coast, Inc.
7 DUNGEON 143 Supplement Permission to photocopy for personal use only. All rights reserved.
Robert Lazzaretti
Farshore
PCs’ Approach
N
nw ne 1
W E
sw se 2
S
4 3 6
0 150 300
feet
Robert Lazzaretti
Dungeon #143 Map & Handout Supplement © 2007 Wizards of the Coast, Inc.
8 DUNGEON 143 Supplement Permission to photocopy for personal use only. All rights reserved.
Aspect of Zotzilaha
Ben Wootten
Tooth of Ahazu
Ben Wootten
Dungeon #143 Map & Handout Supplement © 2007 Wizards of the Coast, Inc.
9 DUNGEON 143 Supplement Permission to photocopy for personal use only. All rights reserved.
Warren Mahy
Ben Wootten
Warren Mahy
Dungeon #143 Map & Handout Supplement © 2007 Wizards of the Coast, Inc.
10 DUNGEON 143 Supplement Permission to photocopy for personal use only. All rights reserved.
Ben Wootten
Dungeon #143 Map & Handout Supplement © 2007 Wizards of the Coast, Inc.
11 DUNGEON 143 Supplement Permission to photocopy for personal use only. All rights reserved.
Robert Lazzaretti
Robert Lazzaretti
E
ne
se
N
S
nw
sw
W
Shrine of Zotzilaha
Treasure
Additional
Room
Tunnels
Fissure
Dungeon #143 Map & Handout Supplement © 2007 Wizards of the Coast, Inc.
12 DUNGEON 143 Supplement Permission to photocopy for personal use only. All rights reserved.
Robert Lazzaretti
Dungeon #143 Map & Handout Supplement © 2007 Wizards of the Coast, Inc.
13 DUNGEON 143 Supplement Permission to photocopy for personal use only. All rights reserved.
Temple of the Jaguar Area 2 Trap Detail
50
feet
1
3
4
Robert Lazzaretti
Dungeon #143 Map & Handout Supplement © 2007 Wizards of the Coast, Inc.
14 DUNGEON 143 Supplement Permission to photocopy for personal use only. All rights reserved.
Tonatiuh
Vanthus Vanderboren
Ben Wootten
Ben Wootten
Dungeon #143 Map & Handout Supplement © 2007 Wizards of the Coast, Inc.
15 DUNGEON 143 Supplement Permission to photocopy for personal use only. All rights reserved.
BY STEPHEN S. GREER AND GARY HOLIAN !
v
-.
ars Cit
~.ftl'I.lt~ . _
60 DUNGEON FEBRUARY 20 07
T
he Isle of'Drcad has lon g been th e we re lost in the attem pt. Unt il, that is, band Verik Vand erboren of her j ourney,
stu ff of legend. Tales of its exis- Capta in "Mad" Mad sen Atirr, one ofBar- an d the two h atch ed an out rageou s p lan.
ten ce, dating back to th e Age of b ar osa's original crewme n, b raved the Th ey would not on ly retu rn to the Isle,
the Explor er Kin gs, were used to spook southern waters again in h is infamous but wou ld settle it, establish ing a colo ny
ne w deckhand s and fascinate ch ild re n sh ip, th e Morninflstar. In th e p roc ess, he on the island.
in seasi de por ts. Yet the Isle was on ly a cre ate d the first accura te seacha r ts to Four years ago, after considerable prep-
mys tical m irage un til recen tly, wh en th e th e Isle of Drea d . aratio n, the van derbor ens outfitt ed two
discover y of fam ed expl or er Rory Bar - Accom panyin g Atirr was an ad ven - ships for the journey. Th ey assem bled a
baro sa'sjournal brough t it back to prom - tu ro u s young woma n name d Lari ssa crewof explorers, sailors, and colonists,and
inen ce an d sparked a d esire among the lom un di, who becam e on e of only a few secured th e aid of Lord Manthalay Mera-
ad venturous to locate its distan t sh ores . to own a copy of thi s high ly prized m ap. van ch i, a veteran explore r of the Amcd io
Hid d en d eep in th e v oh ou n Ocean, After the successful j ourney to th e Isle of Jun gle an d one of the few Meravan chis to
tho usands of m iles fro m th e civiliz ed Dread an d her subsequent return to Sas- escape his family'sreputation for debauch-
lands to the nort h, those who atte mpted seri ne, Larissa was u nable to forge t th e ery.After an arduo us passage,th e colonists
to use Barbaros a's journ als to fin d the won dro us sights and exotic locales sh e'd finally reached the Isle of Dread. Un like
is le of Dread fou nd the un d er taking exper ien ced . Several years later, after oth ers drawn in by lurid tales from Bar-
excee d ingly d ifficu lt , an d m an y sh ips marryi ng into n ob ility, sh e told her hus- barosa's diary,th e Vanderboren Exp editi on
Shopping in Farshore Metal was in short supply. Eventu ally,th e Authority F(gures: Lavin ia Vanderboren,
It's likely that Farsho re will be the vand erboms decided to return to Sasser- nominee for Farshore lord mayor (NG
on ly "p lace the pes have to se ll trea- ., ine to orga nize a re -pro visioning, leaving fem ale human ari stocrat 2/swashb uckler
sur e and purcha se gear for sqme Lord Man thalay in char ge of the colon y. 6), Lord Man th alay Meravan chi, nomi-
time. Althoug h the colony's gp Iirhit.
One of the ships, The Merwria l, was lost at ne e for Far sh ore lord m ayor (LN m ale
and assets are higher than most set-...
sea after an attack by a m on strous levia- hum an aristocrat 3/figh ter S), Professor
tlements its size, they're still qu ite a"
bit lower than what the players might th an , but th e Blue Nixie managed to return Aldwatt le , Council Memb er (CG m ale
expect. This should force pe s to adapt. to Sasserin e safely, ifonl yjust. It took sev- hu m an wizard s/expert 2), Vesserin Cath-
to the treas ure they find during the eral month s to repair the badly damaged erly, Cha plain an d Coun cil Mem ber (NG
course of the adventures. As a result, ship, and after tha t, oth er developm en ts m ale half-elfcler ic 6),Telda Syren , Coun-
.- you should stronglyconsider custom- kept the Vander borens from returning cil Mem ber (CG female half- elfexp er t 4),
izing some of the treasure found in to Farsho re with m ore su pplies. The y Militia Captain Ulvar Kabba nja, Cou ncil
th is advent ure path to your particular rem ain ed in peri odic contact with Lord Member (LG ma le h uman fight er 4).
campaign. If your party's fighter hap- Manthalay via spells like sending, but every
pens to have Weapon Focus (falchion) atte m pt to return met with failure for one FARSHORE
and Weapo n Specialization (falchion),
reason or another. Andj ust as they'd pur- Farshore was established as a perma nent
you should consider altering a mag ic
chased a new shi p to accom pan y the Blue base from which to explore the Isle of
weapon here or there so that he can
take advantage of it. lik ewise, if your Nixie on a return voyage, tr eachery laid th e Dread and export its resources to Sasserine.
party wizard is a necroma ncer who vanderboren s low. Their own son , Van- Th e colonists chose a small harb or dubbed
can't use co nj urati on ma g ic, you th us, burn ed th em and the ir new shi p to Verik's Cove on th e western face ofTemute
might cons ider changi ng that wand ashes on its maiden voyage. as th e colony site,since two natu ral seawalls
of stinking cloud into a wand of vam- Farsho re has th us spent the last several would provid e shelter from storms and
piric touch. years on its own. Local Olman villagers, attack from sea. Afive-member Expedition
As the PCs aid in the colony's devel- att racted by th e wonders the northerners Council meets weekly to direct colony
opm ent, upgr ading its resources and produced, aided them in expanding and affairs,but as Farsh ore has grown, the need
helping to establish trade routes, Far- bu ilding, and taught th em many secrets for a leader has grown as well.
shor e's gp limit and assets increase.
abo ut their new ho m e. Expeditio ns to The colon y is still a work in prog ress,
On ce trade routes with Sasser ine and
the mainlan d of the isle were common, bu t is built to last. App roximately sixty
other no rthe rn cities are esta blished ,
it's possible to purchase goods worth although m ost of th ose that attem pted b u ild ing s n estle wit hin th e palisad e,
up to 40 ,000 gp, with signifi cant to exp lore the interior never returned. built primarily from local materi als with
de lays in de livery. Cha racte rs with .' Withi n two years, the colony was near ly cons iderable add itio nal labo r su pplied
access to teleport and othe r powerful completed, and a hard-won com munity in barte r by th e local natives. The stru c-
of
t ravel spells can course make the in was establish ed on Temute. Flushed ture s ar e wooden, as ston e is difficult to
own jou rney b'ack home to Sasserine to with potential, but with need of further qu arryand reserved for th e colony's rain -
shop, but keep in mind tha t Farshore sup plies, Far sh ore no w waits pa tien tly wate r collection wells. The buildings are
'is about 1, 8 00 miles from Sasseri.o~ fo r m ore reso u rces fro m Sasse rin e m ostly single-story stru ctur es composed
and the terrai n between.the two'loca
be fore it can finall y become the self- of tigh tly spaced h orizontal logs cut from
tions is far from hosRitable.. . (
, sustaining trading post envisioned by th e the su rro undi ngj ungle.The exterio rs are
vanderborens so man y years ago. covere d in red dish-hued adobe con sist-
didn't seek to pillage or exploit th e Olman "T id es of Drea d" begi ns and ends ing of clay, wate r, and dried vegetation
natives living there. Instead,th eywon their in Ear shore, and its citizen s can to give the b uildings a sm ooth su rface
tru st and grudging respect, returning at become close allie s of th e PCs as th ey that keep s them cool during th e day an d
least as mu ch value as th ey took in trade. con tr ibu te crafts and su ppli es, p rovide war m at ni gh t. Th e roo fs are covered in a
After m uch bargaining, th e Vande rborens inform ation, and aid in its defen se. Th is d arker red tile that is fired within town.
forged a treaty with th e people ofthe Seven d etaile d d escription of the colo ny and Farshore was originally d esigned as
Villages an d won con trol of the 2s-square- its reside n ts offers endl ess roleplaying a tradi ng post. Several short wooden
mile islet ofTemu te on which to build th e opportu nities and adventures for you r pi er s of various heigh ts an d len gths jut
colon y. players. Welcom e to Earsh ore! ou t into Veri k's Cove from the Fars ho re
Tem u te ("th e ab andoned place" ) Farshore (hamle t):Conventional; ALNG; waterfront, and lon g war eh ou ses near
becam e the site oft he first tru e northern Population 240; 8 00 gp lim it (Farshore's th e d ocks are used for sto rage. Stone
settlem ent in th e arch ipelago. Th e initial resources and lack of real com petition j ett ies extendin g from th e cliffs flank-
effort was challenging. Temute had been grant the haml et a higher gp limit tha n ing th e cove provide protection against
uninhabited by the Olman for years, and no rmal]; Assets 9,600 gp; Isolated (220 sto rms and erosion .
coaxi ng the m to its shores to ass ist in h umans. j half-elves,6 halflings.a dwarves, Fifty-th ree fam ilies live in Farsho re,
con structin g the colony proved di fficult. 3 gnom es). the majori ty o f whi ch are forme r resi-
the Pe s-the amo unt of time such an week ofwor k is required. Each week work bas e, greased walls, a low moat, and other
upgrade takes depends entirely upon con tin ues, the PC gains a cumulative + 2 chang es th at can fort ify th e wall. This
their methods and solutions. If the pe s bo n us on h is Knowledge ch eck. charac ter must spen d at least two hour s
are on good terms with th e Jade Raven s a day for a week supervising the work. At
(see page 69), the y can assign an adven- '2. Warehouse s the end oft he week, he mu st m ake a DC
ture upg rad e to them. You can assum e A few long warehou ses line th e sh ore, 25Kn owledge (architecture and engineer-
th at it takes the Jade Ravens Id 6 days to storing good s re ady for trade wit h the ing) check; success in dicates that the pali -
complete and recover fro m an adven- Seven Villages or awaitin g expo rt to th e sade improve ments are sound , while fail-
tur e upgrade. An upgrade listed sim ply ci ty of SasseriiJe . Th e ware h ouses are ure indi cates tha t at least another week of
as "Check" or "Spell" ind icates th at a PC n early full after three years ofstorage, an d work is requ ired. Each week work cont in -
must spend the listed amo unt of tim e the exot ic lumber, pre served spice s, and ue s, the PC gains a cumulative +2 bo nus
working on the upgrade, at which point oth er b ulky boun ty harvested from the on hi s Knowledge check.
h e makes a specific skill check or casts isle are ready to go as soo n as trade rou tes
a spell to ach ieve success. A skill check are establishe d. 4. Watchtowers
m ay be attempted numero us time s, bu t Desp it e increased gu ards , som eon e In all, fou r watchtowers stan d on th e
on ce successful, additional checks can not continues to steal sup plies and equip - Farshore pali sa de , two eac h over the
furth er enhance the location. If th e pe s ment from the wareh ou ses. A relatively gates into town . Curr en tly, each tower is
have a good relation ship 'with an NPC, he re cen t d evelopme nt, the se th efts have manned by a single gua rd (human war-
can be con vin ced to spend this time and confou n ded all security att empts to date. rior 1). In cases ofem ergency, an iron bell
make th e app ropriate skill check instead Stolen item s come in all sha pes and sizes, hangs from the guardp ost's ceili n g.
with a DC 15 Diplomacy check. b ut the thi ef has yet to leave any trace of Upg ra de (so VP per watcht ower, 1 WF
hi s passage. Several colonists have b egun each; 3 week s each): The watcht owe rs
1. The Docks to su spect tr eache ry within the Far- serve well for any da ngers that appro ach
Th e Earsh ore waterfront b ustles with sh ore council, and violenc e cou ld break Earshore from the east an d sou th, but
activity most of th e day, as over h alf out soon. n ot so well for att acks fro m th e no rth
the colo nists ha ve som e in terest in Upgrade (0 VP; Adven ture):The thi ef or th e west. A new watchtower could be
wha t go es on h er e. Fish ing b oats an d is n ot one of the colonis ts, but a gre edy con stru cted in the n orthea stern corner
laun ches de part da ily, the latter destin ed ethereal filche r that has be en sne akin g of th e pali sad e, an d one could b e buil t
for n eighbori ng isles, includin g th e Isle into the settlem ent, taking things, and on th e so uthwestern bluff th at over looks
of Dread. At any time of day, two gu ards stashi n g th em in its cave on th e north - th e h arbor.
(human warrior 1) keep watch h ere, an d east sho re ofTem ute. The creatu re stages
signal fires atop the jetties are lit at night its attacks at diffe ren t times in th e night, 1. Sooth Gate
so that stragglers at sea can find their n ever st ri kin g more th an onc e a week. The road lea di ng south from Parsho re is
way h ome. If th e PCs don't set up a sting to catch us ed m ost often b y labo rers who wor k in
Upgrade (50 VP; I WF, Check; I week or th e aberration, ru m or s of a four-armed on e of several gems tone mine s furt he r
more):The ent rance into Farshore harbor hoppin g m ons ter soon start to sp rea d in lan d on th e isle ofTemut e. The m ine s
is a nat ural bott len eck that serves well th ro u gh out Farsh ore. produce a steady outflow of gems , bu t
to prot ect th e colon y from att acks from Ethe real Filche r: hp 22; Monster Man- they aren't parti cularly efficient.
th e sea, yet th ere is certainl y more that uall04· Upgrade (0 VP; Check; 1 week):With a
can be do ne to sh ore up th ese defe ns es. DC 25 Pr ofession (m in er) check, a char-
A charac ter trained in Kn owled ge 3. Palisade acter can inc rease the gems tone m ines '
(archi tectu re and engin eering) can plan A Is-foot -h igh wood en palisad e su r- efficiency. This in cr eases Ears hore's
several changes and enh an cem en ts to the ro und s th e land ward approach int o Far- assets b y 10,000 gpo
ha rbor en tra n ce, such as install ing sieg e sh ore. Wh ile fun cti on al, the for tification
engines or sn iper posts alon g th e cliffs, was bu il t by coloni sts who d idn't ha ve an 6. Far ahore Cemetery
creating art ificial san d bars or sub me rged experie nc ed engineer to lead them , and a Farsho re 's ceme tery is tend ed by cha pel
traps to slow th e advance of en em y ships, DC 15 Know ledg e (architectu re an d en gi- priests, an d is surr ou n ded by a par tially
and estab lish ing m ore efficien t patrol nee ring) ch eck reveals tha t th e wall isn 't com plete d low ston e wall. The colon y
routes.This character must spen d at least ne arly as stron g as it could be. ha s held its own over th e last three years,
two hours a day for a week su pervising Upg rade (so VP; 1 WF, Che ck; 1 week an d as a resu lt th e ceme te ry only h as two
the work. At the end ofthe week, h e m ust or more]; A characte r tra ined in Knowl- dozen graves so far, mostly fish er men
make a DC 20 Knowledge (arch itecture edge (architectu re and engin eering) can an d hu nt ers slai n by troglodytes or
and engineering) chec k; success in dica tes plan several cha nges and en han cem en ts wild beast s.
th at th e im provem en ts are sou nd, wh ile to th e pali sade, in clud ing adding sha rp- Upgr ade ('5 VP; Spell): Altho ugh Far-
fail ure ind icates that at least an oth er ened poles atop it and j utting from th e shore has not h ad m any problems with
10. Mcrauochi Manor to Sasserinc and wre st control of th e and his staff of carpente rs and sm iths.
Th e larg est hom e in the colony, Mera- fam ily from his broth er. Dran ys and his workers almost single-
van chi Manor is surrounded by an Over th e past severa l years, Manthalay handedlv pro vide th e raw mat eri als for
immaculate garden an d boasts two sto - h as be co me th e de facto lead er of buildi ng and ar ming Farsh ore, and are
ries and an atta ched tower used mainly Farshore; Lavinia's arrival has disru pte d gene ra lly thought to be the hardest -
as a museum for the eccentric tro phies hi s plan s and left him in a part icularly working folk in the colon y. A tr easure
of Lord Manthalay Meravan cht's (LN fou l mood. Ifthe PCs manage to deliver seeker at heart, Dranys awaits that "one
Male human ari stocrat 3/fighter 5). Man- his nephew Avner (see "Here Th ere Be big strik e" on the island s th at could make
th alay cho se to accompany Lavinia's par - Monsters") safe and soun d, Manthalay hi m rich beyond his wildest dr eams.
ents on th eir expedition to the Isle of qui ckly pu ts him in charge ofgathering Upgrade ( 0 VP; Check; 1 week): With a
Dread parti ally because he was intrigued votes for the coming electi on. DC 25 Craft (arrnorsmithing, carpentry,
by the exotic n ew discoveri es promised Manth alay also rep resents Zelkaru ne's or weaponsmithing) check, a cha racter
by such a locale, and parti ally because he Ho rns in Farshore. Cha racte rs who can increase the efficiency of th is opper-
had grown disgusted with the excessive belong to the Sasserin e-based mercenary ation. Each on e ofthe three checks made
deb au ches of his brother Zebulah. th e gu ild can use Man tha lay as a point in creases Earshore's assets by 2 ,000 gp,
family head of the Meravanchis in Sas- of contact. for a tot al of a 6 ,0 0 0 gp increase if all
serine. His not-so-secret goal is to build Upgra de (Specia l): T he PCs ca n three are mad e.
enough wealth, resources, and pow er in campaign for Manthalay Meravanchi ,
Farshore so tha t someday he can return encouraging Earsh or e's res ide nts to 11. Tehrik's Tannery
vote for him in the comi ng election for The colon y's hunt m ast er, Te h rik
lord ma yor, as detailed in area 9 abo ve. Arre lion (CG ma le h uman ranger 3),
Lavinia
Avner Mera vanchi spen ds his week s doubl es as Earshore's chief'leatherworker
cam paign ing for his uncle, maki ng and furri er. Hi s two sons, Gerriss and
Diplo macy +9 checks to gather votes. If Dant ri k, and wife Galliana help him run
he ever fails two conse cutive checks, he the bu sine ss.
be come s frust rated with the pro cess and Upgrade (0 VP; Adventure): Th er e
gives up. are cou ntless sou rces for exotic leather
and fur on th e Isle of Drea d, but many
11. The ctayworks of the m are too dangero us to ha rvest.
Clay tile s, ear the nware cro ckery, The megafauna of the isle can provide
adobe b ri ck s, an d eve n glass quality component s if a PC can harvest
are manufact ure d in th is large th eir hides witho ut too much damage.
building. Th e raw materi als for H arvesting a hide takes a Survival check
these pr ojects (most of which (DC 10 + the creature's CR). Hides from
go tow ard the u pkee p of creatures of CR 5 or less do no t notice-
old stru ctures and the ably aid Teh rik. Each CR 6 to CR 10 hide
cons truction ofnew delivered to th e tannery increases Far-
ones) ar e gat hered sh ore's assets by 25 0 gp (to a maximum
loca ll y. Gre ffo ld in crease of 2,0 0 0 gp). Each hi de from
"Redfoot " Fidd lebitter (CN male a creature of CR II or hi gher delivered
halfling exper t 3) man ages th e in creases Farshore's assets by 1,0 0 0 gp
claywork s with his family. (to a maximum increase of 10,0 00 gp).
Upgrade (0 VP; Check; I weeku
With a DC 25 Craft (pott ery) 1+. The Last Coconut
check, a characte r can in crease This cozy gathering place within earshot
th e Claywork s' efficiency, of th e doc ks is th e colony's on ly tavern
increasing Farshore's assets by and inn. A do zen round tables an d a
3.0 0 0 gp. small ba r fill the airy common room. It
serves tast y fare an d pot ent drinks in a
11. Scllis' Woodworks and warm an d invi ting atmos phere pr ovided
Smithy by its gregario us prop riet o r, Malfu s
Th is large build ing Fairwind (N male hum an bard 3) who
is home to Dranys often takes up hi s lut e to provide rou sing
Sellis (N ma le music for h is clien telle. The Cocon ut
d war f expert 2) is a place for relaxat ion and recreation
66 DUNGEON FE8RUARV2D07
for the hardwor king co lon ists and is dei ties ven erated here are Ehl onna (the Casting Vote.
oft en the firs t des t ination of visi to rs. patron ofthe chapel 's cu rre nt caretaker), Atsome point during "Tides of Dread "
The second floor featu res a half-dozen Pelor, and Fharlanghn, although all of when the PCs are in town but at least
do ub le room s and on e four-guest suite th e non-evil dei tie s listed in the Play er's a few weeks before the Crimson Fle~et
attack, the Farshore Expedition Council:" Jl
(currently rented by the Jade Raven s). HatJ dbook
, ha ve shrines here. holds a public meeting du ring which ,::
One ofthe gue st rooms is also currently The resident cleri c and caretake r of
all citizens of the colony are invited to
in h abited by Ame lia Venkali e (CN the chapel is Ves serin Catherly (NG cast votes on who should become lord
fem ale h u man rogu e 4), assu min g she m ale hal f-el f cleri c 6). H e is a sho rt, mayor. When "Tides of Dread" begins, f
survived the pr evious two adven tures. wiry, and emi nently pleasant man who .rou gblv 1/3 of Earsho re is undecided,
Upg rade (0 VPj 1 WFj 24 week s): h as ma n aged to serve as Fars hore's and the PCs can choose to influence
Lavinia Vande rboren is eager to load s pirit ual gu ide wit hout ostraci zing the result if they wish, as detailed in
up the Bille Nixie with trade goo ds for an y on e parti cul ar fait h, a tas k he is the upgrades for areas 9 and to-the
Sasse r ine to establish t he trade rout e rightfully proud of PCs need only convince 41 colonists to
between the two location s. With the Vesserin is a m ember of the Church vote one way to determine the victor.
possible exception of one of the PCs, of the Whi rling Fury, although thi s If t he PCs do not take part in either
upgrade, this adventure assumes that
Amella Venkalie's th e best candidate to is not public knowledge . He cho se to
Meravanchi wins the election.
captain the Blue Nixie on such at rip. By travel to th e Isle of Dread after hear in g
If Mant haly Mer avanch i wins,
giving her a workforce of sailors and rumor s of de monic influ enc es in the h e reorganizes much of Ea rshore's
labore rs, she can be off to Sasseri ne at region , and ho ped to be able to spend ' r fforts at becomin g a well-defended
any time. (Sh e bids a stoic farewell to some time in vestiga ting (and po ssibly trading post and focuses on an nexing
any PC sh e has become roman ticall y qu ashing) such in fluences. So far, he's the Seven Vi llages. AfterId6 months,
in volved with , and pr omises to re turn not had a chance to do so, as tending to Farshore's gp limit increases by 5,000
as soon as she can ). Th e Blue Nixie's Earshor e's needs have taken up most of gp, but the loss of focus on defense.
return in about six m on th s (alo ng with his tim e. If any PCs are members of the red uces the PCs' VP total by 250,Th'e
a half-dozen mo re trading ships filled Church, Vesserin contacts them soon Olmans are unl ikely to take the se
with colonists and good s) is enough to after they ar rive to recru it their aid. developments well, and such actions
could incite some of them to violent
bring Farsho re's population u p to 450 Only four acol yte s (huma n cleri c 1)
rebellion against Earshore.
so uls. More im po rta nt ly, th e PCs can serveVesserin, although with the arrival of
If Lavinia vanderboren wins, the
purchase or sell good s at th is point as the Blue Nixiehe gained a m ore powe rful colony cont inues on its cou rse of
if they were in Sasserine (4°,000 gp follower as well. The last time the PCs becoming a well-defended trading post
limi t, Assets 3' ,300,000 gp), albeit with a spoke wit h Liamae Teslikari a of the Jade ~ that exists in peace' with the Olmans.
six-month del ay. Raven s, th e capricious h uman sorcerer This grants the pes I SO VP, but may
may not have seeme d overly religious, ma ke an enem y out of Ma ~t haly
H . Far sbc re Chapel but a ncar-death experience duri ng the Mera vanch i, which. cou ld have
A smartly fini shed building of adobe storm that separated th e Blue Nixie from repercussions later in the carTlpai~n .: :
stan ds nea r th e cen ter of the colon y. the Sea wwem in "The Sea Wyvern' s .;,
This sing le-s tory chapel features a Wake" put her in a co ma, from wh ich
bel lt ower that rises hi gh er tha n any she was lucky to em erge. Since regaining pre paring for his mi ssionary work here
other bu ilding in Farshore, a bell that her sens es in the chapel, Liamae found in Farsh or e be fore sett ing off into the
no t on ly an nounces the start ofservices th at she's developed an entirely new set island's in terior. He ha sn 't been seen
but also serves the colony as a warnin g of magical skills. Her lucky escape from sin ce, and Vesserin hopes he still lives.
bel l. Th e large pe w. lined com mo n death drew the atte ntion of (or perh aps He asks the PCs to keep an eye ou t for
ro om doubles as a meeting plac e for was d ue to the inte rvent ion of) Rudd, the signs of the m iss ing mi ssion ary when
meeti ngs of th e Expedi tion Cou nc il or god dess ofl uck. Now a favo red soul of he learns thcy intend on exploring the
other public gat herings. Rudd, she looks to Vesserin for advice- Isle of Dread them selves. Noltu s's fate is
The primary purpose ofthe buil ding is if any pes are divin e casters, sh e may revea led in the u pcoming Savage Ti de
as th e reli gious center ofthe settl ement. look to the m in a si milar way. adventure, "City of Broken Idols."
The colony 's ini tial size pr eclu ded the One thi ng t hat 's been gnawing at Upgrade (Z5 VP; Check; 1 week): Ves-
cons truction of mu ltiple tem ples, so the vesse ri n's cons ience for nearl y a year is seri n welcomes any clerical aid he can
colonists agr eed tha t the various faiths th e fate of a Pelorian missionary named get in hand ling the day-to-day cho res of
would share one roof The main worship Noltu s Innersol, who cam e to Farshore running the chapel. Any PC that can cast
room is non -denominational, wit h over a year ago independ ent ofthe other healing spells can spend a week help-
numerou s small sh rines in alcoves alon g colonis ts. Nolt us so ught to spread the ing him in vari ou s tasks such as healin g,
the walls tha t contain small stat uettes teachings of his faith up and d own th e maint enance, sermons, and oth er spiri-
of vario us deities. The mo st po pul ar Olrnan peninsula, and spen t several da ys tual matters. At th e end ofthe week, a DC
20 Know ledge (religion) check ind icates a careful search of the ru ins reveals a 18. The Greenhouse
that the spiritual well-being ofthe colony treasu re trove of ancient Olman cultural This unique building is located behind
in creases morale, granting th e listed VP art ifacts, includ ing so me very valuab le the infirm ary, and sports a peculiar roo f
award . This award can be earn ed up to carved stones, a favor ite of the ancient com pose d of a wooden frame overlaid by
eight time s for a to tal award of 200 VP« , "gods." No sign of the ape ido l can be cru de glass tha t allows sunlig h t in and
fuund, but a DC 25 Search of the ruins provide s a decen t shelter for the plants
16. Farshcre Hall of Records uncovers a gold and jade necklace (worth and herbs withi n. Until recently, Telda
This m odest build in g serves Farshore as 40 0 gp) bea ring a st range sym bol of a Syren ma in tained th e greenh ouse on
a lib rary and a hall of records. All impor - circle sur rounding twoj agged lines.A DC her own , but with the Blue Nixie's arrival,
tant docu ments are kept here, protected 25 Knowledge (religion) check reveals thi s Jade Raven Kasku s Kid has taken it upon
by two iron safes, while other books and to be the holy symbol ofZagyg, a dem igod himselfto help. Ifhe survives the previous
idle works ofart lin e shelves in th e mai n of eccentricity and m isch ief How it came two adven tu res, Urol Forol also ends up
room . The hall is under th e watchfu l cye to be here is a m ystery. spend ing mu ch of his time here.
of [eran Em rika d (LN human wizard 21 If the Olman artifacts are ret urned to Upgrad e(o VI'; Check; 1 weekj With a DC
rogue I), an energetic and bright-eyed Parshore, they can be sold to northern 25 Knowledge (natu re) check, a character
man in his late forties who fancies him - co llectors. Once tr ad e ro u tes are can increase th e greenho use's collectio n
self an explore r. established, this increases Farshore's gp of exotic spices, herbs, an d ot her plant s.
Upg rade (0 VP; Adve~turc) : [eran limi t by I,SOOgpo Once trade rou tes are establish ed with
rece ntly learned a local legend of a Wights (6): hp 26 each : Monster Sasserine, thi s inc reases Farsh ore's gp limit
m ysterious eighth Olma n village said Manual 255. by 1,0 0 0 gp o
to once have been located on Tem u te.
As th e legend goes, the Kawibu sas had a 17. The Apothecary's Infirmary 19. Aldwatrle'e Laboratory
marke d taste for warfare. Their warriors Th is build ing ser ves Fars hore as a Th is b uild in g hou ses the laboratory of
and zombie-m aste rs braved the jungles si ckhouse. T he few cle rics in Farsho re an eccen tric al ch emis t and naturalis t
beyond the Great Wall o ften to explore can 't be cou nted on to d eal wit h every fro m th e ma in land na m ed H evr ik
th e ruins of the island's old "god s." On illn ess, an d while th ey pay regu lar Ald wattle (NG hum an wizard s/e xp er t
one of their fora ys, they un covered a visit s to the in firm ar y, day-t o-d ay care 2). Thr ille d at the op p ortun ity to b e
sunken temple deep within the j u ngle that of th e s ick and wound ed generall y the firs t to catalo gue and resear ch
contained an idol of a great ape, carved f.111s to Telda Syren (CG fema le h alf- the m ine ra l s, s u b s t a n c es , an d
from a thi ck piece ofobsidian en crus ted elf exp er t 4), a skill ed h erbal ist wh o's ema n ati o ns o f th e isles, Aldw att le
with gemstones. The Kawibusas proudly al so spe n t he r tim e st ud yin g the was an eager me m be r of the orig inal
carried th e stolen idol to th eir home and island flora and fauna in h o pes of Van de rboren Expe dition. Hevri k is
placed it at th e center of their village. discovering ne w medi cines, foods, an d also a member in good stan d ing wit h
Th at very n ight, a great fog rose up and h erbs. She was a close fr iend of Lar issa the Wit ch war dens, and PC m embers of
engulfed the ir settlem ent. By dawn th e Vand erb oren, and has taken news of th is affiliatio n may use him as a poi nt
enti re tri be had m ysteriously van ished. her de ath h ar d . o f contact.
Olman visitors who came to the site Telda ha s been stu dyi ng the Olman Upgrade (0 VP; Ch eck; 1 week ): The
several days later found the Kawib usa tri bes since her arriva l and has learn ed lab is a treasure trove of com pou nd s,
village empty, save for the omi no us ape mo st of the ir lan guage and pictograms. h erbs, and ch emi cals. Any PC th at has
idol. They buri ed the id ol, hop in g to en d Sh e is conce rned for th eir plight, at least on e item creation feat who
its curse, and never returned. Since then, considering the inherent dangers of spends a week with Hevrik Aldwattle
th e story ofthe eighth tribe has become a the isle and the cultu ra l d isruption that can attem pt a DC 25 Spel lcraf check-
pop ular tale am ong the DIm an. the p resen ce of the colonists no d oubt success indicates he's taug h t Ald wattle
[eran very much wants to discover th e pr esent s. Her arg u ments wit h Lord some t im e-saving tech n iq ues. Th is
site ofthis lost village and the strange ape Mant halay an d Professo r Ald watt le on in crea ses Farsho re's assets by 5,000 gpo
idol,a1though the site has proven difficult how best to interact with the Olrnans
to locate, as th e j un gle has reclaim ed it are lege nd ary in Earsho r e, as she 20 . Farms
in the decades since th ey vanishe d. The advises caution and non -inter ference in Alth ough seve ral sma lle r farms sup -
site itself is located a mile inlan d from native affairs. port Far shore be yond its walls , these
the northea stern coast o f Temute- Up g rad e (so VP; Check; 1 week): two far ms are the closest and therefore
discovering its location based on [eran's With a DC 25 H eal check, a cha racter mos t im por tan t to main tainin g th e
notes takes a DC 30 Su rvival check (one can in crease th e infir m ary's efficie ncy colo ny 's food su pplies . If he su rvived
ch eck may be attempted every Id 6 days). so tha t when the attack com es, more o f th e previo us ad ventu re, Tavey Nesk is
The empty ruins are now haunted by SLX Earshore 's resi den ts will be in better taken under the wing of one of these
wigh ts. Once the u ndead are dea lt with, sh ape to help defend the colony. farm ing fam ilie s.
c
Upgra de (0 VP; Check; 1 week); With a alt ho ug h if a PC takes Leadership one good looks have served hi m well ove r
DC 25Profession (far m er) check.a cha rac- could become a cohort. They can be the yea rs. H e m ay take an in terest in
ter can in crease the farm s' efficienc y.This used to hand le m inor tas ks requ ir ed an att ra ctive fem ale PC, altho ugh hi s
increases Farshore's assets by 5.000 gpo by adventu ro us types on Tem ute, an d eg o m igh t m ake h im di ffic ult to ge t
d u ring t he Battle of Farsbore , th ey along wit h.
THE JADE RAVENS play an importan t ro le in the colo ny's As Toli n adve n tured , he cam e to
T he p e s aren't the on ly ad venturers defense , prot ectin g parts o f the colony realize that what tr uely app ealed to him
in Lavinia's emp loy. The Jad e Raven s th e p e s ar en 't. Eac h Jad e Rave n abo ut his lifest yle was looking good in a
consist of a gr oup of me rce na ries an d u nabl e to take part in the de fense of figh t. Growing less and less en amoured
adventu rers who ha ve served the Van- the colony d uring thi s ba ttle (d ue to with the na tural wor ld, in pa rt d ue
d erboren s for m an y yea rs. Du rin g "T he d eath o r oth er reaso ns) caus es a - 1 0 0 to Kasku s Kid 's somewha t zeal o us
Bu llywug Gambit," th e Jad e Raven s VP penalty. str eak of crusading for the sam e, Tolin
we re ca p t u r ed by t he m onstrous The stat blocks given below rep resen t abando ned the ranger class and began
invad er s ofVa nde rbo ren Manor- the the most li kel y ways in whi ch the Jade to foc us solely up on pe r fectin g hi s twin
pe s had a cha nc e t o resc ue th em Raven s p ro gr esse d to 7th level over short swo rd fight in g style.
du rin g th e co urse of th at ad ven t u re. the course of the last few adve n tu res. Tolin's obsess io n with Lavin ia is not
Sin ce the n, the Jade Raven s have had If, in your campaign, the y have made as secret as h e sus pects. Certain ly, the
litt le con tac t wit h the pe s. How the y diffe rent choices. yo u sh o uld alte r rest of the Jad e Ravens know that he's
react to the re tu rn of Lavin ia's favored th em to mo re clo sely adh ere to your been pi ning for th ei r bea utiful patro n
h er oes d epe nd s in la rge par t on how pr eferred vers ions . for many m on ths, if n ot years. Lavini a
th ey were treat ed by the party du ri ng herself has alr ead y mad e it clear th at
"T he Bull ywu g Gamb it." Tolin Kicntai th e feelin gs ar en't m u tual, so Toli n's
T he Jad e Ravens arc un likely to Tolin is as vain and b rash as he is been forced to su press hi s feeli ngs. If
acco m pany the PCs o n ad vent ures , handsome, a ru gged ma n whos e ru st ic Lavinia is rom anticall y involved with a
PC, Toli n 's jealousy might fo rce h im to ma e h ad a ro u gh er t ime on t he jou r - Possess ions combat gear, +1 studded leather,
do something rash , like challenge that n ey h ere, Za n h at ed ev ery mome nt of +1 buckler, +1 rapier, shortbow with 20
PC to a duel, att em p t to frame h im for it wi t h a pa ssi o n . H e m iss es th e press arrows, 8 masterwo rk daggers, gogglesof
some sort of m inor crime, o r even seek of t he city crowd , the wi d e ran ge of minuteseeing, 14 gp
o ut Meravan chi ai d in finding a way to choi ces whe n it co me s t o ente rta in-
on e-u p his rival. m ent and alcoh o l, a n d t he raw sen se Kad:us Kid
of civiliza t io n t h at Sass e r i ne offers. Kasku s has a d eep an d no isy lo ve of
TOLIN KIENT.....I CR 7 O n ly h i s e rod ing se ns e of lo yalty t o mou n tains a n d caverns, a nd longs t o
Male human ranger 3/fighter 4 Lavin ia an d th e Jad e Rave n s got him ret urn there some day after he's re paid
LN Medium huma noid on t h e Blue Nix ie, an d n ow h e r eg re ts a deb t ofloyal ty to Lavi nia, whose father
Init +6; Senses Listen +7, Spot +7 that ch o ic e bitt erl y. Hi s sit uatio n i s re scu ed Kaskus from slavery to the Scar-
langu ages Com mon co m pou n de d b y an irrat i o n al fea r o f let Br otherhood n earl y a year ago.
AC 18, touch 12, flat-footed 16; Dodge, t he j u ngle. H e 's h ad sever al glimpse s Kaskus Kiel's loyalt y t o the Jade Raven s
Mobility ofwh at d well s in i ts d ept h s, and wa nts is m atc he d on ly by h is loyal ty to Lavin ia
hp 39 (7 HD) n o th i ng to d o wi t h t he Isle of D ead . and the n atu ral world. Although he spent
Fort +8, Ref +7, Will +6 As a r e sult , h e increasing ly sp en d s h is mu ch ofthe voyage seasick, he's fallen in
Spd 30 ft. t i m e at t he Las t Cocon ut, d rin kin g love with the Isle of Dread and its exo tic
Melee +1 short sword +12j+7(l d6+6jl 9-20) or away the weeks a nd growing angrier environs. One of the fir st things he did
+1 short sword +10/+5 (1d6+6/19-20) and an d a n g r ier. It 's qu ite li kely he comes u pon arriving was to for ge a bond with
+1 short sword +10 (l d 6+4/19-20) to se e th e PCs a s sy mbol s of h i s si tu- an a n imal co mpanio n fro m a nearby
Ranged mwkcomposite longbow+6 (l d8+3j,3) at ion , and as t he wee ks go on , they lagoon- a ca n ta nkerou s giant cro co -
Base Atk +7; Grp +10 b e co me th e p r i m a ry t a r get o f h i s d ile Kaskus h as n am ed Kruthk u r. Afte r
Comba t Gear potion of cure moderate pran ks and t ric ks . seve ral u nfortu n at e m isunders tan d in gs,
wounds, potion of haste Kasku s no longer allows Kru thkur ins id e
Abilities Str 16, Dex 14, Con 10, lnt 8, Wis ZAN OLO..... VIN CR 7 of Farsho re; t h e crocod ile h as inste ad
13, Cha 12 Male half-e lf ro gu e 7 tak en to living in the ri ver j ust west of
SQ wild empathy +6 N Medium huma noid (elf) th e colony.
Feats Dodge, Endura nce, Improved Init +3; Sens es low-light vision , Li ste n +0, Kask us h as bee n try ing to co nvin ce
Init iative, lron Will, Mobility,Track, Two- Spot +0 th e Jade Raven s to make an exped iti on
Weapon Defense, Two-Weapo n Fighting, l angu ages Com mon, Elven, Ore into th e Isle of D read 's in te r io r, but
Weapon Focus (sho rt sword), Weapon AC 19, to uch 13, flat-footed 16; unca nn y so far, h e's o nly been ab le to convinc e
Specialization (short sword) d od ge Liamae to join h im . H is obse ss ion with
Skills Handle Animal +7, Intimidate +5, hp 41 (7 HD) th e natu ra l wo r ld h as a ll but blinded
Knowledge (nature) +5, Knowledge Imm une slee p him to th e fact th at the Jade Raven s a re
(d ungeoneering) +5, Listen +7, Ride Fort +4, Ref +8, Will +1; evasio n close to di so lving as a g ro u p. When he
+8, Spot +7, Surviva l +7 (+9 nature or Spd 30 ft. lea rn s t hat th e PCs are planning o n an
underground) Melee +1 rapier +9 (l d6+l j I 8- 20) exped it io n in to the ma ini land , h e m ay
Possession s combat gea r, +1 chain shirt, 2 Ranged mwk dagger +9 (l d 4j I 9- 20j x3) o r vo lu nt ee r his aid (especially if yo u
+1 shortswords, masterwork composite short bow +8 (. d6jx3) feel that th e pe s co uld use so m e help
longbow (+3 Str) with 40 arrows, cloak of Base Atk +5; Grp +5 wit h what awaits them in th e d ept hs of
resistance +1, S6 gp Atk Option s Combat Ex pert ise, sne ak the isle).
atta ck +4d6
Zan Oldavin Co mbat Gear potion of cure moderate KASKU S KIEL CR 7
A j au n ty, fla m boya n t m an who take s wounds, potion of invisibility Male dwarf d ruid 7
p erhap s too keen a n int er e st i n h i s Abilit ies St r 10, Dex 16, Con 14, Jnt 13, LN Medium humanoid
dag ger collection , Za n's car efree an d Wis 8, Cha 12 Init +1; Senses darkvisio n 60 ft.; Listen +0,
so m e t i m es irre sp on s ibl e a ttitude SQ t rap sen se +2 Spot +0
tend s t o get all four ofth e Ja de Ravens Feats Co mbat Expertise, Improved Languages Common, DwaIVen, Druidic, Sylvan
in t o trouble wit h the au thoritie s. Of Disarm, Weapon Finesse AC 18, touch 11, flat-footed 17
co urse, Zan doe sn't vi ew his pran ks Skills Balance +12, Diploma cy +3, Disabl e hp S6 (7 HD)
a n d s tun ts as a n yt h i n g m ore t h a n Device +8, Escape Artist +10, Gath e r Fort +8, Ref +3, Will +7; resist nature's lure
cha r mi ng attem p t s t o ke ep th in gs Info rmat io n +3, Hide +10, Move Spd 20 ft.
li vel y and i ntere st i ng. Silen t ly +10, O pen Lock +10, Search Melee +1 scimitar +6 (l d6+1/18-2 0)
O f t h e Ja de Ravens, Za n is th e least +14, Tumb le +10, Use Magic Base Atk+5; Grp +S
ha ppy wi t h Fa rsh o r e. Al tho u g h Lia - Device +8 Special Actions wild shape 3/day
70 DUNGEON FEBRUARY200 7
Co mb at Ge ar wandof cure moderate wounds
(35 charges), potion ofexpeditious retreat
skill , Rudd. Her newfound faith h as
softened he r cyn ical an d bi tt er ed ges
Mt.I09'on
Spell s Pre pa red (CL 7th, +2 me lee touch , +3 to a great exte n t , and if sh e tr eated GOKK , I FELT BAD ABOUT
ranged touch) any of th e PCs poorl y before , sh e takes KILLING YOUR PARENTS ,
4th-spikestones pa in ,s to mak e am end s. Of cou rs e, SO I REINCARNATED THEM .
ARE YOU
3rd-cal/ ligh tning (DC 16), meld into stone, since she may in vit e her new friends
HAPPY?
stoneshape o n any n umber of d ang ero us an d
2nd-bull's strength, cure moderate wounds, frivil ou s ad vent ure s just to "test th eir
holdanimal (DC 15), lesser restoration luc k" agaisn t th e isle, her attenti on
ist-c-ccre light wounds (2), longstrider, ma y quic kly grow old.
produceJlame,speak with animals
o-create water, cure minorwounds (2), L I A M AE TES LI KARI ACR 7
guidance, light, purifyfo od and drink Female human sorcerer 4jfavored soul 3 (Rudd)
Abilitie s Str 10, Dex 12, Co n 16, Int 13, Wis CG Medium humanoid
16, Cha 6 , Complete Divine7
SQ animal com panio n (g iant croco di le lnit +1; Sen se s Darkvision 60 ft.; Listen +3,
na med Kruthkur), trackless ste p, 'wild Spot +3
empathy +7, wood land st ride Lan gu age s Com mon, Dwarven , Dru idic,
Fe ats Aug me nt Summon ing , Natural Spell, Sylvan
Spell Focus (co njuratio n) AC 13, to uch 13, flat-footed 11
Skills Co nce ntrat ion +10, Handle Animal +5, hp 32 (7 HD)
Knowle dge (nature) +10, Listen +9, Spot Fort +7, Ref +6, Will +10
+9, Survival +4 (+6 nature) Spd 30 ft.
Posse ss ion s combat ge ar, +1 hide armor,+1 Melee mwk dagger +4 (l d 4- l f I 9- 20)
hea uj wooden shield, +1 scimitar, pearl of Ran ged mwk sho rtbow +8 (l d6fx3)
power(2nd level), 35 g p Base Atk +4; Grp +3
Combat Gear wand of mage armor(lS charges),
Liamae Tealikaria wandof spiritualweapon (32 charges)
Liam ae is a reb el aga in st her nob le Favo red Soul Spe lls Known (CL 3rd, +6
paren t s who ran away from home ranged tou ch)
to the exotic south to expe ri ence 1St (6fday}-command (DC 13), curelight
wh at li fe h as t o offer. Sh e may wounds, divinefavor, shield of f aith
become ro mantically involve d wit h a o (6j day}--eure minorwounds, guidance,
hand some PC, but h er capricious an d mending, resistance, uirtue
somet ime s se lf-destruct ive life style So rce rer Spell s Kno wn (CL 4th, +6
h abi t s (r an gin g from a fond ne ss ra nged to uch)
fo r exp lor in g danger ous regi on s o n and (4fday}-Tashas hideous laughter(DC 17)
h er own t o an inc reasingly morbid ist (7jday}--charm person (DC 16), magic
fascina tion with how lucky sh e really missile, shield
is) m igh t put long-term relation shi ps o (6fday}-acid splash, daze (DC 15), detect
unde r undue st rain. magic, light, prestidigitation, (ead magic
When th e Blue Nixie was caugh t Abilitie s 5tr 8 , Dex 14, Con 13, lnt 10, Wis
in a stor m du ri ng "The Sea Wyver n's 12, Cha 18
Wake ," Liamae was struc k by a bolt of SQ summ on fam iliar (s nake named Irradar )
WHILE I WAS
lightn ing an d n earl y kill ed. She woke Feats Alertness, Brew Potion, Great WAS LAUGH I N G ,
from her coma at Pars h ore. h er only Fortitud e, Iro n Will, Mart ial Weapo n AT THE JOKE , A
m em or y of th e incident a vis ion of an Proficie ncy (sho rtbow), Spell Focus GIANT SPIDER
ATE HIM .
athlet ic woma n weamig tig ht cloth ing (e nchan tme nt), Weapo n Focus (sho rtbow)
and a flowing blu e cloak. In th e vision, Skills Bluff +7, Concentratio n +8. Knowle dge
the woman defied all manner of pe ril, (a rcana) +7. Knowled ge (re ligio n) +4,
relying on wh at seem ed to Liarnae Spellcraft +7
to be a de li ght fu l combination of Posse s sio ns co mbat gear, mwk dagge r,
phy scia l prowes s an d pure du mb lu ck. mwk sho rtbow with 20 arrows, ring of
She 's since come to reali ze th at th is protection +1, cloak of Charisma +2, silver
visio n was of th e goddess of lu ck and holy symbol wo rth 50 gp, 78 g p ill
.....T ON Y MosE.l£.Y Z OC;ON IA . CO M
BACKDROP: FARSHORE
by Stephen S. Greer and Gary Holian
The burgeoning colony of Farshore needs the PCs’ help if it’s going
to survive the perils of the Isle of Dread.
Dungeon #143 Map & Handout Supplement © 2007 Wizards of the Coast, Inc.
16 DUNGEON 143 Supplement Permission to photocopy for personal use only. All rights reserved.
Robert Lazzaretti
Dungeon #143 Map & Handout Supplement © 2007 Wizards of the Coast, Inc.
17 DUNGEON 143 Supplement Permission to photocopy for personal use only. All rights reserved.
Farshore Island Colony
Temute
Farshore
1. The Docks 11. The Clayworks
2. Warehouses 12. Sellis’ Woodworks and Smithy
3. Palisade 13. Tehrik’s Tannery
4. Watchtowers 14. The Last Coconut
5. South Gate 15. Farshore Chapel
6. Farshore Cemetery 16. Farshore Hall of Records
7. East Gate 17. Apothecary’s Infirmary
8. Militia Barracks 18. Greenhouse
9. Vanderboren Manor 19. Professor Aldwattle’s Laboratory
10. Meravanchi Manor
manor 20. Farms
N
nw ne
W E
sw se
1
19 18
17 S
2 16
14
15
20 4
13 7
20 8
12
10
11
3
9
4
6
5
0 150 300
feet
Robert Lazzaretti
Dungeon #143 Map & Handout Supplement © 2007 Wizards of the Coast, Inc.
18 DUNGEON 143 Supplement Permission to photocopy for personal use only. All rights reserved.
Ben Wooten
Dungeon #143 Map & Handout Supplement © 2007 Wizards of the Coast, Inc.
19 DUNGEON 143 Supplement Permission to photocopy for personal use only. All rights reserved.
Lavinia
Ben Wooten
Dungeon #143 Map & Handout Supplement © 2007 Wizards of the Coast, Inc.
20 DUNGEON 143 Supplement Permission to photocopy for personal use only. All rights reserved.