The Isle of Dread DD5

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Jungle

~; Swamp
,/;:\ Mountain
JllPA
.,/tf,'\. Volcano
~ HUis
""' Caves
fl,.!\r..
Broken Land
p=£.
River l,.11,... ....._,."",,..
CJLake or Ocean 1
~Coral Reef t
~Tar Pit I,...._.........._,,,....._,,,

0R.iGillAL ADVEntv~s REillCARJIAtED • THE ISLE 0F DREAD


0.RjGiilAL ADVEil'tV~S REiilCARJIA'fED • THE ISLE 0F DREAD
CHAPTER FIVE

The Isle of Dread


he following key describes set encounter areas lo- In the center of the village is a flat-topped hill that has
', cated throughout the Isle of Dread. Please refer been artificially leveled. In the center of the hill is a
to map D-1 for the location hex of each of these 10-foot-tall truncated pyramid that is made of earth and
set pieces. It's up to the Dungeon Master to decide when faced with stone slabs. Set on the top of the pyramid is
(or even if) the characters have the described encounter a huge alarm gong. In a square around the pyramid, 250
once they enter the hex. See chapter 6 for additional set feet to a side, is a 3-foot-high, 3-foot-wide earthen wall.
encounters on the isle. The hilltop is the assembly place of the village. Members
Some of the encounter areas have their own maps, as de- of each clan sit on the earthen mound (or stand behind
scribed in the text. If the DM needs additional maps, he it) on the side facing their clan site, while the village lead-
is free to design his own. Maps E-2 and E-3 are general ers preside from atop the pyramid.
cave lair maps that can be used as needed. Between the clan sites and the flat-topped hill, the path
surrounds village gardens and the grounds for the pigs,
1. VILLAGE OF TANAROA chickens, and goats that provide meat and milk for the
Tanaroa (map E-1) stands in a clearing at the edge of the village. The path continues until it reaches the Great Wall
jungle, just south of a SO-foot-high wall built of huge and passes into the jungle. Between the village and the
stone blocks. The wall stretches for two miles across the Great Wall is a second line of defense: 20- to 30-foot-
thin neck of land that joins the southeastern peninsula deep pits filled with 5 to 10 feet of tar. At the base of the
with the main island. Evenly spaced along the wall are towers of the Great Wall are the huts used by the war-
28 square towers; each 100 feet to a side and 70 feet tall. riors who garrison the Great Wall.
In the center of the wall is a pair of massive wooden
gates. Each gate has double doors that are 40 feet wide,
40 feet tall, and 5 feet thick. Each gate can be barred with
a heavy wooden beam.
•HiJ.tinG GViDES •
The village of Tanaroa guards and controls these gates.
A cleared trail leads into the village from the south, wind- The natives of Tanaroa occasionally visit the tar pits
ing through Tanaroa and continuing through the gates at the end of the trail to renew their supplies (which
into the jungle beyond. The path circles four roughly they use for waterproofing their boats and roofs). The
circular groups of huts made of wood and roofed with characters can hire a guide to take them as far as the
interwoven palm leaves. The huts are about 50 feet long tar pits. These guides can show PCs where it is safe to
and 20 feet wide and are raised 10 feet off the ground on cross the tar pits. The party can also hire 2d6 bearers
wooden stilts. Each group of huts faces a central grave- to carry supplies, however, no more will travel beyond
yard, with the back of each hut to the encircling path. the wall without a guard force of at least 30 fighter-
Each collection of huts represents one clan that lives in types. A guide costs 5 gp per expedition and bearers
the village. The four clans are the Elk Clan on the south, cost 1 gp each per expedition. These guides and bear-
the Hawk Clan on the west, the Tiger Clan on the north, ers will not leave the path, nor go beyond the tar pits
and the Sea Turtle Clan on the east. The animal each clan at the end of the trail. The natives will never hire out
takes its name from is its totem, and the members of as warriors.
the clan believe they are blood brothers to the animal. If the characters desire to find a guide to bring them
A large wooden statue of the appropriate totem animal beyond the tar pits, see the sample guides in appendix
stands in the middle of each graveyard. In battle, each D for details.
clan has a standard decorated with the clan totem.
• •
0RjGiil.A.L ADVEil'tVRJSS REiilCA:RJI.A.'tED • THE ISLE 0F DREAD
0R.iGiilAL ADVEn'tv~s REiilCAR....IlA1'ED • THE ISLE 0F DREAD
THE SEVEil ViLLAGES The last important village official and advisor is the vil-
lage Zombie Master/Mistress. This adviso.r heads the
Cult of the Walking Dead in the village. This cult is a
Tanaroa is one of the seven villages on the southeastern
secret society whose members (except for the Zombie
peninsula and the adjoining islands. The other villages are
Master/Mistress) wear hooded masks during cult cer-
Kirikuka, D awa, Mora, Panitube, Burowao, and Usi. Each
emonies. At these ceremonies, the "Walking Ancestors"
is located on map D-1 by a special symbol. The DM is
(zombies) are created. While these zombies are some-
free to assign which of these other villages is located at
times used as laborers or spare warriors, the villagers
each location. The seven villages are loosely allied through
shun and fear them. A Zombie Master/Mistress uses the
a council of village chiefs that meets once a year. The
statistics for a priest with the following changes:
population of all seven villages totals about 2,100 total
native tribesmen, with roughly 1,900 of these tribal com- • Their alignment is lawful evil.
moners and the rest tribal warriors (see below). • Their armor class is 11 (wicker armor; see appendix
The seven villages are matriarchies; that is, each village C).
chief is a woman. The natives trace their descent and • They are armed with a quarterstaff (+2 to hit, 1d6
inheritance through their mother's side of the family and bludgeoning damage, or 1d8 bludgeoning damage if
take the mother's family name as their own. The DM used with two hands).
should review the sample matriarchs in appendix D, and
design more as needed. • They have the Spellcasting feature:

The other six villages resemble Tanaroa (the same map Spellcasting: The Zombie Master/Mistress is a 5th-
can be used), but without the wall and tar pit defenses. If level spellcaster. Their spellcasting ability is Wisdom
needed, the DM can create maps for these villages and is (spell save DC 13, +5 to hit with spell attacks). They
encouraged to alter each in her own way. Each village has have the following cleric spells prepared (an asterisked
the same four clans. The clans serve to unify the villages spell is from appendix C):
in time of war, each clan being organized as a separate • Cantrips (at will): guidance, resistance, spare the dying
"regiment." Although the chief of each village is female,
the leader of each clan is male. Each village also elects • 1st level (4 slots): create or destroy water, cure
a special official to serve as advisor to the chief and to wounds, detect poison and disease
serve as the village war leader in times of conflict. • 2nd level (3 slots): gentle repose, snake charm*
• 3rd level (2 slots): animate dead, speak with dead

The Great Wall is always garrisoned by warriors from the the PCs had the foresight to stock up on trade goods,
seven villages. Each village clan garrisons one tower with their reception by the villagers and village chiefs is fa-
seven warriors, so there is a total of 196 tribal warriors vorable, so interaction skill checks are made at advan-
in the 28 towers. The pits filled with tar are secondary tage. Furthermore, the party can sell their trade goods
defenses, should a nonhuman raiding party or rampaging for 100% profit (i.e., they receive back twice what they
monster fight past the wall. The area between the wall paid for the goods). However, the villages are not terribly
and the village has been cleared of trees and brush to al- wealthy, so there is a 5,000 gp limit on the amount of
low clear fire for bows and thrown spears. In addition to goods that can be traded. Trade items available include
spears (of which scores of extras are maintained in the tar, timber, cloth (all suitable to make ship repairs), basic
towers) these tribal warriors are also armed with long- weapons (spears, bows, blowguns and darts, macana [see
bows (+2 to hit, range 150/ 600 ft., 1d8 piercing damage). appendix CJ, javelins, atlatl [see appendix CJ, quarter-
The village attitude towards the characters starts as indif- staves), canoes, rare spices and herbs, animal pelts, food-
ferent. In a recent meeting, the council of chiefs decided stuffs, and pearls. The party can use their profits or any
that it would be advantageous for the seven villages to spare money to buy extra equipment.
trade with the mainland (the large continent). Unfortu- Awarding Experience. On their initial trip (only), the
nately, their small fishing boats are unable to sail out of characters receive 200 XP each for every 1,000 gp of
sight of land or stand up to storms on the open sea. If trade goods traded with the natives.

0RiGiil.A.L ADVEilTURJSS REiilC.A.R!J.A.'f'ED • THE ISLE 0F DREAD


2. JAWS FROM THE DEEP (each worth 100 gp). However, every day the characters
ilive for pearls (incluiling the first), they are attacked by
The wide, white sand beaches and placid waters of this
1d4 sea snakes (see appendix B). Although the number
bay belie the true dangers that await anyone entering the
of sea snakes is unlimited, the pearls run out after 14
water. Swimming just out of sight are five bull sharks
days of diving.
(use reef shark statistics). These savage creatures attack
anyone who moves more than 20 feet into the bay and
fight until slain. If blood is drawn by either side, there is 4. RANDOM ENCOUNTER
a 75% chance that an additional five more bull sharks are For every day the party spends within two hexes of this
attracted by the scent of blood. These arrive in 8 rounds location, they encounter one wandering monster from
and tend to attack wounded creatures in the water first. Table 2 (see chapter 4). If possible, the encounter should
occur in or near the monster's lair.

5. CAVES OF THE ROCK BABOONS


The characters are attracted to a crumbling stone cliff by
the noise of many loud hoots, grunts, and shrieks. T he
sounds emerge from a 6-foot-high cave opening in the
rock wall. A foul stench wafts out of the dark opening
but all the characters can see is a tunnel leading back into
darkness. Living within this cavern complex is a tribe of
15 rock baboons.

KEY TO THE CAVES OF THE


ROCK_BAB OOilS (IlIAP E-8)
B1. The stench of animal waste is nearly overpowering
in this chamber. Each character entering must make a
successful D C 11 Constitution saving throw or suffer the
effects of retching. While retching, a character makes all
skill checks and attack rolls at disadvantage. The charac-
ter can repeat the saving throw at the start of each of his
turns, until he succeeds. Along the south wall is a sink-
hole, about 20 feet deep, but nearly full of dung and bits
of other refuse, the source of the stench.
Four rock baboons (see appendix B) live in this cavern.
If they face serious opposition and two are defeated, the
remaining flee down one of the corridors or exit the cave
to escape.
B2. T hree rock baboons (see appendix B) live in this
squalid cave. The floor is littered with tropical tree leaves,
half-eaten fruit and rinds, and other organic debris. These
rock baboons lack an escape route, so they fight to the
3. LAIR OF THE SEA SNAKES death. Along one wall are crude cave paintings created by
Near these broad coral reefs, hundreds of large oysters Neanderthals that once inhabited the cave.
cover the sea bottom. They are under 20 feet of water. B3. Three rock baboons (see appendix B) inhabit this
If the characters gather a few, they will discover a pearl cave. If one is defeated, the rest flee to area BS. There are
worth 100 gp in adilition to some fine cuisine. Each day a great deal of bones littering the floor, many of which
the characters dive for pearls, they recover 1d4 pearls have been stacked in crude piles.

0RjGiilAL ADVEllfV~S REiilCARJIATE D • THE ISLE 0F DREAD


0RiGiilAL A.DVEn'tv~s REinCARJIA'f'ED • THE ISLE 0F DREAD
B4. This corridor dead-ends and is used as a refuse pile 7. PIRATE LAIR
for the tribe. Gnawed bones, dried dung, and other or- These pirates have come from another island (the DM
ganic waste is tossed here. With a successful D C 18 Wis- should choose one or add new islands off the map). They
dom (Perception) check, a silver necklace set with am- have set up this base camp while they raid the coastal vil-
ethysts (worth 1,300 gp) can be located after at least 15 lages for slaves. The slaves are traded to the Sekolah wor-
minutes of searching. Any character searching for more shipers (area 27, chapter 6), or with slavers that pass by
than a few minutes needs to make a DC 13 Constitution the isle a few times per year. They sail four 20-foot-long
saving throw, or contract a disease called jungle fever. outrigger canoes with collapsible masts.
The onset time for the disease is 6 to 12 hours. After T here are 41 pirates consisting of the following:
that, each day the creature's hit point maximum decreases
by 5, unless another DC 13 Constitution saving throw • Crimson Caruthra is a female pirate captain (use ban-
is successful. Two consecutive successful saving throws dit captain stats) with numerous red tattoos and
ends the condition. If the disease reduces the creature's flame-red hair. She wields an ornate greatsword (2d6
hit point maximum to 0, the creature dies. + 2 slashing damage) worth 125 gp, and wears chain
mail (AC 16) and a ring of JJJater JJJalking. She carries the
BS. The rest of the tribe, four rock baboons and the key to the iron box in area P4 in her left boot that re-
rock baboon alpha (see appendix B for both), reside in quires a successful DC 13 Wisdom (Perception) check
this chamber. These primates, along with remaining rock to locate.
baboons that fled here, fight to the death. In a pile of
gnawed bones in one corner of the room, among mis- • 6 pirates (use bandit stats) wearing chain mail (AC 16,
cellaneous debris, is a gold bracelet worth 700 gp that speed 20 ft.) and wielding cutlasses (+3 to hit, 1d8 + 1
requires a successful DC 15 Wisdom (Perception) check slashing damage; see appendix C).
to locate after 10 minutes of rummaging through the dis- • 20 pirates (bandits) wearing leather armor and wield-
gusting mess. The bracelet is somewhat tarnished, but ing cutlasses (+3 to hit, 1d8 + 1 slashing damage; see
otherwise in good shape. appendix C).
• 14 pirates (bandits) wearing leather armor and armed
6. LAIR OF THE GIANT SQUID with light crossbows and cutlasses (+3 to hit, 1d8 + 1
T his area is the hunting ground of an ancient giant slashing damage; see appendix C).
squid (see appendix B). There is a 50% chance that the
giant squid attacks any ship larger than a canoe passing •en A RAiD •
through this hex. If it attacks a larger ship, it uses four of
its tentacles and its bite to attempt to crush and breach
the hull, utilizing its Siege Monster trait. Meanwhile, it At any time, there is a 70% chance that l d4 outrig-
can still attack with four of its other tentacles, attempting gers are at sea; l d4 + 4 pirates sail in each outrigger
to grab Medium or smaller creatures off the deck. Grap- canoe, with Crimson Caruthra sailing in the canoe of
pled creatures are pulled underwater and could suffer the her choice. The raiding party returns in ld6 + 4 hoUis.
effects of drowning. If reduced to 20 hit points or less, The rest of the pirates are guarding the camp.
the ancient giant squid expels its ink cloud and retreats
to its lair. •KEY TO THE PiAATE LAiR.. •
The ancient giant squid lives in a rocky cave located 35
feet beneath the water's surface. Within the flooded lair (DIAP E-4)
are piles of bleached bones and miscellaneous bits of
Pl. Towers. There are three 20-foot-tall lookout towers,
trash, including old swords, boots, waterlogged clothing, each of which can hold up to four pirates. There will al-
and an opaque bottle with a wax seal containing a potion ways be at least one lookout in each tower (the DM may
of heroism. wish to roll ld4 for the number of lookouts in a tower).
The keys to the shackled captives (huts q are kept here.
P2. Boats. The outrigger canoes are beached here, unless

0ajGillAL ADVEll°f'VRJ:S REiDCARJIA°f'ED • THE ISLE 0F D READ


Jungle

Sand Beach

0RJGiilAL A.DVEilTV~S REiilCARJIATED • THE ISLE 0F DREAD


the pirates are out raiding (see sidebar). When ashore, the Detect Metal. By spending an action, an attuned
paddles and sails are kept in different huts to prevent theft. wielder can detect metal or metal ore within 60 feet
P3. Huts. These grass huts have conical roofs of of the sword, assuming it is larger than one pound
thatched grass. The unmarked huts each house four pi- (or 50 coins). If the wielder spends another action,
rates, and contain sparse furnishings consisting of four the sword will point to the metal, and discern its type.
hammocks and several unlocked footlockers. These con- This detection is blocked by 1 foot of stone, 1 inch of
common metal, a thin sheet of lead, or 3 feet of wood
tain spare clothing, extra weapons, and worthless person-
or dirt.
al effects. The other huts are labeled as follows:
Levitate. Three times per day, the wielder can cast
L. This is Crimson Caruthra's private hut. It contains levitate.
a locked wooden cabinet where the outrigger sails are
stored. The key is hidden in hut S, or the lock can be PS. Escape Tunnel. Behind a hidden exit (treat as a se-
picked with a DC 15 Dexterity check using thieves' tools. cret door) at the back of the cave is an escape tunnel
A simple wooden bed and a footlocker are present. The about 4 feet wide. It requires a successful DC 20 Wisdom
footlocker contains several sea charts (worth 25 gp) plus (Perception) check to locate this exit. It winds through
extra clothing and personal effects. the hill for 500 feet and exits inte a series of natural cav-
erns. These sea caves are under water at high tide (20%
S. This hut is the supply hut. It contains the paddles, chance).
ropes, tools, buckets of tar, food, spare weapons, and
other supplies. P6. Wall. The pirate camp is surrounded by a wall of
thorn bushes weighted down with rocks. The wall is 5
C. Each of these huts contains 3d4 captives (native feet tall and 3 feet wide and keeps out all but the largest
commoners) awaiting sale or trade to the nearby Se- animals and dinosaurs. Passing through the wall causes 7
kolah worshipers. They are shackled to iron weights to (2d6) piercing damage.
keep them from escaping. The keys to these shackles are
in area Pl, or they can be burst with successful DC 23
8. HIPPOGRIFF NEST
Strength (Athletics) check or unlocked with a successful
DC 20 Dexterity check using thieves' tools. Set atop the tallest hill on this island is a nest of five
hippogriffs. These creatures prey on the weakest of the
P4. Cave. There are always 2d4 pirates guarding the cave. many wild sheep that graze on the surrounding hills, and
The pirate treasure is here, kept in a large iron box that is generally don't leave their island in search of prey. In de-
cemented into the wall. The box is locked and Crimson fending their "territory," the hippogriffs attack anyone
Caruthra has the only key. The lock can be picked with climbing the hill within a half-mile of their nest. They
a successful D C 18 D exterity check using thieves' tools. have no treasure, but if they are somehow befriended
If the box is forced open (not picked), a secret com- could become useful flying mounts for the characters.
partment in the side of the chest slides open, releasing
a deadly pit viper (use poisonous snake statistics). The
9. RAKASTA CAMP
locked box contains 2,000 cp, 3,000 sp, 4,000 ep, 17 gems
(worth 1,300 gp total), a spell scroll (with the wizard spell A tribe of rakasta have set up a temporary camp in this
shield), and a + 1 shorts11Jord. The sword is sentient, forged hex. They arrived on the Isle of Dread several months
by dwarves to aid them in locating veins of ore. Its name ago and are searching for a hidden shrine (area 39, chap-
is Orectus, and it has the following characteristics: ter 6) constructed by their people that holds wealth, hid-
den lore, and a great leader needed for a desperate strug-
Communication. The sword communicates by send- gle in their distant land. Rakasta are a race of nomadic
ing emotions to its wielder. feline humanoids. They walk erect, but their heads and
Senses. The sword has hearing and darkvision out to features are cat-like and their bodies are covered with
60 feet. soft, tawny fur. They are proud and barbaric, fierce fight-
Alignment. The sword is neutral. ers who cover their natural claws with metal "war claws"
Special Purpose. The sword's special purpose is to (see appendix C), their favorite weapon. The strongest
locate metal and metallic ore. It is especially fond of warriors ride mostly-tamed saber-toothed tigers.
platinum.

0R.iGillAL ADVEil'fV~S REiilCA~IIATED • THE ISLE 0F DREAD


0pJGiIIAL ADVEIITV~S REillCARJIA'f'ED • THE ISLE 0F DREAD
They dwell in large waterproof tents richly furnished ground and the tree settlement. A creature must pass be-
within. The rakasta's treasures include silk tapestries, low within 20 feet of the settlement to have a chance
brightly colored carpets, bronze artifacts, gilded leather- to distinguish it from the surrounding greenery. This re-
work, silverware, and gold jewelry. The tribe's treasures quires a successful DC 20 Wisdom (Perception) check;
are worth a total of 10,000 gp but weigh about 1,000 if a creature specifies the canopy is being examined then
pounds so transporting most items is difficult due to the check is at advantage.
the bulk. Since the rakasta arc likely to be friendly with The settlement consists of a half-dozen wooden plat-
the characters, there is not a detailed breakdown of the forms built between several large trees. Each platform is
treasure, although the DM is encouraged to create one if supported from below by wooden braces. The platforms
required for play. are also supporced by a web of knotted ropes, like the
In this temporary camp there are 16 normal rakasta and cables of a suspension bridge. Each platform contains a
three rakasta tiger riders. Only these three, the bravest number of wooden huts that vary in size. The wooden
and strongest rakasta warriors, can hold the respect of huts are filled with skillfully carved furniture made from
the three saber-toothed tigers also in the camp. many different types of exotic woods. D ecorating the in-
teriors of all the houses are dozens of hanging plants
KEY TO THE RAKASTA CAMP plus ornate wood and bone mobiles. A safety rail runs
along the edge of the platforms to prevent young phana-
(lhAP E-5)
Rl. These cloth tents each house 1d4 rakasta (see ap-
pendix B). Beginning with the upper left tent and going
clockwise, the tents hold 4, 2, 3, 3, 4, and 3 rakasta, re-
spectively. The tents with an italicized number appearing
indicate that one of the residents in the tent is a rakasta
tiger rider (see appendix B).
R2. Each of these is a simple tent pavilion with a roof
of interwoven palm leaves raised 10 feet off the ground
on a light wooden framework. The tent canvas can be
rolled down in case of rain. There are three pavilions,
each housing a saber-toothed tiger chained to a large
heavy log.
R3. This is the communal pavilion, where the tribe mem-
bers come to meet, take their meals, and socialize. I t is
similar to the pavilions housing the tents described as R2,
but this one has a smoke hole in the center of the roof.
Inside the pavilion are a number of cushions and rugs.
R4. This area is the communal firepit, rimmed with
rocks, and complete with turning spit and other cooking
utensils.

10. PHANATON PLATFORMS


This is a small settlement of about 100 phanaton. These
halAing-sized creatures look like a cross between a mon-
key and a racoon and glide from tree branch to tree
branch like flying squirrels.
The settlement is 50 feet off the ground and is difficult
to see from below because of the foliage between the

01\iGiil.A.L ADVEilTV~S REillC.A.RJIATED • THE ISLE 0F DREAD


0RJGiilAL ADVEn'f'v~s REiilCARJIA'f'ED • THE ISLE 0F DREAD
ton from falling off The platforms are connected by a
series of rope bridges for the young or infirm.
•TO 'tHE .A.iD OF 'tHE PHAilA'ton

KEY TO THE PHAIIATOII The phanaton are a generally peaceful race and start all
PLATFOR_ffiS (DrAP E-6) encounters with an indifferent disposition. If swayed
to friendly, which can be easily done with a successful
PHl. On this platform there are three huts housing a
D C 12 Charisma (Persuasion) check, or simply trading
total of 14 phanaton (see appendix B). There are seven
a commodity that is useful to the settlement, the char-
adult males, five adult females, and two children. The
acters are invited to stay at the settlement. That night,
phanaton young are noncombatants and seek to flee if
the war chief hosts a banquet and serves a variety of
attacked.
fruits, seeds, and vegetables.
PH2. The five wooden huts on this platform contain a
Assuming the characters continue to foster good rela-
total of 20 phanaton (see appendix B). The phan aton
tions, the war chief can share information on nearby
war chief (see appendix B), named Ra'tikki, inhabits the
set encounters (areas 5, 9, 11, and 12), or 1d4 rumors
large hut along the western railing. The floor of this hut
from the Rumors on the Isle of Dread table (see chap-
is a pile of pillows and cushions. Hidden beneath the war
ter 3). T he phanaton are bitter enemies of the aranea
chief's bed is a locked wooden chest containing the clan's
(see area 14), as the arachnids find them tasty. If the
accumulated treasure: 3,000 sp. The key is hidden in one
characters agree to defeat the aranea, and return to the
of the pillows, which requires a successful DC 20 Wis-
settlement to offer proof, the phanaton reward them.
dom (Perception) check to locate. Alternatively, the lock
can be picked with a successful D C 18 Dexterity check Quest: D efeat the Aranea. If the characters accept
using thieves' tools. this quest and deliver proof that the aranea at area 14
have been defeated, the war chief rewards the charac-
There is a 40% chance that 1d6 + 1 of his seven phana-
ters with 1,500 sp and six small carved wooden figu-
ton bodyguards (see appendix B) are present in his hut.
rines depicting phanaton in various positions. Each
The remining bodyguards are resting in their two huts,
figurine is worth 50 gp, and if shown to other phana-
located along the south and northwest parts of the plat-
ton, it grants advantage on all skill checks regarding
form.
social interaction.
If the bodyguards are not with the war chief, there is
a 40% chance that 2d6 phan aton (see appendix B) are
with him. These are his numerous mates, which reside in

housing 1d6 + 2 phan aton (see appendix B), including

the two huts along the eastern railing of this platform. extended family members.
Otherwise, the war chief is resting alone.
PH3. There are three huts on this platform, each hous- 11. LAIR OF THE LIZARDFOLK
ing 1d4 + 2 phanaton (see appendix B). This lair is located on the edge of a dense swamp in a
dank, half-flooded cave. Living within this dismal cavern
PH4. There are three huts on this platform, each hous-
are 14 lizardfolk. They hunt and eat the various swamp
ing 1d4 + 2 phanaton (see appendix B).
animals that live in the area. For tribal feasts, the lizard-
PHS. Two of the huts on this platform are unoccupied. folk occasionally attack the Neanderthal lair and dine on
The other two contain the usual 1d4 + 2 phan aton (see man-flesh. From these raids the lizardfolk have accumu-
appendix B). Phanaton usually climb or glide up to their lated a small horde of treasure.
settlement. But this platform, however, has a trapdoor in
the center of the floor, from which a rope ladder can be KEY TO THE LAiR...OF THE
unrolled. The rope ladder reaches to the jungle floor and
LiZARJ)FOLK._ (DrAP E-9)
is for the convenience of non-flying guests. Guests at the
settlement usually sleep on this platform, in one of the Lt. The entrance to the cave is about 20 feet high. It
empty huts. is blocked with a wooden stockade, about 12 feet high
PH6. There are three huts on this large platform, each with sharpened stakes pointed outward to discourage

0 RJ G illAL ADVE lltV~S REi llCARJIAfE D • THE I SLE 0 F DREAD


large beasts. There are several handholds carved into crude wooden gate that extends to the ceiling. A simple
both sides of the walls to aid getting over the stockade. latch, tied securely with a piece of leather, can be undone
These can be located with a successful DC 15 Wisdom to provide access. The pen holds four giant gecko liz-
(Perception) check and climbed with a successful DC 13 ards (use giant lizard statistics). These lizards are used
Strength (Athletics) check. Failure on the climb check by as mounts and pack animals by the lizardfolk. They are
10 or more results in a fall onto the stakes, with the vic- treated well, but if disturbed by non-lizardfolk, attack in
tim taking 5 (1 d8 + 1) piercing damage. an attempt to flee the chamber.
The corridor beyond the stockade has two concealed L4. This cavern contains a firepit and hanging from the
pits. The lizardfolk avoid these by walking around them. ceiling are numerous haunches of dried meat. Some of
They can be discovered with a successful DC 15 Wisdom the haunches appear to be humanoid in origin. Along the
(Perception) check. If the corridor is searched for tracks, west wall hang 32 javelins, and three extra spiked shields
with a successful D C 12 Wisdom (Survival) check, clear rest against the wall nearby. Five lizardfolk inhabit this
evidence of the safe route can be noted. Each pit is 10 chamber. If three are defeated, the rest flee to area LS to
feet deep, and if triggered, the target must make a DC 13 make their final stand.
D exterity saving throw or fall in. The fall causes 3 (1d6) LS. The remaining six lizardfolk reside in this large
bludgeoning damage, and each pit is lined with wooden chamber. One of the lizardfolk fights with a greatsword
stakes. A target lands on 1d4 stakes, each causes a further (AC 13 since he has no shield, 2d6 + 2 slashing damage),
4 (1d4 + 2) piercing damage. and fancies himself the leader of the tribe. In the north-
L2. The cavern contains a firepit and is inhabited by three east corner of the cavern is a secret niche blocked by a
lizardfolk. Hanging on the wall are several dinosaur-hide large rock. This niche can be discovered with a success-
saddles, used with the giant lizards in area L3. ful DC 17 Wisdom (Perception) check, although it also
requires a successful DC 14 Strength (Athletics) check to
1..3. The entrance to this side chamber is blocked by a
slide the rock out of the way. Inside the niche, stored in

0RjGiIIAL ADVEIItV~S REilICAR.IIAfED • THE ISLE 0F DREAD


an unlocked wooden sea chest is the lizardfolk's treasure: A successful DC 14 Wisdom (Perception) check reveals
5,000 cp, 6,000 sp, and eight opals (each worth 500 gp). one of the furs on the floor is valuable (worth 85 gp).
N2. Four Neanderthals (tribal warriors) occupy this
12. NEANDERTHAL LAIR chamber. In addition to spears, they are armed with
This set of natural caverns that lies down a tunnel, be- greatclubs (+3 to hit, 1d8 + 1 bludgeoning damage). The
hind three curtains made of animal hides, is home to a walls of this chamber are covered with simple paintings,
tribe of Neanderthals. The rooms are filled with crude mostly depicting hunting scenes, generally with numer-
wooden furniture, and the floors are generally clean. Piles ous Neanderthals ganging up on a large beast (such as a
of mangy furs depicted on the map serve as beds for mammoth, a woolly rhinoceros, or a megatherium).
these primitive humans.
N3. The rest of the tribe resides in the large communal
KEY TO THE llEAilDER.fHAL cavern. This includes nine Neanderthals (tribal warri-
ors), and two Neanderthal leaders (see appendix B).
LAiR._(DrAP E-10) In addition to spears, all of these brutes are armed with
N1. There are five Neanderthals (use tribal warrior stats) greatclubs (+3 to hit, 1d8 + 1 bludgeoning damage) . In
in this chamber. In addition to spears, they are armed a chest made from fitted uncemented rock slabs is the
with greatclubs (+3 to hit, 1d8 + 1 bludgeoning dam- tribal treasure: 1,000 sp, a small piece of obsidian (worth
age) . If they face serious opposition, they flee to area N3. 10 gp), and a large white pearl (worth 500 gp).

0Rj:GiIIAL ADVEIITV~S REiIICARJIATED • THE ISLE 0F DREAD


13. AERIE OF THE GARGOYLES KEY TO THE A.AAilEA LAiRS
When the characters enter this hex, they notice a single
(lb:AP E-7)
grotesque statue, standing atop a craggy rock peak several
hundred yards in the distance. As long as the characters The area beneath the aranea webs is patrolled by two
stay at least 100 feet away, the figure does not move and bugbears. These brutes are armed with heavy macana
appears to be nothing more than a stone statue, due to wielded two-handed (2d8 + 2 slashing damage; see ap-
its False Appearance trait. However, if a character moves pendix C), and javelins. Their armor is painted various
closer than 100 feet, the gargoyle flies forward with a blotches of greens and browns, and they make Stealth
grating shriek to attack. Two other gargoyles, attracted checks, seeking to surprise the characters. They earn
by the first one's cries, leave their nearby cliff lair and join treasure and favors from the aranea by guarding the
in the fray. grounds from intruders. These bugbears live nearby in
thatched huts, and each carries a large bone horn that it
The gargoyles' nest is set into a rocky cliff about 50 feet
sounds at the first sign of trouble, warning the aranea.
off the ground. It requires a successful DC 15 Strength
E ach bugbear carries a pouch containing scraps of food,
(Athletics) check to make the climb. Failure indicates a
personal mementos (such as bones and teeth), and 10 gp.
fall with 3 (1d6) bludgeoning damage per 10 feet of the
fall. Among the bones and assorted garbage, the char- Al. The aranea (see appendix B) in this lair has the fol-
acters find a ruby (worth 600 gp) and a scroll of protection lowing wizard spells prepared:
(elementals) lying on the cave floor. • Cantrips (at will):fire bolt, mage hand, poison spray
• I st level (4 slots): detect magic, shield, sleep
14. ARANEA LAIRS
This section of forest is inhabited by three aranea. The • 2nd level (2 slots): hold person, levitate
aranea are a race of highly intelligent, spell-wielding This aranea has a cursed shield and a potion of tmdead control
arachnids (spiders) who live in webs strung between trees. (see appendix C for both of these) hidden in the roof
They look like huge, greenish-brown spiders (about the of its lair. The shield is easy to locate, but the potion
size of a small pony), with a massive odd-shaped lump requires a successful D C 18 Wisdom (Perception) check.
on their backs that houses a large brain.
A2. This aranea's (see appendix B) lair is similar to the
T he webs are about 40 feet above the jungle floor but are previous one. It has the following wizard spells prepared:
concealed from view unless one climbs above the first
• Cantrips (at will): acid splash, minor illusion, poi-
layer of leaf growth. This 20- to 30-foot climb requires a
son spray
successful DC 15 Strength (Athletics) check. Each aranea
has a separate lair, but the walls are close enough togeth- • 1st level (4 slots): mage armor, silent image, Tens-
er so that the aranea can jump from one to another with er sfloating disk
ease. Part of the webs are roofed over with a waterproof • 2nd level (2 slots): misty step, phantasmal force
mixture of leaves, bark, twigs, and web strands. These
webbed-over sections of their lairs resemble caves. These Its only treasure is a broom of f!ying hidden in the roof
are filled with many pieces of crude "furniture" made which requires a successful DC 16 Wisdom (Perception)
out of wood, vines, and web which are webbed in place check to discover.
on the floor. These include storage chests, and libraries A3. The final web is similar to the other two, except that
used for spell research. Aranea treasure is usually woven the aranea (see appendix B) has several spell scrolls laid
into the roofs of their lairs for safe keeping, which typi- out on its table for quick use. The scrolls include the fol-
cally requires a successful Wisdom (Perception) check lowing wizard spells: light, mirror image, and tongues. The
(see below for D C) to discover. aranea has the following wizard spells prepared (an aster-
isked spell is from appendix C):
• Cantrips (at will): fire bolt, minor illusion, poison
spray

0ajGillAL ADVEil'fV~S REillCAR._IlA'fED • THE ISLE 0F DREAD


• lst level (4 slots): serpent missile,* silent image, 16. THE ROCS' ROOST
sleep High up in the mountains of this hex is a nest that be-
• 2nd level (2 slots): blur, hold person longs to a pair of juvenile roes (see appendix B) aban-
doned months ago. Reaching the nest is an arduous climb
A potion of poison is hidden in the webs of the ceiling
that takes several hours, during which the roes employ
which requires a successful DC 17 Wisdom (Perception)
strafing attacks. If a juvenile roe establishes a successful
check to locate.
grapple, it seeks to drop the target from a height of 2d6
x 10 feet, incurring normal falling damage.
15. PTERANODO N TERROR
The nest is nearly 30 feet across and consists of drift-
This area is the hunting grounds for three pteranodons.
wood, tree trunks, ship huU beams, a shattered mast, and
There is a 75% chance that the pteranodons attack the
several massive dinosaur bones. Woven into the nest is a
party as they cross the 300-foot rope bridge from the
map showing the location of a buried treasure located in
nearby peaks to the plateau. A Medium or smaller target
area 19. It requires a successful DC 1S Wisdom (Percep-
who is hit by one of the pteranodons must make a suc-
tion) check to locate the map.
cessful DC 14 Dexterity saving throw or be knocked off
the bridge onto the rocks below taking 52 (15d6) bludg-
eoning damage. A Large target, or targets tied together,
17. DIMETRODO N PERIL
make this saving throw at advantage. The party hears a series of horrible screams. In the cent-
er of a grassy clearing is a dimetrodon (see appendix
B) attacking a frantically struggling native (a tribal com-
moner). Although the native is mortally wounded, if the
dimetrodon is slain or driven off, he will give the party
his only treasure, a nugget of platinum (worth 50 gp).
But, they need to swear to bury him in a special location
(DM's choice, or roll 1d4 on the table below).
D4 Burial Location
1 The village of Mora
2 The bay northeast of Tanaroa (area 1)
3 The forest atop the Central Plateau (area 2,
chapter 7)
4 In a volcano near area 5

18. OGRE LAIR


This set of natural caves served as an ancient burial
chamber for a former tribe of native tribesmen. Now, it
is the home of five ogres.

KEY TO THE 0G~ LAiR_


(llIAP E-11)
01. The entrance to this cave is partially blocked by a
pile of rubble. The rubble needs to be climbed over but
doing so requires a successful DC 11 Dexterity saving
throw, or else the climber stumbles over the carefully
balanced rocks. Although harmless, the creature is now
prone, and noise likely wakes the guard (if sleeping) in
this chamber.

0RjGiilAL A-DVEntv~s REiIICARJIAfED • THE I SLE 0F DREAD


One ogre, wielding a spear two-handed (2d8 + 4 pierc- surface, in Common, is burned the phrase Property of
ing damage), is stationed on guard in this chamber. He the Prince's Arch. The Prince's Arch was a sailing ship that
does not take his task seriously so there is a 75% he is wrecked off the isle years ago. A single ogre is here, us-
fast asleep in a pile of mangy furs to the east. A sputter- ing a sword to cut and shape torches and other crude
ing torch (dipped in tar) is affixed to the wall. Four burial wooden tools. He shouts an alarm to the others in area
niches line the north and the south walls, but if any bod- OS, before attacking in a bloody rage with the greatsword
ies were present they have been since removed. (2d6 + 4 slashing damage).
02. This chamber is uninhabited, and unlit. Instead the 05. Three ogres-the rest of the tribe-live in this
center of the room is a pile of desiccated, partially mum- hearth room. They are lounging around preparing for a
mified humans. These bodies were in the niches in areas feast. In the northeast corner of the room is a large fire-
01 and 03 and are in various stages of decay. There is pit with a haunch of dinosaur (dimetrodon) meat roast-
nothing of value here. ing on a metal spit. Each ogre is armed ·with a greatclub
03. This secret chamber is concealed by a rock that re- and wears dinosaur hide armor. They fight to the death
quires a successful D C 18 Wisdom (Perception) check to defend their lair.
to discover. The ogres are even unaware of this cham- 06. This chamber is hidden by a large rock blocking en-
ber. Beyond is a long hall with six burial niches along the trance. Although easy to locate, .it requires a successful
south wall. Each holds a crudely mummified human body DC 20 Strength (Athletics) check to remove the rock.
standing upright. Each is buried with various (worthless) Another character can Help with this skill check. Hidden
trinkets and effects. in the chamber is the ogres' treasure chest. Inside the
04. This chamber is lit by a pair of sputtering tar-dipped locked wooden chest are 2,000 sp, 1,000 gp, and three sa-
torches attached to the north wall. Along this wall are bre-toothed tiger skulls. A random ogre carries the only
four empty burial niches. A large battered cask contain- key to the chest, which can be found with a successful
ing sticky tar rests in one of the niches. Along its cask's DC 15 Wisdom (Perception) check. Or, the lock can be
picked with a DC 13 Dexterity check using thieves' tools.

0NGiIIAL ADV E ilfV~S REiilCARJIA'fED • THE ISLE 0F DRE4D


19. DERANGED ANKYLOSAURUS
As the party moves through this lightly wooded area, an
ankylosaurus rushes out to attack the characters in a
frenzy of tail-bashing. Although normally quite docile,
this beast recently grazed on a patch of loco weed and
is now under the plant's influence. The giant beast at-
tacks until slain, or until the drug wears off (in about two
hours).
This area is also the hunting ground of an allosaurus.
There is a 40% chance the allosaurus is attracted to the
sounds of battle and arrives 1d4 + 2 rounds after the bat-
tle with the ankylosaurus begins.
If the characters have recovered the treasure map from
the juvenile roe nest (area 16), they can use it to locate
the large treasure buried here. It requires a successful DC
15 Wisdom (Survival) check to find where the hoard is
hidden by following the map. The hoard is buried 10 feet
underground which takes 20 to 50 (1d4 + 1x10) minutes
to dig up. For each 10 minutes of digging, there is a 25%
chance for a wandering encounter, attracted to the sound
of the digging. If one appears, it is the allosaurus. The
treasure is held in an unlocked wooden chest reinforced
with thick iron bands. Inside is 2,000 gp, three diamonds
(worth 3,000 gp each), and a sapphire necklace (worth
6,000 gp).

cavern. The green dragon does not yet have complete


20. ABODE OF THE GREEN DRAGON control of his surroundings, but enough to imbue this
As the characters pass a low, stony hill they spy an im- entrance corridor with a bit a draconic magic. As the
mense pile of uprooted tree trunks piled into a tangled characters travel down the corridor, grasping vine-like
mess along the edge of a weed-infested lake. The struc- tendrils inhibit their movement. This corridor is consid-
ture is covered with dried mud and appears similar to a ered difficult terrain, and characters moving through it
beaver's lodge, only 250 feet in diameter, with most of it incur 3 (ld6) bludgeoning damage at the end of their
extending into the stagnant water of the lake. Sprawled turn, unless a successful DC 13 Dexterity saving throw is
over the exterior of the mound are no less than 22 hu- made. Regardless, travel through this corridor automati-
manoid skeletal bodies, some of them in careful poses. cally awakens the dragon.
The mound is usually enshrouded in thick fog, reducing
G2. This oval-shaped dry chamber contains a blood-
visibility to about 50 feet. The mound is the lair of a
soaked altar crudely carved from the massive stump of
young green dragon of fearsome aspect.
a tree. Troglodytes in the vicinity (such as the wretched
band at area 21) make pilgrimages to the dragon's lair to
KEY TO THE A.BODE OF THE pay respects and bring him offerings of food and treas-
ure. This chamber is used to receive those offerings, but
G~Eil DAAGOil (llrAP E-12)
currently is unoccupied.
Gl. Once the party arrives at the mouth of the cave, a
G3. This corridor is about 12 feet wide, and the floor is
successful DC 15 Wisdom (Perception) check reveals
covered with a tangled mess of bones, mostly from large
heavy, labored breathing coming from inside the dark
dinosaurs. Many of the bones are broken and jagged so

0RjGiilAL ADVEilTV~S REiilCARJIATED • THE ISLE 0F DREAD


movement is slow and dangerous. The shaded area of he continues the attack, but soon flees via the underwater
the corridor is considered difficult terrain, and unless a passage at area GS.
successful DC 15 Dexterity saving throw is made, a Me-
The dragon's treasure hoard is a massive pile that consists
dium or smaller creature moving through the pile suffers
of 40,400 sp, 2,000 gp and 30 assorted pieces of jewelry,
5 (2d4) piercing damage at the end of each of its turns.
gems, and art objects as described below:
G4. This is the dragon's lair, a damp chamber about SO
• A set of six matching gold chalices (each worth 2SO gp)
feet in diameter. There is a 33% chance that the young
g reen dragon, oxiumunthra, is asleep on his hoard, • A large uncut emerald the size of fist (worth 3,SOO gp)
piled up in a niche along the eastern waU. However, if the • A silver flute (worth 22S gp)
characters entered his lair from area G 1, he is awake and
• Five ornate wood carvings of tropical birds (each
submerged in the corridor to the northeast (area GS).
He speaks Common, and as soon as he realizes the char- worth 175 gp)
acters are not natives to the island (and might be pow- • A sharkskin pouch holding emerald powder (worth
erful heroes), he interacts first before entering combat. 460 gp)
If the characters agree to leave all of their magic items,
• Three jade figurines of nixies (each worth 3SO gp)
he lets them depart unharmed. Otherwise, he attacks. If
reduced to fewer than 50 hit points, he again offers a • A malachite mask gilded with gold (worth 8SO gp)
chance at parley. This time, they can leave the lair alive • A lure dipped in gold (worth 1,700 gp)
if they trade but a single magic item. This is a stalling
• A set of four drums made of black dragon hide and
tactic while his breath weapon recharges. If they refuse,
teak (worth 900 gp as a set)

0ajGiilAL ADVE n tv~s R EiilCA RJIATED • T H E ISLE 0 F DREAD


• An ivory statuette of a cave bear (worth 550 gp) T4. The far end of this chamber contains a muddy pool
of filth. Two troglodytes lounge and swim in the mess.
• A silver necklace set with emeralds (worth 2,700 gp) As the characters approach, they submerge and attempt
• A ceratosaurus skull with two emeralds for eyes (each to surprise foes. They begin combat by hurling globs of
worth 500 gp) noxious filth (+2 to hit; on a hit, the target is subject to the
troglodyte's Stench trait).
• A carved wooden scepter set with aquamarines (worth
1,925 gp) T S. Hanging from the ceiling in this dry cave are four
haunches of dinosaur meat. Numerous strips of meat are
• A silver harp string (worth 15 gp) carefully laid out on crude wooden drying racks along one
• A small wooden totem pole set with six azure eyes wall.
(wor th 750 gp) T6. Two more troglodytes guard this chamber. They are
GS. This corridor is about 15 feet wide and 15 feet high. armed with two javelins (range 30/120 ft., 1d6 + 2 pierc-
It descends into the water and continues for about 120 ing damage) each. They hurl both and then fall back to
feet before exiting at the bottom of the lake. This is the area T7 to make their final stand.
entrance and exit used by the dragon. T7. This huge chamber is the communal area for the tribe.
The remaining six troglodytes are here resting. Cornered,
21. LAIR OF THE WRETCH ED these humanoids fight to the death.

TROGLO DYTES The southern end of the chamber is an evil-smelling pool


of dark liquid. A rusty box, holding the tribe's treasure, is
As the party nears this area, they begin to notice a par-
attached by chain to a bolt in the center of the pool's floor,
ticularly foul stench. As they continue, the smell be-
in about 3 feet of water. In order to get the chest, the
comes worse until the party reaches a dark opening in
chain must first be burst with a successful DC 21 Strength
the ground. The odor seems to originate from this hole.
(Athletics) cl1eck (another character can Help with this
This is the lair to a tribe of troglodytes who have recently
skill check) or severed (AC 19, 15 hit points, resistance to
moved to this location because of the pleasantly damp
piercing damage). The chest is locked, and the key is hid-
climate.
den underneath the slime at the bottom of the pool. It
requires a successful DC 18 Wisdom (Perception) check
KEY 'fO 'fHE LAiR_OF 'fHE to find the key. Otherwise, the lock can be picked with a
W~'fCHED TR_OGLO DY'fES successful DC 16 Dexterity check using thieves' tools, if
the chest is first removed from the pool. The hoard of
( llIAP E- 1.3)
valuables consists of 2,000 cp, 2,000 sp, 1,000 ep, 3,000 gp,
Tl. This corridor slopes down into a pool of muddy water and six amethysts (each worth 500 gp).
that stretches for about 30 feet. The water is about 2 feet
deep, but the mud at the bottom of the corridor is another 22. PLESIOSA URUS MENACE
foot deep, so moving through the morass is a laborious pro- Beneath the surface of this lake awaits a hungry plesio-
cess; for every 1 foot of movement it costs 3 feet of move- saurus. The beast attacks any creature coming within 15
ment. Unless the characters are moving stealthily, there is a
feet of the shore, or any who attempt to swim in the lake
chance the guards in area T2 come to investigate any intru- or cross in a boat. If in a boat, the plesiosaurus first attacks
sion, hanging back and tossing javelins (range 30/120 ft., the hull of the boat, capsizing any vessel less than 20 feet
1d6 + 2 piercing damage) at those in the water. long 50% of the time with a successful hit. If it hits a Me-
T2. At this guard post, four troglodytes pass the time play- dium or smaller creature, it attempts to pull its victim into
ing knuckle bones. Nearby is an open cask that contains 22 the lake during its next turn. This is a contested Strength
javelins for use on foes in area Tl. If the characters exit the check versus the target's Strength (Athletics) or Dexterity
watery corridor, these fall back to area T3. (Acrobatics) check. If the plesiosaurus succeeds the target
is moved 20 feet into the water.
T3. Three troglodytes inhabit this spacious chamber. They
are practicing wielding clubs (1d4 + 2 bludgeoning damage) If the plesiosaurus is slain and its body cut open, the party
and using shields (AC 13) fashioned from large turtle shells. finds a skeletal arm and hand wearing a ring of regeneration.

0IQGillAL ADVEll1°V~S REiDCARJIA1 °ED • THE ISLE 0F DREAD


23. RANDOM ENCOUNTER
For every day the party spends within two hexes of this
location, they have an encounter with a wandering mon-
ster from Table 3 (see chapter 4).

24. THE SEA DRAGON


If a ship passes within one hex of this location, it is at-
tacked by an adult sea dragon (see appendix B). The
mighty dragon fust surfaces 150 feet away from the ship
and bombards the deck and sails with globs of acidic
poison attempting to cripple the ship. Then the dragon
dives, only to reappear 1 round later next to the ship. It
wraps its tail around the ship and begins to crush the
hull, using its Siege Monster trait, while plucking crea-
tures from the deck with claws and bite. If reduced to 30
or fewer hit points, it dives and returns to its lair.
The dragon's lair is located 200 feet beneath the surface
of the water in a flooded cave. Inside the cave is the
treasure the dragon has gleaned from sunken ships and
unfortunate passersby. The treasure includes 10,000 gp
(in assorted coins), an untarnished coat of +3 chain mail,
a rusted cutlass with a bejeweled pommel (worth 500 gp),
and a potion of water breathing in a crystal vial with a wax
sealed stopper.

0R.iGillAL A.DVEll'tVRJ;S REillCARJIA'tED • THE ISLE 0F DREAD


CHAPTER SIX

More Dread
he following key describes additional expanded or forbidden lore of the isle. She knows any of the ru-
1 set encounter areas located throughout the main
part of the I sle of Dread. Please refer to map D -1
mors from the Rumors on the Isle of D read table (see
chapter 3), but she should only dispense her knowledge
for the location hex of each of these set pieces. It's up if the characters offer something in trade, such as a mag-
to the D ungeon Master to decide when (or even if) the ic item, an unusual object, or information.
characters have the described encounter once they enter :Mika also is proficient at brewing magical elixirs from
the hex. See chapter 5 for the original set encounters on exotic island ingredients. She has the following potions
the isle. available for trade:
Some of the encounter areas have their own maps, as de- Quantity
Potion
scribed in the text. If the DM needs additional maps, she
Healing 4
is free to design her own. Maps E-2 and E-3 are general
Greater healiflg 1
cave lair maps that can be used as needed.
Water breathing 3
Vitality 6
25. THE SHAMAN
Animaljn'endship 1
Located several miles to the south of the village Tan-
Mind reading 1
aroa (area 1, chapter 5) is a hut inhabited by an old, wise
shaman. Ancient beyond her years, the villagers whisper Swimming (see appendix C) 3
she has made a pact with some otherworldly power for
an extended life. Indeed, she is wise, but the rumors are
untrue. Mika the shaman (see appendix D) is a wizened
old crone with wispy, thinning white hair, a deeply wrin-
kled visage, and leering eyes.
Mika's hut is fashioned from several large dinosaur rib
bones covered with animal hides. The front entrance is a
tyrannosaurus skull, partially covered with several pieces
of sail. A pair of bamboo golems (see appendix B) stand
guard at the entrance, under her command. The interior
is dimly lit with several humanoid skulls that radiate pale
green light. Numerous pillows and animal furs are strewn
about the floor around a firepit. Dangling from the ceil-
ing are several odd items, such as bones, dried shrunken
heads, dried fish and other aquatic life, and scented bun-
dles of herbs.
Mika starts an encounter with the characters as indiffer-
ent, but she can be swayed to friendly with a success-
ful D C 15 Charisma (Persuasion) check, assuming they
grovel at her omnipotence or shower her with compli-
ments on her knowledge. They can also trade her items
or information to garner her friendship. Note that she is
less interested in monetary wealth but craves magic items

0R,iGiilAL ADV E n'tv~s REiIICARJIA'tED • I S LE 0F DREAD


• SHOPPinG Lis'f
• Prattis is a very practical man and is content to live alone
and survive off the land and sea, although he occasion-
ally trades with the natives as well. He gathers fruit and
vegetables and supplements his diet with the bounty of
Mika needs a wide range of strange and exotic ingre-
seafood from the lagoon via a series of handmade traps.
dients to brew her magical concoctions. She likely has
He is indifferent at the start of a social interaction and is
an idea where they can be found, and could provide
very curious about the characters and their motives. He
hints or outright instructions. Below is a sample list of has a passion for knowledge, especially on the subject of
possible ingredients, and where they might be found Elemental Gates (which is what attracted him to the Isle
on the island:
of Dread many years ago), and the local fauna, specifi-
• Giant squid ink (area 6) cally the dinosaurs (or as the locals call them, "thunder
lizards''). This latter passion has resulted in a detailed
• Red dragon blood (area 44)
journal cataloging all the dinosaurs he has observed and
• Loco weed (area 19) studied. If swayed to friendly, he is willing to share his
• Aranea poison gland (area 14) knowledge with the characters (see Player Handout #3
in appendix E).
• Ceratosaurus horn (area 35)
He is very knowledgeable about the Elemental Gates and
• Troglodyte scent gland (area 21)
is willing to share information, assuming the party as-
The DM is encouraged to create more ingredients as sists him in a task. (See appendix A for details on the
needed. gates.) The task could be simple, such as assisting with

•26. THE DRUID • constructing a larger treehouse, or difficult, such as cap-


turing a live dinosaur (of a specific) species so he can
study it up close. His knowledge includes:
An eccentric male human, Prattis, high druid (see ap-
pendix D), lives secluded on this tiny volcanic island, no • The location and description of each Elemental Gate.
more than 8 miles across. The island is covered with lush
• The nature of the magic items required to close the
jungle growth and the druid has fashioned a treehouse
gates (although he is still not sure which item deacti-
spanning three close trees to suit his shelter needs. His
vates which gate).
treehouse overlooks a small lagoon full of fish and shell-
fish that leads to the ocean. Hidden at the bottom of • I Ie has the Ring of Caeli (see appendix C) and is fairly
the lagoon is his apparat11s of !Vvalish, dubbed the "Prattis certain it is attuned to one of the gates.
Apparatus." He uses the apparatus to explore the seabed • He knows the sea hydra lairs near the water gate.
around the isle and has located several shipwrecks over
• He knows how much time needs to elapse before
the years. Of course, he has plundered these shipwrecks
the next plane shift (if the DM is using that optional
of valuables, which are hidden in a deep hole on the op-
hook).
posite side of the lagoon. Even a careful search of the
lagoon's bottom requires a successful D C 25 Wisdom Prattis understands the value of his apparatus and the Ring
(Perception) check to find the boulder-covered stash. Al- of Caeli. He will not part with the apparatus but is willing
though it takes about 30 minutes, the boulders can be to trade the ring to the characters. However, they must
removed via the apparatus. Although his lifestyle does not offer him an object of equal value (i.e., at least a legend-
require this treasure, he maintains the cache in case of an ar}' magic item) such as one of the other three elemental
emergency, and would willingly trade any of it for infor- items of power described in appendix C, or perform a
mation, or more useful mundane equipment. The treas- very dangerous deed (such as capturing a live tyranno-
ure includes: 7,567 sp, 4,589 gp, 214 pp, 19 gems (worth saurus). Another suitable task would be to defeat one of
a total of 17,800 gp), a pink coral statue of a long dead the pirate bands that frequent the isle.
queen (worth 450 gp), a gold necklace (worth 850 gp), a
silver tiara set with tiny sapphires (worth 2,900 gp), 17
gold ingots (each worth 250 gp), a bronze bell (worth 90
gp), and +2 mace.

0.JtjGiilA.L ADVEilTV~S REiilCAR!IA'fED • ISLE 0F DREAD


27. VILLAGE OF JAWALAAS or run aground, even in a canoe. Numerous bull sharks
Along the northeastern shore of this island is a village of (use statistics for reef sharks) inhabit the bay. Anyone
native tribesmen, called Jawalaas. For protection, and due entering the water attracts the attention of 1d4 bull
to their affinity with the sea, their entire village is located sharks, who arrive to investigate during the next round.
in a shallow bay. Several wooden huts on stilts sit about These sharks are very aggressive, and if they attack, the
10 feet above the rolling waves of the bay. The villagers struggle attracts another 1d6 bull sharks that arrive in
use outrigger canoes to move from hut to hut or to the 2d4 more rounds.
shore. They also use them to raid nearby villages-but J2. Three wooden poles (each about 6 inches in diam-
not for treasure. Instead they conduct raids to return eter) have been sunk into the bottom of the bay in about
captives to appease their beastly shark god, Sekolah, and 10 feet of water. Each pole has thick hemp rope attached
his voracious appetite for human flesh. If the sharks in to the top, used to secure captives. The captives are typi-
the bay approve of the flesh, the village feasts on it. cally secured during low tide. When the high tide comes
in, the captives' legs dangle in the water and attract the
KEY 'to 'tHE ViLLAGE OF attention of the bull sharks (reef sharks) that frequent
JAWALAAS (DIAP E-14) the bay. If a shark attacks a captive, it has been blessed by
the shark gods, and is now worthy to be consumed by the
J1. Several coral reefs, just under the surface of the water villagers. (fhe sharks always attack, by the way.)
during low tide, provide a buffer and natural protection
J3. There are seven of these huts, each 20 feet square.
for the village. All residents of Jawalaas know the loca-
Typically, from one to three outrigger canoes are lashed
tion of the reefs and have no fear of running aground.
to the base of the hut, and an opening to the sea provides
Due to the tricky currents and tides in the bay, others
access to and from the hut via a rope ladder. Each hut
must make a successful DC 15 Wisdom (Survival) check
contains 1d4 + 1 Sekolah worshipers (tribal warriors)

0RjGiilAL ADVED°f'V~S REiilCARJIA1'ED • ISLE 0F DREAD


and another 1d8 tribal natives (commoners) represent- 28. HAUNTED VILLAGE
ing the elderly or children. The total tribe numbers S7 Situated in the broken lands, but a short distance from a
members, plus their chieftain (see below). In addition bay, is an abandoned village. Decades ago, this was an iso-
to being armed with spears, the tribal warriors are also lated thriving village of about 200 native tribesmen that
proficient in the use of nets (range S/ 1S ft.) to capture revered snakes. But when explorers from the mainland
humanoids alive. arrived eager to trade, they accidently spread a virulent
]4. This hut is larger, being nearly 40 feet long and 20 feet plague that wiped out the insular village in a matter of
wide. It belongs to the chieftain, a brutish wereshark days. Their isolation reduced the chances of spreading
(see appendix B) that rules the tribe through fear of the the disease. It was months before the incident was even
shark god. There is also a SO% chance 1d6 Sekolah wor- discovered by one of the other tribes. Now the village
shipers (tribal warriors) are present here at any time. is in ruins and overgrown by the jungle. Yet a forgotten
enchanted item calls the walking dead to this location ...
The hut contains a large copper brazier (worth SS gp)
always full of hot embers and used for communal cook-
ing, and a large canvas hammock. Under the hammock is
KEY TO THE HAVIlTED
a battered, unlocked sea chest. Inside is the tribe's mate- ViLLAGE (DIAP E-15)
rial wealth: SSS gp, a pouch of seven pearls (each worth
HV1. A stockade fence once provided a line of defense
100 gp), an ivory scroll tube inlaid with electrum (worth
for the village, but it has since been overtaken by the
200 gp) that holds a spell scroll of serpent missile (see appen-
jungle and is falling apart. Once mighty gates provided
dix C), and a jade idol of a brontosaurus (worth 37S gp)
access to the village but these have since been destroyed
about 8 inches long.

0IVGiilAL ADVEilTVRJSS REillCAR.,IlATED • ISLE 0F DREAD


and are nowhere to be found. A pair of wooden totem 29. BAY OF THE DEAD
poles, each depicting a variety of snakes, stand silent vig- Centuries ago, unscrupulous explorers from the main-
il. Both of these were once totem golems (see appendix land discovered the isle and desired to plunder its natural
B), but the north one has since lost its enchantment. The resources. Although they feigned benign interest in the
south golem attacks, and using an action each round it native tribesmen, it soon became apparent the explorers
can cast poison sprqy (as a 5th-level caster; spell save DC desired to exploit the island and were willing to conquer
11) instead of making one of its slam attacks. The golem the natives if need be. Several warships arrived in this
ignores unliving creatures, such as the undead that now bay, which soon became the staging area for an offensive
inhabit the village. operation. Several of the tribes banded together and led
HV2. There are 12 of these standard living huts, once a daring preemptive strike in the middle of the night that
inhabited by villagers in extended families. The huts are led to many deaths on both sides. The conflict only end-
in various stages of collapse and disrepair, reclaimed by ed when the tribal witchdoctors combined their might
vines and short jungle growth. Each hut is now the lair and cursed the fleet with necrotic energy.
of 1d4 + 1 zombies. There is a total of 33 zombies Ever since, nothing lives in the bay. No coral grows
in the village. If the characters are attacked by a group here, and fish or larger aquatic creatures avoid the waters
of zombies, the remaining zombies are attracted to the shortly after wandering in from the open ocean. The na-
sounds of battle and begin to arrive in waves of 2d4 each tive tribesmen avoid these waters, too, referring to them
round until all have surrounded the PCs. as the Bay of the Dead.
HV3. This large structure was once a communal hut. For each hour the characters are in the bay on a boat,
Now it is the lair of seven ghouls. During the day there or travel along the coast, they have an encounter with
is a 100% chance of encountering the ghouls here, but undead. If they actually enter the water, these encounters
at night they often leave the village to feed on whatever occur every 10 minutes and with double the number of
they can catch, reducing this chance to 15%. There is an undead encountered. Roll on the table below to deter-
unused firepit now filled with rocks and some inciden- mine type and number:
tal treasure collected by the ghouls over the years. This
includes three aquamarines (each worth 200 gp), a gold D6 Undead Encountered
ring set with a black pearl (worth 625 gp), and a silver 1 1d2 zombie sharks (see appendix B)
flask (worth 65 gp) . 2-3 1d4 + 1 lacedons (aquatic ghouls, swim 30 ft.)
HV4. The witchdoctor (and leader) of the village once 4-6 1d6 + 2 drowned ones (see appendix B)
resided in this small cave. The walls are covered with
elaborate paintings of snakes, but they are not depicted 30. SLUMBERING DRAGON TURTLE
as evil creatures. Instead they seem to be in harmony with Although this encounter is keyed to a location in the
the native tribesmen. The chamber is mostly devoid of large bay to the south of the isle, it can move around at
anything, save for a firepit, now inhabited by six skeletal the whim of the ocean currents and the wind. If it gets
snakes (see appendix B). The chamber is haunted by the too close to land, the tide begins to take it back out to
undead form of the witchdoctor, now a wraith. sea. When the characters arrive at the isle for the first
In the back of the chamber is a hollow in the wall, con- time, this encounter occurs at area 30. Each week, roll
cealed by a rock. It can be discovered with a success- 1d6 and consult the table below to see where this en-
ful DC 17 Wisdom (Perception) check. Inside is a gold counter moves, one hex away:
scroll tube (worth 125 gp) holding two spell scrolls: snake D6 Direction of Movement
charm and sticks to snakes. (See appendix C for a descrip- 1 West
tion of these two new spells.) Also in this hollow is a 2 Northwest
single black pearl, the beacon calling the undead to this
3 Northeast
location. The pearl is worth 500 gp, but it radiates as evil.
4 East
Once corrupted by the kopru during a foul ritual, the
5 Southeast
pearl-thanks to a permanent antipatf?J/ sympatl?J spell-
now radiates a sympathy effect that is attuned to undead. 6 Southwest

0RJGifi.A.L ADVEll'fV~S REillC.A.RJI.A.'fED • ISLE 0F DREAD


and go on a feeding frenzy, so he could be encountered
again. The dragon turtle lacks a true treasure hoard, but
there are a few valuable items hidden in the flotsam that
might attract others to investigate. These include a silver
bell from a ship (about 3 feet in diameter and weighing
200 pounds) worth 750 gp, a platinum necklace set with
sapphires (worth 4,200 gp), and a +1 greatsword.

31. PTERAFOLK LAIR


Along the cliff-like slopes of an inactive volcano is the
lair of a tribe of 13 pterafolk (see appendix B). These
pteranodon-like humanoids live a in a series of protected
caves and ledges, all but inaccessible without climbing
equipment and a 10-hour trek. They hunt on the sur-
rounding islands, occasionally attacking the native tribes-
men. But they much prefer the tastier flesh of the phana-
ton and fly great distances to attack their settlements.
Scattered among the seven nests are a variety of shiny
objects collected over the years. These include numerous
smooth river rocks (worthless), 23 pieces of rough crys-
tal (in blue, green, and red; each is worth 10 gp), a plati-
num clasp (worth 115 gp), a diamond necklace (worth
1,450 gp), and a potion of swimming (see appendix C).

32. WYVERN LAIR


A mated pair of wyverns lair on a mountaintop on this
small rocky island to the west of the isle. The rest of
The characters encounter what appears to be a mass of the island is devoid of any life, save plants. The nest is a
flotsam perhaps 50 feet in diameter. Underneath the mess massive 60-foot pile of driftwood lined with vegetation,
of driftwood, kelp, algae, and other floating debris is a that can be seen for some distance. Climbing to the nest
slumbering dragon turtle, covered with algae growth. would take at least 6 hours with climbing equipment,
The beast, named Chelhydrus, sleeps for decades, aim- during which time the wyverns certainly attack.
lessly floating around the waters surrounding the isle. The nest contains three eggs due to hatch in a few weeks.
When it awakens, it goes on a year-long feeding frenzy, Each egg is worth 1,000 gp, if carefully collected, trans-
attacking whales, large predator dinosaurs, and even sail- ported, and kept warm. Wyvern hatchlings are worth
ing ships. The flotsam mass could be a temporary lair of 2,500 gp if sold in a large city.
another aquatic creature, or a shipwreck victim could be
clinging to the mass (see chapter 4 for ideas on either of 33. THE ENSHROUDED ISLAND
these inhabitants).
Located to the west of the Isle of Dread is a mysteri-
If Chelhydrus wakes up (at the DM's discretion, but there ous island always enshrouded with a thick blanket of fog.
should be at least a 10% cumulative chance per minute Most don't even realize the island is there, and being on
of significant activity on its back), he is very groggy for the edge of the Elemental Gates, sometimes it's not...
1 minute. During this time, all his attack rolls and saving With the exception of a single sandy lagoon, the rest of
throws are at disadvantage, and he is unable to use his the island's coast consists of jagged cliffs and dangerous
breath weapon. This could give wise characters a much- rocky shoals. Approaching these locations with a ship re-
needed chance to flee an obviously overpowering oppo- quires a DC 22 Wisdom (Survival) check, or else the ship
nent. Chelhydrus does not pursue but does fully wake up

0RJGiilAL ADVEilTV~S REiilCARJIATED • ISLE 0F DREAD


runs aground and suffers 28 (8d6) damage to the hull. dinosaur and transporting the meat back to the village
The interior of the island is thick, steaming jungle in- shifts their stance to friendly. But if the characters seek
habited by a variety of giant animals such as giant apes, to help the dinosaur, the hunting band shifts to hostile,
giant poisonous snakes, giant lizards, and different and although they don't attack the characters, they do re-
types of giant insects, including a few gargantuan-sized turn to the village relate their tale. This could result in a
animals such as gargantuan poisonous snakes and strained relationship with the village.
gargantuan crabs (see appendix B for both) along the
rocky coast. 35. CERATOSAURUS HERD
A small tribe of natives has a hidden village on the south- In this swampy area near a large lake is a herd of nine
ern shore, not far from the lagoon, in a series of natu- ceratosauruses (see appendix B). These 20-foot-long
ral caves. The cave walls depict numerous paintings of a carnivores wander up and down the lake shoreline look-
massive ape at about 10 times the size of a human. The ing for aguatic prey such as large lizards, crocodiles, or
villagers number 26 tribal warriors and another 16 tribal turtles. If approached within SO feet, they are aggressive
commoners. They wear clothes fashioned from leaves and attack. But if several of the herd are defeated, the
and other plant material and are fond of camouflage-like rest of the members are willing to flee into the swampy
war paint, which grants a +4 bonus to D exterity (Stealth) margins of the lake to escape.
checks. They wield spears and poison darts delivered
from blowguns (+2 to hit, range 25/100 ft., 1 piercing 36. RANDOM ENCOUNTER
damage and a DC 12 Constitution saving throw or suffer For every day the characters spend within two hexes of
2d6 poison damage and gain the poisoned condition for this location, they will encounter one wandering monster
6 hours). from Table 2 (see chapter 4). If possible, the encounter
The natives worship a gargantuan ape (see appendix B) should take place near the monster's lair.
that stalks the interior of the island. A few miles from the
village at the edge of the jungle is a rocky outcropping 37. DIMETRODON HERD
with two massive wooden poles and thick hemp rope Along a sluggish muddy bank of this river, a herd of 19
tethers. Nearby is a massive (15-foot-diameter) copper dimetrodons (see appendix B) sun themselves on sev-
gong (worth 225 gp, but weighing 150 pounds). The na- eral large rocks. Numerous nests of rocks occur along
tives often attach sentient creatures (either visitors to the the banks, one prominently displaying a gold idol (about
island, or those collected via outrigger canoe raids) to the 8 inches high) of a strange bat-like creature. The idol is
poles, and then sound the gong before hiding in the jun- worth 4,000 gp and is quite obviously visible on a bright
gle. Within an hour the gargantuan ape arrives to collect sunny day. The herd ignores the characters unless dis-
his tribute for casual consumption later. This certainly turbed (such as attempting to retrieve the idol). If com-
appeases the beast as it does not bother with the natives. bat occurs here, six large dimetrodon males attack while
the rernining herd disperses into the river for safety.
34. STUCK IN THE TAR
The characters are attracted to the bellowing of a large 38. MEGALITHIC CIRCLE
creature nearby. Upon investigation, the characters find a DM Note: There are four of these locations, all identi-
triceratops stuck in a tar pit. Several spears jut from its cal. Three are on the main island, while one is on the
flanks (it is reduced to 82 hit points) as a hunting band Central Plateau (area 8, chapter 7).
of six tribal warriors from Tanaroa (area 1, chapter 5)
attempt to finish off the dinosaur. But they have used all Each of these locations is a circle of eight massive men-
their spears, and are afraid to get too close to it. Although hirs (standing stones) surrounding a ninth, rune-covered
restrained, the beast can still attack if approached within standing stone situated in the ground at a slight angle.
melee range. The stones are volcanic but must have been moved a
long distance before being placed here, as they do not
Unless the characters already have a good relationship match any stone formations nearby. Each stone is about
with the village of Tanaroa, these hunters start off the 8 to 12 feet high, with the central stone being slightly
encounter indifferent. Assisting with finishing off the

0I\jGiIIAL ADVEIIfV~S REiIICARJIAfED • ISLE 0F DREAD


D6 Encounter
1 1 young green dragon (see area 20)
2 ld6 + 3 velociraptors (see appendix B)
3 1 cave bear (treat as polar bear, but add darkvi-
sion out to a range of 60 feet)
4 1d4 + 2 rakasta tiger riders (see appendix B)
on saber-toothed tigers
5 1 stone giant (see chapter 4 for details)
6 1 treant (only in a jungle hex, otherwise roll
again)

39. RAKASTA SHRINE


Located in a remote region of rocky badlands is valley
that contains a rakasta shrine carved into the very face of
a rocky cliff. Unless the characters spend a few days care-
fully searching the maze of canyons and valleys here they
likely don't find this edifice. However, if they have recov-
ered and deciphered the dues from at least two of the
megalithic circles (areas 38), they can triangulate the loca-
tion of the valley that contains the shrine. Note that this
is the goal of the rakasta camp (area 9, chapter 5), and
there are roving bands of rakasta looking for the shrine.
They believe (erroneously) that the shrine contains the
accumulated wealth of a great rakasta leader dedicated to
good. Instead, any who explore here finds deadly traps,
guardians, and a slumbering evil.

taller. Each stone weighs many tons and is only crudely


KEY TO THE RAK.ASTA
carved into shape. Standing stones at the two jungle loca-
tions are overgrown with vines and vegetation, but noth- SHIQilE (DIAP E-16)
ing grows around the central stone at either site. RSl. A flight of stone steps leads between the out-
The runes on the central menhirs are ancient Rakasta in stretched paws of a lion-like face carved into the rock.
origin, and can be deciphered with a successful DC 20 The entrance is through the cat's open mouth, which
Intelligence (History) check. They do not tell a story, but leads to a sealed stone door. A successful DC 18 Wisdom
instead seem to comprise some kind of a map or direc- (Perception) check reveals faint inscriptions concealed in
tions to find a particular location. A successful DC 22 the fanciful design of the portal. These issue a warning in
Wisdom (Perception) check reveals the orientation of Rakasta: "Speak 'In Raja's Honor' or cower to his roar."
the ninth standing stone points in a specific direction (in The door can be easily opened, but if the passphrase is
this case to another megalithic structure similar to this not spoken in Rakasta, it triggers a trap. In the first round,
one). If a second megalithic structure in a different quad- a magical roar bellows forth. All those within a 30-foot
rant can be located, the two angled stones can be used to cone of the door take 10 (3d6) thunder damage and must
triangulate the location of the Rakasta Shrine (area 39). make a D C 15 Constitution saving throw or be stunned
for 4 rounds. In the following round, the mouth begins
Monsters do tend to congregate at these structures from
to close. Any creatures in the 30-foot-by-30-foot area in
time to time. There is a 30% of an encounter each time
front of the door at the end of the next rounds take 21
one of these is discovered. Roil 1d6 on the table below:
(6d6) bludgeoning damage. The mouth stays closed for 9
hours, rendering the shrine inaccessible for this duration.

0RjGiITAL A.DVEITTV~S REiITC.A.R_Il.A.TED • ISLE 0F DREAD


RS2. This magnificent hall has a smooth black stone RSS. This long hall is 30 feet wide and 120 feet long. The
floor and a 30-fooc-high ceiling. Three pairs of columns, floor is 100 feet below the doors. A series of 10-foot-
engraved with rakasta in scenes of battle, support the by-10-foot platforms, angled down into the pit, are po-
ceiling. A pair of daises flank another sec of double stone sitioned to aid crossing this chamber. Five of these are
doors. Perched on each dais is a 10-foot-long amber stat- along the north wall and four are along the south wall.
ue of a great cat pouncing with claws outstretched. Each Unless Right is used, it requires a successful 10-foot
of these is an amber golem (see appendix B), but until it standing jump check to make it from platform to plat-
animates, it appears to simply be a statue due to its False form. Due to the angle of the platforms, a successful
Appearance trait. DC 13 Dexterity (Acrobatics) check is needed to avoid
sliding off a platform. The last six platforms are cov-
The doors are locked. The plain surface of each door
ered with a film of colorless oil which imposes disadvan-
sports an indentation about the size of walnut. The
tage on this skill check. Falling off a platform causes 35
doors can't be picked (there is no lock), but a knock spell
(1 Od6) bludgeoning damage due to falling into the pit.
or a good old-fashioned bashing (AC 19, 50 hit points,
This is a test of agility.
resistance to piercing and slashing damage, vulnerability
to bludgeoning damage, damage threshold 5 hit points) RS6. This circular chamber contains a 15-foot-tall statue
opens the portal. If disturbed this way, the amber golems of an erect cat-like humanoid wielding a double-bladed
attack. A defeated amber golem becomes a pile of am- sword. If examined, a trap is triggered that releases a
ber (2d4 pieces are valuable, each worth 250 gp) and a powerful sleep gas that fills the chamber in 1 round. Any
single tiger's eye gem (worth 1,000 gp) about the size of exposed to the gas must make a D C 18 Constitution sav-
a walnut. If both tiger's eye gems are placed in the door ing throw or fall into a magical slumber for 7 days. Only
indentations, they silently swing open. a dispel !llagic or greater restoration can end this magical ef-
fect. The secret door on the west wall can be located only
RS3. This dusty chamber is a crypt. Six stone pedestals
with a successful DC 22 Wisdom (Perception) check, al-
are in the open floor, each with the mummified remains
though it can't be opened by any means. Seven days after
of a saber-toothed tiger perched on it. The six mummi-
being found, the secret door opens and leads down co
fied saber-toothed tigers (see appendix B) animate and
area RS7. This is a test of patience.
attack a creature who approaches within 10 feet of any
door. RS7. This door opens to reveal a 20-foot-diameter shaft
that leads straight up for 120 feet. T he entire floor (to a
Nine sealed tombs are here, three each along the north,
height of 100 feet) is under the effects of a permanent
east, and south walls. Each tomb contains the mummi-
antimagic field spell. The walls are smooth with no hand-
fied remains of a great rakasta tiger rider (but not an
holds, requiring a successful D C 20 Strength (Athletics)
animated mummy). Each rests in a stone sarcophagus,
check to climb. At 120 feet above the floor is a sealed
buried with a custom-designed set of war claws (see ap-
door on the south wall that requires a successful DC 18
pendix C), and 1d3 valuable bejeweled personal effects
Strength (Athletics) check to open. This check is at dis-
(each worth 1d4 x 100 gp). Example effects include gild-
advantage if the character attempting it is not on secure
ed weapons, belt buckles, rings, bracers, or other jewelry.
footing. This is a test of climbing.
The war claws are needed to open the door at area RS8.
RSS. These locked double doors are plain save for nine
RS4. This tomb conceals a secret door that can be locat-
human-sized, cat-like paw indentions. A knock spell opens
ed with a successful DC 17 Wisdom (Perception) check.
the doors, but there is no lock to pick. A door could be
The door opens to reveal a stone staircase that plunges
bashed down (AC 17, 40 hit points, resistance to piercing
180 feet below to the lower level. A section of the stairs,
and slashing damage, vulnerability to bludgeoning dam-
70 feet down, is trapped. If not detected with a success-
age, damage threshold 5 hit points). By placing all nine
ful D C 20 Wisdom (Perception) check, a creature must
war claws from area RS3 in the indentions at the same
make a D C 17 D exterity saving throw or lose his balance
time, the doors unlock. Note that due to the spacing it
and tumble down the remaining 100 feet of the stairway,
requires at least five characters working together to place
causing 21 (6d6) bludgeoning damage. This is a test of
all nine war claws at the same time to trigger the lock.
perception.
This is the test of teamwork.

0.RjGiilAL ADVEil'tV~S REiilCAR!JA'f'ED • ISLE 0F DREAD


0RiGiDAL ADVEDTV~S REiDCARJIA'tED • ISLE 0F DREAD
• His Dexterity is 14 (+2).
• His Constitution is 16 (+3).
• He has a +1 bonus on all saving throws due to his
nng.
• He can speak Rakasta.
• He wears a ring of protection and a circlet of blasting.
• When taking the Multiattack action he can use his
D readful Glare and make one attack with his rotting
fist or can make two rotting fist attacks.
The following items are hidden in the sarcophagus with
Rajas: a platinum scepter set with rubies (worth 5,000
gp), a platinum necklace (worth 2,400 gp), three plati-
num bracers (each worth 400 gp), four platinum-gilded
ceramic canopic jars (each worth 200 gp), and a staff of
withering.

40. FORGOTTEN TEMPLE


Located on a small island in the northern reach of an
inland lake is a stone ziggurat overgrown with jungle veg-
etation. Crossing the lake to get to this island warrants an
attack by the plesiosaurus that makes its lair in the lake
(see area 22, chapter 5). The temple was used as a place
of sacrifice to appease the kopru centuries ago. It has
since fallen into disuse, but the kopru deep below are
beginning to emerge from their slumber and soon might
RS9. This is the final resting place of Rajas'el-najar, an find use for this temple once again ...
ancient rakasta warlord who has undergone the pro-
cess of mummification during his burial. Rajas was an KEY TO THE FOR_GOTT Eil
evil warlord bent on conquest, and centuries ago failed TEMPLE (DIAP E-17)
to tame the wilds of the Isle of Dread. He planned to
slumber in the throes of undeath, hoping to become Kl. As the characters approach the steps to ascend the
more powerful. He then deceived his own people with ziggurat, they are attacked by restless undead, former
false prophecies into sending worthy heroes to navigate victims not properly sacrificed and now tormented in a
through his tomb and the many tests he devised. Once state of undeath. Four xocha tateo (see appendix B) are
free, and more powerful with his full undead abilities- buried beneath the soft soil, and unless noticed with a
and with new resourceful allies-he plans to resume his successful DC 14 Wisdom (Perception) check, they at-
failed attempt at conquest. The rakasta in the temporary tack with surprise as they unearth themselves. These foul
camp (area 9, chapter 5) are not likely to follow his lead undead fight until destroyed, attempting to keep the PCs
if this comes to pass and might be willing to enlist the aid from climbing the stairs to area K.2.
of the characters to destroy their former leader. K2. At the top of the ziggurat is 30-foot-by-30-foot area
Rajas'el-najar is a m ummy with the following changes sunken about 10 feet from the upper lip of the structure,
which increase his challenge rating to 5 (1,800 XP): covered with overgrown vines and other vegetation. A black
stone altar, stained with blood, is flanked by a pair of col-
• His AC is 15 (adjusted for his Dexterity and ring).
wnns engraved with unspeakable scenes of sacrifice. Be-
• He has 90 (12d8 + 36) hit points. hind the altar is 5-foot-square open pit that leads to area K9,

0ajGiilAL ADVEil1'VR.)SS REiilCARJIA1'ED • ISLE 0F DREAD


some 200 feet below. A creature falling into the pit is magi- K3. This was a preparation chamber for eventual sacri-
cally slowed, simulating the passage into the underworld. fices. The three cells to the south were used to hold the
(Plus, the kopru preferred their victims to still be alive when victims. Locked iron bars now protect nothing but dust
deposited in their lair.) The fall only causes 14 (4d6) bludg- and bones. The bars can be forced with a successful D C
eoning damage, due to the magical effect and the muddy 15 Strength (Athletics) check. In the northern room are
landing. two stone preparation tables. The walls are covered with
The evil of this temple has created two awakened vines detailed pictograms depicting the kopru and their domi-
(see appendix B). They attack shortly after the characters ar- nation over everything on the isle, including the native
rive at the top of the structure. Using grapple attacks there tribesmen.
is a 60% chance the vines attempt to throw targets down K4. The under priests of the temple once lived in these
the stairs (DC 15 Dexterity saving throw or suffer 21 [6d6) three chambers. Now only the undead remains of the un-
bludgeoning damage and land prone at the base of the der priests, six shadows, reside here. There is a 33% that
steps) or a 40% chance they are tossed down the pit (DC 13 each of these chambers contains the shadows. The rooms
D exterity saving throw or fall to area K9, as above). contain broken wooden furniture and other debris.
The secret door along the east wall can be located with a KS. The head priest once called this chamber his own.
successful DC 16 Wisdom (Perception) check. It leads co It, too, is abandoned, with only the shattered remains of
a sloping passage to the Under Temple (area K3). wooden furnirure and personal effects left. The secret

0FJGiilAL ADVEilTU'~S REiilCARJIA'fED • ISLE 0F DREAD


door on the south wall can be located with a successful K9. The corridor slopes down to this natural chamber
DC 17 Wisdom (Perception) check. about 200 feet from the top of the ziggurat. A natural
ledge is in the southeastern corner of the chamber. On
K6. This corridor slopes up to the west and has four pairs
this ledge is a crude slab of stone, soaked with blood.
of alcoves. At the far end of the hail (between the last
The rest of the chamber is covered with warm, turbid
two alcoves) is an animated construct called a stone jug-
water and soupy mud. There is more mud in the north-
gernaut (see appendix B). The construct was designed
ern part of the room, and more water to the south. The
to fit in the corridor with only a few inches to spare on
water/mud is perhaps 5 feet deep and is considered dif-
ail sides. As soon as the characters turn the corner, the
ficult terrain.
juggernaut begins to roll towards them. The only way to
get past it is to use the alcoves (but some of them are Leisurely swimming about the muck is an aberration
trapped, see K7) or destroy it outright. The juggernaut called a kopru (see appendix B). This aquatic humanoid
does not block creatures in an alcove but moves to the has a three-fluked tail and a sphincter-like mouth. The
far end of the corridor and waits for them to exit. recent volcanic activity in the region has warmed the
water and mud enough to bring it out of its torpor-like
K7. Each of these alcoves is 10 feet square. Five are
slumber. It desires to enslave a few humanoids (such as
trapped with pit traps. These can be detected with a suc-
the characters) and begin to restore the function of the
cessful DC 15 Wisdom (Perception) check. They can be
temple to its former glory. Then it seeks to find and wake
disabled with a successful DC 15 D exterity check using
others of its kmd ...
thieves' tools. If triggered, a creature needs to make a
DC 14 Dexterity saving throw or fall into the pit; success
indicates hanging onto the edge. Falling in one of the 41. IXZANDATHRU
four pits in the middle of the corridor results in a 40-foot About 18 miles off the northeastern shore of the I sle of
fall for 14 (4d6) bludgeoning damage plus another 8 (2d4 Dread is the underwater city of Ixzandathru, home to
+ 3) piercing damage from iron spikes at the bottom. the ixi.txachitl, a race of evil aberrations similar to manta
These spikes once were coated with poison, but it has rays. They are the longtime enemies of the kopru, and
long since worn off The last pit (in front of area KS) although they lack a craving for domination, they are
drops creatures onto the stone slab in area K9, which just as evil. This settlement contains nearly 200 of these
causes 10 (3d6) bludgeoning damage. wicked pelagic beings, plus numerous vampiric clerics.
Bitter enemies of the kopru, the ixitxachitl sense the re-
The secret doors in the last set of alcoves require a suc-
turn of that fell race, and have bolstered their numbers
cessful DC 20 Wisdom (Perception) check to discover.
and training for the eventual upcoming conflict.
The north door is locked and requires a successful D C 16
Dexterity check using thieves' tools to open. The settlement is situated around a natural coral reef in
a semi-circle. Although the coral reef lacks a "roof," the
KS. This sealed room is a hidden treasury. Once several
waters nearby are actively patrolled and the structure pro-
burlap sacks held silver coins, but they have since rotted,
vides some seclusion and protection. The water here is
spilling a mess of coins on the Aoor (a total of 3,444
about 75 feet deep, so the settlement is cloaked in dim
sp). There are six clay urns, each holding 300 gp. A large
light during the day.
wooden crate contains 37 copper ingots (each worth 5
gp). On a stone pedestal are the rotting remains of a silk The reef walls themselves are inhabited by numerous
pillow. Resting on the pillow is the Gem of Acttiry (see ap- mashers (see appendix B). These eel-like fish are utilized
pendix C for details of this legendary elemental magic by the ixitxach.itl to carve passages into the reef, creating
item). If remm·ed from the pedestal, it triggers a blow- interior living chambers. If the characters approach the
gun trap (+5 to hit, 1 piercing damage; this too once was settlement and attempt to use the reef as cover, there is
coated with virulent poison but is now ineffective). The a 25% chance each minute of encountering 1d3 mashers.
trap can be detected with a successful DC 16 Wisdom
(Perception) check and disabled with a successful DC 20
D exterity check using thieves' tools. A wooden + 1 shield
hangs on the north wall.

0RjGiilAL ADVEilfV~S REiilCARPATED • ISLE 0F DREAD


KEY 'to IXZAIIDA'fHR_V (DIAP rice, serving as a pen for prisoners. Currently three m er-
folk reside here, awaiting their eventual doom. If freed,
E-18) they are extremely thankful, but hasten back to their con-
cealed city (many miles to the north) to report their find-
ings. At the DM's option, should the characters have fur-
ther adventures underwater, the merfolk could return to
assist them on a future date, or just bestow a reward, such
as a coral box lined with lapis lazuli (worth 1,500 gp).
14. At each of these locations is a patch of awakened
kelp (use awakened vine statistics in appendix B). The
awakened kelp ignores the ixitzachitl but attacks any oth-
er creatures that attempt to pass through its forest of
fronds.
15. T his chamber is sculpted out of the coral reef. T he
floor is covered with black sand. Hiding in the sand are
seven vampiric ixitxachitl (see appendix B). Several of
these creatures attempt to flee to area 16 to warn the oth-
ers.
16. The leader of this settlement is Xichoachul, a vam -
piric ixitxachitl sovereign (see appendix B). He rests
in one half of a giant oyster shell, attended to by four
vampiric ixitxachitl and an ixitxachitl cleric advisor
(see appendix B for both of these) . He is lazy and often
lets the high cleric (area 19) do most of the actual leading
of the settlement.
Buried in the sand at the far end of the chamber is the
settlement's accumulated treasure: a tarnished bronze
urn (worth 20 gp) holding 880 sp, an iron box containing
122 pp, 17 pearls (each worth 100 gp) in a pouch made
of merfolk hide, and a +2 dagger. One of the pearls is
11. The waters around the settlement (both above the actually a pearl ef the sitines (see appendix q.
coral reef and around it) are patrolled by roaming bands
of 1d6 + 2 ixitxachitl led by a vampiric ixitxachitl (see 17. In this chamber reside four vampiric ixitxachitl (see
appendix B for both of these). Half of these are carrying appendix B).
nets (range 5/15 ft.) to use for the capture of sentient 18. Three ixitxachitl clerics (see appendix B) occupy
beings for eventual sacrifice. Five zombie sharks (see this chamber. In the center of the chamber is a smooth,
appendix B) also tirelessly swim above the settlement. blood-red coral slab that serves as an altar. Near the altar,
12. Each of these locations is a flat stone wedged into buried in the sand-which requires a successful DC 17
the pure white sand at an angle. The resulting shelter is Wisdom (Perception) check to locate-is a silver crown
often cultivated with kelp growth for privacy, to serve as set with seven aquamarine gems (worth 2,600 gp).
a kind of hut. Under each flat stone "roof" rest 2d6 + 2 19. An ixitxachitl high cleric is in this chamber, along
ixitxachitl (see appendix B). There is a 40% chance that with two ixitxachitl clerics (see appendix B for both of
2d6 pearls (each worth 100 gp) are buried in the sand in these) serving as attendants. The high cleric has a wand ef
each of these locations. parafysis strapped to his barbed tail and he does not hesi-
13. This niche in the coral reef has been sealed with stout tate to use it against enemies. These are the religious lead-
wooden beams salvaged from a shipwreck to form a lat- ers of the settlement, and often preside over elaborate
rituals and sacrifices on the high walls of the coral reef

0ajGiIIAL ADVED1'U~S REiIICARJIA1'ED • ISLE 0F DREAD


for all to observe. The high cleric orchestrated the plan or half as much damage on a successful save. The glyph
to recover the immense pearl (see area I10), and once can be discovered with a successful DC 13 Intelligence
he learns its dark secrets, he eventually plans to use its (Investigation) check. The pearl is guarded by a pair of
eldritch magic on the native tribesmen. coral golems (see appendix B) that animate when the
pearl is disturbed. These constructs are part of the wall
110. Months ago, the ix.itxachitl persuaded a band of
and can't be distinguished until they begin to move. It
bloodthirsty pirates to plunder the kopru ruins under the
takes them an action to extract themselves from the wall,
Central Plateau (see chapter 8) for the immense black
following the triggering of the glyph. They fight until
pearl tainted with evil. That legendary magic item, the
destroyed.
Ebon Pearl (see appendix q, now rests in this chamber,
in one half of a giant oyster shell-a stark contrast on a
bed of pure white sand. The pearl is trapped with ag!yph 42. RANDOM ENCOUNTER
of warding that is triggered by touch, releasing an explo- For every day the characters spend within two hexes of
sive nmes effect. Each creature in a 20-foot-radius sphere this location, they will encounter one wandering monster
must make a DC 13 Dexterity saving throw; a creature from Table 3 (see chapter 4). If possible, the encounter
takes 31 (7d8) lightning damage on a failed saving throw, should take place near the monster's lair.

0RjGiilAL ADVE ntv ~s REiil CARJI ATED • ISLE 0F DREAD


43. DINOSAUR BATTLE B3. This is the dragon's lair, an immense cavern with a
The characters hear this encounter long before they see 60-foot-high ceiling and three pools of shallow (about
it, as two dinosaurs are engaged in a death struggle. Gut- 4 feet deep) lava. The young red dragon Bravorax can
tural bellows, ground-shaking thumps, and snapping of be found here, unless (20% chance) he is out hunting.
jaws all announce the battle between a tyrannosaurus In this case, he returns in 1d6 + 1 hours. Bravorax likely
rex and a stegosaurus (see appendix B). So far, the steg- tries to parley with a dangerous party of adventurers but
osaurus has avoided the massive snapping jaws of the prefers to keep a pool of lava between him and most of
tyrannosaurus, but it is clearly showing signs of fatigue. the characters if possible. As an action, he can splash lava
Meanwhile the stegosaurus managed to land one spiked in a 10-foot-diameter area that causes 10 (3d6) fire dam-
tail blow (the T. rex is down to 121 hit points). If the char- age unless a successful D C 14 Dexterity saving throw
acters make a succeed at a Dexterity (Stealth) vs. Wisdom is made. Alternatively, he could use a shove attempt to
(Perception) contest, they can slip away and avoid this move a character into a lava pool. If reduced to 40 hit
encounter. Otherwise, the tyrannosaurus decides another points or less, he is more than interested in bargaining
blow from the spiked tail of the stegosaurus is not worth for his life, using his treasure as leverage.
the effort and breaks off to attack the PCs. A greatsword with a wavy blade sticks out of the lava in
the northern pool, unharmed by the lava. This is a leg-
44. BRAVORAX'S LAIR endary elemental magic item called the Undulating Blade
A young red dragon named Bravorax has recently arrived (see appendix C). Although useless to a dragon, Bravorax
at the Isle of Dread and set up a (hopefully) temporary understands this is a powerful object and thus is loath to
lair in an active volcano on a small northern island. Bra- give it up in a trade.
vorax is attracted to the recent volcanic activity in the re- Bravorax has not had a chance to accumulate a massive
gion but has already encountered the green dragon (area hoard yet, and he would prefer not to, until he establishes
20, chapter 5) and is not interested in sharing the plenti- his permanent lair somewhere on the isle proper. Among
ful bounty of resources the isle has to offer. the shattered timbers of several sailing ships is 3,555 gp
in a pile along the southern wall, a leather sack holding
KEY TO BAAVOAAX'S LAiR.._ 11 yellow topaz gemstones (each worth 100 gp), a copper
(lb:AP E-19) necklace (worth 115 gp), a bronze urn holding scented
oil (worth 45 gp), and an electrum crown set with em-
Bl. The entrance to the lair is situated about 225 feet eralds (worth 2,775 gp). His hoard also contains a mace
above the bubbling lava inside the caldera of a some- of smiting which he is more than willing to trade as it is
what active shield volcano. Without the use of magic, useless to him.
climbing down to the entrance requires numerous DC 17
B4. Several natural terraces lead to this opening, a shelf
Strength (Athletics) checks. Keep in mind, the interior of
overlooking the caldera. Bravorax often rests here enjoy-
the caldera is considered extreme heat (see the Dungeon
ing the radiant heat and soft glow of the lava below. If
Master's Guide, p. 110). Characters take 55 (10d10) fire
encountered here, he could attempt to shove a character
damage at the start of each turn spent partially immersed
over the edge and into the lava below.
in the lava, although the OM might want to reduce this
amount based on how much of the body is exposed to
the hazard. Full immersion causes 99 (18d10) fire dam-
age per turn.
B2. T his corridor is between 20 and 25 feet wide and ap-
proximately 30 feet high. Hanging on the ceiling are three
lava oozes (see appendix B) that eagerly drop on any
Medium or smaller targets that pass through. They avoid
the dragon but are content to live off its scraps.

0RjGiilAL ADVEilTUR,JSS REiilCA.RJIATED • ISLE 0F DREAD


0R,jGiilAL ADVEntv~s REiilCARJIATED • ISLE 0F DREAD
. CHAPTER SEVEN

The Central Plateau

~
ordered by mountains on one side and the great (at least one climber's kit) and is an arduous journey. The
river canyon on the other is the Central Plateau. It adventurers should be given hints about the great risk in-
is shown on a separate map (D-2) from the rest of volved in climbing, because the process requires each PC
the is and and has its own wandering monster encounter to make a successful D C 15 Strength (Athletics) check
table and set encounter areas (both detailed below). The every 100 feet. In other words, they need to make 30
scale of map D-2 is 1 mile to the hex, so the characters skill checks to simulate the ascent. A failure likely only
can travel six times as many hexes per day when using results in a minor injury of 14 (4d6) bludgeoning dam-
this map. Therefore, moving at a fast pace, characters can age, assuming the characters took the appropriate safety
cover 30 miles (or hexes) per day. Moving at a normal precautions. A critical failure likely results in a fatal fall by
pace, they can cover 24 miles (or hexes) per day. Finally, at least one party member.
moving at a slow pace, the characters can cover 18 miles
(or hexes) per day, and can automatically locate a set
encounter area. Moving through a forest hex counts as
moving through two hexes. Crossing a river hex counts
as moving through three hexes, although most of this
time is spent finding a suitable fording site. Climbing the
steep slopes of the dormant volcano is time-consuming,
as described in area 3 below.
The climate and temperature atop the plateau is some-
what cooler than the rest of the island and less tropical,
except for the volcanic crater. The resulting reduction
in air temperatures and humidity favors wide, sweeping
grasslands and some deciduous forests. As such, fewer
dinosaurs and more giant and prehistoric mammals pop-
ulate the great plateau. The plateau is dominated by a
dormant volcanic mountain, complete with a crater lake.
This mountain can be seen from nearly all points on the
plateau.
The plateau stands separated from all else by steep, jag-
ged cliffs that rise 3,000 feet from the jungle floor. There
are only three ways to reach the top of the plateau:
• Crossing the rope bridge (area 15, chapter 5)
• Flying (spells, on the back of a beast, or via a magical
flying device)
• Climbing
The first two methods are by far easier, but if the char-
acters insist on climbing it requires suitable equipment

0RJGiilAL ADVEil'fU~S REiilCAR!IATED • ISLE 0F DREAD


EllC0UllTERS en THE DIRE WOLVES
A pack of dire wolves begins to stalk the characters.
CEllTRAL PLATEAU
The stalking can be noticed with a successful DC 15 Wis-
Random encounters on the plateau are handled differ- dom (Survival) check. They stalk the characters for a few
ently than on the main island. The following table is to be hours, preferring to attack late in the day, from multiple
used when traveling across the Central Plateau. For every directions amid howling.
three hexes traveled a d6 should be rolled, with a 5 or 6
indicating an encounter. To determine the encounter, roll EARTH TREMOR
2d6. This results in a bell curve of numbers; thus, the en- This is a minor earthquake caused by recent volcanic
counters in the middle of the table are more likely to be activity underground. The tremor varies in severity and
rolled than those at the high or low ends. Hence, on this lasts for 11 to 30 (1 d20 + 10) seconds. Roll 1d6 and con-
encounter table, elk will be most common, followed by sult the following table for effects:
giant boars and dire wolves. There are many greac herds
of elk on the plateau, along with some fairly common 06 Effect
predators. Yet there is a much smaller chance of encoun- 1-4 Minor Shock: No effect on the characters or
tering one of the plateau's apex predators, such as a cave the ground.
bear or a saber-toothed tiger. 5 Major Shock: The characters are knocked
prone unless they make a DC 10 Dexterity sav-
CAVE BEARS ing throw. If climbing an object (such as a cliff) a
character must make a successful DC 13 Dexter-
Several families of cave bears (use polar bear stacs, but
ity saving throw or fall and take the appropriate
with dark-vision out to a range of 60 feet) live on the pla-
damage.
teau. The characters run afoul of a pair that is out hunt-
ing. One is a large female (60 hit points) teaching a young 6 Severe Shock: Trees tilt, rocks fall, and small
adult (40 hit points) how to hunt, and she has marked cracks appear in the ground; the characters are
the PCs as easy prey. Should the party reduce the young knocked prone. If in the forest, each character
adult to 20 or fewer hit points, the female flies into a rage, must make a DC 12 Dexterity saving throw or
attacking with advantage to protect her offspring, while suffer 10 (3d6) bludgeoning damage from fall-
it attempts to flee. A properly tanned cave bear hide (re- ing trees; if climbing an object (such as a cliff) a
quiring the use of a sharp implement and a successful character must make a successful D C 16 Dexter-
DC 12 Wisdom [Survival] check) is worth 2d6 x 100 gp. ity saving throw or fall and take the appropriate
damage.

206 Monster #App XP Source Notes


2 Cave bears 2 450 MM,p. 334 As polar bear
3 Woolly rhinoceros 1 1,100 Appendix B
4 Pteranodons 3-6 so MM, p. 80
5 Giant elk 2 450 MM,p. 325
6 Giant boars 2 450 WvI, p. 323
7 Elk 5-10 50 MM,p.322
8 Dire wolves 4 200 MM,p.321
9 Mastodons 2 1,800 Appendix B
10 Titanothere 1 700 Appendix B
11 Saber-toothed tigers 2 450 MM,p.336
12 Earth tremor NA NA NA See description

0NGillA L ADVEntv~ s R EillCARJIATED • ISLE 0F DREAD


ELK TITANOTHERE
E lk herds are plentiful on the plateau. They tend to avoid A single massive titanothere (see appendix B) casually
all encounters, remaining just out of arrow range. But if grazes on some tender shrubs. Although generally doc-
the characters are persistent, several large males charge ile, this spade-horned herbivore recently was driven away
while the rest of the herd scurries away. from its typical grazing range by a young cave bear and
is still in a foul mood. If approached within 40 feet, it
GIANT BOARS attacks with its Trampling Charge, attempting to scare
These giant boars tend to prefer the cover of the leafy aggressive targets away. If reduced to 20 hit points or
forests, but occasionally wander out on the grasslands in less, it seeks to flee.
search of prey. They are very aggressive, and attack on
sight, using their Charge trait. They fight to the death and
utilize their Relentless trait if possible.

GIANTELK
Some of the herd animals on the plateau are giant elk.
These great herbivores are more aggressive than the nor-
mal-sized elk, but it's mostly for show. The giant elk are
revered by the native tribesmen, and it is considered a
bad omen to slay one. If the Dungeon Master wishes to
enforce this omen, a character that kills a giant elk suffers
the effects of a bestow curse spell.

MASTODONS
These two mastodons (see appendix B) are old and
weary (125 hit points and 110 hit points), slowly mak-
ing their way to the Mastodon Graveyard (area 7). If left
alone, they are content to plod along at a steady pace. If
engaged, they still have some fight left although they are
loath to die away from their ancestral burial ground. An
undamaged mastodon tusk is worth 2d6 x 100 gp each.
However, there is a 30% chance that each tusk is dam-
aged during combat, reducing its value by half.

PTERANODONS
Many pteranodons inhabit the sheer cliff walls of the
Central Plateau as well as the steep slopes of the dor-
mant volcano. The grasslands, which lack the cover of
the jungle below on the lower part of the isle, are prime
hunting grounds for this flight. If half their number is
defeated, the rest break off and return to their rocky lair.

SABER-TOOTHED TIGERS WOOLLY RHINOCEROS


Many saber-toothed tigers roam the fertile grasslands A lone woolly rhinoceros (see appendix B) has recently
of the plateau almost exclusively feeding on the plentiful been separated from its herd by a predator attack. Ex-
elk. This pair works together to stalk the characters be- hausted and confused, it attacks if approached within 30
fore attacking from two directions. They seek to make a feet and fights to the death.
quick kill (perhaps focusing on a gnome or halfling) and
dash off with the prey if possible.

0RjGiil.A.L ADVEil1'V~S REiilC.A.RJ[.A.1'ED • ISLE 0F DREAD


Although the treants generally ignore the characters, the
CEllTRAL PLATEAU
following actions bring the listed responses:
EllC0UllTER A.REAS
Searching. If the characters are searching for creatures,
The following key describes set encounter areas located it requires a successful DC 15 Wisdom (Perception)
on the Central Plateau. Please refer to map D -2 for the check to ruscover a treant. If they are searching specifi-
location hex of each of these set pieces. Some of the cally for treants, the check is at advantage.
encounter areas have their own maps, as described in the
Climbing Trees. If a character climbs a tree, there is a
text. I in 20 chance it is a treant. If nothing harmful is done,
the treant does not move or reveal its presence. If at-
1. GOLD VEIN tacked or hurt, it immeruately attacks the offender, ani-
A recent tremor has revealed a lode of high-quality gold mates trees to attack, and calls loudly for assistance. An
ore. A dwarf or any character knowledgeable about min- additional 1d4 + 1 treants respond in 2d6 rounds.
ing can identify the ore, and a successful D C 15 Intel-
Cutting Trees. If the characters try to cut down a tree,
ligence check can estimate the possible value as 5 gp for
one treant arrives in the first round of activity. The tre-
every pound of ore mined. The vein is actually a small
an t tries to avoid being noticed with a D exterity (Stealth)
one and yields no more than 15,000 pieces of refined
check opposed by the character's Wisdom (Perception)
gold (i.e., 15,000 gp). Thjs fact can be deduced with a D C
check, animates the tree being cut down, and orders it to
20 Intelligence check.
move away as fast as it can. Each round thereafter, one
However, to obtain this amount, the characters must more treant arrives. The treants do whatever they can
mine, transport, and refine 3,000 pounds of raw ore. (likely animating additional trees) to drive the characters
One Medium creature with suitable tools and basic ne- from the forest while avoirung combat as long as pos-
cessities (food, water, and shelter) can mine 20 pounds sible.
of ore in one day. Starting a Fire. If a small campfire is lit, the forest will
Workers may be brought in from the mainland to mine gradually recede from the camp, leaving a clearing 50 feet
and transport the ore. The cost for each worker is 1 gp in ruameter. This is noticed with a successful D C 10 In-
per week, plus food and the cost to transport them. The telligence (Nature) check. Three treants move into posi-
natives living on the plateau refuse to work the vein un- tion around the camp, animating and issuing commands
less enslaved. The DM may wish to ruscourage this by to the trees. [ Iowever, the treants do nothing if the char-
making slave labor work slower, rebel often, and so forth. acters use dead branches and brush for the fire. If the
Once the workers have removed the raw ore, it must be characters collect living branches or wood, each treant
transported overland by mules or porters, loaded on a sends two animated trees through the camp late at night.
ship, and taken to the mainland. The cost for refiillng These animated trees do not attack (although they retali-
the gold is 10-20% of final value and may be done in any ate if attacked first), but instead try to take or destroy as
major mainland city of the DM's choice. much gear as possible on one pass. If a fire-based spell is
used, the treants attack the caster without quarter.
2. TREANT FOREST
This forest is open and easy to move through, but the 3. CLIFF WALL
tree branches overhead are woven tightly together, mak- The cliffs surrounding the central volcanic lake form a
ing the forest dark and gloomy. Scattered throughout this high, imposing wall of upturned rock. Often shrouded
small forest are 15 treants. They are reclusive and try to in low clouds, the top appears jagged, and in some places
avoid any contact with the characters. The only wander- even snow-covered. There are no clear trails over the cliff
ing monster encounter in these woods is with treants, and wall, but it appears that the cliff can be scaled in many
if the parry moves through without searcrung, the chance places. It takes 12 hours of climbing to reach the top of
of encounter is only 1 in 20 per three hexes traveled. Tre- the cliffs. Every two hours (six total checks) have one of
ants can only be spotted at a range of 30 feet or less with the characters make a DC 16 Strength (Athletics) check
a successful D C 20 Intelligence (Nature) check. Oth- for the group. If the group is tied together and using a
erwise the treants surprise the characters automatically.

0RjGiilAL ADVEll'tVRJ:S REiflCARjlA'tED • I SLE 0F DREAD


"lM~....fll~~p1fl!ff".i e~
MAP D-2 \
CENTRAL 'tt
PLATEAU
SCALE: 1 HEX = 1 Mile
" ' Rope Bridge .#' Ravine

"
.. .
Ridge Ll Lake

~++-Hllt-+-+.;:4i=-~~'l-+-+-+-+-+-+-+--l-+-+-+-+-+-ff~-"' i Door
Outrigger
Tree
Garden

Flrepit
. Beach
Lake
Stockade
.;:- -.

0RJGiITAL ADVE il'fV~S REiITCARJIA'fED • ISLE 0F DREAD


•svmmARY:SEAR._CHinG FOR._
• • TO THE A.iD OF lllAllTR._V

T~AllTS
The characters may remain in the village of Mantru
Characters are: Chance to Discover Treants
for as long as they wish, but after the great feast (or
Not Searching DC 20 Intelligence (Nature)
another appropriate time of the DM's choosing) they
check, range 30 feet or less are asked to help the villagers by confronting a recent
Searching for DC 15 Wisdom (Perception) threat to the village. Pano and Umlat carefully describe
Creatures check the attacks of a group of renegade tribesmen, who
Searching for Tre- DC 15 Wisdom (Perception) have been preying on lone villagers. Some of these
ants check, at advantage warlike "headhunters" were recruited from Mantru
(they say by an "evil spirit"), but many have been en-

• •
climbing kit, this check is at advantage. For each failed
listed from the far-flung villages along the southern
part of the main isle. These headhunters have settled
in a great ruined temple on the western side of an
climb check, each character must make a successful DC
island in the center of the lake. It is said that many
14 D exterity saving throw or suffer 7 (2d6) bludgeoning
centuries ago, the ancient temple was constructed by
damage from falling and gain a level of exhaustion. Also
the gods. The villagers of Mantru have very few war-
every two hours, roll for wandering monster encounters,
riors left and are forbidden to set foot on the island as
but only the following apply: cave bears (#2), pterano-
it is taboo. Although the villagers will aid the party by
dons (#4), and earth tremor (#12) .
providing canoes and whatever equipment they can,
At the top, the rocks are covered with ice and snow, and they refuse to travel to the island.
the temperature is below freezing. No encounters occur
Quest: Investigate Taboo Island to End the
here, but characters who attempt to stay here overnight
Threat to Mantru. Pano begs the characters to in-
without warm clothing or a fire can suffer from the ef-
vestigate Taboo Island to determine the source of the
fects of extreme cold (see Dungeon Master's Guide, p.
recent activity and recruitment of so many warlike
11 O). Note there is no firewood on the slopes of the
tribesmen. He fears a slumbering evil has awakened
mountain, so the characters need to bring their own if
and is bent on controlling the village and possibly
they want a fire.
seeking control of the entire island. Although the vil-
The characters must make an eight-hour trek to climb lage has nothing valuable to offer the characters, Pano
down the opposite side, although skill checks and special hints that many great treasures are likely hidden in the
climbing equipment are not needed for this part of the temple as legends state that entire rooms were covered
journey. As the characters descend into the volcanic cra- with gold tiles.
ter the temperature becomes warm (around 85 degrees
F), humid, and nearly tropical. Jungle vegetation covers •
self consists of six palm-thatched lodges that are raised

the lower slopes, and the valley is sparsely populated with
about 2 feet off the ground on stilts. Further out in the
normal animal life. No wandering monster encounters
lake are two more lodges, kept 3 feet above the water on
of importance occur here, but still make the checks as on
stilted platforms. The small one belongs to an aged ma~:
a roll of 12 on 2d6, a minor tremor shakes the ground.
Umlat, the tribal <>leric. The larger building is the ma.m
council lodge.
4. VILLAGE OF MANTRU
The village has 50 inhabitants who live by fishing the lake
This small village (map E-20) lies on the shore of the
in outrigger canoes and farming the fertile volcanic soil
large crater lake. Its landward side is surrounded by a
in numerous small gardens. Most of the villagers are sim-
crude palisade of palm trunks and branches that extends
ple folk (commoners), but there are five tribal warriors
into the water on both sides of the village. Part of this
that are eager to protect the rest of the villagers. They
wall has been expanded to form two fish pens for keep-
are divided into five large families who live as one group
ing any extra fish from the daily catch. The village it-
sharing food and work. Each family has its own posses-

epjGiIIAL ADVEIITv~S REiIICAR..IlAfED • ISLE 0F DREAD


sions: canoes, nets, tools, and lodges. These people are another deity appropriate to the campaign setting) but it
not warlike, but if attacked they defend themselves to seems that he has been both blessed and cursed. He is an
the best of their abili.ty, using improvised weapons, clubs, extremely aged man, living many years beyond the nor-
nets, or spears. If the characters are not overly hostile, mal lifespan of others in the village. The villagers ascribe
they are met by a band of eight men (including all five this to the favor of his deity. However, he is frail and
tribal warriors) from the village armed with spears. This weak, and this greatly limits his activities. The villagers
group starts with an indifferent attitude but attempts a speculate that this weakness is due to some past failing.
brazen show of hostility. Their ruse can be uncovered Due to his condition, Umlat cannot travel on adventures,
with a successful DC 13 Wisdom (Insight) check. At first, or actively assist the characters. However, he makes his
spears are thrown and fall short of the party, while the spells available to aid the party in their task before they
villagers try to frighten the PCs away by shouting and depart, such as cure 1vounds, lesser restoration, or purify food
gesturing. If the characters remain non-hostile and make and drink. Umlat can pray for other spells if given one
friendly overtones, the villagers welcome them and even- day's notice. If the characters need a bit more help, be
tually lead them into the village. can bestow on them a few spell scrolls of his spells, at the
In the village, the adventurers are introduced to Pano, the DM's discretion.
"talking chief" and village leader; Umlat, the tribal cler-
ic (both described later); and the "chief," a small stone 5. TABOO ISLAND
carving of an old man that is kept in the council lodge on See chapter 8 for details on Taboo Island.
the lake. The party learns that all major decisions come
from this "chief," while the "talking chief" (Fano) acts as ADDITI0nAL PLATEAU
a messenger and the interpreter of the "chief's" wishes.
EllC0UllTER AREAS
After this meeting (a solemn affair) there is a great feast
held a few hours later at night. The characters are wel-
come to dine on baked fish, a variety of tropical fruits 6. TOTEM GUARDIANS
and nuts, yam paste, turtle soup, roasted birds, and fer- Flanking the end of the rope bridge (area 15, chapter 5),
mented yam beer. This feast is held on the beach, and are two wooden totem poles, each about 20 feet tall. Each
great smoking fires are lit to drive away insects. Lodging has five carved heads with each head sporting a different
for the night is to be provided by several families. They visage of an elk, with a majestic rack of giant elk antlers
insist that at least one character sleeps in each lodge. The affixed to the top of each. The wooden poles were once
native tribesmen freely give anything a cl1aracter asks for covered with vibrant paints, bur these have since faded
but expect the same in the future, and the DM is encour- and all but weathered away to exposed hardwood.
aged to use this tribal custom at least once during the Hidden in the visages are several runes written in Tribal,
adventure. the natives' tongue. These can be spotted with a suc-
Fano, the "talking chief" (see appendix D) is an elderly cessful DC 15 Wisdom (Perception) check. They can
man, badly scarred with a crippled left arm. His infirmity, be read if examined closely and a successful DC 10 In-
his responsibilities to the tribe, and his superstitious fear telligence (Investigation) check is made, or they can be
of the island prevent him from joining the characters on translated with a co111prehend languages spell. Each states the
the investigation (see sidebar). His goodwill is important, same warning: pay respects to the majestic elk or suf-
however, as it is his opinion of the characters which de- fer the wrath of the gods. The gods can be appeased
termines the treatment the villagers give the party. Pano with a small (25 gp value) offering or by issuing an au-
is good-namred, but proud of his position and will not dible prayer to the gods glorifying the elk. This requires
tolerate mockery of it or of the "chief" of the village. a successful DC 13 Wisdom (Religion) check. Failure to
He can provide additional information on Taboo Island do either results in the totem poles animating as totem
or the temple, as the DM sees fit to move along the pro- golems (see appendix B) and moving to block access
gress of the adventure. to the plateau. These golems attack until destroyed, and
each has an additional attack that it can use to replace one
Umlat, the tribal cleric (see appendix D) is a pious
of its slam attacks:
man, devoted to his deity (Oloron, Lord of the Skies, or

0zjGillA.L ADVEllfV~S REiilCA.RJIA.fED • IS LE 0F DREAD


Gore: Me/ee Weapon Attack: +8 to hit, reach 5 ft. , one Turn Resistance: This g host has advantage on saving
target. Hit: 12 (2d6 + 5) piercing damage. throws against any effect that turns undead.
Every week, a few villagers from Mantru (area 4) travel If the ghost is destroyed, and sentient creatures enter the
to this location to recover any left treasure as well as tend graveyard of bones, six skeletal mas todons (see appen-
to the totem poles and the immediate area. dix B) animate and attack until destroyed.
The bone pile contains hundreds of mastodon tusks in
7. MASTODON GRAVEYARD various conditions. Each would be worth 2d6 x 100 gp
At the end of this canyon (past area 1, the gold vein) is but removing a single tusk from this sacred site triggers a
a sacred site. A pair of pure white columns topped with besto1v c11rse spell. The curse manifests as vivid nightmares
mastodon carvings denote the holy shrine. Beyond is a when the target attempts to take a long rest. Until a re-
tangled pile of mastodon bones and tusks heaped against move mrse spell is cast, the target can't gain the benefits of
each wall of the canyon (about 60 feet wide at this point), a long rest, and his hit point maximum decreases by 5.
extending about 200 feet and at least 10 feet deep. The If his hit point maximum is reduced to 0 hit points, the
area beyond radiates a powerful sympathy enchantment target dies from fright.
attuned to mastodons (as if from a permanent antipatf?y/
[Jmpatf?J spell) but extends for nearly 20 miles in all direc-
tions. Aging mastodons travel great distances to come
here to die in peace and harmony. They either travel
through the winding canyon to its end (if coming from
the main island, below), or if they are on the plateau,
they simply hurl themselves off the cliff into the bone
pile below.
This holy area is protected by a ghostly guardian in the
image of an elephantine humanoid, a former druid that
dedicated his life (and now his unlife) to the protection
of these majestic beasts. He manifests when any sentient
creatures approach the columns, and bellows a warning
to leave this sacred place or suffer the wrath of an un-
dead herd of mighty mastodons. He is a ghost with the
following changes, which increase his challenge rating to
5 (1,800 XP) :
• His size is Large.
• He has 75 (10d10 + 20) hit points.
• His Constitution is 14 (+2).
• He has additional traits:
Horrific Stampede (Recharge 6): The ghost conjures
a herd of incorporeal mastodons which stampede in
a 100-foot cone. Any creatures inside this area must
succeed on a DC 15 Wisdom saving throw or become
frightened for 1 minute and take 27 (5d 10) necrotic
damage. A successful save indicates half damage, and
the target can attempt another saving throw each tum
to end the frightened effect. If the target fails the save
by 5 or more, it also ages l d6 x 5 years.

0ajGiilAL ADVEil1"VRJ:S REiilCARJIA'tED • ISLE 0F DREAD


8. MEGALITHIC CIRCLE willing to team up with the characters to help find it. He
DM Note: There are four of these locations, all identi- hopes that by finding the shrine, it will grant him accept-
cal. Three are on the main island (area 38, chapter 6), ance back into the tribe of rakasta on the isle (area 9,
while this one is located on the grasslands of the Central chapter 5). If the characters need a guide (see appendix
Plateau. D), Felonious could serve in that role, but only as long as
he gets to explore the isle.
At this location is a circle of eight massive menhirs
(standing stones) surrounding a ninth, rune-covered Felonious has pitched a small lean-to up against one of
standing stone situated in the ground at a slight angle. the outer standing stones. Inside is a small firepit with
The stones are volcanic, originally cut from the dormant hot embers, a bedroll, and a few personal effects (clothes,
volcano on the plateau before careful placement here. a whetstone, extra weapons, and the like). Buried under
Each stone is about 8 to 12 feet high, with the central his bedroll is a pouch holding a jade figurine of a rabbit
stone being slightly taller. Each stone weighs many tons with a horn (worth 95 gp), four freshwater pearls (each
and is only crudely carved into shape. worth 50 gp), and a gold ring (worth 225 gp). In a wood-
en tube he has several sheets of parchment with notes
The runes are ancient Rakasta in origin and can be de- and sketches of the standing stones. If examined and
ciphered with a successful DC 20 Intelligence (History) studied for at least an hour, these clues and insights grant
check. They do not tell a story, but instead seem to be advantage on any skill checks regarding the purpose of
some kind of a map or directions to find a particular lo- the standing stones (as described above).
cation. A successful DC 22 Wisdom (Perception) check
reveals the orientation of the ninth standing stone points
9. THE WRECK OF THE PALE
in a specific direction (in this case to the area 38 on the
main isle that is northeast of here). If a second mega- COUNTESS
lithic structure in a different quadrant can be located, the Oddly, at this location among the tall grasses on top of
two angled stones can be used to triangulate the location the plateau, at least 50 miles from the ocean in any di-
of the Rakasta Shrine (area 39, chapter 6). rection, is the wreck of a galley, The Pale Countess. T he
A strange wanderer has recently discovered this mega- Countess was caught in a hurricane several years ago, and
lithic structure and has set up a temporary camp to study although it weathered the storm, significant damage re-
its runes and deduce its purpose. Felonious is a black- quired making landfall for repairs. Before reaching the
furred rakasta tiger rider (see appendix B). His colora- safety of the isle, a massive roe grabbed the ship and was
tion is very rare in rakasta and others of his race consider winging its way to its nest. While over the plateau, the roe
it to be an evil omen. Thus, he is an outcast from his encountered a rival red dragon, and a great aerial battle
people and has learned to survive in the wilds of the isle ensued. The roe was forced to drop its prize to focus on
on his own. He has befriended another outcast: a black, fighting the dragon, eventually fleeing with its life from
long-haired saber-toothed tiger he rescued as a kitten its draconic foe. The wreck has been here ever since.
and raised to adulthood. Her name is Usi'ikillia which
) The shattered bulk of the ship is upside-down and dam-
roughly translates to "bundle of fluff,'' or "fluffle''). The aged beyond repair. A successful DC 15 Intelligence (In-
two outcasts have a strong bond and likely would not be vestigation) check reveals large talon marks gouged in the
alive today without each other. hull and reveals significant damage was sustained by fall-
Felonious starts a social interaction as friendly, although ing from a great height. The name of the ship is promi-
his pet dislikes strangers and prefers to avoid them with nently gilded in gold (which if scrapped off, is worth 200
a growl and hissing. He is willing to share his camp with gp in gold flecks) on the transom. The ship is now the
the characters and is open to trade information (or any lair for five giant scorpions. These giant vermin hunt
of the simple valuables he owns) for other information, on the plains but use the ship as shelter, coming and go-
or useful resources. He knows 1d4 rumors from the Ru- ing through one of three large gaping holes in the hull.
mors on the Isle of Dread table in chapter 3. He is deter- After dealing with the giant scorpions, the interior of the
mined to find the hidden rakasta shrine (area 39, chapter ship can be searched. A successful DC 15 Wisdom (Per-
6) rumored to be located somewhere on the isle and is ception) check reveals a single roe feather (about 9 feet

01\iGiIIAL ADV.Eil'tV~S R.EiilCAIQI A't.ED e ISLE 0F DREAD


long, worth 20 gp as a curiosity) among the shattered • The obelisk is a portal that leads to another part of the
remains of the upper deck. In the captain's quarters at isle, another distant location on the Material Plane, or
the aft of the ship is a locked wooden chest that can to another plane of existence.
be opened by picking the lock with a successful DC 15
• The obelisk is actually a rocket-like vehicle abandoned
Dexterity check using thieves' tools. Inside is a pouch
by an advanced race that visited the isle centuries ago
of 25 pp, an astrolabe, a bottle of air (see appendix C), a
(the "gods" whispered by the tribal natives), and is
magnifying glass with a platinum handle (worth 150 gp),
filled with all manner of alien technology. (See p. 268
and several sea charts and maps (plotting a course to the
of the Dungeon Master's Guide for details on adding
Isle of Dread and depicting nearby islands). These charts
science fiction elements to your fantasy campaign.)
and maps are worth 150 gp.
• The obelisk is a forlorn tomb filled with puzzles and
A secret compartment in the cargo hold can be found
traps, created by an ancient alien race (or perhaps the
with a successful D C 17 Wisdom (Perception) check.
kopru?) that visited the isle centuries ago. At the peak
This check is made at advantage due to the damage sus-
is a chamber that contains one of the aliens, but he
tained by the hold. Inside are several bolts of (ruined)
might not be entirely dead ...
silk and three sundered crates holding eight gold bars
each. Each bar weighs 15 pounds and is worth 750 gp. • The obelisk is a marker. If opened, it is hollow, but it
The bars were packed in straw, which has since rotted. hides an entrance to a dungeon beneath the plateau.

10. THE IRON OBELISK


At this location in the open grasslands rests a metal obe-
lisk, measuring 250 feet tall. It has four sides, and its base
is 25 feet on a side. The top tapers to a point, and each
surface is inscribed with strange runes. No grass grows
within 200 feet of the structure. Although it appears to
be constructed of iron, a successful D C 18 Intelligence
(Investigation) check reveals it is actually an unknown
composite metal. Its surface is warm to the touch. If the
tribal natives at Mantru (see area 4) are questioned about
the obelisk, they get nervous and only say they avoid it at
all costs, saying it was built by the gods, and left behind
when they departed centuries ago.
The obelisk's origin, current purpose, and how to access
the interior are left to the DM to decide based on her
adventure and the stories she wants to tell. Entering the
obelisk could require finding a secret entrance, decipher-
ing the runes for instruction, finding a key or magic item
attuned to it (likely on the Isle of Dread somewhere), or
waiting for a specific cosmic time. Possible functions of
the obelisk could include:
• The obelisk is a wizard's tower, with the interior di-
mensions far exceeding the exterior dimensions. The
wizard could be missing, still inside (alive, dead, or
trapped via an enchantment), or could have since be-
come a lich.

0RjGiilAL ADVEilT VR._ES REiilCA RJI.A'fED • I SLE 0F DREAD


11. AXE BEAK FLOCK 12. GEOGYLPH
Along the river and near a sparse copse of trees is a Located in the midst of the rolling grasslands is a massive
breeding ground for a flock of primitive flightless birds geoglyph (a carving in the sediment that persists). This
called axe beaks. Just inside the undergrowth of the trees geoglyph is about 1, 100 feet long and 600 feet wide. The
are dozens of nests comprised of rock piles about 8 feet Lines were formed by the native tribesmen centuries ago
in diameter. There are 54 axe b eak s here, with 30 of by digging a shallow trench on the ground a few inches
them being nesting females. The females will not leave deep. This removed the reddish-brown iron oxide peb-
their nests, as many are warming eggs. But the males con- bles that is the first layer of sediment on the grasslands.
stantly hunt and protect the nesting site. As the charac- When this gravel is removed, the light-colored clay earth
ters approach within a few hundred feet, they encounter is exposed in the bottom of the trench that produces
1d4 + 2 males that are aggressive and attempt to lead lines that contrast sharply in color and tone with the sur-
predators away from the trees and the somewhat hidden rounding lands. This sublayer contains high amounts of
nests. If the characters engage with the axe beaks, loud lime which, once it gets wet, hardens to form a protec-
squawks and shrieks bring more males. In 1d4 rounds, tive layer that shields the lines from winds and thereby
another 1d6 + 1 males arrive. preventing erosion.
There is a 20% chance that each nest examined has a bit On the ground the geoglyph appears to be a worn path
of treasure. Roll 1d12 on the following table. or trail. Bue if viewed from above its true shape can be
discerned. It depicts a kopru (see Player Handout #4
D12 Treasure
in appendix E), although the characters have likely not
1 3d4 random coins
encountered one of these strange aberrations yet, so it
2 A small ruby (worth 250 gp) might require a successful DC 20 Intelligence (Nature)
3 A silver ring (worth 145 gp) check to determine its shape and a few tidbits about this
4 1d4 pieces of rough amethyst (each worth 25 strange race. Regardless, it provides a clue to the char-
gp) acters about the origin of the race that built the plateau
5 An electrum belt buckle (worth 55 gp) structures. The true purpose of this geoglyph remains a
6 ld6 gold coins mystery today.
7 A crystal flask (empty, but worth 40 gp)
8 A silver screw-top lid to a scroll tube (worth 5
gp)
9 Three pieces of iron pyrite; worthless, but re-
quires a successful DC 12 Intelligence (Investi-
gation) check to determine this
10 Five oval brass buttons (each worth 1 gp)
11 A broken gold earring (worth 75 gp)
12 An electrum pin set with diamonds (worth 675
gp)
Each nest has a 60% chance to contain 1d3 axe beak
eggs, each about the size of a cantaloupe. These eggs are
worth 100 gp each if sold in a large city. They must be
kept warm and will hatch in about four weeks.

0RjGillAL ADVEilTV~S REiilCARJIATED • ISLE 0F DREAD


CHAPTER EIGHT

Taboo Island
his island was once the center of the lcingdom of TElllPLE LEVEL I
~ the kopru, until a native rebellion destroyed their
power. GEITEAAL FEA1'V~S
DM Note: The players should not be told who or what
Scent. The entire dungeon is damp and foul-smelling,
the kopru were; this is part of the taboo (for more de-
and the interior air is hot and stale.
tails, see chapter 7). T he rocky island is now dotted with
small ruins, statues, and broken terraces. T he largest ruin Ceilings. Unless otherwise noted, ceilings are 10 feet
on the island is a temple that is carved into the cliff wall high.
of the island's western shore. It can be most easily en- Doors. Unless otherwise noted, all doors are stone (AC
tered from the lake side, as its broad steps descend to the 17, 35 hit points, vulnerability to bludgeoning damage).
waters of the lake. This is likely where the characters be- A door that is barred can be burst open with a successful
gin the final stage of the adventure. The lair of the tribal DC 15 Strength (Athletics) check. A locked door can be
headhunters is on the first level of the temple complex. forced open with a successful D C 18 Strength (Athletics)
check, or the lock can be picked with a successful DC 16
Dexterity check using thieves' tools.
Illumination. Please refer to individual room locations
for the lightning conditions.
Flora and Fauna. Algae, molds, and fungi are common-
ly growing on damp undisturbed surfaces. Small blind
creatures constantly scatter before characters, flitting
here and there. There are no wandering monsters on this
level of the dungeon.

KEY TO TEMPLE LEVEL I


(llIAP T-1)

AREAl-TEMPLEENTRANCE
\X!hen the characters approach this location, read or para-
phrase the following:
The entrance to an ancient te111ple has been carved into the side of
a roe~ cliff, 1JJith steps extending into the water. T1JJO pri111itive
docks of narrou; poles and 111eak planking extend from the temple
steps. Several canoes are moored to the docks. T1J10 steps lead to a
red marble landing lined 111ith fllatching pillars. Set on poles thrust
into cracks i11 the floor of the landing are ma'!Y shr1mke11 heads,
ja111bo11es, feathered tote1J1s, and other pritJ1itive tribal !J'nibols.
Three shortflights of steps lead 11p to a second landing, 5 feet above
the first. To either side of the center steps is a stone foot and ankle,
all that remains of a h11ge staltte that once straddled the stairs. The

0R.jGiDAL ADVEnfv~s REillCARJIAfED • ISLE 0F DREAD


ifJ
~.
•, ~'!
G,.

Stairs ..
T Trap
4 Trigger
~ Statue
Pillar
Dais
2 Rubble

0RjGillAL ADYED'fV~S REillCARJIA'tED • ISLE 0F DREAD


end stainvqys are each flanked by another red marble pillar. At AREA 3 - MAIN CHAMBE R
the back of the second landing is a corridor leading into the cliff When the characters enter this room, read or paraphrase
The opening is flanked by another pair of pillars. Carved 011t of the following:
the angled back walls of the landing are two bas-reliefs of h11111a11s
This IJ/assive cha1JJber appears to be the living q11arters for a large
holding lighted braziers.
number of native tribesmen. Sleeping mats, cookery, af/d utensils
This the entrance to the temple. Typically, it's left un- are scattered abo11t the floor, s11rro11flding a blazing/ire in the center
guarded, unless the tribal headhunters suspect an attack. of the room. The hall itself is hvo slon·es high, complete with a
(See D evelopment, below.) Otherwise, this chamber is sto11e balcot!Y that overlooks the foo1: A pair of slainvqys, one
empty. lo the 1ight and another to the left, provide access lo the balcony.
In the northeast bas-relief of a human are concealed two A large recta11g11lar hole is cut into the ceiling above the fire. This
small peepholes that can be used by someone in area 4 20foot-by-30foot hole reveals the bright sunshine but is partial!J
to spy on this location. They are cunningly hidden and obsmred by a netfastened onto the ceiling. The grotmd level is b11s-
require a successful DC 22 Wisdom (Perception) check lli11g w1ih activity fro1J1 flt1mero11s native tribesmen.
to locate from this area. This large hall was once the main worship area of the
Development . There is a 50% chance one of the tribal temple but is now being used as the central living area of
warrior guards in area 2 is at the end of the corridor the tribe. The floor is covered with mats, bowls, and eat-
keeping an eye on this location. If this is the case, he ing utensils made of bone. The majority of the tribe live
sneaks back to his post and after 2 rounds, the guards here. This includes 10 tribal warriors, 12 tribal women
move to the pair of pillars flanking the corridor (which (commoners) , and eight tribal children (commoners) .
grants half cover) and attack using javelins. The tribal The warriors attack without hesitation. Two attempt to
sub-chief falls back to area 2 to make his final stand. run up the stairs (one in each direction) to rouse the rest
of the tribe at areas 3A and 3C. Meanwhile, the women
assist the children with escaping up the rope (see below),
AREA 2 - GUARD POST
but they fight using their clubs to protect the young.
When the characters enter the corridor, read or paraphrase
the following: To prevent debris and small crearures (such as bats) from
entering the chamber, a net has been fastened across the
The «midcr is abo11t 10feet high, and the air is stale and thick with
opening in the ceiling. This net does not prevent char-
hufllidi!J, along with an organic stench. Molds and algae cover the glisten-
acters from entering through here, and it only supports
ing walls a11d ceili11g. The passage ispartialjy blocked 11'ith mbble,farcing
about 75 pounds of weight before falling. If the char-
single file. In the distance, the flickering illtl!llination of a fire dances on
acters are near the fire, one tribal warrior can use an ac-
the walls.
tion to release the net. See the dotted line on the map to
The tribesmen have carefully narrowed the passage as incli- determine where it falls and reference the Player's H and-
cated on the map, with mounds of rubble, at this point so book (p. 148) for details on the net, but keep in mind the
that only one character can pass through at a time. This is blazing fire is in the net as well. A knotted rope hangs
considered difficult terrain. from one corner of the opening to the floor. Due to the
If not encountered in area 1, three tribal warriors led by a knots, it only requires a successful DC 12 Strength (Ath-
tribal sub-chief (see appendix D) guard the route to area 3. letics) check to climb.
Each tribal warrior is armed with three javelins (1d6 + 1 pierc-
In the center of the wall opposite the entrance is a carved
ing damage, range 30/120 ft.) in addition to his spear. The
face that fills the area from the floor to the ceiling. It
tribal sub-chief is imposing, with his bone armor (see appen-
looks like a human or humanoid creature with its mouth
dix q, shield, and magic spear. These guards attempt to hold
agape. The carving has been cut and defaced, making the
the corridor from invaders, using ranged attacks from the far
kind of creature it was difficult to identify. The mouth is
end of the corridor. The rubble is piled high enough to grant
actually a corridor that evenrually leads to area 6.
them half cover. The tribal sub-chief hangs back during the
clash. The other doors depicted on the map are all located on
the balcony level.
Development. If two of the tribal \varriors or the sub-chief
are defeated, the remainder flee to area 3 to make a final stand. Developmen ts. If the young tribal warriors from areas

0RjGiilAL ADVE O'fUR,JSS REiilCA~IlA1'ED • ISLE 0F DREAD


3A are summoned, they arrive in 2 rounds and lean over This room is reserved for unmarried girls. The effects are
the balcony walls (which provide cover) to shoot poi- similar in nature to those found in area 3A, except that
soned arrows at targets. If the tribal chief in area 3C is the weapons here are daggers of bone and metal. Among
roused, he and his sons race down the stairs to engage the many tools are scrapers, needles, files, mallets, etc.
with the attackers while the witchdoctor hangs back on
There are five native female commoners here. They are
the balcony, casting spells as appropriate into the fray. If
hairstyling, tattooing, filing their teeth, and otherwise
combat occurs here but neither is summoned, make a
"improving" their looks. They do not attack, but try to
D C 13 Wisdom (Perception) check for each group, each
flee if possible, only resorting to defense with daggers
round during combat. Success indicates they overhear
(1d4 piercing damage) if no other choice.
the battle and arrive in 1d3 rounds.

AREA 3C - CHIEF'S CHAMBER


AREA3A-BARRAC KS
If the occupants of this chamber have not been sum-
DM Note: There are two of these locations, each simi-
moned to area 3, read or paraphrase the following:
lar. If these tribal warriors respond to the battle in the
main room, adjust the room description accordingly. This chamber is 40 feet 1vide and 30 feet deep. The floor is cluttered
Otherwise, continue: 1Pith sleeping mats, gourds, ha!featen fruit, and bits of bone and
acco11trements. Several racks display a varie!J of sktills and animal
This chamber reeks of grease, smoke, SJ/}eat, and fish. The ceiling
pelts, JJJhile n11mero11sfim are hanging on the wall. Lo11nging about
is heavi/y stained with soot and h11ng J1Jithfeathered ornaments and
are several native tribesmen.
headdresses adorned with bones and large fish scales. A smoldering
fire is s11rro11nded l!J sleeping mats, goHrd pots fit/I of paint, a11d This large room is the tribal chief's quarters. In this room
carved obsidian bo1JJls holding mud and ash. Severalyoung strap- are the following native tribespeople:
ping Jl'aniors leap to action, snatching spears and bo1JJs that J11ere • The tribal chief (see appenclix D) is armed with a +2
leaning against the walls. lo11gsJJJord taken from a pirate leader.
The unmarried men of the tribe sleep in these rooms. • The three tribal chief's sons (see appendix D).
In each room are seven young tribal warriors; they are
armed with their spears plus shortbows (range 80/320 • The tribal witchdocto r (see appendix D).
ft., 1d6 piercing damage+ poison lsee below]), and wear • Five tribal women common ers; they seek to flee the
primitive wicker armor (AC 11; see appendix C). Their room at the first sign of confrontation.
arrows are coated with a gummy vegetable poison; a tar-
The room is cluttered with pots, gourds, a rack of skulls,
get hit by one must make a DC 12 Constitution saving
necklaces of bones, and many skins and furs of animals.
throw or suffer 3 (1d6) poison damage and gain the poi-
Hidden in one of the skulls are five random gems (50 gp,
soned conclition for 2d10 hours.
500 gp, 800 gp, 1,000 gp, 1,200 gp) that require a success-
These young lads are telling boastful stories to one an- ful DC 17 Wisdom (Perception) check to discover. In a
other, each trying to outdo the next. They are also learn- wax-sealed gourd is a potion of flying. It requires a success-
ing the art of applying war paint. ful DC 14 Intelligence (Investigation) check to determine
the contents of this gourd are valuable (as opposed to
AREA 3B - TRIBAL WOMEN IN the numerous other gourds filled with mundane liquids),
unless a detect magic spell is employed. Hanging on the
WAITING
walls are six furs (each worth 100 gp).
When the characters explore this chamber, read or para-
phrase the following: D evelopment. The chief, his sons, and the witchdoctor
come to the aid of the rest of the tribe in area 3 should
This chamber smells of flowers and herbs inteml'ingled with sweat the alarm be raised, as described in that area. If defeat
and fish. The ceiling is stained with soot and adorned JJJJth bones, appears imminent, they retreat to this chamber to make
feathered ornaments, and large fish scales. A smoldering fire is s11r- a final stand.
roH11ded l!J several sleeping mats, go11rdpots of scented oils, and ma19 1

tools s11ch as shears, mallets, and needles. Severalyoung native women


are b11sy gossiping, filing teeth, and s!Jlzitg hair 111ith affixed bones.

0zjGiII.A.L A.DVE IITU~S REiIICARJIATED • I S LE 0F DREAD


AREA 4 - SECRET VIEWING In the northwest corner are stairs up to a narrow plat-
form (depicted by an ''N' on map T-1) aboYe the corridor
CHAMBER behind the eyes of the carved face looking into area 3 on
The secret door in area 3 is unknown to the native tribes- the first level. Two small holes allow a character standing
men; it can be located with a successful D C 17 Wisdom on the platform to view the main chamber. Between the
(Perception) check. It leads to a small chamber near the two spy holes is a large wooden piston and handle. If giv-
main entrance. When opened, continue with the follow- en a strong, hard pull with a successful DC 12 Strength
ing: (Athletics) check, this piston sprays a 20-foot-diameter
A short distance doJ1J11 an exlremefy d11sty and apparentfy m1t1sed cloud of inflammable dust through the nose of the face
corridor ir a small 20-Joot-square room. !t1 the chambet; moldering into the main chamber. Any open flames in this area
rags and unidentifiable l11111ps dot the ffoor, presenting a variety of cause a fier y explosion for 14 (4d6) fire damage, although
vivid colors to the rye. Along the south wolf of the cha!llber are a successful DC 14 D exterity saving throw reduces dam-
several large stone levers and a corroded bronze tube. Hangingfro111 age by half. There is a 50% chance that any explosion
small holes in the ceiling ore three rotted and tattered mds of rope. in the main chamber also causes a similar explosion on
the platform where the piston is, resulting in 7 (2d6) fire
These ropes and levers once operated mechanisms with-
damage to a creature there. This trap only works once
in the now-ruined statue that stood over the temple's en-
before being rendered useless.
trance (area 1). The metal tube was used as a megaphone
for the "god's" voice. The slanted section of the wall has
a small niche carved in the back of the bas-relief (indi-
AREA 6 - BLOCKED-U P PASSAGE
cated with a "B" on map T-1) in the northeast wall of When the characters explore this passage, continue:
area 1. A p erson can stand in this niche and observe the The corridor turns to the south and ofter 30 feet turns into a de-
landing (area 1) through two small spy holes. However, scending stainl'CIJ'· At the base of the stoinVCI)~ the corridor ends at
the walls of the niche are lined with a brownish mold. a m1de JJJall co1J1posed of ill-fitting stones lacking 111ortor.
This is actually a patch of yellow mold (Dungeon Mas-
The hallway ends in a crude wall of stones that com-
ter's Guide, p. 1OS) that is filmed with damp dust con-
pletely closes the passage. This wall was built by the na-
cealing its true color. The mold can be identified with a
tive tribesmen to prevent creatures from the lower levels
successful D C 14 Intelligence (Nature) check.
from entering their tribal home easily. So seldom has any-
thing attempted to come through this wall, the tribesmen
AREA 5 - PRIEST'S QUARTERS no longer bother to guard it.
Another secret door in area 3, also unknown to the na-
The wall can be tumbled with a successful DC 22
tive tribesmen, leads to this side room located behind
Strength (Athletics) check. Alternatively, if the characters
the main chamber. It can be found with a successful DC
have suirable tools, in 1 hour they can make an opening
17 Wisdom (Perception) check. When opened, continue
large enough for a Medium creature to fit through.
with the following:
The chamber is bare of f11rnilt1re. A hea'!Y layer of dust and fine AREA 7 - WEAKENED FLOOR
sand covers the ffoor.
The floor in this nondescript corridor is weakened, which
This secret chamber was where "the gods" watched the can be discovered with a successful D C 15 Wisdom (Per-
services held in their honor. ception) check.
T he dust covers a trapdoor in the northeast corner, which Unused for many years, this section of the floor has been
can be located with a successful DC 12 Wisdom (Percep- weakened from below, having been rotted by water and
tion) check. If tapping the floor with a 10-foot pole or the slimes. The section marked by the "T" on map T-1 is stur-
butt of the spear, this check is made with advantage. The dy enough to support 120 pounds of weight. Exceeding
trapdoor is weak and breaks when stepped on, dropping the this amount causes the floor to give way, dropping crea-
character into area 3 on the second level, unless the creature tures to the water-filled room below (area 1 on the second
makes a successful DC 13 Dexterity saving throw. The crea- level), unless they make a successful DC 13 Dexterity sav-
ture takes 3 (1 d6) bludgeoning damage from the fall. ing thrO\v. The fall causes 3 (1d6) bludgeoning damage.

0R,jGiilAL ADVEil'tV~S REiilCARJIATED • I SLE 0F DREAD


AREA 8 - PRIVATE ALTAR light sources, as these can easily be extinguished or ren-
When the characters arrive in this chamber, continue dered useless if they become wet.
with the following: Ceilings. Unless otherwise noted, ceilings are 10 feet
The door opens to reveal a JO-foot-square chamber 11Jith a 10-foot- high.
high, smooth ceiling. A stone, cube-like pedestal is near the north Doors. Unless otherwise noted, all doors are stone (AC
1vall. An intricate/y carved stone box rests on the pedesta~ and 17, 35 hit points, vulnerability to bludgeoning damage).
several religious accoutrements lie discarded on the floor nearf?y. A door that is barred can be burst open with a successful
Centered on the east 11Jall is another stone door. DC 15 Strength (Athletics) check. A locked door can be
This altar room contains several items once used by the forced open with a successful DC 18 Strength (Athletics)
ancient priests in the worship of their "gods." On the check, or the lock can be picked with a successful DC 16
floor near the pedestal are several bone rhythm sticks, Dexterity check using thieves' tools.
three inlaid and bejeweled bowls (worth 500 gp each), Illumination. Generally, there is no illumination in these
a crumbling bamboo flute, and the remains of a once chambers. Please refer to individual room locations for
fancy feather fan. the illumination conditions.
On the pedestal is a small, intricately carved unlocked
stone box with two hinged doors. Inside is an unusual
statuette of gold and coral. It looks like an amphibious
humanoid with a smooth head, large eyes, and a tenta-
cled, sphincter-like mouth. The torso is humanl.ike, with
two arms that end in webbed, clawed hands. From the
waist down, the body divides into three long tentacles
ending in fluke-like fins, each tipped with a single large
claw. This statuette depicts a kopru and is worth 2,000
gp. A creature that looks at this statue must make a DC
14 Wisdom saving throw. Failure indicates the character
becomes a secret servant of the kopru until the power
of the statuette is destroyed. This can be accomplished
if the statuette is blessed by a good-aligned cleric or physi-
cally destroyed (AC 15, 15 hit points).
Development. The corridor beyond this room is blocked
by fallen rock and is impassible, unless the Dungeon
Master wants to add his own encounter areas. Alterna-
tively, he can use the new material presented in chapter 9.

TEllrPLE LEVEL 2

GEilEAAL FEATV~S
Partially Flooded Rooms. As indicated on map T-2,
parts of this level are underwater to a depth of about
5 feet. The DM should keep track of which areas are
flooded and how deep the water is; periodically remind-
ing the players (via description) of this special condition.
It is possible to "walk" through these partially flooded
chambers, although this is considered difficult terrain. In
addition, all Dexterity saving throws there are made at
disadvantage. Careful attention should be paid to normal

0lUGiilAL ADV E ilTV~S REiilCARJI A'tED • IS LE 0 F DREA D


Three giant crabs live in this chamber. The giant crabs
KEY TO TEMPLE LEVEL 2
are difficult to detect under the water, requiring a success-
(lllAP T-2) ful DC 15 Wisdom (Perception) check to notice before
they attack. If not detected, they attack with surprise.
AREA 1 - WATER-FILL ED CHAMBER They are extremely hungry and will attack any character
There is a good chance the characters arrive in this cham- or creature who tries to swim across the chamber. Each
ber from falling through the floor from area 7 on the first specimen is 8 feet in diameter and has the following ad-
level. If so, adjust the following read-aloud text accord- justed statistics, which changes its challenge rating to 1/4
ingly. (SO XP):

This 30foot-sq11are chatnber is covered nlith stagnant 1vater. The • Its size is Large.
ceiling above is reddish-brown, likefy from oxidizing rotting. The • It has 19 (3d10 + 3) hit points.
door, centered 011 the north wall is open, leading to a partial/y • Its Strength is 14 (+2).
flooded corridor lined with metal bars.
• Its Constitution is 13 (+1).
Formerly a torture chamber, this room is now partially
flooded with water to a depth of 5 feet. • It has an improved claw attack:

There are several sharp metal, stone, and glass items hid- Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one
den underwater. Unless the characters move cautiously target. Hit: 6 ( ld8 + 2) bludgeoning damage and the
and probe ahead with sword, spear, staff, or pole, for target is grappled (escape DC 12). The giant crab has
each turn of movement a PC must make a DC 10 Dex- two claws, each of which can grapple only one target.
terity saving throw or suffer 2 (ld4) piercing damage Development. The corridor atop the staircase on the
stepping on or bumping into a sharp object. eastern wall is completely blocked by rubble. The DM
The door leading out of this chamber is open, revealing a can open this up and design new encounter areas beyond,
passage that is also filled with water to a depth of 5 feet. or implement the new material presented in chapter 9.
Along the passage are cells with iron bars. The bars are
badly corroded and may be broken by any character who AREA 2A-THE GREAT ONE
makes a successful D C 10 Strength (Athletics) check. All At this point on the dais, 5 feet below the water's surface,
the cells are empty. rests a giant oyster (see appendix B). The giant oyster
D evelopment. Several small, harmless cave fish live in can be seen with a successful DC 15 Wisdom (Percep-
this room and the flooded corridors beyond. The fish oc- tion) check, although if the observer is near the dais, the
casionally bump against the legs of the characters, feeling check is made at advantage. Between the giant oyster's
cold and slimy, likely startling them. open valves is a large black pearl (worth 3,000 gp). Al-
though the characters might believe this is the immense
AREA 2 - SUNKEN CHAMBER OF black pearl hinted at by Rory Barbarosa, that is not en-
tirely correct. That pearl is in Ixzandathru, the Ixitzachitl
THE GREAT ONE settlement (area 41, chapter 6).
When this chamber is entered, continue:
If the oyster is attacked from a distance, it closes its shell
The door opens to reveal the placid suiface of a flooded chamber. and does not reopen for at least an hour. The pearl may
The doors to this chamber are 15 feet above the level of be "picked" from the open oyster with a successful DC
17 Dexterity check. Failure indicates the giant oyster shut
the chamber floor. The chamber is filled with salt water
on the target, who is now grappled. The giant oyster can
to the level of the surrounding flooded passages (thus, 20
be forced open wide enough to grab the pearl with a suc-
feet deep in this chamber save for the area over the dais).
cessful DC 22 Strength (Athletics) check. If the valves
If the characters are not probing ahead, they likely stum-
are partially open (for example, a creature's arm is stuck),
ble on the stairs (or dais steps) and fall into the room,
and a lever is used, the check to open is made at advan-
taking no damage, but possibly subject to drowning.
tage.

0RjGiilAL ADVEntv~s RE iilCARJIAtED • ISLE 0F DREAD


There is a secret door located near the northwest corner Developments. If the snakes are still in the chamber
of the dais. It can be spotted with a D C 15 Wisdom (Per- when the secret door is opened, they, too, are swept down
ception) check. the hall. This journey disturbs the snakes, which then ag-
gressively attack random targets the following round. If
AREA3 -LAIR OF GUARDIANS not found before the room is flooded, the Wisdom (Per-
When this chamber is entered, read or paraphrase the ception) check to find the pearl is made at disadvantage.
following:
AREA 4 - QUIPPER POOL
The floor of this room is covered with small puddles and the walls
are lined JPith statuary. Some of the statues depict gracefal crea- When the characters travel down this partially flooded
tures, others are of 1vomen with children, and others are of fierce corridor, continue:
monsters. All the statues are wellfashioned but have deteriorated Asyou travel through this watery corridor, a set of steps lead up
due to age and moisture. The stone glistens a green-streaked red to a dry platform which extends far 20 feet or so. The sutface of
when struck l?J light, giving even the simplest and most innocent this damp landing is covered with apalefung11s, befare leading back
pieces an umvholesome look. down into the water.
At the point where the secret door is located is a larger The fungus on the landing is cold and slimy to the touch,
puddle of water, seeping in from the flooded corridor but harmless. If the fungus is cleared away and the floor
beyond it. It requires a successful DC 15 Wisdom (Per- examined with a successful DC 14 Intelligence (History)
ception) check to discover this concealed door, but the check on the stonework, it can be deduced that the un-
check is made at advantage due to the water seepage.
derlaying rock was too hard to carve through, thus the
The secret door opens inward and any creature near this
change in elevation.
door when it is opened is swept off their feet unless they
make a successful DC 15 Dexterity saving throw. Fail- Beyond the platform, the steps lead back down into the
ure indicates being swept 2d6 x 10 feet down the hall flooded hall. This section is inhabited by three giant
towards the shaft in area 8. For each 20 feet traveled, a quippers (see appendix B) that have only fed on small
creature suffers 3 (1 d6) bludgeoning damage. Characters lizards, rats, and snakes. They voraciously attack anything
not standing near the secret door have a chance to brace that enters the water and fight to the death.
themselves and can make the saving throw at advantage.
Should the secret door be opened from the other (hall) AREA 5 - PRIEST'S CHAMBER
side, creatures in the water could be swept through the
DM Note: The door to this room is closed. If examined
door as described above.
closely with a successful DC 12 Intelligence (Investiga-
In the center of the room's ceiling is an obvious trapdoor tion) check, it appears to be tightly sealed. It has kept the
to an upper floor (area 5 on the first level). This trapdoor water out of the chamber. Should the door be opened
is wooden and appears to be severely rotted. without precautions, any creature in the water is swept
Coiled around several of the statues are a total of four into the room for 3 (1d6) bludgeoning damage unless
spitting cobras (see appendix B). It requires a successful they make a successful DC 15 Dexterity saving throw.
DC 12 Wisdom (Perception) check to notice the snakes Once the door is opened, continue with following:
before they attack. The snakes are not aggressive and
This 20foot-by-30foot chamber was previous/y dry. Along the
only attack if they are approached within 10 feet. At the
north wall is a stone altar and several stone benches are positioned
base of a statue in the northeast corner is a 50 gp pearl,
in front of the altar. Behind the altar, hanging on a stone hook
which can be noticed with a successful DC 14 Wisdom
sunk into the wal~ is mace with a bone handle.
(Perception) check.
This chamber was a minor place of worship. The weapon
At the point on the map marked with the "trigger" sym-
hanging on the wall is a bone-handled +2 mace. On the
bol is a hidden trigger that drops the portcullis across the
right side of the altar is a secret compartment that can
north entrance to this room, when more than 25 pounds
be located with a successful DC 17 Wisdom (Perception)
of weight is placed on it. Raising the portcullis requires
check. This check is made at disadvantage if the room
a successful DC 20 Strength (Athletics) check, although
is flooded by opening the door. Inside the compartment
another character can Help with this task.
are 500 gp and two coral statuettes worth 1,000 gp each.

0RjGiil.A.L ADVEnf'v~s REiilC.A.RJI.A.f'ED • ISLE 0F DREAD


AREA 6 - RAT LAIR After 3 rounds, the burning oil makes the air in the cham-
When the characters enter this hallway, continue: ber smoky and hard to breathe. Starting in the fourth
round, the characters need to hold their breath, other-
As you move donm this partialfy flooded hal/Jvqy, you observe sev- wise they start suffocating (see rules on p. 183 of the
eral large, rough holes on both 1valls. Player's Handbook). The DM should give the characters
These holes are tunnels carved out of the soil, created by some warning before this occurs.
vermin. Ten giant rats swim out and attack the charac- The door screened by the flame may be opened by a
ters from both sides as they pass by, attracted to the light character moving underwater with a successful DC 15
and scent of a fresh meal. If half of the giant rats are Strength (Athletics) check. When the door is opened,
defeated, or a display of foe occurs, the giant rats retreat the water rushes out of the room, sweeping an unpre-
into the tunnels and hide. The tunnels are wide enough pared character into the corridor and into the lowered
for a Small creature to squeeze through via crawling, or a portcullis beyond, unless a successful DC 14 Dexterity
Tiny creature to pass unhindered. saving throw is made. Failure indicates 7 (2d6) bludgeon-
The large chamber at the end of several of the tunnels is ing damage to the first character to strike the bars. Water
the main lair of the giant rats. The rats attempt to flee if rushes through the portcullis (and down the stairs) for 12
their lair is invaded, but if cornered they fight ferociously rounds. A creature pinned to the portcullis underwater
to the death. In the lair are rags, some bones, a gnawed takes 2 (1d4) bludgeoning damage at the start of each of
spell scroll (with a lev-itate spell on it), and three metal po- its turns and risks drowning unless they can keep their
tion bottles. Two of these contain potions of healing, but head above the level of the water.
the last has become contaminated. It is now considered On the east wall of the corridor between the door and
to be a potion of poison. the portcullis is a lever that, when pulled down, raises the
The southern corner ends abruptly at a wall that contains portcullis. If a character raises the portcullis while the
a secret door to area 2. The portal can be spotted with a water is still flowing, any pinned creatures will be freed
DC 15 Wisdom (Perception) check. and swept down the stairs to the third level. This causes
1O (3d6) bludgeoning damage to all characters involved.
AREA 7 - FIRE TRAP
When the characters enter this chamber, continue with AREA 8 - BOILING WELL
the following: DM Note: If the secret door in area 3 was opened, this
corridor has a few inches of water in it. The water drains
The doO'rp11shes open easijy, reveafing anotherplain 30foot-square cham- down the shaft around the corner. When the characters
berpartialjyfall of water. Centered on the upposite 1vall is a stone door. travel down this corridor, read or paraphrase the follow-
This room had originally been trapped to fire a burst of mg:
flame from a hole near the north wall. Now the room The corridor turns to the east and efter another 10 feet, ends at a
is flooded with 5 feet of water, but the trap still oper- stone door. In the center of the hallivqy is an open circular sheft
ates-only in a different manner. Across the center of carved into the stone floor, perhaps 8 feet in diameter. The sheft is
the room is a tripwire set about ankle height (therefore deeper than your current light source and seems to radiate gentle
hidden underwater). It requires a successful D C 20 Wis- heat.
dom (Perception) check to discover the tripwire, but
Sixty-five feet below the level of the floor, the shaft is
the check is made at disadvantage due to the water. If
filled with boiling water. The characters need to be crea-
it is broken or pulled, it releases a spray of fine oil into
tive to get a light source down the shaft to discover the
a 10-foot-square area in front of the north door. This is
water. The shaft forms a "U," trapping water at the bot-
special oil that ignites on contact with water. As the oil
tom (see the side view drawing on map T-3). The other
bursts into flame, a mist of water will cover any character
end of the U opens into a ledge overlooking the great
in the area, igniting any remaining oil. The oil burns for cavern on the third level (area C). This water is heated by
6 rounds; a character caught in the fire takes 3 (1d6) fire the recent volcanic action of the lower level. Characters
damage at the start of their turn. The oil may be \viped may swim the distance through the well (about 20 feet),
off by spending an action. but unless they have some method to protect themselves

0RjGillAL ADV E llTV ~S REillCARJIATED • ISLE 0F DREAD


from the boiling water, immersion causes 11 (2d10) fire 06 Event Effect
damage at the start of each turn spent in the water. The
1 Mud pot burst Random creature sprayed with
water in the well cannot be bailed out, as hot water con-
hot mud for 2 (1d4) fire dam-
stantly seeps in.
age
2 Geyser spray Random creature sprayed with
TEJll:PLE LEVEL .3
hot steam for 3 (1d6) fire dam-
The third level beneath the temple is one large cavern. age
There are several sub-areas, described below. 3 Cloud of All creatures in a 10-foot-di-
The characters arrive in this cavern from the second lev- steam ameter area are blinded for 1d4
el, via the steps outside area 7, or possibly through the rounds; randomly determine
well in area 8. When they first arrive, read or paraphrase a creature that triggered it for
the following: the center of effect
4 Boiling water Random creature splashed for
This is a single natural cavern of great size, at /east several hundred
feet in both directions. The air is hot, steamy, and hea1!J JJJith foul 2 (1d4) fire damage
volcanic gases. Dim illumination is provided by luminescent fungi 5 Gas bubble Random creature must make
clinging on the damp 1va//s and ceiling. The floor of the cavern is a burst a DC 13 Constitution saving
field of bubbling mud pots, small grysers, hot springs, and mineral throw or be nauseated (treat as
deposits. The co/ors are 1frh reds, browns, andye/lows, combined incapacitated) for 1 round
with blacks and grrys. Terraces crusted Jvith deposits from mineral 6 Small tremor All creatures must make a DC
springs extend from the sides of the cavern at severalpoints. Sta- 10 Dexterity saving throw or
/actites hang.from the ceiling, and merge Jvith stalagmites in several fall prone
places to form pillarsfrom the roof to the floor.
Occasional flares of ruddy light, combined 1vith great bursts of KEY TO TEMPLE LEVEL .3
steam from the depths of some of the hot springs, bnef!y illuminate (Jll:AP T-3)
parts of this great cavern.
Simply moving around this chamber is dangerous. While AREA A - MINERAL TERRACE
moving about this cavern, there is a 1 in 6 chance per This terrace leads to the stairs up to area 7 on the second
round that one of the following events happens: level. If any characters have been washed down these
stairs, they are deposited here. The terrace is white with

• DAR_K._DESiGilS OF 'fHE KOPR_V


• calcium deposits and hot enough to be painful, but not
damaging. All terraces in this cavern are somewhat slip-
pery and unless proceeding cautiously (more than half
speed), moving necessitates a DC 11 Dexterity saving
The kopru never surrender, and desire to enslave as throw; failure indicates the character slips and falls prone.
many sentient creatures as possible. Should the entire During combat, this saving throw is made at disadvan-
party be enslaved, the kopru attempt to use them to tage.
restore their ancient kingdom. If this happens, the
DM can either start thinking up ways the characters AREA B -THE KOPRU
can serve the kopru, or retire the captured characters In the bubbling mud at each of these two locations is a
from the campaign, perhaps to be re-introduced later concealed kopru (see appendix B). They are amphibious
as NPCs. The DM and players should discuss this humanoids who dwell in the hot geyser pools. The ko-
profound direction of the campaign and determine pru use their special Dominate Person action to capture
the course of action. See chapter 9 for more informa- members of the party, or perhaps lure them off the paths
tion on the kopru and what diabolical creature is in and into the geyser basins. Characters who fall into a gey-
league with this degenerate race ... ser basin take 4 (1d8) fire damage at the start of each turn

• • in the boiling water. If the domination attempts fail, the

0RjGiDAL ADVED1'V~S REiDCAR!IA1'ED • ISLE 0F DREAD


Temple Level 3
MAP T-3
SCALE: 1SQUARE = 10 Feet

~Terrace ]J]Dni Stairs

('d ·...,.·bJ
. ~~@r;: Mud Pit, Geysers, Hot Springs
'. ' J

(1 1.:.,,

0R,jGiilAL ADVEn'fv~s REiilCARJIA'fED • ISLE 0F DREAD


kopru either physically attack characters on the paths or AREA F - HIDDEN THRONE
hide in the hot mud and wait for the Dominate Person
Set on the topmost terrace, directly under a dripping sta-
action to recharge. If the party is obviously stronger or is
lactite, is a stone throne. Although easily spotted on this
trapped on a terrace, the kopru do not pursue, but wait
terrace, the throne can only be detected by a character
in the bubbling mud. If the party is badly hurt or obvi-
elsewhere in the cavern with a successful D C 15 Wisdom
ously weak, the kopru relentlessly attack both mentally
(Perception) check. On the throne sits a grinning skele-
and physically.
ton, although mineral-rich waters, falling from the ceiling
over decades, have encrusted the skeleton and throne,
AREA C - BOILING WELL hiding all but the most general features.
This is the topmost terrace of the cavern, providing an
In front of the throne, concealed under the mineral
excellent view of most of this level. The hot spring here
crust, is a sword. On the skeleton's finger is a ring, simi-
is connected to the U-shaped shaft to area 8 on the sec-
larly concealed. The sword requires a successful D C 14
ond level. Characters may swim to the other side of the
Wisdom (Perception) check to discover, while the ring
shaft from this direction (about 20 feet) and climb out,
but the boiling water causes 11 (2d10) fire damage at the requires a successful D C 18 Wisdom (Perception) check
start of every turn a character is immersed, unless pro- to locate. They are entirely ordinary in appearance, al-
tected from the heat. though a detect magic spell reveals their true value. The
ring is a ring of telekinesis and the sword is a shorts1vord of
On the terrace beside the spring is a bag, almost unno- alluring (see appendix C).
ticeable under a crust of minerals. It requires a successful
DC 18 Wisdom (Perception) check to discover the bag,
which resembles another rocky outcropping. The bag
contains five emeralds worth 1,000 gp each, discarded by
an ill-fated elf adventurer many years ago.

AREA D - CAVERNS
This set of terraces leads to a series of natural caverns.
The DM is free to create a map of these caverns and
populate them with many cave-dwelling creatures. Or,
she can use the additional material presented in chapter 9
to describe these caverns and the denizens that populate
them.

AREA E - WEAK CRUST


This section of trail is actually nothing but a weak crust
over a hot spring. Unless the path is probed first, the lead
character breaks the surface and is dropped into the hot
water, suffering 5 (ld10) fire damage the first turn and
then 4 (ld8) fire damage at the start of each subsequent
turn until rescued. The victim has difficulty getting out
on their own, due to the weak crust and slippery rock
surfaces. Without aid, it requires a successful D C 17 D ex-
terity check to escape the hot spring. The crust crumbles
and is dangerous around the edges; rescuers risk falling
in unless a D C 13 Dexterity saving throw is made. Ropes,
poles, and rescue techniques like those used on thin ice
may need to be employed.

0IQGiilAL ADVEilTV~S REiilCARJJATED • ISLE 0F DREAD


CHAPTER NINE

Below Taboo Island


he temple on Taboo Island contains three dun- GEilEM.L FEATV~S
geon levels (see chapter 8), and each of these
' levels has a corridor that can lead to additional Scent. This section of the dungeon is damp and foul-
encounters designed by the Dungeon Master. This chap- smelling and the interior air is hot and stale.
ter contains additional dungeon encounters designed to Ceilings. Unless otherwise noted, ceilings are 10 feet
expand the original adventure, should the DM choose high. Notable exceptions include areas 15 and 19.
not to create her own. These rooms were created by the
Doors. Unless otherwise noted, all doors are stone (AC
enslaved humans, forced to follow out the commands of
17, 35 hit points, vulnerability to bludgeoning damage).
the diabolical kopru and their lust for domination.
A door that is barred can be burst open with a successful
DC 15 Strength (Athletics) check. A locked door can be
TEDIPLE LEVEL I forced open with a successful DC 18 Strength (Athletics)
(C0llTillUED) check, or the lock can be picked \vith a successful DC 16
Dexterity check using thieves' tools.
THE GLASSWOR_K_S OF THE KOPR_V Illumination. Please refer to individual room locations
The kopru understood their aquatic limitations in their for the illumination conditions.
quest to dominate the world of air-breathers. Although
Flora and Fauna. Algae, molds, and fungi are common-
amphibious, they still needed to keep their skin moist and
ly growing on damp undisturbed surfaces. Small blind
a method to move about the world of the air-breathers.
creatures constantly scatter before characters, Aitting
But with their keen intellect and an unlimited dominated
here and there. There are no wandering monsters on this
legion of thralls, they believed they could overcome these
level of the dungeon.
hindrances. Thus, they designated a section of the tem-
ple's first level to be a workshop devoted to the crafting of Route to Level 4. There is a passage (area 20) that leads
glass, along with all of the needed support chambers. The down to the fourth level, a massive natural cavern.
purpose of this sophisticated workshop was to create glass
tanks to transport and house kopru for the short term. KEY TO THE GLASSWOR_KS OF
Recently the eye of the deep, Ocellus, has discovered THE KOPR_V (DIAP T-4)
the remnants of the kopru empire (on the fourth un-
derground level). Ocellus has developed a plan to wake
AREA 9 - GUARD ROOM
the remaining kopru from their torpor, and has begun
preparations to put the glassworks back into function. The door to this location is closed. If the characters at-
He has moved some guards here from the ruins above tempt to sneak by, have them make a Dexterity (Stealth)
and the dungeons below. Once he has more kopru under check opposed by the guards' Wisdon (Perception)
his sway, he can begin dominating a workforce to step up check. When the characters enter this location, read or
glass production. paraphrase the following:

DM Note: If the D M chooses to use these additional The door opens to reveal a 20-faot-by40-faot chamber inhabited
encounter areas on level 1, it is suggested that the wall by n11mero11s tribal natives practicing weapon plqy. Along the back
at area 6 be removed to facilitate movement between 1va// hang several shields, and 111'0 large casks hold n11mero11sjave-
the two sections of the dungeon. This area could be re- lins reacfy for 11se.
purposed with a guard post (living statues, tribesmen, or This is a recently occupied guard post. The six tribal
even a few ogres would all be appropriate), or even pro- warriors here have been commanded by Ocellus to
tected by a mechanical or magical trap as the DM sees fit.
stand guard and prevent anyone (including other native

0RjGillAL ADV E I11'U~S REiilCARJJA1'ED • ISLE 0F DREAD


tribesmen from this level) from investigating the cham- AREA 10 - ABANDONED GUARD
bers beyond. These warriors wear wicker armor (see ap-
pendix C) and carry shields (AC 13). T hey wield javelins
ROOM
(range 30/120 ft., 1d6 + 1 piercing damage), and there The door to this location is closed and locked. If the char-
are plenty more in the casks. If half of these guards are acters unlock the door and enter, read or paraphrase the
defeated the rest surrender. They fear the ogres in area 11 following:
and seek to escape back to the main area of the temple The door opens to reveal a short corridor that spills into a plain
if possible. 30foot-l?J40foot chamber. The shattered timber remains of mun-
dane furniture, perhaps a table and afeiv chairs, are scattered about
There are five wooden shields hanging on the wall, and
on the floor. In the southeast corner of the room, a thick carpet of
each cask contains 12 javelins with red feathers attached
lightpurple mold adorns the wails andpart of the floor.
to the bases of the shafts. In one of the casks is a dis-
carded freshwater pearl (worth SO gp) that can be found This chamber was once a guard post, but it has not been
with a successful D C 14 Wisdom (Perception) check. used in many years. At some point Ocellus plans to have
this area cleaned out and established as another guard post.

Qfi Containers
'ittt Track
- Squid Statue
um Glass Panel

"·0 = 10 Feet

0R,jGiilAL ADV E ilTV~S REiilCARJIATED • ISLE 0F DREAD


The shattered timber is worthless. The purplish mold
covers a secret door in the eastern wall. The door can
be detected with a successful D C 15 Wisdom (Percep-
tion) check, but doing so disturbs the mold, which re-
leases a thick puff of spores. All within 10 feet of the
spore cloud must make a DC 13 Constitution saving
throw. Failure indicates gaining the poisoned condition,
but only after an onset time of 12 hours. Each day the af-
flicted creature can attempt another saving throw to end
the poisoned effect.
The door conceals a hidden closet measuring about 10
feet by 10 feet. Inside is a dusty chest locked with a rusty
padlock. The key is long gone, but the lock can be picked
with a successful DC 17 Dexterity check using thieves'
tools. The lock was once trapped with a poison needle,
but the poison has long since dried and worn off. Still,
the needle causes a painful stab (1 piercing damage). The
trap can be located with a successful DC 15 Wisdom
(Perception) check, and can be disabled with a successful
DC 13 Dexterity check using thieves' tools.
Inside the chest are 12 + 1 arr01vs, but the shafts are
warped and rotted; they need to be affixed to new shafts
to become useful. Six day flasks on a teak wood rack
(rendered useless) once held magic potions, but these
have since evaporated. Nso located in the chest is a sil-
vered shortsword (worth 145 gp), and a +2 flail.
crouched behind, the carts grant half cover. T he columns
AREA 11 - OGRE GUARDS reach up to the ceiling and provide structural integrity to
As the characters approach this chamber, they can easily the room in addition to decoration. Hiding behind a col-
hear the bickering guttural bellows from an ogre disci- umn grants half cover. They are covered with engraved
plining his lackeys. If the characters have a light source, pictograms of the kopru (see description in appendix B),
as soon as they get within 30 feet of the chamber, the although it requires a successful DC 22 Intelligence (Na-
humanoids are alerted to their presence. When the char- ture) check to determine the race of the kopru-unless
acters enter the chamber, continue: the characters have had previous experience with them.
The scenes depict:
This chamber has a vaulted ceiling abo11t 20 feet high, and is about
70 feet wide by 50 feet deep. Corridors exit the northeast and • Native humans worshiping the kopru via blood sacri-
northwest corners of the room. Each of these rotJtes is bisected by fices.
a 11Ji11e cart rail that enters the room from the northeast, h11gs the • The kopru ruling the natives' villages.
north wall, and then exits into the northwest corridor.
• The kopru overseeing the training of a native army.
There are two columns inscribed with pictograms to the left and
right. In a haphazard pile between the col11mns are several old • The construction of temples and shrines, including a
rusted metal mine carts. Five b11/Jr:y h11manoids respond to yo11r ziggurat on an island (see area 40, chapter 6).
intrusion by shouting alarms and grabbing nearb)1 weapons. • The construction of glass artifacts including thick
There are seven mine carts jumbled in a pile, although sheets for tank creation.
two are beyond repair with missing axles. The others, • The exploration of the sea, and conquering other na-
although they could use some oiling, are functional. If tive peoples.

0RJGiilAL ADVE il'fV~S REiil CARJ:IA'tED • I S LE 0F DREAD


Ocellus stationed some of his elite guards in th.is cham- The secret door located on the north wall is cunningly
ber. This includes a foul-tempered ogre named Puuk and hidden and requires a successful DC 20 Wisdom (Per-
his four half-ogre lackeys. Puuk has a 20 Strength (+5) ception) check to locate. It leads to area 16.
and wields a spear with two hands (+ 7 to hit, 2d8 + 5
piercing damage). Each of the half-ogres is armed with a AREA 12 - SANDY CORRIDOR
spear wielded with two hands (2d8 + 3 piercing damage),
When the characters enter this corridor, continue:
and four javelins for throwing. Although largely respon-
sible for security on th.is level, these brutes are bored and This 1O-foot-1J1ide corridor heads to the northeast. Along the floo1j
itching to mix it up with the characters. an ancient mine cart track J1Jith rotting timbers bisects the passage.
The floor is covered with a layer of sand that seems to deeper as
The half-ogres split up; two use the columns for cover
you press on. By ha!fivqy down the corridor; the tracks are covered
while throwing javelins at the characters. When they run
f?y the sand.
out of ranged weapons, they charge with spears. Mean-
while Puuk hangs back near the pile of carts. Three have Th.is corridor leads to the sand storage room (area 15),
been pulled out and are ready for use. As an action, Puuk but also a barracks (area 14) and slave pen (area 13). The
can push one of these toward a target within 40 feet. track was used to aid in the transport of sand from area
Treat this as a melee weapon attack (+ 7 to hit, 15 [3d6 15 to the glassworks (area 19).
+ SJ bludgeoning damage). A Medium or smaller target Although most of the sand is normal, it is inhabited by
hit by a mine cart must make a D C 13 Dexterity saving hundreds of tiny juvenile sandlings. These are reproduc-
throw or be knocked prone. One of the half-ogres could tive offshoots from the adult sandling in area 15, and
even leap into the cart and lead with a spear for extra there are enough of them to create two swarms of san-
damage. The ogre and his lackeys fight to the death, fear- d.lings (see appendix B). A successful DC 18 Wisdom
ing reprisal from Ocellus. (Perception) check or a DC 15 Intelligence (Nature)
Each half-ogre carries a pouch of gold filings scraped check reveals the sandling swarms' presence before they
off the columns. Each pouch holds 5d6 gp worth of the attack. The juvenile sandlings are voracious and attack
gold flecks. In addition, each half-ogre carries another bit until destroyed.
of treasure:
• Half-ogre #1: a potion of swimming (see appendix C) in
AREA 13 - SLAVE PEN
an iron flask The door to th.is chamber is locked, but the door is also
stuck, so it needs to be forced as well. Once the charac-
• Half-ogre #2: a pouch of 11 ancient gold coins (each ters open the door, continue:
worth 5 gp)
With some effort the door opens to reveal a damp squalid chamber,
• Half-ogre #3: a silver anklet worn around its left ear little more than a hallwqy that extends far about 40 feet. Along
(worth 75 gp) each wall are rusted manacles attached to thick chains sunk into
• Half-ogre #4: a dagger with an obsidian blade (worth the J/Jalls, betrqying the ancientprirpose of this halL A few bleached
165 gp) bones are scattered on the floor.
Hidden under one of the damaged overturned carts are This pen was used to house numerous slaves forced to
two sacks that can be located with a successful D C 11 toil in the glassworks under the cruel minions of the ko-
Wisdom (Perception) check, or by simply flipping over pru. There are chains and manacles to restrain 30 hu-
all the carts. One is full of 550 sp. The other sack is full manoids. The chains (each length is about 4 feet) are still
of plant leaves and has an unlocked metal box that holds functional, but there is only a 15% chance a given set of
an assortment of gems (17 total; 11 worth 25 gp each, manacles is still in working condition. And, of course the
three worth 50 gp each, an amethyst worth 100 gp, a to- keys are nowhere to be found.
paz worth 250 gp, and an emerald worth 500 gp). :Mixed When these chambers were abandoned centuries ago,
in with the gems is a copper necklace set with jet (worth the slaves were left to die in perpetual darkness. Nine of
85 gp) and an empty crystal vial shaped like a whale the slaves have since become shadows, eager to cause
(worth 45 gp) . pain and suffering on the living. The shadows attack, but

0RjGiD.A.L A.DVED1'V~S REiDC.A.RJI.A.1'ED • ISLE 0F DREAD


strangely are forbidden to leave this chamber as part of • It has 22 (4d8 + 4) hit points.
their undead curse. Turned shadows cower at the oppo-
• Its speed is 20 feet.
site end of the chamber.
• Its Constitution is 13 (+1).
AREA14 - ABANDONEDBARR ACKS • It has an improved bite attack:
Note that there is no door to this chamber. After a short Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one
20-foot corridor, read or paraphrase the following when target. Hit: 6 (1 d6 + 3) piercing damage.
the characters enter this chamber:
The lair contains fresh bedding composed of fern leaves,
This 20foot-by-30foot chamber is devoid of 01ry trappings, save shredded bark, and soft dirt. Scattered about the lair are
far piles of rotting 1llood and sa1JJd11sl intermixed with a light cover- the following valuables: a silver figurine of a dinosaur
ing of sand, grime, and d11st. Movement catches out of the corner (worth 50 gp), a copper smoking pipe (worth 30 gp),
of yo11r ~·e, as a sleek brown rodent the size of dog emerges from a gold ring set with rubies (worth 275 gp), a collection
a pile of timber. With a loud hiss, it b11rro1vs back into the pile of 11 bronze buttons (each worth 3 sp), and a deep red
of debris. sphere ioun stone (agility).
T his chamber was a barracks and guard room, and once
held wooden bunk beds, hammocks, and the like. T hese AREA 15 - SAND STORAGE ROOM
items have long since rotted and are useless. A careful This door is stuck and needs to be forced open. When
search with a successful D C 18 Wisdom (Perception) the characters open it, continue:
check reveals a small rubr (worth 500 gp) discarded in
one of the piles of rotting timber. A single black boot,
undamaged by the ravages of time or the environment,
can be located with casual poking around the chamber.
This is one of a pair of magical boots of water Jvalking (se~
appendix C). Although it radiates magic, the boot does
not function unless its missing counterpart (currently in
area 18) is located and they are worn together.
In the southeast corner of the room are two passages
created by giant weasels. A Tiny creature can enter these
passages, but Small creatures must squeeze. The passages
lead first to a twisting set of warrens inhabited by seven
giant weasels, and then eventually to the colony's brood
chamber (area 14A) . T he single giant weasel's hiss alerts
the other members of the colony; 1d3 giant weasels ar-
rive in the chamber each round from any of the passages.
T hey scramble over the rotting timber to attack, but if
the characters brandish open Aames or defeat over 50%
of their numbers they flee, eventually back to area 14A.

AREA 14A - BROOD CHAMBER


This chamber is hidden deep in the giant weasel warrens.
It has a 5-foot-high ceiling and is a rough oval about 12
feet long by 10 feet wide. Any giant weasels that Aee the
characters are encountered here, along with the brood
mother giant weasel. T he brood mother is a bloated gi-
ant weasel with the following changes that increase its
challenge rating to 1/4 (SO XP):

0R,jGiilA L ADVEil'f'U"~S RE iilC A ~Il A1'ED • I SLE 0 F D READ


The door opens to reveal a purplish glow, apparent/y .from fungi The gold idol depicts a kopru, a fish-like humanoid with
clinging to the ceiling. The strangle glow creates dim illumination three tails and a sphincter-like mouth. The idol is solid
in the massive chamber, zvhich is at least 60 feet in diameter. The gold and worth 10,000 gp. But getting it is the trick. The
ceiling is dome-shaped and reaches at least 50 feet at its apex. You idol rests on a pressure plate, which can be noticed with a
are standing on a stone she!f or ledge that slopes do1vn to the room's successful DC 20 Wisdom (Perception) check. Removing
floor 20 feet below. The majority of the chamber is occupied by a the idol from the pressure plate triggers the trap mecha-
pile of sand about 40 feet in diameter and nearfy 20 feet high. nism. The idol weighs 100 pounds, so if an equal weight
This room was used to store massive amounts of sand can be placed on the pressure plate as the idol is removed
needed for the glassworks. There is a 5-foot-diameter (a task that takes at least two characters due to the weight)
shaft in the center of the ceiling that is lined with metal, with a successful D C 20 Dexterity check, the trap is not
leading to the surface of Taboo Island. This shaft is easily triggered. Failure indicates the trap is triggered.
found if the ceiling is examined with a light source, oth- If triggered, the trap goes on initiative 20. In the first
erwise a successful D C 17 Wisdom (Perception) check is
round, the door slams shut and locks as the ceiling starts
required to locate it. The chute is about 50 feet tall and
to slide down to the floor. It requires a D C 20 Dexter-
can be climbed with a DC 20 Strength (Athletics) check.
ity check using thieves' tools to open, or the door can
The entrance to the shaft is now obscured by overgrown
be burst open with a successful DC 22 Strength (Athlet-
vegetation and is nearly impossible to locate. Slaves on
ics) check (although another character can Help with this
the surface would collect sand from the beaches on the
check). In the second round, the ceiling continues to low-
isle and transport it overland and across the lake to the
er, but a successful DC 15 Wisdom (Perception) check
chute for deposit here for eventual use.
reveals openings in the ceiling to allow for clearance of
Moving through the sand pile is considered difficult ter- both statues. There is also an opening for the pedestal
rain. An old sandling (see appendix B) with maximum but this is a flat surface and a character on top of it is still
hit points (65 hit points) lives in the sand pile. The crea- crushed. A Medium creature could climb between the
ture is aware of its mortality, and aggressively fights sen- tentacles and avoid the damage of the crushing ceiling,
tient creatures that enter its lair. A swarm of sandlings but see below. In the third round the ceiling continues to
(see appendix B) also is present in the sand pile, the re- lower. In the fourth round, anyone still in the room takes
sult of recent budding off the adult. Although they don't
44 (8d10) bludgeoning damage at the start of their turn
work together, both eagerly attack. The adult sandling
from the crushing ceiling and is restrained. The ceiling
focuses on targets knocked prone.
continues to crush for 2 more rounds, before it begins to
raise and reset.
AREA16 - TREASURE VAULT
Although a character might think it wise to ride out the
This chamber is hidden behind a secret door in area 11 .
trap in the tentacles of either statue, this strategy is not
Once found, a SO-foot corridor leads to this chamber.
without peril. Each round that the ceiling is lowered, the
Continue with the following read-aloud text:
tentacles animate and flail at any targets in their midst.
This hexagonal chamber is 30 feet in diameter. The ceiling is 20 An affected creature takes 10 (3d6) slashing damage at
feet high and the floor is fitted flagstones. The walls are stone, cov- the start of its turn from the tentacles, although a dispel
ered 111ith pictograms. The center of the room is a stone pedestal magic can suppress this effect.
holding a gleaming golden idolperhaps 6 inches high. Flanking the
pedestal are apair of statues of squid, tail at the floor and tentacles AREA17 - TOOLSTORAGE
splayed reachingfor the ceiling.
There is no door to this chamber. When entered, read or
This chamber was designed as a diabolical trap to protect paraphrase the following:
a fabulous treasure. The pictograms depict the kopru and
The short corridor ends at a 20-foot-by-30-foot chambet: Two stone
their once thriving civilization in a great underground
benches rest along the opposite 1JJalL The sutfaces of these benches
city of ziggurats among lakes. These scenes do not depict
are covered u~th various metal tools, clad with a thick fqyer of dust.
domination or slavery of other races-instead, cultural
Along the back wail hang a variety of metal tongs, some with long
achievements and gathering knowledge, as well as engi-
handles. Pzles of rotted wood are scattered about the chamber as
neering are detailed, including the art of glassblowing.
weIL

0IVGiilAL ADV E ilTV~S REiilCARJIA'fED • ISLE 0F D READ


This is a storeroom used co keep tooJs and equipment re- AREA 19 - THE GLASSWORK S
lated to the glassworks nearby. On the stone benches are The corridor leading to the massive glassworks is bi-
metal molds, crucibles, pokers, and smaller tongs. Some sected by the mine cart track. There is no door to this
of these items could be used as improvised weapons if chamber, which is softly lit by several continualflame spells
need be. The rotting piles of wood were once casks and placed on torches affixed to points on the walls. Read or
crates that contained other mundane supplies, long since paraphrase the following when the characters enter:
rendered useless.
This immense chamber is almost 100 feet wide and 70 feet deep.
The ceiling stretches far 30 feet overhead. The mine cart tracks
AREA 18 - WOOD STORAGE you fa//0J1Jed along the corridor terminate about ha!f111ay inside this
The door to this chamber, off the glassworks, is open room. The opposite wall is dominated ry two large ovens, although
about halfway. This allows the denizens that lair inside thry apparentfy have been coldfar mal!Jyears. In front of the kiln-
the chance to leave to hunt if needed. When the charac- like 01 ens are t11'o sto11e workbmches. In the southeast comer of the
1

ters enter, continue: room are severalpanes of glass, some 15 feet long, resti11g i11 stone
This chatJJbe1; abo11t 30 feet l?J 40 feet, is a mess. Rotting timbers racks. A few of these have since fa/Im and are noJ1J shattered in a
and logs, mostfy red11ced to p11!p, tmut have been stored in this mess on the floor.
chamber a Jong time ago. This chamber is a workshop designed to create glass. The
Indeed, this chamber was the primary scorage for wood kiln was used to melt sand, and the tools (in area 17) plus
used to fuel the kilns of the glassworks. The floor of this the stone benches and other tools were used to create
chamber is considered difficult terrain. elaborate glass objects, and tanks large enough to trans-

Now the chamber is the lair of five giant crab spiders


(see appendix B). The spiders are hiding in the woody
debris, and if not observed with a successful Wisdom
(Perception) check opposed by the giant crab spider's
Dexterity (Stealth) check, they attack with surprise. These
vermin fight to the death.
There is a 5-foot-diameter shaft in the center of the ceil-
ing that is lined with metal, leading to the surface of Ta-
boo Island. If the ceiling is examined this shaft is easily
found. The shaft is about 60 feet tall and can be climbed
with a D C 20 Strength (Athletics) check. The entrance to
the shaft on the surface is now obscured by overgrown
vegetation and is nearly impossible to locate. Slaves on
the surface would collect wood from the isle and trans-
port it overland and across the lake to deposit in this
chute for drying and eventual use.
Hidden in the mess of wood debris is a single boot that
can be located with a successful DC 17 Wisdom (Percep-
tion) check. A detect magj.c spell automatically reveals the
boot; it is a boot of JJ'ater 111alki11g (see appendix C), but it
only functions if matched with its counterpart (which is
in area 14).

0RiGiIIAL ADV E ntv~s REiII CARJIATED • ISLE 0F DREAD


port a kopru. The workshop has gone unused for cen- Ceilings. Unless otherwise noted, ceilings are 10 feet
turies, and a thick layer of dust coats most surfaces. The high. Notable exceptions include areas 15, 16, and 17.
kilns contain ancient ashes, and an array of long-handled
Doors. Unless otherwise noted, all doors on this level
metal pokers rest nearby, hanging on a wall.
are iron (AC 17, 35 hit points, resistance to bludgeoning,
The pile of glass is considered difficult terrain that also piercing, and slashing damage). Although rusted and cor-
requires a successful DC 12 Dexterity saving throw to roded, these doors are fashioned from a single piece of
traverse, or a creature on it slips and takes 4 (1 d8) slash- metal, likely not crafted by the primitive cultures that in-
ing damage. A glass golem (see appendix B) still main- habit the isle. A door that is barred or stuck can be burst
tains its post in this chamber. When the characters enter open with a successful DC 15 Strength (Athletics) check.
it is standing near the panels of glass in the southeast A locked door can be forced open with a successful DC
corner of the room and can only be spotted with a suc- 18 Strength (Athletics) check.
cessful D C 16 Wisdom (Perception) check. Once aware
Illumination. Please refer to individual room locations
of sentient creatures, it becomes invisible and moves
for the illumination conditions.
into position to attack. Its instructions are to protect the
glassworks, and one of its tactics is to forcefully move Flora and Fauna. Algae, molds, and fungi are common-
targets into the glass shards. ly growing on damp undisturbed surfaces. Small blind
creatures constantly scatter before characters, flitting
here and there. There are no wandering monsters on this
AREA 20 - THE WAY DOWN
level of the dungeon.
Off the glassworks is a finished corridor that winds for
several hundred feet, sloping down. Eventually, it depos- Partially Flooded Rooms. As indicated on the map,
its travelers near the hot springs (area 1) on the fourth parts of this level (areas 15 and 17) are underwater to
level. There is a 25% chance that the characters have an the depth of about 5 feet, and area 18 is completely un-
encounter with a wandering monster (see below) while derwater. The DM should keep track of which areas are
using this route. flooded and how deep the water is, periodically remind-
ing the players (via description) of this special condition.
TEJl:rPLE LEVEL 2 It is possible to "walk" through these partially flooded
chambers, although this is considered difficult terrain. In
(C0llTillUED) addition, all Dexterity saving throws are made at disad-
vantage. Careful attention should be paid to normal light
HALLS OF COR_R_VPTiorr sources, as these can easily be extinguished or rendered
The kopru created this section of the dungeon to de- useless if they become wet.
velop corrupted aquatic creatures to further their domi-
nation over the air-breathers. This included areas to sac- KEY TO THE HALLS OF
rifice victims, guard posts, and slave pens, as well as a COR._R._VPTion (llIAP T-S)
unique system to generate seawater for use in the dun-
geon. There are also two hidden chambers.
AREA 9 -THE GREAT PORTAL
These chambers have not been rediscovered by Ocellus
This passage is blocked by rubble from a partial collapse
yet, and thus have been neglected for centuries. But soon
many years ago. It takes 10 man-hours to clear the rub-
the eye of the deep will find them, and command his
ble, revealing a pair of massive metal doors. Continue
minions to reestablish their original purpose, although
with the following read-aloud should the characters put
the aquatic eye tyrant might have a different endgame
forth the effort to clear the passage:
than that of the degenerate kopru.
The 20foot-1JJide passage is blocked by a pair of massive metal
GEIIEAAL FEATV~S doors. Although likefy ancient, the sutface of the metal is unblem-
ished and lacks any kind of co"osion or rust despite the damp,
Scent. This section of the dungeon is damp and foul-
humid air. The sutface of each door is covered with strange runes.
smelling and the interior air is hot and stale.
They appear sealed and locked, but there is no obvious keyhole.

0.RjGiilAL ADVE il'tV~S REiilCARJIATED • ISLE 0F DREAD


These doors are locked and cannot picked or forced AREA 10 - CORRUPTED TEMPLE
open. The doors radiate strong abjuration magic. They When the magic doors at area 9 are opened, the charac-
can be opened with a knock spell, or a dispel magic which ters may enter this temple. Read or paraphrase che fol-
suppresses the magical effect fo r but 10 minutes. A cleric lowing:
could also use Channel Divinity focused on the door, to
open the portal. Finally, if examined for at least 10 min- With great effort, the immense doors are p11shed open, revealing a
utes, a successful DC 15 Intelligence (Investigation) check lit chamber b~ond. The hall increases to 60 feet 1vide and stretches
reveals a passage in Abyssal that is concealed among the for about 80 feet. The ceiling overhead reaches to abo11t 20 feet,
runes. The passage seems to be a random assemblage of but direct!J overhead is 011/y abolll 10 feet high. The floor is fitted
letters, "Rulurpeok'Dlorwhte," but if spoken in Abyssal .flagstones, btlf i11 random shapes and s-izes. To the right is a metal
while standing in front of the doors, a loud mechanical spiral staircase, perhaps leadi11g to a balcol!J or overha11g of sorts.
clicking and whirring sound issues from behind them. At thefar e11d of the room is a plain stone block, perhaps all altar.
Regardless of using magic or stating the phrase in Abys- To each side is a massive stone statue flear!J reachiflg the ceiling.
sal, the doors can now be opened. However, due to their Each statue depicts a h11ma11oid JJJith three .fl11ke-like legs, and a
sheer size, it requires a successful DC 17 Strength (Ath- piscine upper torso 1vith a fish-like head and b11lbous qes. At its
letics) check to push open the unlocked doors. Another joints are 1ncked recurved spikes. A feeling of cold and the ste11ch
character can Help with this skill check. of death Jvraps aroundyo11r bocfy and penetrates)'Oflr 111ind as.yo11
take in the sights of this 1mhob' hall.

01\iGiilAL ADVEntv~s REiilCAR!lA1'ED • ISLE 0 F DREAD


This dreaded chamber was a place of sacrifice to appease the altar (defined as making a sacrifice), or if any crea-
the foul fiends and aberrations summoned by the kopru tures open the secret door to area 14 or the doors to
from the great beyond. Blood sacrifices were performed area 15. D uring its first two turns, each idol uses Bestow
on the altar with the victims' remains being fed to foul, Curse followed by its searing ray. While waiting for that
fiendish creatures in the sunken chamber beyond, to in- attack to recharge, each idol wades into melee using slam
fuse the water with an evil taint. As such, all good-aligned attacks. The living idols fight until destroyed.
creatures that enter this chamber are overcome with a
sense of dread and unspeakable evil. Each must make a AREA 11 - GUARD ROOM
successful DC 13 Wisdom saving throw with failure indi-
DM Note: There are two of these locations, and each is
cating all skill checks and saving throws be performed at
identical.
disadvantage for the next 6 hours as this fear manifests
itself When the characters go down the steps to one of these
chambers, continue:
The altar is a single piece of blackened coral, with its
porous surfaces clogged with dried crimson stains of Doum a short flight of damp, slick stone steps is a simple chamber
blood. The metal staircase is corroded and collapses if that is 20 feet square. The ceiling is 10111, onfy about 8 feet high.
more than 100 pounds of weight are placed on it. Should Along the right-hand 1vall is a sealed iron door.
it collapse with a creature on it, a successful D C 14 Dex- Each of these locations was once a guard room, with
terity saving throw is required to avoid taking 7 (2d6) humanoids stationed to guard the slaves secured in ar-
bludgeoning damage from the wreckage. The staircase eas 12 and 13. Now each chamber is empty save for the
leads to an unadorned balcony that overlooks the altar iron door. Each door is locked and the keys are long lost.
to view the unspeakable acts performed centuries ago by Each door could be opened with magic, or the lock could
degenerate high priests. be picked with a successful DC 15 Dexterity check us-
A secret door is located on the northwest wall on the ing thieves' tools. But even if unlocked, the doors are
upper level of the balcony. The door is cunningly hidden still rusted shut and require a successful D C 17 Strength
and requires a successful DC 18 Wisdom (Perception) (Athletics) check to force open. Another creature can
check to locate. The door is trapped with a rymbol spell Help with this skill check.
that can be detected with a successful DC 15 Intelligence
(Investigation) check if the door is examined before be- AREA 12 - SOUTH SLAVE PEN
ing opened. The rymbol is triggered if the door is opened, If the characters open the door to this slave pen, con-
forcing all within 60 feet of the door to make a successful tinue:
DC 15 Intelligence saving throw or suffer the effects of a
With one final burst of strength, the portalfinal!J gives way to the
special form of insanity for 1 minute. Those affected are
sound of metal grinding on metal, while rust and corrosion flake
filled with visions of the horrors that lie concealed be-
from its hinges. Bryond is a dark hallway, perhaps 40 feet long,
hind this portal (the kopru) and will do everything possi-
butyour feeble light source seems to have dijficl(lty penetrating the
ble to avoid entering the chamber beyond and to prevent
in!g gloom. Along the south wall are bars sunk into the floor and
others from entering.
ceiling, farmingfaur 1Ofoot-square cells. The bars are rusted, and
Sets of stone staircases descend from this hall along the a fine layer of mold covers most of the stotry surfaces.
north and south walls. These lead to slave pens. Another
This slave pen is abandoned. An ancient eldritch effect
staircase, measuring 20 feet wide, is centered behind the
mutes light in this hall, granting at best dim light despite
altar along the east wall. These stone stairs descend into
the true intensity of any light source brought here. The
the water which laps against a pair of double doors.
mold is harmless. The cell doors are all locked, but age,
The statues depict the kopru (see appendix B for a de- rust, and corrosion have rendered them heavily dam-
scription), except two of their piscine tails are fashioned aged. Each cell door can be forced or the bars bent wide
into humanoid legs while the third serves as a true tail. enough for a Small creature to pass through with a suc-
Each is an animated living idol (see appendix B). D ue cessful DC 11 Strength (Athletics) check. The only thing
to their Vigilance trait, these constructs are aware of any in each cell are a few ancient bone fragments.
intruders. They attack if proper respects are not paid at

0R.jGiilAL A.DVEilTV~S REiilCAR!]ATED • ISLE 0F DREAD


AREA 13 - NORTH SLAVE PEN pedestals, save one at the far end of the chamber, is a crystal skull
If the characters open the door to this slave pen, con- Each is oval, the size of a melon, and carvedfrom a single piece of
tinue: crystal in the shape of a cephalopod sk11ll with bulbous '!Ye sockets
011 the sides and a ro1mded mouth embellished with afrill of tenta-
After one last push, the door reluctant!J opens with the sound of cles. Hanging on the north wall is a spear with a black shaft and
metal grinding on metal, while flakes of ntst and corrosion drop a silver barbed head.
from the hinges. A dark hall lies bf!Yond, stretching for perhaps
40 feet, but your dim light cannot fulfy penetrate the blackness. The secret chamber is lit by several continual flame spells
Bars sunk into the floor and ceiling along the north 1vallform four placed on flagstones in the ceiling. This was a holy cham-
10foot-sq11are cells. The bars appear to be msted, and yo11 see ber of the kopru, housing replica skulls carved from sol-
waler covering the floor. id crystal and depicting kopru sovereign that had since
perished. It is believed that these crystal receptacles held
An ancient eldritch effect mutes light in this hall, grant- the very soul of the sovereign, and by maintaining them
ing at best dim light despite the true intensity of the light in this place would grant the kopru the collective knowl-
source brought here. The water is stagnant and from edge of its past leaders. One of the skulls is missing-
seepage over the centuries. The cell doors are all locked, discovered and removed by an adventurer decades ago--
but age, rust, and corrosion have rendered them heavily and is located on the level below (area 12 on level 4).
damaged. Each cell door can be forced or the bars bent
The spear hanging on the wall is a powerful magic weap-
wide enough for a Small creature to pass through with
on called a de!l1on slf.!Jer (see appendix C). The kopru kept
a successful DC 11 Strength (Athletics) check. There is
this weapon here in case it was needed to confront any
nothing in the cells.
unruly demons summoned to do their bidding.
The guard post nearby was manned by a particularly
cruel individual that eventually met his end at the hands
of the slaves he mistreated and tortured. His soul was
not granted eternal rest, and he now haunts this cham-
ber, where he died, as a wraith. But in his death struggle
there was no redemption for five of the slaves, and they
are now specters.
When the characters enter the chamber, the specters ap-
pear, still in their cells, and with outstretched hands beg
to be released. They appear pitiful and malnourished, and
with the dim light effect of the chamber, it requires a
successful DC 15 Wisdom (Perception) check to reveal
their incorporeal nature. If the PCs try to come to their
aid, their pathetic begging visages transform to shrieking,
twisted undead horrors and they pass through the bars to
attack. A round later, the wraith appears at the far end of
the hall and commands his slaves to attack.

AREA 14 - HIDDEN HALL OF SKULLS


This hidden room is located behind the secret door in
area 10. After a short trek down a SO-foot corridor, con-
tinue with the following:
The corridor ends at a roughfy 40foot-square chamber with a
domed ceiling, so!l1e 20 feet overhead. The chamber is bathed in
soft, flickering illumination. The air is drier here and almost stale.
Lining the walls of the chamber an eqt1idistance apart are nine
stone pedestals, each about 5 feet high. Resting on each of these

0RJGiITAL A.DVEil'fV~S REiITCARJIA1'ED • ISLE 0F DREAD


Each skull weighs about 15 pounds, and is cool, almost This huge chamber was an oyster hatchery for the kopru.
clammy, to the touch. Each skull is smoothly carved into It was designed as a habitat suitable to develop oysters
its shape, perhaps by a master craftsman or via magic. A while bathing them in the tainted waters of a demon (see
crystal skull would be worth 5,000 gp to a collector of area 17), to develop pearls that were likewise tainted by
unusual antiquities, but the act of selling one triggers the pure evil. The tainted oysters were then moved to other
effect of a bestow curse spell (save DC 15). locations in the dungeons to grow to immense size (see
If the party spends more than 10 minutes in this cham- area 2 on level 2). The chamber is currently unused, but
ber, or touch one of the skulls, the collective awakens all the trappings-a. source of corrupted briny water
and reaches out to all sentient creatures in the chamber. from area 16, and demonic taint from area 17-are still
The collective is angered that one of its kind has been here, waiting to be harnessed once again by the kopru for
removed from this chamber. Have each character make a their diabolical designs.
DC 15 Charisma saving throw; unless the character un- The water comes from area 16 and has a briny taste
derstands Abyssal, this saving throw is at disadvantage. (slightly saltier than seawater). Four troughs, each 10
Failure results in long-term madness (see the Dungeon feet wide, 60 feet long, and 5 feet deep are set into the
Master's Guide, pp. 258-260) that compels the inflicted stone floor as depicted on the map. Each trough contains
creature to remove one of the skulls and use it to locate about 1 foot of accumulated crushed oyster shell (used
the missing skull. as a substrate to spawn new oysters). If the characters

• Quest: Find and Return the Missing Crystal Skull.


• sift through the crushed oyster shells, they can find 1d4
black pearls (each worth 100 gp) for every 10 minutes
spent searching underwater. A total of 22 such pearls can
A character can use one of the other crystal skulls to
be located.
:find the missing one. This functions like a locate oiject
spell with unlimited range. While on this guest, the af- On the north wall to the left of the portcullis is a lever
flicted character clutches to the skull and will not put concealed under the water. If moved into the up position
it down, even to defend itself. with a successful DC 12 Strength (Athletics) check, the
portcullis raises. Failure on the check results in break-
If the missing skull is returned, the collective returns
ing the rusted lever, requiring the portcullis be manually
to a state of peace and serenity. The character that
lifted with a successful DC 18 Strength (Athletics) check.
suffered the madness is granted a permanent Bless-
ing of Understanding (+2 to its Wisdom score, to a
maximum of 22). AREA 16 - BRINE TANK

• •
The door from area 15 requires a successful D C 17
Strength (Athletics) check to open, since the pressure of
water from the room pushes against it. Once open, the
AREA 15 - TAINTED HACTHERY
steps fill with water to a height of 5 feet, but they con-
The metal doors to this room are rusted shut but not
tinue to climb for another 30 feet before arriving at this
locked. A successful DC 15 Strength (Athletics) check is
chamber. When the characters arrive here, continue:
needed to force them open. Another character can Help
with this check. This chamber is filled with water to a This chamber is 80 feet 1vide and 60feet deep. The ceiling is vaulted
depth of S feet. Nothing on the floor can be observed to a height of at feast 40 feet. The opposite end of the chamber is
until a character enters the room and explores. When dominated f?y a massive metal vat set on stubl?J legs fashioned into
they do, continue: the far wall and extending to 2Pithin 10 feet of the ceiling. A pair
This huge chamber measures 80 feet l?J 100 feet, 2vith a flat ceil-
of metalpipes exit the /01ver part of the va~ travel along the floor
held in place l?J stone supports, and enter the north and south Jvall.s
ing. A pair of 6-inch-diameter meta/ pipes exit the ceiling at the
heading into the direction of the previous chamber.
northeast and southeast corners. A constant trickle of water emits
from each pipe. The room reeks of organic rot intermixed 2vith the This chamber served as the water source for the lower
acrid sting of the briYfY sea. The floor is covered with dark water at levels of the dungeon. Teams of slaves toiled carrying
least afew feet deep. A corroded metalportcullis blocks a corridor earthen jugs of water from the lake and poured them
to the north) while a metal door is centered on the 2vall oppositeyou. into a shaft on the surface of the island, which found

0RJGiilAL A.DVEil'fV~S REiilCARJIATED • ISLE 0F DREA.D


its way into this chamber via a system of pipes. The wa-
ter was then corrupted by a brine elemental into a briny
•0VER._THEiR._HEA DS

seawater for use in the hatchery nearby. The vat indeed
extends into the walls and is a feat of engineering, likely
beyond the capabilities of the primitive cultures that in- T he demon restrained in the pool of corruption is a
habit the isle. Simple deduction by the characters should very difficult encounter (CR 13) for a party of char-
reveal that crafting such a massive vat would require acters, even if they are all 7th level. T he DM needs
great knowledge and expertise in engineering. The vat is to use extreme caution if the characters blunder into
80 feet in diameter and 30 feet high, and at full capacity this encounter and (figuratively and literally) get in
holds about one million gallons of water. Currently it is over their heads with the demon. However, the de-
about 75% full, from centuries of rainfall and seepage. mon is relegated to this chamber (and more specifi-
cally, to the area between the columns), so ranged at-
The brine elemental (see appendix B) still resides in the tacks could be used to the characters' advantage. The
vat, and after centuries of neglect is quite unstable. If it characters could also employ the demon slaJ•erspear (see
detects sentient creatures in the chamber it exits the vat area 14) in the battle. Of course, they can also simply
by bursting one of the pipes and aggressively attacks in flee- without fear of the demon pursuing-to fight
glee. The burst pipe gushes water, which makes the 20- another day.
foot cone in front of it difficult terrain. If reduced to
less than 30 hit points, it re-enters the vat and begins to
swim in a circular pattern, using its whelm action as often
• •
The floor is 20 feet below the passage entrance, and thus
as it can. After 3 rounds of swimming, the water in the the water depth in this chamber is 25 feet. If someone
vat will slosh vigorously, causing significant stress on the enters the chamber they are subject to the Corrupt Water
vat's legs. Each whelm action that follows has a cumula- effect, and can see the following:
tive 15% chance to destroy a leg, causing the vat co shift
enough to empty most of its water into the chamber.
A creature in the chamber when chis happens takes 35
(1 Od6) bludgeoning damage, and is swept into area 15
and stunned until the end of ics next turn. A successful
DC 15 Strength saving throw reduces the damage by half
and nullifies the stunned condition. The brine elemental
continues to attack after disrupting the tank, and fights
to the death.

AREA 17 - POOL OF CORRUPTION


The corridor to this chamber is filled with 5 feet of water
and contains a portcullis that blocks access. On the left-
hand side of the corridor is lever that controls the port-
cullis, but it is broken beyond repair. The portcullis needs
to be lifted with a successful DC 18 Strength (Athletics)
check. Once lifted or otherwise bypassed, continue:
This chamber, too, is submerged 1vith Jvater. Four stone columns
in the center of this rough!J 60-foot-by-100-foot room support the
domed ceiling, JVhich peaks at 40 feet overhead A soft green il/11-
mi11ation emits jro!Jl under the 111ater~ s11iface.

0RjGiil.A.L ADVEil"fVJQ:S REiilC.A.RJl.A.°tED • ISLE 0F DREAD


A female fey creature with flowing white hair and pale skin is the back 1vall set in a shallow niche is a shif!Y flat piece of inff;y
attached to the columns via silver chains, one on each limb. The obsidian 111ith an electrnm frame. Several gray streamlined shapes
splayed fey is forlorn and has 1vebbed hands and feet 1JJith a gos- cruise about the water.
samer dress enshrouding her delicate form. Wordless/y, she beckons
The kopru had little use for material wealth but did ac-
for aid.
cumulate a fair amount for use in dealings with civilized
The fey is a programmed illusion that lasts for 5 minutes. creatures that came to the isle. The pile of coins is a mix-
The illusion conceals a wastrilith (see appendix B), an ture of different metals and mints: 3,455 sp, 2,321 gp,
aquatic demon that can corrupt the water with the taint and 191 pp. Intermixed with the coins are nine pearls of
of evil. Centuries ago, the kopru captured this demon various shades (each worth 100 gp, although one green
and forced it to corrupt the waters of the dungeon and pearl is worth 500 gp). The ingots are copper (110), silver
the hatchery nearby. It is bound by actual silver chains (45), and gold (21). Each ingot is worth 250 coins of its
and can't move outside of the area between the columns. type.
The water of this chamber is corrupted via the wastri-
The inky black piece of obsidian hanging on the wall is a
lith's Corrupt Water trait. The demon uses its telepathy
legendary magical scrying device called an obsidian mirror
to contact the most pious-appearing character, or an ob-
(see appendix C). The mirror also contains trapped liv-
vious leader-type, and begs to be released from this foul ing creatures. It's up to the DM to determine wh.at crea-
pnson. tures- and how many-are trapped in the mirror when
After the characters discover the ruse, or when the illu- discovered. Some might be friendly NPCs that could be
sion wears off, the wastrilith attacks. It uses its Grasping convinced to join the characters at least for the short
Spout to pull a target into range to attack with bite and term. Others could be enemies that need to be defeated.
claws. Due to its binding, its range for both melee attacks
is reduced to 5 feet. Keep in mind that a target underwa- THE F0URTH LEVEL
ter is at disadvantage on the saving throw for this attack,
and as a bonus action each turn the wastrilith uses its THE VAST HOLLOW
Undertow trait. The wastrilith fights to the death.
Below level three is another massive cavern, much larger
If defeated, the silver chains and bindings can be re- than the previous one. In ancient times, this cavern (map
,
moved with a knock spell or some other magic. Each of T-6) was the domain of the kopru, and was called Mycel-
the four chains is worth 500 gp, if sold to an arcane spell- lidar (which roughly translates as "fungal sun" in their
caster. degenerate tongue). The cavern is about four miles north
There is a secret trapdoor in the floor, centered among to south, and although it varies in width, is about three
the columns. It can be located with a successful DC 18 miles east to west at its widest point. There are many
Wisdom (Perception) check. The passage below is com- unique geographical regions in the cavern, such as terrac-
pletely flooded. If the characters desire to proceed with es, hot springs, a fungal forest, a great chasm that bisects
exploring, they need a method to breathe underwater. the cavern, and an underground lake of salty seawater.
The underground lake is of particular importance, as
AREA 18 - SUNKEN VAULT hundreds of kopru are in a torpor-like slumber in the
The door to this vault is trapped with a g/yph of ward- dark waters. Ocellus, an eye of the deep, has recently
ing (cast using a 5th-level slot) that casts a cof!Jure animals used a lava tube from the ocean to discover this lake, the
spell. The glyph can be detected with a successful DC 16 kopru temple on rhe island, and the slumbering aberra-
Intelligence (Investigation) check. When opened it sum- tions. Using a well of maf!Y worlds attuned to the Elemental
mons eight mako sharks (use the reef shark statistics) Plane of Fire, Ocellus (through his ogre and mephit min-
that appear in the chamber and attack. Once the door is ions) is dumping lava into the lake to warm the tempera-
opened, continue: ture, waking up an entire civilization of degenerate aber-
rations that thirst to dominate the surface world. Ocellus
The door opens to reveal a srmken vault about 30 feet square. foolishly believes he can control the kopru due to his
Among the rotting timber of what was once several chests is a mess safeguards against their domination. But this concept is
of coins on the floor. Nearby this pile are stacked metal ingots. On likely sheer folly.

0RjGiilAL ADVEilTV~S REiilCAR!IATED • ISLE 0F DREAD


0RJGiilAL ADVEn'tv~s REiilCARJIA'tED • ISLE 0F DREAD
DM Note: There are two routes to the Vast Hollow be-
Enc0unTERS In THE VA.ST
neath Taboo Island. The first level of the temple has a
passage (area 20) that winds its way down to the hol- H0LL0W
low, leading to a terrace with hot springs in the southwest The Vast Hollow teems with creatures and they often
corner of the cavern. The third level has a side passage move about hunting prey or avoiding predators. For eve-
(area D) that is a more direct route down, exiting in the ry 2 hours the characters explore the Vast Hollow, roll
southeast corner of the cavern. 1d6, with a 1 indicating a random encounter. Roll 2d6
and consult the table below for the encounter. Following
GEITEAAL FEATV~S
the table are brief notes about each encounter.
Environment. The Vast Hollow has drier air and lacks 2D6 Monster #App XP So wee Notes
the organic stench that permeates the upper dungeons. 2 Fire lizard 1 1,100 AppendixB
Although warm near the hot springs, the ambient tem-
3 Gargoyles 2-4 450 MM,p. 140
perature drops as one moves to the north. 1-2
4 Cave bears 450 MM,p. 334 As
Ceilings. Unless otherwise noted, the ceiling height in polar
bear
the Vast Hollow averages about 250 feet. It is lower in
5-6 Cave lions 1-2 450 AppendixB
the southern portion of the cavern due to the terraces;
7-8 Giant ants 4-16 Varies AppendixB See de-
in this area it is about 175 feet high. The ceiling is damp
scrip-
and typically covered with dripping stalactites and other tion
formations. 9 Giant bats 2-8 so MM,p.323
Illumination. The entire Vast Hollow is cast in dim red- 10 Ogres 2-4 450 l\fM, p. 237
dish illumination, generated by the strange biolumines- 11 Degenerate 3-6 25 MM,p. 350 As
cent fungal mass that is attached to the ceiling (area 11). humans tribal
warrior
Residents refer to this fungal mass as the "sun," or by the
12 Earth tremor NA NA NA See de-
proper name Mycellia. Once on the opposite side of the
scrip-
chasm, the brighter hellish glow from the temple (area tion
14) can also be discerned.
An Alien World. D ue to the strange reddish glow of the CAVE BEARS
"sun," and the mud flats, hot springs, and massive fungal Several cave bears (use polar bear stats, but with dark.vi-
trees, the Vast Hollow is a strange, alien landscape. The sion out to a range of 60 feet) reside in the Vast Hollow,
DM should embellish the descriptions of this odd place in small unmarked caves along the walls. Primary prey
to keep the players on their toes. Many (mostly blind) for the cave bears includes deep rothe, lizards, and, oc-
insects and some animals-bats and rodents, typically- casionally, degenerate humans. If properly skinned and
have adapted to life in the Vast Hollow and are usually tanned-requiring a successful DC 15 Wisdom (Surviv-
present. al) check-a cave bear hide is worth 2d6 x 100 gp.

CAVE LIONS
A few prides of cave lions (see appendix B) reside in
the Vast Hollow. They almost exclusively hunt the deep
rothe, and thus typically are encountered north of the
great chasm. A cave lion pelt is worth 250 gp if properly
cut and tanned, requiring proper tools and a successful
DC 12 Wisdom (Survival) check.

01\iGiil.A.L ADVEil1'V~S REiilC.A..RJI.A.1'ED • ISLE 0F DREAD


DEGENERATE HUMANS GARGOYLES
This is a hunting party from the clan that resides in the This flight of gargoyles hail from their ledge lair in area
caves at area 8. The degenerate humans (tribal warriors) 3. \Vhen roaming away from their lair, each carries a siza-
begin the encounter indifferent, but if the characters are ble rock that can be dropped on targets below, albeit with
not quick to interact, they become hostile and attack. In somewhat poor accuracy (+2 to hit, 2d6 + 2 bludgeoning
addition to spears, each is armed with a crude shortbow damage). They could also grapple with a target instead of
(+2 to hit, range 80/320 ft., ld6 piercing damage) and 25 a typical claw attack. If successful, a gargoyle can engage
crude arrows. They flee if more than two of their band in a contest of Strength checks to lift a Small or Medium
is defeated. They can be tracked back to their cave with a target off the ground. The target is carried aloft to an
successful DC 12 Wisdom (Survival) check, or they can elevation of 10 co 30 feet, before being dropped for an
welcome the characters back to their caves if swayed to appropriate amount of falling damage. If half of these
friendly. If encountered south of the chasm, they use a creatures are defeated, the others flee back to area 3.
marked route through the worm tubes (area 5) to traverse
the great chasm. GIANT ANTS
Several giant ant colonies maintain warrens in the Vast
EARTH TREMOR Hollow. Although they are more common near the fun-
The recent link to the Elemental Plane of Fire has trig- gal forest (area 4), they can be encountered anywhere.
gered seismic activity in the region, which results in the This foraging group consists of 3d4 giant ants and 1d4
occasional earth tremor. The tremor varies in severity giant soldier ants (see appendix B for both).
and lasts for 11 to 30 (1d20 + 10) seconds. Roll 1d6 and
consult the following table for effects: GIANT BATS
D6 Effect In addition to mundane bats, the Vast Hollow hosts sev-
1-3 Minor Shock No effect on the characters or eral active colonies of giant bats. This flight is out hunt-
the ground. ing and attacks without hesitation.
4-5 Major Shock: The characters are knocked
prone unless they make a DC 10 Dexterity sav- OGRES
ing thro\v. If climbing an object (such as a cliff) This band of ogres is on an errand for Ocellus. They are
a character must make a successful DC 13 Dex- either heading to the surface or returning to the island
terity saving throw or fall and take the appropri- (area 14). There is a 50% they are carrying an unlocked
ate damage. chest holding 550 gp.
6 Severe Shock: Rocks fall from the ceiling, and
small cracks appear in the ground. The charac- VAST H0LL0W EllC0UllTER
ters are knocked prone and each must make a AREAS
DC 13 Dexterity saving throw; failure results in
talcing 7 (2d6) bludgeoning damage from falling
rocks. If climbing an object (such as a cliff) a
1. HOT SPRINGS
character must make a successful DC 16 Dex- This terrace is pockmarked with hot springs, bubbling
terity saving throw or fall and take the appropri- mud pots, and occasional steam geysers. For every 10
ate damage. minutes a character is on this terrace, he needs to make
a successful D C 14 Dexterity saving throw or suffer 5
FIRE LIZARD (1d10) fire damage from getting too close or blundering
into one of these hazards.
The fire lizard (see appendix B) that lairs in the hot
springs (area 1) occasionally wanders the cavern in search This terrace is the territory of a fire lizard (see appendix
of prey to vary its diet. If reduced to 20 or fewer hit B). For every half hour the characters explore here, there
points, it flees back to its cave. is a 30% chance of encountering the massive lizard. As it
approaches, it unleashes its fire belch, and then closes for
melee. It fights to the death.

0R.iGiilAL ADVEn'tv~s REiIICARJIA1°ED • ISLE 0F DREAD


A successful DC 15 Wisdom (Survival) check reveals a ing water into the great chasm. The forest is composed
small cave used by the fire lizard to rest. Inside the cave of a dizzying array of toadstools, shelf fungi, and capped
are the following valuables: mushrooms, many reaching heights of 10 feet or more.
• A pile of coins containing 2,345 cp, 1,112 sp, and 888 For every 30 minutes the characters spend in the forest,
gp there is a 2 in 6 chance they have an encounter. Roll on
the table below:
• A melted conglomeration of gold and silver coins
(worth 225 gp, but weighs 25 pounds) DS E ncounter
1-2 1d4 + 2 myconid sprouts (starting attitude:
• Several gems including four banded agates (50 gp
indifferent)
each), two pieces of amber (100 gp each), and a dia-
3 1d2 gas spores
mond (worth 1,000 gp)
4-5 1d4 shriekers (which attract another encoun-
• A periapt of health ter)
• A folding boat 6 1d3 violet fungi
7 2d4 giant ants and 1 giant soldier ant (see
2. TERRACES appendix B for both)
In the southern part of the Vast Hollow are several nat- 8 1 yellow mold (see Dungeon Master's Guide,
ural terraces. There are hundreds of stalagmites here, p. 105)
and some even form small copse-like petrified "forests." There is a circle of myconids that lives in the fungal for-
These stalagmites can be used as cover from predators. est, in a few low caves along the west wall. They tend fun-
E ach terrace is about 25 to 35 feet lower than the previ- gal plots, gather spores, and generally care for the delicate
ous one. These can be navigated with a successful D C ecosystem of the forest. The settlement contains the fol-
13 Strength (Athletics) check although it takes about 10 lowing myconids:
minutes to complete. Failure by more than 5 indicates a
fall and 7 (2d6) bludgeoning damage.
Encounters here are likely to be with the fire lizard (from
area 1), the gargoyles (area 3), and even some scattered
herds of 4d4 deep rothe (see appendix B).

3. GARGOYLE ROOST
This location is a shelf about 60 feet above the cavern
floor. There is no trail to the shelf, but the wall can be
scaled with successful DC 16 Strength (Athletics) checks.
A pack of eight gargoyles roost on this ledge. They are
aware of Ocellus and are considering pledging their ser-
vices to him and his dark plan.
The ledge is about 100 feet long and 40 feet at its wid-
est point. It is littered with broken bones, bits of debris,
and the following incidental treasure: 111 gp, 23 pp, three
pieces of obsidian (each worth 100 gp), a red spinel
(worth 500 gp), a +1 shield, and a potion of swimming (see
appendix C).

4. FUNGAL FOREST
This area contains a soft layer of moist soil, deposited
here from runoff by a nearby waterfall and river. The
river winds its way from the west wall, eventually deposit-

@RiGinAL ADVE n'tv~s REiilCARJIA1'ED • ISLE 0 F DREA D


• 24 myconid sprouts 206 E n counter
• 4 myconid adults 2 1 purple worm
3-4 1 juvenile purple worm (see appendix B)
• 1 myconid sovereign named Acitimycetes
5-8 1d3 purple wormlings (see appendix B)
If the myconids are encountered, they likely seek to par- 9-10 1 green slime (see Dungeon Master's Guide
ley with the adventurers. Being peaceful, the myconids p. 105)
prefer to be left to their own devices and their simple 11 Cave-in (20 ft. area; DC 14 D exterity save or
lifestyle of melding and tending the forest. Recently, a 10 (3d6] bludgeoning damage)
nearby nest of giant ants have aggressively disrupted the 1 purple worm
12
delicate balance of the fungal forest. Unless the nest is
destroyed the myconids feel they will not be able to repair
the damage done to the fungal forest. The characters are
6. ROPE BRIDGE
granted an audience with the sovereign, where he pleads Ocellus recently ordered his ogre nuruons to build a
his case. If the PCs agree to help, they are invited to meld rope bridge to span the great chasm, to facilitate move-
with the community. Eight hours later, they know the ment between the island and the upper surface levels of
location of the giant ant nest (to be developed by the the dungeon. Since wood is scarce in the underground ,
DM). If the party succeeds in destroying the nest, the bones have been used instead of wooden planks. The
myconids are indebted to them. The myconids' reward bridge is about 600 feet long from end to end, secured by
should be determined by the DM to suit the campaign, thick ropes tied to metal poles sunk into the cavern floor.
but here are some suggestions: Walking across the bridge at normal speed is easy, yet
slightly unnerving. The ropes can be severed by slashing
• Knowledge of a hidden route (depicted on map T-6)
that leads to the other side of the chasm; this route
was once used by kopru minions, but now exits in the
cave of a tribe of degenerate humans (area 8)
• A + 1 longSJJJord hidden with the fungus-dad skeletal
remains of an adventurer
• Three potions of 1JJater breathing

5. PURPLE WORM TUBES


At this location near the great chasm are numerous
10-foot-diameter tubes carved into the stone floor of the
cavern. These were created by purple worms, and even-
tually meander their way below and to the other side of
the great chasm. It requires a DC 18 Wisdom (Survival)
check to find the route to the other side. A successful
check results in a 30-minute journey. For every 1 point
the check is missed by, the trek's duration increases by 10
minutes. A critical failure results in getting lost for l hour
and needing to make another check. A critical success
results in finding a route that takes only 15 minutes (and
no encounters).
For every 30 minutes in the worm tubes, the characters
have an encounter. Roll 2d6 to determine what threat the
characters encounter:

0RjGiilAL ADVE OfVIQ:S REiil C ARJIA'fED • ISLE 0F DREAD


damage (AC 11, 10 hit points), and severing two ropes ru, but now they worship Mycellia, the "sun" that bathes
will collapse the bridge completely. A creature can hold the Vast Hollow in dim reddish light. A primitive people,
onto the partially-collapsed bridge with a successful DC their legends hold that if Mycellia is snuffed out, so, too,
13 Strength (Athletics) check. will be the tribe.
Ocellus has stationed three ogres at the northern end of The tribe consists of 34 adults (tribal warriors), plus an-
the bridge to prevent unauthorized access to that part of other noncombatant 14 elderly and young. The women
the cavern. These brutes are armed with greataxes (2d12 and men of the tribe fight alongside each other and share
+ 4 slashing damage) in addition to carrying four javelins the hazardous duty of hunting for food. Their disposi-
each. The ogres hang back and throw their javelins but tion is hostile at first, but a show of strength or flashy
move onto the bridge if need be. If that does not dis- magic is enough to cow them into an indifferent state,
suade the characters, one of the ogres does not hesitate and possibly set the stage to sway them to friendly. Note
to use his greataxe to collapse the bridge. that they do not speak Common, so communication
Combat on the unstable bridge can be hazardous. Each might be a challenge.
time a creature takes damage while on the bridge, it needs If swayed to friendly they welcome characters to their
to succeed on a Dexterity saving throw (the DC equals 5 cave to share a simple meal of lizard stew and fungus.
+ the damage incurred) or be knocked off the bridge. A The PCs get a chance to see the numerous cave paintings
target knocked off can attempt a DC 17 Dexterity saving that depict the ancient domination of their people by the
throw to grab onto the bridge, otherwise, he falls into the kopru. The tribe can give the party any information the
chasm and suffers 35 (1Od6) bludgeoning damage. D.M feels they need, should they still lack an understand-
ing of the aberrations. The tribal leader can warn the
7. GREAT CHASM characters about an ancient evil stirring at the lake, that
The great chasm stretches from wall to wall and provides threatens to shine brighter than Mycellia-but he is not
a natural barrier to the northern part of the Vast Hollow. convinced the evil is the kopru. Recently the tribe's "prin-
At any given location, the chasm stretches for 500 to 700 cess," a comely warrior maiden named Dia, was captured
feet. Typically, it is 100 feet deep, but this depth can vary by ogres, and likely transported to the island shrine.
by up to 20 feet. Climbing up or down the walls of the These degenerate humans also revere the "rock man," a
chasm requires a successful DC 14 Strength (Athletics) mineral-encrusted emaciated humanoid in the fetal posi-
check. tion found decades ago on one of the upper levels and
There are several ways to cross the chasm. These include transported here as a curiosity. The "rock man" is main-
the rope bridge guarded by ogres (area 6), the purple tained in its own chamber, decorated with offerings of
worm tubes (area 5), or the secret passage (between areas fungus. It is believed that he is the founding father of
4 and 8). Of course, the characters could use magic to fly this tribe, but this is not true. Under the mineral shell are
across the bridge, or just climb down one side and then the preserved bleached bones of an ancient adventurer,
back up the other. If climbing, this likely disturbs several an elf named Shea that met his demise on the third level
giant bats that roost in the chasm. Each route that the centuries ago. He is stilled wrapped in a cloak of elvenleind,
PCs climb in the chasm has a 60% chance to disturb 1d4 wears a ring of protection on a bony finger, and carries a
+ 2 giant bats, which attack. /11ck blade (that has no charges remaining).
Development. If the myconids (see area 4) agree to
8. DEGENERATE HUMANS show the characters the secret route to traverse the
In a large cave on the northern side of the Vast Hollow chasm, it exits into the cave of the "rock man" through
is a tribe of degenerate humans. These primitive humans a secret door unknown to the degenerate humans. If this
where once more common in the Vast Hollow, but now route is used by the party, the tribe is hostile and all social
this is the last of their kind. They subsist on the plenti- interaction skill checks are made at disadvantage.
ful deep rothe, and supplement their diet with gathered
fungi and additional meat from lizards and giant insects.
Centuries ago, these humans were the thralls of the kop-

0R.iGiIIAL ADVEilfUR._ES REiIICAIQ1AfED • ISLE 0F DREAD


9. NORTHERN CAVERN several of the potions, and tracks down the characters
orth of the great chasm is a relatively flat section of the while still in the Vast Hollow (perhaps at area 14) to exact
her revenge with no quarter.
cavern. The floor is covered with a fine coating of molds
and lichens, nourished from the dampness and the pale Her hoard is substantial but only contains white, silver,
illumination from Mycellia, above (see area 11). Herds of or platinum objects:
deep rothe (see appendix B), often in groups of 1d10 +
• 27, S68 sp
10, are plentiful in this area.
• 4SS pp
10. EVEN FUTHER DOWN • 11 pieces of pure white coral (each worth SO gp)
There is a passage along the northwestern wall that leads • 34 gems (all chalcedony, each worth SO gp)
deeper into the bowels of the earth. If the DM wishes
• Si.x white pearls (each \\'Orth 100 gp); one is a pearl of
tO expand the adventure, the caverns at the end of this
power
passage would be ideal.
• A massive diamond (worth S,000 gp)
11. MYCELLIA • A silver box (empty, but worth 200 gp)
At this location, on the ceiling (a full 220 feet above the
• A platinum-framed mirror (worth 4SO gp)
cavern floor) is a massive fungal colony about 1,200 feet
in diameter. This colony is called Mycellia by the dwellers • A silvered dagger with a silver scabbard set with dia-
of the Vast H ollow, and "her" biolurninescent radiance monds (worth 675 gp for the set)
acts as the sun in this alien landscape and "she" has per- • A platinum necklace set with white pearls (worth
sisted for centuries. As long as this fungal colony lives, 4,600 gp)
a dim illumination is cast throughout the Vast H ollow.
• A mithral chain shirt
The great colony was originally cultivated by the kopru,
and each year it expands by a few feet in either direction, • Boots of elvenkind (with silver laces; worth 25 gp each)
leaching off nutrients that seep through the ground. Al- • A silver scroll tube set with onyx (worth 200 gp) that
though the colony could be destroyed (and undoubtedly holds two spell scroll.r. logs to lizards and wall of 1vater (see
the kopru have that secret), such a task would be difficult appendix C for both)
and time-consuming.
• A crystal skull of a kopru (see area 14 on the second
level for more details)
12. DRAGON'S LAIR
This location is a cave situated about 120 feet off the Hidden in a recess in the east wall lS feet above the floor,
floor of the cavern. There is no path to this cave; ei- located with a successful DC 22 Wisdom (Perception)
ther magic or climbing is required to gain access, and the check, is a metal box that contains six crystal vials (each
long climb requires several DC 18 Strength (Athletics) worth 40 gp). Each vial holds a potion of St1pren1e healing.
checks. If this mundane method is used, the arduous as- Development. The likeliest way the characters can find
cent alerts the occupant in the cave, who then has plenty this location is if they use one of the crystal skulls (see
of time to shake off the throes of her slumber ... area 14 on level 2) to lead them to the missing crystal skull
The cavern is a single chamber, perhaps 2SO feet in diam- in Duskulai's hoard. Transporting the treasure down the
eter. Sleeping on a pile of treasure is Duskulai, young cliff face could be an adventure in and of itself
black shadow dragon (see appendix D). Unless awak-
ened, she is in a deep slumber. If the characters catch her 13. LAKE OF THE KOPRU
still asleep, it takes her 6 rounds to become fully aware Although fed by at least one stream from above, this lake
of her surroundings. During this time, all her attack rolls is primarily fed from the ocean via several lava tubes.
and skill checks are at disadvantage. If reduced to less Therefore, the water is briny, almost as salty as the ocean.
than 30 hit points, she attempts to parley with the char- The lake is about 1 mile by 1.S miles in size. The water is
acters, offering a few items of her hoard (but not the cold, and although shallow near the edges, it drops to an
potions) for a peaceful accord. If this works, she quaffs

0pjGiITAL A.DVEil'fV~S REiITCAIQIATED • ISLE 0F DREAD


average depth of 50 to 60 feet in most locations. A single 14. ISLAND TEMPLE OF THE KOPRU
island (area 14) breaks the surface and can be seen due
Secluded on an island in the underground lake is an an-
to the illumination coming from the top of the temple
cient step pyramid temple once dedicated to the kopru.
located on the island.
Now it is the lair of Ocellus, a power-hungry eye of the
Floating throughout the lake are hundreds of kopru, in a deep (aquatic beholder) bent on waking the slumbering
strange hibernation-like torpor. Each kopru is encased in kopru nation and unleashing them on the isle, and even-
a slimy protective cocoon that moves about at the whim tually spreading to the mainland. Ocellus is restricted to
of the lake's currents. The cocoons are buoyant, and oc- the lower level of the temple but his many minions carry
casionally one bobs to the surface. In order to wake the out his detailed instructions with unwavering loyalty.
kopru, the water temperature must be increased-but
The island is about a mile &om shore but can be clearly
gradually, otherwise the kopru dies. Occasionally a co-
observed as the lava that spews forth from the well of
coon washes ashore but a scavenger usually consumes
many worlds atop the pyramid flares brightly in the Vast
the helpless kopru soon after.
Hollow. The characters need to swim (the water is calm;
Recently, a giant octopus has entered the lake from one the Strength [Athletics] check DC is 10), craft a raft, or
of the lava tubes. It was attracted to the warmer tempera- use magic ro make the water crossing. Lashing together
tures and the abundant food source (the kopru) . After several large mushroom stalks (from the fungal forest) is
eating a few, it finds them distasteful and now it seeks an good enough to fashion a makeshift raft that fl.oats.
alternate food source, but it can't seem to find its way out The pyramid is 240 feet square and 180 feet tall. It is
and back to the ocean. The giant octopus stays near the divided into nine steps, each 20 feet high. A set of stone
bottom but will investigate any splashing on the surface stairs on the southern side lead to the top of the struc-
(swimming) or a boat crossing, as the surface normally ture.
remains placid.
KEY TO THE ISLAilD TEMPLE
OF THE KOPR_V (JlIAP T-7)
K1. The "beach" surrounding the island is more akin to
a mud flat. Moving through the morass is difficult ter-
rain, although a rough trail of stepping stones can be
discovered with a successful DC 14 Wisdom (Percep-
tion) check. If a creature stays on the stepping stones,
unhindered movement is possible.
Centuries ago, when the temple was occupied by the
kopru, numerous guardians protected the island. Today,
only four mud golems (see appendix B) remain. These
constructs confront creatures attempting to reach the
stairs of the pyramid. The mud golems close with targets
and seek to use their Envelop action to snuff the life out
of intruders.
K2. The top of the pyramid is 100 feet on a side, but
partially covered by cloud of steam (that lightly obscures
objects). Two 40-foot-tall statues flank the stairs at the
top, depicting kopru with humanoid legs (and only one
tail fluke), with arms outstretched to the cavern ceiling
above. A 10-foot-high platform encircles a 40-foot-
square opening to the lower reaches of the temple. On
the north side of this platform, lava seems to weep out
of the stone like a wound, slowly tumbling down the in-

01\jGiilAL ADVEilfURJSS REiilCAlQlATED • ISLE 0F DREAD


terior side of the temple, into the water below, belching ure indicates touching the lava and suffering 16 (3d10)
forth the steam. The whole structure mimics a miniature fire damage.
volcano that's about to erupt! There are three doors on this landing: one to the west
The pyramid top is guarded by five ogres loyal to Ocel- (that leads to area K4), one to the south (that leads to
lus. They are under instructions to prevent any creatures area KS), and one to the east (that leads to area K6). Each
from disrupting the flow of lava into the water below. of these stone doors leads into the interior of the temple
The ogres are willing to use an Attack action to shove (not depicted on the map, and left up to the DM to flesh
creatures over the side. The 200-foot fall only inflicts out fully). The stone steps end at a platform, some 20
half the typical damage-35 (1 Od6) bludgeoning dam- feet above the water's surface (area K7).
age, due to the watery landing-but on its next turn the K4. This set of six interior rooms, located to the west,
fallen creature has to potentially deal with drowning. served as quarters for the under priests. The rooms are
Chained to one of the statues is Dia, a "princess" of the now inhabited by the ogres loyal to Ocellus. Three more
degenerate humans (female tribal warrior, AC 10) that ogres rest here, ready to relieve the guards in area K2 or
live in area 8. She was captured by the ogres while snoop- run errands for their aquatic master. The ogres have ac-
ing around the lake shore, and Ocellus commanded she cumulated a good deal of treasure hidden in the various
be sacrificed to the fire gods. The chains can be burst chambers. This includes 1,779 gp, 24 pp, an assortment
with a successful DC 20 Strength (Athletics) check, or of animal pelts (three are valuable-worth 50 gp, 250
their locks can be picked with a successful DC 17 Dex- gp, and 800 gp, respectively) not needed due to the heat
terity check using thieves' tools. One of the ogres (de- provided by the lava, a collection of six jade statuettes of
termine randomly) has the key hidden in the folds of kopru (each worth 400 gp), and an ivory box lined with
its loincloth, which requires a successful DC 12 Wisdom mother of pearl (worth 675 gp) holding two vials of oil
(Perception) check to locate. of sharpness.
The source of the lava is actually a 1nll of many worlds K5. This set of nine interior rooms, located to the south,
that is attuned to the Elemental Plane of Fire. At the served as the high priest's chambers. Recently, a gang of
start of every turn where a creature is within 10 feet of steam mephits that have come through the well of ma'!)'
it, the creature suffers 3 (1d6) fire damage due to the worlds have claimed these halls as their own. In addition
heat radiating off the lava. A successful DC 17 Intelli- to the six located in the shaft, four more steam mephits
gence (Arcana) check can reveal the source of the lava is dwell here. They engage in hit-and-run tactics, but ulti-
a magical device. The 1pelf of many 1J1orlds can be closed by mately are not interested in dying for Ocellus. If possi-
spending an action to fold the 6-foot-diameter magical ble, they flee back into the well of many worlds. Hidden in
cloth, but doing so requires corning into contact with the one of the rooms under a pile of rocks, located with a
lava which causes 38 (7d10) fire damage. successful DC 15 Wisdom (Perception) check, are seven
matching rubies (each worth 500 gp) .
K3. A 10-foot-wide stone staircase winds its way around
the interior shaft that leads below. The stone steps are K6. This is the lowest level in the temple, a set of 12 in-
slick with condensation from the persistent steam. Mov- terior rooms, located to the east. These halls once served
ing at half speed is safe, but faster movement or combat as storerooms, slave pens, and barracks. Today, a crazed
on the steps requires a successful DC 14 Dexterity saving fire elemental roams these rooms, scorching the walls
throw. Failure indicates falling prone, and failure by 10 or with Ignan graffiti, and generally trashing the place. The
more indicates a creature falls over the side and takes the elemental passed through the well of many worlds but be-
appropriate falling damage. came disorientated and fell into the water. Although not
an ally of Ocellus, the fire elemental nevertheless fights
A gang of six steam mephits hang out in this area,
to the death.
bathing in the constant steam. They attack any creatures
heading down the stairs. K7. The lower reaches of the temple house a pool of
heated water; it is noticeably warmer than the lake. The
The lava oozes over a portion of these steps. This lava
pool is attached to the lake via several flooded lava tubes.
stream needs to be crossed with a successful DC 15
The water is about 50 feet deep here.
Strength (Athletics) or Dexterity (Acrobatics) check. Fail-

01\jGiilAL ADVE n"tv~s REinCAR!IA'tED • ISLE 0F DREAD


This is where Ocellus, an eye of the deep (see appendix month to finish the wal<ing process. If this occurs, the
B), makes his lair and directs his air-breathing minions to DM needs to step back and determine the direction his
do his bidding. By heating the water of the lake via the campaign takes from here.
lava from the 2vell of many 1vorlds, Ocellus plans to arouse
Ocellus has recently located a much larger (about double
all the kopru from their torpor. Relying on his magical
the size) kopru specimen and moved it to this pool to
ring of fey ancestry (see appendix C; worn on one of his
accelerate the waking process. The cocoon is tethered to
eyestalks), he believes he is immune to the kopru's domi-
the bottom with a stout kelp frond, out of the direct heat
nation abilities. He expects the degenerate aberrations to
of the lava stream. This is actually a kopru sovereign
be thankful for their release, and willingly follow his de-
(see appendix B), and under the current conditions it will
sire for conquest. Should the characters not disrupt the
fully wake from its torpor in about 12 hours ...
eye of the deep's nefarious plan, in about six months, the
lava heats the entire lake to a temperature warm enough HERE ENDS THE EXPLORATION OF (AND BE-
to begin waking the kopru. It then takes another full LOW) THE ISLE OF DREAD!

MAP T-7
ISLAND TEMPLE
OF THE KOPRU

0zjGiilAL ADVEn1'v~s REincA~IlA1'ED • ISLE 0F DREAD


APPENDIX C

New Items &... Magic


llEW A.R1lI0R
Armor Cost Armor Class (AC) Streng th Stealth Weight
Medium Armor
Wicker 2gp 11 + Dex modifier (max 1) Disadvantage 12 lbs.
Bone 50gp 14 Str 13 Disadvantage 20 lbs.

Bone. This armor is a woven mesh of bones and animal Wicker. This armor is comprised of woven reeds that
teeth, typically worn by native tribesmen. Although form a protective vest for the torso, and sometimes arm
macabre, some cultures consider it an honor to use the and leg guards. Although not very protective, it is cheap
bones of opponents that have fallen in battle. Creating and simple to manufacture and is relatively lightweight.
bone armor requires a trained craftsman and can take
days co design a custom-designed set for a warrior.

llEW WEA.Pens
Name Cost Damage Wt Properties
Simple Afelee 1Peqpons
Macana 2gp ld6 slashing 3 lbs. Versatile (1d8)
Martial 1Helee Weqpons
Cutlass 15 gp 1d8 slashing 5 lbs. Finesse
War Claws 25 gp 1d6 slashing 1 lbs. Finesse, light
Martial Ranged Weapons
Atlatl 4 gp 3 lbs. Ammunition (range 40/150)
War Boomerang 10 gp 1d6 slashing 2 lbs. Thrown (range 25/100)

Atlatl. The atlatl is a simple device used to launch jave- War Boomeran.g. This curved throwing weapon has a
lins for greater range and with greater penetration. A bladed edge. If the boomerang misses its target, it re-
javelin used as ammunition has a range of 40/150 feet turns to the thrower unless a critical failure occurred.
and causes 1d8 piercing damage. The thrower can use a reaction to catch the war boomer-
ang with a successful D C 10 Dexterity check. Otherwise,
Cutlass. A cutlass is a heavy sword with a curved blade,
the war boomerang falls at the thrower's feet.
favored by pirates and sailors. I t often has a fancy basket
hilt to protect the hand that some skilled wielders can War Claws. Favored by the rakasta, this is a gauntlet with
use to aid in disarming or parrying another weapon blow. sharp talon-like metal claws, designed to augment an un-
armed strike. If used co attack, no other weapon can be
M acan a. A macana is a primitive wooden paddle set
wielded in this hand.
with sharp pieces of rock or animal teeth.

0RjGiilAL ADVEil1'U~S REiilCARPA1'ED • ISLE 0f DREAD


llEW Jb:A.GIC ITEJb:S hit a demon with this weapon, you can choose to either
deal 4d6 damage of the weapon's type, or deal 2d6 dam-
age and stun the demon. When stunned, the demon must
BOOTS OF WATER WALKING make a DC 16 Constitution saving throw. On a success,
Wondrous item, uncommon (requires attunement)
the demon is stunned until the beginning of its next turn.
These boots are leather and covered with a magic oil On a failure, the demon is stunned until the end of its
that resists all liquids. While wearing these boots, you next turn.
are granted the ability to move across any liquid surface,
such as water, acid, mud, snow, or even lava, as if it were OBSIDIAN MIRROR
solid ground. If you become submerged in a liquid while Wondrous item, legendary (requires attunement by a spellcaster)
wearing these boots, each turn the boots carry you 60
These rare items are flat, polished obsidian, typically in
feet towards the surface. The boots function for a total
an irregular shape but about 4 feet in diameter. Often the
of 1 hour per day. To use them again, you need to finish
mirror is encircled with a silver or platinum frame, and
a long rest.
sometimes adorned with runes or decorations. The mir-
ror weighs about 100 pounds, has AC 15, 25 hit points,
BOTTLE OF AIR and resistance to piercing and slashing weapons. If re-
Wondrous item, uncommon
duced to 0 hit points it shatters and is destroyed. The
This is a bottle of clear or blue glass, about the size of mirror must be hung on a vertical surface and then at-
a wine bottle. It often has a fancy cork, inscribed with tuned to the user for it to function.
runes in a precious metal. While empty, it appears to hold
The obsidian mirror functions as a combination of a crys-
a faint swirling of smoke. If filled with a liquid, the bot-
tal ball of telepatf?y and a modified mirror of life trapping (that
tle ceases to function until emptied and allowed to com-
can only trap at most nine creatures). When found, there
pletely dry, which takes a long rest.
are 2d4 creatures already trapped in an obsidian mirror.
If held up to your mouth and inhaled while saying the
command word, your lungs fill with magical air that PEARL OF THE SIRINES
grants you the ability to breathe water for 24 hours. The Wondrous item, rare (requires attunement)
bottle holds enough for six Medium creatures to use be-
This is a pure white pearl, sometimes with light blue
fore a long rest is needed to recharge.
swirled patterns on its surface. Often, the pearl is mount-
ed on a ring or neck.lace. The pearl appears to be flawless
CURSED SHIELD and worth at least 1,000 gp, although a successful DC 15
Armor (shield), uncommon (requires attunement)
Intelligence (Arcana) check or an identify spell reveals its
Upon initial examination, this appears to be a magical greater abilities. Once attuned, the bearer of this pearl
shield that grants an additional + 1 bonus to AC. gains the ability to breathe water, a swimming speed of
Curse. Once attuned, the bearer discovers this shield 40 feet, and the ability to understand (but not speak)
actually bestows a -2 penalty to AC (so in essence the Aquan.
shield's regular +2 bonus is nullified). The shield can't
be put down or discarded. Only a remove curse spell cast POTION OF SWIMMING
Potion, common
on the shield nullifies the cursed effect so it can be dis-
carded. The shield remains cursed however. This oily fluid tastes salty and has a strong smell of the
ocean at low tide. Once imbibed, you have a swimming
DEMON SLAYER speed of 30 feet that lasts for 1 hour.
Weapon (any), rare

You gain a + 2 bonus to attack and damage rolls made


with this magic weapon.
When you hit any fiend with this weapon, the fiend takes
an additional 2d6 damage of the weapon's type. If you

01\iGiDAL ADVEil'tV~S REiDCARJIA'fED • ISLE 0F DREAD


POTION OF UNDEAD CONTROL
Potion, rare

This liquid is typically stored in a clay or earthenware


canopic jar or vial. The liquid smells like a rotting corpse,
but the taste is surprisingly sweet and pleasant. Once
quaffed, you can cast a special dominate 111011ster spell on an
undead creature. The effect is concentration-based and
lasts up to 10 minutes.

RING OF FEY ANCESTRY


Ring. rare (requires attunement)

These silver bands are often decorated with a leaf pat-


tern and are typically wrought from silver or rnithril.
Most commonly, they are forged and enchanted by el-
ven smiths and granted to non-elven allies. Once attuned
to the ring, the wearer has advantage on saving throws
against being charmed, and magic effects can't put the
wearer to sleep.

SWORD OF ALLURING
Weapon (any sword), rare

When you wield this magic sword, you gain a +2 bonus


to attack and damage rolls. In addition, once per day you
can innately cast charm person (save DC 15) as an action.

LEGEITDAR .)7 ITEMS OF


ELEMEilTA L POWER._ EBON PEARL
Wondrous item, legendary (requires attunement by a spellcaster)
These four legendary magic items currently reside on the
Isle of Dread. The DM is encouraged to flesh out the The Ebon Pearl is about the size of an orange and weighs
backstory of each of these powerful unique magical ob- about 5 pounds. I ts surface is smooth and black, pure as
jects, and why they are all currently located on the isle. the darkest night.
Since they have an affinity for raw elemental power, they The Ebon Pearl functions as a special pearl of po1JJer. The
were likely all transported here for some use regarding bearer can speak Aquan. The pearl has 4 charges and
one or more of the Elemental Gates (see chapter 3), but can be used up to three times per day. At dawn, the pearl
through various quirks of fate are now "lost." regains 1 charge. The attuned bearer can use an action
DM Note: Altl1ough not artifacts, these are powerful to speak the command word to regain an expended spell
magic items that can shift the power base of a campaign. slot. It costs 1 charge to regain a spell slot of 1st to 3rd
The D M is encouraged to use caution if introducing one level, 2 charges to regain a spell slot of 4th to 6th level,
(or more) of these magic items. If the characters find and 4 chargers to regain a spell slot of 7th to 9th level.
one of these, it's likely powerful NPCs will soon learn of
the acquisition (especially if they return to the mainland) GEM OF ACUITY
and become very interested in the characters. Wondrous item, legendary (requires attunement)

This gem appears to be a large multi-faceted ruby shaped


like a prism. The gem occasionally glints, even if not in
direct sunlight.

0.RjGiilAL A.DVE ilTV ~S REi il CARJIATED • I SLE 0F DREAD


The Gem of Acui!J is a special gem of seeing. Once attuned,
llEW SPELLS
the bearer can speak and understand Terran. The gem has
4 charges. In addition to using a charge to grant truesight
out to a range of 120 feet for 10 minutes, charges can LOGS TO LIZARDS
3rd-level transmutation
be expended to cast the following spells: detect magic (1
charge), detect thoughts (save DC 17; 2 charges), locate crea- Casting Time: 1 action
ture (4 charges), or locate object (2 charges). Range: 60 feet
Components: V, S, M (one sizable log, about 5 feet long
At dawn each day, the gem regains 1d3 charges.
and 6 inches in diameter, per lizard)
Duration: Concentration, up to 10 minutes
RING OF CAELI
Ring, legendary (requires attunement) This spell transforms up to three normal logs into giant
lizards (with maximum hit points). The giant lizards are
This magical ring is a platinum band etched with faint
friendly to you and your allies and can be commanded
swirling patterns which glow when expending charges. A
to attack or perform simple duties. If slain, or at the end
light blue sapphire is prominently mounted on the ring,
of the duration, the lizards turn back into mundane logs.
encircled by eight tiny pale sapphires that are difficult to
discern. As a bonus action, the attuned wearer can make At Higher Levels: When you cast this spell using a spell
the ring invisible while being worn. slot of 4th level or higher, you create one additional
lizard for each slot level above 3rd, assuming there are
The Ring of Caeli is an enhanced ring of air elemental com-
enough logs in range.
mand. In addition to its normal powers, the ring has an
invisible stalker bound to it (specifically, the large sap-
phire). Once per day, the attuned wearer can summon SERPENT MISSILE
/st-level evocation
the invisible stalker as per a con.Jure elemental spell, without ...
concentration, for a duration of up to 6 hours. Casting Time: 1 action
Range: 120 feet
UNDULATING BLADE Components: V, S, M (one snake scale or fang per mis-
Weapon (greatsword), legendary (requires attunement) sile)
Duration: Instantaneous
This greatsword has a wavy (flame-like) blade edge as per
a fl..amberge sword. The handguard is black metal, shaped This is a variation of the popular magic missile spell. You
like flames licking up toward the blade. The pommel is create two green glowing missiles shaped like stiff snakes.
wrapped black leather, with a blood red ruby affixed at Each missile strikes a target of your choice you can see
the end. within range. The missiles can target two different crea-
tures. Each missile causes 2d4 poison damage.
The Undulating Blade is a special flame tongue. In addition
to its normal powers, the attuned wielder can speak and At Higher Levels: When you cast this spell using a spell
understand Ignan. The undulating blade has 3 charges slot of 2nd level or higher, the spell creates one addi-
that can be expended to cast one of the folio'wing spells: tional missile for each slot level above 1st, assuming you
fire bolt (2d10 damage; 1 charge), fire shield (3 charges), or have enough material components.
flaming sphere (3d6 damage; save DC 17; 2 charges).
The Undulating Blade regains 1d3 charges at dawn each
day.
-

0NGiil.A.L ADVEilTV.Rj:S REiilC.A.RJl.A.TED • ISLE 0F DREAD


SN ~K¥. Cll~RM. Wt\.LLO"F Wt\.'l'~R
1st-level enchantment 3rd-level evocation

Casting Time: 1 action Casting Time: 1 action


Range: 60 feet Range: 60 feet
Components: V, S Components: V, S, M (a drop of water)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes
By swaying your holy symbol and your whole body, you You create a wall of water on the ground at a point you
create a hypnotic effect that charms snakes. All snakes can see within range. You can make the wall up to 30 feet
within range must make a successful Wisdom sav- long, 10 feet high, and 1 foot thick, or you can make a
ing throw or become charmed for the duration. While ringed wall up to 20 feet in diameter, 20 feet high, and
charmed, the snakes are incapacitated and have a speed 1 foot thick. The wall vanishes when the spell ends. The
of 0. If the snakes were aggressive (i.e., attacking) when wall's space is difficult terrain.
this spell is cast, or they are giant varieties of snakes, their Any ranged weapon attack that enters the wall's space
saving throw is made at advantage. has disadvantage on the attack roll, and fire damage is
halved if the fire effect passes through the wall to reach
STICKS TO SNAKES its target. Spells that deal cold damage that pass through
3rd-level transmutation the wall cause the area of the wall they pass through to
Casting Time: 1 action freeze solid (at least a 5-foot-square section is frozen).
Range: 120 feet Each 5-foot-square frozen section has AC 5 and 15 hit
Components: V, S, M (one stick, such as a branch or points. Reducing a frozen section to 0 hit points destroys
torch, per snake) it. When a section is destroyed, the wall's water doesn't
Duration: Concentration, up to 10 minutes fill it.
This spell transforms up to eight normal sticks or
branches to constrictor snakes (with maximum hit
points). There is a 55% chance that each snake is a poi-
sonous snake (also with maximum hit points) instead.
The snakes are friendly to you and your allies and can be
commanded to attack or perform simple duties. If slain,
or at the end of the duration, the snakes turn back into
mundane sticks.
At Higher Levels: When you cast this spell using a spell
slot of 4th level or higher, you create two additional
snakes for each slot level above 3rd, assuming there are
enough sticks in range.

0zjGillAL ADVEn'f'v~s REillCARJIA'fED • ISLE 0F DREAD


ll0llPLA.YER CHARACTERS
The following nonplayer characters (NPCs) occur throughout the pages of this adventure. Their full statistics are pro-
vided in this central location for ease of use during the game.

DUSKULAI, YOUNG BLACK wide. Each creature in that line must make a DC 15
SHADOW DRAGON Dexterity saving throw, taking 49 (11 d8) necrotic dam-
Large dragon, chaotic evil
age on a failed save, or half as much damage on a suc-
cessful one. A humanoid reduced to 0 hit points by
AC: 18 (natural armor) this damage dies, and an undead shadow rises from its
Hit Points: 127 (15d10 + 45) corpse and acts immediately after Duskulai in the ini-
Speed: 40 ft., fly 80 ft. , swim 40 ft. tiative count. The shadow is under Duskulai's control.

STR DEX CON INT This draconic creature has faded dull gray scales and
WIS CHA
19 (+4) 14 (+2) 17 (+3) 12 (+ l) 10 (+O) 15 (+2) translucent features with pale eyes. It has curving seg-
mented horns on its head along with spikes. It flickers a
Saving Throws: Dex +5, Con +6, Wis + 3, Cha +5 f orked tongue as shadowy drool drips from the corner
Skills: Perception +6, Stealth + I 0 of its toothy maw.
Damage Resistances: necrotic
Damage Immunities: acid
Senses: blindsight 30 ft., darkvision 120 ft., passive
Perception 16
Languages: Common, Draconic
Challenge: 10 (5,900 XP)
Amphibious: Duskulai can breathe air and water.
Living Shadow: While in dim light or darkness,
Duskulai has resistance to damage that isn't force, psy-
chic, or radiant.
Shadow Stealth: While in dim light or darkness,
Duskulai can take the Hide action as a bonus action.
Sunlight Sensitivity: While in sunlight, Duskulai has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

ACTIONS

Multiattack: Duskulai makes three attacks: one with


her bite and two with her claws.
Bite: Melee Weapon Attack: +8 to hit, reach l 0 ft., one
target. Hit: 15 (2d10 + 4) piercing damage plus 4 ( l d8)
necrotic damage.
Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
Shadow Breath Weapon (Recharge 5-6): Duskulai
exhales shadowy acid in a 30-foot line that is 5 feet

0RjGinAL ADVEil'f'VR._ES REinCARJIA1'ED • ISLE 0F DREAD


FANO, THE "TALKING CHIEF"
Medium humanoid (human), neutral good

AC: 8
Hit Points: 18 (5d8 - 5)
Speed: 20 ft.
STR DEX CON INT WIS CHA
8 (-1) 7 (-2) 9 (-1) 14 (+2) 14 (+2) 14 (+2)
Saving Throws: Str + l , Con +1
Skills: History +4, Intimidation +4
Senses: passive Perception 12
Languages: Common, Tribal
Challenge: 1/4 (50 XP)

Special Equipment: Fano caries the stone man (the


"chief').

ACTIONS

Spear: Melee Weapon Attack:+ 1 to hit, reach 5 ft., one


target. Hit: 2 ( l d6 - 1) piercing damage.
An aging tribal human male, his stature belies a once
powerful and muscular physique. Now his black hair is
thinning and graying, and his left arm dangles limply
from an old injury. His face and torso bear many scars,
proudly displayed as some sort ofa badge ofhonor.

0RjGiilAL A.DVEil'fVIQSS REiilCARJIA'fED • ISLE 0F DREAD


MIKA THE SHAMAN
Medium humanoid (human), neutral good

AC: 8
Hit Points: 31 (7d8)
Speed: 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 7 (-2) 11 (+O) 16 (+3) 18 (+4) 9 (- 1)
Saving Throws: Int +5, Wis +6
Skills: Arcana +5, Insight +6, Nature +5
Senses: passive Perception 14
Languages: Common, Tribal
Challenge: 2 (450 XP)

Special Equipment: Mika has a pouch of animal


bones she can use to "predict" the future.
Spellcasting: Mika is a 7th-level spellcaster. Her spell-
casting ability is Wisdom (spell save DC 14, +6 to bit
with spell attacks). She has the following cleric and
wizard spells prepared:
• Cantrips (at will): guidance, mending, message, mi-
nor illus ion
• 1st level (4 slots): comprehend languages, cure
wounds, detect poison and disease, witch bolt
• 2nd level (3 slots): augury, detect thoughts
• 3rd level (3 slots): remove curse, speak with dead,
tongues
• 4th level (1 slot): arcane eye, divination

ACTIONS

Club: Melee Weapon Attack: + 1 to hit, reach 5 ft., one


target. Hit: I ( ld4 - I) bludgeoning damage.
This ancient wise woman has dry, wrinkled skin cling-
ing tightly to her emaciated form. She stinks of herbs
and has long white hair braided with animal bones.

0ItjGiilAL ADVEil1'U~S REillCARJIA1'ED • ISLE 0F DREAD


PRATTIS, HIGH DRUID Wild Shape (2/Short or Long Rest): Prattis can as-
Medium humanoid (human), neutral good sume the form of any beast (up to CR I) that he has
seen. Each change can last up to 6 hours, although
AC: 11 (16 with barkskin)
Prattis can use a bonus action on his tum to switch back
Hit Points: 66 ( 12d8 + 12) to his true form.
Speed: 30 ft. A wiry aging human male of average height leans
STR DEX CON INT WIS CHA heavily on his gnarled wooden stafffollowing the ar-
13 (+1) 13 (+I) 13 (+ I) 14 (+2) 18 (+4) 11 (+O) duous climb to the summit. His hair is wild, as is his
unkempt beard, and his robes are little more than tat-
Saving Throws: Int +6, Wis +8
teredfabric.
Skills: Medicine +8, Nature +6, Survival +8
Senses: passive Perception 14
Languages: Common, Druidic
Challenge: 9 (5,000 XP)

Special Equipment: Prattis wears the Ring of Caeli


(see appendix C) on his left hand and carries a staff of
the woodlands.
Spellcasting: Prattis is a 12th-level spellcaster. His
spellcasting ability is Wisdom (spell save DC 16, +8 to
hit with spell attacks; if holding his staff of the wood-
lands, he is+ 10 to hit with spell attacks). Prattis has the
fo llowing druid spells prepared:
• Cantrips (at will): druidcrafl, mending, produce
flame, shillelagh, thorn whip
• 1st level (4 slots): cure wounds, detect magic, en-
tangle, purify food and drink, speak with animals
• 2nd level (3 slots): barkskin,find traps, lesser resto-
ration, locate object, spider climb
• 3rd level (3 slots): call lightning, plant growth,
speak with plants, water breathing, water walk
• 4th level (3 slots): control water, divination, free-
dom ofmovement, stone shape
• 5th level (2 slots): commune with nature, conjure
elemental, scrying, tree stride
• 6th level (1 slot): conjurefey

ACTIONS
Staff of the Woodlands: Melee Weapon Attack: +7 to
hit, reach 5 ft. , one target. Hit: 6 (ld6 + 3) bludgeoning
damage, or 7 (ld8 + 3) bludgeoni ng damage if used
with two hands.
Shillelagh: Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 8 ( I d8 + 4) bludgeoning damage.

0ajGiilAL ADVEn'tv~s REiilCARJIATED • ISLE 0F DREAD


TRIBAL CHIEF TRIBAL CHIEF'S SON
Medium humanoid (human), neutral e vil Medium humanoid (human), new ral evil

AC: 16 (bone armor, shield) AC: 13 (leather armor)


H it Points: 52 (7d8 + 21) Hit Points: 19 (3d8 + 6)
Sp eed: 30 ft. Speed: 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 13 (+ 1) 17(+3)11(+0) 12(+ 1) 10(+0) 15 (+2) 14 (+2) 15 (+2) 8 (-1) 10 (+O) 8 (-1)
Saving T hrows: Str + 5, Con +5 Senses: passive Perception I 0
Skills: Athletics +5, Intimidation +2 Languages: Tribal
Senses: passive Perception 11 C hallenge: 1/4 (50 XP)
Languages: Tribal
Special Equipment: The tribal chief's son carries two
C hallenge: 2 (450 XP) spears and wears leather armor.
Special Equipment: The tribal chief wears bone ar-
ACTIONS
mor (see appendix C) and wields a +2 longsword re-
covered from a pi rate captain years ago. He carries an Spear: Melee or Ranged Weapon Attack: +4 to hit,
extra spear for throwing. reach 5 ft. or range 20/60 ft., one target. Hit: 5 ( l d6 +
2) piercing damage, or 6 ( 1d8 + 2) piercing damage if
ACTIONS used with two hands to make a melee attack.
Multiattack: The tribal chief makes two attacks with This tribal warrior wears cured animal hide as armor
his +2 longsword. and carries a pair of long spears .fletched with fanciful
+2 Longsword: Melee Weapon Attack: +7 to hit, reach feathers.
5 ft., one target. Hit: 9 ( ld8 + 5) slashing damage, or
10 (1d10 + 5) slash ing damage if used with two hands.
Spear: Ranged Weapon Attack: +5 to hit, range 20/60
ft., one target. Hit: 6 (ld6 + 3) piercing damage.
This imposing tribal warrior wears bleached bone ar-
mor and oddly wields a longsword that softly glows
blue. His darkened skin bears some scars and many
black tattoos.

0R.iGiUAL A.DVEU1'VRJSS REiilCARJIA1'ED • ISLE 0F DREAD


TRIBAL SUB-CHIEF TRIBAL WITCHDOCT OR
Medium humanoid (human), neutral evil Medium humanoid (human}, neutral evil

AC: 16 (bone armor, shield) AC: 14 (bone annor)


Hit Points: 32 (5d8 + 10) Hit Points: 27 (5d8 + 5)
Speed: 30 ft. Speed: 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 11 (+O) 12 (+ 1) 10 (+O) 11 (+O) 10 (+O) 12 (+I) 13 (+ l ) 16 (+3) 13 (+1)

Saving Throws: Str +4, Con +4 Saving Throws: Int +3, Wis +5
Skills: Athletics +4, Intimidation +2 Skills: Medicine +5, Religion +3
Senses: passive Perception 11 Senses: passive Perception 13
Languages: Tribal Languages: Tribal
Challenge: 1 (200 XP) Challenge: 2 (450 XP)

Special Equipment: The tribal sub-chief wears bone Special Equipment: The tribal witchdoctor wears
annor (see appendix C), and carries a +I spear and a bone annor (see appendix C) and wields a dinosaur
shield. He has one nonmagical spear for throwing. bone greatclub.
Spellcasting: The tribal witchdoctor is a 5th-level
ACTIONS spellcaster. His spellcasting ability is Wisdom (spell
Multiattack: The tribal sub-chief makes two attacks save DC 13, +5 to hit with spell attacks). He has the
with his + 1 spear. follow ing cleric and wizard spells prepared (an aster-
isked spell is from appendix C):
+J Spear: Melee Weapon Attack. + 5 to hit, reach 5 ft.,
one target. Hit: 6 ( l d6 + 3) piercing damage, or 7 ( 1d8 • Cantrips (at will): guidance, poison spray, presti-
+ 3) piercing damage if used with two hands (but he digitation, sacredflame
needs to drop hi s shield). • 1st leve l (4 slots): bane,fog cloud, inflict wounds,
Spear: Ranged Weapon Attack: +4 to hit, range 20/60 witch bolt
ft., one target. Hit: 5 (ld6 + 2) piercing damage. • 2nd level (3 slots): hold person, snake charm*
This tribal warrior wears bleached bone armor and • 3rd level (2 slots): animate dead, sticks to snakes*
leans on spear with a smooth black wooden shaft and
ACTIONS
a jagged metal head. His darkened skin bears numer-
ous black tattoos, and his nose is pierced with a curved Bone Greatclub: Melee Weapon Attack: +2 to hit,
animal tusk. reach 5 ft., one target. Hit: 4 ( l d8) bludgeoning dam-
age.
This tribal human is covered with ritualistic paint and
bears numerous body piercings. He wears bone armor
and carries a massive bone club.

0RjGiilAL ADVEn'tv~s REinCAPJI.A'tE D • ISLE 0F DREAD


UMLAT, THE TRIBAL CLERIC
Medium humanoid (human), neutral good

AC:7
Hit Points: 27 (6d8)
Speed: 20 ft.
STR DEX CON INT WIS CHA
6 (-2) 5 (-3) 11 (+O) 15 (+2) 17 (+3) 14 (+2)
Saving Throws: Int +4, Wis +5
Skills: Medicine +5, Religion +4
Senses: passive Perception 13
Languages: Tribal
C hallenge: 112 (I 00 XP)

Spellcasting: Umlat is a 6th-level spellcaster. His


spellcasting ability is Wisdom (spell save DC 13, + 5
to hit with spell attacks). He has the following cleric
spells prepared (an asterisked spell is from appendix
C):
• Cantrips (at will): guidance, mending, resistance,
sacredflame
• 1st level (4 slots): bless, cure wounds, detect magic,
purify food and drink
• 2nd level (3 slots): augury, lesser restoration, snake
charm*
• 3rd level (3 slots): spirit guardians, tongues

ACTIONS

Quarterstaff: Melee Weapon Attack: +O to hit, reach


5 ft., one target. Hit: 1 (I d6 - 2) bludgeoning damage,
or 2 (ld8 - 2) bludgeoning damage if used with two
hands.
A decrepit, stooped tribal human is before y ou. A f eath-
ered leather headdress covers his bald head, and his
body sports various piercings holding animal bones or
tusks.

0R.icinAL ADVEil'f'V~S REiilCARPA1'ED • ISLE 0F DREAD


llIATRIARC HS
Each of the villages (such as Tanaroa; see area 1, chapter 5) is ruled by a matriarch. Several sample matriarchs are pro-
vided here. The DM is encouraged to create his own matriarchs, complete with descriptions and motives, as he sees fit
to flesh out the characters' adventures on and around the Isle of D read.

J'KAL
Medium humanoid (human), neutral good

AC: 10
Hit Points: 3 (I d8 - 1)
Speed: 30 ft.
STR DEX CON INT WIS CHA
8 (- 1) 11 (+O) 8 (-1) 14 (+2) 14 (+2) 12 (+ I)
Saving Throws: Int +4, Wis +4
Skills: Insight +4, Nature +4
Senses: passive Perception 12
Languages: Common, Drujdic, Tribal
Challenge: 1/2 (100 XP)
Special Equipment: J'kal wears a medallion of
thoughts.
Spellcasting: J'kal is a 1st-level spellcaster. Her spell-
casting ability is Wisdom (spell save DC 12, +4 to hit
with spell attacks). She has the fo ll owing druid spells
prepared:
• Cantrips (at will): druidcrafl, mending
• I st level (2 slots): goodbeny, purify food and drink,
speak with animals

ACTIONS

Quarterstaff: Melee Weapon Attack: +2 to hit, reach


5 ft., one target. Hit: 2 ( 1d6 - I) bludgeoning damage,
or 3 (ld8 - 1) bludgeoning damage if used with two
hands.
This aging tribal wise woman has feathers weaved into
her long, graying hair. Her wrinkled, weathered skin
hangs loosely, but her brilliant blue eyes are pierc-
ing. She fondles a golden medallion around her neck
shaped like a dolphin set with mother ofpearl.

0.RjGinAL ADVEn'tv~s REiIICAR.JIA'fED • I SLE 0F DREAD


KUNA
Medium humanoid (human), neutral

AC: 11
Hit Points: 5 (1 d8 + 1)
Speed: 30 ft.
STR DEX CON INT WIS CHA
12(+ 1) 12 (+1) 12(+1) 6(-2) 7 (-2) 15 (+2)
Skills: Persuasion +4
Senses: passive Perception 8
Languages: Common, Tribal
C hallenge: 0 (0 XP)

Special Equipment: Kuna wears numerous trinkets


and minor jewelry worth a total of 45 gp.

ACTIONS
C lub: Melee Weapon Attack. +3 to hit, reach 5 ft. , one
target. Hit: 3 (I d4 + 1) bludgeoning damage.
Kuna is a middle-aged, somewhat overweight native
tribeswoman with short black halt: She has a wide
pudgy face andfreckles. She wears several trinkets and
minor pieces ofjewelry such as a necklace of animal
teeth, several earrings, and rings on her fingers. She
has a motherly countenance.

0.RjGiilAL ADVEil"tV~S REiilCAR!IAi'ED • ISLE 0F DREAD


SANAR
Medium humanoid (human), lawful evil

AC: 11
Hit Points: 13 (3d8)
Speed: 30 ft.
STR DEX CON INT WIS CHA
9 (-1) 12 (+1) 10 (+O) 14 (+2) 9 (-1) 17 (+3)

Saving T hrows: Int +4, Dex + 3


Skills: Deception +7, Intimidation +7, Persuasion +5,
Sleight of Hand +3
Senses: passive Perception 9
Languages: Thieves' cant, Tribal
C hallenge: 1/2 (100 XP)
Special Equipment: Sanar wields a club and carries a
concealed knife (dagger).
Cunning Action: On each of her turns, Sanar can use
a bonus action to take the Dash, Disengage, or Hide
action.
Sneak Attack (lffurn): Sanar deals an extra 3 (ld6)
damage when she hits a target with a weapon attack
and has advantage on the attack roll , or when the target
is within 5 feet of an ally of Sanar 's that isn't inca-
pacitated and Sanar doesn't have disadvantage on the
attack roll.

ACTIONS
Club: Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 1 (ld4 - 1) bludgeoning damage.
Knife: Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft., or ranged 20/60 ft., one target. Hit: 3 {I d4 +
l) piercing damage.
A younger tribal woman, Sanar has long black hair
and several tattoos on her face and her arms. A !ways
quick with a smile, she smells offlowers and wears
simple clothes.

0R,jGiDAL A.DVED'tV~S REiDCARJIA' tED • ISLE 0F DREAD


TRIBAL WAR LEADERS
Although each of the villages (such as Tanaroa; see area 1, chapter 5) is ruled by a matriarch, each has its own tribal war
leader during times of conflict. Several sample tribal war leaders are provided here. The DM is encouraged to create her
own tribal war leaders, complete with descriptions and motives, as she sees fit to flesh out the characters' adventures
on and around the Isle of Dread.

BAKORA
Medium humanoid (human), neutral

AC: 14 (leather armor)


Hit Points: 37 (5d8 + 15)
Speed: 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 17 (+3) 8(- 1) 10 (+O) 11 (+O)
Saving Throws: Str +5, Con +5
Skills: Acrobatics +5, Athletics +5
Senses: passive Perception 10
Languages: Tribal
Challenge: 1 (200 XP)
Special Equipment: Bakora wears leather armor and
carries a spear for melee and an atlatl (see appendix C)
with three javelins for ranged attacks.

ACTIONS

Multiattack: Bakora makes two attacks with his spear.


Spear: Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 ( ld6 + 3) piercing damage, or 7 (ld8 + 3)
piercing damage if used with two hands.
Javelin with Atlatl: Ranged Weapon Attack: +5 to hit,
range 40/1 50 ft., one target. Hit: 7 (ld8 + 3) piercing
damage.
This strapping tribal human has dark skin and short-
cropped black hair. Tattoos cover his entire face, back,
and muscular arms.

0RjGillAL ADVEil'fU~S REiIICARJI ATED • ISLE 0F DREAD


KURO
Medium humanoid (human), neutral

AC: 12 (wicker armor)


Hit Points: 30 (4d8 + 12)
Speed: 30 ft.
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 10 (+O) 9 (-1) 12(+1)
Saving Throws: Str +5, Con +5
Skills: Athletics +5, Intimidation +3
Senses: passive Perception 9
Languages: Tribal
Challenge: I (200 XP)

Special Equipment: Kuro wears wicker armor (see


appendix C) and carries a +I spear which is a family
heirloom.

ACTIONS

+ 1 Spear: Melee Weapon Attack: +6 to hit, reach 5 ft.,


one target. Hit: 7 ( ld6 + 4) piercing damage, or 8 (ld8
+ 4) piercing damage if used with two hands.
This towering tribal human has dark skin and long
brown to black hair held in place with a simple leather
headdress. He carries a driftwood shaft spear tied with
feathers and a silvered tip.

0RjGiilAL ADVEntv~s REiilCA~IlAtED • ISLE 0F DREAD


MASAWA
Medium humanoid (human), neutral

AC: 14 (hide armor)


Hit Points: 22 (4d8 + 4)
Speed: 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 10 (+O) 8 (- 1) 7 (-2)
Saving Throws: Str +4, Con +3
Skills: Athletics +4, Survival + 1
Senses: passive Perception 9
Languages: Tribal
Challenge: 1 (200 XP)
Special Equipment: Masawa wears shark hide armor
and wears a necklace of serrated shark teeth . He carries
a dark wood macana (see appendix C) set with triangu-
lar shark teeth.

ACTIONS
Macana: Melee Weapon Attack. +4 to hit, reach 5 ft.,
one target. Hit: 5 ( 1d6 + 2) slashing damage, or 6 ( 1d8
+ 2) slashing damage if used with two hands.
This tribal warrior has long black hair, but it is braid-
ed with small bones, and animal teeth. He wears gray
hide armor, wields a macana set with serrated triangu-
lar teeth, and a leather thong ofshark teeth is around
his neck.

01\iGiD.A. L A DVE D'f'VRJ;S REiDC.A.R_Il.A.'fE D • ISLE 0 F DREAD


his brothers. Miku is one of the few local natives that is
GUIDES
willing to travel beyond the Great Wall for an extended
The characters would be wise to hire a local guide when amount of time.
exploring the wilds of the Isle of Dread. There are not
Although he eschews coins for payment, he gladly ac-
many guides willing to risk life and limb to travel on the
cepts gems or art objects, understanding fully their value.
other side of the Great Wall for an extended amount of
Although somewhat quiet, he is knowledgeable about
time. It's up to the DM to determine which guides are
the main island and especially the shallow waters sur-
available, how they can be located, and what their final
rounding it. Although a fine fisherman, he has not fished
rate of pay would be. The DM is encouraged to create
since that fateful day. He is very loyal, and willing to join
other guides as needed. an expedition to the Central Plateau, ready to meet his
"Maker" and atone for his deeds.
FLIT AND FLAP
These two phanaton (see appendix B) siblings are likely MORGEN
encountered in or near the phanaton settlement (area 10,
This middle-aged grizzled human scout was a shipwreck
chapter 5). They might be more trouble than they are
victim several years ago as a member of The Pale Countess~
worth, but they are cheap, refusing to take any money
crew (see area 9, chapter 7). He survived the roe attack
or treasure for their services. For payment, they require
and has valuable information about the ship's final des-
sugary sweets, although once consumed this tends to get
tination, as he watched the massive bird carry it away to-
them very excitable. They are very knowledgeable of the
ward the Central Plateau. He survived for months on one
main island, but none of the surrounding islands, and
of the smaller surrounding islands before building a raft
they fear the Central Plateau, refusing to travel there. and making it to the Isle of Dread. Eventually, he dis-
They are nearly useless in a fight, preferring to hide until
covered one of the villages and was accepted as a tribal
the danger passes. member for equal share of the hunting duties.
A man of few words, Morgen seeks passage on a ship
MIKUOFUSI
back to the mainland and is willing to trade guide services
Miku of Usi is a native tribesman and warrior, as detailed for passage. He is knowledgeable about the surround-
above in the section on pre-generated PCs. A few years ing islands and most of the coastal parts of the Isle of
ago, Miku was a fisherman on a doomed outrigger that Dread. He has heard the stories about the evils of the
got caught in a storm. He was the only survivor and lost Central Plateau and would prefer to avoid going there.
many good childhood friends that day. To this day, he But an extra incentive (such as a fine weapon) could con-
blames himself for the disaster, and thus is willing to risk
vince him to accompany the party.
his life (which he refers to as a curse), unlike most of

0Rj:GiDAL ADVED1'V~S REiilCARJIA1'ED • ISLE 0F DREAD

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