Pleslosaurus
Armor Class: 6 No. Appearing: 0 (1 -3)
Hit Dice: 16 Save As: Fighter: 8
Move : Morale: 9
Swimming: 150' (50') Treasure Type: Nil
Attacks: 1 bite Alignment: Neutral
Damage: 4-24
A plesiosaurus is a fish-eating, lake-dwelling dinosaur, usually
about 30'-50' long. It has an extremely long neck and a large
snake-like head filled with sharp teeth. This dinosaur has small
flippers in place of legs to aid in swimming. It is aggressive and can
overturn small boats and rafts.
Rakasta
Armor Class: 6 No. Appearing: 0 (3-30 + 1-8
Phanaton Hit Dice: 2+1 sabre-tooths)
Move: 90' (30') Save As: Fighter: 2
Armor Class: 7 No. Appearing: 0 (3-18, Attacks: 2 claws/ 1 bite Morale: 9
Hit Dice: 1-1 village 30-300) Damage: 1·4/1-4/ 1-4 Treasure Type: M (special)
Move: 90' (30') Save As: Fighter: 1 Alignment: Neutral
Glide: 150' (50') Morale: 7
Attacks: 1 Treasure Type: Nil The rakasta are a race of nomadic, cat-like humanoids. They walk
erect. much like humans, but are covered with soft, tawny fur and
Damage: 1-6 or by Alignment: Lawful have feline heads and features. The rakasta fight with special metal
"war claws" fitted over their natural claws (without these special
weapon "claws", the rakasta claw attacks do only 1-2 points each). The
rakasta can use normal weapons such as swords. but generally
The Phanaton look like a cross between raccoons and monkeys. disdain them, preferring to use their "natural" weapons (the war
They are roughly halfling-size and have 4' long tails that can grasp
objects, and even manipulate them clumsily. For example, when claws) .
fighting in the trees, a phanaton will often wrap its tail around a
branch for support. In addition, phanatons have membranes of The rakasta often tame sabre-tooth tigers that they then ride to the
skin stretching from arm to leg, that they can spread and glide from hunt or into battle. The sabre-tooth tigers are controlled with knee
branch to branch. They have a + 2 bonus on all saving throws due pressure and heavy riding crops and are fitted with special saddles
to their small size and agili1y.
that do not hinder the fighting abilities of the sabre-tooth tigers.
Phanaton prefer to eat fruits and vegetables, though they may eat These saddles also allow the rakasta to leap off their mounts (up to
meat. They live in tree -top villages built on platforms of wood and 20') and attack the same round. The ''tame" sabre-tooths are too
woven vines connected by rope bridges. Each village of 30-300 ferocious to be ridden by any non-rakasta.
will be a separate clan. They are the allies of treants and dryads.
and are friendly with elves. Phanaton are the traditional enemies of Rakasta settlements average 3-30 rakasta and 1-8 sabre-tooths,
aranea, the spider-folk, and will attack them on sight. and are made up of many colorful tents or pavilions. Although
they have type M treasure, the rakasta will have rugs and tapestries
For every 30 phanaton, there will be a clan war chief who will have of fine workmanship, crafted bowls a nd drinking cups, and other
3 hit dice and at least 15 hit points. He will also have a bodyguard bulky items of value instead of gems and jewels.
of 2-12 phanaton warriors who fight as 2 hit dice monsters and
have 7-10 (ld6 +4) hit points each. For every hundred phanaton,
there will be a tribal subchief with 6 hit dice, 30 hit points, and a + 1
bonus to all damage rolls. The subchief will have 2-8 (2d4) body·
guards with 3 hit dice and 15 hit points. If 300 phanaton are en-
countered, there will be a tribal king who has 8 hit dice, 50 hit
points, and a + 2 bonus to all damage rolls. His bodyguards will be
4 phanaton warriors with 6 hit dice, 30 hit points. and a + 1 bonus
to all damage rolls.
Phororhacos ("Sword Beak")
Armor Class: 6 No. Appearing: 0 (l-8) Trachodon
Hit Dice: 3 Save As: Fighter: 2
Move: 150' (50') Morale: 8 Armor Class: 5 No. Appearing: 0 (1-6)
Attacks: 1 bite Treasure Type: u Hit Dice: 14 Save As: Fighter: 7
Damage: 1·8 Alignment: Neutral Move: 120' (20') Morale: 6
Attacks: 1 tail Treasure Type: Nil
A phororhacos. or Sword Beak, is a 6' tall flightless bird with small, Damage: 2-12 Alignment: Neutral
useless wings and large hind legs. This bird eats meat and runs
down its prey, often reaching great speed across flat ground. A A trachodon is a duck-billed dinosaur that stands 15'- 18' tall. This
phororhacos has a large curved beak that snaps at prey with the
force of a sword. beast runs erect on its hind legs. This dinosaur only eats plants, but
may be dangerous if enraged.
30
0RjGiilAL ADVEilTV~S REiilCAR._IlATED • THE lSLE 0F DREAD
"When the gale fmally ended, we found ourselves approximately seven days normal
sailing distance due south out of Specularum, in the Thanegioth Archipelago. We re-
plenished our supplies, patched up the ship, and traded our remaining goods at native
villages along the shores of several islands. Some villages were friendly, but others
were hostile and the natives attacked on sight. I s uspect the hostile villages were filled
with cannibals.
"We skirted the coastlines ofseveral islands, sailing south by west until we reached a
small peninsula cut off from the main island by a massive stone wall. We were well re-
ceived by the natives ofTanoroa, the small village that guards this wall. The villagers
have no name for the large island other than the 'Isle ofDread'. Their own small penin-
sula is known simply as 'Home'.
"The villagers told us a tale about an ancient city in the central highland of the isle that
was built by the same people who built the wall. The villagers call the builders 'the
gods', but I noticed that the names of the gods and the personal names of the clan an-
cestors were often the same, so I suspect that their ancestors and the builders were
one and the same. I believe that the natives once possessed a much more advanced
culture and that the descendants of the builders have returned to a more primitive
state.
"The inland city is rumored to be filled with treasure beyond imagining. In particular, I
heard persistent tales concerning a great black pearl of 'the gods' that still remains in
the inland city. The island waters abound with excellent pearl beds, so the rumor of
the black pearl may well be true.
"The village contains a number of huge life-like statues of iron, bronze, and stone.
Since no villager currently bas the skill or the craft to make such statues, the tale ofa
lost city built by the 'gods' seems reasonable. I would have liked to explore inland to
verify the rumors, but too many crewmen died in the storm or by cannibal spears. Only
five of us are left. I am the only professional adventurer, the others are only sailors.
We can sail the small ship well enough but on land, in hostile territory, we would be
helpless. Once back in Specularurn I should be able to recruit a new crew and a party
ofprofessional adventurers, then I will return to claim t he great black pearl.
"One thing I managed to do before leaving: we sailed around the island and made the
best map we could. We were afraid to land, since village fishermen had warned us that
it was extremely dangerous to land anY'vhere on the main island and the coasts were
rocky with no beaches. As a result, the map only shows the coastal areas we could
chart from the ship, but it is better than nothing."
0RJGiilAL ADVEOTVR._ES REiilCARJJATED • THE ISLE 0F DREAD
,-----0-a-jG...i..I-T-A-L--A-D-V-.-E-r-r-t-v-~-s--R-E-iI-T-C-A-R-J-I-A-fE-D---• --T-H-E--IS-L-E--0-F--D-R-E-A-D---------------------------
TABOO ISLAND
3A 3A 38
I I I ;...., ....... v
••II-••
..['\ 4 ~-I--
·--~ !
• • -=.it11 73
··. I1...
,- .. :1 .. - ....
• • . ...Io1II 1
• •1.-
.J···2.. . ! :& I \t
® -mlllolilt--l-...·.-.-;~+.-a-&t+.-1+_-J!-+-----··ill--~·....--~t-~
• •ttf P~< ·•111
:Ct: mmrn ::n: 17 =- __.. ________ ..JI ___.__.__ -
J:@ii:: ~::t 7 _.n I
>t: MI: rn ?:1,
%1: tt@I: It• 3C
mr:;tt:Ittt
TEMPLE LEVEL 1
(MAP E-9)
N
SCALE:
ONE SQUARE - 10 FEET
-0- Door
-Cl)- Secret Door
;:1:: ® Trap Door In Floor
····-r~r~ © Trap Door in Ceiling
rn::: Iron Bars or Portcullis
:~: 1111111. Stairs
~
T Trap
Trigger
•i? Statue
Pillar
Dais
Rubble
Stone Wall
Dock
Balcony
Water
Smoke hole
[CJ] Altar
0RJGiilAL ADVEilTV~S REiTICARJIAfED • THE ISLE 0F DREAD
TABOO ISLAND SCALE: ONE SQUARE - 10 FEET
TEMPLE LEVEL 3 Stairs
(MAP E-11) Terrace
Mud Pits, Geyers, Hot Springs
N
LEVEL 2, *B
The Boiling
Well
(Side View)
LEVEL 3, C
0R,jGiil.A.L ADVEIT1"V~S REiUC.A.RJl.A.TED • THE I SLE 0F DREAD
0NGiITAL A.DVEil1"UR.ES REiilCAR...IlATED • TH.E ISLE 0F DREAD
0ajGiTIAL ADVEilTUR._ES REiilCARJIA1'ED • THE ISLE 0F DREAD
0Fjcin.AL ADVEil'tU~S REiITC.AR..nAtED • THE ISLE 0F DREAD
0Rj.GiITA.L ADVEITTV~S REiITCA.R!JA.TED • THE ISLE 0F DREAD
flDD GIORI
l~DUOORI® The Isle of Dread
by David Cook and Tom Moldvay
Expert Set Game Adventure Xt
Preface
Editing: Tim Kilpin The harrowing ocean voyage was exhausting enough. Now you are
Art: Timothy Truman faced with a dark island that could well be filled with cannibals!
Oisiribu1<'d 10 1hf book uadr m tht Uniltd S1a1.. by A tattered, old ship's log is your only clue to the riches that may lie
R•ndom 1l ou..-, Inc.. and in Canada by Random beyond the isle's quiet shores.
H ous<" ol Canada. Lid.
Oi<mbu1C'd 10 1hr ioy and hobby trail<- by rrgiooal Rumors of great wealth brought you here, but the thrill of adventure
dis1ribu1on sustains you as you work your way inland, slashing through dense
Oi>1nbu1C'd in 1~ lln11rd Kingdom by TSR. (UK) Lid. jungles and murky swamps in search of a lost plateau and the great
black pearl:
OUNCEONS le ORACONS and Ol:O .re rtgu1rrC'd
uadrmarks ownC'd by TSR. Inc. The Isle of Dread is a wilderness adventure designed for use with the
D&D®Expert rules. The module includes both wilderness and dungeon
C 1981. 1983 TSR. Inc. All Righi> RtSt<Vt'd. encounters, complete maps, new monsters, and background for further
Thi• module is pro1tt1ed under thr copyrigh1 laws of adventures.
th• Uni1cd St•IC'S of Aronica. Any reproduction o r The player characters begin their adventure by p icking up on the
ocher unauthori1ttl uw of tht: ma1~rial m anwork con·
1ainC'd htrtin is prohib11td wi1hout tht npr~ wrium trail left by a long-dead explorer. Rumors of great wealth and
ptTmiuion ol TSR. Inc. adventures lure the characters across the ocean to a tiny island -
known to its natives only as the Isle of Dread.
Once they land, the characters move inland in search of an ancient
temple built upon a lost plateau. Hidden within the ancient temple are
the secrets of the natives' an cestors - and the wealth hinted at in the
o ld explorer's logs.
But the characters are not alone in the temple! T he evil kopru make
their home here, in boiling geysers and mud pits deep beneath the
temple.
Can the characters defeat the kopru and escape the temple, or will
they fall prey to the kopru's deadly charm? The Isle of Dread awaits!
TSR. Inc
POB 756
1..3~< Centva,
WI 53147
l~~R (lJKJ Ltd.
Tlw Mill , Rathmor• Road
C",,:imbndgt, CB14AO
lJmlt'd Kingdom
Prmccd in U.S.A.
ISBN 0.88038·053·5
TSR Inc
9043
0IVGiilAL ADVEfftUR...ES REiilCAR.._IlAtED • TH E ISLE 0F DREAD
TABLE OF CONTENTS
Notes for the Expnt Dungeon i\lnster The natives are re.1//rs.~ - and so are the Wa11d1'1ing mon~ters ............. 24
PREPARING FOR THE ADV ENTUR E dinosaurs.
GENl:RAL ISLA ND ADVENTURE:S Taboo Island encounter>
........................... 3 Ke)· 10 Temple Leid I ......... 24
Abotll this module ................ 3 ........................... 7 Key w Temple Level 2 .. ....... 25
Map' for gl'nern l i>land t•ncountns .. 7 Kc·y to Trmplr Level 3 ......... 27
EncountC'r maps ................ 3 WandC'ring mo1i-tt'I'> .............. 7
Stal is1 ics and ahbn•\'i,11 iom ...... 3 Ge1wral i\htnd <·nco11mt•r\ ......... 8 Extra drrad
Thl' party of ad\'t·111u1 c1 • ... . ...... 3
Wand('ring mom1cr>' .............. 3 Mountaws and monsters APPENDIX ....................... 28
CENTRAL PLATEAU ADVl:NTURES
"Unfurl thr sails a11d pray, mnteys!" Alternate scenarios .............. . 28
BEGINNING THE ADVENTU RE ... 4 .......................... 22
Maps for cc·nual pl.ueau encoumers C1ea1ing human encounters ...... . 29
fhe Onuin<'m ................... 4
Continrm map kn ............. 4 .......................... 22 Wandering human pany I 29
Wt-athC'r and climatt' ............ 4 Wandering momt<'r' ............. 22
Central platC'au entnu111cr~ ....... 22 Wandciing human party 2 ..... . 29
Atlvt'nlun· background ............ 5
Finding tht· snolls .....•........ 5 The heart of the 101m1ey Wandering human party 3 ..... . 29
P1 l'pai ing to set sai I ............. 6 TABOO ISLA ND ADVENT URES .. 24
The voyagl' to thl' i'>lt• ........... 6 Sample 11a11w leaders ........... . 29
Maps for Taboo Island c11coun1ers.. 24
Matria1ch'> ........ ... .. .. .... . 29
T rib;tl w;n kaders ............ . 29
New monStl'IS .......... . ....... . 30
P1 on11ncialion guide ... . ........ . 32
Table I: LIST OF TABLES AND MAPS Do you have <Ill) qur,11011' 01 tommt•m\' Om
Table 2: d1•<ig11t>r- Jnd ed11ua. Giil lwlp. Send )Our
T able 3: Gene1al l'land Wand1·1 ing Monsti:rs .............................. 7 qur>11011< to
Table 4: Ge1wi;il 1,1and Wancl<-1 ing Monsters .... • ......................... 8
Tablt 5: Gem•1al l~land \\',111de1i11g Monsters ............ • ................. 8 1)8c0' Qut•stions. c 'o
Table 6: C'..<'ntn1l Plall.'<tll \\',111dt•t ing Monstt·r~ ............................. 22 !"SR. In<.
Templt- Lc"t'I 3 £,1·111' .............. . ..•....................... 27 POB756
Map I: Human £111 ountt·1~ ............................................ 29
Map 2: 1.,l.e G~ne\d, WI 5SH7
Map 3: The lsk of D1t·ad .............................................. 13
Map 4: Village of fan:not1 ........................................... .. 14 Lt'ltfr' without a stampt>d. self-addrr,wd
Map 5: C1·1wt<1 l Ca'<' l,;111 I ............................................ 18 envrlopt•.in· l:"~n 100111 pct gelaunouH11br. ><>
Map 6: G<·nrrnl Cave l.ai1 2 ............................................ 18 don'11011:1·1! Wr'll gt't our elves nr<:hl on 11
Map 7: Pirate• I.air .................... ... ............................. 15
Map 8: Contim·m ~fap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16· I 7
Map 9: Ra ka;1a Camp ................. ......... .................... ... 18
Map IO: Aranra l.ai1 s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Map II: Phanaton 'eulemen1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
~tap 12: ('.(·ntr:il Pla1e-.1u ................................................ 20
Map 13: \ 'illagt- of :\l,1111r11 ....•.•.....•...•....••.•.•••.•......•.....••• 21
Map 14: fompk LeH·I I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . module cover
frmplr l.rH·I 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . module cover
Tempi<' l.t•\rl 3 ............................... ....... module cover
2
0lVGiDAL A.DV£IlTU~S REiilCAR,.IlA'tED • THE ISLE 0 F DREAD
PREPARING FOR THE ADVENTURE
About this module Statistics and abbreviations The party of adventurers
The Isle of Dread is a wilderness adventure Monster s1a1istics are listed in the follow· This module is designed for a party of 6-10
designed to help you plan your own wil· ingorder: charac1ers. Each character should be
demess settings and adventures. While the between the 3rd and 6th level of experience
D&:D~ Expert rule book contains most of Monster/ NPC Namt': Armor Class; H it when 1he adventure begins. The party
the information you will need 10 design Dice or Class/ Level; hit points; should have a total of 26-34 levels, 30 being
this type of adventure, this module is Movt>ment per tum (round); No. of best. Furthermore, the partyshould haveat
another 1001. It is a graphic example of Auacks per round; Damage per auack; least one magic-user or elf, and at least one
what a wilderness adventure may be. Save As: Class/Leve l; Morale; Align· cleric. You may wish to adjust the strength
ment; and Abilities for NPCs (such as of certain monsters and encounters, based
Before beginning play, you should spells), when appropriate. on the makeup of the party.
read the entire module care!ully and become
completely familiar with it. Much of the The following abbreviations are used in Be careful LO give the characters areas-
information given in the encounter des· this module: onable chance of survival. Try 10 be impar·
criptions is for your use only, and should tial and fair, but give the characters lht'
be revealed 10 the players at your discretion. benefit o( the doubt in extremely danger-
Use )'Our imagination when describing ous situations. However, if the players
encounters 10 the players. U an area des· insist on taking unreasonable risks, they
cription is not gh'en in an encounter, make must be willing 10 pay the penalty. Eve·
up your own, based on what you know ryone should cooperate to make the adven·
about the area and what you see on the 1ure as fun and exciting as possible.
maps provided. Wandering monsters
There are three main areas of adven·
Tables for wandering monsters are given in
turing on the Isle of Dread: the general each major encounter section (excep1in the
island. the central plateau, and Taboo T aboo Island Adventures section, where no
Island. Each area has its own section, com· wandering monster encounters occur).
ple1e with encounterdescriptions, wander-
ing monster tables. and maps. If you have discovered that an encoun·
ter is going 10 take place in a specific turn,
Encounter m aps determine the exact monster by rolling d\lr.
(percentage dice) on the appropriate table.
Several maps of encounter areas have been
provided with the module. In most cases, The wandering monster tables have
one map shows the general outline of an been set up for this module so 1ha1 approp·
area, while other smaller mapsshow greater riate monsters will appear in certain areas
details of that same area. Maps are num- or terrains. If you feel that the monster
bered from I to 14 for easy reference. You rolled still does not logically belong in the
may use these maps as given, alter them terrain the characters are in, roll again or
sligh1ly, or create all new maps for the choose a different wandering monster.
encounters. Forexample, when using Maps
3 and 4 (General Cave Lairs), you may want IC the monster rolled is either much 100
to add new creatures or secre1 chambers. strong or much 100 weak for the characters,
you may change 1he number of monsters
ABBREVIATIONS appearing, or you may reduce the mons-
ter's hi1 points 10 provide a more balanced
AC Armor Class N Neutral
HD Hit Dice encounter.
hp s Strength When describing wandering monster
hit points Intelligence
F I encounters, don't rely just on sight. Useall
Le"~I Dexterity five senses 10 give the players the mood or
MV D Wisdom fed of an encounter. For example, the
MT Movement Constitution characters may first hear a monster crash·
D number of attacks w Charisma ing through the underbrush, or find its
Save Damage tracks, ra1her than just meeting the mons·
ML Save As c Ego ter £ace-10-£ace. This is a good way 10 "sig-
Cleric nal" characters that an encoumcr may be
AL Morale Ch Dwarf 100 difficult for them to handle. Also try 10
Alignment Magic-user avoid leuing unplanned wandering mons·
c Chaotic EC Normal man 1ers disrupt the balance of the adventure.
L Lawful c
T Thief
D
MU=
NM=
0R,jGiIIAL ADVEIIfUR..._ES RE ilICAR!IA'tED • TH E IS LE 0 F DREA D
BEGINNING THE ADVENTURE
The continent (Map 6) individual household leader. Their culture Atruaghin Clans: These grassy plateau,
is very similar 10 lha1 of medieval Iceland. £ores1, and hilly regions next to the sea are
In the center of this module is a large-scale inhabited by herders, hunters. and fisher·
wilderness map that shows the southeast· Kingdom ofVeslland, Kingdom ofOstland, men who live in small villages. All the
em portion ofa continent and the northern and the Soderfjord Jarldoms: Each of these villagers claim 10 have descended from 1he
islands of an archipelago (a cluster of nonheastem states is composed of many a11ciem hero A1ruaghin. If threa1ened by
islands). The Isleof Dread is located in this peuy "kingdoms'" tha1 are loosely united war, they unite temporarily under an elected
archipelago. This map should be used for under one ruler. In Veslland and Ostland leader.
the characters· overseas journey 10 the isle. the underchiefs are called '"kings'": in
Soderfjord they are known as "'jarls" {pro· The Five Shires: This is the homeland of
The continent map also serves as an nounced "yarls'"). the halflings. The area is ruled by a council
example of a large-scale wilderness design. or five sheriffs; each com rols a shire. Four
You may wam 10 basr dungeon and wil· The people or these kingdoms highly times a year the sheriffs mcel a1 a great feast
dernrss adventures on this map, or you may value indi vidualism, physical strength, and a11d decide shirewide policy by vote.
expand the map by designing wilderness prowess in combat. They live mainly by
areas where the map leaves off. fishing and by occasional raids on nearby Grand Duchy of Karameikos: This pan of
coastal villages. Besides being fierce war· lhe continent is a wil i and unseuled land
Following is a key of the areas mcnti· riors, these people art' explorers without claimed by Duke Stefan Karameikos the
oned on the map. The key gives onlya brief equal, ranging far and wide in their wooden Third. In reality. liule of the land is under
background of most areas. You may "flesh longships. Their culture resembles 1ha1 of the duke's control. Large areas are overrun
ou1·· individual encounter areas wi1h your the vikings. by monster~ and hostile humanoids. For a
own informa1ion. more detailed description of the Duchy of
The Broken Lamb: The "broken lands" Karameikos, stt the D!!cO® Expert rule
T o read the map of the cominent,start are an area of rocky badlands and old vol· book.
a1 thr top and read from left 10 right. canic lava beds. The land is extremely wild,
and is inhabited mainly by outcasts and Kingdom of lerendi: This kingdom sports
Continent map key monsters. a magnificem roya l palace carved from
purr white coral. The king and queen of
Pri n cipalities of Glantri: Claniri is a Rockhome: Rockh ome is the homeland of the land arr usually popular advemurer·
magocracy; lhat is, lhe princes and prin· tht' dwarves. It siretchcs throughout the heroes; however. they are wiLhou1 true
cesses who rule the stale are all high level nonhem Allan Tepe mountain range. The power and serve only as figureheads. Actual
magic-users. They livr in Glantri City dwarves have built and maintained a road rule is held by certain aristocratic families
most CJf lhe lime, though t>ach ruler also has through the mounwins £or caravans. They (making lerendi an oligarchy).
a castle hidden in some remo1e wifd(•mess charge toll from all who pass.
area. Actually, the rulers are more con· Minrothad Guilds: The Minrothad island
cerned with magical research than wiih RepublicofDarokin: This republic iscen· cluster is a syndicracy: the govemmem is
ruling. Most decisions are left 10 the princely tered around 1hecapital, Darokin. Its wealth run by the heads or the various trading
s1ewards and the various local councils of is based on trade from Lake Amsorak (the guilds. Minrothad is closely allied with
elders. The princes and princesses do not large inland lake), 1he Street river. the east· Thyatis.
1ms1 each other and live in a stateof uneasy em caravan route. and sea irade filtering in
truce. In the face of invasion or rebellion. through the Malpheggi swamp. Darokin is Empire of Thya1is: The empire of Thyatis
however, they are qui ck to unite. In ex1reme a plutocracy; 1ha1is, 1he government is run is an a111ocracy. The emperor holds abso·
emergencies, lheyselectoneor thrir number by the wealthiest mcrcham families. The lute pow<·r. but his decisions must allow
as "dictator," who serves £01 one year. culture resembles that or Venice or Genoa for the desires or powerful nobles and for
in medieval Italy. the lhrea1 of mob riotS over unfavorable
£1hengar Khana1e: The Ethengar are laws. The city o! Thya1is is built beside a
nomadic herders or horses. caulc, and goats. Alfheim: As the name implies, Alfheim is large canal 1ha1 separates the southern
They are divided into small family clans. the homeland of the elves. The elven king peninsula from lhe mainland, making the
The clans usually raid and quarrel with rules 1hegrea1 £ores1ofCanollxtr1h. Because city a major 1rade center. Trade routes for
each other. but a powerful lt'ader (khan) Canolbarth is tended by the elves, it is far this area art given in the D!!cD®Expen rule
occasionally emerges 10 unite tht' emire larger than a natural Corest in this area book. The Thyatic culture is similar 10 1he
E1hengar people imo a strong "nation." would normally ~. The Republic of culture of the medieval Byzamine em pire.
However, when a khan dies. there is rarely Darokin pays lhe elves lo protect the cara·
an heirstrong mough 10 hold the Ethengar van route through lhe forest to Selenica. Thanegioth Archipelago: The archipe·
1ogc1her. Their nation 1hen breaks apart, Iago is a cluster of islands about 1,000 miles
and the family clans begin warring wi1h Emirate of Ylaruam: Ylaruam is built in fron1 lhecoast of the main continent. Wha1
each 01hcronce more. Their culture is sim· the midst or the largest oasis in the Ala· liule knowledge that is available about
ilar 10 that of the horsemen of the central siyan dt>sert. It is lhe cemer of ca ravan Thancgioth is buried in myth and super·
Asian s1eppes (Huns, Mongols, Maygars. routes crossing from 11onh to south and stition.
Turks, and so on). from east 10 wes1, and is comrolled by the
EmirofYlaruam and his royal family. The Weather and climate
Heldann Freeholds: The Heldann arc a culture is similar to that of the Arabic
barbaric, fair-haired f)<'Ople who hum, fish, desert s1a1esor 1heCen1ral Asian ci1y-s1ates The· general weather pauerns of this part of
and raise crops on isolated farms. They are of Palmyra, Damascus, and Samarkand. the contint•m move from west 10 east.
related to the people or the nonheas1em
kingdoms, but, among themselves, lhey
acknowledge no ruler higher lhan 1he
1
0RJGiilAL ADVE n tv~s REiilCARJIAtED • THE ISLE 0F DREAD
Hence, much rain falls on the wesiern edge
of the Allan Tepe mountains, while liule
or none falls on the Alasiyan desert. The
warm offshore currents near Thyatis and
Minrothad modify the weather somewhat
in the south, making the climate there simi-
lar to the Mediterranean.
The southern farmlands arc extremely
fertile, dut> to a thick layer of rich ash from
the ancient volcanic hills. The farmers here
have discovered beuer ways to grow most
crops. The heavily irrigated and terraced
gardensof the southern farmlands produce
more food than any other area on the map.
The climate in the ThanegiOlh Archi-
pelago is tropical, similar to the Pacific
South Sea islands and the Caribbean. The
climate souch of the Cruth mountains
(running west to east) is moist and cemper-
ate; the wincers here are mild. The climate
of Darokin and Glantri is warm and sunny,
similar to that of southern France. The
climate in the Ethengar sceppes is mild in
the summer, but cold and bleak in the win-
ter. This climate is similar to the R ussian
steppes around the Black Sea. The climate
of the nonheascern coast is wet and mostly
overcasc; it is similar to Denmark's climate.
Adventure background
Finding the scrolls
Several weeks ago, a pany of adventurers
was returning from a previous quesc when
chey discovered a cache of scroll-papers.
The scroll-papers were made of an excel-
lem vellum parchmem (a kind of paper
that lasts for centuries). On the journey
home, the adventurers were caught in a
sudden rainstorm. and che entire cache was
drenched. When the adventurers returned
to Specularum, they discovered that none
of the scrolls was magical. Still. magic·
users can always use good paper for spell
research and for writing their spell books,
so the adventurers carefully spread the
paper in from of a fire to dry out. Much to
their surprise, the adventurers found that
as the paper dried, writing appeared on
several of the pages. The heat had brought
out secret writing on the parchment.
The pages were part of a ship's log.
Give the players the tear-out copy of the
ship's log provided on the third panel of
the module cover. An imcomplete map of
the Isle of Dread is also included on the
third panel of the module cover. The play·
ers may use that map to chart the island as
they explore it. You may read the following
boxed text to the players, or you may let
them read it themselves from lheir copy of
the log.
0RjcinAL ADVEfff'VF,J;S REiilCARp:ATED • THE lSLE 0F DREAD
BEGINNING THE ADVENTURE
Theship's log is signed by Rory Barbarosa, should have 110 trouble raisrng enough EXAMPLE: The characters buy an
a well-known adveniurer and sea captain money to buy a small sailing ship. If the old sailing boat for 500 gp. A new boat
who died about 30 years ago. A little characters cannot come up with the money, would normally cost 2,000gp. Divide 500
research in local taverns reveals to the char· arrange mauers so that the characters are by 2.000. The resulting percentage is 25%.
acters that just before he died, Rory was able to get a boat orsmall ship that can sail H ull va lue fora new sailing boat is 20-40,
indeed recruiting for a journey south. He the ocean. Following are some ideas on 30 being the average. Multiply 30 by 25%.
had been blown off course on his last how the characters migh1 acquire a ship: The resulting hull value for the party's
boat is 7.5. Speed (in feet per round) for a
voyage and had hardly been in town a day • Have a merchant hire the party to invesli- new sailing boat is 120. Multiply 120 by
before he started signing on new hands. gate the island. The characters wilI receivc 25%. The resulting speed for the party's
free passage, but must split any treasure boat is 30 feet per round.
Unfortunately, Rory angered a powerful 50-50 with their employer. You migh r
alter this scenario by allowing the charac- • Allow one character to inherit a boat. If
wiiard over a lost wager and died horribly ters to convince a mercham to open up a you use this idea, make sure the boat is no
new trade route to theThanegioth Archi- larger than a small sailing ship. The ship
before his journey south began. pelago. should not have a lifeboat. Remember
Not only does the story of Rory Barba- that the normal inheritance tax is 10% of
• Allow the characters to buy an old, the value of the inherited goods. The
rosa's death confirm the writing 011 the decrepit boat. inherited ship cannot leave port until lhe
parchment, but every rumor that the char- Generate a percentage by dividing tax is paid.
acters can track down about the Thanegi- the price paid for the boat by the cost of a
oth Archipelago tends to confirm the new boat. This percentage is the measure • Let the characters borrow the money to
account. (You should make up suitable of the boat's condition. The speed and buy a boat. Interest should be at least 10%
rumors as needed.) hull value of a new boat are both multi· per month. The loan must be repaid by
plied by this percentage, giving lower the end of the first voyage. Local money·
Preparing to set sail values for the party's boat. Also, in any lenders have a working agreement with a
st0rm, the percentage or lower must be magic-user, who sends an invisible stalker
The characters begin the adventure in Spe- rolled as a saving thro w or the boat sinks. to auack any character who has not paid
cularum, which is in the Grand Duchy of his share of the loan by one week after the
Karameikos. due date.
The characters must acquire a ship or The voyage lo the isle
passage to the Isle of Dread. Most parties
During the characters' voyage from Spe·
cularum to the Isle of Dread, use the wil·
derness rules and the Ocean Encounter
Tables from the D&:D® Expert rule book.
You should check for an ocean encounter
at least once per day while the party sails
toward the isle. A 6 rolled on ld6 indicates
that an encounter takes place.
Remember to check for weather once
each day. Roll 2d6. A roll of 2 means there
is no wind, and a roll of 12 means there are
gales or fierce swrms. Check the D&D®
Expen rule book for effects of these weather
checks.
Check once per day during the voyage
to see if the party becomes lost. A roll of I or
2 on ld6 indicates that the party is lost. The
D&: O® Expert rule book lists what you
should do when lhc party becomes lost.
If the party's boat enters a reef area, it
takes d% points of hull damage.
In spite of these hat.ards, remember
that the characters should still reach the
Isle of Dread. Keep this in mind when
balancing encounters, weather checks, and
checks for becoming lost.
6
~.................................................................................................................................................................................
0Rj:GiilAL ADVEil1'V~S REiilCARJIA1'E D • THE ISLE 0F DREAD
GENERAL ISLAND ADVENTURES
Once the characters reach the Isle or Dread TABLE 1
(Map I), they probably land at one of the GENERAL ISLAND WANDERING MONSTERS
native villages on the southeastern penin-
sula. Details of these villages are given in 3 Roll Monster No.
the description of the village of Tanaroa Appearing
(encounter area 1).
01-02 Bee, Giant 2-8
From these villages, the characters 03-05 Dryad 1-6
may move inland. They may map I hex of 06-29 1-6
terrain in every direCLion when they pass 30-32 Ghoul 2-12
through a hex (7 new hexes maximum). If Human•
the terrain in the hex is mountainous or 33 Living Statues.. 1-6
covered with dense foliage, the party's sight 34-35 1·4
will be blocked, and mapping will bediHi- Living Crystal Statue 1-3
cult. In these instances, you must decide 36 Living Iron Statue
how many new hexes the characters are Living Rock Statue 1-6
able to map. 37-40 Lizards, Giant 1-4
41-43 1-3
Maps for general island 14-45 Gecko 1-2
encounters Draco
46 Horned Chameleon 1-8
You will need the following maps to run 1·6
encounters on the general island: 47 Tuatara 1-4
48 Lycanthropes 1-3
Map I: The Isle of Dread 49 1-2
Map 2: Village of Tanaroa 50 Wererat 1-3
Map 3: General Cave Lair I 51 Werewolf 2-20
Map 4: General Cave Lair 2 52 Wereboar 1-4
Map 5: Pirate Lair 53-58 2-8
Map 7: Rakasta Camp 59-60 Weretiger 1-2
Map 8: Aranea Lairs 61-62 Werebear 4-16
Map 9: Phanaton Settlement 63-64 Mummy
All of the numbered encounters in this sec- 65-69 1-6
tion may be found on Map I. Many of the Rat, Giant 1-8
encounters, however, have their own, more 70-71 1-4
detailed maps. These maps are listed at the 72-73 Rhagodessa 1-3
beginning of the specific encounter Robber Fly
descriptions. 74 Scorpion, Giant 1-4
75.77 1-3
Wandering monsters Skeleton 1-3
78-79 Snakes 1-4
Wa.nderingmonsters should be checked for 80-82 1-2
twice a day: once in the dayIight hours, and 83-84 Spitting Cobra 1-4
once at night. For the night check, subtract 85-88 Pit Viper 1-3
I from the dice roll, as most of the wander- Giant Rattlesnake 2-12
ing monsters are inactive at night. Consult 89
thewildemessencounter tables in lhe D&:D® 90 Rock Python
Expert rule book to determine if wandering 91 Spiders, Giant
monsters are encoumered in a specific ter- 92-00
rain type. Crab Spider
Black Widow Spider
The exact monster is determined by
rolling d% on General Island Wandering Tarantella
Monster Tables I, 2, or 3. H the characters Toad, Giant
are advemuringon the soULhern peninsula
south or the Great Wall , or if they are Treant
exploring the southeastern islands, use Wight
Table I. If the characters are adventuring Wraith
on the main isle south or the central river, Zombie+
or if they are exploring the southwestern
islands, use Table 2. If the characters are • These humans will probably be the natives who Jive on the island. For information
adventuring north of the central river, or if on creating native encounters, see p. 29.
they are exploring the northern islands, use
Table 3. •• When Living Statues are rolled as wandering monsters, there is a 50% chance they
will be alive, and a 50% chance they will only be normal statues.
+ Zombies will attack strangers on sight, unless the strangers look like natives. Zombies
will only attack natives when their master has commanded them to do so.
7
0RjGiilAL ADVEilTV~S REiilCARJIAfED • THE ISLE 0F DREAD
GENERAL ISLAND ADVENTURES
TABLE2 TABLE.II
GENERAL ISLAND WANDERING MONSTERS GENERAL ISLAND
WANDERING MONSTERS
% Roll Monster No. Appearing
01-03 Aranea• 1-6 % Roll Monster No. Appearing
04-08 Bear, Cave 1-4
09-10 Cat, Great: Sabre-tooth Tiger 1-2 01-06 Allosaurus• I
II 1-6 07-14
12 Centaur 15-21 Ankylosaurus• I
13-17 Cyclops I 22-26
18 Dire Wolf 1-6 27-34 Brontosaurus• I
19 Dragon. Black..
20 Dragon, Green.. I 35 Crocodile, Giant I
21-22 Dragon, Red• •• 1 36
23-27 37 Dimeuodon• 1
28-33 Dryad I 38-40
34-38 Elk, Giam• 1-6 41-42 Dragon, Black•• I
39-43 Grangeri• 1-3 43-44
44-49 Hydrd, 5 heads I 45-47 Dragon, Green.. I
50-54 Lizard Man 1 48-53
55-60 Elephant, Prehistoric 54-61 Dragon. Red••• I
61-65 Megatherium• 2-8 62-68
66-71 Neanderthal 1 69-76 Dryad 1-6
72-75 Phanaton• 77-82
76-77 Phororhacos• 1 83-89 Giant, Hill I
78-84 Rakasta• (+ Sabre-tooth Tiger) 2-8 9()-94
85 4-16 95-97 Giant, Stone I
86-93 Roe 1-6 98-00
94-95 Rock Baboon 1-2 Hydra, 5 heads I
96 Treant 1-2
97.00 Triceratops 2-8 Plesiosaurus• I
Troll 1
Wyvern I Pteranodon 1-3
Zombie
1-3 Roe 1-2
1-2
2-12 Trachodon• I
Treant 1-2
Triceratops I
Tyrannosaurus Rex I
Wyvern 1-2
Zombie 2- 12
New monster, see description at end
of the module.
.. Not older than average age.
••• Young red dragon only, 7 or 8 HD.
• New monster, see description a1 end or module.
.. Not older than average age.
••• Young red dragon only, 7 or 8 HD.
General island encounters the natives of the village as the Great Wall. is that clan's totem; the members or the clan
A cleared trail leads into the village believe they are blood brothers to that
1. VILLAGEOFTANAROA (Use Map 2.) animal. A large wooden statue of the
from the south, winding through Tanaroa appropriate totem animal stands in the
The villageo£Tanaroa stands in a clearing and continuing north through the gates middle of each graveyard. When in battle,
at the edge or the jungle. Looming up just into the jungle beyond. The trail circles each clan has a standard decorated with the
to the north or the village is a 50-foot high lour groups of huts. Each group or huts is clan totem.
wall buih out or huge stone blocks. The laid out in a circle, and each group faces a
wall stretches for 2 miles across the thin central graveyard. The backs or the huts Jn the center of the village is a fla1-
neck or land that joins the southeastern face the encircling path. Each group or 1opped hill that has been artificially leveled.
peninsula with the main island. huts is made or wood and roofed with A 10-foot tall leveled pyramid made of
interwoven palm leaves. The hutS are 50 earth stands in the center of the hill. The
Evenly spaced along the wall are 28 feet long and 20 feet wide. They are raised pyramid is faced with stone slabs. Set on
square towers, each 100 feet to a side and 70 10 feet off the ground on wooden stilts. top 0£ the pyramid isa huge alarm gong. A
£ee11all. In the center of the wall is a pairor square eanhen wall, 3 feet high by 3 feet
massive wooden gates. Each gate has dou- Each collection of huts representS one wide, stands around the pyramid. Each side
ble doors that are 40 £ee1 wide, 40 feet tall, clan that lives in the village. The four clans of this wall is 250 feet long.
and 5 feet thick. Each gate can be barred are the Elk Clan on the south, the Hawk
with a heavy wooden beam. clan on the west, the Tiger Clan on the The hilltop is the assembly place of
north, and the Sea Turtle Clan on the east. the village. Members of each clan sit on the
The village of Tanaroa guards and The animal each clan takes itS name from earthen mound (or stand behind it) on the
comrols these gates. The wall is known 10
8
0RjGiilAL ADVEilTV~S R EiilCARPATED • T HE I S LE 0 F DREAD
GENERAL ISLAND ADVENTURF.s
side facing 1heir dan site, while the village seven villages. Each village clan garrisons the bearers leave the path or go beyond the
leaders conduct business from atop the one tower with seven warriors, so there is a tar pits at the end of the trail. The natives
pyramid. total of 196 warriors in the 28 towers. The never hire out as warriors.
pits filled with tar are secondary defenses,
Between the clan si1es and the flat- should a nonhuman raiding party or ram- 2. CROCODILE BAY (Use Map l.)
topped hill, the path surrounds village paging monster fight past the wall. The
gardens and the grounds for 1he clans' area between the wall and the village has Floating just below the surface of the
animals. Pigs, chickens, and goats are kept been cleared of trees and brush to allow placid waters of this bay are four large
here. The path continues umil it reaches clear fire for bows and thrown spears. crocodiles.
the Great Wall. From there, it passes imo
the jungle. Trading with the villagers: In a recent Crocodiles (4): AC 3; HD 6; hp 18, 15, 12,
meeting, the council or chiefs decided that 10; MV 90' (30'), 90' (30') swimming;
Asecond lineofdefense s1ands between it would be good for the seven villages to #AT I; D 2-16; Save F3; ML 7; AL N
the village and the Great Wall: 20-30 feet trade with the mainland (the large comi-
deep pits filled with 5- 10 feet of tar. At the nent). Unfortunately, the villagers' small These hungry creatures attack anyone who
base of the towers of the Great Wall are the fishing boats are unable to sail out of sight moves more than 10 feet into the bay. Each
huts used by the warriors who garrison the of land. They are also unable to stand up to of the crocodiles averages 20 feet in length.
wall. storms on the open sea. Therefore, if the
characters have had the foresight to stock 3. LAIR OF THE SEA SNAKES
Tanaroa isone of the seven villages on up on trade goods, the villagers greet the (Use Map 1.)
the southeastern peninsula and the adjoin- characters warmly. Add 2 to the reaction
ing islands. The other villages are Kir- dice roll of the villagers and village chiefs Hundreds of large oysters cover the sea bot·
ikura, Dawa, Mora, Panitube, Burowao, when the characters are received by them. tom near these broad coral reefs. The oys·
and Usi. These villages resemble Tanaroa, ters are under 20 feet or water. If the charac-
except for the Great Wall and the tar pit Furthermore, the characters may sell ters gather a few, they find ld4 pearls worth
defenses. Each village also has the same their trade goods for 100% profit (i.e. they JOO gp each. H owever, every day the char-
four clans. 1£ the party lands at any one o( receive back twice what they paid for the acters dive for pearls (including the first
these villages, use this encoumer descrip- goods). The villagers are not terribly dive), they are attacked by ld4 sea snakes.
tion. The same map may also be used. wealthy, and may only spend a total of
5,000 gp on the goods brought by the Sea Snakes ( 1-4): AC 6; HD 3; hp 9, 8, 7, 6;
Village government and culture: The characters. MV 90' (30'); #AT I bite; D I +poison;
seven villages are loosely allied through a Save F2; ML 7; AL N
council of village chiefs that meets once a If the characters are responsible for
year. The population of all seven villages opening up a new trade route to the isle, Although the number of sea snakes is
combined is about 2,100. they receive experience points equal 10 the unlimited, the pearls run out after 14 days
value (in gold pieces) of the goods sold. of diving.
The seven villages are matriarchies; After the initial visit, the route is no longer
that is, each village chief is a woman. The unknown, and the profits from any other 4. RANDOM ENCOUNTER. (Use Map l. )
natives trace their descent and inheritance trips are not counted for experience poims.
through their mothers' side or the family. For every day the characters are within 2
They also take their mothers' family names The characters may use their profitsor hexes of this location, they encounter one
as their own. spare money to buy extra equipment. All wandering monster from General Island
standard equipment is available in the Wandering Monster Table 2. If possible,
Although the chief of each village is a seven villagesal standard prices, except the the encounter should occur in or near the
female, the leader of each clan is a male. following: battle axes, crossbows 8c quar· monster's lair.
Theclansserve to unify the villages in time rels, pole arms, two-handed swords, lances,
ofwar, each clan being organized as a sepa- chain and plate armor, and all transpori 5. CAVES OF THE ROCK BABOONS
rate "regimenI." Each village elects a spe- animals and related objects (such as bard- (Use Map 3 or 4.)
cial official to serve as advisor to the chief. ingoranimal-drawn cans). The only types
This person also acls as the village war of water transpon available to the party are As the characters near a crumbling stone
leader in times of trouble. canoes, sailing boats, and rafts. cliH, they hear many hoots, grunts, and
shrieks. The noises are coming from a 6·
The last importam village official is Preparing to travel inland: The natives of foot high opening in the rock wall. A foul
1he village Zombie Master (or Zombie Mis- Tanaroa occasionally visit the tar pits stench wafts out of the dark opening, and a
tress). This advisor is usually a cleric or beyond theGreat Wall to renew theirsupp- cunnel leads back from the opening into
magic-user of at least 5th level, and heads lies (the villagers use the tar for waterproof- darkness.
the village's Cult o f the Walking Dead. ing their boats and roofs). The characters
Thiscult is a secret society whose members, may hire a guide to take them beyond the Living within this cavern complex is a
with the exception of the Zombie Master, Great Wall as far as the tar pits. The guide tribe of 15 rock baboons.
wear hooded masks during cult ceremo- also tells them where it is safe to cross the
nies. At these ceremonies, the "walking pits. A guide coS1s 5 gp per adventure. Rock Baboons (15): AC 6; HD 2; hp 14
ancestors" are created. (Treat any walking ea.ch, 16for leader; MV 120' (40'); #AT
ancestor as the monster zombie in an The party may also hire 2d6 bearers to I club/ I bite; D 1-6/ 1-3: SaveF2; ML8;
encoumer.) While these zombies are some- carry supplies; however, no bearers uavel ALN
times used as laborers or spare warriors, the beyond the Great Wall without a guard
villagers shun and fear them. force ofat least 30 fighters. Bearers cost I gp You may use General Cave Lair I (Map 5),
each per adventure. Neither the guide nor General Cave Lair 2 (Map 4), or a map of
The Great Wall north of Tanaroa is your own design for this encounter.
always garrisoned by warriors from the 9
Each chamber in the cave has ld4
baboons living in it, except for the hearth·
0RjGiilAL ADVEilTVRJ:S REiilCAR_IlATED • THE ISLE 0 F DREAD
GENERAL ISLAND ADVENTURES
treasure room, where the leaderand the rest Pirates(40): AC5; Fl;hp5each;MV 120'; tunnel winds through the hills for 500 feet
of the tribe can be found. None of 1he #AT I; D 1-6 or by weapon; ML 7; and empties into a series of natural caverns.
chambers is furnished, but large amounts ALC These caverns are under water at high tide
or 1rash and dung are piled in 1he comers or (20% chance).
each room. Fruit rinds and bones litter 1he Six pira1es wear chain mail and fight with
lloor. cutlasses.Twenty others wear lea1her armor 7f. WALL: The pirate lair is surrounded by
and fight with cutlasses. Fourteen wear a wall of thorn bushes weighted down with
A gold bracelet worth 700 gp, and a leather armor, and are armed with cutlasses rocks. The 5-foot tall by 3-foot wide wall
silver-and-amethyst n«klace worth 1,300 and crossbows. keeps out all bu1 the largest animals.
gp may be found in a pile or gnawed bones
in one corner of the hearth -treasure room. At sea, seven to eight pirates sail in each 8. HIPPOGRIFF NEST (Use Map 1.)
Bo1h pieces of jewelry are somewhat tar- outrigger canoe. The leader sails in the
nished, bu1 are otherwise in good shape. canoe of his choice. The rest guard the Set a1op the tallest hill on this small island
camp (areas 7a-7f). is a large nest. The nest is the home or five
6. LAlll OF THE WATER TERMITE hippogriffs.
(Use Map 1.) 7a. TOWERS: Three 20-loot tall lookout
1owers stand guard over the lair. Each HippogriUs (5): AC 5; HD 3+1; hp 21, 20,
A 5-loot long wa1er termi1e lives in this tower holds up to four pirates. At least one 16, 14, JO; MV 180' (60'), 360' ( 120')
area. The termite's home is a rocky cave, 35 lookou1 is in each tower at all times (you flying; #AT 2 claws/ I bite; D 1-6/
feet beneath the water's surface. may wish to roll ld4 to determine the 1-6/ 1-10; Save F2; ML 8; AL N
number of lookouts in a tower).
Water Termite: AC 5: HD 4; hp 30; MV These creatures prey on the weakest of the
180' (60'): #AT see below; D 1-6: Save 7b. BOATS: The outriggers are beached many wild sheep that graze on the sur-
F3: ML II: AL N here unless the pira1es are out raiding. rounding hills. In defending their "terri-
When 1he pira1es are ashore, 1he paddles tory," the hippogriffs attackanyone climb-
The wa1er termite does not bite unless cor- and sails from 1heir boats are kept in di£fer- ing the hill within a hal£mile of their nest.
nered; instead, it uses an inky spray for ent hu1s to prevent thefl.
defense. If the termi1e is above water when 9. RAKASTA CAMP (Use Map 7.)
it sprays ink, a saving 1hrow versus poison 7c. HUTS: These are made of grass, and
mus1 be made by any character caught by are roofed with cones of 1ha1ched grass. A tribe of rakasta has set up a temporary
the spray. Anyone failing the saving lluow The hut marked " L" is the leader's hut. It camp in this area.
is paralyzed for I tum. contains a locked wooden cabinet, in which
the outrigger sails are stored. The hut Rakasta arc a race of nomadic feline
The water termi1e's most dangerous marked "'S" is the supply hut. Paddles, humanoids. They walk er«t, but their
attack is the hull damage it does to ships. If ropes, tools, food, buckets or tar, spare heads and features are catlike, and 1heir
1he characters' ship passes through this weapons, and other supplies arc kept here. bodies are covered with soft, tawny fur.
hex, 1here is a 50% chance that 1he water The huts marked "C" each contain 3d4
termile clings 10 the hull, doing 1-3 points captives. The prisoners are shackled to iron The rakasta a~ a proud and barbaric
of hull damage before leuing go. Once any weights. The unmarked huts each house race. They are fierce fighters who cover
damage has been inflicted, there is a 50% four pirates. their natural claws with metal "war claws"
chance per round that someone notices the (their favorite weapon).
leakage. 7d. CAVE: This cave is always guarded by
2d4 pirates. The pirates' treasure is kept Certain rakasta warriors ride sabre·
Within the flooded lair are piles of here, locked in a large iron box that is too1h tigers. These tiger riders are consi-
bleached bones and miscellaneous bits or ct"mented into the wall. Only the leader has dered to be the bravest and strongest of the
trash. Among the items 10 be found in the 1he key 10 this box. If the box is forced open, rakasta warriors, and only they can hold
trash are old swords, boots, wa1erlogged a secret compartment in the side of the the respect of the sabre-tooth tigers.
clo1hing, and an opaque bottle containing chest slides open, releasing a deadly pit
a po1ion or heToisrn. viper. Rakastadwell in large, richly furnished
tents. Their treasures include silk tapes·
7. PIRATE LAIR (Use Map 5.) Pit Viper: AC 6; HD 2; hp 5; MV 90' (30'); tries, brightly colored carpets, bronze arti·
#AT I bite; D 1-4 +poison; Save Fl; facts, gilded leatherwork, silverware, and
The pira1es who live here have come from ML7; ALN gold jewelry. The tribe's treasures arc worth
another island (you may choose one or add a total of I0,000 gp (equal to the weight of
new islands to the map). They work from Ifoneof the characters picks the lock on the 10.000 coins).
1his base camp, raiding 1he coastal villages box, he finds in the box 2,000 cp, 3,000 sp,
for slaves. They sail in four 20-foot long 4,000 ep, 17 gems (worth l ,700 gp tolal), a Sixteen normal warriors and three
ou1rigger canoes with collapsible masts. magic-user/elf scroll (shield). and a magic tiger riders are in this temporary camp.
sword +I. The sword's statistics are as
A tOLal or 41 pirates are based here. follows: Warriors (16): AC 6: HD 2+1; hp 10 each;
Following are their sta1is1ics and weapons: MV90' (30'): #AT2claws/I bite; 01-4
AL N ; l 8; EC 9; detect metal; levitate each; Save F2: ML 9; AL N
Leader: AC 5; F4; hp 29; MV 90'; #AT I: for 3 turns per use, up to 3 times per
D 1-6 or by weapon; ML JO; AL C day Each of the tiger riders has 16 hit points.
These riders may leap up to 20 feet from
The leader wears chain mail and fights 7e. ESCAPE TUNNEL: Behind a hidden their mounts and attack in the same round.
with an ornate two-handed sword. H e also exit in the cave is a 4-foot wide escape tun·
has a ring of water walking, and the key LO nel. (Trea1 the exi1 as a secret door.) The Sabre-tooth Tigers (5): AC 6; HD 8; hp 36
the iron box in area 7d. each; MV 150' (50'); #AT 2 claws/
I bite; D 1-8/ 1-8/ 2-12; SaveF4; ML5;
ALN
10
0RjGiilAL ADVEilfVR,J:S REiilCARJIA"f'ED • THE ISLE 0F DREAD
GENERAL ISLAND ADVENTURE.S
9a. TE.NTS: Each of chese cents houses of phanacon, see the New Monsters section IOb. HUTS: The five wooden hul.S on this
rakasta: (p. go) in the Appendix. platform house a total or 20 phanaion,
including the clan war chief and his seven
Tent 9al: 4 rakasta This settlement is hidden 50 feet off bodyguards. The remaining 12 phanaton
(I is a tiger rider) the ground in the trees. The seulement arc the warriors' mates.
Tent 9a2: 2 rakasta cannoc be seen from the ground, and any WarChief: AC6;HDg;hpl5;MV90'(g0'),
Tent 9a.': g rakasta 150' (50') gliding; #AT I; D 1-6 or by
Tent 9a4: g rakasta creature other than a phanaton must be weapon; Save F3+2; ML 7: AL L
within 20 feet of the settlement co distin-
(I is a ciger rider) guish it from the sunou nding greenery. Bodyguards (7): AC 6; HD 2: hp 10 each;
Tent 9a5: 4 rakasta MV 901 (gO'), 150' (50') gliding; #AT I;
The phanaton seulement consislS o( D 1-6 or by weapon; Save F2 +2; ML 7;
( I is a tiger rider) six wooden platforms built between several
Tent 9a6: g rakasta large trees. Each platform is supported ALL
from below by wooden braces. The plat·
9b. PAVIUONS: Each of these is a simple forms are also supported by a web of knot- Mates ( 12): AC 7; HD 1- 1; hp g each:
tent pavilion covered with a roof of inter- ted ropes, like the cables of a suspension MV90' (gO' ), 150' (50') gliding; #AT 1;
woven palm leaves. The pavilionsare built D 1-6or by weapon; Save Fl+2; ML 7;
o n a light wooden framework, and are bridge.
raised JO ft"Cc off the ground. The tent can- A number of huts, varying in size, have ALL
vas can be rolled down in case of rain. The
three pavilions each house a sabre-tooth been built on each of the platforms. A Hidden beneath !he war chief's bed is a
ciger chained to a large heavy log. safety rail runs along the edges of the plat· locked wooden chest containing the clan
forms to prevent young phanaion from fal- treasure: g,ooo sp.
9c.COMMUNALPAVIUON: This pavil- ling off. The pla1fomlS are connected by a
ion is similar to those used to house the series of rope bridges for !he young or 1Oc, lOd, lOe, 1Of. OTHER PLATFORMS:
tigers, except for a smoke hole cut in lhe infirm. These platforms house the rest o( the tribe.
roof. Inside, several cushions aod rugs are There are Lhrec hul.S each on platforms l Oc
placed out on !he floor. Phanaton usually climb or glide up to and IOd; there are four huts each on plat-
their settlement. However, a trap door is forms lOe and )Of.
9d. FIRE PIT: This communal fire pit is built intoone of the plat(orms(lOe); a rope
rimmed with rocks. A turning spit sta nds ladder may be unrolled from !he door. The In each hut, there is a family of pha·
in the ~mer of the pit, and other cooking rope ladder reaches to the jungle floor, and naton composed or an adult male, an aduh
utensils are scauered about. is for the convenience of nonflying guests. female, and ld4 children.
Guests urnally sleep on the northernmost
10. PHANATON SETTLEMENT platform (lOe). The wooden huts are filled with skill-
(Use Map 9.) fuJly carved furniture made from many dif-
IOa. HUTS: Three huts, housing a toiaJ o( ferent types of exotic woods. Dozens of
This is a small settlement of about I00 14 phanaton, have been built on this plat- hanging plants and ornate mobiles deco-
phanaion. Phanaton are hal£Jing-siz.ed form . There are seven adult males, £ive rate !he huts.
creatures that look like a cross between a adult females, and two cl1ildren. The child-
monkey and a raccoon. They are able to ren are unable to defend themselves and 11. LAIR OF THE LIZARD MEN
glide from tree branch to tree branch, like a nee if auacked. (Use Map 5 or 4.)
flying squirrel. For a complete description
Phanaton (14): AC 7; HD 1-1 ; hp 7x4; 5xg; This lair is located on the edge of a dense
2xl; MV 90' (g0'), 150' (50') gliding; swamp in a dank, half-flooded cave.
#AT I; D J-6or by weapon; Save F1+2;
ML ?;ALL You may use General Cave Lair I
(Map 5), General Cave Lair 2 (Map 4), or a
II mapof yourown design for this encounter.
Living within this dismal cavern arc
14 lizard men.
LizardMen(l4): AC5; HD2+1; hp lOeach;
MV 60' (20'), 120' (40') swimming;
#AT I weapon: D 2-7 or weapon +I;
Save F2; ML 12; AL N
One to three lizard men are in each chamber
of the lair, except for the heanh-treasure
room, where the remainder of the group
can be found.
The lizard men hunt and cat the var-
ious swamp animals that live in the area.
For tribal feasts. they occasionally attack a
neandenhal lair. The lizard men have
accumulaied a small horde of lJ'eaSure from
these raids. Scored in an untrapped,
unlocked box in the hearth-treasure room
is the lizard men's treasure: 5,000 cp, 6,000
sp, and eight opal gems worth 500 gpeach.
0R,jGiilAL ADVEil1'VRJ;S REiilCARJJATED • THE ISLE 0F DREAD
GENERAL ISLAND ADVENTURES
12. NEANDERTHAL LAIR (Use Map 3 or 14. ARANEA LAIRS (Use Map 8.) The bugbears earn treasure and favors from
4.) the aranea by guarding the grounds from
The aranea are a race of highly intelligent, intruders. Each carries a large alarm horn
You may use General Cave Lair I (Map 3), magic-using arachnids (spiders) who live that it sounds at the first sign of trouble,
General Cave Lair 2 (Map 4), or a map of in webs strung between trees. The webs are warning the aranea. Each also carries a
your own design for this encounter. about 40 feet above the jungle floor. Only a pouch containing scraps of food, personal
character who climbs 20-30 feet above the mementos (such as bones and teeth), and I0
In this lair are 16normal neanderthals jungle floor is able to see the webs. Pan of gp. They live nearby in thatched huts.
and 2 leaders. the webs are roored over with a waterproof
mixture of leaves. bark. twigs, and web 15. PTERANODON TERROR
Neanderthals (16): AC 8; HD 2; hp 9each; strands. (Use Map 1.)
MV 120' (40'); #AT I weapon; D 1-6; Three pterandons inhabit this area. There
Save F2; ML 7: AL L Each aranea has a separate lair. but the is a 75% chance that the pteranodonsauack
walls are close enough together so that the the characters as they cross the rope bridge
Leaders(2): AC8;HD6;hp31,27;MV 120' aranea can e-,isily jump from one to another. that spans the central river. Anyone who is
(40'); #AT l; D 1-6+2; Save F6; ML 7; hit by one of the pteranodons has a 10%
ALL An aranea looks like a huge, greenish- chance of falling oH the bridge and taking
brown spider (about the size of a small IOd 10 points ofdamage from the fatI to the
One to two neanderthals will be in each pony). A massive, odd-shaped lump on its rocks below.
room of the cavern, except for the heanh- backs houses a large brain. For a complete
treasure room, where the leaders and the description of aranea, see the New Mons- Pteranodons (3): AC 6; HD 5; hp 26, 23, 18;
remainderof the neandenhalscan be found. ters section (p. 30) in the Appendix. MV 30' (JO'), 240' (80') flying; #AT I;
D 1-8; Save F3; ML 8; AL N
The rooms are filled with crude wooden Three aranea inhabit this section of
furniture; each has a fire pit. The walls are forest. The webbed-over sections of their 16. THE ROC'S ROOST (Use Map 1.)
painted with huntingscenes, and the floors lairs resemble caves. Many pieces of crude
are kept reasonably clean. "furniture" made out of web, vines, and This nest belongs to two small roes. Woven
wood are webbed in place on the floors of into the nest is a map showing that a trea-
The neanderthals' treasure is kept in a these lairs. Storage chests and libraries used sure wonh 17,000 gp can be found at area
chest made from fitted. uncemented rock for spell research are among the pieces of 19.
slabs. In the chest are 1,000 sp, one large furniture in the lairs. ·
white pearl worth 500 gp, and a small piece Roes (2): AC 4; HD 6; hp 32, 26; MV 60'
of obsidian worth 10 gp. Aranea usually weave their treasure (20'), 480' (160') flying; #AT 2 claws/
into the roofs of their lairs for safe keeping. 1bite;D2-5/2-512-12; Save F3; ML6;
13. AERIE OF THE GARGOYLES ALL
(Use Map I.) Aranea(3): AC?; HD3; hp 19each; MV 60'
(20'), 120' (40') in web; #AT I; D 1-6 + 17. DIMETRODON PERIL (Use Map I.)
When the characters enter this area, they poison; Save MU3; ML 7; AL C
notice a single grotesque statue, standjng As the charaaers emer this area, they heara
atop a craggy rock peak several hundred Thearanea in the first lair (l4a) has learned series of horrible screams. In thecenter ofa
yards in the distance. As long as the party is the following magic-user spells: grassy clearing, a dimetrodon is attackinga
at least 100 feet away, the figure does not frantically struggling native.
move, and appears to be nothing more than First Level: detect magic, sleep
a stone statue. However, if anyone moves Second Level: levitate Dimetrodon: AC 5; HD 7; hp 36; MV 120'
closer than 100 feet, the gargoyle (statue) The aranea in the second lair (14b) has (40'): #AT I: D 2-16; Save F4; ML 8;
flies forward with a grating shriek and learned the following magic-user spells: ALN
attacks. First Level: floating disc,
For a complete description of the dime-
Gargoyle: AC 5; HD 4; hp 26; MV 90' (30'), ventriloquism trodon, see the New Monsters section (p.
150' (50') flying; #AT 2 claws/ I bite/ Second Level: phantasmal force 30) in the Appendix.
I horn; D 1-4 each; Save F4: ML 11;
ALC Each of the three lairs is similar, except for If the characters slay or drive off the rume-
the types or magic items to be found in trodon, the native, though mortally
Twoother gargoyles (hp 23, 22) are attracted them: wounded, gives the characters his only
by the cry of the first gargoyle, and leave 14a: Ashield +I (cursed to-l)and a potion treasure: a nugget of platinum worth 50
their nearby cliff lair to join.the fray. of undead control are hidden in the ceiling gp. The charactersmust swear, however, to
of this lair. bury the native in a special location in
The gargoyles· nest is set into a rocky return for the treasure. You may choose the
cliff about 50 feet from the ground. Any 14b: A broom of flying is hidden in the special location given the characters by the
character other than the thie£ who tries to ceiling of this lair. native.
climb the cliff must roll less than his dex-
terity on ld20orfall to the ground. The fall 14c: A scroll with the spells light, mirror 18. THE OGRE'S LAIR (Use Map 3 or 4.)
causes 3d6 points of damage. A thief auto- image, and read languages is laid out a
malically succeeds in any auempt to reach table in this lair. A potion of poison is You may use General Cave Lair l (Map 3),
the lair. hidden in the ceiling. General Cave Lair 2 (Map 4), or a map of
your own design for this encounter.
Among bones and assoned garbage in Two bugbears patrol the area beneath the
the lair, the characters find a ruby worth aranea webs. This ancient burial chamber is the
600 gp, and a protection from elementals home of five ogres.
scroll lying on the floor. Bugbears (2): AC 5; HD 3+1; hp 11, 10;
MV 90' (30'); #AT I weapon; D 2-8 or
by weapon +I; Save F3: ML 9; AL C
12
0zjGiDAL ADVEDTV~S REiDCAR..._IlATED • THE ISLE 0F DREAD
Map I
The Isle
of Dread
r..... Jungle
• Swamp
Mou111ai11
6 Volnmo
~ H ills
,... Caves
IV'- Bro ki:>n Land
• • • Trail
• Villag<-
• Ruins
'5
0
O 1981 , 1983 TSR. Inc. All Righi- R""'""'I.
0.RjGiIIAL A DVE ll'fV ~S REiIICARJIA1'ED • TH E ISLE 0F DREAD
Map 2 Village of Tanaroa Sc:alr: I $qmrr • 50 fftl
1-1--+-+--H"~~~~r-:t-:~~~~~~~~r:;:t-~~~~-r--r~J
t---+~-+-~+- .~.....1<-.·-+~-+-~.~,.,..-....~1----i-=-~-.f'..,,,,~.-+-~+--~"'li.,-.~'-+~"1-~~-i'lr-ll ~~--'-i~..-.....-.....----l....+..~~--+'--i'--.f+---~-i-+---1~+-+--.~.."~~H"'~~~-+--~---+-+~-111-~~1~
.---
t--+-+-+-·~+--+--+-'"-+--'"t-._...,_~~-+----.--+--+ ~a-.r-:-+--+---+--+--.,._.-+--+--+--+--1~--+--+----~J
--~-~~~--=+----· ~~~~~-~ ----1
I
...1---+~-+-~r t-t-~':f'-~f;o;-4-t--'"~"""'~_,...;..-+-:!"'tT'-""+'"-+--"::t":'~ t-irn,......m.t"""' """ir="t-~~-t-~t=--i~-f:~il----ii t-!+--+~-+----<•
1--1-_.__._ ~.~~""'-4"-'-*__..l-_.,__-+-.....,..-+-l-4---+--""'"t-ft-+--+--+-H-+---+---+-+--1--+-.c-~,,......,~---r--r-;I
1-+-+-~~~~:.;i.:::+:-t:;+\1--+4-+:~~-t--t--¥=4--~~~~~~~+---f i1
il"4---4-..---~~
t: f
~~~~+-+4--~~~H~~~-~~~I
-r i!
0R.tcin'u ADVEilTVRJ;S REiilCAR__IlA'fED • THE ISLE 0F DREAD
Map5
Pirate Lair
I- ~
JJ--+-4.::d:~~lok-4::~~~~
lt--.-1-1-!hA+-~h+-+--+-+-+ -E!,~~~~~.....-+.....~~~~~""'t-~
l~~~~~~~
I ~µ+--1-f-r!:..+F~~......~
!00
J.,..,...4~~~~1-+":.+-
1l h--t;;-tt.:-+7--H'T-i~~......~~......,.,.
I ~-+F+-=-+-~4iiF-::i::--+-~
fI h-h.-+-1+=--+H__...._~..+--:p
N-'-H-+=-++-+"-+-+-~
i la...:41!::..j.L.4..jR-4~~~~
~ ~-+....4~+:--1--4;c...,i..-~-+-f'J~~~
0 Grass Hut Scale: 1 Square = 10 Pee1
Watchtower
,.I.I. Thorn Wall H ills
,- ....-· jungle
, Tunnel Sand Beach
, ..._,,,( Raised Earth Mound
-(
·~
'
.. _,,-......
=~:,--
0RjGiDAL A DVED'f'U~S REiDCARJIA'fED • THE ISLE 0F DREAD
0ajGiilAL ADVEil'fVRJSS REiilCARJIA'tED • THE ISLE 0F DREAD
0
~.
.C..')..
t:I
:t>
t""
>
<0
=t"1
-<+:
~
(I)
!:=
=."..'..
C1
:t>
~ Broken Land
~ Grassland/ Steppe
tl1 Border
0
•
:-:cI
-I'll
(I)
l""
l"lj
0
"0'
l=
>M
0
Map 3 General Cave Lair l Map 7 Rakasta Camp +}--
Entrance I II II II \1
Map 4 General Cave Lair 2 ~ Tt·nt ~..... 1
- nl'!itJ.
Pa"ilion
I- ~1 -I-
I...-.
/" ·"'>. ~
~ ~
,
ii)
I
/
'
-I-
..I'
g
Map 8 Aranea Lairs 1
1
- .~
-( '). ;s ...,
f,__
• i • J~ 1-- ~ '
,~.
\,.,._; ~
"'\. -~
-- - ~L-~~~ ({,, -k1~~ ~ Ifv"'"'"~• r)
vI ......- ·ft -~
I
n - ?-- l+
'"'' vl 1--:::ii .'ir.(.,,....,.... .,_ N
!I '' ..,._
I\. !!. ~ ~:,_., '-
~"- 'rl / ~ -~ \: ~• "'>;. I\ v- fl.II \
/,; Jr.: \ , L 1 •I
"'".., ' "-
" I / L •J ~~ ,J . ·~
r'\ ~ \ ,. ;,:.::~'".":"::': r' '(
,..,; "- r
4b ~ J ....- •"
') r J "\.l 11; r::;. tA \ ,),. "'
y ~'\.!'
/)~·J"
Ir""'-.
'>---
-I'l\ • }
( ) / I / :71. ' - - -
l
,__ ~ t'\ l...-
I \'\ iy 3 14'1
- ._ ' -'l
~ ~
- ~ Amow" IV<·b i\.--
'("' t ,__1--
Webbed-Over Ir'»)"-> •
&ction l . ""'
• T ree
lI II I Sc le: Sqau ~= ~o Ct'l
18 Tree Trunk
0ajGiil.A.L ADVEilTV~S REiilC.A.RJI.A.TED • THE ISLE 0F DREAD
Map9
Phanaton
Settlement
J
I t-+~-+--lb'
l
.!
c
-2
11--1--+--+--+-~~~
..~ ~~~~~
g
1
1
f
I
f
i
e
~
.Hui l5J Rope Bridge Ttt'<·T1unk
Pimform
19
0RjGiflAL ADVEil'tV~S REiflCARJIA'tED • THE ISLE 0F DREAD
Map IO Central Plateau
+
Vi llagt• ~ Ruins
R<lpt' Bridge RavinC'
R idge Lal..t•
Sak. I H t•x ~ I Milt-
Map II
Village of Mantru
Door
Outrigger Qrnoe
Tree
Garden
Fire
Beach
Lake
Stockade
Sc-.t l~: I Squan• • 10 Fee1
o 1981, 1983, TSR, lac. AD lligbt1 Rnened. 20
0 RjcinAL ADVEllTV~S REiilCAR!lATED • THE I SLE 0F D READ
GENERAL ISLAND ADVENTURES
Ogres(5): AC6; HD1+1 ; hp21, 18. 18, 15, hillside. As 1ht characters come to the is locked, the lock mechanism may be
9; MV 90' (30'); #AT I club; D 1·10; mouth of thecavt, 1hty hear heavy, labored picked once the chest is removed from the
Save F4: ML 10: AL C breathing coming from inside the dark wa1er.
cavern.
There is a 50% chance 1ha1 each room is Underneath the slime at the bouom or
occupied by an ogre, except for 1ht' hearth· If thecharacters enter the caverns, they the pool is the key to the lock on the chest.
treasure room. where the res1 or the ogres find all Lht' chambers LO be empty. except The characters only have a 20% cha nce of
can be round. for one. In the hearth-1reasure room, the accidentally finding the key: however, if
characters come upon a green dragon. a they actively search the area for the key,
Each chamberof the cavern complex is creature of great age and fearsome aspect. eachcharaeterhasa I in6chanceoffinding
lit by a crude torch. The torches are at· ii.
tached to the rock walls by ~ticky, black Green Dragon: AC I; HD 9; hp 45; MV 90'
globs or adhesive (tar). The dim illumina· (30'), 240' (80') flying; #AT 2 claws/ The hoard o( valuables consists of
1ion in each room reveals burial chambers, I bite+ breath weapon; D 1-6/ 1-613·24 2,000 cp, 2,000 sp, 1,000 ep, 3,000 gp, and 6
Ii Ltered with old bones and rou ing sh rou<ls. or breath; Save F8; ML 9; AL C amethys1 stones worth a total of 3,000 gp.
Hidden benea1h a pile or shrouds in The dragon will often (33% or the Lime) be 22. PLESIOSAURUS MENACE
1he hearth-treasure room is the ogres' Lrt'a· asleep a1op his pile or 1reasure, and can be (Use Map I.)
sure chest. inside the locked wooden chtst surprised. However, ir he is awake when
are2,000sp, l,OOOgp,and 1hreesabre·LOOLh the characters enter his cave, 1he dragon A hungry plesiosaurus lurks beneath the
tiger skulls. knows they are there. There is a 50% chance surface of this lake.
that. instead of slaying Lhe characters, the
19. DERANGED ANKYLOSAURUS dragon allows the characters to leave Plesiosaurus: AC6; HD 16; hp60; MV 150'
(Use Map I.) unharmed; however, he only allows 1his if (50') swimming; #AT 1 bite; D 4-24;
the characters give up all ol Lheir magic Save FS; ML 9; AL N
As the characters move 1hrough this lightly items.
wooded area, an ankylosaurus rushes ou1 For a complete description of the plesio-
and attacks in a frenzy or 1ail-bashing. If you are using either Map 3 or 4, the saurus, see 1he New Monsterssec1ion (p. 30)
Although normally quite docile, this beast dragon will have blocked orr all tunnels in in the Appendix.
recently grazed on a patch or loco weed. and Lhe cavern that are 100 small for him to
is now under the plant's influence. The move through. The beas1 auacks anyone coming within 15
giant creature attacks until slain (+6 to Ccet of the shore. 1£ i1 hits, the plesiosaurus
morale), or until the drug wears oH (in The dragon's treasure hoard consis1s pulls its victim into the lake on the follow·
about 2 hours). of 40.400 sp, 2.000 gp. and 30 assorted ing round.
pieces of jewelry worth a total of 18,000 gp.
Ankylosaurus: AC 0; HD 7; hp .53: MV 60' If the plesiosaurus is slain and its body
(20'); #AT I tail; D2-12; SaveF4;ML6; 21. LAIR OF THE WRETC.HED cu1 open, 1he charaeters find a skeletal arm
ALN TROGWDYTES (Use Map 3 or 4.) and hand wearing a ring of regeneration.
This area is also the hunting ground of an You may use General Cave Lair 1 (Map 3), 23. RANDOM ENCOUNTER
allosaurus. General Cave Lair 2 (Map 4), or a map or (Use Map I.)
your own design for this encoun1er.
Allosaurus: AC 5: HD 13: hp 55: MV 150' For every day the characters spend within 2
(50'); #AT I bile: D 4-24; Save F7; As the charac1ers near this area, they hexes or this location, they encounter one
ML9;ALN begin to smell a particularly foul s1ench. wandering mons1er from General Island
The smell becomes worse as the party Wandering Monster Table 3.
U the charaClers have 1he treasure map comes upon a dark opening in the ground.
from 1he roes' roos1 (area 16), 1hey may dig The odor seems LO be coming from this 24. THE SEA HYDRA (Use Map I. )
here for the large buried treasure. The hole.
hoard is buried 10 feet underground, and If the party's ship passes within I hex of
takes ld4+ I turns to dig up. Roll for wand- Within this lair are 17 troglodytes. this location, it is attacked by a six-headed
ering monsters each tum. Honeappears, it They have recemly moved to this location sea hydra.
is the allosaurus. because of 1he " pleasantly" damp climate.
Sea Hydra: AC 5; HD 6; hp 18; MV 120'
The treasure consistsof2,000gp, thrtt Troglodytes (17): AC 5; HD 2; hp I0 each; (40') swimming; #AT 6; D 1-10 each;
diamonds worth 3.000 gp t>ach, and a sap· MV 120' (40'); #AT 2 claws/ I bite; Save F6; ML II; AL N
phire necklace worth 6,000 gp. D 1-4 each; Savt' F2; ML 9; AL C
The sea hydra attacks with all of its heads
For complete descriptions or 1he anky· One to four troglodytes are in each chamber every round. Forevery 8 pointsofdamagea
losaurus and the allosaurus, see tht' New o( tht' lair. excepl for 1he hearth-treasure hydra lakes. one head is destroyed.
Monsters section (p. 30) in 1he Appendix. room, where 1he rest of the 1roglody1es can
be found. The hydra's lair is located 200 feet
20. ABODE O F THE GREEN DRAGON benca1h the surface in a flooded cave.
(Use Map 3 or 4.) The 1roglodytes' treasure chest is Inside 1he cave is the treasure the hydra has
chained to 1he bo1tom of a 3-root deep, gleaned from sunken ships and unfortu·
You may use General Cave Lair I (Map 3), evil-smelling pool of dark liquid. The na1e passers-by. The treasure includes 1,000
General Cave Lair 2 (Map 4), or a map or rusted chest is a1tached to a boll in the gp, an untarnished coat of cham mail+J, a
your own design for this encounter. center o( the pool's Ooor. In order to get to rusted cutlass topped with a jeweled porn·
the chest, Lhe chain must first be severed mel (worth 500 gp), and a potion of water
As the charaeters pass a low, stony hill. (you must decide tht' characiers· chances, breath mg.
they notice a broad opening in tht' rocky based on Lheir actions). Although the chest
21
0aj.GinAL ADVEntviu;s REillCAR._IlATED • THE ISLE 0F DREAD
CENTRAL PLATEAU ADVENTURES
Bordered by moumains on one side and 1he TABLE4 CENTRAL PLATEAU WANDERING MONSTERS
great river canyon on the other is the cen-
tral pla1eau. II Slands separa1ed rrom all Dice Roll Monster Dice Roll Monster
else by Sleep, jagged clir£s rising 5,000 ree1.
2-3 Cave Bears (2): AC 5; H D 7; hp 33, 28; Save F8; ML 8; AL N
A dormant volcanic mountain domi- MV 120' (40'); #AT 2 claws/ I bi1e; D
na1es the plateau, and a crater lake lies at 1-8/ 1-8 2-12; Save F3: ML 9; AL N 10 Triceratops: AC 2; HD 11 ; hp 50; MV
the cem er o f the moumain. The volcano 90' (30'); #AT I gore or I trample; D
can be seen £rom nearly all points on 1he 4 Pteranodon) (4): AC 6; HD 5; hp 20, 3-18; Save F6; Ml 8; AL N
plateau. 19, 18, 16; MV 240' (120') flying; #AT
I; D 1-12; Save F4; ML 8; AL N 11 Sabre- tooth Tigers (2): AC 6; HD 8; hp
Except for the volcanic crater, 1he 35, 29; MV 150' (50'); #AT 3; D 1-8/
temperatures are cooler on the plateau than 5 Pterodactyls (7): AC 7; HD I; hp 6 1·812·16; Save F4; ML 10; AL N
on the rest o[ the isle. Grasslands and each; MV 180' (60') flying; #AT l; D
forests cover much of the plateau. 1-3; Save Fl; ML 7; AL N 12 Tremor: minor quakes that vary in
severity (roll ld6);
There are only three ways for the char- 6 Boars (2): AC 7; HD 3; hp 10, 9; MV 1-4; Minor Shock - no effect
acters to reach 1he plateau: by ciossing the 150' (50');#AT I: D2-8: Save F2; ML9; 5: MajorShock -characters knocked
rope bridge (at area 15), by using a magical AL N off their feet; 30%chance of Calling
flyi ng device, or by climbing. Characters ir climbing cliffs
without climbing skill canno1 succcssrully 7 Animal Herd (5): AC 7; HD 2; hp 10 6: Severe Shock - trees tilt, rocks
scale the cliffs surrounding the plateau; each; MV 240' (80'); #AT 3; D 1-2/ fall, small cracks appearinground;
even thieves must check for Calling every 1-211-4; Save Fl. ML 5; AL N characters knocked off their feet;
100 fee1(30 times). Give 1hecharacters hints if in forest, 5%chance percharacter
about the grt.'31 risk imolved in climbing. 8 Dire Wolves (4): AC6; HD 4+1; hp 19, o r taking 3d6damage Crom Calling
16, 14, 11: M\/ 150' (50'); #AT I; D 2-8; trees, 60% chance or fall ing j(
You migh1 also want to hin1 10 1he Save F2; ML 8; AL N climbing cl iHs
playerstha11he village of Mantru is a good All tremors las t for 10-30 seconds.
place for 1he characters to se1 up a base for 9 Elephams, Prt>histo1 ic (2): AC 3; HD
£urther adventures in this area. 15: hp67, 59; MV 120' (40'); #AT 3; D2
tusks or I trample; D2-12/2-12or4-32;
Maps for central plateau
3,000 pounds (30,000 en) of raw ore. Two feet or less. They surprise the characters on
encounters men can mine200 pounds of ore in one day.
a ro ll of 1-3 on ld6.
You wi ll need the following maps 10 run Workers may be brough t in Crom the These treants are reclusive a nd try to
encoun1ers on the central plateau: mainland to mine and transpon the ore.
The characters must pay each worker I avoid any contact with the characters. The
Map 10: Central P la1eau gold piece per week. They mus1 also pro- treants are the only living beings in this
Map 11: Village of Mamru vide food for the workers. and pay the cost
The scale on the Central Plateau Map is I of transporting the workers to this area. forest, and if the characters move through
mile 10 the hex, so 1he characters move six without searching, the chance o f their
times as far per day when 1raveling on this The natives living on the plateau do encountering the Lreams is only I in 20.
map. II does ta ke 1he characters much not work the vei n unless they are enslaved.
longer 10 scale 1he cliffsal area 27, however. You may wish Lo discourage this by having The treams ignore the characters, but
1he s laves work very slowly, and having
Wandering monsters them rebel o£ten. the following actions by the characters
bring the listed responses:
Check for wandering monster encounters Once the workers have removed the
by rolling ld6 for every 3 hexes the charac- raw ore, it must be carried overland by Search ing: If the characters are search-
ters travel. Ifa 5 or 6 is rolled, an encounter mules or porters, loaded on a ship, and ing for creatures, 1hey have a I in 6 chance
occurs. Roll 2d6 on the Cemral Plateau taken 10 the mainland. The COS! or refining
Wandering Monster Table 10 determine the gold is 10-20% or rinal value, and may o fdiscovt'l'ing a Lreant. Ir they are searching
what is encoumered by the characters. be done in any major mainland cityofyour specirically for treants, the chance is
choice.
Central plateau encounters increased to 3 in 6.
26. TREANT FOREST (Use Map IO.) Climbing trees: There is a l in 20
25. GOLD VEIN (Use Map 10.)
This forest is open and easy 10 move chance that any tree a character climbs is a
A recen11remor has revealed a lode of high 1hrough, but the tree branches overhead are treant. If the character does nothing harm·
quality gold ore. A dwarr o r any o ther tightly woven 1ogc1hcr. making the forest £ul, the ueam does not move or reveal its
character who knows about mining ca n dark and gloomy. presence. (( a ttacked or hurt, the Lreant
idemify 1he ore and estimate the possible
value as 5 gold pieces for every 10 coins or Scattered throughou1 this small forest immediately captures or kills the o ffender,
ore mined. The vein is actually a small one, a re 15 Lreants. while ca lling loud ly for assistance. More
a nd does no1 yield more than 15,000 pieces treants (ld4+1) come in 2d6 rounds.
or refined gold. Treams (15): AC 2; HD 8; hp 34-41 (33 +
ld8); MV 60' (20'); #AT 2 branches; Cutting trees: If the characters try to
To obtain that amoum, however, 1he D 2-12 each; Save FS; ML 9; ALL cut down a tree, one tream arrives in the
characters must mine, transport, and rerine
Treamscanonl} bespoued a1 a rangeor3o first tum o f activity. The treant tries 10
avoid being noticed, but causes the trtt
being cut down to move away at a rate of30
feet per tum. One new treant arrives in the
area each 1um thereafter. The treants do
whatever they can to drive the characters
from the forest and still avoid combat.
22
0RjGiITAL ADVEn"tu~s REiilCARJIA"tED • THE ISLE 0F DREAD
CENTRAL PLATEAU ADVENTURES
Starting a fire: 1( Lhe characters lighL a Continue to roll for wandering mons- The characters may remain in the vil-
small campfire in this area, the forest be- ter encounters, but ignore all resulLs, unless lage for as Jong as they wish, but afLer a
gins 10 gradually move back from the a 12 on 2d6 is rolled. In this event, a minor shon period of time, they are asked to help
camp, leaving a clearing 50 (eet in diame- tremor shakes the ground. the natives destroy a threaL to the village.
ter. Three Lreams then move into position Fano and UmlaL Lell the characters that a
around the camp, controlling the trees. 28. VILLAGE OF MANTRU group of renegade tribesmen (now head-
T hey do nothing if Lhe characters use dead (Use Map 11.) hunters) has been preying on lone villag-
branches and brush for the fire. If Lhe char- ers. These renegades have settled in a great
acters collecL living branches or wood, each This small village lies on the shore of the ruined temple on the western side of an
treant sends two trees Lhrough Lhe camp large crater lake. The western edge of the island in the center of Lhe lake. The villag-
late at night. Thecharactersare not auacked village issurrounded by a crude stockade of ers cannot do anything to their enemy,
unless they try to destroy the trees, but the palm trunks and branches. This sLockade because Lhe renegades are stronger and
trees try to take or destroy as much gear as extends in to Lhe water on both sides of the because the island they inhabit is consi-
possible on one pass. Ha character uses a village. Pan of this wall has been expanded dered to be taboo. Although the villagers
fire-based spell, he is attacked by the treants. 10 form two fish pens, which are used Lo aid the party by providingcanoes and what
hold any extra fish from the daily catch. equipment they can, they do not set foot on
27. CUFF WALL (Use Map 10.) the island.
The village itself consists of six palm-
The cliHs surrounding the central volcanic thaiched huts, each raised about 2 feet off Fano, the "talkingchief": AC9; F4; hp26;
lake form a high, imposing wall of upthrust the ground on stilts. Two more huts stand MV 120' (40'); #AT l; D l-6or by wea-
rock. Often shrouded in low clouds, the further out in the Jake, kept 3 feet above the pon; ML 8; AL L
tops appear jagged, and in some plpces water on stilted platforms. The small lake
snow-covered. hut (20 feet by 40 feet) belongs LO UmlaL, an Fano is an elderly man, badly scarred and
aged man who serves as the tribal cleric. crippled in the left arm. His infirmity, his
No clear trails are visible over the cliff The larger building (30 feel by 50 feet) is the responsibilities to the Lribe, and his super-
wall, but it appears that the wall can be main council hut. stitious fear of the island prevent him from
scaled in many places. Even characters joining the characters on the raid. His
without climbing skill may attempt 10 The village is inhabited by 50 tribal goodwill is important, however, as his
climb the cliffs, as there are obvious hand- members who live by fishing and farming opinion of the characters decides the Lreat-
holds and routes up the rock face. small gardens. They are divided into five mem the villagers give them. Fano is good-
large families; each family lives as one nalUred, but proud of his position. He does
For all characters except thieves, the group and shares food and work. Each fam- not tolerate mockery of it or of the "chief"
base chance of falling while climbing is ily has its own possessions: canoes, nets, of the village.
50%. This may be reduced by 10% if a thief is tools, and huts. These people are not war-
guiding the other characters. Each charac- like, but ifattacked, they defend themselves Umlat, the tribal cleric: AC 9; C 6; hp 22;
ter's base chance may also be reduced by to the best of their ability. If the characters MV 120' (40'); #AT I; D 1-6or by wea-
10% if his dexterity score is 15 or greater. U do not attack the vii lagers, Lhcy are met by a pon; ML 8; AL L
the characters are roped together, another band of men armed with spears. At first,
20% may besubtraeted from the basechance spears are thrown to fall short of the char- Spells: first Level: cure Light wounds,
of Calling. You may wish to further adjust acters. The villagers then try to frighten the purify food and water
the base chance depending on other activi- characters away byshouting and geslUring.
ties of the characters. If the characters remain friendly, the vil- Second Level: bless, snalte charm
lagers welcome them and lead them into Third Level: cure disease
It takes 12 hours of climbing time to the village.
reach the top of the cliffs. During this time, Umlat is a pious man, devoted to his deity
normal encounters are still rolled for on In the village, the characters are intro- (Oloron, Lord of the Skies), but he seems to
Table 4, but only the following encounters duced to Fano, the " talking chief" and vil- have been both blessed and cursed. H e is an
apply: pteranodons (encounter 4), ptero- lage leader; Umlat, the tribal cleric; and the extremely aged man, living many years
dactyls (encounter 5), and tremors (encoun- "chief," a small stone carving of an old beyond the normal lifespan of others.in the
ter 12). man that is kept in the council hut on the tribe. The villagers attribute this to the
lake. The characters learn that all major favor of his deity. However, he is frail and
At the top, the rocks are covered with decisions come from this ''chief," while the weak, and his activites are greatly limited.
ice and snow, and the temperature is below "talking chief" (Fano) actS as a messenger The villagers speculate that this weakness
freezing. No encounters occur here, but and the interpreter of the "chief's" wishes. is due to some past failing. Because of his
characters who try to stay here overnight After this solemn meeting, the characters condition, Umlat cannot travel on adven-
w ithout warm clothingsuffer 2d6 points of are treated to a feast of baked fish, fruits, tures, or actively assist the characters.
damage from exposure. The characters yam paste, Lunle soup, roasted birds, and However, he makes his spells available to
may start a fire here, if they brought fire- fermented yam beer. This feast is held on aid the characters in their task. Umlat prays
wood with them. They are not able to find the beach, and great smoking fires are lit to for other spells, given one day's notice.
any firewood here. drive away insects. Lodging is provided by
several families. The natives insist that at 29. TABOO ISLAND (Use Map 10.)
As the characters descend into the vol- least one character sleep in each hut. The
can ic crater(a n 8-hour climb), the tempera- naLives freely give anything a character The details of Lhis area are given in the
ture becomes warrn and Lhe climate turns asks for. but expect the same in the future. Taboo Island Adventures section.
tropical. j ungle vegetation covers the lower You should try 10 use this tribal cusLom at
slopes, but the animal population in the least once during the adventure.
valley is spar~e.
23
0RjGiil.A.L ADVE ilTV~S REi ilC.A.RJI.A.TE D • THE ISLE 0 F DREA D
TABOO ISLAND ADVENTURES
This rocky island is doued with small each flanked by another red marble pillar. In this chamber are 10 tribesmen, 12
ruins, statues, and broken terraces. The At the back of the second landing isan women, and 8 children.
largest ruin on the island is a temple that is
carved into the cliff wall of the island's opening leading back into the cliff. The Tribesmen and women (22): AC 9; Fl or
western shore. It can be easily entered from opening is flanked by another pair of pil- NM; hp5 each; MV 120' (40'); #AT l;
1he lake side, as its broad steps descend to lars. Carved out of the angled back walls of D I-6 or by weapon; ML 9: AL C
the waters of the lake. This is where the the landing are two bas-reliefs of humans
characters begin the final stage of their holding lighted braziers. The men and women fight, while the
adventure. children auempt to escape up the rope to
31. GUARD POST the surface. Also, 1he men in areas 32a and
This island was once the center of the 32c reinforce the natives here in 2 rounds.
kingdom of Kopru, until native rebellions The tribesmen who live in this temple have Should the morale of the adults fail, those
destroyed their power. Do not tell the play- carefully narrowed 1his passage wi1h fighting try to charge toward theexit to the
ers who or what the kopru were; this is pan mounds of rubble, so that only one charac- temple entrance (area 30).
of the island's taboo. For a complete des- ter can pass through at a lime. Waiting on
the other side of the opening are three 1st 32a. The unmarried men of the tribe sleep
cription of kopru, see the New Monsters level fighters and one 5th level fighter. in these rooms. Each room is hung with
ornaments and headdresses of bones, feath-
section (p. 30) in the Appendix. Fighters (Isl level )(3): AC7; Fl ; hp 7 each; ers, and fish scales. Short bows and spears
The lair of the renegade tribesmen is MV 120' (40'); #AT I; D l-6or by wea- lean against the walls. Mats, gourd pots of
pon; ML 8: AL C paims, and carved obsidian bowls filled
on the first level of the temple complex with mud and ash are arranged in a circle
(Map 12). Fighter (5th level): AC 5; F5; hp 32; around a small, smoldering fire. The ceil-
MV 120' (40'); #AT l; D l-6or by wea- ing is heavily stained with soot, and the air
When describing the areas of the tem- pon; ML 9; AL C reeks of grease, smoke, sweat, and fish. In
ple to the players, keep the following each room, seven young men are telling
details in mind: the entire temple is damp This fighter wears bone armor and carries a boastful stories to one another.
and foul-smelling, and the air is hot and shield and spear +1.
stale. Small blind creatures constantly scat- Young Men ( 14): AC 7; Fl; hp 6 each;
ter before the characters, fliuing here and These guards are able to observe any MV 120' (40'); #AT l ; D l-6orbywea-
there. intruders moving down the hall. They pon; ML 9; AL C
attempt to slay their opponents one at a
Maps for Taboo Island encoun· time. If attacked with a /ire ball, lightning Each young man wears primitive leather
ters bolt, or other similar spell, these guards armor, and is armed with a spear and bow.
gain +I on their saving throws, as they are
You will need the following maps to run well -protected by cover. Should the morale The young men's arrows are coated with a
encounters on Taboo Island: of these guards fail, they retreat to the main gummy vegetable poison. which causes
chamber (area 32). ld6 extra poims of damage. The poison
Map 12: Temple Level 1 also causes violent sickness and fever for
Map 13: Temple Level 2 32. MAIN CHAMBER 2dl0 hours. A successful saving throw ver-
Map 14: Temple Level 3 sus poison negates the sickness and the
This large hall was once the main worship additional damage.
Wandering monsters area of the temple, but the tribesmen now
use it as their central living area. The noor 32b. This room is reserved for unmarried
Do notroll for wanderingmonsterencoun- is covered with mats, bowls, and eating girls. It is decorated like 32a, except that the
ters while the characters are on Taboo utensils made of bone. A fire is blazing in weapons here are daggers of bone and
Island. 1he center of the chamber. The hall itself is metal. There are also many tools, includ-
two stories high. Balconies run along three ing scrapers, needles, and mallets.
Taboo Island encounters sides of the second story. A 20-foot by 30-
foot hole has been cut in the cemer of the Five girls are in this room. They are
Key to Temple Leve) l (Use Map 12.) ceiling, and is open to the sky. To prevent hairstyling, cauooing. filing their teeth,
debris and small creatures from entering, a and otherwise "improving" their looks.
50.TEMPLEENTRANCE net has been fastened across this opening. These girls (hp 3 each) do not attack, but
This nel does not prevent charaeters from try to flee, if possible.
The entrance to the temple has been carved entering through here, nor does it support
into the side of a rocky cliff. Two primitive a character's weight. A rope hangs from 32c. This large room is the tribal chief's
docks of narrow poles and weak planking one corner of the opening to the floor. q uarters. In this room are the following
extend from the temple steps. Two steps natives:
lead to a landing lined with pillars. The In the center of the wall opposite the
landingand pillars are madeof red marble. entrance is a carved face that fills the area The Chief: AC 5; F7; hp 44; MV 120' (40');
Set on poles thrust imo cracks in the £Joor from the floor to the ceiling. It looks like a #AT l ; D 1-8 + 2; ML 10; ALC
of the landing are many shrunken heads, human or humanoid creature with its
jawbones, feathered totems, and other prim- mouth agape. The carving has been cut The chief wears bone armor and is armed
itive tribal symbols. and defaced, making it difficult to deter- with a shield and a sword +2.
minewhat kind ofcreature it once depicted.
Three short flights of steps lead up to a The other doors are all located on the bal- The Chief's Sons (3): AC 7; F3; hp 20, 17,
second landing 5 feet above the first. A cony level. 16; MV 120' (40'); #AT I; D 1-6; ML9;
stone foot and ankle stand on each side of ALC
the center flight of stairs. These feet are all 24
that remain of a huge statue that once
straddled the stairs. The end stairways are
0Rj:GiilAL ADVEilTV~S REiilCARJIA'fED • THE ISLE 0F DREAD
TABOO ISLAND ADVENTURES
Each son wears leaLher armor and is armed 54. PRIESTS' QUARTERS "gods." A square stone pedes1al stands
with a spear. along the north wall. Nex1 to it are several
This secret chamber was where the "gods" bone rhythm sticks, 1hree inlaid bejeweled
The Witchdoctor: AC 6; C5; hp 21; MV watched the services held in their honor. bowls (worth 500 gp each), a crumbling
120' (40'); #AT I; D 1-6; ML 9; AL C The chamber is bare, and the fl oor is bamboo flu1e, and the remains or a feather
covered with a heavy layer of dust and fine
Spells: Firs1 Level: cause light wounds sand. The dus1 covers a trap door in 1he fan .
oonheast comer, so the characters only A small, intricately carved stone box
(x2) have a I in 6chanceof noticing it. The trap
door is weak and breaks when stepped on, with two hinged doors rests on 1he pedes-
S«ond Level: hold peTson, snalte dropping anyone standing on it into area tal. Inside is an unusual statuette of gold
40on Temple Level 2. Anyone falling 1akes and coral. h looks like .an amphibious
charm Jd6 points or damage. humanoid that has a smooth head, large
The witchdoctor wears bone armor and is eyes, and a tentacled mouth. The torso is
armed with a bone club. In the nonhwes1 comer of this room, a
set of stairs leads up 10 a narrow platform humanlike, and has 1wo arms 1hat end in
Women (5): AC 9; hp 3; MV 120' (40'); (A ). This platform rests behind the eyes of webbed, clawed hands. From 1he waist
the carved face tha1 looks into area 52. down, the body divides imo three long ten-
ALC Anyonestandingon the platform may view tacles, each ending in £lukelike fins. Each
These women do not Cight. the main chamber by looking through the fm is tipped wi1h a single large claw. The
two small eye holes. Between the 1wo eye statuette is worth 2,000 gp.
The chier, his sons, and the witchdoct0r holes is a large wooden pis1on and handle.
come 10 the aid or 1he families in the main If anyone gives i1 a strong hard pull, this The statueue portrays a kopru. For a
chamber (area 52) ir the alarm is raised. piston sprays a 20-fooi diame1er cloud of
They also investigate any unusual noises inflammable dus1 through the nose of the complete description, see the New Mons-
£rom tha1 area. Should 1heir morale fail, [ace and into the main chamber. The dus1 ters section (p. SO) in the Appendix.
they retrea110 this room and make a stand. cloud causes any open flames in the main
chamber to explode, causing 4d6 points of Anyone who looks at this statuette
The room iscluttered with pots, gourds, damage to any character in the area. A suc- must make a saving throw versus spells.
necklaces 0£ bone, a rack or skulls, and cessful saving throw versus dragon's breath Any character who fails the saving throw
many animal skins and furs. Hidden in one reduces damage by half. There is a 50'<'! becomes a secre1 servant of the kopru, until
or the skulIs on 1he rack are five gems (1,200 chance 1hat any explosion in the main 1he power of 1he sta1ueue is dest.royed. The
gp, 1,000 gp, 800 gp. 500 gp, 50 gp). In a chamber causes a similar explosion on the curse can only be broken if the statuette is
wax-sealed gourd is a potion or flying. Six platform where the piston is, resulting in blessed by a Lawful cleric, or if the statueue
furs, each wonh JOO gp, hang from the 2d6 points or damage to anyone there. is physically destroyed.
walls. 55. BLOCKED-UP PASSAGE The corridor beyond this room is
blocked by fallen rock and is impassable.
55. SECltET VIEWING CHAMBER This hallway ends in a crude wall of s1ones You may choose 10 have this corridor lead
that completely closes off the passage. This to additional areas that you have designed
A secre1 door, unknown to 1he natives, wall was built by the renegade lribesmen 10 yourself.
leads from the northern balcony in area 52 keep creatures from the lower levels of 1he
10 a small chamber near the main entrance. lempleou1 of their tribal home. Tile natives Key to Temple Level 2 (Use Map 15.)
The hallway is extremely dusty and appar- no longer bo1her 10 guard this wall, as crea-
ently unused. In the chamber, moldering tures rarely try to come through ii. If the Part of 1his level is under 5 feet 0£ water.
rags and unidenti£iable lumps dot the characrers have suitable 100Js, they can Keep track of which areas are flooded, and
floor, presenting 10 the eye a variety or vivid make an opening large enough for one periodically remind 1he players of 1his spe-
character to ge1 through in one hour. cial condition through your desaiptions.
colors. Pay careful a11emion 10 normal light sour-
Several large s1one levers and a cor- 56. WEAKENED FLOOR ces, as these can easily be extinguished or
made useless if characters get them wet.
roded bronze tube line the south wall of the Unused for many years, 1his section of floor
ch.amber. Three roued ends or rope hang has been weakened from below. The s1one 58. WATER-FILLED CHAMBER'
from small holes in the ceiling. These and supponing beams have been rotted by
ropes and levers onceoperated m«:hanisms waterand slime. The section marked by 1he Forrnerly a torture chamber, this room has
within 1he now-ruined statue that stood T is sturdy enough 10 support one person flooded to a depth or 5 feet. Characters less
over the temple'sentrance. The bronze tube crossing it at a 1ime; two or more people than 4 feel tall and wearing metal armor
was used as a megaphone for the "god's" crossing i1 causes the section 10 break, must keep 1heir heads above the water in
voice. A small niche has been carved into dropping the characters to the waler-filled some manner, or 1hey quickly drown.
1he back of the statue (B) that s1ands in 1he room below (Temple Level 2, area 38). No
slanted section of wall. This s1a1ue faces damage is taken by characters who fall. The ceiling is reddish-black from an
outonto 1he temple entrance(area 50) from oxidizing ro1, and the supporting beams
the northeastern wall. A person can stand 57. PRIVATE ALTAR are almost emirely rotted away. Characters
in this niche and observe the entrance who enter this room from the hall may
through 1wo small spy holes. This altar room contains several items once break their way through the ceiling to area
used by 1he priests in the worship of 1heir 56 on Temple Level I.
The walls of thenicheare lined with a
brownish-looking mold. The mold isfilmed 25 Several small, harmless cave fish live
with damp dust, so its true color (yellow) in this room and 1he £1ooded corridors
cannot easily be seen. beyond. They occasionally bump against
1he legs of the charac1ers, feeling cold and
Yellow Mold: AC can always be hit; HD 2; slimy.
hp8; MVO; #AT spores; D l-6+spores;
Save F2; ML not applicable; AL N
0ajGillAL ADVEII'tV,RJ:S REillCAR._IIATED • THE ISLE 0F DREAD
TABOO ISLAND ADVENTURES
There are several sharp metal, stone, 40. LAIR. OF CUAllDIANS and covered with pale fungus, which is
and glass items hidden underwater. Unless cold and slimy to the touch. If the fungus is
the characters probe ahead with a sword, The floor of this room is covered with cleared away and the floor examined by a
spear, star£, or pole, each character has a I small puddles, and the walls are lined with dwarf. the dwarf notices that the rock
in 6 chanceof stumblingand stepping on a several sta tues, some of graceful creatures, below must have been too hard to carve
sharp item every 10 feet traveled. Stepping some of women holding children, and oth· through, thus making this change in pas·
on an item causes 1·2 points of damage. ers of fierce monsters. All the statues are sage depth necessary.
well-fashioned, but have deteriorated due
The door leading out of this chamber to age and moisture. The stones glisten a Beyond the platform, the steps lead
is open, revealing a passage that is also green-streaked red when struck by li ght, back down into the Oooded hall. Three
filled with 5 feet of water. Cell doors giving even thesimplest and most innocent normal crocodiles live in this section of
crossed with iron bars line the passage. The pieces an unwholesome look. hallway.
bars are badly corroded and may be broken
by any characters who roll their strength or A large puddle of water stands before Crocodiles (8): AC 5; HD 2; hp 21 , 19, 15;
less on ld20. All the cells are empty. the secret door in the south wall. In rhe MV 90' (80'). 90' (!lO') swimming; #AT
center of the room's ceiling is an obvious I ; D 1-8; Save Fl; ML 7; AL N
59. CHAMBEll OF THE GllE.ATONE trap door. The door leads to an upper floor
(Temple Level I, area !14). This trap door is These crocodiles have been feedingonlyon
Thedoors to thischamberare 15 feet above made of wood, and appears to be severely small lizards, rats, and snakes. They attack
the chamber Ooor. The chamber is filled rotted. anything that enters the water.
with 20 feet of water. If the characters are
not probing ahead, they stumble on the Fourspittingcobras have coiled them- 42. PlllEST'S CHAMBER
stairs (or dais steps) and fall into the room, selves around several of the statues.
taking no damage. Two giant crabs live in The door to this room is closed and, if
this chamber. SpittingCobras (4): AC?; HD I ; hp6, 4, 2, examined, appears to be tightly sealed. It
2; MV 90' (50'); #AT 1 bite or I spit; has kept the water out of the chamber.
Giant Crabs (2): AC 2; HD 5; hp 22, 17; D 1-8 +poison; Save Fl; ML 7; AL N
MV 60' (20'); #AT 2 pincers; D 2·12/ If thedoor is opened carelessly, anyone
2-12; Save F2; ML 7; AL N These cobras are cold-blooded and cannot in the water outside the door is swept into
be distinguished from the statues by infra. the room, taking ld6 points of damage.
Since they cannot swim, these giant crabs
usually stay on the dais oron the stairs near vision. Tho ugh they can be seen in normal A small altar stone and several stone
the entrance. Each crab is 8 feet in diameter. benches stand in this chamber. Hanging
Thecrabs are extremely hungry, and attack light, the snakes do not attack unless they from a stone hook on the wall is a bone·
anyoneoranything that enters the chamber. are approached. handle mace +2, and hidden in a secret
compartment on the right side of the altar
59a. At this point on thedais, a giant oyster At the base of one o r the statues in the are 500 gp and two coral statuettes worth
rests 5 feet below the water's surface. nonheast corner is a 50 gp gem. 1,000 gp each. If the room is flooded, this
compartment is hidden underwater.
Giant Oyster: AC5 open, ·2 closed; HD I0; Two exits lead out of this room: the Nothing else can be seen in the chamber.
hp 55; MV 0; #AT I; D 4-24; Save F5; passageway north 10 area 45, and the secret
ML none; ALN door in the south wall. At the point on the 4.5. llAT LAIR.
map marked " J: " is a hidden trigger that
Fora completedescription of the giant oys· drops the portcullis across the nonhern As the characters move down this hallway,
ter, see the New Monsters section (p. 80) in entrance to this room when any character
the Appendix. steps on it. The characters need a combi ned they see several large, rough holes in the
strength of 50or more toraise the portcullis.
You must d'°de when the party can see the walls just above water level. These holes
oyster. Between its open valves is a large The hallway on the other side of the are the tunnels of 10 giant rats, who swim
black pearl worth 8,000 gp. secret door is flooded. The door opens out and attack the characters from both
inward, and any characters near this door sides as they pass by. The rats are auraeted
If the oyster is attacked Crom a dis- when ii is opened are swept o rr their feet, by light and scent.
tance, it closes its shell and does not open and carried 2d6xl0 feet down the hall
for at least 1 tum. toward the shaft in area 45. They are Giant Ra ts( IO): AC?; HD 1/ 2; hp2each;
knocked around a great deal, taking 2d4 MV 120' (40'), 60' (20') swimming;
The pearl may be " picked" Crom the points of damage. Characters not standing #AT I bite; D 1-!l +disease; Save Fl ;
openoyster. Thechanceofcharacters other near the secret door are able to brace them· ML8; ALN
than thieves picking the pearl from theoys· selves and remain on their Ceet when the
ter should be 5" worse than a !st level door is opened. Should the secret door be Should the morale of the rats fail, they
thiers chance. If the characters are unable opened from the hall side, all charaeters in retreat into the tunnels to hide. The tun-
to pick the pearl, the oystercloses, possibly the water are swept through the door into nels are dug out of din, and are wide
trapping an unsuccessful character. The this room. enough for a halfling. The large chamber
oyster does not open by itself while under at the end of several of the tunnels is the
attack. It can be pried open by several char· 41. CROCODILE POOL giant rats' main lair. The rats try to flee if
acters, if they have a combined strength of invaded, but fight to the death if cornered.
50 or more. A lmoclc spell also works. In the center of this sectio n of hallway is a
short staircase that leads up to a platform. In the lair are rags, some bones, a
The platform s tands just above the water gnawed scroll (with a levitation spell on it),
level. The floor of the platform is damp and three metal potion bottles (2 potions of
healing and a contaminated potion, now a
deadly poison).
26
0R.tGirrAL ADVEntv~s REiilCARJIATED • THE I SLE 0F DREAD
TABOO ISLAND ADVENTURES
44. FIRE TRAP Characters may swim the distance, but 46. THE MINERAL TE:R:RACE
unless they have some method to protect
This room was originally trapped to fire a themselves from the boiling water, they This terrace leads to the stairs to Temple
burst or name from a hole near the north suffer 2dl0 points of damage. The water in Level 2. If the characters have been washed
wall. Now the room is flooded with 5 feet of the wel I cannot be bailed out, as hot water down these stairs, they are able to stop
water, but the trap still operates-in a dif· constantly seeps in. themselves here. The terrace is white with
calcium deposits and hot enough to be
Cerent manner. Key to Temple Level 3 (Use Map 14.) painful, but not damaging. All the terraces
A wire set about ankle height has been are somewhat slippery, and the characters
This is a single natural cavern ofgreat size. have a I in IOchanceof slipping if they are
stretched across the center of the room. IC The air is hot, steamy, and fouled by vol- not careful. The characters attack at -3 to
the wire is broken or pulled, it releases a canic gases. The floor of the cavern is a field hit and defend at -S (3 AC worse) due to the
spray or fine oil into a !()..foot wide by of bubbling mud pots, small geysers, hot wet, unsure footing. They also have a IO'X.
l()..foot long area in from or the north door. springs, and mineral crusts. The colors are chance per round of slipping. Characters
This is special oil that ignites on contact rich reds, browns, and yellows, combined who slip lose at least 1 round while they
with water. As the oil bursts into flame, a with blacks and greys. Terraces crusted stand, and may even slip off the terrace(use
mist of water covers any character in the with deposits from mineral springs extend your own judgment in these situations).
area, igniting any remaining oil. The oil from the sides of the cavern at several
bums for 6 rounds and does 3 points of points. Stalactites hang from the ceiling, 47. THE KOP:RU
damage per round LO any characters caught merging with stalagmites in several places
in the fire. The oil may be wiped off. to form pillars from the roof to the Door. In the bubbling mud at each of these areas
The heat of the chamber prevents the use of is a concealed kopru. Kopru are amphib-
The burning oil makes the air in the infravision. Occasional flares of ruddy light, ious humanoids who dwell in the hot
combined with great bursts or steam from geyser pools.
chamber smoky and hard to breathe, the depths of some of the hot springs,
requiring characters to leave this room as briefly illuminate small points in the room. Kopru (2): AC3; HD 8+4; hp 49, 4-4; MV SO'
quickly as possible. Try to make the char· (10'), 150' (50') swimming; #AT 1
acters move quickly here: describe the When thecharacters are moving about bite/ I tail or charm; D 1-4/ S· 18; Save
rapidly dwindling air supply, give each the floor of this cavern, there is a 1 in 6 F9;ML9; ALC
character a few points of damage, or have chance per tum that one of the following
them attempt saving throws versus death evems will happen (roll ld6): For a complete description of kopru, see
ray for unconsciousness. the New Monsters section (p. 30) in the
TABLES Appendix.
The door screened by the names may TEMPLE LEVELS EVENTS
be opened on a roll of I on ld6 by any The kopru use their special charm ability
charaetcr moving underwater. When the Die Event to capture memberso£the party. They may
door is opened, the water rushes out of the Roll also try to lure characters off the paths and
room. sweeping unprepared characters into into the geyser basins. Characters who fall
the lowered portcullis beyond. The first Mudpot bursts, spraying random into a geyser basin take ld8 points of dam-
character to strike the portcullis ~uffers ld4 character with hot mud (l·S points age each round from the boiling water. If
points of damage. Ir the door to the flooded of damage) the charm attempts fail, the kopru either
hall (area 0 ) is opened, water rushes physically attack characters on the paths or
through the portcullis and down the stairs 2 Geyser sprays random character with hide in the hot mud, waiting for a chance LO
for 2 minutes (12 rounds). The characters hot steam (H points of damage) strike again. If the characters are obviously
are thrown against the portculliS and stronger or are trapped on a terrace. the
underwater, taking 1·2 points or damage S Cloud ofsteam from hot springs covers kopru do not pursue, but wait in the bub-
each round until they take some action to 10-foot diameter area, blinding all bling mud. If the characters are badly hun
keep their heads above the level of the within it for 1-4 rounds (randomly or obviously weak, the kopru attack both
determine which character it centers mentally and physically.
water. upon)
On the cast wall between the door a nd The kopru neversurrender, and attempt
4 Boiling water splashes random to enslave as many characters as possible.
the portcullis is a lever. If pulled down, the character (1·3 points of damage) Should the entire party be enslaved, the
lever raises the portcullis. If the characters kopru attempt to use them to restore the
raise the portcullis while the water is still 5 Gas bubble bursts near random kopru's ancient kingdom. U this happens,
flowing, they are swept down the stairs to character, who must make a saving you may either start thinking up ways the
Temple Level 3. This causes 2d6 points of throw versus poison or be nauseated characters can serve the kopru, or retire the
damage to all characters involved. for I round (no action may be taken) captured characters from the campaign,
perhaps to be reintroduced later as NPCs.
45. BOILING WELL 6 Small tremor shakes the cavern Talk it over with the players and allow
them the opportunity to come up with
In the center of this hallway is a circular 27 their own solution.
shaft of carved stone that descends out of
sight. Sixty-five feet below the level of the 48. BOILING WELL
floor, the shaft is filled with boiling water.
The shaft forms a "U," trapping water at This is the topmost terrace of this level.
the bottom. The other end of the "U" Here is the hot spring that connects to the
opens into a ledge overlooking the great
cavern on Temple Level 3 (area 48).
This water is heated by volcanicaction.
0RiGiilAL ADVEil'tVRJSS REinCAR._IlA'fED • THE ISLE 0F DREAD
~APPENDIX
U-shaped shaft from area 45 on T emple Alternate scenarios Use 1he pirates described in encounter
Level 2. The characters may swim to the area 7. If you fed the pirates are not strong
other side of 1he shaft and climb ou1, bu1 Since this module gives you a great deal of enough LO challenge the characters, inaease
1hey each take 2dl0 points of damage information about the Isle of Dre-c1d, you 1he level or number of pirates, orgive them
unless they are protected from 1he heat. may wish 10 use these locarions and des· stronger defenst's.
criptions again, after you have run the
On the terrace beside thespring, barely main adventure. Some suggestions for 5. BRING 'EM BACK ALIVE
noticeable under a crust of minerals, is a further adventures on the Isle of Dread are
bagcomaining five emeralds. Each is wonh listed below. Each is accompanied by a A 1ough challenge £or strong characters
1,000 gp. The characters find the bag onl y shon description of how 1he adventure would be 10 capture some creature alive
if they search 1he terrace. might be handled. and take it back to the mainland at the
request of some wizard or king.
49.CAVERNS l. DESTROY THE ZOMBIE MASTER
It would not be unusual £or the princes
This se1 of terraces leads 10 a series of natu· This is a short adventure suitable for use and princesses of Glantri to want a live
ral caverns. These caverns are left un· before the characters venture inland for the monster from the Isle of Dread. If this deed
mapped. so 1hat you may cre-c1te your own first time. were done voluntarily, the reward could be
special encounter areas. You may allow sizable-enough to make the effort worth·
many cave-dwelling creatures to live here, The village of Tanaroa has been while.
and you may also includeexi1s that lead up recently plagued by 1he attacks of undead
10 the central plateau. creatures. The villagersare frightened, and Such an expedition would require
the tribal leader seems to be losing the careful planning: how to catch the mons·
50. WEAK CRUST authority necessary to maintain order. If ter, how to keep it quiet, how to move it
questioned, tht' people only speak in overland, and how to get it across the
This section of trail is actually nothing but frightened terms of the Zombie Master. At ocean.
a weak crust over a hot spring. Unless the night, zombies and ghouls prowl the paths,
path is probed first, 1he lead character killing lone travelers. Monsters suitable or challenging £or
breaks 1he surface. The character then
drops into 1he ho1 water, suffering ldlO As shown on Map 2, each section of 1he 1his adventure would include a pterodac·
points of damage the fim round and ld8 villagesurrounds a graveyard. Thesegrave- tyl, tyrannosaurus rex, stegosaurus, or per·
points each round until rescued. The crust yards are infested with tunnels and un· haps even a giant ape.
is crumbling around the edges, and the wholesome creatures. the most fearsome
charactersare no1 able to come closer than 5 being 1he Zombie Master. You would have 6. SUNKEN TREASURE
feet 10 1he edge wi1hou1 also falling in. to prepare for this adventure by drawing
Ropes. poles, and rescue 1echniques simi· and populating the tunnels under the The characters could find a ueasure map
lar to those used on thin ice may be used to graveyards. tha1 gives the description of a shipwreck
save any characters who have fallen into near the Isle of Dread. The information in
the wa1er. 2. MAP THE ISLAND the description should be clear enough for
the characters IO recognize the island:
51. THE HIDDEN THRONE Infonnation is always valuable. After hav- include notes about the Great Wall, 1he
ing opened up new 1erri1ory, a merchant dinosaurs, and the unusual races.
Set on the topmost terrace, directly under a prince or curious mapmaker might wish
dripping stalac1i1e, is a throne. A grinning £or more information about the Isle of The map should also include the gen·
skeleton siis on rhe rhrone. Mineral-rich Dread. The characters could be hired to eral location where the ship might be
waters. falling from the ceiling over many make a careful survey of the isle, mapping found: a good place might be on the
years, have encrusted the skeleton and 1he terrain and nocing important features. southwestern side, between the smoking
throne, hiding all but the most general fea· This would be a dangerous and time· mountains and the reef.
tures. A sword, partially hidden by the consuming task.
mineral crust, lies before the throne. Also Finally, the map should include a des·
conceakd by the crust isa ting, which rests 3. THE DINOSAUR HUNT cription of the ship's cargo. The sunken
on one of the skeleton's fingers. Both are shipshould, ofcourse, be inhabited by a sea
entirely ordinary in appearance. The ring A powerful and well-equipped partymight monster.
is a ring of telelunesis, and the sword is a find i1 quite worthwhile to 1ry to kill sev·
sword +2 that has charm person ability. eral dinosaurs and carry all or pan of their
bodies back to 1he mainland. It is likely
that the rare essences and parts of these
beasts would bring a good price from
wizards or collectors of the unusual.
4. EXTERMINATE THE PIRATES
To provide secure trade wi1h 1he mainland,
it is first nect'SSary to destroy the pirates.
The characters could be given the use of a
ship by mainland merchants for 1he adven-
ture.
28
0RjGiilAL 4DVEilTV~S REiilCAR!IATED • THE ISLE 0F DREAD
APPENDIX
Creating human en counters Wandering human party 3: leader and brilliant strategist. She has a
medallion of ESP.Through her experience
H uman encounters can eitherbe nativesor Fighter, male, !lrd level: AC2; hp 14; ALC; and clever use of this item, she usua lly takes
other adventurers accompanied by native has an axe +J the bes1 course of action.
guides and bearers. You may set these
groups up when they are encountered, or Cleric, female, 2nd level: AC 2; hp 10; AL Sanar: AC 9; T!!: hp 8; MV 120' (40');
you may take them from the following L; has a purify food and water spell #AT I; D 1-4 or by weapon; ML 10;
table and lists. The number appearing is ALC: S9; 114; W9; D 12;C 10; Ch 17
Magic-user, female, !st level: AC 9; hp 1;
2d6. AL C; has a sleep spell This schemer has one goal-to become
leader ofall the villages! Shesees tradewi1h
Generally, the natives on the Isle of Dread Thief, male, 2nd level: AC 7; hp 7; AL N; 1he mainland as a tool to this end. Sanar
are peaceful and Cight only if auacked. has a sword +J (+3 against dragons) uses any person any way she can as long as
Most have an Armor Class of 9, though 1hat person can serve her needs. She is ruth·
some may have the equivalent of leather Normal human, male (2): AC 9; hp 2 each; less and treacherous, but practical, and she
armor (AC 7) or special armor made out of ALC respects those who bargain Crom strength.
hardened £ishoranimal boncs(AC5). War·
riors arc u sually armed with spears and Normal human, male: AC 9; hp 4; ALL Kuna: AC 9; NM; hp 3; MV 120' (40');
shon bows. You may assign spells or roll Normal human, male: AC 9; hp l; AL N #ATO;ML6;ALN;S 12;16:W7; D 12;
them randomly. Magic items may be Normal human, female: AC 9; hp 4; ALL C 12; Ch 15
assigned or rolled for as in the D&:~
Expert rules. Since seuing up a human Sample native leaders This matriarch is neither very brigh1 nor
party can be time-consuming, three typical very brave. Sheoften acts on a whim, but is
parties are given below: You may want 10 create NPC personalities never intentionally cruel. Although Kuna
to populate the Isle of Dread. Doing so wil I is content 10 let her advisors make the deci -
Wandering human party l: help you set up background for your sions while she remains the figurehead, she
adventures. These NPCs are not meant to occasionally uses her charisma 10 sway
Fighter, male, 4th level: AC2; hp20;ALL adventure with 1he characters or openly them. She is much loved
Magic-user, male, 1st level: AC9; hp4; AL auack them.
Tribal war leaders
L; has a charm f>el'Son spell The following native leaders may be
Thief, female, 1st level: AC 7; hp 2; AL C; placed in any of the seven villages or used Bakora: AC 6; F5; hp 36; MV 120' (40');
to inspire 01her NPCs you may create. #AT I at +2; D 1·6 + 2; ML 10; AL N;
has a potion of diminution Three matriarchs and three war leaders are S 16; 18; W 10; D 16; C 17; Ch II
Normal human, male: AC 9; hp I ; AL N provided here. Details for the Zombie Mas·
Normal human, female: AC 9; hp 5; AL C ters and 1he other leaders of the villages are Becauseof his skill with weapons, this war·
Normal human, female: AC 9; hp 3; ALL left up to you. rior is highly respected in his vi llage.
Though he is not extremely intelligent, he
Wandering human party 2: Note 1ha1 the figures for hil points, does have good advisors. Bakora is s1rong·
Armor Class, and number of auacks and willed and somewhat supers1itious.
Fighter, female, 2nd level: AC I ; hp 13;AL damage have already been adjusted for
N ; wears plate mail +I and has a war strength, dexterity. and constiiution. Kuro: AC 7; F1; hp 24; MV 120' (40');
Assume that the war leaders have shields #AT I a 1+3; D 1·6 + 3; ML 10; ALL;
hammer+/ and spears. Armor will improve 1heir Armor S 17; 110; W9; D 15;C 16; Ch 12
Magic-user, female, 5rd level: AC 9; hp 8;
Class. This mighty leader carries a family heir-
AL N; has the spells detect magic, pro- loom, a spear +I. Though he is first a war·
tectior1 from evil, phantasmal force Matriarchs rior, Kuro is also a kind and honest man.
Normal human, male: AC 9; hp 4; AL N His fair and just trea1ment of his people
Normal human, male: AC 9; hp l; ALL J'kal: AC 9; NM; hp 5; MV 120' (10'); and of captured enemies has earned him
Normal human, male: AC 9; hp 2; AL C #AT 0; ML 10; ALL; S 8; I 14; W 14; respec1 and fame throughout the seven
D II; C 8; Ch 12 villages.
This aged and respected woman is a shrewd Masawa: AC 7; F4; hp 20; MV 120' (40');
#AT I at +l; D 1-6 +I; ML 10; AL C;
TABLE6 S 15; I 10; W 8; D 14; C 15; Ch 7
HUMAN ENCOUNTERS
This arrogant warrior is feared by the peo-
Class Level Al igrtme n t Sex ple of his village, not only because of the
(Roll ldlO) (Roll ldl2) (Roll ld8) great war skills of which he boasts, but
(Roll Id6) because of his cruelty to those who cross
1-6 normal human 1·5 1st 1-5 Lawful him. Masawa docs not like strangers. He
7 cleric 6-8 2nd 4.5 Neu1ral 1-5 male does not want 1rade with the mainland, but
8 fighter 9-10 3rd 4·6 female has been overruled by 1hevillagematriarch.
9 magic-user 6-8 Chaotic
10 1hief II 4th
12 5th
29
0 RiG i DA.L ADVEntv~s REiDCARJIA.fED • T HE ISLE 0 F DREAD
New monsters Ankylosaurus - - - - - - - - - - Brontosaurus - - - - - - - - - -
Th<' monsters in this section are special Armor Class: 0 Armor Class: 5
additions for the Isle of Dread. Of course, Hit Dice: 7 Hit Dice: 26
you may use them elsewhere and may alter Move: 60' (20') Move: 60' (20')
thC'ir s1a1istics if desired. Any of 1hese Attacks: I tail Attacks: I bite/ I tail
mons1ers could have giant-sized variations Damage: 2-12 Damage: 2-1213-18
wi1h mort' hit dice, bener Armor Class, and No. Appearing: 0 (l-8) No. Appearing: 0 ( 1-3)
the ability 10 cause more damage. Special Save As: Fighter: 4 Save As: Fighter: 13
monsters can also bedesigned for a specific Morale: 6 Morale: 8
party by assigning hit points instead of Treasure Type: Nil Treasure Type: Nil
rolling them. Leaders of a group will usu- Alignment: Neutral Alignment: Neutral
ally have high or maximum hit points.
Additional prehistoric creatures may be The body of an ankylosaurus is covered The brontosaurus is one of the largest of all
found in the D&D® Expert rule book. wi1h 1hick bony armor and ends in a mas- dinosaurs. I! has a strong, tapering tail and
sive clublike tail. This dinosaur walks on a massive body that supports a long neck
Allosaurus---- - - - - - - - four legs and eais plams. It is 15 feet long, 4 and small head. The creature is 65-75 feet
feet call and weighs 4-5 ions. An ankylosau- long and weighs more than 30 tons.
Armor Class: 5 rus is usually found in jungles and hills.
Hit Dice: 13 A brontosaurus is so heavy that it
Move: 150' (50') Aranea------------- needs to spend most of its time in water, so
Attacks: I bite that the water helps support its weight. If
Damage: 4-24 Armor Class: 7 only its neck shows above water, the bron-
No. Appearing: 0 ( 1-4) Hit Dice: 3.. tosaurus may be mistaken for a plesiosau-
Save As: Fighter: 7 Move: 60' (20') rus or sea serpent. This dinosaur eats
Morale: 9 plants, and can only be found in deep
Trc-asure Type: V In web: 120' (40') marshes or on the edges of swamps.
Alignmem: Neutral Auacks: I
Damage: 1-6 + poison Dimctrodon-- - - - - - - -- -
An allosaurus is a huge carnivorous dino- No. Appearing: 1-3 (l-6)
saur· that runs uprigh1 on its large hind Save As: Magic-user: 3 Armor Class: 5
legs. ii stands almost 15 feet tall, and Morale: 7 Hit Dice: 7
weighs several tons. Theallosaurus attacks Treasure Type: D Move: 120' (40')
by biting with its large jaws, wruch are Alignment: Chaotic Attacks: I bite
filled with daggerlike 1ee1h. Theallosaurus Damage: 2-16
hunts most often in lowland hills and The aranea are an imelligem giant spider No. Appearing: 0 (1-6)
plains. race. They are as large as small ponies, and Save As: Fighter: 4
are greenish-brown in color. An aranea is Morale: 8
distinguishable from othergiant spiders by Treasure Type: V
the massive odd-shaped lump on its back AligTimem: Neutral
that houses its large brain. Aranea areweb-
spinners, and their bite is poisonous. A dimetrodon is a sail-backed, meat-eating
dinosaur. The "sail" is a comb of long
The front limbs of an aranea are bony spines connected by a webbing of
divided imo flexible digits. The aranea skin. The dimetrodon is about 10 feet long
uses these to grasp prey and manipulate and weighs nearly a ton. Dimetrodons
simple tools. In addition, the aranea can hunt most often in hills and in the drier
cast spellsas a 3rd level magic-user (two ls1 areas of swamps.
level spells and one 2nd level spell). and
they spend much of their time researching Elk (Giant) - - - - - - - - - -
magic.
Armor Class: 6
Aranea live in dense forests or jungles, Hit Dice: 8
spinning their web homes high in the trees. Move: 120' (40')
Part ofeach web is roofed with bark, leaves, Auacks: I buu
and vines held together with webbing. In Damage: 1-12
the covered part of their lairs, the aranea No. Appearing: 0 (l-6)
keep their crude tools, magic research, and Save As: Fighter: 4
crude "furniture" of web, vines, bark, and Morale: 7
wood. Treasure Type: Nil
Alignment: Neutral
Aranea are the traditional enemies of
the phanaton, and attack them on sight. Ciani elk inhabit hills and plains. They are
They are friendly with bugbears and often 10-12 feet long and weigh nearly a ion.
hire them to guard the forest beneath their Their antlers span 10 feel or more. Ciam
lairs. elk cat shrubs and grasses.They are preyed
upon by dire wolves and sabre-tooth tigers.
30
0RJGiDAL ADVE il'tV~S REiDCARJIA'tE D • THE I S LE 0 F DREAD
G rangeri --------'~ The special chann of the kopru is dif- leader. Forearh village of at least 100, there
ferent from the spell charm person, in that is a chieftain who is a 6th level fighter.
Annor Class: 5 the person acts normally (includi ng the usr There is a 50%chance that each village ol at
llit Dice: U of spells and magic itt>ms), but is totally least 100 also has a tribal shaman who is a
Move: 120' (40') committed to the interests of the kopru. magic-user or cleric of at least 5th level. U
Attacks: I bite or trample The kopru know the thoughu and memo- 500 natives are encountered, there is a
Damage: 2-12 or 5-18 ries ol any characters they chann. Acharac- "great chier· of at least 9th levtl. This chiel
No. Appearing: 0 (1-6) ter may only be controlled by one kopru at is guarded by 2d4 4th level warriors.
Save As: Fighter: 7 a time. but there is no limit 10 the distance
Morale: 7 at which a character may be controlled. Oyster, Giant - - - -- -- - --
Treasure Type: Nil Thechann can be broken by a dispel magic
Alignment: Neutral or by the death of thecontrolling kopru. ln Annor Class: 5 (-2)
addition, the comrolled character gets a Hit Dice: 10
The grangeri looks like a cross between a new saving throw at the beginning of each Move: 0
girarrc and a hornless rhinoceros. Its long game month. If successlul, the character Attacks: I
neck allows it to reach for and eat leaves breaks free of the charm. Damage: 4-21
from the tops of trees. A grangeri is about No. Appearing: 0 (1-4)
30 feet long and stands 20 feet tall. Megatherium - - - - - - -- - - - Save As: Fighter: 5
Morale: None
Kopru ------------~ Annor Class: 6 Treasurt' Type: E
Hit Dice: II Alignment: Neutral
Atmor Class: 3 Move: 90' (50')
1111 Dice: 8 + 4 Attacks: 2 claws This monster looks much like a regular
Move: 30' (10') Damage: 2-12/ 2-12 oyster, except that it is 6 feet in diameter,
No. Appearing: 0 (1-6) and stands to a height of 4 feet. Its Annor
Swimming: 150' (50') Save As: Fighter: 6 Class is5 when open, -2 when closro. When
A11acks: I bite/ I tail or charm Morale: 7 auacktd from a distance, a giant oyster
Damage: 1-4/ 3-18 Treasure Type: Nil closes itsshell and does not open for .it least
No. Appearing: 1-5 (1-3) Alignment: Neutral I tum.
Save As: Fighter: 9
Morale: 9 A mcgatherium is a giant ground sloth that Giant oysters may be found in nearly
Treasun~ Type: I t N eats leaves, roots, and shrubs. It stands 24 any type ol water surrounding, though
Alignment: Chaotic feet tall and can walk ert'Ct on its hind legs, they are most often found in cold, shallow
though it usually walks on all fours. It is water.
The kopru are a race of heat-loving slow, stupid, and peaceful unless provoked.
amphibians ofgreat intelligenceand power. Phanaton - - - - - - - - - - --
Each has a smooth head. large eyes. and a Native - -- - -- - -- - - --
tentacled, sphinctered mouth. Kopru ha\e Armor Class: 7
humanlike torsos and two anns ending in Annor Class: 9 Hu Dire 1-1
webbed, clawed hands. From the waist Hit Dice: 1-1 Movt>: 90' (30')
down, their bodies consist of three Ouke- Move: 120' (40')
like tails, each ending in a sharp ripping Attacks: I Glide: 150' (50')
claw. Kopru have a +2 bonus on their sav- Damage: 1-6 or by weapon A11acks: I
ing throws against magical attacks. No. Appearing; 0 (3-50, village 50-300) Damage: 1-6 or by weapon
Save As: Fighter: I No. Appe-.1ring: 0 (3-18, village 50-300)
While they do not truly hate all men, Morale: 7 Save As: Fighter: I
kopru view humans as nothing but brutes Treasure Type: A Morale: 7
to be used, played with, and controlled. Alignment: Any Treasure Type: Nil
n1eu expansion has been severely limited Alignment: Lawlul
by their need for vt·ry hot, wet environ- Natives are primitive people who live in
jungles. wilderness, or on tropical islands. The phanaton look like a cross between
ments, such as hot springs and tropical The warriors of the more warlike tribes r.tecoons and monkeys. They are roughly
(including cannibals) are all 1st level figh- halfling-siieand have4-foot long tails that
swamps. Their civilization has been in ters, but the natives of peardul tribes are can grasp objects. They are even able 10
declme for many )ears. mostly normal humans who have lew higher manipulate these tails clumsily. For exam-
level leaders. Most natives wear no armor ple, when fighting in the trees, a phanaton
In combat, a kopru bites whilecoiling (AC 9), but some wear the equivalent of often wraps i1s tail around a branch for
all thrtt of its tails around a single victim leather armor (AC 7). and the tribal chil'fs support.
in a powerful crushing auack. The kopru's may wear spt'Cial armor of hardened bone
most deadly weapon, however, is its special or lacquered wood (equivalent of AC 5 or Inaddilion, phanaton have membranes
charming power. Instead of attacking 6). Natives may also carry shields. ol skin stretching from ann 10 leg. They
normally in a round, the kopru may use can spread th~ membranes and glide
this power on any one opponent within 50 For every 20 natives, there is an addi- from branch to branch. They have a +2
feet . If the victim fails to make a saving tional 2nd level fighter who acts as their bonus on all saving throws due to their
throw versus death ray, the character be• leader. For every 40 natives, there is an small size and agility.
comes totally obedient 10 the mental com- additional 4th level fighter who acts as war
mands of the kopru. If the saving throw is Phanaton prefer 10 eat fruit~ and
successful, no similar attack from the same 31 vegetables, though they may eat meat.
g1oup of kopru is effective.
0RjGiilAL ADVEilTV~S REiilCARJIATED • THE ISLE 0F DREAD
They live in tree-top villages built on plat· largesnakelike head filled with sharp teeth. crops, and are fitted with special saddles
forms of wood and woven vines. T he plat- T his dinosaur has small flippers in placeof thac do no1 hinder their fighting a bilities.
forms are connected by rope bridges. Each legs to aid in swimming. It is aggressive These saddles also allow the rakasta to leap
village of 30-300 is a separate clan. P ha- and can overturn small boats and rafts. up to 20 feet from their mounts and auack
naton are the allies of treants and dryads. in the same round. The "tame" sabre-
and are friendly with elves. Phanaton are Rakasta - - - - - - - - - - - - - tooths are too ferocious to be ridden by any
the traditional enemies of aranea, the creature other than a rdkasca.
spider-folk, and attack them on sight. Armor C lass: 6
H it Dice: 2 + 1 Rakasta settlements average 3dl0
Fo r every 30 phanaton, there is a clan Move: 90' (30') rakasta and ld8 sabre-tooths, and are made
war chid who has 3 hit dice and at least 15 Attacks: 2 claws/I bite up of many colorful tents and pavilions.
hit points. He also has a bodyguard of 2d6 Damage: 1-4/ 1-4/ 1-4 Although they have type M treasure, the
phanaton warriors. Each of these warriors No. Appearing: 0 (3-30 + 1-8 sabre-tooths) rakasta have rugs and tapestries of fine
fights as a 2 hit dice monster, and has I d6+4 Save As: Fighter: 2 workmanship, crafted bowls and drinking
hit points. Forevery 100 phanaton , there is Morale: 9 cu ps, and other bulky items of va.lue, rather
a tribal subchief who has 6 hit dice, 30 hi1 Treasure Type: M (special) than gems and jewels.
points, and a+ I bonus to all damage rolls. Alignment: Neutral
The subchief has 2d4 bodyguards, who Trachodon ----------~
each have3 hi t diceand 15 hit points. If 300 The rakasta are a race of nomadic, catlike
phanaton are encountered, they are led by a humanoids. They walk erect, much like Armor Class: 5
tribal king who has Shit dice, 50hit points, humans, but are covered with soft, tawny Hi t D ice: 14
and a +2 bonus to all dam age rolls. H e has fur and have feline heads a nd features. The Move: 120' (40')
four phanaton warriors who act as body- rakasta fight with special metal "war claws" Auacks: I ta il
guards. Each of these bodyguards has 6 hit fitted over their natural claws. Without Damage: 2· 12
dice, 30 hit points, and a +I bonus to all these special "claws," the rakasta claw No. Appearing: 0 (1 -6)
damage rolls. auacks do only 1-2 points of damage each. Save As: fighter: 7
The rakasta can use normal weapons such Morale: 6
Phoro rhacos ("Sword Beak") - - -- - as swords, but generally disdain them, Treasure Type: Nil
preferri ng to use their "natural" weapons Alignment: Neutral
Armor Class: 6 (the war claws).
Hit Dice: 3 A trachodon is a duck-billed dinosaur that
Move: 150' (50'.) The rakasta often tame sabre-tooth stands 15-18 feet tall. This beast runs erec1
Attacks: I bile tigers that are then ridden LO the hunt or on its hind legs, and only eats plants. This
Damage: 1-8 into battle. The sabre-tooth tigers are con- dinosaur may be dangerous if enraged.
No. Appearing: 0 (1-8) trolled with knee pressure and heavy riding
Save As: Fighter: 2
Morale: 8 ..----------Pronunciation guide - - - - - - - - - .
Treasure Type: U
Al ignment: Neutral Akesoli - ak e ~le Kerendas - ker endas
Akorros • a koi ros Kopru - ko'pru
A phororhacos, or sword beak, is a 6-foot Alasiyan ·al as e'an
1all, flightless bird having small, useless Alfheim - al(him Malpheggi • ma! legge
wings and large hind legs. This bird eats
meat and runs down its prey, o ften reach- Altan Tepe - al'tan tep e Minrothad - min' ro 1had
ing great speeds across nat ground. A pho·
rorhacos has a largecurved beak that snaps Amsorak - am 50(ak Norrvik - nor vik
at prey with the force of a sword.
aAranea. ar an e'a Oslland · os{land
Plesiosaurus - - - - - -- - - - -
Atruaghin • at rii gin P hanawn · fan' a ton
Armor Class: 6
H it Dice: 16 Biazzan · be'a zan Rakasta · ra kas' ta
Move:
Canolbanh - can'ol barth Selenica - se !en' i ka
Swimming: 150' (50') Castellan · kas tel' lan Soderfjord - so'der fyord
Attacks: I bite Corunglain • kor un glan Specularum · spek ti Jar um
Damage: 4-24 Cruth · kri:ith
No. Appearing: 0 (1-3)
Save As: Fighter: 8 Darokin • dar o'kin T el Akbir ·tel ak'l>Cr
Morale: 9
Treasure Type: Nil Ethengar · eth' en gar aThanegioth_- than age Olh
Alignment: Neutral
Glantri • glan'Lre Thyalis - thi tis
A plesiosaurus is a fish-eating, lake-
dwelling dinosaur, usually about 30-50 feet Grangeri • gran jfre VestJand - ves~ land
long. It has an extremely long neck and a
Heldann · herdan Ylaruam - ii a ri{am
I 17-T-9043
Ierendi · eer endde Zeaburg • z,(burg
Karameikos - kar a mi k0s
32
0ajGiITAL ADVEITTU"~S REiilCARllATED • THE I S LE 0F DREAD
Taboo Island
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0R,jGiilAL ADVEil'tV ~S RE iilCARPAtE D • T H E I SLE 0F DREAD
Taboo Island 11111111° ';tail">
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0R,jGiilAL ADVEil'f'V~S REiilCARPA'fED • THE ISLE 0F DREAD
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0ajGinAL ADVEil1"\T~S RE i nCARJIA'fED • THE ISLE 0F DREAD
CHAPTER THREE
Overview of the Isle
j his adventure module is a fifth edition conver- as the site of additional adventures, some of which are
sion of the classic wilderness crawl X1 : The Isle described in the appendices.
of Dread, originally published in 1980. The Isle of
Dread is designed as a framework to help Dungeon Mas- Before beginning the adventure, please read the module
ters (DMs) design their own wilderness adventures. The thoroughly to become familiar with the details of the Isle
DM is encouraged to review chapter 5 of the D ungeon of Dread. Encounter sections that appear in italics may
Master's Guide, and specifically the section on wilderness be read aloud or paraphrased to the players. The oth-
adventuring, prior to running this adventure. This adven- er sections contain information the players should not
ture is designed for characters of levels 3rd through 7th. know in advance but may learn through exploring the
The original adventure was intended for a group of six to area, interacting with the monsters or NPCs, or delving
10 characters, but the fifth edition conversion is suitable into the backstory of the adventure. Prior to beginning
for a group of four to six characters.
If you plan to participate in this module as a player,
please stop reading at this point. The information in
the rest of this module is for your DM so that he or she
may guide you and other players through the adventure.
Knowledge of the contents of this module will spoil the
surprises and the excitement of the game for everyone
concerned.
ll0TES F0R THE DUllGE0ll
llrASTER
The Isle of Dread is a wilderness adventure module in
many parts. Chapter 3 of this book contains this Over-
view, which outlines both the adventure and the fanta-
sy "world" where it takes place. Chapter 4, Wandering
D read, describes wandering encounters the characters
can have as they explore the environs of the isle. Chapter
5, The Isle of Dread, details the main island and setting
up a base for the next stage of the adventure. Chapter 6,
More Dread, includes additional set encounters on the
main part of the island. In Chapter 7 the island's great
Central Plateau is described. Chapter 8 details Taboo Is-
land and a temple secluded on the island in the crater lake.
In Chapter 9, Below Taboo Island, the characters can
discover underground caverns containing a slumbering ,
evil that needs to be reckoned with. The remaining parts
form the appendices, which contain nonplayer characters
(NPCs), new spells, new magic items, new equipment,
new monsters, player handouts, and much more. After
the basic adventure is over, the Isle of Dread can be used
0RiGiilAL ADVEil'tV~S REiilCAR!IA'f"ED • THE ISLE 0F DREAD
• • than 24 levels or more than 36 levels, the DM may need
RAilDOJn TR.iBAL llATiVE to adjust the encounters to remain a suitable challenge.
TR)3ASVR)3S
The DM should be careful to give the player characters
D12 Treasure (PCs) a reasonable chance for survival. The emphasis is
on "reasonable." Try to be impartial and fair but give the
1 Clay vial of flowery perfume (worth 15 gp) party the benefit of the doubt in conditions of extreme
danger. However, sometimes the players insist on tak-
2 Scrap of pink silk (worth 7 gp) ing unreasonable risks-charging a tyrannosaurus bare-
3 Small sharkskin pouch (worth 20 gp) hold- handed, for example. If bravery turns to foolhardiness,
the DM should make it clear that the characters will die
ing 15 dried spiny seeds unless the players act more intelligently. Everyone should
cooperate to make the adventure as fun and exciting as
4 Three pink freshwater pearls (each worth
50 gp) wrapped in a piece of cloth possible.
5 Wooden box with an ornate bone tattoo nee- In addition to the large-scale map of the continent and
die and a collection of ill.ks (worth 85 gp)
the small-scale maps of the Isle of D read and the Cen-
6 Ivory-handled knife (worth 75 gp)
7 Three rough pieces of silver ore (each tral Plateau, there are maps of some of the individual
worth 12 gp) encounter areas. These are included to give the D M an
8 Purple coral figurine of an axe beak (worth idea of what the area looks like. The DM may use them
90 gp)
as given, change them slightly, or create different ones.
9 Collection of shells on a thin gold chain
(worth 65 gp) For example, when using these maps, the DM can add
10 Jagged fragment of wood with gold en- new creatures, seal off tunnels, or add secret chambers to
graved pictograms (worth 115 gp)
nearly any part of the map. Also included are two general
11 Piece of amber with a beetle inside (worth
125 gp) cave maps for use as the DM sees fit. These two maps
12 Blue gemstone carved into the shape of a can even be combined for one very large lair! •
humanoid eye (worth 225 gp)
•
•• RAilDOJn TR.iBAL llATiVE
play, the DM should decide what information to give the TR.iITKJ:TS
players (and how they can get it) and what information
to hold back. D12 Trinket
1 Two hollow coconut halves
This module has been designed for a party of four to six 2 Dinosaur tooth on a leather throng
characters. Each character should be between the 3rd and 3 Three tarnished bronze buttons from a
7th level of experience at the beginning of the adventure pirate's vest
and can be expected to gain at least one, and likely more, 4 Four small purple fuzzy gourds
levels of experience by the end of their adventure on the 5 Small chunk of a crimson stone that weighs
isle. The party should haYe a total of 24 to 36 levels, with too much
30 levels being ideal. For example, a party with a 4th-level 6 Clay figurine of a whale
ranger, a 5th-level wizard, a 6th-level cleric, a 4th-level 7 Several recently picked orchid flowers
rogue, a 5th-level dwarven fighter, and a 4th-level elven 8 Clay pipe and a pouch of dried pipeweed
9 Small wooden vial of dimetrodon blood
barbarian would ha'e a total of 28 levels (4 + 5 + 6 + 4 10 Pickled fish eyes wrapped in a banana leaf
+ 5 + 4 = 28). Furthermore, the group should be well- 11 Small wooden box with a collection of 13
obsidian arrowheads
balanced, with at least one wizard type, one cleric, and 12 Glass bottle with a scrap of parchment that
two fighter types. Since the majority of the encounters says, " Rory Barbarosa was here"
are wilderness based, a ranger and/or a druid would be •
an asset to any adventuring party. If the party has less
0RjGiilAL ADVE il'tV~S R EiilCARJIA'tED • TH E I S LE 0F DREAD
•• According to the Dungeon Master's Guide (pp. 56-57),
"One of the few actual islands on the plane (of Water) is
SVGGESTED P R.._O n vn c iATion s the Isle of Dread. The island is connected to the Material
Plane by means of a regular storm that sweeps over the
Akesoli - ak-e-so-le Karameikos - kar-a-ml-kos island. Travelers who know the strange tides and currents
of the plane can travel between worlds freely, but the
Akorros - a-kor-ros Kerendas - ker-en-das storms also wreck ships from the Material Plane on the
island's shore." Therefore, the Isle of Dread can appear
Alasiyan - al-as-e-an Kopru - ko-prii in any campaign setting, either permanently or temporar-
ily, as the DM sees fit. The isle, and the immediate sur-
Alfheim - alf-him Malpheggi- mal-feg-ge rounding ocean, is tethered to the Material Plane via four
gates, each tied to one of the four elements. If the DM
Altao Tepe - al-tan tep-e Minrothad - min-ro-thad wishes to utilize them, see the section on The Elemental
Gates in appendix A. ADM wishing to use the original
Amsorak - arn-sor-ak Norrvik- nor-vik setting for the module (Mystara, or simply referred to
as the "Known World") should see the next section for
Aranea - ar-an-e-a O stland - ost-land details on the mainland.
Atruaghin - at-rii-a-gin Phanaton - fan-a-ton GE0GRA.PHY 0F THE Knewn
Biazzan - be-a-zan Rakasta - ra-kas-ta W0RLD (JlIYSTA.RA.)
Canolbarth - can-01-barth Seleoica - se-len-i-ka Included in this book is a large-scale (24 miles per hex)
wilderness map, which shows the southeastern portion
Castellan - kas-tel-lan Soderfjord - so-der-fyord of the continent and the northern islands of an archi-
pelago (a cluster of islands). This map is useful for the
Corunglain - kor-un-gian Specularum - spek-ii-lar-um overseas journey to the Isle of Dread and serves as an
example of a large-scale wilderness design. The DM may
Cruth- kriith Tel Akbir - tel ak-ber wish to base dungeon and wilderness adventures on this
map or expand the map by designing wilderness areas
Darokio - dar-o -kin Thanegioth - than-a-ge-oth where the map leaves off. The following is a suggested
key to the areas mentioned on the map. To read the map
Ethengar - eth-en-gar Thyatis - thJ-a-tis of the continent, start at the top and read from left to
right.
Glantti - glan-tre Vestlaod - vest-land
The following key gives only a brief background of most
Grangeri - gran-ja-re Ylaruam - il-a-rti-am areas, except the Isle of Dread which is further described
in chapters 4 through 9 and in the appendices. The rest
Heldann - hel-dan Zeaburg - ze-burg is left for the individual DM to "flesh out," allowing as
much creative freedom as possible.
Ierendi - e-er-end -de
••
The lair treasures can be used as given or changed into dif-
ferent forms with the same value. If the DM adjusts the
challenge of the encounter (up or down), he should adjust
the treasure accordingly. Primitive native tribes like those
on the Isle of Dread generally do not have gold or silver
coins. Instead, they may have native carvings of bone or
ivory, small nuggets of precious metals, or any other unu-
sual but valuable forms of treasure the DM can imagine
that immerse the players in this setting. Consult the side-
bars for samples of native trinkets and valuables, but the
DM is urged to use these as a starting point and create
additional items as needed.
When describing monster encounters, the DM should not
rely only on sight; there are four other senses: smell, sound,
taste, and feelings of hot, cold, wet, and so forth! The DM
should try to vary his or her approach to encounters when
possible. For example, the party may first hear the monster
crashing through the underbrush or find its tracks instead
of just meeting the monster face-to-face. This is a good
way to "signal" a party that an encounter may be too dif-
ficult for them to handle. The DM should also try to avoid
letting unplanned wandering monsters disrupt the balance
of the adventure. See chapter 4 for more details on using
wandering monsters in this adventure.
0Rj GiIIAL ADVE IIfV ~ S REiII CARJI AfED • T H E I SLE 0F DREA D
KEY f'o THE conf'inEnf'AL family clans. Usually the clans raid and quarrel with each
Jl:rAP ( Jb:AP Jl:r- I) other, but occasionally a strong leader (khan) emerges to
unite the entire Ethengar people into a strong "nation."
Princip alities of Glantri. Glantri is a magocracy; that However, with the eventual death of the khan, there is
is, the princes and princesses who rule the state are all rarely an heir strong enough to hold the Ethengar to-
powerful wizards. They live in Glantri City most of the gether. They then break apart, and the family clans begin
time, although each ruler also maintains a castle or tower warring with each other once more. T heir culture is simi-
hidden in some remote wilderness area. Actually, the rul- lar to that of the horsemen of the central Asian steppes
ers are more concerned with magical research than with (the Huns, Mongols, Magyars, Turks, and so on).
ruling the kingdom. Most decisions are left to the vari-
ous local councils of elders and the princely stewards. Heldann Freeholds. The Heldann are a barbaric, fair-
The princes and princesses do not trust each other and haired people who hunt, fish, and raise crops on isolated
live in a state of uneasy truce. In the face of invasion or farms. They are related to the people in the northeastern
rebellion, however, they are quick to unite. In extreme kingdoms but acknowledge no ruler among themselves
emergencies, they will select one of their number as "dic- higher than the individual household leader. Their cul-
tator," to serve for one year. ture is very similar to that of medieval Iceland.
Ethengar Khanate. The Ethengar are nomadic herders Kingdom of Vestland, Kingdom of O stland, and
of horses, cattle, and goats. They are divided into small the Soderfjord Jarldoms. Each of these northeastern
states is composed of many petty "kingdoms" that are
loosely united under one ruler. In Vestland and Ostland
the under-chiefs are called "Kings"; in Soderfjord they
are known as "Jarls" (pronounced "yarl''). Their culture
resembles that of the Vikings. The people of these king-
doms highly value individualism, physical strength, and
prowess in combat. They live mainly by fishing and by
occasional raids on nearby coastal villages. Besides being
fierce warriors, these people are explorers without equal,
ranging far and wide in their wooden longships.
T he Broken Lands . The "broken lands" are an area of
rocky badlands and old volcanic lava beds. The land is
extremely wild and inhabited mainly by outcasts, human-
oid bands, and monsters.
Rockhome. Rock.home is the homeland of the dwarves.
It stretches throughout the northern Altan Tepe moun-
tain range. The dwarves have built and maintain a road
through the mountains for caravans although they charge
a toll from all who pass.
Atruaghin Clans. These grassy plateau, forest, and hilly
regions next to the sea are inhabited by herders, hunters,
and fishermen who live in small villages. All the villagers
claim to be descended from the ancient hero Atruaghin.
If threatened by war they will unite under a temporarily
elected leader.
Republic of Darokin. This Republic is centered around
the capital, Darokin. Its wealth is based on trade from
Lake Amsorak (the large inland lake), the Streel River, the
eastern caravan route, and sea trade filtering in through
0RjGiDAL ADVED'f'V J.Q::S REiilCARJIATED • TH E I S LE 0F DREAD
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the Malpheggi Swamp. Darokin is a plutocracy; that is, Thanegioth Archipelago. The archipelago is a cluster
the government is run by the wealthiest merchant fami- of islands about 1,000 miles from the coast of the main
lies. The culture resembles that of Venice or Genoa in continent. What little knowledge is available about Tha-
medieval Italy. negioth is buried in myth and superstition.
Alfheim. As the name implies, Alfheim is the homeland WEATHER AllD CLIDIATE
of the elves. The Elven King rules the great forest of
Canolbarth. The Canolbarth Forest is actively tended by The general weather patterns of this part of the con-
the elves, thus it is far larger than a natural forest in this tinent move from west to east. Hence, much rain falls
area would be. D arokin pays the elves to protect the cara- on the western edge of the Altan Tepe mountains, while
van route through the forest to Selenica. little or none falls on the Alasiyan desert. The warm off-
shore currents near Thyatis and Minrothad modify the
Emirate of Ylaruam. Y1aruam is built in the midst of weather somewhat in the south, making the climate there
the largest oasis in the Alasiyan D esert. It is the center of similar to the Mediterranean.
caravan routes crossing from north to south and from
east to west and is controlled by the Emir of Ylaruam The southern farmlands are extremely fertile, due to a
and his royal family. The culture is similar to that of the thick layer of rich ash from the ancient volcanic hills. T he
Arabic desert states or the Central Asian city-states of farmers here have discovered better ways to grow most
Palmyra, Damascus, or Samarkand. crops. The heavily irrigated and terraced gardens of the
southern farmlands produce more food than any other
The Five Shires. The Five Shires are the homeland of area on the map.
the halflings. The area is ruled by a council of five sher-
iffs who each control a Shire. Four times a year the sher- The climate in the Thanegioth Archipelago is tropical,
iffs meet at a great feast that lasts for days and there they similar to the Pacific South Seas islands (Oceania) and
decide shire-wide policy by vote. the Caribbean. (For more details on the climate of the
Isle of Dread, see Exploring the Isle of Dread, below.)
Grand Duchy of Karameikos. This part of the con- The climate south of the Cruth Mountains (running west
tinent is a wild and unsettled land claimed by Duke Ste- to east) is moist and temperate, with mild winters. The
phan Karameikos. In reality, little of the land is under the climate of D arokin and Glantri is warm and sunny, simi-
duke's control. Large areas are overrun with monsters lar to that of southern France. The climate of the Ethen-
and hostile humanoids. gar steppes is mild in the summer, but cold and bleak in
the winter-like the Russian steppes around the Black
Kingdom of Ierendi. The trading ships of Ierendi rival Sea. The climate of the northeastern coast is wet and
those of Thyatis, and the kingdom sports a magnificent mostly overcast, similar to tl1at of Denmark.
royal palace carved from pure white coral. The King and
Queen of the land are usually popular adventurer-heroes; GETTillG STARTED
however, they are without true power and serve only as
figureheads. Actual rule is held by certain aristocratic The DM has several options to get the characters to ex-
families, making Ierendi an oligarchy. plore the Isle of D read. Although, first, he needs to get
them to the isle. Below are several adventure hooks that
Minrothad Guilds. The Minrothad island cluster is a can be used to start the adventure:
syndicracy: the government is run by the heads of the
various trading guilds. Minrothad is closely allied to Thy- • The characters 0btain several scroll-papers that hint at
atis. the location and wonders of the Isle of Dread, par-
ticularly that of a fabulous black pearl. T hey decide to
Empire of Thyatis. The Empire of Thyatis is an autoc- book passage on a ship to explore the isle. (This is the
racy. The E mperor holds absolute power, but his deci- Suggested Background for the module. See the sec-
sions must allow for the desires of powerful nobles and tion below for more information, and Player Hand-
for the threat of mob riots over unfavorable laws. The outs # 1 and #2 in appendix E).
city of Thyatis is built beside a large canal that separates
the southern peninsula from the mainland, so the city is • The characters are hired by a wealthy merchant spon-
a major trade center. The Thyatic culture is similar to the soring an exploration of an island for potential trade
medieval Byzantine empire.
0RjGillAL ADVEllTv~S REiilCARJIATED • THE ISLE 0F DREAD