Wednesday, June 10, 2015

Lost Island of the Necrite - Part Two: COASTAL ENCOUNTERS


00.01 - As the party's vessel approaches the north eastern coast of the island, the water becomes increasingly shallow. There is a 60% chance that the craft will run aground, leaving the party with no choice but walk through the shallows (4 feet maximum) 1d6 bull sharks swim these waters.

00.02 - As the party's vessel approaches the island, the water becomes increasingly shallow. A reef separates the ship from the island for the last mile of the voyage. The reef is jagged and slippery, so player movement is at half. Observant players will notice that the reef is devoid of any life. There are no fish, no crabs, or any other sea creatures. At every hour of travel, each player must make a dexterity save or else slip and fall onto the jagged reef - 1d4 damage.

00.03 - The remains of an old triple-masted sailing ship rots in the shallow water. Aboard the ship is an undead pirate crew -
1d20 Skeletons
1d10 Zombies
1d8 Lacedons
1d6 Ghasts
1 captain - a 4 HD vampire

00.04 - 1d4 Sea Hags haunt the marshy coastline here. They have a hidden cave where they have hidden a cache of treasure (various items collectively worth around 700 g.p.) and weapons.



00.05 - The immense carcass of a giant whale lays in the shallows here. The wounds along its body suggests a shark attack. Inside the carcass, trapped in it's belly, a crazed sailor screams for escape. The sailor is naked, blind, and half-crazed. His skin and hair are bleached bone white. If given food and water, he will remember that his name is 'William' and his last memory is of his ship being caught in a terrible storm. 'William' will demand that the party either take him with them or return him to their vessel. In combat situations, 'William' will cower and flee. After food and rest, his eyesight will return, but he will try to convince the party otherwise. 'William' was actually a ship's captain who was thrown overboard by his crew. He thinks the party were part of the mutiny and will try to assassinate them while their guard is down. Treat 'William' as a 4th level fighter.

00.06 - As the party's vessel approaches the island, the water becomes increasingly shallow. A reef separates the ship from the island for the last mile of the voyage. The reef is jagged and slippery, so player movement is at half. Observant players will notice that the reef is devoid of any life. There are no fish, no crabs, or any other sea creatures. At every hour of travel, each player must make a dexterity save or else slip and fall onto the jagged reef - 1d4 damage.

00.07 - The remains of a huge statue lay silently beneath the surface of the shallow water. The vessel will be unable to get any closer to the island, so the party can traverse the length of the statue to the shore. The statue is of an enormous naked woman with no face. When it was still erect, it stood over 100' tall.

00.08 - A fog overtakes the ship for 1d12 hours, making visibility nil. There is a 70% chance that the vessel may crash onto the rocks or run aground in the shallows.

00.09 - A small rowboat of 1d6 brigands circles the south western corner of the island. They will attack the party's vessel on sight with crossbows. Brigands are 3rd level fighters, but one of them will be a 5th level fighter/3rd level thief captain.

01.00 - Jagged rocks rise above the surface of the water. The remains of dozens of shipwrecked boats also rise above the waves. Hiding in the shipwrecks are barnacled zombies (1d20). Treat as regular zombies, but with AC 2 due to their barnacle coverings.  

01.05 - In a concealed cove, the ruins of an old harbor town lay crumbling in the water. Within the ruins there are
1d10 zombies
1d10 skeletons
1d6 aquatic ghouls
1d6 undead sharks

01.07 - This cove is filled with shallow, stagnant water. The ruins of an old watchtower are here - piles of black stone and moldy wooden beams. In a clear pool within the rubble is a large treasure chest. It is actually in the center of a large (10' x 10') gelatinous cube.

01.09 - A group of Ixitxachitl (1d8) swim the shallow waters. They guard a patch of garnet coral - worth 100 gp per ounce. There is approximately 11 ounces of the stuff that grows from the sandy bottom of the reef. Harvesting the coral will require an extremely sharp saw or serrated knife. The coral is covered with razor-like spines and can only be handled with leather or chainmail gloves. If a player mishandles the coral, they will suffer 1d4 hp of damage and save vs. poison and take half damage.

02.00 - This rocky coast is lashed by waves and wind. A narrow cave is clearly visible in the face of the cliff. The cave is 8' high by 3' wide at it's mouth. The cave leads to a passage into the mountains. See 02.01

02.09 - As the party's vessel approaches the island, the water becomes increasingly shallow. A reef separates the ship from the island for the last mile of the voyage. The reef is jagged and slippery, so player movement is at half. Observant players will notice that the reef is devoid of any life. There are no fish, no crabs, or any other sea creatures. At every hour of travel, each player must make a dexterity save or else slip and fall onto the jagged reef - 1d4 damage.

03.09 - The crumbling ruins of an ancient stone wharf. A wooden pier juts out into the shallow water where it ends abruptly in a pile of desiccated timber. The pier is extremely damaged and players will fall through the boards. Beneath the harbor is a mutated kraken with twelve tentacles. It was created in one of Lord Necrite's experiments.

04.09 - The water becomes increasingly shallow and leads to a salt marsh where a tribe of Lizardfolk (1d20) and Bullywugs (1d12) await trespassers.

05.09 - A wrecked funeral barge is moored here to a pier leading to a system of raised paths and platforms into the marsh. Aboard the funeral barge are Ghouls (1d6) and Barnacled Zombies (1d10 - treat as regular zombies but with AC 2 due to their barnacle coverings)

06.00 - A thick fog makes visibility nearly zero. Around the boat, a group of mermaids will call to the party and promise to guide them safely through the fog. The party will see red and yellow lights twinkling through the fog. In reality, the ship will crash into the rocks along the shore. The mermaids are actually vampiric mermaids (1d4) and they will lurk in the water, waiting for the players to make their way ashore.

06.09 - The water becomes increasingly shallow and leads to a salt marsh where a tribe of Lizardfolk (1d20) and Bullywugs (1d12) await trespassers.

07.00 - Jagged rocks rise above the surface of the water. The remains of dozens of shipwrecked boats also rise above the waves. Hiding in the shipwrecks are 1d4 Sea Hags who will appear as beautiful maidens to the party. They will plead with the party for help.

08.01 - The water here is covered with large deposits of salt. Like ice floes, they bob in the water. The salt covers the shore like white stones leading to the marshy land. Rising up from the water are (1d10) zombies of drowned sailors. The salt has sucked the moisture out of their bodies so they appear as strange black skeletons. Their very appearance is so startling that they gain a +4 to initiative.

08.02 - A shallow lagoon. A waterfall cascades down from the tall jagged cliffs above. Behind the waterfall, carved into the black rock is a cave leading into the mountain. See 07.02

08.07 - A group of Ixitxachitl (1d8) swim the shallow waters.

08.08 - The ruins of a sunken temple can be seen, rising above the water. A group of Sahaugin (1d12) will readily attack anyone who disturbs this holy site.



08.09 - An enormous mass of tarry ooze covers the face of the water. It is roughly 30' x 30' in area. If it comes into contact with any organic matter, it will become permanently stuck to it and begin to eat away at it with a powerful acid. A normal-sized human including armor and gear can be eaten away in less than ten rounds. The ooze is impervious to weapons, but can be affected by magical attacks. A high level (8+) cleric can also defeat the ooze with a cure disease spell. Oil and fire can also be effective - doing 1d12 worth of damage per turn. The ooze has 74 hit points.

09.02 - The water becomes increasingly shallow and leads to a salt marsh where a tribe of Lizardfolk (1d20) and Bullywugs (1d12) await trespassers.

09.03 - A young man lays on the rocks here, he appears emaciated and delirious. If the party offers assistance, he will reveal himself to be a wererat and will summon giant rats (2d10) to attack the party. Additionally, the party's vessel will be swarmed with thousands of rats from within the hull.

09.04 - A fog overtakes the ship for 1d12 hours, making visibility nil. There is a 70% chance that the vessel may crash onto the rocks or run aground in the shallows.

09.05 - Merrows (1d4) live here in the muddy waters along the shore. They're hungry.

09.06 - There is a stone lighthouse here. It rises up 70' into the air. The light has been extinguished long ago and the door to the staircase within is covered by the tide. A closer look reveals that chained to the sides of the tower are the skeletal remains of dozens upon dozens of sailors and explorers. They click their jaws and rattle their chains to warn anyone who comes to the island...

Next up - Secrets of the Island Revealed! 

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