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!