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Monkey Isle

jn2-isle • jn2-isle • JN2: Monkey Isle
Monkey Isle is a “lost world” setting -- an island (one of several in this locale) inhabited by prehistoric beasts and other strange creatures, out of the shipping lanes, rarely visited, and little known; there are no rumors to warn the players of what is going on. A 'shipwreck' scenario might work, but the basic idea is that the player characters are well-prepared and will have a ship they can use to circle and explore the islands. The coasts are mostly beach (safe landings in calm weather); any deeply-inset area with three or so hexes of land around it counts as a harbor. Lead-ins printed in the book: a band of pirates blown far off course, who looted an ancient shore temple and met friendly natives in the south and hostile painted 'maniacs'; and the Elven trading ship Silverlake, whose crew has heard of the island and will convoy with good parties. Keyed content: the villages V1-V9 (including the intelligent simians), the Special Land Encounters, the Ocean Encounters O1-O8, and six defined ruin sites, R1-R6. Ruins R7 and R8 are placed on the map but deliberately left undefined for the GM -- 'anything from the ruined fortress of some ancient warlord to the towers of the wizards who turned the area around R8 into a wasteland.'
Random encounters: the book prints terrain-based random encounter tables (JN2, 'Random Encounter Tables') plus a section of 'Explanations for Unusual Events.' Special encounters (land, ocean, and ruins are marked on the map) occur if the adventurers move within one hex of the given encounter marker in appropriate terrain (ocean encounters usually won't occur on land); if encounters are occurring too often, the GM can roll 1d6 and allow one to occur only on a 4, 5, or 6 (or just a 6). The New Monsters appendix (apes and monkeys; dinosaurs -- land carnivores, land vegetarians, sea and flying creatures; and more) is not yet in the Codex bestiary; creature stat blocks print in full inside each encounter/room regardless.
CHILDREN • 43
R1: Human Sacrifice dungeon
Cannibals from the cult of Pain from Skull village have captured some of the villagers from Yondara to use in ritual sacrifices to appease their evil deity. This adventure does not contain any gruesome gore – the GM must add it if they need it. How the player characters learn of this is up to the GM. A frantic native of Yondara may come to them, pleading for help. This temple is set against low sea-side cliffs that are 60 feet high. At the entrance to the temple, the cliff wraps around and rises another 40 feet. The temple is carved from soft stone. Unless noted, there is no lighting beyond the natural light around the entrance or other openings. The floors are coated with dust and grime.
R2: Reed Marsh Temple dungeon
This ancient temple was raised among the tall reeds and sparse islands of the marsh on the south end of the great lizard lake. It can only be reached by boat or flying. Luckily the tribe of Weetok is positioned in the north outlet of the main river that forms the lake. A number of prehistoric creatures reside in the lake including plesiosaurs and ichthyosaurs. Travel anywhere but in the shallow reeds along the edges is dangerous. If the player's have their characters scoot across the center of the lake, they will be attacked instantly by a monster from the table below for each hex they pass through. If they skirt the edges there is only a 1 in 6 chance of them encountering any monsters during the entire trip (roll below if they do).
R3: Lake Side Temple dungeon
This is a quick jaunt through a lake-side temple. The stone cliff that it is built into is some 100 feet high. If the player characters climb on top, they find a rough, rocky area with grass. They will be able to go down into the area with the scorpions (room #2) and either might meet the ogres or at least find the hole they made in the hallway ceiling at #8.
R4: Temple Complex With Simians dungeon
A group of evil simians have dug up an old scroll containing a map leading to the location of a lost relic. (The one used in the adventure is generic; the GM might want to replace it with something more suitable for their own campaign). The good simians have informants who tell them of the location; or the players can chase the evil ones down through an adventure the GM creates. Eventually the PCs arrive at a set of temples hidden away in caves, where the evil simians are hunting for the artifact. The evil simians have brought torches and oil to burn in bowls for illumination. They have placed some torches in torch holders on the walls of the halls to illuminate them (about one every 30 feet) and carry others with them. The ceilings are all 15 feet high unless otherwise noted.
R5: Underwater Exploration dungeon
This adventure features a clear glass globe about 4 inches in diameter that appears empty but maintains neutral buoyancy (neither rising nor descending when in water at any depth). When gripped, the gripper gets the sense that shattering it will permanently increase their Constitution by 1 point. Someone with a maximum score (usually 18) cannot smash it; if they insist in trying it might shatter but not benefit them or anyone else. Roll 1d6: on 1-3 it is in the seaweed patch at #3, and on 4-6 it is in the seaweed patch at #4, moving slowly about in a current of water so as to attract attention. There are numerous ocean coves in this area; this one can only be found with the aid of the map possessed by the shipwrecked castaway found at the preset ocean encounter O7. The cove is about 30 feet deep, but slopes down around the entryway at #6 to reach 60 feet or so. The jagged cliffs around the cove rise at least 100' high and are populated by sea birds and pterodactyls. The ocean around the beach is clear enough to allow sunlight to penetrate down deep and provide decent vision, although the refraction and rippling of the water causes distortions. Clear vision is perhaps to 120 feet or so (if desired, cut a circle out of a piece of paper to measure it). That is for large moving objects; smaller objects can only be seen at 30 feet or so. The floor of the cove is a mixture of sand an
R6: Dragon Harbor dungeon
This scenario assumes the characters are traveling about and having other encounters. If plucked from the module, the GM might have to adjust it. Place this wherever you want it. If the Elven trading ship SILVERLAKE is convoying with the player characters, it might be attacked by the dragon; otherwise the dragon might attack the characters' ship. The dragon will usually be driven off, and fires extinguished. The local natives know of the dragon and can point to the ancient harbor city it has taken residence in. Most of the buildings of the city have been knocked down by earth quakes, or fallen down from neglect. Random Encounters 1-2 2d6 Cavemen: AC 12, HD 2, #At 1 weapon, Dam 1d8 or weapon + 1, Mv 40', Sv F2, ML 7, XP 75 ea. HP 1d6 Small Carnivorous Dinosaurs: AC 15, HD 3, #At 1 bite, Dam 1d8, Mv 50', Sv F5, ML 8, XP 145 ea. HP 1d6 Terror Birds: AC 13, HD 3, #At 1 bite, Dam 1d8, Mv 60', Sv F3, ML 8, XP 145 ea. HP 1d4 Lions: AC 14, HD 5, #At 2 claws, 1 bite, Dam 1d6 claw, 1d10 bite, Mv 50', Sv F5, ML 9, XP 360 ea. HP 2d6 Giant Rats: AC 13, HD ½ (1d4 HP), #At 1 bite, Dam 1d4 + disease, Mv 40' Swim 20', Sv F1, ML 8, XP 10 ea. HP
V1. Trading Village town
This village is a well- known and well-established trading village. Locals from all over gather here to trade with sea-faring traders or with each other. The population is usually a mix of local peoples.
V2. Villages of Taytay (North), and Inotoka (South) town
VILLAGES OF TAYTAY (North), and INOTOKA (South). A stretch of water between Monkey Isle and the southern island separates these sister villages. The occupants shave their heads (men and women alike). Their dark brown skin is often decorated by tattoos, some in garish bright colors, but most in black or blue. While many of the tattoos are geometric designs, some are illustrations of great lizards and crude gorillas. Coverage is very individualistic; many people have none, and only a few have full-body coverage.
V3. Villages of Yondara and Otodara town
VILLAGES OF YONDARA and OTODARA. These two villages are near each other on the same river. The natives wear their hair in various styles, often long and plaited. They are fond of bright feathers and during celebrations they wear bird costumes.
V4. Village of Eneweetok town
VILLAGE OF ENEWEETOK. This tribe consists of tall, strong people. They have massive frizzy hair, wear ear rings, arm bands, and other jewelry, and laugh a lot. They are born adventurers. If the player characters make landfall (and are friendly) any number will petition them to go on adventures. Honest PCs can pick up several competent, hard- working warriors here, provided they offer decent wages and shares. They dwell in a large fortification built from massive tree trunks, which may sag and bend, but is still a sturdy defense.
V5. Village of Talasea town
VILLAGE OF TALASEA. As players approach they see smoke. Much of the village is burned down, bodies scattered about. Survivors have fled towards Eneweetok in canoes or by foot. A raiding band from the village of Skulls (below) struck and retreated to their home village.
V6. Village of Skulls town
VILLAGE OF SKULLS. This village is much larger than the others on the island. Three Clerics of an evil sect (each perhaps 5th or 6th level) are attempting to conquer the islands and convert the natives to pure evil. They have gathered three villages here to form an army of conquest, albeit their violent nature means they have fewer citizens than that would seem to indicate. The villagers are divided into sects according to the nature of the Cleric they swear obedience to. They paint their bodies in a dark but vivid green (Hate), yellow (Avarice), or red (Pain). They file their teeth, chew plants to stain their teeth black, and wear huge wood or ivory plugs in their earlobes, nose, and lips. They are savage cannibals and torturers.
V7. Village of Weetock town
VILLAGE OF WEETOCK. These people make a living fishing and collecting occasional pearls for trading. They are the most northerly human tribe, living in a straggling set of huts and houses along the river leading from the inland freshwater lake to the ocean. They know little of the reed marsh temple, avoiding the beasts that lurk in the deep waters of the lake. The people are not very flashy and at most indulge in a little jewelry. Intelligence Enhanced Simians These odd creatures live in several villages. An average group might include 200 gorillas, 200 chimpanzees, 100 baboons, 50 monkeys, and 50 orangutans. Two villages are shown on the island map.
V8. Good Simians town
These will negotiate and trade with strangers as best they can.
V9. Evil Simians town
These simians are up to no good. They routinely harass the others and attack anyone they encounter. Few ready-made adventures are provided for them, but the player characters might interact with them in many ways. Some simians will be willing to join the PCs while they explore the islands for a regular NPC share of loot. There could be special quests that the simians involve the players in. Examples: Gorilla: A gorilla with her own chain mail and longsword. She explores on her own when no comrades are willing to join her. Gorilla Fighter: AC 18 (chain mail), HD 4, #At 2 claws or 1 claw, 1 longsword, Dam 1d4 claw, 1d8+ 3 longsword, Mv 20', Sv F4, ML 7, XP 240 Chimpanzee Brothers: They carry a mix of weapons to use against different targets: a hand axe, spear, or warhammer for 1d6+1 damage, a longsword (or mace) for 1d8+1 damage. 3 Chimpanzee Fighters: AC 16 (leather), HD 3, #At 2 claws or 1 claw, 1 weapon (see description above), Dam 1d2 claw, 1d6+1 or 1d8+1 weapon (see description above), Mv 30', Sv F3, ML 7, XP 145 ea. Chimpanzee Magic-User: This intelligent, curious creature is versed in spells and has some knowledge of potions and magic items. Chimpanzee Magic-User: AC 14, HD 4, #At 2 claws or 1 claw, 1 dagger, Dam 1d3 claw, 1d4+1 dagger (+ Strength bonus), Mv 40', Sv M4, ML 7, XP 240 Spells: floating disc, invisibility, magic missile, mind reading HP Baboons: At least three baboons with shortbows and hand axes are willing to join a party. 3 Baboons: AC 14, H
1. Sabers In The Grass room
While moving through grassy terrain, the party is stalked and attacked by a saber-toothed cat, followed closely by 8 wild elves who use it to hunt victims. The elves are evil and will kill anyone they can. The saber-tooth has a gold-buckled leather collar worth 300 gp. The elves have a total of 40 silver and 40 golden studs on their accoutrement (each is the size and value of 1 coin), as well as sixteen gem stones worth 10 gp each. 8 Elves: AC 14 (leather armor and shield), HD 1, #At 1 scimitar or spear, Dam 1d8 scimitar, 1d6 spear, Mv 30', Sv F1, ML 8, XP 25 ea. HP Sabre-Tooth Cat: AC 14, HD 8, #At 2 claws, 1 bite, Dam 1d6 claw, 2d8 bite, Mv 50', Sv F8, ML 10, XP 875
2. Ant Mound room
Rising out of the grass is a huge ant mound. The ants will appear 1d6 at a time if it is disturbed. Inside the mound are 1,500 gp in nuggets. Each nugget has been molded into the rough shape of a humanoid insect. 12 Giant Ants: AC 17, HD 4, #At 1 bite, Dam 2d6, Mv 60' (10'), Sv F4, ML 7 (on first sighting, 12 after engaged), XP 240 ea.
3. Pegasus And Natives room
An injured pegasus flaps helplessly on the ends of the ropes of a band of Avarice cultists from Skull village. They intend to sacrifice it to their goddess. It can be nursed to health and trained (it has taken 13 out of 20 points of damage, and one wing is sprained but will heal in a month). Each native has 10 gp; the 2 HD one has 50 gp and the 3 HD one 100 gp. Their canoes are nearby on the river bank. Human Fighter: AC 14, HD 3, #At 1 weapon, Dam 1d8 or by weapon, Mv 30', Sv F3, ML 7, XP 145 Human Fighter: AC 14, HD 2, #At 1 weapon, Dam 1d8 or by weapon, Mv 30', Sv F2, ML 7, XP 75 10 Human Fighters: AC 13, HD 1, #At 1 weapon, Dam 1d8 or by weapon, Mv 30', Sv F1, ML 7, XP 25 ea. HP Pegasus: AC 15, HD 4, #At 2 hooves, Dam 1d6, Mv 80' (10') Fly 160' (10'), Sv F2, ML 8, XP 240 HP 7/20 [ ]
4. Carnivorous Ape Clan room
Carnivorous apes attack from out of the jungle. They are being controlled by an evil native Magic-User wearing a feathered headdress. The Magic-User has a necklace with gems worth 500 gp, and three Magic-User scrolls (magic mouth, knock, and haste). Human Magic-User: AC 14, HD 5, #At 1 dagger, Dam 1d4, Mv 40', Sv M 5, ML 7, XP 360 Spells: dispel magic, magic missile, mirror image, shield, web 4 Carnivorous Apes: AC 14, HD 4, #At 2 claws, Dam 1d4, Mv 40', Sv F4, ML 7, XP 240 ea.
5. Harpies room
These bird women have set up a lair on the cliffs, swooping out to sea or inland to find prey to fill their cauldrons. One has three silver-headed javelins (spears) it will throw or use in close fighting, each worth 50 gp or so. If they can capture multiple victims, they keep them in stout wooden cages (made by slaves or taken from ships) until they are ready to eat them. 7 Harpies: AC 13, HD 2*, #At 2 claws, 1 spear + song, Dam 1d4 claw, 1d6 spear, save vs. spell or charmed song, Mv 20' Fly 50' (10'), Sv F2, ML 7, XP 75 ea.
6. Squawking Terror room
A small party of friendly natives is cowering in a circle, beset by 6 terror birds. If they are saved, the humans will gladly reward the party with a potion of healing, 300 gp from an ancient cache, and three pearls worth 100 gp each. 6 Terror Birds: AC 13, HD 3, #At 1 bite, Dam 1d8, Mv 60', Sv F3, ML 8, XP 145 ea. 5 Beset Natives: AC 12 (shield), HD 1d6, #At 1 spear, Dam 1d6, Mv 40', Sv NM, ML 7, XP 20 ea. HP
7. Flock Of Giant Bats room
Giant bats swoop down from several large caves weathered into the cliff faces. The caves can be reached by climbing some 100' up. They are cluttered with ancient pottery and rotten wooden furnishings. Hanging on a bamboo rack is a shiny golden medallion of mind reading. 7 Giant Bats: AC 14, HD 2, #At 1 bite, Dam 1d4, Mv 10' Fly 60' (10'), Sv F2, ML 8, XP 75 ea.
8. Pygmy Ceremony room
Three score of small, brown, savage-looking humans dressed in hides and feathers are dancing, chanting, and cavorting around a wooden totem pole, beating drums and playing reed or bone fifes. Most of these pygmies are no more than 3 feet (1m) tall. They react with distrust and hostility towards strangers, but can be befriended. The pygmies are restricted to using weapons that do at most 1d4 damage (their small bows do 1d4 damage and have a range of 40/80/120). 60 Pygmies: AC 11, HD 1d4 HP, #At 1 unarmed or weapon, Dam 1 point unarmed, 1d4 by weapon, Mv 30', Sv F1, ML 6, XP 10 ea. HP They are dancing to beg aide from their god. Their favored totem animal was recently captured by "the evil ones". They are considering a direct attack to recover it, but asking for aide first. They are able to provide food, fresh water, and the equivalent of a potion of healing. They have some 900 sp they can trade for goods, as well as ivory worth another 500 gp. If the player characters help free their totem animals, they will also be given a reward of six silver-tipped arrows, three arrow +1, and three conch shells worth 100 gp each (in addition to the funds they have for trading). The "evil ones" are six gnolls and eight hobgoblins who arrived on a small longship weeks ago. The pygmies burned their ship to keep them from leaving. They are living in a nearby camp of hides surrounded by thorns, and have collected several specimens of local wildlife for sport. These include a cave gorilla (which
9. Illusory Mass Battle room
The thumping of thousands of feet and the thunder of drums erupt. Two massive human armies wearing ancient armor and carrying colorful banners march out onto a flat area and stop, facing each other. Horns blare and they charge, screaming at each other. And then they disappear; silence falls. Twenty natives decked out in feathers and gaudy body-paint stand facing the party (they were hidden by the illusion and trying to sneak up on the party). They charge, screaming. Most wear shrunken heads, skulls, or other body parts from victims. They hail from a village of 300 or so cannibals some 3 miles away. Each one has about 20 gp in gems or coins on their person. The coins are worn as jewelry on thongs (each minted with a hole in the center for this purpose). 20 Native Cannibals: AC 12 (shield), HD 1, #At 1 spear, Dam 1d6, Mv 40', Sv F1, ML 7, XP 25 ea. HP
10. Caveman Attack room
A tribe of cavemen attempt to kill or capture the party and drag them back to their caves in the woods. They worship a moon idol made of electrum worth 550 gp and have 2,300 cp in old coins. Captured victims will be sacrificed (if alive) or eaten (if dead) at a full moon ceremony. 12 Cavemen: AC 12, HD 2, #At 1 weapon, Dam 1d8 or weapon + 1, Mv 40', Sv F2, ML 7, XP 75 ea.
11. Gargoyles room
These creatures inhabit the rocky ruins of a tumbled-down villa. 2 Gargoyles: AC 15(m), HD 4**, #At 2 claws, 1 bite, 1 horn, Dam 1d4 claw, 1d6 bite, 1d4 horn, Mv 30' Fly 50' (15'), Sv F6, ML 11, XP 320 ea. Their simple stone lair contains 2,000 cp and a crown worth 2,000 gp. After defeating them, the PCs find an odd rock with runes on it saying, "Crush this holy object for strength." Whoever smashes the rock (using a hammer or such) releases its magic, which will permanently increase their Strength score by 1 point. If they already have the maximum score (usually 18) the rock will fail to break unless they strike it six times in a row; then it will shatter and all of its magic is wasted.
12. Allosaurs room
A distant hillside glints in the sun, as if covered by shards of glass. A shattered stretch of the hill is covered by chunks of shining basalt and marble: mixed in are 200 pieces of quartz worth 5 gp each, 2,000 gp worth of gold nuggets, and 10 gems worth 100 gp each. The hillside is the haunt of two small allosaurs. Usually one is met by itself, and the other will arrive 2d6 rounds later, attracted by the calls of the first. 2 Small Allosaurs: AC 20, HD 9, AB 8, #At 1 bite, Dam 3d6, Mv 40' (10'), Sv F5, ML 10, XP 1,075 ea.
13. Evil Monkeys room
A band of intelligent, evil simians attacks the party, attempting to rob them. They have 2,700 cp, and 1,200 sp in coins, and the leader wears a jeweled necklace worth 500 gp. 2 Gorillas: AC 18 (chain mail), HD 4, #At 2 claws or 1 claw, 1 longsword, Dam 1d4 claw, 1d8+3 longsword, Mv 20', Sv F4, ML 7, XP 240 ea. 3 Chimpanzees: AC 14, HD 2, #At 2 claws or 1 claw, 1 spear, Dam 1d3 claw, 1d6+1 spear, Mv 40', Sv F2, ML 7, XP 75 ea. 4 Baboons: AC 14, HD 1, #At 1 bite or by spear, Dam 1d4 bite, 1d6 spear, Mv 40', Sv F1, ML 7, XP 25 ea. HP 3 Common Monkeys: AC 13, HD ½ (1d4 HP), #At 1 bite or 1 hatchet, Dam 1d2 bite, 1d4 hatchet, Mv 40', Sv F1, ML 7, XP 10 ea. HP
14. Bonehead Mating Season room
The PCs enter an area inhabited by many different dinosaur species: sauropods, iguanodons, etc. The party will suffer 1d4 attacks per round (a total of 12 maximum) from male Pachycephalosaurs caught up in a mindless mating frenzy. They do not fight; they make one charge to head-butt a random target (usually the closest) and then try to leave so they can butt heads with others of their kind. These dinosaurs engage in a ritual pawing of their hind feet before charging; an alert party would rarely lose initiative to them. 12 Small Pachycephalosaurs: AC 13, HD 1, #At 1 bite or butt, Dam 1d2 bite, 1d4 butt, Mv 40', Sv F1, ML 7, XP 25 ea. HP
15. Misplaced Orcs room
The player character's eyes are attracted to a few pterodactyls circling and diving on small figures on the rocky shoreline. The flying dinosaurs leave before the PCs get close. Their victims are orcs, huddled in a relatively safe place at the base of the cliffs (which is where the pterodactyls are nesting). In their midst is a mermaid they have captured and tied up with ropes. If rescued, she gives the PCs a plain comb of decorative seashell which, when dipped in ocean water and blown like a whistle, will summon a sea creature to their aid (the GM must choose what sort). She was able to use it twice before the orcs took it away from her (the last time, the summoned creature wrecked their small boat) and it has only one use left. The orcs have bags with 2,000 sp and 500 gp with them. Orc Warrior: AC 11, HD 2, #At 1 longsword, Dam 1d8, Mv 40', Sv F2, ML 8, XP 75 12 Orcs: AC 11, HD 1, #At 1 longsword, Dam 1d8, Mv 40', Sv F1, ML 9 (8), XP 25 ea. HP
16. Large Log Cabin room
A hill giant lives in a crude log cabin here, roaming the region hunting people and animals. Inside the cabin is a large hide bag holding 3,600 sp and 800 gp. Tacked to the wall is a scroll of protection from lycanthropes and leaning under it is a staff of commanding (19 charges). Hill Giant: AC 15, HD 8, #At 1 giant club, Dam 2d8, Mv 30', Sv F8, ML 8, XP 875
17. Cloaked Horror room
Traveling along a path is what appears to be a group of cloaked pilgrims. If they get close, these ghouls attack with savage glee. They have silver necklaces worth 180 gp, a 50 gp gem, and a maul +2. 8 Ghouls: AC 14, HD 2*, #At 2 claws, 1 bite, Dam 1d4 claw, 1d4 bite, all plus paralysis, Mv 30', Sv F2, ML 9, XP 100 ea.
18. Bull-Headed Men room
Two minotaurs lurk in the ruins of a town of stone buildings overgrown by jungle. They will wage hit-and- run attacks against the characters while they explore it. 2 Minotaurs: AC 14, HD 6, #At 1 gore, 1 bite or 1 weapon, Dam 1d6 gore, 1d6 bite, 1d6+2 or by weapon +2, Mv 30', Sv F6, ML 11, XP 500 ea. They have a hide bag containing 1,300 sp and 500 ep. Between them they are carrying a suit of plate mail +2 (which they use for stew pots and such, enjoying the way the armor never burns or corrodes, and how little cleaning it needs).
19. Hook-Clawed Vermin room
The PCs are spotted, tracked, and attacked by hobgoblins riding small carnivorous dinosaurs. The hobgoblins have spears (3), shortbows (2), or a light crossbow (1). They have bags with 2,100 sp and 900 gp. 6 Hobgoblins: AC 14, HD 1, #At 1 weapon, Dam 1d8 or by weapon, Mv 30', Sv F1, ML 8, XP 25 ea. HP 6 Small Carnivorous Dinosaurs: AC 15, HD 3, #At 1 bite, Dam 1d8, Mv 50', Sv F2, ML 8, XP 145 ea.
20. Flying Lizards room
These cliffs swarm with pterosaurs: every time the player characters pass by, they will be attacked. Roll 1d6: on 1-4 a flock of pterodactyls spots the party and swoops down. On 5-6 a group of pteranodons come gliding in. 12 Pterodactyls: AC 12, HD 1, #At 1 bite, Dam 1d4, Mv Fly 60' (10'), Sv F1, ML 7, XP 25 ea. HP 3 Pteranodons: AC 13, HD 5, #At 1 bite, Dam 2d6, Mv Fly 60' (15'), Sv F5, ML 8, XP 360 ea. Special Ocean Encounters
O1. Canoes and Sailing Ships room
CANOES AND SAILING SHIPS from the headhunter tribe at Skull village attack anyone rounding this point. They rely on two small sailing boats with 18 crew each, and six even smaller canoes with sails with 10 crew each. They have to spread out ahead and behind a victim to try to prevent them from escaping; not all the vessels can attack at one time (usually only 1d3 are close enough). They can oar fast, but a crafty crew in a fast sailing vessel will get free of them by using aggressive tactics. Spoils in the form of ornamental pearls and jewelry consist of 2,000 gp, 2,500 sp, and 3,000 cp. 88 Human Fighters: AC 13, HD 1, #At 1 scimitar, Dam 1d8, Mv 30', Sv F1, ML 7, XP 25 ea. HP 6 Human Fighters: AC 14, HD 2, #At 1 scimitar, Dam 1d8, Mv 30', Sv F2, ML 7, XP 75 ea. HP 2 Human Fighters: AC 14, HD 3, #At 1 scimitar, Dam 1d8, Mv 30', Sv F3, ML 7, XP 145 ea.
O2. Giant Water Termites room
GIANT WATER TERMITES infest this otherwise perfect harbor area. Some 1d6 will find the ship and attempt to feed off it. 1d6 Giant Water Termites: AC 13, HD 4, #At 1 spray, Dam Stun, Mv Swim 30', Sv F4, ML 10, XP 240 ea.
O3. Pirates room
A pall of smoke rises above two ships locked together by grapnels. One is a merchant vessel from foreign lands and the other (attacking it) is full of human pirates. The merchant crew is small (12 or so in number) and consists mainly of normal men. They are desperately in need of help. If the merchants are rescued, they reward the party with 500 gp in coins and about 500 gp worth of goods that can be used in trading with the local natives. The pirates have 500 gp in loot aboard their ship. Human Fighter as a Pirate: AC 12, HD 2, #At 1 scimitar, Dam 1d8, Mv 30', Sv F2, ML 8, XP 75 8 Human Fighters as Pirates: AC 12, HD 1, #At 1 scimitar, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. HP 16 Normal Men as Pirates: AC 11, HD ½ (1d4 HP), #At 1 Cutlass, Dam 1d6, Mv 40', Sv NM, ML 7, XP 10 ea. HP
O4. Ship Wrecks room
A smallish cargo ship is smashed against rugged rocks along the shore, its sailing masts bare. A mile or two away is a second ship, its half-broken sails flapping like flags in the breeze. Both of the vessels are pretty simple: the top deck has the captain and officer's quarters. The next deck has a hole to access the cargo space, and around it a simple crew quarters. There are two large open spaces for common crew and a make- shift kitchen. The bottom deck is another cargo hold. These vessels are long past use. The only thing of value in one is a rotten chest containing a tiara worth 300 gp, 500 gp, 2,000 sp, and 3,000 cp. It is home to a giant squid. Giant Squid, Male: AC 16, HD 6, #At 8 tentacles, 1 bite, Dam 1d4 tentacles, 1d10 bite, Mv Swim 40', Sv F6, ML 8, XP 500 The other is home to a giant octopus. It contains a chest with 1,800 ep and 50 pp, and a small casket with a necklace with gems worth 200 gp, and two earrings worth 100 gp each. Giant Octopus: AC 19, HD 8, #At 8 tentacles, 1 bite, Dam 1d4 tentacles, 1d6 bite, Mv Swim 30', Sv F8, ML 7, XP 875
O5. Cannibals in the Fog room
CANNIBALS IN THE FOG: A strange sight appears on the ocean: a woman sitting on a huge tree (an oak) floating in the waves. Her weeping can be heard from a distance. If the PCs investigate they will find that she is a dryad. Her tree was blown into the ocean by a heavy storm and she has been floating with it for days. It is slowly dying. If the PCs offer aide (they can haul the tree onto their ship and bring it to shore to replant it), she reaches inside it to bring out a potion in gratitude (randomly choose one as needed by the party). She also pulls out a wooden staff with many small silver bells on it. If the party aides her in planting the tree she will (when done) give them the staff and tell them the command word (in Common). It is a staff of clear vision and allows the user to see through fog, darkness, leaves, or other such obscuring conditions up to three times per day; each use lasts 1d6 rounds. Dryad: AC 15, HD 2*, #At 1 dagger or 1 fist, Dam 1d4 dagger, 1d4 fist, Mv 40', Sv M 4, ML 6, XP 100 HP Regardless of how the party handles the situation, thick fog rolls in over the ocean all around them. The wind falls dead-still and will remain so for 2d6 hours. From out of the fog comes the thumping of a drum. As it gets closer the rhythmic creaking of oars is heard along with human yells exhorting the crew to keep up the pace. If the dryad is with the party she shakes the staff to ring the bells (uttering a word in dryad as she does) while looking in the direction of the
O6. Log Mass room
A mass of floating logs capped by green plants appears on the ocean surface at a distance. They circumnavigate the islands, seeming to drift with no purpose. Actually they are home to a small tribe of lizard men who use two captive killer whales to move them around (the whales will simply flee if released). They will try to drift close to a ship, and then suddenly assail it with ropes and wood (or bone) grappling hooks. They try to climb aboard, kill the crew, and carry their bodies off to feast. Twelve of their number use slings for missile fire. Each has a small gem on a thong around its neck worth 25 gp. In the lair is 1,100 gp in various bags and sacks. Remember: not all of them will be in a position to attack at once. 18 Common Lizard Men: AC 12, HD 2, #At 1 weapon, Dam 1d6+1 or by weapon +1, Mv 30' Swim 40' (not in armor), Sv F2, ML 11, XP 75 ea.
O7. Castaway room
A pillar of smoke from a signal fire will attract attention here. A bedraggled man will run around on the beach waving his arms and legs, jumping, etc. This is a sailor castaway by a ship wreck that killed the rest of the crew; those not eaten by the beasts further inland. He's quite sane and ordinary, and can tell exciting stories about his adventures. He's even more excited about being rescued. He speaks in a thickly- accented version of the common language (he is a foreigner from distant lands). He has a map which he does not understand: with the PCs' help, it can be decoded and lead them to the coast up north where the PCs can find the cove for the R5: UNDERWATER EXPLORATIONS scenario detailed later. Castaway: AC 11, HD ½ (1d4 HP), #At 1 cutlass, Dam 1d6, Mv 40', Sv NM, ML 7, XP 10 HP
O8. Lizard Men Pirates room
Lizard men riding two sea serpents attack passing ships, throwing spears and grapnels. There are 6 on each sea serpent. Each lizardman wears 100 gp in jewelry. 12 Common Lizard Men: AC 12, HD 2, #At 1 weapon, Dam 1d6+1 or by weapon +1, Mv 30' Swim 40' (not in armor), Sv F2, ML 11, XP 75 ea. 2 Sea Serpents: AC 17, HD 6, #At 1 bite, Dam 2d6, Mv Swim 50' (10'), Sv F6, ML 8, XP 500 ea.
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