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<blockquote data-quote="Jack Daniel" data-source="post: 6483074" data-attributes="member: 694"><p><strong>Island Encounter Locations</strong></p><p>When the player characters first wash up at the shipwreck site, they are very likely to encounter Badger the Hermit, a weird old man who very obviously looks like a castaway himself. (In fact, he looks just like the “It’s” guy who opens every <em>Monty Python </em>episode.) Badger will happily invite the weary shipwreck victims to his own home for rest and food, provided they don’t treat him with rudeness or violence.</p><p> </p><p>1. <strong>Home of Badger the Hermit.</strong> Badger is a crazy old man dressed in tattered rags, banana leaves, and monkey furs. He lives in a comfortable little hovel made of fallen palm-trees, filled with assorted junk and disheveled old books. Badger is quite mad; he eats only mushrooms and talks to his pet snake, Montague. But he’s pretty much harmless. If attacked, he’ll flee (and he knows the island so well that he can disappear nigh instantly). Badger can offer nutty clues as to what one must do at a shrine to unlock a key (which he will report matter-of-factly, as if the connection is obvious).</p><p> </p><p>2. <strong>Dire Boar Lair.</strong> Four ordinary wild boars and two giant boars are apt to be encountered in this area. The boars are encountered 1d3 at a time, with the giant boars appearing last. (Signs of these great beasts are obvious here.)</p><p> </p><p>3. <strong>Old Store & Magazine.</strong> This small, cool, dry stone building has gone all but unnoticed. From the outside, it almost looks like an overgrown old crypt. But within are six full barrels of powder, two barrels of shot, a crate of bullets, a crate of fuses, four braces of matchlock pistols, a rack of matchlock muskets, two six-pound cannon, and one (damaged) twelve-pound cannon, along with about a dozen heavy cannonballs, two dozen light balls, and a dozen small canisters of grape-shot.</p><p> </p><p>4. <strong>Singing Stone Heads.</strong> In this valley clearing, a dozen stone heads of varying sizes, from four to sixteen feet in height, seem to hum a tune resembling the prelude to the Lumberjack Song whenever wind blows over the treetops above.</p><p> </p><p>5. <strong>Bandit Hideout.</strong> This group of some four-dozen pirates refuses to follow buccaneer law. Instead, they’ve set themselves up as bandits and outlaws, stealing whatever they can, until they can either amass enough coin to buy a ship, or until they find themselves in the position to take one as a prize. Most of the bandits are ordinary men, but their leader is a skilled thief: Osmund Adelhelm, Exp8, possesses a <em>rapier +1</em>, <em>leather armor +2</em>, and a <em>short bow +2 of infinite arrows.</em> The bandits have so far stolen 6,200 silver in treasure (actually an ecclectic mix of iron, copper, silver, billon, gold, and gemstones), which is kept in Osmund’s tent in a poison-protected strong-box.</p><p> </p><p>6. <strong>Castaway’s Grave</strong> & Abandoned House. On the south shore of this island is a simple hut that still stands. There are empty coconut shells, a spyglass, and a journal written in a strange language (actually an arcane spell-book with a random assortment of sorcerer spells). Not far from the house, the bleached bones of a man can be found. Amongst the bones is a <em>staff +1 of flame</em>.</p><p> </p><p>7. <strong>False Buried Treasure.</strong> This location has a great sandy mound, an “x” of dark sand seemingly painted atop it, and shovels and picks strewn about. Nothing is actually buried in the sand, but any length of time digging here may draw wandering monsters.</p><p> </p><p>8. <strong>Goblin Cave.</strong> There’s a shallow cave here which actually opens up into goblin tunnels. From time to time, a patrol of a dozen orc soldiers will emerge from the cave and scout the area, usually at night. These orcs have no treasure, but anyone who is taken down into their tunnels would seem to be lost forever (with a 1% chance per day thereafter that the character will wander back into town, harrowed and traumatized, with little memory of what occurred). </p><p> </p><p>9. <strong>Bog Witch.</strong> A horrible hag dwells on the edge of the swamp here. She’s crafty, and would like nothing more than to snatch a straggling traveler for a meal. Should the hag be slain, a variety of scrolls, tomes, books, and wands can be found in her hut, along with a sack containing 594 gold coins.</p><p> </p><p>10. <strong>Ruined Temple.</strong> These stone ruins have obviously been knocked in by something big. A 10-HD murkwyrm (i.e. black dragon, but with cold instead of acid breath) dwells in the ruins, atop his treasure hoard (roll up the treasure only if the PCs manage to defeat the beast and claim it).</p><p> </p><p><strong>The Temple of Keys</strong></p><p>The final dungeon is a temple which was built by Captain “Bloodsheds” Jackson’s inner circle—a group of fanatical loyalists who were almost cultic in their worship of the captain. He was literally a god to them, and they built this temple in his honor—as well as to hide his most prized possession, an enormous ruby called the Bloodstone.</p><p> </p><p><strong>Map! — </strong><a href="http://imgur.com/gDQtdkh" target="_blank">http://imgur.com/gDQtdkh</a></p><p> </p><p>The temple does not sit on the surface of the island; rather, it is only accessible from a sea-cave which must be reached by boat, navigating up the inlet between the cliffs; and even then, it’s only easily reachable at high tide. At low tide, one must somehow climb up onto the pier. Within, some rotten old barrels and crates and a bit of tattered rope sit outside the mouth of a tunnel with stairs down. NB: wandering monsters here are standard for an 8th level dungeon.</p><p> </p><p>1. <strong>Antechamber. </strong>This chamber has six statues, replicas of the island shrines, arranged along the walls and flanking the exits.</p><p> </p><p>2. <strong>Throne-room of a pirate king.</strong> Here, Arthur "Bloodsheds" Jackson held court for his own little cult. Tattered tapestries on the walls depict the mark of Bloodsheds, a skull and crossbones above a piercing stiletto with blood droplets falling from it (this same mark is carved onto all the island shrine statues and the wooden talismans that become keys). </p><p> </p><p>3. <strong>Alchemists' lab.</strong> The equipment is ill-maintained, and whatever reagents were once kept here are now spoilt. Three complete potions, all toxic, can be found amongst the ruins.</p><p> </p><p>4. An odd choice for a pirate lair: <strong>a confessional.</strong> Bloodsheds was fanatical about loyalty, and this was where "sinners" confessed their wrongs to him. Inscriptions near the ceiling read: "Merciful is the pirate god." When someone crosses the threshold into the room and steps on the x-marked area, ghostly pipe-organ music plays a somber tune. Then a voice shouts, "Arr, kneel! Kneel, and confess thy sins against thy laird!" The player characters might try to converse with the disembodied voice, but it will only respond to confessed sins against Captain Bloodsheds, for which it will offer unconditional forgiveness and acceptance back into the cult.</p><p> </p><p>5. <strong>Lounge. </strong>Long table with cushioned chairs, a fancy round fireplace in the middle of the chamber. Old maps strewn about, along with some writings. Opium-smoking paraphernalia.</p><p> </p><p>6. <strong>Dungeon Cell. </strong>Just some old skeletons in chains here, including one whose head was mysteriously nailed to the floor.</p><p> </p><p>7. <strong>Office.</strong> Here, a secretary under the captain kept track of all his treasures and offerings. Perusal through the parchments on the desks here indicates absolutely huge sums of silver and gold, gems and jewels, and something called the "bloodstone", worth more than all of it put together.</p><p> </p><p>8. <strong>Den.</strong> Comfortable furniture; paintings on the wall; <strong>black pudding </strong>on the ceiling. The stairs leading down to this room quickly give way to a slope which is easy to slide down, but somewhat difficult to clamber back up. Furthermore, stepping on the x-marked square will trigger a trap that shuts and locks the door. A stone coffer set against the east wall contains 20,000 copper, 1,000 silver; a necklace worth 3,000 silver; a pair of earrings worth 5,000 silver each; a <em>cutlass +1 flametongue</em>; and the key that opens the door. (Without the key, the lock might still be picked.)</p><p> </p><p>9. <strong>Crypt. </strong>Four sarcophagi stand in the corners of the room (each contains a mummified body of a pirate with no treasure). A gorge in the middle of the floor leads down to an underground river, which may be ebbing or flowing depending on the tide.</p><p> </p><p>10. <strong>Shrine of Ashes. </strong> Two statues of robed women overlook a long, low table covered in urns. The urns contain human remains: ashes and bits of charred bone.</p><p> </p><p>11. <strong>Padded Cell. </strong> Rotting in this cell is a mad old man, who appears to be half-dead (or undead): he’s actually an 8-hit die werewolf who also casts spells as a Chaotic 8th level druid. Underneath the straight-jacket he wears a <em>suit of plates +1</em> and a <em>periapt of wisdom</em>.</p><p> </p><p>12. <strong>Arsenal. </strong>Nothing in here but old weapons racks and rusty old blades.</p><p> </p><p>13. <strong>Vault. </strong>There are many chests here, most of them opened and empty, except for two. One is actually an 8-HD mimic; the other contains 24,000 copper and 5,000 silver. </p><p> </p><p>14. <strong>Inner Fane.</strong> The statue of Bloodsheds Jackson here has six keyholes. Inserting and turning each of the six Skeleton Keys will animate the statue into a 12-HD stone golem, but it also opens the vault underneath: a cache with 10,000 gold pieces and a huge, glowing red stone (the Bloodstone), a gem worth 1,000,000 silver pieces (and experience points!).</p><p> </p><p><strong>—The End!—</strong></p></blockquote><p></p>
[QUOTE="Jack Daniel, post: 6483074, member: 694"] [B]Island Encounter Locations[/B] When the player characters first wash up at the shipwreck site, they are very likely to encounter Badger the Hermit, a weird old man who very obviously looks like a castaway himself. (In fact, he looks just like the “It’s” guy who opens every [I]Monty Python [/I]episode.) Badger will happily invite the weary shipwreck victims to his own home for rest and food, provided they don’t treat him with rudeness or violence. 1. [B]Home of Badger the Hermit.[/B] Badger is a crazy old man dressed in tattered rags, banana leaves, and monkey furs. He lives in a comfortable little hovel made of fallen palm-trees, filled with assorted junk and disheveled old books. Badger is quite mad; he eats only mushrooms and talks to his pet snake, Montague. But he’s pretty much harmless. If attacked, he’ll flee (and he knows the island so well that he can disappear nigh instantly). Badger can offer nutty clues as to what one must do at a shrine to unlock a key (which he will report matter-of-factly, as if the connection is obvious). 2. [B]Dire Boar Lair.[/B] Four ordinary wild boars and two giant boars are apt to be encountered in this area. The boars are encountered 1d3 at a time, with the giant boars appearing last. (Signs of these great beasts are obvious here.) 3. [B]Old Store & Magazine.[/B] This small, cool, dry stone building has gone all but unnoticed. From the outside, it almost looks like an overgrown old crypt. But within are six full barrels of powder, two barrels of shot, a crate of bullets, a crate of fuses, four braces of matchlock pistols, a rack of matchlock muskets, two six-pound cannon, and one (damaged) twelve-pound cannon, along with about a dozen heavy cannonballs, two dozen light balls, and a dozen small canisters of grape-shot. 4. [B]Singing Stone Heads.[/B] In this valley clearing, a dozen stone heads of varying sizes, from four to sixteen feet in height, seem to hum a tune resembling the prelude to the Lumberjack Song whenever wind blows over the treetops above. 5. [B]Bandit Hideout.[/B] This group of some four-dozen pirates refuses to follow buccaneer law. Instead, they’ve set themselves up as bandits and outlaws, stealing whatever they can, until they can either amass enough coin to buy a ship, or until they find themselves in the position to take one as a prize. Most of the bandits are ordinary men, but their leader is a skilled thief: Osmund Adelhelm, Exp8, possesses a [I]rapier +1[/I], [I]leather armor +2[/I], and a [I]short bow +2 of infinite arrows.[/I] The bandits have so far stolen 6,200 silver in treasure (actually an ecclectic mix of iron, copper, silver, billon, gold, and gemstones), which is kept in Osmund’s tent in a poison-protected strong-box. 6. [B]Castaway’s Grave[/B] & Abandoned House. On the south shore of this island is a simple hut that still stands. There are empty coconut shells, a spyglass, and a journal written in a strange language (actually an arcane spell-book with a random assortment of sorcerer spells). Not far from the house, the bleached bones of a man can be found. Amongst the bones is a [I]staff +1 of flame[/I]. 7. [B]False Buried Treasure.[/B] This location has a great sandy mound, an “x” of dark sand seemingly painted atop it, and shovels and picks strewn about. Nothing is actually buried in the sand, but any length of time digging here may draw wandering monsters. 8. [B]Goblin Cave.[/B] There’s a shallow cave here which actually opens up into goblin tunnels. From time to time, a patrol of a dozen orc soldiers will emerge from the cave and scout the area, usually at night. These orcs have no treasure, but anyone who is taken down into their tunnels would seem to be lost forever (with a 1% chance per day thereafter that the character will wander back into town, harrowed and traumatized, with little memory of what occurred). 9. [B]Bog Witch.[/B] A horrible hag dwells on the edge of the swamp here. She’s crafty, and would like nothing more than to snatch a straggling traveler for a meal. Should the hag be slain, a variety of scrolls, tomes, books, and wands can be found in her hut, along with a sack containing 594 gold coins. 10. [B]Ruined Temple.[/B] These stone ruins have obviously been knocked in by something big. A 10-HD murkwyrm (i.e. black dragon, but with cold instead of acid breath) dwells in the ruins, atop his treasure hoard (roll up the treasure only if the PCs manage to defeat the beast and claim it). [B]The Temple of Keys[/B] The final dungeon is a temple which was built by Captain “Bloodsheds” Jackson’s inner circle—a group of fanatical loyalists who were almost cultic in their worship of the captain. He was literally a god to them, and they built this temple in his honor—as well as to hide his most prized possession, an enormous ruby called the Bloodstone. [B]Map! — [/B][URL]http://imgur.com/gDQtdkh[/URL] The temple does not sit on the surface of the island; rather, it is only accessible from a sea-cave which must be reached by boat, navigating up the inlet between the cliffs; and even then, it’s only easily reachable at high tide. At low tide, one must somehow climb up onto the pier. Within, some rotten old barrels and crates and a bit of tattered rope sit outside the mouth of a tunnel with stairs down. NB: wandering monsters here are standard for an 8th level dungeon. 1. [B]Antechamber. [/B]This chamber has six statues, replicas of the island shrines, arranged along the walls and flanking the exits. 2. [B]Throne-room of a pirate king.[/B] Here, Arthur "Bloodsheds" Jackson held court for his own little cult. Tattered tapestries on the walls depict the mark of Bloodsheds, a skull and crossbones above a piercing stiletto with blood droplets falling from it (this same mark is carved onto all the island shrine statues and the wooden talismans that become keys). 3. [B]Alchemists' lab.[/B] The equipment is ill-maintained, and whatever reagents were once kept here are now spoilt. Three complete potions, all toxic, can be found amongst the ruins. 4. An odd choice for a pirate lair: [B]a confessional.[/B] Bloodsheds was fanatical about loyalty, and this was where "sinners" confessed their wrongs to him. Inscriptions near the ceiling read: "Merciful is the pirate god." When someone crosses the threshold into the room and steps on the x-marked area, ghostly pipe-organ music plays a somber tune. Then a voice shouts, "Arr, kneel! Kneel, and confess thy sins against thy laird!" The player characters might try to converse with the disembodied voice, but it will only respond to confessed sins against Captain Bloodsheds, for which it will offer unconditional forgiveness and acceptance back into the cult. 5. [B]Lounge. [/B]Long table with cushioned chairs, a fancy round fireplace in the middle of the chamber. Old maps strewn about, along with some writings. Opium-smoking paraphernalia. 6. [B]Dungeon Cell. [/B]Just some old skeletons in chains here, including one whose head was mysteriously nailed to the floor. 7. [B]Office.[/B] Here, a secretary under the captain kept track of all his treasures and offerings. Perusal through the parchments on the desks here indicates absolutely huge sums of silver and gold, gems and jewels, and something called the "bloodstone", worth more than all of it put together. 8. [B]Den.[/B] Comfortable furniture; paintings on the wall; [B]black pudding [/B]on the ceiling. The stairs leading down to this room quickly give way to a slope which is easy to slide down, but somewhat difficult to clamber back up. Furthermore, stepping on the x-marked square will trigger a trap that shuts and locks the door. A stone coffer set against the east wall contains 20,000 copper, 1,000 silver; a necklace worth 3,000 silver; a pair of earrings worth 5,000 silver each; a [I]cutlass +1 flametongue[/I]; and the key that opens the door. (Without the key, the lock might still be picked.) 9. [B]Crypt. [/B]Four sarcophagi stand in the corners of the room (each contains a mummified body of a pirate with no treasure). A gorge in the middle of the floor leads down to an underground river, which may be ebbing or flowing depending on the tide. 10. [B]Shrine of Ashes. [/B] Two statues of robed women overlook a long, low table covered in urns. The urns contain human remains: ashes and bits of charred bone. 11. [B]Padded Cell. [/B] Rotting in this cell is a mad old man, who appears to be half-dead (or undead): he’s actually an 8-hit die werewolf who also casts spells as a Chaotic 8th level druid. Underneath the straight-jacket he wears a [I]suit of plates +1[/I] and a [I]periapt of wisdom[/I]. 12. [B]Arsenal. [/B]Nothing in here but old weapons racks and rusty old blades. 13. [B]Vault. [/B]There are many chests here, most of them opened and empty, except for two. One is actually an 8-HD mimic; the other contains 24,000 copper and 5,000 silver. 14. [B]Inner Fane.[/B] The statue of Bloodsheds Jackson here has six keyholes. Inserting and turning each of the six Skeleton Keys will animate the statue into a 12-HD stone golem, but it also opens the vault underneath: a cache with 10,000 gold pieces and a huge, glowing red stone (the Bloodstone), a gem worth 1,000,000 silver pieces (and experience points!). [B]—The End!—[/B] [/QUOTE]
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