Imaculata
Hero
Last year I started my very own D20, 3.5 pirate campaign. After reading Storm Wrack, I became fascinated with the idea of having an entire campaign revolving around water. I wanted to have a lot of sailing, exploring, and swimming. However, I also wanted above all else that water always remained a factor that wasn't simply negated by magical means. In other words, none of the players play a race that can naturally breath underwater, or one that can fly. The players are welcome to use water breathing spells or potions, or to transform themselves temporarily into a marine animal (in the case of our Druid), but I agreed with them that the campaign would never include any cheap tricks to get around the issue of water.
Pirates of the Emerald Coast
The Emerald Coast (also known as Kirbawa) is set on a world designed by a close friend , and muse, of mine. It doesn't contain any elves or orcs, but it does contain dragons, and a kind of dwarves (who are not referred to as such). Mostly though, its humans, gods, and the monsters of the deep. Flintlocks have just been invented, and are not widespread (there are many places where they still use swords and armor). Airships do exist, but are rare, and the players will never get their hands on one. The world has its very own pantheon of gods, both big and small, and demigods.
Time line

Regional map

Campaign flow
The basic idea is that one half of the party is trapped in a massive prison tower called Kuhl Kaurar, surrounded by nothing but stormy sea. The other half is tasked with breaking them out, by carrying a huge rope up to the prison, and then raising a chain attached to a nearby ship. Of course all hell breaks lose, and the players have to make swift allies out of some of their fellow prisoners (although plenty of them are in there for a good reason, and are better not trusted). This gives the players a common goal, and a simple reason how they all met up. It also allows them to do some early recruiting for their ship's crew.
I gave each player a choice from several scenarios, which would determine how their character would start (based on their class). For example, the player who chose to be a captain was given the choice of already having a ship of his own, or being the progeny of a notorious pirate, or being in the possession of a valuable treasure map. This gave them some early role playing backstory, which could come into play eventually.
The world map contains descriptions of only the large towns and cities, and the names of known islands. The islands themselves however are a blank slate. And I fill them in as the players explore them (more on that later). While there is an overarching story to the campaign, the campaign mostly revolves around where the players choose to go themselves. It is a very open campaign, and based on where they are heading, I prepare new material.
The Emerald Coast is an amalgamation of various pirate cultures, all loosely based on various historical pirate groups. As the players visit various regions, they make friends and enemies with some of these cultures, and learn of their ways. Each culture is very unique in it's appearance, customs, language, and of course weaponry. Whenever they visit a new group of pirates, I provide them with a new equipment list with new weapons, items, and ship upgrades. The players start with a humble Pinnace. But by now they've already acquired a Caravel to replace it.
Exploring islands and the random event system
I have created extensive random encounter tables for every situation in the game: Traveling by sea, by land, in cities, underwater, in the realm of the dead (also by sea and land), along the shore, and even some custom tables for particular places. If the players choose a new heading, I simply roll on my table of sea encounters, to see what they encounter for each day of travel. For land encounters, I roll for each hour of travel. The maps of the islands are slowly filled in with random land features, as I role for them. I've also created random loot tables for various dungeons and encounters, and for beach combing.
Imagine each island being a simple map of the outline of the island, with a grid representing the unexplored sections. The only things marked on the map, are places that are already known (such as a city, or a notorious reef). As the players travel across the island, I roll to see if they encounter mountains, rivers, swamps. I also make them roll survival checks to see if they get lost.

Sample map of the isle of Bones. As you can see, the upper part of the island is now partially explored, but it didn't start out this way. Initially the whole island was just an empty grid, with only a few named beaches, and reefs. For each square the players traverse, I roll a D6 in my table of random land encounters for the type of encounter, and then roll a D20 for which encounter it is.
Land encounters – roll 1d6
[TABLE="class: grid, width: 500"] [TR] [TD]
[/TD] [/TR] [TR] [TD]
[/TD] [/TR] [TR] [TD]
[/TD] [/TR] [TR] [TD]
[/TD] [/TR] [TR] [TD]
[/TD] [/TR] [TR] [TD]
[/TD] [/TR] [/TABLE] [TABLE="class: grid, width: 500"] [TR] [TD] Encounter list – roll 1d20
[/TD] [/TR] [TR] [TD] 1 – Benign animals
[/TD] [TD] 11 – A predator
[/TD] [/TR] [TR] [TD] 2 – Footprints (DC 15 tracking to find corpse, re-roll new land encounter on success or failure)
[/TD] [TD] 12 – Drawings on a wall (DC 15 Knowledge geography to find new human structure)
[/TD] [/TR] [TR] [TD] 3 – Other pirates digging for treasure
[/TD] [TD] 13 – Natives (25% friendly)
[/TD] [/TR] [TR] [TD] 4 – Ant colony
[/TD] [TD] 14 – Ant lion (DC 10 spot)
[/TD] [/TR] [TR] [TD] 5 – A path
[/TD] [TD] 15 – An unmarked grave
[/TD] [/TR] [TR] [TD] 6 – Debris (DC 15 search)
[/TD] [TD] 16 – Swarm of insects attacks
[/TD] [/TR] [TR] [TD] 7 – A hidden weapon stash (DC 15 search)
[/TD] [TD] 17 – Buried treasure (DC 20 search)
[/TD] [/TR] [TR] [TD] 8 – Hostile plant creature
[/TD] [TD] 18 – A cryptic old sign post
[/TD] [/TR] [TR] [TD] 9 – Trap (DC 20 spot)
[/TD] [TD] 19 – An animal graveyard
[/TD] [/TR] [TR] [TD] 10 – Rock slide (Reflex save DC 15 or 1d4 damage)
[/TD] [TD] 20 – Earthquake (DC 15 balance)
[/TD] [/TR] [/TABLE] [TABLE="class: grid, width: 500"] [TR] [TD] Common terrain feature – roll 1d20
[/TD] [/TR] [TR] [TD] 1 – Clearing
[/TD] [TD] 11 – Dead tree
[/TD] [/TR] [TR] [TD] 2 – Stack of balancing stones
[/TD] [TD] 12 – Trees with fruit (DC 15 climb)
[/TD] [/TR] [TR] [TD] 3 – Hill
[/TD] [TD] 13 – Termite mounts
[/TD] [/TR] [TR] [TD] 4 – Steep hill (DC 10 climb)
[/TD] [TD] 14 – Stone arch
[/TD] [/TR] [TR] [TD] 5 – Cliff side (DC 10 climb)
[/TD] [TD] 15 – Large rock with unique shape
[/TD] [/TR] [TR] [TD] 6 – Waterfall (DC 15 climb)
[/TD] [TD] 16 – Giant tree (DC 10 climb)
[/TD] [/TR] [TR] [TD] 7 – Fountain
[/TD] [TD] 17 – Plants with fruit (DC 15 knowledge nature)
[/TD] [/TR] [TR] [TD] 8 – Brook (fresh water)
[/TD] [TD] 18 – Shallow river
[/TD] [/TR] [TR] [TD] 9 – Cave
[/TD] [TD] 19 – Hot spring
[/TD] [/TR] [TR] [TD] 10 – Pool of water
[/TD] [TD] 20 – Exotic (See exotic terrain features)
[/TD] [/TR] [/TABLE] [TABLE="class: grid, width: 500"] [TR] [TD] Terrain obstacle – roll 1d20
[/TD] [/TR] [TR] [TD] 1 – Dense foliage (Half movement speed)
[/TD] [TD] 11 – Broken bridge (DC 20 jump)
[/TD] [/TR] [TR] [TD] 2 – Crevices (DC 10 balance or 15 jump)
[/TD] [TD] 12 – Gorge (DC 20 climb)
[/TD] [/TR] [TR] [TD] 3 – Cactus/Bear-claws
[/TD] [TD] 13 – Tall cliff side with vines (DC 15 climb)
[/TD] [/TR] [TR] [TD] 4 – Hidden sinkhole (DC 20 spot)
[/TD] [TD] 14 – Cave behind waterfall (DC 20 spot)
[/TD] [/TR] [TR] [TD] 5 – Pool with sharp rocks (DC 10 balance)
[/TD] [TD] 15 – Footholds along cliff edge (DC 10 climb)
[/TD] [/TR] [TR] [TD] 6 – Wind tunnel (DC 10 balance checks)
[/TD] [TD] 16 – Leech infested waters
[/TD] [/TR] [TR] [TD] 7 – Shallow river with piranhas (DC 15 spot)
[/TD] [TD] 17 – Strong river - dangerous current (DC 15 swim)
[/TD] [/TR] [TR] [TD] 8 – Rickety bridge (DC 15 Move silent)
[/TD] [TD] 18 – Rope bridge (DC 15 balance)
[/TD] [/TR] [TR] [TD] 9 – Rocky terrain (Decreased movement speed)
[/TD] [TD] 19 – Stepping stones (DC 10 balance)
[/TD] [/TR] [TR] [TD] 10 – Quicksand (Spot DC 20)
[/TD] [TD] 20 – Exotic (See exotic terrain features
[/TD] [/TR] [/TABLE] [TABLE="class: grid, width: 500"] [TR] [TD] Human structures – roll 1d20
[/TD] [/TR] [TR] [TD] 1 – Old mill (wind/water)
[/TD] [TD] 11 – A ship wreck
[/TD] [/TR] [TR] [TD] 2 – An abandoned campsite
[/TD] [TD] 12 – An abandoned house
[/TD] [/TR] [TR] [TD] 3 – A totem or shrine
[/TD] [TD] 13 – Temple/Church/Chapel
[/TD] [/TR] [TR] [TD] 4 – An old cannon
[/TD] [TD] 14 – A watch tower
[/TD] [/TR] [TR] [TD] 5 – Tree house
[/TD] [TD] 15 – Witch hut
[/TD] [/TR] [TR] [TD] 6 – Old well
[/TD] [TD] 16 – A hermit’s shack
[/TD] [/TR] [TR] [TD] 7 – Abandoned pirate hide out or fort
[/TD] [TD] 17 – Pirate stronghold
[/TD] [/TR] [TR] [TD] 8 – An old smuggle tunnel
[/TD] [TD] 18 – A pirate stash
[/TD] [/TR] [TR] [TD] 9 – Abandoned village
[/TD] [TD] 19 – Inhabited village of natives
[/TD] [/TR] [TR] [TD] 10 – Ruins of an ancient city
[/TD] [TD] 20 – Exotic (See exotic terrain)
[/TD] [/TR] [/TABLE] [TABLE="class: grid, width: 500"] [TR] [TD] Major terrain feature – roll 1d20
[/TD] [TD]
[/TD] [/TR] [TR] [TD] 1 – Salt flats
[/TD] [TD] 11 – Canyon
[/TD] [/TR] [TR] [TD] 2 – Medium mountain
[/TD] [TD] 12 – Beach
[/TD] [/TR] [TR] [TD] 3 – Light jungle
[/TD] [TD] 13 – Dense jungle
[/TD] [/TR] [TR] [TD] 4 – System of caverns
[/TD] [TD] 14 – Geysers
[/TD] [/TR] [TR] [TD] 5 – Bay
[/TD] [TD] 15 – Quarry
[/TD] [/TR] [TR] [TD] 6 – Grass land
[/TD] [TD] 16 – Large mountain
[/TD] [/TR] [TR] [TD] 7 – Tar pit
[/TD] [TD] 17 – Swamp
[/TD] [/TR] [TR] [TD] 8 – Medium lake
[/TD] [TD] 18 – Lava lake
[/TD] [/TR] [TR] [TD] 9 – Desert - sand
[/TD] [TD] 19 – Desert - rocky
[/TD] [/TR] [TR] [TD] 10 – Volcano (10% chance active)
[/TD] [TD] 20 – Exotic (See exotic terrain)
[/TD] [/TR] [TR] [TD]
[/TD] [/TR] [TR] [TD] Exotic terrain feature – roll 1d20
[/TD] [/TR] [TR] [TD] 1 – Ancient city built into a cliff
(DC 20 climb)
[/TD] [TD] 11 – River of lava
(DC 10 balance or DC 20 jump)
[/TD] [/TR] [TR] [TD] 2 – Cursed swamp
[/TD] [TD] 12 – Misty lake with undead ferryman
[/TD] [/TR] [TR] [TD] 3 – Haunted ruin
[/TD] [TD] 13 – Sulfuric wasteland
[/TD] [/TR] [TR] [TD] 4 – Cages with a lone prisoner
[/TD] [TD] 14 – Hydra Temple
[/TD] [/TR] [TR] [TD] 5 – A portal to a random other
land location
[/TD] [TD] 15 – Haunted pirate cave, shaped like a skull
[/TD] [/TR] [TR] [TD] 6 – Ancient wizard’s tower
[/TD] [TD] 16 – Gigantic termite nest
[/TD] [/TR] [TR] [TD] 7 – Goblin fortress
[/TD] [TD] 17 – Spider infested caves
[/TD] [/TR] [TR] [TD] 8 – Mystical obelisk
[/TD] [TD] 18 – Stonehenge
[/TD] [/TR] [TR] [TD] 9 – Fairy spring
[/TD] [TD] 19 – A friendly giant
[/TD] [/TR] [TR] [TD] 10 – Dragon’s lair
[/TD] [TD] 20 – Entrance to the Netherworld
[/TD] [/TR] [/TABLE] [TABLE="class: grid, width: 500"] [TR] [TD] Landmarks for the Island of Bones – Roll 1d20
[/TD] [/TR] [TR] [TD]
A tree in the shape of a crow’s foot, covered in dead crows as a warning to thieves that seek to plunder the riches of the island.
[/TD] [TD]
A Queen palm covered in colorful parrots. The parrots have often seen sailors, and repeat phrases they’ve overheard. They also feast on the seeds of the tree.
[/TD] [/TR] [TR] [TD]
A circle of wooden effigies, representing the torment the natives wish to invoke on their enemies.
[/TD] [TD]
A large pointy rock on a raised hill, where the wind blows quite fiercely. It offers a nice view of the surroundings.
[/TD] [/TR] [TR] [TD]
A graveyard of dead animals, where predators leave the remains of their prey. Predators often prowl these grounds.
[/TD] [TD]
A beautiful large sinkhole filled with water, where lots of flowers and fruit grow. At night fairies inhabit this natural pool. Required a successful DC 20 climb check.
[/TD] [/TR] [TR] [TD]
A large stone wall with the exposed fossil of an ancient creature. Many sacrifices and candles surround it. The creature is worshiped as a god.
[/TD] [TD]
A large tree inhabited by countless singing birds, that nest in its many nooks and crannies. Listen checks are made at a -4 penalty here.
[/TD] [/TR] [TR] [TD]
A stone wall covered in paintings by the natives, showing their hunting practices, and honoring their prey.
[/TD] [TD]
A creek dyed red due to the metal in the water. Search DC 20 to find rare jewels in this water.
[/TD] [/TR] [TR] [TD]
Several stone circles, where colored stones represent celestial bodies. The formation seems to calculate celestial events and formations.
[/TD] [TD]
A native signpost made from wood and a skeletal hand. Decipher Scripts DC 20 to translate the writings. It warns of a hazard, and points towards a nearby settlement.
[/TD] [/TR] [TR] [TD]
A gigantic sacrificial pit filled with razor sharp wooden spikes and the bodies of countless victims of all ages. The pit is 80 feet deep.
[/TD] [TD]
The trees in this area are covered in butterflies. Thousands of them. From a distance they look like flowers, until you get close.
[/TD] [/TR] [TR] [TD]
A twisted tree with a small meteorite caught in the center. The meteorite glows with an ominous red glow, and the tree shows signs of being worshiped.
[/TD] [TD]
A tree shaped like a beckoning arm. An old path passes it, which can be followed with a successful tracking check DC 20. It leads to a nearby settlement.
[/TD] [/TR] [TR] [TD]
A graveyard where countless corpses are preserved as clay statues. These stone guardians wait like an army to be resurrected again.
[/TD] [TD]
An area filled with several towers of perfectly balanced stones. The stones remain balanced, even when pushed, due to a magic fissure in the area.
[/TD] [/TR] [TR] [TD]
A haunted part of the jungle, where the trees are of a rare type of wood, and whisper. They are used to carve wooden effigies that are all over the place.
[/TD] [TD]
The skeleton of a native is nailed to a pole. His body shows signs of extensive torture leading up to his death. It seem to have been placed as a warning for travelers.
[/TD] [/TR] [/TABLE]
As the campaign progresses, this system evolves. The basics are that there's always a list of terrain features, which determines stuff like mountains, lakes and rivers on the islands. Then there's encounters, which can be none-threatening or hostile. There are obstacles, which are just terrain features that require skill checks, and might be hazardous (such as a steep cliff that must be climbed, or a river with a dangerous current). There's human settlements, which includes basically anything big built by humans (from a camp, to a tomb, or a small village). There's landmarks, which are special named locations that have cool descriptions, and add flavor to the island. Sometimes these landmarks yield special treasures or clues. And last but not least, exotic encounters, and special encounters. Some of these can be quite dangerous or really beneficial.
Pirates of the Emerald Coast
The Emerald Coast (also known as Kirbawa) is set on a world designed by a close friend , and muse, of mine. It doesn't contain any elves or orcs, but it does contain dragons, and a kind of dwarves (who are not referred to as such). Mostly though, its humans, gods, and the monsters of the deep. Flintlocks have just been invented, and are not widespread (there are many places where they still use swords and armor). Airships do exist, but are rare, and the players will never get their hands on one. The world has its very own pantheon of gods, both big and small, and demigods.
Time line

Regional map

Campaign flow
The basic idea is that one half of the party is trapped in a massive prison tower called Kuhl Kaurar, surrounded by nothing but stormy sea. The other half is tasked with breaking them out, by carrying a huge rope up to the prison, and then raising a chain attached to a nearby ship. Of course all hell breaks lose, and the players have to make swift allies out of some of their fellow prisoners (although plenty of them are in there for a good reason, and are better not trusted). This gives the players a common goal, and a simple reason how they all met up. It also allows them to do some early recruiting for their ship's crew.
I gave each player a choice from several scenarios, which would determine how their character would start (based on their class). For example, the player who chose to be a captain was given the choice of already having a ship of his own, or being the progeny of a notorious pirate, or being in the possession of a valuable treasure map. This gave them some early role playing backstory, which could come into play eventually.
The world map contains descriptions of only the large towns and cities, and the names of known islands. The islands themselves however are a blank slate. And I fill them in as the players explore them (more on that later). While there is an overarching story to the campaign, the campaign mostly revolves around where the players choose to go themselves. It is a very open campaign, and based on where they are heading, I prepare new material.
The Emerald Coast is an amalgamation of various pirate cultures, all loosely based on various historical pirate groups. As the players visit various regions, they make friends and enemies with some of these cultures, and learn of their ways. Each culture is very unique in it's appearance, customs, language, and of course weaponry. Whenever they visit a new group of pirates, I provide them with a new equipment list with new weapons, items, and ship upgrades. The players start with a humble Pinnace. But by now they've already acquired a Caravel to replace it.
Exploring islands and the random event system
I have created extensive random encounter tables for every situation in the game: Traveling by sea, by land, in cities, underwater, in the realm of the dead (also by sea and land), along the shore, and even some custom tables for particular places. If the players choose a new heading, I simply roll on my table of sea encounters, to see what they encounter for each day of travel. For land encounters, I roll for each hour of travel. The maps of the islands are slowly filled in with random land features, as I role for them. I've also created random loot tables for various dungeons and encounters, and for beach combing.
Imagine each island being a simple map of the outline of the island, with a grid representing the unexplored sections. The only things marked on the map, are places that are already known (such as a city, or a notorious reef). As the players travel across the island, I roll to see if they encounter mountains, rivers, swamps. I also make them roll survival checks to see if they get lost.

Sample map of the isle of Bones. As you can see, the upper part of the island is now partially explored, but it didn't start out this way. Initially the whole island was just an empty grid, with only a few named beaches, and reefs. For each square the players traverse, I roll a D6 in my table of random land encounters for the type of encounter, and then roll a D20 for which encounter it is.
Land encounters – roll 1d6
[TABLE="class: grid, width: 500"] [TR] [TD]
1
[/TD] [TD] Encounter[/TD] [/TR] [TR] [TD]
2
[/TD] [TD] Common terrain feature[/TD] [/TR] [TR] [TD]
3
[/TD] [TD] Terrain obstacle[/TD] [/TR] [TR] [TD]
4
[/TD] [TD] Human structure[/TD] [/TR] [TR] [TD]
5
[/TD] [TD] Major terrain feature[/TD] [/TR] [TR] [TD]
6
[/TD] [TD] Landmark[/TD] [/TR] [/TABLE] [TABLE="class: grid, width: 500"] [TR] [TD] Encounter list – roll 1d20
[/TD] [/TR] [TR] [TD] 1 – Benign animals
[/TD] [TD] 11 – A predator
[/TD] [/TR] [TR] [TD] 2 – Footprints (DC 15 tracking to find corpse, re-roll new land encounter on success or failure)
[/TD] [TD] 12 – Drawings on a wall (DC 15 Knowledge geography to find new human structure)
[/TD] [/TR] [TR] [TD] 3 – Other pirates digging for treasure
[/TD] [TD] 13 – Natives (25% friendly)
[/TD] [/TR] [TR] [TD] 4 – Ant colony
[/TD] [TD] 14 – Ant lion (DC 10 spot)
[/TD] [/TR] [TR] [TD] 5 – A path
[/TD] [TD] 15 – An unmarked grave
[/TD] [/TR] [TR] [TD] 6 – Debris (DC 15 search)
[/TD] [TD] 16 – Swarm of insects attacks
[/TD] [/TR] [TR] [TD] 7 – A hidden weapon stash (DC 15 search)
[/TD] [TD] 17 – Buried treasure (DC 20 search)
[/TD] [/TR] [TR] [TD] 8 – Hostile plant creature
[/TD] [TD] 18 – A cryptic old sign post
[/TD] [/TR] [TR] [TD] 9 – Trap (DC 20 spot)
[/TD] [TD] 19 – An animal graveyard
[/TD] [/TR] [TR] [TD] 10 – Rock slide (Reflex save DC 15 or 1d4 damage)
[/TD] [TD] 20 – Earthquake (DC 15 balance)
[/TD] [/TR] [/TABLE] [TABLE="class: grid, width: 500"] [TR] [TD] Common terrain feature – roll 1d20
[/TD] [/TR] [TR] [TD] 1 – Clearing
[/TD] [TD] 11 – Dead tree
[/TD] [/TR] [TR] [TD] 2 – Stack of balancing stones
[/TD] [TD] 12 – Trees with fruit (DC 15 climb)
[/TD] [/TR] [TR] [TD] 3 – Hill
[/TD] [TD] 13 – Termite mounts
[/TD] [/TR] [TR] [TD] 4 – Steep hill (DC 10 climb)
[/TD] [TD] 14 – Stone arch
[/TD] [/TR] [TR] [TD] 5 – Cliff side (DC 10 climb)
[/TD] [TD] 15 – Large rock with unique shape
[/TD] [/TR] [TR] [TD] 6 – Waterfall (DC 15 climb)
[/TD] [TD] 16 – Giant tree (DC 10 climb)
[/TD] [/TR] [TR] [TD] 7 – Fountain
[/TD] [TD] 17 – Plants with fruit (DC 15 knowledge nature)
[/TD] [/TR] [TR] [TD] 8 – Brook (fresh water)
[/TD] [TD] 18 – Shallow river
[/TD] [/TR] [TR] [TD] 9 – Cave
[/TD] [TD] 19 – Hot spring
[/TD] [/TR] [TR] [TD] 10 – Pool of water
[/TD] [TD] 20 – Exotic (See exotic terrain features)
[/TD] [/TR] [/TABLE] [TABLE="class: grid, width: 500"] [TR] [TD] Terrain obstacle – roll 1d20
[/TD] [/TR] [TR] [TD] 1 – Dense foliage (Half movement speed)
[/TD] [TD] 11 – Broken bridge (DC 20 jump)
[/TD] [/TR] [TR] [TD] 2 – Crevices (DC 10 balance or 15 jump)
[/TD] [TD] 12 – Gorge (DC 20 climb)
[/TD] [/TR] [TR] [TD] 3 – Cactus/Bear-claws
[/TD] [TD] 13 – Tall cliff side with vines (DC 15 climb)
[/TD] [/TR] [TR] [TD] 4 – Hidden sinkhole (DC 20 spot)
[/TD] [TD] 14 – Cave behind waterfall (DC 20 spot)
[/TD] [/TR] [TR] [TD] 5 – Pool with sharp rocks (DC 10 balance)
[/TD] [TD] 15 – Footholds along cliff edge (DC 10 climb)
[/TD] [/TR] [TR] [TD] 6 – Wind tunnel (DC 10 balance checks)
[/TD] [TD] 16 – Leech infested waters
[/TD] [/TR] [TR] [TD] 7 – Shallow river with piranhas (DC 15 spot)
[/TD] [TD] 17 – Strong river - dangerous current (DC 15 swim)
[/TD] [/TR] [TR] [TD] 8 – Rickety bridge (DC 15 Move silent)
[/TD] [TD] 18 – Rope bridge (DC 15 balance)
[/TD] [/TR] [TR] [TD] 9 – Rocky terrain (Decreased movement speed)
[/TD] [TD] 19 – Stepping stones (DC 10 balance)
[/TD] [/TR] [TR] [TD] 10 – Quicksand (Spot DC 20)
[/TD] [TD] 20 – Exotic (See exotic terrain features
[/TD] [/TR] [/TABLE] [TABLE="class: grid, width: 500"] [TR] [TD] Human structures – roll 1d20
[/TD] [/TR] [TR] [TD] 1 – Old mill (wind/water)
[/TD] [TD] 11 – A ship wreck
[/TD] [/TR] [TR] [TD] 2 – An abandoned campsite
[/TD] [TD] 12 – An abandoned house
[/TD] [/TR] [TR] [TD] 3 – A totem or shrine
[/TD] [TD] 13 – Temple/Church/Chapel
[/TD] [/TR] [TR] [TD] 4 – An old cannon
[/TD] [TD] 14 – A watch tower
[/TD] [/TR] [TR] [TD] 5 – Tree house
[/TD] [TD] 15 – Witch hut
[/TD] [/TR] [TR] [TD] 6 – Old well
[/TD] [TD] 16 – A hermit’s shack
[/TD] [/TR] [TR] [TD] 7 – Abandoned pirate hide out or fort
[/TD] [TD] 17 – Pirate stronghold
[/TD] [/TR] [TR] [TD] 8 – An old smuggle tunnel
[/TD] [TD] 18 – A pirate stash
[/TD] [/TR] [TR] [TD] 9 – Abandoned village
[/TD] [TD] 19 – Inhabited village of natives
[/TD] [/TR] [TR] [TD] 10 – Ruins of an ancient city
[/TD] [TD] 20 – Exotic (See exotic terrain)
[/TD] [/TR] [/TABLE] [TABLE="class: grid, width: 500"] [TR] [TD] Major terrain feature – roll 1d20
[/TD] [TD]
[/TD] [/TR] [TR] [TD] 1 – Salt flats
[/TD] [TD] 11 – Canyon
[/TD] [/TR] [TR] [TD] 2 – Medium mountain
[/TD] [TD] 12 – Beach
[/TD] [/TR] [TR] [TD] 3 – Light jungle
[/TD] [TD] 13 – Dense jungle
[/TD] [/TR] [TR] [TD] 4 – System of caverns
[/TD] [TD] 14 – Geysers
[/TD] [/TR] [TR] [TD] 5 – Bay
[/TD] [TD] 15 – Quarry
[/TD] [/TR] [TR] [TD] 6 – Grass land
[/TD] [TD] 16 – Large mountain
[/TD] [/TR] [TR] [TD] 7 – Tar pit
[/TD] [TD] 17 – Swamp
[/TD] [/TR] [TR] [TD] 8 – Medium lake
[/TD] [TD] 18 – Lava lake
[/TD] [/TR] [TR] [TD] 9 – Desert - sand
[/TD] [TD] 19 – Desert - rocky
[/TD] [/TR] [TR] [TD] 10 – Volcano (10% chance active)
[/TD] [TD] 20 – Exotic (See exotic terrain)
[/TD] [/TR] [TR] [TD]
[/TD] [/TR] [TR] [TD] Exotic terrain feature – roll 1d20
[/TD] [/TR] [TR] [TD] 1 – Ancient city built into a cliff
(DC 20 climb)
[/TD] [TD] 11 – River of lava
(DC 10 balance or DC 20 jump)
[/TD] [/TR] [TR] [TD] 2 – Cursed swamp
[/TD] [TD] 12 – Misty lake with undead ferryman
[/TD] [/TR] [TR] [TD] 3 – Haunted ruin
[/TD] [TD] 13 – Sulfuric wasteland
[/TD] [/TR] [TR] [TD] 4 – Cages with a lone prisoner
[/TD] [TD] 14 – Hydra Temple
[/TD] [/TR] [TR] [TD] 5 – A portal to a random other
land location
[/TD] [TD] 15 – Haunted pirate cave, shaped like a skull
[/TD] [/TR] [TR] [TD] 6 – Ancient wizard’s tower
[/TD] [TD] 16 – Gigantic termite nest
[/TD] [/TR] [TR] [TD] 7 – Goblin fortress
[/TD] [TD] 17 – Spider infested caves
[/TD] [/TR] [TR] [TD] 8 – Mystical obelisk
[/TD] [TD] 18 – Stonehenge
[/TD] [/TR] [TR] [TD] 9 – Fairy spring
[/TD] [TD] 19 – A friendly giant
[/TD] [/TR] [TR] [TD] 10 – Dragon’s lair
[/TD] [TD] 20 – Entrance to the Netherworld
[/TD] [/TR] [/TABLE] [TABLE="class: grid, width: 500"] [TR] [TD] Landmarks for the Island of Bones – Roll 1d20
[/TD] [/TR] [TR] [TD]
1
[/TD] [TD] The Crow’s FootA tree in the shape of a crow’s foot, covered in dead crows as a warning to thieves that seek to plunder the riches of the island.
[/TD] [TD]
11
[/TD] [TD] The Parrot TreeA Queen palm covered in colorful parrots. The parrots have often seen sailors, and repeat phrases they’ve overheard. They also feast on the seeds of the tree.
[/TD] [/TR] [TR] [TD]
2
[/TD] [TD] The Circle of TormentorsA circle of wooden effigies, representing the torment the natives wish to invoke on their enemies.
[/TD] [TD]
12
[/TD] [TD] The Storm RockA large pointy rock on a raised hill, where the wind blows quite fiercely. It offers a nice view of the surroundings.
[/TD] [/TR] [TR] [TD]
3
[/TD] [TD] The Hunting GroundsA graveyard of dead animals, where predators leave the remains of their prey. Predators often prowl these grounds.
[/TD] [TD]
13
[/TD] [TD] The Moonlight BasinA beautiful large sinkhole filled with water, where lots of flowers and fruit grow. At night fairies inhabit this natural pool. Required a successful DC 20 climb check.
[/TD] [/TR] [TR] [TD]
4
[/TD] [TD] The Ancient GodA large stone wall with the exposed fossil of an ancient creature. Many sacrifices and candles surround it. The creature is worshiped as a god.
[/TD] [TD]
14
[/TD] [TD] The Singing TowerA large tree inhabited by countless singing birds, that nest in its many nooks and crannies. Listen checks are made at a -4 penalty here.
[/TD] [/TR] [TR] [TD]
5
[/TD] [TD] The Wall of PrideA stone wall covered in paintings by the natives, showing their hunting practices, and honoring their prey.
[/TD] [TD]
15
[/TD] [TD] Blood CreekA creek dyed red due to the metal in the water. Search DC 20 to find rare jewels in this water.
[/TD] [/TR] [TR] [TD]
6
[/TD] [TD] The CalculusSeveral stone circles, where colored stones represent celestial bodies. The formation seems to calculate celestial events and formations.
[/TD] [TD]
16
[/TD] [TD] Dead Hand’s ForkA native signpost made from wood and a skeletal hand. Decipher Scripts DC 20 to translate the writings. It warns of a hazard, and points towards a nearby settlement.
[/TD] [/TR] [TR] [TD]
7
[/TD] [TD] The PitA gigantic sacrificial pit filled with razor sharp wooden spikes and the bodies of countless victims of all ages. The pit is 80 feet deep.
[/TD] [TD]
17
[/TD] [TD] The Garden of Flying FlowersThe trees in this area are covered in butterflies. Thousands of them. From a distance they look like flowers, until you get close.
[/TD] [/TR] [TR] [TD]
8
[/TD] [TD] The Eye of NightA twisted tree with a small meteorite caught in the center. The meteorite glows with an ominous red glow, and the tree shows signs of being worshiped.
[/TD] [TD]
18
[/TD] [TD] The Beckoning TreeA tree shaped like a beckoning arm. An old path passes it, which can be followed with a successful tracking check DC 20. It leads to a nearby settlement.
[/TD] [/TR] [TR] [TD]
9
[/TD] [TD] The Army of StoneA graveyard where countless corpses are preserved as clay statues. These stone guardians wait like an army to be resurrected again.
[/TD] [TD]
19
[/TD] [TD] The Stone ForestAn area filled with several towers of perfectly balanced stones. The stones remain balanced, even when pushed, due to a magic fissure in the area.
[/TD] [/TR] [TR] [TD]
10
[/TD] [TD] The Whispering WoodsA haunted part of the jungle, where the trees are of a rare type of wood, and whisper. They are used to carve wooden effigies that are all over the place.
[/TD] [TD]
20
[/TD] [TD] The MartyrThe skeleton of a native is nailed to a pole. His body shows signs of extensive torture leading up to his death. It seem to have been placed as a warning for travelers.
[/TD] [/TR] [/TABLE]
As the campaign progresses, this system evolves. The basics are that there's always a list of terrain features, which determines stuff like mountains, lakes and rivers on the islands. Then there's encounters, which can be none-threatening or hostile. There are obstacles, which are just terrain features that require skill checks, and might be hazardous (such as a steep cliff that must be climbed, or a river with a dangerous current). There's human settlements, which includes basically anything big built by humans (from a camp, to a tomb, or a small village). There's landmarks, which are special named locations that have cool descriptions, and add flavor to the island. Sometimes these landmarks yield special treasures or clues. And last but not least, exotic encounters, and special encounters. Some of these can be quite dangerous or really beneficial.
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