Island of Doom

May 7, 2023 4:54 pm
Since the players came back from the Redemption Spire in the Charnel Plain, they may be guilty of some crimes in Trillithon (Mortylla?). Have the adventure start with a bar fight in Malygris (against townfolks)? Either that or they'll soon break some law or be chosen for sacrifice...

Townfolk (twice as many as PCs?)
DEX: 8
DC: 2
DR: 0
Hit Dice: 1/2
Damage: VL (-1, if whip out weapons, L -1 instead)
Saving Throws: Fort: 1D, Ref: 1D-1, Will: 1D-1
Move: 12

They'll have to flee and make their way towards the docks where they should meet Captain Korim Karthon. He's willing to smuggle them out of Trillithon if they agree to help him find a treasure on Valorn.
May 7, 2023 4:58 pm
The players start having overstayed their welcome in Mortylla. Perhaps their previous jobs angered the wrong person or attracted the attention of the local authorities, perhaps they were selected for sacrifice, whatever the case, they need to get out of there quickly! (Probably as a result of the bar fight, or the crime that landed them in the Redemption Spire??)

As the players are running through the streets, maybe have them have an encounter with some city guards, members of the city watch, or less savoury individuals (either a number of bandits equal to the party’s size, or a number of mercenaries one or two less than the party’s size, pp.80-81).

Eventually, through their mad run, they will make their way to the port and will hopefully get the idea of boarding a boat to leave Mortylla as quickly as possible. If they fail to think about it, a nearby person (captain Korim Karthon) waves them in asking them if they’re looking for a boat out of the city. Hopefully, feeling out of options, the players will accept his offer, otherwise, he might have to strongarm them a bit…

Once on board, captain Korim Karthon will announce that they’re sailing to Valorn. While the players might not be thrilled to setting sail to a plague-ridden island (a lot of the crew are not), Korim assures them he has found a treasure map showing the location of a ruin which supposedly holds untold riches, an amount large enough to make one risk being infected by the plague.

(possible mutiny on the journey instead of the sea serpent? Perhaps a storm?? Well, maybe a chance of a sea serpent??) [Make the mutinous sailors bandits?] (Since they'll be starting at Malygris, they'll be sailing near Krand, which might result in a routine boarding by Redeemers??)

Once on the island, the party must be careful for many reasons. First, there is the very real and present danger of being plagued, especially if the locals learn a ship has arrived and see possible salvation in it… Second, should the locals learn there is much wealth nearby and the players are here to relieve them of that wealth, they might get upset… And third, there is no telling what sort of ancient traps or guardians the ruins might have… for that reason, the ship will approach the island at night, and use a launch to bring a small party (including the PCs) to shore before waiting back at sea.

(problem: a few fishermen at a good fishing spot where captain Korim expected to make landfall?)

(Need to find a good ruins map or at least make one…) [Falling block trap and an immature Xolth? Or replace the Xolth by a Slitherslime?]
Jun 16, 2023 10:36 pm
How about put in The Pit in there as well?

The players run in Korim Karthon/Geralt Timber who tells them about the rumors of a strange put uncovered in a ruin on (Valorn? Witch Isle instead which might put Elyshaeba and Gilcyne in a conflict of interest, in which case the pit was recently discovered in the The Primal City?) [or maybe that small island to the east of the one with the Shining Fortress? It's called the Island of Bones and is full of cannibals. The cannibals are degenerate Dendrelyssi who "died" at the battle of the Shining Fortress??] and wants them to get there first to find treasure before others can. He's looking for a map to the lost island of Xerulum (?). (still keep the falling stone trap and the slitherslime?? maybe replaces The Old Guardian?? Or I make The Old Guardian some sort of demon instead or boosted undead??) [Replace the oil beetles and the carcass crawler by giant/huge centipedes??]

[From Island of Doom, recycle an attack form the sea serpent, but maybe made it a juvenile so players have a small chance??]

Of course the inside of the ruins would not be lit.

When they come out, Korim and crew don't want them back in their boat as they would have been gone for several weeks, and thus fear infection (thus, the party will be "betrayed"?). [Do I really keep the 2 magic items? ring/dagger, or make 1 of them just something valuable?? Add in a spell or 2 for Glump and Valmara?? Change the ring to a shield bound to a 1HD demon of protection (+1 DC)??]

Flaming Skeleton
DEX: 11
DC: 3
DR: 1 (hardened blackened bones)
Hit Dice: 1
Damage: M (flaming sword, +1d3 fire damage).
Saving Throws: Fort: 1D, Ref: 1D, Will: 1D
Special: 1/2 damage from non-smashing weapons.
Move: 12

Cannibals (degenerate Dendrelyssi)
DEX: 12
DC: 3 (shield)
DR: 3 (bone armor)
Hit Dice: 2
Damage: by weapon +1 (M, spear, mace, hand axe, and H)
Saving Throws: Fort: 2D, Ref: 2D, Will: 1D+1
Special: Summoning 1D
Move: 12

Juvenile Sea Serpent
DEX: 11
DC: 4
DR: 6
Hit Dice: 4 (+30)
Damage: Bite (H)
Saving Throws: Fort: 3D+1, Ref: 2D, Will: 2D
Special: Swallow whole
Move: 12 (swimming)
Challenge Level: 10 (?)
Jun 19, 2023 5:41 pm
Roll attributes of "The Old Guardian"
STR, CON, WIS: 2d6+6
DEX, INT, CHA: 3d6.

STR: 13 (—)
DEX: 12 (—)
CON: 17 (+1)
WIS: 10 (—)
INT: 7 (-1)
CHA: 6 (-1)

DX: 4
DR: 8


The Old One
DEX: 12
DC: 5
DR: 8
Hit Dice: 4 (+4)
Damage: 2-Hand Sword (H)
Saving Throws: Fort: 3D+1, Ref: 2D, Will: 2D
Move: 12
Challenge Level: 6

Rolls

STR, CON, WIS - (2d6+6, 2d6+6, 2d6+6)

2d6+6 : (16) + 6 = 13

2d6+6 : (65) + 6 = 17

2d6+6 : (22) + 6 = 10

DEX, INT, CHA - (3d6, 3d6, 3d6)

3d6 : (363) = 12

3d6 : (132) = 6

3d6 : (421) = 7

DR (1d3+6) - (1d3+6)

(2) + 6 = 8

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