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    The Isle of Smoking PeaksAn adventure for Conan the Roleplaying Game

    By Leo LaDell

    Overview

    A hundred years ago Zohar the Accursedplundered the ships and shores of Zingara, Argosand Kush with a band of merciless corsairs whosecruelty still haunts the dreams of their victims great-grandchildren. Tales describe Zohar as a mighty seachanter who could bend wind, waves and men to his

    will. For decades the reaver built a savage reputationand vast treasure hoard before meeting a gruesomeend. Alone in a small sloop, Zohar drifted ashore at

    a busy harbour and as the life ebbed from his grey,diseased body, his hands maintained a desperate graspon a sailcloth-covered parcel. The bundle containedmaps and a diary written in a strange script. Few know

    who found the corpse and tore the package from hislifeless grip; its contents have been lost for many years.

    With these faded pages, the Player Characters could

    learn the true story of Zohar and perhaps nd hislegendary hoard.

    Requirements

    This scenario is designed for low-level PlayerCharacters: three to ve 2nd to 3rd-level PCs would bean ideal group. The adventure can be upscaled fora more powerful group with suggestions providedthroughout the scenario. The Games Master and

    Players will need the Conan the Roleplaying Gamebook.The Pirate Islessupplement would be a good resourcefor the Games Master, but it is not required. The

    scenario begins in Messantia, but the GM couldsubstitute any port city that borders the WesternOcean. Kordava or a smaller Kushite port would suit

    well. The Games Master may wish to use appropriatesupplemental resources (e.g., theArgos and Zingarabook) based on his choice.

    Challenges

    The Player Characters will need skill toreach the Isle of Smoking Peaks alive, and oncethere strength at arms may win them a fortune.

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    The adventure consists of three parts: nding anddeciphering Zohars diary and maps, sailing through

    pirate-infested seas to the Isle and facing its currentoccupants a group of man-eating savages and theirholy beasts.

    Opportunities and Twists

    When the scenario begins, the Games Mastermay choose whether to have the Player Charactershear the legend of Zohar or have an NPC whopossesses the pirates papers employ the PlayerCharacters to make the trip to the Isle of SmokingPeaks. In the former case, the characters will have the

    opportunity to use social and deduction skills to ndthe information they seek. An NPC with the diary andmaps will test the characters mettle before offeringthem employment by staging an assault on the street.More combative Player Characters will excel in thiscase.

    By deciphering Zohars writings, the characterswill learn that Zohar made the mistake of choosinga lovely Kushite slave as his concubine. The woman

    was a witch who bitterly resented her captivity onthe pirates island base. The curse she laid upon

    Zohar and his reavers brought a plague to the Isleand transformed some of its indigenous wildlife intoferocious, grotesque beasts.

    Once on the island the Player Characterswill contend with the savages and the traps theyroutinely set for the Isles more mundane animals.

    The characters will also face a supernatural threat:seven horrid creatures have survived the curse thatdecimated Zohars pirate base years ago. Theseformidable tusked, club-tailed monstrosities will

    challenge the courage and valour of even the mostfearsome warrior.

    Beginning the Scenario This adventure commences in a port citybordering the Western Ocean. The Games Master maychoose any port that ts his campaign; for example, inplaytesting the Player Characters began in Messantia

    following the events outlined in Hunting the Falcon(Signs & Portents75), so the scenario details will useMessantian names and features. A Zingaran, Stygianor Kushite port would also t. The characters willeither hear the tale of Zohar or receive a visit from a

    potential employer.Learning the Legend. As the PlayerCharacters enjoy the rewards from their last adventureby exploring the taverns, bathhouses or brothels ofthe city, they overhear a conversation about Zohar the

    Accursed. As several prosperous tradesmen relax, theyconduct a good-natured argument about the legend

    of Zohar. The purchase of a a few cups of wine willencourage the men to relate the story of a bold corsair

    who roamed the Western Ocean a hundred years ago.The Games Master can use the following table todetermine what information the characters discover.

    The tradesmen are bickering about who originallyfound Zohars body, so the table provides two entriesconcerning this information. At the GMs option, a

    very poor (

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    among the citys dockside squalor, and its proprietorspride is evident in the simple but pleasing food, wide

    selection of ales and spirits and tidy almost vermin-free rooms.

    Amala is a lean, 50-year-old Kushite womanwith awless chocolate-brown skin and the corded,sinewy forearms of one who is accustomed to hard

    work. The determined set of her jaw contrasts withbright, merry eyes, and though her strident, condent

    voice rings against the tavern walls, its tone is oftenplayful. Amala has earned the respect of her salty,rough-hewn clientele; though her brightly-coloured

    dresses and headscarves catch the sailors eyes, onlythe most brazen or drunken offer her unwelcomeattention and soon regret it

    If the Player Characters ask Amala about hergrandsire Kotri, she will speak of him with reverence.

    Amala will gladly tell the story of how her ancestor

    found the corpse and bought the tavern, and sheseems quite comfortable with the notion of lootingthe body; apparently she considers this perfectlynatural. In a small box in her bedroom behind the

    taverns kitchen, Amala keeps the papers that hergreat-grandfather found with the body. Both Kotri and

    Amala considered the strange writing and drawings onthe vellum sheets meaningless and worthless, but theykeep the papers as a souvenir.

    Amala is shrewd, and if she senses the

    characters interest in the papers (her Sense Motiveskill and other stats can be found in the Appendix),she will not give or loan them for nothing. Amala willloan the papers to the Player Characters for a month

    for 20 sp, but this will require substantial collateral:she will accept any item she judges to be worth at least200 sp. Because of the papers sentimental value, she

    will sell them for any offer greater than 150sp. Oncethe characters have the papers, continue to the ZoharsPapers section below.

    Heroes for Hire

    The Games Master may consider chasingrumours unsuitable for the Player Characters. In thiscase one of the citys merchants has obtained a copyof Zohars papers and seeks to hire the characters tond the pirates island base. If the GM is basing thescenario in Messantia and wishes to continue using thiscity with the Vengeance of the Golden Skullscenario fromtheMessantia: City of Richesbox set, the merchant couldbe Argentio, a character from that product. Otherwisethe Games Master should choose a name for the

    merchant which reects the chosen port.The merchant has heard of one or all of

    the characters exploits and is interested in hiring

    them; however, a savvy businessman does not trustrumours, so a test has been arranged. As the Player

    Characters emerge from their late-night revels in atavern, the merchant will approach the group andintroduce himself. He will mention a lucrative offerof employment that would suit the characters well-known talents. The merchant will tailor his pitch to thegroup; if the PCs are drunken, swaggering barbarians,he will use bald attery and the promise of riches. Ifthe characters seem wily and cynical, the merchant willoffer hints and veiled promises.

    As the Player Characters and the merchant

    stroll along the darkened street discussing details, agang of toughs emerges from the shadows. The leaderof the gang addresses the merchant by name andhurls insults as the men attack. The merchant will cryfor aid from the PCs, promising a reward, and he willattempt to use larger characters as cover. Though the

    attackers will ignore the merchant, the Games Mastercan use the stats for the Canny Merchant on pg. 355of the Conan the Roleplaying Gamebook if necessary. Ofcourse the assailants leader, Nikolo the Survivor, was

    hired by the merchant to test the characters with thisattack. The GM should change Nikolos name to suitthe setting if desired. Statistics for the attackers areavailable in the Appendix.

    The merchant has instructed Nikolo toambush the group, trading blows until someone drops.

    Nikolo will then shout to his men that he hears the cityguards, and the attackers will ee. After the battle the

    visibly shaken merchant (a Bluff check can determinehow convincing the merchant is) offers to host a

    celebration of his survival at a favourite tavern by thedocks. If the PCs accept the offer, he will take them tothe Fortune and complete his proposal. Otherwise he

    will ask to meet the characters the next day.At the Fortune the merchant will hire a

    private room and show the Player Characters Zoharspapers. He will say that an anonymous wealthypatron has hired him to outt a mission to a smallisland southwest of the city to search for Zoharspirate base. The patron owns a small sloop that is

    provisioned and prepared for the journey, and timepresses. The merchant explains that the island mayonly be safely approached at certain times of year,and the opportunity to make the voyage will not last.

    The patron has offered to nance the expedition inexchange for one half of any treasure that the PlayerCharacters nd on the island. Zohars papers include

    two annotated maps and a sheet covered with strangesymbols.

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    Zohars Papers

    Zohars two maps should allow the charactersto nd the Isle of Smoking Peaks if they can decipher

    the included notes. The maps annotations are writtenin a peculiar private script devised by Zohar, but thesymbols draw on potentially familiar elements; they usea combination of Shemitish and an archaic Zingaran

    pirate cant. The Decipher Script DC for the writing is25, but certain bonuses apply. If the PCs have learnedthat Zohar was Shemitish, they get +5 on their check.

    Any pirate characters from Zingara or Argos get +5 aswell. If the characters discovered that Zohar was a seachanter, they receive a +3 bonus. These bonuses stack.

    The Games Master can use the following tableto determine what information the PCs divulge fromthe maps and additional papers. If the characters are

    working for the merchant, their employer has alreadylearned the rst two facts on the table.

    D.S. check is: Information learned

    Made exactly Zohar called the island the Isleof Smoking Peaks because of itstwo active volcanoes. An additional

    volcano seems dormant. The islandlies approximately 350 miles SW ofMessantia in the Western Ocean.

    Exceeded by 1-2 The island may only be safelyapproached from its west side, but apowerful current will crush ships or

    boats approaching the only accessiblecove against an array of massive whitestones in the bay. Zohar called thesethe teeth of the giants. Four times ayear, seasonal ooding of the islandstwo rivers (which empty into the bay)counteracts the current. During these2-3 week periods, boats can land on thebeach.

    Exceeded by 3-4 The additional papers are a log and atranscription of a spell. Though anotherbay on the islands east side appears

    inviting, a perilous reef makes approachimpossible.

    Exceeded by 5+ Zohars log tells a bit about the islandand his life there. He and his reaversbuilt a base on the ruins of ancient,long-dead inhabitants. These giantsleft the remnants of mighty, whitestone structures. Zohar brought aKushite woman to the island to be hisconcubine, and soon after a deadlyplague struck the settlement. OnlyZohar escaped. The spell is called

    Winds Hated Son (see Zohars Baselocation 1), and its transcription isencoded. Zohar left the key among hisbelongings on the island.

    Once the PCs have learned the rst (andpreferably also the second) piece of information, they

    can seek a vessel to make the voyage. If the merchanthired the characters, he will direct them to report toCaptain Klopas of the sloop Glaros at dockside. TheGlaros is ready to sail. If the Player Characters will bemaking the trip without the support of the merchant,they can hire the Glaros for the journey.

    The Glaros

    This Argossean sloop has made manyvoyages with the competent had of Captain Klopasat the helm. She is a quick, weatherly sea boat andfulls both her legal and occasional illicit functions

    well. Klopas has retired from active afliation withthe Barachan pirates, but he is not above seizing anoccasional tempting opportunity. Statistics for theship, captain and crew are provided in the Appendix.

    The Glaros is provisioned for a month, and passageto the island will cost 100 sp/person. Once the ship

    has set sail, Captain Klopas will expect the charactersto stay out of the way though passengers withranks in Profession(sailor) may assist the crew ifthey wish. Such characters will nd the rst mateSeth humourless but fair, and he will treat those

    who contribute usefully with respect. Klopas keepshis distance from passengers, but he has an eye forbeautiful women and may offer clumsy attery (or

    more) to any who engage him.

    At Sea

    Barring calamity, the Glaros should make thetrip to the island in 4 days, taking advantage of thesteady westerlies which prevail in this region of the

    Western Ocean. See the accompanying map for thelocation of the island. Zohars symbols include anestimate of the distance (350 miles) from Messantiato the Isle. For low-level Player Characters, the GM

    may wish to offer an uneventful journey. However, theGame Master can provide a challenging journey withstorms, pirates or monsters. Storm. A fearsome storm races in from the

    west, buffeting the Glaros with gale-force winds andthreatening mast, sails and spars. The black squall lasts3 hours, and each hour Captain Klopas must make aDC 20 Profession(sailor) check to avoid damage to theship. If he fails, roll a d6. On a 1-2, the mainsail splitsand several key blocks are damaged. Repair will take

    two days. With a roll of 3-4, the mainmast cracks andmust be shed. Repair requires one day after the stormabates. On a 5-6, the mainyard breaks loose and spearsthrough the deck. Roll a d4 to see how many crew orcharacters on deck are threatened by the spar. Treat

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    the falling object as a+5 crushing attack (2d6/19-20 x2/AP 4). Repairing the deck and mainyard willrequire 2 days.

    The storm also threatens to sweep the crewor PCs overboard. For each person on deck when thesquall hits (20% of the crew in addition to any PCs)

    roll 1d6. On a roll of 1, that person must make a DC15 Reex save or be washed overboard. Once thestorm has arrived, anyone foolish enough to remain ondeck without being secured to a lifeline must roll the1d6 wave check once per hour.

    Pirates. For the last several months thebrutal Captain Bapoto has been preying upon boatsin the waters South of Argos. Bapoto is a SouthernIslander who commands a sleek, fast-sailing galleymanned by merciless crew which delights in robbing

    its crew of their lives and valuables. Bapotos shipwill bear down on the Glaros, and he and his menwill attempt to board. They will offer no quarter norask for any. Statistics for Bapoto, his crew and thegalley are available in the Appendix. If the Pirate Islesbook is available, the section on ship combat (pp. 58-68) is an excellent resource for resolving the battle.Otherwise, the Games Master could use anothermass combat system or allow the Player Charactersto engage Captain Bapoto and several of his crew. If

    the characters defeat the leader and several pirates,

    the GM could rule that the Glaros emerged victoriouswith perhaps 10%-40% (1d4 x 10%) crew losses.The characters might also choose to ee if the battleis turning against the Argosseans, as the Glarospossesses one ships boat. The PCs could attempt

    to remove the boat from its position in front of themainmast and launch it over the side. Sailing a 14ft.,single-masted, four-oared boat a hundreds of miles inthe open ocean would provide an epic challenge.

    Monsters. In addition to the numerous sharkswhich plague the waters of the Western Ocean near

    Argos, grizzled sea dogs speak of horrid sea monsterswhich no mere sh could rival. The Games Mastercould include an attack by such a dread creature tothreaten the Glaros journey. An attack by the fabledpoisonous squid would test the mettle of low to mid-level characters. These vile beasts typically prey uponlarge sea mammals, but when their usual prey is scarce,the delicious, wriggling contents of sea-going vesselsprovide an adequate substitute. Statistics for the squidare provided in the Appendix.

    High-level characters may nd a divertingchallenge in the form of a Water Elemental. WhenZohar ed the Isle of Smoking Peaks long ago, hesummoned an elemental to protect him and guidehis small sloop to a safe harbour. The creature stilloccasionally returns from its distant realm to the oceannear the Isle, and the residual sorcerous energies ofits former masters personal effects (maps and papers)aboard the Glaros have attracted it. The elemental

    will attack the ship in an attempt to recover the items,

    laying waste to any barrier to reach them. If one of

    the PCs casts all of the papers into the sea, the waterelemental will take them and depart. Statistics for themonster can be found on pg. 383 of the Conan theRoleplayingGame book.

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    At the Isle

    The map of the Isle of Smoking Peaks showsits three volcanoes. Only the northernmost volcanoappears to be active. Zohars notes indicate that in

    his day the centre volcano also released a steadyfountain of smoke. The island measures roughly 19miles north-south by 10 miles east-west at the widest

    point. From a distance the characters will see a lushjungle pieced by three majestic cones. A strong, steadycurrent comes from the west, and a westerly breezeblows across the oceans surface near the island as well.Repeated surges of pyroclastic ow from the islands

    volcanoes have allowed for few accessible points alongthe coast. Only an inlet on the west side (number 1

    below) and a small bay on the east side (number 3below) feature sandy beaches; the rest of the coastlineconsists of steep cliffs rising from jagged rocks at the

    waters edge and topped with dense foliage. Attempts

    to approach these cliffs in any seagoing vessel arefutile and will yield nothing more than a watery graveand a grisly banquet for the myriad gulls which ride thecurrents above the island.

    The Isle is currently inhabited by a host ofmundane creatures (e.g., rainforest birds, small reptiles,

    primates and insects) and three special types: tapirs,monster tapirs, and human savages. The normal tapirsaccompanied a long-dead group of giants to the islandmany centuries ago as a food supply. They could

    provide the same function for the Player Characters.The island is also home to seven monster tapirs. Thesebeasts are a result of the curse laid upon Zohar by hisKushite concubine, and they are far more dangerousthan their docile cousins. Three of the seven monstersare included in the island key below, but the other four

    may be encountered randomly on the island. See theEncounters section. The current human populationconsists of a group of cannibals who were strandedon the island eighty years ago. A huge Argossean

    galleon, packed to the gunwales with Darfari slaves,was blown out to sea in a storm and wrecked on theshore of the isle. Only the slaves survived. Soon afterthey arrived, the savages split into two groups: onethat worshipped the monster tapirs as holy ones, andone which considered them profane. Battle resulted,

    and though the former group celebrated its successwith their opponents esh, their joy was tempered bythe realisation that they might never again taste thetraditional fruits of victory. Now the cannibals rely onthe normal tapirs for sustenance, but they dream of aday when more men visit the island. Encounters.The island currently hostsseven holy beasts and 52 savages (18 adult men, 16

    women and 18 children). The Games Master should

    consider any cannibals or holy beasts encounteredto be part of this total. If the PCs are high-level, the

    number of islanders in total and for each encounterand location can be increased. Some of each canbe encountered randomly on the island, but othersare included in specic locations as detailed below.

    Whenever the Player Characters are not in one of theislands numbered locations, use the following table forencounters.

    Day

    D100 roll

    (once/4 hours)

    Encounter

    1-50 Nothing

    51-65 Lone tapir foraging (see Appendix forstats)

    66-75 2d4 youngsters exploring. They willattempt to ee if threatened but willotherwise attempt to follow curiously

    76-85 Hunting party. 1d4 adult men in searchof prey will attack.

    86-95 Holy Beast and handlers. The creatureand two savages will attack.

    96-100 Lone holy beast. The animal hasescaped its handlers and is roaming thejungle paths. The aggressive creature

    will attack.

    Night

    D100 roll (once for

    the entire night)

    Encounter

    1-80 Nothing

    81-90 Lone tapir. The creature ed a hunting party and is heading back to its den.

    91-95 Lone holy beast. The animal hasescaped its handlers and is roaming thejungle paths. The aggressive creature

    will attack.

    96-100 1d4 lost children. A game of hide-and-seek has left these little ones separatedfrom the group. They will follow andcling to non-threatening characters.Each hour they remain with the PCs,there is a 50% chance (1-3 on a d6)that 1d4 adult male savages will arrivesearching for the children. The adults

    will be violent and suspicious attack ismost likely. The GM may wish to allowa masterful Intimidate or Diplomacycheck (e.g., DC 25) to prevent battle.

    Time and Distance.

    Travelling on the islands riverside paths is relativelyeasy most are well-used with few obstacles. Perthe Conan the Roleplaying Gamebook, pp. 214-216, theGames Master should allow normal movement

    rates on the paths and normal rates otherwise. Forexample, a character with a speed of 30 ft. could walk2.25 miles per hour on the paths, and .75 mph off-

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    path. Hustling could provide a quicker speed, whilesearching or tracking would slow the PCs down. The

    following chart provides approximate distances andsample travel times for the keyed locations on theisland. These gures assume that the characters use theriverside paths where available.

    Trip Distance Travel time walking with 30 ft. Speed

    1 to 2 5 mi. 2 hours, 15 min.

    1 to 4 6.5 mi. 3 hours

    2 to 4 7.5 mi. 3 hours, 30 min.

    3 to 4 5 mi. 6 hours (briey on-path)

    3 to 2 5 mi. 6 hours, 45 min

    Island Key

    1. The Western Inlet. The narrow mouth ofthis inlet runs from west to east and endsin an inviting beach framed by verdantjungle. However, because of the strongcurrent and offshore breeze, hazards awaitapproaching boats. Dozens of huge, white

    stone objects protrude from the water ofthe bay. While most protrude just a fewfeet above the bays surface, some towera dozen feet over the water. They are

    widely-spaced several hundred yards fromshore, but a dense pattern emerges closeto the beach. Mighty breakers threaten

    to dash boats against the stones, and formost of the year, only a successful DC 30Profession(sailor) check will allow a boat toreach the beach safely. On a failed check,

    roll 1d6. If the roll is 1-3, the boat capsizesand washes ashore with moderate damage,requiring 2 days for repair. Passengers mustmake a DC 25 Swim check to reach theshore without colliding with a stone. Thecollision is a +10 crushing attack (1d8/x2/

    AP 6). The unfortunate swimmer will thensink unless another DC 25 Swim checksucceeds or he manages to hold ontothe stone. Retaining a hold on the stone

    requires a successful DC 20 Strength checkeach minute.If the 1d6 roll is 4-6, the boat slams againsta stone and is splintered. All passengersdrop into the water and must attempt toswim as noted above. If the Games Masterneeds to provide an additional challenge(for example, if the PCs are a group ofparticularly expert swimmers and/orsailors) several sharks could be lurking in

    the bay. Statistics for the green sabre shark

    are provided in the Appendix.Four times a year the current subsides,

    and the foaming waves atten. At suchtimes one can see the root-like base of thestones through the still water, and the bayresembles the open maw of some greatshark or reptile. Close inspection (a DC 10Spot check within 30 feet) will reveal signsof shaping and carving these stones arenot a natural phenomenon.

    The island has quarterly rainy seasonswhich cause its two lakes and rivers to

    ood. As the conjoined waterway reachesthe beach, the increased ow into the baycounteracts the westerly current, renderingthe teeth nearly harmless for a periodof two weeks. At these times a successfulDC 15 Profession(sailor) check will allow

    boats to land on the beach. Failed checkswill do minor damage to a boat and resultin only a 1 in 10 (1 on a d10) chance ofthe vessel capsizing. At no time can a ship-

    sized vessel safely approach to closer than100 yards from shore. When the river isswollen, swimmers can easily avoid thestones (DC 10 Swim), but sharks maythreaten those who attempt it.

    If the PCs have arrived aboard

    the Glaros, Captain Klopas (or hisreplacement if necessary) will offer toland the characters on the beach with theships boat, which can carry 10 passengers

    (including the four oarsmen). Klopasknows that the bays calm period willnot last, so he will not leave the Glarosanchored in the area for more than a

    week. A hefty bribe (> 200 sp) mightconvince the captain to allow the shipsboat to attempt a landing during the roughseasons, but nothing would convince himto personally join the suicide mission; he

    would order his crew to undertake the task.

    Once on the beach, the PlayerCharacters will notice a racing riveremerging from the jungle at the northernend of the -mile strand. Near the oceanthe sounds of waves, the river and gullsis steady. Oppressive heat is a constantcompanion on the beach despite the

    breeze, and heavily-armoured characterswill nd the furnace-like conditions underthe jungle canopy nearly unbearable. A

    narrow track runs along the south side

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    of the river. A DC 15 Survival check forthose with the Track feat will reveal the

    presence of animal spoor apparentlyfrom a herbivore. In fact this path is usedboth by the islands tapirs and a group ofheadhunting savages, but evidence of thelatter has been washed away by the recentrains. Throughout the island there arepaths along the rivers with occasional smalltapir paths leading off into the jungle. PCs

    would be wise to use these, as travellingdirectly through the greenery would be

    confusing, slow and arduous.2. The Broken Statue. Centuries before

    pirates, cannibals or Player Charactersmade their way to the Isle, a race of giantsarrived and built huge structures of whitestone. These mysterious settlers are long

    gone, but the ruins of their effort remain.In this clearing by the northern lake a hugestatue once stood. Using a lost process forbleaching the islands brown volcanic rock

    white, the ancients fashioned a likeness ofone of their chiefs facing the lake. Nowonly two massive humanoid feet remain onthe statues pedestal; the rest lies in half-buried pieces around the clearing.

    The islands cannibal inhabitants

    consider this spot sacred, and during thedaytime they often bring holy beasts to theclearing. When the Player Characters arriveat the statue, the GM should roll a d100

    for encounters. A roll of 1-50 means thatone holy beast with 2 human handlers are2d100 feet away. A d8 roll can determinedirection: 1=N, 2=NE, 3=E, etc. If thegroup is located to the northwest of thestatue, they will be in the lake bathing withthe creature. An encounter roll of 51-75means that two such beast/human groupsare present (roll separately for each groupsposition). On a roll of 76-100, no one

    present. If the characters stay in this area,the Games Master should use the d100encounter roll again for every two hours ofdaylight.

    No more than 6 total holy beastswill be encountered here regardless of howlong the characters remain. Any holy beasts

    will attack as soon as they catch the PCsstrange scent (a Spot check modied bydistance). The cannibals will attack on sight

    and will ght to the death to protect the

    sacred animal. Statistics for the creaturesand savages are provided in the Appendix.

    If the Player Characters uncovermost of the partially-buried statue, theycan determine how the sculpture appeared

    when complete (see illustration). This willtake 4 successful DC 15 Strength checks,

    with each check representing 30 minutesof digging, pulling and straining in the

    withering heat. The statue measured 20

    tall a chilling image if life-sized. Thecrocodilian snout is buried deep andan additional DC 15 Strength check isrequired to extricate it. This will reveal thecolossus two great emerald eyes. The st-sized gems suffered a bit from the statuesdestruction, but each would still fetch

    2000 sp. Removing the gems from thecrumbling stone requires no check.

    3. The Bay of Reefs. This placid bay on the

    eastern side of the Isle appears to offereasy access to the shore. Its waters andwide, sandy beach are sheltered from thestrong western winds and current by the

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    island, and no tumbling breakers threaten.However, a jagged reef makes landing here

    nearly impossible. The reef forms a naturalsea wall across the entire mouth of thebay only a few feet beneath the surface ofthe sea. Only a light proa, outrigger canoeor similar boat with a draft of less than 2feet could cross the reef without leavingits splintered keel and hapless occupantsstrewn across the corals wicked surface.

    The numerous reef sharks which browseamong the reef s teeming sealife will

    respond quickly if a boat comes to grief.Detecting the reef in daylight requires aDC 15 Spot check at a range of 500 feet.

    At the GMs option, characters who faila DC 10 Profession(sailor) check willnotice only eddies and strange currents

    above the submerged coral and will notunderstand the cause. A new Spot checkcan be attempted every 100 feet, with theDC decreasing by 2 for each increment.

    At 50 feet, the Spot DC is 5, and even PCswithout ranks in Profession(sailor) whomake the Spot check will see submergedcoral occasionally exposed by wave action.

    Any boat with a draft greater than 2feet (which would include any standard

    oared ships boat) which attempts tocross the reef automatically fails; theboats bottom is splintered and the vessel

    will sink in 2d6 rounds. For every two

    passengers who frantically bail, the time isincreased by 2 rounds this may give otherboats time to assist. Once in the waterthe characters can opt to cling to the reef,but this will subject them to one attackby the corals cruel surface each minute:+5 piercing (1d4/x2/AP 2). The reefsharks will show no interest in uninjuredswimmers, but if any character in the wateris wounded, 1d4 sharks will attack in 2d4

    rounds. If these sharks succeed in drawingblood, 2 more will join the fray every 3rounds until the total reaches a frenzied 20.Obviously the Player Characters should tryto leave the water as quickly as possible.Statistics for the grey reef shark areavailable in the Appendix.

    A lighter boat can cross the reef witha successful DC 20 Profession(sailor)check. If the characters manage to reach

    the shore (either by swimming or in alight boat) they will nd a broad beach of

    light golden sand. The atmosphere hereis forge-hot and heavy, with little or no

    breeze and plenty of noisy insects. Nopaths enter the jungle here, so PCs who

    wish to explore from this starting pointwill have to cut their way through the treesand undergrowth. This exhausting labouroffers only normal movement rates, andhustling is not possible.

    4. The Camp. Zohar established his campon the ruins left by the islands formergiant inhabitants. The base sits in a 250

    by 150 clearing on the northern shoulderof the Isles southernmost, long-dormant

    volcano, with excellent access to freshwater from the nearby river and lake. Thegiants left little but broken, white-stone

    walls, but much of the pirate settlement is

    still intact. A path from the riverside leadsto the northeast corner of the camp. For adetailed description, see the Zohars Basesection below.

    Zohars Base

    The reavers who once inhabited the campare long dead, and the settlement is now home to theIsles surviving tribe of cannibals. Unless the PlayerCharacters ship arrived at night (or succeeded in

    landing a boat on the eastern shore) the savages willknow that strangers are on the island. Although the

    islanders are not expert tacticians, their chief will havearranged for defence: sharpened stakes coated withcurare poison have been placed in the undergrowthat the base of several trees, and a watch has been set.

    The Games Master should consider the trees nearestlocations 2, 3, 4 and 10 to be trapped. Any characters

    who step in the same square as one of these treesmust make a DC 20 Spot check. If the check fails, the

    PC is subject to 2 attacks by the stakes as a primitiveknife: +5 piercing (1d4/x2/AP - ). Parry defence does

    not apply against this attack, and DR will only protectcharacters with armour on the bottom of their feet.If the victim takes any damage he must make a DC 17Fortitude save to resist curare poisoning. Curare does1d12 Dex damage, with another 1d12 Dex possibleafter 10 minutes. The cannibals have become expert atcleansing their prey of poison before devouring them.

    Chief Mgoba has encouraged his warriorsto keep a sharp lookout for the intruders, for it hasbeen long since the tribe has properly feasted. At least

    two warriors will be wandering through the campthroughout the night, and during the daytime most of

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    the islanders are present. The Games Master shouldassume that the chief, 12 warriors, 14 women and 16

    children are in the camp when the PCs arrive. Whenthe cannibals spot the characters, the women andchildren will ee into the jungle south of the campawaiting the outcome, and the warriors and chief willattack. Stats for the islanders (including chief Mgoba)are available in the Appendix. One of the warriors

    will release the holy beast housed in location 6, andthe others will advance, using cover if threatened

    with arrows or other missiles. The savages will ghtas long as the chief survives, but if he falls they will

    ee if 8 warriors are also killed or incapacitated. Ifthe PCs are victorious, the women, children and any

    warrior survivors will not return to the camp while thecharacters are the island. A key to the camp follows.

    1. Walls. These white stone walls once towered30 above the camp, but now their crumbling

    remains rise no higher than 10 through mostof their length. The ssured volcanic rockis easy to climb: a DC 10 Climbing check

    will allow a character to reach the top in one

    round.2. Zohars Cabin.This structure was fashioned

    from jungle trees and sailcloth and served asZohar home on the island. The canvas roofdisintegrated long ago, but the walls are mostlyintact. The exterior is festooned with skulls

    from the dead pirates and rival cannibals.Inside an ivory footstool (worth 200 sp) sitson the oor next to a pallet made from largeleaves. Atop the stool is a small carved wooden

    bowl containing a dark, sticky substance: sixdoses of curare. Chief Mgoba resides herenow - little knowing what treasures lie buriedunder decades of unchecked plant growth inthe cabins southeast corner. Though Zoharspirate followers slept in hammocks, theirleader reclined in luxury on a large bed thathis men laboriously carried from a ships boat.

    After the sea chanter left the island the bedbecame an excellent anchor for a variety of

    jungle creepers and other foliage, and it isnow hidden beneath several feet of growth.

    The Player Characters can cut or dig theirway through the foliage with 15 minutes ofsweating effort. Years of soaking and dryinghave ruined the bed, but the stout chest thatlies beneath isnt difcult to nd (DC 10

    Search) through the rotting timbers.The chests metal ttings are

    thoroughly rusted, but its varnished wood has

    withstood the years well. With his wits addled

    by plague, Zohar failed to lock the chest, sothe PCs will have to do nothing more than

    drag it from the tangle of vegetation to openit. It contains the following (with value whereappropriate): a leather parchment case with aroll of vellum; a jewel-hilted, curved Akbitanandagger (300 sp); a small box full of blackpearls (2000 sp); 2 large, plain gold chains (500sp each); a soft leather pouch with 200 goldStygian coins (2000 sp); an ivory box full offaceted rubies (4000 sp); a miniature purple-plumed golden helm (500 sp) and 2 violet silk

    womens robes (300 sp each). The vellum iscovered with Shemitish writing. This the keyto Zohars code, and it will allow a scholar

    who knows Shemitish and makes a DC 10Decipher Script check to learn the spell WindsHated Son from Zohars papers. A Zingaran

    (optionally Argossean or Aquilonian as well)PC who makes a DC 10 Knowledge(local)check will recognize the miniature golden helmas coming from Zingara. The royal symbols

    that it bears suggest that it came from the toyof some princeling or wealthy noble.

    3. Spirit Room. Two large, sealed kegs of rumstand in this dilapidated shack, and anothersits broken on the oor between two headlessskeletons. The skeletons clothing has mostly

    rotted away, but some leather and metal ttingsendure. The headless skeleton of the spiritroom guard lies across the doorway with arusted cutlass still in its eshless hand and a

    chipped dagger protruding from its ribs. Thecannibals avoid this structure.

    4. Kitchen. This overgrown building is nearlyinaccessible due to the dense web of foliage

    Winds Hated Son

    (Curses sorcery style, from Pirate Isles)PP Cost: 4Components:V, S, MCasting Time: 5 minutesRange: Magic Link

    Target: One targetDuration: One monthSaving Throw: Will negatesPrerequisites: Magic attack bonus > +3, lesser illfortuneMagic Attack Roll: Sets DC for the targets saving throw

    This curse causes all wind to die around the target character.No wind blows within a one mile radius, excepting those winds

    caused by magical effects or supernatural creatures. Any shipthe target is on is automatically bestilled and must be rowed to

    whatever destination it wishes to reach. Many sailors will kill aperson with this curse, believing that it is a precursor to evenmore dangerous effects.

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    covering the entryway. Those who troubleto cut their way in will discover a crumblinghearth and a pile of worthless rusted iron,

    wooden and clay pots and bowls.5. New Huts. These huts were built by the

    cannibals and all are fashioned from jungletrees and leaves. Their design is primitive, butthey provide excellent shelter during the rainyseason due to cleverly-fashioned waterproofroofs and exible wall materials. Thenorthernmost hut was recently damaged by alightning-struck tree. The islanders considerthis an ill omen and will not enter or repair thishut.

    6. Holy One. This hut houses one of the islands

    holy beasts and features stronger walls thanmost of the camps dwellings. The huts doorhas an exterior bar to keep the animal secure,and if intruders approach, it will only require amove action from a warrior to open the door.

    7. Fire pit. Both the pirates and savages haveused this re pit. The pit is full of hot coalsthroughout the day, and from an hour beforesundown until an hour after dawn a re blazesaway. The heat from the coals or ames

    combines with the ambient warmth to create

    a truly sweltering atmosphere near the pit.Stones culled from the ancients ruined wallssurround the re and serve as seating. Duringa battle chief Mgoba may pick up one of the

    Zohars Baselargest stones (250 lbs) and hoist it above hishead to intimidate his enemies. He may alsochoose to tenderise a fallen opponent withthe stone.

    8. Giant Seat. This massive stone bench sits atop

    the western wall of the ruins and providesa striking view of the ocean and the islandsshore. The western inlet is easily visible fromhere. The benchs carved reptilian arms andfeet have been worn down by centuries of

    wind and weather battering the promontory,but the resemblance to the statue at location2 on the Isle map is readily apparent. Clevercharacters (DC 15 Int roll) will deduce fromthe height and width of the bench seat that the

    20 ft.-tall statue was life-sized!9. Forge and Smokehouse.At their leaders

    command, Zohars pirates carried theequipment necessary for basic forgingand weapon repair at the island base. Thisuncovered structure houses a clay-brick forgeand thoroughly rusted anvil. A hand-operatedbellows sits discarded next to the crumblingforge. The cannibals do not use the equipment,and they have also ignored a small shack here

    which served as a smokehouse. Inside the

    smokehouse are rusted steel hooks from whichhang the desiccated remains of decades-oldmeat.

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    10. Berth Deck. Like many competent seacaptains, Zohar understood the sailors

    tendency towards superstition and tradition.He therefore commanded his men to builda replica of his galleons berth deck for theirlodgings. Although the exterior walls of thislarge building appear little different than theother jungle-log huts, the interior features

    wooden plank oors (now rotting) and twodozen posts to which hammocks were oncexed. The cannibals now use this structure fortheir main shelter, and the sailcloth roof has

    been replaced with an effective leaf covering.The hammocks are long gone leaf pallets onthe oor serve as bedding.

    11. Path.This path was once wide enough forits giant creators, but the jungle has reclaimedmuch of its width the pirates (and later

    savages) could only travel single-le on thetrail. It leads from the camp to the path thatfollows accompanies the nearby river on itscourse from the lake to the seaside. If the

    cannibals are aware of the Player Charactersarrival on the island, a scout is perched in atree near the camp boundary 75% (1-3 on ad4) of the time.

    12. Midden.The pirates established a refuse pile30 southeast of the edge of the camp in a

    small clearing. Because of the near-constantwesterly winds, the middens aroma seldomdisturbed the bases inhabitants. Althoughthe mound has been covered over by jungle

    growth (DC 15 Spot check to notice it within20 ft.), it was still exposed when the cannibalsarrived. They do not use the midden forits original purpose, but they did cast a fewtaboo items onto the pile: whale teeth withscrimshaw engraving. Though the savageshave little discomfort with bone and corpsesin general, they found these items in thepossession of dead men who obviouslysuffered from some calamity. If the PCs dig

    through the midden (which is now no moreodorous than well-matured compost), eachDC 10 Search check will uncover one of thescrimshaw teeth. There are 13 teeth, and each

    would bring 50 sp from a collector.

    Leaving the Island

    As long as the Player Characters leave the Islewhile the rivers are still in their ood cycle, they willhave little trouble (DC 10 Profession (sailor) check)

    launching a boat from the western inlet. Otherwise,leaving will require phenomenal luck or a creativestrategy. The Games Master can use the guidelines

    given in Island Key location 1 to determine whatdangers to navigation might threaten the PCs attemptto leave. The return voyage will be uneventful unlessthe GM wishes to present further challenges. If amerchant hired the characters, he or she will likelyhonour the terms of their agreement, as reputation isa valuable asset. However, the Games Master should

    feel free to include a double-cross if the trip to the Isleseemed too easy.

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    Appendix: Cast of Characters

    Amala, owner of the Fortune inn

    6th level Kushite CommonerHit Dice: 6d4+12 (29 hp) DR -Initiative: +3Speed: 30 ft.Parry defence: 13

    Dodge defence: 14Base attack: +3Melee: Stiletto +4 (nesse) (1d4/x4/AP 1)Ranged: Special Qualities: Argossean qualities (raised inMessantia), illiterateSaves: Fort +4, Ref +3, Will +4

    Abilities: Str 10, Dex 12, Con 14, Int 11, Wis 14, Cha 12Skills: Balance +3, Gather Information +3 Knowledge(local) +2, Listen +12, Profession (innkeeper) + 6,Profession (sailor) +4, Sense Motive +10, Spot +4, Use

    Rope +3Feats: Carouser, Alertness, Negotiator, Skill Focus (SenseMotive), Sleep Mastery, Bonus - Skill Focus (Listen)Reputation: 8

    Amala is a clever innkeeper and cheerful host. She willattempt to negotiate if threatened with violence, but ifpressed whe will draw a stiletto from beneath her clothing.Possessions: stiletto, clothing and sandals, 30 sp.

    Messantian Thugs (hired for the staged attack)1st level Argossean commoner / 1st level Argossean thiefHit Dice: 1d4+1d8+4 (13 hp) DR 3Initiative: +4Speed: 30 ft.Parry defence: 12Dodge defence: 13Base attack: +0Melee: Club +1 (1d8+2/x2/AP 2)Ranged: Special Qualities: Argossean qualities, sneak attack (1d6/1d8)

    Saves: Fort +2, Ref +4, Will +0Abilities: Str 12, Dex 14, Con 14, Int 10, Wis 10, Cha 8Skills:Appraise +1, Balance +8, Gather Information +2,Handle Animal +1, Hide +4, Knowledge (local) +3, Listen+2, Open Lock +4, Profession (farmer) +2, Spot +2,Survival +2, Use Rope +4Feats: Combat reexesReputation: 1

    These hired toughs employ the simple tactic of batteringtheir victims into unconsciousness with clubs. They will not

    kill a helpless foe, as they are do not wish to risk the penaltyfor murder. Possessions: quilted jerkin, club, 3 s.p., tunic &hose, linen belt pouch, sandals

    Messantian Thug Leader Nikolo Zosimos the

    survivor

    1st level Argossean soldier / 3rd level Argossean thiefHit Dice: 1d10+3d8+12 (36 hp) DR 5Initiative: +6Speed: 30 ft.

    Parry defence: 14Dodge defence: 13Base attack: +3Melee: Short Sword +5 (1d8+2/19-20x2/AP 3), Axe +5(1d8+1/x3/AP3)Ranged:Special Qualities: Argossean qualities, sneak attack (2d6/2d8) (short sword)Saves: Fort +6, Ref +6, Will +1

    Abilities: Str 15, Dex 14, Con 16, Int 10, Wis 11, Cha 14Skills: Appraise +2, Balance +6, Bluff +3 Disable Device

    +1, Escape Artist +9, Hide +7, Intimidate +9, Knowledge(local) +6, Move Silently +4, Open Lock +3, Profession(sailor) +2, Spot +1, Use Rope +4Feats: Combat Expertise, Eyes of the Cat, Two WeaponCombat, Parry, DiehardReputation: 6

    Nikolo has survived many a beating, and his hardiness hascompensated somewhat for his poor luck. He wields hisshort sword an axe simultaneously and like his men, he willnot kill an incapacitated foe. Possessions: mail shirt, shortsword, axe, 28 s.p., tunic & hose, linen belt pouch, softleather boots

    Captain Klopas captain of the Glaros

    5th level Argossean pirateHit Dice: 5d8+5 (30 hp) DR 7 (breastplate + steel cap)Initiative: +10Speed: 25 ft.Parry defence: 15Dodge defence: 13Base attack: +3

    Melee: Cutlass+6 (1d10+4/19-20x2/AP 4)Ranged: Special Qualities:Argossean qualities, sneak attack (1d6/1d8) (cutlass), ferocious attack, seamanship +1, pirate code,to sail a road of blood and slaughterSaves: Fort +5, Ref +6, Will +2

    Abilities: Str 15, Dex 15, Con 12, Int 10, Wis 13, Cha 12Skills: Appraise +2, Balance +14, Bluff +3 GatherInformation +5, Intimidate +6, Knowledge (local) +4,Profession (sailor) +11, Spot +11, Use Rope +14Feats: Sneak Subdual, Mobility, Uncanny Dodge,

    Argossean Dreamer, Weapon Focus (cutlass), ImprovedInitiative, Alertness, Combat Reexes, Parry, Two-weaponcombatReputation: 6

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    Though still a young man of 28, Klopas commands therespect of his sailors and handles the Glaros well. Notethat the Argossean Dreamer feat comes from the PirateIslesbook; if this is unavailable, substitute Skill Focus(Profession (sailor)). Possessions: breastplate, steel cap,cutlass, gold pendant worth 150 sp, 80 sp in a box in hiscabin.

    Argossean Sailors crew of the Glaros

    2nd level Argossean pirateHit Dice: 2d8+2 (11 hp) DR 6 (breastplate)Initiative: +5Speed: 25 ft.Parry defence: 12Dodge defence: 13Base attack: +1Melee: Cutlass+3 (1d10+1/19-20x2/AP 3)Ranged: Special Qualities: Argossean qualities, sneak attack (1d6/1d8) (cutlass), ferocious attack, seamanship +1, pirate code,to sail a road of blood and slaughterSaves: Fort +4, Ref +5, Will +0

    Abilities: Str 13, Dex 14, Con 12, Int 10, Wis 10, Cha 8Skills: Balance +8, Climb +5, Knowledge (geography) +4,Profession (sailor) +6, Spot +4, Use Rope +8Feats:Argossean Dreamer, Weapon Focus (cutlass), Two-weapon combatReputation: 1

    The crewmen of the Glaros are generally a spirited,competent group. They are glad to use their seamanshipand cutlasses to increase their fortunes. If the Pirate Islesbook is unavailable, substitute Skill Focus(Profession(sailor)) for Argossean Dreamer. Possessions: breastplate, cutlass,15 sp.

    The Glaros Medium Argossean Sloop

    Dimensions: 80 ft. long x 20 ft.wideCrew: 8/24

    Hardness/HP: 5/200Speed (Rowed): 0Speed (Sail): 4

    Tactical Movement: 3Modifers: +1 to boarding actions, -1 to resist boarding,+2 overland movement, +1 movement point during closing.Max Cargo: 2Components:Argossean rigging, boarding deck, cargohold, passenger rooms

    The statistics for this sloop are presented in the format

    used in the Pirate Islesbook, but if that resource is notavailable, the GM can use this information to compare theArgossean ship to the pirate galley below.

    Captain Bapoto

    5th level Southern Islander pirateHit Dice: 5d8+15 (41 hp) DR -Initiative: +6Speed: 30 ft.Parry defence: 20 (with large shield)Dodge defence: 16

    Base attack: +3Melee: hunting spear +8 (1d8+3/x2/AP 4)Ranged: hunting spear +7 (1d8+3/x2/AP 4)Special Qualities: southern islander qualities, sneak attack(1d6/1d8) (hunting spear), ferocious attack, seamanship +1,pirate code, to sail a road of blood and slaughterSaves: Fort +5, Ref +6, Will +2

    Abilities: Str 17, Dex 14, Con 16, Int 8, Wis 12, Cha 10Skills: Balance +6, Knowledge (local) +1, Perform(dance)+4, Profession (sailor) +7, Spot +7, Swim +8, Survival +3,Use Rope +4Feats: Sneak Subdual, Mobility, Uncanny Dodge, WeaponFocus (hunting spear), Parry, Power Attack, CleaveReputation: 6

    Bapoto is a tall, powerful southern islander whose brutalauthority is never questioned by his merciless crew. He hasnot yet given a name to the raiding galley he won with adevastating thrust of his hunting spear through the formercaptains torso. Bapoto and his men will not surrender.Possessions: large shield, 2 hunting spears, featheredheaddress, and a piece of amber on a cord around his neckworth 40 sp.

    Captain Bapotos Pirates

    2nd level Southern Islander pirateHit Dice: 2d8+2 (13 hp) DR -Initiative: +4Speed: 30 ft.Parry Defence: 18 (with large shield)Dodge Defence: 13, 17 vs. rangedBase Attack: +1Melee: hunting spear +5 (1d8+2/x2/AP 3)

    Ranged: hunting spear +4 (1d8+2/x2/AP 3)Special Qualities: southern islander qualities, ferociousattack, seamanship +1, pirate code, to sail a road of bloodand slaughterSaves: Fort +3, Ref +4, Will 1

    Abilities: Str 15, Dex 13, Con 12, Int 10, Wis 9, Cha 8Skills: Balance +6, Perform (dance) +6, Profession (sailor)+4, Survival +3, Swim +5, Use Rope +5Feats: Parry, Weapon Focus (hunting spear)

    These pirates delight in leaping aboard an enemy deck to

    wreak bloody havoc. Each of the 30 will abandon their oarsand throw a hunting spear before boarding, relying on theirlarge hide shields to protect their unarmoured esh fromtheir victims attacks. Possessions: 2 Hunting spears, largeshield, loincloth.

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    Captain Bapotos Medium Galley

    Dimensions: 100 ft. long x 20 ft.wideCrew: 4/30Hardness/HP: 6/200Speed (Rowed): 3 (4 when closing on an enemy)Speed (Sail): 2

    Tactical Movement: 4

    Modifers: -2 to resist boarding, +1 movement pointduring closing.Max Cargo: 2Components: 2 banks of oars, 2 cargo holds, drummer

    The statistics for this galley are presented in the formatused in the Pirate Islesbook, but if that resource is notavailable, the GM can use this information to compare thegalley to the Argossean ship above

    Poisonous Squid

    Huge AnimalClimate/Terrain:AquaticOrganization: SolitaryInitiative: +11Senses: Listen +3, Spot +3, low-light visionLanguages:

    Dodge Defence: 15Hit Points: 70 (8 HD); DR3Saves: Fort +8, Ref +5, Will +4

    Speed: 30 ft.Space: 15 ft.; Reach: 20 ft.Melee: 10 tentacles +12 (1d4+4, AP 6) and bite +13(2d6+4, AP 8)Base Atk+7; Grp +18Special Attacks: Poison, Improved GrabSorcery Knowledge:

    Abilities: Str 19, Dex 17, Con 13, Int 1, Wis 12, Cha 2Special Qualities: Ink Cloud, JetFeats:Alertness, Diehard, Endurance, Multiattack,

    Toughness (2)Skills: Hide 4, Survival +1, Swim +14

    The dreaded poisonous squid of the Western Ocean isnot quite as massive or strong as the legendary kraken, butits deadly poison is at least as effective as brute strength.In this squid the small hooks that help its cousins clingto prey have evolved into dagger-like spines which thebeast uses to inject a paralysing venom. It can then dragits helpless victim to its fearsome beak to be devoured atleisure. Because its normal prey are large sea mammals, the

    squid can only attack two separate targets in a give round.Typically it will use 4 tentacles to cling to a ship, leaving theremaining six available for prey. Once two of its tentacleshave seized a given medium-sized target, the squid will nothave room to wrap another appendage around the victim.

    The squids sensitive tentacles can detect when its prey hasceased struggling, so the squid will not begin dragging itsprey until poison has done its work.

    Attackers can attack the tentacles of a poisonoussquid with a normal sunder attack, although a sparetentacle will make an attack of opportunity as normal if anyare available. Each tentacle has 8 hit points and a DR of 3.Attacks directed against a tentacle wrapped around a victim

    can be safely made at -4 to hit. If a tentacle is severed, thepart that is wrapped around a target relaxes. The squidtakes 4 hit points damage for each severed tentacle and ifthe squid loses three or more tentacles it will retreat. Losttentacles regenerate fully in 5 days.Poison:The poisonous squids hard, sharp tentacle spineshave evolved to pierce the tough hides of large sea lions,whales and other formidable creatures of the deep, sothey are quite capable of penetrating armour. Although itspoison must be able to immobilise prey much larger thanhumans, the squid can usually inject a large quantity of thevenom through several tentacles at once, so the poison isnot as toxic as that of some smaller creatures. Each time avictim takes damage from a tentacle, he must make a DC15 Fortitude save or suffer 1d3 Dex damage and paralysisfor 2d6 rounds. The venom is fast-acting, so no additionalsaves are required for a given injection.Improved Grab:To use this ability the squid must hit anopponent with a tentacle attack. A kraken can use improvedgrab on creatures up to and including Gargantuan in size.Ink Cloud:The poisonous squid can emit a largeunderwater cloud of jet-black uid that resembles ink 20feet wide and 20 feet long once per minute as a free action.

    The cloud provides total concealment for anyone within oron the other side of the cloud.

    Jet:As a full-round action a squid can force water throughits body at a remarkable rate, sending it scooting straightbackwards for 200 feet. This action and movement provokeattacks of opportunity as normal. A poisonous squid canmake as many overrun attacks as part of a jet as it likes.Skills: Poisonous squid have colourchanging skin thatgives them a +4 bonus to Hide checks. They also have a +8racial bonus on any Swim check. They can always choose totake 10 on a Swim check, and can perform the run action

    while swimming. Poisonous squid gain Multiattack as abonus feat.

    Green Sabre Shark

    Large AnimalClimate/Terrain:AquaticOrganization: Solitary, school (25)Initiative: +7Sensory Traits: Listen +4, Spot +4, aquasense 90 ft., keenscent 180 ft.

    Dodge Defence: 15Hit Points: 44 (8 HD); DR4Saves: Fort +8, Ref +7, Will +3

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    Speed: Swim 50 ft.Space: 10 ft.; Reach: 5 ft.Melee: Bite +8 (1d8+5, AP 6)Base Atk+6; Grp +12Special Attacks: Blood Frenzy, Chew, Improved Grab

    Abilities: Str 20, Dex 14, Con 14, Int 1, Wis 12, Cha 2

    Special Qualities:Aquasense, Keen ScentFeats:Alertness, Great FortitudeSkills: Hide +2, Jump +5, Swim +11

    The green sabre shark is a large, often solitary warm-water shark common in the Western Ocean. Though notas quick or agile as some other species, the green sabrehas particularly tough skin and a fearsome bite. The teeththat gave the sh its name can make short work of mostdefences.

    Grey Reef Shark

    Medium AnimalClimate/Terrain:AquaticOrganization: Solitary, school (25), pack (6-24)Initiative: +8Sensory Traits: Listen +4, Spot +4, aquasense 90 ft., keenscent 180 ft.

    Dodge Defence: 18Hit Points: 28 (5 HD); DR2Saves: Fort +5, Ref +8, Will +2

    Speed: Swim 65 ft.Space: 10 ft.; Reach: 5 ft.Melee: Bite +8 (1d6+2, AP 3)Base Atk+4; Grp +8Special Attacks: Blood Frenzy, Chew, Improved Grab

    Abilities: Str 15, Dex 16, Con 14, Int 1, Wis 12, Cha 2Special Qualities:Aquasense, Keen ScentFeats:Alertness, Dodge, Great FortitudeSkills: Hide +6, Jump +4, Swim +10

    The grey reef shark is a small species which normallyconnes its hunting to shallow waters and such humbleprey as diminutive sh and cephalopods. However, if itscents warm blood the grey reefer will turn its frenziedattention to larger prey.

    Common to both shark species:Aquasense:A shark can detect anything in or on the waterwithin 90 feet of it.Blood Frenzy:A shark that can smell an injured creature

    within 90 feet of its position will be subject to this specialrule. It gains a +2 bonus to all hit and damage rolls, but a2 penalty to its defence. This state lasts for one minute.Chew:A shark can inict bite damage on all victims held inits maw as a free action once per round.

    Improved Grab:To use this ability, the shark must hit withits bite attack.Keen Scent:A sharks sense of smell is so honedunderwater that it can automatically notice creatures byscent up to 180 feet away, but can smell blood in the waterup to a mile away.Skills:A shark has a +8 racial bonus on Swim checks. Itcan always take 10 on a Swim check even when rushed

    or threatened, and can perform the run action whileswimming.

    Tapir

    Medium AnimalClimate/Terrain: Sub-tropical and tropical forest

    Organization: SolitaryInitiative: +2Sensory Traits: Listen +4, Spot +4, scent

    Dodge Defence: 12Hit Points: 22 (3 HD); DR3Saves: Fort +6, Ref +2, Will +4

    Speed: 30 ft., Swim 20 ft.Space: 10 ft.; Reach: 5 ft.Melee: Bite (1d6+2, AP 2)Base Atk+2; Grp +6Special Attacks: -

    Abilities: Str 14, Dex 14, Con 15, Int 1, Wis 12, Cha 2Special Qualities: Hold breath

    Feats:AlertnessSkills: Hide +4, Move Silently +1, Swim +12

    Tapirs are solitary mammals with a short fur and prehensile

    snouts. Despite their somewhat porcine appearance, theyare related to rhinocerouses and horses. These unassumingherbivores love water and are excellent swimmers theyare also known to submerge and walk along the bottom ofwaterways. Their usual defence is to employ a surprisingburst of speed, crashing through dense undergrowth toescape, but they can deliver a nasty bite if cornered.

    Hold Breath:A tapir can hold its breath for a number ofrounds equal to four times its Constitution score before itrisks drowning.

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    Holy Beast

    Large AnimalInitiative: +3Sensory Traits: Listen +4, Spot +1, low-light vision, scent

    Dodge Defence: 12Hit Points: 60 (8 HD); DR4Saves: Fort +8, Ref +4, Will +3

    Speed: 30 ft., Swim 20 ft.Space: 10 ft.; Reach: 5 ft.Melee: Gore +6 (1d10+5/x2/AP 5) or Tail Club +6(1d8+5/x2/AP 8)Base Atk+5; Grp +10Special Attacks: -

    Abilities: Str 20, Dex 14, Con 18, Int 3, Wis 10, Cha 2Special Qualities: Hold breathFeats: Endurance, Improved Overrun, Improved GrappleSkills: Swim +10

    This 10-long abomination was created by the curse ofZohars concubine. Its original tapir form has been altered:the tiny tail has grown into a massive, spiked club; theupper front teeth have elongated and sharpened intoformidable tusks; and the prehensile snout has extended tobecome a short trunk. These seven unfortunate creatureshave also gained increased intelligence and a much longerlifespan. The monsters are aggressive and will attack anystranger only through long, patient effort (with manyghastly injuries) have the cannibals gained some control

    over the beasts.

    Combat: On sighting an enemy, the holy beast will chargeand attempt overrun its enemy. If the overrun is successful,the beast can make a tail club attack as a free action. Once

    stationary, the beast attempts to grip opponents with itstrunk. If this succeeds, the monster will use its tusks togore its victim. The gore attack is made with +4 to hit ifthe opponent is gripped by the creatures trunk. As it ghtthe holy beast swings its head and tail from side to side.This allows it to make one tail club attack per round (inaddition to gore or grapple) on any enemy who is ankingthe beast. The holy beast will not ee from combat.

    Hold Breath:The holy beast can hold its breath for anumber of rounds equal to four times its Constitutionscore before it risks drowning.

    Chief Mgoba

    5th level Darfari barbarianHit Dice: 5d10+10 (45 hp) DR -Initiative: +4Speed: 30 ft.

    Parry defence: 14Dodge defence: 13Base attack: +5Melee: war club +12 (2d6+4/x2/AP 8)Ranged: club (primitive) +6 (1d8+4/x2/AP -)Special Qualities: southern black kingdom (darfari)qualities, trap sense +1, bite sword, crimson mist, fearless,uncanny dodgeSaves: Fort +7, Ref +4, Will +1

    Abilities: Str 19, Dex 11, Con 14, Int 9, Wis 11, Cha 10Skills: Climb +10, Listen +2, Intimidate +6,

    Knowledge(local) +1, Survival +6, Spot +8Feats: 5 Track, Two Weapon Combat, Endurance, Mobility,Power Attack, Weapon Focus (War Club), Diehard, CleaveReputation: 5

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    Mgoba is a huge man with chocolate-brown skin, heavylimbs and a wild nest of hair tangled with mud and sticks.With his tribe he is good-natured and slow to anger, buthe will rouse to a violent frenzy of action in the presenceof strangers. His war club and those of his warriors havebeen fashioned from select, hard branches of jungle treesand are studded with lovingly-chosen river stones. Thechief usually carries a smaller, primitive throwing club for

    a rst strike before wading in with his mighty two-handedweapon. Mgoba also likes to intimidate opponents withbestial shouts and feats of strength this also heartens histribesmen. Possessions:war club, throwing club, loincloth.

    Cannibals (including holy beasts handlers)

    For the Isles savages use the statistics for the SavageCannibal on pg. 353 of the Conan the Roleplaying Gamebook,with the following changes:Dodge Defence is 12 and Parry Defence is 13 (no largeshields)Melee: war club +8 (2d6+2/x2/AP 6)Ranged: club (primitive) +4 (1d8+2/x2/AP -)Base attack: +3Feats: remove Fighting-Madness and add Weapon Focus(war club)Skills: remove Move Silently +4 and add Climb +8Possessions: remove shield and spears, add war club

    These warriors brandish great war clubs and carry a smallerclub for throwing as battle begins. Against and inferioropponent they may attempt to bring their led teeth tobear (see the Darfais Bite feature on pg. 34 of the Conan

    the Roleplaying Gamebook). Cannibals accompanying a holybeast will not ee.