Fantasy Location: The Hidden Island

Fantasy Location: The Hidden Island

The Hidden Island is normally avoided by ships. It lays in the deep sea, surrounded by a pod of kraken. The island itself has two buildings on it. Both are submerged just a few feet under the water, so are a bit of a navigation hazard, especially during storms.

The two buildings are ancient temples. Each has a sundial inside centered inside. If someone moves one of the dials, they will hear a rumbling sound.

One dial actually raises the island out of the sea. Once it’s out of the water, it instantly starts growing plant life. Within six to eight hours the island is fully revegetated like it was never underwater. Once the island is out of the water, the second sun dial opens a previously hidden door. This dial does nothing if the island is still under water.

This opens into a Dwarven Village which has a secret passage down into the Underdark. The Dwarven city is unnamed and empty.

From the Dwarven City passages in the Underdark eventually lead to a drow city of 3000. It sits upon an huge underground sea. If someone manages to get to the middle of the sea, there is a huge whirlpool that goes upwards to the ocean. Entering the whirlpool takes someone to the ocean surface. During storms the whirlpool reverses and instead sucks objects from the sea above down in to the caverns.

Fantasy Location: The Bolt Hole

Fantasy Location: The Bolt Hole

It’ll take a rogue to or elf character to notice a hidden door in a back alley down near the docks.

Opening it reveals a lasciviously appointed ante-chamber. Directly across from the entrance is another door – heavily barred and spell warded. Next to it is posted a tattered piece of parchment that says “Cant get in Cant get out Enter to Come Go to Leave” After the secret word is said in Thieves Cant, the door opens.

Inside is a butler who says “Very Good, Sir. Welcome to The Bolt-Hole. May I show you to a table, or would you prefer to sit at the bar?”

The bar serves only the finest wine and food. The clients here are well off, and it’s obvious that a lot of covert and underground business gets done here. The room is well appointed, and several mean looking, but well mannered guards keep the riff-raff out. They are usually able to talk most situations down before having to resort to violence. A small stage at the end hosts dancers, bards and other entertainment at night, but is empty during the day.

Plot Hook:
On stage is a very gorgeous half-elven dancer. She notices the PC, and smiles and winks at him. After wards she comes up and says “Buy a lady a drink?” Her name is Kim Starlight and she asks what he’s doing in town. Eventually she’ll get around and say “Last time Captain Borloff was around he gave me a map to hold onto until he came back with gold. But since he’s in jail, and unlikely to be getting my gold anytime soon.. I’m willing to sell it for what he owes me. 250 gold pieces.” The Map shows a way through the rocks, and rough seas to the South East . The End Point is literally a big X. She knows nothing else about the map nor what it’s supposed to show.

A good location could be the Hidden Island.

NPCs: The Runic Fellowship

NPCs: The Runic Fellowship

The Runic Fellowship is a group adventurers that have been working together for many years.

Vyecheslav, male human Drd11: CR 11; Size M (5 ft., 2 in. tall); HD 11d8; hp 58; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +9/+4 melee, or +9/+4 ranged; SV Fort +7, Ref +4, Will +10; AL LN; Str 13, Dex 13, Con 10, Int 14, Wis 17, Cha 4. Languages Spoken: Celestial, Common, Druidic, Terran. Skill points: Drd 98 Skills and feats: Craft (Bowmaking) +16, Craft (Stonemasonry) +15, Diplomacy +11, Handle Animal +11, Hide +1, Knowledge (History) +3, Knowledge (Nature) +16, Listen +3, Move Silently +1, Spellcraft +16, Spot +16; Enlarge Spell, Extend Spell, Improved Unarmed Strike, Quick Draw, Toughness. Possessions: 21,000 gp in gear. Druid Spells Per Day: 6/6/5/5/3/2/1. —————————————-

Farah, female half-elf Sor11: CR 11; Size M (5 ft., 2 in. tall); HD 11d4; hp 30; Init -1 (-1 Dex); Spd 30 ft.; AC 9 (-1 Dex); Attack +4 melee, or +4 ranged; SV Fort +3, Ref +2, Will +7; AL CG; Str 8, Dex 9, Con 11, Int 16, Wis 10, Cha 15. Languages Spoken: Abyssal, Common, Elven, Gnome, Halfling. Skill points: Sor 70 Skills and feats: Concentration +14, Craft (Bowmaking) +11, Diplomacy +4, Gather Information +8, Hide -1, Knowledge (Arcana) +17, Knowledge (Geography) +4, Knowledge (Nobility and Royalty) +8, Knowledge (Religion) +9, Listen +1, Move Silently -1, Search +9, Spot +1; Extend Spell, Leadership, Point Blank Shot. Possessions: 21,000 gp in gear. Sorcerer Spells Known (6/7/7/6/6/4): 0th — Dancing Lights, Detect Poison, Flare, Ghost Sound, Light, Mage Hand, Mending, Read Magic, Touch of Fatigue. 1st — Alarm, Burning Hands, Identify, Magic Missile, Ray of Enfeeblement. 2nd — Eagle’s Splendor, Flaming Sphere, Fox’s Cunning, Knock, Phantom Trap. 3rd — Fireball, Sleet Storm, Slow, Tongues. 4th — Animate Dead, Crushing Despair, Illusory Wall. 5th — Hold Monster, Seeming. —————————————-

Alon, male elf Wiz8: CR 8; Size M (5 ft., 1 in. tall); HD 8d4-16; hp 9; Init +0; Spd 30 ft.; AC 10; Attack +2 melee, or +4 ranged; SV Fort +0, Ref +2, Will +4; AL LG; Str 7, Dex 10, Con 6, Int 14, Wis 7, Cha 8. Languages Spoken: Common, Elven. Skill points: Wiz 34 Skills and feats: Craft (Alchemy) +7, Hide +0, Knowledge (Dungeoneering) +13, Listen +0, Move Silently +0, Profession (Hunter) +7, Search +4, Spellcraft +11, Spot +0; Enlarge Spell, Run, [Scribe Scroll], Spell Focus (illusion), Spell Penetration. Possessions: 9,400 gp in gear. Wizard Spells Known (4/5/4/3/2): 0th — Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue. 1st — Burning Hands, Detect Undead, Floating Disk, Grease, Protection from Chaos, Shield, Shocking Grasp. 2nd — Blur, Hideous Laughter, Mirror Image, Owl’s Wisdom, Phantom Trap, Protection from Arrows, Resist Energy, Touch of Idiocy. 3rd — Fireball, Invisibility Sphere, Lightning Bolt, Magic Circle against Evil, Magic Circle against Good, Magic Circle against Law, Stinking Cloud, Water Breathing. 4th — Greater Invisibility, Mnemonic Enhancer. —————————————-

Holgi, male half-orc Bbn6: CR 6; Size M (5 ft., 8 in. tall); HD 6d12+12; hp 61; Init +0; Spd 40 ft.; AC 10; Attack +11/+6 melee, or +6/+1 ranged; SV Fort +7, Ref +2, Will +2; AL CG; Str 20, Dex 11, Con 15, Int 8, Wis 11, Cha 13. Languages Spoken: Common, Orc. Skill points: Bbn 27 Skills and feats: Handle Animal +9, Hide +0, Knowledge (Nature) +3, Listen +8, Move Silently +0, Spot +2, Survival +6; Alertness, Endurance, Track. Possessions: 5,600 gp in gear. Buri, male half-elf Com9: CR 8; Size M (5 ft., 1 in. tall); HD 9d4-9; hp 17; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +8 melee, or +5 ranged; SV Fort +4, Ref +4, Will +5; AL N; Str 18, Dex 13, Con 9, Int 11, Wis 14, Cha 13. Languages Spoken: Common, Elven. Skill points: Com 24 Skills and feats: Craft (Shipmaking) +7, Diplomacy +3, Gather Information +3, Hide +1, Knowledge (History) +1, Listen +9, Move Silently +1, Profession (Hunter) +6, Ride +9, Search +1, Spot +3; Great Fortitude, Run, Skill Focus (Ride), Skill Focus (Craft (Shipmaking)). Possessions: 60 gp in gear. —————————————-

Lyle, male halfling Drd6: CR 6; Size S (3 ft., 4 in. tall); HD 6d8-18; hp 11; Init +2 (+2 Dex); Spd 20 ft.; AC 13 (+2 Dex, +1 Size); Attack +3 melee, or +7 ranged; SV Fort +3, Ref +5, Will +8; AL N; Str 6, Dex 14, Con 4, Int 10, Wis 14, Cha 10. Languages Spoken: Common, Druidic, Halfling. Skill points: Drd 36 Skills and feats: Climb +0, Craft (Bowmaking) +6, Handle Animal +9, Hide +6, Jump +0, Listen +4, Move Silently +4, Spellcraft +6, Spot +2, Survival +10, Swim +6; Combat Casting, Spell Focus (necromancy), Spell Focus (transmutation). Possessions: 5,600 gp in gear. Druid Spells Per Day: 5/4/4/2. —————————————-

Zook, male gnome Brd10: CR 10; Size S (3 ft., 6 in. tall); HD 10d6+20; hp 54; Init +1 (+1 Dex); Spd 20 ft.; AC 12 (+1 Dex, +1 Size); Attack +9/+4 melee, or +9/+4 ranged; SV Fort +5, Ref +8, Will +5; AL N; Str 13, Dex 12, Con 15, Int 17, Wis 7, Cha 15. Languages Spoken: Common, Dwarven, Gnome, Goblin, Orc. Skill points: Brd 117 Skills and feats: Concentration +14, Craft (Alchemy) +5, Hide +5, Knowledge (Arcana) +15, Knowledge (Geography) +12, Knowledge (History) +16, Listen +10, Move Silently +1, Perform (Dance) +11, Perform (Keyboard Instruments) +5, Perform (Oratory) +13, Perform (Percussion Instruments) +12, Perform (Sing) +15, Perform (Wind Instruments) +4, Spot -2, Tumble +14; Combat Casting, Eschew Materials, Persuasive, Widen Spell. Possessions: 16,000 gp in gear. Bard Spells Known (3/4/4/2): 0th — Daze, Flare, Ghost Sound, Light, Mending, Prestidigitation. 1st — Alarm, Lesser Confusion, Magic Aura, Remove Fear. 2nd — Enthrall, Heroism, Invisibility, Silence. 3rd — Deep Slumber, Fear, Invisibility Sphere, Major Image. —————————–

Aralis, male elf Rog12: CR 12; Size M (4 ft., 11 in. tall); HD 12d6+12; hp 50; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +8/+3 melee, or +11/+6 ranged; SV Fort +5, Ref +10, Will +8; AL LG; Str 8, Dex 15, Con 12, Int 11, Wis 18, Cha 8. Languages Spoken: Common, Elven. Skill points: Rog 120 Skills and feats: Balance +13, Forgery +11, Gather Information +14, Hide +15, Knowledge (Local) +13, Listen +6, Move Silently +2, Perform (Act) +12, Search +2, Sense Motive +19, Spot +21, Tumble +16; Blind-Fight, Deft Hands, [Evasion], Point Blank Shot, Rapid Shot, Weapon Focus (crossbow, hand). Possessions: 27,000 gp in gear.

NPCs: Pirate Crew

The pirates ship is a converted merchantman crewed by 30 pirates. A pair of oars on each side gives it maneuverability against the wind.

Pirate Leader
Name Green-Eye Razicad, the Dwarven Pirate Alignment: Neutral evil Gender: Male Race: Dwarf Height: 4′ 2; Weight: 185 lbs Strength: 20 (+5) Dexterity: 14 (+2) Constitution: 17 (+3) Intelligence: 10 (+0) Wisdom: 11 (+0) Charisma: 8 (-1) Hit Points: 12d10+36 (97) Armor Class: 12 (+2 Dex) Speed: 20 ft. Initiative: +6 (+2 Dex, +4 Improved Initiative) CR: 12 Total Gear Value: 27,000 gp Classes: * Fighter 12 Saving Throws: Fortitude: +11 (+8 Base, +3 Con) Reflex: +6 (+4 Base, +2 Dex) Will: +4 (+4 Base) Attack Bonuses: Melee: +17/+12/+7 (+12 Base, +5 Str) Ranged: +14/+9/+4 (+12 Base, +2 Dex) Languages: * Common * Dwarven Skills Points: Fighter 30 Skills: Craft (Armorsmithing) +2 (+2 Racial) Craft (Blacksmithing) +2 (+2 Racial) Craft (Stonemasonry) +2 (+2 Racial) Craft (Trapmaking) +2 (+2 Racial) Craft (Weaponsmithing) +2 (+2 Racial) Handle Animal +8 (+9 Rank, -1 Cha) Hide +2 (+2 Dex) Listen +0 Move Silently +2 (+2 Dex) Ride +14 (+12 Rank, +2 Dex) Spot +0 Swim +14 (+9 Rank, +5 Str) Feats: * Blind-Fight * Cleave * Combat Reflexes * Diehard * Dodge * Endurance * Exotic Weapon Proficiency (chain, spiked) * Improved Initiative * Improved Overrun * Power Attack * Weapon Focus (chain, spiked)

1st Mate
Name: Saeunn Alignment: Lawful neutral Gender: Female Race: Half-elf Height: 4′ 11″; Weight: 122 lbs Strength: 15 (+2) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 19 (+4) Wisdom: 12 (+1) Charisma: 15 (+2) Hit Points: 11d4+33 (61) Armor Class: 12 (+2 Dex) Speed: 30 ft.Initiative: +2 (+2 Dex) CR: 11 Total Gear Value: 21,000 gp Classes: * Wizard 11 Saving Throws: Fortitude: +6 (+3 Base, +3 Con) Reflex: +5 (+3 Base, +2 Dex) Will: +8 (+7 Base, +1 Wis) Attack Bonuses: Melee: +7 (+5 Base, +2 Str) Ranged: +7 (+5 Base, +2 Dex) Languages: * Common * Elven * Giant * Goblin * Ignan Skills Points: Wizard 78 Skills: Craft (Blacksmithing) +18 (+14 Rank, +4 Int) Craft (Woodworking) +15 (+11 Rank, +4 Int) Diplomacy +4 (+2 Cha, +2 Racial) Gather Information +4 (+2 Cha, +2 Racial) Hide +2 (+2 Dex) Knowledge (Arcana) +17 (+13 Rank, +4 Int) Knowledge (Geography) +16 (+12 Rank, +4 Int) Knowledge (Local) +18 (+14 Rank, +4 Int) Listen +2 (+1 Wis, +1 Racial) Move Silently +2 (+2 Dex) Search +5 (+4 Int, +1 Racial) Spellcraft +18 (+14 Rank, +4 Int) Spot +2 (+1 Wis, +1 Racial) Feats: * Combat Casting * Craft Rod * EmpowerSpell * Enlarge Spell * Scribe Scroll * Silent Spell Wizard Spells Per Day: 0th-level: 4 (DC 14 where applicable) * Acid Splash * Arcane Mark * Dancing Lights * Daze * Detect Magic * Detect Poison * Disrupt Undead * Flare * Light * Prestidigitation * Ray of Frost * Read Magic * Resistance * Touch of Fatigue 1st-level: 5 (DC 15 where applicable) * Charm Person * Endure Elements * Floating Disk * Mage Armor * Magic Missile * Protection from Law * Shield * Sleep 2nd-level: 5 (DC 16 where applicable) * Continual Flame * Darkness * Detect Thoughts * Flaming Sphere * Gustof Wind * Scorching Ray * Spectral Hand 3rd-level: 5 (DC 17 where applicable) * Dispel Magic * Explosive Runes * Fireball * Gentle Repose * Hold Person * Lightning Bolt * Magic Circle against Good * Nondetection * Protection from Energy * Tiny Hut * Wind Wall 4th-level: 4 (DC 18 where applicable) * Animate Dead * Dimensional Anchor * Fire Shield * Minor Creation * Resilient Sphere * Wall of Ice 5th-level: 2 (DC 19 where applicable) * Break Enchantment * Interposing Hand * Lesser Planar Binding * Permanency 6th-level: 1 (DC 20 where applicable) * Chain Lightning * Contingency

Treasure on ship: armor large steel shield +1 (1,170 gp) gem andradite (brownish-black garnet) (613.3 gp) hyalite (colorless, transparent opal) (742.6 gp) sardonyx (black) (47.9 gp) tchazar (45.3 gp) A stack of tattered parchments that look like maps.

Underdark (Lowerdark) Desolate Area Encounter Table

Underdark (Lowerdark) Desolate Area Encounter Table

Desolate areas are wild caves and tunnels that are not settled and generally do not support much in the way of wildlife or monsters. Much of the Lowerdark is desolate.

Aboleth
Aboleth slaver brood
Annihilator
Avolakia
Behir
Beholder
Beholderkin (deathkiss or gouger)
Bodak
Cloaker mob
Cloaker, shadowcloak elder
Cockroach, giant
Deepspawn brood
Delver
Desmodu
Dragon, mature adult deep
Dragon, mature adult copper
Dragon, very old black
Dragon, mature adult red
Dragon, mature adult shadow
Drow patrol
Duergar raiders
Earth Glider
Elder eidolon
Fiendwurm
Fomorian
Giant, stone
Gloura
Grimlock hunters
Gray render
Illithidae (any)
Kuo-tao war party
Lurker
Lurking strangler
Maur
Mind flayer (or slavers)
Mohrg
Nightshade (nightwing or nightwalker)
Ooze, elder black pudding
Phaerimm
Psurlon, elder
Purple worm
Roper
Roper, urophion
Rukarazyll
Shaboath (waters)
Spider, wraith
Stone flyer
Susurrus
Swarm, swamp strider (near lakes & rivers)
Teratomorph (usually in or near water)
Tomb tapper
Tunnel terror
Umber hulk, truly horrid
Underdark landwyrm
Wraith, dread wraith
Xorn, elder
Yrthak