Island of Sorrow Advnture
Island of Sorrow Advnture
Island of Sorrow Advnture
Islandof
SorrowBy Ken Spencer
PATHFINDER 1E
COMPATIBLE
Islandof
Author:
Sorrow Interior Art: ©2020 Frog God Games All rights reserved.
Reproduction without the written permission
Ken Spencer Adrian Landeros, C. J. Marsh, of the publisher is expressly forbidden.
Frog God Games and the Frog God Games
Terry Pavlet, Hector Rodriguez, logo, Island of Sorrow is a trademark of Frog
Editor: Michael Syrigos God Games, All rights reserved. All characters,
names, places, items, art, and text herein are
Jeff Harkness copyrighted by Frog God Games. The mention
Cartography: of or reference to any company or product in
these pages is not a challenge to the trademark
Art Director: Robert Altbauer or copyright concerned.
Adventures
Worth
Winning Frog God Games
ISBN: 978-1-943067-05-3
PF PDF
Table of Contents
Introduction............................................................................................ 3 5. Lair of Vermitranix.........................................................................
.........................................................................16
16
Background.............................................................................................. 3 6. At-sa Village...................................................................................16
.................................................................................. 16
6-1. War Canoes.............................................................................. 17
Tavin Lar’s Fate.................................................................................... 3
6-2. Shaman’s Hall......................................................................... 17
Adventure Overview................................................................................ 3
6-3. Hut........................................................................................... 17
Alternate Hooks. ................................................................................ 3 6-4. Spawning Pool......................................................................... 17
Setting the Adventure............................................................................ 3 6-5. Idol of the Hungry Flames. .................................................. 17
Sinnar Coast Region Map....................................................................... 4 Isle of Sorrow Region Map................................................................... 17
Scaling the Adventure............................................................................ 5 6-6. Distillery..................................................................................
..................................................................................18
18
7. Sha-a Village...................................................................................
...................................................................................18
18
Journey to the Island. ............................................................................ 5
7-1. Stockade...................................................................................
...................................................................................18
18
Running A Sea Journey....................................................................... 5
7-2. Central Plaza..........................................................................18
......................................................................... 18
Reading Ship Stats. ......................................................................... 5
7-3. Hall of Chieftains..................................................................
..................................................................18
18
Sailing Along................................................................................... 5
7-4. Hall of Shamans.....................................................................
.....................................................................18
18
Ships in Combat............................................................................... 6
7-5. Hatchery.................................................................................. 19
Encounters during the Journey........................................................ 6
7-6. Hut........................................................................................... 19
Death of the Captain...................................................................... 6
8. Van-a Village. ................................................................................. 19
Mutiny.............................................................................................. 6
8-1. Thorn Fence............................................................................. 19
Random Encounters............................................................................ 7
8-2. Melon Fields. .......................................................................... 19
Isle of SorrowMap.................................................................................. 8 8-3. Warriors’ Hall........................................................................ 19
The Island of Sorrow............................................................................. 8 8-4. Chieftains’ Hall...................................................................... 19
Using the Map. ........................................................................................ 9 8-5. Hut........................................................................................... 19
8-6. Mothers’ Hall......................................................................... 19
Beach................................................................................................. 9
8-7. Herd......................................................................................... 20
Cliffs. ............................................................................................... 9
9. Wreck of the Pedantic. ................................................................ 20
Deep Water....................................................................................... 9
10. Sinkholes...................................................................................... 20
Grassland......................................................................................... 9
Appendix A: New Monsters.................................................................... 21
Hills.................................................................................................. 9
Jungle................................................................................................ 9 Lizardfolk Hatchling Swarm. ....................................................... 21
Mangroves........................................................................................ 9 Spell Parrot.................................................................................... 21
Mountains........................................................................................ 9 Spell Parrot, Elder......................................................................... 21
Reef.................................................................................................... 9 References............................................................................................... 22
River.................................................................................................. 9 Reference 1: Tavin’s Sending......................................................... 22
Shallow Water. ..............................................................................10
.............................................................................. 10 Reference 2: The Note at Tavin’s Hut........................................ 22
Swamp...............................................................................................
...............................................................................................1010 Reference 3: Tavin’s Map............................................................... 22
Volcano...........................................................................................
...........................................................................................10
10 Reference 4: The Carving on the Head....................................... 22
Random Encounter Tables.....................................................................
.....................................................................10
10 Reference 4: Message in a Bottle. ............................................... 22
Grasslands Encounters..................................................................... 12 Isle of Sorrow Player Map................................................................... 23
Jungle................................................................................................... 13
Mountain............................................................................................. 14
River. .................................................................................................... 15
Numbered Locations. .............................................................................16
............................................................................. 16
1. Pillar Bay. ........................................................................................16
........................................................................................ 16
2. Tavin’s Hut.....................................................................................16
.................................................................................... 16
3. Sea Caves.........................................................................................
.........................................................................................16
16
4. The Heads. ......................................................................................16
...................................................................................... 16
Island of Sorrow By Ken Spencer
A Pathfinder 1e adventure designed for a party of 2 to 6 4th level characters.
I ntroduct i on |3
Endhome
Population: 35,000
Symbol: None
Ruler: Governor Ranlan Poole
Government: Autocracy
The city of Endhome is widely known as the “Trade Capital of the Continent.” Even though Bard’s Gate is obviously a
contender for the same claim, the fact of the matter is that Endhome, as a seaport, moves more trade through its docks
on a daily basis than Bard’s Gate. Endhome merchants scour the world for bargains, make long-term contracts, and jostle
with the sharpest traders in the Lost Lands, and by doing so they manage to remain ahead of Bard’s Gate as a trading
hub. Endhome does not engage in the sort of far-reaching political machinations that Bard’s Gate does, and over time, it
seems likely that Bard’s Gate will eclipse Endhome for the role of the continent’s trade capital. It is already possible, and
even quite likely, that Bard’s Gate’s far-flung network of investments and businesses, seen as a whole, represents a larger
role in commerce than Endhome’s role as a center of trade.
4| I sland of S orrow
hp: The ship’s total hit points. In addition, all ships have a hardness
Scaling the Adventure rating based on their construction material (hardness 5 for most wooden
This adventure is designed and tested for a party of four 4th-level ships). At 0 or fewer hit points, a ship gains the sinking condition.
characters. Many of the encounters are not scaled to be a fair fight: Some
will be rather easy; some will be very hard; and a few are encounters to Base Save: The ship’s base save modifier. All of a ship’s saving throws
run away from if luck is not with the characters. This is a hex-crawl style (Fortitude, Reflex, and Will) have the same value. To determine a ship’s
adventure; much of the action is dictated by the characters’ choices actual saving throw modifiers, add the captain’s Profession (sailor)
modifier to this base value.
Journey to the Island Maximum Speed: The ship’s maximum tactical speed in combat. An
asterisk indicates the ship has sails, and can move at double speed when it
Getting to the Island of Sorrow is an adventure in itself; after all, if moves in the same direction as the wind. A ship with only sails can only
it was easy to get to, then it wouldn’t be a mysterious mythical locale. move if there is some wind.
You don’t have to play out the journey; you could just flash forward to
arriving at the island but that would remove some of the mystique of the Arms: The number of siege engines that can be fitted on the ship. A ram
mysterious island trope. Thus, the party needs a ship and a crew, or failing uses one of these slots, and only one ram may be fitted to a ship.
that, some sort of powerful transportation magic.
If the Lars are funding the expedition, the party will be traveling aboard Ram: The amount of damage the ship inflicts on a successful ramming
the Hope of Glory, an aged caravel that is still seaworthy but has certainly attack (without a ram siege engine).
seen better days. It is captained by a friend of the Lars’ family, Willic
Tamar and has a crew of 26 sailors. The ship is 56 feet long and 18 feet Squares: The number of squares the ship takes up on the battle mat. A
wide, fast (it can make 4 mph on a fair wind), and unarmed. The Hope of ship’s width is always considered to be one square.
Glory used to be a privateer, but its fighting days are at an end. However,
it has a short draft (the amount of the ship normally underwater) of only Crew: The first number lists the minimum crew complement the ship
7 feet 5 inches, meaning it can navigate shallow waters with ease. It does needs to function normally, excluding those needed to make use of the
not have a large cargo hold and can carry the party plus another 100 tons vessel’s weapons. The second value lists the ship’s maximum crew plus
of cargo. Most of this space has been given over to food and water, as additional soldiers or passengers. A ship without its minimum crew
well as repair supplies (50 tons rations, 40 tons repair supplies), leaving complement can only move, change speed, change direction, or ram if
a mere 10 tons of space for loot. The party can bring mounts with them, its captain makes a DC 20 Profession (sailor) check. Crew in excess of
but each horse or equivalent takes up 1 ton of cargo space. Horse, camels, the minimum have no effect on movement, but they can replace fallen
and similar mounts need to make a DC 15 Fortitude save at the end of the crewmembers or man additional weapons.
voyage or perish; they really don’t take well to sea travel. Captain Tamar
will not allow supplies to be tossed out to make room for the party; 10 tons Sinking: A ship gains the sinking condition if its hit points are reduced
should be enough for them, and he wants to be able to get back home. The to 0 or fewer. A sinking ship cannot move or attack, and it sinks completely
ship has one rowboat that can be launched to facilitate landing. 10 rounds after it gains the sinking condition. Each hit on a sinking ship
that inflicts damage reduces the remaining time for it to sink by 1 round
Willic Tamar CR 5 per 25 points of damage inflicted. Magic (such as make whole) can repair
XP 1,600 a sinking ship if the ship’s hit points are raised above 0, at which point the
hp 41 (Pathfinder Campaign Setting: Isles of the Shackles, “Pirate ship loses the sinking condition. Generally, non-magical repairs take too
Captain”)
long to save a ship from sinking once it begins to go down.
Sailor (26) CR 1/2
XP 200 Sailing Along
hp 9 (Pathfinder Campaign Setting: Isles of the Shackles, “Pirate,
Sailor”) While under sail, ships can travel day and night and don’t need to stop
and rest or make camp. The journey to the Island of Sorrow is 3,840 miles;
thus, the Hope of Glory should get there in 40 days if nothing causes it to
slow or stop. The crew and party consume a quarter ton of supplies per
Running A Sea Journey day; thus, there is enough food and water to make the journey there and
back with plenty of room to spare, especially if the Island of Sorrow yields
The simple rules from the Pathfinder Roleplaying Game GameMastery some food and water. Captain Tamar is nervous about the possibility of
Guide should make a sea journey fun and exciting without bogging down not finding the island or having to search for it as the coordinates are
the game in the minutiae of ocean travel. Suffice it to say that a lot of detail vague enough that several weeks of sailing might be needed. For the most
has been glossed over; an entire book can be written about ships, the sea, part, the weather will be fair, though some of the encounters below might
and in-depth travel rules. If you wish to use a more robust ship system, change this.
please refer to Fire as She Bears by Frog God Games. Ships are handled using Profession (sailor). For each 10-day span of
travel, the captain (Tamar unless something happens to him) needs to
Reading Ship Stats succeed at a DC 10 Profession (sailor) check. If successful, the ship stays
in fine shape and continues on at normal speed. If the check fails, the ship
A vast variety of boats and ships exist, from small rafts and longboats to is poorly handled and loses 1d2 mph of travel speed for the next 10-day
intimidating galleons and swift galleys. Stats for these ships can be found period. The captain or a designated person must also succeed another DC
in Pathfinder Roleplaying Game Ultimate Combat. All ships have the 10 Profession (sailor) check. If successful, the ship stays on course. If the
following traits. check fails, then the ship travels off course by 1d100 + 40 miles.
The crew makes a group roll whenever required to make a check or
Ship Type: This is a general category that lists the ship’s basic type. some kind. In combat, they can act independently, but if a save or other
roll is required of more than two crewmembers, make one roll for the
AC: The ship’s base Armor Class. To calculate a ship’s actual AC, bunch. If the crew fails a group roll, assume that 1d4 of them fail and
add the captain’s Profession (sailor) modifier to the ship’s base AC. suffer whatever effects the failure results in.
Touch attacks against a ship ignore the captain’s modifier. A ship is never
considered flat-footed.
J ourn e y to th e I sl an d |5
Ships in Combat Encounters during the Journey
Use a large, blank battle mat to represent the waters on which the battle
occurs. A single square corresponds to 30 feet of distance. Represent each The following encounters can occur during the sea voyage, in addition
ship by placing markers that take up the appropriate number of squares to the random encounters detailed below.
(miniature toy ships make great markers and should be available at most
hobby stores). Death of the Captain
Starting Combat: When combat begins, allow the PCs (and important
If Captain Tamar dies, then the crew is at a loss. Many want to turn
NPC allies) to roll initiative as normal — the ship itself moves and attacks
back, so check for mutiny as described below. The crew hired for this
on the captain’s initiative result. If any of the ships in the battle rely on
voyage does not include the finest found on dockside; in fact, many are
sails to move, randomly determine what direction the wind is blowing by
barely trained in the basics of seamanship. One of the characters must
rolling 1d8 and following the guidelines for missed splash weapons.
step up and take command. If none of the characters have the requisite
Movement: On the captain’s initiative count, the ship can move its
proficiencies to sail the ship, a grizzled old mate volunteers to help out,
current speed in a single round as a move-equivalent action for the captain
but she doesn’t want the command herself. She’s no officer, thank you
(or double its speed as a full-round action), as long as it has its minimum
very much, and prefers to work for a living. You should probably work to
crew complement. The ship can increase or decrease its speed by 30
get the captain killed so the characters can take over and make decisions.
feet each round, up to its maximum speed. Alternatively, the captain can
change direction (up to one side of a square at a time) as a standard action.
A ship can only change direction at the start of a turn. Mutiny
Attacks: Crewmembers in excess of the ship’s minimum crew Crews sometimes mutiny; it is just a fact of life. A crew on a mission
requirement can be allocated to man siege engines. Siege engines attack into unknown seas, facing strange dangers, and suffering losses is at risk
on the captain’s initiative count. of turning on their officers. To prevent a mutiny, the captain needs to
A ship can also attempt to ram a target if it has its minimum crew. To succeed at a DC 10 Diplomacy or Intimidate check per 10-day period. The
ram a target, the ship must move at least 30 feet and end with its bow in a DC is adjusted by the following modifiers if any of those events occurred
square adjacent to the target. The ship’s captain then makes a Profession in the previous 10-day period.
(sailor) check — if this check equals or exceeds the target’s AC, the ship
hits its target, inflicting damage as indicated on the ship statistics table
to the target, as well as minimum damage to the ramming ship. A ship Event DC Modifier
outfitted with an actual ram siege engine inflicts an additional 3d6 points Crewmember dies +2 per 5
of damage to the target (the ramming vessel suffers no additional damage).
Monster attack +1
Character dies +3
Crew Personalities Rations at half +4
The following crew could make interesting NPCs.
Ship suffers damage +2
Bobbery Crew given loot –1 per 500 gp
Bobbery is a fun-loving young salt with a high, squeaky Intimidate used on last check +1
voice and a bright outlook no matter how bad things go. He
and William are good friends and occasional lovers. • Crew given loot. If in the past 10-day period the crew was
rewarded, the DC for the mutiny check is lowered by –1 per 500
Hank gp distributed.
• Crewmember dies. This modifier is imposed per 5 or fewer
Hank is morose and laconic, always pointing out how crewmembers that died for whatever reason.
things will go poorly. He works hard despite his tendency • Monster attack. If a monster attacks the ship or the crew, levy
toward depressive thoughts. this modifier, even if no one dies.
• Character dies. The crew expects mighty adventurers to survive
Ivan this ordeal, and if one of them dies, then what hope does a bunch
Ivan speaks in short statements; a sentence appears to of deckhands have?
be too much for him. Although he says very little, what he • Rations at half. Half rations put everyone on edge and going
does say is important. He is an experienced sailor. home would set the matter right.
• Ship suffers damage. If the ship is damaged for whatever
Sara reason, the crew starts to think that this whole thing is too much
and that going home would be a good idea.
Sara is an experienced and no-nonsense sailor who • Intimidate used on last check. If Intimidate was used to keep
doesn’t take well to a bunch of landlubber adventurers on the crew in line on the last check, impose this modifier. This
her ship. She has a fondness for dwarves though and is modifier is imposed even if Diplomacy is being used on this
polite and a bit overly friendly with any she meets. check.
Short Tongue If the crew mutinies, they attempt to take the ship by force. They use
Short Tongue had most of his tongue cut out years ago. stealth, attack at night, and prefer to take the captain and characters alive. A
DC 11 Sense Motive check reveals that the mutiny is about to occur which
This doesn’t stop him from trying to communicate with the
gives the party time to stop it. A rousing speech (and a few DC 15 Bluff,
characters, and Short Tongue is often dispatched to report Diplomacy, or Intimidate checks) can quell the mutiny before it starts;
news. No one knows his real name. raise the DC to 18 if the munity is already in process. If the mutineers
are successful, they place the party and the captain in the rowboat with
William 500 pounds of food and water as well as a locked chest with the party’s
Bobbery’s best friend and sometimes lover, William is a equipment.
large man with a deep voice. Not too bright, William tends
to interject random ideas into conversations.
6| I sland of S orrow
Random Encounters pincers, gobbling up anyone it kills. It begins combat by rising from below
and playing its stun cone across the deck. If it meets any resistance or is
Use the following table to generate random encounters during the long attacked, it targets the attacker with a bite or eye ray. If the creature suffers
sea voyage to the Island of Sorrow. An encounter should occur roughly more than half its hit points in damage, it sinks beneath the waves.
once per 10 days of travel. Most of these encounters are very dangerous; it
Eye of the Deep CR 6
is assumed that the party has a chance to rest between encounters, though
XP 2,400
if you feel a series of terrible events is more suitable, pile them on. hp 75 (Tome of Horrors Complete, “Eye of the Deep”)
d10 Encounter Favorable Wind. The ship experiences favorable winds and adds +2
1 Storm mph to its travel speed.
Giant Shark Attack! A giant shark attacks the ship. It attempts the ram
2 Merrow Raid the vessel, take chunks out of its hull, and in general focuses its attacks on
3 Becalmed the ship itself. If the ship is struck, anyone on the ship near the rails or in
the rigging (such as the crew, roll for a five-person group) must succeed at
4 Eye of the Deep a DC 10 Acrobatics check at the start of their turn or fall overboard. The
5 Kelp Wreck shark stops attacking the ship if anyone lands in the water and goes after
them instead. It returns to attacking the ship when no one is in the water.
6 Illness The shark is driven off when it is reduced to fewer than a quarter of its
7 Cursed! starting hit points.
8 Giant Shark Attack!
Giant Shark CR 4
9 Poor Wind XP 1,200
hp 42 (Pathfinder Roleplaying Game Bestiary 4, “Shark, Great White”)
10 Favorable Wind Illness. An illness wracks the ship. Everyone on board runs the risk of
suffering filth fever due to poor water and sanitation on board.
Becalmed. The winds drops, and the ship drifts along with the current Kelp Wreck. A wrecked ship floating in a mile-diameter mass of kelp
for the next 10-day period, making only 5 miles per day. is spotted. The kelp as a whole supports the wreck and is thick enough
Cursed! Someone angered a sea god or other supernatural entity. Small to walk on, but is difficult terrain. The ship can be explored, and contains
things go wrong: water spoils, ropes fray, and the crew has small accidents. 1d4 tons of useful supplies, 2,000 gp worth of loot, and 8 brine zombies.
The wind shifts unfavorably (apply the effects of poor wind below), and a
pall falls over the crew. Lose a ton of food and water to spoilage, and the Brine Zombie (8) CR 1
next mutiny check DC increases by +2. The crew designates one of their XP 400
own as the Jonah, the person who brought the curse down upon them. This hp 22 (Tome of Horrors Complete, “Zombie, Brine”)
person is hounded day and night, and if the characters do not intervene, the
Jonah is tossed overboard one night.
Eye of the Deep. An eye of the deep attacks the wooden thing filled
with tasty morsels. It is here to eat, not fight, and targets the crew with its
J ourn e y to th e I sl an d |7
Merrow Raid. A party of 1d3 + 2 merrow attack the ship in the middle
of the night in an attempt to take it, the cargo, and as many prisoners as The Island of Sorrow
they can. They flee back into the sea if more than half their number is The Island of Sorrow once went by another name: the Kingdom of Yar-
killed. va. Settled in the distant past by ocean-going cultures, Yar-va grew from
a confederation of small villages into a united kingdom that spanned the
Saltwater Merrow (1d3+2) CR 6 island group. Ruled from the City of the Clouds high in the mountains of
XP 2,400 Yar-va Island, the kingdom prospered from trade and its rich soil.
hp 80 (Pathfinder Roleplaying Game Bestiary 2, “Merrow, Saltwater”)
This prosperity drew the attention of the dragon Vermitranix, who
descended upon the kingdom with a horde of fanatical lizardfolk. The
Poor Wind. The wind is not blowing in the strength and direction
dragon went from city to city reaping terror and destruction. A great
needed for the best speed; the ship loses 2 mph of travel speed.
treasure hoard was gathered in the caves of the volcano that formed North
Storm. A storm begins to brew. There is no sailing away from it, and
Island. Satisfied, Vermitranix settled into a long nap upon her pile of riches.
the crew takes measures to ride it out. The captain must succeed at a DC
Since then, the lizardfolk tribes who followed Her Divine Terror to the
15 Profession (sailor) check to ride out the storm. If the check fails, the
islands split into three factions and settled the land as their own. They war
ship suffers 10d10 points of bludgeoning damage and is blown off course
among each other over land, fishing, hunting rights, and, in the case of
by 1d100 x 4 miles. Even if the storm is ridden out, the ship makes no
the At-sa, religious fervor. The islands reverted to their natural state, with
progress for 1d4 + 1 days.
only a few blackened and shattered ruins remaining of the Yar-va and their
great civilization.
Isle of SorrowMap
8| I sland of S orrow
Using the Map Deep Water
This part of the adventure is a hex crawl, a classic style of adventure The waves pile up and roll in great swells, and vessels move at normal
where the characters explore a map. Each hex is 10 miles across, roughly speed in the deep water. Travel should be easy.
half a day’s travel on foot through the easier portions of the island. A
character in a hex is in the terrain that occupies the hex, but it should be Grassland
noted that terrain varies over any 10-mile hex and there will be clearings
in the jungle, stands of trees in the grasslands, low points in the mountains This area of tall grass covers the southern edge of the Island of Sorrow
and so on. Each terrain type lists a range in hexes that the characters can and part of the western edge of North Island. The grass is five to eight feet
see and map. Some hexes contain two or more types of terrain. Use your tall and obscures vision; all Perception checks double the long-distance
best judgment when the terrain the characters are in is in question. penalty.
When a character crosses a hex or spends a short or long rest in that hex,
the terrain effects and random encounters for that hex apply. Leaving a hex Hills
requires a DC 10 Survival check to avoid getting lost, as modified by the
These uplands are high and tend to be stony. Use the overlaying terrain
terrain type. Lost characters exit the hex from a random side. Refer to the
— jungle for the most part — for terrain effects and random encounters.
table below and the following information:
The hills are very rugged and reduce movement by a further 25% (as
jungle is difficult terrain, this means travel is at 25% of normal speed).
Hex Movement Encounter Random Encounter Lost DC Sight
Frequency Table Modifier Distance
(d6) Jungle
Beach Difficult 1–3 Coastal 0 3 Most of the Island of Sorrow and nearby island are covered in deep
Cliffs See below 1 Mountain 0 NA jungle forests. These jungles are dark, hot, and humid. Insects fill the turgid
air, snakes slither along the ground, and birds call from the trees. The
Deep See below 1–2 Ocean (see Sea 0 3
heat and humidity sap the strength, making every movement feel slow and
Water Journey, above)
drugged. Characters must roll a DC 15 Fortitude save or gain the fatigued
Grassland Normal 1–3 Grasslands 0 3 condition for each hex of jungle they move through, and following any
Hills See below As As covering +2 2 combat or other physically strenuous activity taken in a jungle hex.
covering terrain
terrain Mangroves
Jungle Difficult 1–4 Jungle +4 A stand of mangroves forms a wet forest in this hex. They prevent any
Mangroves Difficult 1–3 Coastal or Jungle +1 1 large vessel from approaching the shore, though small boats can row their
Mountain See below 1–2 Mountain +2 0 way through to the river beyond. Mangrove swamps are rich areas, and
any Survival checks to find food here gain a +2 circumstance bonus.
Reef See below 1–2 Coastal 0 3
River See below 1–3 River or as –4 1
covering terrain
Mountains
Low mountains rise out of the island and above the jungle canopy. These
Shallow See below 1–2 Coastal +1 3
mountains are rugged with cliffs, steep slopes, and volcanic scree. Travel
Water
here is nearly impossible without finding the right path (a successful DC
Swamp Difficult 1–3 Jungle or River +3 0 15 Survival check reveals a path that can be traveled). Travel is difficult;
Volcano See below 1 Mountain +2 0 reduce travel speed by a further 25% (as jungle is difficult terrain, this
means travel is at 25% of normal speed).
Beach
Reef
These sandy areas allow ships to anchor close to shore or even beach
themselves. In addition to sand dunes, there are areas of sea grass, mud Tropical reefs line the coast in this hex. Ships must anchor off the reef
flats, small creeks that run off the highlands and form fan-shaped shallows, and cannot come closer than 1d10 x 50 feet of the shore. Ships forced onto
and tide pools. Any Survival check to find food gains a +2 circumstance the reef suffer 5d100 slashing damage and are stuck on the reef until the
bonus. Vessels forced onto a beach are grounded (five hours work frees the tide turns. Small boats can navigate the reef if they take it slow (half speed)
vessel) and suffer 2d10 bludgeoning damage. but must succeed at a DC 15 Profession (sailor) check to navigate the reef
at full speed. Crossing the reef by swimming is dangerous; a successful
DC 15 Swim check must be made or the waves grind the character along
Cliffs the reef for 1d8 slashing damage.
The island ends in towering cliffs rocked by the thunder of waves. There
is no safe place to land a ship, but a successful DC 15 Perception check River
reveals a place where a small boat can row up and find a safe position at
the foot of the cliffs (a successful DC 20 Profession (sailor) check keeps The island’s rivers are narrow but deep and flow from the central
the boat from being cast back out to sea). A ship that is forced into a hex highlands to the coast. The Little River is navigable by ships up its course
containing cliffs suffers 2d100 bludgeoning damage per hour spent in the until one reaches the waterfall that forms its headwaters. The Yellow
hex. Swamp blocks ship navigation up the Kapuahan River, but small boats can
The cliffs can be climbed, though this is very difficult. Climbing reach up to the central highlands and up its tributaries. The Mantanakue
the cliffs requires two phases. In the first phase, the climber attempts River is shallower, and only small boats can travel up it. Rowing up a river
to make it above the waves, which requires a successful DC 20 Climb is at half speed; traveling down is at double speed due to the current.
check. Failure indicates the character falls into the sea and suffers 5d6 The rivers are home to hordes of biting insects that pester the characters
bludgeoning damage as they are slammed against the rocks. During the day and night. Their bites are not dangerous, but the itchy welts are
second phase, the character must work his or her way up the drier part debilitating and distracting. Sleeping cannot be done within 10 miles of
of the cliff, fighting gravity and wind instead of waves. This requires a a river.
successful DC 15 Climb check; failure sends the character plummeting
back down into the wave-scoured zone where they are left hanging on by
their fingertips, as well as suffering 2d6 slashing damage from the rocks.
Th e I sl an d of S orrow |9
Shallow Water Random Encounter Tables
Although deep enough that even heavy ships can pass through, shallow The following tables can be used to generate random encounters, or
water is filled with small reefs, rocks, sandbars, and other hazards. Ships they can be used as a guide to other random encounters you create. An
need to move at half speed or risk running aground. If a ship does not take it encounter can occur in each hex traveled through or where characters take
slow and sound the water, the captain must succeed at a DC 15 Profession a short or long rest. The frequency of the encounter and table used depends
(sailor) check or the ship strikes a submerged hazard and suffers 4d10 on the terrain type.Coastal Encounters
piercing damage and comes to halt until four hours of work frees it.
1d8 Encounter
Swamp
1 Riptide
The Yellow Swamp is a brackish lowland of branching streams, muddy
bogs, low hammocks of land, and twisted trees. Navigating the swamps is 2 Plesiosaurus
difficult, and either a successful DC 15 Survival check must be made or 3 Flotsam
the character exits out of a random hex edge. Due to the heat and humidity
4 1d4 giant crabs
of the swamp, characters must roll a DC 15 Fortitude save or gain the
fatigued condition for every hex of travel. The swarms of biting insects, 5 Storm
constant dampness, and foul odor of the swamps makes it impossible to 6 Giant crocodile
sleep in a swamp hex.
7 Wreckage
Volcano 8 2d8 hunter sharks
The smoking mountain that dominates a volcano hex overrides any other
terrain type in that hex. Volcano hexes might have jungle or grasslands on
the lower slopes of the mountain, but the majority of the hex is composed of
Riptide
basalt and obsidian plains, fields of geysers, and sulfur springs. For every A strong current runs along this part of the coast. Anyone attempting to
day spent in a volcano hex, characters must roll a DC 15 Fortitude save or swim must succeed at a DC 15 Swim check every minute or be swept 1d4
gain the fatigued condition due to the difficult terrain, vented gases, and miles out to sea.
dreary landscape. A long rest cannot be taken in a volcano hex. Moving
through a volcano hex is as difficult as moving through a mountain hex. Plesiosaurus
This hungry plesiosaurus lurks in the waters and attacks if prey comes
by, even attacking ships and small boats.
Plesiosaurus CR 2
XP 600
hp 19 (Pathfinder Roleplaying Game Bestiary 5, “Dinosaur,
Plesiosaurus”)
Flotsam
Either floating on the brine or washed up on shore, flotsam is something
more useful than simply driftwood. It is usually mundane goods — often
a little waterlogged — but rations (in a sealed container), weapons, armor,
torches, flint and steel, backpacks, clothing, and such are found. The total
value of these goods is no more than 1d100 + 50 gp. Where they came
from can be a mystery that the characters might want to solve.
Giant Crabs
Scuttling along the beach or just offshore are 1d4 giant crabs looking
for prey, and the characters might just foot the bill. Not terribly bright, the
crabs do not work together and attack likely prey. They scuttle away if
they meet strong resistance.
Th e I sl an d of S orrow |11
Grasslands Encounters Triceratops
Grazing nearby are 1d6 triceratops and their young. They are wary of
1d8 Encounter threats, and the adults interpose themselves between the characters and the
young ones. They don’t attack unless threatened but fight to the death to
1 Shaking stems protect their offspring.
2 Hunters
Triceratops (1d6) CR 8
3 Waterhole XP 4,800
4 1d6 triceratops hp 119 (Pathfinder Roleplaying Game Bestiary, “Dinosaur,
Triceratops”)
5 Rain
6 1d8 + 2 axe beaks Rain
7 Artifact scatter Dark clouds sweep over the island and pour sheets of rain for 1d20 + 10
8 Giant apes hours. Travel is reduced to half speed during the rain, and characters not
in a shelter cannot rest.
Ghost CR 7
XP 3,200 Artifact Scatter
hp 73 (Pathfinder Roleplaying Game Bestiary, “Ghost”)
A few potsherds, some broken tools, and a bone or too stick up out of
the soil. Two hours and a successful DC 15 Perception check reveals a few
Hunters interesting items that might be sold in a port city to antiquarians.
Stalking game in the grasslands are 1d4 + 2 hunters. Roll 1d6: On a 1–2,
they are lizardfolk from the At-sa villages; on a 3–4, they are from the Giant apes
Sha-a; and on a 5–6, they are from the Van-a. A troop of 1d3 giant apes graze here, shoving fistfuls of grass into their
mouths, snapping up small animals, and enjoying the day. They are not
Lizardfolk Hunter (1d4+2) CR 3 aggressive but charge out and attempt to scare off anyone who approaches.
XP 800 If attacked, they defend themselves but flee if any ape is reduced to half its
hp 33 (Pathfinder Roleplaying Game Monster Codex, “Lizardfolk hit points. If an ape is killed, the remainder fight to the death in a mad fury.
Stalker”)
Giant Ape (1d3) CR 3
XP 800
Waterhole hp 30 (Pathfinder Roleplaying Game Bestiary, “Ape, Dire”)
The water here is potable and attracts animals from far and wide. Roll
1d8: On a 1–2, game animals can be found here; on a 3–4, a group of
hunters, as above, are here; on a 5–6, a family of triceratops are drinking;
on a 7–8, a family of giant apes are resting here.
5 Rain
6 2d6 Giant spiders Rain
7 Ruin Dark clouds sweep over the island and pour sheets of rain for 1d20 + 20
8 1d4 Spell parrots hours. During the rain, travel is reduced to half speed and characters not
in a shelter cannot rest.
Weird Meeting
Giant Spiders
Roll again twice, rerolling any further result of 1. These two encounters
happen at the same time, possibly creating an interesting roleplaying This hex is filled with giant spiders and their webs. Webs stretch between
meeting or three-way combat. trees, loop from limbs, and cover the ground in large patches. If disturbed,
2d6 giant spiders descend to drive off the intruders. These spiders do not
work together and do not count each other as allies.
Hunters
Stalking game in the jungle are 1d4 + 2 hunters. Roll 1d6: On a 1–2, Giant Spider (2d6) CR 1
they are lizardfolk from the At-sa villages; on a 3–4, they are from the XP 400
Sha-a; and on a 5–6, they are from the Van-a. hp 16 (Pathfinder Roleplaying Game Bestiary, “Spider, Giant”)
Patrik Havershan CR 6
XP 2,400
hp 38 (Pathfinder Roleplaying Game GameMastery Guide, “Hermit”)
Th e I sl an d of S orrow |13
Mountain Golem, Flagstone
The Yar-va created many golems to serve their needs, and some of these
1d8 Encounter managed to survive the centuries without their masters. While not self-
aware, the golems are prone to bizarre behavior as the magical intelligence
1 Earthquake animating their inert bodies fades and warps. Roll 1d8 to determine the
2 Hunters golem’s general state of mind. You may replace the flagstone golem with
3 Rockslide a different one to create a more dangerous encounter or just because you
have a fondness for certain golems.
4 Golem, flagstone
5 Ruin Flagstone Golem CR 7
XP 3,200
6 Basilisk hp 74 (Tome of Horrors Complete, “Golem, Flagstone”)
7 Impassable cliff
Roll on the table below to determine the golem’s behavior:
8 Geysers
1d8 Behavior
Earthquake 1 Aggressive, attacks the characters
The ground shakes, thunder rolls across the slopes, and rocks tumble 2 Curious, follows at a short distance
down into the valleys. The characters must succeed at a DC 15 Reflex 3 Protective, chooses a character and defends them (but has a
save or be knocked prone and suffer 2d8 bludgeoning damage from falling twisted concept of threats)
rocks (half damage on a successful save). The quake continues for several
minutes, and aftershocks follow for the next 1d4 days, preventing resting. 4 Jealous, follows the party and attacks any other golem
The trails through the mountains are wiped out, the terrain shifted, and encountered
travel is hindered. 5 Busy, spends its time moving rocks from one pile to another
6 Guarding, will not let the characters pass but will not attack
Hunters save to defend itself
Stalking game in the jungle are 1d4 + 2 hunters. Roll 1d6: On a 1–2, 7 Wayward, attempts to lead the characters in a random direction,
they are lizardfolk from the At-sa villages; on a 3–4, they are from the possibly into danger
Sha-a; and on a 5–6, they are from the Van-a.
8 Secretive, tries to hide from the characters, a comical sight
Lizardfolk Hunter (1d4+2) CR 3
XP 800
hp 33 (Pathfinder Roleplaying Game Monster Codex, “Lizardfolk Ruin
Stalker”)
The broken wall of a ruin can be seen from a vantage point in the
mountains. All that remains are a few tumbled-down stone buildings,
Rockslide charred rock, and little else.
With a terrible rumble and the sound of thousands of pounds of stone
clinking and rolling over each other, a massive fall of rocks comes down Basilisk
a nearby slope. The characters must succeed at a DC 15 Reflex save or be
caught by the rockslide. Those caught suffer 4d8 bludgeoning damage and A hunting basilisk is looking for prey in this hex, and the characters
are swept 1d100 x 2 feet away. Those who save suffer half damage. might just be lunch.
Basilisk CR 5
XP 1,600
hp 52 (Pathfinder Roleplaying Game Bestiary, “Basilisk”)
Impassable cliff
Impassable cliffs block the edges of this hex. Roll 1d4 to determine
the number of random hex edges that are blocked and cannot be passed
without succeeding at a DC 25 Climb check.
Geysers
The earth shakes, as in an earthquake, but fissures open up in the ground
and send forth gouts of steam, clouds of noxious vapors, and balls of
molten rock. All characters must succeed at a DC 15 Reflex save or suffer
one of the following:
• Steam geyser jets up causing 4d6 fire damage (half on a
successful save)
• A lava bomb comes down inflicting 4d6 bludgeoning and fire
damage (half on a successful save)
Sunken ruin
A ruin lies just under the water and can be explored. It creates a cataract
of whitewater on the stretch of water. Characters cannot travel upstream
through the rough water and proceeding downstream requires a successful
DC 15 Profession (sailor) check. On a failure, the boat capsizes and
everyone goes in the water. The boat suffers 4d10 piercing damage.
Will-O’-Wisps
This area is the hunting ground of 1d4 will-o’-wisps that come out at
night to attack the characters.
Will-o’-Wisp (1d4) CR 6
XP 2,400
hp 40 (Pathfinder Roleplaying Game Bestiary, “Will-o’-Wisp”)
Disease
Something in the water is foul; perhaps a catoblepas passed through or
a large carcass lies upstream. Unless the party takes precautions with their
water supply, all become exposed to filth fever.
Th e I sl an d of S orrow |15
Numbered Locations 4. The Heads
A pair of massive stone heads depicting helmeted warriors stands at the
1. Pillar Bay confluence of the Kapuahan and Brantaroo Rivers. The rivers lap around
the bases of these huge sculptures, and debris carried by the rivers has
This small bay just north of where the Kapuahan River flows into the created a small island at the base. The western head lies at a 15-degree tilt
ocean is studded with stone pillars that have been slowly growing a new as if it fell there from a great height, while the eastern head is on its side.
reef over the past few centuries. Once the main sea port for the island, the The jungle and swamp for one hex in every direction is riddled with large
port was abandoned after the collapse of the Kingdom of Yar-va. Built on fragments of charred, dressed stone.
massive stone piers, the port sat far out to sea and linked with the land
over a stone causeway. The sea has reclaimed much of this, leaving a few
broken pieces of the causeway standing and a bay filled with pillars like
jagged teeth. Ships passing through the bay must move at half speed or
risk running into one of these pillars. The pillars can be navigated safely
with a DC 15 Profession (sailor) check; failure results in 3d10 piercing
damage to the ship.
2. Tavin’s Hut
Standing on crude stilts sunk into the soil of the grasslands, this small hut
looks as if it was inexpertly cobbled together from driftwood, beams from
a wrecked ship, and other debris. Despite its lack of aesthetic qualities, it is
a solidly built structure — one whose form and shape would bring despair
to the heart of a skilled carpenter.
The hut has two rooms, a combined sleeping, eating, and workshop room
in the front, and a small library/storehouse in the back. The implements in
both rooms are either crude tools made from local materials or repurposed
wreckage from the Pedantic. In the back room is a hand-drawn map of the
islands pinned to the wall with nails. Several books were salvaged from
the wreck, including some loose sheets of pulp paper with Tavin’s notes.
The latter concern a recollection of the voyage, notes on the island’s flora
and fauna, and his conjectures on the history of the Island of Sorrow. In a
few short months, Tavin has been a busy boy.
The notes are in Common mixed with Draconic, Elvish, and other
languages, and are in a rather haphazard order. A successful DC 15
Linguistics check deciphers them and reveals the following information:
• * The islands were once the home of an ancient civilization
called the Yar-va.
• * The Yar-va experimented with arcane energies, and the port
served as a trading hub for the Sinnar Ocean.
• * Several centuries ago, a dragon and her fleets of lizardfolk
attacked the islands. The Yar-va were wiped out, and the dragon
took the riches of the island to build her hoard.
• * Since then, the lizardfolk have settled the islands and possibly
divided into different tribes.
• * The native flora and fauna are dangerous and tend toward At the base of the western head are a few lines in Common that Tavin
carved. See Handout #3.
overly-large reptiles. This might be the influence of the dragon
or it might be the natural state of the islands.
• * The capital of the Yar-va lies in the central mountains of the 5. Lair of Vermitranix
Island of Sorrow.
The great red wyrm Vermitranix sleeps here, her lust for blood and
plunder sated by the destruction of Yar-va. She has slept for centuries and
3. Sea Caves is due to awaken. Such a challenge is beyond that of the characters, but
if in the future they feel up to some dragon slaying, Vermitranix will be
These natural caves created by the flow of water into cold lava tunnels waiting.
have eaten through the rock and merged with natural caverns beneath the
island. They eventually connect to the sinkholes at Area 10.
6. At-sa Village
Of the three tribes that Vermitranix brought to destroy Yar-va, the At-sa
were the most fanatic. Dedicated to the cause of Her Divine Terror, they
slew the Yar-va in great numbers, burned cities, and marched thousands
of captives off to sacrificial fires. During the invasion, they were tasked
with harrying the outlying cities and smaller towns of the island group.
They have since settled on those same islands. Their dedication to their
dark mistress evolved into a perverse religion of living sacrifice and fiery
worship.
Th e I sl an d of S orrow |17
6-6. Distillery Lizardfolk (2d6) CR 1
XP 400
The At-sa collect jungle fruit and mix it with spring water and yeast to hp 11 (Pathfinder Roleplaying Game Bestiary, “Lizardfolk”)
create a potent alcohol. They do not drink this, but instead use it to make
the Greek fire-like substance that powers the flames of their idols.
7-3. Hall of Chieftains
This wooden hall is fortified against attack and serves as a secondary
7. Sha-a Village blockhouse in the event the village’s stockades is overrun. The village
chieftains (1d3 lizardfolk chieftains at any given time) dwell here with
The Sha-a villages are located on North Island. They are foes of the their retinues of 1d8 + 1 lizardfolk hunters per chieftain. The hall has a
other two tribes and suffer raids from the At-sa and are often at war with single tower from which 3 medium-sized creatures can rain javelins down
the Van-a over claims to the fertile Island of Sorrow. The Sha-a live closest on those below.
to the lair of Vermitranix and were her favorites during the conquest of
Yar-va. Originally, they were to be given half of the Island of Sorrow, but Lizardfolk Chieftain (1d3) CR 5
as their draconic patron has been slumbering, the Van-a managed to drive XP 1,600
the Sha-a out. hp 45 (Pathfinder Roleplaying Game Monster Codex, “Lizard Scion”)
This hut of mud-and-wattle walls with a thatch roof serves as the home Lizardfolk Hunter (1d8+2 per chieftain) CR 3
of 1d6 lizardfolk. Little of value is here. XP 800
hp 33 (Pathfinder Roleplaying Game Monster Codex, “Lizardfolk
Lizardfolk (1d6) CR 1 Stalker”)
XP 400
hp 11 (Pathfinder Roleplaying Game Bestiary, “Lizardfolk”)
8-5. Hut
This is the home to a Van-a family of 1d3 adult lizardfolk and 2d4
8. Van-a Village lizardfolk hatchlings. The family has little of value other than some coral
bracelets and common household goods.
The least xenophobic of the three tribes that Vermitranix brought with
her to conquer the Yar-va, the Van-a dwell on the Island of Sorrow in Lizardfolk (1d3) CR 1
small villages that hunt the grasslands and jungle, fish the rivers, and grow XP 400
small crops of melons to feed their tame dinosaurs. While not open to hp 11 (Pathfinder Roleplaying Game Bestiary, “Lizardfolk”)
the idea of outsiders, the Van-a are willing to at least talk. They prefer
to take prisoners and then bring them back to a village for the chieftains Lizardfolk Hatchling (2d4) CR 1
to interrogate. More organized than their neighbors on other islands, the XP 400
Van-a fight as a coordinated unit and are not afraid to mount a tactical hp 5 (Pathfinder Roleplaying Game Bestiary, “Lizardfolk”)
retreat in order to regroup and bring in reinforcements.
No Gear
Xuanhuaceratops (2d8+8) CR 4
XP 1,200
hp 42 (Pathfinder Roleplaying Game Bestiary, “Rhinoceros”)
10. Sinkholes
These sinkholes are half filled with water. On average, the tunnels turn
40 feet down and loop back up before angling down toward the south. After
the loop, the passages are clear, and the air smells slightly of saltwater. The
tunnels connect to the sea caves at area 4.
Special Abilities
Spell Mimicry (Sp) Whenever the spell parrot hears a cantrip or a 1st-
through 8th-level spell that has a verbal component being cast, it
can attempt to mimic the casting of that spell on its next turn. The
spell parrot ignores any somatic or material component that the spell
Spell Parrot requires.
When the spell parrot attempts to mimic the spell, roll a d6. If the spell
Spell parrots are an exceedingly rare and unexplained phenomenon. is a cantrip or a 1st- through 3rd-level spell, the casting succeeds if
They look, think, and act primarily like parrots, despite high intelligence the result is a 3–6. If the spell is 4th through 6th level, the casting
for an animal. No one knows why they are able to do what they do, though succeeds on the result of a 5 or 6. If the spell is 7th or 8th level, the
it is clear that the ability they possess is as likely to be a burden as a boon casting succeeds only on a 6. Once the spell parrot mimics a spell, it
to them. When spell parrots first hear and mimic a spellcaster, they rarely forgets it. The spell parrot uses the original caster’s spell save DC
seem to understand or expect the results of their mimicry. Older wild spell and spell attack bonus, and the spell must have a valid target for the
parrots have usually learned how to use their strange and unpredictable spell parrot to use as the target of the mimicked spell.
powers but rarely do so unless threatened.
Like mundane parrots, spell parrots often live a little longer than
humans, and while they cannot become fluent in humanoid languages,
they can memorize small vocabularies and engage in rudimentary verbal
communication. Talking to a well-trained spell parrot is similar in clarity,
depth, grammar, and logic to communication with a small toddler.
Adventures
Worth
Winning
Islandof
Sorrow
Island of Sorrow is an adventure for characters levels 3-5 that takes
them on a journey across the sea to rescue the lost scion of a wealthy
merchant family. Tavin Lar hoped to reclaim his family’s faltering for-
tunes by discovering the mythical Island of Sorrows. Well, he found
it, but is shipwrecked and can’t get back home. Sending a magical
message with his last scroll, the rescue mission is under way but can
our heroes survive long enough to find the mythical island, much less
locate Tavin Lar and bring him home?
*Do not shake sticks at lizardfolk and dinosaurs. We are not respon-
sible for character death as a result of ill advised stick shaking. You
should probably stay out of the water as well.
FROG GOD
GAMES