The Misty Isle Level 3 Plot in Pangorio | World Anvil

The Misty Isle Level 3

Mega Dungeon 2023: Third Level -still a rough draft

1. More Jungle

Outside, its more jungle with banana trees rather than citrus this time. Here and there a palm tree grows beside the river. Bird songs and the sounds of various monkeys echo gently. The cave path continues on, following the river.   There are no signs or sounds of a village nearby.
Nothing else is here. The cave is meant to serve as a base camp where they can have uneventful rests. In addition, it marks the way back to Mystery if they wish.  

2. Fork In The Trail

The river flows along with its quiet babble beside its companion trail. The ever-present sounds of birds and monkeys serenade you. Those sounds change as you near a bend in river and trail. It sounds like voices.
Only Chirkin chars can hear well enough to tell the voices are speaking in Bexi and complaining about bad fortunes.   If the party decides to continue:
You follow around the bend, Here the trail splits in two. The right-hand trail continues to follow the river. The left-hand trail goes into the jungle. At this fork in the trail, a handful of Gheni wearing banana-leaf clothing are staring down at another Gheni who looks to be dead.
There is one standing Gheni for each member of the party. One of them is their leader, Stev-Sa-Gul. It was a mutiny and Stev-Sa-Gul just killed their old leader. They are now brigands. Soon as he notices (or is alerted to) the party, whether they are on the trail or in the boat, Stev-Sa-Gul orders an attack. The river is shallow enough here they do not have to swim but can wade waist deep in their charge.
 

3. RIGHT-HAND TRAIL

The trail and river hurry on. Up ahead, the river's quiet babble rises to a rush. The trees thin and soon the trail ends at moss covered stones. Out in the water, the river splashes across more stones beneath its now churning depths.
ON THE TRAIL:
All PCs must make a Dexterity Roll: 15 to keep from falling into the rapids. Those who fail must make an Unlucky Strength Roll: 15 to grab hold of a mossy rock to keep from being swept through the rapids, taking 1d6 HP Damage. At the end of the rapids, they make a Strength Roll: 10 to get out of the river.   IN THE BOAT:
All the PCs make a Dexterity Roll: 15. If half or more of them succeed, their boat makes it cleanly through the rapids.
If less than half succeed, their boat risks crashing. Roll to see which PC must make a Strength Roll: 15 to push away from a rock. If that PC fails, the boat crashes and takes 1 damage point. Boat crash or not, the party rolls a second Dexterity Roll: 15. If half or more of them succeed, their boat makes it out of the rapids.
If less than half succeed, their boat risks crashing again. Roll to see which PC must make a Strength Roll: 15 to push away from another rock. If the PC fails, the boat crashes and takes 1 damage point. The boat also starts to take in water. Boat crash or not, the party rolls a third Dexterity Roll: 15. If half or more succeed, their boat makes it out of the rapids.
If less than half succeed, their boat risks crashing yet again. Roll to see which PC must make a Strength Roll: 15 to push away from yhet another rock. If the PC fails, the boat takes 1 damage point and flips! All PCs are flung into the water. All PCs must now make a Strength Roll: 15 to swim to shore unharmed. If they fail, they take 1d6 damage and swim to shore. If the CRIT FAIL, they take 1d6 damage and are now drowning. At the beginning of each turn they can make a Stretch Roll: 15 to stop drowing and swim to shore, taking no further damage.
The boat makes it out of the rapids and must be caught in the calm water before it drifts away and sinks. This is a group Strength Roll: 10 if half or more succeed, they get the boat ashore. A fail and the boat sinks and has to be dragged out, which will take the party a full hour to do.   REPAIRING THE BOAT
It will take 8hrs to repair the boat with scrap wood and tree sap unless a PC has Carpenter then it will only take 1 hour.  

4. Following the River

The rapids have ended, letting the river settle back down into its gentle babble.
Roll on the Right-Hand Random Encounters in the sidebar.  

5. Secluded Wayside

The sun is closing in on setting as you reach a stand of orange trees. These trees provide a natural ring around a part of the riverback allowing plenty of room for short grasses to grow on flat ground. A ring of stones surround a circle of cold ash. A little cobweb spans between two of the stones.
There are no signs that this campsite has been recently used. However, in the night:   If players are taking turns on watch, simply roll dice to determine whose watch the monkeys happen on. If no one is, skip to Monkey Mayhem and do not read them the following:  
It is well past dark with moonlight shining down upon the ripples of the river. Everything is quiet and peaceful, an easy watch.
The PC on watch makes a Wisdom ROll: 15. On a success, they notice:  

Monkey Mayhem

Choose one monkey mischief for each char in the party:  
1) Three monkeys are jumping from a tree onto the boat and are using it like a drum. Each sleeping party memeber makes a Wisdom Roll: 15 to be wakened by the sound.   2) Two monkeys go rummaging in your supplies and start eating the food. They will toss RATIONS at anyone who comes near.   3) A monkey is tugging on a bit of cloth. It is (choose a sleeping PC)'s undergarment! This PC gets a Wisdom Roll: 11 to wake up and then a Strength Roll: 13 to pull free their undergarment. If they fail, another monkey joins the first and its now a tug of war! Each turn the PC makes a Strength Roll: 13 +1 for each additional monkey that joins the first. Every turn they fail another monkey joins in.
4) A monkey digs in the gear and walks off dragging a pouch that jingles with every step. It has stolen (choose PC)'s coin pouch.   5) Two monkeys are: a) if the boat is tied, they tug on the rope Roll 1d6. On a 5-6, they untie the rope and the boat drifts free.
b) if the boat is pulled up on shore, they push on the boat. Roll 1d8. On a 7-8, they shove the boat back into the water.
c) if the boat is turned over on shore, they push on the boat. Roll 1d8. On a 7-8, they tip it over and into the river.   6) Two monkeys are having a tug-of-war over (choose a sleeping PC)'s stolen boot/shoe/belt. When they are approached, they drop the item and start flinging poo.
 

6. Land or Water

The river babbles on beside its faithful trail companion leading you somewhere. As the sun rises towards noon, the river bank rises up in a steep rocky cliff some 20 feet high. The river babbles on but the trail veers to the west away from the river.
To climb up requires a Strength Roll: 15. A fail means a fall delivering 1d4 direct bludgeon damage. Staying on the cliff draws the attention of a Swarm of Cliff Crabs! Once at the top of the cliff read:
The other bank has retreated a full 100feet, leaving a soggy wetland of grass mounds and the occassional log floating out of reach of the gentle current. At the far edge of the water you can see a break in the trees. Perhaps it's another trail?
If the PCs decide to climb or dive down to the water and swim, all must make a Wisdom Roll: 15. On a success read:
From a corner of your eye, you notice a log sink without a ripple. A moment later, another log turns and seems to drift out of the weeds. The current fails to catch it and the log picks up speed as it heads right towards your canoe!
Its two crocodiles, one seen and the other underwater. MISSILE weapons do 1/2 damage under water. Non-piercing melee weapon make UNLUCKY attack rolls when swung in water. Every turn a character must make a Unlucky Strength Roll: 11 to continue swimming/treading water as they fight or cast magic. When not fighting or casting, they can make a Strength Roll: 11 to swim. (the current is very gentle here)  

7. Water... Logged?

As paddle the canoe following the long cliff, the river widens. The other bank has retreated a full 100feet, leaving a soggy wetland of grass mounds and the occassional log floating out of reach of the gentle current. At the far edge of the water you can see a break in the trees. Perhaps it's another trail?
All PCs make a Wisdom Roll: 15. On a success, read:
From a corner of your eye, you notice a log sink without a ripple. A moment later, another log turns and seems to drift out of the weeds. The current fails to catch it and the log picks up speed as it heads right towards your canoe!
Its two crocodiles, one seen and the other underwater. They will try to tip the canoe to grab a PC for lunch. The crocodiles can be shoved back with paddles or Basic and One-hand weapons with UNLUCKY attack rolls. TWO-HAND weapons do not have this penalty. REACH weapons have LUCKY attack rolls. MISSILE weapons do 1/2 damage under water.  

8. Swamp Camp

Paddling through the calm waters of this swampy part of the river, you reach the break in the trees. The river bank rises out of the water in a gentle slope to dry land and a trail leading into the trees.
This spot is big enough for a camp. If they do decide to rest here, 2 crocodiles will come out of the water at night but will only be interested in whomever is closest to the edge of the water. They will not go any farther than 15 from the water. The crocodiles will also return to the water if no one is within their 15 feet range.  

9. New Trail

This new trail leaves the swamp and heads deep into a citrus fruit tree forest. Though they are much shorter than the palm trees along the river, they do provide decent shade from the sun above.
Roll on the Right-Hand Encounters table in the sidebar.  

10. Jungle Temple

The trail ends at what at first looks like a rocky hill sparsely covered in vegetation. As you look closer, you realize its not a hill at all, but a series of stone mounds stacked upon each other. Every higher mound was smaller than the one below. Vines and mosses cover a goot bit of the stones but not enough to hide steps going up to doorway in the third mound. Gorillas seem to have taken up residence here and they do not look happy to see you.
A troop of gorillas have indeed claimed this as their territory. While the males charge in, the females throw coconuts. Once two males are killed, the troop runs away, lobbing coconuts to cover their escape.  

11. Temple Entrance

Stepping through the doorway, you find yourself in a roughly square room. Other than the detris left by the gorillas having lived there, the only thing of note is a jumble of rock and coconuts in the middle of the floor.
Characters wanting to look around make a Wisdom Roll: 15. Those successful see the ring handle of a trapdoor beneath the pile. With no signs of there having been a collapse, its clear the gorillas covered the trapdoor.   If the party uncovers the trapdoor, it opens with a Strength Roll: 15, revealing stone steps spiralling down into the dark.  

12. Stone Steps

The steps make their way for 30 feet down into the dark before ending in a square room 1o feet on a side. Each of the four walls holds an archway.
There is nothing else in this room.  

13. North Archway

This archway opens to a tunnel that stretches for about 60 feet before ending at a wooden door.
At the 30 foot mark is aTRAP! Stepping on a slightly raised stone in the floor triggers poisonous gas to spew out filling a 5 x 15 foot (3 squares) area. This poison does 1d2 injury damage each time it is breathed in. The wooden door is locked. Its a magical door that is unpickable and unbreakable. It requires a Special Key.  

14. North Door

The door opens into a square room 20 feet wide. Against the back wall sits an oaken chest banded with gold riveted in place with gemstones. There seems to be no lock. On the floor between the door and the chest is a checker pattern with each square holding a embedded jade symbol.
The floor is neither magical nor a trap. The language is an ancient dielect of Auldewyrm. Those who know the language must make an Intelligence Roll to read it. It says: ** make up something cool and mysterious**

Inside the chest is a JEWELRY BOX OF 4 VIALS, ARMOR+1, WEAPON+1, and SPELL BOOK (one Prayer, one Greenleaf, 2 Spells)**make up the stuffs**.  

15. East Archway

This archway opens to a tunnel that stretches for about 60 feet before ending at a wooden door.
It's TRAP! The floor from 25 feet to 35 feet is magically preserved wood plastered and painted to look like stone. Anyone medium size or larger who steps on it falls through into a 10 foot deep pit taking 1 injury point. The door is unlocked and fake as it opens to nothing but solid stone.  

16. West Archway

This archway opens to a tunnel that stretches for about 60 feet before ending at a wooden door.
It's TRAP! The floor from 25 feet to 35 feet is magically preserved wood plastered and painted to look like stone. Anyone medium size or larger who steps on it falls through into a 10 foot deep pit taking 1 injury point. The door is unlocked and fake as it opens to nothing but solid stone.  

17. South Archway

This archway opens to a tunnel that stretches for about 60 feet before ending at a wooden door.
At the 30 foot mark is aTRAP! Stepping on a slightly raised stone in the floor triggers poisonous gas to spew out filling a 5 x 15 foot (3 squares) area. This poison does 1d2 injury damage each time it is breathed in. The wooden door is locked. It Requires a Thieves' Tools Roll: 15 to unlock or a Strength Roll of 20 to bust open.  

18. South Door

The door opens into a square room 20 feet wide. Against the back wall sits an oaken chest banded with gold and riveted with gemstones. There seems to be no lock. In the middle of the room is a line of statues carved as caricatures of men. These staues have fangs, claws, featherless wings and a pointed tail. They wear only a girding about their loins and nothing else.
All players must make a Wisdom Roll: 15. Those who succeed notice the eyes of the statues move. If anyone tries to go past the statues, they come to life. LESSER GARGOYLES (One for each member of the party). The chest will only open when the gargoyles are defeated. Inside the chest is a strange key.  

19. River Bend

IN THE CANOE:
The swamp is well past you when you realize the cliffs are getting shorter and shorter until the river bank is once again a companionable jungle. As you paddle around a bend, you notice that a trail is once again following the river.
Whenever the party decides to rest/camp they can do so easily on the bank near the trail. During their rest/night at camp, roll on the Right-Hand Random Encounters table in the sidebar.   SWIMMING:
It is a long and exhausting swim as you make your way around a bend. The cliffs are getting shorter and shorter until the river bank is once again a companionable jungle. You notice a trail is once again following the river.
All PCs get an exhaustion point. During their rest/night at camp, roll on the Right-Hand Random Encounters table in the sidebar.
 

20. LEFT-HAND TRAIL

The trail takes you deeper into the jungle and away from the river. There are tracks along the trail.
Any PC wanting to check the tracks must make an Intelligence Roll: 13. On a succees, they realize these are the tracks of the brigands heading to the fork (and if any of them escaped alive they will have run down the trail leaving more tracks.) The brigand tracks smudge over older tracks that cannot be made out  

21. Old Campsite

It's late afternoon when you reach a widening in the trees. A ring of stones surround the ashy remains of a fire. Several low lean-to's reach over pallets made of criss-crossed banana leaves. It is not people but gorillas sitting about the camp. Suddenly, the largest one with silvery hair on its back notices you. He stand up, beating his chest as he roars, breaking the silent peace of the jungle.
GORILLAS!! There is one male gorilla for every two PCs and two coconut tossing female gorillas in the trees. They are very aggressive and attack! When two gorillas or the silverback die, the remaining gorillas flee.   This was the camp of the brigands. **make some hidden loot: meager**  

22. Into The Hills

As you travel along, you notice the land is rising into hills while the trail stays in the level low lands between them. Here and there are patches of bare ground surrounded by small plants and bushes. Clumps of leaves and jungle detris scatter over these bare patches. Inevitably, the trail widens into such a patch. This patch is surrounded by a narrow band of packed dirt between the edge of the patach and the surrounding plant life.
All PCs make a Wisdom Roll: 15 to notice there is a damp, muddy smell in hte area. Those stepping on to the bare patch start to sink into the ground. QUICKSAND 10 feet deep! They must make a Strength Roll to escape.   Anyone who decided to follow the packed dirt at the edges must make a Dexterity Roll to keep to this narrow area. A fail means they fall into the the quick sand. They must make a Strength Roll to escape.   Once the initial Strength Roll: 15 to escape fails, the players are stuck knee deep and slowly sinking. The party can try and rescue them by one player grabbing them or by the use of a rope. One player makes a Strength Roll: 15. Others can assist by making a strength roll as well and if they succeed they add a point to the first character's Strength Roll. A nat 20 adds 2.   On their second turn in the quicksand, they make another Strength Roll -1 to escape. On a fail they sink in to their waist. If a rescue attempt is made, it requires a Strength Roll: 16.   On their third turn in the quicksand, they make another Strength Roll -2 to escape. On a fail they sink to their chest. If a rescue attempt is made, it requires a Strength Roll: 17.   On their fourth turn in the quicksand, they make another Strength Roll -3 to escape. On a fail they sink beneath the surface and begins to Drown. They must be rescued to escape. If a rescue attempt is made, it requires a Strength Roll: 18.  

23. A Cave

The trail continues along the low ground then ends at a triangular cave entrance some 8 feet high and 5 feet wide at the bottom. The tracks on the trail continue inside.
There is no one about the cave entrance, inside or outside.
Stepping inside, the cave widens into a chamber about 30 feet across, 30 feet deep, and 10 feet high. In the far wall is a rectangular opening going deeper into the dark.
This is a good safe place to rest/camp.  

24. Further In

The opening is a tunnel. After 50 feet, another tunnel branches off to the right..
Roll on the Left-Hand Random Encounters in the sidebar.  

25. Right Branch

Cobwebs sprawl along the walls and ceiling of the tunnel. At first its a patch here or there but after you have traveled 50 feet, the cobwebs cover every surface without closing up the tunnel.   After another 50 feet, the tunnel opens into a rounded chamber some 40 feet across. Web cocoons stick to the walls, some covered in dust.
GIANT SPIDERS! All players make a Wisdom Roll: 15 to notice (1 giant spider for every 2 PCs).   If they search the cocoons they find the remains of animals and one hapless mage: mage staff +1, spellbook: 5 spells.  

26. Underground Pool

The tunnel starts to widen, making room for a spring-fed pool. Fat beetles as big as a human hand swim about eating a strange pale algae in the water. Other scurry about to eat mushrooms that covered every bit of the cave floor save for a narrow path a sparse 1/2 foot wide that leads around the pool and to the far end where, 80 feet further, the tunnel seems to narrow back down to its normal width.
GOLDEN CROCODILE!! Everyone walking the path past the pool must make an UNLUCKY WISDOM ROLL: 15 to see the crocodile creeping to the water's edge under the water.   Everyone walking the path must roll a D20 (no bonus). The PC who rolls lowest is the target of the crocodile. If that player succeeded in their UNLUCKY WISDOM ROLL they can attempt a DEXTERITY ROLL: 15 to evade a successful attack.   At the bottom of the pool (10 feet deep) is a weapon (DMs choice) +1 and a helmet +1.  

27. Bend In The Tunnel

The cave tunnel goes on for a hundred feet before making a slow bend to the left. As you get to the middle of the bend, you notice a small hole in the tunnel wall about 1 foot square. Suddenly, from up ahead, there is a lound sqeak. A gang of Giant Sabre-toothed Rats are not pleased to see you. From the small hole, come answering squeaks and the sounds of scurrying.
In two rounds another gang of Giant Sabre-toothed Rats (one for each PC), will charge out from the hole.  

28. The End Cave

The tunnel finally finishes its lazy bend and you can see light up ahead. As you near, the air freshens and the scents of jungle mix with the damp earthy smells. Another 50 feet brings you to the end of the tunnel where it widens into a 30 foot wide and deep cave with a 8 foot triangular exit out into the jungle.
There is nothing hazardous here. This is a safe uneventful place to rest/camp.  
Stepping outside, you can peer through the trees and see a trail some 100 feet away. This trail is once again following the a river. Recent footsteps has flattened the grasses heading towards the trail.
The remainder of the gheni gang who had abandoned camp to the gorillas as well as any survivors from skirmishes witht he party, have retreated along the trail.
 

29. Back On The Trail

The trail continues to follow the stream, as do several tracks.
Players wanting to identify the tracks must make an Intelligence Roll: 11. These are gheni tracks (the remainder of the gheni gang)  

30. Quiet Jungle

The sun speckles down through the leafy canopies of the many trees on one side of the trail and sparkles off the gently babbling stream on the other side. As you listen to the stream you realize the other noises of the jungle have stopped.
All players make a WISDOM ROLL: 15. Those who succeed,notice shadows under the trees. IT'S AN AMBUSH!! There is one gheni for each member of the party plus the survivors of previous combats.  

31. Trail's End

The trail stops at the edge of a vast swampland. A ring of stones encloses a long cold campfire. The ground around the campfire has been cleared and leveled to form a nice wayrest. At the edge of the wayrest, tucked between two orange trees, is a stack of branches broken, chopped, or cut into fire wood. A few feet beyond the stack of firewood is long pile of branches with their cut or broken ends to the ground and their tops leaning over.
If the party investigates the leaning branches they will discover a canoe big enough to fit the whole party. There is a paddle for each member oft he party as well. This is a safe camp and traveling into the swamp begins Dungeon Level 4!

THE INTRO

  This adventure is a continuation of Misty Isle and not a stand alone adventure. It is designed for four Level 3 characters though it can be adjusted for parties of differing sizes. Players can always travel back and forth between levels 2 -12 as they are all connected.  

LEVEL 3 BACKGROUND

 

SYNOPSIS

 

RANDOM ENCOUNTERS

Roll a 1d6 Right-Hand Roll Dice
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  Roll a 1d6 Left-Hand Roll Dice
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  BACK TO LEVEL TWO:
The Misty Isle Level 2
Plot | Aug 1, 2023
ONWARD TO LEVEL FOUR:
The Misty Isle Level 4
Plot | Aug 1, 2023

FURTHER INFO



Cover image: by ARTISTIC_FRAMES

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