The Misty Isle Plot in Pangorio | World Anvil

The Misty Isle

Mega Dungeon 2023: First Level -still a rough draft

Assemble Your Crew

  Players should start with level 3 characters. This campaign comes with six pre-generated Level 3 pirates. When using these pre-gens, copy the stat block information onto a character sheet or, if you use World Anvil, use the copy to your world button so editing for leveling and such can be done that way.    

LEVEL ONE

1. The Beach

Alot of hard rowing and scraping the hull of your dinghy on sharp rocks has landed you on a sandy beach on the southern end of Misty Isle. The veil of mist shrouding the island has remained out at sea and the sun glistens off the beautiful white sand. Where the beach meets the first of many palm trees, a long bar stands under a shading roof made from the wooden scraps of a variety of boats and ships. To your left smoke rises from a shallow pit where a finned tail protrudes from under long frond leaves. On your right four drums of various heights and widths stand poised in the sand.   A bare-chested man behind the bar waves an arm high. "Hello, and welcome to the Isle! Come and have a drink with us!" As he calls out the last word, several folks step out of the trees. Most are human but there is one elf, three dwarves, and a fistful of gheni among them. All are smiling and look very happy to see you.
 

The Friendly Folks

Berethani
ELF (L6 Sorceress)
Dagmar Aberdil
DWARF (L5 Runemaster)
Galapas Aberdil
DWARF (L3 Champion)
Izhelim Aberdil
DWARF (L1 Warrior)
Can-ty-en
GHENI (L6 Bard-sing)
El-dren-ot
GHENI (L4 Bard- drums)
Jaq-eth-at
GHENI (L3 Bard-sing)
Lane-cha-ra
GHENI (L1 Bard-squeeze box)
Nash-ec-ter
GHENI (L1 Bard-wooden flute)
Captain Aber Brakenberry
HUMAN (L7 Warrior) Bartender
Fen Piercer
HUMAN (L4 Warrior)
Kae Cherryville
HUMAN Sister (L3 Cleric of the Moon)
Maevis Beachcomb
HUMAN (L1 Warrior)
Obyn Blackstone
HUMAN (L1 Rogue)
Sister Peta Sunhill
HUMAN (L1 Cleric)
Rafe Firehair
HUMAN (L1 Mage)
Tabra WIllow
HUMAN (L1 Warrior)
 

2. The Smoking Pit

The leaves covering the smoking pit have been woven into a cover with a few gaps to let out some smoke, but not all. The three dwarves tending the pit, lounge about until its time to lift the leaf-lid and spritz some juice upon the fish. When they return to the sand, you notice they are playing with wooden rectangular tiles. Two numbers, each represented by a cluster of carved dots, are on each half of the tiles and the dwarves are fiercely building lines by matching the numbers. Each time a dwarf successfully places a tile, they take a swig from their drink.
 

The Drinking Game

To join in the game, a player must get a drink then tell a fishing tale. They roll a CHA ROLL: 15 for the dwarves to decide its a fine tale and let them play.   There are enough tiles left face down in the sand so the each player joining the game gets 3. Everyone rolls a d20 and the highest roll places a tile and takes a drink.   The first one to place all their tiles wins and can drain their cup and get another drink. The rest assist with turning the fish in the pit and drizzling it with juice.   **If a player wins, that player has the option to hire Izhelim Aberdil as a guide**  

3. The Drums Set In Sand

Four gheni sat about the drums while the fifth gheni sat behind them. Each takes a long draught of their drink and pulls out an intrument. One pulls out a carved flute. Another pulls out a worn but still working squeezebox. The remaining two clear their throats then do some "la-la-la's". After a minute of warming up, the drummer begins to rap out a beat. The two musicians join in with a tune. Finally, the two singers break out into song, It is a happy, toe-tapping song that encourages you to dance but does not compel.
 

Dance Off

If the players are interested, invite them to a dance-off! The gheni offers to tell them a Misty Isle tale if they can impress with their dance moves.   Every player can dance using their attribute of choice:
Strength = War Dance
Dexterity = Break Dance
Constitution = Ballet
Intelligence = The Shuffle
Wisdom = Macarena
Charisma = The Tango
  Those who succeed at a ROLL: 15 move on to the next round. If no one succeeds the gheni laugh but are not impressed.
If one person succeeds, they tells a tale *write the tale*
If more than one person succeeds there is a bonus round! All those who succeeded dance again. The person who makes the highest roll wins and the tale is told.   **If the winning player won and also succeeded at the ROLL: 15 with their dance, that player can how hire Nash-ec-ter as a guide.**  

4. Beachside Bar

As you step up to the bar that is a log split length and set so the curved edge rests snug on top of a series of short logs set deep into the ground, you see a stack of coconut cups stacked under a woven mat of leaves. The bartender lifts the mat to take out a cup and scoops up a sweet smelling drink from a bucket. With waiting for you to say a word, he plops a filled cup before each of you.   "We make do with a sweet ferment that goes well with the fish." He waves at the the dwarves settling in the sand near the smoking pit then nods to the gheni. "Gives their pipes good sounds, too."   He sips from his own cup. "Ahh, gets better every batch." Returning his cup to the bartop with a clunk, he raises a brow at you. "Now, why are the lot of you here at Misty Isle? Shipwreck or deliberate?"
  **Tabra, Rafe, and Peta can be hired as guides by the party**  

What The Barkeep Knows

*make some interesting facts!*  

5. The Ramshackle Camp

Past the beachside bar is a trail that goes a short ways into the trees where it splits. The eastern split ends in a small clearing ringed with barricades of sharpened branches. Reaching up from the tops of the barricades is a wall of netting made from thorny vines. These walls lean out over the camp where they are tied to one central tree that was not chopped down, creating a netted roof over the camp. The trail leading to the beach is the only way in or out of the camp. At the edge of the camp, and just inside the great curtain of the thorny vine netting, stands a simple building. In the middle of the camp is a pool ringed with stones. Two buckets sit beside the pool. Many little lean-tos shelter sleep mats of woven grasses. Four of these shelters have folks sleeping in them.
 

The Sleepers

A quick look around reveals every lean-to bed has a spear beside it, including the four who are sleeping. These are the night guards and they do NOT appreciate being wakened.  
Bosun Ebb Redmund
HUMAN (L5 Warrior)
Hacasin Lonepeak
HUMAN (L3 warrior)
Quint Iceroad
HUMAN (L1 Warrior)
Sabine Darkmoor
HUMAN (L1 Warrior)
 

6. The Workshed

At the edge of the camp, and just inside the great curtain of the thorny vine netting, stands a three sided shack. A flat roof extends out five feet over the wall-less front, creating a tiny work yard where a crude grinding stone sits on a frame made from wooden branches. Inside the shed crude tools mostly made of wood hang on pegs. The right hand side has table made in the same style as the beachside bar holds a few scraps of metal and a handful of metal tools. Two daggers lay there ready to be fit with wooden handles. To the left side stand three barrels, each fitted with lids that look new compared to the rest of the barrels.
 

Contents

Scrap salvaged from whatever washes up on the beach ends up piled neatly in here, where the three dwarves take the time to make weapons or tools when they are not cooking fish in their pit. They also make the local brew and are getting better with ever barrel. Only one barel has a tap on it from which the beachside barkeep comes to fill his bucket.  

7. The Pool

The pool in the middle of the camp is ringed with stones set with their flattest sides down, keeping them sturdily in place. A taste of the water reveals it is cool and clean. Both buckets beside the pool are filled with water.
  A closer inspection of the pool reveals it is fed by an underground stream coming from the north.
 

8. The Deeper Trail

The trail goes past the split for the camp before turning westward while still taking its time going north towards the interior of the island. As you follow the trails under the cool shade of the leafy canopy, the ground softens as fallen leaves provide a carpet. There is so much it threatens to hide the trail. As you spend more time looking frot he way to got, you see there are now vines that have drooped into the leaves.
 

Beneath The Leaves

  ROLL WIS DC: 15. Those who succeed:
You notice that one of the vines drapes over a sturdy branch. One end has been tied to bent sappling held down by another vine that disappears back under the leaves at your feet.
 

The Snares

Those who suceeded can now make a DEX ROLL: 13 to step clear of the trip vine.   Those who fail must make a DEX ROLL: 15 or trigger the trip vines. For everyone who fails this save:
Suddenly, there is the whipping sound and something tightens aound you ankles. The tension about your ankles yanks you up into the air where you are now left hanging upiside down from a sturdy branch.
  Only if every one has been caught in the vines will a party of nissling come by to try and take them captive.   *party of 2 nisslings per member of the party*  

9. A Fork In The Trail

The trail bends towards the north and heads more towards the center of the isle. After the bend, there are three trails: one branches west, one branches east, and the third continues north. The branching trails are mostly overgrown and appear to have seen little recent use.
  If the party has hired a guide, they warn that these trails lead to the nissling lair to the west amd the chirkin treetop village to the east. They further warn that neither place is friendly to Big Folk and should be avoided.  

10. West Trail

The trail is easy enough to follow despite the patches of overgrowth. Here and there you cross patches covered leaves or vines. You reach one patch that sprawls a good fifteen feet along the trail. It si soft beneath your feet and dappled with light making its way down throguh the gaps in the leaves above.
 

Net Trap

If a PC wants to look closer, they must make a WISDOM ROLL: 15 to successfully spot trigger vines. If the PC specifically states they are looking for a trap, then they must make a WISDOM ROLL: 13 to successfully spot the trigger vines.   To disable the trap, a play must roll a DEXTERITY ROLL: 15. On a fail, the trap is sprung. Everyone still standing on the leafy part of the trail must make an Unlucky DEXTERITY ROLL: 15 or be caught in a cargo net that holds them ten feet off the ground.   The players have 2 turns to get free if any are caught in the trap or to move past the net trap section before a party of Nisslings arrives (two per PC)  

11. Further West


IF THE PARTY HAS NOT YET ENCOUNTERED THE NISSLINGS COMING TO AREA 10
The trail goes on, looking more used the farther along you go. Soon, there are no longer any overgrown parts and the trail is clearly seen and well-trodden.
ALL PLAYERS MUST MAKE A WISDOM ROLL
Player States They are Alert
WISDOM ROLL: 13
Other Players
roll WISDOM ROLL: 15
After the rolls, read if at least one person has succeeded
You hear low hissing up ahead on the trail. You think it could be talking ...
The players have one turn before a party of nisslins arrives. (Two nisslings for each player)   After the rolls, read if no one has succeeded
Barking hisses suddenly yowl from the trail ahead. Nisslings come charging at you. It's an ambush!
There are two nisslings for each player   SOME OR ALL PLAYERS WERE CAPTURED IN 10)
As the nisslings march along the trail dragging their captives, those ahead and behind acting as guards seem to have relaxed. When not yipping out laughs amongst themselves, they seem to occassionlay skip along. Now and then one of the nisslings prods a prisoner in the gut with the butt of a spear then hisses at another with a smile.   "Reeeeeee! Reee-reeee!" Angry squeals come from the brush beside the trail and two wild boars of impressive size charge out. One tramples a nissling while the other rips a tusk from stern to stem on another nearly splitting the nissling in two. Yipping in alarm, some nisslings are lucky enough to have room to flare out their wings and fly to safety. Others dash madly into the jungle with the boars in hot pursuit, leaving their prisoners behind.
  Two Wild Boars will return in 5 turns. The surviving nissling will return in 10 turns.  

12. Nissling Lair

Daytime- As prisoners

A babbling brook meanders past the upturned roots of some great fallen tree where a round cave four feet across drops down into the ground. In the shade of the upturned roots, two nisslings, wearing bands over their eyes, sit shaking bones in a cup then rolling them out on the ground. The two then argue over the results.
If there are prsisoners, the returning nisslings and the two cave guards talk before their prisoners are tied to nearby trees. Within 10 turns of arriving, the chief nissling comes out and there is now a possibility to negotiate.
{The nisslings have a boar problem}

Daytime-Not as Prisoners

Sneaking Into Camp
A dexterity roll of 13 is all it takes to sneak up onto these two nisslings. Once startled, they will dive into the cave if at all possible. If not, they will howl loudly and cotinue to do so even as they fight to escape and fly to a perch high up a tree where they will start using crossbows to shoot down at the party. The nisslings will be hostile until nightfall where negotiations can be had, but only if the cave has not been "invaded".
Walking Into Camp
The nisslings will be startled soon as anyone reaches the stream. One will dive down into the cave while the other begins to talk with the party. Within 5 turns, the chief will comeout and negotiations can be had.
{The nisslings have a boar problem}
 

13. Nissling Cave Entrance

The cave beneath the upturned tree goes straight down twenty feet in darkness. A ladder made of protruding roots offers a means to climb down.
MEDIUM or larger players will have take two turns to climb down as the tree root steps are made for small hands and feet. UNLUCKY DEXTERITY ROLL: 15
SMALL or lesser players can climb down in two turns with LUCKY DEXTERITY ROLL: 13
The bottom is dark with a crudely dug archway four feet high and deep. From this tunnel you hear barking calls and fearful hissing.
The entire cave is in darkness and all ceilings are 4' high as kobolds can see just fine in the dark and are small 3' creatures. They are also now alert that there may be intruders.  

14. The Nissling Cave

Throught the archway you can see a two and a half foot tall row of dirt behind which two nisslings stand with crossbows readied to the right. To the left is another burm of dirt with two more crossbow armed nisslings behind it. In front of you, and standing in a line between the burms are six nisslings with spears readied and leveled at you. Behind them you can hear the scared hissing of tiny nisslings.   "Goes aways!" One of the spear-holding nisslings demands. "Leaves homes!"
 

Grave Danger

These nisslings will fight to the death to defend the cave and their young. As a nissling falls, up to six other nisslings will take their place, including those with magic.   Anyone who actually steps into the archway will be shot by the crossbows until they retreat or are dead UNLESS that player declares to the nisslings they just want to talk. The intent is to clog the archway with enemy dead as an extra defense.
{The nisslings have a boar problem}  

15. The Nissling Stream

Following the stream away from the nissling lair is slow going as there is no trail and you have to slog through the knee deep water. Slippery, shifting rocks make the going rough.

Stumbling

It takes at least three turns to reach the next destination but this can be adjusted as needed for the mood of your group. Every turn traveling in the stream, roll a dice to randomly select a player. That player must make a Dexterity Roll: 15. If they fail, roll 1d4:
  • 1- The player falls in and a crayfish clamps onto their nose. Painful but harmless as it does no damage. The crayfish stubbornly hangs on.
  • 2- The player falls in.
  • 3- Its not a rock! Roll 1d20:
    • 1-16 The player has stumbled on a turtle that has now bit their foot. Harmless but now their footwear has a hole and leaks. If they are barefooted, have paws or hooves, the turtle has nipped an ankle for 1 HP dam.
    • 17-20 It's a snapping turtle! FIGHT until it loses 1/2 hp then it swims away
  • 4- The player stumbled drunkenly but does not fall in.
 

16. Stream Landing

The rocky stream bank softens into a sandy bend, forming a small beach. In the sand ar numerous tracks of cloven hooves. One pair is a little longer than a human's hand making them twice the size of the next biggest set of tracks.
A WISDOM ROLL: 15 All the tracks flattened a path deeper into the island.
If a player asked to identify the tracks, another WISDOM ROLL: 13 reveals the big pair of cloven hoofprints belong to a brahmaur, a bull-headed type of folk who are immune to magic. The other tracks are those of wild hogs.  

17. Trodden Path

Walking along the wide path flattened by the tracks is much easier going. It is also a good ten feet wide with clear signs of foraging as they travelled back and forth to the stream, proof that nothing had been in a hurry.
All players who ended up with a hole in their footwear make a DEXTERITY ROLL: 15.
If they fail, a twig gets caught in the hole of their footwear and they fall. If they rolled a 1 on the dice, they fall and land on a pile of poo.  

18. Meadow

The path widens out into a meadow. At the the far side, a good one hundred feet away, there are nearly a dozen wild hogs rooting about. Three piglets romp and play amongst them. Suddenly from the trees towards your right you hear the crackling of vegetation. Two boars come out facing you, snorting and digging their hooves across the ground as they flank a brahmaur wielding a mighty axe.   "What're you doing on my turf?"
  This is where the players can try and negotiate for the nisslings. ROLL THE BRAHMAUR'S REACTION:
  • Helpful he will negotiate with a defense roll of 13
  • Friendly he will negotiate with a defense roll of 15
  • Unsure he will negotiate with a defense roll of 17
  • Unfriendly he will send the boars to attack and join the fray only when one is defeated
  • Hostile he and the boars charge in. The boars will fight until they have lost half their health then flee to join the rest of the swineherd, defeated. The Brahmaur will not surrender until both boars have been defeated and he has lost half his health. (Yes, he is bull-headed stubborn)
**Return to the nissling lair. Can hire a nissling now**
 

19. East Trail

The trail is easy enough to follow despite the patches of overgrowth. Here and there you cross patches covered leaves or vines. You reach one patch that sprawls a good fifteen feet along the trail. It is soft beneath your feet and dappled with light making its way down through the gaps in the leaves above.

Snare Traps

If a PC wants to look closer, they must make a WISDOM ROLL: 15 to successfully spot the snare. A failure they trigger a snare. They are snatched up into the air are left hanging by their ankles.
If the PC specifically states they are looking for a trap, then they must make a WISDOM ROLL: 13 to successfully spot the nearest snare.   Everyone else moving in the area must make a DEXTERITY ROLL: 15. On a fail, they trigger a snare. They are snatched up into the air are left hanging by their ankles.   To disable the trap, a play must roll a DEXTERITY ROLL: 15. On a fail, the trap is sprung. They are snared and left dangling from a tree by their hands.   The players have 2 turns to get free if any are caught in the trap or to move past the net trap section before a party of Chirkin arrives (two per PC)  

20. Further East

IF THE PARTY HAS NOT YET ENCOUNTERED THE NISSLINGS COMING TO AREA 10
The trail goes on, looking more used the farther along you go. Soon, there are no longer any overgrown parts and the trail is clearly seen and well-trodden. You hear low hissing up ahead
The players have one turn before a party of Chirkin arrives. (Two Chirkin for each player)   After the rolls, read if no one has succeeded
Chirkin fly out of the trees. It's an ambush!
There are two for each player   SOME OR ALL PLAYERS WERE CAPTURED IN 19)
As the Chirkin march along the trail forcing their captives to keep moving, they are taking great care to keep quite. Their bat ears constantly swivel and they jabbed any prisoner who makes a noise. Suddenly, everyone stops. A log lays across the trail. A furious round of stone, dagger, and leather ends with one Chirkin huffing out a breath. Shoulders drooped, he trudges past the others to stand before the log. He pokes it with his spear. Nothing happens. Standing straighter, he grins back at the others. Whirling back tot he log, he jumps high in the air and lets out a battle cry. As he comes down with his spear, the log slithers and his spear drives into the ground. By the time he pulls it out, the log is gone. The Chirkin return to their cautious marching.
 

21. The Chirkin Village

The trail widens with flattened grasses between and around less that a dozen towering trees. The murmur of voices from folks going about their daily busy carries to you but you see nothing. Looking up, you see there is a village in the tree tops, with bridges serving as pathways where more chirkin either move along or stop to stare down. Those looking down, noch arrows to their bows.
 

If Not Prisoners

Three chirkin fly down together, two with spears landing to flank a third adorned with colorful feathers.   "Why have you Big Folk come to our village?" The middle chirking demands. "You belong on the beach. This is trespassing."
The chirkin have a Snake Problem that, if the PCs solve, will let them hire a chirkin and buy/sell goods with them.

If Prisoners

You are forced into the hollow of a large tree and a sturdy wooden gate is closed, locking you in. A few minutes later, two chirking with spears flanking a third adorned in colorful feathers stop before the gate to your tree prison.
"You big folk have tresspassed on chirkin land. The punishment is death," the feather wearing chirkin smiles. "But, I can be merciful. We have some Trouble. Resolve it, and we shall let you live."
The chirkin have a Snake Problem that, if the PCs solve it, will let them hire a chirkin guide.
 

22. The Chirkin Stream

Following the stream away from the chirkin village is slow going as there is no trail and you have to slog through the knee deep water. Slippery, shifting rocks make the going rough.

Stumbling

It takes at least three turns to reach the next destination but this can be adjusted as needed for the mood of your group. Every turn traveling in the stream, roll a dice to randomly select a player. That player must make a Dexterity Roll: 15. If they fail, roll 1d4:
  • 1- The player falls in and a crayfish clamps onto their nose. Painful but harmless as it does no damage. The crayfish stubbornly hangs on.
  • 2- The player falls in.
  • 3- Its not a rock! Roll 1d20:
    • 1-16 The player has stumbled on a turtle that has now bit their foot. Harmless but now their footwear has a hole and leaks. If they are barefooted, have paws or hooves, the turtle has nipped an ankle for 1 HP dam.
    • 17-20 It's a snapping turtle! FIGHT until it loses 1/2 hp then it swims away
  • 4- The player stumbled drunkenly but does not fall in.
 

23. The Swamp

The slippery shifting rocks give way to softer ground and the banks greatly widen inot a swamp. Tall rushes and cattails grow in clumps they reach a height of five feet. Up ahead you can hear the distant playing of a flute and something ripples to water further ahead.
A WISDOM ROLL: 15 rolled once each turn for two sucessful turns will allow the PCs to follow the sounds of the flute to a graasy gnoll.  

24. Grassy Gnoll

A mound jutts up out of the water, forming a small island where a simple hut rests at the crest. Sitting cross-legged before the hut, is a black-scale numis playing a flute. Between you and the mound, the water ripples as three constrictors swim in rhythmic circles to the flute.   After watching you a moment, the numis plays a final note and moves the flute away from its face. The waters go still as the constrictors sink out of sight. "Why do you invade the tranquility of my waters?"
This is where the players can try and negotiate for the Chirkin. ROLL THE NUMIS'S REACTION:
  • Helpful he will negotiate with a defense roll of 13
  • Friendly he will negotiate with a defense roll of 15
  • Unsure he will negotiate with a defense roll of 17
  • Unfriendly he will send the constrictors to attack and join the fray only when two are defeated
  • Hostile he and the constrictors charge in. The constrictors will fight until they have lost half their health then flee in defeat. The Numis will not surrender until all the constrictorss have been defeated and he has lost half his health.
**Return to the Chirkin Village to complete this side quest (event level). Can hire a Chirkin now**
 

25. The North Trail

The trail is well-trodden and easily followed as you make your way through the jungle. The dappling of sunlight trickling down here and there adds a bit of cheer even as the shade continues to provide welcome relief from the heat of the sun. What a beautiful, tranquil place to search for treasure.
 

26. Further North

The trail ends at the top of a cliff. A hundred feet down is a forested canyon. Two little waterfalls, one at the east end and the other at the west end of the canyon, fall into streams that flow through forests of lemon and orange trees to a great pond. This pond surrounds an island where a single great tree one hundred feet tall stands, its leafy canopy level with the clifftop you stand upon. Even from here, you can see an opening att he base of the tree, a hollow that all the tales and rumors tell is where the great treasure of Misty Isle rests.   Looking down the cliff, you can see a steep and narrow ledge path going down into the canyon.
Climbing down the ledge path requires three turns. Each turn a player must make a STRENGTH ROLL or a DEXTERITY ROLL: 15.
  • TURN ONE FAIL is a fall of 70 feet and the player takes 7d4 DIRECT DAMAGE (injury slots)
  • TURN TWO FAIL is a fall of 40 feet and the player takes 4d4 DIRECT DAMAGE (injury slots)
  • TURN THREE FAIL is a fall of 10 feet and the player tales 1d4 DIRECT DAMAGE (injury slots).
  If the party decides to rope themselves together, then its ROLL: 13. On a fail, the party makes a GROUP STRENGTH ROLL: 10 (everyone makes a STRENGTH ROLL and subtracts 10 and the remainder is aded to a group total. If the total of all their rolls still adds up to 10 its a sucess) to catch the fallen player and save them from falling. During a turn, if a player has fallen, they cannot participate in the Group Strenth Roll. If the group roll fails, one of the players tied to the fallen player falls as well and the group makes the roll again. This continues until all the players have fallen or a successful Group Roll is made.  

27. Through The Citrus

At the bottom of the cliff, there is a trail that leads into the citrus trees. Though much shorter than the jungle trees on the clifftops, these trees provide plenty of comfortable shade as you follow the trail. The scents of flowers and fruits in various stages of ripening make for a very enjoyable stroll... until something rustles and snorts farther under the trees.
  It's a wild boar!  

28. Pleasant Glade In the Citrus

A break in the trees provides a patch of sunshine shining down on a little field of lush grasses. The trail crosses through the glade and heads back in under the trees. As you step back into the trees...
Players make a WISDOM ROLL: 15.
... the return of the shade welcomes you, as does a rustling in the branches above. Suddenly, a great snake drops onto (The lowest roll, successful or not, is the target of a constrictor).
A constrictor that is unnaturally aggressive. Why? Intelligence Roll: 15 ... its influenced by magic!  

29. Stream Crossing

the streams have converged into a pond whose clear waters look to be about five feet deep. Across the water you see the island with the great tree the only thing growing within a ring of mossy stones. The hollow of the tree is large enough to walk into. Something glints in the bit of sunlight that has managed to shine into it. What treasure could it be?
Players can swim STRENGTH ROLL: 15 or wade DEXTERITY ROLL: 15 to reach the island. Those who fail roll a 1d4:
  • 1- The player sputters and flops as they breath in more water than air but manages to crawl out on the mossy rocks to lay prone with a crayfish clamped onto their nose. This is painful but harmless.
  • 2- The player requires help. A tossed rope or a rescue of some kind.
  • 3- The player manages to reagin themselves by standing on a rock. It's not a rock! Roll 1d20:
    • 1-16 The player has stumbled on a turtle that has now bit their foot. Harmless but now their footwear has a hole and leaks. If they are barefooted, have paws or hooves, the turtle has nipped an ankle for 1 HP dam.
    • 17-20 It's a snapping turtle! FIGHT until it loses 1/2 hp then it swims away
  • 4- The player sputters ans splashes but manages to crawl out and lay prone on the mossy rocks.
 

30. The Mossy Rocks

As you gather yourselves after the pond crossing, the sound of something scraping comes from the rocks to your left and to your right. Mossy rocks march towards you on six segmented legs with two nasty pincers held before them. These are not rocks!
4 giant crabs!  

31. The Hollow Tree

There is a welcoming coolness coming from the hollow of the tree, its shaded interior an enticing respite from the jungle heat. The bit of daylight gently reaching in illumintes a hard packed dirt floor with root lumps growing in woven spiral save for the center-most spot. The two foot circle is emty of roots and the dirt here glimmers in many soft colors.   As you look around the tree, inside and out, a scent grows stronger until it is all you can smell. Its a pleasant blend of nuts, fruits, flowers, and a curious bark spice. This potent scent gives you a momentary head rush and your vision blurs. Your innards give a strange jolt and you sway on your feet.
Everyone must make a Constitution Roll: 15 or throw up.
As you innards settle down, thanx to the gentle breeze that has blown away that strange overpowering scent. The great tree is gone. So is its island of mossy rocks. It takes a moment for you to realize that it isn't the tree or island that is gone, but you. You are now elsewhere! But, where are you?   You stand upon a small hill, a strange pattern of woven roots spiral on the ground beneath your feet. Jungle trees surround the hill, too tall for your to see over. But, to your north, there is a trail and the sounds of people going about their day.
  YOU HAVE ARRIVED AT MISTY ISLE LEVEL TWO. This is where PCs get Milestone Leveling to Level Two unless you choose to level by XP or another system.

THE INTRO

  This adventure is designed for a party of four level one characters and advance them to level 6 based on classic rpg rules. The encounters within are easily adjustable for various party sizes.   'The Misty Isle' is designed for the world of Pangorio but can easily be placed in most any setting.  
 

CAMPAIGN BACKGROUND

Ages ago, a Ramblebark Tree arrived at the Misty Isle and was so delighted that it decided this was where it would slumber in between its journeys. Over time the tree grew and its slumbers became longer and longer until it now no longer fully awakens. Instead, this great ancient tree dream with such great power that those who enter the hollow can find themselves in a demi-plane of the ramblebark's dreams.   The few who have escaped brought with them tales of great treasures and a strange trinket or two. Even fewer left the Misty Isle to spread these tales even farther. One of them wrote a journal about their experiences and these became favored tales spun in many seaside taverns. In one drunken moment, this person made a sea map depicting the way to The Misty Isle. This was an ill-fated decision. As soon as word got around that there was a map to a "treasure island", there were those who coveted it. Wihtin a year of making the map, the survivor of the Misty Isle was dead, their journal destroyed and the map gone.   Since then, the sea map has changed hands again and again, until, the players came along and used it to find The Misty Isle. This plane has eleven levels of come-to-life remembered creatures and those who have become trapped within and looking for a way out. Some never do and generations of trapped folk and creatures have now been born within the demi-plane never having known the real world.

LEVEL 1 BACKGROUND

 

SYNOPSIS

 

ONWARD TO LEVEL TWO

The Misty Isle Level 2
Plot | Aug 1, 2023
 

FURTHER INFO

Ramblebark Tree
Species | Jan 3, 2023

Articles under The Misty Isle



Cover image: by blende12

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