These encounters are intended for any number of players venturing through “X1 The Isle of Dread” using the August release of the D&D Next Playtest (Levels 3-7)
Despite my love of wilderness adventuring, no gaming group I was with did anything with hex crawls until recently. I discovered that they were really up my ally, allowing the players to greater agency in controlling the action and to create drama with a random set of tools that functioned better under the usual wear and tear of player insight. The obvious Skyrim analogies are all extremely helpful in understanding their appeal.
My group of intrepid D&D Next playtesters is about to embark on X1 – The Isle of Dread and as I gear up to run the adventure, I find myself a little disappointed by the placement of some of the encounters. Looking at the map, I feel like a lot of the action will take place on the main landmass; yet a lot of the location based encounters are on the periphery. While that lets random encounters (which I love!) to bear the brunt, part of the appeal of a big hexcrawl to me is finding places that can be revisited later. That Dire Bear warren you cleared? Great place to bed down for the night and sit out this storm.
In this vein, I decided to spend the next few entries writing up additional, map keyed encounters for use with Isle of Dread. While stated for and intended for use with D&D Next, I think a lot of this content will be fairly useable for any addition of D&D running the adventure.
I’ve included snapshots of the island map to help you identify which hex these encounter areas take place in.
A Note to My Players
Hey guys, thanks for reading my blog! You are all real champs. That said, I’m about to share secrets from our game with the internet at large for their possible use and modification in there own games. But that means you could read ahead, cheat, and ruin some of the fun and surprises for yourselves. Don’t do that. I’ll know if you do – and that’s the quickest way to get 2d6 mindflayers dropped into an encounter on a whim.
You wouldn’t want that. So just navigate away, and trust that you’ll be seeing all of this very soon.
Are they gone?
Ok, cool. Now the adults can talk.
The Kopru as Villains
The encounters detailed below emphasize the Kopru presence on the island as a primary antagonist. In brief, the Kopru are serving as a vanguard for invasion from the Far Realm (themselves a derivative offshoot of Mindflayer and now the shock troopers of an Illithid invasion force). While the island’s isolation allows them to enter the material plane without fear of reprisal, the native’s success in escaping the Kopru’s imperial designs has prevented them from expanding. However the arrival of mainland pirates, traders, the PCs, and other foreign interests has given them the opportunity to take thralls, plant suggestions in sleeper agents, and even stow away aboard escaping ships. The Kopru have been waiting in secret for their chance to leave the island and expand their nefarious plans, and that time is now.
Across the face of the island, the vile outsiders have erected eldritch standing stones. These obsidian coral obelisks glow with strange green runes, and give off an uneasy psychic energy that causes fitful dreams and eerie whisperings in the minds of sane mortals who wander too close. The corrupting influence of these monoliths has lead to the prevalence of carnivorous primates on the island.
The positioning of the stones is determined by mystical ley lines that criss-cross the island. The stones gather magical energy from natural pathways in the earth, allowing the Kopru to maintain portals to the Far Realm with minimal difficulty. What specific purpose these standing stones and the ley lines they influence has is up to you as the DM. In large part they are merely another mysterious site on the island and an objective for the Kopru to guard or reclaim as need be. You may wish to consider adjusting random encounter charts when the PCs are exploring near these standing stones to reflect the presence of alien beings from the Far Realm creeping through portals onto the island.
Standing Stone 1 (SS1) – The Champion’s Harem [4th Level Party, difficult]
A strange obelisk, made of some shiny ebony stone and patterned as though it were comprised of a an adamant coral stands a good fifty feet high, jutting from the vegetation. Green runes of inexplicable origin glow brightly even in daylight at irregular intervals and asymmetric angles along the length of the structure.
Surrounding the eerie monolith are four colorful pavilions stand in a clearing surrounded by jungle vegetation. Movement is easily discernible in the encampment. Amid the bright rugs and silken tents are five women, and two men, mostly island natives though two of the women are blonde and fair of skin. All are scantily clad in silken garments, and adored with necklaces, earrings, decorative sandals and other wardrobe embellishments. They seem to be serving a heavily muscled native man covered in the skins of dangerous jungle beasts who sits under the central pavilion on a throne lashed together of saber-toothed tiger hides and long, broad-headed spears. Delicious looking island fruits, fresh cooked meats, and jugs of some kind of libation seem in no short supply amongst this odd yet inviting encampment.
The Kopru guarding this stone is a practiced mage, and has opted to lure travelers into a false sense of security using illusion magic. It attempts to mentally dominate one of each group it encounters, and enslaves the others to be sent to the central plateau to serve its masters – either as labor force, or food for mindflayers. The creature has cast a Disguise Self spell to appear as a genial and intimidating native warrior. Nearly all of the others are thralls, captured from the villages or among the pirates of the island. One of the non-native women is in fact a witch who abandoned her former allies and has sworn willing service to the Kopru in order to learn powerful dark magic from them. Though she dresses and acts like the other magically stupefied women, she is completely lucid and an ally to the monstrous sentinel of this place.
The Kopru under his native guise is friendly and inviting to the PCs, offering food, drink, a place to rest, and even a few healing potions or offers of healing. The servants are pleasant and flirtatious, offering any lustful dalliance the PCs wish with the hearty approval of the presiding warrior. [If this all sounds like some cheesecake, Sword and Sandal Frank Frazetta painting, it is exactly that, and should be described as such].
This seeming native warrior explains that he was a soldier in service to the leaders of Tanaroa, but grew tired of village life and struck out on his own for the excitement of the jungles. There he rescue the people of the encampment who work as his willing servants and concubines. He is quick to assert that they are no bandits, taking what they need from the wilderness, or claiming salvage from pirates and outcasts when possible. He claims to know nothing of the obelisk but acknowledges that it is unsettling. His choice to camp there was to investigate and see who or what might show up.
The scheme is to get the PCs to sleep without posting a guard.The food and drink is laced with a mild sedative in order to facilitate this (PCs attempting to stay awake must make a CON DC 10 Save with Disadvantage). Belligerent or suspicious PCs are bound and disarmed while they sleep. One of the PCs (your choice) is instead subjected to the Kopru’s Dominate Person ability (Disadvantage on the save while they are asleep). If successful, the Kopru uses this PC to encourage the others to acquiesce, to go with the Kopru’s allies, and to hear them out. If the whole party is captured, in 1d6 days, a patrol from the central plateau arrives to take the captives there, forcing them into slavery or feeding some or all of the party to a mindflayer. Opportunities for the PCs to escape may depend on fortunate random encounters (the patrol is subject to attack by the wild denizens of the island too!) or their own ingenuity.
The Kopru never drops its Disguise Self illusion unless attacked., recasting the spell in secret for as long as the PCs remain awake. Should it run out of available spells, the Kopru under its guise explains that it must leave to go hunting, and waits until the PCs are incapacitated to return.
Loot: Among the finery in the pavilions are 6d20 gp worth of assorted gems, and an additional 3d20 gp in coins. The Kopru and Witch each carry a spellbook which contains the spells they know. There are also two healer’s kits, and six healing potions, as well as ample food and wine to resupply an adventuring party.
Standing Stone Effect: Creatures dominated by a Kopru for a full 24 hours while within 2 hexes of this standing stone must make a WIS DC 13 Save with Disadvantage. If they succeed, they are free of the Kopru’s control. Upon failure, they are permanently charmed by the Kopru (but subject to another save under the normal conditions for its “Dominate Person” ability). If the effect becomes permanent, the Kopru is freed to use Dominate Person again without losing control of this thrall.
Similarly, mind effecting and Illusion spells like Charm Person, and Disguise Self are strengthened by the field effect, imposing Disadvantage on any creature making a save against them (This effects the players as well).
Creatures: x1 Kopru (pg. 61) [w/ x4 Level 1 Spells: Disguise Self, Charm Person, Magic Missile, – x2 Level 2 Spells: Scorching Ray, Suggestion]
x1 Human Witch-Doctor (pg. 58)
x6 Servants (You can use the stats for Human Commoners to represent the servants, though they flee rather than opt to fight.)
Standing Stone 2 (SS2) – The Thing Beyond the Gate [3rd Level Party, Average]
The towering 50 foot tall obsidian pinnacle jutting up from the dry basin below you is even more bizarre when set against the red rocks and grit. It’s coral-like texture is strange to witness this far from the ocean and in this cracked, nearly lifeless corner of the island. Covering the monolith are glowing runes of green, and cruder sets of glyphs interspersing them that flicker in blue. Hacked into the dirt and rock around the obelisk are magic circles, roughly 10 feet long and gleaming with an eerie and malevolent green shimmer. Sitting beside the stone is a waist satchel that seems to have been violently torn from its wearer – judging by the shredded leather and greenish blood staining it.
The Kopru that lurked near this obelisk had grander designs than those of his superiors. He sought to open another portal to the Far Realm and draw out an opposing faction of Mindflayers and aberrant creatures to claim the island. But his inexperience and lack of proper materials made for several failed rifts between worlds, until his experimenting succeeded – with uncontrollable results. The small pathways to the Far Realm that he did manage to open allowed the tendrils of a vast, squamous, Lovecraftian horror from beyond the veil to reach through, grabbing the Kopru and crushing it to death. The creature waits by the tear in worlds eagerly to snap up prey form the material plane.
The beast waits until the PCs draw as close to the portals as possible, (the satchel might serve as unintentional bait) using its otherworldly organs to “sense” beyond the portals. Once the party has slain # of PCs x2 tentacles, the beast recoils away from the portals for a time until it can regenerate its appendages. Though technically part of the same enormous beast, treat the tendrils as individual monsters. Only one tentacle can emerge from a portal at a time, meaning that the PC’s moments of victory can be quickly dashed when a lopped off tentacle is replaced by another writhing horror.
Alternately, any spellcasting using Dispell Magic on a portal can easily close it, sealing off that route by which the beast can attack. Doing so earns the same EXP as defeating the tentacles in combat. Similarly, the PCs could merely move out of range of the tentacles, though doing so earns them no EXP outside of that gained for killing a tentacle.
To increase the challenge level, change the number of tendrils to Party Members x3.
Loot: The satchel contains x2 healing potions, x3 random scrolls containing level 2 Mage spells, and 75gp worth of magical components used in rituals.
Standing Stone Effect: This obelisk distorts the veil between worlds, allowing for easy passage across dimensions. Any spell or magical effect that involves other planes is enhanced (Targets get Disadvantage on saves, die rolls are maximized, summoning durations are doubled, etc. This may involve some measure of DM fiat). The obelisk effects the hex it is in and all adjacent hexes on the map.
Creatures: Eldritch Tentacles (see below)
Standing Stone 3 (SS3) – Cliffside Pteranodon Aerie [4th Level Party, Average]
Standing tall on an outcropping of rock jutting out of the ocean not far from the mainland itself is a solid black coral obelisk. The sharp structure is ringed with green eldritch runes, glowing fiercely even in the light of day. Circling this fifty foot tall cyclopean juggernaut are three enormous winged lizards. The approach to this outcropping is made from a much lower elevation on the mainland. Several rickety rope bridges connect to bare stony platforms emerging from the waves. The spans angle upwards to the high elevations of each towering step-stone and are occasionally tossed about by rugged ocean breezes.
This obelisk is perched on a precarious escarpment emerging near the costal cliffs of the island. The Kopru standing sentinel over it benefits from its isolation, but has still coerced a troupe of lizardfolk and their pteranodon mounts as his elite troopers. Two of the lizardfolk are stationed under the obelisk at all times. Three attend to their aerial mounts in a cliffside cave, high up on the mainland. The other two are out in the jungles hunting together for food to feed the entire troupe. The Kopru itself is busy seeking allies among the malevolent creatures of the ocean, and will not return for many days.
When the PCs approach, any chance of parlay is for naught, the reptilian savages guarding this warped shrine have orders to kill on sight. The mounted lizardfolk will swoop in and attack with their blowguns while their beasts peck at the adventurers. Meanwhile, the two lizardfolk on the cliffs head down to the lowest bridge and attempt to hack it down, cutting off the PCs easy access to the obelisk (for ease of adjudication, it will take him three rounds of chopping to cut down any given bridge). The remaining lizardfolk arrive after the first round to attack from the rear.
If your players are arriving at this challenge at a higher level, consider having the Kopru be on hand to defend its territory. In this case, the creature itself holds out above the action on the platform with the obelisk, attempting to dominate a PC with heavy melee attacks (or better yet, one who has crossed a bridge first and might be used to chop the bridge down with allies still upon it). Barring this, it uses its Wand of Magic Missiles to fire one missile per round, pelting the PCs with artillery until they draw close enough for its claws. If the Kopru is hard pressed or in danger, it uses the power of the standing stone to fly out of reach, opting to soar into the jungle and hide until the danger passes.
Loot: Cut into the mainland cliffs and accessible via a rope ladder, the lizardfolk have occupied a small cave full of cookfire, gnawed bones, and simple, moldy cots. The Kopru itself rests in the back of the cave in a pit of mud dug for its comfort. The cave contains 3d20 gp in various stashes, and 1d6 precious gems, each worth 50 gp. If the Kopru is present, it carries 2 healing potions and its Wand of Magic Missiles.
Standing Stone Effect: Creatures native to the Far Realm (such as the Kopru) gains a fly speed of 30 feet (Subject to restrictions as the Fly spell) at-will, while within the hex that the stone occupies.
Creatures: x3 Pteranodons (pg. 31)
x10 Lizardfolk (pg. 64) [3 mounted on pteranodons]
—For increased challenge, x1 Kopru [Armed with a Wand of Magic Missiles (Magic Items pg. 15)]