Isle of dread pdf download






















This is your chance to revisit an iconic adventure from your youth and play it in the newest rules set with the next generation! Read Now ». Island of Dread in the Channel is an engaging account of one man's fight for survival on the island of Alderney during Squallsof wind and cold rain beat against the walls of the inn.

As Bilgash was saying his lines from the Code, he noticed Rikasee bowing to the But they would not be here on the Isle of Cats long, Sammy reminded her. The letter had been delivered, and they would be moving The scene around swam before me!

And , when the dream hath fled , In waking thought she still retains The memory of these wildering pains , In strange mysterious dread. Yet oft will happier dreams arise Before her charmed view , And the powerful beauty of the skies Commissioners of inquiry for the Isle of Man Richard Sherwood In dark Morena's proud stupendous steep , There runs a vale , black , narrow , wild and deep ; At one dread close , is San Josefo's pass , Where rocks , on rocks , are tumbled in a mass : And oft ' tis thought that nature in her wrath In he told me he felt a dread of the sea journey across the Solent and did not come to the island.

He preached in the City Temple for the last time at 12 o'clock on Thursday morning on October 2 , , and died on November He had reason , perhaps , to dread the secret dagger. At all events , he was on the brink of an imminent peril ; and came to the clusion that his escape would leave the Puritan chiefs at greater liberty to carry out their professed Special note: Part of this level is underwater to the depth of 5'.

The DM should keep track of which areas are flooded and how deep the water is; periodically reminding the players via description of this special condition. Careful attention should be paid to normal light sources. Formerly a torture chamber. Characters less than 4' tall and wearing metal armor must keep their heads above the water in some manner, or they will quickly drown. The ceiling above is reddish-black from an oxidizing rot, and the supporting beams are a lmost entirely rotted away.

Characters who enter from the hall may break and smash their way through the ceiling to room 5 on the first level. Several small, harmless cave fish live in this room a nd the flooded corridors beyond. These will occasionally bump against the legs of the characters, feeling cold and slimy. T here a re several sharp metal, stone, and glass items hidden underwa ter.

Unless the characters probe ahead with sword, spear, staff, or pole, each character has a 1 in 6 chance of stumbling and stepping on a sharp item every 10' travelled. Stepping on a n item will cause points of damage. The hallway ends in a crude wall of stones that completely closes the passage. This wall was built by the renegades to prevent creatures from the lower levels from entering their tribal home. If they have suitable tools. Along the passage are cells with Iron bars.

The bars are badly corroded and may be broken by any character who rolls his or her Stre ngth or less on ld All the cells are empty. Unused for many years, this section of the floor has been weakened from below. The section marked by the T is sturdy enough to support one person crossing it at a time; 2 or more people will cause the section to break, dropping characters to the water-filled room below Level 2, room 1. No damage will be taken by the characters. The chamber is filled with water to the level of the surrounding flooded passages.

If the characters are not probing ahead, they will stumble on the stairs or dais steps and fall into the room, ta king no damage. They are extremely hungry and will attack any character or creature who tries to swim across the chamber. This altar room contains several items once used by the priests in the worship of their "gods". Across from the door is a square stone pedestal. Next to It are several bone rhythym sticks, 3 inlaid and bejeweled bowls worth gp each , a crumbling bamboo flute, and the remains of a feather fan.

At this point on the dais, 5' below the water's surface, rests a giant oyster AC 5 open, -2 closed. The DM must decide when the party can see it. Between its open valves is a large black pearl gp.

On the pedestal is a small, intricately carved stone box with two hinged doors. Inside is an unusual statuette of gold and coral. It looks like an amphibious humanoid with a smooth head, large eyes, and a tentacled, sphinctered mouth.

The torso is human like, with two arms that end in webbed, clawed hands. From the waist down, the body divides Into three long tentacles ending in fluke-like fins, each tipped with a single large claw. This is a kopru: see the description at the end of the module. The statuette is worth gp. If the oyster is attacked from a distance, it will close its shell and not open for at least a turn.

Failure means the oyster closes, possibly trapping the unsuccessful character roll a normal melee attack. The oyster will not open by itself while under attack. The floor of this room is covered with small puddles and the walls of this room are lined with statuary, some of graceful creatures, others of women with children and others of fierce monsters. All the statues are well fashioned, but have deteriorated due to age and moisture.

The stone glistens a green-streaked red when struck by light. At the point where the secret door is located is a larger puddle of water. This trap door is wooden and appears to be severely rotted. The tunnels are dug out of dirt and are wide enough for a haJf. The large chamber at the end of several of the tunnels is the main lair of the giant rats.

In the lair are rags, some bones, a gnawed scroll with a levitation spell on it , and three metal potion bottles 2 potions of healing and a contaminated potion, now a deadly poison. This room had originally been trapped to fire a burst of flame from a hole near the north wall.

Across the center of the room is a wire set about ankle height therefore hidden underwater. If it is broken or pulled, It will release a spray of fine oil into a 10' wide.

This is special oil that will ignite on contact with water. As the oil bursts into flame, a mist of water will cover any character in the area, Igniting any remaining oil. The oil will burn for 6 rounds and will do 3 points of damage per round to characters in the fire. The oil may be wiped off. Coiled around several of the statues are a total of 4 spitting cobras AC 7, HD 1, hp 6.

They are cold blooded and cannot be distinguished from the statue by infravision. Though they can be seen in normal light, the snakes will not attack u nless they are approached. At the base of a statue in the northeast corner is a 50 gp gem. There are 2 exits from this room: the passageway north to 8 and the secret door in the south wall. At the point on the map marked " A" is a hidden trigger that will drop the portcullis across the north entrance to this room when the first character steps on it.

On the other side of the secret door, the hallway is flooded. The doors open inward and any characters near this door when it is opened will be swept off their feet, and ' 2d6 x 10' down the hall towards the shaft in area 8. They will be knocked around considerably, taking points of damage. Characters not standing near the secret door will be able to brace th emselves and remain on their feet.

Should the secret door be opened from the other hall side, all characters in the water will be swept through the door as above. The burning oil will make the air in the chamber smoky and hard to breathe, requiring characters to leave this room as quickly as possible. The DM should try and cause the party to move quickly here, by any means preferred: a description of the rapidly dwindling air supply, a few points damage, saving throws vs.

Death Ray for unconsciousness, etc. The door screened by the flame may be opened by characters moving underwater on a roll of 1 on a six-sided die. If the door to the flooded hall is opened, water will rush through the portcullis and down the stairs for 2 minutes 12 rounds. On the east wall between the door and the portcullis is a lever which will raise the portcullis if pulled down. If characters raise the portcullis while the water is still flowing, they will be swept down the stairs to level three.

This will cause points of damage to all characters involved. Just in front of this section of hallway is a short staircase that leads up to a platform just above the level of water. T he floor of the platform is damp and covered with pale fungus, cold and slimy to the touch. If the fungus is cleared a way a nd the floor examined by a dwarf, the dwarf will notice that the rock below must have been too hard to carve through, thus making this change in passage depth necessary.

Beyond the platform, the steps lead back down into the flooded hall. They will attack a nything that enters the water. The door to this room is closed and, if examined, will look tightly sealed. It has kept the water out of the chamber. In the chamber are severa l stone benches and a small altar stone. There is nothing else in the chamber. In the center of the hallway is a circular shaft of carved stone that descends out of sight.

The shaft forms a "U", trapping water at the bottom. The other end of the "U" opens into a ledge overlooking the great cavern on level three location C. This water is heated by volcanic action. The water in the well cannot be bailed out, as hot water constantly seeps in.

As characters move down this hallway, they will se e several large, rough holes in the walls just above water level. These holes are the tunnels of giant rats. They are attracted by light and scent. This Is the topmost terrace of the level. Characters may swim to the other side of the shaft and climb out, taking points of damage unless protected from the heat.

On the terrace beside the spring is a bag, almost unnoticeable under a crust of minerals, containing 5 emeralds worth gp each. The party will only find it if they search the terrace. The air Is hot, steamy, and foul with volcanic gases. The floor of the cavern is a field of bubbling mud pots, small geysers, hot springs, and mineral crusts. The colors are rich reds, browns, and yellows, combined with blacks and greys.

Terraces crusted with deposits from mineral springs extend from the sides of the cavern at several points. Stalactites hang from the celling, and merge with stalagmites in several places to form pillars from the roof to the floor. The heat of the chamber will prevent the use of infra vision. Occasional flares of ruddy light, combined with great bursts of steam from the depths of some of the hot springs, will briefly illuminate small points in the room.

This set of terraces leads to a series of natural caverns. These caverns are left unmapped so the DM can create his or her own special encounter areas. This section of trail is actually nothing but a weak crust over a hot spring.

Unless the path ts probed first, the lead character will break the surface. The character will drop into the hot water. The crust will be crumbling and dangerous around the edges and characters will not be able to come closer than 5' to the edge without also falling in.

Ropes, poles, and rescue techniques like those used on thin ice may be used to save the character. When the characters are moving about the floor of this cavern, there is a 1 in 6 chance per turn that one of the following events will happen roll ld6 : 1.

Poison or be nauseated for 1 round no action may be taken 6. On the throne sits a grinning skeleton. In front of the throne and hard to see under the mineral crust is a sword.

On the skeleton's finger is a ring, similarly concealed. They are entirely ordinary in appearance. This terrace leads to the stairs to level 2. If characters have been washed down these stairs, they will be able to stop themselves here. The terrace is white with calcium deposits and hot enough to be painful, but not damaging.

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Name required. In the second sequel to "Anne of Green Gables" Anne Shirley goes to Redmond College, where she makes new friends, including the handsome Roy Gardner, whose attentions to make her old friend Gilbert Blythe very jealous.

All rights reserved. The New York Times bestselling author of The House of the Spirits and A Long Petal of the Sea tells the story of one unforgettable woman—a slave and concubine determined to take control of her own destiny—in this sweeping historical novel that moves from the sugar plantations of. The nine martial disciplines presented in this supplement allow a character with the proper knowledge and focus to perform special combat maneuvers and nearly magical effects.

Information is also included on new magic items and spells and new monsters and organizations. Home The Isle Of Dread. Dread Isle by Edward Austin Hall. The Isle of Dread by Jean Wells. Fantasy Towns by Matt Davids. Stolen by Melissa de la Cruz,Michael Johnston.



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