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  Two fantasy adventures for GURPS
  by J.C Connors
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  A banished half-elf suspects one of his three uncles of murder
  and hires the PCs to perform their favorite play.
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  A powerful artifact, a dangerous island, hostile natives.
  What more do young adventurers desire?
  Version 1.2
  The Forgotten Realms is a trademark of Wizards of the Coast, Inc.
  These adventures copyright (c) 2001 by J.C. Connors. All rights reserved.
  
  2
  “You don’t mind the poison” asked the hooded man
  to the stooped beast.
  The lizard-like creature just licked its lips in an-
  ticipation.
  “I’ll take that as a no,” muttered the man, holding
  out a purse of gold to the creature. “Dispose of him then.”
  Adventure Summary
  This adventure is suitable to 4-6 100 point char-
  acters. It is set in the Forgotten Realms on the Sword
  Coast, just 200 miles east of Baldur’s Gate, though it
  will work equally well in any fantasy setting.
  The lord of the town of Elturel,
  Talos Jirard, has been missing for
  two months. In his absence,
  his three brothers have
  taken over rule of the
  town. Their first act
  was to banish Talos
  Jirard’s half-elven
  son from the land,
  proclaiming him an
  usurper and incom-
  petent leader.
  Talos’ 
  son,
  Maenar, fled to the
  small town of Soubar,
  100 miles to the north of
  Elturel. He believes that one
  of his uncles arranged for the
  murder of his father, and probably
  plots to slay the other two so he can become
  leader of the town.
  Maenar fears to enter Elturel, even though the
  people of the town favor him and would gladly see
  him rule in the place of his uncles.
  Maenar hired and trained a band of minstrels
  and performers to infiltrate the town and discover the
  identity of his father’s murderer. He arranged for them
  to present a famous play, Volo’s Third Journey to his
  uncles, all of which are enthusiastic supporters of the-
  atre.
  However, just a few hours after setting out for
  Elturel, the performers were slain. Maenar now needs
  replacements... quickly.
  Gamemaster Introduction
  The original troupe was
  caught in an unfortunate am-
  bush. A roving band of
  gnolls caught them just a
  few miles outside
  Soubar and killed
  them for the few pen-
  nies they carried.
  Maenar has
  only a few days to
  find replacements
  for his troupe, brief
  them on their mis-
  sion, and send them on
  their way. He will imme-
  diately seek out any adven-
  turers or fortune seekers to do
  his work. Any charismatic PCs
  will immediately catch his eye.
  Maenar is not rich, though he took some of
  his father’s wealth with him when he fled. He’ll offer
  the PCs $300 each for their trouble, plus another
  $1000 if they can prove who murdered his father.
  
  3
  The Briefing
  Maenar’s uncles expect the players in four days.
  The journey to Elturel is a bit over a hundred miles
  along the southern road. The small village of Triel lies
  halfway between the two towns. Optionally, the PCs
  could cut across the Fields of the Dead and shave about
  thirty miles off the trip. The fields, however, are ripe
  with brigands and, according to rumor, undead cut-
  throats.
   Maenar suspects one of his three uncles to have
  killed his father:
  Goldwin -- The oldest of the brothers. Goldwin
  had a severe dislike for Maenar’s mother, who died
  from a sickness when Maenar was four.
  Yondle -- The middle brother, Yondle has always
  expressed the desire to be a fierce warrior and leader
  of men.
  Unger -- The youngest brother, by thirteen years.
  Unger has always been quiet, and moved from Baldur’s
  Gate to Elturil just a few months before Talos’ disap-
  pearance.
  The Gnoll Brigands
  Old abandoned farms surround the road to Triel,
  one farmhouse every ten miles or so. The robber gnolls
  live in the third farmhouse, and will not hesitate to
  attack travelers for their money.
  There are seven gnolls. Two are armed with cross-
  bows and lurk in the farmhouse, which lies about 50
  yards from the road. When the gnolls spot travelers,
  five will set out and demand all their money.
  In their farmhouse, the gnolls have approxi-
  mately $4,000 in silver and gold pieces, 3 Chiron
  healing potions, and an enchanted Ring of Courage,
  which provides the wearer +3 on all Fright Checks.
  Triel
  Triel is a small town of approximately 400. It
  offers basic supplies, a warm inn, and excellent mut-
  ton stew.
  The water from the town well is remarkably bit-
  ter. The town people have (almost) gotten used to it,
  but travelers will find it disgusting. Boiling the water
  seems to get rid of most of the taste.
  The reason for this bitterness is an Adder Stone,
  a unusual rock from the deserts of Amn. A traveler
  who had a grievance against the town threw the stone
  into the well five years ago. The stone lies eight yards
  under the water, and requires a Vision roll to spot (-
  10 due to complete darkness) its unusual, orange-green
  speckled qualities.
  If the adventurers manage to clean the town well
  (a Purify Water spell will do the trick, or removing
  the Adder Stone), the town will throw the heroes a
  feast.
  The Gnolls
  ST 15
  Move/Dodge: 6/7
  DX 12
  Skills: Broadsword-12,
  IQ 8
            Crossbow-13, Sling-12
  HT 12/15
  Advantages: Combat Reflexes,
         High Pain Threshold
  Equipment: Cheap broadswords (2d+3 cut), boiled
  leather armor (PD 2, DR 2), sling (2d+1 cr, SS
  12, Acc 0, �D 90, RoF 1/2), crossbow (2d+1
  imp, SS 12, Acc 4, �D 300, RoF 1/4)
  
  4
  Elturel
  Elturel is a fairly large town, home to about
  10,000 folk. Humans are the most prevalent race,
  though there’s a small community of elves that live in
  the city as well.
  Maenar’s uncles rule from a large manor just a
  few miles east of the town.
  Unless the PCs arrive incognito, the town will
  be waiting for their arrival. The townspeople will
  shower them with excitement. Several innkeepers will
  volunteer to let the PCs stay in their taverns (“free o’
  charge, ‘cept for a tale or two, of course). The towns-
  people have once seen Volo’s Third Journey before, about
  ten years ago, and will enthusiasically ask questions
  about the play and who will be playing which part.
  See the inset for possible questions the PCs will be
  bombarded with -- it’s up to them to make up inge-
  nious responses!
  Shortly after arriving in Elturel, the PCs will be
  contacted by a messenger who brings the greetings of
  the three Lord Jirards. The messenger bids the players
  to dine with the lords the following night, and then
  to perform the play the night after.
  Dinner at the Manor
  The PCs are seated at a long table set with or-
  nate silverware and succulent lamb. Maenar’s three
  uncles sit on the far end of the table and seem fasci-
  nated with the players.
  Unger Jirard, the youngest of the brothers, is the
  most astute and learned of the men. He will ask
  pointed questions about the performance and the play.
  Since he hails from Baldur’s Gate, and is quite sophis-
  ticated, he may grow suspicious of the PCs if they
  cannot provide him with adequete answers. A Perfor-
  mance-2 or Literature roll will allow a PC to answer
  his queries.
  The other two men, while fascinated by the stage,
  do not know it well enough to form any suspicion.
  They are simply thrilled to have the Coast’s best player
  company in their manor performing one of their fa-
  vorite comedies. Yondle, the middle brother, will be
  insulted by anyone who seems rude or impolite
  (Savoir-Faire roll). It is apparent that he sees himself
  as the most decisive of the lords.
  If dinner goes well, the lords will invite the play-
  ers to perform the comedy a second time in three days
  for the common folk of the town. They will pay the
  PCs $1,000 apiece for their trouble.
  Shortly before midnight, the three lords will ex-
  cuse themselves back to their quarters, and ask a mes-
  senger and guard to escort the PCs back to the inn.
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  Questions for the Weary
  Does Volo really know about Arina’s magic ring, or is he just
  pretending?
  If Agwak is chained up for the whole play, how does he get the
  truth potion he gives to Dumwat in the third act?
  Is Horace based on a real fellow? Who?
  Did Arina lose the key to Agwak’s chains on purpose, or was she
  just trying to trick Dumwat into making a duplicate?
  
  5
  Solving the Murder
  The murder is most easily solved by searching
  the three men’s quarters. GMs can easily switch the
  identity of the murderer. This writeup will assume
  that the middle lord, Yondle, murdered Maenar’s fa-
  ther to assume control of the town. By allying with
  Goldwin, who never liked Maelar or his mother, and
  Unger, who lost a good fortune in Baldur’s Gate, he
  has secured a position for himself.
  Despite Maenar’s guess, Yondle does not intend
  to murder his other brothers. He may consider rid-
  ding himself of Unger one day, but he’s a patient man
  and is happy for now.
  Yondle poisoned Talos with an exotic poison
  known as “salamander blood.” The poison is very
  magical and very rare. The subject does not die for a
  day after ingesting the poison, but does become en-
  slaved to the poisoner during that period. Yondle told
  Talos to leave the castle to tell his servants he was go-
  ing fishing alone. Yondle recovered the body and gave
  it to a local band of Fire Newts to dispose of. The Fire
  Newts provided the poison for Yondle, and were happy
  to bring a fresh meal to their young children.
  A half-bottle of salamander blood is hidden in
  Yondle’s quarters, along with a map to the Fire Newt
  lair. A Poisons roll will identify the blood as deadly,
  but must be made by 5+ to identify the poison.
  Sneaking In
  During the night of the dinner, the manor will
  be extremely hard to sneak into. Several guards are
  posted outside the uncles’ quarters, and servants roam
  freely.
  The ideal time to investigate will be during the
  performance, where the uncles and most of their elite
  guard and servants will be watching the play.
  Even during the
  performance, there will
  be guards posted through
  the halls of the manor,
  but these guards won’t be
  the brightest or the best
  (they will not have the
  Alertness advantage).
  If, however, the
  performance goes poorly
  and is considered boring,
  more guards will wander
  off back to their duties,
  making the PCs’ job
  much harder.
  Proving the Murder
  If Yondle is con-
  fronted with the murder, his brothers will be aghast,
  but he will deny it. He maintains that he uses the
  poison to remove warts (a legitimate use for it) and
  does not know how the map to the Fire Newt lair got
  in his room. For the PCs to truly prove the murder,
  they must visit the Fire Newts and recover the mauled
  body of Talos Jirard.
  Yondle’s brothers will immediately believe his
  story over any statements the PCs may make. They
  are not quick to accuse their brother of being a mur-
  derer.
  The Journey to the Fire Newt Lair
  The Fire Newts live two days away, in a series of
  rocky hills to the west of Elturel. Once the map takes
  the PCs to the area around the lair, they must use
  Tracking to actually find the cavern lair.
  The lair is home to about twenty Fire Newts,
  and their cave extends about a mile underground.
  Fortunately, the body of Talos is kept near the surface
  in a small cave.
  Two or three scouts will observe the PCs advanc-
  ing on the cave. If the PCs do not spot the scouts,
  they will relay a message to a large group of eight Fire
  Newt warriors to prepare an ambush for the adven-
  turers. The scouts have Stealth-14.
  Generic Guard
  ST 12
  Move/Dodge: 4/5
  DX 11
  Skills: Shortsword-12,
  IQ 10
            Shield-12, Spear-12
  HT 11
  Advantages: Alertness +2,
         Combat Reflexes
  Equipment: Spear (1d+1 imp), chainmail (PD 3,
  DR 4), small shield (PD 2).
  Possible Items to Steal
  in the Manor
      - A small pamplet describ-
  ing an ancient artifact, the El-
  ement Wand, to be found in
  the deserts north of Calimport
      - An Odysseus Poion  of in-
  visibility
      - A coffer of 900 silvers,
  trapped with a sleep needle
  (HT or sleep magically for 20-
  HT hours)
      - Light wand with a dedi-
  cated 1-point powerstone
      - A very fine large knife
  carved with the words “desert
  fire”
  
  6
  The Caves
  The cavern is fairly small, and very low-light.
  The PCs will need some light source to venture into
  the depths, as all the Fire Newts possess Infravision.
  A - Entrance cave. Non-descript, except for the
  Fire Newt tracks which run through the mud.
  B - Trash pile. Bones, rotted leather, and broken
  tools litter this cave. Furthermore, it smells awful. PCs
  are at -1 to all rolls in this room.
  C - Food storage. Bodies of three humans (in-
  cluding Talos Jirard) and two deer are half-buried here,
  rotting to perfection.
  D - Eating room. Four Fire Newts prepare a meal
  in here on rotted wooden tables, obviously stolen from
  a human settlement. These Fire Newts are not war-
  riors, and will attack with stools (DX-5, 1d+2 cr).
  E - Common room. Old rugs and blankets are
  strewn around this room. Six elder Fire Newts sit in
  here and talk in their hissing draconic language. They
  will run from battle, but if cornered will fight with
  clubs (skill 11, 1d+2 cr).
  F - Ambush area. If the scouts alerted the Fire
  Newts to the presence of the PCs, eight of them will
  be waiting in here to ambush the PCs. They have
  Stealth-14 and attack with broadswords.
  G - Assembly hall. This hall will be abandoned
  as soon as the Fire Newts detect intruders.
  H - Nursery. Eighteen eggs are kept here, ac-
  companied by ten Fire Newt mothers and three war-
  riors. They will fight to protect their young.
  I - Treasure chamber, though barely. A large
  locked chest (Lockpicking-1) contains 1,000 silvers,
  marked with the seal of Elturil, and another vial of
  Salamander Blood. The chief Fire Newt is here guard-
  ing it (as above, but ST 12, HT 13).
  Wrapping Up
  The body of Talos Jirard shows signs of poison-
  ing (Physician roll will reveal this). With this evidence,
  the brothers Jirard will abandon Yondle and have him
  escorted to the dungeon. They will grudgingly give
  the throne of Elturel back to Maenar, who will im-
  mediately ride from Soubar to proudly claim his birth-
  right. His first act is to reward the PCs; his second is
  to condemn his uncle to life in the town’s tower prison.
  Character Points
  Each character should receive 1 to 3 character
  points for roleplaying and creativity. If they solved
  the murder cleverly, and without resorting to blood-
  shed, award an extra point. Lastly, if they did an ex-
  cellent job performing Volo’s Third Journey, award an-
  other point.
  Firenewt Warriors
  ST 11
  Move/Dodge: 5/6
  DX 12
  PD/DR: 1/1 (scales)
  IQ 8
  Damage: 1d+3 cut
  HT 11
  Reach: C, 1
  Slightly shorter and stockier than humans,
  Firenewts are cruel, martial creatures. They typi-
  cally wear chain mail (PD 3, DR 4) and wield
  blunt broadswords (skill-14, 1d+3 cut).
  For 4 Fatigue, Firenewts can breathe fire for 1d
  damage with a 2-hex range. The fire can be
  Dodged and Blocked, but not Parried. This is a
  Physical/Easy skill for them.
  A
  B
  C
  D
  G
  I
  H
  F
  E
  
  7
  VOLO
  Stay, gentle Arina; hear my excuse:
  My love, my life my soul, fair Arina!
  AGWAK
  O excellent!
  DUMWAT
  Turn away, Hobgoblin!
  Volo, do not scorn her so.
  VOLO
  Hang off, thou Orc, thou Gnoll! vile thing, let loose,
  Or I will shake thee from me like a wyvern!
  DUMWAT
  Why are you grown so rude? what change is this?
  Good master,—
  VOLO
  Ay, by my life;
  Be certain, nothing truer; ’tis no jest
  That I do hate thee and love Arina.
  DUMWAT
  O me! you juggler! you beardless oaf!
  ARINA
  Have you no modesty, no manly shame,
  Fie, fie! you counterfeit, you puppet, you!
  DUMWAT
  Puppet? why so? ay, that way goes the game.
  Now I perceive that she hath made compare
  Between our statures; she hath urged his height;
  And you are grown so high in her esteem;
  Because I am so dwarfish and so low?
  How low am I, thou painted tree-ent? speak;
  How low am I? I am not yet so low
  that my axe can not reach unto thine eyes.
  ARINA
  I pray you, though you mock me, gentlemen,
  Let him not hurt me: I was never curst;
  Let him not strike me. You perhaps may think,
  Because he is something lower than myself,
  That I can match him.
  DUMWAT
  Lower! hark, again.
  AGWAK
  Now the hungry lion roars,
  And the wolf behowls the moon;
  ARINA
  Good Dumwat, do not be so bitter with me.
  I evermore did love you, Dumwat,
  To strike me, spurn me, nay, to kill me too:
  And now, so you will let me quiet go,
  To Luskan will I bear my folly back
  And follow you no further: let me go:
  DUMWAT
  Why, get you gone: who is’t that hinders you?
  ARINA
  A foolish heart, that I leave here behind.
  DUMWAT
  What, with Volo?
  ARINA
  With Horace.
  [Horace Enters]
  HORACE
  Be not afraid; he shall not harm thee, Arina.
  No, sir, he shall not, though you raise your axe.
  ARINA
  O, when he’s angry, he is keen and shrewd!
  He was an ogre when he went to forge;
  And though he be but little, he is fierce.
  DUMWAT
  ‘Little’ again! nothing but ‘low’ and ‘little’!
  Why will you suffer her to flout me thus?
  Let me come to her.
  VOLO
  Get you gone, you dwarf;
  You minimus, of hindering knot-grass made;
  You bead, you acorn.
  HORACE
  Let him alone and speak not of Arina;
  Take not her part; for, if thou dost intend
  Never so little show of love to her,
  Thou shalt die by it.
  VOLO
  Now she holds my heart not;
  Now follow, bold dwarf, to try whose right,
  Of thine or mine, is most in Arina.
  DUMWAT
  I am amazed, and know not what to say.
  [Volo and Dumwat Exit]
  AGWAK
  And we hobgoblins, that do run
  By the triple wolf’s team,
  From the presence of the sun,
  Following darkness like a dream,
  I am sent with broom before,
  To sweep the dust behind the door.
  HORACE
  Turn away, Hobgoblin!
  �������������������
  By Mintiper Moonsilver
  Act III, Scene 2
  The Setup: A forest glade. Under the influence of a love potion, Volo is enamored with Arina, but so is the dwarf Dumwat, who
  truly loves her. But Arina also drank a love potion, and is fond for the manipulative and manly Horace.
  The chained hobgoblin Agwak watches this scene with amusement.
  
  8
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  Adventure Seed
  Yondle’s Map
  Handouts for Theatre for Three
  
  9
  The gnarled old sailor scratched his patchy beard
  and plucked out a particularly long whisker that both-
  ered him.
  “Don’t ya be thinkin’ about going to that shrouded
  isle,” he said, examining the reddish hair. “’Tis cursed,
  no doubt.”
  “I do not believe in curses, old man,” said the stout
  adventurer, patting his sword. “That island holds trea-
  sure I’m sure.”
  “Aye, holds a thousand treasures. All of which were
  undoubtedly lost by stupid men such as yourself. I prom-
  ise you their bloated corpses are the only thing
  that guards them now!”
  Adventure Summary
  This adventure is
  suitable to 4-6 100
  point characters. It is
  set in the Forgotten
  Realms off the
  Sword Coast, ap-
  proximately 600
  miles 
  west 
  of
  Candlekeep, near
  the Pirate Isles.
  This adventure is
  a treasure hunt -- plain
  and simple. It is an ideal
  adventure for PCs who have
  gotten wind of a great treasure
  or artifact, and wish to seek it out.
  The Element Wand mentioned in the previous
  adventure, “Theatre for Three,” is used, though the
  GM can easily switch it with any treasure he sees fit,
  or even no treasure at all!
  Gamemaster Introduction
  The players can set sail for Jewel Island from
  either Candlekeep or Baldur’s Gate. Either town is a
  good place for the PCs to stock up on supplies and
  hire, or even purchase, a sturdy boat.
  If the PCs haven’t adventured through “Theatre
  for Three,” the GM merely needs to pique their in-
  terest in the ancient artifact supposedly held on the
  island.
  Discovering the Location of the Island
  Jewel Island isn’t too well known
  among sailors. Only a handful will
  have heard of it (Area Knowl-
  edge (Sea of Swords)-15 or
  better).
  The sailors that have
  heard of Jewel Island
  know it only as a fog-
  enshrouded island
  with currents that
  only let ships leave
  once every ten days.
  For this reason, as
  well as the unknown
  creatures that reside on
  the forested isle, sailors
  avoid it.
  The PCs may make Scroung-
  ing rolls once each day to locate a
  ship that is willing to take passengers
  to the island. The passage fee is $250 per pas-
  senger – high because of the dangers of the currents
  that surround the isle.
  
  10
  Supplies
  The captain of the ship will recommend that
  the characters bring along standard survival supplies
  for a jungle or forest. He’ll recommend tents, torches,
  and lots of rope.
  Both Candlekeep and Baldur’s Gate offer sup-
  plies. Candlekeep’s prices are slightly more expensive
  because of less demand – about 20% higher.
  PCs leaving from Candlekeep will be able to do
  extended research on the Element Wand; see the hand-
  outs section.
  The Voyage
  An average ship moving approximately 125m
  per day will take 5 days to reach the island. A success-
  ful Navigation roll each day is required to find it. If a
  roll fails, an extra day is added to the voyage.
  The Island
  Jewel Island is surrounded by a thick fog bank.
  Only the highest point of the island is visible, and it
  appears heavily forested.
  Once the boat passes through the fog bank, the
  mana level drops to low. The temple on the island is
  high mana.
  Landing
  There are three places to land on the island (en-
  tries 2, 3, and 4), and a native settlement on one of
  the outlying isles (entry 1).
  1. Wadunga Village
  This small native village of wild dwarves (also
  called jungle dwarves, population of about 150) has
  lived on this island for centuries. The island is normal
  mana.
  Their dialect defaults to Dwarvish-2.
  The wild dwarves are a strange site to behold for
  Services at Candlekeep
  Candlekeep is a haven for adventurers and
  scholars. Anyone in the Realms looking for a
  clue, a bit of information, or a piece of sage
  advice cannot find a better place than the librar-
  ies of Candlekeep.
  Here is a general guideline to prices and ser-
  vices:
  Sage Advice gives a person access to a sage with
  a skill of 18-20 in three or four related subjects.
  Cost: $1,000 per day.
  Book Copying: This service costs $10 per page.
  Magical texts and grimoires cost $100 per page,
  due to their more exacting nature and compli-
  cated diagrams. All books copied are marked
  with the symbol of Candlekeep.
  Browsing the Library: The Candlekeep library
  contains every known spell from GURPS Magic
  and GURPS Grimoire. To access the library,
  the petitioner must follow three rules:
  1) He must bear a seal or sign of a recognizable
  powerful mage. Petitioners must make a Reac-
  tion roll at -5; a Good or better result is required.
  2) Petitioners must give Candlekeep a valuable
  book the library does not contain. Each $5,000
  the book is worth gives +1 to the roll.
  3) Petitioners may browse for nine days and
  nights. Finding and copying a specific spell re-
  quires a Research roll and eight hours. After
  nine days, the petitioner is asked to leave for a
  full month, or to join the library as a permanent
  acolyte.
  Particularly dangerous or magical informa-
  tion requires the services of a sage, as they are
  kept in the inner vaults reserved only for the
  Keeper and his Great Readers.
  Sample Ship: The Skipper of the Sea
  65’ Ploion
  Crew 10
  Passengers 9
  DR 2
  HP: 1,050
  Daily Travel: 125m
  
  11
  outlanders. They have dark brown, heavily-tatooed
  skin, and are smeared in a foul-smelling grease to ward
  off insects. The wild dwarves are suspicious of outsid-
  ers, but not totally unfriendly (they react to people at
  -2).
  Wadunga village is TL1 and therefore only have
  supplies appropriate to that tech level -- stone axes
  and tools, blowpipes, digging sticks, and spears. Be-
  ing a dwarven village, however, means even these
  primitive tools are of exceptional quality. They usu-
  ally trade through barter, though gems and coins will
  impress them as well.
  Kadudu the Shaman
  The village is led by an old jungle dwarf named
  Kadudu. He is a shaman of sorts (Magery 2, has spells
  from the Healing, Water, and Earth colleges) and is
  very bright.
  If the PCs are able to communicate with him,
  he will tell them that Jewel Island is ruled by two great
  eyes, and is very dangerous because of the giant liz-
  ards that rule the low areas. He will also say that the
  spirits do not hear him as well there.
  A Gesture roll will reveal the same thing, though
  in more vague terms (“giant monsters with big eyes,
  strength unreliable).
  Wild Dwarf Racial Template (17 points)
  Wild Dwarves have ST +2 [20]. Their advan-
  tages are DR 1 [3], Extended Lifespan [5], Extra En-
  cumbrance [5], Extra Fatigue +2 [6], Hard to Kill +1
  [5], Longevity [5], and Temperature Tolerance 4 (heat
  only) [2].
  Their disadvantages are Greed [-15], Miserli-
  ness [-10], Reduced Move –1 [-5], Intolerance for Orcs
  and Goblins [-5], Primitive (TL1) [-10], and Social
  Stigma (barbarian) [-15].  They are at –2 to use all
  missile weapons except blowpipes[0].
  Wild Dwarves have the racially learned skills
  Axe/Mace at DX+1 [4], Blowpipe at DX [4], Mer-
  chant at IQ [2], and an overall +3 bonus to all Craft
  Skills [18]. Their quirks are Suspicious of Elves and
  Never Shaves Beard [-2].
  Jungle Dwarf Sleep Poison
  A vegetable poison that is a blood agent, the
  wild dwarves use this poison with their blowpipes.
  After 10 seconds, the victim must make a HT roll or
  fall asleep for 20-HT minutes. Wild Dwarves are im-
  mune to this poison; other dwarves roll at HT+3.
  4
  2
  3
  5
  1
  8
  6
  10
  7
  9
  
  12
  Jewel Island
  2. Haunted Beach
  Someone making a Vision and Shiphandling
  (defaults to IQ-6) roll will find that this beach looks
  the safest to land on.
  As the PCs near the beach, they’ll see an old ves-
  sel beached on the shore. A Carpentry -1 (defaults to
  IQ-4) or Shipbuilding roll will reveal that it is about
  two hundred years old.
  Another Vision roll will spot three several bloated
  bodies near the ship, many lying face down in the
  water.
  These bodies are the Drowned Dead, nasty
  bloated zombies that hate all life. The ship of the
  drowned dead contains a chest (trapped with a magi-
  cal fire trap; make a Traps roll to disarm it or be im-
  molated in flames for 2d+2 damage). The chest con-
  tains $3,000 in gems and gold coins, two flasks of Oil
  of Sharpness (adds +2 damage for one hour to a bladed
  weapon; see Forgotten Realms Adventures Volume I for
  alchemical details), as well as a map that shows the
  location of the temple and the location of the buried
  treasure (entry 6).
  3. Rough Shoals
  A Vision and Shiphandling roll will reveal a clear
  beach, but dangerous currents. A Shiphandling-3 roll
  is required to land here. Critical failure indicates the
  ship sinks.
  The beach here is clear, though a Vision roll will
  discover palm-sized, three-toed tracks in the sand near
  the forest edge.
  4. Carnotaurus Beach
  A Vision and Shiphandling roll will reveal a
  clear beach, but strange currents. A Shiphandling-1
  roll is required to land here. Critical failure indicates
  the ship sinks.
  The beach here is the territory of a nasty
  Carnotaurus. He only emerges from the canopy once
  every two or three days (roll a die, on a 1-2, he shows
  up), but he has a very bad temper and won’t hesitate
  to attack intruders.
  A Merchant-2 or Leatherworking roll will re-
  veal that a Carnotaurus hide is worth $2,000 in a town.
  Drowned Dead
  ST 16
  Move/Dodge: 5/5
  DX 12
  Skills: Broadsword-14
  IQ 8
  PD/DR: 0/2
  HT 15/40
  Weight: 300 lbs.
  Equipment: Rusty cutlass (3d cut), rotted leather
  (PD 1, DR 1)
  Evil men who die by drowning often become
  these twisted, bloated undead. Like zombies, they
  feel no pain nor do they have vital organs. Their
  rusty cutlasses are disease ridden. Anyone hit must
  make a HT-2 roll daily or take 1d damage. Three
  successful rolls cure the disease.
  Carnotaurus
  ST 65
  Speed/Dodge: 10/7
  Size: 12
  DX 14
  PD/DR: 2/3
  Wt: 1.5 tons
  IQ 3
  Damage: 3d imp#
  HT 14/45
  Reach: C, 1
  Carnotaurus attacks by head-butting for 3d
  crushing, and then entering close combat to bite
  and tear with his teeth (3d impaling).
  Armor made from Carnotaur hide weights 50%
  more than leather and has PD 3, DR 3. A typical
  Carnotaur hide can make three human-sized suits of
  armor.
  
  13
  5. Grazing Stegosaurs
  The forest here is thinner, and home to several
  variety of dinosaurs, the largest being stegosaurs. They
  are peaceful, unless the PCs endanger their young or
  make too much loud noise.
  6. Buried Treasure
  This spot is marked on the treasure map found
  in the ship.
  PCs passing through the area may notice on a
  Vision -5 roll that several trees are marked with cut-
  lasses.
  In pirate fashion, a chest is buried about six feet
  underground about five paces from a mossy boulder.
  The chest is inscribed with a warning and trapped
  with a similar fire immolation trap found on the one
  in the pirate ship -- a Traps roll is required or the
  chest will magically spout fire for 2d+2 damage.
  The chest contains another $4,000 in silver
  and gold coins, as well as a golden skull enchanted
  with Skull-Spirit, a Marble Polar Bear, a spellbook
  containing the spells Death Vision, Sense Spirit,
  Summon Spirit, Summon Shade, and Zombie,
  and a magical cutlass enchanted with Icy Weapon,
  Umbrella, and 1-point dedicated pearl
  powerstone embedded in the hilt).
  7. Deinonychus Field
  This large plain is covered in tall, 4’ grass.
  The birds are quiet near this area. Beyond this
  field lies a large lake with a temple in the middle
  (entry 10).
  The field is the home to eight
  Deinonychus. Anyone entering the field is likely
  to catch their attention; the Deinonychus will
  attempt to sneak up on the explorers with their Stealth-
  15 and attack them unaware.
  8. Petrified Forest
  There is a clearing here with three humanoid
  statues in combat poses. An IQ roll willreveal that
  these poor souls were petrified.
  9. Fruit Forest
  This area of the forest is filled with lucious, ed-
  ible passion fruit. Some small lizards graze on the fallen
  fruit here and pterodons swoop overhead. The
  pterodons will not attack large targets, making this
  area a safe place to set up camp... one of the few safe
  places on the island.
  Deinonychus
  ST: 15
  Move/Dodge: 13/8
  Size: 3
  DX: 16
  PD/DR: 1/1
  Weight: 180 lbs.
  IQ: 4
  Damage: 1d+2 imp#
  HT: 13
  Reach: C, 1, 2#
  Deinonychus is capable of attacking large foes by
  leaping at up to a 2 hex range, increaseing damage to 2d+1
  imp and holding on with its teeth and foreclaws (1d cut).
  Anyone entering Deinonychus’ front hex may be kicked
  without it counting as an action.
  Deinonychus has Vision 16, Smell and Hearing at
  14, and Stealth-15. It can broad-jump 5 yards, or high-
  jump 6 feet.
  
  14
  10. The Temple
  The island’s temple lies in the middle of a lake;
  the ground floor is completely flooded.
  An Archaeology roll will reveal that the
  temple was constructed by dwarves. It is in very
  good condition, and looks well-maintained.
  The Lake
  Anyone making a Vision-3 roll will spot
  creatures living in the lake. These are Elasmosaurs.
  Anyone entering the water will probably draw their
  attention -- make a Reaction Roll to see if they at-
  tack. Anyone building a boat will be safe, as the
  Elasmosaurs are primarily looking for fish.
  Once the PCs reach the temple, they will have
  to scale the walls to reach one of the large windows
  on the second story. This requires a Climbing -3 roll.
  The Second Floor
  The Temple is four stories tall. The first floor
  is flooded, the other stories are only a single large room
  apiece (approximately 20 yards across).
  Windows light the interior of the temple. Old
  dwarven runes can be seen carved on the temple. They
  speak of great battles against sea monsters and pirates,
  as well as a tunnel dug through the bottom of the
  temple that extends deep into the earth, deep into
  the Underdark (see handouts).
  Spiral stairs in the center of the room lead up
  into the third floor.
  The Third Floor
  The third floor is magically lit, for there are
  no windows on this floor.
  The third floor is the home to a Spectator.
  The Spectator will not be immediately hostile. He
  has been guarding the Element Wand for seventy-three
  years and has not talked to anyone for decades. He
  will be happy to explain that he was summoned by a
  dwarven mage years ago to protect the Element Wand.
  The Spectator will not, however, tolerate any attempts
  to gain entry into the vault.
  The Vault
  The vault is accessed through a heavy stone
  door. It requires a combined ST 50 to lift it -- only
  four men can get a grip on it.
  Inside the vault is the Element Wand, held by
  a statue of an old dwarf. The floor here, however, is
  trapped. A Traps-4 roll will spot this. Anyone step-
  ping on it will break through the fragile tiles and plum-
  met four stories into the flooded water level.
  The fall does 14d-28 damage. A Swimming
  roll will reduce the damage to 14d-42. The bot-
  tom part of the temple, however, is inhabited by
  shark-like Ichtyosaurs!
  Fighting underwater is at -2 for Close weap-
  ons and an additional -2 for each hex of reach, plus
  an additional -1 for each encumbrance level. Dam-
  age is halved. Make a Swimming roll every two
  seconds or take 1 Fatigue.
  Elasmosaurus
  ST: 22
  Move/Dodge: 7/7
  Size: 12
  DX: 14
  PD/DR: 1/1
  Weight: 1.5 tons
  IQ: 3
  Damage: 1d+1 imp
  HT: 14/20
  Reach: 1-8
  Ichthyosaurus
  ST: 18
  Move/Dodge: 11/6
  Size: 3
  DX: 12
  PD/DR: 1/1
  Weight: 250 lbs.
  IQ: 3
  Damage: 1d-1 cut
  HT: 13
  Reach: C
  Sample Raft (Shipbuilding +3)
  7” logs
  Crew 2
  Passengers 0
  DR 6
  HP: 42
  Move 1
  Daily Travel: 25m
  Sample Canoe (Shipbuilding)
  15’ dugout
  Crew 3
  Passengers 0
  DR 3
  HP: 32
  Move 2
  Daily Travel: 60m
  
  15
  Retrieving the Wand
  The Wand is easily retrieved with a spell such
  as Apportation, or even with a good lasso toss.
  The Wand, being a sentient thing, will try
  to use a Suggestion spell to ensure that it is picked
  up by the most appropriate character; it generally
  prefers mages to warriors, though it will avoid any-
  one with high levels of Strong Will.
  Temple Exploration
  The rest of the temple, while architectur-
  ally fascinating, is empty. The dwarves took their
  valuable items with them when they left ages ago.
  Intrepid PCs who feel compelled to search
  the flooded bottom of the temple may be rewarded,
  though the tunnel that used to run underneath the
  island is totally collapsed.
  Careful searching of the underwater cham-
  bers will find a large gemstone (worth at least
  $10,000) mounted above a doorway, which pro-
  claims it to be the first gem mined here. Also, a
  Mountaineer’s Ring can be found in a corner amidst
  silt and debris.
  Wrapping Up
  Escaping the island
  is the last challenge
  the PCs have. The
  strong currents and
  fog 
  require 
  a
  Shiphandling roll, or
  else travel will be de-
  layed a day. A critical
  failure will sink the
  ship!
  Character Points
  Each 
  character
  should receive 1 to 3
  character points for
  roleplaying and cre-
  ativity. 
  If 
  they
  avoided encounters without bloodshed, or did an
  exceptional job surviving the perils of the island, give
  them an additional 1-2 points.
  Spectator
  ST: 14
  Move/Dodge: 7/7
  Size: 3
  DX: 13
  PD/DR: 2/4
  Weight: 500 lbs
  IQ: 15
  Damage: 1d-1 cut
  HT: 15/25
  Reach: C
  Advantages: 360-degree Vision, Extra Fatigue +10,
  Independently Focusable Eyes, Sharp Teeth.
  Specatators are giant, floating eyes with a great maw
  full of razor-sharp teeth. They can be summoned from an
  alternate plane to guard artifacts for 101 years (the spell
  Summon Planar can do this). They are not immediately
  hostile; they prefer to have friendly chat with visitors, even
  telling them what they’re guarding, and if any threat is
  detected they will use their powers of Suggestion before
  becoming truly nasty.
  Spectators have a larger main eye in addition to
  four eyestalks. Each eye is capable of magical attacks --
  treat as Knacks, each with an energy cost of 1, and no
  time to cast. Since the Knacks are gaze-based, they suffer
  no range penalties. Spectators can attack with all eyes each
  turn.
  Main Eye: Reflect-20, Reverse Missiles-20
  Eye #1: Create Food-15, Create Water-15
  Eye #2: Total Paralysis-15
  Eye #3: Mind Sending-15, Suggestion-15
  Eye #4: Deathbeam-15*
  All eyes have PD 2, DR 2. The main eye is at -3 to
  be hit and takes 6 hits to be blinded. The smaller eyes are
  at -6 to be hit and can take 3 hits to be blinded. When all
  the eyes are blinded, the Spectator vanishes from the ma-
  terial plane.
  * Treat as ranged Deathtouch doing 3d damage --
  armor does not protect; has SS 10, Acc 3, 1/2D n/a, Max 50.
  Mountaineer’s Ring
      A plain brown ring
  made from a resilient
  dwarven clay mixture. It
  is carved with runes that
  speak of the dwarven
  hero 
  Nebiir, 
  who
  climbed a mountain
  with a severed arm.
       Enchanted with Re-
  sist Cold, Climbing (al-
  ways on, provides
  Climbing +4), Might
  (always on, ST +1), 2
  points of Power.
  
  16
  The Element Wand
  The Element Wand was forged three-thou-
  sand years ago by four dwarven liches. Shortly after
  creating it, the liches fought each other. Three were
  destroyed, and as the victorious lich left the tower
  where it was created, he was slain by the dwarven Clan
  Umbershoulders.
  The Element Wand was lost in the skirmish,
  but turned up in the hands of powerful mages and
  warriors over the course of its existence
  The Element Wand is sentient, and speaks
  with four voices -- the voices of its four dwarven cre-
  ators. It is an evil artifact, and can use its willpower to
  corrupt the wielder. A clever and patient thing, it of-
  ten waits years before attempting to control its wielder.
  Abilities
  Powerstone: The tip of the wand is a multicol-
  ored orb which acts as a 30-point powerstone. Only
  Elemental spells can draw from its power.
  Sentience: The Element Wand has IQ 14 and
  Strong Will +4. It can voluntarily give the wielder
  Strong Will +4 as well. Discarding the artifact requires
  a successful Contest of Will. The Wand is also ca-
  pable of using the Suggestion spell at skill 15.
  Control of Elements: The Elemental Wand gives
  any mage who wields it +2 to all Elemental spells.
  Element Mastery: Any Elemental missile spells
  cast through the wand do double damage.
  Elemental Nobility: All summoned or created
  Elementals have twice the ST and HT of nor-
  mal Elementals.
  Create Tower: For an energy cost of 10,
  the wielder may create a five-story stone tower,
  encircled by a water moat and a wall of fog,
  with a blazing fire atop the roof. The tower has
  no door, but the wand can open a portal any-
  where with a touch. The walls have DR 12,
  250 hit points. The wielder can destroy the
  tower at will.
  Magery: Anybody wielding the wand
  who does not possess Magical Aptitude will
  gain the advantage. A wielder with Magery
  gains an additional level of Magery, up to
  Magery 3.
  Enchantments: Shatterproof-25, Fire-
  proof-25, Puissance +2.
  Destroying the Wand
  Apart from incredibly powerful enchant-
  ments, the only way to destroy the wand is to slay a
  lich with it.
  The Marble Polar Bear -- Bursa
  This small, fist-sized statuette is made of a pale
  blue marble. It is heavy and dense, weight
  almost a pound.
  After posessing the statuette
  for a week, the wielder can will forth
  an astral polar bear by concentrat-
  ing for one turn; The bear, Bursa,
  takes 3 seconds to form. She is
  extremely loyal (geased, in fact)
  to the wielder, though her
  friendliness entirely depends on
  the relationship the wielder de-
  velops with her. Bursa automati-
  cally understands the language of
  the wielder.
  While on the prime material plane,
  Bursa expends 2 fatigue every hour (1 in cold weather,
  4 in hot temperatures). When she reaches 0 Fatigue,
  she disappears back into the astral plane. Bursa may
  not be summoned again until two days have passed.
  Bursa the Astral Polar Bear
  ST: 33
  Move/Dodge: 7/6
  Size: 3#
  DX: 13
  PD/DR: 2/4 (fur)
  Weight: 1,400 lbs
  IQ: 7
  Damage: 2d-2 cr#
  HT: 15/24
  Reach: C, 1
  Bursa a near-perfect specimen of polar bear. Her
  magic fur is pure white without a blemish or a hint of yel-
  lowing. Bursa attacks with her paws for 2d-2 cr or grapples
  and bites in close combat for 2d-2 cut. She swims at move
  3. In snowy terrain, she is at -4 to spot.
  Bursa is a very intelligent beast, and can communi-
  cate with extremely simple gestures and facial expressions.
  But she is also ornery; like other bears, she reacts to people
  at -3.
  
  17
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  The Element Wand is made of cold iron. It is approximately
  three hands long and is twisted thirteen times [Vadaruk the
  Horned Dwarf Mage, p.34]
  The Wand was forged three-thousand years ago by four
  dwarven liches. Clan Umbershoulders claim that they
  destroyed the liches and reclaimed the wand shortly after its
  creation. [Magus Apparundi, vol II, p.201]
  Another story says the Wand was created by the jealous wife
  of an ogre-mage, but most scholars brush this off as a tall
  tale. [Dwarven Wives’ Tales p.71]
  The Element Wand was most recently seen in the hands of
  the necromancer Kusur Koi who supposedly lost the artifact
  to pirates. Fearing the power of the wand, the pirates placed
  it in a temple of sorts on a fog-enshrouded island some-
  where near the Pirate Isles. It has not been found since. It is
  more likely the wand lies at the bottom of the Sea of
  Swords. [Koi: Pirate of Blood, p.29]
  Rumored powers of the wand include elemental control,
  tower creation, and element mastery. [Magus Apparundi, vol
  II, p.203]
  Handouts for Jewel Island
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SOURCE: textdata/thevault/GURPS [multi]/SETTING/D&D/GURPS - Forgotten Realms Adventures Volume 3 .pdf