TEXT: By Ken Spencer
  By Ken Spencer
  FROG GOD GAMES ADVENTURES
    Island 
    Island 
  Sorrow
  Sorrow
  ofof
  PATHFINDER 1E
  COMPATIBLE
  
  Author: 
  Author: 
  Ken Spencer
  Editor:
  Editor:
  Jeff Harkness
  Art dirEctor:
  Art dirEctor:
  Casey Christofferson
  LAyout 
  LAyout 
  Suzy Moseby
  Front covEr Art: 
  Front covEr Art: 
  Adrian Landeros
  ©2020 Frog God Games All rights reserved. 
  Reproduction without the written permission 
  of the publisher is expressly forbidden. 
  Frog God Games and the Frog God Games 
  logo, Island of Sorrow is a trademark of Frog 
  God Games, All rights reserved. All characters, 
  names, places, items, art, and text herein are 
  copyrighted by Frog God Games. The mention 
  of or reference to any company or product in 
  these pages is not a challenge to the trademark 
  or copyright concerned. 
   
  Compatibility with the Pathfinder Roleplaying 
  Game requires the Pathfinder Roleplaying 
  Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more 
  information on the Pathfinder Roleplaying 
  Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse 
  this product. Pathfinder is a registered 
  trademark of Paizo Publishing, LLC, and 
  the Pathfinder Roleplaying Game and the 
  Pathfinder Roleplaying Game Compatibility 
  Logo are trademarks of Paizo Publishing, LLC, 
  and are used under the Pathfinder Roleplaying 
  Game Compatibility License. See http://
  paizo.com/pathfinderRPG/ compatibility for 
  more information on the compatibility license 
  This book uses the supernatural for settings, 
  characters, and themes. All mystical and 
  supernatural elements are fiction and intended 
  for entertainment purposes only. Reader 
  discretion is advised. 
  Adventures 
  Worth  
  Winning
  intErior Art: 
  intErior Art: 
  Adrian Landeros, C. J. Marsh,  
  Terry Pavlet, Hector Rodriguez, 
  Michael Syrigos 
  cArtogrAphy: 
  cArtogrAphy: 
  Robert Altbauer
  projEct MAnAgEr: 
  projEct MAnAgEr: 
  Edwin Nagy
  pAthFindEr convErsion: 
  pAthFindEr convErsion: 
  Michael Mars Russell
  Frog god gAMEs is:
  Frog god gAMEs is:
  BiLL WEBB, MAtt Finch, ZAch gLAZAr, chArLEs A. Wright,  
  BiLL WEBB, MAtt Finch, ZAch gLAZAr, chArLEs A. Wright,  
  EdWin nAgy, MikE BAdoLAto, And john BArnhousE
  EdWin nAgy, MikE BAdoLAto, And john BArnhousE
  Frog God Games
  ISBN: 978-1-943067-05-3
  PF PDF
    Island 
    Island 
  Sorrow
  Sorrow
  ofof
  
  introduction
  introduction ...........................................................................................
   ........................................................................................... 3
  BAckground
  BAckground .............................................................................................
   ............................................................................................. 3
  tAvin LAr’s FAtE
  tAvin LAr’s FAtE ...................................................................................
   ................................................................................... 3
  AdvEnturE ovErviEW
  AdvEnturE ovErviEW ...............................................................................
   ............................................................................... 3
  ALtErnAtE hooks
  ALtErnAtE hooks .................................................................................
   ................................................................................. 3
  sEtting thE AdvEnturE
  sEtting thE AdvEnturE ............................................................................
   ............................................................................ 3
  sinnAr coAst rEgion MAp
  sinnAr coAst rEgion MAp ......................................................................
   ...................................................................... 4
  scALing thE AdvEnturE
  scALing thE AdvEnturE ...........................................................................
   ........................................................................... 5
  journEy to thE isLAnd
  journEy to thE isLAnd .............................................................................
   ............................................................................. 5
  running A sEA journEy
  running A sEA journEy ......................................................................
   ...................................................................... 5
  rEAding ship stAts
  rEAding ship stAts ..........................................................................
   .......................................................................... 5
  sAiLing ALong
  sAiLing ALong ..................................................................................
   .................................................................................. 5
  ships in coMBAt
  ships in coMBAt ..............................................................................
   .............................................................................. 6
  EncountErs during thE journEy
  EncountErs during thE journEy ........................................................
   ........................................................ 6
  dEAth oF thE cAptAin
  dEAth oF thE cAptAin ......................................................................
   ...................................................................... 6
  Mutiny
  Mutiny ..............................................................................................
   .............................................................................................. 6
  rAndoM EncountErs
  rAndoM EncountErs ...........................................................................
   ........................................................................... 7
  isLE oF sorroWMAp
  isLE oF sorroWMAp..................................................................................
  .................................................................................. 8
  thE isLAnd oF sorroW
  thE isLAnd oF sorroW ............................................................................
   ............................................................................ 8
  using thE MAp
  using thE MAp .........................................................................................
   ......................................................................................... 9
  BEAch
  BEAch ................................................................................................
   ................................................................................................ 9
  cLiFFs
  cLiFFs ................................................................................................
   ................................................................................................ 9
  dEEp WAtEr
  dEEp WAtEr .......................................................................................
   ....................................................................................... 9
  grAssLAnd
  grAssLAnd ........................................................................................
   ........................................................................................ 9
  hiLLs
  hiLLs .................................................................................................
   ................................................................................................. 9
  jungLE
  jungLE ...............................................................................................
   ............................................................................................... 9
  MAngrovEs
  MAngrovEs .......................................................................................
   ....................................................................................... 9
  MountAins
  MountAins .......................................................................................
   ....................................................................................... 9
  rEEF
  rEEF ...................................................................................................
   ................................................................................................... 9
  rivEr
  rivEr ..................................................................................................
   .................................................................................................. 9
  shALLoW WAtEr
  shALLoW WAtEr ...............................................................................
   ...............................................................................1010
  sWAMp
  sWAMp ..............................................................................................
   ..............................................................................................1010
  voLcAno
  voLcAno ..........................................................................................
   ..........................................................................................1010
  rAndoM EncountEr tABLEs
  rAndoM EncountEr tABLEs ....................................................................
   ....................................................................1010
  grAssLAnds EncountErs
  grAssLAnds EncountErs ....................................................................
   ....................................................................1212
  jungLE
  jungLE ..................................................................................................
   ..................................................................................................1313
  MountAin
  MountAin ............................................................................................
   ............................................................................................1414
  rivEr
  rivEr .....................................................................................................
   .....................................................................................................1515
  nuMBErEd LocAtions
  nuMBErEd LocAtions ..............................................................................
   ..............................................................................1616
  1. piLLAr BAy
  1. piLLAr BAy .........................................................................................
   .........................................................................................1616
  2. tAvin’s hut
  2. tAvin’s hut .....................................................................................
   .....................................................................................1616
  3. sEA cAvEs
  3. sEA cAvEs ........................................................................................
   ........................................................................................1616
  4. thE hEAds
  4. thE hEAds .......................................................................................
   .......................................................................................1616
  5. LAir oF vErMitrAnix
  5. LAir oF vErMitrAnix ........................................................................
   ........................................................................1616
  6. At-sA viLLAgE
  6. At-sA viLLAgE ...................................................................................
   ...................................................................................1616
  6-1. WAr cAnoEs
  6-1. WAr cAnoEs .............................................................................
   .............................................................................1717
  6-2. shAMAn’s hALL
  6-2. shAMAn’s hALL .........................................................................
   .........................................................................1717
  6-3. hut
  6-3. hut ..........................................................................................
   ..........................................................................................1717
  6-4. spAWning pooL
  6-4. spAWning pooL ........................................................................
   ........................................................................1717
  6-5. idoL oF thE hungry FLAMEs
  6-5. idoL oF thE hungry FLAMEs ...................................................
   ...................................................1717
  isLE oF sorroW rEgion MAp
  isLE oF sorroW rEgion MAp ..................................................................
   ..................................................................1717
  6-6. distiLLEry
  6-6. distiLLEry .................................................................................
   .................................................................................1818
  7. shA-A viLLAgE
  7. shA-A viLLAgE ..................................................................................
   ..................................................................................1818
  7-1. stockAdE
  7-1. stockAdE ..................................................................................
   ..................................................................................1818
  7-2. cEntrAL pLAZA
  7-2. cEntrAL pLAZA ..........................................................................
   ..........................................................................1818
  7-3. hALL oF chiEFtAins
  7-3. hALL oF chiEFtAins .................................................................
   .................................................................1818
  7-4. hALL oF shAMAns
  7-4. hALL oF shAMAns ....................................................................
   ....................................................................1818
  7-5. hAtchEry
  7-5. hAtchEry .................................................................................
   .................................................................................1919
  7-6. hut
  7-6. hut ..........................................................................................
   ..........................................................................................1919
  8. vAn-A viLLAgE
  8. vAn-A viLLAgE ..................................................................................
   ..................................................................................1919
  8-1. thorn FEncE
  8-1. thorn FEncE ............................................................................
   ............................................................................1919
  8-2. MELon FiELds
  8-2. MELon FiELds ...........................................................................
   ...........................................................................1919
  8-3. WArriors’ hALL
  8-3. WArriors’ hALL ........................................................................
   ........................................................................1919
  8-4. chiEFtAins’ hALL
  8-4. chiEFtAins’ hALL ......................................................................
   ......................................................................1919
  8-5. hut
  8-5. hut ..........................................................................................
   ..........................................................................................1919
  8-6. MothErs’ hALL
  8-6. MothErs’ hALL ........................................................................
   ........................................................................1919
  8-7. hErd
  8-7. hErd ........................................................................................
   ........................................................................................20
  20
  9. WrEck oF thE pEdAntic
  9. WrEck oF thE pEdAntic .................................................................
   .................................................................20
  20
  10. sinkhoLEs
  10. sinkhoLEs .....................................................................................
   .....................................................................................20
  20
  AppEndix A: nEW MonstErs
  AppEndix A: nEW MonstErs ...................................................................
   ...................................................................2121
  LiZArdFoLk hAtchLing sWArM
  LiZArdFoLk hAtchLing sWArM ........................................................
   ........................................................2121
  spELL pArrot
  spELL pArrot ....................................................................................
   ....................................................................................2121
  spELL pArrot, ELdEr
  spELL pArrot, ELdEr ........................................................................
   ........................................................................2121
  rEFErEncEs
  rEFErEncEs ..............................................................................................
   ..............................................................................................22
  22
  rEFErEncE 1: tAvin’s sEnding
  rEFErEncE 1: tAvin’s sEnding ........................................................
   ........................................................22
  22
  rEFErEncE 2: thE notE At tAvin’s hut
  rEFErEncE 2: thE notE At tAvin’s hut .......................................
   .......................................22
  22
  rEFErEncE 3: tAvin’s MAp
  rEFErEncE 3: tAvin’s MAp ..............................................................
   ..............................................................22
  22
  rEFErEncE 4: thE cArving on thE hEAd
  rEFErEncE 4: thE cArving on thE hEAd ......................................
   ......................................22
  22
  rEFErEncE 4: MEssAgE in A BottLE
  rEFErEncE 4: MEssAgE in A BottLE ................................................
   ................................................22
  22
  isLE oF sorroW pLAyEr MAp
  isLE oF sorroW pLAyEr MAp ..................................................................
   ..................................................................23
  23
  tABLE oF contEnts
  tABLE oF contEnts
  
  IntroductIon 
  IntroductIon |3
  |3
  tAvin LAr’s FAtE
  tAvin LAr’s FAtE
  Tavin found the island on the 589th day of his expedition when a storm 
  threw his ship onto the rocks of Pillars Bay. He survived the wreck and 
  managed to make it to shore. He eked out a miserable life as a solitary 
  castaway living off coconuts, crabs, and the occasional wild pig. After he 
  regained his strength and built a hut for himself, he began to explore the 
  island. On the 785th day of his expedition, he found some ruins, explored 
  them, and located a sending conch. He used it to send a message to his 
  mother, but this used the item’s last charge.
  Buoyed by the hope of rescue, Tavin ventured deeper into the island 
  and traveled up the Kapuahan River as far as the Heads. A party of At-sa 
  hunters captured him and took him to their island (you can choose one of 
  the At-sa villages). Tavin convinced the At-sa that he is a great shaman 
  with secret knowledge. They are holding him prisoner for a time to see if 
  he does anything magical. If not, then they will wait until they have a few 
  more prisoners to make a larger sacrifice.
  AdvEnturE ovErviEW
  AdvEnturE ovErviEW
  Tara Lar hires the party to rescue her son from the mythical, but 
  apparently discovered, Island of Sorrow. They set out in a ship from 
  Endhome, travel across the Sinnar Ocean, and make landfall on the Island 
  of Sorrow. Once there, they need to locate Tavin Lar but likely spend a 
  great deal of time exploring the island. The missing heir left a trail that 
  can be followed from his crude hut on the shores of Pillars Bay, across the 
  heart of the island, and to the village of lizardfolk who hold him hostage. 
  The meat of the adventure should be a hex-crawl across the Island of 
  Sorrow. There is no hurry to find Tavin before something bad happens 
  to him; after all, he has already suffered enough as it is. Allow the party 
  to explore as they want; there are plenty of side jaunts, hooks, locations, 
  and challenges to keep a party busy for some time. Eventually they either 
  find clues as to Tavin’s journey across the island or wander into an At-sa 
  village, and thus come to the denouement.
  ALtErnAtE hooks
  ALtErnAtE hooks
  If the heroes are not the mercenary sort, or if they are unlikely to take a 
  job on the speculation of riches, these alternate hooks can get them headed 
  toward the Island of sorrow.
  * The party finds a legitimate map to the island, possibly with part of the 
  island mapped out for them. The map could have be acquired from a sage 
  or broker, found in a larger treasure, or mysteriously fall into their hands. 
  In this case, they do not need to rescue Tavin Lar, but might discover his 
  trail and him during the course of exploring the island.
  * As above, but a wealthy patron comes into possession of the map and 
  is willing to fund the expedition.
  * While sailing the Sinnar Ocean, the party is blown off course and 
  makes landfall on the Island of Sorrow. Their ship is damaged or destroyed. 
  They need to find a way off the island, or just might want to explore this 
  place that does not appear on any chart.
  sEtting thE AdvEnturE
  sEtting thE AdvEnturE
  Endhome and the Sinnar Ocean exist in Frog God Games’ Lost Lands 
  setting. You do not have to use that setting, however, as the Island of 
  Sorrow can be placed in any campaign world. It needs to be in a large 
  ocean far from normal trading routes, and a good distance away from any 
  coast. The party can leave from any seaport that suits your campaign’s 
  needs.
  introduction
  introduction
  The Island of Sorrow is an adventure for a party of 2–6 4th level 
  characters. It involves a large amount of wilderness travel, and characters 
  with wilderness-related skills and abilities will fare well. Depending on 
  how the party approaches the challenges put before them, there might be a 
  more-than-average amount of combat or a bit of intrigue.
  BAckground
  BAckground
  The Island of Sorrow has lived in legend and myth for some time; 
  nearly every culture that borders the Sinnar Ocean has some tale about it. 
  While the details vary, all agree that the island is home to the ruins of a 
  long-dead civilization that possessed remarkable magic. In some stories, 
  this civilization is an enlightened one of gleaming cities and philosopher-
  kings. Others tell of terrible pacts with entities hailing from the nether 
  planes and tyrannical rulers who thrived on torture and decadence. Over 
  the centuries, many tried to locate the island, but none managed to do so. 
  Most never returned from their quest. Dozens of con artists and hucksters 
  tried to pass off authentic maps to the island, lost artifacts that use the 
  island’s myths as their basis, and other tricks.
  Tavin Lar is the scion of a wealthy family from Endhome. His father 
  died years ago, and Tavin inherited the family business, but he was far 
  more interested in his esoteric researches. Leaving his mother and sister 
  to run the family’s interests, he spent lavishly on books, maps, and 
  antiquities. While these expenditures mounted to more than 100,000 gp 
  in a matter of a few short years, the family could well afford it. However, 
  political machinations and an increase in piracy in the Sinnar Ocean 
  hurt the family’s wealth and a bad speculation in the fish market finally 
  ruined them. Suddenly cut off from his research, Tavin found the mansion 
  he had been born into sold out from under him, as well as many of his 
  accumulated treasures lost.
  Cast out and forced to live on a limited budget in a loft above the sole 
  warehouse his family still owned, Tavin turned his great mind toward 
  chasing the myth of the Island of Sorrow. He managed to retain a few 
  of his texts and maps, and after locking himself away from the world for 
  several months, he emerged and proclaimed he had found the legendary 
  island. Against the protests of his mother and sister, he sold almost all that 
  remained of the family holdings — a solitary ramshackle warehouse — 
  and used the money to fund an expedition. He was gone for three years.
  Last month, Tavin’s mother received a sending from Tavin. The message 
  was short, as all such magical communications are, and surprised Tara Lar, 
  as Tavin had never shown any magical aptitude: “Am well. Have found 
  island at one thousand due west of Ortis six hundred north line. Ship gone. 
  Send help. In danger. Love, Tavin.”
  Tara Lar wants to hire a ship and crew to rescue her son and restore her 
  family’s fortune. All she can offer is her last 1,000 gp and the ship Hope 
  of Glory. She wants to accompany the characters, but she is elderly and in 
  poor health and can be convinced to stay home. If they bring her along, she 
  assumes command whenever possible but needs to be protected from the 
  rigors of the expedition and the dangers of the island.
  Tara Lar CR 2
  XP 600
  hp 13 (Magnimar, City of Monuments, “Shifty Noble”)
  No Gear
  By kEn spEncEr
  By kEn spEncEr
  A pAthFindEr 1E AdvEnturE dEsignEd For A pArty oF 2 to 6 4th LEvEL chArActErs.
  A pAthFindEr 1E AdvEnturE dEsignEd For A pArty oF 2 to 6 4th LEvEL chArActErs.
  Island   Sorrow
  Island   Sorrow
  ofof
  
  4| Island of sorrow
  4| Island of sorrow
  sinnAr coAst rEgion MAp
  sinnAr coAst rEgion MAp
  EndhoME
  EndhoME
  Population: 35,000
  Symbol: None
  Ruler: Governor Ranlan Poole
  Government: Autocracy
  The city of Endhome is widely known as the “Trade Capital of the Continent.” Even though Bard’s Gate is obviously a 
  contender for the same claim, the fact of the matter is that Endhome, as a seaport, moves more trade through its docks 
  on a daily basis than Bard’s Gate. Endhome merchants scour the world for bargains, make long-term contracts, and jostle 
  with the sharpest traders in the Lost Lands, and by doing so they manage to remain ahead of Bard’s Gate as a trading 
  hub. Endhome does not engage in the sort of far-reaching political machinations that Bard’s Gate does, and over time, it 
  seems likely that Bard’s Gate will eclipse Endhome for the role of the continent’s trade capital. It is already possible, and 
  even quite likely, that Bard’s Gate’s far-flung network of investments and businesses, seen as a whole, represents a larger 
  role in commerce than Endhome’s role as a center of trade.
  sinnAr ocEAn (south)
  sinnAr ocEAn (south)
  The Southern portion of the Sinnar Ocean represents the shortest sea-distance from Akados to Libynos, making the South Sinnar a major avenue 
  for seaborne merchants. Most of the South Sinnar trade flows through the city of Endhome, but most cities on the East Coast of Akados have at 
  least a few ships that brave the journey.
  Under control of the Oceanders, Port Clar on Ramthion Island is becoming a minor rival to Endhome in the South Sinnar trade routes, simply 
  due to the fact that the journey to the ports of Libynos is considerably shorter from Port Clar than it is for the merchant captains of Endhome.
  
  Journey to the Island 
  Journey to the Island |5
  |5
  hp: The ship’s total hit points. In addition, all ships have a hardness 
  rating based on their construction material (hardness 5 for most wooden 
  ships). At 0 or fewer hit points, a ship gains the sinking condition.
  Base Save: The ship’s base save modifier. All of a ship’s saving throws 
  (Fortitude, Reflex, and Will) have the same value. To determine a ship’s 
  actual saving throw modifiers, add the captain’s Profession (sailor) 
  modifier to this base value.
  Maximum Speed: The ship’s maximum tactical speed in combat. An 
  asterisk indicates the ship has sails, and can move at double speed when it 
  moves in the same direction as the wind. A ship with only sails can only 
  move if there is some wind.
  Arms: The number of siege engines that can be fitted on the ship. A ram 
  uses one of these slots, and only one ram may be fitted to a ship.
  Ram: The amount of damage the ship inflicts on a successful ramming 
  attack (without a ram siege engine).
  Squares: The number of squares the ship takes up on the battle mat. A 
  ship’s width is always considered to be one square.
  Crew: The first number lists the minimum crew complement the ship 
  needs to function normally, excluding those needed to make use of the 
  vessel’s weapons. The second value lists the ship’s maximum crew plus 
  additional soldiers or passengers. A ship without its minimum crew 
  complement can only move, change speed, change direction, or ram if 
  its captain makes a DC 20 Profession (sailor) check. Crew in excess of 
  the minimum have no effect on movement, but they can replace fallen 
  crewmembers or man additional weapons. 
  Sinking: A ship gains the sinking condition if its hit points are reduced 
  to 0 or fewer. A sinking ship cannot move or attack, and it sinks completely 
  10 rounds after it gains the sinking condition. Each hit on a sinking ship 
  that inflicts damage reduces the remaining time for it to sink by 1 round 
  per 25 points of damage inflicted. Magic (such as make whole) can repair 
  a sinking ship if the ship’s hit points are raised above 0, at which point the 
  ship loses the sinking condition. Generally, non-magical repairs take too 
  long to save a ship from sinking once it begins to go down.
  sAiLing ALong
  sAiLing ALong
  While under sail, ships can travel day and night and don’t need to stop 
  and rest or make camp. The journey to the Island of Sorrow is 3,840 miles; 
  thus, the Hope of Glory should get there in 40 days if nothing causes it to 
  slow or stop. The crew and party consume a quarter ton of supplies per 
  day; thus, there is enough food and water to make the journey there and 
  back with plenty of room to spare, especially if the Island of Sorrow yields 
  some food and water. Captain Tamar is nervous about the possibility of 
  not finding the island or having to search for it as the coordinates are 
  vague enough that several weeks of sailing might be needed. For the most 
  part, the weather will be fair, though some of the encounters below might 
  change this.
  Ships are handled using Profession (sailor). For each 10-day span of 
  travel, the captain (Tamar unless something happens to him) needs to 
  succeed at a DC 10 Profession (sailor) check. If successful, the ship stays 
  in fine shape and continues on at normal speed. If the check fails, the ship 
  is poorly handled and loses 1d2 mph of travel speed for the next 10-day 
  period. The captain or a designated person must also succeed another DC 
  10 Profession (sailor) check. If successful, the ship stays on course. If the 
  check fails, then the ship travels off course by 1d100 + 40 miles.
  The crew makes a group roll whenever required to make a check or 
  some kind. In combat, they can act independently, but if a save or other 
  roll is required of more than two crewmembers, make one roll for the 
  bunch. If the crew fails a group roll, assume that 1d4 of them fail and 
  suffer whatever effects the failure results in.
  scALing thE AdvEnturE
  scALing thE AdvEnturE
  This adventure is designed and tested for a party of four 4th-level 
  characters. Many of the encounters are not scaled to be a fair fight: Some 
  will be rather easy; some will be very hard; and a few are encounters to 
  run away from if luck is not with the characters. This is a hex-crawl style 
  adventure; much of the action is dictated by the characters’ choices
  journEy to thE isLAnd
  journEy to thE isLAnd
  Getting to the Island of Sorrow is an adventure in itself; after all, if 
  it was easy to get to, then it wouldn’t be a mysterious mythical locale. 
  You don’t have to play out the journey; you could just flash forward to 
  arriving at the island but that would remove some of the mystique of the 
  mysterious island trope. Thus, the party needs a ship and a crew, or failing 
  that, some sort of powerful transportation magic.
  If the Lars are funding the expedition, the party will be traveling aboard 
  the Hope of Glory, an aged caravel that is still seaworthy but has certainly 
  seen better days. It is captained by a friend of the Lars’ family, Willic 
  Tamar and has a crew of 26 sailors. The ship is 56 feet long and 18 feet 
  wide, fast (it can make 4 mph on a fair wind), and unarmed. The Hope of 
  Glory used to be a privateer, but its fighting days are at an end. However, 
  it has a short draft (the amount of the ship normally underwater) of only 
  7 feet 5 inches, meaning it can navigate shallow waters with ease. It does 
  not have a large cargo hold and can carry the party plus another 100 tons 
  of cargo. Most of this space has been given over to food and water, as 
  well as repair supplies (50 tons rations, 40 tons repair supplies), leaving 
  a mere 10 tons of space for loot. The party can bring mounts with them, 
  but each horse or equivalent takes up 1 ton of cargo space. Horse, camels, 
  and similar mounts need to make a DC 15 Fortitude save at the end of the 
  voyage or perish; they really don’t take well to sea travel. Captain Tamar 
  will not allow supplies to be tossed out to make room for the party; 10 tons 
  should be enough for them, and he wants to be able to get back home. The 
  ship has one rowboat that can be launched to facilitate landing.
  Willic Tamar CR 5
  XP 1,600
  hp 41 (Pathfinder Campaign Setting: Isles of the Shackles, “Pirate 
  Captain”)
  Sailor (26) CR 1/2
  XP 200
  hp 9 (Pathfinder Campaign Setting: Isles of the Shackles, “Pirate, 
  Sailor”)
  running A sEA journEy
  running A sEA journEy
  The simple rules from the Pathfinder Roleplaying Game GameMastery 
  Guide should make a sea journey fun and exciting without bogging down 
  the game in the minutiae of ocean travel. Suffice it to say that a lot of detail 
  has been glossed over; an entire book can be written about ships, the sea, 
  and in-depth travel rules. If you wish to use a more robust ship system, 
  please refer to Fire as She Bears by Frog God Games.
  rEAding ship stAts
  rEAding ship stAts
  A vast variety of boats and ships exist, from small rafts and longboats to 
  intimidating galleons and swift galleys. Stats for these ships can be found 
  in Pathfinder Roleplaying Game Ultimate Combat. All ships have the 
  following traits.
  Ship Type: This is a general category that lists the ship’s basic type.
  AC: The ship’s base Armor Class. To calculate a ship’s actual AC, 
  add the captain’s Profession (sailor) modifier to the ship’s base AC. 
  Touch attacks against a ship ignore the captain’s modifier. A ship is never 
  considered flat-footed.
  
  6| Island of sorrow
  6| Island of sorrow
  EncountErs during thE journEy
  EncountErs during thE journEy
  The following encounters can occur during the sea voyage, in addition 
  to the random encounters detailed below.
  dEAth oF thE cAptAin
  dEAth oF thE cAptAin
  If Captain Tamar dies, then the crew is at a loss. Many want to turn 
  back, so check for mutiny as described below. The crew hired for this 
  voyage does not include the finest found on dockside; in fact, many are 
  barely trained in the basics of seamanship. One of the characters must 
  step up and take command. If none of the characters have the requisite 
  proficiencies to sail the ship, a grizzled old mate volunteers to help out, 
  but she doesn’t want the command herself. She’s no officer, thank you 
  very much, and prefers to work for a living. You should probably work to 
  get the captain killed so the characters can take over and make decisions.
  Mutiny
  Mutiny
  Crews sometimes mutiny; it is just a fact of life. A crew on a mission 
  into unknown seas, facing strange dangers, and suffering losses is at risk 
  of turning on their officers. To prevent a mutiny, the captain needs to 
  succeed at a DC 10 Diplomacy or Intimidate check per 10-day period. The 
  DC is adjusted by the following modifiers if any of those events occurred 
  in the previous 10-day period.
  Event
  DC Modifier
  Crewmember dies
  +2 per 5
  Monster attack
  +1
  Character dies
  +3
  Rations at half
  +4
  Ship suffers damage
  +2
  Crew given loot
  –1 per 500 gp
  Intimidate used on last check
  +1
  • Crew given loot. If in the past 10-day period the crew was 
  rewarded, the DC for the mutiny check is lowered by –1 per 500 
  gp distributed.
  • Crewmember dies. This modifier is imposed per 5 or fewer 
  crewmembers that died for whatever reason.
  • Monster attack. If a monster attacks the ship or the crew, levy 
  this modifier, even if no one dies.
  • Character dies. The crew expects mighty adventurers to survive 
  this ordeal, and if one of them dies, then what hope does a bunch 
  of deckhands have?
  • Rations at half. Half rations put everyone on edge and going 
  home would set the matter right.
  • Ship suffers damage. If the ship is damaged for whatever 
  reason, the crew starts to think that this whole thing is too much 
  and that going home would be a good idea.
  • Intimidate used on last check. If Intimidate was used to keep 
  the crew in line on the last check, impose this modifier. This 
  modifier is imposed even if Diplomacy is being used on this 
  check.
  If the crew mutinies, they attempt to take the ship by force. They use 
  stealth, attack at night, and prefer to take the captain and characters alive. A 
  DC 11 Sense Motive check reveals that the mutiny is about to occur which 
  gives the party time to stop it. A rousing speech (and a few DC 15 Bluff, 
  Diplomacy, or Intimidate checks) can quell the mutiny before it starts; 
  raise the DC to 18 if the munity is already in process. If the mutineers 
  are successful, they place the party and the captain in the rowboat with 
  500 pounds of food and water as well as a locked chest with the party’s 
  equipment.
  ships in coMBAt
  ships in coMBAt
  Use a large, blank battle mat to represent the waters on which the battle 
  occurs. A single square corresponds to 30 feet of distance. Represent each 
  ship by placing markers that take up the appropriate number of squares 
  (miniature toy ships make great markers and should be available at most 
  hobby stores).
  Starting Combat: When combat begins, allow the PCs (and important 
  NPC allies) to roll initiative as normal — the ship itself moves and attacks 
  on the captain’s initiative result. If any of the ships in the battle rely on 
  sails to move, randomly determine what direction the wind is blowing by 
  rolling 1d8 and following the guidelines for missed splash weapons.
  Movement: On the captain’s initiative count, the ship can move its 
  current speed in a single round as a move-equivalent action for the captain 
  (or double its speed as a full-round action), as long as it has its minimum 
  crew complement. The ship can increase or decrease its speed by 30 
  feet each round, up to its maximum speed. Alternatively, the captain can 
  change direction (up to one side of a square at a time) as a standard action. 
  A ship can only change direction at the start of a turn.
  Attacks: Crewmembers in excess of the ship’s minimum crew 
  requirement can be allocated to man siege engines. Siege engines attack 
  on the captain’s initiative count.
  A ship can also attempt to ram a target if it has its minimum crew. To 
  ram a target, the ship must move at least 30 feet and end with its bow in a 
  square adjacent to the target. The ship’s captain then makes a Profession 
  (sailor) check — if this check equals or exceeds the target’s AC, the ship 
  hits its target, inflicting damage as indicated on the ship statistics table 
  to the target, as well as minimum damage to the ramming ship. A ship 
  outfitted with an actual ram siege engine inflicts an additional 3d6 points 
  of damage to the target (the ramming vessel suffers no additional damage). 
  crEW pErsonALitiEs
  crEW pErsonALitiEs
  The following crew could make interesting NPCs.
  BoBBEry
  BoBBEry
  Bobbery is a fun-loving young salt with a high, squeaky 
  voice and a bright outlook no matter how bad things go. He 
  and William are good friends and occasional lovers.
  hAnk
  hAnk
  Hank is morose and laconic, always pointing out how 
  things will go poorly. He works hard despite his tendency 
  toward depressive thoughts.
  ivAn
  ivAn
  Ivan speaks in short statements; a sentence appears to 
  be too much for him. Although he says very little, what he 
  does say is important. He is an experienced sailor.
  sArA
  sArA
  Sara is an experienced and no-nonsense sailor who 
  doesn’t take well to a bunch of landlubber adventurers on 
  her ship. She has a fondness for dwarves though and is 
  polite and a bit overly friendly with any she meets.
  short tonguE
  short tonguE
  Short Tongue had most of his tongue cut out years ago. 
  This doesn’t stop him from trying to communicate with the 
  characters, and Short Tongue is often dispatched to report 
  news. No one knows his real name.
  WiLLiAM
  WiLLiAM
  Bobbery’s best friend and sometimes lover, William is a 
  large man with a deep voice. Not too bright, William tends 
  to interject random ideas into conversations.
  
  Journey to the Island 
  Journey to the Island |7
  |7
  pincers, gobbling up anyone it kills. It begins combat by rising from below 
  and playing its stun cone across the deck. If it meets any resistance or is 
  attacked, it targets the attacker with a bite or eye ray. If the creature suffers 
  more than half its hit points in damage, it sinks beneath the waves.
  Eye of the Deep CR 6
  XP 2,400
  hp 75 (Tome of Horrors Complete, “Eye of the Deep”)
  Favorable Wind. The ship experiences favorable winds and adds +2 
  mph to its travel speed.
  Giant Shark Attack! A giant shark attacks the ship. It attempts the ram 
  the vessel, take chunks out of its hull, and in general focuses its attacks on 
  the ship itself. If the ship is struck, anyone on the ship near the rails or in 
  the rigging (such as the crew, roll for a five-person group) must succeed at 
  a DC 10 Acrobatics check at the start of their turn or fall overboard. The 
  shark stops attacking the ship if anyone lands in the water and goes after 
  them instead. It returns to attacking the ship when no one is in the water. 
  The shark is driven off when it is reduced to fewer than a quarter of its 
  starting hit points.
  Giant Shark CR 4
  XP 1,200
  hp 42 (Pathfinder Roleplaying Game Bestiary 4, “Shark, Great White”)
  Illness. An illness wracks the ship. Everyone on board runs the risk of 
  suffering filth fever due to poor water and sanitation on board.
  Kelp Wreck. A wrecked ship floating in a mile-diameter mass of kelp 
  is spotted. The kelp as a whole supports the wreck and is thick enough 
  to walk on, but is difficult terrain. The ship can be explored, and contains 
  1d4 tons of useful supplies, 2,000 gp worth of loot, and 8 brine zombies.
  Brine Zombie (8) CR 1
  XP 400
  hp 22 (Tome of Horrors Complete, “Zombie, Brine”)
  rAndoM EncountErs
  rAndoM EncountErs
  Use the following table to generate random encounters during the long 
  sea voyage to the Island of Sorrow. An encounter should occur roughly 
  once per 10 days of travel. Most of these encounters are very dangerous; it 
  is assumed that the party has a chance to rest between encounters, though 
  if you feel a series of terrible events is more suitable, pile them on.
  d10
  Encounter
  1
  Storm
  2
  Merrow Raid
  3
  Becalmed
  4
  Eye of the Deep
  5
  Kelp Wreck
  6
  Illness
  7
  Cursed!
  8
  Giant Shark Attack!
  9
  Poor Wind
  10
  Favorable Wind
  Becalmed. The winds drops, and the ship drifts along with the current 
  for the next 10-day period, making only 5 miles per day.
  Cursed! Someone angered a sea god or other supernatural entity. Small 
  things go wrong: water spoils, ropes fray, and the crew has small accidents. 
  The wind shifts unfavorably (apply the effects of poor wind below), and a 
  pall falls over the crew. Lose a ton of food and water to spoilage, and the 
  next mutiny check DC increases by +2. The crew designates one of their 
  own as the Jonah, the person who brought the curse down upon them. This 
  person is hounded day and night, and if the characters do not intervene, the 
  Jonah is tossed overboard one night.
  Eye of the Deep. An eye of the deep attacks the wooden thing filled 
  with tasty morsels. It is here to eat, not fight, and targets the crew with its 
  
  8| Island of sorrow
  8| Island of sorrow
  isLE oF sorroWMAp
  isLE oF sorroWMAp
  thE isLAnd oF sorroW
  thE isLAnd oF sorroW
  The Island of Sorrow once went by another name: the Kingdom of Yar-
  va. Settled in the distant past by ocean-going cultures, Yar-va grew from 
  a confederation of small villages into a united kingdom that spanned the 
  island group. Ruled from the City of the Clouds high in the mountains of 
  Yar-va Island, the kingdom prospered from trade and its rich soil.
  This prosperity drew the attention of the dragon Vermitranix, who 
  descended upon the kingdom with a horde of fanatical lizardfolk. The 
  dragon went from city to city reaping terror and destruction. A great 
  treasure hoard was gathered in the caves of the volcano that formed North 
  Island. Satisfied, Vermitranix settled into a long nap upon her pile of riches.
  Since then, the lizardfolk tribes who followed Her Divine Terror to the 
  islands split into three factions and settled the land as their own. They war 
  among each other over land, fishing, hunting rights, and, in the case of 
  the At-sa, religious fervor. The islands reverted to their natural state, with 
  only a few blackened and shattered ruins remaining of the Yar-va and their 
  great civilization.
  Merrow Raid. A party of 1d3 + 2 merrow attack the ship in the middle 
  of the night in an attempt to take it, the cargo, and as many prisoners as 
  they can. They flee back into the sea if more than half their number is 
  killed.
  Saltwater Merrow (1d3+2) CR 6
  XP 2,400
  hp 80 (Pathfinder Roleplaying Game Bestiary 2, “Merrow, Saltwater”)
  Poor Wind. The wind is not blowing in the strength and direction 
  needed for the best speed; the ship loses 2 mph of travel speed.
  Storm. A storm begins to brew. There is no sailing away from it, and 
  the crew takes measures to ride it out. The captain must succeed at a DC 
  15 Profession (sailor) check to ride out the storm. If the check fails, the 
  ship suffers 10d10 points of bludgeoning damage and is blown off course 
  by 1d100 x 4 miles. Even if the storm is ridden out, the ship makes no 
  progress for 1d4 + 1 days.
  
  the Island of sorrow 
  the Island of sorrow |9
  |9
  dEEp WAtEr
  dEEp WAtEr
  The waves pile up and roll in great swells, and vessels move at normal 
  speed in the deep water. Travel should be easy.
  grAssLAnd
  grAssLAnd
  This area of tall grass covers the southern edge of the Island of Sorrow 
  and part of the western edge of North Island. The grass is five to eight feet 
  tall and obscures vision; all Perception checks double the long-distance 
  penalty.
  hiLLs
  hiLLs
  These uplands are high and tend to be stony. Use the overlaying terrain 
  — jungle for the most part — for terrain effects and random encounters. 
  The hills are very rugged and reduce movement by a further 25% (as 
  jungle is difficult terrain, this means travel is at 25% of normal speed).
  jungLE
  jungLE
  Most of the Island of Sorrow and nearby island are covered in deep 
  jungle forests. These jungles are dark, hot, and humid. Insects fill the turgid 
  air, snakes slither along the ground, and birds call from the trees. The 
  heat and humidity sap the strength, making every movement feel slow and 
  drugged. Characters must roll a DC 15 Fortitude save or gain the fatigued 
  condition for each hex of jungle they move through, and following any 
  combat or other physically strenuous activity taken in a jungle hex.
  MAngrovEs
  MAngrovEs
  A stand of mangroves forms a wet forest in this hex. They prevent any 
  large vessel from approaching the shore, though small boats can row their 
  way through to the river beyond. Mangrove swamps are rich areas, and 
  any Survival checks to find food here gain a +2 circumstance bonus.
  MountAins
  MountAins
  Low mountains rise out of the island and above the jungle canopy. These 
  mountains are rugged with cliffs, steep slopes, and volcanic scree. Travel 
  here is nearly impossible without finding the right path (a successful DC 
  15 Survival check reveals a path that can be traveled). Travel is difficult; 
  reduce travel speed by a further 25% (as jungle is difficult terrain, this 
  means travel is at 25% of normal speed).
  rEEF
  rEEF
  Tropical reefs line the coast in this hex. Ships must anchor off the reef 
  and cannot come closer than 1d10 x 50 feet of the shore. Ships forced onto 
  the reef suffer 5d100 slashing damage and are stuck on the reef until the 
  tide turns. Small boats can navigate the reef if they take it slow (half speed) 
  but must succeed at a DC 15 Profession (sailor) check to navigate the reef 
  at full speed. Crossing the reef by swimming is dangerous; a successful 
  DC 15 Swim check must be made or the waves grind the character along 
  the reef for 1d8 slashing damage.
  rivEr
  rivEr
  The island’s rivers are narrow but deep and flow from the central 
  highlands to the coast. The Little River is navigable by ships up its course 
  until one reaches the waterfall that forms its headwaters. The Yellow 
  Swamp blocks ship navigation up the Kapuahan River, but small boats can 
  reach up to the central highlands and up its tributaries. The Mantanakue 
  River is shallower, and only small boats can travel up it. Rowing up a river 
  is at half speed; traveling down is at double speed due to the current.
  The rivers are home to hordes of biting insects that pester the characters 
  day and night. Their bites are not dangerous, but the itchy welts are 
  debilitating and distracting. Sleeping cannot be done within 10 miles of 
  a river.
  using thE MAp
  using thE MAp
  This part of the adventure is a hex crawl, a classic style of adventure 
  where the characters explore a map. Each hex is 10 miles across, roughly 
  half a day’s travel on foot through the easier portions of the island. A 
  character in a hex is in the terrain that occupies the hex, but it should be 
  noted that terrain varies over any 10-mile hex and there will be clearings 
  in the jungle, stands of trees in the grasslands, low points in the mountains 
  and so on. Each terrain type lists a range in hexes that the characters can 
  see and map. Some hexes contain two or more types of terrain. Use your 
  best judgment when the terrain the characters are in is in question.
  When a character crosses a hex or spends a short or long rest in that hex, 
  the terrain effects and random encounters for that hex apply. Leaving a hex 
  requires a DC 10 Survival check to avoid getting lost, as modified by the 
  terrain type. Lost characters exit the hex from a random side. Refer to the 
  table below and the following information:
  Hex
  Movement
  Encounter 
  Frequency 
  (d6)
  Random Encounter 
  Table
  Lost DC 
  Modifier
  Sight 
  Distance
  Beach
  Difficult
  1–3
  Coastal
  0
  3
  Cliffs
  See below
  1
  Mountain
  0
  NA
  Deep 
  Water
  See below
  1–2
  Ocean (see Sea 
  Journey, above)
  0
  3
  Grassland
  Normal
  1–3
  Grasslands
  0
  3
  Hills
  See below
  As 
  covering 
  terrain
  As covering 
  terrain
  +2
  2
  Jungle
  Difficult
  1–4
  Jungle
  +4
  Mangroves
  Difficult
  1–3
  Coastal or Jungle
  +1
  1
  Mountain
  See below
  1–2
  Mountain
  +2
  0
  Reef
  See below
  1–2
  Coastal
  0
  3
  River
  See below
  1–3
  River or as 
  covering terrain
  –4
  1
  Shallow 
  Water
  See below
  1–2
  Coastal
  +1
  3
  Swamp
  Difficult
  1–3
  Jungle or River
  +3
  0
  Volcano
  See below
  1
  Mountain
  +2
  0
  BEAch
  BEAch
  These sandy areas allow ships to anchor close to shore or even beach 
  themselves. In addition to sand dunes, there are areas of sea grass, mud 
  flats, small creeks that run off the highlands and form fan-shaped shallows, 
  and tide pools. Any Survival check to find food gains a +2 circumstance 
  bonus. Vessels forced onto a beach are grounded (five hours work frees the 
  vessel) and suffer 2d10 bludgeoning damage.
  cLiFFs
  cLiFFs
  The island ends in towering cliffs rocked by the thunder of waves. There 
  is no safe place to land a ship, but a successful DC 15 Perception check 
  reveals a place where a small boat can row up and find a safe position at 
  the foot of the cliffs (a successful DC 20 Profession (sailor) check keeps 
  the boat from being cast back out to sea). A ship that is forced into a hex 
  containing cliffs suffers 2d100 bludgeoning damage per hour spent in the 
  hex.
  The cliffs can be climbed, though this is very difficult. Climbing 
  the cliffs requires two phases. In the first phase, the climber attempts 
  to make it above the waves, which requires a successful DC 20 Climb 
  check. Failure indicates the character falls into the sea and suffers 5d6 
  bludgeoning damage as they are slammed against the rocks. During the 
  second phase, the character must work his or her way up the drier part 
  of the cliff, fighting gravity and wind instead of waves. This requires a 
  successful DC 15 Climb check; failure sends the character plummeting 
  back down into the wave-scoured zone where they are left hanging on by 
  their fingertips, as well as suffering 2d6 slashing damage from the rocks.
  
  10| Island of sorrow
  10| Island of sorrow
  rAndoM EncountEr tABLEs
  rAndoM EncountEr tABLEs
  The following tables can be used to generate random encounters, or 
  they can be used as a guide to other random encounters you create. An 
  encounter can occur in each hex traveled through or where characters take 
  a short or long rest. The frequency of the encounter and table used depends 
  on the terrain type.Coastal Encounters
  1d8
  Encounter
  1
  Riptide
  2
  Plesiosaurus
  3
  Flotsam
  4
  1d4 giant crabs
  5
  Storm
  6
  Giant crocodile
  7
  Wreckage
  8
  2d8 hunter sharks
  riptidE
  riptidE
  A strong current runs along this part of the coast. Anyone attempting to 
  swim must succeed at a DC 15 Swim check every minute or be swept 1d4 
  miles out to sea.
  pLEsiosAurus
  pLEsiosAurus
  This hungry plesiosaurus lurks in the waters and attacks if prey comes 
  by, even attacking ships and small boats.
  Plesiosaurus CR 2
  XP 600
  hp 19 (Pathfinder Roleplaying Game Bestiary 5, “Dinosaur, 
  Plesiosaurus”)
  FLotsAM
  FLotsAM
  Either floating on the brine or washed up on shore, flotsam is something 
  more useful than simply driftwood. It is usually mundane goods — often 
  a little waterlogged — but rations (in a sealed container), weapons, armor, 
  torches, flint and steel, backpacks, clothing, and such are found. The total 
  value of these goods is no more than 1d100 + 50 gp. Where they came 
  from can be a mystery that the characters might want to solve.
  giAnt crABs
  giAnt crABs
  Scuttling along the beach or just offshore are 1d4 giant crabs looking 
  for prey, and the characters might just foot the bill. Not terribly bright, the 
  crabs do not work together and attack likely prey. They scuttle away if 
  they meet strong resistance.
  Giant Crab (1d4) CR 2
  XP 600
  hp 19 (Pathfinder Roleplaying Game Bestiary, “Crab, Giant”)
  shALLoW WAtEr
  shALLoW WAtEr
  Although deep enough that even heavy ships can pass through, shallow 
  water is filled with small reefs, rocks, sandbars, and other hazards. Ships 
  need to move at half speed or risk running aground. If a ship does not take it 
  slow and sound the water, the captain must succeed at a DC 15 Profession 
  (sailor) check or the ship strikes a submerged hazard and suffers 4d10 
  piercing damage and comes to halt until four hours of work frees it.
  sWAMp
  sWAMp
  The Yellow Swamp is a brackish lowland of branching streams, muddy 
  bogs, low hammocks of land, and twisted trees. Navigating the swamps is 
  difficult, and either a successful DC 15 Survival check must be made or 
  the character exits out of a random hex edge. Due to the heat and humidity 
  of the swamp, characters must roll a DC 15 Fortitude save or gain the 
  fatigued condition for every hex of travel. The swarms of biting insects, 
  constant dampness, and foul odor of the swamps makes it impossible to 
  sleep in a swamp hex.
  voLcAno
  voLcAno
  The smoking mountain that dominates a volcano hex overrides any other 
  terrain type in that hex. Volcano hexes might have jungle or grasslands on 
  the lower slopes of the mountain, but the majority of the hex is composed of 
  basalt and obsidian plains, fields of geysers, and sulfur springs. For every 
  day spent in a volcano hex, characters must roll a DC 15 Fortitude save or 
  gain the fatigued condition due to the difficult terrain, vented gases, and 
  dreary landscape. A long rest cannot be taken in a volcano hex. Moving 
  through a volcano hex is as difficult as moving through a mountain hex.
  
  the Island of sorrow 
  the Island of sorrow |11
  |11
  WrEckAgE
  WrEckAgE
  A failed expedition lies submerged here, only a rotting mast or two 
  sticking up above the waves. Inside are a few salvageable goods (1d10 + 
  25 gp in mundane equipment), and 2d100 x 10 gp in coinage, jewelry, and 
  other valuables. However, these riches are scattered around the ship and 
  might be hard to locate (a Perception check produces the result of the roll x 
  10 gp, up to the amount of valuables in the wreckage). The wreck is home 
  to a giant octopus or another dangerous creature.
  Giant Octopus CR 8
  XP 4,800
  hp 90 (Pathfinder Roleplaying Game Bestiary, “Octopus, Giant”)
  huntEr shArks
  huntEr shArks
  This stretch of water is home to 2d8 hunter sharks. They are 
  opportunistic and attack people in the water, taking a bite and then 
  swimming off before coming in for another attack. A wounded shark flees. 
  A hunter shark has a 50% chance of attacking any wounded shark.
  Hunter Shark (2d8) CR 2
  XP 600
  hp 22 (Pathfinder Roleplaying Game Bestiary, “Shark, Common”)
  storM
  storM
  A storm rolls in, bringing crashing waves, fierce winds, and sheets of 
  rain. The storm lasts 1d20 + 5 hours. During the storm, anyone not in 
  a shelter cannot rest. Furthermore, attempts to move through the hex or 
  within it while in the water are dangerous. A successful DC 15 Profession 
  (sailor) or Swim check is needed. Failure results in the vessel or swimmer 
  being tossed onto shore and suffering damage depending on the nature of 
  the shore.
  giAnt crocodiLE
  giAnt crocodiLE
  A giant crocodile lurks here waiting for a meal. It is submerged and 
  looks like a floating log (a successful DC 18 Perception check reveals its 
  presence). Anyone not spotting the crocodile is surprised when it attacks. 
  It comes up on land after prey but flees if reduced to fewer than half its 
  hit points. The giant crocodile attacks small boats and capsizes them if it 
  succeeds on a death roll.
  Giant Crocodile CR 9
  XP 6,400
  hp 138 (Pathfinder Roleplaying Game Bestiary, “Crocodile, Dire”)
  
  12| Island of sorrow
  12| Island of sorrow
  tricErAtops
  tricErAtops
  Grazing nearby are 1d6 triceratops and their young. They are wary of 
  threats, and the adults interpose themselves between the characters and the 
  young ones. They don’t attack unless threatened but fight to the death to 
  protect their offspring.
  Triceratops (1d6) CR 8
  XP 4,800
  hp 119 (Pathfinder Roleplaying Game Bestiary, “Dinosaur, 
  Triceratops”)
  rAin
  rAin
  Dark clouds sweep over the island and pour sheets of rain for 1d20 + 10 
  hours. Travel is reduced to half speed during the rain, and characters not 
  in a shelter cannot rest.
  AxE BEAks
  AxE BEAks
  Hunting in this area are 1d8 + 2 axe beaks that pick up the characters’ 
  trail. The axe beaks follow along as stealthily as they can while waiting for 
  an opportunity to attack. They flee if reduced to half their number.
  Axe Beak (1d8+2) CR 2
  XP 600
  hp 22 (Pathfinder Roleplaying Game Bestiary 3, “Axe Beak”)
  ArtiFAct scAttEr
  ArtiFAct scAttEr
  A few potsherds, some broken tools, and a bone or too stick up out of 
  the soil. Two hours and a successful DC 15 Perception check reveals a few 
  interesting items that might be sold in a port city to antiquarians.
  giAnt ApEs
  giAnt ApEs
  A troop of 1d3 giant apes graze here, shoving fistfuls of grass into their 
  mouths, snapping up small animals, and enjoying the day. They are not 
  aggressive but charge out and attempt to scare off anyone who approaches. 
  If attacked, they defend themselves but flee if any ape is reduced to half its 
  hit points. If an ape is killed, the remainder fight to the death in a mad fury.
  Giant Ape (1d3) CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary, “Ape, Dire”)
  grAssLAnds EncountErs
  grAssLAnds EncountErs
  1d8
  Encounter
  1
  Shaking stems
  2
  Hunters
  3
  Waterhole
  4
  1d6 triceratops
  5
  Rain
  6
  1d8 + 2 axe beaks
  7
  Artifact scatter
  8
  Giant apes
  shAking stEMs
  shAking stEMs
  Something disturbs the grass but no creature can be seen. This is either 
  an invisible stalker summoned centuries ago but trapped on this plane, or 
  a ghost of someone who died when the kingdom fell.
  Invisible Stalker CR 7
  XP 3,200
  hp 80 (Pathfinder Roleplaying Game Bestiary, “Invisible Stalker”)
  Ghost CR 7
  XP 3,200
  hp 73 (Pathfinder Roleplaying Game Bestiary, “Ghost”)
  huntErs
  huntErs
  Stalking game in the grasslands are 1d4 + 2 hunters. Roll 1d6: On a 1–2, 
  they are lizardfolk from the At-sa villages; on a 3–4, they are from the 
  Sha-a; and on a 5–6, they are from the Van-a.
  Lizardfolk Hunter (1d4+2) CR 3
  XP 800
  hp 33 (Pathfinder Roleplaying Game Monster Codex, “Lizardfolk 
  Stalker”)
  WAtErhoLE
  WAtErhoLE
  The water here is potable and attracts animals from far and wide. Roll 
  1d8: On a 1–2, game animals can be found here; on a 3–4, a group of 
  hunters, as above, are here; on a 5–6, a family of triceratops are drinking; 
  on a 7–8, a family of giant apes are resting here.
  Giant Ape (1d4+2) CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary, “Ape, Dire”)
  Lizardfolk Hunter (1d4+2) CR 3
  XP 800
  hp 33 (Pathfinder Roleplaying Game Monster Codex, “Lizardfolk 
  Stalker”)
  
  the Island of sorrow 
  the Island of sorrow |13
  |13
  t-rEx
  t-rEx
  A mighty tyrannosaurus hunts this part of the jungle. The beast is 
  aggressive and territorial, a dangerous combination. A party of humanoids 
  are a tasty snack for the huge dinosaur.
  Tyrannosaurus CR 9
  XP 6,400
  hp 153 (Pathfinder Roleplaying Game Bestiary, “Dinosaur, 
  Tyrannosaurus”)
  rAin
  rAin
  Dark clouds sweep over the island and pour sheets of rain for 1d20 + 20 
  hours. During the rain, travel is reduced to half speed and characters not 
  in a shelter cannot rest.
  giAnt spidErs
  giAnt spidErs
  This hex is filled with giant spiders and their webs. Webs stretch between 
  trees, loop from limbs, and cover the ground in large patches. If disturbed, 
  2d6 giant spiders descend to drive off the intruders. These spiders do not 
  work together and do not count each other as allies.
  Giant Spider (2d6) CR 1
  XP 400
  hp 16 (Pathfinder Roleplaying Game Bestiary, “Spider, Giant”)
  ruin
  ruin
  A vine-tangled ruin juts out of the jungle. All that remains are a few 
  tumbled-down and charred stone buildings.
  spELL pArrots
  spELL pArrots
  The Yar-va managed to breed tame spell parrots, and as a result spell 
  parrots are more common on the Island of Sorrow. In this hex are 1d4 
  of these strange mimics. While they are not aggressive, they have an 
  innate ability to sense spellcasters and follow them through the jungle, 
  mimicking spells as they go. There is a 50% chance that any time spell 
  parrots are encountered one is an elder spell parrot.
  Spell Parrot (1d4) CR 1/2
  XP 200
  hp 5 (Appendix A: New Monsters, “Spell Parrot”)
  Elder Spell Parrot CR 2
  XP 600
  hp 17 (Appendix A: New Monsters, “Spell Parrot, Elder”)
  jungLE
  jungLE
  1d8
  Encounter
  1
  Weird Meeting
  2
  Hunters
  3
  Hermit
  4
  T-rex
  5
  Rain
  6
  2d6 Giant spiders
  7
  Ruin
  8
  1d4 Spell parrots
  WEird MEEting
  WEird MEEting
  Roll again twice, rerolling any further result of 1. These two encounters 
  happen at the same time, possibly creating an interesting roleplaying 
  meeting or three-way combat.
  huntErs
  huntErs
  Stalking game in the jungle are 1d4 + 2 hunters. Roll 1d6: On a 1–2, 
  they are lizardfolk from the At-sa villages; on a 3–4, they are from the 
  Sha-a; and on a 5–6, they are from the Van-a.
  Lizardfolk Hunter (1d4+2) CR 3
  XP 800
  hp 33 (Pathfinder Roleplaying Game Monster Codex, “Lizardfolk 
  Stalker”)
  hErMit
  hErMit
  Patrik Havershan has been living in the jungle for years. The sole 
  survivor of the merchant ship Hasten Down, Havershan managed to live 
  off of the fruits of the jungle while avoiding being eaten in turn. He is 
  disheveled, dressed in crude clothes made from various reptile skins, and 
  suffers from a range of diet and skin diseases. He is hesitant to talk to 
  anyone but is drawn to human contact and possible rescue. Havershan 
  follows the party and spies on them. He flees and hides if approached. 
  Good roleplaying and skill checks can bring him out and convince him 
  that he is being rescued, at which point he breaks into tears. He saw a lone 
  man traveling north through the jungle and followed him as far as the cliff 
  borders of the central highlands. Havershan is also an expert on the jungle 
  and can serve as a guide, negating the need to make navigation checks to 
  avoid getting lost.
  Patrik Havershan CR 6
  XP 2,400
  hp 38 (Pathfinder Roleplaying Game GameMastery Guide, “Hermit”)
  
  14| Island of sorrow
  14| Island of sorrow
  MountAin
  MountAin
  1d8
  Encounter
  1
  Earthquake
  2
  Hunters
  3
  Rockslide
  4
  Golem, flagstone
  5
  Ruin
  6
  Basilisk
  7
  Impassable cliff
  8
  Geysers
  EArthquAkE
  EArthquAkE
  The ground shakes, thunder rolls across the slopes, and rocks tumble 
  down into the valleys. The characters must succeed at a DC 15 Reflex 
  save or be knocked prone and suffer 2d8 bludgeoning damage from falling 
  rocks (half damage on a successful save). The quake continues for several 
  minutes, and aftershocks follow for the next 1d4 days, preventing resting. 
  The trails through the mountains are wiped out, the terrain shifted, and 
  travel is hindered.
  huntErs
  huntErs
  Stalking game in the jungle are 1d4 + 2 hunters. Roll 1d6: On a 1–2, 
  they are lizardfolk from the At-sa villages; on a 3–4, they are from the 
  Sha-a; and on a 5–6, they are from the Van-a.
  Lizardfolk Hunter (1d4+2) CR 3
  XP 800
  hp 33 (Pathfinder Roleplaying Game Monster Codex, “Lizardfolk 
  Stalker”)
  rocksLidE
  rocksLidE
  With a terrible rumble and the sound of thousands of pounds of stone 
  clinking and rolling over each other, a massive fall of rocks comes down 
  a nearby slope. The characters must succeed at a DC 15 Reflex save or be 
  caught by the rockslide. Those caught suffer 4d8 bludgeoning damage and 
  are swept 1d100 x 2 feet away. Those who save suffer half damage.
  goLEM, FLAgstonE
  goLEM, FLAgstonE
  The Yar-va created many golems to serve their needs, and some of these 
  managed to survive the centuries without their masters. While not self-
  aware, the golems are prone to bizarre behavior as the magical intelligence 
  animating their inert bodies fades and warps. Roll 1d8 to determine the 
  golem’s general state of mind. You may replace the flagstone golem with 
  a different one to create a more dangerous encounter or just because you 
  have a fondness for certain golems. 
  Flagstone Golem CR 7
  XP 3,200
  hp 74 (Tome of Horrors Complete, “Golem, Flagstone”)
  Roll on the table below to determine the golem’s behavior:
  1d8
  Behavior
  1
  Aggressive, attacks the characters
  2
  Curious, follows at a short distance
  3
  Protective, chooses a character and defends them (but has a 
  twisted concept of threats)
  4
  Jealous, follows the party and attacks any other golem 
  encountered
  5
  Busy, spends its time moving rocks from one pile to another
  6
  Guarding, will not let the characters pass but will not attack 
  save to defend itself
  7
  Wayward, attempts to lead the characters in a random direction, 
  possibly into danger
  8
  Secretive, tries to hide from the characters, a comical sight
  ruin
  ruin
  The broken wall of a ruin can be seen from a vantage point in the 
  mountains. All that remains are a few tumbled-down stone buildings, 
  charred rock, and little else.
  BAsiLisk
  BAsiLisk
  A hunting basilisk is looking for prey in this hex, and the characters 
  might just be lunch.
  Basilisk CR 5
  XP 1,600
  hp 52 (Pathfinder Roleplaying Game Bestiary, “Basilisk”)
  iMpAssABLE cLiFF
  iMpAssABLE cLiFF
  Impassable cliffs block the edges of this hex. Roll 1d4 to determine 
  the number of random hex edges that are blocked and cannot be passed 
  without succeeding at a DC 25 Climb check.
  gEysErs
  gEysErs
  The earth shakes, as in an earthquake, but fissures open up in the ground 
  and send forth gouts of steam, clouds of noxious vapors, and balls of 
  molten rock. All characters must succeed at a DC 15 Reflex save or suffer 
  one of the following:
  • Steam geyser jets up causing 4d6 fire damage (half on a 
  successful save)
  • A lava bomb comes down inflicting 4d6 bludgeoning and fire 
  damage (half on a successful save)
  
  the Island of sorrow 
  the Island of sorrow |15
  |15
  rivEr
  rivEr
  1d8
  Encounter
  1
  Snag
  2
  Catoblepas
  3
  Sunken ruin
  4
  1d4 will-o’-wisps
  5
  Disease
  6
  1d4 piranha swarms
  7
  Quiet
  8
  Giant crocodile
  snAg
  snAg
  A sunken obstruction threatens a boat. The snag can be spotted with a 
  successful DC 15 Perception check. If not spotted, a boat strikes a snag 
  and suffers 4d10 slashing damage.
  cAtoBLEpAs
  cAtoBLEpAs
  One of these horrid swamp creatures rears up out of the water and 
  confronts the characters. They have interrupted its day and must pay for 
  the affront. The catoblepas is driven away when it is reduced to 75% of 
  its starting hit points (only award half experience unless they somehow 
  kill this monster).
  Catoblepas CR 12
  XP 19,200
  hp 161 (Pathfinder Roleplaying Game Bestiary 2, “Catoblepas”)
  sunkEn ruin
  sunkEn ruin
  A ruin lies just under the water and can be explored. It creates a cataract 
  of whitewater on the stretch of water. Characters cannot travel upstream 
  through the rough water and proceeding downstream requires a successful 
  DC 15 Profession (sailor) check. On a failure, the boat capsizes and 
  everyone goes in the water. The boat suffers 4d10 piercing damage.
  WiLL-o’-Wisps
  WiLL-o’-Wisps
  This area is the hunting ground of 1d4 will-o’-wisps that come out at 
  night to attack the characters.
  Will-o’-Wisp (1d4) CR 6
  XP 2,400
  hp 40 (Pathfinder Roleplaying Game Bestiary, “Will-o’-Wisp”)
  disEAsE
  disEAsE
  Something in the water is foul; perhaps a catoblepas passed through or 
  a large carcass lies upstream. Unless the party takes precautions with their 
  water supply, all become exposed to filth fever.
  pirAnhA sWArMs
  pirAnhA sWArMs
  This stretch of water is inhabited by 1d4 piranha swarms. As long as 
  the characters stay in the boat, everything is fine. However, the piranhas 
  follow the boat as they know such vessels are often the source of dropped 
  tidbits of food. The piranhas follow for one hex and take advantage of any 
  opportunities future encounters present.
  Piranha Swarm (1d4) CR 3 
  XP 800
  hp 26 (Pathfinder Roleplaying Game Bestiary 6, “Fish, Piranha 
  Swarm”)
  quiEt
  quiEt
  It is quiet in this stretch of the water — far too quiet. The background 
  sounds of birds and insects suddenly stop. Even the wind seems hushed. 
  Something is out there, watching the party. Choose one of the monster 
  encounters from this table or another that may be applicable, or add your 
  own.
  giAnt crocodiLE
  giAnt crocodiLE
  A giant crocodile lurks here waiting for a meal. It is submerged and 
  looks like a floating log (a successful DC 18 Perception check reveals its 
  presence). Anyone not spotting the crocodile is surprised when it attacks. 
  It comes up on land after prey but flees if reduced to fewer than half its 
  hit points. The giant crocodile attacks small boats and capsizes them if it 
  succeeds on a death roll.
  Giant Crocodile CR 9
  XP 6,400
  hp 138 (Pathfinder Roleplaying Game Bestiary, “Crocodile, Dire”)
  
  16| Island of sorrow
  16| Island of sorrow
  4. thE hEAds
  4. thE hEAds
  A pair of massive stone heads depicting helmeted warriors stands at the 
  confluence of the Kapuahan and Brantaroo Rivers. The rivers lap around 
  the bases of these huge sculptures, and debris carried by the rivers has 
  created a small island at the base. The western head lies at a 15-degree tilt 
  as if it fell there from a great height, while the eastern head is on its side. 
  The jungle and swamp for one hex in every direction is riddled with large 
  fragments of charred, dressed stone.
  At the base of the western head are a few lines in Common that Tavin 
  carved. See Handout #3.
  5. LAir oF vErMitrAnix
  5. LAir oF vErMitrAnix
  The great red wyrm Vermitranix sleeps here, her lust for blood and 
  plunder sated by the destruction of Yar-va. She has slept for centuries and 
  is due to awaken. Such a challenge is beyond that of the characters, but 
  if in the future they feel up to some dragon slaying, Vermitranix will be 
  waiting.
  6. At-sA viLLAgE
  6. At-sA viLLAgE
  Of the three tribes that Vermitranix brought to destroy Yar-va, the At-sa 
  were the most fanatic. Dedicated to the cause of Her Divine Terror, they 
  slew the Yar-va in great numbers, burned cities, and marched thousands 
  of captives off to sacrificial fires. During the invasion, they were tasked 
  with harrying the outlying cities and smaller towns of the island group. 
  They have since settled on those same islands. Their dedication to their 
  dark mistress evolved into a perverse religion of living sacrifice and fiery 
  worship.
  nuMBErEd LocAtions
  nuMBErEd LocAtions
  1. piLLAr BAy
  1. piLLAr BAy
  This small bay just north of where the Kapuahan River flows into the 
  ocean is studded with stone pillars that have been slowly growing a new 
  reef over the past few centuries. Once the main sea port for the island, the 
  port was abandoned after the collapse of the Kingdom of Yar-va. Built on 
  massive stone piers, the port sat far out to sea and linked with the land 
  over a stone causeway. The sea has reclaimed much of this, leaving a few 
  broken pieces of the causeway standing and a bay filled with pillars like 
  jagged teeth. Ships passing through the bay must move at half speed or 
  risk running into one of these pillars. The pillars can be navigated safely 
  with a DC 15 Profession (sailor) check; failure results in 3d10 piercing 
  damage to the ship.
  2. tAvin’s hut
  2. tAvin’s hut
  Standing on crude stilts sunk into the soil of the grasslands, this small hut 
  looks as if it was inexpertly cobbled together from driftwood, beams from 
  a wrecked ship, and other debris. Despite its lack of aesthetic qualities, it is 
  a solidly built structure — one whose form and shape would bring despair 
  to the heart of a skilled carpenter.
  The hut has two rooms, a combined sleeping, eating, and workshop room 
  in the front, and a small library/storehouse in the back. The implements in 
  both rooms are either crude tools made from local materials or repurposed 
  wreckage from the Pedantic. In the back room is a hand-drawn map of the 
  islands pinned to the wall with nails. Several books were salvaged from 
  the wreck, including some loose sheets of pulp paper with Tavin’s notes. 
  The latter concern a recollection of the voyage, notes on the island’s flora 
  and fauna, and his conjectures on the history of the Island of Sorrow. In a 
  few short months, Tavin has been a busy boy.
  The notes are in Common mixed with Draconic, Elvish, and other 
  languages, and are in a rather haphazard order. A successful DC 15 
  Linguistics check deciphers them and reveals the following information:
  • * The islands were once the home of an ancient civilization 
  called the Yar-va.
  • * The Yar-va experimented with arcane energies, and the port 
  served as a trading hub for the Sinnar Ocean.
  • * Several centuries ago, a dragon and her fleets of lizardfolk 
  attacked the islands. The Yar-va were wiped out, and the dragon 
  took the riches of the island to build her hoard.
  • * Since then, the lizardfolk have settled the islands and possibly 
  divided into different tribes.
  • * The native flora and fauna are dangerous and tend toward 
  overly-large reptiles. This might be the influence of the dragon 
  or it might be the natural state of the islands.
  • * The capital of the Yar-va lies in the central mountains of the 
  Island of Sorrow.
  3. sEA cAvEs
  3. sEA cAvEs
  These natural caves created by the flow of water into cold lava tunnels 
  have eaten through the rock and merged with natural caverns beneath the 
  island. They eventually connect to the sinkholes at Area 10.
  
  the Island of sorrow 
  the Island of sorrow |17
  |17
  isLE oF sorroW rEgion MAp
  isLE oF sorroW rEgion MAp
  Lizardfolk (1d6) CR 1
  XP 400
  hp 11 (Pathfinder Roleplaying Game Bestiary, “Lizardfolk”)
  6-4. spAWning pooL
  6-4. spAWning pooL
  This steep-sided pool of murky water is often stocked with small 
  animals the At-sa capture and toss in alive. The eggs of the village are laid 
  here and allowed to hatch. Hatchlings are left to their own devices until 
  they are big enough to crawl up the sides and demand attention. Prisoners 
  are sometimes tossed in as well, while the adult At-sa bet on how long they 
  last against the swarms of hungry hatchlings. In the pool are 1d4 swarms 
  of hatchling lizardfolk.
  Lizardfolk Hatchling Swarm (1d4) CR 3
  XP 800
  hp 33 (Appendix A: New Monsters, “Lizardfolk Hatchling Swarm”)
  6-5. idoL oF thE hungry FLAMEs
  6-5. idoL oF thE hungry FLAMEs
  The centerpiece of an At-sa village is a 50-foot-tall stone idol dedicated 
  to Her Divine Terror. Crudely carved to look like a rearing dragon 
  preparing to breathe down fire, the stone is stained with soot and blood. 
  Captured foes are brought here and cast into a 30-foot-diameter, deep 
  stone bowl that sits at the base of the idol. The fire is fueled by alcohol 
  distilled by the At-sa from jungle fruits that is then mixed with sticky sap 
  and forced under pressure out of the idol’s mouth to inflict 6d6 fire damage 
  to any creature within the bowl.
  6-1. WAr cAnoEs
  6-1. WAr cAnoEs
  The villagers draw their war canoes up on the beach and stake them 
  down. There are 1d4 war canoes here at any given time.
  6-2. shAMAn’s hALL
  6-2. shAMAn’s hALL
  The shaman rules the village; chieftains had long ago become 
  superfluous in the theocracy of the At-sa. This structure is little more than 
  a small awning that extends over a cleared area where the shaman can 
  conduct its mystical rites and secret practices. The awning of flayed skin 
  can be lowered to provide privacy. Inside is a small altar, sleeping areas, 
  and other necessities, as well as arcane supplies worth 5d20 gp. An At-sa 
  lizardfolk shaman and 1d4 lizardfolk attendants can be found here.
  Lizardfolk Shaman CR 5
  XP 1,600
  hp 43 (Pathfinder Roleplaying Game Monster Codex, “Lizardfolk 
  Shaman”)
  Lizardfolk (1d4) CR 1
  XP 400
  hp 11 (Pathfinder Roleplaying Game Bestiary, “Lizardfolk”)
  6-3. hut
  6-3. hut
  When not feasting on living flesh or out hunting, the At-sa dwell in these 
  simple, open-sided structures where 1d6 lizardfolk can be found.
  
  18| Island of sorrow
  18| Island of sorrow
  Lizardfolk (2d6) CR 1
  XP 400
  hp 11 (Pathfinder Roleplaying Game Bestiary, “Lizardfolk”)
  7-3. hALL oF chiEFtAins
  7-3. hALL oF chiEFtAins
  This wooden hall is fortified against attack and serves as a secondary 
  blockhouse in the event the village’s stockades is overrun. The village 
  chieftains (1d3 lizardfolk chieftains at any given time) dwell here with 
  their retinues of 1d8 + 1 lizardfolk hunters per chieftain. The hall has a 
  single tower from which 3 medium-sized creatures can rain javelins down 
  on those below.
  Lizardfolk Chieftain (1d3) CR 5
  XP 1,600
  hp 45 (Pathfinder Roleplaying Game Monster Codex, “Lizard Scion”)
  Lizardfolk Hunter (1d8+1 per chieftain) CR 3
  XP 800
  hp 33 (Pathfinder Roleplaying Game Monster Codex, “Lizardfolk 
  Stalker”)
  7-4. hALL oF shAMAns
  7-4. hALL oF shAMAns
  Standing across the central plaza from the Hall of Chieftains, the Hall 
  of Shamans is a less-impressive edifice. The log sides are carved with 
  stylized designs that depict dragons and the destruction of the kingdom 
  of Yar-va. The Sha-a are far less religious than the At-sa, but they at least 
  still give some lip service to worshipping Her Divine Terror. They do not 
  maintain regular shamans, but instead elect a chieftain to serve in the role 
  when needed to perform a ritual. Most of the time, the Hall of Shamans 
  stands empty save for some religious paraphernalia worth 2d100 gp.
  6-6. distiLLEry
  6-6. distiLLEry
  The At-sa collect jungle fruit and mix it with spring water and yeast to 
  create a potent alcohol. They do not drink this, but instead use it to make 
  the Greek fire-like substance that powers the flames of their idols.
  7. shA-A viLLAgE
  7. shA-A viLLAgE
  The Sha-a villages are located on North Island. They are foes of the 
  other two tribes and suffer raids from the At-sa and are often at war with 
  the Van-a over claims to the fertile Island of Sorrow. The Sha-a live closest 
  to the lair of Vermitranix and were her favorites during the conquest of 
  Yar-va. Originally, they were to be given half of the Island of Sorrow, but 
  as their draconic patron has been slumbering, the Van-a managed to drive 
  the Sha-a out.
  7-1. stockAdE
  7-1. stockAdE
  Sha-a villages are guarded by a 40-foot-tall wooden stockade with towers 
  at the four corners and a fortified gatehouse. There are 1d6 lizardfolk in 
  each tower and 1d8 + 2 lizardfolk at the gatehouse at any time.
  Lizardfolk (1d6 or 1d8+2) CR 1
  XP 400
  hp 11 (Pathfinder Roleplaying Game Bestiary, “Lizardfolk”)
  7-2. cEntrAL pLAZA
  7-2. cEntrAL pLAZA
  The middle of a Sha-a village is a cleared area of pounded clay that 
  serves as an open air gathering place and worksite for the village. The twin 
  halls of the chieftains and shamans border this open area, with the other 
  two edges being ringed by huts. At any given time, 2d6 lizardfolk are here 
  working on various projects or visiting with their neighbors.
  
  appendIx a: new Monsters 
  appendIx a: new Monsters |19
  |19
  Lizardfolk Hunter (1d10+5) CR 3
  XP 800
  hp 33 (Pathfinder Roleplaying Game Monster Codex, “Lizardfolk 
  Stalker”)
  8-4. chiEFtAins’ hALL
  8-4. chiEFtAins’ hALL
  This long structure made of hides draped over a framework of 
  massive bones houses the village’s chieftains, their retinues, and the 
  village’s greatest treasures. Mostly, the chieftains spend their days 
  debating weighty matters, training or drinking with their retinues, and 
  meeting with visiting chieftains from other villages. At any given time, 
  1d3 lizardfolk chieftains are here with their retinues of 1d8 + 2 Van-a 
  lizardfolk warriors. Their treasure of 1d100 x 10 gp worth of pearls, 
  polished corals, and other items are kept here. 
  Lizardfolk Chieftain (1d3) CR 5
  XP 1,600
  hp 45 (Pathfinder Roleplaying Game Monster Codex, “Lizard Scion”)
  Lizardfolk Hunter (1d8+2 per chieftain) CR 3
  XP 800
  hp 33 (Pathfinder Roleplaying Game Monster Codex, “Lizardfolk 
  Stalker”)
  8-5. hut
  8-5. hut
  This is the home to a Van-a family of 1d3 adult lizardfolk and 2d4 
  lizardfolk hatchlings. The family has little of value other than some coral 
  bracelets and common household goods.
  Lizardfolk (1d3) CR 1
  XP 400
  hp 11 (Pathfinder Roleplaying Game Bestiary, “Lizardfolk”)
  Lizardfolk Hatchling (2d4) CR 1
  XP 400
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Lizardfolk”)
  No Gear
  8-6. MothErs’ hALL
  8-6. MothErs’ hALL
  The religious center of the village is an open-air shrine to Vermitranix 
  that features a large stone statue of the dragon-goddess that watches over 
  a natural spring. The village draws its waters elsewhere; this sacred spring 
  is used by the mothers of the village only to lay their eggs. Under the 
  watchful gaze of Her Divine Terror, the eggs hatch and grow into young 
  lizardfolk. Usually, 1d8 lizardfolk are here caring for the eggs and 
  hatchlings, as well as 2d20 hatchlings. Sadly, most of these hatchlings 
  will never grow to childhood, much less adulthood. At any given time, 1d2 
  lizardfolk shamans can be found here.
  Lizardfolk (1d8) CR 1
  XP 400
  hp 11 (Pathfinder Roleplaying Game Bestiary, “Lizardfolk”)
  Lizardfolk Hatchling (2d20) CR 1
  XP 400
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Lizardfolk”)
  No Gear
  Lizardfolk Shaman (1d2) CR 5
  XP 1,600
  hp 43 (Pathfinder Roleplaying Game Monster Codex, “Lizardfolk 
  Shaman”)
  7-5. hAtchEry
  7-5. hAtchEry
  The Sha-a lay their eggs in the wild and let the hatchlings wander back 
  to the village. These eggs are never laid far away, and most parents keep 
  watch over them and guide the young home. Young Sha-a are raised in a 
  communal hatchery until they become old enough to tend to themselves. 
  There are 1d4 lizardfolk here at any time, as well as 2d6 hatchlings 
  (lizardfolk with half hit points and no weapons or armor).
  Lizardfolk (1d4) CR 1
  XP 400
  hp 11 (Pathfinder Roleplaying Game Bestiary, “Lizardfolk”)
  Lizardfolk Hatchling (2d6) CR 1
  XP 400
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Lizardfolk”)
  No Gear
  7-6. hut
  7-6. hut
  This hut of mud-and-wattle walls with a thatch roof serves as the home 
  of 1d6 lizardfolk. Little of value is here.
  Lizardfolk (1d6) CR 1
  XP 400
  hp 11 (Pathfinder Roleplaying Game Bestiary, “Lizardfolk”)
  8. vAn-A viLLAgE
  8. vAn-A viLLAgE
  The least xenophobic of the three tribes that Vermitranix brought with 
  her to conquer the Yar-va, the Van-a dwell on the Island of Sorrow in 
  small villages that hunt the grasslands and jungle, fish the rivers, and grow 
  small crops of melons to feed their tame dinosaurs. While not open to 
  the idea of outsiders, the Van-a are willing to at least talk. They prefer 
  to take prisoners and then bring them back to a village for the chieftains 
  to interrogate. More organized than their neighbors on other islands, the 
  Van-a fight as a coordinated unit and are not afraid to mount a tactical 
  retreat in order to regroup and bring in reinforcements.
  8-1. thorn FEncE
  8-1. thorn FEncE
  A stout fence made from thorn bushes surrounds the village. These 
  bushes prevent most wandering animals and casual predators from 
  entering the village. A gate studded with cut thorn branches is closed off at 
  night. While not dangerous, the thorns present a hazard to movement and 
  serve as an alarm system. They count as difficult terrain, and any attempt 
  to move through them using stealth suffers a –2 penalty.
  8-2. MELon FiELds
  8-2. MELon FiELds
  The village grows its melons here. These yellow fruit with 
  black stripes are meaty and succulent. They are fed to the tame 
  xuanhuaceratops. During the day, 1d4 lizardfolk can be found here. 
  Lizardfolk (1d4) CR 1
  XP 400
  hp 11 (Pathfinder Roleplaying Game Bestiary, “Lizardfolk”)
  8-3. WArriors’ hALL
  8-3. WArriors’ hALL
  Situated so that the warriors within can respond to threats coming from 
  the gate, the Warriors’ Hall is a hide-covered framework of massive bones 
  that serves as the armory and training field for the village. All adults are 
  trained in basic military drills and weapons practice, but some are better 
  than others and become the village’s dedicated warriors. When not on 
  other duties, the warriors reside here eating, drinking, and training. There 
  are 1d10 + 5 lizardfolk hunters here at any given time.
  
  20| Island of sorrow
  20| Island of sorrow
  8-7. hErd
  8-7. hErd
  Grazing happily and munching on melons here are 2d8 + 8 
  xuanhuaceratops. The Van-a keep these diminutive horned dinosaurs as 
  meat animals. Bred to be docile, the xuanhuaceratops do not fight unless 
  cornered.
  Xuanhuaceratops (2d8+8) CR 4
  XP 1,200
  hp 42 (Pathfinder Roleplaying Game Bestiary, “Rhinoceros”)
  9. WrEck oF thE pEdAntic
  9. WrEck oF thE pEdAntic
  The Pedantic ran onto a reef in a storm and sank with all hands. Only 
  Tavin managed to make it off, and even then he nearly died trying to 
  make it to shore. The wreck has been thoroughly looted by Tavin and 
  several bands of lizardfolk. The ship sits heeled over 50 degrees in 
  shallow water, its prow and name clearly visible.
  10. sinkhoLEs
  10. sinkhoLEs
  These sinkholes are half filled with water. On average, the tunnels turn 
  40 feet down and loop back up before angling down toward the south. After 
  the loop, the passages are clear, and the air smells slightly of saltwater. The 
  tunnels connect to the sea caves at area 4.
  
  appendIx a: new Monsters 
  appendIx a: new Monsters |21
  |21
  AppEndix A: nEW MonstErs
  AppEndix A: nEW MonstErs
  LiZArdFoLk hAtchLing sWArM 
  cr 3
  LiZArdFoLk hAtchLing sWArM 
  cr 3
  XP 800
  N Tiny humanoid (swarm)
  Init +1; Senses Perception +0
  AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
  hp 33 (6d8+6)
  Fort +6, Ref +3, Will +2
  Defensive Abilities swarm traits
  Speed 30 ft., swim 30 ft.
  Melee swarm (2d6 plus distraction)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks distraction (DC 14)
  Str 8, Dex 12, Con 12, Int —, Wis 10, Cha 12
  Base Atk +4; CMB —; CMD —
  Skills Swim +9
  SQ amphibious
  spELL pArrot 
  cr 1/2
  spELL pArrot 
  cr 1/2
  XP 200
  N Tiny magical beast
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +8
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 5 (1d10–1)
  Fort +1, Ref +4, Will +1
  Speed 10 ft., fly 40 ft. (average)
  Melee bite +5 (1d3–4)
  Space 2½ ft.; Reach 0 ft.
  Str 2, Dex 14, Con 8, Int 2, Wis 12, Cha 6
  Base Atk +1; CMB +1; CMD 7
  Feats Skill Focus (Perception), Weapon Finesse
  Skills Acrobatics +2 (–6 to jump), Fly +6, Perception +8
  SQ spell mimicry
  Special Abilities
  Spell Mimicry (Sp) Whenever the spell parrot hears a cantrip or a 1st- 
  through 5th-level spell that has a verbal component being cast, it 
  can attempt to mimic the casting of that spell on its next turn. The 
  spell parrot ignores any somatic or material component that the spell 
  requires.
  When the spell parrot attempts to mimic the spell, roll a d6. If the spell 
  is a cantrip or 1st-level spell, the casting succeeds if the result is a 
  3–6. If the spell is 2nd level or higher, the casting succeeds on the 
  result of a 5 or 6. Once the spell parrot mimics a spell, it forgets the 
  spell. The spell parrot uses the original caster’s spell save DC and 
  attack bonus, and the spell must have a valid target for the spell 
  parrot to use as the target of the mimicked spell.
  spELL pArrot, ELdEr 
  cr 2
  spELL pArrot, ELdEr 
  cr 2
  XP 600
  N Tiny magical beast
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +8
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 17 (3d10)
  Fort +2, Ref +5, Will +2
  Speed 10 ft., fly 40 ft. (average)
  Melee bite +7 (1d3–4)
  Space 2-1/2 ft.; Reach 0 ft.
  Str 2, Dex 14, Con 8, Int 2, Wis 12, Cha 6
  Base Atk +3; CMB +3; CMD 9
  Feats Skill Focus (Perception), Toughness, Weapon Finesse
  Skills Acrobatics +2 (–6 to jump), Fly +10, Perception +8, Stealth +14
  SQ spell mimicry
  Special Abilities
  Spell Mimicry (Sp) Whenever the spell parrot hears a cantrip or a 1st- 
  through 8th-level spell that has a verbal component being cast, it 
  can attempt to mimic the casting of that spell on its next turn. The 
  spell parrot ignores any somatic or material component that the spell 
  requires.
  When the spell parrot attempts to mimic the spell, roll a d6. If the spell 
  is a cantrip or a 1st- through 3rd-level spell, the casting succeeds if 
  the result is a 3–6. If the spell is 4th through 6th level, the casting 
  succeeds on the result of a 5 or 6. If the spell is 7th or 8th level, the 
  casting succeeds only on a 6. Once the spell parrot mimics a spell, it 
  forgets it. The spell parrot uses the original caster’s spell save DC 
  and spell attack bonus, and the spell must have a valid target for the 
  spell parrot to use as the target of the mimicked spell.
  spELL pArrot
  spELL pArrot
  Spell parrots are an exceedingly rare and unexplained phenomenon. 
  They look, think, and act primarily like parrots, despite high intelligence 
  for an animal. No one knows why they are able to do what they do, though 
  it is clear that the ability they possess is as likely to be a burden as a boon 
  to them. When spell parrots first hear and mimic a spellcaster, they rarely 
  seem to understand or expect the results of their mimicry. Older wild spell 
  parrots have usually learned how to use their strange and unpredictable 
  powers but rarely do so unless threatened.
  Like mundane parrots, spell parrots often live a little longer than 
  humans, and while they cannot become fluent in humanoid languages, 
  they can memorize small vocabularies and engage in rudimentary verbal 
  communication. Talking to a well-trained spell parrot is similar in clarity, 
  depth, grammar, and logic to communication with a small toddler.
  
  22| Island of sorrow
  22| Island of sorrow
  rEFErEncEs
  rEFErEncEs
  rEFErEncE 1: tAvin’s sEnding
  rEFErEncE 1: tAvin’s sEnding
  Am well. Have found island at one thousand due west 
  of Ortis six hundred north line. Ship gone. Send help. In 
  danger. Love, Tavin.
  rEFErEncE 2: thE notE At tAvin’s hut
  rEFErEncE 2: thE notE At tAvin’s hut
  If my sending reached Mom, and she was able to send a 
  rescue party, greetings! My story is long and my pages are 
  short. I have had to make ink from snails found on the wave-
  tossed shore. I have resided here for, by my calculations, 89 
  days. In that time, I have managed to build this domicile 
  as well as reconnoiter the surrounding area. During the 
  latter I found a small ruined tower that I then explored. 
  It was there that I discovered an enchanted conch shell 
  through which I sent my message. The conch shattered 
  after it was used, perhaps part of its enchantment. 
   Undaunted but filled with the hope of rescue, I have 
  chosen to forge ahead with my expedition, though I am 
  the sole survivor of the Pedantic. After many days work, I 
  managed to build a cache of supplies to take with me. I am 
  following the river north to the highlands I saw when first 
  arriving at these islands. For your aid I have included a 
  rough sketch of the island as I recall it on the back of this 
  message. I will leave messages along the way to alert you 
  of my progress.
  rEFErEncE 3: tAvin’s MAp
  rEFErEncE 3: tAvin’s MAp
  (See Page 23)
  rEFErEncE 4: thE cArving on thE hEAd
  rEFErEncE 4: thE cArving on thE hEAd
  I am pursued by lizardfolk, the cannibal tribe; they have 
  cornered me here but seem unwilling to attack. I will not 
  let them take me alive.
  rEFErEncE 4: MEssAgE in A BottLE
  rEFErEncE 4: MEssAgE in A BottLE
  There is no set place where this message is found; give it to the players 
  when they are frustrated or out of options.
  They have taken me to their island. Help. Tavin.
  
  appendIx a: new Monsters 
  appendIx a: new Monsters |23
  |23
  isLE oF sorroW pLAyEr MAp
  isLE oF sorroW pLAyEr MAp
  
  24| Island of sorrow
  24| Island of sorrow
  Product Identity: The following items are hereby identified as Frog God Games 
  LLC’s Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.  
  System Reference Document 5.0 © 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, 
  Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. 
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  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; 
  Author: Paizo Publishing, LLC. 
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  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Original Spell Name Compendium © 2002 Clark Peterson 
  Island of Sorrow, © 2020, Frog God Games; Author Ken Spencer. 
  Adventures 
  Worth  
  Winning
  
  Island of Sorrow is an adventure for characters levels 3-5 that takes 
  them on a journey across the sea to rescue the lost scion of a wealthy 
  merchant family. Tavin Lar hoped to reclaim his family’s faltering for-
  tunes by discovering the mythical Island of Sorrows. Well, he found 
  it, but is shipwrecked and can’t get back home. Sending a magical 
  message with his last scroll, the rescue mission is under way but can 
  our heroes survive long enough to find the mythical island, much less 
  locate Tavin Lar and bring him home?
  In Island of Sorrow you fill find:
  	
  x A complete hex crawl adventure across the mythical island and 
  other landmasses in its chain of savage islands.
  	
  x Rules for ship travel, operation, and adventure.
  	
  x New monsters ready to tackle any maritime adventure.
  	
  x More lizardfolk and dinosaurs than you can shake a stick at.*
  *Do not shake sticks at lizardfolk and dinosaurs. We are not respon-
  sible for character death as a result of ill advised stick shaking. You 
  should probably stay out of the water as well.
  FROG GOD
  GAMES
  FROG GOD GAMES ADVENTURES
    Island 
    Island 
  Sorrow
  Sorrow
  ofof
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Frog God Games/Island of Sorrow.pdf