TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, and Peter 
  Adkison. 
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  MARK OF HEROES
  PIRATE’S BOUNTY AND 
  THE ISLE OF FIRE
  Contents
  Introduction.............................................................................................................................................................................................................................................2
  Adventure Background..........................................................................................................................................................................................................................3
  Adventure Summary...............................................................................................................................................................................................................................3
  Prologue: The Task At Hand................................................................................................................................................................................................................4
  Part One: Hazards of the Sea ...............................................................................................................................................................................................................5
  Part Two: Secret of the Isle of Fire...................................................................................................................................................................................................10
  Part Three: Treasure Hunt...................................................................................................................................................................................................................11
  Part Four: Into the Fire........................................................................................................................................................................................................................14
  Conclusion .............................................................................................................................................................................................................................................20
  Epilogue..................................................................................................................................................................................................................................................20
  Adventure Questions............................................................................................................................................................................................................................21
  Design: Greg Marks
  Illustrations:  David Esbrì and John Snyder
  Cartography: Stephen Radney-MacFarland
  Playtesters: Todd Ammerman, Cory Brosnan, Ben Harris, Jesse Kindwall, Jason Myatt, Brian Nowak, Andrea Paulinksi, 
  and Chris Tulach
  C A M P A I G N S
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  ASIA, PACIFIC, & LATIN AMERICA 
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  2
  INTRODUCTION
  This adventure is optimized for 1st-level characters. This 
  means that it’s designed and balanced for a group of four to 
  ﬁ ve 1st-level characters. If your group deviates from this size 
  and strength, each encounter features a section titled “Scaling 
  the Encounter” so that you, the Dungeon Master (DM), can 
  create a more balanced encounter. If there are only four of ﬁ ve 
  PCs of the same level it is easy to use this section: just use the 
  level entry that corresponds with the PCs’ level (the optimized 
  entry is given in the main adventure text). For groups of mixed 
  levels and groups with six PCs, determine the average level of 
  the PCs, and add increase that average by one for groups of 
  six PCs. Treat that level as the groups level. That said, as DM 
  you have discretion when it comes to ﬁ tting the challenges of 
  the adventure. If the PCs are having too hard or too easy of 
  a time, feel free to increase or decrease the level of challenge. 
  The goal is to challenge the PCs, and entertain the players, not 
  to overwhelm or even underwhelm them. The most enjoyable 
  D&D games are ones where failure and character death are 
  possible, but success and reward are attainable through daring 
  and smart play. 
   
  This adventure has been designed to be part of the 
  RPGA DUNGEON & DRAGONS: CAMPAIGNS—MARK OF 
  HEROES program. Like all DUNGEONS & DRAGONS CAMPAIGNS 
  adventures, it’s recommended that parties undertaking its 
  challenges have at least one arcane spellcaster, a divine 
  spellcaster (preferably a cleric), a strong warrior, and a rogue. 
  Parties missing these valuable adventuring components may 
  ﬁ nd Pirate’s Bounty and the Island of  Fire very challenging, and the 
  percentages of character death higher. Please warn the players 
  of this before play starts. DUNGEONS & DRAGONS CAMPAIGNS 
  allow players to “take one for the team;” that is to play a 
  fastplay wizard, ﬁ ghter, rogue, or cleric in place of one of their 
  characters, and gain experience point for their character. If 
  the group lacks one of these vital four classes, suggest to your 
  players to take advantage of this option.
  RPGA-SANCTIONED PLAY
  Most likely you ordered this adventure as part of an RPGA 
  even from the RPGA website, or as part of the DUNGEONS & 
  DRAGONS CAMPAIGNS retail program. To play Pirate’s Bounty and 
  the Island of  Fire as part of the MARK OF HEROES campaign—a 
  worldwide, ongoing D&D campaign set in EBERRON—you 
  must sanction it as part of an RPGA event. This event could 
  be as elaborate as a big convention, or as simple as a group of 
  friends meeting at the DM’s house. 
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions the 
  event is called the senior gamemaster, and is in charge of 
  making sure the event is sanctioned before play, runs smoothly 
  on the date sanctioned, and then reported back to the RPGA 
  in a timely manner. The person who runs the game is called 
  the table DM (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior gamemaster is 
  also the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM. 
   
  By sanctioning and reporting this adventure you 
  accomplish a few things. First, it allows the PCs participating 
  in play to accumulate experience points (XP) and gold pieces 
  (gp) to advance their MARK OF HEROES characters. Second, it 
  allows the RPGA to track and record what character did during 
  the adventure, and future adventures a written with what the 
  majority of player did in mind—in this way characters’ action 
  shape the future of the campaign. Lastly, player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing this 
  adventure is worth four (4) points. 
   
  This adventure retires from RPGA sanctioned play on June 
  1, 2005. 
   
  To learn more about the DUNGEONS & DRAGONS 
  CAMPAIGNS: MARK OF HEROES character creation and 
  development, RPGA event sanctioning, and DUNGEONS & 
  DRAGONS REWARDS, visit the RPGA website at www.rpga.com. 
  Players Read No Farther
  If you are planning on playing this adventure, stop reading 
  now. The rest of the information in this adventure is for the 
  DM only. If you read farther than this section, you’ll know too 
  much about its challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do so. 
  INTRODUCTION
  DUNGEONS & DRAGONS  MINIATURES
  To run this adventure it’s recommend you have the following 
  miniatures:
  From the Giants of  Legend™ set:
  4 City Guards (23/72) to represent pirates 
  From the Deathknell™ set: 
  3 Orc Savages (57/60) to represent cannibals; the choice is 
  made for tone rather than actual physical representation. 
  3 Dolgrims (51/60) 
  1 Goblin Adept (34/60) to represent Bithormongle; 
  the choice is made for tone rather than actual physical 
  representation 
  
  PREPARING FOR PLAY
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon Master’s 
  Guide, Monster Manual, and the Eberron Campaign Setting. It is 
  also a good idea to have a copy of the RPGA Extend Psionics 
  Handbook Primer, a PDF document that you can ﬁ nd on the 
  RPGA website (www.rpga.com) as it is possible that some 
  character playing in this adventure will be kalashtar utilizing the 
  psionics rules. 
   
  This adventure uses a creature found in the Eberron 
  Campaign Setting—the dolgrim. If for some reason you don’t 
  have a copy of that book, the statistic blocks give enough 
  information for you to run this creature. The adventure also 
  introduces new types of equipment: bone armor, the greater 
  blowgun. The rules information for these items can be found 
  in sidebars when their use occurs. 
   
  Throughout this adventure, bold italics provide player 
  information for you to paraphrase or read aloud when 
  appropriate. Sidebars contain important information for 
  you, including special instruction on running the adventure. 
  Information on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. Full 
  information on NPCs and monsters are given in a section directly 
  after each encounter, or can be found in the Monster Manual. 
   
  Attached to this adventure, you’ll ﬁ nd a special RPGA Table 
  Tracking sheet tailored for this adventure. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after play. 
  ADVENTURE BACKGROUND
  During the middling years of the Last War, a Lhazaar 
  buccaneer, Captain Jahk Seether, preyed on ships from the 
  Karr Bay to the Basura Swamp of the Q’Barra peninsula. 
  Captain Seether and his pirates plundered ships from all sides 
  of the conﬂ ict and amassed a sizeable fortune before the end 
  of the war. Success got the better of the legendary Captain 
  Jahk, and eventually House Lyrandar and the nation of 
  Karrnath allied to hunt wily Jahk Seether and his ﬂ agship the 
  Leviathan. 
   
  For months the allied ﬂ eet stalked the Dragonreach and 
  Lhazaar Sea, and even ventured into the Sea of Rage. And for 
  months their quarry eluded them. Rumors began to spread that 
  the Leviathan was a ghost ship, or that Captain Jahk Seether 
  was allied with the slippery powers of Kythri. Both of these 
  contentions were nothing but superstition. Jahk Seether was 
  just a cunning captain and brilliant naval strategist. But even a 
  man of talent and uncommon guile can only outrun Lyrandar 
  and Karrnath for only so long. In the summer of 942 CY the 
  joint ﬂ eet caught up with the Leviathan off an uncharted island 
  in the Dragonreach—dubbed the Isle of Fire thanks to its large 
  volcano. 
   
  While it’s supposed that Captain Jahk found his end in the 
  Battle of Fire Island, his body was never found, and neither 
  was his treasure. 
   
  Today, over 50 year later, all of this is but a footnote in 
  the annuals of the Last War.  Few humans who participated in 
  the battle still live, and of those who do, only one fought for 
  Captain Jahkz: a then young boy named Hob served as cabin 
  boy on the Leviathan. 
   
  Hob’s young age and his knowledge of the sea spared him 
  a blue-faced and tongue-waging fate on the Newthrone gibbet. 
  Since the Battle of Fire Island he has served House Lyrandar, 
  the house of his saviors. But he has not forgotten the exploits of 
  his old captain…nor has he forgot where Jahk hid his treasure.  
   
  Today, Hob serves as bosun on a Lyrandar passenger 
  ship named the Contentment. These days Hob is a rough but 
  experienced swab, but at night he still dreams of all the gold 
  buried somewhere by Captain Jahk and the crew of the Leviathan. 
   
  Now that age has caught up with him, the awful scrag 
  of retirement is snapping at his heels.  That is why he has 
  decided that sometime soon, he will have to try for the buried 
  treasure that he knows lies on the Isle of Fire, no doubt behind 
  blood-thirsty natives and deadly traps laid down by his former 
  crewmates. If he is to get the treasure of his dreams, he will 
  need both luck and help. The salty air of the Dragonreach is 
  about to blow both fortune and aiding arms his way.  
  ADVENTURE SUMMARY 
  The adventure starts when the PCs are tasked to deliver a strange 
  psionic item—a Sarlonan puzzle orb—to a wizard in Newthrone 
  for analysis. But this start is a McGufﬁ n—it serves little or no 
  purpose to the real adventure. The real meat of the adventure 
  revolves around the search for Captain Jahk Seether’s treasure, 
  the existence of which only becomes known during the PCs 
  travels to Newthone. 
   
  The Diggers’ Union books passage for the PCs aboard the 
  Contentment. The presence of adventurers, and the fact that they 
  become shipwrecked together on the Isle of Fire provides Hob 
  with possible help to retrieve the treasure.
   
  Prologue: The Task At Hand – Here the Matron Martra 
  of the Diggers’ Union entrust the PCs with the mysterious 
  Sarlonan puzzle orb, and task them to travel to Q’Barr and search 
  out the wizard Beltulmas, who is rumored to have knowledge 
  about the item. 
   
  Part One: Hazards of  the Sea – The PCs are aboard the 
  House Lyrandar ship Contentment headed for Newthrone in 
  Q’Barra when Lhazaar pirates attack their vessel. During the 
  opening skirmish, the Contentment is badly damaged, boarded by 
  pirates, and the captain slain. Only the intervention of the PCs 
  can repel the borders and allow the Contentment to escape.
   
  Part Two: Secrets of  the Isle of  Fire – If the PCs are 
  successful, the Contentment limps to a nearby island to for 
  repairs. Fate has just happened to steer the Contentment to the 
  Isle of Fire. Seeing his opportunity, Hob decides to approach 
  the PCs—his best bet for ﬁ nding the treasure. While the PCs 
  are scavenging for wood, Hob produces an old treasure map 
  and the story of Captain Jahk’s treasure. 
   
  Part Three: Treasure Hunt – The PCs follow the map 
  into the center of the island, where they must pass several 
  landmarks and avoid a village of violent, cannibalistic natives in 
  PIRATE’S BOUNTY AND THE ISLE OF FIRE
  3
  
  order to get to the volcano where the treasure is buried. 
   
  Part Four: Into the Fire – The PCs arrive at the active 
  volcano, only to ﬁ nd it inhabited by a tribe of dolgrim that live 
  underneath. They must ﬁ ght their way past the minions of the 
  daelkyr to claim Jahk Seether’s treasure.
   
  Conclusion: The PCs ﬂ ee the angry dolgrim during 
  an assault on the volcano by the natives. The party must 
  sneak past the dangerous combatants in order to get to the 
  Contentment and off the Isle of Fire. As the PCs sail away, 
  they see the pirates landing on the isle and heading into the 
  interior to look for them.
   
  Epilogue – After escaping the Isle of Fire with or without 
  the treasure, the PCs continue on with their original task, only 
  to ﬁ nd Beltulmas missing, and clues implicating the Dreaming 
  Dark’s involvement in the disappearance. 
  PROLOGUE: THE TASK AT HAND
  Weeks ago you were summoned to the Chamber of  Messengers 
  at the Grea Tower, Wroat’s chapter house for the Diggers’ Union. 
  There you met with Matron Martra, a severe, no-nonsense 
  Q’Barran woman who sped you on a mission to her far-off  
  homeland.
   
  “I would normally give this to a group with more experience, 
  one more worthy, but most of  them are treasure hunting 
  in Xen’drik.” The blond woman said with no small hint at 
  annoyance at having to choose from the chapter house initiates. 
  “So I guess you will have to do.”
   
  “Here is your mission.” She took out a small iron lock box. 
  Opening it, you saw its content glowed with a strange piercing blue 
  light that illuminated her face strangely—almost grotesquely—as 
  patterns and swirls from the object’s luminance danced on her 
  face like manic imps.  She turned the box toward you, and then 
  you saw it if  the ﬁ rst time: the Sarlonan puzzle orb. 
  At this point show the PCs “Illustration 1,” which is a picture of 
  the Sarlonan puzzle orb. 
  It was like a thing in a dream; seeming both substantial, and 
  like something from the ether. The lights danced its hypnotizing 
  pattern, and then you heard the sweet ringing…that beautiful 
  sweet ringing….
   
  And then, with a forceful slam, Matron Martra shut the case, 
  jarring your senses back to reality. 
   
  “Don’t stare to long at it. I suggest that whomever in your 
  group carries it, they have a strong will. This thing can consume 
  you if  you let it. It’s very dangerous…or at least we think it is.”
   
  “We really don’t know much about it. We can’t identify it, 
  or even ﬁ gure out if  it is a psionic or a magical item, although I 
  believe it’s surely psionic. The thing is very resilient to divination 
  and clairsentience.”
   
  “We only know the name of  this thing, and that is thanks to 
  my old teacher, the wizard Beltulmas. He spoke to me on occasion 
  about such an item, as he had one in his possession for a short 
  period of  time many years ago. He studied it and probably knows 
  more than anyone on Eberron about these things. He has agreed 
  to examine this one for us, but my former master is a recluse and 
  a bit of  a curmudgeon. He will not leave his domicile, insisting 
  that I send the orb to him. You will be my couriers.”
   
  With that Matron Martra arranged your traveling papers, 
  and a passage aboard a House Lyrandar ship making haste to 
  Newthrone in Q’Barra. 
  Escorting the Sarlonan puzzle orb is nothing more than a reason 
  to get the PCs on the high seas, at least as far as this adventure is 
  concerned. Still, it’s important to determine who will be carrying 
  the Sarlonan puzzle orb because it can plague its bearer with a 
  strange obsession. At the beginning of each adventure the bearer 
  of the Sarlonan puzzle orb must succeed a DC 15 Will save or be 
  compelled to look upon the cube at every spare moment he or 
  she is alone with the orb. The strange fascination has no ill effect 
  in combat, and in times of need the PC can put the orb aside, 
  but prolonged exposure is another story for another adventure. 
  Before proceeding to “Part One: Hazards of the Sea,” make the 
  save for the PC carrying the orb. If the PC fails, mark one of the 
  effect boxes on the Story Object: Sarlonan puzzle orb. Unless the 
  orb is lost in the adventure, the PC who agrees to carry the item 
  keeps the story object at the end of the adventure. 
  Matron Martra
  Linking Adventures
  If the players are participating in this adventure after 
  EMH-1 Reﬂ ections of  the Multiverse, they have already met 
  Matron Martra. Use that information to breath some 
  familiarity in the conversation between the Diggers’ 
  Union Matron and the PCs. 
   
  They have already done a great service to Martra, 
  and her demeanor softens accordingly. 
   
  Also, by the end of the adventure, the PCs will 
  not be able to fulﬁ ll the task that Matron Martra set 
  them out to do in EMH-2 Pirates Bounty and the Island of  
  Fire. For now, this storyline is kept somewhat open for 
  DMs to play with in their DM’s Mark adventures. See 
  the DMH-2 Mark of  Heroes 1st-level DM’s Mark packet 
  for further information on this plot hook. 
  4
  PIRATE’S BOUNTY AND THE ISLE OF FIRE
  
  5
  PART ONE: HAZARDS OF THE SEA
  After leaving Wroat, the PCs head out toward Sharn, and from 
  its harbor the open sea. The PCs are aboard the Contentment for 
  a number of weeks. Hand the players “Handout: Contentment 
  and Crew,” and read aloud or paraphrase the following: 
  Days pass like so much ﬂ otsam and jetsam on the Dragonreach. 
  Aboard a sailing vessel life is a series of  routines and everyone 
  is assigned some sort of  duties, even passengers. While your 
  duties have not been as rigorous as the crews’, they can be tiring 
  and tedious, and you go to your hammocks at night tired and 
  sometimes sore. But the long trip has done you some good. After 
  a few days the nausea of  seasickness disappeared, and soon 
  after you found your sea legs. Now, less than a week outside 
  of  Newthrone, and your day’s labors done, you gladly ﬁ nd your 
  hammocks for some restful slumber, and dreams of  better cuisine 
  when you reach dry land. 
   Give each player a copy of “Story Object: Sea Legs aboard the 
  Contentment.” The bonus it gives the PCs will be useful in the 
  troubles to come. 
   
  Captain Stev Rud’ie has the entire group of PCs working 
  on the same schedule. From roughly four hours before dawn to 
  dusk. The players may want to split up the shifts, so that PCs 
  have watches throughout the day, but the captain has none of 
  that. He is competent in his crews’ abilities, and has all of the 
  “green landlubbers” working this shift to keep them out of his 
  hair. Captain Rud’ie runs a tidy ship, and he doesn’t stand ne’er-
  do-well adventures distracting his crew. Since aboard a ship, 
  the captain’s word is the law, no amount of arguing changes his 
  mind. Even warforged and elves are conﬁ ned to below decks 
  for a full eight hours. Before the pirate attack, all the PCs are 
  snug in their hammocks, making the best of their below-deck 
  conﬁ nement, or in the brig “for their own safety.” 
  Rude Awakening 
  Screams and explosions shake the entire ship. Shouts echo down 
  from above, “All hands on deck! Boarders! Pirates!”
  The PCs slumber is interrupted early in the morning by the 
  sounds of naval battle. They awaken fully rested, and ready to 
  ﬁ ght, but most are not armored. Assume any PC wearing light 
  armor was able to sleep in it; but those with medium or heavy 
  armors are not wearing it. All of the PCs’ gear is stored within 
  easy reach, so nothing should be lost when ﬂ eeing the below 
  deck area.
   
  When the PCs leave the bunk and respond to the rousing 
  they ﬁ nd that the ship is taking on water. 
   
  Water sloshes on the ﬂ oor, as a steady stream of  it pours in from 
  some unknown section on the starboard side of  the ship. 
  All the PCs share one of the cramped sleeping areas below 
  deck. Each has his or her own hammock and a storage bin.
   
  The source of the water is not obvious, just the general 
  direction of its ﬂ ow. It’s clearly rising, but not rapidly. The PCs 
  can ﬂ ee up the stairs out of the cabin without any difﬁ culty, 
  though hassling with armor 
   
  Allow the PCs a chance to describe themselves as the 
  struggle to get dressed and ﬁ nd their gear ﬂ oating in the water 
  before continuing. 
   
  PCs who choose to don armor, have very little time to 
  do so—no more than 5 rounds, which allows light armor 
  to be donned hastily (both the armor bonus and the armor 
  check penalty are one point worse). If all the PCs take more 
  time than 6 rounds to enter the fray atop, they ﬁ nd the battle 
  is lost—the Cloudreaver pirates have taken the Contentment. 
  This has some pretty drastic consequences to the adventure 
  (see the “Battle Lost?” sidebar). That said, if the PCs take too 
  long (4 rounds), Bosun Hob calls down and chides them for 
  their sluggishness as a warning. If the PCs refuse to heed the 
  bosun’s rally, the ship is lost. 
  Battle Lost?
  If the PCs are not successful, and the Cloudreaver 
  Pirates are able to take the ship, the adventure is not 
  necessarily over. The PCs, a large section of the crew, 
  and Bosun Hob are taken captive by the pirates, and the 
  Contentment is taken as booty. 
   
  After such a vicious battle, the pirates still have to 
  limp both ships to the nearest makeshift port to make 
  repairs, and Bosun Hob suggests the Isle of Fire. 
   
  Once they reach the island, the PCs and Hob are 
  sent to the island to scavenge for supplies. There, Hob 
  approaches the PCs with a plan to pay the ransom for 
  their freedom. If they can ﬁ nd Captain Jakh’s treasure, 
  it’s enough to win not only their own freedom, but also 
  the freedom of the crew and the Contentment….
    
  With a quick and easy escape (after all the pirates 
  think anyone trying to escape into cannibal-ﬁ lled jungles 
  is too foolish to bind into servitude), the PCs are on the 
  search for the treasure. 
    
  This solution has the virtue of keeping the 
  adventure viable for the PCs, and with little alteration 
  by you, the DM, but comes with the penalty of lower 
  treasure for the PCs’ success, while still allowing the PCs 
  to save the Contentment and its crew.  
  Carnage Up Top
  The Contentment is aﬂ ame and smoke chokes the air. A thick 
  fog makes seeing the attackers difﬁ cult, but boarders are clearly 
  storming the ship. The captain and stalwart crewmen rush to 
  meet the pirates. Before the pirates can spread across the ship, 
  the crew is there, cutlasses ﬂ ashing in the night, blood split on 
  the deck. 
   
  It appears the pirates were unprepared for the swordsmanship 
  of  the Lyrandar crew and it seems likely the day will be won. 
  Then a red glow rushes through the thick fog, and blossoms into 
  a ﬁ ery ball of  ﬂ ame engulﬁ ng the captain and crew. Silhouetted 
  in the bright light, his sword held high, the captain is an inspiring 
  PIRATE’S BOUNTY AND THE ISLE OF FIRE
  
  6
  
  7
  ﬁ gure, until his ﬁ ery corpse—or at least half  of  it—is blown to the 
  deck just a few feet in front of  you. The way clear and the ship’s 
  defenders decimated, the pirates renew their charge. No one stands 
  between them and the rest of  the ship.
  Use “Illustration 2” to help describe the scene, and the gruesome 
  death of Captain Rud’ie. 
   
  All around the PCs pirates battle crewmembers, but Captain 
  Rud’ie and the majority of the crew have just been slain by 
  a ﬁ reball cast by someone aboard the pirate vessel. Without 
  someone to stop them, the pirates  storm across the planks 
  between the vessels. An incredibly thick fog surrounds the 
  ship and obscures all vision, granting full concealment to all 
  beyond 30 feet and making it impossible to see the other ship. In 
  addition, moving is slightly impaired. The wet and shifting deck 
  requires a DC 10 (with the PCs’ new sea legs) Balance check if 
  attempting a charge or run. Failure by 4 or less means the PC can 
  move normally, but can’t run or charge. Failure by ﬁ ve or more 
  means the PC falls prone as part of its movement.  
   
  The Challenge: The PCs have just stumbled on to a crucial 
  section of this naval battle. In order to save the ship, the PCs 
  must stop the pirates from crossing over onto the Contentment by 
  way of a special grapple plank they’ve attached to the ship. The 
  PCs fail if four or more pirates make it onto their starting area on 
  the Contentment (see your DM’s map), as within moments the tide 
  of the battle is turned and the ship is lost to the cloudreavers. 
  PIRATE’S BOUNTY AND THE ISLE OF FIRE
   
  Cloudreaver Pirates (4): hp 8, 7, 6, 4; see “Combat 
  Statistic,” below.
   
  If the PCs took the full 5 rounds to hastily don light armor, 
  increase the number of pirates by one. 
   
  Tactics: The pirates are concerned with forcing everyone 
  away from the walkway they have placed between the ships. 
  They forego attacking a PC to go after anyone who is 
  attempting to disable the grappling device and push the planks 
  into the sea. Running or charging on the plank requires a DC 
  12 Balance (considering the PCs’ sea legs) to cross between 
  the ships. Failing by 4 or less stops the PCs’ movement. Failure 
  by 5 or more indicates the PCs fall prone and must succeed 
  a Reﬂ ex save (DC 10) or the PC falls overboard, requiring 
  them to swim (DC 15; rough water) to the side, and climb 
  up the ship (DC 10; the climb from the water is 15 feet). The 
  cloudreaver pirates know the risk, and don’t charge or run 
  down the plank unless absolutely necessary. 
   
  The two planks between the ships are secured by two iron 
  grappling mechanisms (AC 5, hardness 10, hp 15), making 
  them somewhat difﬁ cult to move. A successful Disable Device 
  check (DC 10), unlocks the grapple, or it can be forced off the 
  ship (Strength DC 12). To push the two heavy planks into the 
  water requires a DC 7 Strength check for each, unless there 
  is someone on the plank, in which case the DC rises to 12. If 
  the PCs decide to attempt to move the planks wile they are 
  grappled, increase these checks by 4.  Anyone on the plank 
  when it is pushed into the water may attempt a DC 15 Reﬂ ex 
  save to grab the railing and avoid falling into the water. 
   
  Development: After three rounds, another pair of pirates 
  enters the fray and attempts to move across the planks. 
  After an additional three rounds, another pair makes the 
  same attempt. New pirates enter the battlegrid at its edge on 
  initiative count 10, and may immediately take either a move or 
  standard action. This continues until the four pirates reach the 
  PCs’ start area or the PCs disable or destroy and and throw off 
  the grappling planks. If the PCs successfully stop the pirate 
  advance, read the read-aloud text in the “Battle Won,” section 
  below. If they don’t, consult the “Battle Lost” sidebar for 
  advice on how to continue the adventure. 
  Scaling the Encounter
   
  2nd-level characters (EL 3): There are six cloudreaver 
  pirates (hp 8, 7, 6, 6, 5, 4); see “Combat Statistics,” below.
   
  3rd-level characters (EL 4): There are four elite 
  cloudreaver pirates (hp 15, 14, 11, 9); see “Combat Statistics,” 
  below.
   
  4th-level characters (EL 5): There are six elite 
  cloudreaver pirates (hp 16, 15, 14, 12, 11, 9); see “Combat 
  Statistics,” below.
  Battle Won!
  If the PCs are able to disable the planks and stop the pirates’ 
  advance, the tide of battle quickly sways to the Contentment’s 
  favor. Other grapples are disabled by the crew at other sections 
  of the ship, and First Mate, now Captain, Ledrin, is able to 
  steer the Contentment away from the pirate vessel. 
  “Huzzah!” A resounding cheer goes up from the remaining crew 
  as you repel the pirate boarders. The ﬁ rst mate has already begun 
  Map 1: Contentment Battle
  ones square = 5 feet
  PCs’ Starting 
  Area
  Pirates’ Starting 
  Area
  grappling 
  mechanisms
  Plank 1
  Plank 2
  
  8
  steering the Contentment into the fog bank. Bosun Hob raises 
  his hands and whispers ﬁ ercely, “Quiet lads, our only chance is to 
  slip away in the this witch’s fog. No talking any of  you lot. Douse 
  those ﬂ ames boys.” 
   
  For several tense minutes you hear nothing but the creaking 
  of  the ship and the lapping of  the waves as you slip further and 
  further away from the bloodthirsty pirates. “Mate, er Captain, 
  Ledrin sir, we’re taking on water and the sails are burnt up 
  something dreadful sir. We’re gonna have to put in somewhere 
  and make repairs, sir.” 
   
  The young ﬁ rst mate suddenly turned captain nervously looks 
  upon the remains of  the Lyrandar crew and their few passengers. 
  “Where would you recommend, Bosun Hob?”
   
  “I know just the place sir. There should be an isle a few hours 
  from here. Make your course twenty degrees off  the constellation 
  of  Astilabor and hold true.”
   
  “I know of  no such isle in these seas Bosun Hob. It isn’t on 
  any of  the Captain’s… er, any of  my charts.”
   
  “Trust me sir, I haven’t been there since I twas a young lad, 
  but it’s still there.”
  The PCs now have an opportunity to interact with the NPCs, 
  or survey the damage done to the ship by the pirate attack. 
  Bosun Hob, the boatswain is organizing the men to begin 
  bailing the ship and try to locate all the leaks, while the new 
  captain is at the helm. 
   
  An inspection of the damage reveals a large ballista bolt 
  protruding from the hull of the Contentment just above the 
  water line on the port side. This area is slowly leaking water 
  into the ship and needs repair soon. In addition, an area near 
  the bow, also on the port side, appears warped from severe 
  heat. Several small leaks are forming. The outside of the ship 
  shows scorch marks from the waterline to about twenty feet up, 
  nearly to the rail. Fortunately the wetness of the hull prevented 
  the ﬁ re from catching. A DC 23 Spellcraft recognizes the 
  effects of a ﬁ reball spell. Anyone who succeeds in a DC 15 
  Profession (sailor) check realizes that with the current rate of 
  bailing, the Contentment will sink if it’s not repaired. They are 
  about two days southeast of Traglorn Isle and almost a week 
  from Newthrone in Q’Barra. 
  Questioning the Crew
  The crew, Bosun Hob, or Captain Ledrin can impart the 
  following information to any of the PCs should they choose 
  to ask. 
  • 
  No one knows where the pirates came from, but 
  suspect they were part of a group known as the 
  Cloudreavers. The Cloudreavers are a collection of six 
  pirate vessels out of Port Krez. They are known for 
  being both cunning and brutal.
  • 
  The pirates clearly had some sort of wizard 
  with them. Some of the crew insists that a mage 
  onboard is bad luck because you can never be 
  certain when they will go mad and rain witchﬁ re 
  down upon everyone. They of course exclude any 
  PC arcane spellcasters and magewrights from such 
  an assessment. Ledrin and Hob are both educated 
  enough to not share this view, and are quick to 
  dismiss it as base superstition by folks too long at sea. 
  • 
  A little over half of the crew was killed in the attack 
  by the pirates; including Captain Stev Rud’ie who 
  had been the captain of the Contentment for nearly 
  ﬁ fteen years. The crews is deeply saddened by his loss 
  and most are not very conﬁ dent in ﬁ rst mate turned 
  Captain Ledrin who was put here by House Lyrandar 
  to learn the trade.
  • 
  Boatswain (shortened to bosun in common speech) 
  Hob has been on the Contentment the longest of 
  anyone, having been stationed here since he met the 
  Captain Rud’ie ten years ago.
  PIRATE’S BOUNTY AND THE ISLE OF FIRE
  Combat Statistics 
  CLOUDREAVER PIRATES  
   
  CR 1/2 
  Mix male and female warrior 1
  CN Medium humanoid (human)
  Init +1; Senses Listen +0, Spot +0 
  Languages Common
  AC 14, touch 11, ﬂ at-footed 13; Dodge
  hp variable, see adventure text (1 HD)
  Fort +3, Ref +1, Will +0
  Spd 30 ft. (6 squares)
  Atk melee short sword +3 (1d6+1/19-20) or +2 
  ranged light crossbow (1d8/19-20)
  Base Atk +1; Grp +2
  Abilities Str 13, Dex 13, Con 12, Int 10, Wis 10, 
  Cha 8
  Feats Dodge, Weapon Focus (short sword
  Skills Balance +0, Climb +4, Intimidate +3, 
  Profession (sailor) +2, Swim +3
  Possessions Short sword, light crossbow, 10 
  bolts, 50 feet of rope, studded leather armor.
   
  ELITE CLOUDREAVER PIRATES  
   
  CR 1 
   
  Mix male and female warrior 2
  CN Medium humanoid (human)
  Init +1; Senses Listen +0, Spot +0 
  Languages Common
  AC 14, touch 11, ﬂ at-footed 13; Dodge
  hp 12 (2 HD)
  Fort +4, Ref +1, Will +0
  Spd 30 ft. (6 squares)
  Atk melee short sword +4 (1d6+1/19-20) or +3 
  ranged light crossbow (1d8/19-20)
  Base Atk +2; Grp +3
  Abilities Str 13, Dex 13, Con 12, Int 10, Wis 10, 
  Cha 8
  Feats Dodge, Weapon Focus (short sword
  Skills Balance +1; Climb +6, Intimidate +4, Jump 
  +2, Profession (sailor) +2, Swim +6
  Possessions Short sword, light crossbow, 10 
  bolts, 50 feet of rope, masterwork studded leather 
  armor.
   
  
  9
  • 
  The ship is taking on water, although they are not 
  certain how bad (until they have a chance to look at 
  it).
  • 
  It will take almost a week to reach Newthrone in 
  Q’Barra and most of the islands in this area are 
  populated with dangerous pirates or cannibalistic 
  natives.
  Bardic Knowledge
  Those skilled in the collection of lost stories may have heard 
  tales of the Cloudreavers, Captain Jahk Seether, the Leviathan or 
  the Isle of Fire. Given the appropriate information to consider 
  their repository of lore, bard might recall a previous tale. DMs 
  may allow similar roles for Knowledge (History) at a +2 DC.
  • 
  Newthrone and Q’Barra (DC 5): King Sebastes 
  ir’Kesslan rules the nation of Q’Barra from the 
  capital of Newthrone, the focus of a dream of a 
  new Galifar. Stories of this land are common, many 
  featuring men who put the idea of uniﬁ ed state of 
  Galifar over the fragmentation of the Five Nations.
  • 
  The Cloudreaver Pirates (DC 15): The Cloudreavers out 
  of Port Krez are a bloodthirsty band of buccaneers 
  known to attack swiftly during the Grey Mists, which 
  are frequent in this region, and leave none alive. Both 
  the Brelish and Zil naval forces have attempted to 
  stop Prince Mika’s Cloudreavers in the past, but both 
  have failed. The Cloudreavers rarely give up chasing a 
  vessel they view as their prey.
  • 
  Captain Jahk Seether and the crew of  the Leviathan (DC 
  15): The crew of the Leviathan was a daring lot 
  of rogues that stole from ships throughout the 
  seas that surround the Lhazaar Principalities. Tales 
  speak of the Leviathan crew as cunning thieves, 
  lead by a Captain Jahk Seether that stole from rich 
  Dragonmarked Houses to feed the poor, all while 
  pocketing a good share of the loot themselves. Know 
  for their carousing, singing, and good nature, rare 
  was the man who lost his life while at the other end 
  of Captain Jahk’s rapier but many was the smug 
  Karrnathi admiral who lost his daughter’s heart to the 
  dashing rogue.
  • 
  The Isle of  Fire (DC 20): It is said that there are 
  several uncharted volcanic islands in the Lhazaar 
  Principalities. According to legend, many are home to 
  cannibalistic natives. 
  Once the PCs have had the opportunity to speak with the crew 
  or inspect the damage, proceed with the following read aloud 
  text. Note that the PCs have the opportunity to rest for nine 
  more hours before land is sighted. Use “Illustration 3” to help 
  describe the scene. 
  As you leave the thick gray fog behind, the shout of  “Land Ho!” 
  echoes down from the crow’s nest. In the distance, green palms 
  sprout upon the horizon. A thin mountain peak, belching smoke, 
  rises from the center of  the greenery. Bosun Hob steps next to you 
  leaning at the ship’s rail, “That’s it lads, the Isle of  Fire. Watch 
  yourselves now, stay close, we’re going to have a lot of  work to do 
  if  we are to be seaworthy before those pirates return.”
   
  “Bosun!”
   
  “Yes Captain, sir!”
   
  “I want you to take some of  the crew and the passengers 
  ashore in the long boats to collect wood and provisions.”
   
  “Right away sir.”
  PIRATE’S BOUNTY AND THE ISLE OF FIRE
  
  10
  Development: Should any of the PCs complain about going 
  ashore, the young captain speaks with them personally. He asks 
  if they would do this as a personal favor to him. With so many 
  of the crew slain in the attack, there are not enough men to 
  do all the work. Besides it could not hurt to have a person of 
  such obvious character to go along to look after the crew. If 
  recalcitrant PCs are still unconvinced, Hob will also add that he 
  could really use their help, since every minute counts with the 
  Cloudreavers looking for them.
   
  Once the PCs have agreed to go ashore, they climb into one of 
  the two long boats and paddle to the shore with Bosun Hob and 
  some other men. Proceed to Part Two: Secret of the Isle of Fire
  PART TWO: SECRET OF THE ISLE 
  OF FIRE
  Once on the island, Hob sets out groups on assigned tasks of 
  gathering materials for the repair and savaging food. 
  Standing on the sandy shore, Bosun Hob immediately takes 
  charge. “Alright lads, you sorry swabs pick up those axes and cut 
  me as many stout trees as you can. Finny, you and Serith start 
  making them into timbers.” Turning toward you, Hob smiles, 
  “And if  you folks would come with me, we’re going to need 
  provisions.” Hob picks up one of  several sacks and heads for the 
  nearby jungle.
  Hob expects the PCs to come with him into the jungle. If 
  the PCs refuse, he claims he could use the steady nerves of 
  talented passengers like the PCs in an attempt to persuade 
  them. Once the PCs and Hob are moving through the jungle, 
  he begins harvesting various jungle fruits for the ship’s stores. 
  He urges the PCs to do the same, and points them toward 
  various strange tropical fruits.
  Harvesting a large bundle of  bananas, Hob looks down at you 
  through the foliage. “You know I wasn’t always a boatswain. I 
  started out as a cabin boy,” he explains, deftly sliding down the 
  tree. “I hope to retire, though, and soon. You lot might just be 
  able to help me with that. Now that we have quite a pile of  fresh 
  supplies, I have an offer to discuss if  you’re willing.”
   
  Hob produces a scroll tube and withdraws an old map, “You 
  see, when I was a young lad, my mum passed on, and me old 
  gaffer had long since gone to the Host. I fell in with a rough set 
  of  buccaneers under the sway of  Captain Jahk Seether. We sailed 
  under a jolly roger and preyed on ships from the Karr Bay to 
  the Basura Swamp. Now these men weren’t bloodthirsty swabs 
  like them Cloudreavers, but rather good-natured thieves and 
  brigands. Nary a man was hurt when Captain Jahk and his men 
  surprised you that I can guarantee. 
   
  As I grew, I began to see the wrongness of  stealing what 
  others had earned so I left Captain Jahk and the others, but I 
  know where the captain had buried a host of  gold and gems. 
  Shortly after I left, Captain Jahk and the rest of  the crew went to 
  the bottom of  the sea in a battle with a ﬂ eet of  House Lyrandar 
  and Karrnath ships. He never had a chance to claim his treasure; 
  a treasure that is right here, on this very isle! If  you help me get 
  it, I will split it equally with all you folk. This close call with the 
  Cloudreavers and the providence that has brought me back to 
  this island tells me that its time for me to settle down. I’m getting 
  on in years, and I’m ready to retire, but being a seadog doesn’t 
  lend itself  well to a comfortable retirement. What do you say lads 
  and lasses? We could get the gold and be back at the ship before 
  their done patching the holes!”
  Hob is more than willing to share, he needs the help of the 
  PCs to ﬁ nd and dig up the treasure. He knows the island is 
  inhabited and Captain Jahk likely left traps behind for the 
  unwary. He also believes that there must be several thousand 
  gold after all the years that he and the rest of the crew spent 
  privateering, more than enough to split with the PCs. If the 
  PCs agree, Hob shows them his map. Give the characters 
  Handout: Map of the Isle of Fire. 
   
  Those who succeed in at a DC 15 bardic knowledge or 
  DC 17 Knowledge (history) check have heard of Captain Jahk 
  Seether and the crew of the Leviathan. They are well known 
  for being pirates, but were in general less violent than many 
  of their ilk. It was thought that the Leviathan went down with 
  all hands during the Last War nearly thirty years ago (see more 
  information in “Part One”).
   
  When the PCs agree to recover the treasure with Hob, 
  proceed to “Part Three: Treasure Hunt,” below.  
  Hob as Adventuring Companion
  Bosun Hob assumes that he is coming along with 
  the PCs to search for the treasure. If the PCs seem 
  hesitant about brining the old man with them (after all 
  they have a map, and are more suited to the danger), 
  he grows stubborn and resolute. It takes not only 
  some incredibly fast talking (Diplomacy DC 25, give 
  up to a +2 circumstance bonus for good roleplaying), 
  some form of collateral to get Hob to stay—nothing 
  short of the Sarlonan puzzle orb, an animal companion, 
  homunculus, or familiar. Of course the PCs could just 
  knock him out….
   
  If the PCs can’t get Hob to stay, here are 
  statistics:
  BOSUN HOB  
   
  CR 1 
   
  Male human expert 1/rogue 1
  NG Medium humanoid (human)
  Init +6; Senses Listen +3, Spot +3 
  Languages Common; Goblin
  AC 12, touch 12, ﬂ at-footed 10; Dodge
  hp 10 (2 HD)
  Fort +1, Ref +4, Will +1
  Spd 30 ft. (6 squares)
  Atk melee dagger +0 (1d4/19-20) or +2 ranged dagger 
  (1d4/19-20)
  Base Atk +-0; Grp +0
  Atk Options Sneak attack +1d6
  Abilities Str 11, Dex 14, Con 12, Int 13, Wis 8, Cha 12
  Feats Improved Initiative, Dodge
  Skills Balance +7, Climb +5, Craft (carpentry) +6, Jump 
  +5, Listen +3, Profession (sailor) +4, Spot +3, Swim +5, 
  Tumble +7, Use Rope +7
  Possessions two daggers, treasure map 
  PIRATE’S BOUNTY AND THE ISLE OF FIRE
  
  11
  PART THREE: TREASURE HUNT
  This part describes the features found on Hob’s map, and 
  assumes the PCs generally follow that map. Should they 
  deviate, you’ll have to adjust as appropriate. Hob generally 
  recommends against deviating from the path, as he ﬁ gures the 
  captain laid out this path for a reason. 
  The Pyramid of  Blood and Fire
  As the path illustrated on Hob’s map winds its way through the 
  steamy jungle, the air becomes alive with the exotic sounds of  
  strange birds. The jungle foliage grows thicker with each step 
  into the island’s interior, blocking passage hear and there and 
  the buzzing of  biting insects are a constant nuisance. Cutting 
  through the foliage rouses the strange creatures of  the island’s 
  jungle, including a swarm of  bats that quickly take ﬂ ight ﬁ lling 
  the air with their screams. As the swarm clears a stone pyramid 
  comes into view. A path leads to its crimson steps. The path is 
  lined with bloody heads impaled on spears.  Atop the pyramid 
  stands a strange two-faced idol, primitive in artistry, but expertly 
  carved from the islands native teak. 
  Use “Illustration 4” to help describe this scene. The squat, 
  covered pyramid is reminiscent of those gargantuan ruins found 
  on the continent of Xen’drik, but a DC 15 bardic knowledge 
  or Knowledge (architecture and engineering) can determine 
  that it is unrelated to those grand structures. The pyramid has 
  pictograms covering it, done in the Undercommon script, but in 
  a very primitive dialect. A DC 20 Decipher Script is required to 
  uncover their meeting, with +5 competence bonus to those who 
  actually speak Undercommon. Those who are successful believe 
  the repeating pictograms are exaltations to an unnamed blood 
  god, asking for protection against another unnamed ﬁ re god, 
  while other pictograms ask for protection of the ﬁ re god directly 
  though sacriﬁ ces in worship of it.  
   
  As the PCs get closer to the pyramid, they see the crimson 
  color of the steps is the stain of congealed blood. It’s obvious 
  that this is a place of blood heathen sacriﬁ ce. The shrine 
  also responds to their presence; read aloud or paraphrase the 
  following when the PCs approach.  Use “Illustration 3” to help 
  describe the scene. 
  A strange and supernatural wind gusts as the eyes of  the idol atop 
  the pyramid glow and smoke with eldritch radiance. Two voices 
  boom: “Egruth kesk-tal Giiv-that?”
   
  The wind is a severe wind. Medium creatures must succeed 
  a Fortitude save DC 15 or be checked. Small creatures failing 
  the save are knocked down and Tiny creatures failing the save 
  are blown away (see Dungeon Master’s Guide page 95 for the full 
  effects). Familiars shielded by their masters only suffer their 
  master’s effects. 
   
  PCs who know Undercommon understand the words 
  as “Who dares enter our domain?” though the dialect of 
  Undercommon is strange and stunted. PCs who don’t understand 
  Undercommon, know it is at least a forceful question. 
   
  If the PCs identify themselves (whether or not they 
  understood the question), the wind subsides to a moderate 
  PIRATE’S BOUNTY AND THE ISLE OF FIRE
  wind. If they don’t, the wind continues to gust severely until 
  they leave the area. 
   
  The idol voice understands Common, and even 
  condescends to speak “that foul tongue,” if the PCs have the 
  sense to identify themselves. 
   
  The natives of this island believe in two deities: a blood god 
  who gives them strength if they consume their enemies and a 
  ﬁ re god that rules the island from his volcano home. This crude 
  pyramid is the focus of their limited religion where they offer 
  sacriﬁ ces for the favor of both gods. Each head represents one 
  of the gods, and are possessed by a pair of strange ancestral 
  spirits who think themselves gods, and even have some power 
  over the weather in the immediate area. The blood god side 
  calls himself Viznol and the ﬁ re god side is called Ferzu. 
   
  If parleyed with, the PCs have can gain some information 
  about the island and its inhabitants from the strange and evil 
  
  12
  spirits. The idols start out as indifferent, but a DC 15 Diplomacy 
  check moves their disposition to a kind of “friendly,” which is 
  enough to get the following information. If the players roleplay 
  this check and signiﬁ cantly grovel to the strange powers, grant 
  up to a +4 circumstance bonus to the check. 
  • 
  The idol voices consider the humans living on the 
  island “their children,” but neither is overly protective 
  of their charges.  Both of the voices share a harsh 
  philosophy of survival of the ﬁ ttest, mediated to some 
  degree with the amount of sacriﬁ ces their children 
  bring. They are not pleased with the current level of 
  sacriﬁ ce (and never really are). 
  • 
  They really do not care why the PCs are here, and do 
  nothing to aid them except for giving them these bits 
  of information. Viznol even goes as far as saying that 
  he hopes his children capture the PCs, so that their 
  blood will stain the steps of his temple. 
  • 
  If asked about Captain Jahk and the treasure, the 
  voices tell the PCs they remember a man who brought 
  a golden treasure to the island over many, many 
  seasons ago. The two voices tried to get the man to 
  sacriﬁ ce his wealth and his minions to their power, but 
  his “obscene priest” rebuked them. Both voices know 
  the gold now lies in the volcano, but now an abdominal 
  presence haunts the Mountain of Fire and controls the 
  riches. 
  • 
  If asked about the “abdominal presence” both Viznol 
  and Furzu become evasive. A second Diplomacy check 
  at DC 20 is required to pry more information from the 
  voices (give the bonus for proper groveling, again). If 
  the check is successful they tell the PCs that a group of 
  four-armed abominations from the very depths of the 
  earth now control the Mountain of Fire. Viznol and 
  Furzu hate the creatures, as they revere a power other 
  than Viznol and Furzu. 
   
  Roleplaying the Voices: Both Viznol and Ferzu are wicked 
  and utterly selﬁ sh. They speak in deep booming voices and in 
  grandiose style. They only give the PCs the above information 
  to show their knowledge, and because their arrogance is so great 
  that they don’t perceive the PCs as a threat. They are abrasive 
  (even to one another) and their words are tainted with dark 
  sarcasm and hubris. 
   
  Development: If the PCs decide to attack the idol, Viznol 
  and Ferzu are able to kick up a windstorm (see Dungeon Master’s 
  Guide page 95) to defend themselves as long as at least one spirit 
  inhabits the idol. 
   
  Clerics with the exorcism domain may feel the urge to purge 
  this foul place of its evil spirits (like Captain Jahk’s cleric did, so 
  many years ago). Each spirit is considered 3 Hit Dice for this 
  purpose. This breaks the tie between spirit and site for 24 hours. 
  After forcing their way through the windstorm, or exorcising 
  both spirits, the PCs can destroy the idol with some effort 
  (Hardness 5; hp 70) 
   
   
  Those inspecting the pyramid closer ﬁ nd able that the 
  heads mounted on the spikes appear human, although all of 
  them are quite rotted and have been attacked by the bats. In 
  addition, they pyramid is surrounded by many tracks. A DC 12 
  Tracking check ﬁ nds both human and animal tracks, some as 
  recent as a day ago.
  The Lake (EL 2)
  Green plants ﬂ oat upon this small moss-choked lake. High up in 
  one of  the sagging trees, a thick length of  frayed but stout rope 
  sways in the breeze.
  A fresh water spring has given rise to a small lake that drains 
  east, down to the sea. A place frequented by the animal life of 
  this island, those with the Track feat (DC 10) easily ﬁ nds many 
  PIRATE’S BOUNTY AND THE ISLE OF FIRE
  
  13
  tracks, some of them humanoid.
   
  Those that look closely near the rope will discover the 
  skeletal remains of a pirate at the base of the tree; long since 
  dead and a noose around his neck. A DC 5 Search discovers 
  a primitive dagger under the skeleton’s large hat, impaling his 
  skull. 
   
  The dagger itself appears to be made of a raw ore with 
  the handle made of wrapped leather. The crude dagger suffers 
  from a –1 penalty to hit, but the fragments of blue metal are 
  byeshk and allow the wearer to bypass the damage reduction of 
  the dolgrims. 
  The sound of  rustling vegetation draws your attention down 
  the shore of  the lake. Two darkly tanned men rise up from the 
  bushes. Each wears armor that appears to be made of  the bones 
  of  their previous victims with enlarged skulls used as helms. 
  They raise strange tubes to their lips, and with a strange whistling 
  sound, small darts ﬂ y forth from the weapons.
  New Armor and Weapons
  The cannibals are armed and armored with unusual 
  equipment. 
  Bone Armor
  Bone armor is a cloth or leather coat reinforced with 
  strips of bone, often cut from animals used for food. 
  The armor covers the torso, but leaves the limbs free 
  for better mobility.
   
  Cost: 20 gp; Armor Bonus: +3; Max Dex Bonus: 
  +4; Armor Check Penalty: -3; Arcane Spell Failure: 
  15%; Speed 30 ft./20ft.: 30 ft./20ft. (Light Armor); 
  Weight: 20 lb.
  Greater Blow Gun
  Like its smaller cousin (see page 145 of the Dungeon 
  Master’s Guide) the greater blowgun I often used 
  to deliver poison. The darts it ﬁ res are larger than 
  blowgun needles, but smaller than a thrown dart. 
  These darts deal damage in addition to delivering 
  poison. A greater blowgun requires to hands to 
  use or reload. Loading a greater blowgun is a move 
  action that provokes attacks of opportunity. A 
  greater blowgun has a maximum ranger of ﬁ ve range 
  increments. 
   
  Cost: 15 p; Damage (S): 1d2; Damage (M): 1d3; 
  Critical: x2; Range Increment: 10 ft.; Weight: 2 lb.; 
  Type: Piercing. 
  While the PCs are searching the area, they have encountered a 
  hunting party of cannibals. Hunting for wild boar, they are only 
  too happy to bring back their favorite prey—other humanoids! 
  Use “Illustration 5” to help describe their attack. 
   
  The cannibals get to act during the surprise round. The 
  PCs do to if they succeed a DC 10 Spot check. The cannibals 
  start 30 feet away from the PCs, so their greater blowgun attack 
  suffers a –6 penalty due to the range increments. 
   
  Cannibals (3): hp 7, 5, 4; see “Combat Statistics,” below.
   
  Tactics: The cannibals use their blowguns for as long as 
  possible, going so far as backing up through the foliage-choked 
  (and thus difﬁ cult) terrain to get more shots off. They use their 
  spears as a last resort. 
   
  Development: No cannibal is willingly taken alive, and 
  if they are, they yield no information without a successful 
  Intimidate check (DC 1d20+1 for cannibals; 1d20+2 for elite 
  cannibals), and then only limited information, such as how 
  many villagers inhabit the island, that strange four-armed 
  creatures currently dwell in the volcano, and the fact that their 
  gods live at the pyramid.    
  Scaling the Encounter
   
  2nd-level characters (EL 3): There are 4 cannibals (hp 7, 
  5, 4, 4); see “Combat Statistics,” below.
   
  3rd-level characters (EL 4): There are 3 elite cannibals 
  (hp 12, 11, 9); see “Combat Statistics,” below.
   
  4th-level characters (EL 5): There are 4 elite cannibals 
  (hp 13, 12, 11, 9); see “Combat Statistics,” below.
  The Cannibal Village
  Hob recommends against heading toward the village, as the 
  map seems to indicate that it should be avoided. If the PCs 
  insist on proceeding, continue:
  Smoke from cooking ﬁ res betrays the location of  the village from 
  almost a quarter mile away. Not much later, the smell of  cooking 
  ﬁ res ﬂ oats on the wind. The smell is like that of  roasted pork. 
  Soon, the mud and bamboo huts of  the settlement come into 
  view, hiding just behind a low mud and wicker wall or relative 
  recent construction. It’s not hard to look over it. In the center 
  of  the village several scantily clad and darkly tanned men and 
  women prepare the midday meal. Above the ﬂ ames, rotating 
  slowly on the spit is the body of  a man!
  The islander village is home to the cannibals that created the 
  Pyramid of Blood and Fire. This area is extremely dangerous 
  to the PCs as the villagers see the PCs as enemies that must be 
  killed and either consumed or sacriﬁ ced in the name of their 
  vile gods. 
   
  Should the PCs make themselves known, a violent shout 
  goes out from the village and it is clear that the islanders do not 
  mean well toward the party. Hob will suggests they run. If the 
  PCs do not, a group of ﬁ ve cannibals and one elite cannibal 
  come forward to get dinner. If the PCs defeat this group and 
  still threaten a village, another twice its size comes. Defeating 
  that group causes the rest of the villages to ﬂ ee into the jungle, as they 
  do not wish to tangle with the powerful strangers. 
  PIRATE’S BOUNTY AND THE ISLE OF FIRE
  
  14
  PART FOUR: INTO THE FIRE
  Following Hob’s map eventually leads the PCs to and entrance 
  on the face of the volcano. 
  It doesn’t take long to ﬁ nd the entrance into the volcano. A long 
  and winding path leads to an obvious cave into the Mountain of  
  Fire. 
  With little effort the PCs can reach the entrance of the volcanic 
  caves.  The PCs have arrived at the Caves of Fire where Captain 
  Jahk and the crew of the Leviathan buried their treasure many 
  years ago. Unfortunately for the PCs, in the years since the caves 
  have become occupied by a tribe of dolgrim that have used the 
  lava tubes to claw their way up from Khyber. Led by a particularly 
  despicable adept known as Bithormongle, they have turned the 
  bounty of Captain Jahk into a shrine to the Dragon Below and 
  have begun to wage a war against the natives that make the Isle 
  of Fire their home. Fortunately when the PCs arrive the majority 
  of the creatures have gone hunting for locals.
  It’s obvious that the cave’s entrance was once concealed with 
  boulders, debris, and the thick vines and foliage that grow on the 
  lower sections of  the volcano. Somewhat recently the entrance 
  has been cleared by hand. Ever so often plums of  pungent, 
  sulfur-smelling smoke ﬂ oat out of  the cave—the passage must 
  lead into the very heart of  the volcano!
   
  A successful Track check (DC 9) discovers numerous tracks 
  leading in an out of the cave. The most recent leave the cavern 
  less than a day ago. Success by 5 or more discovers that the 
  tracks, while seeming humanoid, almost small goblinoid, seem 
  strange like the creatures are heavier than normal and walk with 
  strange gaits. 
   
  A character with the investigate skill have a chance to ﬁ nd 
  (DC 10) a small partial medallion fashioned from an old coin. 
  Analyzing the evidence (Search DC 15) concludes that this 
  50-year-old Karrnathi coin has been rubbed ﬂ at and replaced 
  with a crude and almost indistinguishable symbol of the 
  Dragon Below.  
  1. Chamber of  Skulls (EL 2)
  Just around the corner from the entrance, the passage widens 
  into a small cavern. The uneven ﬂ oor of  the cave is covered 
  with skulls of  all shapes and sizes, almost all of  them 
  humanoid. Through your faint light, grinning skulls leer up at 
  you, welcoming you to proceed further into the foul smelling 
  tunnels.
  This place is so thick with skulls that it’s difﬁ cult (as in difﬁ cult 
  terrain) to move through this area. 
   
  A dolgrim is on guard here, having buried himself in the 
  bones of the tribes’ former victims. 
   
  Have the PCs make Spot checks opposed by the dolgrim’s 
  Hide check (+5). Those who succeed are not surprised when 
  the dolgrim uses his surprise action to stand up among the PCs 
  while they travel across the chamber. Use “Illustration 6” to 
  help describe his attack. 
   
  PCs succeeding a DC 11 Knowledge (dungeoneering) 
  PIRATE’S BOUNTY AND THE ISLE OF FIRE
  Combat Statistics
  CANNIBAL  
   
  CR 1/2 
  Mix male and female warrior 1
  CE Medium humanoid (human)
  Init +2; Senses Listen +0, Spot +0 
  Languages Undercommon
  AC 15, touch 12, ﬂ at-footed 13; Dodge
  hp variable, see adventure text (1 HD)
  Fort +3, Ref +2, Will +0
  Spd 30 ft. (6 squares)
  Atk melee spear +3 (1d8+3/x3) or +3 ranged 
  greater blowgun (1d3 plus poison)
  Base Atk +1; Grp +3
  Abilities Str 15, Dex 14, Con 12, Int 8, Wis 10, 
  Cha 9
  Feats Dodge, Exotic Weapon Proﬁ ciency 
  (greater blowgun)
  Skills Climb +3, Swim +0
  Possessions bone armor, spear, greater 
  blowgun, 10 greater blowgun darts, all 
  poisoned with small centipede poison 
   
  Poison (Ex): Fort DC 11, 1d2 Dex primary 
  and secondary. 
   
  Physical Description: The cannibals are 
  darkly tanned from their lives in the tropical 
  sun, and wear little more than an armor 
  fashioned from their bones of previous meals.
  ELITE CANNIBAL  
   
  CR 1 
  Mix male and female warrior 2
  CE Medium humanoid (human)
  Init +2; Senses Listen +0, Spot +0 
  Languages Undercommon
  AC 15, touch 12, ﬂ at-footed 13; Dodge
  hp variable see adventure text (2 HD)
  Fort +4, Ref +2, Will +0
  Spd 30 ft. (6 squares)
  Atk melee spear +4 (1d8+3/x3) or +4 ranged 
  greater blowgun (1d3 plus poison)
  Base Atk +2; Grp +4
  Abilities Str 15, Dex 14, Con 12, Int 8, Wis 10, 
  Cha 9
  Feats Dodge, Exotic Weapon Proﬁ ciency 
  (greater blowgun)
  Skills Climb +4, Swim +1
  Possessions bone armor, spear, greater 
  blowgun, 10 greater blowgun darts, all 
  poisoned with small centipede poison 
   
  Poison (Ex): Fort DC 11, 1d2 Dex primary 
  and secondary. 
  
  15
  check recognize the creature as a dolgrim—an abominations 
  spawned from Xoriat. A DC 16 success immediately recalls its 
  damage resistance and its duel consciousness.  
   
  Dolgrim Guard: hp 14; see “Combat Statistics,” below. 
  Dolgrim Errata 
  As clariﬁ ed by the Eberron Campaign Setting errata, a 
  dolgrim’s damage reduction is 5/magic or byeshk. 
  The dolgrim stats in this adventure reﬂ ect all 
  dolgrim errata.
   
   
  Tactics: The dolgrim expects the PCs to be disorganized 
  like the natives he has previously encountered. While the 
  guard is momentarily surprised when PCs don’t ﬂ ee, it sees 
  this as an opportunity to save time hunting. The dolgrim 
  concentrates on one PC, attempting to take him or her down, 
  before moving onto the next. He does not kill any of the PCs 
  on purpose, in the hopes of presenting Bithormongle with 
  captives and potential sacriﬁ ces.
   
  Development: Should any of the PCs be captured, they are 
  stabilized and taken down to area 5 where they are tied up and 
  left (Escape Artist DC 21 to wiggle free). There they stay for a 
  little over a day until Bithormongle decides to sacriﬁ ce them to 
  the Dragon Below and consumes their bodies afterward. 
  Scaling the Encounter
   
  2nd-level characters (EL 2): Increase the dolgrim 
  guard’s hit points to 18.
   
  3rd-level characters (EL 4): There are two dolgrim 
  guards here (hp 14, 14).
   
  4th-level characters (EL 6): There are four dolgrim 
  guards here (hp 18, 18, 14, 14). 
  2. Chasm Overlooking Lava
  Traveling up to this secluded section of the volcanic tunnels, 
  the PCs might get some clues as to the fate of the treasure, 
  and the challenges facing them in the lower tunnels. It may also 
  result in them rousing the dolgrims into action. 
  The tunnel ends at a deep decline looking down into the heart of  
  the volcano. Magma glows hot deep in the earth, and Sulfurous 
  waves of  heat and noxious smoke rise out of  the pit, making it 
  difﬁ cult to breathe. 
   
  Through the dense plums of  ashy volcanic smoke is the 
  outline of  a wide and long stone bridge reaching from some cave 
  at the right and on a lower level of  the caverns, toward a cone of  
  volcanic rock at the center of  the volcano’s main massive lava 
  vent. No less than three ﬁ gures move on the rock bridge near a 
  large statuelike object. 
  Have the PCs make a Spot Check. A DC 20 success points out 
  that the ﬁ gures on the bridge are only vaguely humanoid in 
  shape. Squat, with numerous arms, the creatures look similar 
  PIRATE’S BOUNTY AND THE ISLE OF FIRE
  to the one encountered in area 1. The statue like object doesn’t 
  look like a man, but rather somewhat like a dragon’s head. A 
  successful Knowledge (religion) check DC 15 recognizes it as a 
  massive symbol of the Dragon Below by its description (or DC 
  10 if the character is the one who succeeded the above Spot 
  check). It’s surface ﬂ ickers in the volcanic luminance as if made 
  of metal—maybe gold. 
   
  The volcanic smoke grant grants full concealment to the 
  creatures 80 feet below (-2 penalty to short bows and light 
  crossbows due to range), and if the PCs attempt to shoot the 
  creatures, they quickly take cover (full cover behind the Dragon 
  Below idol), and shout warnings to the Dolgrim Warren (area 
  
  16
  PIRATE’S BOUNTY AND THE ISLE OF FIRE
  Map 2: Fire Caves
  Each square = 5 feet. 
  1
  2
  3
  x x
   
   
    
     
  S
  l
  o
  p
  e
   
  D
  o
  wn
  ward
  S
  l
  o
  p
  e
   
  D
  o
  wn
  ward
  4
  5
  6
  7
  
  5). This changes the encounter at area 4. 
   
  This chasm reaches indirectly several hundred feet to 
  the lava below. Anyone who falls over the side of the ledge 
  bounces off the rock walls for several rounds before being 
  funneled to their death in a pool of molten rock.
   
  Spending too much time in this place (more than 5 
  minutes) must make a Fortitude save (DC 15, +1 per previous 
  check) or spend that round choking and coughing. Characters 
  who choke for 2 consecutive rounds take 1d6 points of 
  nonlethal damage. 
  3. Descending Spiral (EL 1)
  Cave paintings cover the walls of  this tunnel that curves 
  downward. Misshapen creatures with four arms are shown 
  hunting men surrounded by spirals and other strange geometric 
  designs. 
  This winding spiral tunnel descends into the depths of the 
  volcano. About halfway down the tunnel, the dolgrim have 
  constructed a trap to warn them of the approach of surface 
  dwellers. A cascade of falling rocks targets the sections of the 
  ground denoted on the “Map 3: Caves of Fire” with and “X”. 
  Not only does this have the potential of harming the PC, the 
  noise of the rocks rolling rapidly down the spiral chute alerts 
  the dolgrims in area 5 to the presence of intruders.
   
  Falling Rocks: CR 1; mechanical; touch trigger; manual 
  reset; +10 melee (2d6, rocks); Search (DC 20); Disable Device 
  (DC 20).
  Scaling the Encounter
   
  2nd-level characters (EL 2): CR 2; mechanical; touch 
  trigger; manual reset; +10 melee (2d6, rocks, hits all PCs in a 
  ten by ten square); Search (DC 20); Disable Device (DC 20).
   
  3rd-level characters (EL 3): CR 3; mechanical; touch 
  trigger; manual reset; +10 melee (4d6, rocks, hits all PCs in a 
  ten by ten square); Search (DC 20); Disable Device (DC 20).
   
  4th-level characters (EL 4): CR 4; mechanical; touch 
  trigger; manual reset; +19 melee (4d6, rocks, hits all PCs in a 
  ten by ten square); Search (DC 20); Disable Device (DC 20).
  4. Bottom of  the Spiral
  The spiral chute levels out here. A dim, ruddy light accompanied 
  by a hot foul breeze emanate from deeper in the tunnels.
  The PCs have entered into the lower complex, and should 
  be immediately aware that this level is signiﬁ cantly warmer 
  than the previous. Those that succeed in a DC 10 Knowledge 
  (dungeoneering, geography, or nature) can surmise that they are 
  somewhere near to an opening to lava, even if they didn’t see the 
  main lava shoot from area 2. 
   
  If the dolgrim on this level are unaware of the approach of 
  the PCs the PCs may attempt a DC 7 Listen check to hear the 
  dolgrim speaking to each other in room 5.
   
  If the dolgrims are aware of the approach they wait at the 
  conjunction of corridors just beyond this place to repeal invaders. 
  5. Warren (EL 3 or 0)
  This wretched hollow appears to be home to a group of  some sort 
  of  animal. Several dozen nests of  refuse are spread throughout 
  the room, which gives off  a rank odor. Piles of  gnawed and 
  splintered bones litter the ﬂ oor everywhere. The walls are 
  covered with more of  the crude drawings. Four-armed creatures 
  are roughly drawn worshiping at some sort of  altar where a much 
  larger four-armed creature leads them.
  This warren is home to the dolgrim tribe. If the PCs approach 
  with stealth (Move Silent to the dolgrims’ Listen +1), a couple 
  of the dolgrims are here lounging and partaking in a meal of 
  an unlucky islander recently captured. If however, the PCs have 
  made themselves known, the tribe retreats to the idol (area 7) 
  to aid their priestess, and are encountered with her.  
   
  Dolgrim (2): hp 8, 8; see “Combat Statistics,” below. 
   
  A DC 13 Track or Investigate check determines that 
  approximately 24 dolgrims creatures call this place home on a 
  regular basis.  
  6. The Pit
  Inhuman chittering and dozens of  monstrous screams echo off  
  the sides of  this nearly sheer pit that descends into darkness. 
  Whatever lurks in this deep recess, they are legion.
  This lava tube probes deep into Khyber and is the path the 
  dolgrim originally used to ascend to the volcano. Occasionally 
  they use it to return home and recruit more dolgrims for 
  Bithormongle’s war with the natives. The natural wall requires 
  DC 20 Climb checks to descend 500 feet to the ﬂ oor below. 
  Once there, the PCs will have to contend with a host of 
  enemies. A dolgaunt and three dolgrims have come to 
  investigate the noise. 
   
  Dolgaunt: hp 14; see “Combat Statistics,” below.
   
  Dolgrim Guards (3): hp 18, 18, 18; see “Combat 
  Statistics,” below. 
   
  Should the PCs succeed in defeating these horrors, they 
  can continue wandering in the narrow and maze-like tunnels to 
  their hearts content. They will quickly become lost and slain by 
  similar bands of enemies. 
  7. Captain Jahk’s Bounty (EL 4 or 0)
  The fortune in gold you have sought is here on the other side 
  of  this stone bridge spanning a great pool of  molten rock. But 
  that monument to greed has been twisted into a shrine of  evil. 
  Large, half-melted piles of  coin glisten not only with the twinkle 
  of  coin but also with fresh blood. Bones and rotting limbs cover 
  the booty that has rested here for decades. Coins, jewelry, cups, 
  swords, bones, gore, and rot are piled here in a great mound of  
  ﬁ lth.  At the center of  it all is a strange symbol composed of  ﬁ re 
  blackened rib and ﬁ nger bones and encrusted with the famed 
  treasure of  Captain Jahk—the twisted thing is obviously an altar 
  of  some kind.
  Use “Illustration 7” to help describe this scene.
   
  The PCs have ﬁ nally made it to the bounty of Captain 
  Jahk Seether and the crew of the Leviathan. Sadly for them the 
  17
  PIRATE’S BOUNTY AND THE ISLE OF FIRE
  
  dolgrim have turned it into an altar for their unholy deity and 
  are prepared to defend it to the death. A successful DC 10 
  Knowledge (religion) check recognizes the symbol as that of 
  the Cult of the Dragon Below.
   
   The altar is located to the far end of the volcanic stone 
  bridge spanning the lava, which swirls and burns 100 feet below. 
   
  This room is ﬁ lled with a stiﬂ ing sulfurous heat. Those spending 
  more than ten minutes in this chamber must make a DC 15 Fortitude 
  save or become fatigued. Those that remain must make another 
  save or become exhausted after another ten minutes. If a third such 
  save, is failed the PC becomes unconscious and takes 1d6 points of 
  heat damage every ten minutes until dead. The dolgrim are strangely 
  immune to the volcano’s harmful effects—maybe they have been 
  granted strange resistance from the Dragon Below. 
   
  Assuming that the dolgrims are aware of the PCs approach, 
  then they are here waiting for them.  
   
  Bithormongle: hp 12; see “Combat Statistics,” below. 
   
  Visk (Bithormongle’s weasel familiar): hp 6; see 
  “Combat Statistics,” below.
   
  Dolgrim (3*): hp 8, 8, 8; see “Combat Statistics,” below. 
   
  *Note that two of these dolgrims are the ones from area 
  5. If the PCs have already defeated these creatures only one 
  dolgrim assists Bithormongle. 
   
  Tactics: The dolgrim attempt to hide behind the large 
  altar. They begin by using their crossbows from the cover of 
  the altar and then moving up to engage melee ﬁ ghters if their 
  priestess is threatened. Bithormongle calls on the blessings 
  of the Dragon Below and cast cause fear on an approaching 
  creature—preferably a warrior type. She has learned that 
  warriors have much fear in their hearts to take advantage of. 
  After that, she casts touch of  fatigue and move to deliver the 
  spell, preferring to affect a rogue or arcane spellcaster with 
  that draining spell. She follows with a burning hands on a swarm 
  of opponents, but is not afraid to unleash it earlier if the 
  opportunity presents itself. All of the dolgrims ﬁ ght to the 
  death to defend their altar. While they do not think to push the 
  PCs over the ledge into the lava, there is nothing to stop the 
  PCs from thinking of such a tactic. Hob may even suggest this 
  if the PCs seem particularly hard pressed to harm the dolgrims 
  through their damage reduction. 
   
  Treasure: The heat and ministrations of the dolgrims 
  have not been kind to the treasure. Vast sums of ﬁ ne cloths 
  and artwork have been destroyed over the intervening years. 
  However, there is substantial weight in ﬁ ne metals and gems 
  that the PCs can scavenge. There is still a good amount of 
  treasure for Hobs and the PCs if they take the time to sort 
  through the mess.
  Scaling the Encounter
   
  2nd-level characters (EL 5): Increase the number of 
  dolgrims to 4 (hp 8, 8, 8, 8).
   
  3rd-level characters (EL 6): Increase the number of 
  dolgrims to 4 (hp 8, 8, 8, 8), and use the 4th-level version of 
  Bithomongle (hp 22).
   
  4th-level characters (EL 7): There are 4 dolgrim guards 
  here (hp 14, 14, 14, 14) and use the 4th-level version of 
  Bithomongle (hp 22). 
  18
  PIRATE’S BOUNTY AND THE ISLE OF FIRE
  
  Combat Statistics 
  DOLGRIM GUARD  
   
  CR 2 
   
   Mix male and female warrior 2
  CE Small aberration 
  Init +1; Senses Listen +1, Spot +1; darkvision 60 ft. 
  Languages Undercommon
  AC 15, touch 12, ﬂ at-footed 14; DR 5/magic or byeshk
  hp 14 (2 HD)
  Fort +4, Ref +1, Will +1
  Spd 20 ft. (4 squares)
  Atk melee morningstar +5 (1d6+2) or +5 melee spear 
  (1d6+2/x3) or +4 ranged light crossbow (1d6/19-20)
  Full Atk +5 melee morningstar (1d6+2) and +5 melee 
  spear (1d6+2/x3) or +5 melee morningstar (1d6+2) and 
  +4 ranged crossbow (1d6/19-20)
  Base Atk +2; Grp +4
  Abilities Str 15, Dex, 13, Con 12, Int 8, Wis 9, Cha 6
  Feats Toughness
  Skills Climb +6, Hide +4, Listen +1, Spot +1
  Possessions Leather armor, light wooden shield, 
  morningstar, light crossbow, spear, 10 bolts, spear. 
   
  Duel Consciousness (Ex): +2 bonus on Will saves. 
  Allows attack with one off-handed weapon at no penalty. 
  DOLGRIM 
   
  CR 1 
   
   Mix male and female warrior 1
  CE Small aberration 
  Init +1; Senses Listen +1, Spot +1; darkvision 60 ft. 
  Languages Undercommon
  AC 15, touch 12, ﬂ at-footed 14; DR 5/magic or byeshk
  hp 8 (1 HD)
  Fort +3, Ref +1, Will +1
  Spd 20 ft. (4 squares)
  Atk melee morningstar +4 (1d6+2) or +4 melee spear 
  (1d6+2/x3) or +3 ranged light crossbow (1d6/19-20)
  Full Atk +4 melee morningstar (1d6+2) and +4 melee 
  spear (1d6+2/x3) or +4 melee morningstar (1d6+2) and 
  +3 ranged crossbow (1d6/19-20)
  Base Atk +1; Grp +3
  Abilities Str 15, Dex, 13, Con 12, Int 8, Wis 9, Cha 6
  Feats Toughness
  Skills Climb +5, Hide +4, Listen +1, Spot +1
  Possessions Leather armor, light wooden shield, 
  morningstar, light crossbow, spear, 10 bolts, spear. 
   
  Duel Consciousness (Ex): +2 bonus on Will saves. 
  Allows attack with one off-handed weapon at no penalty.
  DOLGAUNT 
   
  CR 2 
   
   CE Medium aberration 
  Init +3; Senses Listen +5, Spot +5; Blindsight  360 ft. 
  Languages Common and Undercommon; silent 
  communication with other dolguants within 30 ft. 
  AC 16, touch 13, ﬂ at-footed 13; DR 5/magic or byeshk
  hp 14 (2 HD)
  Fort +1, Ref +3, Will +5
  Spd 30 ft. (6 squares)
  Atk melee tentacle +3 (1d3+2)
  Full Atk melee 2 tentacle +3 (1d3+2)
  Space 5 ft. Reach 5ft. (10 ft. with tentacles)
  Base Atk +1; Grp +3
  Atk Options Combat Reﬂ exes (3), Improved Trip, vitality 
  drain
  Abilities Str 14, Dex, 16, Con 12, Int 13, Wis 15, Cha 11
  Feats Combat Reﬂ exes, Improved TripB
  Skills Balance +7, Climb +6, Hide +6, Jump +5, Listen 
  +5, Move Silently +6, Spot +5
   
  Vitality Drain (Ex): On a successful grapple check, 
  the dolguant deals 1 Constitution point. An injured 
  dolguant recovers 2 hit points every time it successful 
  uses this ability. 
   
   
  BITHORMONGLE  
   
  CR 2 
   
   Female dolgrim adept 2
  CE Small aberration 
  Init +2; Senses Listen +5, Spot +5; darkvision 60 ft. 
  Languages Undercommon
  AC 12, touch 12, ﬂ at-footed 11; DR 5/magic or byeshk
  hp 12 (2 HD)
  Fort +1, Ref +3, Will +8
  Spd 20 ft. (4 squares)
  Atk melee morningstar +3 (1d6+1) or +3 melee spear 
  (1d6+1/x3) or +3 ranged light crossbow (1d6/19-20)
  Full Atk +3 melee morningstar (1d6+1) and +3 melee 
  spear (1d6+1/x3) or +3 melee morningstar (1d6+3) and 
  +3 ranged crossbow (1d6/19-20)
  Base Atk +1; Grp +2
  Adept Spells Prepared (CL 2; 1d20+2 to defeat SR)
  1st—burning hands (DC 13), cause fearD (DC 14)
  0—cure minor wounds, detect magic, touch of fatigue 
  (DC 13)
   
  Domain: Death – Death touch once per day as a 
  supernatural ability. Succeed melee touch attack (+3 
  melee touch), and then roll 2d6. If the total equals the 
  creature’s current hit points, it dies (no save). 
  Abilities Str 12, Dex 13, Con 12, Int 10, Wis 16, Cha 7
  Feats Spell Focus (necromancy)
  Skills Climb +4, Concentration +6, Listen +5, Spellcraft 
  +5, Spot +5
  Possessions Morningstar, spear, light crossbow, spear, 
  10 bolts. 
   
  Duel Consciousness (Ex): +2 bonus on Will saves. 
  Allows attack with one off-handed weapon at no penalty.
  VISK  
   
  CR – 
   
   Bithormongle’s (adept 2) weasel familiar
  CE Tiny magical beast
  Init +2; Senses Listen +1, Spot +3; low-light vision, scent 
  Languages Empathic link with master
  AC 15, touch 14, ﬂ at-footed 13
  hp 6 (2 HD)
  Fort +2, Ref +4, Will +3; Improved evasion
  Spd 20 ft. (4 squares), 20 ft. (4 squares) climb
  Atk melee bite +5 (1d3-4)
  Space 2-1/2 ft. Reach 2-1/2 ft. 
  Base Atk +1; Grp –11
  Atk Options attach 
  Abilities Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
  Feats Weapon Finesse
  Skills Balance +10, Climb +10, Concentration +5, Hide 
  +11, Move Silently +8, Spellcraft +3, Spot +3
   
  Attach (Ex): If bite attack hits, latches on to 
  opponent dealing bite damage every round it is attached. 
  It looses its Dexterity bonus and has an AC of 13. 
  An attached weasel can be struck with a weapon or 
  grappled. To remove an attached creature it must be 
  killed or pinned. The weasel can unattached itself as a 
  free action. 
   
  Empathic Link (Su): Master has an empathic link 
  with familiar up to a mile away. Basic emotion can be 
  communicated. 
   
  Share Spells: When within 5 feet of master, master 
  can choose to have spell cast on her to also be cast on 
  familiar.
  19
  PIRATE’S BOUNTY AND THE ISLE OF FIRE
  
   
  BITHORMONGLE  
   
  CR 4 
   
   Female dolgrim adept 4
  CE Small aberration 
  Init +2; Senses Listen +5, Spot +5; darkvision 60 ft. 
  Languages Undercommon
  AC 13, touch 13, ﬂ at-footed 11; DR 5/magic or byeshk
  hp 22 (4 HD)
  Fort +2, Ref +5, Will +10
  Spd 20 ft. (4 squares)
  Atk melee morningstar +4 (1d6+1) or +4 melee spear 
  (1d6+1/x3) or +5 ranged light crossbow (1d6/19-20)
  Full Atk +4 melee morningstar (1d6+1) and +4 melee 
  spear (1d6+1/x3) or +4 melee morningstar (1d6+3) and 
  +5 ranged crossbow (1d6/19-20)
  Base Atk +2; Grp +3
  Adept Spells Prepared (CL 2; 1d20+2 to defeat SR)
  2nd—death knellD (DC 15)
  1st—burning hands (DC 13), cause fear (DC 14), cure 
  light wounds
  0—cure minor wounds, detect magic, touch of fatigue 
  (DC 13)
   
  Domain: Death – Death touch once per day as a 
  supernatural ability. Succeed melee touch attack (+4 
  melee touch), and then roll 4d6. If the total equals the 
  creature’s current hit points, it dies (no save).
  Abilities Str 12, Dex 13, Con 12, Int 10, Wis 16, Cha 7
  Feats Alertness, Spell Focus (necromancy)
  Skills Climb +4, Concentration +8, Listen +5, Spellcraft 
  +7, Spot +5
  Possessions Morningstar, spear, light crossbow, spear, 
  10 bolts. 
   
  Duel Consciousness (Ex): +2 bonus on Will saves. 
  Allows attack with one off-handed weapon at no penalty.
  VISK  
   
  CR – 
   
   Bithormongle’s (adept 4) weasel familiar
  CE Tiny magical beast
  Init +2; Senses Listen +1, Spot +3; low-light vision, scent 
  Languages Empathic link with master
  AC 17, touch 15, ﬂ at-footed 14
  hp 11 (4 HD)
  Fort +2, Ref +5, Will +4; Improved evasion
  Spd 20 ft. (4 squares), 20 ft. (4 squares) climb
  Atk melee bite +8 (1d3-4)
  Space 2-1/2 ft. Reach 2-1/2 ft. 
  Base Atk +2; Grp –10
  Atk Options attach, deliver touch spells 
  Abilities Str 3, Dex 16, Con 10, Int 6, Wis 12, Cha 5
  Feats Weapon Finesse, Weapon Focus (bite)
  Skills Balance +11, Climb +10, Concentration +7, Hide 
  +12, Move Silently +9, Spellcraft +5, Spot +3
   
  Attach (Ex): If bite attack hits, latches on to 
  opponent dealing bite damage every round it is attached. 
  It looses its Dexterity bonus and has an AC of 14. 
  An attached weasel can be struck with a weapon or 
  grappled. To remove an attached creature it must be 
  killed or pinned. The weasel can unattached itself as a 
  free action. 
   
  Deliver Touch Spells (Su): Can deliver a touch 
  spell designated by the master. At the time of casting, the 
  master and familiar must be in contact. As usual, if the 
  master casts another spell before the touch is delivered, 
  the touch spell dissipates. 
   
  Empathic Link (Su): Master has an empathic link 
  with familiar up to a mile away. Basic emotion can be 
  communicated. 
   
  Share Spells: When within 5 feet of master, master 
  can choose to have spell cast on her to also be cast on 
  familiar.
  20
  PIRATE’S BOUNTY AND THE ISLE OF FIRE
  Combat Statistics (Cont.)
  CONCLUSION
  Approaching the exit from this ﬁ ery hell, sounds of  combat 
  reach your ears. Not an more than an easy bowshot from the cave 
  entrance, roughly thirty of  deeply tanned cannibals do battle 
  with a dozen of  the four-armed monsters that call the volcano 
  their home. While they have yet to see you, it is clear the ﬁ ght is 
  quickly moving in your direction!
  At this moment, neither the natives nor the dolgrim have 
  noticed the PCs so Hob suggests they run for the cover of the 
  jungle in the confusion. With both sides so busy ﬁ ghting each 
  other, neither will take notice of the PCs. If the PCs wish, 
  have them make Hide checks to escape. The object is to make 
  this seem like a dangerous situation, but in truth, the PCs are 
  relatively far from harm.
  Slipping into the jungle, a few spears and arrows come your way, 
  but none ﬁ nd their mark. After many minutes of  hard running, 
  and nearly an hour of  sneaking through the jungle, you see the 
  bright sails of  the Contentment. The crew seems to have made 
  the all the necessary repairs in your absence. In short order, you 
  are aboard with your well-deserved treasure. As the Contentment 
  hauls anchor and sets sail for safer shores, you note a second 
  ship, ﬂ ying the jolly roger, anchored on the west side of  the isle. 
  As the backs of  unnoticing vile pirates enter into the jungle, no 
  doubt looking for you, you think you hear the sound of  jungle 
  drums drifting over the waves.
  EPILOGUE
  After the PCs ﬁ nally make it to Newthrone, they ﬁ nd that 
  Matron Martra’s old mentor has gone missing, and is feared 
  dead. When the PCs check into the Newthrone Digger’s 
  Union chapter house, which is nothing more than a small 
  ofﬁ ce over an tavern called the “King’s Return,” The chapter 
  house’s master, an half-elf named Urvandil, tells the PCs the 
  following about the disappearance, and what they know of the 
  about possible culprits. 
  I went to check on Beltulmas less than a week ago. I wanted to 
  make sure that he was prepared for your coming. I’ve known 
  him for many years, and if  everything isn’t just so, the man is 
  impossible to work with. 
   
  The place was empty, and wickedly cold. Beltulmas was just 
  gone. 
   
  I found his new apprentice, a lad named Jevigol, wandering 
  the halls of  his tower. Blind and insane the boy is almost dumb 
  as well. He says only one thing, over and over, no matter what 
  question is posed to him. He says, “I dream in darkness, and 
  that’s where I will always walk.” 
  
   
  I believe what he says is a warning to back off…a warning 
  from the Dreaming Dark. 
  As for the Sarlonan puzzle orb, Urvandil orders the PCs to keep 
  on carrying it. 
  “I believe the thing is safer traveling with an errant agent for 
  now. Until we know what it is, and why the Dreaming Dark 
  wants it, keep it safe, and tell no one that you carry it. Hopefully 
  we will ﬁ nd more soon, and relieve you of  this burden.”
  ADVENTURE QUESTIONS 
  DUNGEONS & DRAGONS CAMPAIGNS (of which MARK OF HEORES is 
  part of) tracks character progress digitally. At the adventure’s end, you 
  report what the characters did, by answering a number of questions. 
  The answers to those questions are tallied, and determine not only 
  what happens in the campaign, but also the experience points (XP) 
  and gold piece (gp) value increase each character gains.
  At the end of this adventure, you’ll ﬁ nd the RPGA Session Tracking 
  form, tailored for this adventure. On the section titled “Adventure 
  Questions” ﬁ ll in the bubble that corresponds to the best answer for 
  the questions below.
   
  Many times the questions ask whether or not the PCs defeated an 
  encounter. Defeating doesn’t necessarily mean killing all enemies, but 
  many times such an event sufﬁ ces as defeating an encounter. Sometimes 
  PCs merely bypass an encounter. Through luck or circumstance a group 
  of PCs can avoid encounters unscathed. Does bypassing an encounter 
  earn the XP that defeating it would? No. The reward for getting past an 
  encounter without actually interacting with it is having extra resources 
  to bear in the next encounter. Where is the line? You are going to have 
  to make that decision, because you are the DM.
   
  For traps, PCs get experience points just for encountering them, 
  whether or not they have been disabled.
   
  Sometimes the PCs’ actions don’t really ﬁ t the actions of a 
  particular adventure question perfectly. This especially happens when 
  you play the adventure using the “Scaling the Encounter” options. In 
  these cases ﬁ nd the answer that best ﬁ ts the spirit of their results. 
  1. Did the PCs defeat the Cloudreaver Pirates? 
  a. 
  Yes. They repelled the boarders and saved the ship.
  b. 
   No. The Cloudreavers took the ship and the PCs hostage. 
  2. Did the PCs defeat the cannibals? 
  a. 
  No. They became stew for some hungry island natives.
  b. 
  Yes. The savages were no trouble at all. 
  3.  Did the PCs defeat the dolgrims in the Cave of  Fire?  
  a. 
  No. The four-armed creatures were to much for the PCs. 
  They didn’t even defeat the dolgrim guard in the Skull 
  Chamber.  
  b. 
  Almost. They defeated some of the dolgrims, but not all of 
  them. They were repelled from the Caves of ﬁ re 
  c. 
  Yes. It takes more than some stupid aberrations to stop these 
  PCs.  
  4. Did the PCs recover Captain Jahk’s treasure? 
  a. 
  Yes, but they didn’t get to keep it—they used it as ransom to 
  escape the Cloudreavers. 
  b. 
  No, because they never reached it. 
  c. 
  Yes, and they got to keep it. 
   
  5. Did the PCs make it to Newthrone with the Sarlonan puzzle 
  orb?  
  a. 
  Yes.
  b. 
  No.  
  6. Rate the group’s roleplaying. 
  a. 
   Fantastic. Everyone had interesting and engaging characters 
  the interacted with the adventure in very fun ways.
  b. 
  Good. Most everyone had interesting and engaging 
  character that interacted with the adventure in very fun 
  ways.
  c. 
  Okay. There was some roleplaying.
   
   d.  
  None. They treated the adventure only as a set of   
   
   
  objectives. There was no roleplaying.
  21
  ADVENTURE QUESTIONS
  
  22
  HANDOUT
  Handout: Contentment 
  and Crew
  Bosun Hob is an old sea salt who has spent his life on the sea in the 
  company of sailors. He is much the grandfather to those younger folks who 
  ﬁ nd themselves taking the path of a sailor. Hob is of medium build, with a 
  salt and pepper beard on his face. His skin is deeply tanned and his blue eyes 
  have a rheumy quality to them that look as though they might tear up at any 
  moment. In generally he is friendly and given to deep, throaty laughs. He 
  longs to retire in luxury now that age has ﬁ nally begun to catch up with him.
  First Mate Ledrin is a half-elven boy of 50 winters and a distant relative 
  of the captain and a minor member of the Lyrandar Dragonmarked House. 
  He has only begun his apprenticeship to Captain Rud’ie, and it has begun 
  with a rough start. He has a tendency to talk to the crew as though they 
  are servants in his family’s home back in Stormhome. He is proper in all 
  things and very concerned with decorum and rules; needing a great deal of 
  seasoning before he is truly ready for command.
  A Lyrandar cargo ship, the Contentment is not well suited 
  to passengers, but the Diggers’ Union money was very 
  good, so Captain Steve Rud’ie grudgingly allowed the 
  PCs on his ship--as long as they follow his rules. 
   
  The crew is made up of men and women ages 15 
  to 50. All are well tanned from a life outdoors, and many 
  of the men are bearded. They are a generally friendly 
  sort, but ﬁ lled with superstition common in sailors.
   
  The following are details on the ships ofﬁ cers. 
  Captain Stev Rud’ie is a lifelong sailor, a skilled captain, and a 
  dragonmarked member of House Lyrandar. His wild black hair, and rugged 
  looks look at place in the sea. He’s well respected by his men, despite his 
  sometimes-detached demeanor—such are the hazards of command. While 
  he is not entirely happy with the Contentment’s current role as passenger ship, 
  he deals with you fairly—as long as you dutifully perform the tasks he gives 
  you. He tasks Bosun Hob with your training, and is quick to give nodding 
  approval to your hard work. 
  
  HANDOUT
  23
  Handout: Treasure Map
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Eberron - Mark of Heroes/EMH-02 Pirate's Bounty and the Isle of Fire.pdf