Tolomak Crawl
HOOK
Master Zagarius of the Golden Factor is planning an expedition to the Tolomak Islands.
He is hiring adventurers to help him map the island and capture exotic animals:
He will pay 200gp for location discoveries
He will pay 100-2,000gp for exotic animals.
He will pay 20,000gp for the capture of the rumored giant ape.
PCs can keep any found treasure, but they have to pay a 10% tax.
They journey takes about two weeks. Master Zagarius will have three ships coming and going on a rotating schedule. The ships are repurposed whaling ships.
Rough ship schedule:
WEEK | EVENT |
---|---|
Week 1 | Rat and Mistress leave |
Week 2 | Hornet leaves |
Week 3 | Rat and Mistress arrive, build camp |
Week 4 | Hornet arrives with fresh supplies, Mistress leaves |
Week 5 | Hornet leaves |
Week 6 | Mistress resupplies in Punjar and leaves again |
Week 7 | Hornet arrives in Punjar and resupplies |
Week 8 | Mistress returns to Tolomak |
Week 9 | Mistress leaves Tolomak, Hornet arrives in Tolomak |
Week 10 | Hornet leaves Tolomak |
Week 11 | Mistress arrives in Punjar and resupplies |
Week 12 | Hornet arrives in Punjar and resupplies |
Week 13 | Mistress returns to Tolomak |
Week 14 | Mistress leaves Tolomak, Hornet arrives in Tolomak |
Each week, there is a 20% chance a ship is delayed by one week.
NPCs
Master Zagarius. Level 4 Lawful Thief. Has an unusual cloak (+2 Luck, -1 STA, Adds +1d4 to saves against magical attacks). Silver band with a ruby (Magic ring, upgrades the action die one step for a social skill).
Qorin of the Isles Level 4 Elf Bodyguard . Rolled stats on Purple Sorcerer. Has a +1 Longdsword (+5 speed as well).
Captain Ozmandus (Level 1 Warrior) and the crew of the Vainglorious Rat. The second ship is the Mistress of the Waves. The third ship is the The Hornet.
The crew is 36 men per ship. Crew have stats like Gongfarmer Militia.
Trocereo’s Crew A rivaling group of adventurers, also hired by Zagarius. They will go on their own expeditions and try to sabotage the PCs.
The Beach Base
One anchored ship and an make-shift fort on land. PCs can purchase supplies here, rest, and hire retainers.
There can be new rumors and the possibility of a mutiny.
A ship will arrive every 1d2 weeks with new supplied and men.
Hirelings:
After every every ship supply run, there are
always 2d10 gongfarmer militia available for hire. Cost: 2 cp per day and food.
Specialist:
1D100 | Hireling | Cost |
---|---|---|
1-50 | 1d3 Hired Muscle | 10 sp per day, 10% of all treasure and profits from a player share |
51-55 | Temple Acolyte | as hired muscle |
56-65 | Halfling cutpurse | as hired muscle |
66-70 | Hedge Mage | 1gp per day and 50% of a PC share in scrolls and magic items |
71-80 | Elven Guide | double as hired muscle |
81-85 | Dwarven Sapper | 5 gp per day and 50% of a PC share of treasure |
86-95 | Obsequious Toady | Cost: 10% of a PC share. |
96-100 | Camp Cookie | 1 gp per day + 1 gp per mouth to feed |
PC RUMORS
1D10 | RUMORS |
---|---|
1 | The islands are the domain of a witch (true) |
2 | The island is haunted by the ghosts of the dead (false) |
3 | The lair of the mythical moon bird is to be found here (true) |
4 | There are bloodsucking vampires about |
5 | A demon dwells of the Isle of the Moons (false) |
6 | Cannibals inhabit the islands (true) |
7 | The rivers are filled with cursed treasure (false) |
8 | The wizard Shadankin has a secret sanctuary in the island |
9 | Treasures of an ancient serpent-folk civilization are to be found on the island. |
10 | There is a small, swampy island to the South. You can hear loud croaking noises from afar. Sailors that went there, never returned. |
TRAVEL RULES
1 hour of travel moves PCs by 1/4 miles (interior), 1/2 miles (sunken ruins), 2 miles (beach).
Every four hours, roll for a random encounter based on the local terrain.
Characters wearing metal armor must make a Fortitude save at DC 5+Armor AC bonus, each day of travel, or be forced to incur a -2 penalty to all checks.
Traveling by rowboat on the water increases the speed to 3 miles per hour.
ADDITIONAL LOCATIONS
Maze of the Sunken Ruins:
Blood of the Serpent King (AREA 2)
The Sea Queen Escapes! (Maze of the Sunken Ruins for the idol, Shadankin’s Sanctum is somewhere hidden on the islands–)
The Croaking Fane (Southern Islands) 5-1
5-2 Lone Ait, the prison for the Sea Queen.
5-3 Shadankin’s Sanctum.
Piercing the Demon’s Eye (5-4). Trocereo’s rival adventuring crew is messing with them.
5-5 Elephant encounter. Describe elephant in a away that makes them sound scary (Tentancle in the face, leathery skin, massive legs, tusks, trumpet sound), then have them realize it’s an elephant, when in fact this elephant is a terrible predator with razorsharp teeth and the ability to shoot acid out of its trunk. Will attack and kill! HD: 5D10+5 35, Attack: acid (ranged) +7 2d6, destroys armor, tusks +7 1d8+5, AC 10, special: trample charge–everyeone in the movement path Reflex save DC 14 4d6+4 damage.
5-6: Ant-Queen and her hive. 2D6 soldiers, 6d6 workers.