3A. TRIBAL VILLAGE 3C.

*W\AX --^

3B. PAGAN TEPEESSample file 3D. CAY-MEN CO

ANIMAL HIDE TEPEES V

PACKED EARTH MOU 5ARK LODGES 3E. PHANATON PLATI

TREET

w?^5 ROPE RAILING

DM Map 3 ONE SQUARE = 10 FEET

IPOUND Sample3F file. ARANEAWEBS

PACKED DIRT AND WOVEN REED WALL

TREE TRUNK LTON PLATFORMS 3G. TENTS

Sample file

3H. EGG-LAYING GROUNDS

®1985 TSR, Inc. All Rights Reserved. Expert Game Adventure Merle and Jackie Rasmussen and Anne C. Gray

TABLE OF CONTENTS

PREPARING FOR THE EXPEDITION 2 INTRODUCTION 3 THE ADVENTURE 4 EAST OF HEAD PENINUSLA 4 1. New Hope Outpost 4 2. Native Village 5 3. Second Chance Outpost 7 4. Lawful Alliance Camp 8 5. Neutral Alliance Camp 8 Graphic Designer: Ruth Hoyer 6. Aranea Lairs 8 Cover Artist: ORCS HEAD PENINUSLA 8 Interior Artist: Mark Nelson 7. Peaceful Outpost 9 Cartographer: Dave "Diesel" LaForce 8. Gold Camp 11 Typographer: Betty Elmore 9. Aranea Lairs 11 e 1985 TSR, Inc. All Rights Reserved. Primed in U.S.A. 10. Forbidden River Outpost 12 DUNGEONS & DRAGONS and D&D are regislered trademarks 11.Sample Egg-laying Groun dfile 12 owned by TSR, Inc. The TSR logo is a trademark of TSR, Inc. 12. Gold Camp 21 Distributed to the book trade in the by Random 13. Phanaton Settlement 21 House, Inc., and in Canada, Ltd. Distributed in the toy and hobby trade by regional distributers. 14. Lost City of Risilvar 21 Distributed in the United Kingdom by TSR UK Ltd. 15. Cay-men Outpost 24 This adventure is protected under the copyright laws of the United 16. Seaview Outpost 25 States of America. Any reproduction or other unauthorized use of the material or artwork contained herein is prohibited without the Appendix express written permission of TSR, Inc. Cleric Outposts Information 26 Printed in U.S.A. Monsters 27 Pre-rolled Characters 31 TSR, Inc. TSR UK Ltd POB 756 The Mill, Rathmore Road Random Encounters 30 Lake Geneva, Cambridge CB HAD WI 53147 United Kingdom LIST OF PLAYING AIDS DM Map 1 outside cover DM Map 2 15 DM Map 3 inside cover DM Map 4 16 Players Map 1 14 Players Map 2 19 The Savage Coast 13 TSR, Inc.

An Adventure for Character Levels 4-10

0-88038-197-3 ISBN394-54545-1TSR0600 9129 PREPARING FOR THE EXPEDITION The Savage Coast is designed for a party Weather of 2-8 characters. Each character should be The general weather patterns move from between the 4th and 10th level of west to east. There is often a wind from the experience. A party of characters should north, east, and south. The coastal climate include a cleric who is no lower than 6th of this area is similar to the southeast level. Each character should have two or United States. Inland, the climate is similar three magical items, including magical to that of the Mediterranean. The mild swords and armor. All characters should be weather continues even during the winter. outfitted for a wilderness adventure. Players may choose from the pre-rolled characters Thunderstorms in the Dark Jungle and listed on page 31. gentle showers over the rest of the area occur year round. The Savage Coast is a wilderness and urban adventure designed to provide Encounter Maps players with a wide variety of new settings for their characters to explore. Throughout DM Map 1 is an overall view of The the adventure, characters may travel across Savage Coast. It shows details of Ores strange seas, dark jungles, thick forests, and Head Peninsula, the Western Sea, and the desolate grasslands. Each terrain holds new Savage Gulf. challenges for the characters. DM Map 2 shows the layouts of the The areas introduced in this adventure Lawful Brotherhood Cleric outposts. are designed to expand the D&D® game DM Map 3 shows various tribal village world outlined in the Expert rule book and layouts. other Expert adventures. You may place DM Map 4 shows the Lost City ruins, these areas and events of The Savage Coast including a step pyramid. within an already existing campaign To get a better idea of how the Savage setting, as long as the geographical areas of Coast lands relate to other areas of the your campaign match those in this D&D® game world, note that the eastern adventure. edge of DM Map 1 connects with the When the adventurers are at sea, rolSamplel the wester filen edge of the Map of Hule on page dice at dawn and dusk to see if they 31 of adventure X5, The Temple of Death. encounter a monster or other creature. If The Map of Hule shows the port city of they have an encounter, roll a Id8 and Slagovich and its surrounding terrain. consult the Open Sea Random Encounter Slagovich also appears on The Wild Lands Table on page 30. When the adventurers map in adventure X6, Quagmire. are traveling on a river, consult the River Random Encounters Table on page 30. Abbreviations The party of adventurers have dropped AC = Armor Class anchor in the harbor of Slagovich. They HD = Hit Dice begin their adventure in the city. hp = hit points Before beginning play, read the entire MV = Movement adventure carefully. Feel free to embellish #AT = Number of Attacks the encounters as you wish. D = Damage Save = Save As Wandering Monsters NM = Normal Man F = Fighter When you check for wandering monster Cl = Cleric encounters, roll Id6. On a roll of 1-3, use MU = Magic-User the Wilderness Encounter Tables from the ML = Morale D&D® Expert rule book (pages 30 and 35). AL = Alignment On a roll of 4-6, use the Savage Coast L = Lawful Encounter Tables on page 30 of this C = Chaotic adventure. N = Neutral XP = Experience Point Value INTRODUCTION

Unknown to most, clerics of the Lawful \bur adventure begins in Slagovich as you map that shows the areas where hidden Brotherhood have established outposts on gather for dinner at the Hogs Head Inn at treasures might be found, and a map of a Ores Head Peninsula. In order to "protect" which you are staying. You set anchor in legendary lost city. No adventurer has innocent natives from corruption and exploi- the bay to rest from a journey. The Prem- been able to find the treasures or the city tation by unscrupulous profit-seekers, the ise sways quietly among the waves as you yet. Brothers have developed a plan. Adventurers rediscover your "land legs." "They have given us a map of the coast- are discouraged and turned away from the As you gather at the rough, splintered line, too. The details are few—it would be table at the inn, excited talk grows in vol- our job to complete as much of the map as ume until no one can hear each other possible." speak* "Quiet!" the innkeeper screeches as he Give the players the Players Map found on races into the room, attempting to restore page 19. They may wish to photocopy the some order. "Quiet, or I'll refuse to feed map before they begin, in case of error. They the lot of you! Can't you take turns talk- may use a map key or use colored penciills to ing.' color code the map. "Not a bad idea," yowr«ye»seero to> sa sayy llejtwokof maps proves useless excepat for as you look at each other sheepishly, tall, torn sketches tucked in the back agree to talk, q»(fc at a time, to tell stories you haye learned that day.

Four of the adventurers have learned g important to share with the oth- . Assign one of the following stories to each of four adventurers of your choice. Story #1 area by local rumors and legends of terrible "There's gold...lot's of it...west of here. beasts, natural barriers, and head-hunting It's supposed to be all along the coast of cannibals. someplace called Ores Head Peninsula. The closer the party gets to any gold, the An old seer told me it was there. It's ours Sample file more frantic the warnings become. Local for the taking if we can get past the natives native converts working for the Brotherhood who live there. He said the peninsula is a attempt to thwart the invaders' progress by dangerous place, but if we're smart, we'd These maps are on page 14. The players may damaging ships and imprisoning the explor- never want for anything again. use the maps even if they do not agree to help ers. "The old man said all we have to do is the Cartographers Guild. follow the coastline to find the gold..." Story #4 Story #3 The adventurers may set out for the mon- "The Pure Gold Merchant Company is strous Savage Coast at any time if they wish "The local clerics of the Brotherhood of searching for a party of adventurers with a to go for their own benefit. The coastline is Light are looking for a few good adventur- ship. Rumors of gold along Ores Head dotted with primitive tribes, each with its ers to discover the whereabouts and the Peninsula have caused a panic among the own taboos and traditions. Some tribes are activities of their rivals, the Lawful Broth- owners of the company. Their ships are all hostile while others may be extremely erhood. They believe the Lawful Brother- on other expeditions—they have no time friendly. Certain tribes will provide clues to a hood is engaged in some exploitive to wait for their return. If there is gold to lost city in the Forbidden Highlands, while pursuits, and are becoming too powerful. the west, they want it first, and are willing others present the adventurers with lucrative, They have noticed ships in the harbor that to pay for it. but dangerous quests. fly the Lawful Brotherhood flag, but they "The company has offered to refine half have not been able to determine the the gold in exchange for the other half to Story #2 Brotherhood's business here. The ships the first group of adventurers ready to set come and go only at night—a good indica- sail. We have no time to waste if we wish "The Cartographers Guild of Slagovich tion that something is not right. to accept their offer." has offered us a handsome reward for a "They have offered six potions of heed- more detailed map of the coasdine areas of ing, a bag of holding, and a ring of teleki- Ores Head Peninsula. If we agree to sail nesis to any group of adventurers who are Although the gold is valuable, the adven- along the coast of the peninsula to map the brave enough to search the coasts of a turers will find it difficult to carry its weight lands of the area, they will give us 50,000 peninsula to the west in search of the Law- in their ship. It is in their best interest to sell gp each, and they've already given us a ful Brotherhood." the gold for more valuable objects that are more portable.