The Lost Island of Castanarnir Ken Rolston

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The Lost Island of Castanarnir Ken Rolston Adventure for Characters Levels 1-4 Official Competition Adventure The Lost Island of Castanarnir Ken Rolston CREDITS TABLE OF CONTENTS Editor: Marlene Weigel Graphic Designer: Elizabeth Riedel HOW TO RUN THE ADVENTURE .............................. 2 Illustrator: Jeff Easley How to Use This Module ................................... 2 Cartography: Diesel CASTANAMIR'S LIVING QUARTERS ........................... 4 Starting the Adventure .................................... 4 Thesetting ............................................. 4 EncounterKey ............................................ 4 CASTANAMIR'S LABORATORIES AND WORKROOMS ............ .21 Thesetting ............................................. 21 EncounterKey ........................................... 21 NEW MONSTERS ........................................... 28 PRE-ROLLED CHARACTERS ................................. 3 1 TOURNAMENT SCORING 32 Distributed to the book trade in the United States by Random .................................... House Inc. and in Canada by Random House of Canada, Ltd. ADVANCED DUNGEONS & DRAGONS, PRODUCTS OF MAPS ............................................ Insidecover YOUR IMAGINATION. and the TSR logo are trademarks of TSR, Inc. DM Map 1: Living Quarters ......................... Inside Cover This module is protected under the copyright laws of the United DM Map 2: Laboratories and Workrooms ..............Inside Cover States of America. Any reproduction or other unauthorized use of the material or artwork contained herein is prohibited without the express written permission of TSR. Inc. O1984 TSR, Inc. All Rights Reserved. Printed in U.S.A. TSR. lnc. TSR UK Ltd. POB 756 ™ The Mill, Rathmore Road Lake Geneva, Cambridge CBI 4AD WI 53 147 United Kingdom Fi2TSR, Inc. products OF your IMAGINATION- Printed in U.S.A. ISBN 0-88038-189-2 91 10 When Castanamir withdrew from the Magi- the features of the one-way portal system. If of the principles of the teleport spell. They cians’ Guild, he was a wizard of the Elev- you wait until play begins, you will delay will teleport anyone to a single predeter- enth Circle, and only a handful of mages the game too long trying to figure out where mined location. When a character walks were more powerful than he. He was each character has been transported. through one, he arrives in a completely dif- renowned not only for his special spells, ferent room. There is no clue that he has some of which remain secret to this very Adventure Sections been teleported; the experience is indistin- day, but also for his scholarship. He knew guishable from walking through a normal The setting: This section briefly describes door. Since the PCs have no idea of where the legends of humans, demi-humans, each level and points out any special fea- giants, and goblins; theoretical and applied they really are after each teleportation, their tures. mapping attempts will contradict the facts. mathematics; dweomercraeft; metaphysics; Encounter key: The different rooms in and secrets of the astral, elemental, and On the maps, the portals in each room are which encounters take place are numbered marked with a code that tells which door a ethereal planes. He had also a sense of and keyed to the maps. humor, and while a visit to his home may character will actually emerge from, such as Non-player characters and monsters: SN, 6E, etc. The number refers to the room prove fatal, it is more likely to amuse. What NPCs’ and monsters’ abilities are indicated mysteries does his island contain? And why the character enters (to prevent confusion, where they first appear. New monsters are numbers are used on DM Map 1and roman have those who ventured there never covered in detail in the appendix. returned? numerals are used on DM Map 2). The letter part of the code tells which portal-north, THE LOST ISLAND OF CASTANAMIR Adventure Maps is an adventure for 5 to 8 player characters south, east, or west-the character enters of level 1 through 4, several of whom should DM Map 1: Living Quarters: This map by. For example, on DM Map 1, a character be magic-users or clerics. The island consists shows Castanamir’s living quarters and leaving Room 1by the southern portal (4E) of two series of rooms connected by means those rooms used for entertaining guests. will arrive in Room 4 through the eastern of magical portals which are described DM Map 2: Laboratories and Work- portal. There is no portal connection below. Unless PCs (player characters) man- rooms: This map shows Castanamir’s between the living quarters on DM Map 1 age to figure out the portal system, they will workrooms and laboratories, including a and the labs on DM Map 2. To go from one soon be hopelessly confused. However, a chapel, library, and exit to the islands sur- to the other, PCs must pass through a con- weak party of almost any character class face. cealed opening in the ceiling of Room 7 and combination may still escape the island-if the floor of Room 111. they are not too greedy, and if they stick Pre-Rolled Characters Another feature of these magical portals is that they permit only one-way passage. together and learn to cooperate. Pre-rolled characters are provided. Your If PCs are too greedy or eager to fight, No light, sound, magic, or material can players do not have to use these characters return once it has broken the plane of the they may not escape alive. Encourage them unless they want to. Their abilities are given to think before they act and to substitute portal. Anything reentering a portal will in the center of the booklet and may be cut emerge through the opening to which it is cleverness for strength. Discourage any into individual cards for convenience. attempts to split up the party as it will be keyed. For example, if PCs try to leave through the portal that brought them to weakened that way. Non-Player Characters If a PC wishes not to believe what is hap- Room 1, they will find themselves at the pening at any given time, the attempt will Whenever NPCs or monsters appear in the western end of Room 2. take the entire round. No movement, spells, text, their abilities are listed this way: Sooner or later PCs are bound to discover combat, etc., are possible during that time. that they are not where they thought they‘d Name [No.]; race/class/level. AC; MV; be. For example, they can walk south from Roll the die and then tell the PC he still HD; hp; AL; #AT; Dmg; SA; SD. Weap- believes. If the thing he has tried not to room to room and eventually end up in the ons; Equipment; Spells; other special as room they started from. However, you believe is real, the PC automatically fails noted. any applicable saving throws. should not give hints as to the organization of the portals. Because this adventure takes place on an New Monsters isolated island independent of politics, social organization, or related geography, it The gingwatzim, magical creatures who may be easily fitted into any campaign that appear in three forms, are fully described on can accept the existence of Castanamir. page 28. As they are complex, you should Once the players have completed this become familiar with them before beginning adventure, a number of follow-up adven- play. Other new monsters are also included tures can be improvised. in the appendix. How To Use This Module Magical Portals In preparation, be sure you read the text The magical portals that connect all the carefully, taking special care to understand rooms on the island are limited extensions 2 Abbreviations 3 Use DM Map 1: Living Quarters back whatever treasure you could find fortable sofas and two chairs are Starting the Adventure there. Since you were short on funds and arranged in front of a fireplace which winter was coming on, you decided to glows with a fire. Across from the fire- Read the following background to the play- risk the attempt. You anchored your ship place is what looks like a pitch-black ers. If you are fitting this adventure into a a distance away and swam to the island. doorway, and to the right a sort of hall- campaign, place names may be changed to The sea was rough, however, and much way leading to another black opening. In fit your world. of your equipment and provisions was the hallway is also a wooden door. lost, and when you looked back, your ship was sinking. Five years ago in the Sea of Pastures an At first glance the island is a disap- Anyone first entering this room does not island mysteriously appeared. When pointment. It is barren of all but rocks notice that he has emerged from an adventurers attempted to investigate, and short, wind-swept grass. There is no enchanted portal unless he happens to turn their ships developed gaps in the hulls or shelter, no edible plant life, and no wood around and look in that direction. The mov- were wrecked on invisible rocks. Those for a fire. You are wet and hungry and a ing metallic object is a cleaning golem. It is who managed to swim to the island were chill wind is blowing that promises to equipped with a disintegrator ray for clean- never heard from again. Those who bring a storm with it. But just as dark- ing purposes but will not harm any but the clung to the wreckage and flagged down ness falls, you discover at the center of most troublesome creatures. However, it is passing ships swore never to return. For the island a shallow depression with a nearly indestructible, and will defend itself a while no one dared go near the place. stone door. The door is unlocked and if attacked. Incredibly heavy, the golem Then one day a young magician heard of when opened reveals a descending stone seems rooted to the floor. It immediately the island and it reminded him of a leg- stairway.
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