Isle of the Dead (B4 Lost City Expansion #1)

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Isle of the Dead (B4 Lost City Expansion #1) With Zargon dead the PCs can relax, except for the strange condition of the Cynidiceans. A detect magic spell will reveal the isle of the dead to be radiating large amounts of dark magic. The cause of the strange mental condition seems to be originating from the island. If the PCs want to help these people, this is their next destination. At the centre of a roughly round island (1000 radius) is a large stone outcropping. Facing the city is an entrance large enough for several people to pass through. There was one a set of heavy metal hinged doors to block any unauthorised entrance. These doors are now scattered (in parts) dozens of feet away. Even more disturbing is that the doors appear to be broken by a force from the inside. Room #1: (20 x40 ) This room appears to be some type of common room used for transporting bodies. (Storage before moving to the lower levels?) The walls were once covered in some type of white limestone wash but that has now turned grey and dingy. Strangely enough the torches in the wall brackets still work; obviously this room has been used by someone or something since the original users. Empty Room #2: (40 x40 ) This appears to be some type of viewing room. Once rich tapestries line the wall (now rotten and worthless) with mounts for multiple oil lamp mounts. The room is now used by a small group of goblin skeletons. The skeletons will attack anything living entering this room. 18 Skeleton (Goblin) (6,6,6,6,6,6, 5,5,5,5,5,5, 4,4,4,4,4,4) AC8 1d4 THAC0:20 (17) AL:C XP: 90 Treasure: Nil Room #3: (30 x30 ) This appears to be a connecting commons room that was once used to move the bodies into the viewing room but still be mostly out of sight. It is now unused and filled with dust and cobwebs. Empty Room #4: (20 x20 ) A disused storage room. The door is locked but a successful pick or a strength 15+ bash will open it. If force is used the sound will alert the (un)dead and 1d20 Skeleton (Goblin) and 1d12 Skeleton (Cynidicean) will appear in 1d4 rounds. Treasure: 3 cure light wounds (1d6+1) potions, 1 cure disease Room #5: (40 x 30 ) This seems to be an embalming room of some sort. Tables, chemicals and equipment is scattered over the room, except one table that looks like it has been recently used. Treasure: Dagger +1, +3 vs. undead, 500cp

Room #6: (20 x40 ) Once some sort of waiting room to view the dead. Now it seems to be a storage room for bones. Against the walls there are 20 skeletal remains, mostly humanoid but a few goblins as well. Once the party is fully in the room the skeletons will wake and attack. 16 Skeleton (Cynidicean) (8,8,8,8 7,7,7,7, 6,6,6,6 5,5,5,5) AC7 1d6 THAC0:19 (16) AL:C XP:160 4 Skeleton (Goblin) (6,6 4,4) AC8 1d4 THAC0:20 (17) AL:C XP: 20 Treasure: 16 Short Swords (not magical) Room #7 (20 x40 ) A second waiting room, previously used for family to prepare themselves to see the bodies. Now it is full of skeletons. XP:120 12 Skeleton (Cynidicean) (6,6,6, 5,5,5 4,4,4 3,3,3) AC7 1d6 THAC0:19 (16) AL:C 07 Skeleton (Goblin) (4,4,4 3,3,3 2) AC8 1d4 THAC0: 20 (17) AL:C XP: 35 01 Skeleton (Hobgoblin) (9) AC6 1d8 THAC0:18 (16) AL:C XP:15 Treasure: 12 Short Swords (not magical) & 1 Sword (normal not magical) Room #8 (20 x40 ) Private quarters for the staff of the island from a long time ago. The room is filled with dust but doesn t appear to have been disturbed in a very long time. Treasure: 20 pp, 100gp, 500sp, 4 potions of light healing (1d6+1), a cure disease potion and 2 daggers +1, +2 vs. undead. Room #9 (20 x20 ) Once a storage room and now empty. Room #10 (30 x30 ) Possibly a work room in the past now an undead waiting room. As soon as the party enters the undead will reanimate. The PCs will get the 1 st initiative. XP:80 16 Skeletons (Goblins) (6,6,6,6 5,5,5,5 4,4,4,4 3,3,3,3) AC8 1d4 THAC0:20 (17) AL:C 08 Skeletons (Hobgoblins) (9,9,7,7,5,5,3,3) AC6 1d8 THAC0:18 (16) AL:C XP: 120 Treasure: 8 swords (normal not magical) Room #11 (30 x40 ) Possibly a work room in the past now an undead waiting room. As soon as the party enters the undead will reanimate. The PCs will get the 1 st initiative. 10 Skeleton (Goblin) (6,6, 5,5, 4,4, 3,3 2,2) AC8 1d4 THAC0:20 (17) AL:C XP:50 12 Skeleton (Cynidicean) (8,8 7,7 6,6 5,5 4,4 3,3) AC7 1d6 THAC0:19 (16) AL:C XP:120

10 Skeleton (Hobgoblin) (9,9 8,8 7,7 6,6, 5,5) AC6 1d8 THAC0:18 (16) AL:C XP: 150

Room #12 (20 x40 ) The staff entrance to the lower levels. This room was used to transport the remains to the lower level. There seems to be some type of lift apparatus that can winch a 4 x10 platform down to the lower level, as well there is a ladder an a set of stairs. (To room 26) XP:140 14 Skeletons (Cynidicean) (7,7,7,7 6,6,6,6 5,5,5,5 4,4) AC7 1d6 THAC0:19 (16) AL:C 10 Skeleton (Hobgoblin) (9,8,8,8 7,7,6,6 5,5) AC6 1d8 THAC0:18 (16) AL:C XP:150 Treasure: 14 short swords (not magical) & 10 swords (normal not magical) Room #13 (10 x30 ) A closet or holding room of some sort, now being used to store valuables and a few undead. Treasure: Hidden: room 15. 10 Zombie (Goblin) (10,9,9,8 8,7,7,6 6,5) AC8 1d6 THAC0:18 (16) AL:C XP:150 06 Zombie (Hobgoblin) (18,16,15,14,13,12) AC8 1d8+1 THAC0:17 (16) AL:C XP: 150 The PCs always gets the initiative. 48 Daggers (normal), 48 Short Swords (normal) & 48 swords (normal not magical) 3,000sp, 8,000cp There is a ladder concealed under some floor boards (now loose) that leads down to

Level 2 Room #14 (60 x50 ) Once a crematorium, it now is in disarray. The room hasn t been used, at least for its original purposes in years. Hidden in the debris are valuables, and monsters. The zombies become animated once the party starts to search the room. 12 Zombie (Goblin) (10,9,9 8,8,8 7,7,7 6,6,6) AC8 1d6 THAC0:18 (16) AL:C XP: 180 12 Zombie (Cynidicean) (16, 15,15 14,14 13,13 12,12 11,10,9) AC8 1d8 THAC0:18 AL:C XP:240 04 Zombie (Hobgoblin) (18, 16, 14, 12) AC8 1d8+1 THAC0:17 (16) AL:C XP:100 Treasure: Mace +1, Dagger +1, +3 vs. undead, 800gp, 2,000sp, 500cp Room #15 (60 x60 ) The walls of this room are covered with mosaics. One wall tells the story of a royal death, the next tells of the royals funeral, the third tells of the staff of this (funeral home?) doing their job, the forth is damaged. Once it showed the royal in the afterlife, now the mosaic had been bashed, broken and covered up in layers of dry paint (or blood). XP:150 THAC0:18 15 Skeleton (Cynidicean) (8,7,7 6,6,6 5,5,5 4,4,4 3,3,3) AC7 1d6 THAC0:16 (16) AL:C 15 Zombie (Cynidicean) (16,14,14,12,12,12,10,10,10,08,08,08,06,06,06) AC8 1d8 AL:C XP:300 01 Mummy (Lesser) (20) AC:5 1d10+disease THAC0:16 AL:C XP:75 Treasure: 15 swords (normal not magical), marble and onyx pedestals & tables (500gp), silver candle, torch and lantern holders (500gp). Hidden: There is a trap door and a ladder (folds down from ceiling) at the top of this room leading to room 13. Room #16 A rest room for the workers of this place. The door has a sturdy lock on it but isn t locked. Treasure: 4 potions of light heal (1d6+1), Dagger +1, +3 vs. undead and 20pp Room #17 (60 x40 ) Once a barracks for the staff to sleep, now home to the undead goblin hoard. 18 Skeleton (Goblin) (7,7 6,6 5,5 4,4 4,4 3,3 3,3 2,2, 2,2) AC7 1d4 THAC0:20 (17) AL:C XP:90 04 Skeleton (Hobgoblin) (9,8,7,6) AC6 1d8 THAC0:18 (16) AL:C XP:60 10 Zombie (Goblin) (10,9,8,7 6,6 5,5 4,4) AC8 1d6 THAC0:18 (16) AL:C XP:150 04 Zombie (Hobgoblin) (18, 16, 14, 12) AC8 1d8+1 THAC0:17 (16) AL:C XP: 100

Every round roll a d8. On a score of (1-4) no additional undead appear, (5 or 6) 8 Skeleton (Goblin) appear (6,6 5,5 4,4 3,3) XP:40, on (7) 8 Zombie (Goblin) appear (8,8 7,7 6,6 5,5) XP:120& on (8) 12 Skeleton (Hobgoblin) (9,9 8,8 7,7 6,6 5,5 4,4) XP:180. This flood of undead will stop in 1d10+10 rounds. Treasure: hidden in the decaying cots are 5 small gems (total 250gp). Each Skeleton (Hobgoblin has a normal sword (not magical).

Room #18 (30 x30 ) What this room was remains unknown, all of its contents have been removed. Room #19 (40 x20 ) A former tool room, now full of potential weapons for use of the Cynidicean Skeletons inside. The skeletons will attack as soon as the PCs enter the room. 22 Skeletons (Cynidicean) (8,8 7,7,7,7 6,6,6,6 5,5,5,5 4,4,4,4 3,3,3,3) AC7 1d6 THAC0:19 (16) XP:220 Treasure: 22 short swords (not magical) Room #20 (30 x50 ) A connecting room to other rooms, its former use is unknown. It is now empty. Room #21 (50 x30 ) A common room and a pass-through to other parts of this level. The room is has had its rubble pushed into the corners and a pathway cleared to connect the doors. Obviously this room is well used and is currently occupied. 10 Zombie (Hobgoblin) (18,16,14,14,12,12 10,10 08,08) AC8 1d8+1 THAC0:17 (16) AL:C XP:250 01 Mummy (Lesser) (25) AC5 1d10+disease THAC0:16 (14) AL:C XP:75 Treasure: Buried in the rubble are 2 daggers +1, a mace +2 and 4,500sp Room #22 (20 x20 ) An empty room ( with a sturdy lock on the door ) Room #23 (30 x50 ) Yet another pass-through room. Encounter 300 04 Mummies (Lesser) (20, 20, 20, 20) AC5 1d10+disease THAC0:16 (14) AL:C XP: Treasure: The mummies seem to be guarding a box. The box contains 12 gems totalling 8,000gp. Room #24 (40 x50 ) The current home of the Cynidicean hoard. XP:120 XP:200 12 Skeletons (Cynidicean) (8,8 7,7 6,6,6,6 5,5 4,4) AC7 1d6 THAC0:19 (16) AL:C 10 Zombie (Cynidicean) (16,14,14, 12,12,10, 10,08,08 06) AC8 1d8 THAC0:18 (16) Every round roll a d8. On a score of (1-4) no additional undead appear, (5 or 6) 8 Skeleton (Cynidicean) appear (7,7, 6,6 5,5 4,4) XP:80, on (7) 8 Zombie (Cynidicean) appear (14,14,14,14, 10,10,10,10) XP:160& on (8) 30 Skeleton (Cynidicean) (8,8,8,8,8 7,7,7,7,7 6,6,6,6,6, 5,5,5,5,5 4,4,4,4,4 3,3,3,3,3) XP:300. This flood

of undead will stop in 2d8+8 rounds. Room #25 (40 x60 ) This room was once used for ceremonies, judging by the rotting tapestries and painting on the walls. The southern side of the room lowers into room #34 by the use of some sort of pulley system (the floor of this system is 30 x10 ). Otherwise this room is empty.

Room #26 (60 x50 ) A connecting room with a back closet. It seems to be full of coffins (13 in fact) and other things. If the party opens a coffin they ll see a lesser mummy. Within 1d4 rounds the rest of the coffins will open and the mummies will rise. Any PC attacking a closed coffin gets a +4 to hit the mummy trapped inside, however that mummy will wake-up right away. 12 Mummies (lesser) (24,24 22,22 20,20 18,18 16,16 14,14) AC5 1d10+disease THAC0:16 (14) AL:C XP:900 Treasure: In the empty coffin there is 2000gp, 4000sp, 6000cp, 4 gems worth (1200gp), 6 cure light wound (1d6+1) potions and 4 cure disease potions.

Level 3 Room #27 (60 x110 ) This room seems to be full of the former servants of the royals in mummy form. This is obviously some type of crypt for the former royals servants. Most are just dead mummies but some are undead. 10 Mummies (lesser) (25,25 23,23 21,21 19,19 17,17) AC5 1d10+disease THAC0:16 (14) AL:C XP:750 Treasure: in several of the dead mummies coffins are gems, jewellery and trinkets worth 3000gp. Room #28 (60 x110 ) This room seems to be full of the former servants of the royals in mummy form. This is obviously some type of crypt for the former royals servants. Most are just dead mummies but some are undead. 8 Mummies (lesser) (24, 22, 20, 18, 16, 14, 12, 10) AC5 1d10+disease THAC0:16 (14) AL:C XP:600 Treasure: in several of the dead mummies coffins are gems, jewellery and trinkets worth 2400gp. Room #29 (70 x60 ) This room seems to be full of the former servants of the royals in mummy form. This is obviously some type of crypt for the former royals servants. Most are just dead mummies but some are undead. 6 Mummies (lesser) (24, 22, 20, 18, 16, 14) AC5 1d10+disease THAC0:16 (14) AL:C XP:450 Treasure: in several of the dead mummies coffins are gems, jewellery and trinkets worth 1800gp. Room #30 (30 x50 ) A connecting room that hasn t been used in years judging by the dust. Room #31 (50 x30 ) A storage room used for the staff of this facility. Nothing of interest can be found. Room #32 (40 x80 ) Once a shrine, now reduced to ruins. The centre of the room has some type of strange column raising 10 feet up made of a blood red type of stone that the PCs are unfamiliar with. When they get within 10 of the stone a dark (yet glowing) smoke will arise out of the column. 1 Spectre (40) AC2 1d8+ 2level energy drain THAC0:14 (14) AL:C XP:725 Room #33 (80 x50 ) A large room with 5 doors, and 20 guards. A large connecting room.

20 Zombie (Cynidicean) (16,16 15,15 14,14 13,13 12,12 11,11 10,10 09,09 08,08 07,07) AC:8 1d8 THAC0:18 (16) AL:C XP:400 Treasure: 50cp scattered around the room Room #34 (40 x30 ) This room has some type of lift platform to raises to room #25. There seems to be some holes in the wall leading in a SE direction but nothing can bee seen.

Room #35 (60 x110 ) This huge room seems to be extravagantly appointed. Tapestries hang on the wall, gold trinkets adorn the room and gems are displayed in every nook. In the centre of the room is a huge coffin (10 +) inlaid with various gems, metals and woods. There is also 4 large (7 +) coffins (one in each corner). Strangely enough there doesn t seem to be any mirrors. Once the party is fully inside the door they came in will shut with a thud and the PCs will hear a deep booming voice say welcome to my chambers This is Cassis s personal rooms. He knows if the PCs have defeated Zargon and may propose a deal. The PCs have 24 hours to leave the lost city or they can die. If the PCs accept they will be escorted off the island by the undead, if they refuse Cassis attacks. Cassis Ra Havoc (125) AC:0 2@1d10+4 + 2 level energy drain THAC0:06 (07) AL:C XP:4300 Regeneration 4 Mummies (full) ( 35, 35, 35, 35) AC:3 1d12 + disease THAC0:14 (14) AL:C XP:2300 Every round that Cassis exists (after the 1 st ) 1d12 Skeletons (Cynidicean) and 1d8 Zombies (Cynidicean) will appear. Every round that the Mummies exist (after the 2 nd ) 1d6 Mummies (lesser) will appear for each Mummy (full). Treasure: 6,000pp, 25,000gp, 55,000sp, 120,000cp, Gems worth 80,000gp, trinkets worth 46,000gp If pushed hard enough Cassis will retreat to the closet on the SW side of the room. If it looks like he will be killed he will retreat into room #36. Any Mummies, Skeletons and Zombies will still try to attack the PCs and prevent them from entering room #36. Room #36 (40 x40 ) Artefact room. Floating dead centre in the room is a strange sight, a giant glowing crystal. If the PCs have killed Cassis the crystal will telepathically contact the PC with the highest Intelligence asking for it to be freed. It will explain that is trapped inside the crystal. The PCs can bargain with the being but there is little it can do in this form and it won t stick around once it s free. If Cassis flees into the room he will grab the crystal and summon all of the undead on the island. Every round while Cassis exists, 1d20 Skeletons (Cynidicean) and 1d12 Zombies (Cynidicean) will show up. It is best if the PCs can kill Cassis as quickly as possible. (When) If the PCs kill Cassis, the undead will stop arriving but they will still attack any living being that they encounter. If Cassis is killed (reduced to 0 or less hp) he will turn into smoke and flee out of the back of the room to room #34 and then flee the island through the exit tunnel on the south side of room #40, the PCs will be unable to find him. The crystal gives him a limited form of immortality while it exists and the ability to regenerate at an extreme rate. In the few rounds it takes the PCs to destroy the crystal, Cassis will have been healed enough to escape. Encounter (Besides any from room #35) Artefact (100) AC0 XP: 2,300

Room #37 (40 x70 ) This room is filled (20) with 5 tall blood red stone columns with a large red stone on the top of 16 them. Once the part starts to snoop around a strange spoke appears out of 4 of the columns. (No more spectres appear if the stones are removed.) 4 Spectres (40, 40, 30, 30) AC2 1d8 +2level drain THAC0:14 (14) AL:C XP: 2,900 Treasure: 16 rubies @ 2000gp each Room #38 (50 x60 ) An empty connecting room. Room #39 (80 x110 ) A large mausoleum filled with raised stone columns large enough to hold a body. On each of the columns are the mummified remains of the royals of the past. Once the party starts to move through the room some of the mummies will sit-up and begin to attack the party. 5 Mummies (35, 30, 25, 20, 15) AC3 1d12 + disease THAC0: 14 (14) AL:C XP: 2875 Treasure: Buried with the mummies is 22,000gp worth of gold and silver trinkets. One of the mummies (obviously a warrior king) has a Sword +3, +5 vs. Dragons and another (a high level cleric) has a Mace +3, +5 vs. Goblinkind (goblins & hobgoblins). Room #40 (80 x60 ) Another mausoleum filled with the remains of the former royals, but these have all been destroyed. In the centre of the room a pile of bones, bodily remains and mummy parts has been assembled into a makeshift throne. This is truly an un-holy place, even on this isle of dead and undead. Room #41 (30 x30 ) Some sort of storage room for the former staff. Hidden behind several rusty tools are 20 potions (10 cure light wound 1d6+1 and 10 cure disease) Room #42 (80 x110 ) This room has some type of mystical circle drawn on the floor. The evil magic in this room is palpable. At three points of the symbols on the floor is a coffin. Once the party starts to search the room, open a coffin or disrupts the circle or magic symbols in this room, the coffins will open. XP: 3750 Treasure: 3 Vampires (lesser) (45, 42, 40) AC2 1d10 + 2level energy drain THAC0:13 (12) AL:C In the base of each vampire s coffins is 500pp, 1200gp, 2000sp, 10,000cp and gems totalling 13,000gp. If killed they will just turn gaseous and leave the island until healed. If the artefact is destroyed, they will never return. Room #43 (30 x40 ) This room was obviously the healing room for the staff of the island. There seems to be an operating table, tools and equipment (now all rusty and worthless). As well there is a wall full of

potions. While some of them have evaporated, broken or otherwise become useless, the party will find some usable. Treasure: 20 potions of cure light wounds (1d6+1), 10 potions of cure disease & 2 potions of heavy healing (3d6+1). Notes: This expansion is meant for a large group (8 + henchmen) of well armed PCs and support crew. If the number of undead is causing problems just reduce their numbers, lower the hit points or have the PCs have a strategic retreat off the island to heal and don't restock the undead. The PCs should have gained between one and two full levels from the main module before starting this expansion, or else they'll get killed off quickly. I never intended this write-up for anyone but me and my players, so the quality, or lack there of, is not what even I would normally present. G.A. (QuantumEFX) McDougall