1st level island of the dead adventure. Help.


Pathfinder First Edition General Discussion


I have a game on Monday where I'll be DMing for a friend and my wife.
The inspiration for this is the game Path of exile that my wife introduced me to.
The current planed progression is for the pcs to be aboard a prison ship (for whatever reason the pcs choose) that is boarded by pirates and through some manner or another is wrecked.
The pcs and several other survivors swim to and/or wash up on an island with a destroyed and abandoned fortress on it.
The island has a curse upon it(for a as of yet undecided reason) that causes people (but not animals) to rise from the dead shortly after they die.
I'm thinking of the island being the site of an old slave plantation, a ransacked trading post, or the remains of a long forgotten war that nobody cared about (think red vs blue style).

I plan to have the adventure start out with the pcs making their way to the abandoned fort and setting up camp. On the way they would have to clear out some zombies and a few carrion eaters.
Eventually the party would create some form of semi-permanent base in the ruins and try to eek out a survival.

I'm thinking of a pirate lair on the far side of the island, zombie pirates infesting a shipwreck on the coast, a hermit living in the jungle raising an undead army, or maybe some ancient ruins in the center of the island.

what can I add to the adventure to make it interesting? I want it to be more then just "Grog smash smelly seaweed man. Grog smash tree. Grog smash bigger seaweed man with tree."


I'm thinking of taking this one of two ways.
The first way would be a zombie survival style campaign with less survival and more hack and
slash. Kinda like a dead space game.
The second would be more of a horror game with emphasis on survival and smart thinking similar to The last of us.


Pathfinder Adventure Path Subscriber

I'm pretty sure the first book of the Skull & Shackles AP has an island like this. Something about ghoul fever being spread by biting flies on the island?

Anyway, how about a leper (or some fantasy disease) colony on the island, and the PCs have to choose between risking the disease or the zombies.


I'm currently unemployed so anything that I can use would have to come from : Core, APG, UM, UC, Game mastery guide, UE, APG, BEstiary 1-4, and ROTRL hardcover edition.

Leprosy could be interesting. Maybe if the game goes more of the horror route the disease could be similar to the T-virus. Stay in town? Zombies. Explore ancient ruins? Bam! Mutants.


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Don't forget the big island volcano on the other side. Perhaps it's the source of the plague. Maybe every few decades it belches forth necrotic ash and dust due to some connection with the the Negative Energy plane deep in its heart.

Years ago it belched the necrotic smoke and ash that killed (almost) all the inhabitants, and they rose from the dead. Now, it's 'mostly' just inert sand and rock but in some places the sand drains life forces. It's also why bodies laying on the ground rise again.

Cremation would become a really good option once this become known. It shouldn't be the first thought though. The NPC survivors should favor burying their recent dead. and of course, it takes a few days for the dead to dig themselves out so no one should find out too soon. The PCs might find a few dead bodies hanging from trees or from former inhabitants trying to escape the zombies and wonder why those bodies didn't turn.

Maybe all the beautiful, gleaming black sand beaches are actually necrotic dust. As the survivors wash ashore, the weakest ones get pale and succumb, forcing everyone to run from the beach into the trees.

Most island animals should have resistance, like the crabs and birds that feed in the surf. However, numerous fish should still wash up dead on the shore, making it an unbearable stench at times but also a feeding ground for the survivors if they want to risk rushing out onto the sands and trying to pick the fresh fish from the older rotting ones before the other scavengers get there.

Don't forget the barrier reefs around the island, and the giant undead octopus that reaches a tentacle up from below to snatch down the first group of NPC survivors trying to escape on a makeshift raft.


I'm loving the undead octopus and the volcano ideas. Thanks.


You could design areas with different levels of difficulty. The area where they wash ashore could be one of the less dangerous areas, with occasional packs of zombies. There could be a fairly safe area, maybe a pool of fresh water on high ground with fruit trees nearby. This could be far away from areas they have to go, so they can retreat to this place to recover but have a long trek afterwards. As they explore, they might find a small valley with dinosaurs (some resistant to the necrotic ash, some not). Dinosaurs on an island are a little cliche, but can be fun. These areas can have different styles/genres, so one are might be more Dead Space and one might be more Last of Us.


ParagonDireRaccoon wrote:
Dinosaurs on an island are a little cliche, but can be fun. These areas can have different styles/genres, so one are might be more Dead Space and one might be more Last of Us.

Brilliant!

I've never had any of my parties face dinosaurs so that would be a pretty cool thing to encounter.
And to make things more interesting what about certain dinosaurs that are mutated by the necrotic ash? Anybody remember the T-rex from Dino crisis 3?


I've talked things over with one of my players and he thinks the starting concept sounds pretty cool.
The party is on a ship that gets wrecked and the pcs have to make it to a nearby island. Once they arrive on the island they have to make their way up the coast while fending off waves of pirates and undead. Upon finding a ruined keep in a jungle they have to contend with the dinosaurs that have taken up residence within it.

I figure the pirates would be slavers coming from the pirate ship that saw them escape. The undead would have washed down the coast from areas contaminated by the necrotic ash. As for the dinosaurs, it's a jungle. Nuff said.

There would also be several npcs with the party that would be of use in restoring and manning the keep once they have a grasp on things.
What do you think?
Also, my friend is playing an illiterate sorcerer while my wife is playing a rogue. I'll play a npc that focuses on knowledge skills and misc support abilities. Perhaps an alchemist.


No priest, this is good. Have one NPC be a cleric or priest. Competent, but not adventurous. Like Ichabod Crane, but after getting on the island he starts to crack.

The first few times undead show up, he's scared, but manages to channel some energy and ward them off. Then he starts slipping.

He's done some bad things in his past and so becomes convinced he and all the rest are being punished. He starts to lose his faith and no longer can turn the undead so more survivors die fighting them off.

Then he starts going mad, accusing people of sins and wickedness. He starts with the ones that have actually sinned. And he knows, because he was their priest, so some of the other survivors reluctantly go along.

Slipping away:
"The dead... they don't just rise for no reason. There's a reason...what is it?"

"We failed. We are... being punished. We were wicked..."

"This is our punishment... we aren't on an island. We're in Hell. This is our Hell for our wickedness and sins!"

"Tristan! He coldly left his family behind... left them starving and in need of money. Claiming he took to the sea to earn his keep but really he ran away, left them to die alone! He confessed his shame!"

"And Jacob! Jacob who stole from his shipmates... that ring... from poor Geofrey Seashank. Now dead and gone but his possessions stripped from his corpse. Oh yes! You confessed and I forgave you but I was prideful and in my wickedness had not the power to absolve you. Our placement here in this Perdition proves it! We must atone by casting you out!"

Then he and his trusted acolytes start watching for everyone else to show signs of sin. They never really accuse the PCs yet (unless they do something that qualifies, in which case everyone would side with him), instead telling them that they're the only ones he really trusts, and that's why they are the ones who must go out and <find food/explore the ruins/clear a nearby monster den/lead away the big monster that can't just be killed>.

Every time they come back someone else is gone, maybe someone they liked. The explanation is that they were exiled, not killed. Just turned out, to fend for themselves, but there they area the next few days; another undead prowling the outskirts of the fort, lurking as a new zombie, or ghoul, or beast. "They had a fair chance, but their sins and misdeeds weighed them down and they couldn't outrun their fate."

He finds new power in his philosophy, though it's not like he advertises or even understands what's going on, so he starts to regain some of his spells. He still can't wield positive energy, but can cast healing spells and other things to assist the settlement, so that reinforces in his mind that he's on the right path, and his abilities aid the settlement, so he gets more support.

If enough time passes and this goes on, he actually slides to evil and gains some control over the undead taking over the fort and driving the other survivors and PCs out with a sudden midnight coup, forcing them to run to a new haven with whoever is left, perhaps a place they had cleared out earlier.

Or maybe they try and stop him and he escapes, either being torn apart by the undead hordes... or resurfacing later as the mad prophet of an undead mob of former shipmates, preaching punishment and eternal suffering. Or maybe the PCs notice the subtle clues in time and spend the time and effort to help him work through the fears and atone for whatever his past sins and secrets were that suddenly reared up and haunted him once again.


I love that idea. My wife and I both despise the religious nutjobs that crop up during many horror movies and feel they should get the final cut sooner rather than later.
This would not only be a great encounter but would be a chance for her to do what she always wanted to do. In the event the sorc does something chaotic stupid (This seems fairly likely) I could see a rift forming on the keep between "believers" and "non-believers". In the event the party gets the boot from the keep I could see them going on a side quest to raise a army to siege the keep and reclaim what they feel is theirs.


Then you have the ship's officers. The ones who survived anyway. They wish to keep the survivors alive, but maintain naval discipline and rank. They keep the rum and salvaged booze under lock and key, doling out rations to the survivors who perform their duties, be they work details, guard duty, etc.

They also insist on keeping the store of weapons under lock and key. They arm and equip the men who go out on patrol, or who are on guard duty, of course, but otherwise only when undead or other creatures launch an attack does the Quartermaster or whomever unlock the 'armory' (it might just be a heavy strongbox) and hand out weapons.

They may or may not request that the PCs keep their weapons or wands secured while 'in town' so as not to rile the men with favoritism. Of course, if the PCs do keep their gear under lock and key with the officers, they give out extra gear to them when they go out, bows or extra arrows, tools, etc. Otherwise, the gear will be too 'critical to protecting the fort' without a good Diplomacy check.

The first few times, if the outpost is attacked, the PCs will need to head to armory and get armed, but it shouldn't actually be a problem unless they're far away or you want to make it a problem. I don't think you should, unless you have a good idea.

Then you have the ship's crew. Some of them begin to grow disgruntled. Naturally rations get tighter as rum supplies run low, and obviously not all the payroll boxes survived, so their gambling and games of chance start to use the 'promissory notes' handed out, then other valuables and trinkets, maybe even trading caught rodents for food near the end.

Maybe the PCs solve the problems by bartering an arrangement, or by bringing in more supplies of food, or by capturing and silencing the dissident leaders. Who knows.

I sense you should prepare quite a few fleshed out NPCs to fill some slots.


That's pretty interesting. I would have never thought of the armory idea.
Back to the priest for a second. If he does completely snap there are some kytons I've been wanting to try out for a bit. Namely the Ostiarius kyton(page 176 bestiary 4) and the Sacristan kyton(page 177 bestiary 4).
For those who haven't gotten the book yet the Ostiarius allows its brethren to enter the material plane from the plane of shadow and tempts mortals to willingly enter the plain of shadow. "they are the emissaries of their race, encouraging susceptible mortals to abandon their tired philosophies and embrace the possibilities of a realm of inscrutable darkness". The Sacristan are a slave caste but are mangled and grotesque. Just like sinners suffering eternally for their sins. "Born from scraps of imperfect flesh, bent chain, and scarred minds, sacristans are bound together by kyton sculptor-surgeons. Sounds like they could be in eternal agony to me.
I could see the priest crying out in despair and a Ostiarius appearing to offer a way to salvation and freedom from his sins and the sins of his flock.
If things do go the kyton route I could slap some templates on a few followers and dinos to show the kyton's influence spreading and warping things.
What do you think?


If you do, have it linked to an item that the PCs might bring back from one of their explorations. Maybe an item that appears to be a clue or that has a useful quality.

Like a chalice engraved with chains that fills with fresh wine once per day, or that knocks the drinker out cold for 4 hours but they get the rest of 8 hours. The leaders use it to help the guards on duty stay rested and the priest of course handles moving about the men, saying prayers and such and laying them to bed.

Don't go too deep into the details of the sleep. Just say they wake up refreshed and had pleasant dreams. Rocking slowly on a hammock, or as though laying in a field of clover. If the PCs partake too much, keep the descriptions relatively benign, maybe they think the dreams are caused by anything (PCs sleeping normally should occasionally be told about dreams they have too so as not to tip off that the chalice is involved), but slowly mention odd things. They have pleasant dreams of laying in clover watching dark clouds form overhead, but the wind is charged with energy, like before a storm. Or there are children dancing nearby, nothing bizarre about them but they are wearing masks that bear no expressions.

Of course, no one knows its really connected to 'the dark whispers'. Although there could be other clues about it deeper in the old temple or elsewhere. This way, the threat island doesn't necessarily have demons lurking all around, just in ancient places where the old inhabitants feared and revered them, until the PCs invite them to a new home.

This way it's an item that isn't really something the PCs need to carry along with them and works better for the 'settlement.' It also actually does help the survivors.


I think I'll do that once the priest has taken to following the kytons. Maybe after several uses the people who drink the from the chalice start to have subtle physical changes. No longer needing to sleep, muttering strange things to themselves, their skin slightly pales or their skin become gaunt and leathery.
Mayhaps after being "blessed" by the holy properties of the chalice the drinkers are more susceptible to the whisperings of the kytons.
Also if the party is driven from the fort I'll have a few Augur kytons floating about(a Cr2 floating, bladed, eyeball).
Do you think I should go full blown creepy cult or more towards a disturbing but mostly beneficial benefactor?


Here are the creatures I have planned for encounters thus far:
Tommy rawhead (Cr 12 eternal swamp hobgoblin)
Cultist (Cr 2)
Ningyo (Cr 1)
Kyton, Augur (Cr 1)
Dinosaur, Compsognathus (Cr 1)
Dinosaur, Velociraptor (Cr2)
Dinosaur, Tyrannosaurus (Cr 9)
Pirate, Sailor (Cr 1/2)
Shadow pirate (Cr 3)
Pirate captain Seagreve (Cr 5 Half crab humanoid with an armor plated, armor shredding pincer)
Pirate officer (Cr 3)
Now for the moment Tommy and the T-rex are not meant to be fought but are meant to be more of a survival encounter.


Here is what UI have worked out so far map-wise.
The pcs wash up on a small island a bit south of the main island with the necrotic volcano. The Pc island has a small stretch of mountains area on the northern side and a small amounts of sandy coast on the southern area. The land in between is more of a tropical jungle.
Slightly north west of the Pc island is an entirely artificial floating island. The island will be made of a grey granite like stone. On the island is a large complex of ruins that appear to be abandoned.
Now the main island is about eight to ten times the size. It has two rocky coastlines on the north and south as well as two large mountainous regions on the east and west sides. The island is comprised mostly of extremely dry and hick jungle land. In the center of the island surrounding the volcano for maybe about a mile or two either way is a ash choked wasteland. Surrounding several parts of the larger island are coral reefs just under the waters presenting a hazard for any ships foolish enough to try and explore the island.
I figure the island could have been formed by a meteor cracking part of a tectonic plate and forcing the magma upward. The volcano erupting created the mountains and later the jungle areas. For reasons unknown something changed deep inside the volcano and turned the magma into an tainted ashy muck.


Well today is the big day. Thanks for the help from those who helped. I'll post later today and let everybody know how it went.
Party is as follows: friend- sorcerer, wife- sorcerer, myself- witch with healing hex and cauldron.


Alright! Some time later (today) we finally get together to play.
They started off hunting a kython down in a cave and encountered a nest of kython broodlings, dark creepers, and a few darkmantles. The party is Faelyn (the friend), Marewyn (myself), and Lilly (the wife).
Lilly uses a quarterstaff that has a surprisingly high history of slaughtering darkmantles and getting critical hits against said darkmantles.
Felyn liked to throw around acid splash and managed to blind a kython and caused it to brain itself on a stalagmite.
Marewyn kept the party alive with strategically applied potions of mage armor, healing checks, and potions/spells of cure light wounds.

We have learned not only can a quarter staff be used as a crowbar and a baseball bat but it can also enable a non-acrobatic sorceress to pole-vault over a heavy flowing stream. She landed so gracefully that a fish rose out of the stream holding a sign with a 10 on it and then vanished. (she rolled a natural 20 on the acrobatics check)

Bleed has also become an inside joke. Lilly says she's going to go into town and spam bleed at everything because it's a level 0 spell. Apparently bleed now causes geysers of blood to spray instead of resuming dying. One day she says she's going to stand atop a mountain and make all of the towns bleed at once.

we had to stop a few rooms into the dungeon but so far everybody says they're having fun and plan to play again soon.


I don't know if you've debuted the priest yet, but if he's going to defect to the Kyton's side he'd probably become a cleric of Zon-Kuthon.


We've only started the part where the party going to meet the owner of the ship they'll be sailing on.


Recommend a half-crazed survivor (or more than half-crazed) who can both offer hints at how to survive, an initial run-down basecamp and serve as your mouthpiece in his ramblings... think about the benefits a character like Newt offered in Aliens 2 from a GM'ing perspective.

"They mostly come at night... mostly."

I want to second the Wormwood Mutiny being a great source, and the sea caves could easily be converted to a breeding ground for a lacedon army...


Having Kythons(B.O.V.D) and Kytons(pathfinder cenobites) in the same campaign is going to get to be a bit of a tongue twister.

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