[Accessory] [9348] Islands of Terror.pdf

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I
I
By Colin McComb and Scott Bennie
ADVANCED DUNGEONS G DRAGONS is a registered trademark owned by TSR, Inc.
RAVENLOm and the TSR logo are trademarks owned by TSR, Inc.
"1992 TSR, Inc. All Rights Reserved. Printed in the U.S.A.
This material is protected under the copyright laws of the United States of America. Any reproduction or
unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of TSR, Inc. Random House and its affiliate companies have worldwide distribution rights in the
book trade for English language products of TSR, Inc. Distributed to the book and hobby trade in the
United Kingdom by TSR, Ltd. Distributed to the toy and hobby trade by regional distributors.
ISBN 1-56076-349-3
TSR, Inc.
POB 756
Lake Geneva
WI 53147
U.B.A.
TSR Ltd.
120 Church End,
Cherry Hinton
Cambridge CBl 3kB
United Kingdom
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u
CHAPTER I: Introduction ........ ...............................3
CHAPTERII: Nidala .............................................. .6
CHAPTER 111: ’TheWildlands ............................. ,. ......... 18
CHAPTER IV:. Scaena ............................................ .23
CHAPTER V: I’Cath ............ ..............................32
CHAPTER VI: Saragoss ........... ...........................38
CHAPTER VII: Timor ...........
...........................
..................... 59
CHAPTER IX: Staunton Bluffs ..
.............. 64
CHAPTER X: Nosos ............
..
.............. 83
Lycanthrope, Wereshark ........... ......... .............. .92
Marikith ........................
Mist Ferryman .....................
......................... 93
.. ............... 94
Sea Zombie ................. , ...
............... 95
- -
I
Cndits
Design: Colin McComb (Nidala, Nosos, Pharazia, Saragoss,
Scaena, Staunton Bluffs, Timor, Marikith, Mist Ferryman,
Sea Zombie, Wereshark) and Scott Bennie (I’Cath,
Wildlands)
Editing: Anne Gray McCready
Project Coordination: Timothy B. Brown
Cover Art: Jeff Easley
Interior Art: Jaime Lombard0 and Ron Hill
Cartography: John Kencht and Dave Sutherland
Graphic Design: Roy Parker
Typography: Angelika Lokotz
Production: Sarah Feggestad
Thanks to: Rich Baker, Tim Beach, Anne Brown,
Timothy B. &own, William W. Connors, the
Garbett-MKornbs, Andria Hayday, Slade, Rob King,
Paul Nelis, Bruce Nesmith, Kevin Pohle, Dave Sutherland,
Pierre Yu, and Dave Zenz
CHAPTER VIII: Pharazia ......
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hat though the field
be lost?
All is not lost; the
unconquerable will,
and study ofre-
venge, immortal
hate,
and courage never to
submit or yield.
Milton
hold, and have fallen from grace through cor-
ruption or the lack of virtue. Others, like Draga
Salt-Biter, make only a pretense of humanity,
revealing their true selves only when their prey
is defenseless. And then there is the Hive
Queen, who does not affect the guise of human-
ity, burning instead with bestial desires no hu-
man can comprehend.
These are only a few of the lords of the Islands
of Terror. This book is the final decaying lock on
the crypt of insanity and dread, the key tothrust-
ing your players into ever more horrifying situa-
tions.
, ..,
Whatever paths a
traveler may tread,
the call of Ravenloft
is irresistible. When
the mists spring
from the cobble-
stones of the road-
way, it is much too late to plan an escape.
Ravenloft beckons and even the most resource-
ful and courageous cannot avoid its summons.
Within this book you will find several do-
mains andstories of the lords and ladies of the
islands. Some are hi in, such as Elena Fa
Plauing in thu Islands
4
lthough some consider the lords of the
islands to be less foul than the dread Dark-
lords of the core, nothing could befarther
from the truth. Their malevolence rivals that of
the most evil lords of Ravenloft and their lands
reflect this. They draw their power from the
land itself. The lords of the islands are indeed
creatures 1
!ared.
i
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Since their domains are generally much
smaller than the Lands of the Core, the lords of
the islands take a more personal interest in
what transpires around them. This does not
mean that the lords have nothing better to do
with their spare time than to lie in wait in dark
corners, hoping that adventurers will chance by.
Rather, they are more likely to keep an eye out
for circumstances which threaten their well-
being. So the adventurers must keep their pres
ence quiet or risk the personal intervention of
the lord.
Each island offers many opportunities for
role playing and can recur periodically in the
lives of the characters.
T session. Most important is keeping the
mood of Gothic horror present at all times. This
can be accomplished by using the Tecluziques of
Terror described in the RAVENLOFT” Boxed Set.
Isolation is an important part of mood set-
ting. The characters do not have to be physi-
cally separated to be isolated. Establishing a
feeling of alienation is enough.
Describe each setting in detail, involving
each of the senses in the DM description, not
just the visual. If the DM says, “You see a red
splotch on the wall. You think it might be
blood,” much of the effectiveness is lost. On the
other hand, it is much more dramatic and helps
to set the mood if the DM says, “As you enter
this room, the stench of decay assaults your
nostrils and the monotonous hum of a buzzing
fly invades your ears. A maroon smear covers
much of the eastern wall. It looks flaky and
dry.” If the PCs examine the stain more closely,
the DM reveals that this stain appears to be
crusted blood. Using vivid descriptions gives
the players a much greater sense of participat-
ing. The DM involves their entire imagination,
not just the visual portion.
The DM must make sure that he describes
each scene in terms that can make it seem like
the land itself is alive and conspiring against
T lives in mortal combat against adventurers
unless they are confident of victory or have no
choice. There are always exceptions, such as
Elena Faith-hold who is so confident in her
abilities that she is frightened of nothing. Oth-
ers, like Sir Torrence Bleysmith of Staunton
Bluffs, will do everything in their power to
avoid a direct confrontation.
The lords are the pulsing heart of evil in every
domain. They are attuned to changes wrought in
their lands and are capable of wielding great
power themselves. Some are able to alter the
topography of the domain, while others can
control the weather at whim. The players should
find it difficult to use the land against the lords,
for the lords are integral parts of their domains.
-
s. The players will begin to react
more carefully to each situation, wary
ny surprise. This makes them even more
vulnerable to any surprises the DM might wish
to spring, for the DM can deflate their tension
with a simple “boo-scare,” as popularized in the
movies. Just when they have relaxed from that
scare, the real menace pops up like an insane
jack-in-the-box.
On the other hand, the DM should avoid too
much description. This tends to turn off garners
very quickly if they must listen to an extended
series of descriptions; be evocative, but be as
brief as possible. The best compromise is for
It is easy to see that even the weakest of lords
would be a match for a well-prepared adventur-
ing party. It is imperative that the Dungeon
Master remember this in the rare event that a
party encounters a lord. No lord should be an
easy target, for they are fully aware of their
many powers and will use them to their fullest
extent.
The Mood of Rawnloft
here are several imp0
mind while running a
The Darklords
he lords of the islands are not foolish indi-
viduals. As a rule, they will not risk their
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