Isle of Pelursk Tables

Boiling Black Lake
Contact Saving Throw Damage (Half on Success)
Splash/Minor Touch DC 11 DEX 1d10 fire
Half-body/Head Submersion DC 13 CON 4d10 fire
Whole Body DC 16 CON 6d10 fire
Island Attacks Hazards
Encounter Saving Throw Damage (Half on Success) Extended Effects
1 Eye/Tremors DC 13 STR 2d6 bludgeoning Group Check DC 13 Dexterity (Stealth) to avoid.
2 Eyes/Pits DC 13 DEX 2d6 fire, prone 1 more pit opens per minute (unsafe to rest). Must flee.
3 Crystal Arm DC 13 Strength (Athletics) or Dexterity (Acrobatics) 1d10 bludgeoning, grappled DC 13 Con save vs Island Wail. Must flee.
4 Standing Stones DC 13 DEX 2d6 bludgeoning, grappled Grappled creatures take 1d6 fire damage at the end of their turns. Once 2+ fingers are broken, DC 13 Con save vs Island Wail. Must flee.
5 Heaving Pelurskite Ribs DC 13 STR 1d6 bludgeoning, prone PCs must make DC 13 Strength (Athletics) or Dexterity (Acrobatics) to safely leave the hex; failure receives 2d6 fire damage.
6 Pelurskite Well DC 16 DEX (fall into well), DC 16 CON (boiling water) 2d6 fire (pillars), 4d10 fire (boiling water) DC 16 Strength check to climb of the well. DC 13 Con save vs Island Wail. Must flee.

The King's Reach

Pelurskite fingers and teeth have AC 15, 10 HP (resistance to piercing and slashing damage, immune to poison and fire damage). They are considered objects and not creatures, and treat each of their ability scores as 10 for the purposes of saving throws. Island wails happen only when two or more fingers/teeth are broken.
An Island Wail targets all living creatures in a hex when and where it is triggered. A target that fails the saving throw takes 9 (2d8) thunder damage, and a target that succeeds on the saving throw takes half as much damage.





Ghost Encounters
Encounter Spirit Type Scenario Extended Effects
1 Hung Caretaker Woman Ghost Non-hostile Directs the PCs to go further out of the island.
2 Mac Asgrel Ancestor Deathlock Wight Hostile Will attack and try to drive them off (fights to the "death" otherwise).
3 Man with Infant Ghost Non-hostile; way-barring DC 13 Con save vs 1d8/half cold damage to pass through him.
4 Rebuilding Spirit Sword Wraith Warrior Non-hostile DC 14 Dexterity (Stealth) check to get around him, see his necklace & no-eyes. Will explode and vanish if disturbed.
5 Procession of robes & boy Shadow x3, Deathlock Wight Non-hostile DC 13 Stealth check per PC to quietly watch, follow procession. Following brings the party 1 hex closer to the centre with no roll required.
6 Former King Banshee Hostile It attacks if anybody comes close, trying to take hold but shrieking if they evade. Is hungry, starving.

Ruins Encounters (All Non-hostile)
Encounter Rest Eligibility Scenario Extended Effects
1 Stairwell, collapsed tunnel Short if excavated Dirt-filled tunnel, carvings Can be dug out via magic or manually: 6 hours by hand, 3 hours with shovel, 5 minutes with magic.
2 Old well None Steam, stench coming from within DC 14 Intelligence check to identify worn carvings.
3 Rubble dormitory Short; long with additional prep Stone altar near fallen carved columns DC 14 Intelligence check to find former king's skull; 33lbs and sharp/awkward to carry.
4 Demo'd small structure Short Purposefully broken down building DC 14 Intelligence check to find sledge hammer head.
5 Temple Short; long with prep Tall, raw, warm stones DC 14 Intelligence (Investigation/Nature) to determine it's granite laced with non-eroded pelurskite.
6 Hack shack Short; long with prep/risk of sickening Carved up table from butchery Gross midden heap out back contains all kinds of remains but no bones. Takes a DC 14 Constitution check to steel oneself to dig through part way; DC 14 Constitution save to keep going and not be poisoned for 1 hour.



Camp-building Table
Wisdom (Survival) or Intelligence (Stealth) result Consequences
0-10 Roll twice on the Roving Monster table, take the higher result
11-14 Roll once on the Roving Monster table
15-19 Roll twice on the Roving Monster table, take the lower result
20+ No roll on the Roving Monster table; the PCs are unassailed for their rest
Roving Monster Encounters
d12 Monsters
1 No event
2 A sickened, withered bird falls dead from above
3 3 Pelurskite Sprites
4 2 Shadows
5 3 Specters
6 2 Pelurskite Stone Marauder
7 2 Sword Wraith Warriors
8 1 Deathlock Wight
9 2 Pelurskite Shard Swarms
10 2 Vampiric Mists
11 1 Shambling Mound
12 1 Allip