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. |