TEXT: by Stephen Newton
  A Level 1 Adventure for DCC RPG
  
  The Haunting of Larvik Island
  A Princes of Kaimai Adventure
  Stephen Newton 
  Author 
  Stephen Newton & Matthew Murdock
  Story
  Antoni Layos Tira 
  Artwork & Cartography: Front and Back Cover, Player 
  Handouts, Island Map Illustration
  Catherine DiNardo 
  Graphic Design, Layout, Interior Illustrations
  Jeffrey Tadlock 
  Cartography
  Daniel J. Bishop, Jon Marr, Jürgen Mayer, James Newton, 
  Jennifer Nutefall, Jeffrey Tadlock 
  Editing, Proofreading, Suggestions and Helpful Eyes
  John Bunker, Sarah Bunker, Fred Dailey, Catherine DiNardo, 
  Devin DiNardo, Ingmar Juhnke, Michael May, Jürgen Mayer, 
  Uwe Schüller, Karen Siegle, Kim Swanson, Kyle Turner, and 
  Justin Williams
  Playtesting
  Special Thanks to Thick Skull Adventures supporters: 
  Daniel Bishop, Devin DiNardo, Brian Fitzpatrick, Mike 
  Frezzo, Guy Fullerton, Joseph Goodman, Brandon 
  Goeringer, Christopher Hackler, Thom Hall, Jon Marr, 
  John Stolp, Kim Swanson, Erik Tenkar, Mario Torres Jr., 
  Twitter supporters @mawmingram & @Asako_Soh 
  and many others who gave feedback on the DCC 
  RPG forums and within the DCC RPG Community on 
  Google Plus
  Big Thanks to Ray Wisneski and Game Kastle
  www.gamekastle.com
  The Haunting of Larvik Island  (DCC RPG) 
  Version 1.0.1 Sept 2013 
  Copyright © 2011-2013 Stephen Newton.  
  All Rights Reserved.
  Twitter: ThickSkullAdv 
  Facebook: Thick Skull Adventures
  This product is based on the Dungeon Crawl Classics Role Playing Game, published by 
  Goodman Games. This product is published under license. Dungeon Crawl Classics and DCC 
  RPG are trademarks of Goodman Games. All rights reserved. For additional information, visit 
  www.goodman-games.com or contact info@goodman-games.com.
  www.thickskulladventures.com
  Contents
  Introduction ........................................................................... 2
  Player Beginning..................................................................... 3
  Larvik Island Overview ...........................................................4
  Western Island Overview ....................................................... 5
  The Ruins ...............................................................................10
  Eastern Island Overview .......................................................13
  False Cave Overview .............................................................15
  True Cave Overview ..............................................................19
  Further Advertures ............................................................... 24
  Customizing the Adventure ................................................. 24
  Player Handouts ...................................................................26
  Map of the True Cave ...........................................................30
  Map of the Island ..................................................................31
  
  The Haunting of Larvik Island
  how it once led to the mythical Kaimai islands whose 
  location has been lost to time. The glyphs on the device 
  itself are extremely valuable and can act as hooks for future 
  adventures.
  About The Adventure
  The Haunting of Larvik Island is an adventure designed for 6–8 
  1st and 2nd-level characters. The adventure can be played 
  standalone or as a continuation to Attack of the Frawgs as 
  part Princes of Kaimai campaign series. The Customizing 
  The Adventure section includes detailed descriptions of all 
  notable characters, locations, deities, and history so they can 
  be customized for the judge’s personal campaign setting if 
  desired.
  Italicized text blocks are usually meant to be read or 
  paraphrased to the players.
  Encounter Maps: Optional miniture-scaled battlemaps are 
  available as a free download at rpgnow.com, search for 
  Encounter Maps: The Haunting of Larvik Island
  Background: Many of the areas have Background information 
  regarding the history of the area or NPCs. This information 
  is provided so judges can insert additional clues, story 
  flourishes, or lore to create an immersive story as the PCs 
  explore the island.
  The “Religious History Check”: Additional information 
  about the background of the adventure may be available to 
  characters from a variety of sources: studied as history with 
  sages, read as religious parables, remembered tales sung 
  by bards, or perhaps just luckily overheard as trivia during 
  some bawdy night at a tavern. When the adventure calls for 
  a “religious history check” the judge should be creative with 
  the players to see how they may have overheard such tales 
  and use the appropriate modifiers based on ability score 
  (intelligence, personality, luck) or occupational background 
  (bard, bartender, etc.) to roll against the given DC. The judge 
  may also consider using permutations of invoke patron or 
  second sight spells for assistance.
  Background and History of Larvik’s Island
  Larvik Island is a small island located approximately 8 miles 
  offshore from the mainland of the Northern Territories. The 
  island has an unusual geological feature which has made it 
  mysterious and intriguing for generations: a series of natural 
  caverns typically filled with seawater. However, once every 
  35 years a phenomenon briefly disrupts the weather and 
  tides across the entire coastal region. During this time, water 
  drains from the island’s submerged caverns back into the 
  ocean allowing entry. This phenomenon, which the locals 
  call Cybala’s Rest, only lasts for 2 weeks after which time the 
  weather and tides once again become predictable and they 
  refill with seawater. 
  Over 400 years ago, a notorious warlord named Larvik made 
  a fine name for himself gathering wealth through his exploits 
  and adventures with his closest friend and ally Vorhay. As a 
  For centuries the legendary exploits of the mighty warlord 
  Larvik have inspired storytellers and adventurers. Despite his 
  glory, Larvik’s fortunes were lost in the war between his sons 
  following his death. What remains of his legacy is a dangerous 
  island bearing his name and the legend of its treasure 
  accessible only once every 35 years.
  That time is at hand! Will your party be stout enough to 
  explore the island, defeat both natural beasts and lost souls, 
  and decipher the mysterious markers Larvik left behind? Will 
  you uncover the lost caverns before time runs out and the 
  secret is hidden for another generation, or will you merely 
  become another footnote in the history of the many who 
  have fallen never to return chasing the legend of Larvik 
  Island?
  Judge’s Adventure Summary
  The PCs will travel to Larvik Island where, according to 
  legend, the great warlord Larvik left behind a fabulous 
  treasure now haunted by the souls of adventures who died 
  trying to find it.  Unfortunately for the PCs, the island is now 
  haunted by the spirit and body of Mattor, an evil cleric who 
  perished decades ago also trying to find the treasure.
  As they first explore the island, they will encounter natural 
  beasts, feral goblins, as well as undead–infested ruins. The 
  PCs will most likely make their way to the False Cave—a 
  prominent cavern on the southern side of the island the locals 
  wrongly assume is the cave where Larvik’s treasure is located. 
  The False Cave is a red herring left behind by Larvik and now 
  haunted by Mattor’s Rage Incarnate.
  As the PCs continue to explore the island they will learn that 
  approximately a century earlier an evil cleric named Mattor 
  made a concentrated effort to find Larvik’s treasure; littering 
  the island with undead and going mad in the process. It is 
  Mattor’s flesh and spirit which haunts the island.
  Throughout the exploration, they will come across mysterious 
  obelisks and other clues leading them to believe the legend 
  of Larvik’s treasure may in fact be true. The PCs will learn the 
  obelisks are positional markers used to find the True Cave—a 
  subterranean cavern complex where Larvik actually left his 
  treasure: a magical portal capable of transporting the faithful 
  to the mythical islands of Kaimai during the period of Cybala’s 
  Rest. Exploring the True Cave is the climax of the adventure 
  where the party will fight undead and natural monsters 
  before eventually encountering The Remnant—the undead 
  creature Mattor transformed into upon his death.
  If the party survives, they will enjoy the rewards of gold, 
  magic, and other valuables found during their exploration. 
  They will also discover the secret of Larvik’s Device, and 
  
  The Haunting of Larvik Island
  local to the region, he was aware of Cybala’s Rest effect on 
  the island and thought it would be an ideal place to construct  
  a powerful teleportation device he wanted his oldest son—
  and only his oldest son—to control after his death. He 
  worked with a skilled Dwarf clan to construct both the device 
  in the True Cave and the island’s obelisks. Larvik also created 
  the altar and statues within the False Cave as a diversion. 
  Before his death, he left instructions with Vorhay to provide 
  to his oldest son the clues needed to locate the True Cave. 
  After Larvik’s death, his children immediately started warring 
  over their father’s lands and treasure. The resulting civil war 
  made Vorhay wary and prevented him from passing down the 
  clues necessary to find Larvik’s device.  
  As the generations passed, specific history was forgotten and 
  only exaggerated rumors remained. The island eventually 
  became known as “Larvik Island” connected with a rumor of 
  legendary treasure he left behind.
  Approximately 120 years ago, an evil cleric by the name of 
  Mattor became obsessed by the legends of Larvik Island 
  and endeavored to claim the fabled treasure for himself. 
  Unfortunately for him, Cybala’s Rest was not due for 
  another 18 years making access to the submerged caves 
  extremely difficult. He cruelly forced goblin minions and 
  slaves kidnapped from the mainland to help him overcome 
  the island’s obstacles. As they died from the rigors, he 
  transformed them into undead and used the zombies as 
  laborers.  Many of these zombies still roam the island to this 
  day.
   Mattor’s plan was eventually foiled through his own 
  recklessness and his mortal form perished in the True Cave 
  trying to unlock the secrets of Larvik’s Device. His vile nature 
  and obsessions somehow combined with the necromantic 
  residue that clung to him to create both a menacing shadow 
  spirit—the Rage Incarnate—as well as corrupting his physical 
  form into The Remnant. The former now haunts the False 
  Cave and latter haunts the True Cave where he died.
  Once the mortal Mattor perished, the goblin minions he left 
  behind bred like vermin and infested much of the island. 
  Isolated from other goblin tribes and not clever enough to 
  determine how to escape the island, they devolved into a 
  more feral version of “island goblin” fighting with crude 
  spears and toxic fish poisons. They survive by hunting the 
  island pigs and crab fiends, and even occasionally stealing 
  eggs from the petrel nest.
  More recently, Lojan, the son of Hofgan (a local councilman 
  of Gielo) has recruited a band of lowlifes from the northern 
  city of Malmo to help him find the treasure using a “map” 
  he’s stolen from his father. He departed from Gielo for the 
  island over a week before and now his father is worried and 
  willing to pay for his safe return.
  The PCs have arrived in the town of Gielo during Cybala’s 
  Rest to partake in the merriment and enjoy the spectacle. 
  As they enjoy the festivities they are quietly approached by 
  either the sage Othehorro or the city councilman Hofgan—or 
  possibly both depending on how the judge chooses to run the 
  Adventure Hooks.
  Adventure Hooks
  The following hooks can be used alone or together if the 
  judge needs some help getting the players motivated to risk 
  their lives getting to Larvik Island.
  The Cave Conspiracy: You are approached by the sage, 
  Othehorro, to gauge your interest on exploring the nearby 
  infamous Larvik Island. Based on his research, he believes 
  there may actually be two caves on the island. Very few locals 
  have ever visited the island themselves and the sage doesn’t 
  have the wherewithal to face the dangers himself. He would 
  like the adventurers to find proof of a second cave. If cajoled 
  the sage will also reveal the following:
  There is an ancient phrase which supposedly holds a clue 
  to entering the cave: “Three brothers will point you to fortune, 
  but beware two sisters who guide you to ruin.” 
  Errant Son: You are approached by Hofgan, a member of 
  Gielo’s ruling council. He explains that his ambitious but naïve 
  son Lojan, “… may have been gullibly talked into going to 
  search for Larvik’s Cave with a group of men of low character 
  from Malmo to the north.” Any harm that may come to Lojan 
  would be emotionally troubling, not to mention politically 
  embarrassing to Hofgan. There has been trouble before 
  between the cities of Gielo and Malmo so Hofgan requests 
  the party goes quietly to the island to see if there are any 
  signs of his son, and if possible, to bring him home before 
  harm comes to him. Hofgan also offers a monetary reward of 
  100 gp if his son is returned safely.
  Once the PCs are sufficiently motivated to travel to Larvik’s 
  Island, allow them to buy some additional provisions to 
  prepare for outdoor island exploration. The locals will 
  approach the PCs as they shop for supplies and load their 
  Roleplaying the Historical Larvik
  Judge should play up Larvik as a heroic figure of great 
  importance to the region in general and the town of Gielo 
  in particular (e.g. think William Wallace or Captain Cook.) 
  Many landmarks and local features should bear his name: 
  streets, taverns, drinking games, etc. Many of the locals or 
  NPCs encountered will say “...he was a great warrior and 
  explorer!” but can provide few details beyond that. A PC 
  making a DC 12 Religious History knows that “Larvik was the 
  first to make the cross-ocean voyage to the Kaimai Islands. 
  See “Customizing the Adventure” for more details.
  
  The Haunting of Larvik Island
  boats. Asking about their plans with a mixture of curiosity 
  and tired patronization with questions like “Ah, going to hunt 
  for the lost Larvik treasure, are you?” Judges should roleplay 
  dialog with villagers providing the PCs an opportunity to learn 
  additional rumors and background information about the 
  adventure. 
  Rumors & Gossip:
  The following rumors and tales will be shared during loose 
  talk with the Gielo locals, and you know what they say about 
  loose talk...
  1. 
  “Going to ol’ Larvik Island, eh? Aye, some folks say his 
  treasure is there... then again, some folks don’t have the 
  sense of a gong farmer.”
  2. 
   “Oh, indeed, old Larvik’s ghost still haunts the island!”
  3. 
  “Legend goes old Larvik’s treasure is only available 
  during Cybala’s Rest! That’s why there’s some many 
  goblin-for-brains in town right now.”
  4. “My brother-in-law went out to the island and damn near 
  got killed by a giant crab!”
  5. 
  “The pirate Salty Iaan has been known to go to the island 
  and gather giant bird eggs which he sells to the lady 
  alchemist Miaava for a pretty copper! ”
  6. “That bookworm Lojan, you know, councilman Hofgan’s 
  boy, fancies himself an expert about Larvik Island. Mostly 
  he’s just a pain in the girdle.”
  7. 
  “Some folks have come back from the island permanently 
  changed! Couldn’t recognize their friends or kin!”
  8. “My nanna used to tell me stories that if I didn’t behave 
  the Warlock Mattor would kidnap me off to the Larvik 
  Island and force me to dig until my fingers fell off! I’ve no 
  idea who Mattor was but it sure scared me into behavin’”
  9. “Nothing good can come of visiting that cursed island. 
  The souls of everyone Larvik ever killed still haunt the 
  island.’
  10. “Aye, you can see the cave where Larvik his treasure 
  plain as day if you can get some foolish enough to sail you 
  close to the south side of the island!”
  11. “Old Larvik is a hero! He discovered the Kaimai Islands 
  and brought himself back a princess as a bride. When 
  Hofgan is liquored up on Dead Goblin Stout he’ll tell you 
  that he’s the 10th cousin twice removed from Larvik or 
  some nonsense. Say! Did you know that Dead Goblin 
  Stout is brewed nearby in Sagewood? I hear they had 
  some trouble recently with some sort of frog men or 
  some such thing...”
  12. “That old drunkard bard Masuda sings the histories of 
  the Larvik Wars and there’s some line about the island 
  in it... how the hells does it go now? Oh I know: Larvik’s 
  treasure is guarded by three brothers!”
  The island itself is approximately 5 miles long by 2 miles wide, 
  with a large hill in the middle (“Larvik Hill”) naturally dividing 
  the island into a western and eastern half. The eastern side of 
  the island is more susceptible to the winds and harsh weather 
  coming from the sea and is therefore more marshy and wet. 
  The western side of the island is forested. The island is mostly 
  overgrown with various types of vegetation making travel 
  slow and difficult, but not impossible. There are no roads on 
  the island, though a few game trails and tracks created by the 
  feral goblins and zombies meander here and there. A well-
  worn path interconnects the Sandy Beach (area W1) to the 
  Ruins (area R1) and then continues towards the False Cave 
  (area FC1).
  Much of Mattor’s activity took place on the island’s eastern 
  side as he worked his slaves to death attempting to obtain 
  the treasure of the cave. As such, that side is plagued by far 
  more undead.
  Finding the True Cave
  The Obelisks and the Legend of “The Three Brothers and the 
  Two Sisters”: Larvik created 6 obelisks on the island, each 
  dedicated to a loved one: his wife Alaphia; his 3 sons: Hemlik, 
  Goran and Jostick; his daughter Jossinna; and his lifelong 
  adventuring partner Vorhay. Each is imbued with magical 
  properties to preserve them from the natural wear of the 
  elements. 
  Two clues have survived throughout the centuries: the three 
  brother’s riddle, (“Three brothers will point to your fortune, 
  but beware two sisters who guide you to ruin”) and Lojan’s 
  Key (Player Handout #3) which was passed down through the 
  generations eventually finding its way to Hofgan’s family.
  Lojan’s Key is the clue that enables PCs to understand that 
  finding the True Cave requires triangulating between the 
  Cybala’s Rest
  Cybala’s Rest, named after the nature goddess Cybala, 
  is the moniker the locals have given to an inexplicable 
  phenomenon that happens approximately once every 35 
  years for 14 days. Most prominently, the eastern-seaboard 
  tides begin flowing in the opposite direction making sailing 
  extremely hazardous. Other strange weather patterns are 
  not uncommon (rain containing frogs, squids, jellies, etc.) 
  The local coastal communities—including Gielo—take this 
  time to make offerings to the Goddess Cybala during a 
  weeklong festival. Gielo, Malmo and Sagewood locals are 
  also aware that one of the effects of Cybala’s Rest is how 
  it makes “Larvik’s Cave” accessible. While true, it is still 
  misleading as the locals are only aware of the False Cave at 
  Area FC1, referring to this as “Larvik’s Cave” and not aware 
  of the existence of the True Cave at area TC1.
  
  The Haunting of Larvik Island
  island’s shore. A sandy beach which looks suitable to make 
  a landing for your boat lies on the southwestern edge of the 
  island. 
  The PCs can approach the sandy beach directly (area W1) 
  or attempt to circumnavigate the island by boat. For those 
  daring players who successfully circumnavigate the island, 
  the only interesting items visible from offshore will be the 
  broken boat on the Sandy Beach (area W1) and “... a half 
  submerged cave cut straight into the cliff face!” (false cave 
  area FC1). Lucky characters with keen eyes (DC 8 Luck check) 
  will also see the rope on the side of the cliff leading into the 
  False Cave; reward these foolhardy explorers with a crude 
  map showing the general shape and size of the island (Player 
  Handout #1) including the marked position of area W1 and 
  area FC1.
  The western or leeward side of the island is made up of tall 
  grass, sturdy trees, and heavy scrub. Game trails created 
  by deer, wild pigs, and the goblin hunters are occasionally 
  found cutting through the thick brush. Visibility is limited to 
  approximately 25’ in any direction. The western side of the 
  island is mostly free of undead creatures. 
  Western Island Encounters
  The judge should feel free to use any of the elements below 
  to enhance the story between the keyed encounters:
  • Find Bandit Tracks: “As you make your way through the 
  brush of the island, a broken branch catches your eye. You 
  examine the branch a bit more carefully and the surrounding 
  area. Brushing aside the foliage you discern boot prints in the 
  soft earth. They cannot be more than 2 days old.” The tracks 
  can be followed from the player’s current position to area 
  W2 Bandit Camp. 
  • Wild Boar: A pair of wild island boar are foraging nearby. 
  They will flee if attacked. Characters with the appropriate 
  occupation (hunters, herders, etc.) can track the pigs 
  gaining an additional surprise attack round. 
  Island Boar (2): Init +1; Atk tusks +2 melee (dmg 1d4); AC 8; 
  HD 1d8; hp 6, 4; MV 30’; Act 1d20; SV Fort +2, Ref +1, Will-1; 
  AL N.
  •  Bandit Sighting: If the bandits from area W2 have not been 
  encountered nor defeated: 
  “Through the brush, you catch a glimpse of what looks to be 
  another group of island explorers. They walk slowly through 
  the tall grass and are carefully looking around at their 
  surroundings, but they seem not to have noticed you yet.”
  The bandits from areas W2 are currently searching for both 
  food and materials to repair their boat. They have not yet 
  noticed the party. 
  obelisks of the three brothers on the island map, with the 
  family crest marking its location. Once the PCs make this 
  connection, they can specify they are searching that area of 
  the island and will arrive at area TC1.
  The “two sisters” are references to the similarly enchanted 
  statues of Truloq and Balina (area FC2), which Larvik’s 
  children would have immediately recognized as a warning; a 
  warning easily overlooked by non-family members.
   If the players use an invoke patron, second sight or some 
  other magic in an effort to locate the True Cave, the answers 
  provided should be generally helpful but ambiguous. 
  Locations of the 6 Obelisks are Sandy area W1 (Vorhay), area 
  W3  (Hemlik*), area R1 (Alaphia), area R6 (Jossinna),  area E1 
  (Goran*), and area FC1 (Jostick*). The “Three Brothers” are 
  marked with the (*).
  Getting To The Island
  Once the characters have an established motive, be it glory or 
  greed, they must navigate a small boat across the bay to the 
  island.
  A ferry to the island can be procured via the gossiping harbor 
  master for 5sp per PC, or Hofgan will allow the PCs the use of 
  his own personal boat if they agree to look for his son.
  The safest route is a direct route from Gielo to the sandy 
  beach on the southern end of the island (area W1). 
  Circumnavigating the island in the choppy waters during 
  Cybala’s Rest is dangerous business and there’s always a 
  risk that someone can be thrown from the boat—assume 
  characters must be nimble enough in the boat (DC 8 Agility 
  check) or strong enough (DC 8 Strength check)  to stay in 
  the boat. Ornery judges may also consider capsizing the boat 
  entirely if the party dallies too long in dangerous waters.
  Once the PCs reach the island read or paraphrase:
  Your party is on a small boat sailing towards Larvik Island. 
  The winds are fair but the sky is an unnerving shade of reddish-
  orange and the seas churn unpredictably. The island, now visible 
  in the distance, is covered with brush and vegetation, a large 
  prominent hill rising at the center. 
  It appears most of the island is surrounded by tall swampy 
  reeds rising out of the water with treacherous rocks lining the 
  E4
  W3
  FC1
  TC1
  
  The Haunting of Larvik Island
  The bandits have the same statistics here as they do in area 
  W2, except Vevé, the suffering bandit, is not with them. 
  If the players defeat the bandits as part of this random 
  encounter then adjust area W2 accordingly.
  • Feral Goblins Hunting Party: Off in the distance you hear the 
  distinctive sound of brush and grasses being rustled by what 
  must be some sort of humanoid creatures making their way 
  through the foliage.  
   
  The PCs have stumbled upon a group of wild goblins as 
  they hunt game and have not yet been noticed. The PCs 
  can attempt to engage, observe or try to avoid the goblins. 
  If the PCs attempt to follow they’ll eventually be led back 
  to area W3 where the hunting party will rejoin the goblins 
  already there.
  Island Goblin “Spear-carrier” (2): Init -1; Atk -1 hunting 
  spear (1d5 -1) or aggravating-bite melee (dmg 1d3); AC 10; 
  HD 1d6-1; hp 4 each; MV 20’; Act 1d20; SP infravision 60’; SV 
  Fort -2, Ref +1, Will -2; AL C
  Island Goblin “Netter” (1): Init -1; Atk -1 hunting net or 
  aggravating-bite melee (dmg 1d3); AC 10; HD 1d6-1; hp 4 
  each; MV 20’; Act 1d20; SP infravision 60’; SV Fort -2, Ref +1, 
  Will -2; AL C
  Upon a successful hit with the hunting net, PCs are 
  ensnared and must make a DC 14 Strength or Agility check 
  to escape.
  • Giant Petrel Hunter Sighting 
  Against the sun you see the faint shape of a grotesque bird. 
  On closer inspection the bird appears to be enormous—its 
  impressive wings flapping heavily as it circles slowly in the air. 
  Note: even if this petrel hunter is defeated, judges should 
  continue to play area W4 as written.
  Giant Petrel Hunter: Init +1; Atk flying claw attack +2 melee 
  (dmg 1d3) AC 13; HD 2d8+1: hp 14; SP Snatch and Drop (1d6 
  + potential falling damage); MV 20’, fly 20’; Act 1d20; SV 
  Fort +2, Ref +1, Will +0; AL N
  Snatch and Drop: on a successful flying claw attack, the 
  petrel hunter snatches the target, lifts up to 10’ in the air 
  and then drops the target; dropped target must make DC 
  10 Reflex save or incur an additional 1d6 damage and risk 
  breaking a bone (see DCC RPG Core Rulebook page 96.)
  • Find Goblin Tracks: The tracks can be followed from the 
  player’s current position to area W3. See Following the 
  Worn Path and Faint Tracks in area W1.
  • Trail to The Ruins: You come across tracks that look like they 
  were made by humanoids, but something about the tracks 
  seem puzzling.
  Outdoorsy characters who can identify tracks will notice 
  that while the tracks are humanoid, the gait and spread of 
  the tracks are unusual. This is because they were made by 
  zombies. The trail will lead to The Ruins area R1.
  • Smoke in the Sky: Assuming the Goblin Hunters from area 
  W3 have not yet been defeated:
  You see smoke rising in the distance.
  The goblins from area W3 are cooking one of the Malmo 
  bandits they have hunted down. The smoke will be visible 
  for 30 minutes. During this time players can use the smoke 
  as a guide to move towards area W3.
  • Fire Wasps: The party accidentally steps on a dirt mound 
  releasing a swarm of fire wasps.
  Fire wasp swarm: Init + 3; Atk swarming flaming sting 
  +1 melee (1 hp stinging dmg); AC 11; HD 2d6; hp 8; MV fly 
  40’; SP sting all targets within 20’x20’ space; half damage 
  from non-area attacks, sting (DC 5 Fort save or PC submits 
  to “fire wasp fever”—afflicted PCs have a raging fever 
  that lasts for 24 hours reducing their movement by half 
  and incurring -1 attack penalty. Fire wasp fever is a “1 die” 
  affliction for purposes of clerical healing.
  Area W1: Sandy Beach
  Once the PCs have reached the island:
  You struggle to drag your small boat onto a sandy beach 
  on the south side of the island. A small stream meanders down 
  from the large hill on the center of the island, cutting across the 
  beach and emptying into the sea. There are several tide pools 
  exposed along the beach making the footing challenging in 
  spaces. 
  Further up the beach a partially submerged boat rests with 
  a large hole in its bottom and a broken mast hanging askew.
  Near the treeline, a 6’ high stone obelisk stands baking in 
  the sun looking odd and out of place.
  A worn path leads out through the reeds to the east and 
  smaller tracks run north and northwest through the vegetation.
  As the players explore the boat and surrounding areas they 
  will attract the attention of the crab fiends lurking in the 
  reeds. The crab fiends—giant crabs the size of large pigs and 
  just as nasty—attack the closest PCs after two rounds. 
  
  The Haunting of Larvik Island
  Crab Fiends (2): Init + 1; Atk snapping claw melee (dmg 1d4); 
  AC 12; HD 1d6+1; hp 6, 5; MV 15’/30’ swim; Act 1d20; SP 2 
  attacks (1 per claw) SV Fort +1, Ref -1, Will 0; AL N 
  Ruined Boat: The Malmo bandits used this boat to sail to the 
  island a week ago. As the bandits explored the island it was 
  discovered by the Island Goblins who sabotaged it to prevent 
  the bandits from leaving. PCs making a DC 10 Intelligence 
  check (or on the judges discretion based on character 
  backgrounds) will recognize its craftsmanship being from 
  Malmo. Characters who examine the boat carefully recognize 
  that the boat has been deliberately damaged and did not get 
  the hole from crashing upon rocks or a reef. 
  Vorhay’s Obelisk:  The obelisk is covered with a fine coating 
  of sand but is otherwise unweathered or damaged. Once 
  cleared of sand an inscription on its base can be read: “For 
  Vorhay, who fought bravely by my side.”
  This is an obelisk left by Larvik, but not one of the “Three 
  Brothers” that triangulate the True Cave.
  Tracks in sand: DC 10 Intelligence check (DC 8 if PC occupation 
  is hunter, herder, mariner, trapper or something similarly 
  outdoorsy) reveals:
  •  There are humanoid tracks on the outskirts of the beach, 
  but they appear to be several days old. To follow these 
  track see Following Paths and Tracks below
  •  There are no signs of a battle or struggle.
  Following the Worn Path and Faint Tracks: This area has 
  several exits: a worn path and two sets of faint tracks. The 
  worn path is relatively easy to follow and leads to The Ruins 
  (area R1). The faint tracks are made by two different species 
  of creatures—which can be discerned by DC 10 Intelligence 
  check (DC 8 with appropriate occupation)—and are harder 
  to follow. The “human-looking” tracks lead to the Bandit 
  Camp (area W2). The other set of tracks appear to be left 
  by “...some scampering upright animal with hooves—
  potentially a chupacabra!” and can be followed to area 
  W3. The judge should use either DC 12 Intelligence or Luck 
  checks or roleplay “tracking” as fits their campaign. Failure to 
  successfully follow the tracks will result in the PCs getting lost 
  “somewhere” on the island and trigger at least one of the 
  Western Island Random Encounters.
  The Fate of the PCs Boat: If the PCs have not dispatched 
  the island goblins in area W3 by the end of their second 
  day on the island, the tribal goblins will come to the beach 
  ransacking and sabotage any boat left unhidden.
  Area W2: Malmo Bandits Camp
  The tracks you follow, hardly more than some crushed 
  grass in thick brush, eventually lead to a makeshift camp 
  protected under a canopy of trees. Strips of meat hang from 
  one of the lower tree branches curing in the sun. A few pieces 
  of equipment lie in neat piles next to a small rock fire ring in the 
  center of the camp. 
  Within the clearing, lying under one of the trees is an elf in 
  soiled clothing soaked in sweat who looks wracked with some 
  illness. He looks at you wearily, making no effort to rise. 
  This “ambush” can be handled via diplomacy or the sword. The 
  player’s actions will determine how much information they are 
  able to glean concerning the fate of Lojan.
  Vevé, the sickly elf,  is suffering from advanced zombie-scum 
  disease and, assuming he’s near death, is risking his life by 
  attempting to lure the characters close for an ambush if 
  necessary. The rest of the bandits hide in the brush watching 
  the party nearby. Vevé will tell the characters that his party of 
  “..a dozen of Malmo’s finest hunters!”  has temporarily left 
  camp to get more supplies but will be returning shortly, a ruse 
  to give his cohorts a chance to size up the strength of the 
  party. If the characters look weak or threaten Vevé they will 
  ambush. The stink from Vevé’s festering flesh is noticeable 
  from 10-feet away.
  Werner The Slinger: Init +1; Atk +1 Sling (1d4) or short sword 
  melee (dmg 1d6); AC 13; HD 1d6; hp 6; MV 20’; Act 1d20; SV 
  Fort +2, Ref +2, Will +0; AL C 
  Equipment: sling, short sword, leather armor
  Günnar The Muscle: Init +1; Atk short sword (gladius) +2 
  melee (dmg 1d6+1); AC 14; HD 1d12; hp 9; MV 20’; Act 1d20; SV 
  Fort +2, Ref +2, Will +0; AL C 
  Equipment: short sword, studded leather armor
  Riko The Tracker: Init +1; Atk +1 shortbow (1d6) or dagger 
  melee (dmg 1d4); AC 12; HD 1d6; hp 6; MV 30’; Act 1d20; SV 
  Fort +2, Ref +2, Will +0; AL C 
  Equipment: shortbow, arrows, dagger, padded armor
  Tait, Cultist of Malmo: Init +0; Atk dagger -1 melee (dmg 1d4-
  1) or harmful spell (see below); AC 10; hp 4; MV 30’; Act 1d20; 
  SP see known spells list 3/day; SV Fort +1, Ref +1, Will +4; AL C 
  Equipment: dagger, plain robes 
  Known Spells: Cantrip, Detect Magic, Flaming Hands, Force 
  Manipulation, Magic Missile (or use harmful spell of judge’s 
  choosing)
  Vevé, the Suffering Elf: Init -2; Atk -2 dagger melee (dmg 1d4 
  -1); AC 10; HD 1d6; hp 2; MV 20’; Act 1d20; SV Fort -2, Ref -2, Will 
  -1; AL C 
  Known Spells: Chill Touch, Enlarge, Invoke Patron, Ward Portal 
  (or harmful spell of judge’s choosing.) 
  Equipment: dagger, blood-stained, sweat-soaked wool shirt 
  and trousers.
  
  The Haunting of Larvik Island
  Background: These are the “men of low character from 
  Malmo” described by Hofgan, bandits secretly recruited by 
  Lojan to help find Larvik’s treasure. They arrived on the island 
  about 10 days ago and were quickly overwhelmed by the 
  island’s dangers. Vevé now languishes; wracked with zombie-
  scum disease contracted in the swamp (area E1). 
  Once Lojan was abducted by the petrel hunter during a fight 
  at the ruins, the bandits tried to escape the island but found 
  their boat destroyed by the goblin hunters of area W3. They 
  setup this camp while they formulate a plan how to get off 
  the island. They have no loyalty to Lojan and desperately 
  want to get back to Malmo. Their unimaginative plan is to 
  steal the boat of any party who comes to the island.
  If the fight starts going against them, they will plead for 
  mercy and make the Bandit’s Confession, a mixture of truth 
  and deception.
  Bandit’s Confession: The bandits were secretly contracted by 
  Lojan to help him find Larvik’s treasure. They were offered a 
  small advance and a 50% share of any treasure found. Lojan 
  carried on him a clue obtained from his family’s archive which 
  he thought would help find the treasure. 
  While exploring the ruins, Lojan and the bandits were 
  attacked by the petrel hunter; Lojan was knocked 
  unconscious and taken by the bird and was last seen “...in the 
  grip of that accursed bird as it flew towards the mountain!”. 
  The remaining bandits were accosted by zombies soon after.
  The bandits have no interest in any further exploration of the 
  island and seek only to retreat back to Malmo. They will offer 
  to “stand guard” until the PCs are ready to leave the island 
  in an attempt to discover where the PCs have left their boat. 
  This is, of course, a ruse to steal the PC’s boat and transport 
  themselves and their suffering friend off the island.
  Treasure: Between them, the Malmo Bandits have 12 gp 
  tucked into their pouches—mostly unspent “advance 
  money” given to them by Lojan.
  Area W3: Goblin Hunters
  Your party follows a large game trail that eventually leads 
  to a small clearing, its air thick with a rancid stench. A quick 
  look around reveals numerous bones—some with bits of meat 
  and fur still attached—thrown about carelessly. In the center of 
  the clearing sits an unusually shaped stone covered with some 
  sort of crude writing.
  A filthy humanoid—a creature more akin to a large walking 
  hairless bat with muscular arms as opposed to wings—bends 
  over the carcass of a dead human. It makes loud grunting 
  noises as it rips away a bone and begins feeding. More of 
  the creatures, smaller and ganglier, cower nearby anxiously 
  awaiting their turn to get a piece of the kill.
  Island Goblin “Alpha Male”: Init -1; Atk -1 club (1d4) or bite 
  melee (dmg 1d6 -1); AC 13; HD 1d8-1: hp 7; MV 25’; Act 1d20; SP 
  infravision 60’; SV Fort -2, Ref +1, Will -1; AL C
  Equipment: club, pig-leather armor
  Island Goblin “Breeder” (3): Init -1; Atk -1 sharpened-bone 
  knife (1d4 -1) or aggravating-bite melee (dmg 1d3); AC 10; HD 
  1d6-1; hp 4 each; MV 20’; Act 1d20; SP infravision 60’; SV Fort 
  -2, Ref +1, Will -2; AL C 
  Equipment: sharpened-bone knife or sling
  These island goblins are currently distracted devouring one of 
  the Malmo Bandits they were able to hunt down, providing 
  the players a +2 bonus to their initiative rolls. Once alerted, 
  the goblin alpha male—who is the one dining on the dead 
  Malmoan—will immediately attack the strongest looking 
  member of the party. The goblin breeders will do their best to 
  stay close to the alpha male and will flee if he is killed. 
  Background: These feral island goblins make up one of the 
  many tribes on the island descended from Mattor’s slaves.  
  This group fears the undead on the eastern side of the island 
  and keeps mostly to the west. They have made their camp 
  around the obelisk thinking it would bring them good luck.
  Treasure: the goblins have collected a stash of 5 gp and 23 sp 
  hidden in a pouch under the hides.
  Hemlik’s Obelisk: The “unusually shaped stone” is actually 
  one of the “Three Brothers” obelisks. The goblins have 
  painted over it with mud and dried blood. The goblin writing 
  mostly consists of boasts about the tribe’s strength mixed 
  with profane goblin humor. Clearing the filth reveals the 
  inscription: “For Hemlik, did I carry on.”
  Area W4: Giant Petrel Nest & Lojan
  At some point the PCs will piece together that Lojan has been 
  captured by the petrel hunter and will need to travel to the 
  top of Larvik Hill if they wish to recover him. As they climb 
  the hill they will occasionally see a petrel hunter overhead, 
  making surprise virtually impossible. As they finally approach 
  the nest read the following:
  Your party struggles up the steep hillside, clinging to vines, 
  rocks, and tree roots while the loose dirt spills down after 
  each step. As you approach the top of the hill you’re provided 
  a spectacular view of the island, but even more impressive 
  is a nest so large that it spans across the branches of two 
  different trees. The ground is covered with guano and bones, 
  both animal and humanoid, as well as the empty shells of what 
  appears to be giant crabs.
  A giant agitated seabird circles overhead while another 
  squawks angrily from the nest. Barely audible over the cries 
  of the agitated birds, you hear someone cry out in common 
  from within the nest, “Help! Is anyone there?”
  A giant petrel hunter with a wingspan 25’ across and his mate 
  have made their nest atop the hill and have been collecting 
  food for their soon to be hatched chicks.
  Giant Petrel Hunter: Init +1; Atk flying claw attack +2 melee 
  (dmg 1d3) AC 13; HD 2d8+1: hp 14; SP Snatch and Drop (1d6 + 
  potential falling damage); MV 20’, fly 20’; Act 1d20; SV Fort +2, 
  Ref +1, Will +0; AL N
  
  Snatch and Drop: on a successful flying claw attack, the petrel 
  hunter snatches the target, lifts up to 10’ in the air and then 
  drops the target; dropped target must make DC 10 Reflex 
  save or incur an additional 1d6 damage and risk breaking bone 
  (see DCC RPG Core Rulebook page 96.)
  Petrel Nester: Init +1; Atk peck +2 melee (dmg 1d3); AC 13; HD 
  2d8: hp 11; deafening screech (DC 12 Fort); MV 20’; Act 1d20; 
  SV Fort +2, Ref +1, Will +0; AL N
  Deafening Screech: If combat commences, the Petrel Nester 
  will let loose with her protective mama-bird screech. Every 
  living non-petrel within 100’ must make DC 12 Fort save or 
  take 1d4 eardrum-bursting sonic damage and is potentially 
  deafened for 1d4 hours. The Petrel Nester can produce this 
  screech only once during the combat encounter.
  The petrel hunter will attempt to use snatch and drop to grab 
  the PCs closest to the nest. The petrel nester will stay close to 
  the nest to protect the eggs. Lojan is too weak to assist in the 
  melee.
  Breathtaking view: The nest is located at the top of Larvik 
  Hill which is the highest point of the island. From this vantage 
  point, the players can see the entire outline of the island’s 
  coast and a perfect opportunity to make a crude map (Show 
  Player Handout #1)
  Treasure: Several of the eggs are flawed and of no value, but 
  DC 10 Intelligence (or PCs with alchemist, healer, falconer, 
  herbalist, merchant or similar occupations) will recognize 
  that 1d5 of the petrel eggs are in pristine condition and can 
  fetch up to 15 gp each if sold to an alchemist back in Gielo. 
  Judges are encouraged to be creative in asking the characters 
  how they choose to secure the egg(s) from harm. Careful 
  searching will also unearth 15 sp and 3 gp scattered within the 
  remains of the bones and animals. Lojan’s short sword lays 
  several feet away from the nest.
  Lojan: In the nest writhes the injured Lojan, son of councilman 
  Hofgan of Gielo. His lifelong dream of exploring the island 
  came to an inglorious end when he was captured by the 
  petrel hunter. He has been trapped in the nest for two days 
  too terrified to leave, knowing he could not overpower the 
  giant birds alone, and naively hoping the bandits would come 
  to his aid.
  Lojan is “book smart”, but not “street smart”, and certainly 
  not an adventurer or fighter. Due to his father’s position 
  on the council, he’s grown up with modest wealth and is 
  accustomed to having servants wait on him. As a hobby he 
  has researched the history of Larvik Island and knows all of 
  the rumors in the Player’s Background section.
  His experience with the petrel has not reduced his desire to 
  find Larvik’s fabled treasure. Once rescued, he will attempt 
  to persuade the party to not return to Gielo right away, but 
  instead search the island. As incentive, he will offer 2 pieces 
  of information that he believes will guarantee their success:  
  the first is the Larvik riddle which he learned from the sage 
  (“Three brothers will point to your fortune, but beware two 
  sisters who guide you to ruin.”). The second is a “key” stolen 
  from his father’s vaults: a parchment that, according to his 
  father was intended to be delivered by Vorhay himself to 
  Larvik’s children. The key never made it to Larvik’s heirs 
  and somehow made it to Hofgan’s possession.  Lojan does 
  not understand the meaning of either of these clues but 
  carelessly assumed they would be obvious once he arrived on 
  the island. Being a local, he also knows the general location 
  of the False Cave, but never made it there with the bandits. 
  If the party does decide to take Lojan with them, he will not 
  participate in combat except to defend himself if cornered.
  Lojan: Init -1; Atk sword (1d4-1) ; AC 11; HD 1d6; hp 4; MV 20’; 
  Act 1d20; SV Fort -2, Ref +0, Will -1; AL L. 
  Equipment: Frilly padded armor.
  Lojan’s Motivation: Desperately wants to find The True Cave 
  and discover Larvik’s “Secret Treasure”.
  Lojan’s Key: (Player Handout #3) The key is an ancient 
  parchment containing an illustration of a centroid within a 
  triangle. At each point of the triangle is a name of one of 
  Larvik’s three sons. See Finding the True Cave on page 4.
  
  The path you’re following eventually leads to the ruins 
  of an abandoned camp containing a handful of structures in 
  various states of decay and overgrown with vegetation. While 
  you don’t immediately see signs of habitation, tracks and 
  small pieces of refuse can be found scattered throughout the 
  area: mining equipment, tools, and a few rusted and broken 
  weapons.
  A few pathways, barely discernible in the overgrown weeds 
  extend before you. The largest path leads west to east going 
  through the camp, eventually reaching a small stream.
   To the northeast in the distance, a small hill adorned with 
  stone cairns overlooks the camp.
  In the center of the camp squats a large obelisk overgrown 
  with vines.
  Show PCs Player Handout #2.
  Background: The camp was originally settled by Larvik 
  centuries ago. Since then it has been rebuilt numerous times 
  by squatters, feral humanoids, and most recently, Mattor. 
  Since Mattor’s disappearance, the camp has descended 
  into ruin with the most common inhabitants being West Isle 
  Goblin Breeders, native wildlife, and an occasional wandering 
  zombie. 
  Alaphia’s Obelisk: Examining the obelisk in the center of 
  camp reveals the following message: “For Alaphia, my reward 
  from Aamii.” This is one of Larvik’s markers, but not one 
  of the “Three Brothers” that triangulate the True Cave. DC 
  12 Religious History (DC 10 for clerics, Elven sage, minstrel, 
  scribe, sage, or similar occupations) allows PCs to recall 
  that Aamii was the Goddess of Love worshipped by the 
  Kaimaiians.
  Camp Features: Searching the grounds reveals tracks made 
  by the West Isle Goblins. There are also signs of a recent 
  battle—scratched earth, large feathers, spent arrows and 
  blood-stained earth—evidence of a recent conflict that 
  apparently involved a large bird and several humanoids 
  including at least one archer. Searching will reveal 1d5 pieces 
  of random usable equipment. The main path through the 
  camp leads to area R6 and a smaller “zombie trail” leads from 
  area R3 to E1.
  Area R1: The Mess Hall
  In the past, this structure would have been capable of 
  feeding dozens of men, but now only broken tables and chairs 
  and a large stone fireplace remain. The walls and roof have 
  mostly collapsed and there are signs that the area has since 
  been overrun by various forms of wildlife.
  In one corner lie several skeletons, one of which is covered 
  with what appears to be tufts of light brown cotton.
  Background: This is all that remains of the mess hall originally 
  constructed by Larvik, and re-used by Mattor. It was burned 
  down years ago when other adventurers panicked when 
  accosted by zombies. In addition to the skeletons, searching 
  the area will uncover utensils, crockery, and animal bones 
  that survived the fire. 
  Moldy Skeletons: In the north side of the area, PCs find the 
  charred remains of three human-sized bodies. One of the 
  skeletons is being slowly digested by brown fuzz, an airborne 
  parasite mold which resemble dirty cotton balls that attack if 
  the skeleton is touched or searched. 
  R1
  R2
  R3
  R5
  R4
  R6
  
  The Haunting of Larvik Island
  Floating Brown Fuzz (2 spore clouds): Init -1; Atk -1 stinging 
  irritation (dmg 1d3); AC 13; HD 1d6; hp 5, 4; MV 0’ or fly 20’; 
  Act 1d20; SP airborne spores take no damage from non-
  magical piercing and slashing weapons except on critical hits, 
  vulnerable to fire and area attacks; SV Fort -2 Ref +2, Will -1; AL 
  N.
  Area R2: Guard Barracks 
  A crumbling 30 x 40’ turf and timber structure with 
  a steep, thatched roof is all that remains of these ancient 
  barracks. The roof is decayed and is open to the sky in many 
  areas.  The only entrance on the south of the structure is wide 
  open, the door long since removed.
  Peering through the entrance, you can see 12 wooden bed 
  frames covered with dirty pelts lining the walls. 
  Background: This area was once the barracks for the slave 
  guards. In addition to the wooden cots, searching the area 
  will uncover a few small chests of clothing as well as mining 
  and excavation tools. Thorough searching under the pelts 
  uncovers a usable hand axe and 2 daggers.
  Area R3: The Undead Stables
  As the PCs approach the stable:
  This building has the familiar outline of a barn or perhaps 
  a stable. Many of the wooden walls have large gaps where 
  they’ve rotted away or been broken through. The door hangs 
  open from a rusted hinge. You see semi-fresh tracks, no more 
  than a week or so old leading from the doorway north out of 
  camp.
  If examined, the tracks were made by “someone walking with 
  bare feet”. As the PCs enter read or paraphrase:
  As you open the door, the light eerily penetrates dust 
  floating inside the barn. As your eyes begin to adjust you see 
  the shapes of skeletons and a sickly-looking bull—its bones 
  clearly visible through its rotting flesh—coming toward you.
  Zombie Slaves (2): Init -4; Atk bite +2 melee (dmg 1d4); AC 9; 
  HD 2d8; hp 10, 9; MV 20’, fly 20’; Act 1d20; SP undead; SV Fort 
  +3, Ref -4, Will +2; AL C
  Zombie Bull: Init -4; Atk zombie bull charge +3 (dmg 1d6) with 
  additional goring damage on natural 19 or 20 (dmg 1d6); AC 
  10; HD 3d8; hp 17; MV 25’; Act 1d20; SP undead; SV Fort +3, Ref 
  -3, Will +0; AL C.
  Background: This building was originally a livestock stable, 
  but Mattor converted it to hold his human/humanoid (and 
  eventually zombie) slave labor. The zombies inexplicably still 
  follow some of Mattor’s original commands and periodically 
  wander out onto the island, usually towards the Swamp (area 
  E1), before eventually returning here. They have wandered 
  the island for so long that they’ve shed almost all flesh and 
  look more like skeletons than zombies. 
  Clue on the Wall: If the monsters are defeated, a careful 
  search of the walls reveals the following message written in 
  Common scratched into the west wall of the stable: “G + H + 
  J” These initials of the three brothers were scrawled into the 
  wall by one of the slaves who overheard Mattor saying they 
  were the key to deciphering the riddle of the obelisks. This is 
  an important clue for the PCs to understand which obelisks 
  triangulate the True Cave.
  Treasure: One of the zombie slaves wears a rusty cameo 
  necklace bearing the name “Arita Flaggon” on the back which 
  characters will recognize as a prominent family name from 
  Gielo. Before being kidnapped by Matton’s goblins and later 
  zombified, this man was Arita’s husband and the necklace 
  was her gift to him. If sold on the open market the necklace 
  only fetches only 10 sp, but any member of the Flaggon family 
  will offer 30 gp reward for its return.
  Area R4: The Cabin
  As the PCs approach the cabin:
  Up a small slope surrounded by a grove of trees lies a vine-
  covered cabin, its foundation is made of stone and the walls and 
  roof are made of timber. The door to the cabin has been forcibly 
  removed and lays in the weeds nearby. Mud and animal tracks 
  are plainly visible around the entrance to the cabin.
  R4-1: Cabin, Main Room
  The inside of this cabin stinks of decay and animal dung. 
  In addition to the mud, animal filth and encroaching plant 
  life which creeps into the interior, the cabin contains a stone 
  fireplace, a large wooden table, and various chairs strewn about 
  the floor. The cabin appears to have been looted, as nothing 
  easily carriable remains.
  Despite being blackened with soot, you can see that the 
  stone fireplace has an image carved onto it and is remarkably 
  preserved.
  A partially open door leads to a small room beyond.
  After cleaning the stone fireplace:
  An intricate bas-relief carving is etched onto the fireplace. 
  It depicts a surprisingly detailed portrait of a powerful warlord 
  holding hands with a woman of exotic beauty. The couple 
  must have been royalty as the carving also depicts a retinue of 
  followers paying homage in the background. The caption, “The 
  Wedding of Larvik and Alaphia, by Darowynn” is carved in small 
  letters at the bottom. The glyphs and lettering carved into the 
  portrait seem to swirl with some sort of arcane significance.
  The Fireplace: The bas-relief was a wedding present to Larvik 
  from Darowynn and is also a clue for PCs revealing “Alaphia” 
  as the name of Larvik’s wife.  Successfully casting a read 
  magic spell upon the fireplace reveals instructions on how to 
  cast the wizard spell spider web ingeniously encrypted within 
  the sculpture.
  
  The Haunting of Larvik Island
  R4-2: Cabin, Bedroom
  The animal stink is quite powerful in this dark room. The 
  room contains the rotting remains of a bed, a battered armoire, 
  and two tapestries on the walls. One large bearskin pelt covers 
  the bed, and another somewhat rotted pelt covers the floor. 
  The floor is covered with dirt, mud, and animal feces.
  A snorting can be heard coming from behind the bed.
  A  massive island boar, native to the island and feared by the 
  wise, has bedded down in the comfort of this room and will 
  attack as soon as anyone enters. Its thrashing attack affects 
  any target within range.
  Massive Island Boar: Init +2; Atk tusks +2 (dmg 1d6) and 
  thrash (dmg 1d3); AC 11; HD 2d8; hp 7; MV 30’; Act 1d20; SP 
  thrash attack can multiple targets within range; SV Fort +2, 
  Ref +1, Will +0; AL N.
  Treasure: Searching the room (DC 13 Intelligence or Luck) 
  reveals a loose stone under the bearskin rug containing a 
  small locked and trapped chest. Mattor the Remnant, wears 
  the key to the chest on a necklace.
  Trapped Chest: Thiefs may find traps (DC 13) to detect and 
  disable. Opening the chest without disabling this trap or 
  using the key pops an acid balloon that spatters everyone 
  within 10’; DC 10 Reflex or take 1d6 acid splash damage. It will 
  also trigger a magic mouth spell on the trap which will shriek 
  “FORNICATOR!” repeatedly for 3 rounds thus creating a 1 in 4 
  chance of attracting the attention of a Island Goblin Hunting 
  Party to come and investigate (see “Western Island Random 
  Transitions”) The chest  contains 35 gp, a potion of healing, 
  and Mattor’s journal (worth 150 gp to the right collector!). 
  The chest also contains a potion of water-breathing allowing 
  imbiber to breathe underwater for 2d6 turns.
  Area R5: The Graveyard
  Upon a gently sloping hill overlooking the ruins of the camp are 
  a half-dozen worn wooden and stone markers along with two 
  stone cairns. The cairns, while still mostly overgrown, look to 
  be of more recent construction than the buildings in the ruined 
  camp below. Most of the markers are simple, but one large 
  obelisk is much more ornate.
  Background: This area became a graveyard during Mattor’s 
  time on the island. In Larvik’s time it was just a scenic 
  promontory where he’d built the obelisk. Occupations 
  proficient with architecture (stonemasons, miners, grave 
  diggers, etc.) recognize that the graves in this area are all 
  about 100 years old. Only 3 of the markers are legible and 
  have the following dwarven names: “Harrak”, “Beledeth” 
  and “Torodin”. This area was used by Mattor to bury some of 
  his slaves that he did not want to use as zombies. Ironically, 
  no undead haunt this area.
  Jossinna’s Obelisk: Examining the obelisk reveals the 
  following message, “For Jossinna, who carries my grace.” 
  This is an obelisk left by Larvik, but not one of the “Three 
  Brothers” markers that triangulate the True Cave, nor 
  is Jossinna buried here.
  Reading Mattor’s Journal
  Read the following general description when the PCs first 
  examine the book:
  Skimming through the first few pages of the book you realize 
  you’ve discovered the weathered journal of someone named 
  Mattor—a foul priest of some sort originally from Malmo. The 
  journal documents his plans and discoveries during his time on 
  the island; it is written in a confused and vile hand. Given its 
  rambling unorganized structure it is difficult to discern when 
  the last entry was made, but the book itself appears very old.
  For every hour spent reading the book, reveal an additional 
  detail. Each entry is dated approximately 6 to 8 weeks from 
  the previous. 
  • Mattor writes that before coming to the island, he 
  extensively researched the history of Larvik, Vorhay and 
  their travels to the fabled remote Kaimai islands.
  • Mattor seems convinced that Larvik did indeed leave 
  something of value on the island – some sort of marker or 
  map to guide his heirs towards a larger treasure.
  • Mattor is filled with rage that Cybala’s Rest is still years 
  away. He has recruited goblins to capture villagers from 
  Gielo, Malmo, and Sagewood forcing them into slavery to 
  search the island and the submerged caverns.
  • Mattor is convinced that Larvik left the obelisks on the 
  island as clues for his children. At this point in the journal 
  he has found 5 obelisks and he believes there are more.
  • Using the slaves isn’t working as well as he’d planned. 
  He experiments with necromancy creating undead. He 
  begins turning the slaves, goblins and even animals into 
  undead to see if they can better withstand the rigors of the 
  underwater caverns. 
  • Mattor says he was right about the obelisks and now he’s 
  found a hidden cave in the center of the island! The writing 
  is confused, he’s being driven mad by his continuing usage 
  of the necromancy. He writes that he feels the lingering 
  effects of death clinging to his breath and skin long after 
  he’s completed the necromantic rituals. The goblin guards 
  have fled in fear leaving the undead slaves to wander 
  freely.
  • Last entry: Mattor is now convinced that his own body 
  has changed and no he longer requires breath nor food 
  for sustenance. He is taking his last remaining slaves and 
  descending into the cave in the center of the island to 
  uncover Larvik’s treasure or die trying.
  
  The Haunting of Larvik Island
  The windward side of the island, is harsh with swampy 
  grounds and thick brush bent from the frequent driving 
  winds. Travel is uncomfortable from mosquito infestation, 
  filth beetles, and thick mud. It is here that Mattor toiled 
  trying to gain access to the True Cave. Sometime after finally 
  achieving his goal, he became trapped and perished within 
  the true cave; the goblin laborers continued to breed and 
  undead slaves roamed the island unrestrained. Game trails—
  created by wildlife and wandering zombies—are numerous 
  on this side of the island and can be followed to various 
  locations.
  Eastern Island Encounters
  The eastern side of the island is no less dangerous than the 
  western side, but contains more undead than wild beasts. The 
  judge should feel free to use any of the elements below to 
  enhance the story between the keyed encounters on this side 
  of the island (The False Cave and The Swamp).
  • Wandering Undead Slaves: A small group of undead slaves 
  which have wandered the island for decades since the 
  physical death of Mattor staggers into the party’s path. At 
  this point they appear more like skeletons than zombies.
  Wandering Undead (3): Init -4; Atk bony claws +2 melee 
  (dmg 1d4); AC 9; HD 2d8; hp 14, 8, 7; MV 20’; Act 1d20; SP 
  undead; SV Fort +3, Ref -4, Will +1; AL C
  • Filth Beetle Swarm!: As the characters stop for rest, 
  wretched filth beetles swarm out of the grass!
  Filth Beetles (1d5): Init -2; Atk burrowing head melee (dmg 
  1 hp plus 1 hp for burrowed head extraction); AC 10; hp 1; 
  MV 10’; Act 1d20; SV Fort +0, Ref +0, Will +2; AL N
  Upon a successful attack, the filth beetle burrows its head 
  and torso into the target’s body. Once burrowed, the 
  victim—or someone assisting the victim—must make an 
  DC 13 Agility to safely extract otherwise extraction causes 1 
  hp of damage to the surrounding flesh.
  • Rain of Toads
  The sky suddenly turns an ominous shade of grey as gathering 
  clouds emit a low steady rumble followed by a sudden 
  downpour of rain. As you consider your options for cover you 
  are surprised as a large toad splatters onto your head.
  The weird weather of Cybala’s Rest rolls on, but causes no 
  physical damage to the PCs.
  Area R6: The Bridge
   A short distance away from the ruined camp, a narrow 
  wooden bridge leads across a shallow creek. On the far side of 
  the creek you see the corpse of some small humanoid and the 
  remains of an old shed.
  If characters pause to study the situation before crossing the 
  bridge —no doubt rightfully expecting an ambush—they will 
  be able to hear “hooting” from the trees. PCs searching the 
  area notice an unusual abundance of whole and smashed 
  coconuts scattered about.
  This bridge over the creek is a natural chokepoint where feral 
  island goblins would try to ambush island treasure-seekers. 
  Goblins would wait for the visitors to weaken themselves in 
  the ruins and then attack on the bridge. However, as stalking 
  goblins became more common in the area, they themselves 
  became the prey to the large devil monkeys who prowl the 
  trees hunting island goblins, swine, and adventurers. The 
  devil monkeys are incredibly agile, swinging through the 
  trees to stay out of melee range but within coconut-throwing 
  distance. They attack by hurling dozens of coconuts at 
  opponents from the branches and will only use their bite 
  attack in the unlikely event they are somehow cornered.
  Devil Monkeys (3): Init +2; Atk hurled coconut +1 missile-fire 
  (range 40’, dmg 1d4) or bite +1 melee (dmg 1d4-1); AC 12; HD 
  1d5; hp 5, 4, 4; MV 20’, climb 30’; Act 1d20; SP adept climbers; 
  SV Fort +0, Ref +2, Will +0; AL N
  Dead Goblin: A goblin breeder was killed 2 days ago by a devil 
  monkey while waiting to ambush Lojan and his bandits. Near 
  its half-eaten corpse lies a usable island spear.
  The Bridge: The narrow bridge is made of wood and rope. 
  It is still sturdy, but has no protective barrier on the sides. 
  The creek runs 6’ below the bridge. PCs in the creek can 
  attempt to climb from the stream on to the bridge with an 
  DC 10 Agility. The creek runs between 4 and 5 feet deep at its 
  shallowest point.
  The shed: The shed holds some old rusted tools and supplies 
  used by Mattor and his slaves. If necessary, the judge can 
  create a side trek to use some of these tools for the PCs to 
  repair their boat if it is damaged when it comes time to leave 
  the island.
  
  • Giant Petrel Hunter Sighting: 
  Against the sun you see the faint shape of a flying sea 
  bird. As you look closer you notice that the bird appears quite 
  large—its impressive wings flapping heavily as it circles slowly 
  in the air. 
  A giant petrel hunter is circling as it searches for food. 
  Perform a check to see if the petrel notices any of the party 
  and swoops in for an attack. Thieves and halflings can 
  attempt to hide from the bird unopposed (DC 5 given the 
  amount of cover) but other classes must make an opposed 
  check (the petrel uses a +1 Intelligence for its keen eyesight 
  vs. the PC’s choice of Agility or Luck) Even if this petrel is 
  defeated, the judge should continue to play area W4 as 
  written—assume this is a rival bird. 
  Giant Petrel Hunter: Init +1; Atk flying claw attack +2 melee 
  (dmg 1d3) AC 13; HD 2d8+1: hp 14; SP Snatch and Drop (1d6 + 
  potential falling damage); MV 20’, fly 20’; Act 1d20; SV Fort 
  +2, Ref +1, Will +0; AL C
  Snatch and Drop: on a successful flying claw attack, the 
  petrel hunter snatches the target, lifts up to 10’ in the air 
  and then drops the target; dropped target must make DC 
  10 Reflex save or incur an additional 1d6 damage and risk 
  breaking bone (see DCC RPG Core Rulebook page 96.)
  • Tracks to the Swamp
  The brush and ground cover here looks subtly disturbed. 
  Someone or something has wandered through this area fairly 
  recently.
  The PCs have discovered tracks of the island’s wandering 
  zombies and can follow the tracks either to the ruins (area R1) 
  or the swamp (area E1). 
  Area E1: The Swamp
  E1-1: The Trail of Bones
  The path you follow begins to narrow amidst the tall brush 
  but the walking grows a bit easier as the loose mud mixes 
  in with harder stones. However, as you cross the stones you 
  realize it’s not rock you’re treading upon but bleached bones!
  As you pause to look around you realize there are literally 
  hundreds of bones of all types scattered about you. 
  The bones are mostly the harmless remains of the scores 
  of slaves that Mattor sacrificed in his attempt to unlock the 
  secrets of the obelisk. One of the skulls that can be found is 
  more interesting: 
  You’re not certain if it’s the way the rain and mud have 
  covered this skull, or if there are mystical forces at work, but 
  one of the skulls appears to be weeping.
  The Weeping Skull: Lawful clerics who attempts to cast 
  some sort of blessing, detect evil or otherwise discern its 
  significance through idol magic or ritual should perform a 
  Personality check and consult results below to determine 
  the outcome:
  • 1 - 6: The chaotic spirit who possesses the skull is angered 
  animating 1d5 skeletons from the surrounding bones and 
  the weeping skull.
  Skeletons (1d5): Init +0; Atk claw +0 melee (1d3) or by 
  weapon +0 melee; AC 9; HD 1d6; hp 5, 3, 3; MV 30’; Act 
  1d20; SP undead, half damage from piercing and slashing 
  weapons; SV Fort +0, Ref +0, Will +0; AL C.
  Weeping Skull: Init -2; Atk special; AC 12; HD 3d8; hp 12; MV 
  float 20’; Act 1d20; SP wailing soul; undead traits; SV Fort 
  +2, Ref -2, Will +2; AL C.
  Wailing soul: The skull begins to float and cries out with a 
  soul-curdling peal of loss from the beyond the grave. All 
  targets within 20’ must make a DC 13 Will save or become 
  immobile with anguish for 1d3 rounds.
  E1-1
  E1-2
  E1-3
  
  The Haunting of Larvik Island
  • 7 - 10: No effect
  • 11-17: Servants of the cleric’s lawful god notice the act of 
  piety and releases the spirit trapped within the skull. The 
  spirit thanks the PC for helping her soul and warns the PCs 
  that, “Mattor’s flesh as well as his spirit still haunts the 
  island.”
  • 18-20: The cleric’s lawful god is pleased with the cleric’s 
  act of piety. The soul is released from the weeping skull 
  (as above), is absolved from any disapproval he may have 
  accrued, and the cleric receives +2 to spell checks for the 
  remainder of the day.
  • 21+: The cleric’s lawful god is personally moved by the 
  cleric’s piety. The soul is released, the cleric is absolved of 
  disapproval, receives +2 to spell checks (all as above) and 
  his god restores 1 permanent luck point to the character’s 
  ability score.
  E1-2: Halfbottom The Halfling
  The ground grows moist and muddier as you continue 
  following the foot path deeper into the dense brush. 
  You suddenly notice two short legs sticking out from under 
  a tangle of vines. From what you can see the leather lederhosen 
  adorning the body is crusted with recently dried blood. This 
  halfling’s luck seems to have run out.
  Another one of the Malmo bandits, Halfbottom got separated 
  from the group during the petrel attack and followed the 
  footsteps here before meeting his demise in the acid ivy. 
  Treasure: Once the acid ivy is dealt with, PCs can recover 
  Halfbottom’s halfling-sized leather lederhosen (equivalent 
  to leather armor), a short sword, a hand axe and the 8 gp 
  advance given to him by Lojan.
  Acid Ivy: Init +2; Atk entangling vines +2 melee (dmg 1d4 + 
  acid burn); AC 11; HD 1d6 per 5’ square (18 hp); MV vines can 
  move up to 15’ in any direction from the plant’s trunk; Act 
  1d20; SP half damage from piercing weapons; SV Fort +2, Ref 
  -5, Will -4; AL N; 
  Entangling Vines: A successful hit entangles the targets. 
  Targets must then make a DC 10 Strength or Agility at start of 
  next turn or suffer -2 attacks and movement reduced to 8’. 
  Targets that fail to escape will suffer 1d3 acid damage.
  E1-3: Goran’s Obelisk
  Continuing to follow the tracks, you eventually arrive at a 
  small creek that has run off the hillside pooled into a large foul-
  smelling swamp. Large trees rise from the swamp dripping with 
  moss and vines. The reeds grow tall here and the stench from 
  the stale water and thick mud makes breathing difficult. 
  Partially obscured by trees, you notice a large obelisk-
  shaped rock rising up from the mud, covered in vines and 
  lichens. Several undead humanoids in various states of 
  decomposition gaze upon the obelisk with silent curiosity.
  The zombies were originally Mattor’s slave worker crew. 
  Mattor would come here frequently as he pondered the 
  significance of the obelisk and so the zombies now mindlessly 
  make the same journey back and forth between this area 
  and the Ruins. Nonetheless, they hunger for life-force and 
  attempt to get it by ripping out and eating the PCs hearts and 
  organs.
  Stringy Undead Slaves (4): Init -4; Atk bite +1 melee (dmg 1d4) 
  or filthy claws +2 melee (dmg 1d4); AC 9; HD 2d8; hp 14, 9, 8, 
  7; MV 20’; Act 1d20; SP undead; SV Fort +3, Ref -4, Will +1; AL C
  Terrain: The swamp is 3’-deep and muddy. Players entering 
  the swamp have their movement reduced by half. Any 
  contact with the swamp water—either by fighting the 
  zombies within the swamp or examining the obelisk—
  exposes the characters to zombie-scum disease. (See page 25 
  for more details on zombie-scum disease.) 
  Goran’s Obelisk: The obelisk is one of the “Three Brothers” 
  which triangulate the location of the True Cave. On the 
  obelisk is written: “For Goran, did I travel far”  (see Finding The 
  True Cave on page 4 )
   
  The False Cave is one of two natural cavern systems on the 
  island—the other being the True Cave itself (area TC1). Both 
  sets of caves are usually filled with sea water so the walls are 
  dripping and slick with moss barnacles, starfish, small crabs 
  and other sea life. It is only because the PCs are here during 
  Cybala’s Rest that the cave is accessible.
  However, the False Cave’s entrance is just above the 
  waterline near the southeast side of the island and is visible 
  by boat year round. Due to its prominence, this cave is 
  erroneously believed to be the cave where legend now says 
  Larvik left his treasure. 
  The rope leading from area FC1 The Ridge is visible from the 
  water by those carefully searching the waterline by boat for 
  unusual activity or objects.
  Centuries ago, Larvik was well-aware of this caves’ 
  conspicuousness and did some minor construction to throw 
  off the treasure-seeking plunderers he accurately predicted 
  one day would come. He constructed the “Statue of the Two 
  Sisters” as a warning for his children whom he knew would 
  understand its significance and left behind the treasures in 
  area FC4 in the hopes that, if found, adventurers would give 
  up seeking the real treasure in the True Cave.
  
  The Haunting of Larvik Island
  Area FC1: The Ridge
  You stand upon a narrow ridge overlooking the waves 
  crashing upon the rocks some 30 feet below. From here, strong 
  eastern winds howl relentlessly drowning out almost all other 
  sounds. The waters below swirl in strange patterns—crashing 
  in on the rocks while also rushing back out towards sea in a 
  chaotic choppy motion—a result of Cybala’s Rest. 
  An old weathered rope secured to a tree hangs down the 
  side of the cliff towards the water below. 
  An obelisk, its east face covered with moss, stands like a 
  silent sentry on the ridge of the cliff overlooking the sea.
  Climbing the rope: The rope is securely tied to the tree and 
  can bear the weight of two human-sized climbers at one time. 
  The small ledge in area FC2 is 25 feet below the ridge and the 
  crashing waves are a 30’ drop. Thieves can climb the cliff face 
  (DC 10 or DC 5 if using the rope) Other classes climbing up or 
  down the cliff face require a successful DC 10 Agility check 
  (DC 8 if using the rope for assistance.) Climbing down the 
  rope or cliff will position the PCs on the small ledge in area 
  FC2. Unlucky characters—i.e. characters whose Luck ability 
  score is 7 or less—must make 2 checks as, “An unlucky wind 
  suddenly batters you as you climb resulting in you temporarily 
  losing your grip!” Failing the climbing check(s) will result in 
  PCs falling into the chaos waves described in area FC2. 
  Jostick’s Obelisk: This obelisk is one of the “Three Brothers” 
  obelisks which triangulates the position of the True Cave. 
  Once the moss is cleared the following message can be read: 
  “For Jostick, who carried my honor.” See Finding the True 
  Cave on page 4.
  Area FC2: The Two Sisters
  PCs who climb down the rope start their turn on the small 
  ledge marked with an X on the map.  Characters not so lucky 
  start their turn in the chaos waves.
  Chaos Waves: PCs who fall into the chaos waves outside the 
  cave entrance immediately find themselves struggling against 
  unnatural and unpredictable currents. Characters attempting 
  to escape the waves must make a DC 12 Strength or Agility to 
  maneuver towards the cave entrance (PCs with heavy armor 
  or attempting to hold weapons roll with -2 penalty). Failure 
  results in no movement and character takes 1d6 Stamina 
  damage. Characters drown when Stamina reaches 0. Lost 
  Stamina is restored within 1d3 rounds once character is freed 
  from the chaos waves.
  Once inside the cave read or paraphrase:
  The roiling waves outside the cave entrance rage in stark 
  contrast to the serene waters covering the floor of this large 
  cavern. Tide pools brim with a strange and colorful display of 
  starfish, shelled clams, barnacles, and soft green moss. The 
  walls drip with fresh seawater and a strong smell of brine 
  permeates the air. The waves outside the cavern continue to 
  splash seawater into the cave replenishing the numerous pools 
  of water.
  There are several natural columns within the cave, 
  extending down from the cave ceiling to the cavern floor, as 
  well as some unusually shaped stalagmites.
  Upon inspecting the stalagmites:
   What appeared at first glance to be natural columns are 
  actually two large statues, only barely identifiable as such, 
  for they are covered in moss, lichens, and barnacles. The 
  statue on the east has a vaguely humanoid shape whereas the 
  eastern mound is more squat with multiple legs and two raised 
  misshapen arms.
  Your perusal of the statue is interrupted as two horrors 
  arise from the waters of the cavern. 
  Once the combat begins, show the PCs the module’s cover 
  illustration depicting the epic squidopede battle.
  Two giant squidopedes—monstrously huge creatures with 
  the head, beak, and arms of a squid, but a long centipede 
  body allowing it to both swim and climb cavern walls—have 
  adopted this natural cave as their lair.  The squidopedes will 
  use their ink burst to blind targets before closing in to use 
  their tentacles. The squidopedes will also attempt to climb 
  walls and natural columns to maintain their reach advantage 
  using gripping tentacles attacks from defensive positions.
  FC1
  FC2
  
  The Haunting of Larvik Island
  Squidopede (2) : Init +2; Atk special (see below); AC 14; 
  HD 2d8; hp 14, 11; MV 20’, swim 30’, climb 20’; Act 1d20; SP 
  infravision 50’; SV Fort +2, Ref -1, Will +0; AL N; 
  Ink Burst: +2 missile fire (1d4 damage plus DC 12 Ref save 
  or blinded for 1d4 rounds, range 40’ ) Once every 4 melee 
  rounds, the Squidopede can shoot a viscous blob of squid ink 
  at one target.
  Gripping Tentacles: +2 melee (dmg 1d4 plus DC 14 Ref save or 
  be gripped by suckered tentacles. Gripped characters fight at 
  -2 and will face the Squid Beak Bite in the next combat round. 
  Squid Beak Bite: +2 melee (dmg 1d6)
  “Two Sisters” Statues: Like the obelisks on the island, the 
  two statues are magically imbued to prevent them from 
  deteriorating under the sea water. However, the magical 
  preservation does not prevent them from having sea 
  life grow upon their surface. The statue details are now 
  unrecognizable unless the party applies significant manual 
  labor or magic to clear the barnacles and coral now clinging 
  to their surface. Once cleared read or paraphrase the 
  following: 
  The eastern statue is of a humanoid with the body of a 
  human woman, but the head of a large fish. The western statue 
  has the body of a large crab holding a spear in one claw and a 
  net in the other.
  Background: Larvik placed these statues here as warnings to 
  his heirs that they were in the wrong cave.
  Use a Religious History Check to see what information is 
  known by the PCs:
  • DC 10-14: The statues represent the goddesses Truloq and 
  Balina.
  • DC 15-17: The legend goes that the sea god Tork could not 
  decide which of his followers were more true to him - 
  those on land, or those below the sea. He transformed his 
  eldest daughter, Truloq, into a creature with the body of 
  a human woman with the head of a fish, and sent her to 
  walk on land to test the fealty of his followers. His younger 
  daughter, Balina, he transformed into the shape of a crab, 
  but provided her with a golden spear and net to test those 
  below the surface of the ocean.
  • DC 17+: These three gods—Tork, and his daughters 
  Truloq and Balina—are now largely forgotten, and were 
  worshiped primarily by the fabled island dwellers of Kaimai.
  It will be up to the skills of the players to figure out that these 
  are “The Two Sisters” of the legend. 
  FC2
  FC3
  FC4
  “ X”
  Square = 10’
  
  The Haunting of Larvik Island
  Area FC3: The Glyph of Tortorq 
  Natural light fades completely as you go deeper into the 
  tunnels. You follow the narrow passage through knee-deep 
  water, eventually arriving at a large cavern. The chamber feels 
  humid and unnaturally oppressive. 
  On the far end of the cavern, a section of the rock wall 
  looks too smooth to be natural. Upon closer inspection it 
  appears to be a round door with no handles or other means of 
  opening. Despite being covered in moss and barnacles, you can 
  just make out some sort of writing on the door’s surface.
  The door can be cleared with some effort. Once cleaned read 
  the following:
  Inscribed upon the door is an elaborate glyph of a 5’ tall 
  lobster with strange runes inscribed between its extended 
  claws.
  The Trapped Lobster Door: The lobster is one of the religious 
  icons of Tortorq. The writing is ancient Kaimaiin script—
  which can be adequately comprehended if any of the PCs 
  happen to speak Lizard Man, Troglodyte or Salamander; all 
  of which have an ancient common linguistic ancestor—once 
  deciphered the text offers the following puzzle:  “What is the 
  greatest treasure Larvik took from Kaimai?” Saying the word 
  “Alaphia” (Larvik’s bride whom he brought back from the 
  island) in a loud voice in any language will cause the smooth 
  door to roll open. Attempting to open the door without 
  saying the word triggers two snaps of spectral lobster claws. 
  The trap targets the two PCs closest to the door with the 
  lowest Luck. The unlucky PCs must make a DC 15 Reflex save 
  or take 1d6 crushing damage (player’s who roll a natural 4 or 
  less on their Reflex save lose a hand!) The spectral trap can be 
  detected with DC 12. Once the trap is sprung, the door can be 
  forced open (DC 15 Strength) or picked open with Thieves’s 
  pick lock (DC 12). The spectral claws will reset after 12 hours.
  Area FC4: Cove of Tortorq and The Rage Incarnate
  When the PCs open the door read the following:
  A blast of trapped stagnant air belches forth as the doors 
  are finally opened. Your light sources reveal a small chamber 
  which is now quickly filling with the sea water let in by the now 
  opened doorway. In the center of the chamber sits an altar 
  covered with detailed runes. A small golden figurine of a slender 
  young man with the head of a lobster and claws for hands 
  rests upon the altar. In its claws the creature clutches a large 
  shimmering conch shell.
  A shield emblazoned with a familiar looking family crest—a 
  black ship upon a green sea—is affixed to the far end of the 
  chamber.
  Floating over the figure is the apparition of human male. 
  The ghost is dressed in the ornate garb of a priest, but in a style 
  that was fashionable over a century ago. As the door opens its 
  face sneers in malice as abruptly moves in your direction.
  Show PCs Player Handout #4
  While indeed a type of ghost, Mattor’s Rage Incarnate 
  believes itself to be Mattor in mortal form and thereby can 
  and will incur psycho-ethereal damage from non-magical 
  weapons. Regardless, the Rage Incarnate can be turned 
  by clerics. Mattor’s Rage Incarnate is a dark spectral spirit 
  manifested from an unholy mix of Mattor’s hate and 
  necrotic residue. As the Rage Incarnate fights, it shouts 
  phrases Mattor repeated continuously during his lifelong-
  obsession with the island. The phrases echo as spectral voices 
  throughout the chamber.  
  The Rage Incarnate will not leave this chamber believing 
  it’s finally found Larvik’s treasure. Once the Rage Incarnate 
  reaches 0 hit points of psycho-ethereal damage it will fall 
  prone and “die”. It will rise again in 3d16 rounds “healed” 
  to fight again. The Rage Incarnate will not rest permanently 
  until Mattor’s physical body (the Remnant in area TC7) is 
  permanently destroyed. As undead it has invulnerabilities to 
  charm, sleep, etc.
  Mattor’s Rage Incarnate: Init -1; Atk rage claws +3 melee 
  (dmg 1d3 + strength drain or shadow curse (see below); AC 9; 
  HD 2d8; hp 12; MV 30’; Act 1d20; SP undead traits; SV Fort +2, 
  Ref +3, Will +4; AL C
  Rage Claws: the Rage Incarnate claws at the character with 
  spectral fingers of hate.  On a hit, PCs must make a DC 13 Fort 
  save or temporarily lose 1d4 Strength damage. Characters die 
  if their strength reaches 0. Strength will return in 1d6 turns 
  once the Rage Incarnate is killed or character retreats at least 
  50’ away from creature. 
  The Shadow Curse: The Rage Incarnate bombards the 
  character with profane obscenities infused with unflattering 
  truths about the PCs learned from beyond the grave. 
  Characters must make a DC 12 Will save or be cowered for 1d3 
  rounds suffering -2 to attack and save rolls.
  Phrases  the Mattor’s Rage Incarnate will shriek during 
  combat:
  •  “There must be more obelisks on the island! They point the 
  way!” 
  •  “The Kaimaiians must have given him a vast dowry for 
  marrying the Princess Alaphia.” 
  •  “Curse these tides! I will get into that chamber even if I 
  have to sacrifice entire tribes to do so!”
  •  “These zombies are worthless. I must find fresh slaves!”
  • “Gah! I don’t know what’s more worthless: undead humans 
  or unbrained goblins!”
  •  “Arrgh, Larvik, your riddles are no match for the servants 
  of The Unclean!”
  •  “Lazy goblins, keep digging!”
  •  “Curse you, Larvik, I will find your secret treasure!”
  The Figurine: The gold-plated figurine is an artistic casting 
  of the god Tortorq, and can be recognized as such with DC 
  15 Religious History. The skillfully crafted figurine is plated in 
  gold and small gems worth 200 GP once its Kaimaiin origins 
  are recognized. 
  
  The Haunting of Larvik Island
  The Shield: The shield is inscribed with the crest of Larvik 
  family (identifiable with DC 10 Religious History) and has been 
  imbued with magic that prevents tarnishing but provides no 
  other magical benefit. It is worth 100 gp to the right collector.
  The Conch Shell of Tortorq: This magic artifact was a gift 
  to Larvik from the priests of Tortorq centuries ago. It is an 
  abnormally large conch shell that when blown provides a 
  +3 bonus to the next 1d3 spells checks for clerics of  Tortorq 
  (once per day) and summon sea friends twice per week. See 
  page 25 for more details.
   
  See Map of the True Cave Map on page 30
  The characters should locate this area after solving the riddle 
  of the “Three brothers” and triangulating this region on a 
  map. (See Finding the True Cave on page 4). The True Cave is 
  actually a series of underground caverns which are accessible 
  from a sinkhole at the top of the island. Like the False Cave, 
  the caverns are usually filled with sea water except during the 
  period of Cybala’s Rest. All areas (with the exception of TC1 
  and TC2) are completely dark. The walls, which are typically 
  underwater, are rough but covered with moss, starfish, 
  barnacles, and other clinging sea life which makes climbing 
  difficult. 
  Build Tension: The exploration of the True Cave and the final 
  encounter with the Remnant marks the finale of the module. 
  As the characters explore deeper into the caverns build 
  tension by describing how the pounding rain and thunder 
  outside is becoming more extreme, how rainwater starts 
  streaming into the caverns and the ground begins to shudder 
  periodically with mild earthquakes. Use these portents to 
  unnerve PCs and hint that the period of Cybala’s Rest is 
  coming to an end: there is a real risk the caves could start re-
  filling with sea water at any moment.
  Area TC1: The Throat of the True Cave
  After hours of exploring, you enter a copse of ominous 
  dark trees that seem exotic and out of place on the island. 
  Sticky strands of large webs cover patches of the ground and 
  are strung between the branches of the strange trees. Caught 
  within the webs dangle the remains of several animals: rats, 
  birds, and in one case an entire pig. The sticky webs have also 
  ensnared some more mundane items and decrepit equipment: 
  an old rope, a pole, and several rusted buckets.
  Barely visible amongst the debris and webs is a small totem 
  approximately 3’ high which has an inscription carved into it.
  As you survey the area, a deafening crack of thunder peals 
  from above. Looking up you see that strange clouds are starting 
  to form in swirling patterns and there is a distinct shifting of 
  the winds. An unusually chilling and heavy rain has started to 
  pound your party, soaking you through and reducing visibility. 
  You fear perhaps you are too late and that Cybala’s Rest may 
  soon be coming to an end.
  Classes and occupations familiar with nature (rangers, 
  druids, farmers, foresters, herbalists, etc.) will recognize 
  the nearby plants and trees are not native to this area. 
  Those exceptionally learned will realize this type of foliage 
  is extremely rare and typically only found in tropical 
  environments like those of the fabled Kaimai Islands. 
  Hidden in the trees are two giant hungry Kaimai Web Trogs: 
  large tree lizards similar to Komodo dragons inadvertently 
  brought back to the island by Larvik centuries ago. They have 
  the ability to camouflage themselves and create webs to trap 
  prey near their lairs. They will attack as soon as one of the PCs 
  move close to the webs. Roll to see if the Kaimai Web Trogs 
  gain surprise (+6 hide bonus vs. any PCs search checks) for 
  free attack before initiative is rolled.
  Kaimai Web Trogs (2): Init -3; Atk bite +2 melee (1d6); AC 12; 
  HD 1d8; hp 6, 5; MV 40’ or climb 20’; Act 1d20; SP camouflage 
  (+6 to hiding), create web traps; SV Fort +1, Ref -2, Will -2; AL 
  N.
  The Webs: Scattered across the ground and between the 
  trees are webs spun by the Kaimai Web Trogs. In some areas 
  the webs are extremely sticky and will players must make an 
  DC 10 Agility or become stuck in them. Stuck characters can 
  be make a DC 12 Strength check to break free or inflict 5 hp 
  of slashing or burning damage to the webs in order to free 
  themselves.
  Totem of Forgetfulness: Written on the totem in Common 
  is the following message, “Speak the words and The Path 
  will be revealed!” followed by a stanza in Elven. If the Elven 
  stanza is read aloud all those who hear it, whether they 
  understand Elven or not, and are within a 30’ radius of 
  the Totem must make a DC 15 Will save or be affected by a 
  powerfully crafted glyph of forgetfulness. Those affected will 
  immediately forget why they’ve come to the island and what 
  they were searching for (If any PC is carrying the figurine 
  from area FC4, they receive a +4 bonus to this roll.) PCs that 
  don’t fail have the difficult task of re-convincing their fellow 
  adventures to continue exploring and if the entire party 
  fails then the judge should advise that their characters have 
  forgotten their quest.
  The Covered Pit: Concealed by webs—DC 8 Intelligence to 
  discover if the PCs search this area —a large vertical shaft 
  which drops 20 feet from the surface down into area TC2. PCs 
  who walk across this area must make an DC 10 Agility check 
  or fall to the ledge below and take 2d6 falling damage. If the 
  player’s manage to get a light source down below (dropping 
  a torch, etc.) then read or paraphrase:
  The shaft descends downwards at least 20 feet before 
  stopping at a small narrow ledge resting high above a large pool 
  of rank water. Unsettling noises rise from the brackish water 
  below.
  
  The Haunting of Larvik Island
  Area TC2: The Basin of Undead Stew
  Players who successfully climb down (or fall down) the 
  covered pit from area TC1 start on the high ledge on the east 
  side of the cave—marked with an X on the map. Read the 
  following once a PC has made the descent:
  From here you see that the rank pool is filled with bloated 
  corpses that have apparently fallen into the pit through the 
  decades… except some of the cadavers are still jerking about, 
  clawing at the cavern walls in an attempt to climb towards you. 
  The rancid pool of water also swarms with a tangle of arms, 
  skulls and bones; the miasma of the long dead jumping and 
  crawling with macabre malevolence.
  Because of the storm’s heavy rain, water, and mud are 
  now pouring down the shaft making the already slippery ledge 
  dangerously slick.
  A smaller ridge runs along the northern edge of the cave 
  10-feet below the high ledge on which you currently stand—it 
  may be within jumping distance. From this vantage you can see 
  than there is another passage leading further underground at 
  the opposite end of the cavern.
  Fifteen feet below the high ledge, the basin of gnarling 
  corpses and sickly undead stew roils with anger trying to reach 
  you.
  Drowned Undead (3): Init -1; Atk bite +1 melee (dmg 1d4); AC 
  9; HD 2d6; hp 9, 9, 8; MV 15’; Act 1d20; SP undead; SV Fort +2, 
  Ref -4; Will +2; AL C
  Undead Stew: Init -1; Atk clawing bones +0 melee (dmg 
  1d3 + choking mucous); AC 10; HD 2d6+1; hp 8; MV swim 15’; 
  Act 1d20; SP choking mucous; half damage from slicing and 
  piercing weapons, undead; SV Fort +1, Ref -4; Will +2; AL C
  The undead stew is a gelatinous blob of bone shards, skulls, 
  and internal organs that have congealed within the basin over 
  the decades.
  Choking mucous:  On the round following a successful attack 
  on a PC who has fallen into the basin, slime of the undead 
  stew will try squirm into the PCs mouth and nose as it 
  attempts to reach the PCs internal organs. PCs must make a 
  DC 12 Fort check to vomit the undead stew out of their body 
  or start suffocating (taking 1d4 damage for each round the 
  choking mucous remains in a victim). The choking mucous 
  can be “turned” out of a victim’s body by a cleric, causing no 
  damage to the PC as it exits the body.
  Fighting on the Ledge & Ridge: The drowned undead will 
  attempt to climb up towards characters on the high ledge 
  or low ridge. At the start of their attack round they must 
  make their own Agility check at (DC15 to reach PCs on the 
  higher ledge and DC 12 to reach the lower ridge) as they climb 
  towards the closest PC giving PCs a +2 to attack as they climb. 
  However, after each melee attack, PCs must make an DC 5 
  Agility check or risk falling into the basin of undead stew.
  The Basin of Undead Stew: The bottom of the cavern shaft 
  forms a small natural basin and is filled with rank and polluted 
  water approximately 5’ deep. This entire area is normally 
  submerged and is only now accessible due to Cybala’s Rest. 
  Coming into contact with the water in the infected basin, 
  either via searching, falling in or being attacked by the undead 
  stew, will expose character to zombie-scum disease as well as 
  being set upon by the undead stew.
  Treasure: The basin is filled with a variety of animal bones 
  skeletons of humans and humanoids who have become 
  trapped after accidentally falling into the pit through the web 
  from area TC1 above. Characters brave  enough to search the 
  basin will find a human skull still wearing a helmet encrusted 
  with two 100 gp gems.
  Returning to area TC1: The moss, mud, and pouring rain make 
  it extremely difficult to climb back up again (DC 15 Agility or 
  DC 10 if using rope or some other climbing aid).
  Area TC3: The Path of Mattor
  The passageway continues its descent with water 
  continuing to drain in from above in a small stream. The 
  passage eventually leads to a larger flooded cavern containing a 
  few rock formations and natural columns. Some of the columns 
  have some sort of writing on them.
  A giant electric eel, 15-feet long and as thick as a small tree, 
  lurks here and will attack any characters which wade or fall 
  into the water. The eel has been trapped in this chamber since 
  Cybala’s Rest started and is quite hungry and aggressive.
  Shocking Eel: Init +2; Atk bite +3 melee (dmg 1d6 + electric 
  shock DC 15 Fort or stunned for 1d3 rounds); AC 13; HD 2d8; hp 
  12; MV 25’/25’ swim; Act 1d20; SV Fort +1, Ref +4, Will +0; AL N.
  Natural Columns: There are two columns with different 
  messages. The first is written in dwarven racial language 
  with a crude hand and reads, “Curse Mattor and his crimes 
  against the mighty Larvik”.  The second, written in an ancient 
  form of Common reads, “May Cybala protect those who toil 
  where she rests.” DC 12 Intelligence check reveals the second 
  message was written centuries earlier than the first. The first 
  message was carved by the slaves of Mattor about 100 years 
  ago, the 2nd message by Larvik’s own hand when he first 
  visited the cave.
  Traversing The Rocks: the PCs can jump from rock to rock to 
  cross the chamber—it takes 3 jumps via one successful DC 10 
  Agility check (don’t forget the armor’s check penalties for this 
  roll; see Dungeon Crawl Classics RPG core rulebook page 72). 
  Falling plunges the PC into the water to face the ire of the eel.
  Event TC4: Earthquake!
  This is a one-time event that happens once the PCs reach area 
  TC4. They are now deep within the tunnel and Cybala’s Rest is 
  making the entire environment unstable.
  As you carefully make your way down through the cavern 
  you sense a deep rumbling, and then suddenly the ground 
  begins to shake violently beneath your feet. Large pieces of rock 
  
  The Haunting of Larvik Island
  forming the cavern ceiling break loose and start falling around 
  you and  with a deafening crack a large fissure opens in a side 
  wall as water starts to pour into the passage.
  PCs need to make a Luck roll (Dwarf races get +3 bonus on 
  their roll due to their underground skills) and consult the 
  table below to see what befalls them as the cavern shakes 
  around them. 
  Luck roll result: <= 3 buried under rubble (1d14 damage and 
  permanent injury to a crushed limb); 4–6 falling rocks (must 
  make DC 10 Reflex save or take 1d8 damage); 7–10 lost 
  footing and twisted ankle (movement reduced by half for 1d4 
  days); 11–16 shaken, but not stirred; >= 17 fates are pleased 
  with your quest and you give aid to another—you can “push 
  one character to safety!”—whose Luck roll (even if previously 
  rolled) would have caused damage.
  Area TC5: The Crystal Statue of Truloq
  As you follow the tunnel further downwards, the dark 
  waters seeping from the fissures in the walls rush past you 
  slopping over your feet and creating loud and eerie echoes 
  as they splash between the stalactites and stalagmites that 
  surround you. Suddenly you detect a sparkling light coming 
  from the dark cavern before you. As you approach you see an 
  amazing site: a statue 15-feet tall and made entirely of some 
  sort of crystal or glass. It is formed in the shape of a tall woman 
  with the head of a lobster holding a trident. Within the statue, 
  the flickering reflections of your torches and lanterns seem 
  to shift and jump on their own, as if the statue’s glass innards 
  were somehow moving, but surely this must be an illusion!
  A duplicate crystal statuette—much smaller at 
  approximately 1-foot in height—rests within an alcove carved 
  out of the rough stone of the southern wall.
  Show PCs Player’s Handout #5
  Once the PCs start examining the crystal statue:
  As you get close to the statue and your eyes adjust to the 
  darkness you realize that there actually is something moving 
  inside the statue. Bubbles and tiny pieces of debris move 
  towards you from within the statue as you approach. It’s as if 
  water shifts inside the statue, following you as you move.
  The Two Statues: The larger crystal statue holds a living 
  Sludge of Truloq within its very fragile crystal skin. The skin 
  will shatter and release several dollops of the sludge if it takes 
  more than 1 hp of damage. The smaller statue—if examined 
  very carefully—appears loose on its foundation. If it is moved 
  or lifted it triggers the release of a false stalactite directly 
  above the larger statue; the falling stalactite will strike the 
  statue bursting it open and releasing the sludge. The trigger is 
  detectable by a thief’s find trap (DC 15).
  If the larger statue breaks—either from someone triggering 
  the trap or purposefully breaking the statue—it explodes in a 
  violent spray of sharp crystals. All within 15’ must make an DC 
  10 Reflex save or take 1d3 hp of crystal shrapnel damage. The 
  freed poisonous sludge will then begin wreaking havoc in the 
  chamber.
  Sludge of Truloq (3 dollops): Init last; Atk stinging 
  pseudopods  +2 melee (dmg 1d4 acid damage); AC 12; HD 
  1d10; hp 9, 6, 3; MV 5’, climb 5’; Act 1d20; SP half damage from 
  slicing and piercing weapons; SV Fort +4, Ref -8, Will -6; AL N.
  Campaign Note: PC’s who played Attack of the Frawgs will 
  recognize the sludge as a sentient version of the crud they 
  encountered at the lake by its particularly unique foul smell.
  Background: The final “two sisters” trap left by Larvik to 
  deter those he didn’t intend to see his Device.
  Area TC6: Mattor’s Shrine to Ggck’Kalic The Unclean
  Judges should modify the description based on the PCs 
  alignment. Lawful characters are going to feel very unnerved 
  going into this area.
  As you enter this long cavern, you are immediately 
  assaulted by the sensation that nothing good can come from 
  being here. While most of the cave has felt dangerous and 
  indeed haunted, this area is rife with stagnant evil.
  On the southern end of the chamber, a cairn of bones 
  extends out of the knee-deep water. The bones are polished 
  white and surprisingly free of any underwater sea life which 
  clings to nearly everything else you’ve seen since entering these 
  caves.
  On a ledge on the southwest side of the cave sits a 3-foot 
  high idol, also unaffected by its time submerged. Carved into 
  the likeness of a grotesque winged rat, its eyes resemble two 
  black gems gleaming with an unnatural light.
  The idol will detect both as magic and evil. Removing one of 
  the gems triggers no reaction, but once the second gem is 
  removed the idol immediately shatters, phasing in four flying 
  rat devourers from the Plane of Filth who scramble forth from 
  the bottom of the pile of bones.
  Background: The idol is that of Ggck’Kalic The Unclean—a 
  hideous rat demon who enjoys feeding on the flesh of the 
  dead, and Mattor’s evil patron. As Mattor became more 
  desperate to activate Larvik’s Device, he offered more and 
  more souls to Ggck’Kalic to seek the beasts’ guidance in 
  creating more undead slaves and learn the secret of Larvik’s 
  Device.
  Flying Rat Devourer Demons (4): Init +2; Atk clinging bite 
  +1 melee (dmg 1d6 + disease); AC 13; HD 1d8+1; hp 9, 8, 6, 
  5; MV 25’/25’ fly; Act 1d20; SP disease (DC 12 Fort or Pox of 
  Ggck’Kalic); SV Fort +3, Ref +2, Will +0; AL C.
  Description: The flying rat devourers are disgusting creatures 
  from the Plane of Filth which would probably be described by 
  a commoner as “... a giant hairless rat which flies using thin 
  leathery wings and is covered in oozing sores.” They fly at 
  their target and attempt to inflict bite damage and infecting 
  with the Pox of Ggck’Kalic (see New Diseases for more 
  details.)
  
  The Haunting of Larvik Island
  Ggck’Kalic’s Rat-Eye Gems: The gems are worth 200 gp each 
  to a jeweler, but sacred to the demon Ggck’Kalic. Lawful 
  clerics who carry them will incur an automatic -1 penalty to 
  spell checks. Judges are encouraged to come up with creative 
  methods of how the PCs patrons or gods will react to carrying 
  the rat-eye gems (Bad luck rolls? Divine visions of a quest on 
  how to destroy the gems? Nightly attacks by the devourer 
  demons?)
  Area TC7: The Lair of the Remnant
  The reverberant sounds of the caverns deaden and the 
  temperature grows colder as you descend deeper, until you find 
  yourself within a large cave slowly filling with the water and 
  mud that’s been rushing past you since entering the pit. You 
  feel certain Cybala’s Rest must be coming to an end submerging 
  this entire area for another 35 years. 
  In addition to the natural columns and stalactites, the 
  muddied and slippery cavern floor is littered with the decaying 
  remains of several adventurers that seem to have met their 
  demise in this chamber long before your arrival. The putrid 
  stink of death in the dank chamber is almost too much to bear; 
  you find yourself instinctively trying to cover your mouth and 
  nose to dampen the smell.
  Towards the terminus of the cavern you see 4 moss-
  covered obelisks, similar in size to those on the island’s surface, 
  surrounding a large raised rune-covered circle approximately 
  30-feet in diameter. Three of the columns are pulsating with 
  a soft blue glow. The fourth column, however, appears to 
  be broken at its top with fiery sparks continuously spurting 
  from the damaged area bathing the area in an eerie light and 
  flickering shadows.
  Without warning, a bolt of lightning originates from 
  the damaged column and blasts a nearby wall showering 
  the entire area with sparks. During the blast the cavern is 
  briefly illuminated and it’s only then that you notice a bloated 
  animated corpse standing motionless near one of the columns. 
  Though the flesh on its face is mostly rotted away, you can still 
  make out a menacing sneer before the light once again fades 
  away casting the creature into shadow.
  If the players have previously encountered the Rage Incarnate 
  (area FC4) add the following details when appropriate:
  Despite its rotted appearance, the foul creature that 
  approaches seems somehow familiar... then it dawns on you: it 
  is a horribly corrupted version of the raging and profane spirit 
  you fought earlier!
  Show PCs Player’s Handout #6
  The Remnant of Mattor is an abomination born of an undead 
  parasite inadvertently conjured by the mortal Mattor during 
  one of his dark necromantic ceremonies. The parasite fully 
  consumed Mattor’s corpse once Mattor drowned in this 
  cave trying to unlock the secrets of the Device, eventually 
  transforming him into the Remnant. During this final 
  transformation Mattor lost his last shreds of sanity; while in 
  melee the Remnant will croak out curses in a voice of watery 
  death: “You will never take the circle!” “Larvik was a liar! He 
  never made it to Kaimai!” “Kaimai is a myth!” The remnant 
  attacks with the same Flail of Cowering that the mortal Mattor 
  used to enslave his goblin laborers. 
  The Remnant of Mattor: Init +1; Atk Flail of Cowering +4 melee 
  (1d6 +4) and withering vision every 3 rounds (see below); AC 
  16; HD 4d8+4; hp 30; MV 30’; Act 2d20 (see below); SP deathly 
  stink, undead traits; SV Fort +2, Ref +1, Will +4; AL C
  The Remnant makes two attacks per round with the Flail of 
  Cowering. In addition, he has the following capabilities:
  Withering Vision: At the start of the melee and every third 
  round thereafter, the Remnant curses a PC with its withering 
  vision. The PC must make a DC Fort check and then consult 
  the table below to see what effects, if any, befalls them:
  • 3 or lower: Their physical body age 1d4 decades! As the 
  player goes through the transformation the judge should 
  describe horrifying visions of their lost years (treasure 
  never sought, love never found, children never conceived, 
  etc.) The immediate physical effects is losing 1d4 hp, and 
  the permanent loss of 1 ability score (judge’s choice of 
  Strength, Agility or Stamina). Sympathetic judges may 
  want to consider future quests by patrons and deities 
  opposed to Ggck’Kalic The Unclean who could restore the 
  PCs vitality.
  • 4-6: A necrotic energy blackens the PC inflicting 1d6 
  damage and leaving a permenent black blotchy stain on 
  the PC’s skin the size and shape of a large starfish. The PC 
  loses 1 attack round from the impact.
  • 7-9: The necrotic energy temporarily blinds the PC. The PC 
  takes 2 hp damage and loses his next attack round.
  • 10-13: The PC is struck with such powerful fear he loses 
  control of his bowels. Attacks or Spellchecks for the next 
  1d3 rounds are done at -2.
  • 14 or higher: The gaze of the Remnant makes the PC 
  shudder with fear, but the PC is otherwise unaffected.
  Deathly Stink: living creatures who come within 15’ of the 
  remnant must make a one-time DC 12 Fort save or else begin 
  retching and making all attack and saves at -2 for 1d3 rounds.
  +1 Flail of Cowering: The remnant attacks with The Flail of 
  Cowering, a +1 weapon which inflicts 1d6 + 1 damage and has 
  two other effects: for the next 1d3 rounds, target makes all 
  Will saves at a -2 penalty and must make an immediate DC 
  12 Will save (including -2 penalty) or cower in fear unable to 
  move or attack for 1d4 rounds. Each character that is attacked 
  by the flail visualizes the power differently depending on their 
  fears: some might see it as burning with righteous fire, others 
  cloaked in demonic shadows capable of devouring their soul.
  Running the Finale: As the fight progresses, the effects of 
  Cybala’s Rest worsen with water and mud streaming into the 
  cavern from both the entry and minute cracks and tunnels 
  in the cave. The judge should emphasize dramatically that 
  the cave is filling with water and time is growing short. Once 
  Mattor is defeated the PCs will feel another tremor shake the 
  ground followed by a large deafening crack and a torrent of 
  
  water gushing into the cavern. The PCs will now have 2d24+10 
  rounds before this cavern is completely filled with water, 
  drowning anyone who remains inside. Each preceding area 
  will have an additional 2d10 rounds before it is completely 
  filled as well (so PCs may escape briefly to area TC4, then to 
  TC3, etc.) 
  If the fight against the remnant seems to be going too easily 
  for the PCs, the judge may choose to include Larvik’s Device 
  (Malfunctioning Discharge) as a hazard.
  Larvik’s Device—The Malfunctioning Discharge (option): 
  At the beginning of each melee round, the judge should 
  roll randomly to determine where in the initiative order the 
  Malfunctioning Discharge occurs and then read the following:
  The ground beneath you shakes, and as it does, the broken 
  column on the device releases a bolt of ethereal energy. 
  The chaos of the cosmos will determine which person the 
  bolt randomly targets—the judge should roll randomly to 
  see who is targeted and feel free to include Luck as part of 
  the targeting process. Once the victim is known, the PC must 
  make a DC 12 Reflex save to dodge the bolt lest one of the 
  following happens:
  • The Device attempts to  transport the PC to Kaimai, but as 
  it’s malfunctioning the PC must make a DC 10 Fort save or 
  have 1d16 “pounds of their flesh’ teleported (1 hp damage 
  per 2 pounds teleported.)
  • The PC’s belongings are teleported to somewhere else on 
  the planet leaving the PC naked and defenseless.
  • The PC must make a DC 7 Fort save: Success merely causes 
  paralysis for 2 rounds but failure sees their physical body 
  grotesquely merged with one of the etchings of a creature 
  on a column (effectively killing the PC instantly.)
  • Vision of present-day Kaimai: the PC has a startling vision 
  of the Kaimai Islands—its beautiful exotic and tropical 
  beaches and shores belying a scene of strange salamander 
  creatures enslaving the native population. The vision stuns 
  and disorients the player. The PC must then make a DC 10 
  Will save or make all attacks and saves and -2 penalty for 
  1d3 rounds.
  Larvik’s Device—Description: Once the PCs have a chance to 
  examine the device read the following:
   Four columns—of which one appears damaged—stand 
  upon a raised circular dais which is quickly being buried in the 
  rising water and mud. Between the moss and barnacles that 
  cover the columns, you see that they are inscribed with arcane 
  ruins and diagrams of maps, oceans, kings and queens with 
  jewel-encrusted crowns, sea monsters, and creatures that 
  appear half-men half-salamander. The entire area courses with 
  magical energy.
  The PCs have reached the innermost cavern of the True Cave 
  where Larvik constructed his “treasure” centuries ago: a 
  device, that—in its former operational state—could have 
  been used by someone of pure and lawful alignment during 
  the period of Cybala’s Rest to safely teleport a party to the 
  Kaimai Islands and thereby bypass the hazardous route that 
  Larvik himself originally took centuries ago. It was created by 
  Larvik and Vorhay with the help of priests worshipping the 
  deities of Kaimai so that Larvik’s oldest son could travel back 
  to the islands and reclaim the kingdom of his royal mother’s 
  birthright.
  Sadly, in his attempts to pervert the use of the device for his 
  own purposes, Mattor permanently damaged it beyond repair 
  making it forever unusable.
  Larvik’s Device—Treasure: There are 8 gems each valued at 
  200 gp apiece inlaid within the artwork of the device; each 
  takes one PC working diligently for 1d10 rounds to remove 
  (thieves can remove the stones in 1d4 rounds). Remember to 
  track this time against the filling of the cavern (see Running 
  The Finale above.) Once one of the gems is removed, the pre-
  programmed illusion starts, see Concluding The Adventure 
  below for more details.
  
  The Haunting of Larvik Island
  Finally, despite the inoperability of Larvik’s Device, the glyphs, 
  maps and inscriptions on the columns are valuable clues on 
  how to locate and reach the Kaimai Islands. A partial rubbing 
  of the stone can be sold to a collector—50 gp for each round 
  spent transcribing or getting a rubbing of the glyphs (up to 
  a maximum of 300 gp) or can be used by the PCs themselves 
  (see Further Adventures below.)
  Mattor’s Treasure: Mattor’s Remnant has several valuable 
  possessions which can be collected upon his defeat: the +1 
  Flail of Cowering, a worthless weathered cloak (but clasped 
  with a jeweled broach worth 100 gp), and a gold necklace 
  worth 200 gp. Attached to the necklace is the key to the 
  trapped chest from area R4. 
  Concluding the Adventure
  Once the player’s defeat the Remnant or remove one of 
  the jewels from the device, a programmed illusion of Larvik 
  which was “recorded” and left for his eldest son to discover 
  appears. If the PCs examined the bas-relief in the ruins, they 
  will immediately recognize the illusionary figure as Larvik 
  from the carving. As this is just an illusion, Larvik will not 
  respond to any PC questions or actions. Read or paraphrase 
  the following:
  As you examine the ruins on the device, mists in the circle 
  start to swirl and coalesce into the image of a powerful warlord 
  standing before a large fort. His eyes are fixed ahead on some 
  distant point as he starts to speak, “My son, Vorhay has assured 
  me that you will see this message when you visit the cave, I pray 
  that to be true.
  “Before you stands a portal to the legendary Kaimai 
  Islands. In the years since my return from Kaimai with your 
  mother Alaphia, I have been doubted endlessly by the weak 
  of mind, the shallow of soul and ignorant non-believers. You 
  now know the truth: that Kaimai does exist and your mother is 
  royalty from those islands. The islands are more wondrous than 
  described by any bard’s poem or any artist’s painting.
  “Alas, my journey there and back again was filled with no 
  small peril. No mortal should have to endure such labors to 
  reach her shores. Many times was my life almost lost on that 
  journey and several of our host were claimed by the sea. Indeed, 
  if not for heeding the ramblings of Ivok the Mad, I never would 
  have survived the crossing.
  “I have constructed this portal in this harsh location so that 
  only when you have proven yourself ready might you return to 
  Kaimai and reclaim your birthright. 
  “Go now, my son, and become The Prince of Kaimai you 
  were born to be.”
  The Haunting of Larvik Island is part of a series of adventures 
  which—after facing many dangers—will eventually lead the 
  characters to the fabled Kaimai Islands. The adventure The 
  Lost Tower of Ivok The Mad is the direct sequel and picks up 
  shortly after where this module ends.
  If the judge would like to continue the story using customized 
  adventures, some ideas might include:
  • Getting out of the cave: accelerate the effects of Cybala’s 
  Rest—pose perilous challenges for the PCs to escape as 
  the cave fills with mud and water.
  • Escape from the island: The island is still filled with 
  dangerous creatures and undead. If the PCs boat has been 
  destroyed or stolen, create appropriate challenges to use 
  materials found on the island to attempt to create a raft or 
  some other vessel to leave the island whilst encountering 
  more creatures. 
  • More Malmo Bandits: Lojan wasn’t necessarily discreet 
  when he hired the Malmo bandits. It is quite possible 
  other unsavory characters from Malmo have followed the 
  adventurers to the island in the hopes of stealing Larvik’s 
  fabled treasure obtained by the PCs once they emerge 
  from the cave.
  The following information presents locations and 
  personalities referenced in the adventure. They are 
  summarized here so judges can customize for their particular 
  campaign.
  Locations
  Larvik Island: an island of the coast of the mainland of the 
  Northern Territories and the setting of this adventure. 
  Gielo: A seaside town on the eastern edge of the Northern 
  Territories mainland and the setting for the module’s 
  adventure hooks. Gielo is a small town with a population 
  of 300 mostly human inhabitants. It is primarily a self-
  sufficient fishing and agricultural village. Many of the town’s 
  inhabitants are currently showing respect to Cybala during 
  the cycle of Cybala’s Rest. Residents take pride that Gielo was 
  Larvik’s birth city.
  Malmo: A city three days ride north of Gielo. Malmo’s 
  population is approximately 1000 and has a long history of 
  conflict with the city of Gielo. It is from here where Lojan 
  recruited the “men of low character” to help him explore the 
  island. 
  
  The Haunting of Larvik Island
  Once contracted, the victim’s flesh slowly begins to lose 
  its “life force”. The user will lose 1 Stamina point per day, 
  becoming increasingly dehydrated and weak. As the disease 
  progresses—i.e., after the victim has lost 1/4 of their 
  Stamina—the victim’s skin will become rancid and loose and 
  start to slough off the body losing 1 hp permanently per day 
  until the PC is healed or dies. Zombie Scum Disease is a “2 
  dice” disease which can only be cured magically.
  Pox of Ggck’Kalic: DC 12 Fort save to resist. The Pox of 
  Ggck’Kalic is a heinous disease of demonic origin. Within 
  3-hours of contracting the pox, the PC’s skin will start to 
  blister with stinking sores which constantly weep pus. The PC 
  will take an initial 1d5 damage as their body goes through the 
  transformation but thereafter takes no additional physical 
  damage, but the judge is encouraged to come up with other 
  side effects that might befall a walking festering wound! 
  (NPCs that shudder at his approach, animals that can’t come 
  within 10’ due to the stench, etc.) The Pox of Ggck’Kalic is a “2 
  dice” disease which can which only be cured magically.
  New Magic Items
  The Conch Shell of Tortorq: This magic artifact was a gift 
  to Larvik from the priests of Tortorq centuries ago. It is an 
  abnormally large conch shell that when blown enables priests 
  to call upon the god Tortorq to attempt to cast the new 1st-
  level patron spell summon sea allies twice per week (Judges 
  should use Wizard spell animal summoning for ideas on how 
  to incorporate this spell into their campaign.) 
   
  +1 Flail of Cowering: The remnant attacks with The Flail of 
  Cowering, a +1 weapon which upon a successful hit inflicts 
  1d6 + 1 damage and has two other effects: for next 1d3 rounds 
  target makes all Will saves at -2 penalty and target must make 
  an immediate DC 12 Will save (including -2 penalty) or cower in 
  fear unable to move or attack for 1d4 rounds. Each character 
  that is attacked by the flail visualizes it differently depending 
  on their fears: some might see it as burning with righteous 
  fire, as others might see it with the demonic ability to devour 
  their soul.
  Sagewood: A small town a few days ride to the south near 
  Dead Goblin Lake which was recently plagued with disturbing 
  stories of  attacks by “man-sized walking frog creatures!” (see 
  Attack of the Frawgs.)
  Kaimai Islands: A legendary set of islands that are fabled to 
  exist somewhere deep in the Vast Ocean but few living have 
  ever actually seen. Much of Larvik’s fame derives from the 
  legend that not only did he visit the islands but he brought 
  back a Princess as a wife from there as well. The quest for 
  Kaimai Islands and Larvik’s previous adventures will play 
  prominently in future adventures of the Princes of Kaimai 
  series.
  NPCs and Historical Characters 
  Larvik: Historical warlord who lived over 400 years ago. 
  The island is named after him as are several other local 
  geographical landmarks. His greatest accomplishment was 
  traveling to the fabled Kaimai Islands. Once there, he married 
  Alaphia, a noble woman. With Alaphia he had 3 sons Hemlik, 
  Goran, and Jostick and a daughter Jossinna. Larvik’s Device in 
  the True Cave was built for his oldest son Hemlik. 
  Vorhay: Historical warlock and Larvik’s closest companion and 
  adventuring partner. He was given information on how to find 
  the Larvik’s treasure in the True Cave to pass onto Larvik’s 
  children after his death. 
  Mattor: Evil cleric who lived 100 years ago and attempted to 
  retrieve the buried treasure by using undead slaves to explore 
  the underwater caverns. His soul now haunts the caverns as a 
  Remnant. 
  Lojan: The son of a local town magistrate of Gielo who has run 
  off with a band of “low men” to see if there’s any truth to the 
  rumors on the island. One of the quests is to return him back 
  to Gielo.
  Pantheon
  Cybala: A goddess of nature worshipped by the locals. Many 
  believe she is responsible for the Cybala’s Rest phenomenon.
  Tork: A god of the sea, and the primary god worshipped by 
  the majority of the island dwellers of Kaimai. 
  Tortorq, the son and youngest child of Tork. Usually depicted 
  as a slender male with the head of a lobster. 
  The Goddesses Truloq and Balina: these two sisters are the 
  daughter of the god Tork—a god of the sea. See area FC1 for 
  more information as to their legends. 
  Aamii: goddess of love worshipped by the Kaimaiians.
  New Diseases
  Zombie Scum Disease: DC 10 Fort save to resist. When 
  exposed to zombie scum disease—either from the bite 
  of some undead or coming in contact with the unnatural 
  virus—PCs must make a Fort save or become infected. 
  
  The Haunting of Larvik Island
  Player Handout 1
  Player Handout 2
  
  Player Handout 3
  Player Handout 4
  
  The Haunting of Larvik Island
  Player Handout 5
  
  Player Handout 6
  
  TC2
  TC1
  TC2
  TC3
  TC4
  TC6
  TC5
  TC7
  TC5
  TC7
  TC3
  Square = 20’
  X
  Map of the True Cave
  
  W1
  W4
  W2
  W3
  Ruins
  FC1 - FC4
  TC1 - TC7
  E1-3
  
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  COPYRIGHT NOTICE “The Haunting of  Larvik Island, 
  Copyright © 2013 Stephen Newton. All Rights Reserved. 
  Contact snake@thickskulladventures.com”
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  Open Game License v 1.0 Copyright 2000, Wizards of  the 
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  “The Haunting of  Larvik Island”, Copyright © 2013 
  Stephen Newton. All Rights Reserved. Contact snake@
  thickskulladventures.com
  
  www.thickskulladventures.com
  Death has awakened
  For centuries the legendary exploits of the mighty warlord Larvik 
  have inspired storytellers and adventurers. Despite his glory, Larvik’s 
  fortunes were lost in the war between his sons following his death. 
  What remains of his legacy is a dangerous island bearing his name 
  and the legend of its treasure accessible only once every 35 years.
  That time is at hand! Will your party be stout enough to explore the 
  island, defeat both natural beasts and lost souls, and decipher the 
  mysterious markers Larvik left behind? Will you uncover the lost 
  caverns before time runs out and the secret is hidden for another 
  generation, or will you merely become another footnote in the history 
  of the many who have fallen never to return chasing the legend of 
  Larvik Island?
  The Haunting of Larvik Island is a Dungeon Crawl Classics Role Playing Game adventure designed for 6–8 
  1st and 2nd-level characters. The adventure can be played standalone or as a continuation to Attack of 
  the Frawgs as part Princes of Kaimai campaign series.
  THS-003
  $14.99
  
SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Adventures & Settings/The Haunting of Larvik Island (DCC).pdf