Ghoul Island Act 3 Keyless Map

Ghoul Island Act 3 Keyless Map

Some folks have asked for the maps in the adventures without the map key to show their players. Our intrepid art director, Tony, has made them as PDFs, one per Act, for y’all.

Ghoul Island Act 2 Keyless Map

Ghoul Island Act 2 Keyless Map

Some folks have asked for the maps in the adventures without the map key to show their players. Our intrepid art director, Tony, has made them as PDFs, one per Act, for y’all.

Ghoul Island Act 1 Keyless Map

Ghoul Island Act 1 Keyless Map

Some folks have asked for the maps in the adventures without the map key to show their players. Our intrepid art director, Tony, has made them as PDFs, one per Act, for y’all.

Ghoul Island Farzeen Gazetteer

Ghoul Island Farzeen Gazetteer

Ghoul Island Saga

The remote island of Farzeen rises out of a troubled sea, thousands of miles from the nearest friendly port. Lush, verdant, and teeming with life, the dense jungle grows around the towering volcano Kaza, visible from nearly any point on the island. Kaza rises near the southern coast of Farzeen, but the roots of the mountain stretch clear across the island, creating a network of ridges and valleys that define the rugged geography of the island.

Ghoul Island Act 2 Sample

Ghoul Island Act 2 Sample

The PCs uncover a temple to a Great Old One, Ghatanothoa, and learn the island’s sordid history with that dread entity. Through their exploration of the temple, they learn of the ghoul’s pact with Farzeen, the horrors that lurk beneath the surface of the island, and that an aspect of Ghatanothoa has been called forth once again by the Great Old One’s cultists. After narrowly escaping the searching tentacles of a rootling, they discover that the terrors below pale in comparison to what’s transpired above.

Back in Farzeen, the PCs find themselves wanted by the authorities, and it is only with aid from their allies in the Watch that they escape to the jungles. The jungle soon reveals its dangers, and the PCs lead a group of evacuees to a makeshift refugee camp. Obed the Shipwright answers the PCs’ many questions and urges them to return to the city so that they can gather the supplies, weapons, armor, and equipment the displaced islanders will need to reclaim their homes. They venture through a recently discovered jungle cavern replete with its own set of unique challenges, fight deep one hybrids, and ultimately face a rampaging, necrophage barbarian wielding Lothar’s treasured axe. The PCs’ subsequent sojourn into the city brings with it additional revelations and a glimmer of hope.

The PCs must rely on the tunnels again for their infiltration into the city. A deadly surprise from Upton, a polymorphed horror, awaits them, and after defeating the foe, they meet a posse of concerned citizens whose loyalties they can sway.