THE SHARED REFERENCE Adventurer

Rule

Mysterious Islands

Outside your table’s allowed sources

Official reference · GoS · 2014

Small islands dot most oceans, distant or unexplored locales that might host all manner of adventures. The following rules can be used to generate any islands the characters might encounter.

Island Size

These rules are used to generate islands with areas roughly 1d6 miles long and 1d6 miles wide. Most islands aren't perfect rectangles, and most coastlines aren't perfectly straight, so feel free to make areas of the island shorter, longer, thinner, or wider as you see fit.

Island Habitat

An island can have any habitat that seems appropriate for the clime it occupies. For example, islands of floating ice are found in arctic seas, while islands with jungle habitats are found in tropical waters. Not all islands are created by nature, though. A powerful spellcaster or divine being could conjure an island made of crystal, iron, or any material you choose.

Island Theme

Each island encountered has a theme chosen or rolled on the Island Theme table. This theme defines the island's story in one broad stroke. Once you have a theme, consult its section after the table to determine related details and story hooks.

Island Theme

d6Theme
1Alien
2Cursed
3Hostile
4Sanctum
5Welcoming
6Wild

Alien

Alien islands are inhabited by isolated creatures with ways of life beyond most beings' comprehensions. Everything about the culture of the island, from architecture to food, is unfamiliar and unsettling to outsiders. At your discretion the inhabitants of the island might speak, read, and write a language all their own.

Alien Island Leader

d4Leader
1Aboleth
2Beholder
3Death slaad
4Kraken

Alien Island Inhabitants

d6Inhabitants
11d6 berserkers and 5d10 tribal warriors
2–31d6 cult fanatics and 5d10 cultists
41d6 lizardfolk shamans and 5d10 lizardfolk
51d6 bullywug croakers (see 11) and 5d10 bullywugs
61d8 locathah hunters (see 11) and 3d10 locathah (see 11)

Alien Inhabitant Reactions

d6Reaction
1The inhabitants try to force the characters to serve their leader.
2The inhabitants demand the characters give their leader an item worth 10d10 × 100 gp.
3The inhabitants wish to devour the characters.
4Some inhabitants are planning to rise up against their leader and ask the characters for help.
5The inhabitants see the characters as no more than insects and refuse to interact with them unless forced.
6The inhabitants see the characters as gods and can be convinced to worship them.

Alien Island Story Hooks

d4Story Hook
1The leader has a spell scroll of true resurrection among its belongings.
2The island contains a piece of a tablet with instructions on how to open a portal to the Far Realm.
3The island's leader knows how to end a planar disease infecting a humanoid settlement.
4A mage with information the characters need hides among the ranks of the inhabitants, learning their ways.

Cursed

Cursed islands are steeped in dark magic from a ritual cast by necromancers, hag covens, evil spellcasters, foul deities, or worse. The island might still hold some hint as to why it was cursed, or all trace of those who brought down the affliction might have been scoured away.

Island Curses

d6Curse
1When a creature dies on the island, its spirit rises as a specter 1d4 hours after death. The specter is obsessed with killing its former friends.
2Creatures that aren't inhabitants of the island must succeed on a Constitution saving throw at the end of each hour they spend on the island. If they fail, they gain one level of exhaustion. The DC for this check equals 10 + the number of hours spent on the island.
3Each day at dawn, the island conjures 2d10 magma mephits, which are hostile toward creatures that aren't inhabitants of the island.
4When a creature that isn't an inhabitant of the island completes a long rest there, it must succeed on a DC 15 Wisdom saving throw or be blinded for 8 hours.
5Creatures must succeed on a DC 10 Constitution saving throw at the end of each hour they spend on the island. If they fail, they gain a 1-inch scar in a random place on their body. Only a remove curse spell or similar magic removes the scar.
6When a creature that isn't an inhabitant of the island completes a long rest there, it must succeed on a DC 15 Wisdom saving throw or gain a random form of long-term madness (see "8" in chapter 8, "8," of the Dungeon Master's Guide).

Cursed Island Inhabitants

d6Inhabitants
15d10 specters
210d10 zombies
3A coven of 3 sea hags and 1d4 flameskulls
41 medusa and 3d10 skeletons
51 vampire and 2d6 vampire spawn
61 demilich and 2d10 wraiths

Cursed Island Story Hooks

d4Story Hook
1The island contains rare spell components the characters need.
2Pirates buried treasure worth 5d6 × 1,000 gp on the island.
3A keelboat carrying 1d6 commoners crashed on the island. The commoners are struggling to survive.
4The ghost of a character's loved one is trapped on the island.

Hostile

Hostile islands contain creatures that want to harm the characters. These creatures fill their islands with traps and attack outsiders out of hunger, boredom, or fear.

Hostile Island Leader

d6Leader
1Cloud giant
2Hill giant
3Oni
4Spirit naga
5Werewolf
6A chromatic dragon of the DM's choice

Hostile Island Leader Motivations

d4Motivation
1The leader wants to commandeer a boat to conquer other islands.
2The leader takes all treasure gained by its followers, growing rich off their brutality.
3The leader needs humanoid remains to perform a ritual with a dark purpose.
4The leader never ages because it consumes the souls of creatures its followers kill.

Hostile Inhabitants

d6Inhabitants
13d10 winged kobolds and 10d10 kobolds
21 goblin boss and 8d10 goblins
31d6 berserkers and 5d10 tribal warriors
41 orc chieftain, 2d10 orogs, and 5d10 orcs
54d10 ogres
63d10 trolls

Hostile Island Story Hooks

d4Story Hook
1The island's leader killed an NPC the characters admired.
2The island's leader has a headband of intellect.
3The characters are challenged by rivals to survive a night on the island.
4An eloquent invitation from the island's leader invites the characters for a hunt.

Sanctum

The inhabitants of sanctum islands use the seas to protect themselves and their property, or they simply enjoy the isolation a remote island affords. The creatures on sanctum islands usually live in permanent structures like abbeys, fortresses, libraries, or towers.

Sanctum Island Leader

d6Leader
1Archmage
2Lich
3Night hag
4Noble
5Rakshasa
6Werebear

Sanctum Island Inhabitants

d6Inhabitants
15d10 guards and 10d10 commoners
21 pirate captain (see 11), 1 pirate bosun (see 11), 2d4 pirate deck wizards (see 11), and 8d10 bandits
31d6 flesh golems, 1d4 priests, and 2d10 acolytes
42d4 veterans, 2d10 scouts, 4d10 guards
51d4 stone golems, 1d4 mages, and 3d10 guards
61 shield guardian, 2d4 knights, 2d6 priests, and 6d10 commoners

Sanctum Island Reactions

d6Reaction
1The characters are allowed on the island, but the inhabitants don't allow the characters into any buildings.
2The inhabitants like the characters and give them advice to help them impress the island's leader.
3Some unhappy inhabitants believe the characters are their ticket off the island. They flirt, lie, bribe, and beg to be taken away.
4The inhabitants attempt to convince the characters to use the island as a base of operations and contribute to the community.
5The inhabitants hunger for information about the outside world and allow the characters to use news as currency.
6The inhabitants don't trust the characters. All Charisma checks made to influence the inhabitants have disadvantage.

Sanctum Island Story Hooks

d4Story Hook
1A spy among the inhabitants needs extraction from the island.
2The island's leader misses an item (such as a flower or a particular food) that can't be found on the island and offers a reward for the item.
3The island asks for aid against an adult green dragon that regularly raids it.
4The island has an armory full of legendary adamantine and silvered weapons.

Welcoming

Welcoming islands host creatures that are friendly toward the characters. These creatures provide what aid they can and might even put themselves in harm's way for the characters if a friendship is established.

Welcoming Island Leader

d6Leader
1Bard (see 11)
2Druid
3Guardian naga
4Treant
5Unicorn
6A metallic dragon of the DM's choice

Welcoming Island Inhabitants

d6Inhabitants
15d10 aarakocra
28d8 pixies and 8d8 sprites
31d6 lizardfolk shamans and 5d10 lizardfolk
41d6 druids and 5d10 tribal warriors
53d10 centaurs
63d10 scouts and 5d10 commoners

Welcoming Island Story Hooks

d4Story Hook
1The island is a colony or outpost sponsored by a nation or wealthy noble the characters are associated with.
2The island's residents swear a character looks like a beloved past leader. Melancholy, they treat the characters as they would their lost hero.
3The island never gets visitors. The characters' arrival is cause for a peculiar but earnest celebration.
4The island's leader is a long-lost relative or friend of a character's family.

Wild Island

Nature reigns on wild islands. The creatures on the island respond to the ebb and flow of the natural world rather than trying to tame the environment.

Wild Island Features

d6Feature
1A waterfall flows up a mountainside.
2The island slowly rotates clockwise.
3Geysers shoot bright light into the sky at night.
4Razorvine (see "5" in chapter 5, "5," of the Dungeon Master's Guide) grows in 10-foot-tall hedges shaped like animals.
5Rain on the island creates a beautiful melody.
6All beasts on the island have truesight out to a range of 120 ft.

Wild Island Encounters

d20Encounter
12d8 baboons
21d4 brown bears
31 owlbear
42d6 giant toads
52d10 giant wasps
62d4 giant spiders
74d4 pixies or 4d4 sprites
81d4 blink dogs
91 pirate captain (see 11) and 3d10 bandits digging up buried treasure
103d6 tribal warriors
112d4 druids
121d6 dryads
132d4 centaurs
141 ankheg
151d10 giant boars
162d6 giant eagles
171d4 giant apes
181d4 treants
191 roc
201d4 veteran explorers

Wild Island Story Hooks

d4Story Hook
1The island hides a spring that restores life to anyone washed in it, as per the raise dead spell. A creature can only benefit from the spring once.
2A djinni recluse dwells on the island and grants favors.
3Pixies beg the characters to help them oust a group of 3d10 trophy hunters (scouts) from the island.
4The island holds the tomb of an archdruid, which contains a portal to the Feywild.

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