Gertrude informs the player characters that, though the
ancient wizard was a fool and a disgrace, the magic user did
put a lot of barriers protecting the way to their home, which
is a stereotypically inconvenient tower on the far, far, far
end of the island. To get there, find the Soul of the Isle, and
break the curse, the party needs to make their way through
the other side of the desert and over a dangerous canyon.
With half-hearted enthusiasm, the sentient light crossbow
offers to let the player characters take a long rest in her
cottage. She also points the player characters to a chest in
which they’ll find some very stale travel rations, a potion of
healing for each player character, a gem of seeing, a packet
of dust of disappearance, a wand of polymorph, and a vial of
universal solvent.
For the player characters, making their way through the
other side of the Dehydrating Desert is a lot less dramatic
than entering it was, because Gertrude knows the exact path
they need to take to avoid sand-whirls and get out of the
desert quickly and without exhausting the player characters.
When they reach the far edge of the Dehydrating Desert, a
deep canyon stretches out in front of the player characters to
either side. Brush and scrub fill the air with an herby aroma
and hide the dangerous lip of the gorge. The unforgiving
desert spreads out behind them. Unless they go back to
Gertrude’s oasis, there aren’t any trees for them to use as
a bridge. And it’s far too deep for a rope. Flocks of dozens
of squawking swordbeak parrots (see page 148) swoop
through and above the canyon, making flying or floating
spells a very dangerous, very deadly, endeavour. Gertrude
informs them that there is a bridge, or there was one, anyway.
As they follow the sentient light crossbow’s directions, they
come across a person lying on their stomach, reaching their
arms out over the canyon’s wall as far as they’ll go. They
were the bridge that stretched over the canyon, now they’re
devastated because they can no longer do what they were meant
to do. And their best friend took their job. What a betrayal!
If Gertrude had eyes, she would roll them. She encourages
the player characters on because at least it sounds like
there’s still a bridge somewhere.
After a long, uneventful trek over the unchanging landscape
with the canyon on one side and desert on the other, the
player characters come to a sturdy, utilitarian bridge… a
bridge that demands a toll or he won’t let them cross. This
was once a troll—and still has the stats of a troll—but can
only move up and down because, thanks to the curse, this
former troll is now a bridge. A troll toll bridge. Even though
he has a speed of 0, he is still dangerous because he can claw
and bite by lifting himself up and lashing out with his railings
and deck if an adventurer gets too close.
The toll he wants? Five hundred gold pieces and a lavish
feast fit for a king with all the villagers required to attend.
The troll has been lonely ever since the former bridge
turned into a person, gave him the silent treatment, and
wandered off. Now he is stuck as a bridge, out in the middle
of nowhere and all alone. But he is also too greedy to
consider not asking for money.
Needless to say, Gertrude is unimpressed with the troll toll
bridge and may say something offensive to upset him.
The player characters have the option of trying to beat
the troll toll bridge into submission… though with his
regenerative qualities, it may take quite some time.
They can also try to negotiate with the troll toll bridge.
Perhaps, the lonesome sentient bridge would like to
participate in a weekly card game of bridge with a local
group from the village? Or would that hit too close to
home? A book club might be better. Maybe they can offer
to convince the former bridge, now person, to return and
keep the troll toll bridge company. Deception, Persuasion,
or Performance work well against the troll toll bridge due to
his low Charisma.
Once the player characters gain passage over the troll toll
bridge, they pass through the Stone Jungle, a place with
a flat plain, towering rocks, and not much else… except
the crabs. Tiny mechanical creatures swarm over the stone
toward the player characters (seven mechanical crabs per
player character). Each mechanical crab has the stats of a
regular crab.
The player characters can fight the crabs, try to capture
them with a successful DC 14 Dexterity check per crab, or
they can try to run from them as the tiny metal crustaceans
chase after them, their claws clicking in a cute, somewhat
menacing, way.
The mechanical crabs are the final barrier to the
wizard’s tower.
When the player characters finally reach the wizard’s tower,
they find only a crumbling ruin. The roof has caved in. The
stone walls sport huge, gaping holes making it clear that
anyone who lived here is long gone. The place is abandoned.
Flying hammers pound on the stone and nest in the gaps.
Families of silverware scurry across the rubble. Everything
smells musty and unused.
As the player characters explore, they can walk around the
side of the old tower to a wall that hasn’t completely fallen
down. There, they’ll find a sign that reads, “Wizard towers are
for chump wizards. Come find me in my brand-new dazzling,
dangerous Dread Dungeon… if you dare! (No solicitors.)”
Gertrude mutters about how “wizards who curse entire
islands are the real chump wizards, regardless of whether
they live in towers or dungeons. Also, ‘Dread Dungeon?’
Can someone get any tackier?” It feels like she’s really
gearing up for a doozy of a vicious mockery.
A crudely drawn map in the corner of the sign shows the
player characters how to get to the wizard’s Dread Dungeon.
The player characters make it to where the map leads them
without too much difficulty, but there’s nothing but a wall of
rock and a series of buttons that are numbered 1 through 9
embedded in it.
Near the buttons, carved into the stone is a little story:
“Once upon a time, a canine ate too much. That canine
could eat nothing else forever more.”
The words once (1), canine (9), ate (8), too (2), nothing
(0), and forever (4), relate to numbers and tell the player
characters what order to press the numbers in: 1982904.
With successful DC 12 Intelligence (Investigation) checks,
the player characters can uncover the following hints:
The story tells you the order to press the buttons in
Sometimes, words sound like numbers
When does a dog sound like “nine”?
When the player characters enter the correct code, the wall
in front of them crumbles, and it doesn’t take long for the
player characters to find themselves standing in front of the
yawning maw of a massive cave. Inside, it is dark, dank,
and dangerous...