A copper bowl. A rival crew. A sea that wants you dead.
Island of the Whispering God puts your party aboard the carrack Fair Wind with a map scratched into a copper bowl and a faster ship on its tail. Vuel the Cruel has the same map. You learn that the hard way, in a wharfside tavern brawl where the watch arrives in four rounds and the exit is on the wrong side of the room.
Then the chase. Fog, merfolk, a singing harpy, and a minor kraken summoned by your rivals to do their killing for them. Your battered ship limps ashore on the Isle of Lubarr, where the villagers have never seen iron, the jungle hides a forty-foot wall nobody crosses twice, and a ruined temple belongs to apes and their god.
Inside you’ll find a tavern rumor table, eight named hirelings, optional ship combat rules, deck plans for the Fair Wind, a hex map of Lubarr, and five hooks for keeping the party on the island. The treasure is iron, tons of it, and it’s worth more here than gold.
36 pages, black and white, for Dungeon Crawl Classics RPG.
Series: Book two. Follows Secret of the Whispering God (that copper bowl comes from it) and leads into Sanctum of the Whispering God.
