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Starfrost Island
An Adventure for Legendary Lives
By Joe Williams & Kathleen Williams
Copyright © 1992, 2007 by Joe Williams
Email me at: freeRPGs@comcast.net
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Starfrost Island
Background
magical properties, and jewelry collectors could be
overcome by greed.
Whatever their individual motivations, the
characters will converge at a small pier north of
Tourmaline. It may surprise them that treasure
seekers are so common to Starfrost that a ferry
runs once a week to the island, carrying the
hopeful to and the disappointed fro. The player
characters may know each other to begin with, or
they may meet for the first time at the ferry.
Some years ago, off the coast of Tourmaline, a
corsair vessel named The Starfrost robbed an elven
trade ship of it’s treasures. Among the jewels was a
beautiful silver tiara, a gift from the easterling
kingdom to the Elf Queen. Set with seven magical
stones, the headpiece was worth a fortune. After
sinking the elven ship, the corsairs turned for
home, but a freak wind storm (summoned,
perhaps, by the curse of the elves) blew them off
course. The waves battered the ship until it sank.
Only two corsairs managed to swim to a small
island; one of them had the tiara stuffed in his shirt.
The rest of the treasure was lost.
The corsairs decided to build a skiff and sail to
the mainland. Fearful that the tiara would be lost
during the uncertain voyage, they agreed to bury it
on the island and return for it when they were
better equipped. Since neither trusted the other,
they bent the fine filigree work, and broke the
crown in two. Separately they went into the forest,
where each hid half. The corsairs met on the beach
at daybreak and sailed for the mainland. Many days
later, they were found floating offshore, nearly
dead from exposure. One of them had just enough
strength to gasp out his story, and then they both
died. From that day on the island has been called
Starfrost, after the corsair ship that was destroyed
on its rocky shore.
The Ferry
The ferry is a flat-bottomed boat captained by
Malcom, a crippled corsair with a patch over one
eye. He demands $1 for every person who rides his
ferry. The barge isn’t large enough to carry horses;
however he can stable any steeds at his coastal
cottage for $1 a week.
Malcom is a cranky fellow, who would rather
smoke his pipe then talk, but he answers questions
if asked civilly. It takes about four hours to reach
the shore of Starfrost Island, during which time the
players can become acquainted.
If asked, Malcom says that he’s never set foot
on the island, but he’s taken a lot of adventurers to
it’s shores. He emphasizes that only a few of them
have ever come back, and they babble stories of
horrendous beasts, winged demons, and awful
creatures of nightmare. At the height of this spiel,
he offers to sell the party the following healing
herbs: 2 doses of Key flower ($50 per dose), 2
doses Castor Beans ($40 per dose) 3 doses Elf Root
($30 per dose) and 1 dose Lung Wort ($20 per
dose).
Malcom carries $35, a pipe with tobacco, flint
and steel, and a large cutlass along with his herbs.
He does Poor damage with his cutlass and has a
Defense of Passable, Good, Great, Superior.
Involving the Players
The players may become involved for a variety
of reasons. For new players, the lure of ready
treasure may be enough. An elven character may
wish to regain the tiara for his beloved queen. A
corsair could be related to one of the crew
members, and plans to claim the tiara as his
rightful property. Mages might seek the tiara for its
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Starfrost Island
Harpies Attack
On Shore
As the ferry draws near Starfrost island, a
player who rolls Good on Alertness will notice
three flying creatures coming towards them. They
are an avian male obviously fleeing in terror, and
two harpy pursuers (see Chapter 11 for
information on harpies). One harpy carries a
hooked net, and it appears as though they are
trying to capture the avian rather than kill him. The
avian yells for help, and players may try to assist
by making bow or crossbow shots at the creatures
at -2 columns.
During the struggle, the wounded avian will
collapse on the ferry. If one of the harpies is killed,
the other will fly away. If captured, they will prove
to be wily and uncommunicative.
Hummer is in no condition to travel, but he
continues to urge the others on. He tells them to
head directly north, following the ocean, for there
are no roads or paths through the forest. His family
aviary is about a day’s journey away, where they
might be able to pick up the trail of his family.
Malcom can’t be induced to join the players. He
immediately sets to felling small trees with his
sword in order to build a raftÉ he’s not about to
stay on Starfrost Island a moment longer than he
needs to! For a fee of $50, he’ll offer to watch after
Hummer and wait until the players return before
casting off.
The Journey North
Hummer Talks
The avian will thank the party and introduce
himself as Hummer. He has been badly injured, and
is quite frantic. He’s certain the island has been
cursed. At night, the sky is filled with mysterious
lights and terrible sounds. Food is scarce and
springs have become tainted. Storms rise from
clear skies and whirlwinds tear through the
forests. Hummer and his family were preparing to
leave the island when his nest was raided by three
harpies. He managed to get away at the last minute,
but his family was taken prisoner. Two of the
harpies pursued him. Harpies are not indigenous to
the island, and he’s sure someone brought them
here for some nefarious purpose.
Hummer pleads with the characters to help his
family. He says he knows where half the tiara is
hidden, and if they rescue his family, it can be
theirs.
After speaking with Hummer for a short while,
a massive storm rolls in from the sea. It tosses the
ferry back and forth until it shatters, dumping
everyone into the cold waves. Characters must roll
Good on Swim to make it to the beaches of
Starfrost island. Those who fail will be washed
ashore half drowned; see the Swim skill in Chapter
6 for information on drowning. Both Malcom and
Hummer will make it to shore. Hummer suffers a
sprained wing in the turmoil.
Following Hummer’s directions, the
adventurers soon find themselves walking on
rocky ground, then ascending cliffs. A Good Climb
is necessary to successfully traverse this area. See
Chapter 6 for details on Climbing.
Near the top of the cliffs the party finds the
remains of an adventurer. Although his skin is
parched and leathery, his elven features can still be
discerned. He carries a case containing five arrows,
and wears two leather gloves, leather boots, a
chain hood and a heavy wool cloak. A long bow lies
near his side; there are no rations or other
supplies. A Superior Medical roll indicates that he
died of a wasting disease. The nearby vegetation is
dead and dying as well.
In his pouch is a small journal written in the
elfish language. It requires a Good Literacy roll to
read it. The journal relates a story of how he came
to the island looking for the lost tiara of the Elf
Queen. He was in the forest when he heard a
dreadful creature crashing through the trees. The
journal describes it as a skinless horse. The evil
demon breathed on him and he lost consciousness.
When he came to, he fought back his weakness and
continued on his journey. His last entry reads, “My
strength is giving out. I’ll rest only a little while
before going on.”
If anyone takes one of his items, they must roll
Passable on Stamina or contract a disease. Those
who fail will begin to feel nauseous and sickly
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Starfrost Island
within the hour. Soon sores will appear on their
hands and faces. Each day afterwards, an ailing
character must make a Stamina roll. On a Pathetic
or Catastrophic roll, the character dies. On a
Superior or Awesome roll, he recovers.
To the Aviary
The other side of the bay is another rocky
slope. Here, a Good Climb roll is needed to ascend
the cliffs. At the top is Hummer’s aviary. One of the
tallest points on the island, the party can see that
the island is greatly covered in trees and mist;
however, those who make a Passable Nature roll
will notice that great patches of the forest are
suffering from a blight. Further to the north, the
very top of a ruined lighthouse rises over the trees.
The aviary shows signs of a struggle. The
inhabitants were obviously snatched during their
daily routines: bedding is rumpled, a basket of
berries has been knocked over and the coals in the
fire are still slightly warm. A quick search reveals
only household goods-no tiara can be found.
It is dusk, and the party may safely stay here
for the night. At midnight, horrible cries can be
heard over the breaking of the waves against the
shore. Ghostly green lights billow from the
lighthouse, not as a guiding beam, but as an eerie,
sparkling glow.
Merrows Play a Trick
On the other side of the cliff is a beautiful bay
with a white sandy beach. It is very inviting, unlike
the rest of the island. A lovely woman is sobbing at
the edge of the water. Characters can descend to
the beach easily.
This woman is really a merrow, but pretends
to be human. Seeing the party, she runs up to them
and ask them to help her. She accidentally dropped
her comb in the water, she weeps, would one of
them wade in and get it? She cannot swim herself.
The comb can be seen resting at the bottom of the
bay, a distance of about five feet. No matter how
hard the party tries to fish it out with a stick or
sword, they simply can’t catch hold of it-the water
distorts it. Someone must actually go into the
water to fetch the comb.
If this happens, this person will find himself in
the grasp of a male merrow (he can be spotted
with an Awesome Alertness roll, lurking near the
comb). The female merrow will shriek with delight,
jump into the bay, and immediately form a fishy
tail. Both will shout “We have a new playmate! We
have a new playmate!” They will precede to dunk
the poor adventurer in and out of the water. If
attacked, the female merrow will chant her siren
song. Those who hear it will be drawn to her for
(Will vs Passable) x 10 minutes. After tiring of their
victim, they will place him on a rock some fifty feet
from shore. A Great Swim roll is needed to fight the
treacherous tide back to land. The merrows may
offer to bring the adventurer back in return for a
more interesting toy.
If the party chooses to pass the merrow
without helping her, she will grow angry and sing
her siren song. If attacked, she will dive into the
water, swim a safe distance, and sing her song,
enticing the characters to drown themselves while
her husband attacks with a mighty trident. See
Chapter 11: Foes for more information on
merrows.
The Beyonie
The morning is misty and grey. Descending
from the aviary, the party comes again to the
beach. As the adventurers continue northward to
the lighthouse (their most likely destination), they
come across some odd-looking tracks, reminiscent
of a goose, though man-sized. With a Passable
Track roll, a character can easily follow the
footprints to the edge of the ocean. As the party
draws near, they can see the hunched figure of an
old woman walking along the shore, carrying a
large basket. A character who looks can spot her
red webbed feet underneath her skirts. As they
come closer, the characters will hear her words:
“Ah, me! I’ve tried fresh water, now salt water, and
nothing washes away the blood. Oh, woe!” At this
point, characters who make a Great Legends roll
will recognize the Beyonie. For more information,
see Chapter 11: Foes.
If a character can walk between the Beyonie
and the ocean, she will answer three of his
questions truthfully, but she will also ask three
questions that must be answered truthfully;
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Starfrost Island
otherwise the character will be cursed. The
Beyonie will try to prevent anyone from walking
between her and the ocean. A character may try to
sneak around her by making a Great Stealth roll or
trust to speed by making a Superior Run roll.
The Beyonie takes a shine to the character
who makes the highest Fate roll. The Beyonie will
freely admit that she has come to Starfrost Island
because “death is in the air.” She’ll give her favorite
character a bloody garment from her basket. This
is a cloak of Elemental protection, and will keep the
wearer safe from the ravages of wind, including
hurricanes and similar storms. She warns them to
leave the island before they are lost, but disappears
into the fog before they can question her further. If
anyone tries to touch the Beyonie or hinder her,
she will use her paralyzing touch to defend herself.
laughing and frolicking with the aughiska which
carry his disease (they are immune), then he
disappears into the forest.
If the aughiska spot the party, they will
whinny, and draw the nuckelavee back to the
beach. The nuckelavee carries a huge lance (Great
damage) and can simultaneously attack with front
hooves (Passable damage) and a bite (Good
damage). He has a Defense of Great, Great,
Superior, Superior, Awesome, Awesome. The
nuckelavee fears fresh water more than anything
else. It will not cross a fresh-water stream, and if
fresh water is splashed on its skin, it will retreat.
However, it will first try to kill or infect the party.
See Chapter 11 for more information.
The Lighthouse
The Aughiska
The fog slowly lifts, but the day is still grey and
damp. As the characters reach the top of a dune,
they can see a stretch of beach, then a rocky jetty
with the lighthouse perched on the far end. The
tower is crumbling and appears empty. To their
immediate right, the party can see great patches of
parched earth. Below, a flock of 20 aughiska cavort
on the sands. Numerous other aughiska lay dead or
dying on the beach.
As long as they are inland, these horses make
fantastic mounts, telepathically linked with its
rider. However, if they manage to smell sea water,
they will run swiftly towards it, devouring their
rider once they’ve plunged into the waves. See
Chapter 11: Foes for more information
As the characters watch, a great churning
approaches from far out in the ocean. The aughiska
caper to the edge in anticipation as a nuckelavee
comes from the waves and walks on the beach.
As the characters attempt to reach the
lighthouse, they are swept back by magical
whirlwinds which do Passable damage. Anyone
wearing or holding onto the cloak of Elemental
Protection is immune to the whirlwind. The
whirlwinds will disappear once they’ve been
breached.
The door to the lighthouse is marked with
esoteric symbols, but is unlocked. The ground floor
contains only dust, cobwebs and a worn stone
staircase leading upwards in a spiral.
When the parties reach the second floor, three
harpies will attack (see Chapter 11: Foes). The
floor is covered with a squalor of rags the harpies
use as bedding. On a Passable Search roll, the
players find half a broken tiara hidden in the filth.
The harpies stole it from Hummer’s aviary.
The silver crown setting is so tarnished by the
elements that it’s worth only $50. Each of the 3
gems it contains is worth $100 and confer the
following on its wearer: Agate: +1 Defense;
Aquamarine: +1 Swim; Bloodstone: +1 Sword.
The Nuckelavee
Characters can recognize the nuckelavee by
rolling Great on Legends. A ghastly looking
creature about 12 feet tall, it has the body of a
horse with the torso of a man growing from its
back. It’s skin is inside out, and it needs to bathe in
salt water to soothe it’s pain. It is the bringer of the
wasting disease, and glories in infecting living
creatures. The nuckelavee spends some time
Titando the Mooly
The third floor of the lighthouse was once the
fire pit which lit up the night sky. Shards of broken
mirrors still cling to the walls. It is open to the
elements, and a fierce breeze blows though it. In
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