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PLAC ING  THE ADVENTURE
                                                             THE LIGHTHOUSE KEEPER
             Abbey Isle offers a perfect adventure site to place just off-
             shore from a coastal location or a short voyage away from   The lighthouse where the characters begin the adven-
             seaside locales. Here are some suggestions for placing it   ture is manned by a retired officer named Major Ursa.
             in a few classic D&D settings.                  The major (LG male human veteran) is a huge, bar-
              Eberron. On Khorvaire the isle is located on the north   rel-chested man with a bright red beard and a circlet of
             coast of Karrnath. The local mariners are keen to have a   thin red-gray hair on his balding head. His usual garb
             bastion against Lhazaar pirates, but the gold they offer   is a gaudy red and yellow kilt with his warbammer and
             comes, indirectly and deniably, from the coffers of King   dagger hanging from a broad leather belt.
             Kaius. The king is keen to rid his land of the influence   The major now lives, and enjoys, the solitary life of
             of the Blood of Vol.  Destruction of the cult on the island   a lighthouse keeper. He is a respected member of the
             certainly draws the attention of the Crimson Covenant and
             perhaps even Erandis d'Vol herself. Entanglement with the   mariners' guild. If the major is attacked by the party,
             Order of the Emerald Claw will surely follow.   the local citizenry rallies to his defense. The mariners'
              Forgotten Realms. Abbey Isle lies off the west coast of   guild quickly places a bounty on the party, and the ad-
             the Dragon Reach, and a mariners' guild from the Daie-  venturers become bunted criminals. The major does
             i ands would like to control the island to help them defend   not have the guild's reward money or anything of value
             against raiders from Pirate Isle in the Sea of Fallen Stars. A   (other than food, drink, and nautical equipment) at the
             cult devoted to Shar, an isolated remnant of the Netherese   lighthouse.
             occupation, has lived on the island for some time. If the
             cult is routed from the island, the characters might gain   ROLEPLAYING MAJOR URSA
             unwanted attention from what remains of Netheril.
              Mystara. The Minrothad Guilds are always interested in   Major Ursa is not a mercenary and will not sponta-
             consolidating their power on the sea and would be glad to   neously join the party. He accompanies the characters
             wrest control of the island away from the cult that holds it.   only if they have made at least one attempt to land on the
             Due to interference from the Thieves' Guild, the scholars   island. He remains on their boat. refusing to take part in
             of North Isle have had little luck convincing the guilds to   combat but willing to observe and offer advice.
             help. As a result, they have hired mercenaries to remove
             the threat on the Abbey Isle,  located between North Isle   WHAT HE KNOWS
             and Fire Island. The cult could be followers of Alphaks,   Major Ursa. as a member of the mariners' guild, is in-
             inspiring Thyatian privateers to set out from Terentias and
             brave Minrothad territory to wipe out the renegade cult.   vested in the party's success. He offers the following
                                                             information freely:
            The characters explore the island, dealing with horri-  "The only safe place to get ashore on the reef-ringed,
           fying undead, surviving clergy, brutal mercenaries, and   rocky little island is a large sandy beach known as the
           living constructs in trapped tunnels. Once they have   Skull Dunes. The dunes are full of undead, because
           cleared the isle, they can return to the mariners' guild   the clerics of the abbey created an army of skeletons
           headquarters and collect the reward from Guildmas-  to guard the beach. The skeletons lie under the sand
           ter Tabeth.                                        and attack anyone who comes near."
                                                             •  "The pirates got ashore somehow. There's probably a
                                                              path through the undead. but finding it's the problem.
           TRAVELING TO THE ISLE
                                                              We didn't catch up with the pirates till after they'd left
           The actual jumping-off point for the mission is an is-  the island. They'd taken as good as they gave. They
           land located up the coast. Getting there in the rowboat   were a miserable, sorry lot when we attacked and
           takes about six hours. This island has a lighthouse that   routed what was left of them. One shipload escaped,
           the cha.acters can use as a safe place when they want   but we sank the others. The sea and the sharks got
           to rest. reequip, or regroup. Abbey Isle is another two   the survivors, so we never got a firsthand account of
           hours beyond the lighthouse.                       what happened on the island or of how the pirates got
                                                              through the dunes."








           ABOUT THE ORIGINAL
           "Isle of the Abbey" was designer   himself to using only monsters
            Randy Maxwell's contribution to   found in the rulebook he started
            l 992's Dungeon 34.         with. The result is a scenario
             In designing this adventure, Max-  that shows how restraints breed
           well reached back to his early days   creativity.            ISLE OF THE
           as a Dungeon Master, restricting                             ABBEY

                                                                        nme to hi! the beoch.

                                                                   lL

          LH\l'TlRS  lS!EOt  !'HEAIHI!)
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