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« on: June 06, 2012, 05:53:10 PM »
I'll post bits of the adventure here for feedback, but expect to have the whole in PDF format. Here's a brief introduction to the adventure for the GM - useful to position the scenario to the players (no spoilers here but some clues that will be useful later). The GM's information will follow.
Breaker Isle lies within sight of a sparsely populated coast, dotted with fishing villages. A decade ago a magician took up residence and constructed a tower and small dock. From there he launched many expeditions of unknown purpose using a small caravel and hired crew. Some years ago, dubbed by the locals as the 'green night' a pulsating yellow green light could be seen coming from the island. From that night forward all contact was lost with the isle. Since outsiders were never welcomed, very few local fishermen dared to face the dangerous rocks around the island to discover what occurred nor to explore rumors of lost treasure that the magician was salvaging from wrecked ships along the coast. Those who did bring their fishing boats near claimed to hear strange sounds, see ghostly lights and were discomfited with an feeling of unease. In the ensuing years the place has garnered an evil reputation and the locals stay far from it.
The adventurer's have been drawn to the isle through rumors of lost treasure which the magician had supposedly been salvaging from shipwrecks along the coast. The source of these rumors is from a drunken sailor who claims to have been part of the small hired crew of the caravel. He said, before he vanished into the night, that the sailors were hired to only man the ship and the magician had his own crew of divers who would dive only at night and no crew would be allowed topside when they were at work; but he would sneak a look and knew that they brought up sunken chests and other flotsam from the seas; sometimes he would catch the gleam of coin that spilled from those rotten trunks. He also recalls with a shudder that those mysterious robed divers seemed oddly shaped and could have sworn he saw one's webbed hands during a moonlit dive. He also tells of the last dive where he heard exclamations and ululations from above decks that caused the sailors a fright and the next day the entire crew and caravel were dismissed from service, but with handsome pay.
Upon arrival at the coastal region, from the small fishing villages the adventurer's learn of the 'green night', the history of the island and hear news of an unfortunate event. Recently two young men and one young women on a teenage dare took a boat near the isle but must have broken up on the rocks nearby as some wreckage of their boat was found. However, their bodies were not found; some say they might have made it to the isle. If the adventurer's make it known they intend to explore the island, the fishermen will be willing to get them to the island if the adventurer's promise to look for the missing youth.