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THE STARBORN
RISE OF THE STARBORN
Rumour has it Lady Shae, a wealthy metal The PCs might become involved in this adventure
merchant in Crow’s Keep, is looking to hire (i) as part of a merchant crew visiting the isle, (ii)
private investigators to sail to Arran Isle. Situated independent explorers on an unplanned stopover,
on the eastern shores of Lake Argos, Shae’s son or (iii) investigators retained by a wealthy
was a navy guard stationed on the island when he businesswoman to determine why her young son
went missing. She wants him found ASAP. failed to return home for shore leave a week ago.
The One
The waters of Lake Argos hold many secrets, but
few quite so dangerous as the Aboleth that has
slumbered in her depths since the First Age.
(ii) The severed hand of a fishling, (viii) A tarnished, silvered hook hand (80
several days old. gp).
(iv) A beautiful spiral shell on a leather (x) 1d12 gp inside a black bandana.
throng. If worn, the talisman increases
the user’s maximum Luck by 1. If the (xi) A locked mahogany case. Inside is a
shell ever breaks, the Luck bonus is map to a hidden temple of Shennog
lost, and the owner rolls on the Dark in the Ulgoth Foothills (Adventure
& Dangerous Magic table. Framework #10).
(v) A copper pirate skull ring (8 gp). (xii) A dark leather pirate’s hat (tricorn),
with a moon & cutlass icon. The hat
(vi) Holy scriptures of Graxus, the Iron once belonged to Captain Semper of
God, tied up with prayer beads (5 gp). the Argonaut (a notorious reaver fifty
years earlier).
Area 1 – Docks inquiring about the party’s business. Unless openly
On approach to the Isle, a single navy carrack (the hostile, the party will be allowed in (getting out is
Vigilant) is docked for repairs (unmanned but for another matter). Weapon licences are required
2d6 shipwrights, the warship is armed with onagers (see Area 1). Asking about guardsman Mord Shae
on the bow and stern, ballistae port and starboard). receives a vague response (he’s on leave, but still
If at night, the light house beacon is lit (Area 8). on the island somewhere (not in the barracks)).
Anyone breaking away from the main boat to Guardsman AC 14, HD 1, Sword 1d8+1, 19: as
approach the island stealthily has a 50% chance of weapon, S13 D10 C12 I10 P12 W10 Ch10 L4,
being attacked by 3d8 fishlings. Characters that are Mv 30 ft. Armed with swords and chainmail.
overcome are taken to the aboleth in Area 15.
Sergeant Gibbot AC 17, HD 3, Sword 1d8+1,
Otherwise the PCs are met by Dockmaster Lynch 19: disarm, S14 D10 C12 I12 P12 W10 Ch13 L6,
(6’ 5”, thin, bored look, monotone voice) and Mv 30 ft. Has the Fighter Charger ability. Cold
asked to sign the visitor register (he carries a iron mace, half plate, may use his shield to negate
number of scrolls with him, one is the visitor a single directional attack.
register). Lynch advises the party that taking
weapons into the fort (beyond the walls of Area 4) Area 5 – Fishing Quarter
incurs a 2 gp fee. Most of the port’s fishermen live and work along
the southwestern wharf. About half of the homes
Area 2 – Domiciles are now vacant (victims of the Aboleth), their
This collection of thatched roof buildings house salted barrels beginning to reek. Up to 1d6
some of the local dock workers (1d6 in each), fishermen live in each of the remaining buildings.
although approximately half are now empty. If asked about the empty homes, the fisherman
Ferreting through the abandoned quarters reveals suggest the inhabitants returned to the mainland.
1 x Carry Loot.
Area 6 – Food Market
Resident AC 10, HD 1d6 hp, Knife 1d4, 19: as This large wooden hall is the isle’s food market,
weapon, S11 D10 C10 I10 P10 W10 Ch10 L3, with many kinds of vegetables, fruits, meats, pies,
Mv 30 ft. pastries, spices, etc for sale. 4d6 residents are here
at any one time, vendors and customers alike.
There are quite a few empty stalls. If queried about
Area 3 – Warehouses this, vendors will suggest their colleagues are taking
This area includes the main warehouse, and three some time off, very ill, dealing with a family crisis,
smaller storage buildings. The warehouses are etc).
double padlocked, with multiple patrols of 1d3+2
guards. Dockmaster Lynch’s office is here, along Area 7 – Cataline’s Supplies
with his many ledgers and weighing scales. Each Cataline (5’ albino Karok with silver hair, sly smile,
warehouse contains scores of crates/barrels uses her hands when she talks) owns the general
(foodstuffs, textiles, tools, etc) worth at least 1 x store. She stocks 2d6 pieces of most common
Valuables each (GM’s call). gear, and 1d3 pieces of uncommon gear. Rare
items are a 50% chance (single piece).
Area 4 – Low Gate
The 12 ft high gatehouse is manned by 2d6 Cataline is one of the aboleth’s primary informers,
guardsmen. Sergeant Gibbot (6’2”, heavy set, as many sailors visit her store to restock on
stubble, cold iron mace) decides who enters, supplies. She will ask the party questions about
their purpose on the isle, and show interest about (ii) Residents are acting odd, as if
their professions and past deeds. Any unusual unconcerned with their missing
information will be reported back to the One. neighbours, and
1
Bad Radishes. Best not to ask questions.
Area 10 – Temple of the Iron God Franco’s Sword
This bronze capped temple is dedicated to Graxus Franco’s sword is perfectly balanced and ever
(god of war, courage, struggle, glory), overseen by sharp, with a gold plated hilt and lion head
Sir Franco (80s, elderly Knight of the Iron God, pommel. Normally hung behind the altar, the old
cloudy eyes, seemingly always parched and in need knight currently carries it. The weapon’s origin is
of water). The worship chamber houses a small unknown, but some say it was forged by one of the
iron altar imprinted with a skull, behind which are first knights to defeat the vile sorceress Tetrasûnae.
brackets to hold a sword (empty). By the time the
adventurers arrive, Franco’s acolytes have been Attunement takes 1d4 days, except by Fighters or
devoured, leaving only the retired knight to followers of the Argosan pantheon who require
maintain the shrine. 1d4 rounds. Once attuned, the user develops a
strong sense of justice, so much so that the GM
may call for an occasional Will check to resist
Once a formidable warrior, Franco’s fighting days taking action in the face of overt injustice.
are long gone, but his sermons of courage and
tenacity are stronger than ever. Much beloved,
Franco still wears his burnished plate during
ceremonies, but otherwise gets about in a grey
smock and sheathed sword.
• Vindra the Smithy (6’, athletic, pale Captain Higson (5’10”, solid build, dark
skinned northerner, a kind pessimist). moustache, often on his warhorse Ned) oversees
the gate and 4d6 soldiers. At present, no-one is
• Hussett the Stone Mason (bald, wide allowed entry other than soldiers or known
shouldered, greedy and flirtatious). informants (such as Cataline, Area 7). Whilst
under the aboleth’s charm, Higson is resistant to
• Paglen the Carpenter (5’10”, dark wispy bribes (disadvantage on such attempts).
hair, repeats himself).
Higson manages the guards’ rosters and knows
• Valentia the Potter (5’6”, dark skinned that solider Mord Shae is dead (eaten by the One).
Nydissian with cropped hair, remarkable He fobs off any inquiries from the PCs, stating that
green eyes, likes to spin a tale). Shae departed the isle a day ago (if PCs check with
Dockmaster Lynch in Area 1, there is no record
• Madame Yelma (dark haired, lithe, warm of Shae leaving).
smile) runs the brothel, which is missing
a few workers. Trying to fight one’s way through the gate house
would be a bad idea. Many of the guards carry
Area 12 – Watch Tower horns, and Area 14 houses scores of navy soldiers
This 25 ft high tower adjoins the lower wall, with a ready to assist. The armoury includes thirteen
rampart allowing access to Area 4. The walkways heavy crossbows, 2d6 fire pots, and three
cauldrons of burning oil (10 ft area, causes 3d6 fire drain near the northern most tower, then into the
damage, Luck (Dex) save for half). Keep (and vice versa).
Captain Higson AC 15, HD 2, Sword 1d8+1, 19: Whilst many soldiers have been eaten by the
prone, S14 D11 C9 I10 P11 W11 Ch9 L7, Mv 30 aboleth, 5d10 + 80 thralls still remain, plus
ft. Higson wears platemail and carries a sword. It’s Commander Moorback (40s, 6’ female with dark
been a long time since he’s had to use it. ponytail, strong build, glaring gaze) going about
their daily duties, including lake and isle patrols.
Ned, Warhorse AC 15, HD 3, Hoof 1d6, 19:
trample double damage and prone, S19 D13 C16 Arran Isle is one of Argosa’s primary navy training
I2 P10 W13 Ch6 L5, Mv 60 ft. Ned wears plate grounds, and there are large proportion of “green”
barding. recruits. Many spare uniforms including boots and
cloaks may be found in chests in the domiciles.
Training drills are run regularly in the courtyards.
The One dominates the whole of the island; Investigating the fishlings’ coral den reveals 1 x
residents are obedient thralls (excluding Mertin Carry Loot, 1 x Valuables, and an ancient scroll
hidden in Area 8, and Sir Franco in Area 10), and sealed in a waterproof tube (Gift of the Fiery
the fishlings devoted worshippers. As far as the Furnace and Sever Arcarnum).
aboleth is concerned, people are food and the
fishlings barely sentient insects. After another Aftermath
week, when the alien is replenished, it vanish back
If the aboleth is slain, its charm is broken and the
into the depths, ne’er to return.
people thank the PCs as heroes, throwing them a
parade and offering 1 x 5 HD Lair Treasure as a
Although the aboleth has no treasure per se, the
reward (including at least one magic scroll and/or
Keep’s vault (lower ground level, double high
potion). If Sir Franco died in the exchange, they
quality locks requiring great successes to open)
insist the PCs keep his sword.
contains 1 x 6 HD Lair Treasure. At the GM’s
option, one of the vault chests is trapped (random
If the aboleth lives, and the PCs escape the island,
Simple Trap LFG p.231). Additionally, if the it finishes up eating the remainder of the residents
aboleth is slain, it’s internal organs are worth 2d4
within 48 hours. Then it slips back into the depths
x 500 gp to the right buyer (herbalists, alchemists,
to sleep for another 16,000 years.
etc).
CREDITS
Artwork: Some art copyright Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games, used with permission.
Some art copyright Matt Morrow, used with permission.
Some art copyright Gary Dupuis, used with permission.
Some art copyright Dean Spencer, used with permission.
Cartography copyright Iconic Maps Tad Davis, used with permission.
Ink splashes copyright Shutterstock, used with permission.
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