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Keep On The Shining Isle
Keep On The Shining Isle
Index:
Setup pg 1
The Island pg 1
Getting There pg 1
The Surface of the Island pg 3
The Keep pg 5
The Crystal pg 7
The Map pg 10
The Tainted Food pg 12
The Crystal's Guardians pg 15
The Long Ones pg 16
Backstory pg 17
The Climax pg 18
The Escape pg 21
The Shining Isle is a remote but not
inaccessible island, in a sparse
archipelago of rocky, tilted islands.
Setup:
Send your PCs there after a pair of people
who’ve gone off alone to the island. Your
PCs could be trying to rescue them, to
capture them, could be in love with one of
them, whatever reason works best in your
campaign! We’ll refer to these two poor
souls as Lost Person 1 and 2. Name them to
fit in with your world.
The Island:
On the Shining Isle is an ancient keep a
walled fortress, built into the bedrock of
the island. Nearby townsfolk know of it as
an island no one goes to anymore, but
there’s no clear reason why.
Getting There:
On their way there on a boat, have your
PCs spend the night in a foggy muck,
unable to navigate. While it is dark and
foggy, let a strange glow spread through
the water, growing ever brighter until a
large THWOMM is heard. Then the light goes
out.
1
About a minute after the THWOMM, a huge
wave comes charging towards the boat,
forcing the PCs to fight to stay aboard.
Don’t kill anyone right now but it’s a
good chance for some seafaring drama and
maybe a coldwater rescue. In the morning,
the fog will have lifted and your PCs will
be able to easily navigate to the Shining
Isle.
2
The single file steps are slippery and
damp, even towards the top, as if water
has been behaving strangely recently.
4
The Keep was built by an ancient
isolationist apocalyptic cult if any of
your PCs have knowledge of magic, cults,
religions or the region, they should be
able to pull up a little information on
who used to live here.
The Keep:
The Keep is structured like your usual
walled fortress, with lookout towers at
the corners watching the horizon and a
big heavy and welllocked front gate.
Its inland half is enclosed by the
thick, verdant forest and to find a way
in the PCs will have to trudge through
the bush and then through the long
5
overgrown garden to the back door, which
is much easier to break into.
The Crystal:
If the PCs explore the basement temple
room, they will find none of the usual
finery, but an altar carved from the black
7
spruce growing on the island has been
shifted, possibly by the Lost People, to
reveal a trap door. If the PCs go in, they
find an ancient magical crystalline
megastructure.
9
10
The Map of the Keep on the Shining Isle
11
The Tainted Food:
The PCs will be tempted to eat the
beautiful food roll against wis or con
to see if they resist. If they ate food
from the surface, keep track, but don’t
make them roll at the time. Anyone who’s
eaten surface food will immediately be
tempted by crystal food, but everyone will
be tempted as they move further into the
structure. Food will be increasingly
tempting and also increasingly dangerous
as they explore into older crystalline
structures.
12
The sleeping animals are unwakeable and
can be killed and butchered without a
fight, and just like the plants, the PCs
are very tempted to do so, as they look
delicious.
15
Anyone who has eaten the food on the
island can understand the long ones. If no
one has, the long ones will try to offer
up food in hopes of turning someone into a
translator.
16
If the Long Ones end up close to death,
they will hide back in the central
chamber, and PCs will find it much much
harder to break into than the outer ones.
If the PCs break into it, or continue to
try to wake up the Lost Person, there is a
huge flash of light and they are all
knocked out.
The Backstory:
The long ones call themselves Alroyav, and
they explain that this is not their home
plane or planet. They have been using this
island as a refueling station for their
planar travels, and had set up a hidden
greenhouse to grow the things they need
17
underneath. The was only a slight
destruction to the natural geological
structures when they did this.
The Climax:
While they are talking, one Alroyav seems
to pause as if listening, then turns away,
works some sort of invisible interface on
the inner hub’s wall, and a loud vibrating
sound starts. The light intensifies, the
PCs feel the whole island seem to resonate
18
with that huge THWOMMMM sound, and if they
are really good at hearing they can hear
crashing of waves, and they briefly pass
out.
19
Maybe they both leave together with the
Alroyav? Maybe they say a tearful goodbye?
Maybe the sleeping Lost Person prefers to
live what time they have left on their
home planet? Meanwhile all six of the
Alroyav now quiz the PCs about how to
better seal off their greenhouse.
20
The Escape:
Upon returning to the surface of the
island, the PCs can see the sea is churned
up, and indeed, their boat is GONE,
leaving only a torn rope. If they go back
up to grab the rowboat, an Alroyav
attempts to stop them.
21
The Keep on the Shining Isle is
a systemagnostic dungeon
featuring a haunted ruin, a
mystery cult and some very
tempting apples.