TEXT: RISE OF 
  THE STARBORN 
  
   
   
    
   
   
  RISE OF THE STARBORN
   
  Rumour has it Lady Shae, a wealthy metal 
  merchant in Crow’s Keep, is looking to hire 
  private investigators to sail to Arran Isle. Situated 
  on the eastern shores of Lake Argos, Shae’s son  
  was a navy guard stationed on the island when he 
  went missing. She wants him found ASAP. 
   
   
  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.  
   
  An exile from a distant galaxy, the One (as the 
  aboleth’s thralls refer to it, its real “name” 
  unutterable by humans) is highly intelligent but 
  wholly alien in thought. With a potential lifespan 
  of hundreds of thousands of years, even the elves 
  failed to divine its purpose.  
   
  Trapped on the present world, the aboleth wants 
  nothing more than to escape banishment and 
  return to the stars. But the celestial alignments 
  required to open a wormhole remain 16,000 years 
  distant, forcing the monstrosity to wait. In the 
  meantime, it regards all terrestrial beings as 
  insignificant blips at best, or momentary vexations 
  are worst.  
   
  Having spent the past two Ages asleep beneath the 
  waves, the monster has now entered a period of 
  wakefulness. Rising to the surface for only the 
  second time, the One has enslaved the residents of 
  Arran Isle, aided by a devoted school of Fishlings.  
   
  Over the next few weeks, the aboleth will feed on 
  the minds of its thralls until sufficiently 
  reinvigorated to resume its dream like reverie. 
  Until then, every waking moment is agony for the 
  One, a shameful reminder of its intolerable 
  confinement in this primitive, loathsome realm.  
   
   
   
  The PCs might become involved in this adventure 
  (i) as part of a merchant crew visiting the isle, (ii) 
  independent explorers on an unplanned stopover, 
  or (iii) investigators retained by a wealthy 
  businesswoman to determine why her young son 
  failed to return home for shore leave a week ago.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If the latter, Lady Shae offers the party 400 gp to 
  find out what has happened to her 18 yr old son, 
  guardsman Mord Shae. Shae doesn’t trust the 
  guard’s superior, Captain Higson; whom she 
  believes he is “covering up” for Mord, and wants 
  independent investigators to make discrete 
  inquiries on her behalf.  
  2
  
   
   
   
   
  Sailing to the Isle 
  The party must arrange their own passage to Arran 
  Isle, which is approximately 200 miles northeast of 
  Crow’s Keep. Assuming the party board a sloop or 
  larger (LFG p.120), the ship might average 100 
  miles per 24 hours, completing the voyage in two 
  days. Smaller vessels (skiffs, canoes, etc) travel 
  about half as quickly, requiring four days.  
   
  Each day on the water requires a roll on the 
  Voyage Events table (LFG p.135) or alternatively 
  roll 1d8 and see below: 
   
  1. A particularly shady crew member 
  (Mortimer, Rogue 2, Dex 14, dark haired, 
  crooked 
  smile, 
  toothless 
  whistler) 
  attempts to steal a random PC’s coin 
  pouch at an opportune moment (ideally 
  when they’re asleep, drunk, seasick, or 
  otherwise distracted).  
   
  If caught out, Mortimer offers secret 
  information about a lost ruin or treasure, 
  or introductions to his thieves’ guild back 
  in Crow’s Keep, if the target doesn’t dob 
  him in (GM determines details). If 
  reported, the captain keel hauls him as 
  punishment (terribly lacerated, but lives). 
   
  2. Octavia (dark skinned Nydissian, braided 
  hair, curvy) a quasi bard/tale teller, breaks 
  out a ghost story about a pair of Argosan 
  Stranglers (Midlands) that crawled aboard 
  the Nightingale two weeks earlier, killing 
  ten men before the crew cut out one 
  monster’s eye, driving them back into the 
  lake! Later that night, there is a 50% 
  chance two Argosan Stranglers attack the 
  ship, one missing an eye… 
   
  3. Turns out one of the ale barrels is off, 
  tainted with some kind of foul sickness, 
  the origin of which is unknown (a rival 
  captain, Chi Lhau, paid one of the crew 
  (Millie, cabin girl, whip thin, steely eyed 
  with a chip on her shoulder) to sabotage 
  the barrel with a vial of tainted liquid 
  (since thrown overboard). Anyone who 
  has partaken of the ship’s ale must make 
  a Luck (Con) save or contract a random 
  disease (LFG p.123). 
   
  4. The weather turns merciless, whipping up 
  a freak storm in a matter of hours. A 
  Group Luck save is required for the boat 
  to avoid being wrecked on a hidden reef. 
  If failed, the crew must resort to the 
  lifeboats, which only hold 8 men each 
  (GM determines how many boats, based 
  on the mother ship). 
  Assuming the ship avoids becoming a 
  wreck, a single Stormraven takes the 
  opportunity to attack when the winds are 
  favourable.  
   
  Stormraven AC 14, HD 8+2, Bite 2d6 and 2 x 
  Claws 1d10, 19: the stormraven unleashes a 
  shocking blast, causing 3d6 lightning damage (no 
  save), S19 D12 C14 I2 P13 W15 Ch8 L10, Mv 
  180 ft flying. A stormraven rides the lightning to 
  attack their target in the initial ambush (usually 
  auto surprise, and bonus 4d6 lightning damage). 
  When slain, the raven calls a final lightning bolt to 
  strike the killer (Luck (Dex) save or 8d6 damage 
  and lose next action). Immune to lightning and 
  cold damage.   
   
  Stormravens are massive, raven like avians with 30 
  ft wingspans, yellow head crests and thunder like 
  cries. 
  Roused 
  from 
  hibernation 
  during 
  thunderstorms, these aerial predators favour deer, 
  horses, and oblivious humanoids. Intrinsically 
  bound to tempests and squalls, stormravens act as 
  natural lightning rods, attracting and directing 
  electrical blasts in concert with their attacks.  
   
  5. Drifting cargo (branded with Shenzu 
  markings) is spotted near the horizon. 
  Retrieving the goods garners 1 x Valuables 
  3
  
   
   
   
  worth of rare silks, sealed spices, woven 
  rugs, etc).  
   
  6. A Varnori longship raider (4d6 + 30 crew) 
  appears from behind a nearby inlet to 
  attack. They might be appeased with an 
  offering of special loot.  
   
  7. A 40 ft Kronosaurus surfaces from the 
  deep waters at least 16 hours travel from 
  Crow’s Keep. It attempts to break the ship 
  apart and eat half the crew before 
  swimming away. The ship might be able 
  to outrun it (treat as a Chase) or scare it 
  off with artillery. 
   
  8. A pod of 3d6 hungry Waterwings launch 
  from beneath the water, seeing to knock 
  anyone above board into the lake.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Waterwing AC 10, HD 1, Bite 1d8, 19: special, 
  S13 D12 C9 I3 P10 W8 Ch5 L4, Mv 90 ft swim 
  or 50 ft leap. If the target in in the water, the beast 
  wraps its wings and hooked tail about the victim, 
  immobilising them (Str contest at disadvantage to 
  break free, drowning rules apply). If the victim is 
  struggling, the beast will also attempt to bite them. 
  Attacking a waterwing that has wrapped its target 
  has a 50% chance of also damaging the victim. 
   
  Waterwings are 5 ft sea serpents with 9 ft 
  membranous wings that also act as fins. They are 
  meat eating marine hunters, generally content with 
  fish, but are able to launch themselves 50 ft out of 
  water to snag birds, above deck sailors, etc. Some 
  waterwings have learnt that ships offer tasty 
  humanoids, provided the target can be snatched 
  and swiftly drowned beneath the waves. A 
  waterwing stranded on land for more than two 
  minutes dies of oxygen starvation.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Arran Isle 
  This small rocky islet ranges approximately half a 
  mile end to end, located in the lake’s eastern 
  archipelago, colloquially known as the Belt of 
  Crowns.  
   
  Protected by a fortified keep and stone walls, the 
  isle acts as the Argosan navy’s staging point for 
  patrols of the eastern lake, as well as a friendly 
  stopover for fisherman, and rare trading vessels. 
   
  By the time the PCs arrive, the aboleth has spent 
  the last two weeks devouring about half of the 
  original residents, leaving many domiciles empty 
  (which may tip off curious PCs). All remaining 
  residents are thralls (excepting Mertin in Area 8 
  and Sir Franco in Area 10) under the One’s charm 
  effect (see Area 15). Most residents have not seen 
  the aboleth directly (see Area 15; the guards use 
  the curtain) and assume their new overseer is 
  human. Thralls act and appear normal, going 
  about their daily routine. They radiate a charm 
  aura if studied with Pierce the Veil. PCs that spend 
  time to sense magic (LFG p.83) confirm its 
  presence within 30 ft of a thrall.  
   
  In addition to the thralls, a school of Fishlings has 
  arrived to worship (and serve) the aboleth. The 
  fishlings mostly lurk in nearby waters (see Areas 1 
  and 16), but may venture onto land for short 
  periods. The guard thralls are in league with the 
  fishlings, but other thralls consider them monsters. 
  The One prohibits any interference with the fish 
  men, so most residents simply avoid them. 
   
  Fishling AC 11, HD 1d4 hp, Bite 1d4 + special or 
  knife 1d4, 19: the fishling vomits spawn eggs over 
  the target (Luck (Con) save or be infected with 
  Finfusing disease, see below), S7 D14 C10 I6 P9 
  W9 Ch6 L3, Mv 20 ft or 30 ft swimming.  
   
  Fishlings are 2 ft piscine humanoids, with 
  oversized fish heads and scaled bodies. They are 
  marine based predators but may spend up to an 
  hour on land before dying of oxygen starvation. 
  Fishlings are not unintelligent, communicating 
  with dolphin like calls, and often craft tools and 
  other basic gear. They generally subsist on krill, 
  insects, crustaceans and sea worms, but will 
  sometimes seize the opportunity to eat a human if 
  presented with such (a party would feed a whole 
  fishling school for a week).  
   
  Fishlings are asexual and if left to their own devices 
  will multiply at an astounding rate. There is a 50% 
  chance a fishling carries the terrifying Finfusing 
  disease (if bitten, Luck (Con) save to resist). 
  Infected humans or similar suffer a piscine 
  mutation in 1d8 days (roll 1d6 and see below). An 
  apothecary with the right medicines and surgery 
  techniques can reverse the effect over 1d4 weeks 
  (Int (Apothecary) check is required, if failed, the 
  mutation is permanent). 
   
  (i) 
  Random arm (below the elbow) or leg 
  (below the knee) turns into a fin,  
   
  (ii) 
  Grows gills and may breathe water as 
  well as air,  
   
  (iii) 
  Round, unblinking fish eyes (lose 1d3 
  Cha), 
   
  (iv) 
  Scale like flesh granting +1 AC,  
   
  (v) 
  Loses power of speech, instead 
  makes dolphin noises, or 
   
  (vi) 
  Turns asexual, and next time the PC 
  is submerged in a lake, river or sea, 
  they die, and 2d6 infant fishlings are 
  spawned (no save, they feast on the 
  corpse and depart). 
   
  From time to time, particularly a night, fishlings 
  might be spotted skittering about in the shadows of 
  the outpost, primarily visiting to worship the One 
  in Area 15. They are able to discern thralls from 
  other humans by scent within 30 ft (all thralls 
  exude a faint odour the piscines can detect). If 
  taken by surprise by a non-thrall, the fishling will 
  attempt to flee. If captured and brought to the 
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  attention of Captain Higson (Area 13) or Sergeant 
  Gibbot (Area 4), they thank the PCs for their help 
  with the “fishling menace”, then secretly return the 
  creatures to the lake.  
   
  Isle Encounters  
  Once the PCs arrive on the isle, a timeline begins 
  to run. Within 36 hours, 2d6 + 20 guards attempt 
  to arrest the PCs and take them before the aboleth 
  (either to be charmed or devoured; maybe both). 
  If the guards are defeated or avoided, the PCs 
  become fugitives as the remaining forces (guards & 
  fishlings) attempt to locate them. If the party 
  manages to kill the aboleth, its charm is broken 
  (see Aftermath). 
   
  Every 1d10 hours (or other time at the GM’s 
  option) the party has an encounter on the street (or 
  possibly in a building). Roll 1d8:  
   
  1. 3d6 guards emerge from a nearby 
  building or around a corner. If they 
  recognise the PCs as outsiders, they will 
  investigate further, asking for weapons 
  licences, the nature of their business here, 
  etc.  
   
  2. Mertin in Area 8 or Sir Franco in Area 10 
  is nearby (depending on where the PCs 
  are), studying the PCs, and/or considering 
  how best to make contact with them.  
   
  3. Weesa the baker (female, dark hair, kind, 
  rambling) takes a shine to one of the male 
  PCs (highest Cha), offering them a fresh 
  roll. She inquires whether they’ll be at the 
  Lamp later tonight?    
   
  4. Captain Higson (Area 13) is walking down 
  the street, taking his much loathed (but 
  doctor’s orders) daily constitutional. He 
  seems a little puffed. And parched.   
   
  5. 2d6 Fishlings are hiding nearby, hoping to 
  stay out of sight of the PCs whom they 
  spotted 
  moments 
  earlier. 
  A 
  Perc 
  (Detection) vs Dex 14 contest notices 
  them. They flee for the nearest wall or 
  storm drain in an attempt to scurry back 
  to the lake (possible chase).   
   
  6. 2d6+4 drunks abuse the party, accusing 
  them of “taking the isle’s women”, 
  “making the place smell bad” and 
  “sticking their noses in where they don’t 
  belong”. They attempt to grab hold of the 
  party and march them to Area 15 (if they 
  manage to get as far as Area 13, Captain 
  Higson turns them away, obviously upset 
  at their idiocy).  
   
  7. Yermig the beggar (shabby clothes, 
  tangled beard, dirty nails) pesters the party 
  for alms, asking “the One” for forgiveness 
  and fortitude. Yermig is one of few 
  residents who has seen the aboleth. If 
  asked (and given a handful of coins), he 
  describes it as a “huge, friendly fish.”  
   
  8. The Aboleth (Area 15) somehow “senses” 
  that the party have intruded into its 
  domain. Inexplicably, one random PC 
  has “mindwaves” that are irresistible to the 
  One, which savours the hunt as it tracks 
  them down personally.   
   
  During the night, the monster emerges 
  onto the streets to locate its target (10% 
  cumulative chance each hour after dusk). 
  If battle ensues, and goes poorly, the One 
  summons its thralls to aid it (at the end of 
  each round, roll 1d100: 40% 2d6 
  residents, 30% 1d8 guardsmen, 20% 2d4 
  fishlings).  
  Isle Trinkets 
  For more “isle flavour” when looting residents’ 
  bodies, or searching their abandoned domiciles, 
  the GM might substitute a 1d12 roll on the below 
  table instead of the usual Carry Loot/Trinkets & 
  Curios:  
   
  (i) 
  A leather journal of daily affairs. The 
  last week records how worried the 
  author was about her lover who went 
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  missing 5 days earlier. The guards 
  were reluctant to help.   
   
  (ii) 
  The severed hand of a fishling, 
  several days old.  
   
  (iii) 
  A 25 gp silver brooch with a kraken 
  motif (the Deep One, tyrant god of 
  the northern Varnori). 
   
  (iv) 
  A beautiful spiral shell on a leather 
  throng. If worn, the talisman increases 
  the user’s maximum Luck by 1. If the 
  shell ever breaks, the Luck bonus is 
  lost, and the owner rolls on the Dark 
  & Dangerous Magic table.  
   
  (v) 
  A copper pirate skull ring (8 gp).  
   
  (vi) 
  Holy scriptures of Graxus, the Iron 
  God, tied up with prayer beads (5 gp). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (vii) 
  A leather satchel containing salted 
  fish fillets wrapped in gauze. 
   
  (viii) 
  A tarnished, silvered hook hand (80 
  gp). 
   
  (ix) 
  A compact, extendable spyglass of 
  fine construction, ornately decorated 
  with a wind and sea motif (130 gp).  
   
  (x) 
  1d12 gp inside a black bandana.  
   
  (xi) 
  A locked mahogany case. Inside is a 
  map to a hidden temple of Shennog 
  in the Ulgoth Foothills (Adventure 
  Framework #10). 
   
  (xii) 
  A dark leather pirate’s hat (tricorn), 
  with a moon & cutlass icon. The hat 
  once belonged to Captain Semper of 
  the Argonaut (a notorious reaver fifty 
  years earlier).   
   
   
   
   
   
   
   
  7
  
  Map 
  
   
   
   
   
  Area 1 – Docks 
  On approach to the Isle, a single navy carrack (the 
  Vigilant) is docked for repairs (unmanned but for 
  2d6 shipwrights, the warship is armed with onagers 
  on the bow and stern, ballistae port and starboard). 
  If at night, the light house beacon is lit (Area 8).  
   
  Anyone breaking away from the main boat to 
  approach the island stealthily has a 50% chance of 
  being attacked by 3d8 fishlings. Characters that are 
  overcome are taken to the aboleth in Area 15.  
   
  Otherwise the PCs are met by Dockmaster Lynch 
  (6’ 5”, thin, bored look, monotone voice) and 
  asked to sign the visitor register (he carries a 
  number of scrolls with him, one is the visitor 
  register). Lynch advises the party that taking 
  weapons into the fort (beyond the walls of Area 4) 
  incurs a 2 gp fee.  
   
  Area 2 – Domiciles 
  This collection of thatched roof buildings house 
  some of the local dock workers (1d6 in each), 
  although approximately half are now empty. 
  Ferreting through the abandoned quarters reveals 
  1 x Carry Loot. 
   
  Resident AC 10, HD 1d6 hp, Knife 1d4, 19: as 
  weapon, S11 D10 C10 I10 P10 W10 Ch10 L3, 
  Mv 30 ft.  
   
   
  Area 3 – Warehouses 
  This area includes the main warehouse, and three 
  smaller storage buildings. The warehouses are 
  double padlocked, with multiple patrols of 1d3+2 
  guards. Dockmaster Lynch’s office is here, along 
  with his many ledgers and weighing scales. Each 
  warehouse contains scores of crates/barrels 
  (foodstuffs, textiles, tools, etc) worth at least 1 x 
  Valuables each (GM’s call).  
   
  Area 4 – Low Gate 
  The 12 ft high gatehouse is manned by 2d6 
  guardsmen. Sergeant Gibbot (6’2”, heavy set, 
  stubble, cold iron mace) decides who enters, 
  inquiring about the party’s business. Unless openly 
  hostile, the party will be allowed in (getting out is 
  another matter). Weapon licences are required 
  (see Area 1). Asking about guardsman Mord Shae 
  receives a vague response (he’s on leave, but still 
  on the island somewhere (not in the barracks)).  
   
  Guardsman AC 14, HD 1, Sword 1d8+1, 19: as 
  weapon, S13 D10 C12 I10 P12 W10 Ch10 L4, 
  Mv 30 ft. Armed with swords and chainmail.  
   
  Sergeant Gibbot AC 17, HD 3, Sword 1d8+1, 
  19: disarm, S14 D10 C12 I12 P12 W10 Ch13 L6, 
  Mv 30 ft. Has the Fighter Charger ability. Cold 
  iron mace, half plate, may use his shield to negate 
  a single directional attack. 
   
  Area 5 – Fishing Quarter 
  Most of the port’s fishermen live and work along 
  the southwestern wharf. About half of the homes 
  are now vacant (victims of the Aboleth), their 
  salted barrels beginning to reek. Up to 1d6 
  fishermen live in each of the remaining buildings. 
  If asked about the empty homes, the fisherman 
  suggest the inhabitants returned to the mainland.  
   
  Area 6 – Food Market 
  This large wooden hall is the isle’s food market, 
  with many kinds of vegetables, fruits, meats, pies, 
  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 
  this, vendors will suggest their colleagues are taking 
  some time off, very ill, dealing with a family crisis, 
  etc).  
   
  Area 7 – Cataline’s Supplies 
  Cataline (5’ albino Karok with silver hair, sly smile, 
  uses her hands when she talks) owns the general 
  store. She stocks 2d6 pieces of most common 
  gear, and 1d3 pieces of uncommon gear. Rare 
  items are a 50% chance (single piece).  
   
  Cataline is one of the aboleth’s primary informers, 
  as many sailors visit her store to restock on 
  supplies. She will ask the party questions about 
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  their purpose on the isle, and show interest about 
  their professions and past deeds. Any unusual 
  information will be reported back to the One.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 8 – Lighthouse 
  The lighthouse is a massive signal beacon at the 
  top of a 50 ft tower, lit each night by one of the 
  guards. The old keeper Heyman was one of the 
  aboleth’s first victims. When he was taken away, 
  Mertin (dark haired teen, daring, slight limp) 
  understood something terrible was happening, 
  and hid in a secret cellar (concealed under a rug). 
  Having only arrived on the island the day before, 
  the young teen was missed in the guards’ round up 
  of residents.  
   
  Mertin’s only concern is to get off the island. A 
  competent and well armed party might spur him 
  to make contact, hoping to leave with them. 
  Otherwise he attempts to remain hidden (opposed 
  Perc (Detection) vs Dex 14 contest). If the PCs 
  coax information from him, Mertin knows the 
  following: 
   
  (i) 
  During the last week, those who enter 
  the Keep do not re-emerge (excluding 
  guards), 
                                                        
  1 Bad Radishes. Best not to ask questions. 
  (ii) 
  Residents are acting odd, as if 
  unconcerned with their missing 
  neighbours, and  
   
  (iii) 
  Visitors are eventually rounded up 
  and taken to the Keep; no-one who 
  makes it past Low Gate (Area 4) is 
  allowed to leave.  
   
  Area 9 – The Lucky Lamprey  
  The Lamprey (the “Lamp” to locals) is a large, 
  single storey stone inn and taphouse, with a 
  handful of rooms for let (large, with key locks). 
  The original owner was eaten by the aboleth six 
  days earlier, and the business taken over by the 
  cook Kerlack (30s, Varnori, medium build, long 
  blonde beard, jovial fellow but unaccustomed to 
  the finer details of running an inn). 
   
  The common room is spacious, smoke addled 
  and poorly lit, with a large stuffed shark hanging 
  from the rafters. Norton (20s, sandy haired male, 
  missing a digit on one hand) serves the patrons 
  (2d6 at any one time).  
   
  There is an 80% chance Old Ribba is in (elderly 
  lady, crooked back, gap toothed). The silver 
  haired washerwoman is a thrall like the rest, but in 
  the early stages of dementia. As a result, she might 
  drop hints about their “new overseer”  and how 
  “strange the One is, how wondrous. Such a strange 
  and wondrous One.” Other patrons fob Ribba off 
  as crazy. After this encounter, the old woman is 
  never seen again. 
   
  The Lamp’s best brew (well, memorable at least) 
  is Chugwuggit’s Cheesebreaker (black and bitter 
  with an overpowering aftertaste of regret). Specials 
  this week are:  
   
  • 
  Choice Squid & Mash 
  • 
  Leek Soup with Grub Float  
  • 
  Salted Shank with Badishes
  1 
   
  10
  
   
   
   
   
  Area 10 – Temple of the Iron God 
  This bronze capped temple is dedicated to Graxus 
  (god of war, courage, struggle, glory), overseen by 
  Sir Franco (80s, elderly Knight of the Iron God, 
  cloudy eyes, seemingly always parched and in need 
  of water). The worship chamber houses a small 
  iron altar imprinted with a skull, behind which are 
  brackets to hold a sword (empty). By the time the 
  adventurers arrive, Franco’s acolytes have been 
  devoured, leaving only the retired knight to 
  maintain the shrine.  
   
  Once a formidable warrior, Franco’s  fighting days 
  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. 
   
  Unbeknownst to the thralls and fishlings, the 
  winter knight has managed to break the aboleth’s 
  enchantment care of his magical blade (see below). 
  He is not certain what evil lurks in the Keep (it was 
  screened off from him behind the curtain when he 
  was taken to the Great Hall), but is fixed in his 
  determination to end it. Franco has been waiting 
  for a band of brave travellers to aid him in his 
  quest. Assuming the PCs fit the bill, he will reveal: 
   
  (i) 
  Residents are an “evil charm” caused 
  by some manner of evil beast living in 
  the Keep. 
   
  (ii) 
  His acolytes (and other residents) 
  were rounded up and taken to the 
  Keep, never to return.  
   
  (iii) 
  The guards are in league with the 
  fishlings.  
   
  Sir Franco AC 14, HD 1 (6 hp), Sword 1d8+1, 
  19: disarm, S7(9) D7 C10 I14 P10 W14 Ch15 L7, 
  Mv 20 ft. Sir Franco wears ancient half plate 
  emblazoned with an iron fist. He wields his sword 
  in both hands.  
   
  Franco’s Sword 
  Franco’s sword is perfectly balanced and ever 
  sharp, with a gold plated hilt and lion head 
  pommel. Normally hung behind the altar, the old 
  knight currently carries it. The weapon’s origin is 
  unknown, but some say it was forged by one of the 
  first knights to defeat the vile sorceress Tetrasûnae.  
   
  Attunement takes 1d4 days, except by Fighters or 
  followers of the Argosan pantheon who require 
  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 
  taking action in the face of overt injustice.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Attunement benefits are as follows:  
   
  1. Whilst in possession of the sword, the 
  user’s Str increases by 2 (max 19), and 
  they are immune to adverse mind effects 
  including charm, fear, madness, etc.  
  11
  
   
   
   
  2. Once every 1d4 days, the user may drive 
  the blade into the ground with both hands, 
  causing a blast wave in a 20 ft radius. Man 
  sized or smaller targets are automatically 
  knocked prone and must make a Luck 
  (Con) save or lose their next action. 
  Larger than man size creatures are 
  unaffected.  
   
  3. Once per month, the user may throw the 
  sword, transforming it into a metal (gold) 
  lion (requires an action, treat as Tiger, but 
  AC 17, 28 hp, with Golem traits). The 
  lion lasts up to 1d6 x 10 minutes, or until 
  slain, when it reverts back to sword form.  
   
  Area 11 – Main Strip 
  Winding up the hill are a mix of stone domiciles 
  (1d10 residents in most, although some are empty) 
  and services. Some store fronts are empty (eg: 
  tanner, herbalist, weaver) but others are open, 
  including:  
   
  • 
  Bannon the Apothecary (6’6”, solid 
  build, booming voice, rascal). 
   
  • 
  Vindra the Smithy (6’, athletic, pale 
  skinned northerner, a kind pessimist). 
   
  • 
  Hussett the Stone Mason (bald, wide 
  shouldered, greedy and flirtatious).  
   
  • 
  Paglen the Carpenter (5’10”, dark wispy 
  hair, repeats himself).  
   
  • 
  Valentia the Potter (5’6”, dark skinned 
  Nydissian with cropped hair, remarkable 
  green eyes, likes to spin a tale).  
   
  • 
  Madame Yelma (dark haired, lithe, warm 
  smile) runs the brothel, which is missing 
  a few workers. 
   
  Area 12 – Watch Tower 
  This 25 ft high tower adjoins the lower wall, with a 
  rampart allowing access to Area 4. The walkways 
  are patrolled by 2d4 guardsmen, while another 
  4d6 are on duty within (training, maintaining 
  equipment, 
  going 
  on 
  patrols, 
  etc). 
  2d6 
  crossbowmen on the upper level have fire arcs in 
  all directions.  
   
  The watch tower includes a small armoury 
  (locked) of excess gear, namely twelve swords, 
  three spears, 1d6 firepots, two shields, and two 
  quivers of 20 bolts. The soldiers here are under 
  orders from Sergeant Gibbot (Area 4).  
   
  Crossbowmen AC 11, HD 1, Light Crossbow 
  2d4+1, 19: as weapon, S13 D10 C12 I10 P12 W10 
  Ch10 L4, Mv 30 ft. Armed with light crossbows, 
  10 bolts, shortswords, and chainmail.  
   
  Area 13 – High Gate 
  High Gate consists of two reinforced iron 
  portcullises, flanked by 25 ft stone fortifications, 
  including burning oil and arrow slits (effectively 
  providing full cover to the soldiers within, but 
  allowing up to 12 soldiers to shoot out). Twin 
  winches on the both sides of the gates (located on 
  the upper levels) raise the gates.  
   
  Captain Higson (5’10”, solid build, dark 
  moustache, often on his warhorse Ned) oversees 
  the gate and 4d6 soldiers. At present, no-one is 
  allowed entry other than soldiers or known 
  informants (such as Cataline, Area 7). Whilst 
  under the aboleth’s charm, Higson is resistant to 
  bribes (disadvantage on such attempts).  
   
  Higson manages the guards’ rosters and knows 
  that solider Mord Shae is dead (eaten by the One). 
  He fobs off any inquiries from the PCs, stating that 
  Shae departed the isle a day ago (if PCs check with 
  Dockmaster Lynch in Area 1, there is no record 
  of Shae leaving).  
   
  Trying to fight one’s way through the gate house 
  would be a bad idea. Many of the guards carry 
  horns, and Area 14 houses scores of navy soldiers 
  ready to assist. The armoury includes thirteen 
  heavy crossbows, 2d6 fire pots, and three 
  12
  
   
   
   
   
  cauldrons of burning oil (10 ft area, causes 3d6 fire 
  damage, Luck (Dex) save for half). 
   
  Captain Higson AC 15, HD 2, Sword 1d8+1, 19: 
  prone, S14 D11 C9 I10 P11 W11 Ch9 L7, Mv 30 
  ft. Higson wears platemail and carries a sword. It’s 
  been a long time since he’s had to use it.  
   
  Ned, Warhorse AC 15, HD 3, Hoof 1d6, 19: 
  trample double damage and prone, S19 D13 C16 
  I2 P10 W13 Ch6 L5, Mv 60 ft. Ned wears plate 
  barding.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 14 – Main Barracks 
  The various buildings surrounding the Keep are 
  primarily barracks for the isle’s rotating navy crew, 
  including mess hall, sleeping quarters, a brig, 
  common room, small tap house, etc. Six 20 ft 
  watch towers break up the 15 ft stone walls that 
  surround the interior (each is manned by 1d4+1 
  guards).   
   
  Scouting might reveal small groups of fishlings 
  (1d4+1) passing through the courtyards from time 
  to time (reporting on boat movements, or come to 
  worship). They emerge from a large grated sewer 
  drain near the northern most tower, then into the 
  Keep (and vice versa). 
   
  Whilst many soldiers have been eaten by the 
  aboleth, 5d10 + 80 thralls still remain, plus 
  Commander Moorback (40s, 6’ female with dark 
  ponytail, strong build, glaring gaze) going about 
  their daily duties, including lake and isle patrols.  
   
  Arran Isle is one of Argosa’s primary navy training 
  grounds, and there are large proportion of “green” 
  recruits. Many spare uniforms including boots and 
  cloaks may be found in chests in the domiciles. 
  Training drills are run regularly in the courtyards.  
   
  Green Recruits AC 11, HD 1, Spear 1d6+1, 19: 
  as weapon, S11 D10 C10 I10 P10 W10 Ch10 L4, 
  Mv 30 ft. Leather armour and spear (10 ft reach).  
   
  Commander Moorback AC 17, HD 4, Sword 
  1d8+2, 19: special, S15 D13 C12 I12 P12 W10 
  Ch13 L6, Mv 30 ft. May choose from the following 
  Fighter Adaptable abilities three times/combat: 
  Charger, Two Hander, Protector, Opportunist. 
  Longsword, Adamantine Half Plate (turns critical 
  hits into normal hits), may use her shield to negate 
  a single directional attack. Moorback has Minor 
  Exploit Protection and Off Turn Attacks. On 19-
  20 attack rolls, Moorback lands a critical hit and 
  disarms her foe. 
   
  Area 15 – The Keep 
  The Keep stands on a steep rise, with an iron 
  portcullis and thick wooden gates. Four 20 ft 
  towers provide wide ranging cover fire reaching 
  almost all of the interior. Inside, a series of rooms 
  are occupied by approximately 4d6 guards (some 
  have been eaten). The Grand Hall has been 
  mostly cleared of tables, chairs, etc, the back half 
  taken up by a newly dug pool of murky lake water. 
  Two massive curtains divides the hall in half, 
  concealing the aboleth if desired.  
   
  For the most part, the One dozes in the 20 ft 
  diameter pool, conserving energy for beguiling or 
  devouring thralls. Each morning and night, the 
  13
  
   
   
   
  guards deliver a resident for eating (the One peels 
  away the victim’s skull, siphons their “thought 
  energy” from the exposed cerebral matter, then 
  swallows them whole). Witnessing this gruesome 
  ritual requires a Luck (Will) save to avoid a minor 
  madness.  
   
  Aboleth, AC 15, HD 16+3, 4 x Tentacles 1d6 + 
  1d3 Will drain, and Bite 3d6, 19: psychic scream; 
  all enemies within 50 ft lose their next action (Luck 
  (Will) save resists), S19 D7 C20 I15 P15 W22 Ch8 
  L15, Mv 30 ft or swim 60 ft. Major Exploit 
  Protection, Off Turn Attacks, Stronger Luck, and 
  may use following spell like effects at will: Strange 
  Joining, Waking Dream, Monstrous Subjugation 
  (but the charm renders victims obedient thralls, 
  and is permanent), Delusions of Dark Recall and 
  Wave of Obedience.  
   
  The One dominates the whole of the island; 
  residents are obedient thralls (excluding Mertin 
  hidden in Area 8, and Sir Franco in Area 10), and 
  the fishlings devoted worshippers. As far as the 
  aboleth is concerned, people are food and the 
  fishlings barely sentient insects. After another 
  week, when the alien is replenished, it vanish back 
  into the depths, ne’er to return.  
   
  Although the aboleth has no treasure per se, the 
  Keep’s vault (lower ground level, double high 
  quality locks requiring great successes to open) 
  contains 1 x 6 HD Lair Treasure. At the GM’s 
  option, one of the vault chests is trapped (random 
  Simple Trap LFG p.231). Additionally, if the 
  aboleth is slain, it’s internal organs are worth 2d4 
  x 500 gp to the right buyer (herbalists, alchemists, 
  etc). 
   
   
   
   
   
   
   
   
   
  Area 16 – Northern Waters  
  The northern shoals conceal the underwater den 
  of a school of 3d6 + 30 Fishlings, obedient 
  worshippers of the aboleth since its arrival. The 
  small marine creatures scout nearby waters for 
  possible treasures that might please the One  
  (shiny coral, sunken junk, etc), and report on any 
  suspicious vessels loitering in the area.  
   
  The fishlings gain access to the Keep via a large 
  storm drain that empties onto the northern rocks 
  (see Area 14). Quietly scaling the slippery drain is 
  difficult (Party Challenge, moderate: 5 successes, 
  focusing on Str, Dex, Con, Athletics, Acrobatics, 
  Perception, General Lore, Stealth). On a fail, 
  guards in the courtyard of Area 14 hear something 
  other than fishlings approaching, and prepare 
  boiling oil (3d6 damage, Luck (Dex) save for half).  
   
  Investigating the fishlings’ coral den reveals 1 x 
  Carry Loot, 1 x Valuables, and an ancient scroll 
  sealed in a waterproof tube (Gift of the Fiery 
  Furnace and Sever Arcarnum).  
   
  Aftermath 
  If the aboleth is slain, its charm is broken and the 
  people thank the PCs as heroes, throwing them a 
  parade and offering 1 x 5 HD Lair Treasure as a 
  reward (including at least one magic scroll and/or 
  potion). If Sir Franco died in the exchange, they 
  insist the PCs keep his sword.   
   
  If the aboleth lives, and the PCs escape the island, 
  it finishes up eating the remainder of the residents 
  within 48 hours. Then it slips back into the depths 
  to sleep for another 16,000 years.  
   
   
   
   
   
   
  14
  
   
   
   
   
   
   
  CREDITS 
   
  Author:   
  Stephen J. Grodzicki, Copyright © 2019 Pickpocket Press. 
   
  Layout, Proofing, 
  Stephanie Grodzicki 
  Art Curation: 
   
   
  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. 
   
  Website: 
  Low Fantasy Gaming (Free PDF):  https://lowfantasygaming.com/ 
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  Check out our DTRPG storefront:  https://www.drivethrurpg.com/browse/pub/10564/pickpocket-press 
   
   
   
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