TEXT:  
   
  Starfrost Island
  Starfrost Island
  Starfrost Island
  Starfrost Island    
   
   
   
  An Adventure for Legendary Lives 
   
   
   
  By Joe Williams & Kathleen Williams 
   
   
   
   
   
   
   
   
  Copyright © 1992, 2007 by Joe Williams 
   
  Email me at: freeRPGs@comcast.net 
  
   
   
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  Starfrost Island 
  Background 
  Some years ago, off the coast of Tourmaline, a 
  corsair vessel named The Starfrost robbed an elven 
  trade ship of it’s treasures. Among the jewels was a 
  beautiful silver tiara, a gift from the easterling 
  kingdom to the Elf Queen. Set with seven magical 
  stones, the headpiece was worth a fortune. After 
  sinking the elven ship, the corsairs turned for 
  home, but a freak wind storm (summoned, 
  perhaps, by the curse of the elves) blew them off 
  course. The waves battered the ship until it sank. 
  Only two corsairs managed to swim to a small 
  island; one of them had the tiara stuffed in his shirt. 
  The rest of the treasure was lost. 
  The corsairs decided to build a skiff and sail to 
  the mainland. Fearful that the tiara would be lost 
  during the uncertain voyage, they agreed to bury it 
  on the island and return for it when they were 
  better equipped. Since neither trusted the other, 
  they bent the fine filigree work, and broke the 
  crown in two. Separately they went into the forest, 
  where each hid half. The corsairs met on the beach 
  at daybreak and sailed for the mainland. Many days 
  later, they were found floating offshore, nearly 
  dead from exposure. One of them had just enough 
  strength to gasp out his story, and then they both 
  died. From that day on the island has been called 
  Starfrost, after the corsair ship that was destroyed 
  on its rocky shore. 
  Involving the Players
  Involving the Players
  Involving the Players
  Involving the Players    
  The players may become involved for a variety 
  of reasons. For new players, the lure of ready 
  treasure may be enough. An elven character may 
  wish to regain the tiara for his beloved queen. A 
  corsair could be related to one of the crew 
  members, and plans to claim the tiara as his 
  rightful property. Mages might seek the tiara for its 
  magical properties, and jewelry collectors could be 
  overcome by greed. 
  Whatever their individual motivations, the 
  characters will converge at a small pier north of 
  Tourmaline. It may surprise them that treasure 
  seekers are so common to Starfrost that a ferry 
  runs once a week to the island, carrying the 
  hopeful to and the disappointed fro. The player 
  characters may know each other to begin with, or 
  they may meet for the first time at the ferry. 
  The Ferry 
  The ferry is a flat-bottomed boat captained by 
  Malcom, a crippled corsair with a patch over one 
  eye. He demands $1 for every person who rides his 
  ferry. The barge isn’t large enough to carry horses; 
  however he can stable any steeds at his coastal 
  cottage for $1 a week. 
  Malcom is a cranky fellow, who would rather 
  smoke his pipe then talk, but he answers questions 
  if asked civilly. It takes about four hours to reach 
  the shore of Starfrost Island, during which time the 
  players can become acquainted. 
  If asked, Malcom says that he’s never set foot 
  on the island, but he’s taken a lot of adventurers to 
  it’s shores. He emphasizes that only a few of them 
  have ever come back, and they babble stories of 
  horrendous beasts, winged demons, and awful 
  creatures of nightmare. At the height of this spiel, 
  he offers to sell the party the following healing 
  herbs: 2 doses of Key flower ($50 per dose), 2 
  doses Castor Beans ($40 per dose) 3 doses Elf Root 
  ($30 per dose) and 1 dose Lung Wort ($20 per 
  dose).  
  Malcom carries $35, a pipe with tobacco, flint 
  and steel, and a large cutlass along with his herbs. 
  He does Poor damage with his cutlass and has a 
  Defense of Passable, Good, Great, Superior. 
  
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  Harpies Attack
  Harpies Attack
  Harpies Attack
  Harpies Attack    
  As the ferry draws near Starfrost island, a 
  player who rolls Good on Alertness will notice 
  three flying creatures coming towards them. They 
  are an avian male obviously fleeing in terror, and 
  two 
  harpy 
  pursuers 
  (see 
  Chapter 
  11 
  for 
  information on harpies). One harpy carries a 
  hooked net, and it appears as though they are 
  trying to capture the avian rather than kill him. The 
  avian yells for help, and players may try to assist 
  by making bow or crossbow shots at the creatures 
  at -2 columns. 
  During the struggle, the wounded avian will 
  collapse on the ferry. If one of the harpies is killed, 
  the other will fly away. If captured, they will prove 
  to be wily and uncommunicative. 
  Hummer Talks
  Hummer Talks
  Hummer Talks
  Hummer Talks    
  The avian will thank the party and introduce 
  himself as Hummer. He has been badly injured, and 
  is quite frantic. He’s certain the island has been 
  cursed. At night, the sky is filled with mysterious 
  lights and terrible sounds. Food is scarce and 
  springs have become tainted. Storms rise from 
  clear skies and whirlwinds tear through the 
  forests. Hummer and his family were preparing to 
  leave the island when his nest was raided by three 
  harpies. He managed to get away at the last minute, 
  but his family was taken prisoner. Two of the 
  harpies pursued him. Harpies are not indigenous to 
  the island, and he’s sure someone brought them 
  here for some nefarious purpose. 
  Hummer pleads with the characters to help his 
  family. He says he knows where half the tiara is 
  hidden, and if they rescue his family, it can be 
  theirs. 
  After speaking with Hummer for a short while, 
  a massive storm rolls in from the sea. It tosses the 
  ferry back and forth until it shatters, dumping 
  everyone into the cold waves. Characters must roll 
  Good on Swim to make it to the beaches of 
  Starfrost island. Those who fail will be washed 
  ashore half drowned; see the Swim skill in Chapter 
  6 for information on drowning. Both Malcom and 
  Hummer will make it to shore. Hummer suffers a 
  sprained wing in the turmoil. 
  On Shore
  On Shore
  On Shore
  On Shore    
  Hummer is in no condition to travel, but he 
  continues to urge the others on. He tells them to 
  head directly north, following the ocean, for there 
  are no roads or paths through the forest. His family 
  aviary is about a day’s journey away, where they 
  might be able to pick up the trail of his family. 
  Malcom can’t be induced to join the players. He 
  immediately sets to felling small trees with his 
  sword in order to build a raftÉ he’s not about to 
  stay on Starfrost Island a moment longer than he 
  needs to! For a fee of $50, he’ll offer to watch after 
  Hummer and wait until the players return before 
  casting off. 
  The Journey North 
  Following 
  Hummer’s 
  directions, 
  the 
  adventurers soon find themselves walking on 
  rocky ground, then ascending cliffs. A Good Climb 
  is necessary to successfully traverse this area. See 
  Chapter 6 for details on Climbing. 
  Near the top of the cliffs the party finds the 
  remains of an adventurer. Although his skin is 
  parched and leathery, his elven features can still be 
  discerned. He carries a case containing five arrows, 
  and wears two leather gloves, leather boots, a 
  chain hood and a heavy wool cloak. A long bow lies 
  near his side; there are no rations or other 
  supplies. A Superior Medical roll indicates that he 
  died of a wasting disease. The nearby vegetation is 
  dead and dying as well. 
  In his pouch is a small journal written in the 
  elfish language. It requires a Good Literacy roll to 
  read it. The journal relates a story of how he came 
  to the island looking for the lost tiara of the Elf 
  Queen. He was in the forest when he heard a 
  dreadful creature crashing through the trees. The 
  journal describes it as a skinless horse. The evil 
  demon breathed on him and he lost consciousness. 
  When he came to, he fought back his weakness and 
  continued on his journey. His last entry reads, “My 
  strength is giving out. I’ll rest only a little while 
  before going on.” 
  If anyone takes one of his items, they must roll 
  Passable on Stamina or contract a disease. Those 
  who fail will begin to feel nauseous and sickly 
  
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  within the hour. Soon sores will appear on their 
  hands and faces. Each day afterwards, an ailing 
  character must make a Stamina roll. On a Pathetic 
  or Catastrophic roll, the character dies. On a 
  Superior or Awesome roll, he recovers. 
  Merrows Play a Trick
  Merrows Play a Trick
  Merrows Play a Trick
  Merrows Play a Trick    
  On the other side of the cliff is a beautiful bay 
  with a white sandy beach. It is very inviting, unlike 
  the rest of the island. A lovely woman is sobbing at 
  the edge of the water. Characters can descend to 
  the beach easily. 
  This woman is really a merrow, but pretends 
  to be human. Seeing the party, she runs up to them 
  and ask them to help her. She accidentally dropped 
  her comb in the water, she weeps, would one of 
  them wade in and get it? She cannot swim herself. 
  The comb can be seen resting at the bottom of the 
  bay, a distance of about five feet. No matter how 
  hard the party tries to fish it out with a stick or 
  sword, they simply can’t catch hold of it-the water 
  distorts it. Someone must actually go into the 
  water to fetch the comb. 
  If this happens, this person will find himself in 
  the grasp of a male merrow (he can be spotted 
  with an Awesome Alertness roll, lurking near the 
  comb). The female merrow will shriek with delight, 
  jump into the bay, and immediately form a fishy 
  tail. Both will shout “We have a new playmate! We 
  have a new playmate!” They will precede to dunk 
  the poor adventurer in and out of the water. If 
  attacked, the female merrow will chant her siren 
  song. Those who hear it will be drawn to her for 
  (Will vs Passable) x 10 minutes. After tiring of their 
  victim, they will place him on a rock some fifty feet 
  from shore. A Great Swim roll is needed to fight the 
  treacherous tide back to land. The merrows may 
  offer to bring the adventurer back in return for a 
  more interesting toy. 
  If the party chooses to pass the merrow 
  without helping her, she will grow angry and sing 
  her siren song. If attacked, she will dive into the 
  water, swim a safe distance, and sing her song, 
  enticing the characters to drown themselves while 
  her husband attacks with a mighty trident. See 
  Chapter 11: Foes for more information on 
  merrows. 
  To the Aviary 
  The other side of the bay is another rocky 
  slope. Here, a Good Climb roll is needed to ascend 
  the cliffs. At the top is Hummer’s aviary. One of the 
  tallest points on the island, the party can see that 
  the island is greatly covered in trees and mist; 
  however, those who make a Passable Nature roll 
  will notice that great patches of the forest are 
  suffering from a blight. Further to the north, the 
  very top of a ruined lighthouse rises over the trees. 
  The aviary shows signs of a struggle. The 
  inhabitants were obviously snatched during their 
  daily routines: bedding is rumpled, a basket of 
  berries has been knocked over and the coals in the 
  fire are still slightly warm. A quick search reveals 
  only household goods-no tiara can be found. 
  It is dusk, and the party may safely stay here 
  for the night. At midnight, horrible cries can be 
  heard over the breaking of the waves against the 
  shore. Ghostly green lights billow from the 
  lighthouse, not as a guiding beam, but as an eerie, 
  sparkling glow. 
  The Beyonie
  The Beyonie
  The Beyonie
  The Beyonie    
  The morning is misty and grey. Descending 
  from the aviary, the party comes again to the 
  beach. As the adventurers continue northward to 
  the lighthouse (their most likely destination), they 
  come across some odd-looking tracks, reminiscent 
  of a goose, though man-sized. With a Passable 
  Track roll, a character can easily follow the 
  footprints to the edge of the ocean. As the party 
  draws near, they can see the hunched figure of an 
  old woman walking along the shore, carrying a 
  large basket. A character who looks can spot her 
  red webbed feet underneath her skirts. As they 
  come closer, the characters will hear her words: 
  “Ah, me! I’ve tried fresh water, now salt water, and 
  nothing washes away the blood. Oh, woe!” At this 
  point, characters who make a Great Legends roll 
  will recognize the Beyonie. For more information, 
  see Chapter 11: Foes. 
  If a character can walk between the Beyonie 
  and the ocean, she will answer three of his 
  questions truthfully, but she will also ask three 
  questions that must be answered truthfully; 
  
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  otherwise the character will be cursed. The 
  Beyonie will try to prevent anyone from walking 
  between her and the ocean. A character may try to 
  sneak around her by making a Great Stealth roll or 
  trust to speed by making a Superior Run roll. 
  The Beyonie takes a shine to the character 
  who makes the highest Fate roll. The Beyonie will 
  freely admit that she has come to Starfrost Island 
  because “death is in the air.” She’ll give her favorite 
  character a bloody garment from her basket. This 
  is a cloak of Elemental protection, and will keep the 
  wearer safe from the ravages of wind, including 
  hurricanes and similar storms. She warns them to 
  leave the island before they are lost, but disappears 
  into the fog before they can question her further. If 
  anyone tries to touch the Beyonie or hinder her, 
  she will use her paralyzing touch to defend herself. 
  The Aughiska
  The Aughiska
  The Aughiska
  The Aughiska    
  The fog slowly lifts, but the day is still grey and 
  damp. As the characters reach the top of a dune, 
  they can see a stretch of beach, then a rocky jetty 
  with the lighthouse perched on the far end. The 
  tower is crumbling and appears empty. To their 
  immediate right, the party can see great patches of 
  parched earth. Below, a flock of 20 aughiska cavort 
  on the sands. Numerous other aughiska lay dead or 
  dying on the beach. 
  As long as they are inland, these horses make 
  fantastic mounts, telepathically linked with its 
  rider. However, if they manage to smell sea water, 
  they will run swiftly towards it, devouring their 
  rider once they’ve plunged into the waves. See 
  Chapter 11: Foes for more information 
  As the characters watch, a great churning 
  approaches from far out in the ocean. The aughiska 
  caper to the edge in anticipation as a nuckelavee 
  comes from the waves and walks on the beach. 
  The Nuckelavee
  The Nuckelavee
  The Nuckelavee
  The Nuckelavee    
  Characters can recognize the nuckelavee by 
  rolling Great on Legends. A ghastly looking 
  creature about 12 feet tall, it has the body of a 
  horse with the torso of a man growing from its 
  back. It’s skin is inside out, and it needs to bathe in 
  salt water to soothe it’s pain. It is the bringer of the 
  wasting disease, and glories in infecting living 
  creatures. The nuckelavee spends some time 
  laughing and frolicking with the aughiska which 
  carry his disease (they are immune), then he 
  disappears into the forest. 
  If the aughiska spot the party, they will 
  whinny, and draw the nuckelavee back to the 
  beach. The nuckelavee carries a huge lance (Great 
  damage) and can simultaneously attack with front 
  hooves (Passable damage) and a bite (Good 
  damage). He has a Defense of Great, Great, 
  Superior, Superior, Awesome, Awesome. The 
  nuckelavee fears fresh water more than anything 
  else. It will not cross a fresh-water stream, and if 
  fresh water is splashed on its skin, it will retreat. 
  However, it will first try to kill or infect the party. 
  See Chapter 11 for more information. 
  The Lighthouse 
  As the characters attempt to reach the 
  lighthouse, they are swept back by magical 
  whirlwinds which do Passable damage. Anyone 
  wearing or holding onto the cloak of Elemental 
  Protection is immune to the whirlwind. The 
  whirlwinds will disappear once they’ve been 
  breached. 
  The door to the lighthouse is marked with 
  esoteric symbols, but is unlocked. The ground floor 
  contains only dust, cobwebs and a worn stone 
  staircase leading upwards in a spiral. 
  When the parties reach the second floor, three 
  harpies will attack (see Chapter 11: Foes). The 
  floor is covered with a squalor of rags the harpies 
  use as bedding. On a Passable Search roll, the 
  players find half a broken tiara hidden in the filth. 
  The harpies stole it from Hummer’s aviary. 
  The silver crown setting is so tarnished by the 
  elements that it’s worth only $50. Each of the 3 
  gems it contains is worth $100 and confer the 
  following on its wearer: Agate: +1 Defense; 
  Aquamarine: +1 Swim; Bloodstone: +1 Sword. 
  Titando the Mooly
  Titando the Mooly
  Titando the Mooly
  Titando the Mooly    
  The third floor of the lighthouse was once the 
  fire pit which lit up the night sky. Shards of broken 
  mirrors still cling to the walls. It is open to the 
  elements, and a fierce breeze blows though it. In 
  
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  the old fire pit sits a cauldron filled with a bubbling 
  potion. Flames lick the underside of the pot. 
  Hummer’s parents, grandmother, and younger 
  sister are chained to the walls. His sister is an 
  attractive avian in her late teens. Silver flashes 
  from the throat of her torn blouse. Against her 
  bosom hangs the other half of the tiara. The 
  chained avians can be freed with a Good Strength 
  roll or a blow from a sword or axe. 
  A hideous man holds a small avian boy over 
  the pot, preparing to cut off his wings with a large 
  knife. The man has a blue-black face, and one large 
  eye set in the middle of it’s forehead. This is 
  Titando, a mooly. He uses a battle axe (Good 
  damage) and has a Defense of Good, Great, 
  Superior, Awesome. By stepping into the fire, 
  Titando will double in size and ferocity. His 
  damage is increased by +2 columns and his 
  Defense is doubled to Good, Good, Great, Great, 
  Superior, Superior, Awesome, Awesome. See 
  Chapter 11: Foes for more information on moolies. 
  Titando is quite mad. As the party enters he 
  shouts: “Don’t come any nearer! My dream to 
  poison the world is nearly accomplished, and I’ll 
  not let you ruin it. With this long lost spell of my 
  people, I will spread the nuckelavee’s plague across 
  the world, and everyone shall know my power! All 
  my brew needs now are avian wings to carry it 
  over the sea. Stand back!” He’ll then attempt to 
  proceed with the spell. 
  The child can be grabbed away from Titando 
  with a Great Strength roll. Such an attempt may 
  cause him to drop the child in the cauldron, in 
  which cause he will be scalded. Anyone fishing the 
  boy out will suffer Poor damage to their arm. 
  If Titando is defeated, the avians will be 
  grateful to the characters for their help. They are 
  aware that key flower is an antidote for the 
  wasting plague of the nuckelavee and they also 
  how to correctly prepare and apply it. 
  Hummer’s sister, Aerial, wears the second half 
  of the tiara on a thong about her neck. She is 
  reluctant to part with it, but will if her rescuers 
  demand it as a reward. This half of the tiara is in 
  much better shape than the other. Its setting is 
  worth $200 and its four gems are worth $100 each. 
  They grant the following skill adjustments: Pearl: 
  +1 Medical; Turquoise: +1 Nature; Sapphire: +1 
  Charm, and Topaz: +1 Dodge. 
  Aerial will explain where she found the tiara. 
  “Hummer and I were flying over the forest when 
  we spotted half the crown stuck in the topmost 
  branches of a tree. It was pretty, so we kept it. We 
  searched for the other half and found it sheltered 
  in a crag high up on a steep cliff. Hummer thought 
  the corsairs who hid the tiara must have been 
  exceptional climbers. Hummer kept the first half, 
  which was badly weathered, and made the second 
  half into a pendant which he gave me for my 
  eighteenth birthday. When the harpies attacked us, 
  they found Hummer’s fragment and kept it. I hid 
  my pendant under my blouse in the hopes they 
  wouldn’t take it from me.” 
  Returning to Hummer & Malcom
  Returning to Hummer & Malcom
  Returning to Hummer & Malcom
  Returning to Hummer & Malcom    
  When the players return to where they 
  washed ashore, they find Malcom has rigged 
  together a seaworthy boat; he tells the party that 
  he’ll take them to the mainland for a share of the 
  loot. 
  Hummer is overjoyed to see his family, and 
  will not protest if the players keep both halves of 
  the tiara. 
  
SOURCE: textdata/thevault/Legendary Lives/Legendary Lives Starfrost Island.pdf