TEXT:  
   
   
   
  Eventide 
  isle 
   
   
   
   
   
   
   
   
   
   
   
  
   
  2 
   
  Eventide Isle 
   
  Rumours & Hooks  
  For those seeking information about ancient 
  cultures and legends, all agree that none are 
  more learned than the esteemed Master 
  Dravond; the curious recluse of Eventide Isle.  
   
  Master Dravond, the elderly recluse and savant 
  of ancient legends and cultures, has sent a 
  messenger into town. If custom is anything to go 
  by, the envoy is here to extend one of Dravond’s 
  rare invitations to dine with him on Eventide Isle 
  (a great honour). 
   
    
  On a small island, located in one of the larger 
  inlets of Lake Argos, stands Eventide Manor, 
  stronghold and residence of Dravond the sage.  
   
  A longstanding recluse and eccentric, Dravond is 
  nonetheless respected for his rare knowledge in 
  the obscure fields of astronomy, dead languages, 
  ancient cultures and story tale legends. Gaining 
  an audience with the hermit is difficult, but from 
  time to time he will receive visitors with a 
  question worthy of research, or invite those he 
  has heard tale of to dine with him in person to 
  exchange stories. 
   
  Regrettably, not everyone invited to eat with the 
  sage appreciates the menu; Master Dravond is 
  secretly a vampire lord of elder lineage, and 
  occasionally feeds on his guests. Indeed, no-one 
  dwelling on Eventide Isle is alive in the usual 
  sense; not Dravond, not his servant thralls, and 
  certainly not the creatures lurking in the 
  catacombs below.  
   
  The party might become involved in this 
  adventure by (i) seeking an audience to obtain 
  rare information from the sage, (ii) be invited to 
  dine with the sage one evening to exchange tales, 
  or (iii) stumble across the island by chance while 
  exploring the great lake’s inlets. 
   
  Random Encounters 
  Whatever the reason, travel to isle is at least a few 
  days sailing (depending on weather), with a 20% 
  chance of a random encounter every 8 hours. If 
  an encounter occurs, roll 1d8:   
   
  1. 2d6 Argosan Stranglers intercept the 
  ship. They will wait till night fall if 
  possible before boarding and killing 
  everyone on board. 
   
  Argosan Strangler, AC 13, HD 4+1, Bite 2d6, 
  19: special, S19 D13 C14 I4 P10 W9 Ch5, L7, 
  Mv 30 ft or 60 ft swimming. An argosan stranger’s 
  body mucus turns sticky when exposed to air, 
  allowing the amphibian to swiftly scale ship hulls 
  or rocks for a short time. On a natural 19, the 
  target is strangled, automatically suffering 2d6 
  damage each round on the monster’s turn 
  (opposed Str check to break free). Once per 
  hour, a strangler may spend an action to spray 
  sticky acid from its tentacle arms up to 30 ft 
  (single target). A Luck (Dex) save avoids 1d6 
  damage per round for 1d6 rounds. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  3 
   
  2. A 
  blustery 
  storm 
  suddenly 
  blows 
  through, shipwrecking the adventurer’s 
  vessel on a shallow reef. A Group Luck 
  save resists.  
   
  3. 2d4 Giant Wasps buzz in from a nearby 
  shoreline, attracted by the swiftly moving 
  ship. They dive bomb the deck hoping to 
  paralyse a meal and fly away with it.  
   
  Giant Wasp, AC 14, HD 5, Sting 2d6, 19: 
  strong dose of poison, imposing disadvantage on 
  the save, and paralysing one random limb for 1d4 
  days if failed, S14 D19 C12 I2 P13 W13 Ch6, 
  L8, 60 ft flying. A successful Sting attack requires 
  a Luck (Con) save or the target is paralysed with 
  pain for 1d4 rounds.  
   
  4. The shattered debris of a canoe floats 
  past, a barbarian corpse somehow 
  entangled in the flotsam. If the body is 
  fished out, 1 x Trinkets & Curios (LFG 
  p.141) is found. There is a 50% chance 
  the body carries some manner of 
  infectious disease.  
   
  5. A colossal 20 ft Giant Serpent (LFG 
  p.122, 12 HD, Luck 12, Off Turn 
  Attacks) attempts to snatch someone off 
  the deck and drown/eat them. 
   
  6. A cloudy mist rolls in, obscuring sight 
  beyond 50 ft. In the distance comes the 
  sound of almighty thrashing in the water, 
  followed by a deafening dolphin like 
  staccato. After a few moments a bestial 
  death moan is heard. Then nothing but 
  the ripples of large waves. 
   
  7. 2d4 Will o’ Wisps (LFG p.124) float into 
  view, hovering around the ship in a 
  menacing manner. After some hours, 
  they select a single sailor and converge, 
  attempting to zap him/her to death. If 
  they succeed, a baby wisp rises from the 
  corpse, then the entire group flees.  
  Map 1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  4 
   
  8. A Dire Bat (LFG p.100, actually 
  Dravond in bat form) flies overhead (out 
  of bow range), silently observing the ship 
  for a time before emitting a loud screech 
  and flapping away. 
   
  Eventide Manor 
  The manor is fashioned of white stone, with a 
  dark tiled roof, set upon a tiny rock island that 
  can barely hold it. A handful of bushes and 
  greenery have somehow found purchase on the 
  otherwise barren isle. It is dusk when the party 
  arrive, a warning lantern burning on the western 
  outcropping.  The short wharf is vacant.  
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 1 – Entry Hall 
  Double doors lead to a richly appointed hall that 
  winds around in a “u” shape, 100 ft long from 
  east to west. Paintings of distant lands and times 
  decorate the walls, many old and faded, 
  seemingly of such fragility that just touching them 
  might mar them. Comfortable couches are 
  spread about. A single statue bust stands on a 
  plinth, depicting a stern male with a neatly 
  trimmed beard.  
  When the party approaches the entrance, the 
  doors are opened wide by the beautiful Anora, a 
  blonde haired Varnori female in a fine dress. 
  Anora smiles warmly and welcomes the new  
  visitors. She explains that the sage is expecting 
  them, and invites the adventurers to follow her.  
   
  If questioned as to her role, Anora says that she is 
  the sage’s handmaiden, one of two resident 
  servants, the other being the fisherman Norris. If 
  queried about the sage, Anora says only that the 
  sage is well and looking forward to meeting them.  
   
  In fact, Anora is a Thrall, a half vampire servant 
  of Dravond, himself a vampire lord many 
  centuries old. Anora is utterly subservient to her 
  master and cannot directly act against him. She 
  has been his slave for just over seven years, and is 
  resigned to her current role, but secretly hopes to 
  be freed by Dravond or by the fortitude of a great 
  champion. She is under no illusions however as 
  to her master’s strength, and will not raise such a 
  dangerous 
  plan 
  except 
  under 
  the 
  most 
  exceptional circumstances.  
   
  Thrall, AC 13, HD 3, Bite 1d8 + level drain, 19: 
  special, S17 D15 C14 I12 P13 W14 Ch14, L6, 
  Mv 30 ft. A thrall is only half living, mid 
  transition to becoming a true vampire, utterly 
  subservient to the one that turned them. They eat 
  and sleep like humans but do not breathe (they 
  can however feign breathing), and primarily exist 
  as food or day walking slaves for their master. A 
  bite drains 1 level until the end of the adventure 
  (Luck (Will) save resists). On a 19+ attack roll, 
  the thrall emits a supernatural hiss cowing their 
  foe (target loses next action, no save). Thralls are 
  immune to non-magical weapons, except those of 
  cold iron, which affect them normally. Thralls see 
  in darkness just as well as light.  
   
  Unless Anora is waylaid, she opens the door to 
  Area 4 and guides the party inside. She polite 
  fully requests that any obvious weapons are 
  stored in a large cupboard (unlocked) in the entry 
  hall. 
  
   
  5 
   
  Area 2 – Guest Quarters 
  This 25 ft by 30 ft luxurious guest bedroom 
  contains two large double beds with feathery 
  downs and quality cotton and silk sheets. If more 
  than four adventurers stay overnight, Anora 
  produces further mattresses to lay on the floor, 
  apologising that they don’t usually have this many 
  guests at once. The door (which can be locked 
  from either side) to the east leads to a shared 
  bathroom. Pictures of Dravond’s apparent 
  ancestors hang on the walls, giving the place a 
  feeling of being watched. Several valuable 
  ornaments stand on narrow side tables (1d4 x 50 
  gp). 
   
  Area 3 – Bathroom 
  This 20 ft by 25 chamber has lockable doors to 
  the east and west and serves as a shared 
  bathroom. Marble and intricate mahogany 
  abound. The towels and linen are spotless white.  
   
  Area 4 – Dining Room 
  This 40 ft by 30 ft room contains an intricate 
  wooden dining table and chairs, set with fine 
  ceramic and gold candlesticks. A delicious 
  smelling meal of roast venison, carrot and potato 
  awaits, along with flagons of delightful wine and 
  biting ale.  
   
  Anora invites the party to make themselves at 
  home, and indicates the sage will join them 
  presently. The food and drink is perfectly 
  agreeable and not poisoned or otherwise. The 
  wine and ale are quite potent, an Int (General 
  Lore) check recognises expensive Highseed Red 
  and polarising Skornback Dark Ale (on account 
  of its “secret ingredient”, rumoured to be thuel 
  blood). 
   
  After a few minutes Dravond joins the party. He 
  appears as an elderly, 5½ ft broad shouldered 
  Midlander with a bulbous nose. Despite his 
  glasses, he still squints to see, and as he enters the 
  room, is half reading a scroll as Anora guides him 
  by the elbow to his chair.  
   
  Dravond feigns distraction for a moment before 
  greeting the party, inviting them to eat if they 
  haven’t already, and begins eating himself. He is 
  keen to hear tales from them, and in turn will 
  spin stories about famous battles and betrayals of 
  the last few centuries. As the stories unfold, it is 
  clear the sage is (perhaps oddly) emotional about 
  some of them (the ones in which he had a part, 
  generations ago). Those who carefully study the 
  sage might notice that he seems to take little 
  enjoyment in his meal, or perhaps more 
  accurately, he appears to be feigning enjoyment 
  (Perc (Insight) vs Int (Deception) contest). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  During dinner, Dravond decides which of the 
  party will be his next victim. Once everyone is 
  finished, Anora re-enters the room to clear the 
  table, and the sage apologises that he needs more 
  time to research the question the adventurers 
  
   
  6 
   
  have for him, and/or that he has one more very 
  special tale for the party. He insists that they 
  accept his hospitality and stay as their guests 
  overnight. He assures them he will have their 
  answer in the morning. Anora will show them to 
  their rooms in Area 2.  
   
  If the party decline to stay the night, at the GM’s 
  discretion, Dravond might accelerate his plan and 
  pounce on the party as they leave, or wait until 
  they are on the lake before attempting to snatch 
  his target in Dire Bat form. Optionally, Norris 
  might have sabotaged the adventurer’s ship while 
  they were at dinner, making it more difficult for 
  them to leave before morning (see p.10). 
   
  During the course of the evening, Dravond 
  instructs his thralls what to do should he be 
  bested by the party, prepares the poison for the 
  confrontation the next morning, and gathers his 
  strength (possibly summoning a flock of bats, if 
  he thinks he might need them). The lull might be 
  used by the PCs to secretly explore the 
  manor/isle, and/or question Anora (or possibly 
  Norris).  
   
  Area 4a – Kitchen and Secret Door 
  This 10 ft by 15 ft room is a large kitchen/pantry 
  stocked with foodstuffs and meats. It also hides a 
  secret door on the northern wall. The door may 
  be opened by pulling on a tin of spices at the 
  front of one shelf. A panel slides away to reveal a 
  similar size room beyond, empty but for a sound 
  proofed, iron banded trapdoor set into the floor.  
   
  The trapdoor is locked (Dravond and the thralls 
  carry keys), but may be picked with a Dex (Traps 
  & Locks) check, or broken apart with sufficient 
  time and the right tools (obviously making much 
  noise). Below is a pitch black, winding stone 
  staircase that leads to Area 9.  
   
  Area 5 – Anora’s Chamber 
  This 25 ft chamber is Anora’s bedroom, and is 
  richly appointed like the others, with a double 
  bed, wardrobe and dressing table. Curiously there 
  are no sentimental pictures, heirlooms or other 
  knick knacks. A shattered hand mirror lies in the 
  bottom drawer of the dressing table. If thoroughly 
  searched, a secret compartment beneath the 
  wardrobe contains a heavy crossbow, 8 bolts, trip 
  wires and a child’s teddy bear. The bear is slightly 
  singed and carefully wrapped in a blue blanket. It 
  belonged to Anora’s dead son, and is her prized 
  possession.  
   
  Area 6 – Stair Landing 
  This landing has a large western facing window 
  overlooking the lake. The heavy wooden door to 
  Area 7 is locked (Dravond and the thralls carry 
  keys). A Dex (Traps & Locks) check at a -2 
  penalty opens the door.  
   
  Area 7 – Study 
  This 55 ft by 30 ft chamber is a large study, lined 
  with bookcases and a beautifully crafted desk of 
  aging oak, inlaid in gold. Various reading notes 
  and side tables are spread about the room, as are 
  plush reading chairs.  
   
  Dravond meets the party here in the morning if 
  they have not already departed. He invites them 
  to sit and rings a small bell, summoning Anora 
  with a tray of decanters (juices, tea, spirits, water, 
  bitter coffee). For himself, the sage downs an 
  “invigorating blend” (something akin to a short 
  black). All of the drinks are poisoned, but do not 
  activate until the imbiber’s adrenaline is raised.  
   
  Dravond continues the charade for several 
  minutes, regaling the party with the answer to 
  their question, or an awful tale of torture from his 
  real past. He walks as he speaks, relishing the 
  anticipation as he hobbles between the chairs. 
  Eventually he settles behind his intended victim 
  … and sinks his fangs into their neck! At this time, 
  Anora is outside the door and locks it.  
   
  Dravond, Vampire Lord, Boss Monster, AC 
  15, HD 9 (102 hp), Bite 1d12 + level drain, 19: 
  the bite is especially potent, draining 2 levels  
   
  
   
  7 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  instead of 1, S20 D19 C17 I16 P18 W17 Ch16, 
  L10, Mv 30 ft or 60 ft in gaseous form. 
  Supernatural gaze attack up to 10 ft as Charm 
  Person, 30% recharge at the start of the vampire’s 
  turn.  
   
  Dravond is a Boss Monster with all the usual 
  benefits (LFG p.95). He is immune to non-
  magical weapons, except those of cold iron, 
  which affect him normally. He regenerates 1d12 
  damage at the start of his turn. Fire or acid 
  suspends this regeneration for 1d6 rounds. If 
  reduced to zero hit points, Dravond turns to mist 
  and flees to Area 14, where he slowly regenerates 
  over 1d4 hours. The only way to permanently 
  slay him is to drive a wooden stake through his 
  corpse’s heart.  
   
  Dravond may spend an action to summon a flock 
  of bats, a swarm of rats or transform into Dire 
  Bat form. His bite drains one level from the  
  Map 2 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  victim (a Luck (Will) save resists) until the end of 
  the adventure. A creature reduced to zero levels 
  by a vampire’s bite rises as a thrall. Dravond finds 
  the smell of garlic repugnant and does not cast 
  reflections in mirrors (there are no mirrors in the 
  manor, excepting the one in Anora’s dresser). If 
  the holy symbol of a good deity is forcefully 
  presented to him, Dravond must make a Luck 
  save or recoil for 2d6 rounds. As a vampire lord, 
  Dravond finds direct sunlight painful, but can 
  endure it for up to 1d4 hours before 
  disintegrating.  
   
  If the vampire is defeated, Anora is compelled to 
  delay the party as they make their way through 
  the manor (for example by locking doors, taking 
  pot shots with her heavy crossbow, setting traps, 
  and rendezvousing with Norris in the catacombs), 
  which might give Dravond time to regenerate. A 
  trapdoor in the ceiling pulls down mechanical 
  stairs to Area 8.  
  
   
  8 
   
  Looting the study gains 1 x Carry Loot, 1 x 
  Valuables, 3 x Trinkets & Curios and 2 x random 
  Scrolls (LFG p.136, 141, 147, 152). The rare 
  book collection is worth 2d4 x 500 gp to the right 
  buyer. 
   
  Area 8 – Tower and Battlements 
  Access to the 20 ft square tower is via the 
  trapdoor in Area 7. This chamber is Dravond’s 
  apparent bedchamber, though he rarely spends 
  time here. The heavy curtains are drawn and the 
  room dark. In recent years it has become more 
  of a storage area, stacked with less valuable 
  tomes, strange brick-a-brack and stolen gear (2d4 
  random items from the LFG equipment list). 
  The vampire occasionally brings victims here to 
  feed upon, evidenced by a number of careless 
  blood stains.  
   
  A single locked and iron banded door leads to an 
  outdoor landing and battlements. A table, chairs 
  and some barrels provide seating, and offer a 
  great view of the lake in all directions.  
   
  If Dravond has need to summon a flock of bats, 
  they descend from the sky here, flying around the 
  keep until someone opens a window or door to 
  allow them in. The small bats are too little to 
  cause any real damage, but impose disadvantage 
  on those flighting in the midst of them (Dravond 
  excepted). The flock will disperse after 30 hit 
  points of notional damage is done to them. They 
  also fear fire, and must make a Luck save (Luck 
  3) to swarm anyone holding an open flame (such 
  as a torch, but not a lantern). 
   
  Area 9 – Stairs to Catacombs 
  These stone cut steps wind down approximately 
  200 ft before emerging into a large, cold cavern. 
  The area is pitch black and adventurers will need 
  their own light source to see. The ceiling here is 
  45 ft high, beyond the range of most torches, and 
  is 20 ft wide at its broadest point.  
   
  The cavern extends about 35 ft east before 
  revealing a manmade corridor to the north, while 
  the main cavern continues to open to the east. A 
  5 ft rise to the south branches off into another 
  natural tunnel. If Anora and Norris have not yet 
  been dealt with, they are waiting here in ambush, 
  and fire their heavy crossbows from the darkness 
  (both thralls see as well in darkness as in light). 
  The thralls continue to harass the party with 
  guerrilla tactics until dealt with. 
   
  Area 10 – False Coffin 
  This 70 ft by 20 ft cavern has a 45 ft ceiling. Two 
  lifelike statues stand in the northwest and 
  southwest corners, one depicting the twin headed 
  god of justice, the other the World Tree (but 
  badly defaced and broken). Five shallow alcoves 
  to the north and south hold raised iron braziers 
  and sweet smelling incense holders, unlit for 
  decades.  
   
  Stairs carved into the stone lead to a raised 
  platform on the eastern side. An ornate 
  hardwood coffin (decorated with studded gems 
  worth 1d4 x 200 gp) is flanked by two 10 ft yellow 
  curtains. The entire area is overlooked by an 8 ft 
  idol to the god of the afterlife (in this instance 
  depicted as a rising murder of crows).  
   
  The coffin is trapped and opening it drops an 
  iron chain net from above. The net covers the 
  entire raised dais, causes 4d6 damage, and 
  imposes disadvantage on attacks while entangled. 
  The chain net is extremely heavy and requires a 
  Str check at disadvantage to wriggle free. The net 
  falls with an almighty clang, drawing the attention 
  of the ghouls in Area 11 and/or any thralls.  
   
  Inside the coffin is a half decayed corpse (of 
  similar proportions to Dravond, but the face is 
  too decayed to compare) resting on grave dirt, 
  with a golden dagger on its chest. Valuable 
  baubles are also scattered about (1 x Valuables, 
  LFG p.147). 
   
   
   
   
  
   
  9 
   
  Area 11 – Ghoul Den  
  This 20 ft cavern is scattered with flecks of bone 
  and sinew. 2d4 Ghouls lurk here, sustained on 
  the drained corpses that Norris delivers to them.  
   
  Depending on how loud the party has been, the 
  ghouls may seek to ambush them. A decaying 
  yellow curtain hangs across the southern wall, 
  behind which are piles of human bones, matted 
  flesh mats of small children, and a freshly splayed 
  corpse, arranged in hideous sacrifice to dark 
  powers. The horror of it all imposes a minor 
  madness on living observers (Willpower check 
  resists). A search of the area turns up 1 x Carry 
  Loot (LFG p.136).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ghoul, AC 13, HD 3, Claw 1d6+1 and Bite 1d4, 
  19: the target is subject to the equivalent of a Slow 
  spell for 1d6 rounds (Luck (Con) save resists), 
  S16 D13 C12 I10 P13 W14 Ch8, L6, Mv 40 ft. 
  Ghouls are Undead with the usual benefits (LFG 
  p.95). A touch paralyses a victim for 1d6 x 10 
  minutes (Luck (Con) save resists).  
   
  Area 12 – Norris’ Bedchamber 
  This 10 ft room is Norris’ bedchamber. A small 
  cot, wardrobe and side table adorn the room. It is 
  bereft of sentimental items. A chest contains a 
  heavy crossbow, case of 14 bolts, a mithril war 
  hammer (of dwarven make) and 1 x Carry Loot 
  (LFG P.136). 
   
  Area 13 – Ladder Room 
  This 10 ft room has iron rungs set into the 
  western wall, which disappear into a narrow 
  manhole that ascends 200 ft to Area 16. Various 
  crates store fishing gear (nets, hooks, ropes, 
  floats), some of which appear to have been 
  untouched for years.  
   
  Area 14 – True Coffin 
  This 30 ft by 15 ft room has iron doors which are 
  expertly locked (Dex (Traps & Locks) at -2 
  penalty to open). Inside are two very old but 
  otherwise nondescript wooden coffins, lying long 
  ways across the room, head to head.  
   
  The left coffin contains what must have once 
  been a plush interior long since decayed. An 
  incredibly fragile skeleton rests inside, so brittle 
  as to turn to powder if touched. An intricate 
  golden circlet with a star motif adorns the skull 
  (1,000 gp).  
   
  The right coffin contains dirt from Dravond’s 
  original burial site, and if he has been defeated in 
  combat, his body will be regenerating here (if he 
  has had time to regenerate completely, Dravond 
  intercepts the party earlier, or perhaps flees to a 
  distant cave in Dire Bat form, at the GM’s 
  discretion). A stake plunged into the regenerating 
  corpse 
  destroys 
  Dravond 
  utterly, 
  instantly 
  transforming him to dust. The dust is worth 1d4 x 
  500 gp to the right collector. There is no other 
  treasure in this chamber.  
   
  Area 15 – Ancestor Tomb 
  The iron banded doors to this 10 ft by 20 ft 
  chamber are locked (Dex (Traps & Locks) opens 
  them). The tomb within has a 30 ft cathedral like 
  
   
  10 
   
  ceiling, elaborate flagstones and gold gilded walls. 
  The skeletal ancestors of the Romgants (the 
  original owners of Eventide Manor) are sealed in 
  three grey stone sarcophagi.  
   
  A number of valuable antiques stand on bronze 
  pedestals about the room (urns, intricate 
  ceramics, etc worth 3d4 x 100 gp). If the 
  sarcophagi are broken into, a portion of the 
  Romgant family fortune is located inside (9 HD 
  Lair Treasure, LFG p.140). The treasure in the 
  middle sarcophagi is trapped via a weighted 
  panel, which activates if the valuables are 
  removed, triggering a 15 ft diameter barrage of 
  bolts from the ceiling (4d6 damage and roll on 
  the Injuries & Setbacks table; a Luck (Dex) save 
  halves the damage and negates the injury). 
  Adventurers that study the panel or ceiling might 
  spot the trap before it triggers (Perc (Detection) 
  test at disadvantage if studying the distant ceiling, 
  or normal vs the panel). 
   
  Area 16 – Secret Entrance 
  The oversized warning lantern that sits on this 
  plinth of rock conceals a secret door (if searched, 
  a Perc (Detection) check finds the hidden latch). 
  If flipped back on its hinges, a small manhole is 
  revealed. Iron rung holds disappear down into 
  the 
  darkness. 
  The 
  claustrophobic 
  tunnel 
  descends 200 ft before emerging into Area 13. 
  Norris often uses this secret entrance to access 
  the catacombs.  
   
  Norris the Fisherman 
  Norris is a 6 ft, white haired albino, turned more 
  than 20 years earlier and fiercely loyal to his 
  master. He is convinced that Dravond is on the 
  cusp of setting him free, and will do everything in 
  his power to make that happen. Norris is often 
  patrolling the waters around the isle on a small 
  cog, steering away potential interlopers or 
  scouting for potential meals for his master. He 
  maintains an arrangement with a local canoe tribe 
  to keep the area clear of most intruders. When 
  the party arrive at the isle, Norris is out fishing. 
  Depending on his master’s wishes, he might 
  sabotage the party’s vessel while they are at 
  dinner (jamming the rudder, requiring the boat to 
  be drydocked to fix, a difficult and time 
  consuming task) to delay their departure until 
  morning.  
   
  Aftermath 
  If the vampire lord and his thralls are slain, the 
  isle likely lays abandoned for a time, before being 
  taken over by the local river tribe. The party 
  themselves might even care to take possession, 
  continuing the arrangement with the river tribe to 
  keep the area mostly clear of intruders (or make 
  other security arrangements).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If Dravond is ousted as a vampire and flees the 
  isle, he takes up living in isolated caves and 
  burrows, before heading back to his original 
  tomb to procure a new coffin and grave dirt. 
  Whether he resurfaces for revenge is a matter for 
  the GM. If Dravond is slain but one or both 
  thralls survive, they are freed of their master and 
  eventually mature into full vampires, relocating to 
  a nearby city to feed. 
   
  
   
  11 
   
  CREDITS 
  Author:  
   
  Stephen J. Grodzicki. Copyright © 2017. 
   
  Artwork: 
  Some artwork copyright 2017 Maciej Zagorski, The Forge Studios LLC, used with permission.  
  Some artwork copyright 2016 JE Shields, used with permission.  
  Some artwork copyright 2012 Matt Morrow, used with permission.  
  Some artwork copyright 2016 Daniel Comerci – hounworks.it, used with permission. 
  Some artwork copyright 2015 Dyson Logos, used with permission.  
  Some artwork copyright 2015 Earl Geier, used with permission. All rights reserved.  
   
    
  Website: 
  $1 Adventure Frameworks Patreon: https://www.patreon.com/user?u=645444 
  Low Fantasy Gaming (Free PDF):  https://lowfantasygaming.com/ 
  LFG 
  $7 
  USD 
  Softcover 
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  Hardcover: 
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SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming Adventures & Settings/Adventure Frameworks (LowFG)/Adventure Frameworks #21 Eventide Isle [white] (LowFG).pdf