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Glantrian Wizards Challenge: The Wandering Island

by Aoz

Adventure Hook
A wizardress of 8th level at the Glantri Great School of Magic and will taking the Graduate in the next few days. She and three of her fellow classmates have rediscovered the wandering island using a vision like spell in class. The Trio wants to hire the adventurers to travel to Darokin rent a ship and travel to the Island to stake a claim to the island.

 

Wandering Island: Turtle Dragon
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Find and Claim a "new island" in the name of Glantri.

Wants a wizard or team from Glantri to investigate the island.

The adventurers will discover the wandering Island is actually Turtle Dragon Flesh Golem that was created long ago. The Island has been in the far north until the week without magic freed the Island and it slowly drifted south.

 
Wandering Island
Climate/Terrain: Any
Frequency: Unique
Organization: Solitary
Activity Cycle: Any
Diet: Nil
Intelligence: unknown
Treasure: Nil
Alignment: Neutral
No. Appearing: 1
Armor Class: 1
Movement: 16
Hit Dice: 72 (320 hp)
THAC0: - 10
No. of Attacks: 1
Damage/Attack: 8d8 Bite or slam (multiple targets at once) or BW
Special Attacks: Nil
Special Defenses: See below
Magic Resistance: Nil
Size: G (about 2.15 miles in diameter)
Morale: Fearless (19-20)

It is made from a ghoulish collection of dragon turtle body parts, fused together to form a single composite island sized dragon turtle. Its skin is grey and pale white. A flesh golem smells faintly of freshly dug sand and dead fish hiiden by, Jasmine, Cananga trees with the fragrances of Hibiscus. No natural animal, such as a dog to birds to horses would willing step foot, claw or hoof on the Island. Fish and sharks will stay at least 1000 feet from this golem like island.

The golem can not speak, although it can emit hissing, grunting, and roar sounds. . It walks and moves with a stiff jointed gait, as if it is not in complete control over its body parts. It swims much easier.

Combat: The island golem are mindless in combat. They are emotionless in combat, and cannot be easily provoked. Bite or slammimg into the opponent. The Island flesh golem has a strength of 75 for purposes of lifting, throwing or breaking down doors.

Steam Breath (Recharge 7 to 12 turns). The dragon turtle exhales powerful steam in a 480-foot cone. Each creature in that area must make a saving throw verse breath weapon , taking (16d6) steam damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

Wandering Island can only be struck by a magical weapon. Fire and cold based spells slow them for 2-12 (2d6) rounds plus inflict minimum spell damage . Any electrical attack restores 1 hit point for each die of damage it would normally have done. All other spells are ignored by the creature except for Holy Water inflicts 1d6 per vial.

Devilfish (Ixitxachitl) consider the Island a bad taboo and avoid it. The Island and the Ixitxachitl clash long agi with a terrible lightning storm raging on; when the battle was done the Island drifted off leaving almost a thousand bodies in its wake. The Ixitxachitl will not come within 1000 feet of the Island unless chasing prey. However, no Ixitxachitl has ever returned after settling foot on the Island.

Habitat/Society: Island Golem is automaton, artificially created and under the direct control of it's "owner". It has no society and are not associated with any particular habitat. .

Ecology: The Wandering Island is not natural creature, and play no part in the world’s ecology. It neither eats nor sleep, and “live” until the heart of the Island is completely destroyed.

 
Starting the Adventure
Encourage your players to create characters who are from the Glantri city (or went to The Glantri Great School of Magic). To begin the adventure, have the adventurers summoned to the Glantri Great School of Magic. A young apprentice hands a letter to the adventurers.

 
Backgrounds:
Sonia d'Ambreville, A 8th level wizard and 2nd level Air elementalism (female) starting her graduate examine in 3 days.

Cermabeth Nyraviel (Nick name: Beth), Elf 6th level (female)

Hans Von Weber ,5th level mage (male) and his Red Imp (Vigo): wealthy family even started has his own Workhouse (providing orphans and the poor with a work.)
12 hour shifts
gruel and water
housing
basic health care
clothing
5 cp per week children (even 5-6 years olds)
15 cp per week adults
after taxes and expenses makes 6000 dc per month. As per an agreement with Vigo, the Red Imp gets 10% (600 dc per month) per month.

Reid Sullivan, Teacher: 19th level wizard (male)

 

 

The Twist:
Each of the Three students and even the teach want the Island.

Group Offer: (2000 GP upfront) plus another 2000 gold and offer one magic item each
See list:
-Immovable Rod
-weapon +1 of choice
-Bag of Holding
-stone of good luck
or
-Boots of False tracks

-Locate and discover the "new" Island

then the twist (stake the claim in the name of)

Sonia d'Ambreville: magic items (see list) and a special status in her "kingdom"
See List:
-weapon +3 of choice
-cloak of invisibility
-carpet of flying
-ring of regeneration
or
-One wish from a ring of wishes

-Wants a Dominion to Rule.

Cermabeth Nyravie: elven healing and access to elven healing magic.
-Create a Safe Haven for Elves

Hans Von Weber: 100K gold pieces for the group
-Traveling Merchant Island

Teacher Reid Sullivan: Scroll and will teach extra spell up to level 18th
-Extension of school to Island where he is in charge.

and finally,

Red Imp (Vigo): Will offer to free 5 souls that he has recently bought (one in a relative of one of the adventurers)
-If the adventurers brings him the heart of the Island. This act will permanently kill the Wandering Island.
or Is willing to free each soul for a mere 20K gold pieces.

 

The Journal & Map
Regardless of which hook you run, the PCs or NPC adventurers should have access to a map, vision journal, and a pearl (once per week: sending spell). The journal clearly describes the location of the Island. The map clearly shows the location of the Island with No Name, which is not found on any other charts or maps the PCs.

 

The Darokin Docks
Adventurers can proceed right to the ship to leave or they might want to explore “The Docks” before leaving.

 
Running the Encounters
- goblins attack going to Darokin
- Arrival in Darokin. Thief Guild target Adventurers (Pearl, vision journal and/or map)
-prepare to go to island
- devilfish attack ship on way to Island
-crash into island
- three dozen merfolk on island
-a few tortles
-a few unique constructions
-Need vision journal to bypass traps to Helm of Turtle Dragon Island
-Or can use vision journal to get to the Heart of Island
-Stake a claim to the Wandering Island and send a message.