Adventure Preview: January 14, 2020: Mystery on Plum Island
Adventure on the high seas!
Nearly two months have passed since Ven, Nik, and Korric destroyed the Nazery and escaped into the feywild with Clan Ironfist, their dwarven allies. Now they seek an audience with the Sun King, a legendary soothsayer and chieftain who is said to be gaining a religious following throughout the archipelagos to the north of Darkmanse Island, far beyond the pale of civilization where the influence of the Synarchy does not reach.
The adventurers have been at sea for a few weeks now, traveling as passengers aboard The Enchantress, a swift and nimble brigantine captained by a gunrunner named Sweeney, a compatriot of the Ironfists. The adventurers, who are wanted by the Inquisition, are traveling incognito. With them as their guides are the clan’s leaders, Dane Ironfist and his sister Vistra, along with the Ironfists’ bare-knuckle champion, Thoradin, a close friend of Ven’s.
With The Enchantress running low on provisions and fresh water, Sweeney informs his passengers that the ship will be stopping at Plum Island, where a hermitage now occupies the site of an old abandoned fortress. The waves sparkle in the sunlight as the tiny island comes fully into view. Three barren hills are its most noticeable landmarks, rising above narrow, rocky beaches and small wiry shrubs on an otherwise sparse landscape. Nestled between those high points is the small fortress, which is built of stone and appears to have two floors. A bell tower rises an additional two stories above the rest of the building, and a low stone wall surrounds part of the complex.
As The Enchantress turns into the wind, lowering her sails and dropping anchor in the sheltered cove of Plum Island, the adventurers hear the faint sound of the tower’s bell being rung. But the sound fades, carried off on the gusting ocean breezes, and is not heard again . . .
Nearly two months have passed since Ven, Nik, and Korric destroyed the Nazery and escaped into the feywild with Clan Ironfist, their dwarven allies. Now they seek an audience with the Sun King, a legendary soothsayer and chieftain who is said to be gaining a religious following throughout the archipelagos to the north of Darkmanse Island, far beyond the pale of civilization where the influence of the Synarchy does not reach.
The adventurers have been at sea for a few weeks now, traveling as passengers aboard The Enchantress, a swift and nimble brigantine captained by a gunrunner named Sweeney, a compatriot of the Ironfists. The adventurers, who are wanted by the Inquisition, are traveling incognito. With them as their guides are the clan’s leaders, Dane Ironfist and his sister Vistra, along with the Ironfists’ bare-knuckle champion, Thoradin, a close friend of Ven’s.
With The Enchantress running low on provisions and fresh water, Sweeney informs his passengers that the ship will be stopping at Plum Island, where a hermitage now occupies the site of an old abandoned fortress. The waves sparkle in the sunlight as the tiny island comes fully into view. Three barren hills are its most noticeable landmarks, rising above narrow, rocky beaches and small wiry shrubs on an otherwise sparse landscape. Nestled between those high points is the small fortress, which is built of stone and appears to have two floors. A bell tower rises an additional two stories above the rest of the building, and a low stone wall surrounds part of the complex.
As The Enchantress turns into the wind, lowering her sails and dropping anchor in the sheltered cove of Plum Island, the adventurers hear the faint sound of the tower’s bell being rung. But the sound fades, carried off on the gusting ocean breezes, and is not heard again . . .
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