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II.I Mystery of Lightharbor Isle

The party has just survived a scary encounter with a dragon turtle, Umben, and are now on the way to the Lightharbor Isle's contacts, Eymen to fully supply up and head on the voyage to Ivywood. Upon arrival, Eymen tells them that trouble is afoot...

Structure

Exposition

The slow cutting of ice fills the air. Your eyes have glazed over from extended traveling on the deck of the ship. (The Waterwitch) your eyes jump towards a new sight - in the far distance a hazy set of gray, jagged peaks rise over the horizon.   The ship slowly approaches and slowly the spires become more clear as they rise out of a shale rock island high into the clouds. Through the foggy haze you can see a bright beam light coming in and out of your vision routinely.  
"There's our stop -Lighthouse on Lightharbor Isle" Slick says surely with a slight nod of his head.
  The ship slowly approaches a small, dilapidated dock on a grey shattered rock and sand beach. Slick motions toward his crew with a hand signal. Several of the nimbly hop over the edge of the ship and tie the boat down to the dock, tentatively keeping the vessel at bay. Another pair of members throw a long wooden board, maybe 3 feet across down to the dock, to which the waiting crew anchor down with stakes through existing holes in the dock.  
"Too rocky here to anchor, we won't be here long" - Slick says towards the party.
  You step across this surprisingly secure-feeling board and come to stand on the damp, grey wooden dock.   Slick bends down and cups some water in his hands, which he then raises towards Bubbles, who nudges herself into the water, coating herself in a clear sheen. He turns and begins walking forward onto the beach.   [you doing anything?]   Each step leaves a slushing of rock on rock sound as you feel the rocks under your feet settle and adjust to the weight you press on them. Around 45 feet ahead you see a damp, cold ground path ahead of you with dark green grass peaking through matted white snow. You arrive to the path and Slick steps up and turns to you all:  
"Have your hand on your swords - this island isn't known for fluffy critters," he says, pulling out a torch and holding it towards Velvine.
  You step forward on the path through a foggy floor through a small thicket of trees. After around 10 paces you can't see anything either ahead of or behind you. Slick pulls out a small, glowing circular trinket.  
"Hold this," he says, reaching his arm with the lit torch for one of you to grab. He flips open the trinket, which blocks your view of anything that he's doing. You hear a sliding sound and a firm "click!". His eyes raise up to you - "Can you all see in the dark?"
  [They say yes]  
'I'd advise you to close your eyes while I do this, it's too bright for me and my eyes aren't that sensitive.'
  He then clicks a loud button and you hear a faint, glowing, ringing sound as your skin is hit with a temperate air that is much warmer than it was.  
"It's done,"he announces.
  Once you open your eyes you see a 30 ft. radius around you completely lacking any fog. The air is warmer, and the increased visibility shows that your are in a decently thick forest filling from the ground up with a thick fog that leaves about half of the vision use-able through the upper half of the trees. He turns back forward and you see now that his trinket has a glowing green arrow on it pointing the direction that you are heading.   [ADD ARRIVING TO THE LIGHTHOUSE AND ITS PHYSICAL DESCRIPTION HERE] [SPOOKY FOREST ENCOUNTER]   After a solid 30 minutes of trekking farther, you see a tall, stone tower peaking through the mists above the treetops. It has a large glass wall facing the sea.   Behind the lighthouse is a dirt path heading deep into a thickly fogged forest where you can see only but 10 feet into the opening before the path vanishes into the mist. As you approach the lighthouse, moving over the rocky, unstable shale beach onto more stable land, you hear the sound of live goats. As you get closer, you see a well-kept-but-measly garden with few plants growing successfully, but the ones that are look immaculate inside of a small fence close to the lighthouse. You come to a wooden gate the fence to which Slick approaches and fiddles with a chain around it and swings it open away from you.  
"Let's find Eymen , he lives in that lighthouse there."
  Once you all enter, he re-chains the gate and tugs on it, ensuring its efficacy.   He leads you up some damp, moss-covered stone stairs as you spiral up around the lighthouse in a screw-like fashion up to the top where to come into contact with a heavy wooden door locked behind an iron screen. Looking to your right over the small stone railing on what could be a very small patio at the end of the staircase you see the ship behind actively secured to the shore and about a mile of fog hanging to the top of the glassy, cold water, creating an mist-enclosed island. Over to your left is the dense forest with thick layers of fog clinging to the trees creating a sea of white and muted green. The colors here are de-saturated and chilling. The air is cold and still. Aside from gentle wave sounds, you only hear your breaths and the occasional bleat of a goat.              

Components

Hooks

The party arrives at a spooky island, Lightharbor Isle to meet up with Slick's contact, Eymen to connect for resupply, as he stores them for Slick to keep the items more difficult to steal and more safely store over the winter - they don't usually restock during this time of the year, so it is a surprise visit.

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