Silver Ring
fairy-tale forested islands, rough hike
The Silver Ring, an arc of 9 islands. The sand on the beaches shines in the sunset, giving the islands their name. The largest island is to the south, and the islands get smaller as they go north.The second island has a fresh spring, but Elves whisper ancient rumors of a magical cave on the third island. Perhaps it hides precious treasure! Ships can anchor off-shore, but the surf hides sharp rocks, so rowing boats to shore is dangerous.
A ship recently released from the Floating Casino, with a mis-matched crew of former debtors, have arrived recently, and the self-proclaimed captain has turned into a tyrant. He’s been beaten down for a long time and now that he’s free, he wants to do the same. Tensions are high among the crew. The ship is anchored near the second island, which has fresh water.
Points of Interest:
- Second Island
- Springs of fresh water make this a good place for ships to stop and re-supply
- Third island
- The silver beach is about 50 feet wide, then the jungle begins. The island is about four miles across and besides the thin strip of sandy beach all around, the jungle fills the interior. There’s no sound but the sound of the waves crashing on the rocks. No animals or birds. The leaves of the jungle are moving, but not rustling. The trees and bushes are covered and choked by Stranglethorn Vines.
- Stranglethorn Forest: A briar of tangled vines and thorns. The thick kudzu strangles the life out of all other plants and many smaller animals.
- Kudzu Growth: The stranglethorn vines spread over nearby plants, killing them as they go. Food cannot grow here, and local wildlife must either adapt to the thorny, poisonous environment, starve to death, or flee the bastion.
- Unnatural Forest: Rather than Aberrations or Undead, the forest is mostly filled with Blighted Beasts. Standard Scourge threats may still appear, they just make up the minority.
- Blighted Rat Swarm: Hundreds of rats, all swarming and striking as one.
- Ankle Biter: Anyone trying to Get Away from a rat must pay a price.
- Corrosive Touch: Anything that touches a Blighted with their bare skin must pay a price.
- Swarm: A swarm fills the space they are in. You cannot move into a swarm or Keep Them Busy without paying a price. A swarm can be pushed back or distracted by standard weapons and attacks, but they can only take damage from Burning, Dangerous, or Area attacks, or from attacks made by Groups, Gangs, Armies, or other Swarms.
- Third Island outcropping
- A bare outcropping of rock contains the entrance to a cave. Not the highest point on the island, but a local maximum. The jungle has moved in recently and almost covered the rock. Scattered Human bones have lingering magic. (Remains of Molly the cursed pirate)
- The entrance to the cave is big enough for humans to move through easily. Inside the cave is a chamber. Cracks in the chamber’s floor have been sealed with a magical substance. (Dryden’s water reaction trap) The far wall of the chamber is rubble, moved and replaced many times.
- a crude tunnel in the far wall leads up to another, larger chamber. It’s empty.
Stats:
- Jungle: It is very difficult and dangerous to travel off the path.
Response Level: 3
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Dark Secret: Blighted: This place is cursed with the Scourge.
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Famine: When the Fellowship tries to Fill Their Belly here, one of them must first pay a price.
- Stalker When you reach this Response level, a threat from the Locals begins to follow the players from the shadows. If they are not discovered, they will go back and report on all they see to the Boss.
Minimum response level: 3
Location bonds
- The crew of the Luna Penumbra broke an ancient pirate curse
Boss:
- Ness, he/him Elf captain. Charming and graceful, but actually a bad person. No wonder he took the lead when the debtors escaped on this ship. People who confront him for his cruel actions can’t stay mad at him. Waist-length light brown hair with bangs.
- Agenda:
- Bully: Hurt the weak.
- Hoarder: Keep your treasures for yourself.
- Fatale: A super spy who uses their beauty and charm to get whatever they want. Almost nobody can resist their charms.
- Overwhelming Charisma: When someone meets the fatale for the first time, they must Forge A Bond with the fatale, if possible
- Trust No One: The fatale cannot become a Companion, but they can pretend to be one. The fatale can erase a Bond someone has with them to trick them or make them fail at something they do against the fatale. This stat is Secret.
Forces:
- Wilma she/her Halfling sailor
- Wildcard: A reckless warrior who plays both sides.
- High Collateral: The wildcard is Dangerous. Whenever someone near them suffers collateral damage, they may choose another person nearby to also suffer collateral damage.
- Both Sides: The wildcard isn’t truly on anyone’s side, and will ally with whoever happens to be convenient in the moment. When this stat is damaged, they are forced to choose a side – usually the side against whoever hurt them.
- Wildcard: A reckless warrior who plays both sides.
- Greybeard he/him Human Wizard
- Traveling Wizard: This old wizard likes to wander the world and act all mysterious. They have a tendency to recruit young fools on grand adventures.
- Doddering Fool: The traveling wizard has no clear agenda and does as they please. They always damage this stat first when harmed.
- Simple Tricks: The wizard can perform simple magic freely (Ranged).
- Traveling Wizard: This old wizard likes to wander the world and act all mysterious. They have a tendency to recruit young fools on grand adventures.
- Mister Norton he/him Elf tinkerer
- Orc Brains: The smartest orc you’ve ever met. They know exactly how to take apart anything you might want them to.
- Clever Plan: The Brains always has an idea. When they are controlling or directing another threat, that threat cannot be stopped by anyone with a damaged Wisdom.
- Tear It Down: The Brains can take apart anything mechanical or architectural, given a little bit of time. They love to sabotage vehicles especially.
- Orc Brains: The smartest orc you’ve ever met. They know exactly how to take apart anything you might want them to.
- Corsairs various, various races. Experts at using the ship’s rigging
- Ratling Walker: Walkers are the cute nickname given to those thugs and assassins who can walk along walls and climb across ceilings. Walkers are not to be trifled with, and will mess you up for any reason at all.
- Death From Above: Walkers can climb along walls and ceilings as quickly as they can run, and as silently as a ghost. When the Walker drops down on an enemy from above, they can either kidnap them or deal damage to them as a Hard Cut, their choice.
- Patience: The Walker is Secret until they make a Cut. When they escape or hide, they become Secret again until they make a Cut.
- Ratling Walker: Walkers are the cute nickname given to those thugs and assassins who can walk along walls and climb across ceilings. Walkers are not to be trifled with, and will mess you up for any reason at all.
- Neighbors
- Sapphire Islands, south
- Floating Casino, north
- ???
- Sessions with the Silver Ring
- Chasing the Sunset & Pirates’ Curse 2022 Oct
- Chasing the Sunset & Technicalities 2022 Nov
- Chasing the Sunset & ancient history 2022 Dec