Introduction - Start Here

Captain Trine Storm had always carried an old broken compass that was said to bring luck. It had been a family heirloom for,  nobody knows how long,  and by the look it was beyond ancient.
When chased by pirates she was forced to set course straight into the cursed Evermist, an area in the Middle Sea filled with a thick mist that ships generally don't return from. Coming into the mists something unexpected happened, the old compass came to life. Having followed its direction for weeks the sight finally cleared and the lookout sighted land, just not land anyone on the boat could recognize. A forgotten island shrouded and hidden for eons, inhabited by strange creatures and eldritch ruins.

When Trine left the island she had a cargo full of exotic relics and trade goods from the islands natives, the uncanny Sru people.

A year has passed since the discovery and every week new adventurers arrive to the island and the rising town Turrenco. All arriving must follow the lead of Trines pilot vessel, carrying the special compass. Most of the island is still unexplored, who knows what treasures it might harbor?

The Forgotten History of the Island (GM's eyes only)
An eon ago the Meh civilization ruled the island as it was the capitol of their great empire. Their mages had eldritch powers far beyond what exists in the world today and as often said, with great powers comes great ignorance! The mages of Meh opened a portal to the Realm of the Crawling Chaos deep beneath their temple. They thought they could control, contain it and harvest it's powers but in the end all it did was driving the mages mad.
With this the Meh empire fell into a horrific civil war that would be the end of their reign.
A small group of mages, having kept their sanity, finally sealed the temple and created a thick mist to forever hide the island from the world. The mist that today is known as the Evermist.

Deep under the temple the portal is still open, and even if the temple can contain most of its immense power, some still leaks into the land above. Weird monsters and plants, unseen in the rest of the world. Demons! Insanity!

How to use this site
Start with the hex map of the island. Your group of adventurers will arrive by boat to Turrenco which is the main adventure hub from which most expeditions and quests will origin.
Then you can use the search function on this blog to find any hex you are looking for. If you do not find any info about a certain hex it's because its not yet written, in that case just use wilderness travel rules like you normally would.
Everything is tagged so you can use the label menu to navigate to what you´re looking for, hexes, beasts, quests etc.

This module is OSR Compatible and can be used with any old school RPG or modern clones. It was designed with the classic version of the game in mind but with minimal changes can be used with original or advanced rules or their clones.

Encounters are listed in the following format:
Orcs (4) – AC 6 (13), HD 1/5, AT 1 Sword, Damage 1D6

Armor Class is given both descending and ascending values, with ascending values in parentheses. An unarmored character is AC 9 (10) and chainmail gives AC 5 (14).

Unless specified, all encountered creatures and men are assumed to have the same movement rates as normal men and to use the same saving throws as a fighter of the same level as their hit dice.


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