Rogue Island Adventure

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    Rogue IslandA Pathfinder adventure for 1 or 2 level charactersst nd

    in the Sea of Stars

    By Sean Holland

    Learn more about the Sea of Stars at: http://www.sea-of-stars-rpg.com

    Please Support the Sea of Stars Campaign Setting Kickstarter

    Art by Anghel Irina (http://anirbrokenear.deviantart.com/)Island Map by Octavius / Temple Map by Laura Heilman

    Play-testers: Benjamin Baugh, Tye Boynton, Howard Brandon, Austin Gandy, James

    Gibson, Laura Heilman, Jake Maas, Tom Michaud and Marcus Willis. Thank you for your

    patience and feedback.

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    http://www.sea-of-stars-rpg.com/https://www.kickstarter.com/projects/959280680/sea-of-stars-rpg-campaign-sourcebookhttps://www.kickstarter.com/projects/959280680/sea-of-stars-rpg-campaign-sourcebookhttp://www.sea-of-stars-rpg.com/
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    Welcome to the Sea of Stars!

    This has been my campaign world for around a decade now and it is based around the

    idea (shamelessly stolen from Gene Roddenberry) of Infinite Diversity in Infinite Combination,

    anything you want is out there, somewhere, in the Sea of Stars. Magical technology, flying ships,

    animal people, any culture under the Sun, and -of course- dragons all have their place here in theSea of Stars under the uncaring but watchful eye of the Draconic Imperium.

    The basic idea is a world shattered, imagine the world as a sheet of glass and then drop

    that sheet of glass . . . that is the Sea of Stars. Islands of all shapes and sizes -from just large

    enough for a single tree to grow to entire continents- floating in space, below are stars and above

    are stars, at least when the Sun is not shining. It is a consciously high magic setting with floating

    castles, flying ships, talking cats, captive gods and dragons. Myth and magic intertwine in the

    Sea of Stars as heroes and venturers seek their fortune while dragons play games of power and

    politics. There are lost ruins, secret communities and other mysteries to be explored, tombs to

    raids, quests to undertake, princes to rescue and evils to overthrow, the scope can be as epic as

    you wish.

    It is a world where the dragons rule, having slain the majority of the gods in a sudden warover a millennia ago. While, technically, everything is controlled by the dragons, they are

    playing high order games of magic and politics, but their interests are above that of most of those

    they rule so as long as taxes are paid and the dragons are allowed to go about their business, they

    ignore the activities of others. It is a simple fact that the majority of people in the Sea of Stars

    will never see a dragon (unless they live in the Capital or have a particularly active ruler).

    This adventure is designed as a short introduction to the Sea of Stars and some of the

    themes of the world as well as providing a solid starting point for continuing adventures.

    Enjoy and remember . . . here abide dragons!

    Design Philosophy

    This adventure is designed as a small sandbox / exploration module to introduce the Sea

    of Starssetting to players (and Game Masters). The adventure will move at the pace by which

    the players explore the island and the GM chooses to have certain key events happen, shape it to

    suit your groups style of play.

    Much of how it plays out depends on player action and interaction with the things on the

    island, the basics of the situation are set up but it will be up to each GM to shape the adventure to

    the actions of the players and the internal logic of the situation.

    But most of all, have fun.

    PS- The Sea of Stars is a silver-based economy, so one silver here equals the value of one

    gold in the standard Pathfinder setter. Adjust as needed to suit your campaign.

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    Adventure Introduction

    There are two main ways to travel the Sea of Stars: Skyships, which fly, and Starships,

    that travel the space between the stars as if it was water. The situation is better suited to a group

    traveling by starship but can be adapted for skyship.

    The basic structure is that the characters are traveling by ship when weather -or othercircumstances- causes their ship to run aground on a small rogue island. A rogue island is a

    fragment of the world that is wandering, untethered and unowned. Such islands are valuable

    finds as they can be claimed and sold, and sometimes they contain valuables lost from earlier

    eras.

    Suggested initial scene:

    The characters are aboard a starship traveling from here to there, everything has been

    uneventful so far. When a sudden squall whips winds and rain around the ship obscuring

    visibility, but the captain and crew are unconcerned, the chance of encountering another ship are

    vanishingly small and it is leagues to go before they reach another island. Then the lookout cries

    warning and commands are shouted, it is too late, they cannot avoid the rogue island, but thecrash into it is survivable. However, the ship will be grounded until the storm passes and repairs

    can be made.

    If any of the characters have useful ship handling skills or helpful abilities, this would be

    a great time to give them a chance to use those skills and abilities to lessen (but not avoid

    entirely) the damage from the impact.

    A ship for your use:

    The squall should pass soon after the ship is grounded as no one likes to explore in the

    rain. Revealing the edges of the rogue island in a gradually receding fog. It may be best to have

    the fog linger in the center of the island, obscuring the temple, to encourage the exploration of

    the grounds first.

    The Stellar Dolphin is a three-masted merchant ship made of Cirras wood, a dark wood

    with violet veining used for starships, it is well maintained and has new sails. It flies the green

    and white pennant of the Mint-Silver Trading Consortium which the captain and crew are

    members of, some of them wear striped white and green scarves as well.

    The Stellar Dolphinis captained by Illissis Starrose, is a half-elven sailor of many years

    experience. She will recognize the opportunity that a rogue island presents and will explain it to

    the characters with the understanding that she and her crew will get a share. Her priority is the

    repairs to the ship and the safety of her crew, passengers and cargo, the island is valuable but

    only if they can get off the island and report its location to the Imperial Registry before anyone

    else can.

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    First impressions of the island:

    The area to around where the ship beached is overgrown with a riot of greenery but the

    remnants of order remain, the shadows of ancient paths, the groupings, now intertwined, of

    various plants. It seems as if this section was once a formal garden but one that had been

    unattended for ages untold.The island has a very slight tilt but this will only be noticeable on a large and smooth area

    or to those that have an exceptional sense of balance. So, think about giving this insight to the

    cat-footed rogue or the observant wizard, as it will make them feel good though it is unlikely to

    have any major game effect.

    The Gardens

    The gardens are wild and overgrown with only the shadow of paths to guide one through

    them, they were once laid out in circular arcs pierced by straight paths forming a pattern similar

    to a spoked wheel. At the center is a domed building that should emerge from the fog with a ray

    of sunlight illuminating the white stone of its construction.

    Beyond the formal section, comprising mostly flowers and ornamental plants, othersections of the garden include medicinal and cooking herbs and even a small vegetable patch, all

    of which have run riot and overgrown. Characters with skills in Healing or Knowledge Nature

    will recognize many of these and realize that properly managed, these sources of food on the

    island is quite capable of sustaining a small number of people nearly indefinitely.

    Things in the Garden:

    Chameleon Constrictors, these large snakes are the primary predator of the garden rabbits

    without which the rabbits would have overrun the garden and devoured everything. They see

    anything in the garden as a potential meal and do not, initially, recognize the danger that the

    characters pose to them. If one of the characters wonder off, a constrictor will attempt to make ameal of them.

    A constrictor is very difficult to spot when it is moving through the undergrowth as it

    shifts to match it surrounding. Characters are likely to hear the constrictors before seeing them

    and the echoing sound of the snakes moving through the plants may prove to unnerving.

    Reed-eared Rabbits, these rabbits are everywhere in the garden and they grow to

    considerable size (up to 18 pounds/8.1kg), there ears look much like the reed grass that is

    ubiquitous on the island. Their coloration is scattered browns with an occasional white patch

    that blends in remarkable well with the vegetation. Combined with their ability to run, they are

    very difficult to catch.

    They have no immediate fear of people as such, but big things moving around still scare

    them. The characters will likely hear them moving through the undergrowth before seeing one

    and they would work well for the classic cat in the closet scare before having a chameleon

    constrictor try to eat someone.

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    Clogged Fountain, a beautiful circular fountain with a obelisk rising from the center, the

    rim of the fountain is wide enough to sit comfortable on and an ascending sequence of numbers

    is carved into one half of the rim. It once served as a massive sundial in the age before the

    Sundering, it no longer does so, the alignment being entirely off. The fountain itself is filled with

    water lilies in a riot of colors, the flowers and their leaves cover all of the surface of the water.

    There is indication that some sort of animal (the rabbits) occasionally come here for water.The lilies and their leaves are edible if not overly nutritious, the flowers stain anything

    that comes into contact with them the same color that they are and if eaten directly from the

    fountain, the consumers skin will take on the tint of that color for 1d3 days afterward. The color

    staining effect only last for a few minutes once they are removed from the fountain, the color

    slowly leaching from the flowers until they are a plain white. The water under the lilies is

    entirely pure and drinkable.

    The Ever-fruiting Tree, in a circle of its own is a large apple tree, a low (foot and a

    half/half metre tall) fence made of bronze wire that has turned a dark green with age surrounds it.

    (There is three pounds/1.35kg of bronze worth around 12 silver if someone wishes to loot it, but

    it will come with a minor curse that any fruit they handle will start to rot immediately.)The tree bears a wide variety of apples, green, red and yellow, eating and cider, all ready

    to be eaten or otherwise used. The first apple picked after each dawn, if eaten before dusk, heals

    1d4 points of damage, provides nourishment as if it were a normal meal for a Medium creature,

    and give the consumer a +1 sacred bonus to Fortitude saves for the first hour after eating.

    The tree produces 20 pounds/9kg of ripe apples, each day, divided roughly evenly

    between eating and cider apples.

    Watchful Statues, there are twelve statues, all of humans in a life-like scale, six in gold-

    veined white marble and six in black veined white marble on 3 foot/1m tall pedestals. They are

    evenly spaced around the temple alternating gold and black veined statue.

    The gold-veined marble statues are champions of the Sun:

    Two male athletes, one with a discus, the other a runner.

    Two male warriors, one with long sword and round shield, one with a bow.

    One male and one female orator.

    Their equipment is made of magical, untarnishing, bronze that is as strong as iron.

    The black-veined statues are champions of the Moon:

    Two female wonder workers, one with wand and one with a hand loom.

    A female dancer with hand cymbals and male dancer.

    A female scholar with a (symbolic) book and male scholar with a (symbolic) scroll.

    Their equipment is made of magical tin that looks, at first glance, much like silver. The

    symbolic items are non-functioning representations of said items.

    The statues were originally able to animate as guardians but the magic has faded over the

    ages, now they can only watch unless attacked or stolen from, in which case they will use their

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    last reserves to defend themselves and their symbols. They can be seen to occasionally shift to

    watch the characters as they move around the garden.

    If approached in a polite manner, especially by one bearing symbols of the Moon or Sun,

    they may direct the characters to the various places with subtle gestures. However, they will only

    direct those who seem to be followers of the Sun or Moon to the temple.

    Note that the statues are very difficult to destroy, not spectacular in the offense side, butstill dangerous. A groups best bet for dealing with they is waiting for the statue to run out of

    magical charge. If the characters are getting their clocks cleaned by a statue (which they

    probably deserve for provoking it, but . . .) it should probably be pointed out to them that the

    statue is slowing down.

    Outbuildings:

    The Baths, the bathhouse is on the edge of the island and parts of it have fallen away. It is

    made of white marble with a tiled roof that is showing some wear. A corroded openwork bronze

    door hangs off its hinges impeding but not stopping entrance.

    Inside there is water staining from rain on the walls. A circular frigidarium (cold bath) isstill fed by some source that supplies the fountain and pours off into the tepidarium (warm bath)

    and then off the side of the island as the tepidarium is now open to the air as part of it was

    sheared away when the island was sundered. The frigidarium has a mosaic of the full moon

    among the clouds at the bottom of it but the tepidarium mosaic has mostly been washed away

    and that which remains is so badly stained that it is no longer understandable.

    While the water has a slight mineral tang to it (which the fountain water does not) it is

    entirely safe for drinking, though the rabbits keep away from the baths for some reason.

    The Cidery, a small stone shed with a roof of thatch that has been colonized by wild

    flowers (and remains quite solid despite all that). In the yard outside is a rotary press for

    crushing apples, which is a round trough and a round stone on a pivot that would be rotatedaround to crush the apples.

    Inside the shed are slatted wood rack, rough cloths made of horse hair, clay jugs (most

    broken, some intact) and bins for the storage of apples (but no apples). Everything is surprisingly

    clean and in good repair, a residue of preserving magic laid into them in ages past. With little

    work, the cidery could be put back into production (though you need about 20 pounds/9kg of

    apples to make one gallon/3.8l of cider).

    Guest House, this building is a bit worse for wear but still structurally sound, it is a low

    stone building with gaps under the eves to let light and air in. The tile roof has begun to crack

    and some of the tiles are missing but the water has not caused serious damage to the interior yet.

    There are simple wooded doors, lacking locks, at both front and back, inside in a large

    common room with a large fireplace taking up most of the space and three small privatish rooms

    (they have frayed curtains that separate them from the main room). The furniture, tables, chairs,

    beds, are now only fit for firewood but the copper cooking pots are still usable, though they need

    to be cleaned. A capped hole opens into fresh water from the spring, though there is no bucket to

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    retrieve the water with.

    There is a small privy out back with two seats and running water (coming from the same

    source as the bath water) to whisk away the waste. Cold but efficient.

    The Temple

    The first sight of the temple will almost certainly be its dome rising above the last of themists. The dome is white marble that retains its polished brightness, glowing a pure white when

    the suns rays play upon it. The building itself is clad in white marble which seems to have

    survived unweathered through the ages, none of the vines have encroached upon it, the garden

    bends away from the temple, almost in respect.

    The windows of the temple are high and covered with a lattice-work of brass strips. The

    base of the dome is pierced with small windows and there is an oculus, that is the center of the

    dome is open to the sky (however that is not obvious from outside the temple).

    The temples steps do show signs of wear and weathering and seem much older than the

    rest of the structure (this is because the protective magic on the stairs was already weakened by

    use and has since failed).

    The interior of the temple is also marble, white walls and ceilings and black-veinedmarble for the floor. There are bright colors painted running along the top of the walls,

    alternating red, orange and gold for the Sun with blue, violet and silver for the Moon.

    Inside the temple proper (rooms 2-8), clerics and oracles of the Moon or Sun gain a +1

    morale bonus to Will saves and cast spells at one caster level higher; while clerics, oracles or

    sorcerers of the Draconic cult or bloodline feel uneasy and suffer a -1 morale penalty to Will

    saves and skill checks.

    1. Portico

    While open with a colonnade, there is a sense of stillness here. Running along the

    interior above the column is a mosaic showing the fifteen images of the sun, running from

    sunrise on the left through out the day, with noon in the middle, and ending with sunset on theright. None of which should make any sense to someone raised in the Sea of Stars who has never

    seen a sunrise or sunset.

    Above the entrance to the temple is a mosaic showing twenty-five moon phases,

    beginning with waxing crescent moon, three full moons in the center, and ending with waning

    crescent moon. Again, this should seem very odd to the characters, having never seen more than

    a crescent moon and never in any sort of pattern.

    2. Main Entrance

    This is the main route into the temple, for most worshipers, and consists of a open

    archway. Magical runes will glow bathing the doorway in blue light when someone enters the

    temple without speaking a brief prayer to the Moon or Sun or both before crossing the threshold.

    It causes no harm, but does alert the Lune that someone is approaching (it was originally a way

    for the priests and priestesses to know when worshipers arrive, either by hearing their prayers or

    the magical alert).

    On either side of the doorway are hooks for cloaks, a very threadbare and faded blue

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    cloak hangs off of one of them. Two couches with wooden frames carved with geometric

    patterns, placed one against each wall, the cushions have faded with the years and are slightly

    dusty. A lost copper coin and a wooden comb can be found among the cushions for those

    diligent enough to search.

    3. Moon Acolyte EntranceThis entrance has a door of black-dyed wood set with a disk of polished tin at eye level.

    It is locked (DC 20 to open) and set with the same sort of wards as the main entrance except that

    only prayers to the Moon work to avoid them.

    Inside is a row of hooks for cloaks to the immediate right of the door. There is a marble

    topped ebony table, on top of which is a pewter ewer and basin (worth 15 silver as a set, 6 each),

    and two stools made of cane. Next to the door into the main temple, also of black dyed wood but

    lacking a lock and wards, to the right is a row of hooks from which hangs a midnight blue formal

    robe cut for a small adult, in an inner pocket is a carefully wrapped cone of incense that maintain

    a hint of its original scent.

    Aluen, the templebound lune.These beings are now so rare as to be almost unknown in the Sea of Stars, a lune is a

    elemental composed of moonlight and the magical essence of the Moon,. Aluen was in the

    temple, summoned to assist in a ritual, when the Sundering occurred which trapped her within

    (she has access to areas 5-8 only). The years of isolation have made her slightly more unstable

    than a normal lune, who are flighty at the best of times, but she has not slipped into incoherence.

    Aluen will almost certainly know the characters are coming due to the wards on the

    entrances and will hide to observes them. She wants to talk to people, to have company and as

    long as the characters are not just destructive, she will approach them. Using her change shape

    to appear as the most common race and least common gender among the party.

    Alune is friendly but will seem rather naive, she literally has no idea how the world has

    changed and will become visible agitated if told about the Sundering, the imprisonment of the

    Sun and the prescribing of the Moon Cult. She was summon during the full moon and can only

    return to the full moon, an impossibility since the Sundering. Note that she has no idea what a

    Visse or Sentek is, as such species did not exist when she was trapped in the temple.

    If the characters treat her kindly, she can be a useful resource about the temple and the

    way the Moon and Sun once were. She is protective of the Moons items, but Alune can be

    convinced to let those of the Sun go especially if they are to be used in the defense of the

    Temple. But she will not allow the Moon shrine to be looted or harm to come to the statues. If

    they push her too far, too quickly with the changes that the world has suffered she may snap

    (this may be represented by a Will save) and either flee deeper into the temple or attack, though

    she will certainly fight back if attacked. If Aluen is killed, she dissolves into moonlight whichthen melts away leaving no trace.

    A character that particularly impress Aluen with their devotion to the Moon may be

    given aLunar Mirror(see Appendix II), formed out of her own substance as a gift.

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    4. Sun Acolyte Entrance

    This entrance has a door of honey-colored wood set with a disk of polished bronze at eye

    level. It has a lock but is unlocked (DC 20 to lock) and set with the same sort of wards as the

    main entrance except that only prayers to the Sun work to avoid them and they glow a warm

    orange.

    Inside is a row of hooks for cloaks to the immediate left of the door. There is a marbletopped oak table, on top of which is a brass ewer and basin (worth 15 silver as a set, 6 each), and

    two stools made of cane. Next to the door into the main temple, also of honey colored wood but

    lacking a lock and wards, is a row of hooks from one of which hangs a red leather belt with a

    bronze buckle.

    5. Statues under the Dome and gathering areas

    At the center of the temple under the oculus are two statues, of the Moon and the Sun,

    brother and sister holding hands, while raising their symbol in their other hand; The Moon holds

    a silver crescent and the Sun holds a golden solar disk. The statues are carved from pure white

    marble, the Moons eyes are inset moon stones while the Suns are polished turquoise, the

    Moons hair is high lighted with silver, while the Suns is gilded. While exposed to the weather,the statues so no signs of aging or wear and a set of cunningly concealed drains at the base of

    statues keeps the floors from becoming a small lake.

    These central rooms flow into each other to provide a space for worshipers to mingle

    when not actively worshiping.

    6. Main Altar

    This is a large block of carved back marble, above which is a disc of thin silver and above

    that and even thinner disc of gold. Four trays for the burning of incense, or other offerings, are

    set out (two of pewter and two of brass worth 4 silver each) as is a fragile looking scroll.

    If the scroll is handled roughly, it will fragment and break apart, butwith normal

    handling, it will survive one or twice. It contains three cure light woundsat 1 level of effect andst

    even after the spells are used the decorations and prayers in the margin are worth up to 150 silver

    to the Temple of the Sun or to a collector of such religious remnants.

    7. Moon Altar

    This smaller alter is made of white marble and carved with the lunar cycle endlessly

    repeating around the base. The motif is repeated in small silver decorations diagonally up the

    wall above the altar. On the altar is a silver inlaid incense tray (worth 10 silver) upon which is

    eighteen silver coins and an unburnt cone of incense; the incense, if burned, provides a +1 bonus

    to caster level to divination or dream spells, increased to +3 bonus if the caster is a member of

    the Moon Cult.

    Additionally there should be a magic item there to tempt the characters and risk conflict

    with Aluen, one of the following is suggested (depending of what character arrives at the altar

    first):

    A rune-etched silver bladed dagger or sickle (+1 silver weapon)

    A silver ring set with a moonstone (ring of protection +1)

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    A white wood wand tipped with a crescent moon (wand of cure light wounds orshieldat

    3 level, command word is etched in the moon)rd

    8. Sun Altar

    This altar is smaller than the main altar but larger than the Moons and it is made of

    honey colored marble and it is slightly warmer than the surrounding area. Above the altar is apaper thin sun disc with an implied face (usable as a holy symbol of Sun and worth 15 silver).

    On the altar is a polish brass lantern marked with the Suns name in Old Falkish (Aluen can read

    it and explain how the lantern works).

    The brass lantern provides golden lightfor six hours a day when the Suns name is

    spoken, tracing the name on the lantern causes the lightto cease. Any undead within the area of

    the light suffer a -1 sacred penalty to attack rolls.

    Encounter - the Marauders

    When you feel that the adventure needs more conflict or, as Raymond Chandler said,When in doubt, have a man come through a door with a gun in his hand, trigger this encounter.

    The marauders are a ragtag bunch of sailors, dregs and thugs hired by the Eosiant

    expatriate Jules DeValk to chase down and claim the island to get rich quick. Depending on the

    capabilities of the party, you may wish to give Jules an assistant (Onric Goldthrall, mercenary

    healer), the other marauders should number at least two per player character with an additional

    two who are tasked only with guarding the marauders ship.

    The marauders will spread out to explore and loot in groups of two and threes and give

    cry when they find opposition. Then they will all converge to drive off or kill those who would

    take their prize from them.

    However, if one of the marauder groups surprises and outnumber the character they

    encounter, they will almost certainly attack rather than call for help, hoping to get a chance forsome loot just for themselves. If they start losing the fight, they will fight defensively and call

    for aid.

    After Jules is defeated, the thugs and dregs are likely to surrender, they will be willing to

    trade their skills as sailor to get off the island (and the Captain is likely to accept them, part of the

    star sailors code).

    The marauders ship is a small and poorly maintained starship, still viable and valuable

    but only just, if the two thugs left to watch it see anyone they do not recognize approaching they

    will shove off and try to flee.

    Jules DeValkis a well-dressed, roguish charmer, though his is not as charming as he

    thinks he is. His clothes are expensive, if slightly threadbare, and his rings appear valuable,

    presenting the appearance of a successful venturer. His goal is to secure the island for the Eosiant

    Kingdom and be able to return home a hero. To do so, he is willing to betray the scum he has

    hired (but not Onric) and give up as much as two thirds of the profit from the island, but he

    would rather have more and will try to bargain from a position of strength.

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    Onric Goldthrallis a mercenary and his loyalty is currently sold to DeValk. His

    equipment is rugged and functional and the dwarf appears much the same. He initially bears the

    characters no grudge, he just wants what he was promised from DeValk but he will happily

    change his loyalty to new paymaster if Jules is slain.

    The dregs and thugs hired by DeValk are loyal to his promise of coin especially when

    they have the advantage of numbers. Once circumstances change, their first instinct will be toflee but surrendering and begging for mercy will be a close second.

    Aftermath:

    Once the island is secured and the marauders are driven off, what next? The characters

    have four main options:

    File a claim to the island with an intention to sell the island.

    File a claim to the island with the intention of living there.

    Convince the Captain and crew to forget about the island and use it as a secret base.

    Or, of course, they can just take what they have gained and leave, letting the island

    continue on its merry way.

    Filing a claim on the island requires finding an Imperial office and filing the appropriate

    forms (in triplicate at the very least) complete with maps and predicted route of the island. While

    the island must be owned by a dragon at some remove, it can be managed by the agents of said

    dragon such as a local government or noble, by choosing the right group and making a good

    presentation the characters could convince the local government or even the draconic overlord

    itself that they are the right people to oversee the island if such is their desire.

    While directly selling the island should realize the characters enough money to set

    themselves up as venturers, including a small starship if that is their desire. Most dragons are

    happy to add more land to their portfolios and one of them (or their agents) will pay well for the

    title to the island.

    Keeping the island secret would be difficult but possible, at least in the short term, thoughthe characters will need access to a star or skyship to take best advantage of this base. The

    creaky one seized from DeValk will serve as a temporary measure but it will need extensive

    repairs or to be replaced with a better vessel quickly. Some skill will be required to keep track of

    the route of the island and how to return to it, but it could be a valuable base.

    Whatever route the characters decide to follow, they should be well placed for further

    adventuring.

    They could:

    Approach the Sun Cult and to let them know about the rediscovered temple.

    Seek out the Moon Cult and let them know about the revealed temple.

    Approach any of various governments or factions who might be interested in buying the

    island.

    Work out the islands trajectory and use it as a base for venturing, trading . . . or piracy.

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    Map of the Island

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    Temple Map

    3 7

    1 2 5 6

    4 8

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    Appendix I - Monster Statistics:

    Found in the gardens:

    Chameleon Constrictor CR 2

    XP 600N Medium animal

    Init +3; Senses scent; Perception +12

    DEFENSE

    AC15, touch 13, flat-footed 12 (+3 Dex, +2 natural)

    hp 19 (3d8+6)

    Fort +4, Ref +6, Will +2

    Special Defenseschameleon camouflage

    OFFENSE

    Speed20 ft., climb 20 ft., swim 20 ft.MeleeCoil +5 (1d4+4 nonlethal plus grab)

    Special Attacksconstrict (1d4+4 nonlethal), surprise strike

    STATISTICS

    Str 17, Dex 17, Con 12, Int 1, Wis 12, Cha 2

    Base Atk +2; CMB +5 (+9 grapple); CMD 18 (cannot be tripped)

    Feats Skill Focus (Perception), Toughness

    Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, Swim +11; Racial Modifiers +4

    Perception, +4 Stealth,+8 Acrobatics

    Special Abilities

    Chameleon Camouflage (Ex)The chameleon constrictor gain a +4 bonus to Stealth checks in

    any area of natural overgrowth and gains concealment against any ranged attacks when in such

    terrain.

    Surprise Strike (Ex)When attacking an opponent who is unaware of the chameleon constrictor,

    it gains a +2 bonus to attack and a +2 bonus to its CMB to grab, if it successfully grab from this

    attack it gains a continuing +1 bonus to CMB to maintain the grab.

    Tactics: Attack lone targets from surprise, crush and then eat them. Flee if reduced to 5 or less

    hit points.

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    Watchful Statues (animated object) CR 3

    XP 800

    N Medium construct

    Init +0; Senses darkvision 60 ft., low-light vision; Perception 5

    DEFENSE

    AC15, touch 10, flat-footed 15 (+5 natural)

    hp36 (3d10+20)

    Fort +1, Ref +1, Will -4

    Defensive Abilitieshardness 8; Immuneconstruct traits

    OFFENSE

    Speed30 ft.

    Meleeslam +5 (1d6+3)

    STATISTICSStr 14, Dex 10, Con , Int , Wis 1, Cha 1

    BaseAtk +3; CMB +5; CMD 15

    SQfailing magic, stone, unique

    SPECIAL ABILITIES

    Failing Magic (Ex)The magic animating the statues is weak and fading, only attacks or theft of

    their items will spur them into one final use of their magic. At the end of each round the

    watchful statue loses 1d4-2 Dex (minimum 0) until, at 0 Dex, it freezes into permanent

    immobility.

    Stone (Ex)They are made of stone from which their hardness of 8 comes from.

    Unique (Ex), each of the statues is subtly different gaining the following abilities:Discus Thrower, Weapon Focus (discus) feat and a +1 returning discus (ranged +4, 1d4+3), the magic of

    the discus vanishes with that of the statue.

    Runner, +10 Speed and the Improved Initiative feat.

    Warrior with sword and shield, AC 17 (add masterwork large metal shield) and melee +6 (1d8+3/19-20),

    masterwork long sword.

    Warrior with bow, Weapon Focus (long bow), ranged +4, 1d8+1/x3, magically creates arrows for its +1

    strength long bow.

    Orators, they maintain a dramatic speech while fighting, which some may find distracting (Will save DC

    11 [mind affecting, language dependant] or suffer a -1 to attack rolls and skill checks) especially as themagic runs down slowing the voice.

    Their equipment is made of magical, untarnishing, bronze that is as strong as iron.

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    The black-veined statues are champions of the Moon:Wand-wielder, once she can cast burning hands (2d4 fire, DC 11).

    Weaver, once she can cast color spray (CL 2, DC 11).

    Dancers, both have the Dodge and Lightning Reflexes feats, the female can use her hand cymbals to

    inflict slashing damage and on a critical hit the target must make a Fortitude save (DC 11) or be dazedfor

    one round.

    The Scholarsuse their symbolic items as shields (treat at bucklers, +1 shield bonus) and gain a +1 attack

    bonus on their next attack against an opponent that they have just missed.

    Their items are made from magical tin that is as strong as low-grade iron.

    Tactics: A watchful statue will focus its attacks on those enemies who have shown themselves

    able to harm it. They will move to avoid being flanked but otherwise do not have a strong grasp

    of tactical positioning.

    Found in the Temple:

    Aluen, Templebound Lune CR 3

    XP 800

    CN Medium outsider (elemental, moon, shapechanger)

    Init +3; Senses darkvision 60 ft.; Perception +9

    DEFENSE

    AC18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 natural)

    hp26 (4d10+4)

    Fort +3, Ref +7, Will +6

    Immuneelemental traits

    OFFENSESpeed35 ft.

    Melee2 strikes +6 (1d4+2 nonlethal + lunatic moment)

    Spell-Like Abilities(CL 4th)

    At will dancing lights, light

    Once a day blur

    STATISTICS

    Str 14, Dex 17, Con 12, Int 13, Wis 14, Cha 13

    Base Atk+4; CMB +6; CMD 20

    FeatsDodge, Weapon Finesse

    SkillsAcrobatics +8, Bluff +9 (+13 while using change shape ability), Diplomacy +8, Disguise+12 (+32 while using change shape ability), Knowledge (religion) +8, Perception +9, Perform

    (dance) +8, Sense Motive +6, Stealth +8; Racial Modifiers +4 Bluff, +4 Disguise

    LanguagesLunar, Old Falkish (but see moon language)

    SQchange shape (alter self), moon language, templebound

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    SPECIAL ABILITIES

    Lunatic Moment (Su)When struck by a templebound lune, the target must make a Will save

    (DC 13) or be confusedfor 1 round + 1 round for each three points they failed the save by. The

    DC is increased by 1 at night and by 3 if the victim is in direct moonlight. The save is Charisma

    based.

    Moon Language (Su)Treat the templebound lune as being under the effects of a tonguesspell at

    all times, however each person listing to the lune hears her voice in their own native tongue.

    Templebound (Su)Aluen is bound to the Temple and can only enter areas 5-8. Attempting to

    force her into another area will provoke her. If forced into another section, she will try to return

    to the area she is bound to as soon as she safely can.

    Tactics- If Aluen knows she is going into combat, she will use her blurability. In combat she will

    keep moving, trying to strike as many people as possible with her touchs lunatic moment effect

    and then keeping away from them as long as they are effect by it. She will focus on enemies who

    seem weapon-oriented first as they are usually more vulnerable to the confusion effect.

    Marauders:

    Jules DeValk CR 1

    XP 400

    Human fighter 1/rogue 1

    Medium humanoid (human)

    Init +3; Senses Perception +7

    DEFENSE

    AC17, touch 13, flat-footed 13 (+3 armor, +3 Dex, +1 shield)

    hp17 (1d10+1d8+3)

    Fort +3, Ref +5, Will +1

    OFFENSE

    Speed30 ft.

    Meleerapier +5 (1d6+1/1820)

    Rangeddagger +4 (1d4+1/1920)

    Special Attackssneak attack +1d6

    STATISTICS

    Str 12, Dex 17, Con 13, Int 11, Wis 10, Cha 14Base Atk+1; CMB +2; CMD 15

    FeatsCombat Expertise, Improved Feint, Weapon Finesse

    SkillsAcrobatics +7, Bluff +6, Diplomacy +5, Intimidate +6, Knowledge (nobility) +1,

    Perception +7, Perform (Dance) +5, Sense Motive +6, Sleight of Hand +7

    LanguagesImperial Tongue, Eosiant

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    SQtrapfinding +1

    Gearstudded leather armor, buckler, dagger, masterwork rapier, 3 throwing daggers, eight gilt

    copper rings (worth 12 silver each), potion of cure light wounds, hip flask of poor quality brandy.

    Tactics- Let the thugs and dregs take the lead and use them to gain flanking bonuses, if he cannot flank,

    he will use a throwing dagger to damage opposing spellcasters or ranged combatants. Among hisemployees, the only one he feels loyalty to is Onric. If the fight is going badly, he will happily try to

    negotiate with the characters, cutting the best deal he can.

    Onric Goldthrall, Mercenary Healer CR 1/2

    XP 200

    Dwarf Cleric 1

    Medium humanoid (dwarf)

    Init +1; Senses Perception +2

    DEFENSE

    AC17, touch 11, flat-footed 16 (+5 armor, +1 Dex)hp10 (1d8+2)

    Fort +4, Ref +1, Will +4

    OFFENSE

    Speed20 ft.

    Meleewar hammer +2 (1d8+1/x3)

    Rangedlight crossbow +1 (1d8/1920)

    Special Attackschannel positive energy 6/day (DC 13, 1d6)

    DomainSpell-Like Abilities (CL 1st; concentration +3)

    5/day battle rage (+1 damage, 1 round), rebuke death (1d4)

    Cleric Spells Prepared (CL 1st; concentration +3)

    1 bless{D}, magic weapon, shield of faithst

    0 (at will)guidance, resistance, virtue

    {D} Domain spell; DomainsHealing, War

    STATISTICS

    Str 13, Dex 12, Con 15, Int 10, Wis 15, Cha 9

    Base Atk +0; CMB +1; CMD 12

    FeatsWeapon Focus (war hammer)

    SkillsAppraise +4, Heal +6, Knowledge (religion) +4

    LanguagesDwarven (Topaz), Imperial Tongue

    SQaura

    Gearpotion of cure light wounds, scale armor, light crossbow with 14 bolts, war hammer, silver

    holy symbol, healers kit, 31 silver and 8 copper coins in a money belt worn under armor.

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    Appendix II - New Magic Item

    Lunar Mirror- These items are small round mirrors made of some unusual silver alloy,

    that is light and cool to the touch. They do not tarnish or cloud with age.

    The Lunar Mirror is beautifully reflective and acts as a holy symbol for any follower of

    the Moon. The bearer casts any moonor lunarspell as though their caster level was one higheror two level higher if they are casting in direct moonlight.

    Once per month in direct moonlight, the bearer may summon a minor (small) lune for a

    number of hours equal to the bearers Charisma modifier (minimum one) or until dawn,

    whichever comes first.

    Aurafaint transmutation; CL5th

    Slotneck; Price3,700 gp; Weight lbs.

    Construction Requirements

    Craft Wondrous Items, owls wisdom, prayer, summon monster III; Cost1,850 gp

    Small Lune (Moon Elemental) CR 1

    XP 400

    N Small outsider (elemental, moon)

    Init +7; Senses darkvision 60 ft.; Perception +4

    DEFENSE

    AC17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)

    hp13 (2d10+2)

    Fort +4, Ref +6, Will +0

    Defensive Abilitieslunar distortion; Immuneelemental traits

    OFFENSE

    Speedfly 60 ft. (perfect)

    Meleeslam +6 (1d4+1 +disorienting flash)

    Spell-Like Abilities(CL 2nd)

    At willlight

    Twice a day dancing lights

    STATISTICS

    Str 12, Dex 17, Con 12, Int 4, Wis 11, Cha 11

    Base Atk +2; CMB +2; CMD 15FeatsFlyby Attack, Improved Initiative{B}, Weapon Finesse{B}

    Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (arcane) +1, Perception +4, Stealth

    +11

    Languages Lunar, understands the language of the summoner

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    SPECIAL ABILITIES

    Disorienting Flash(Ex) When the lune strikes a being it release a flash of moonlight that can be

    quite disorienting, the struck target must make a Will save (DC 11) or be dazzledfor 1d4 rounds,

    if they fail the save by five or more they are also dazedfor one round. This save is Charisma

    based.

    Lunar Distortion(Ex) The form of the lune is indistinct at distance making it hard to target

    properly, each ranged attack directed at the lune for which the attacker must make an attack roll

    has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at

    a distance are not affected.

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    Appendix III - A light adaptation ofPathfinderto the Sea of Stars

    The Sea of Starsis not the same as the assumedPathfindersetting (for if it was, why

    would it be needed?) and if you want to run the Rogue Island adventure incorporating a more

    elements of the campaign world when your group generates characters for the Rogue Island

    adventure, you can use the following modifications to thePathfinderrules.

    Species-

    The Sea of Stars does not have Gnomes, Halflings or Half-Orcs as presented in the

    PathfinderCore Rules, though characters of those may be played in the adventure if the GM

    wishes, they are replaced by the SenTek and Visse breeds. Notes on them and how to adapt the

    other base species to the Sea of Stars setting follow. (These are just for ease of play, there are

    some additional changes in the full setting.)

    Dwarves, the Gemkine, tied to minerals especially gems and metals which influence their

    coloring, purple-eyes and violet tinted hair among the Amethyst dwarves for example.

    Mechanically as Pathfinder except replaceDefensive TrainingandHatredwith:

    Keep Low, Dwarves get a +1 dodge bonus to AC against monsters of size large or larger.

    Elves, the Earthkine, Elves almost died out as a race following the Sundering, they are

    deeply tied to the world and many fell sick or died when the world shattered. Even today, they

    live under the curse of the Sundering, every elf child born is born without something. For some,

    it is something physical, a finger or an eye, sometime it is something metaphysical, an inability to

    sing or to perceive the color red, but they are all missing something . . .

    Mechanically as Pathfinder but add:

    Earthkine: Due to their close attunement with the natural world, they understand it well.

    All elves have Knowledge (nature) as a class skill.

    Half Elves, are relatively common and mechanically as Pathfinder with the followingaddition:

    . Balancing between Two Worlds- As they walk between two cultures, all half-elves

    receive Diplomacy as a Class Skill.

    Half Orcs, are Giant-bloodedin the Sea of Stars, distant descendants of the (mostly)

    extinct giantish races.

    Mechanically as Pathfinder except replace Orc Blood, Orc Ferocity and Weapon

    Familiaritywith:Giant Blood, Giant-blooded count as both human and giant for any effect related to race.

    Giantish Stamina, for calculating bonus hit points, healing rate and Fortitude saves against

    exhaustion and disease, the Giant-bloodeds Constitution is considered to two points higher.

    SenTek (gnome analog), descendants of a group of Visse who attempted to overthrow

    the Draconic Imperium and who now hide in the deep mountains and plot revenge.

    Mechanically use the following:

    -2 Strength, +2 Dexterity, +2 Intelligence: the Sentek are clever and quick, but small and often

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    have trouble dealing with others.

    Small-sized.

    Sentek base speed is 20 feet.

    Low-light Vision.

    Defensive Training: +1 dodge bonus against dragons, increased to a +4 dodge bonus against

    large or larger dragons. The Sentek undergo special training in fighting and avoiding draconic

    attacks. Note that any time a Sentek loses her Dexterity bonus to her armor class, she also losesthis dodge bonus.

    Dragon Resistance: +2 racial bonus on saving throws against Draconic spells and abilities, raised

    to +4 against Dragon Fear: the Sentek have learned to combat and survive encounters with

    dragons.

    Hatred of Dragons: +1 racial bonus on all attack rolls against dragons: the Sentek intensively

    study the weak points of dragons and how best to attack them.

    Alchemical Training: +2 racial bonus on Alchemy checks: the Sentek are always seeking new

    ways and methods to fight dragons.

    Hide among the Fishes: +2 racial bonus on Disguise checks: when they are outside of their

    homewarrens, the Sentek understand the need to blend in and not attract attention to themselves.

    A Sentek suffers no penalty when attempting to disguise themselves as one of the Visse, they

    remember the ways of the servants well.

    Watchful: +2 racial bonus on Perception checks: the Sentek have raised caution to an art form.

    Weapon Familiarity: Proficient with all forms of crossbows and Sentek treat any weapon with

    the word Sentek in its name as a martial weapon. The Sentek know that their small size is a

    liability in combat and so rely upon mechanical weapons to make up for their limitations.

    Visse (halfling analog), the Visse are a race created to be servants to the Dragons and

    their loyalty has been sorcerously reinforced since the Sentek incident.

    Mechanically, use the following:

    -2 Strength, +2 Dexterity, +2 Charisma: Visse are small, likable and not overly strong, but theyare skilled with their hands.

    Small-sized. Visse base speed is 20 feet.

    Adaptable- the Visse were bred to be adaptable to almost any condition and they gain a +1 racial

    bonus on all saving throws.

    Blase-the Visse live with Dragons, after that very little can frighten them +2 racial bonus on

    saving throws against Fear.

    Unobtrusive- the Visse know that sometimes the Masters do not wish to know their servants are

    around, +2 racial bonus on Stealth checks.

    Watchful- the Visse have sharp ears and cunning minds, +2 racial bonus on Perception checks.

    Natural Servant- Diplomacy, Knowledge (Dragons), Profession (Bureaucrat) and Profession

    (Servant) are always class skills for a Visse and they gain a +2 racial bonus on Diplomacy

    checks, the Visse are know how to be perfectly polite and how to insult within the rules of

    propriety.

    Instilled Loyalty- the Visse have been conditioned to obey and serve the Dragons, even before

    themselves, unless they are directly threatened, they must make a Will Save (DC equal to the CR

    of the dragon, minimum 15 for a true dragon) to directly harm a Dragon or one of the

    Dragonkine.

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    Classes-

    One important note: All classes in the Sea of Starshave Perception as a Class Skill.

    The Sea of Stars usually does not use Alignment rules, though you are welcome to in your

    campaign, which has some knock on effects on the classes which are too detailed to deal with

    here but the GM should be aware that Alignment is not a major driving force in the Sea of Stars,

    For Clerics and other believers, the gods are dead . . . Long live faith!

    Dragon Cults- Though not initially encouraged by the Dragons, in the aftermath of the

    Sundering, Dragon Cults sprang up. Now they are tolerated as long as they show proper respect

    and do not interfere excessively in the running of the world. Member of the Dragon Cults often

    support and practice the Dominae philosophy.

    Ancestor Sects- Worship of ancestors and veneration of the past is a common theme in

    many place in the Sea of Stars. Sometimes these Sects intertwine with Dragon Cults when the

    bloodline is traced back to a Dragon ancestor.

    Celestial Order- The answers are to be found in the stars, all wisdom, truth and powerultimately comes from the stars which surround us. They are the finest astronomers and

    astrologists exist within the Sea of Stars.

    Dominae- Believe that everything can be achieved through will alone, they seek to master

    both themselves and others. While inspired by Draconic ideas, the Dragons are not entirely

    pleased with their philosophies being adopted by the lessor races. Like the Dragon Cults with

    which they are often incestuously intertwined, they are tolerated as long as they do not get in the

    way.

    Moon Sect- The Moon Goddess may have survived, signs are unclear but occasionally a

    crescent moon will appear smiling and where she smiles, chaos often follows. The Moon Sect is

    devoted to freedom and the individual. She was, or is, a goddess of trickery, illusion and

    freedom. (The Dragon Empress has proscribed worship of the Moon Sect. Membership in theMoon Sect is punishable by death by slow strangulation after the member has his eyes plucked

    out with silver tongs.)

    Redemptionists- Believe that the gods are not dead, that they will return and redeem the

    faithful as long as the faithful remain true. The fortunes of the redemptionists wax and wane,

    and, as long as they are content to wait, the Dragons let them exist.

    The Undying Sun- This group worships the only god that can still be seen to be alive, the

    sun. They hope to one day free and heal him, to that end they oppose slavery and master the

    healing arts. The Dragons watch this sect but consider them mostly harmless.

    The Way- More a philosophy than a religion, the Way is the Way. The Wayist faith has

    slowly spread across the Sea of Stars, finding a niche in almost every area. While slightly

    subversive at times, the Way never seems to cause enough trouble to attract the wrath of the

    dragons.

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    Appendix V - Players Handout

    The Statues

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    OPEN GAME LICENSE Version 1.0aThe following text is the property of Wizards of the Coast, Inc. and is

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    15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000,

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    System Reference Document. Copyright 2000, Wizards of the

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    The Sea of Stars RPG Design Journal,

    http://seaofstarsrpg.wordpress.com/ Copyright 2009-2015 Sea of

    Stars RPG; Authors: Sean Holland and others.

    Rouge Island Adventure, Copyright 2014, Sea of Stars RPG;

    Author Sean Holland.

    Arcana Evolved. Copyright 2005, White Wolf Publishing;Author: Monte J. Cook and Sue Cook.

    Pathfinder Roleplaying Game. Copyright 2008, 2009, Paizo

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    ICONS, Copyright 2010, Adamant Entertainment; Author Steve

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    27