To the southeast of
Thurstle Island, on a little spur of rock, a lighthouse spears out of the sea. Its beacon went out years ago but as Gothic colonization accelerates and the Northmen thegns
smuggle more contraband, its strategic importance is growing.
The Situation
Many years ago, after the earthquake, when the Templar were abandoning their fort, the supply packets to the lighthouse stopped. Trapped at his post, the miserable monk who tended the light starved to death and, soon after, so did the lamp.
Some time later, en route to an island prison further out to sea, a Gothic ship smashed on the unlit rock. An ebony coffin, containing the vampire Drusilla, bobbed ashore, and the lighthouse found a new master. She enthralled the few sailors who came ashore and now feeds on them just a little every night. The sailors have all gone mad.
Drusilla is trapped on the island. She cannot fly over water and though she needn't breath and could walk to shore on the seabed, she has no way to bring her coffin with her. She will seek to threaten or negotiate anyone arriving on the rock to take her to Thurstle Island. Her husband was also on the ship that stranded her here, but his coffin was made of iron and chained closed. She desperately wants to rescue him.
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| Karl Alexander Wilke from Die Muskete magazine 1926 |
This is intended as a low-level dungeon. The grunts are not very threatening. The boss almost certainly outmatches the player characters but wants to negotiate. Gaining control of the island could be a major boon to the players.