Here are characters and items from the Isle of Night adventure
in Roleplayer #10. In the issue, these appeared
in gray-tone boxes, separated out from the rest of the text.
(Back to The Isle of Night)
Richard Youngsten
Age 27; brown eyes, brown hair 5'9", 165 lbs.
ST 14, DX 12, IQ 12, HT 11
Basic Speed 5.75; Move 5
Advantages: Wealth (Wealthy); Appearance (Attractive);
Disadvantages: Addiction (cigarettes); Dependent (Alicia
Fitzhugh -- loved one, appears on 12 or less).
Skills: Guns/TL5 (Rifles)-16, (Pistols)-15; Brawling-12;
Knife-12; Fencing-12; Swimming-12; Leadership-11; Strategy-10; Survival
(Jungle)-11.
Equipment: .30 rifle; fine quality sabre; dagger.
(Back to The Story)
Alicia Fitzhugh
Age 25; long black hair, brown eyes, 5 7 , 130 lbs.
ST 8, DX 10, IQ 10, HT 11.
Basic Speed 5.25; Move 5.
Advantages: Appearance (Beautiful); Wealth (Wealthy); Status
2.
Skills: Swimming-9; Sex Appeal-10; First Aid-11.
(Back to The Story)
Colonel Avery Fitzhugh
Age 49; silver hair, brown eyes; 5' 11", 175 lbs.
ST 13, DX 14, IQ 16, HT 11.
Basic Speed 6.25; Move 6.
Advantages: Magical Aptitude 3; Night Vision; Status 3.
Disadvantages: Fanatic (T'Soquat worship).
Skills: Knife-14; Brawling-12; Guns/TL5 (Rifles)-14, (Pistols)-13;
Survival (Jungle)-15, (Savannah)-13; Leadership-13; Fast-Talk-15; Bard-17;
Acting-16
Spells: Armor-19; Pain 17; Sleep-17; Force Dome-16; Divination
(Haruspication)-19; Summon T'Soquat-30.
The Colonel has been possessed by the Wizard-Chief of the Isle of Night
for several months. If discovered, the spirit of the Chief may be exorcised
by the same method used to exorcise a demon (see p. H39). If the Chief leaves
the Colonel's body of its own free will, though, it will cause the Colonel
to die. As with the dead servants found with the murdered veterans of the
Blackston-Smythe expedition, the Colonel's body will show no evidence of
the cause of death. If the Colonel dies while the Chief is in possession
of his body, however, the Chief's spirit will die as well.
(Back to The Colonel)
The Villagers
ST 11, DX 10, IQ 9, HT 10.
Basic Speed 5; Move 5.
Advantage: Night Vision.
Disadvantage: Fanaticism (Wizard-Chief).
Skills: Brawling-10.
One villager in three is wearing a small amulet
of carved bone, hanging on a leather thong. When the time-stop spell is
lifted, those villagers without these amulets will immediately fall to the
ground as rotting corpses (they haven't eaten in two years!). Those that
are wearing amulets, however, are sustained by the magic of the
amulet and the T'Soquat. Once time is no longer
frozen, these villagers will begin a hideous transformation into minions
of the T'Soquat.
By the third turn after the transformation begins, they will have developed
functional lobster-like claws. They may strike with these claws in melee
or close combat, snapping for 1 die of cutting damage. When the T'Soquat
dies, these partially transformed natives will perish, just as their normal
fellows did.
(Back to Restless Natives)
The T'Soquat
ST 300, DX 10, IQ 7, HT 15/80.
Speed 12 in water, 6 on land; Dodge 6; Size 24.
PD 2, DR 3 (Base value).
Attacks: Claws: 2+2 cutting; Tail Slap: 3 dice crushing; Acid: 2-1 damage.
The T'Soquat is a relatively minor Thing Man Was Not Meant To Know (seen
p. H49). Its sticky, corrosive skin allows it to climb near-vertical surfaces
at half ground speed, like a snail.
The T'Soquat starts with DR 3, but with every human it consumes, its DR
increases by 1. Once the T'Soquat has eaten a human (which requires one
turn of "concentration," during which it may not attack), give
any character who hits it an IQ-5 roll, modified by Alertness, to notice
its escalating resistance.
The T'Soquat's large, glowing red eyes -- which may be targeted at a -5
-- are not protected by its DR.
The T'Soquat constantly secretes a corrosive slime, which will burn anyone
who touches the beast's hide for 2-1 damage. It can also spit this acidic
secretion for the same amount of damage; its ranges are P-B 2, Inc. 3, Max
15.
(Back to Research)
The Dagger
For the past two years, the spirit of the Wizard-Chief
had been searching for the magical ceremonial dagger which was removed from
the Isle of Night by Sir Lionel's party. After torturing every member of
that expedition, he learned from Alfred Youngsten that he had sent it as
a gift to his younger brother, Richard. To lure Richard into bringing the
dagger to him on the island, the spirit -- as Col. Fitzhugh's body -- brought
Alicia to the island to be the first victim of the T'Soquat.
Within the handle of the dagger is a special one-use Powerstone, which may
be used only to cast the Summon T'Soquat spell. The Powerstone holds ST
40 -- not quite enough to power the spell. After casting his Armor and Force
Dome spells, the Chief will have to burn all his Fatigue and some of his
HT to cast the spell, even with the dagger. Without the dagger, the Chief
can't hope to cast the spell (there are too few villagers on the isle to
generate the energy through ceremonial magic).
(Back to the Isle of Night)
Strange Happenings
A spell has stopped time on the island. Because of this, wounds act strangely.
First of all, they cause no stunning or shock penalty to DX -- the wounds
don't hurt! Second, no one will go unconscious -- at 0 or lower HT, they
just keep fighting (make HT rolls for dying as usual, however). And third,
the wounds don't bleed at all. When a PC discovers that the natives aren't
bleeding or being stunned, he should make a Fright Check at -2; when one
discovers that the PCs aren't bleeding, he makes a Fright Check at -4! (Don't
forget to add +5 for the fact that everyone's in combat.)
Also because of the spell, fires won't light, and gunpowder won't fire!
The PCs' guns simply will not work (Fright Check at -2 when this becomes
apparent).
(Back to The Isle of Night)