The Seven Pins

There is a decent-sized island in the middle of a calmer part of the ocean, about fifty miles long and forty miles wide. Over the centuries, it has had many rulers. It isn't a hotly contested island, just an uneconomical island, too far from major trade routes to be a good port and too sparse in raw materials to be properly exploited. At one point, it was claimed by five seperate nations, none of which willing to fight for it.

One thing the island does have is the world's largest dragon. He has long slumbered beneath the island's tranquil surface, coiled like a hellish serpent. Sometimes he shifts in his sleep, bringing earthquakes, landslides and waves. Sometimes his most intense dreams manifest in the forms of brief, bizarre abherrations above. A waterfall might flow backwards for a half an hour, or some impossible beast may ravage a forest for a day.

Until recently, only seven beings knew of the dragon. They call themselves the Keepers. Long before any mortal set foot on the island, they captured the great wyrm and each created a "needle" to put it to sleep. A time would come when the needles would be pulled, and the beast would awaken. When he awoke, he would change the island to shape the will of the one who pulled the needles. It is believed that the dragon's awakening will be crucial in ushering in a new age. If the one who pulls the needles is good, the world will gradually become a mild utopia. If the one who pulls the needles is wicked, the world will descend into misery and tyranny.

In the last few decades, the island has become home to a well-funded fringe sect of Wee Jas that intends to turn the island into a utopia of their own. Their leader has combined innovative gnomish technology and undead labor to create a tower that generates a healthy thunderstorm once a week, bringing healthy forests and crops. The undead perform manual labor, tending fields, cleaning streets and mining. Ideally, this would leave colonists free to pursue arts and crafts or delve into new knowledge without worrying about feeding themselves.

Recently, however, the undead-holding clergy class is becoming less than egalitarian, limiting mobility of those wishing to become affluent to keep the wealth to themselves. The leader, who spends most of his time locked in the lightning tower, is doing little for his followers. Schisms are already threatening to form, and few murmurs of revolution are heard at late night meetings.

A disgruntled Keeper sees an opportunity. He divulges the secret of the needles to a greedy cleric, and offers the location of his own in exchange for wealth that it was never allowed to have.

Enter the PCs. They are newcomers, perhaps delivering cargo or shipwrecking during the weekly storm. They know little about island politics, and have little to lose and much to gain. They will accompany him on his selfish quest to retrieve the needles. As the story goes on, they may learn better and swtich sides, racing to gather at least four of the needles to turn the dragon's favor towards them.

---

Well that turned out to be a little shorter than War and Peace.

So I have a claustrophic, fast-paced adventure path with very high stakes. Awesome. All I need are a few suggestions.

Although fairly small, the island boasts a range of micro-climates. A growing forest blankets the west. A low plain riddled young rivers dominates the south. The east is a place of rocky hills, wave-wracked inlets and mysterious ruins. A mountain range forms the backbone of the island, separating the settled south from the more wild north, which is still relatively dry due to poor soil.

With this is mind, I need some suggestions of locations for the "needles". They could be in highly dangerous dungeons or in places that are just very secluded or very easy to overlook. I also some advice for how to treat the Keepers. They aren't soulless automations bound to guarding their needles, as evidenced by the traitor among them. Despite their very old age and magic abilities, they are more or less more like mortals with their own motives and plans. I'm not great at coming up with back-stabbing and dealing mumbo jumbo, so I could use a little help with that.

Also, some ideas for colorful NPCs to help or harm the PCs would be great. The island is home to a race of halflings that herds goats on the north side as well as fey and magical creatures thriving in the growing forests. Undead that will not swear allegiance to the colonists guard the ruins in the east. Sometimes a raid from an occasional ocean creature will shake things up, although most are scared away by the fearless undead grunts that greet them.

Thanks!
 

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Well, if you don't think it's too cliche, why not set the pins in various points of elemental focus on your island? Here's the kicker, though... each time a pin in removed, the element to which is is tied starts to manifest in destructive ways.

Earth -- Buried deep underground, or within a section of desert-like Badlands. Removal causes more frequent and forceful earthquakes.
Fire -- In the heart of a (currently extinct) volcano; removal activates volcano.
Air -- That gnomish storm-makin' tower is powered by it; removal stops the rains, or makes non-stop electrical storms.
Water -- Anywhere there's water. ;) Removal causes the waters to rise and slowly engulf the island.

Now, to get creative:
Shadow -- Elemenal Plane of Shadow; removal causes undead abominations to start plaguing the island.
Light -- perhaps in the Sun itself, or the Positive Energy Plane... good luck getting that one. Removal causes all sources of Light to fail, plunging Island into darkness.
Spirit -- Ethereal Plane. You'd need the ability to see/become Ehtereal to even get it. Removing this one... wakes up the Dragon. ;)

If you're up to it, you COULD also conceivably model the 7 pins after the 7 deadly sins, or their opposite virtues. :)
 

I imagine that if their life spans weren't meant to last that long that the Keepers might be very bored and/or insane by now. Some of them might have goals (aside from guarding the needles) that seem to make little sense. Perhaps one is looking to amuse himself by collecting cats or all kinds and varieties, from little house cats to lions and tigers. Another one may have painted every surface of his his living-place (and even himself) an eye-jarring shade of fuchsia, believing it to be a source of power.

If the needles grant power somehow before being pulled (perhaps just being near them increases your lifespan and gives you strange abilities) then the Keepers will likely try to protect their needles to the utmost, and may even be trying to gain power from the needles of other Keepers.

If there is a person guarding each needle then they'll probably have built up defenses somehow around said needle. Perhaps one is in a picturesque valley in a huge mountain range that's largely thought of as impassable, and that Keeper thinks the difficulty of getting to the place is enough to keep it safe, but the rest of them are probably at the center of fortresses or lava-filled caverns.

If you have a wide variety of climates on the island then placing one needle in each climate type seems to make the most sense to me. The climate types could be:

  1. forest
  2. desert
  3. mountains (this might be the valley one)
  4. savanna
  5. jungle
  6. tundra
  7. ocean/lake/river

Each Keeper could've been "tainted" by this environment somehow. The forest Keeper might have an affinity for animals and have levels in druid or ranger. The tundra Keeper might have a white dragon companion and be very cold-oriented. The water Keeper might've been the traitor, being the most fickle and changeable of the bunch.
 

From your description, the needles form a trap for the now sleeping dragon, around which the island developed over time. Given the implied time-scale/sizes implied, the dragon is a primal force/early diety imprisoned by <someone> for long forgotten reasons.

idea 1.
The needles reside beyond the dragon/island, represent the seven elements. Each guardian was a native of its enviroment, granted Immortaily in exchange for protecting its needle until <someone> comes to claim it when the dragon's sentence is over.
1. air - floating far above the island
2. water - resting on the sea bed directly below the dragon
3. earth - within the dragon, having been swallowed with the final bait sealing its fate
4. fire - on the plane of Fire
5. mind - is the Githyanki Lich Queen's symbol of office on the Astal plane.
6. life - on the plane of Postive Energy
7. death - Asmodeus's Rod of Rulership perhaps?
 

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