Heather Under Moonlight

Ghost-Light Island - for the Antarctic Hexcrawl

first island keyed up :) I've taken a little archipelago near the left-hand side of the map

Ghost-Light Island

Nearly uninhabited, but for the seals, Ghost-Light Island is marked by a single lighthouse. The only safe landing is on the N shore of 187.104. Check encounters 3/day.

188.103: Seal Nesting

Seals nest along the rocky coasts of this hex. Good goat country, if any were to be introduced. A little sealing station, consisting of four wooden buildings - a long barracks, a small smokehouse, and a shed with a longboat - lies abandoned near the coast. A low stone fence surrounds the structures. Their contents are as follows:

LONG HOUSE: 30x40 rectangular sod building. Door in narrow side facing inland opens into a long single room. One small room (10x1) at the far right rear. Scattered with disturbed bedding and personal clothing for a dozen people. A human corpse, withered and rotted, lies slumped in the rear small room. Her long sealskin coat is torn with a large gash along one side. If mended, it's worth 125 GP.

SMOKEHOUSE: 10x20 rectangular log building. Firewood pile up against right exterior. Bloodstained packed-earth floor. Black bear (3+3 HD, AC as leather, 1d3/1d3/1d6 claw/claw/bite + a 2d4 damage hug if both claws hit) eating through some very old crates of smoked seal. If the bear is killed, there's a barrel of blubber still unmolested (3000 cn, 15 GP, each 20 cns burns like a flask of oil in lanterns but no use as grenades) and 2d10 weeks of smoked seal and bear slobber Iron Rations. The bear will eat everything if left to own devices.

BOAT HOUSE: No boat. Two dead bodies lie in the dirt in torn sealskin coats (worthless.) Each is infested with 2 rot grubs.

187.104: Estuary & Mounds

A brackish mangrove-covered estuary, navigable only by boats, forms the only feasible landing site onto the island. Near the end of the estuary sit four burial mounds, entrances linteled with stone, stand near the coast. A small sailboat has been concealed in the mangroves. Each opens into a roughly-hewn 30x40 space, littered with stone boats in which burials have been conducted. From left to right, they contain:

  1. Nothing but bones and well-carved stone tools. Cairns obviously disturbed.
  2. Pit at the base of the stairs covered freshly with brush and scrub. Four weeks of Tengish Iron Rations, six torches, and bedrolls.
  3. Pit trap at the base of the stairs covered freshly with brush and scrub, as in 2. Six Tengish pirates (0-level humans, leather armor and broadsword) burying a small wooden chest containing 1000 SP and a 100 GP piece of carved walrus ivory.
  4. Still sealed by a slab of red iron ore, which is carved with a series of ancient (stone-age) holy symbols. A quasit (3 HD, armor as plate, d2/d2/d4 claw/claw/bite, claws drain 1 point of Dexterity, invisibility at-will, regenerates 1 HP per melee round, harmed only by magical or cold iron weapons, saves vs magic as 7 HD, immune to cold, fire, and lightning.) is trapped in here, among a number of hastily cast-in and broken human bones. Among the bones is a Ring of Swimming of obviously inhuman make and 100 platinum discs stamped with the icon of Demogorgon.

188.104: Abandoned Quarry

An abandoned quarry in the South of the hex produces quality limestone.

189.104: Lighthouse

A 40' tall, 20'x20' square limestone lighthouse sits on a headland on the NE (map orientation) shore of the hex, warning of reefs. On a pole above the armature, a further 15' above the top of the structure, a Continual Light orb has been placed in a lantern, the last light that shines from the house.