Sorrowsong Island
Type | Dungeon |
---|---|
Status | Explored October 907 TA |
Location | Sorrowsong Island |
Hex | 7608 |
Campaign | Voyage of the Wanton Wench |
Adventure # | 126 |
Overview
Sorrowsong Island is approximately 1/2 mile in diameter and heavily covered in towering trees. The shoreline is a modest cliff-face with trees growing to the island's edges. There is a natural cove on the island's north side providing shelter and protection from the elements. A single sandy beach in the cove provides easy access to the island. A number of ruined wooded buildings near the beach attest to habitation in the past, although these are now merely rotting piles of wood with few clues as to their original use.
A path winds up from the shore to a castle that stands upon the lone hill on the island. The castle, now mostly ruins, consists of a courtyard wall surrounding a two-story main hall and attached three-story round tower.
The island is beautiful in its tranquility. The wind is almost always blowing through the trees - which makes a peaceful, serene moaning as the leave rustle and the branches sway. Glimpses of deer, rabbits and other woodland creatures show an abundance of animal life. There are several streams and a small fresh water lake.
This is described in Henry Hyde's Log Book.
Secrets to Sorrowsong Island
The island is home to Mourntune, an ent of staggering age - having been planted on the island in the Second Age. The island is a paradise in many ways, and Mourntune has been able to create a number of animated guardian trees to keep the forest pristine. He is typically found near the lake.
But, Mourntune seeks companionship and will use any means possible to find and keep those who will tell him stories or sing sounds of the outside world. He has never seen another ent, and knows nothing of his heritage. His size - 30 feet tall and almost 5000 pounds - makes leaving the island impossible. Mourntune and his guardians cannot move into the salt water. Above all things, they fear fire.
The castle was built on the island in the early 7th century of the Second Age, and Mourntune recalls the "happy times" when a company of rangers founded the castle under the direction of Woodward Oakenshield. It was primarily to be used as a training outpost for their order. Woodward would later become the first Ranger King of Teufeldorf.
Mourntune is now quite insistent that any who land on the island never leave. He uses his "song" to lull characters into wanting to stay. He also drops apples - which have the same effect to keep visitors from departing.
The castle is home to Darksong, a harpy of subtle and cunning power. She regards Mourntune as an annoyance, but she uses him to keep humans (her food) on the island - lest she have to eat more damn deer. She has several harpy servants, but her cupboard is currently very low. She has a few orcs left from a small boat that landed on the island about two weeks ago. She will use song or force to put the party in the cellar prison of her castle.
She will use the pennant of cloaking to make it appear as if the Wanton Wench has sailed without the party!
Map of Sorrowsong Island
Sorrowsong Cove
Exploring the cove provides the following clues:
- What first appeared to be wooden houses are actually the decayed remnants of a number of small boats and water craft. They are of different origins and seem to have been here for varying amounts of time. At least one larger ship is broken down in the wreckage is identified by a name plate - The Rebel. (A ship of the Sea Barons now lost for 10 years).
- A small boat with a capacity of 12 looks fairly fresh - hidden under a pile of vines. Orcish in nature. The crew are currently captives in the castle.
Sorrowsong Castle - Ground Level
The features of the inner courtyard are a well (in good repair), ruined buildings along the southern and eastern walls, a set of exterior stone steps leading into the western main keep, and a set of stone steps leading into the northern main keep. A number of rooms on the ground level of the keep are still intact.
You see no movement around the castle.
Room 1: Main Gate
If the party makes noises, the sounds of humanoid moaning can be heard coming from somewhere in the castle.
Room 2: Western Guardroom
DC 20 to unlock the large iron padlock.
The orc is Glush the Blue. He was a rigger on an orc vessel - The Keelhaul. They stumbled upon the island and needed fresh water and food. He remembers finding a pile of apples and taking them to the beach - where he discovered that the ship had left. He ate a few apples and woke up in a cellar in this castle with is 12 companions. Every few days one of them is brought upstairs by a winged hag. Some screams and then nothing. Six more of his companions were in the jail when he was brought here.
No food downstairs. Brought up here to fatten up. Told not to remove the bracelet or will die from poison already injected into their system.
Room 3: Eastern Guardroom
The stone door leading into this room is locked. DC 20 to open.
Room 4: Ranger's Riddle
Entering the room causes a loud audible click and the low glow of the machine increases to fill the room with golden light. Four of the arms retract, leaving two arms with maces. A man's voice - low and commanding - states "Step forward for your test, ranger. Remember, the mind's might can avoid the fight."
DC 30 Notice roll - You notice a small oddly shaped panel on the back of the column. At first glance, it appears to be part of the machine. But, upon careful examination, it is actually a button.
This will turn the machine off - no glow. Fights as a Cryptguard.
Room 5: Cellar Entrance
DC 15: A number of fresh footprints lead into and out of this room.
There is usually one harpy here on guard.
Room 6: Meat Room
Room 7: Ranger Forge
Careful examination shows that there is a can that contains 3 adamantine (slightly green) arrowheads. A number of old arrow shafts are available. Bypass hardness of 20.
Room 8: Game Room
The contents at the back of the room look unused - dusty and discarded. Near the table is a box of leather bracelets with red, green and blue stones.
Among the rubble: DC20: Several trays of counters, books on strategy and tactics, etc. DC25: One of the books is actually been "cut out". It contains an ancient-looking key to the secret Ranger's Entrance to Teufeldorf. It is dated 672 SA.
NOTE: This room was used for training by the rangers. Bracelets taken from the island will reappear in the box.
History of the Rangers
Your research garners the following information:
Sorrowsong Castle was built on this remote island in the Inner Sea during the early 7th century of the Second Age, just as the organization of Rangers of the Wilderlands was being formalized. It was an ideal location for "wilderness training" as it had fresh water, abundant game and trees, and yet was harsh enough to simulate the northern Orcish border environment.
The early journals tell of the first captain of Sorrowsong Castle, Woodward Oakenshield, who would later become the first Ranger King of Teufeldorf. Woodward is described as serious and just. It also tells of Woodward bringing two small ent saplings with him as guardians of the island when the rangers were abroad.
The castle features facilitate teaching military strategy and tactics (the game table being used by the commanders to determine the location of their pupils during training), swordplay (trainees were not found of the metal training automaton), and "orc hunts" which apparently released orcs from the basement prison into the forest for training. It is clear that the training at Sorrowsong formed the basis for the modern-day test, The Trek, which ranger candidates must undertake before joining the order.
Life at Sorrowsong was described as hard but fair (for the rangers, at least). There was no staff at the castle, and the rangers were tasked with all duties pertaining to maintenance, cooking, etc. There is no mention of the castle being used in the Third Age. It is possible that its location was lost.
While much of the information in the books is mundane, there are several mentions of Woodward and successor captains undertaking ventures to both Vendredi Hall deep in the Evenwild and to Teufeldorf in the Western Reaches. These missions involved delivering artifacts into the Ranger Vaults - securing them from exploitation by greedy and power-hungry men and women.
In particular, you find a mention of a key being passed from captain to captain. The key is described as opening the Ranger Gate in Teufeldorf - a hidden entrance that was used exclusively by the order and connected to an underground labyrinth of storerooms and holding chambers.
Vendredi Hall is still in use by the rangers today. The Ranger Gate and Vaults in Teufeldorf are thought to be myths.
Room 9: Empty Barracks
Room 10: Captain Tim-Tom's Room
This lumbering, filthy, two-headed giant wears tattered remnants of leather armor and clutches a large flail in each fist.
Sorrowsong Castle - Upper Level
Room 11: Old Kitchen - Nest #1
Harpy Pod #1 - Pelena, Volola, Uviris, Nyrera,
Treasure: Sweetest Perfume, 400 gold
Room 12: Hallway
Room 13: Great Hall
NOTE: The candles are lit at night to attract anyone who might be passing close to the island.
Room 14: Lord's Hall
Two small rooms to the south each contain a nest as well. In the B room, a baby harpy is sleeping (Aro's child).
Harpy Pod #2 - Nellophis, Desiene, Cylone, Aro
Treasure: Feathered Dagger, 400 gold
Sorrowsong Castle - Level 3 & Lower Level
Room 15: Storeroom
Room 16: Prison
Leaning against the bars leading to a back room is a naked orc, his head and arms missing. He has been gnawed into pieces, although the job appears incomplete.
These are the other orcs from the Keelhaul. They are all awaiting their death. Their companion Glush was taken earlier in the day. See Room 2.
Dul, Lurbuk, Jugag, Matuk, Zog
Room 17: Prison Back Room
Skulking towards you is what appears to be a freshly skinned and cleaned corpse. It is a bloody, skeletal creature with bits of flesh and muscle still clinging to its wet bones. Its entrails and organs hang loosely in its torso, sometimes even dropping out entirely. Its eyes roll about in its eye sockets as it seeks its prey.
If Rawbones is defeated, the following treasure is in his room: Grim Lantern, 40 gold.
The lantern is disguised as a human skull dangling from a short length of chain.
Room 18: Darksong's Lair
It contains the following treasure: Pennant of Cloaking (unless used on WW), Brine's Sting, Folding Boat, 2000 gold
Darksong has the body and face of a statuesque woman, although her face is spoiled by the presence of the beak of a raptor in place of her nose and mouth. Her long legs are feathered, and they end in cruel talons. Her back sports four large wings, and a scorpion tail whips about behind her. Her eyes glow a fearful red.