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The Song of Lost Lanora

This adventure involves the PCs searching for a mythical lost island called Lanora after receiving a map from a dying mercenary friend. They must secure passage on a ship to travel west into the ocean according to the map. During the journey they may encounter Dylan the Golden, a pirate captain, and must escape or defeat him to continue their search for the lost island and its treasures.
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0% found this document useful (0 votes)
234 views14 pages

The Song of Lost Lanora

This adventure involves the PCs searching for a mythical lost island called Lanora after receiving a map from a dying mercenary friend. They must secure passage on a ship to travel west into the ocean according to the map. During the journey they may encounter Dylan the Golden, a pirate captain, and must escape or defeat him to continue their search for the lost island and its treasures.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Song of Lost Lanora

an adventure by David Thomas

This adventure is for the Core rules of 2d20 ​Conan, Adventures in an Age Undreamed of​. This
story is meant to take place shortly after my adventure, Thunder's Bounty, but may be used as a
stand-alone adventure or as part of an ongoing campaign. If used as a sequel to Thunder's
Bounty, The PC's have either returned to the Pictish frontier to turn in the bounty and then
returned to Zingara looking for mercenary work, or they have heard of the mercenary work and
postponed returning for the bounty, or the GM can be evil and have evidence of the bounty
eaten by vultures or wild dogs at night.

The adventure steals freely from many sources but is overall inspired by Edgar Allen Poe. The
adventure is meant to be fairly open in play style, and thus there is little hand-holding for the
GM. PC's start with 3 Fortune each. The GM begins with 3 x PC's in Doom. Don't forget to allow
PC's to earn more Fortune Points through good roleplaying, Traits, etc. (to a max of 5) They will
probably need them!
Introduction – The Tragedy of Dawn

In northern Zingara, the PC's have heard of a petty noble, Baron Favila, who is gathering
mercenaries for an attack on Duke Martel in an equally petty campaign of honor over some
lady. The PC's have ridden hard to arrive in time for employment, but as they crest a hill at
dawn, the orange sunrise reveals the battle is over. Below, barely touched by the sun's morning
light, are the bloody remains of Baron Favila's army. Horses and men lie dead on bloodied
ground. Carrion feeders flap and howl among the dead. Peasant looters are chased off by
mounted commoner knights. A string of bloodied prisoners of war is led in chains to the
chopping block.

The PC's ride slowly along this string of prisoners, one of them calls out the name of one of the
PC's. The PC recognizes the man in chains as an Ophirean mercenary, Bezzio, whom the PC
has fought alongside previously. Bezzio motions the PC over, saying “Looks like I chose the
wrong side again, only I won't be so lucky to escape this time. Luck was with you, arriving late.”
Bezzio is bloodied and weaponless. He motions to the chopping block, awash with gore. The
axeman is weary, and misses his first and second stroke often, causing the executions to be
horrifically brutal. Bezzio tells the PC that he has a “parting gift” for them if they will give him the
gift of a swift death. If the PC's agree to act as Bezzio's headsman, he will fumble with chained
hands for an old piece of parchment he had tucked into his bloody shirt. “Collect the treasure
and give up this bloody life. The man who was found with this was raving mad, but spoke only of
fabulous treasure to which he raved to return.” The men of Duke Martel are honorable and will
allow the PC's the stand in for the axeman for their friend’s execution.

The PC's may wish to try to free Bezzio instead. To do so would be a difficult battle, as he is
locked in chains to the men in front and behind him, and Duke Martel's knights are on watch.
They may also try to buy his freedom, but this requires an offer of something valuable to even
have a chance, and then it is a D3 Persuade test. Any fight draws 2 Commoner Knights per PC
into battle. There is one actual Knight (p.318, Core), Sir Castinet, leading the Commoner
Knights. There are also common Zingaran soldiers (use Minion Guard stats, p.317 Core book,
but instead of spear they have Sword (M), Reach 2, 1H, 5[CD]) which may join the fray by
spending 1 Doom per soldier.

The map shows a point out in the Western Sea, with coordinates of an island labeled “Lanora”.
A Lore Test, D2, reveals that Lanora is a mythical island which in ancient times traded with the
coast, and contained a city filled with fabulous technology, sorcery, and treasures. 1 Momentum
from the test can be spent to also learn that no one knows why Lanora stopped interacting with
the coast, and its true location is lost to time. Another Momentum can be spent to learn that all
ships that have gone looking for Lanora have not returned.
Commoner Knights (Toughened)
Rather than true noble knights, these are well armed and mounted men-at-arms in service to
Duke Martel.

Awareness Intelligence Personality Willpower

8 7 8 8

Agility Brawn Coordination

9 9 9

Combat 2 Movement 1

Fortitude 1 Senses 0

Knowledge 0 Social 1

Stress & Soak


• Stress: Vigor 9, Resolve 8
• Soak: Armor 3 (Mail), Courage 1

Attacks
• Sword (M): Reach 2, 1H, 5[CD], Parrying
• Spear (M): Reach 3, Unb, 5[CD], Piercing 1
• Round Shield (M): Reach 2, 1H, 3[CD], Knockdown, Shield 2
• Steely Glare (T): Range C, 2[CD] mental, Stun

Special Abilities
• Mounted - Commoner Knights are mounted on Riding Horses (p.326, Core). They use the
Mounted Combat rules (p.128 - 129, Core) but cannot perform the Charge action.
Chapter 1 – Purchasing Passage

If the PC's wish to purchase passage aboard a ship to check out the Lanora map, the best bet is
the city of Kordava. Here on the waterfront's the PC's can attempt many methods of acquiring
passage, all of which require asking in seaside taverns or along the docks.

They may attempt to hire on with a pirate crew. This requires a Thievery test, D2, and an offer to
share most of the loot. Complication results in the pirates attempting to kill the PC's for their
money and possessions once the trip has begun. (Use the pirate’s stats, Core p.319, 3 pirates
per PC, plus a Captain.)

PC's may also attempt to join a pirate hunter vessel, as sell-swords, and then convince the
captain to look for the island. This requires a Persuade test, D2, and an offer to share a large
portion of the loot. Complications may result in the crew becoming mutinous when they hear of
the destination. (Use the Pirate stats, Core p.319, 3 mutinous crew per PC)

Finally, PC's may attempt to hire a merchant vessel or other type of civilian transport. This
requires a Society test, D2.

This section is very open ended, and GM's should also allow PC's to attempt to gain passage in
other ways that they may think of, with appropriate skill tests. Complications may lead to a
tavern or street brawl, or perhaps a (temporarily) misplaced map! If a brawl breaks out use Bar
Brawlers, numbering 2 for each PC, plus 2 extra.

Finally, a PC may pay 1 Fortune Point to have a family member who works for one of the types
of vessels listed above. This gives automatic passage to search for the island.
Bar Brawlers (Minions)
Bored men and women, pirates, sailors, etc., looking for a fight.

Awareness Intelligence Personality Willpower

8 7 7 7

Agility Brawn Coordination

8 9 8

Combat 1 Movement 0

Fortitude 1 Senses 0

Knowledge 0 Social 0

Stress & Soak


• Stress: Vigor 5, Resolve 4
• Soak: Armor 0, Courage 0

Attacks
• Improvised Weapon (M): Reach 1, 1H, 3[CD], Improvised, Thrown, Stun
• Steely Glare (T): Range C, 2[CD] mental, Stun

Special Abilities
• Bar Brawl: Whenever a PC is injured or a Bar Brawler is taken out, 1 Doom is added to the
Pool. Also, more Bar Brawlers may be added to the fight each round, with each Doom spent
adding 2 Bar Brawlers. After Five rounds of a Bar Brawl guards will arrive and try to restore
peace. The Brawlers will not put up resistance to the guards.

Chapter 2 – Dylan the Golden

Following the map, the ship's navigator believes it will take about 5 days to reach Lanora. It's a
dangerous trip, because it takes the vessel away from the coastline, out to the deep ocean.

At the end of the first day, the one of the PC's should make a D2 Observation test, adding
+1d20 for the ship’s crew. The other PC's may use Teamwork.
Success – They see a long ship glide out from behind a small rocky island and begin to put out
oars.

1 Momentum – They also see that the ship has rotting, mutilated corpses tied to the sides. The
crew identifies this ship as The Reaver of Dylan the Golden.

Complication – The ship's lookout is drunk and sees the ship but misidentifies it as a merchant
of Argos until it's too late to run.

If the roll is a success, the PC's can decide to make a run for it or fight.

Running requires a Struggle with the best Sailing skill among the PC's or captain (captain's
Sailing skill is TN 11(2)) rolling against Dylan's Sailing of TN 13(2)

Success – The PC's ship may outrun The Reaver. Dylan gives chase over the next day,
requiring 1 more Sailing Struggle to completely escape.

1 Momentum – The PC's ship uses the wind to their advantage, outdistancing The Reaver and
causing Dylan to give up the chase.

2 Momentum – The PC's ship uses the rocky shore to their advantage and causes The Reaver
to scuttle on the rocks. It will take Dylan's crew a couple of days to make repairs.

Complication – The PC's damage their own ship in the escape. (It has taken the equivalent of 1
Break, see p.121 Core book. Test’s with the Ship will be at +1D until the Break is “Treated” with
a D1 Craft test.)

If the PC's lose the Struggle, The Reaver closes with their ship and boarding commences!

Dylan the Golden is, of all things, a Brythunian adventurer who has made his way to the western
coast and become captain of a bloody pirate vessel. An incident in Dylan's past has left him with
a deep hatred for nobles, merchants, and anyone else of wealth. He is completely merciless
and bloodthirsty.

In a sea battle, treat the Zone between the ships as an Obstacle that requires a D2 Acrobatics
or Athletics test to cross (swinging from a rope lowers the Difficulty by 1.) The PC's will face a
number of Pirates (p.319 Core book) equal to 3 times their own number, plus Dylan the Golden!
Each Complication results in a friendly crew member death and 1 additional Pirate added
against the PC's (representing a pirate that is freed up after killing a crewman.) All Difficulties for
physical actions are increased by +1D due to being on the swaying ships.

If you instead want to fight the battle with mobs vs mobs, use the Pirate stats for the PC's crew
as well.
Dylan the Golden (Nemesis)
A bloodthirsty Brythunian pirate captain, Dylan hates nobles, merchants, and anyone else with
wealth. He straps corpses to the sides of his ship with rope and netting.

Awareness Intelligence Personality Willpower

9 8 9 8

Agility Brawn Coordination

10 9 11

Combat 2 Movement 2

Fortitude 2 Senses 1

Knowledge 0 Social 1

Stress & Soak


• Stress: Vigor 11, Resolve 10
• Soak: Armor 2 (Leather), Courage 2

Attacks
• Cutlass (M): Reach 2, Unb, 5[CD], Vicious 1
• Dagger (M): Reach 1, 1H, 4[CD], Hidden 1, Parrying, Thrown ,Unforgiving 1
• Crossbow (R): Range M, Unb, 4[CD], Unforgiving 1, Volley
• Pirate Threats (T): Range C, 3[CD] mental, Stun

Special Abilities
• Bloodthirsty - Dylan may reroll 2[CD] when making melee attacks.
• Strength from the Sea - Only suffer penalties for being aboard ship in the fiercest weather.
• Ship of Horrors - Any Threaten actions or Displays done by Dylan or his crew while aboard
their own ship gain the Vicious 1 Quality.

Doom Spend
• Fearsome Reputation - At any time during an encounter, Dylan may spend 2 Doom to add
2[CD] to his Pirate Threats mental attack.
Chapter 3 – The Eyes in the Sea

During the 4th day, the one of the PC's should make a D2 Observation test, adding +1d20 for
the ship’s crew. The other PC's may use Teamwork.

Success – They see a massive school of jellyfish on the water ahead.

1 Momentum – They notice that it isn't a school of jellyfish, but one gigantic jellyfish-like creature
with hundreds of huge human-like eyes staring around.

Complication – Three of the crewmen go mad, and begin trying to turn the ship around for
home. (Use Pirate stats, p.319 Core book)

If the roll is a success, the PC's can attempt to avoid the creature.

Failure means that the ship hits the creature.

Just seeing the creature can drive a man mad. The PC's each must make a D3 Discipline test or
take 6cd mental damage with Piercing 1 quality.

Avoiding the creature requires a D2 Sailing test, as it moves slowly to engulf the ship.

If the ship hits the creature, it becomes stuck and must be dislodged. The creature has 20
Structure and 5 Breaks. (See p.121 of the Core book) The creature has 2 Soak due to being
gelatinous.

A Sailing test, D1 will do 5cd to the creature. Other weapons affect it as normal.

Each round after the first, the creature does 1 Break to the PC's ship. The ship has 5 Breaks
total.

After the creature takes 4 Breaks, a part of it dissolves and the rest sinks below the waves.
Chapter 4 – Lost Lanora

As the ship approaches the location where the island should be, everyone sees a thick mass of
fog. The Island is surrounded by a permanent heavy mist. As the mist is approached, everyone
hears a distant, beautiful singing.

At this point, the PC's take a Siren's Song attack (see Kal'Etal stats), but her difficulty for the
attack is +2 steps due to Range. All of the crew is affected by the song, suddenly overwhelmed
with an irresistible urge to sail into the mist and find the island.

If the PC's look for the source of the song, a D3 Observation test spots a weird, large bird
among the low clouds, flying back into the mist.

1 Momentum – The Observer sees that the “bird” has a human form.

Sailing into the mist – As the ship sails through the heavy mist, they find that the mist forms a
sort of dome around the island, and is not present within. This does give the island an eerie,
overcast appearance. Dark cliffs loom, and the remains of many types of ships lie in the dark
rocky waters. The cliffs open up to an ancient harbor and city, all built from a silvery, shining
material. Above the silent silver city stands a shimmering silver tower, nestled at the end of a
road up among the cliffs.

GM's only! What is really happening here (Spoilers ahead!) -​ Yag-Vrool, a member of the
same space faring, elephantine creatures as Yag-Kosha (see the story The Tower of the
Elephant), came to a village of degenerate fisherman on this island countless years ago. Over
generations, he evolved them, taught them, and eventually raised a magical city for them, until
they were angelic. Finally at the end of her great lifespan, Yag-Vrool died. The cities angelic
inhabitants grew bored, sad, and lonely. Remembering Yag-Vrool's stories of how she came
from the stars, one by one they journeyed into the gulfs until finally only Kal'Etal remained.

Being the last of her kind, lonely and out of touch with humanity, she has lured ships here to
give here companionship using her siren's song. The crews eventually feed from the islands
Oracle AI, and de-evolve/mutate into the “dark ones”.

Dark Ones –​ The city is stalked by degenerate humanoids that resemble amphibious
neanderthals. They carry spears made from a pointy bush that grows along the cliffs and use
these spears to hunt fish. They are not overly aggressive unless Kal'Etal is attacked or leaves
the island.
Dark Ones (Minion)

Awareness Intelligence Personality Willpower

10 6 6 7

Agility Brawn Coordination

11 8 8

Combat 1 Movement 2

Fortitude 2 Senses 2

Knowledge 0 Social 1

Stress & Soak


• Stress: Vigor 4, Resolve 4
• Soak: Armor 1 (thick slimy skin), Courage 0

Attacks
• Bush Spear (M): Reach 3, Unb, 4[CD], Piercing 1
• Wild Eye Stare (T): Range C, 2[CD] mental, Stun

Special Abilities
• Amphibious - Reroll 1d20 on any test that involves swimming or leaping.

Doom Spend
• Croaking Swarm - A Dark One may spend a Minor Action and 1 Doom to call 2 additional Dark
Ones into a battle.
The City –​ Once the sailors anchor the ship in the harbor, they will take boats ashore and head
for the Siren's Tower. PC's cannot convince them to stop and will have to fight them (use Pirate
stats) if they try, or if the PC's harm Kal'Etal in their presence. (Recommend around 3 Sailors
per PC)

The entranced sailors refer to Kal'Etal as the “treasure”.

The city is large with a few common features:

1) Its structures are entirely made from a shiny silvery substance.

2) It is lit by large gems that radiate a bright greenish light.

3) Furnishings are made from a spongy stone material that is surprisingly comfortable.

4) The GM should describe strange, alien technology as the PC's explore. Curtains that move
apart automatically, pools that show strange vistas, etc.

5) The PC's will be stalked from the shadows by curious Dark Ones.

There are 4 particularly interesting areas in the city itself. The Cave of Sunken Treasures, the
Oracle Room, Yag-Vrool's throne room, and the Siren's Tower. Have the PC's encounter these
locations as they explore.

The Cave of Sunken Treasures –​ Near the docks, along the seaside cliffs is a large cave.
Inside are numerous treasures that the Dark Ones have collected from the sunken ships. PC's
can take a lot of wealth home with them, but if they are witnessed disturbing the treasures by
Dark Ones, they will be attacked by 1 mob of 4 Dark Ones per PC. PC’s that manage to loot the
cave should each roll 2[CD] with the following results on each die.
1-2 = Gain that much Gold
3-4 = The looted materials were nearly worthless
5-6 = Gain 1 Gold and also an interesting treasure, such as ancient or fancy armor, shield, or
weapon, an alchemical item from the Minor Enchantments section of the Core book, a fine piece
of jewelry, etc.

The Oracle Room –​ This room is lit brightly by light gems. It contains a large mirror and a
translucent green pedestal. Upon the pedestal sits a clear crystal cone with many different
colored dots of light flickering inside. This is the Oracle AI, built by Yag-Vrool to teach and care
for the population.
This AI can learn any language it hears, create items in an adjoining chamber, and show scenes
within the mirror. What it cannot do is understand human needs. Any food or water it creates will
slowly mutate and devolve those who ingest it into Dark Ones. Any items it creates are wrong in
some way, sterile, etc. It has lost a bit of it's programming over the many years.
Yag-Vrool's Throne Room –​ This room contains spongy stone divans and glass columns
which contain strange vistas. The main feature of the room, however, is a large throne atop
crystal stairs. Sitting on the throne is the perfectly preserved corpse of Yag-Vrool. She has a
human-like body, with a head that resembles somewhat the head, ears, and trunk of an
elephant. The corpse is the sole silent occupant of this chamber.
The corpse holds a staff of greenish metal with a crystal on top that is filled with what looks like
black space and stars. This staff is another AI which speaks telepathically to the wielder and
may be taken as a sorcery Patron (with the purchase of appropriate Talents). As a Patron its
demand is 5[CD] Resolve each Carousing period, representing the telepathic drain from
communing with an alien AI. It can teach the Minor Enchantment Upas-glass, as well as the
spells Astral Wanderings and Atavistic Voyage.

The Siren's Tower –​ Nestled among the cliffs, and the end of the road which runs through the
city stands the glimmering silver tower of Kal'Etal. The tower contains furniture of the spongy
stone material, light gems, and strange alien devices and mirrors. Kal'Etal lives in the top of the
tower.

Kal'Etal –​ The last of her angelic race which was created from humans by Yag-Vrool, she has
no concept of human needs and requirements. She has no sense of time, and no needs of food,
water, or other normal requirements. She abhors the deep loneliness of being the last. She
seeks companionship but has no idea how to take care of the humans she pulls here with her
song.
She appears like an inhumanly beautiful human female, with dark hair, and dark feathered
wings. She wears shimmering black plate-like armor and carries a golden trident.

She will attack anyone attempting to leave, first with her song, and then violently. She can be
convinced, with compassion or trickery, to follow her brethren into the gulfs of space with a D3
Persuade test. With a D2 Persuade test or the expenditure of a Fortune Point, she can be
persuaded to allow 1 sincere PC to stay as her companion while the rest leave.

As soon as she is gone, either dead or into space, she takes the last remnants of Yag-Vrool's
magic with her. This causes the city to begin collapse! It also causes all the Dark Ones to go
feral and attack any intruders! Her death or leaving probably leads to a desperate and exciting
flight from the collapsing city, with hordes of Dark Ones in pursuit.

Her Siren's Song also is broken when she leaves or dies, freeing the minds of those enslaved.
Kal’Etal (Nemesis)

Awareness Intelligence Personality Willpower

9 10 12 8

Agility Brawn Coordination

12 12(1) 9

Combat 3 Movement 1

Fortitude 2 Senses 2

Knowledge 2 Social 3

Stress & Soak


• Stress: Vigor 15, Resolve 10
• Soak: Armor 3 (Strange black plate), Courage 4 (Inhuman)

Attacks
• Golden Trident (M): Reach 3, Unb, 8[CD], Piercing 1
• Golden Shield (M): Reach 2, 1H, 6[CD], Knockdown, Shield 2
• Unearthly Beauty (T): Range C, 6[CD], Area, Stun

Special Abilities
• Dread Creature 3
• Fear 1
• Flight
• Inhuman Brawn 1
• Inured to fear
• Inured to pain
• Siren’s Song (T): Range M, 8[CD], Area, Stun.
This attack may provoke a Retaliate Reaction from anyone within reach.
When this attack causes Trauma, the target can instead decide to become Enthralled. An
Enthralled character must obey the whim of Kal'Etal. This is broken if she leaves to space or
dies.

Doom Spend
• Impaled Throw – If Kal'Etal has hit a target with her Golden Trident attack, she may spend 2
Doom to make the same attack on that target once more. This time the attack also gains
Knockdown Quality. This may only be done once per round, but doesn’t count against her 2
Standard Actions limit.

Epilogue

If characters manage to flee the island on a ship, they must make a D2 Sailing test to return
home. The test is D3 if the PC’s are the only ones manning the ship. Success puts them back in
Kordava. Failure has them wrecked in a storm, floating ashore along the Western Coast at a
point of the GM's choosing, for the next adventure! (Or the GM can just forget the roll and
narrate a wreck as a prologue to set up her next adventure.)

If the PC’s escape on a raft or some such, they automatically drift up on the Western Coast, or
on another mysterious island, depending on the GM’s plans for the next adventure.

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