The Isle

General Conversion Notes

One of the main reframing of this adventure is to set it in modern times. The archaic nature of the Isle, and what lay beneath, can be kept the same. The monastery has not been updated since its construction, so keeping it low tech works perfectly. The biggest adjustment is giving the Investigators a reason to be on the island and delve deep below its surface. This framing is extremely important to making it work. Setting it so once they’re inside they need to push deeper to discover the way out will be helpful in the “why are they staying there.” The only way out is through kind of deal. The years established in the book may need to be added to (by decades or centuries) but you should be fine being fuzzy with those timelines. The Church’s occupancy of the island, and it’s ward, would have been around the 12th - 14th century.

Mechanics

Checks

Any time the text calls for a check (Strength Check, etc) using the Liminal Horror Save mechanics. You can have it be a comprable Save to the Isle’s attributes (Strength = STR) or have it be whatever makes sense for the narrative and not dictated by the text.

Stress

Encountering otherworldly things for the first time, dangerous traps, and other gross things will result in Investigators taking Stress. While not indicated in the text, use the judgment as a Facilitator as to when to doll out that tension.

  • 1 Stress: Witnessing something horrid.
  • 1d4 Stress: Particularly horrific scenes or the abilities of minor horrors.
  • 1d6 Stress: Abilities of major horrors.
  • 1d8+ Stress: Abilities of particularly monstrous entities or witnessing events not meant for human eyes.

Fallout

Fallout is a pivotal addition to adventures using Liminal Horror. It shows how the Investigators become weird and changed. It also can be used to reinforce the themes of the adventure. You can use the many generic Fallouts already released from Liminal Horror on the website. You can also create Custom Fallout (there is advice on how to do so here). For this adventure, using the themes of body horror, druidic corruption, sea-things, runes, bonded-honor and life beyond death are all things you could lean into. Look specifically at the Arch-Druid, Sea-Things, and the Bonded-dead/the brothers as inspiration for your own fallout.

Finding Equipment

Much of the lower levels is filled with equipment (weapons, armor, etc). Most weapons do 1d6 unless said otherwise. Most armor, if salvegable, gives +1 Armor and takes up an Inventory slot. Keep the hacksilver and gold numbers the same, indicate its worth a lot given it’s age. Since many enemies want this coinage, having it without needing to convert will be helpful.

Reactions

Unless it’s otherwise obvious, roll to determine an enemy’s Reaction when they encounter the party for the first time.

2d6 Reaction
2-4. Violent
5-6. Hostile
7. Neutral
8-9. Friendly
10-12. Helpful

Morale

Morale simulates an entity’s desire to survive.

When in a group, adversaries must pass a CTRL Save to avoid fleeing after taking their first casualty and again when they lose half their number. A group may use their leader’s CTRL in place of their own. A lone adversary must pass a CTRL Save when grossly outmatched or when their HP is reduced to 0. Entities that flee may regroup and return to counterattack. In this case, make an additional CTRL Save.

Framing

A straight forward framing is almost the best. The Investigators are directly employed by an organization (The Archivist, Panopticon or The Bureau) to recover what is hidden deep within the Isle. This can be as straightforward as needed, with a few hooks placed to draw them in. The book recommends an alternative of having it be a mission from the Catholic Church, which I think gives a good sense of the type of setup you can deploy at your table. You could also have the adventure setup be a group of independent researchers hoping to track down a religiously significant artifact that is rumored to be on the island.

The question of if your Investigators have encountered the weird is an interesting one. I think a mix is good, but setting it up as a fresh to the world of the strange is an interesting one.

One framing could be having the Investigators sent there (by their employer, patron, contract) to look in to a sensor reading that detected some kind of dimensional anomaly. In order to gain access to the lower levels of the island they will need to masqueraded as a search and rescue team to find the missing priest (word traveled fast from the supply boat that someone went missing). This could slot it into being a later session in an ongoing campaign, etc.

Another more straight forward framing is a group looking into the disappearance of the priest. This can be a good setup for a more “normal” group, as that’ll get ‘em looking in the caves and such. The priest’s body is off floating away in the ocean, so it’s not really something you’ll actually find (and you can drive them deeper into the island).

A more complex setup (B)

Having the Investigators hired as a part of a somewhat secretive expedition to explore a lost outpost of the Church is an interesting one. Having the Investigators have different backgrounds and secret motivations, and having them not know the exact motives of their employers, can add a layer of complexity to the setup that can create some interesting tensions. Use this as a framework to set up your own framing.

The Job

For the Investigators: You have been hired to take a part in a research expedition to unearth an important historical relic. The exact nature of the item is up for debate, but it is clear that the grant holder is very keen on acquiring it. The heavy stack of paperwork, including extensive NDAs make it clear that secrecy is of the utmost importance. It is clear that the work will be compensated extremely well, and the level of organization in regards to the recruiter leaves you feeling confident in the outcome. A moment of pause can be felt, went parsing through the legal jargon, when you realize that the expectation is on the groups success, and some less than legal means may be required when dealing with the occupants. Gaining access to the lower levels of the Isle is paramount, but be careful, since not much is known about the monastery and its occupants. A moderate sea craft with equiment should take you to the island despite the incoming storm.

  • For the Facilitator: This job is being funded by a research division of Panopticon. Their records unearthed a potential Resonant Artifact has led the department head to fund an off the books acquisition mission using sub-contractors in hopes of staying under the radar of other departments (and other factions). The Church involvement complicates the matter as well, so plausible deniability is key. They will outsource the recruitment and excursion in hopes of finding success (or softening the way if another mission is needed).
  • Leads: A few bits of information about the island has leaked out over the years and would lead to a group being formed to look into it.
    • Records within the church about the Isle, including some cryptic discussion of something contained within. Regular payments to send monthly supplies has been on the books for multiple centuries. It is worth noting that no modern supplies are sent. Digging deeper into the records, there has been no communication with the abbot or the monks on the island, with writings to and from expressly forbidden by the church.
    • A legend about the Island and how there is fire that must be tended and never go out lest doom befall the world.
    • Hidden in an old archive is a letter by the monk Déaglán speaking of something buried deep within the island.
    • A missing persons report for Muirgel, a criminal and a thief who was last seen sneaking onto the boat used to transport goods to the island. The investigation is still ongoing.

Backgrounds

These backgrounds serve as the job that the Investigator was hired to do for the expedition. Each should have access to specialized equipment based on their job. Use the equipment lists to help load out the characters. It may be that items come up during play, and if they would reasonably have it on their persons they do (but it takes up an Inventory slot). A few of these would have a weapon.

  • Logistics Coordinator
  • The Documentarian
  • Geologist
  • The Medic
  • Hunter and travel escort
  • Professor and field researcher
  • Security
  • Archeologist
  • Graduate student (mapping and digital preservation)
  • Field Guide (and security)
  • Historian (ancient religions and cultural practices)
  • Epigrapher
  • Doctoral Student (specializing in theoretical physics and dimensional anomalies)

Associates

Given the potentially risky nature of the excursion, having some extra technical support was deemed advantageous by the recruiter. The Investigators should each create an additional Associate to aid during the session. These will be replacement Investigators if something befalls their original.

Equipment

The party will be well stocked with survey equipment, rope/harnesses/pitons, hand tools for excavation, controlled explosives, recording devices, and some emergency rations. It is within reason that some gear relating to oxygen tanks or short distance underwater exploration may be included. The recruiter prepared the logistics supplies to allow for the team to properly circumvent a number of underground obstacles safely. Since this is a research job, firearms were not a peice of primary equipment. It is worth noting that given the potential for danger (outside operatives, “pirates,” or a potential need to protect what is extracted) some firearms would be provided to select members of the crew.

The Seal

On page 13 there is The Seal. This seal marks the transition between the upper world and the “prison” below. One adjustment for the adventure is to trap the Investigators below if the leave the surface. If the Investigators descend, a supernatural darkness should overtake the entrance, making it impossible to push through (or communicate out) through that specific portal. The party should take Stress and realize they need to find a way to dispell whatever is going on. If the party split and some are outside then they those above will not hear anything below and have not way to communicate down. Once they pass through they will be stuck below as well. There should be a few ways to get out (either dispelling the barrier or leaving from some other means):

  • Killing or freeing the Arch-Druid (p.76).
  • Aiding one of the brothers, Dainéal Ó Ceannaigh (p.28, p.34), Fionn Ó Ceannaigh (p.28, p.39)
  • Obtaining King Ceannaigh’s ring (p.35) * Requires you to slay the brothers.
  • The hidden chimney in Fionn’s chambers (p.39). He provides access if you kill his brother (but killing his bother also breaks the seal). If you kill him and his guards you can use the chimney.
  • Releasing the Story-Eater (p.49) sends it off to the mainland (in the process breaks the seal’s barrier).
  • Blowing the chipped warhorn (p.51) in the presence of the undead on floors 1 and 2 can have you indenture the brothers and their legions allowing the weilder to either take the king’s ring, or simply use their magics to break through the barrier.
  • Abhartach, the revenant blade (p.55) can cut through the shadowy barrier.
  • Siding with Tle’le’le’nzqk the worm (p.63) will have it transport you to the mainland.
  • You can leave out the membrane in Sea-Thing room 5 (p.61) and room 11 (p.64) but will drown before reaching the surface.

Locations

The Island

  1. Graves (p. 9): Muirgel should be buried with a gun and bullets instead of short sword and arrows. The charm of yew wood should grant +1 Stability.

  2. The Monastery -> The Monks (p. 13) - STR: 10 DEX: 10 CTRL: 10 HP: 3

The Seal (p.13): If the Investigators descend, a supernatural darkness should overtake the entrance, making it impossible to push through (or communicate out). The party should take Stress and realize they need to find a way to dispell whatever is going on. If the party split and some are outside then they those above will not hear anything below and have not way to communicate down. Once they pass through they will be stuck below as well.

Floor 1

(Page 15) Encounter Use the encounter procedure as written.

  • Witness (p.16) - STR save to move unassisted.
  • Bonded Dead (p.16)

Bonded Dead

STR: 8 DEX: 13 CTRL: 6
HP: 4
Spear or Sword (d6)

  • Bones: Slashing or piercing damage rolls of 5 or less are ignored. Note: Another option would be to make them Impaired.

(Page 18) 3. Save to avoid being washed north can be whatever Save makes sense in fiction for the Investigator (STR, DEX, CTRL). This will be true of all subsequent text indicating

(Page 21) 9. Refers to skeletons, use the Bonded Dead entry.

(Page 22) 14. The morale check made by the Bonded Dead (if wearing the mask) can be found here: https://liminalhorrorrpg.com/core-rules/#morale. Legionaries stats can be found on page 43.

(Page 23) 15. Anyone who touches the wire must make a DEX Save (instead of the roll an attack). The increasing number of wires breaking instead of increasing the AV should instead take a 1 damage per 5 wires broken at once. They should make STR Saves to resist the poison (the damage done by multiple wires make the save worse so no need to augment it).

(Page 25) 19. Save or slip and fall, taking 2d6.

Floor 2

(Page 27) Encounters: Use the encounter procedure as written.

  • Witness (p.16) - STR save to move unassisted.
  • Bonded Dead (p.16)
  • Gelt-Promised (p.28)
  • Vinegar-Drinkers (p.27)

Gelt-Promised

STR: 8 DEX: 9 CTRL: 6
HP: 6
Rusty Sword (d4)

  • Awaiting Payment: If paid (3d20 hs), they fall down, inert.

Vinegar-Drinkers

STR: 8 DEX: 13 CTRL: 6
HP: 6
Broken Bottles (d4+4)

  • Bones: Slashing or piercing damage rolls of 5 or less are ignored. Note: Another option would be to make them Impaired.
  • Stench: Those in close combat with them must make a Save or take 1d4 Stress from the nauseating stench.

The Brothers

Dainéal Ó Ceannaigh (p. 34)

STR: 6 DEX: 13 CTRL: 12
HP: 14
Draining Touch (d6, Ignores Armor)

  • Incorporeal: Can only be harmed by silvered weapons, magic, flame, or electricity.
  • Rotten Furs: His bonded dead wear rotten furs, giving them +1 HP.

Fionn Ó Ceannaigh (p. 39)

STR: 13 DEX: 10 CTRL: 12
HP: 10 Armor: 1
Leeches (d6, blast)

  • Bones: Slashing or piercing damage rolls of 5 or less are ignored. Note: Another option would be to make them Impaired.
  • Leeches: If damage rolled against Fionn is a 1, the leaches slither onto the attackers body, dealing 1 damage per round until removed (requires an entire round). They leave behind an open wound.
  • Critical Damage: If Fionn deals Critical Damage, the victim takes the Wound (leech infested) and they take 1 damage per round until they remove the burrowing leeches.

(Page 35) 12. Starved Eels (STR 6, HP 3 - bite 1d4) - Submerge: 1 in 6 chance of submerging anyone it bites. If an Investigator is submerged they must take action to come out of the water lest they drown.

(Page 36) 13. Intelligent Flame (STR 10, HP 8 Armor 2 - lash of flame d6) On a damage roll of 6 the target is set ablaze. All nearby enemies take 1d6 damage of radiant heat. Large amounts of water deal Enhanced damage.

(Page 37) 16. Ball of teeth (deals 1d8 damage).

(Page 38) 18. Change the damage to 1d8.

(Page 40) 20. The chimney is one way to get out of the underground (not blocked by the added mystical darkness). By this point they would be able to escape if they aid Dainéal (or kill him). Definitely hint there is something greater below to draw them deeper if they do get access to leaving.

Floor 3

(Page 42) Encounters: Use the encounter procedure as written.

  • Witness (p.16) - STR save to move unassisted.
  • Bonded Dead (p.16)
  • Gelt-Promised (p.28)
  • Vinegar-Drinkers (p.27)
  • Legionaries (p.43)
  • Sea-Things (p.43)
  • Marine-Bound Minds (p.43)

Legionaires

STR: 12 DEX: 10 CTRL: 12
HP: 6 Armor: 2
Javelins (d6), Short Sword (d6)

Sea-Things

STR: 10 DEX: 6 CTRL: 14
HP: 7
Sharp edges (d6)

(Page 47) 6. Statues (STR 12 DEX 8 CTRL 10 HP 6 - blows d6+d6)

(Page 49) 11. Story-Eater

Story-Eater

STR: 14 DEX: 11 CTRL: 15
HP: 12 Armor: 2

  • Grab: The target must make a Save or be grabbed and lost a core concept/memory (and take d6 Stress). They must make a Save each round to escape or loose another core concept/memory.
    • The Story-Eater can grab up to 2 times per round and may hold 3 people at a time.
  • Too much violence risks breaking the chains that keep it contained.

(Page 51) 14. The Lictor and her Praetorians

Praetorians

STR: 13 DEX: 10 CTRL: 12
HP: 8 Armor: 2
Javelins (d6), Short Sword (d6)

Lictor

STR: 11 DEX: 10 CTRL: 14
HP: 8 Armor: 1
Spell Blast (d6 Stress), Rituals

  • Dominate: You bend the will of a target. You cannot fully change their mind or get them to commit an irritation act but you can influence their next choice or alter their disposition.
  • Mirror Image: Create an illusory duplicate of a target. The illusion is dispelled once interacted with.
  • Reach: Temporarily transform your arms into twisting tentacles, doubling your reach and allowing you to take two actions simultaneously. Any ally that directly witnesses this transformation takes 1 Stress.
  • Exsanguinate: Drain blood from a target, dealing damage equal to the cost in Stress. With it comes brief and often confusing flashes of the target’s memories.

(Page 53) 18. A huge boar

Boar

STR: 14 DEX: 14 CTRL: 8
HP: 10 Armor: 3

Gore (d8, brutal)

  • Mounting the boar will ignore the Armor but cause you to take 1d6 damage from the weapons on its back.

(Page 54) 19. Nude figure within the bud.

Nude Figure

STR: 14 DEX: 14 CTRL: 8
HP: 11 Armor: 1

  • Turn to stone: If you meet it’s gaze you must make a CTRL save or turn to stone over the next 10 rounds. Each round you take -2 to STR, DEX, CTRL. Killing the figure stops the process.
  • Averting Your Eye: Attacking the figure without looking at it is Impaired.
  • Animated Tattoo: It summons a HP 3 (d6) damage tattoo animal each round.

(Page 55) 20. Abhartach the revenant blade (d8+d8 against humans, d8 against other beings).

Sea-Thing Growth

Swing attacks are more difficult here.

(Page 57) Encounters: Use the encounter procedure as written.

  • Witness (p.16) - STR save to move unassisted.
  • Bonded Dead (p.16)
  • Gelt-Promised (p.28)
  • Vinegar-Drinkers (p.27)
  • Legionaries (p.43)
  • Sea-Things (p.43)
  • Marine-Bound Minds (p.43)
  • Radial Snails (p.58)

Radial Snail

STR: 12 DEX: 3 CTRL: 8
HP: 7 Armor: 3

Shell of Blades (d8)

  • Always acts last.

(Page 63) 11. Swollen Sea-Things (if forced to fight are Impaired)

Floor 4

(Page 71) 4a. Save or take 1d6 damage and a debilitating leg injury (Wound).

(Page 73) 10b. 1d6 damage.

(Page 75) 10f. 2d6 fire damage (Save for half). 4d6 if doused in oil.

Arch-Druid

STR: 10 DEX: 10 CTRL: 14
HP: 14 Armor: 1

Piece of gnarled wood (d6)

  • When a weapon does damage against the arch-druid’s STR, a number of animals erupt from the wound equal to the amount of damage (wolves, boars, eels). The Arch-Druid cannot die as long as those animals remain alive. This means the Arch-Druid can have negative strength number.
  • At the end of each round roll on the ancient power table. After 12 Rounds he awakens and leaves.
  • Wolves (STR 12 DEX 14 CTRL 8 HP 6 - tusks d6)
  • Eel (STR 6, HP 3 - bite 1d4)
  • Boar (STR 12 DEX 9 CTRL 6 HP 3 - tusks d6)
d8 Effect
1 Moss releases pollen (all attacks require a Save or are Impaired). Open flames have 30% chance of catching alight (2d6 -save for half, or 4d6 if doused in oil)
2 Doubles in size (d6+d6)
3 Armor 2
4  
5 Tongue (additional attack d6)
6  
7  
8 1d4 rounds it’s attacks are Impaired

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Liminal Horror is developed by Gobin Archives, Josh Domanski, and Zach Hazard Vaupen