Sunwane Island DND adventure
A weekend together with my old group of adventurers in a familiar vacation cottage below Groningen. The imagined Sunwane Island was the real destination as we embarked on a fantasy quest.
The boys taking a break on a hunebed
Preparation by the Dungeon Master
I was the dungeon master again this time, and prepared an adventure on a tropical island with a twist. I started with a quick draft of a plot, and shared it with the players. In the meantime I prepared the rest of the story for the twist. Previously our group played the DND5e Dark Matter sci-fi setting and really enjoyed it. After last time though the others said that they would like to play some classic Forgotten Realms DND again. Since nobody else really wanted to be the Dungeon Master this time, I ended up volunteering. I told them I would prepare a typical DND adventure, but was planning to incorporate some Dark Matter in the story as well. I wanted the story to be about vacation, fun and reality. I wanted it to blend the traditional setting and sci-fi setting very well without giving away the twist.
Player Premise The newly discovered tropical island Sunwane is being built up as the ultimate sunshine getaway. It will be a place of tourism, culture and leisure. To a party of seasoned adventurers this all sounds too good to be real. What hides behind the beautiful facade?
DM Premise The story the players start out with is only the first half. Everything that happens on Sunwane Island, actually happens inside a sphere-shaped cell on a space ship, with the entire island inside. The story about the space ship mirrors the story of the island. A colony ship is underway to a recently discovered planet. On board are around 1000 colonists spread across 3 cells. They are under the impression that they are on a tropical island preparing for tourists to come. In actuality they are traveling to a distant planet to prepare it for tourism. While traveling it is boarded by space pirates. The pirates’ goal is to commandeer the ship and use it for their own nefarious purposes. There are two stages to the story, the initial story on the island, with its own characters and stories, and the second part after the twist is revealed they are on the space ship.
Sunwane Island
a diagram of Sunwane Island
The ExoCorp spaceship
ExoCorp Camping, Going back to basics in the space age for entertainment. To make the experience as real as possible, ExoCorp creates colony planets consisting of humanoids from real pre-warp planets. They visit planets, and convince inhabitants to join on one of their colony ships. Technically not breaking laws to not disturb pre-warp planets. Their business model is starting up successful colonies. Their indentured servants work for a number of years to pay for their own trips, the planets they work on stay the property of ExoCorp. The company sends over humanoids, animals and plants, basically an entire ecosystem. Cryogenic freezing or suspended animation are very expensive, so providing a living quarters is cheaper in comparison.
The players
Azog Strongjaw
Howard 'the Handyman' Crockpot
Lorian Vaers
Isilme Palemantle, Tethyrian Human Druid
What ended up happening
Elwynn the administrator welcomes the players to the island behind a small improvised desk on the beach. She is a bit overworked and does not have much time and patience for the players. She points them to the Coconut Crab where they can work as entertainers. They don’t wait long getting down to business, and talk to the bartender and owner (Coconut -) Kaito. But first: drinks! Kaito mixes a Coconut Dream, which is made of Coconut rum, pineapple juice, lime juice, ginger liqueur, and a splash of sweet powder. His second drink is the Island Breeze, made with Light rum, cranberry juice, lime juice, and a splash of sparkling water. Azog is not interested in any of it, and specifically requests a Bloody Mary.
Specialty drinks at the Coconut Crab
Finley the satyr
Barend the Chameleon
The body snatchers
The important project Grimbold was working on
Skip ahead a few days.
News reaches the Coconut Crab that queen Isabella has been kidnapped! When they arrive at the castle they see traces of violence, and conclude she has been taken away out of the castle. They find a track to follow to the beach, where the trail leads into the water. They are just in time to see a ship moving away in the distance. Isilme does not hesitate, and wildshapes into a giant seahorse. Azog jumps on his back and together they glide across the sea surface. They make good pace, even though they have lost sight of the small boat. Not that long after they smack face first into a solid wall, Azog can just barely hang on. A wall, in the middle of the ocean? What’s going on? After feeling along the wall for a bit they notice a crack that leads into some dark tunnels. Have they been inside some kind of dome all along?

the dimly lit corridors stretch out in all directions
The players explore the dark corridors and encounter two other survivors who claim to be from a different sphere world, a town called Fastway in flat plains. Their town was overrun by monsters, and they were the only two to escape. Thy tell them that Isabella went into a door opposite the room that they are hiding in, and they saw her being taken away. The players are a bit suspicious, since they find three improvised dwellings, and only two survivors. After some questions they learn that one from their group did not make it. They explore the hallways and different rooms on the ship a bit more and find all kinds of mysterious machines. In a room with a control panel they manage to open some doors and turn some lights back on. With the door open they walk back to where Isabella was reported to be.

The hangar for the final showdown
Inside hangar there is a large space ship, and even more starts that Isilme cannot recognize. Out of the ship comes a lumbering space pirate cyborg with mechanical legs and a huge cannon for a hand. He does not seem up for talking and attacks the party. Two goons come rushing in with Isabella, and drop her in the corner of the room ready to fight. Our heroes are triumphant and the day is saved. Or at least Isabella. With his intricate knowledge of the stars, Isilme can instruct the ship AI to set course for home, back to Waterdeep. The protective curtains close before the warp jump is initiated. Lorian wonders if they will believe him when he returns back home. Prepare for a jump through the void. 3, 2, 1…
Fin.
Evaluating
It was a lot of fun preparing this adventure and discussing it with other DND players as I was considering different story elements. What ended up happening was again more than I could have hoped for. My style as a DM usually is to improvise with what the players find interesting, and take inspiration from the things they are doing. One of the things I was most happy with was that Isilme’s character was so interested in the stars, that ended up being a major clou in the beginning that something major was off about the island, and also integrated really well within the theme of the story. In the second act where the players chase the body snatcher, and are unsure who to accuse I also left it a bit up to chance which one would end up being taken over, so that kept the players engaged with finding out who to attack, and asking them all kinds of questions, investigating their houses. That ended up being a very engaging and funny part of the story which I did not really prepare for at all beforehand. One of the major advantages of playing with an experienced group that I have a good connection with is that I could focus exclusively on the story and characters, and leave everything else up to the players. I left their spells, coins, items up to them to manage, even drawing the character portraits.
I also prepared a story where the Satyr and the Dryad had a complex relationship that the players could discover more about. Through the story of the dryad they could discover that the trees were not grown here, but rather planted by someone which could give them more clous about the island.
Something that I could have done better is provide some more clear direction and options in the first act, when it was not really clear which leads were most important; the mysterious behavior of the king, the monsters in the jungle, the stars etc.
Thanks to Jurjen for taking notes, and making the doodles. It’s really cool to see the story that you dream up together in someone else’s drawings. A bit different than you imagined it, but very well drawn. We also played using his Dungeon display (not sponsored) which is very convenient for showing pictures and drawing maps.