This adventure is not done yet.
Genre: Fantasy (can be adapted to other genres)
Primary Focus: Exploration
Secondary Focus: Combat
Time: 14-46 hours (7-23 2-hour sessions)
Complexity: 2
Welcome to the Spark of Waki Adventure which takes a group of adventurers from Level 1 to 6 and introduces you to the most important mechanics of Ishanekon: World Shapers. The main focus of this campaign is the exploration of the five lost Waki Islands that are said to contain a legendary treasure, the so-called Spark of Waki. Some say that it is a giant gem of untold value, others that it is a magical object of unfathomable power. Whatever it is, you play as a group of adventurers or explorers willing to risk it all, be it for power, wealth, or fame. Are you ready to dive into the unknown?
Setting
This module is designed to be easily inserted into any classic fantasy setting that contains an ocean. You are not required to specify the setting if you prefer since the main land is never visited. With some modifications, it can also be inserted into a modern, non-magical world, or other setting.
You will be playing as a group of adventurers, explorers, or something else that goes in a similar direction. You will have found a treasure map that leads to the Waki Islands. You will be aware of the legends and have decided to find them and unearth the Spark of Waki, whatever it might be. How did you find the treasure map? You decide. Maybe you won it while gambling, a shady merchant sold it to you, or you found it in an old ruin.
You, as a group, decided to pool all your money together to hire a ship. You did not have much, so all you could manage was the Coconut, a ship full of outcasts and weirdos. Not the most professional crew, but it will have to do.
Character Suggestions
Background Information for the GM
WARNING: This is the place where you stop reading if you are a player and not the gamemaster, understood? I am warning you. Do not ruin the fun for yourself and the group!
MAJOR SPOILER WARNING!!! So, are the players gone? Good!
So, what is the deal with the Waki Islands? The truth is that they are not really islands but fragments from other universes.
Over 300 years ago five individuals from different worlds made each a deal with a Demon called Xeldrun. As part of the deal all of them gained the Ability to travel through the multiverse, but were forced to serve the Demon whenever he called Xeldrun.
All five of them came to regret the deal and plotted together to seal their master away. They researched powerful magic until they found a ritual that could do the job. Each of them participated, doing their part of the ritual in der home universe. The ritual worked in the sense that Xeldrun was sealed away in a large dark cyrtal, but since their souls were bound to him the spell also sealed them away and pulled a fragment of each of their worlds into the world where the Demon was sealed, which is the world where the adventure takes place.
This happened 314 years ago. Xeldrum might be sealed, but some of his cultists remain. They know that bringing the five crystals with the souls of the sealed together will reveal and open the prison of their master. They would have done it themselves, but the islands are full of dangers, including five mighty guardians (servants of the five) that guard the crystals.
Instead they started spreading rumors of the Waki Islands and the Spark of Waki to trick some adventurers into freeing Xeldrun. Those Cultists are probably the reason why the player characters found the map in the first place.
The Adventure

You start at sea on the coconut. A small ship with ragtag crew. The ship counts as a modest resting place (rules terms, restores 3d4 Temporary Vitality on a full rest)
Important NPCs:
Captain Amajia Thermado. Gnome with pink hair. Technomage. Quirky. Facinated with technology and magic. Puts Crew above all else. Will ask the players about their adventures, whenever they come back on board. Can craft and upgrade items on players request if they pay here or deliver materials (half price if materials) also willing to share her modest Crafting station (those are rule terms, Skrat)
Eberk Ironpot. Dwarf, male, white hair. Shipcook. Friendly. Offers a free modest meal (3 Temporary Vitality) every day. Sells Rations (10 credits) and Water (5 credits).
Grubzul. Hobgoblin, male. Wears Glases and is well dressed. Red skin and black hair. Suprisingly eloquent and sophisticated for a hob goblin. Shipdoctor. Sells Tier 0 and Tier 1 Stimulants (150 and 300 credits), and Healing potions (Simple Heal 4 WP, 4d6 Healing for 2 AP, 200 credits).
Bobins Dim. Human, male. Middelaged and grumpy. Rows the party to shore and back when they go to an island.
The rest of the crew is a mix of different fantasy races. Characters can be changed to fit different settings.
The crew will follow all basic sailing instructions and get the players where they want to be and wait in any location they tell them to. They refuse to set foot on any of the Waki Islands and prioritize their surival over all orders.
Once you finish the prolog, there will be 12 day timer. Once that time runs out the coconut will sail back home because of a lack of food and water, nomatter if the player characters are on board or not. Make sure the captain communicates that to the players.
Whenever the players find high Tier armor and weapons during the adventure, this modul will offer one main option or alternatives for groups that cannot really utilize the main option because they lack proficiencies or it does not fit with anybody’s build. Feel free to change them if none of the options fit.
The Unnamed Island
Before they reach the Waki Islands, the coconut will stop at a small, unnamed, tropical island to stack up on food. The crew will stay close to the ship and harvest fruit, fish, and hunt. Captain Amajia Thermado will ask the Player characters to search the island for a fresh water source. Failing to do so will reduce the timer that the crew will stay by to 9 instead of 12.

While they search the island they will find a old straw hut besides a river. It looks abandoned, but knocking on the door will lead to a gruff old voice to answer.
This is Morgan Deberes, a ghost pirate, who was maroned by his crew here when they refused to continue exploring the Waki Islands. It was always his dream to find the Spark of waki. He died of a fever all alone. His skeleton is lying on a
He will be glad to see somebody after being alone for so long and start asking friendly questions and answer anything asked of him. He will be quick to tell them about his tragic fate. He will mention that on top of all that, Tobut the annoying has stolen his lucky coin when he was dying. Tobut will be revaled to be a giant toad living up stream when further questioned.
He will immediately assume that the players are looking for the Spark of Waki and offer them a trade if they get his lucky coin back, telling them everything he knows about the islands.

Tobut the annoying is easy enough to find in the middle of a big pond. Tobut is hungry and attacks the closest character when seeing them, trying to swallow them whole.
The coin can be in one of two places, either in the guts of Torbut or at the bottom of the pond. If one of the players looks in one of those places, let them roll a luck Skill Check. On a 7 or higher they find it. On a failure it will be in the other place.
When the coin is returned, Morgan will tell that he heard from his father that you need to gather five crystals to reveal the Spark of Waki. He will also warn of Madow and tell the players that it is a forsaken, foggy swamp with unholy laughter coming from within. Only stepping foot there was enough to spook his old crew.
After sharing the information and regaining his lucky coin, Morgan will lie down and move on.
The crew of the coconut will start gathering the water once the players tell them where they can find it. If offered Eberk Ironpot will use the Remeins of Tobut to make a filling Toad soup.
While the crew are eating with the players, you xan introduce the most important NPCs of the ship and the services they offer.
The players gain a Level up and will arrive at the Waki Islands in the morning after a full rest.
You can decide from which direction the coconut comes or roll for it with a d10.
| 1 | Blan |
| 2 | Between Blan and Movi |
| 3 | Movi |
| 4 | Between Movi and Madow |
| 5 | Madow |
| 6 | Between Madow and Merah |
| 7 | Merah |
| 8 | Between Merah and Berdea |
| 9 | Berdea |
| 10 | Between Berdea and Blan |
Blan, the Metal Desert

Blan is a fragment of a world that was terraformed by a nanobot plague into pure metal. Even the liveforms have been twisted into weird machines that mimic their original biological forms.
The sun is brutal, as it heats up the metal. For each hour you do not drink one water you will start gaining one Exhaustion Level. At night the temperatures are far milder.
A noticeable white light seems to emanate from the center of the island. It is visible from the coast. The source is one of the five gems that is in the dedocahedron.
Blan is noticable for being the only island without friendly nativs.
When they enter the island trigger one of these three encounters after them walking for roughly half an hour. They are all descendants of animals that have been turned into robots by the nano plague. They are surprisingly close to the biological originals and this metallic ecosystem still works.
Option 1: Robotic panthers, that will try to ambush the party.
Option 2: A large gorilla-like metal brute, currently eating a robotic panther that will become aggressive when seeing the party.
Option 3: Metall snakes that attack the party.
Giant Robot

A giant rusted robot, sitting. It can be seen from far away. It is Humanoid shaped (retro sci-fi vibes). Roughly 40 m tall.
This is a combat mech that broke down in the fight against the nano plague. Its crew was stranded behind enemy lines and killed themselves when they realized that help was not coming and the food was running out.
Has hatch in both arms. Requires a Raw Force Check of 6 to open. Roll with advantage if more than one person tries to open it at once.
The air within is suprsingly cool. Ancient cooling systems are build in. The arm has ladders that lead up to torso. Players arrive either in 1a or 1b, the shoulders.
The interior is well preserved. Walls, floor, celing and doors are made of metal. Many tubes all over walls.
The shoulders are small and crammed. Only noticable thing are the doors that lead inside.
Room 2. Three Humanoid skeletons lie on the floor. They have notably big eye sockets and a hole in the skull. Also unlike everything else on the island these are organic. Medicine check against 7 shows that the skeletons are over 300 years old and that the hole seems to be the cause of death. Probably a weapon. 12 makes them realize that it was suicide with the weapon lying next to them.
One Energyblaster that deals Heat damage lies next to them. If nobody in the group can wield Tech weapons well, make it a Pistol, Revolver, Heavy Pistol, or Heavy Revolver that deals Heat damage depending on the needs of the group. It has the upgrades Automated Reloader, Improved Weapon, and Precise Weapon.
There are three oil puddles. They have been infused with the dark magic of Xeldrun that echoed through the islands when he was sealed away and the anguish of the people that died here. As soon as one character enters the room they will start moving and attack them.
Taking the ladder down leads to Room 3. It has some old machinery that can be harvested with Engineering once as a high-value harvesting area. Doing so will turn off power for the entire robot. It also contains cooling machines that can be removed and taken by the party to make the weather bearable.
Room 4 is the head and central control room and can be reached from room 2 through a ladder. Another skeleton lies here, but without a head wound. This is the captain who starved. There is a control panel in the center. One button will be blinking if Room 3 was not harvested yet. Pressing the button will display the distress call. It will show a hologram of the captain (looks like a classic grey alien). It will talk about how they are trapped behind the nano clouds, that the robot protected them from being transformed into metal, and that they request to be rescued.
Abandoned Military Base

An old abandoned small military base full of combat robots. It can be seen relatively easily from afar.
There is a fence around the base and a locked door. A lockpicking check against 7 opens the door. They can climb over the fence with an Athletics or Nimbleness check against 6. The fence also break relatively easy with brute force, but this will alert all combat robots in the base which will attack.
Room 1 is a garage. It has three entrances. Two large ones for vehicles and a smaller one for people. The left door is wide open. The other two are not locked and can be easily opened.
On the left, there is a broken-down all-terrain vehicle. It was exposed to the elements because of the door. In the middle are multiple large combat robots that will attack characters on sight, unless one of them wears the combat armor found in room 4 and succeeds on a deception check against 8.
On the right, there is a still-functioning all-terrain vehicle. A Vehicle Handling or Engineering Check against 8 allows a character to understand and use it. This vehicle is very fast and can move effectively and safely through all islands at the travel speed if a car. It can even work as a boat and drawn behind the Coconut from island to island. The speed of the vehicle allows you to decide if they want to engage with random encounters or not. However, using it will automatically make a stealthy approach impossible as it is rather loud.
Room 2 is full of human-sized robot trooper which will attack on sight unless tricked by the combat armor. The machinery in the back can be harvested once as a high-value harvesting area.
Room 3 was the old eating room. Not much of interest is found here.
Room 4 is the old quarters of the humanoid soldiers. One of the lockers contains a weapon (Main option Energy Rifle, Heat, upgrades Automated Reloader, Improved Weapon, and Precise Weapon. Alternatives are Assault Rifle, Tommy Gun, Rifle, all with Heat damage), armor (light, medium, or Heavy, upgrades 3x High Impact Armor, which represents a shield generator), and equipment (a belt with ammo and a energy shield generator, upgrades are Infused Ability (Shield), 2x Temporary Vitality Boost)
Room 5 is just the bathroom. Nothing of interest here.
The Dodecahedron
A Weird reflective 10 m tall Dodecahedron. It looks unnaturally smooth. The only thing that breaks up the perfection is a white light that seems to shine from within the upper parts. It cannot be seen when up close.
Getting close will trigger a voice to ask if they are here to eat them. This is H.U.B (Helper Unit Bot). It was a servant to Jenika one of the five people that made a deal with Xeldrun.
Jenika Was an explorer and collector who wished to see what was beyond the universe. Xeldrun offered her the power to travel the multiverse so she could explore at her heart’s content, at the cost of occasionally helping him out. She traveled many worlds for many years, completely missing the nano apocalypse that changed her world. When she came back, she was devastated. She built a base (the Dodecahedron) and a robot helper named H.U.B. She now tried to gather knowledge and plants from other worlds to help conserve them in case of catastrophes.
Jennika Was growing tired of all the evil side jobs she had to do for Xeldrun and plotted with the other four. H.U.B was there when she did the ritual and the resulting Shockwave damaged its head and broke its memories.
H.U.B.’s program binds it to this place. It knows that it has to take care of it, but not why. It feels lonely, but from experience it knows that most things out there want to eat it. That is why it asks the party that odd question.
If the players tell H.U.B that they do not want to eat him, he will be relieved and welcome them in. It will be extremely friendly and offer tea, cookies, and vegetable soup. H.U.B will disappear to the cellar through the central elevator for about 15 minutes and return with the food and drinks if the players accept.
H.U.B is happy to show the party around, but any questions related to its master and what happened will cause its eyes to glow red for a few seconds. It will scream about its Master in pure panic. After that, its eyes turn back blue, and it will act as if nothing happened and no question was asked.
All walls are transparent and one can look outside even though it is not possible to see through the walls from the outside.
Room 1: A room full of shelves filled with books and artifacts from all over the multiverse. Books cannot be read. A History check against 9 will make a character realize that the difference between the books and artefacts is to great to be coming from the same world.
Room 2: Full of different plants from all over the multiverse. Many of them grow fruit or are otherwise edible (source for the ingredients for offered food). Survival or Natural Science check against 9 makes character realize that the plants come from different worlds.
Room 3: Central Elevator. Only goes to ground and 1st floor. Only H.U.B can use it to get downstairs.
Room 4:

Movi, the Broken Coral Reef

A collection of smaller islands that used to be on the ocean floor. Being ripped from the ocean caused weird mutations in the flora and fauna. Corals grow like giant trees in which octopuses climb, fish fly through the sky, and crabs in all sizes walk the island.

Merepeople
Conqueror’s Temple

Cursed Shipwreck

Kraken’s Rest

Madow, the Foggy Swamp

Kappa Village
The Nose
The Right Eye

The Left Eye

Merah, the Elemental Wasteland


Goblin Hideout
Crystal Cave

Floating Temple
The Heart of the Island

Berdea, the Augmented Forest

Warring Tribes
Cloning Lab
Giant Tree

The Spark of Waki

