
The Wrathbreakers have visited the Lambent Cays and met the Gull, from whom they received some further clues about the secret activities of the Deep Cult. They had considered traveling from Pearl Reach to Jasper at the Southernmost tip of the Lambent Cays, but something happened to change their plans. Itzel had placed a folded letter in the crate that contained the Eye of the Dead God, which they had left back at the Bones under Krotos’s care. This letter was written with the magical ink the party had obtained in Estona, intended to find the Rock Spider’s hidden base. This ink would immediately alert her to the opening of the letter, and tell her the location at which the letter had been opened. By sliding the letter into the gap between the crate and its lid Itzel had set it to open if anyone opened the crate itself, immediately alerting her that someone had interfered with their artifact. On the 26th of Raining, just as they were exploring the labyrinth beneath the Pearl Monastery, Itzel received an alert that the crate had been opened – someone on the Bones had interfered with their artifact. The next morning they set off for the Bones.
Raiding Krotos’s Lair
They arrived at the Bones three days later, Bao Tap exerting his maximum magical power to push the Stirge as fast as possible. With them came Leneus and his crew, with Leneus primed to help them infiltrate Krotos’s lair. Leneus, of course, did not know that they planned to kill him – and probably his crew – as soon as the deed was done, and happily helped them to develop a plan to infiltrate the lair.
They came by two methods, with Itzel and Ella creeping in through a smuggling tunnel while Xu and Bao Tap used Leneus’s help to come through the main door. Here Xu and Bao Tap were able to easily kill the guards, since they were not expecting trouble from Leneus, and secured the entrance while Itzel and Ella moved further into the building. They found some keys in a cabinet, and used them to lock doors to prevent guards from moving freely to the battle zone. Most of the guards died in the sleeping area, burnt alive in their beds by Itzel, but they locked the entrances to make sure any survivors could not stumble through to help Krotos. Then they moved to the command section of the lair, and ambushed Krotos and his lieutenant in a training room in the depths of the lair.

The outsider
The fight did not start well. Although they had the advantage of surprise, Krotos and his gang were quick-witted and resourceful. Krotos was able to fire a shot from his bow before the Wrathbreakers could close distance, and they were not able to properly contain the single squad of bandits in the room, who were able to fire off more shots before they could be engaged. Someone noticed that there was a woman lurking behind their crate, which was on the far side of the room with the lid off, but at first no one paid her any mind, busy as they were with Krotos. Krotos fought like a dervish, rushing straight to engage Xu and attacking him with a greatsword that sang of magic. Every blow from that sword was like a strike by Anyara’s golem, and Xu was immediately pressed. Krotos also shrugged off damage from missile weapons and melee strikes, so that Ella’s normally pinpoint strikes did little damage, and he was able to beat Xu back with destructive swings of that sword. Meanwhile his lieutenant engaged Bao Tap and his gang of thugs sniped from the back of the training room.
After a short time the woman behind the crate stood up and reached into the crate, touching the eye and whispering strange words. Itzel felt the sudden swell of the strange magic that imbued the scrolls they had found in Anyara’s room – magic none of them recognized – and the crate began to give off a sickly glow. Ella fired her crossbow at the woman, hitting her with a powerful and crushing blow to the hip, but the blow was so terrible that blood spurted into the crate and the woman sagged forward, immobilized, leaning over the Eye of the Dead God. Itzel tried to levitate her but for some reason her magic failed. Meanwhile Xu and Bao Tap were trapped in battle with the indomitable Krotos and his loyal deputy, and could not rush to separate the woman from whatever ritual she was performing. After another brief and intense attempt to stop her, the woman cut her wrist and raised her voice in song, dripping blood on the eye. The wall behind her – a wall made of the ancient Bones of the behemoth that the lair had been carved into – began to warp and twist, shimmering before their eyes and radiating intense waves of the strange, alien magic.
Then the wall split open, revealing a kind of window into another world. The window was misty and clouded, but in the distance they could see a wide landscape of cracked, parched desert, marked with the dark lines of canyons or dry creek beds, shadowed with dust storms and punctuated with columns of smoke rising from what looked like giant funeral pyres. A heavy sky of thick grey clouds loomed low over this landscape, flickering with the lurid light of blood-red lightning flashing and writhing in the clouds. They heard the distant sound of voices raised alternately in wails of agony and chorals of exaltation, and a horrible smell of rotting bodies, blood and smoke overwhelmed them.
Then a huge beast reached through the rent in the wall, tore it opened, and stepped through. The beast was over four metres tall, humanoid with dark leathery skin and huge, bat-like wings sprouting from a spined back. Its head was half-human and half-lizard, festooned with goats horns and open in a scream of rage. In one taloned hand it held a long, coiled whip of fire and in the other a massive sword. As it stepped through the gap behind it snapped shut, returning to the blank line of wall, and the woman died in ecstasy.
They quailed before it. It turned to Xu and in the human language roared, “Come back to me, slave!” He was overwhelmed with a numbing tide of exhaustion and nearly collapsed, but somehow resist the beast’s will to dominate. Bao Tap attempted to call forth a giant beast of nature to fight it, but failed. Itzel fired a bolt of pure brilliant light at it, and did some damage, which simply incensed it – it struck her with its whip. Xu had finally killed Krotos, but had to take a moment to drinking a healing potion and recover his breath. Bao Tap called forth an earthquake, which rendered the ground beneath the demon so unstable that it fell over, caught its sword in a crack in the earth and could not remove it. Then a wave of fear rolled out from it, and Bao Tap panicked and ran[2]. His earthquake had done its job, however – the rest of the Wrathbreakers stood back and poured missiles and spells into the body of the creature until, with a final scream of rage, it died. At the moment of its death it crumbled to dust and in a cacophony of screams and cries and a rolling cloud of stinking mist its body disappeared.
They stood victorious – but over what? What had been unleashed by the Eye of the Dead God, how had it taught Krotos’s Astrologer the power to do so, and what realm had they just seen? What was this Outsider? And what forces moved outside their world, clawing at the fabric of reality? Why did the Deep Cult want this magic? Dark forces were moving in the world, hurtling towards a confrontation as the stars moved peacefully in the sky towards some dark alignment. The Wrathbreakers needed to discover the secrets of the deepfolk’s past, the stars and the artifacts the Deep Cult sought, before the walls between the worlds were torn asunder and the Archipelago became the hunting ground of more of these beasts.
They needed to head to Dalepo, and find the ancient Deepfolk observatory. Perhaps there they would find answers…
Technical notes on the lair raid
Because my PCs are now extremely powerful, minor battles with minions and low-tier rivals have basically a pre-determined outcome, and are of little purpose except to deliver a minor critical and a few points of strain to one or two of the characters [1]. These parts of adventures have become a bit of a drag, actually, and mean we spend an hour rolling dice when we all know what is going to happen at the end. So instead I gave the players a choice of two rolls to determine how they got into the lair and disabled, distracted or enlisted the minions and lower level rivals of the lair. They could choose melee, deception, charm, stealth or coercion, and each option would have a (secret) hidden difficulty, with (secret) payoffs and risks, and the level of success determining how many minion squads they eliminated. Then we made a kind of shared story about how they got to the final battle, and only actually handled the final battle round by round. Because the PCs had enlisted Leneus’s help they guessed that the deception skill check would be easiest, so they went with deception and stealth. They actually didn’t roll so well, which meant that when they go to the final battle they got the chance at surprise (vigilance checks for initiative) but no free round of attacks (had they failed both rolls they would have been met with an absolutely withering hail of missile fire when they entered the location of the final battle).
For other GMs who are struggling to balance the nitty gritty of Genesys combat with time and fun for high-powered characters, I recommend playing around with this method (and/or mixing it with progress trackers) to build stories from these raids. I actually thought of trying to do it Blades in the Dark style (like a series of flashbacks) but I haven’t actually GM’d BitD yet, and don’t want to risk an entirely new system mixing in for even one session.
Also for this adventure I used a space station map for the lair, which is a network of tunnels in the docks section of the Bones, so mostly underwater. That was a little jarring for the players but they are used to my inability to do anything artistic and rolled with it nicely – one player annotated the map live on roll20, while everyone else chuckled amiably. I really wish I could do art.
A note on criticals, strain and monster abilities
There are some effects and criticals which prevent monsters from using their free manoeuvre, or immobilize them (meaning they can’t use manoeuvres), or prevent them from voluntarily incurring strain to activate abilities. These criticals absolutely wreck powerful adversaries, because they stop them using the full suite of abilities at their disposal. The beast, on the ground and unable to move (according to the rules) could not use manoeuvres, so could not summon allies or teleport. In the past I have had enemy wizards take criticals that prevent them taking strain to activate abilities – this kills wizards, basically[3]. So when designing powerful enemies I recommend you give them a free action that can do something, a powerful ability that does not require strain, and a powerful ability that does not require a manoeuvre. That way they only become completely useless if they are staggered, immobilized <em>and</em> unable to take strain, and should still at least have one free action they can use for something.
Also I backed myself into a corner here by giving the adversaries a type of magic which cannot heal, so they can’t cure any of these crits and neither can their friends. Sucks to be evil!
fn1: This would not be the case were we playing Coriolis, which has much simpler rules for minions, has fast and furious fights, and is always deadly. Were we playing Coriolis even players who had gained XP continuously for 48 sessions would still be cautious of minions.
fn2: I always forget to do the fear first. This battle would have been a disaster if I had remembered to do fear as soon as the thing arrived. But I try not to take back my mistakes.
fn3: This also happened to Itzel once but she’s an elf so she deserved it