game reports


Who is following the Wrathbreakers? They have successfully killed the Spider God and its loathsome Redcap ally, but before they could search its lair or even rest they were ambushed by a gang of orcs, who seemed to know that they were carrying artifacts, and demanded the Wrathbreakers relinquish them in exchange for a quick death.

Of course the Wrathbreakers resisted, and though they were tired and injured after the battle with the Spider God they had no choice but to enter battle again, fighting with fury against their new assailants. The single phalanx of orcs, accompanied by a single human cultist, were soon augmented with the arrival of a Troll and an Orc champion, who came surging out of the shadows behind the deep cultist to engage Xu and Bao Tap. Two squads of Grigg scouts, carefully hidden in the forest, fired volleys of arrows into the fray.

At the beginning of the battle Bao Tap summoned a Nature’s Champion, this time a giant slug that blocked the path from the heavy fighters to the wizards, and Itzel unleashed powerful bolts of fire on everyone in the attacking group. Ella moved into the forest to hide and attempted to pick off the heavier fighters. Unfortunately this time the battle did not go well for them. Already injured and tired, unable to immediately find and kill the Grigg scouts, and facing another orc who would not stop fighting even when it was so badly damaged that it should have been in its grave, the Wrathbreakers suffered heavily. They prevailed after a brutal final few minutes of hacking and crushing, but when it was done they collapsed, exhausted and broken. Xu could barely move, Calim’s magic was exhausted, and Ella was close to succumbing to the weight of her injuries. They had used all their healing potions, and had not even managed to capture the deep cult leader alive – Ella had been forced to shoot her in the eye before she could deploy some terrible final magic.

They guessed that somehow they had been followed, and there was a deepfolk force somewhere nearby that knew who they were. They decided not to linger to rest, and after a quick scouring of the Spider God’s home and the Redcap’s cave for magic items they fled the scene of their victory, limping and weary.

Disaster in the bay

The return to the bay should have taken them only a day, but they were injured and traveling now in the evening and night, cautiously for fear of deepfolk trackers, and they only arrived at the bay by midday of the following day. Worn thin by a night of sleep though they were, they still had the good sense to scout the beach before they ran to the shore to signal to their fellows on the Wages of Sin. It was well that they did, because as they approached the shore from the cover of the thick forest at the edge of the beach they saw a terrible sight. Their ship lay broken in the water some distance offshore, only the tip of bow and stern protruding from the water, the wrecked mast lolling in the ebb and flow of the quiet waves. A line of flotsam had washed up on the shore – crates, a broken ship’s boat, food containers that had smashed open on the rocks and were being picked over by wary seabirds – and among them lay the dead bodies of a few crew members, badly mauled by scavengers.

In the bay, some distance further out than the wreck of their ship, a larger ship stood at anchor. They could see no marks or signs on it that suggested it was out of the ordinary in any way, but its presence was obviously ill-omened. Now they knew how they had been followed – they guessed that the ship had been commandeered by deepfolk and brought here to destroy their means of escape. Finding no artifacts on the Wages of Sin, they guessed that the deepfolk in command of the intruder ship had landed a scouting party and sent it after the Wrathbreakers.

That ship held the secret of who was following them, how they knew about the artifacts, and how they knew that the PCs had come here. That ship was also their own easy way out of the forest. Walking would take them weeks, with no supplies or food, and they were beaten and exhausted.

Somehow, they were going to have to get on that ship, clear it out, and use it to escape here. If they were lucky, and acted quickly, perhaps their crew would still be alive, held in some larder below decks, or maybe the ship’s original crew were still there, pressed into managing the ship for their deepfolk captors. At least, if they took the ship the Wrathbreakers could answer pressing questions and gather supplies and food before they were forced to set off on foot – or Itzel could teleport back to Alpon to organize another vessel to come to this one.

In any case, they had no choice – they needed to act fast to save whatever human crew languished aboard the distant vessel, and to kill whoever had pressed it into the service of their evil schemes. They retreated to the cover of the forest to scheme one more battle …

The Wrathbreakers have been in Alpon, researching the history of humans and deepfolk and learning where to find the Spider God they made plans to kill when they first began adventuring together. With the help of Kyansei’s girlfriend Wei, Itzel brewed a poison that would weaken powerful fey creatures to make the battle easier. Bao Tap sought out the spider-slaves the Wrathbreakers had saved from a spider’s nest the previous year, and they eagerly agreed to join him in the battle against the Spider God. Xu made contact with the leader of a mercenary band called the Wild Meercats, and hired a small group of them to join the party as cannon-fodder. Once this was done they set off.

The Spider God was rumoured to have a nest inland from the remotest stretch of the bay north east of Alpon. It would take more than two weeks to travel there on foot, but only a few days to circle around the headland in the Wages of Sin and set down in the small inlet near the lair itself. From there they could hike inland for a day, and begin the slaughter. They took some time to load the ship and set off on the 9th of Harvest, ready to kill.

They made landfall at the inlet on the 12th of Harvest and early the next day set off inland, climbing first over a wasteland of dead and dying grasses and then walking into a sinister, shadowy mire of swamp and dying trees. They slogged through this all day, crawling through stinking dead mud, cold, clammy marshland and stalking through mist-wreathed stands of denuded trees until they reached a zone of death and fey magic. Here the trees were wrapped in spindles of web, the ground was covered in rotting leaves, and no bird sang. They were near.

They knew there would be many spiders in the region, and they wanted as few of them as possible to be interfering in the final battle, so they sent the team of Wild Meercats in a different direction, to approach from the flank. As they expected, some time after the Meercats had moved away from them they began to make noise, drawing attention to themselves. While the Meercats fought bitterly against the spiders and died one by one, the Wrathbreakers crept forward, ready to ambush the spider god.

They emerged from the mist and films of spider webs into a scene of rot and death. Before them lay the blasted, dead shore of a lake of stagnant, filthy water. Just a small distance into the stinking lake was a lone island, nothing more than a hummock emerging from the slime on which an ancient, lichen-crusted statue of some kind sunk beneath the weight of slime and dead leaves, menacing despite its crumbling, eroded anonymity. There amongst the dead trees surrounding the statue stood the Redcap King, as different from the Redcap they had previously killed as a lord is from a guttersweep. It was huge, wrapped in shadows, with fiery red eyes and a helm made of scarlet chitin that glowed in the gloom of the mist-shrouded clearing. It carried a halberd made of the fangs of giant spiders, dripping venom and menace. But it did not attack; instead it waved one mailed fist, the air around the Wrathbreakers shimmered, and spiders appeared from nowhere, teleporting around them to attack.

They fought them brutally, stabbing and hacking and pouring fire on them as the beasts teleported and blinked around them. As Xu and Bao Tap cut and hacked at the beasts Ella tried to hide and shoot at the Redcap itself, hoping to kill it before it could engage, but doing little damage. The Redcap was almost impossible to hide from, and was ready for her when she fired.

Soon enough the phase spiders were defeated, but now a wave of new spider beasts fell on them. Spiders the size of small dogs floated down from the cloud-shadowed sky on parachutes of silk, while waves of spiders the size of rats swarmed on them from the ground and larger, hound-sized spiders ran from the shadows of the denuded trees to spit acid at them. From behind this swarm shambled malnourished, envenomed human slaves, still shedding parasitic baby spiders that had been feeding inside their skin as the helpless enslaved humans rushed into battle. Only their eyes betrayed their lost humanity, showing first fear and then relief as they fell onto the Wrathbreakers’ weapons and were finally released from their misery.

Finally it was done, and the Wrathbreakers stood victorious on a shoreline covered in broken chitin, ichor and steaming pools of acid. Across from them on the small island the Redcap King screamed in rage – and the ancient statue began to move. With a cracking, creaking tremor the thing they had thought was an ancient icon of some time stirred from its slumber, extended its legs, and rose to tower above the Redcap King – the Spider God itself, a horrific arachnid monstrosity the size of a house, its legs splayed across the entire width of the island, huge fangs dripping venom beneath a battery of massive, inky black eyes, a thorax twitching with hairs the length and thickness of javelins.

It began the battle with those hairs, flinging a barrage of them at Itzel and Bao Tap where they stood on the shore. Itzel called forth her brick of missile warding, which projected a field of magical force that rendered those behind it completely immune to missile fire. It stopped the hail of javelin-sized hairs, but they destroyed it and the magical backlash injured both Itzel and Bao Tap. The Redcap King fired a bolt of fey energy across the clearing and Xu charged to engage it, as Ella fired her crossbow, tipped with Wei’s poison, at the Spider God.

The battle was ferocious. The Spider God summoned giant spiders to aid it, beasts the size of horses that scuttled out from the forest to attack Bao Tap but were engaged by the spider-slaves who had come with the Wrathbreakers. The Spider God captured Xu in a flung web and dragged him toward it to consume, but Bao Tap freed him and charged in to fight the Redcap King, which struck out viciously with its halberd. The Spider God fired salvoes of its javelin-sized hairs at Ella, knocking her unconscious, while Itzel tried to destroy it with acid, fire and light. Finally the Redcap King, injured, teleported from the island to a nearby stretch of web, where it conjured a strange white spider that began healing it. Itzel caught both of them in a vicious blast of fire that consumed them with such intensity that it almost destroyed the Redcap King’s magic items completely. The Spider God continued fighting, doing massive damage on Xu, who could not be healed because soon after Calim healed Ella from her near-fatal wound he miscast a spell and lost his powers. Finally, though, the damage piled up, the beast was weakened, and Ella shot it through one eye and straight into its brain, killing it. With a scream of rage and a final lash of fey energy the beast fell into the mud at the edge of the pond, vanquished.

They had killed a god.

They did not have much time to enjoy their victory, though. They paused briefly to rest, recover their breath, and drink healing potions, and were just beginning to relax when a group of four Orcs emerged from the shadows on the edge of the clearing. They were huge, heavily-muscled, scarred, their pale skin glimmering with threat in the half light, falchions drawn and ready. With them stood a thin, bald human man. Itzel took one look at them and fled in terror, her discipline finally broken.

“Tell us where the artifacts are,” the thin man hissed at them, “And you will have the relief of a fast death.”

They looked to one another, sighed, and prepared for another battle. Even god-slayers can win no rest in these darkling days …

The Wrathbreakers have explored a deserted deepfolk Observatory, and learnt disturbing things about the time when humans first emerged in the Archipelago from the diary of a deepfolk astronomer who died on the island. Now they must continue in their mission, first to Alpon and then to kill a spider god. They explored the remainder of the island a little, identified the collapsed tunnel leading from the observatory into the deepfolk caverns, and then set off for Alpon.

The city of scholars

Alpon is a city built in two stages around a pair of small rises. The first stage, called Dwarfhelm, was built 500 – 800 years ago when Alpon first formed, with much help from dwarves. It consists of wide, paved roads with sturdy apartment buildings set around inner courtyards, 3-4 stories high, made of bluestone and with wide, clear windows. The central two rises are topped by a fortress (called Dwarfhold) and Parliament House, which is actually built into the hill called Parliament Hill. Between these two rises is a small lake called Firstwell, which is fed by a stream from the south west that flows through Alpon to the river to its north, and also by an underground stream in the hill of Dwarfhold.

Dwarfhelm is surrounded by a low stone wall, suitable for defense, with four main gates leading out to the outer stage, called Newstead, which is a chaotic sprawl of wooden tenements, bluestone warehouses, parks and squares that forms the outer living quarters of most of the population.

Alpon is famous for its many large libraries and multiple small Academies, each connected to a library. It holds many historical texts dating back to the earliest times after the Harrowing, and scholars and scientists from all across the Archipelago come here in search of ancient secrets, genealogies and historical notes. The Wrathbreakers arrived in the City of Scholars after five days sailing along the eastern coast of Ariaka, and took a suite of rooms in a tavern near the scholarly section of Dwarfhelm called Stormsholm. Here they rested, arranged for an agent to introduce them to necessary libraries and academies, and prepared to explore the town. They were here on three separate purposes, which they hoped to explore over the following days:

  1. To investigate the ancient history of the Harrowing, in order to learn more about the connection between the ancient deepfolk, the Seven Children of Rage, the mysterious artifacts and why deepfolk and humans were at war
  2. Any information about the history of the deepfolk, that could help them to understand the secrets they were slowly trying to unravel, or any links to the deep cult
  3. The whereabouts of the Spider God, which they aimed to kill for no particularly good reason except that it was there, and horrid

The day after they arrived their agent took them to a library called the Academy Of Dust, a kind of college and reliquarium devoted to ancient history and archaeology. Here they learnt of a collection of works called the Dwarven Codex, a large collection of books and scrolls that had been gathered by the dwarves during the construction of Alpon. At that time there were many humans who still remembered clearly the days of wandering during the Harrowing, or who had heard stories from parents and grandparents of those days. Dwarven scholars, still learning to understand their newfound human charges, had attempted to record some of these oral histories in a long and detailed set of documents that came to be known as the Dwarven Codex. Unfortunately a deepfolk raid on Alpon in the early years of settlement had razed much of the town and the dwarven scholars had fled, taking much of the Codex with them. The ship carrying the Codex back to the Isles of Tesseran had been hit by a terrible storm and sank, taking some of the Codex with it and damaging other parts. The dwarves had attempted to reconstruct some parts from memory and the damaged text, but much of it had been lost, and only those parts that had been left behind in Alpon, and a few fragments later returned there by a rebellious dwarven scholar, remained of the collection. Nonetheless, it was one of the few documents that memorialized that time, and so the Wrathbreakers sought to meet the scholar who led this Academy of Dust, a man named Siu, and gain access to the documents.

An old friend

As they were moving around town they noticed they were being followed by someone, and set a trap for their pursuer. Ella, of course, was the one who sprung the trap, and she almost killed a scruffy boy who screamed in shock and scrabbled desperately to get away from her iron grip. The boy told them he had been sent by a “giant woman” to determine if they were truly “her old friends” and to confirm they weren’t “up to mischief”, and they realized he must have been hired to check on them by their old comrade Kyansei. Kyansei, the giant barbarian Wildling woman, had left them from Estona and traveled to Alpon to do research on the blight affecting her Wildling lands, and so of course they guessed she must still be here. Perhaps she had even learnt to read! So, they sent the boy back to Kyansei and organized a meeting.

The meeting took place at Alpon’s only Wildling restaurant, a collection of open tent pavilions in a park on the northern side of Dwarfhelm. They arrived as the sun set and were met by Kyansei herself, big and sleek but dressed for once in civilized, non-combatant clothes, accompanied by a small, thin and busty Ariakan girl wearing figure-hugging black clothes and spectacles. Kyansei greeted them all warmly with hugs and lifting-up and back-slapping and laughter, and then introduced them to “my girlfriend Wei” with a ribaldrous arse slap of the small girl. They greeted her in a more appropriate fashion and retired to the Wildling restaurant, which Wei excused herself from with vague excuses of an urgent task, and set about a repast of stone-grilled lamb, roasted bugs, horse’s blood and bear sashimi.

Over dinner Kyansei told them of the success of her research mission here. She had begun her research months ago and had proceeded through three different scholars:

  • Luo, who studied her reports of the blight affecting her land and concluded it was not natural; recommended an expert on dark magic
  • Jin, an expert on the history of dark magic, who said it did seem like it might be deep magic but was confused because the wildlands are not said to have deepfolk
  • Jing, an expert on ancient history, who contacted Kyansei on Jin’s recommendation and began studying records of first contact between humans and wildlings, and believes that there is evidence of an ancient and abandoned deepfolk complex in the area, based on some very dubious ancient poems

Kyansei told them that Wei had also helped her; Wei was a scholar “into books and all that”. When they asked her more about Wei’s interests, Kyansei was classically unforthcoming. She told them Wei studied something “about game theory and mathematics and the ancient history of Gon” in order to “find out how Gon ended up in such a mess”, but could not tell them more. She explained to them “She doesn’t talk much, her mouth is mostly full when she’s around me” and shared a few other ribaldries. When they told her they were investigating the location of the Spider god she offered them Wei’s help because “She’s really good at finding precious things in thick bush”. So, in the interest of everyone’s digestion they agreed to the offer of Wei’s help and moved on to other topics.

They told Kyansei a little of their mission but not all. They did not tell her about the deep cult of humans working with deepfolk, or their findings on the Observatory Isle, but did tell her that they were seeking seven artifacts that seemed of value to the deepfolk, and that they already had several. Kyansei told them that she was preparing a mission to her homeland to attack the ancient deepfolk caverns there, leaving in about two weeks, and suggested they join her – if they were busy killing a spider god they could catch up with her at Rokun, where she planned to stop (possibly for the whole winter).

The wrathbreakers, thinking that her finding of deepfolk caverns under blighted land hinted strongly at one of the lost 7 artifacts, said they might join her. They all got very drunk, and headed home.

Research

The next day they visited the Academy of Dust, and Siu gave them access to the archives. They secured help from Jing, the scholar who had helped Kyansei, and Kyansei’s shy girlfriend Wei, and began their research. After 10 days their research was complete and they emerged from the academy with the knowledge they needed: the location of the Spider God, and with Wei’s help a recipe for a substance that would be poison to its fey constitution. They also had learnt some of the secrets of human history, which they would organize and compare when their most pressing task was done: It was time to kill a god.

The Wrathbreakers have completed their work in the Outriders, killing the gangster Krotos and all his allies and recovering the Eye of the Dead God. Now that their business here was done, it was time for them to return to their investigations. First, they wanted to find the Observatory alluded to in The Gull’s notes, before they traveled to Alpon.

Searching the Wild Cape

They rested in the Bones for a week while minor repairs were done on their ship The Wages of Sin, and then set off for the Cape of Darepo, where the Observatory was rumoured to be built. They sailed across smooth, shining seas to the Cape, which separates the main island of Hadun from the jungle tracts of the Archipelago of Kadora, and also separates the Igano sea from the Sahakan Ocean. Although their journey to the cape was relatively calm, the line of small islands where Igano and Sahakan met was infamous for its storms and mercurial weather, so they decided to begin their exploration on the Sahakan side, hoping to find the Observatory without having to cross the line where the seas met.

The Cape of Darepo is at the very south-westernmost tip of the island of Hadun and although nominally part of the country of Ariaka, it has strong separatist and independent streak, and is renowned for both its poverty and its pirates. The Wrathbreakers decided that they needed to be careful investigating the small ports of the area, lest they draw criminal attention to themselves, and decided to conduct their search using a mixture of scouting – sailing the seas investigating small islands – and charm – visiting small towns and dispensing alcohol and coin liberally as they asked about lost towers. At first their strategy was successful, with the discovery of a hidden (or abandoned) pirate cache on a small deserted island. However the next three days were spent fruitlessly questioning ignorant villagers in small, poor towns on the barren, windswept coast. Eventually they hit on a rumour of islands on the inner curve of the bay, and crossed over the storm line into the shelter of its leeward side to continue searching.

Poor weather here hindered their search so they put into a small pirate town, and here they learnt from a local “fisherman” of an island in the middle of the bay which was said to be haunted. Strange lights shone from it on clear nights, and it was rumoured to be haunted by the bodies of dead sailors who had been stranded there. Since the Wrathbreakers associated the walking dead only with deepfolk, they decided to investigate, and soon found themselves floating offshore of a small, heavily-forested island with a crumbling tower in the centre.

The Deepfolk Observatory

As soon as they set foot on the gravel beach of the island they were attacked by zombies, animated corpses which shambled out of the forests and attempted to flail at them with crumbling, skeletal fists. These creatures were so old that they were barely recognizable as corpses, just parchment-thin skin stretched over crumbling bones. A single blow from any of the Wrathbreakers’ weapons put paid to a brace of the pallid, dusty creatures, but they continued to attack until the Wrathbreakers counted more than a dozen shattered bodies on the shore. Finally the wave of dessicated corpses ceased, and they could venture inland.

The tower was a narrow, round building of five stories, perhaps 30m in diameter, with small windows on all levels of the building and a domed roof. It was built on a small rise in the middle of the small island, and thick forest marched up to the walls of the tower, which were covered in ivy. They could see, however, that some of the windows on the higher levels had lights inside them.

While Xu and Bao Tap worked on freeing plant growth from around the ground floor entrance and Ella kept watch for more zombies, Itzel levitated to the second floor and began looking in through windows. She found a series of empty rooms, each with a single bed and a small desk, in many cases long-since decayed to almost nothing. In some rooms there was still a magical light, similar to the marshstone lights the Wrathbreakers had encountered in the Peninsula of Moran Kei.

Itzel entered through an open window of one of these rooms as the rest of the group broke through the door of the first floor. They explored the rooms simultaneously, determining that the first floor held long-since abandoned dining rooms, kitchens and a gallery that would once have held views over the bay, while the second floor held only sleeping chambers. They also discovered that the centre of the first floor was a hollow shaft that descended into a basement chamber. They opted to explore up rather than down and, after gathering in the 2nd floor, headed up to the third. Here they found an ancient library full f crumbling books, and a laboratory with many well-made glass objects. Between the two rooms was a round, windowless chamber which they could seal shut, and with some care and a little magic they were able to bring one of the crumbling tomes from the library into this room and open it long enough to identify that the books were written in deepfolk script.

They continued upward to the 4th floor, where they found a gallery with views over the bay and two residential suites. One was empty but the other was sealed shut. They slipped quickly into this room, trying to avoid introducing new air, and Bao Tap used his magic to establish a seal around the door. In this room they found a deepfolk body lying on a crumbling bed, its features dessicated with age in the dry air of the room. On the table near the bed they found a journal and a beautiful quill pen which radiated with its own light when picked up. Itzel and Bao Tap identified that the magic in the quill, the lights on the walls, and some objects in the laboratory was all fey magic, not deep magic.

The diary was open at a final entry, which they read where it sat open on the desk. It read as follows:

Day 39, 7129

There is no point in continuing. The food is exhausted, as am I, exhausted and alone. My fellow scientists and all the people who worked here are gone, something terrible has happened in the caverns of our homeland, and there is no hope now that I can return to them. We have done all we can to find a way to survive here, but without communication from below we have no food and no way to know what catastrophe has caused this terrible isolation. I have a last draught of a sleeping drug. I will take it, and see no more lonely frozen mornings on this outpost.

I fear no one will ever read this, the last entry of the southern Observatory, but I hope that if you do you will find the answers I could not, and save my people from whatever horrors have befallen them.

Farewell from Velor, chief scientist and last survivor of the Southern Observatory.

They could not read the rest of the journal until they had secured the building, so they climbed the last stairs to the fifth floor, where they found a decaying, long-abandoned observatory. In the centre of the observatory was a partially broken telescope, of unusual design and obviously of beautiful style and workmanship. The observatory also glowed with a dim red light from more of the strange fey stones set in the wall. The room was filled with delicate constructions of glass and small objects carefully crafted in testimony to minds committed to beauty and science.

Everything in this observatory, made by deepfolk, spoke of a culture with no connection to the deepfolk that the Wrathbreakers had ever met. They needed to know more. So, they picked up Velor’s journal, carried it to the windowless room in the third floor, established a sealed room safe for opening ancient books, and devoured its contents in a single sitting.

What had happened to the deepfolk – who were they, what had they become? And had humans been the cause?


Image credit: the first picture is from the DeviantArt page of Juhani Jokinen.

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

The Wrathbreakers have encountered parasites on the open seas on the western edge of the Archipelago, and also some monsters. Having killed the monsters, they decided to also kill the bandits who they are working with, but first they must travel to the Lambent Cays to meet the Gull, and find out what this mysterious dwarf knew about the Ashentide and the activities of deepfolk in the southern Spine Mountains. Can they hold their wrath under control until their work in the Lambent Cays is done?

A serendipitous offer

With 12 crew from the Stirge, two survivors from the Wages of Sin and the four Wrathbreakers themselves, captain Leneus realized that he could scratch together enough crew to sail both ships to the Lambent Cays provided the weather remained fine and he could put Bao Tap on one of the ships and himself on the other. He called the Wrathbreakers to his cabin and put this suggestion to them, followed by another, grimmer idea: if they would stick with him back to the Bones after their task in Lambent Cays was complete, he proposed that they help him destroy his boss Krotos and take over Krotos’s criminal enterprise. In exchange he offered to let them keep the Wages of Sin. “I’ll throw in a crew to get you as far as Hadun, and you can even keep the boy,” he added, “Provided you return him relatively intact when his family have paid their debts. Don’t worry, you’ll be bored of him by the time they do, it’ll be no skin off your back.”

Given that the Wrathbreakers had already agreed quietly together that they would murder Krotos and break up his criminal enterprise when they returned to the Bones, and had been planning to murder Leneus on their way to the Lambent Cays as the first instalment of their plan, his suggestion seemed ideal. He and his little crew of flotsam could help them to surprise Krotos and kill him, and hopefully during the battle a few of them would be killed by Krotos’s men. Then they just needed to clean up Leneus with the same treacherous moves he had shown himself willing to deploy on his own boss. For once, they really did have an effective plan! They agreed to his scheme, and the following morning Bao Tap and Ella joined seven crew on the Wages of Sin, to help sail it to the Cays.

Pearl Reach

The Lambent Cays are a string of small islands to the west west north of the Bones, which are situated on a wide shelf that forms a shallow sea surrounded by deeper ocean. The islands are all between 10 and 30km apart from each other in a chain, and each island is about 1-5km across. Most of them are uninhabited, but five of have small monasteries on them.

The islands are surrounded by sprawling coral reefs, which can extend up to several kilometres offshore and which glow during the night with phosphorescent light. This means that the islands are only approached at night, because the gaps between the reefs are clearly visible as pathways of shadow between the phosphorescent light of the reefs. The coral glows with a different colour depending on the position of the island in the chain. The waters of the northernmost islands glow a rich, dark bluish-purple, while the seas around the southernmost islands are flooded with a vivid red.

The five inhabited islands are called:

  • Indigo Haven
  • Cerulean Gardens
  • Pearl Reach
  • Amber Inlet
  • Jasper

The Gull lived in the central island, Pearl Reach. The reefs around Pearl Reach extend several kms from the island itself, and are a brilliant flickering mixture of silver white and green. The channel to the harbour is an arc of darkness that spirals through this cloud of light, twice circling the island before finally opening to a small bay on its eastern side.

The island itself has a small port inside this natural bay, surrounded by cliffs. There is a small town here, called Pearl, which is a little back from the sea by the side of a small stream. Boats anchor in the bay and ferry in passengers and goods in small ship’s boats. The bay is lined with a smooth, clean beach of white sand. The town has a population of about 200, all support workers for the monastery.

The rest of the island is formed from the slope of the hill that hulks around the bay. The hill is about 100m high at the top of the cliffs overlooking the bay, but then sweeps back up to about 500m high, an old volcanic peak. It then reaches in a smooth slope down to the sea, falling over a distance of about 4km. The rear half of the island has two other small towns, of 200-300 people each, which support rice farms, sheep herding and fishing. The Wrathbreakers did not see these settlements as they sailed into the island, because they had to circle the island at night, sailing carefully through the wide, dark channel that cut between the reefs in a steady spiral towards the bay, Bao Tap and Leneus concentrating on the wind to ensure the ship stayed steady, the sailors rowing carefully and concentrating on the steering. All about them the sea glowed a deep, rich mixture of whites and greens so that they felt they were sailing through star-glowing clouds rather than water.

Finally they reached the bay, and the crew visibly relaxed as they broke free of the channel between the reefs, leaving the silvery water behind them and sailing into the secluded, lapping shallows in front of the town. Ahead of them they could hear the gentle susurration of waves on the beach, and see a line of lights where the town sat a little back from the shore.

The Gull’s Secrets

They found a hostel near the shore and collapsed into the first decent sleep in 10 days, freed of sailing responsibilities, the noise of the bandit crew fussing on deck, or the constant unsettling swaying of the ship. In the morning they headed up the cliff face to the monastery, to find the Gull.

The monastery, they learned, is a complex of caves set into the top of the cliff, with visitors rooms, chapels, galleries and accommodation in the airy, open network of rooms with windows overlooking the sea and laboratories, libraries and workshops buried in the depths of the mountain. Somewhere above this, slightly inland and higher up the hillside beyond the cliffs, they were told there was an ancient forest called the Sacred Grove, which acted as a kind of seed bank and repository of all the ancient herbal and natural resources the dwarves used in their seasteads. Although the origin of the dwarves was a secret kept from humans (or perhaps a mystery to even the dwarves themselves) one rumour held that they had sailed to the Archipelago from the west, beyond the maps, and the Lambent Cays had been their first stopping point. Here, before they spread out to settle seasteads all across the western and southern oceans, millenia before they formed their first settlements on the Isle of Teseran, they laid in a stock of their most precious magical and medical plants, and left a devoted priesthood to husband the grove in perpetuity. Now thousands of years old, the grove was a seedstock for the entire dwarven realm. If a seastead on the Sahakan Ocean suffered some catastrophe and lost some of its most precious herbals, it could send word to Pearl Reach. The guardians of the Grove would procure a cutting, bulb, spore or seed or shoot from the Grove and send it with all due care to the supplicant, restoring their ability to grow all the most important things they needed. It was also said that these guardians regularly harvested the magical and medicinal plants of the grove and worked to make potions and potent magic items which would be distributed to seasteads and ship’s captains as they were needed. Particularly on the Sahakan and Dorato Oceans, these magical items and the full range of apothecary goods and trinkets were essential for dwarven stormcallers to protect their seasteads from storms, leviathans, pirates and all the mysteries of the ancient seas.

And, upon retiring from adventuring, the Gull had joined the guardians, to spend the rest of her days in quiet gardening and arcanery.

They met her in a pleasantly furnished and comfortable viewing gallery with fine views over the bay and the flickering reefs, and she led them to her personal study. This was a smaller, cozy room with a balcony protruding from the cliff face, notes scattered around, some plant cuttings on a bench and pencil sketches on the walls. They sat down to talk in comfortable chairs around a coffee table, taking coffee and sweets. She was a lean woman tending to middle age, with scars of dark magic on her neck and cheek and a calm, detached manner. They told her about the deaths of her fellow Ashentide members Gerald and Verbere, and a little about how they had helped Siladan in Estona.

In return she told them again the story of the final adventure of the Ashentide, of how they had to abandon Ash’s body and did not know if she had been brought back as undead by the deepfolk. She remembered that they had stumbled on a small squad of deepfolk carrying the box of elven documents, and they had fought hard to defend them. She remembered that after they retreated from the deepfolk camp they had checked the documents but it had all been gibberish to her. Many of the pages, she recalled, looked like the diary of a madman, with strangely chaotic writing in many different sizes and styles, lists and diagrams and doodles that made no sense. She tried copying them but could not easily capture the sense of the writing, and gave up quickly. After that the group retreated to Estona and broke up there. When they parted they left the documents with Siladan, who seemed most interested in them.

The Gull told them she still had a box of mementoes from her time with the Ashentide, and they were welcome to take the afternoon to go through it while she worked. They searched the box and found little of interest, but between two sheets of paper with attempted sketches of the elven documents they found a note, written in deepfolk. The sketches had stuck together with damp or some light glue, perhaps an accident of the work environment at the time, and the Gull guessed the note had been between them. Looking at it now, many years later, she guessed it had been amongst the elven documents, and had fallen amongst her sketches at some point. She could not read it, of course, but the Wrathbreakers could. It read as follows.

Master

These notes are old, and make no sense. You curse me with their interpretation. This language is filthy when spoken by the sane from amongst the Tree Scum, but this is madness, one crazy man’s notes on his dreams.

They raise a question for me though. You say these writings are old. The mad fool who penned this dross implies that the Seven Children of Rage did not exist until the beasts who walk beneath the sun (may they all be reaved from this land) arrived.

We cannot know. But I have heard rumours of an ancient observatory from before The Awakening, somewhere in the region the beasts call Darepo (may the seas around that peninsula swallow them whole). Of course it is lost to us. If its records survive, they will have the truth of it.

Bid me not journey there, I would never again walk under the sun. There must once have been a road there under the earth, but it is lost to memory.

Who would journey all that way for simple rumours? Unlike you, I care not for the stars we abandoned, but only for the beauty of the still darkness beneath the earth, and the consolations of rage.

WRATHCHILD!

So, the Wrathbreakers surmised, the deepfolk had once long ago had an observatory on the Cape of Darepo, and had abandoned it at about the time that humans arrived on earth – which is what they suspected The Awakening referred to. Why would people who live under the ground have an observatory? Simple curiosity? Furthermore, the Seven Children of Rage was a reference to the seven stars that must align soon, at which point the Deep Cult’s secret goals might be realized. Yet this letter – taken from amongst the elven documents – suggested that these stars had not existed before humans arrived. How was this possible? And how could this information be in elven documents, which were apparently the raging of a madman? What mad elf had written these documents and how had they been lost to the elves and recovered by deepfolk?

The Wrathbreakers would find out. They planned to return to the island of Hadun through Alpon, and to get there they had to pass through the Cape of Darepo. They would find this observatory and loot its ancient books, learn why the Deepfolk had an observatory there and why they had abandoned it, and uncover whatever secrets it held – no matter what the cost.

But first they had to slaughter Krotos the dwarven gangster, break up his evil gang, and take back the Eye of a Dead God, which currently slept in the darkness of a cellar in the millenium-aged bones of an ancient leviathan. They bid the Gull good day, and turned their faces to the sea…

The Wrathbreakers are traveling the Outriders looking for the retired dwarven adventurer known as the Gull. They visited a seastead called the Bones, where they learnt that she is living in a remote island chain called the Lambent Cays, but were told that it is not possible for non-dwarves to visit those islands, so they made an arrangement with a local gangster called Krotos to find a missing ship of his in exchange for illicit passage to the Lambent Cays. They soon found the ship, floating abandoned just next to a vast, dead crab. Now they prepare to board the ship.

The sole survivor

The ship, the Wages of Sin, was anchored in the small bay formed by the dead crab’s enormous foreclaws, sitting stably moored against the chitin of one gigantic pincer. They took a ship’s boat to the vessel, accompanied by the Stirge‘s first mate, Severn, and used boarding grapples to climb up the side onto the silent deck. There were hints of damage and a battle on the ship’s deck – a smashed siderail that must be new, and stains on the deck that would normally have been scrubbed away. They could see no signs of any presence on the boat until Itzel noticed someone in the shadow of the doorway to the quarter deck, at the rear of the ship. She called to the person but they disappeared into the interior of the ship.

The center of the ship had a single deck cover with steps leading down to the hold. Ella and Xu took those stairs into the silent hold while Itzel, Bao Tap and Severn moved to the quarterdeck. The hold was a small living space, with hammocks, seating areas and rest areas, that had been overturned by battle. Ornaments and basic cabin parts had been smashed and thrown over, and there was blood and mess everywhere. A single body lay decomposing on the stairs, and they had to throw the body down the stairs to enter the room, leaving smears of rotten meat and gore all down the stairs and into the room. There was no one in the room, so they searched it carefully while they waited for the others to search the stern of the ship.

In the quarter deck Itzel and Bao Tap found a small map room and a small dining room, with a small and comfortable captain’s cabin behind it. They wanted to search the map room but Severn discouraged them, instead strongly encouraging them to search downstairs. They took narrow spiral steps down to a small kitchen-galley, where they found a freshly-baked naan and still-warm naan oven – someone was here. In an alcove behind the crew wash area they found a single, small door, which opened into a tiny cell. The door had been smashed outward, but the room was deserted. As they searched it someone dashed out behind them, running into the hold, where Ella and Xu tackled him to the ground. They had found the ship’s sole survivor.

His name was Eletus, a thin slip of a dwarven man just recently matured to adulthood. He had rich brown skin, green eyes and a long, loose crop of lustrous black hair. He was thin and scared-looking but otherwise unhurt. Severn told them all that this was the “treasure” that Krotos had sent them to secure, and their mission was complete. They took him back to the Stirge, and in the presence of Krotos asked him what had happened.

Two kinds of parasite

Eletus had been locked in his cell when the Wages of Sin arrived at the strange crab/island, and did not have a clear view of any of the events that followed, but he was sure that on the first night after the ship moored at the claw of the dead crab it was attacked by a horde of beasts of some kind. He heard sounds of battle and screaming, that ended with the screams of crew members being dragged away from the ship. Some he thought had died on the ship, but he remembered cowering in his cell listening to the desperate cries of the crew becoming fainter with distance and then disappearing altogether. At first he thought that perhaps the crew had won, and the cries were the sound of them driving the monsters off, but by morning they had not returned. Realizing he was alone on the ship, Eletus began trying to break out of his cell. He pried and banged at the door all day, but at nightfall he heard strange sounds around the ship and realized the beasts were returning. He fell silent and listened as they scuttled around the ship, searching every nook and cranny for survivors. Then he heard horrid sounds of feasting as they ate the dead they had left behind. In the morning when all was quiet he began again, and after another day and night finally managed to break out of the cell. He stole water and food and returned to the cell, hiding there as the beasts again searched the ship. After that they did not return, and the ship was his to live on as he wanted. But every night he returned to the cell, just in case they returned.

Once they had heard his story, captain Leneus and first mate Severn ordered Eletus locked in their own ship’s cell, and announced that the Wrathbreakers needed to enter the crab to see if they could rescue any of the crew of the Wages of Sin. They guessed that the crew had been stolen from the ship as food, and that there might still be a few members alive in the beasts’ larder. The Wrathbreakers had contracted to protect the ship, and so this was their responsibility. The Wrathbreakers agreed, but insisted Severn come with them. They retired to their cabin to prepare, but while they were there Bao Tap cast a spell on one of the ship’s rats and attached a note to it. He sent the rat scuttling through the secret ratways of the ship to the prison cell, where it would deliver the note – and a pencil – to Eletus. The note simply asked “Why were you a prisoner on the Wages of Sin?”

Eletus’s answer was as they suspected: “My family owe Krotos a lot of money, and he likes young men.”

So, they had contracted to work with human traffickers, and were now expected to help in the trafficking, in exchange for passage to the Lambent Cays. They decided that this was not going to happen. Leneus and Severn would need to die, and the crew of the Stirge be pressed into service of the Wrathbreakers. When they raided the parasite lair, Severn would die. Then, once the Stirge reached Lambent Cays, Leneus would follow. They would then commandeer the Stirge, return to the Bones, and destroy Krotos and his entire organization. With this decision made, they set off to attack the parasites.

They walked along the claw to the point where it joined the body of the crab, and from there climbed along layers of shell and cartilage until they reached the opening of the crab’s body. Here its mouth, eyes and other soft parts had collapsed and been consumed by birds and seabeasts until nothing was left except a huge hole opening into the innards of the beast, which had also been mostly consumed. Fragments of shell and huge thick filaments of cartilage held the sea back in many areas, though sometimes waves washed over the top of this barrier and then sloshed out again through gaps in the shell, carrying remnants of the crab’s inner body with them. Sunlight streamed through the huge hole into the cavernous interior, revealing a huge and now mostly-empty space, the soft and spongey floor pock-marked with rock pools and areas of drier ground, and great hanging filaments of tendon and cartilage separating the space into dimly-lit chambers.

They picked their way into this stinking, rotting space, doing their best to cover their mouths against the stench of sea water and rotten crabmeat, and looked for the place they thought the beasts most likely to be hidden. It seemed obvious: in the middle of this great, vaulted cathedral of rot they could see a series of huge interlinked chambers, their walls made of the same semi-translucent tendon-like structures that hung from the ceiling and kept the sea out of the hall. They guessed the beasts were hiding in there.

They were not wrong: as they approached, a horde of huge, scuttling, slimy, insecto-cephalopod things came swarming out, sliding and crawling over the rotten spongey ground towards them. Each was the size of a huge dog, with 10 many-segmented legs like a sea-louse, and a central slimy, semi-solid body like a kind of squid. Their wide, toothed mouths were surrounded by bristle-like feelers, and they seemed almost eyeless. They swarmed over the party, four or five of them latching onto a single person, and battle was joined.

These beasts were numerous, but easily killed. However, once they swarmed over one of the Wrathbreakers they could not be beaten off with swords, but needed only magic or brutal hand-to-hand combat to dislodge. The party made short work of the first wave, only to be attacked by another; and as this wave attacked they also saw two much larger, terrifying beasts, each the size of a horse or larger, detach themselves from hiding places in the chambers and join the battle. They were similar to their smaller fellows, but lashed about with huge spiked tentacles, and spat acid. Behind them came the Queen, a many-legged, tentacled monstrosity the size of an elephant.

The battle was vicious but ended quickly with the destruction of the Queen. In the last moments of the battle Itzel struck Severn with an acid bolt, which made his sudden death appear as if one of the beasts had struck him with its spit. They left him to dissolve amongst the remains of parasites and rotten crab-meat and entered the chambers. Here they found the bodies of most of the crew, bound to the ground with some kind of gelid substance and riddled with holes. They had obviously been impregnated with eggs, which had hatched and eaten their way out. The Wrathbreakers could see the larval progeny sleeping in nets of the same substance slung above the chambers, slowly metamorphosing into the parasitic hordes they had killed outside. They found two crew members still living, dehydrated and starved and bound up to a wall, waiting their turn to be impregnated. Once they had confirmed that these two had not been impregnated, they freed them and returned to the ship. On the way they extracted a promise from these two to do exactly what they were ordered to do. Of course these two sailors’ gratitude was so great that they immediately agreed to be bound to the Wrathbreakers’ service.

They returned to the Stirge, and began making plans for exactly how and when they would kill the captain and hijack the ship. They would have to kill all the parasites, those that nested within dwarven society as well as within the rotten shells of crabs…

The Wrathbreakers have secured the Eye of a Dead God, and now they have a list of artifacts that the deepcult is searching for. Though they do not know why the deepcult seeks these strange and disturbing items, they at least now know what they are seeking. They decided to take the Eye of the Dead God to the Reliquary in Alpon, on the assumption that once there it would be far from its original location, protected, and difficult for the deepfolk to locate. To further complicate the search, they decided to take it there by way of the dwarven region known as the Outriders, and to spend some time looking for the only other surviving member of the Ashentide, the dwarven stormcaller known as The Gull.

The Bones

Although the town they were staying in was small they were in luck, and after a few days were able to obtain passage on a ship called the Wanderer, that was visiting the largest seastead in the Outriders, a place called The Bones. The Wanderer was a small, tough, weathered looking dwarven Cog, with a mixed crew of dwarves, humans and elves. The captain was a middle-aged, extremely tall, extremely thin elf called Antazel, and the first mate was a Changeling called Stalker. Once they were out to sea Stalker transformed to his natural form, which was disturbing to a group of adventurers who were increasingly coming to view Changelings with fear and distrust. Nonetheless, despite his dour manner Stalker seemed much-loved by the crew of the Wanderer, who seemed to all intents and purposes like a tightly knit and warm group, with no secrets or enmities.

The Wanderer delivered them safely to the Bones. As they approached the seastead they came to a strange region of large, regular waves, breaking in the open ocean in a perfect arc pattern that stretched for kilometres to both sides of the boat. In the distance they could see small ships floating in the water near the waves, and dwarves surfing the waves on solid wooden longboards. Captain Antazel explained that the Bones was surrounded by a region of supernatural calm, induced by generations of stormcallers working constantly to protect the community from storms and extreme weather, and this zone of calm at its edge acted like a kind of reef. Here the waves from the deep ocean broke smoothly and regularly against the magical wards surrounding the Bones, and on clear, calm days they presented a perfect surf break. Young dwarves would come here and surf at the edges of their community, resting on wooden buoys that marked out the edges of the Bones’s calm zone in between breaks.

They passed close to one of these breaks, to watch the dwarves surfing, and then resumed their journey westward to the Bones. They arrived an hour later, sailing into the strangest community the Wrathbreakers had ever seen[1].

The Bones was a seastead built in the skeleton of a huge sea creature. A kilometre long and rising a hundred metres above the water, the skeleton’s fin-bones sank 200m deep below the waves, and the bones of its spine and a strange keel structure in its chest stabilized it beneath the water. Its largest veretbra was 100m across and 50m high, and its skull was 100m in diameter. Submerged beneath the water were two huge swim bladders, each 250m long and 50m deep, made of a strange transparent membrane that allowed light in, and which had been turned into huge parks. Wooden homes had been built on and between the vertebrae of the beast, and chambers and tunnels carved within them. The Wanderer docked on the partially submerged bones of the beast’s giant tail, and the Wrathbreakers disembarked into this strange dwarven floating city made of bone.

Antazel told them that the Wanderer would travel from here to the cape of Darepo, where it would deliver dwarven manufactured goods, before returning via the Bones to the Moran Kei Peninsula, carrying wheat or wood or buffalo meat. The Wanderer would leave in a few days and they would have to find their own onward transport, or wait months for its return.

This suited them fine – they had things to do. Once they had settled they asked around about the Gull, and were able to learn that she was now living in a place called the Lambent Cays, an island chain much further west from the Bones. They tried to investigate further, but it was made clear to them that humans were not allowed at the Lambent Cays, and they should stop asking questions if they wanted to remain welcome on the Bones.

The Stirge and the Crab

The Wrathbreakers were not so easily discouraged. They found an area of the Bones where gangsters and smugglers plied their trade, and asked around. Sure enough, after a day a dwarf called Krotos approached them with a deal: he had a ship that needed guards to perform a mission, and that ship would take them to the Cays “in an emergency” if they would do the mission for him.

Of course they agreed. The mission was simple: a ship of his called The Wages of Sin had gone missing, and he suspected foul play. It had been on a shady mission, and something might have gone wrong. They were to sail on a ship of his called the Stirge to find it, to kill anyone who had interfered with it, and to retrieve his cargo. Their orders were clear: kill the people they were told to kill, and don’t kill the people they were told not to kill.

Of course they agreed, and the next day found themselves shipping out on a grim, vicious little ship with a grim, vicious crew of little men, headed west south west. They traveled for a week before they entered a strange miasma, a weird area of rotten smells and stench. In the distance to the north they could see a disturbance in air and sea. Thinking it might be a floundering ship they headed north, and soon arrived at a strange, small island, perhaps a kilometre across, that was covered in rotting marine plants and surrounded by a fine film of scum in the water. A feeding frenzy of birds, fish, sharks and cetaceans was busy in the water, and the whole area stank of death. They rowed a ship to the island and walked up to its highest central point, about 40m above sea level. From here they could see all around, and ahead of them on the far side of the island they could see a small ship moored in a chain of tiny islands just offshore from the main island. This, the sailors told them, was The Wages of Sin.

They headed down to the bay and walked through the stinking water between the small islands, which formed a kind of causeway. As they approached the ship they turned to look back, and it became clear what had happened: the island was actually a giant crab, its shell a kilometre across, and the promonotry on which they stood was one of its extended claws. It must have died weeks ago and most of its rotting meat had been consumed, but the last dregs of its remaining rotting body parts were seeping into the water and being consumed. Under the shell they could see a huge cave in which surf boomed; this must once have been the face and soft parts of the crab, now rotted and gnawed away to reveal a huge, yawning chamber of dead meat and carapace.

They turned back to the moored ship. No one hailed them and there were no signs of life. The crew were either dead, lost or in hiding. They had found a ghost ship moored to the corpse of a gargantuan crab.

The Wrathbreakers shrugged, and prepared to board…


fn1: I have a schematic but it’s so embarrassingly bad I won’t put it on the web.

The Wrathbreakers have crushed a deepfolk raiding party and scattered its remnants across the lands south of the Fanurae Inland Sea. Now they rest in the ruins of the deepfolk camp, and investigate its mission in this area.

Securing the site

The Wrathbreakers were badly injured, exhausted and running low on supplies and luck. They did not have the energy or the time to chase down every escaped deepfolk worker and kill them before they could return to their lair and raise the alarm, but they guessed it would take days for the deepfolk to receive the message that the camp had been destroyed, gather a sufficient force and return. They first decided to secure the area, using a combination of their nature lore, magic and skullduggery.

They searched the area and found a dry creek near the dig site itself, where once beavers had made a dam. The beavers were long gone and the lodge empty, but for some reason now the creek and dam itself were dry, the water long drained away and the base of the streambed overgrown with bushes and small trees. They used the abandoned dam as the base for their own camp, setting a fire in the base of the dam and piling cut brush outside the dam for extra cover. Here, hidden from view from all around, they could sleep and recover in relative safety. While the rest of the team worked on this, Itzel moved around the destroyed camp site, setting alarm spells to warn them if any deepfolk should try to sneak towards them. Then, having secured the area, they rested a little, and prepared to dig.

Sending for help

The deepfolk had established a worksite here, with some dozens of deepfolk labourers working in some kind of dig or construction near the shore. The Wrathbreakers wanted to uncover this site but guessed they would need workers, and it would take at least two weeks to travel back to Kei, gather workers, and return. So instead Itzel used her teleportation magic to travel instantly back to Kei on the same day that they completed the defenses of the camp site. She returned some hours later, carrying a supply of potions of healing and with the news that a gang of workers with some guards would travel north and could be expected to reach them in seven days.

In the meantime they would have to stay here, searching for food in the surrounding forest and trying to uncover the dig site themselves. They did not know if the work gang and reinforcements would arrive before the deepfolk attempted to recover the site, so they decided to set to work themselves, using magic and sheer brute force, to try to complete the work at the dig site.

The Poison Eye Clan

Having secured the campsite and set up a basic plan, the Wrathbreakers began searching the loot from the battle for clues about the deepfolk they had killed and their plans for the site. Mostly they found trash and useless deepfolk trinkets, but amongst the dead goblin shaman’s belongings they found a letter, which seemed to indicate the squad’s mission. Of course it was written in the deepfolk language, but by now Itzel and Ella had begun to develop some familiarity with this tongue, and so over the next few days, in between working at the dig site, they slowly decoded it. From this letter they learnt that:

  • The deepfolk clan they had been fighting was called the Poison Eye clan, and it had been hiding beneath the western isles for hundreds of years, having given humans the impression it had been driven extinct
  • The Poison Eye clan’s leader had learnt that deepfolk clans on the main island of Hadun had begun working with humans, and that this information was being kept secret from the Poison Eye clan
  • The Poison Eye clan leader did not believe working with humans was a good idea, and wanted to either undermine the actions of its mainland brethren, or find some way to be invited into their conspiracy
  • The mainland deepfolk were looking for 7 powerful artifacts, for some purpose. Spies had provided the Poison Eye clan leader with a list, and one of the items was obviously an item that the Poison Eye clan knew about on Fanurae, a thing called “The Eye of a Dead God”
  • These items needed to be gathered within a certain timeframe, as they needed to be in the deepfolk’s possession before the alignment of a constellation the deepfolk call the “Seven Children of Rage”; if not obtained by this time, the deepfolk would have to wait another 1000 years to achieve whatever their purpose was
  • The Poison Eye clan leader wanted to obtain this eye before the mainland deepfolk learnt where it was, so that it could be used as leverage to get in on the mainland deepfolk’s plan

The letter also held some clues about the location of the other seven artifacts, and suggested very strongly that the white object that the Wrathbreakers had found in the Valley of Gon was something called the “fragment of a fallen moon” (though none of them could understand what a moon might be, even though the pictogram describing it suggested what it might be).

They kept the letter, and hastened to dig up the worksite.

The Eye of a Dead God

Over the next five days they alternated between resting, attempting to dig out the worksite, scouring the land around for food, and decoding the letter. They were able to recover some wounds and heal some of their wounds, and although they had to rely on their dwindling supplies on some days they were also able to gather local foods to supplement their rations on others.

The worksite was a hole dug into the ground, protected from the elements by a covering of rough-hewn wood and secured from the sea by wooden hoardings. The deepfolk had attempted to destroy it with explosives before they fled, and for the first two days the Wrathbreakers had to dig out the collapsed parts of the site, combining Bao Tap’s earth magic with Xu’s muscle. Now that the month of Rain had begun the site was constantly inundated with the first downpourings of the season, which seeped into the mud and made the work difficult and unpleasant. They also suspected that the inland sea would begin to rise – despite its name it was simply a very large freshwater lake, and the constant rain was likely to swell the rivers feeding into it over the next weeks – so they had to do some work shoring up the defenses against flood from the seaward side. Nonetheless, by the fifth day they had managed to uncover a large box, perhaps 3m long and 2m in width and height. With the combination of Xu’s strength, Bao Tap’s earth magic and Itzel’s levitation magic they were able to drag the box forth and bring it onto dry land.

They opened it immediately, of course, and after dragging away a covering of rotted straw and mud they uncovered the box’s contents: a huge, unblinking eye, squeezed into the box and packed around with mud. It had a slightly rotten smell but it had not rotted, and although they thought it must be dead there was something in its unblinking stare that suggested it was not fully gone. It also exuded an intense aura of the new magic that Itzel had discovered on the scrolls in Anyara’s bedroom, and which had corrupted the Beast of the Bones. Truly, they suspected, this thing must be the eye of an enormous, long-dead cephalopod deity of some kind.

After they had cleared the box Bao Tap tried to touch the eye. He was immediately drawn into a nightmare of darkness, chaos, blood and vast powers urgently seeking him from some other dimension. He tried to maintain his grip on the eye, to plunge in and learn its secrets, but he lacked the courage, and pulled his hands away before he could learn anything of its terrible secrets. Nonetheless, in its death it maintained some baleful outward-looking rage, and its power was even then too much for mortals, after untold time buried dead in the earth.

By now they had been here five days, and they began to fear that the deepfolk would return for them soon. With the work done early, before the workers from Kei could reach them, they decided to decamp and retreat back towards Kei. They would meet the expedition on the way, and gain some safety in numbers. Itzel established a levitation spell on the box to lighten the load and they set off, dragging the box over the dry ground of the land south of the Fanurae Inland sea, heading back to Kei. What unseemly horror did they drag back to civilization? And what could they do with this thing, now that it was in their possession?

And what were the deepfolk trying to do? What ghastly ritual did they have planned with the Eye of a Dead God, when the Seven Children of Rage came into alignment? What evil would be unleashed on the world if the Wrathbreakers failed to guard this monstrous scraping of a god’s flesh?

The Wrathbreakers were attacked by a large force of deepfolk as they approached what they thought was a human camp and worksite by the Farunae Inland Sea. Itzel and Bao Tap were captured during the battle and Xu and Ella forced to flee. Now Itzel and Bao Tap need to escape from the camp before they become breakfast.

The Goblin’s conversation

Itzel and Bao Tap woke after several hours of unconsciousness. They were completely naked, all their magic items and weapons gone, their hands bound behind their backs, legs tied, and gagged so they could not speak. They lay their for a while recovering their wits, and then heard people approaching their tent. Outside, they heard one deepfolk giving another orders.

Fortunately Itzel had spent time studying and now understood a little deepfolk. She was able to eavesdrop a little, and so learnt that they were not to be eaten, but to be “used” in a few days. She also learnt that the camp’s forces had been badly depleted in the battle. They also learnt that the deepfolk had looted their magic items and had determined that the strange white ceramic-like plate they had picked up in the Valley of Gon was of great value and had to be returned soon to the deepfolk’s underground kingdom. They decided to wait a little, recover some of their fatigue, and see what happened in the camp. They assumed that the deepfolk knew they were magic users, and had bound and gagged them to prevent them using magic. However, it was unlikely that the deepfolk knew that both Itzel and Bao Tap had been given regenerated arms by the healer Aragan in Kei, and these arms granted them the special talent of needing no free hands to cast magic. So any time they wanted they could use magic, but without their items and heavily exhausted by the battle, they thought it might be wise to wait and see what happened. As they lay there waiting a goblin captain strolled into the room, yelled abuse at them, and sat calmly on a chair on the far side of the room, axe in hand, to act as their guard. Truly their situation was desperate.

Xu and Ella return

While they waited Ella and Xu had retreated to the edge of the forest, where they spent an hour recovering their strength and taking the last of their healing potions. Xu was injured but not seriously, and Ella was relatively unharmed but exhausted and stressed. Even though night had fallen by the time they finished resting they decided not to risk waiting longer, in case their friends were scheduled to be on the evening’s menu, and headed back towards the camp.

They moved carefully and quietly, but with Xu in his armour and the deepfolk operating at night they soon stumbled onto a group of scouts. They emerged into a dimly lit stretch of open ground to find the goblin shaman they had fought earlier, accompanied by a squad of strange, lizardlike humanoids they had never seen before, and the reanimated corpses of some of their earlier deepfolk casualties. Ella hid in a sniper position as Xu rushed forward to engage. He was immediately struck with a storm of spit by the lizardlike creatures, which penetrated his armour and staggered him so that he could not attack. Reeling from the acidic blast of the poison dripping in his eyes, all he could do was defend himself as the zombies attacked him, clubbing him slowly into insensibility.

As Xu collapsed under a horde of slow and inexorable attackers Ella opened fire on the goblin shaman, killing him with a single shot. She then took her sole invisibility potion, and slipped away to the deepfolk camp, leaving Xu to fight the lizard creatures and zombies.

Reunited

Ella slipped invisible into the camp and searched quickly until she found the tent where Itzel and Bao Tap were hiding. Near this tent there was a small open pavilion in which the surviving Grigg scouts – just 8 – were settling down to rest. She slipped into the prison tent, drifting in in such a way as to make it seem like the tent flap had simply stirred with the wind. Then, without much pause to think, she shot the goblin with her crossbow. The bolt hit him in the shoulder, shattering his arm and pinning him to the chair. Suddenly revealed, Ella began working to free Itzel and Bao Tap. The battle began.

The goblin’s screaming woke everyone and drew the remaining forces in the camp. From a nearby tent the Ogre champion emerged to fight, along with two goblin captains. The Grigg scouts roused from their rest, but following the goblin captain’s orders they moved to the edge of the camp to stop anyone else coming in. The Ogre champion charged to the tent and ripped it out of the ground, revealing a naked but free Itzel and Bao Tap, and Ella trying to put distance between herself and her enemies. Bao Tap summoned another nature’s champion. More of the lizardlike creatures joined the battle, and things were looking dangerous for a few seconds until Xu emerged from the forest, having successfully defeated the lizard creatures and zombies, and joined the battle. With Xu there to turn the tide they were able to escape, and fled into the forest.

Cleaning up

They rested for the remainder of the night and in the morning, when Itzel flew into the air with a telescope to spy on the camp, they saw that the remaining deepfolk forces were breaking camp and preparing to leave. No doubt with their leaders dead and a single goblin champion remaining, they had decided it was best to flee the scene before their attackers returned. The Wrathbreakers decided to ambush them, and moved quickly to a stream to the west of the camp. They set up an ambush, Bao Tap using his magic to dig a channel in the stream and Xu and Ella positioning themselves for battle. Itzel hovered above the scene, and they prepared.

The ambush was savage and effective. Bao Tap’s nature’s champion attacked the goblin champion when it slid into the trap they had dug in the stream, and while it was occupied they killed the remaining deepfolk fighters quickly and without mercy. The large group of non-combatant deepfolk broke and fled, abandoning all the camp gear and scattering into the forest.

The Wrathbreakers gathered up what they could and returned to the abandoned campsite. They were badly hurt, exhausted and at the end of their strength, but they had prevailed. Now they simply needed to try to understand why they had been forced to this battle – what were deepfolk doing here, and what dark secrets had they been searching for in that worksite?

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