game reports

The Wrathbreakers are searching for a missing apprentice called Sara, and also trying to find the person who hired mercenaries to skin and gut selkies on the coast west of Estona. They know that Sara was spending time with an older man she called her “starfall”, at the docks, and they also know that the mastermind of the fey hunts organized them by way of printed notes. But who are these people, and how can they find them? The roster for this session:

  • Bao Tap, human stormcaller
  • Calim “Ambros” Nefari, human rimewarden
  • Kyansei of the Eilika Tribe, wildling barbarian
  • Itzel, elven Astrologer
  • Quangbae, wandering blacksmith

The Wrathbreakers have been carousing in the docks, sitting around with sailors and scoundrels plying them drinks trying to find clues to the identity of their target, this “starfall”. They have also set an urchin watching a dropbox in the Old Town, where they think their note-printing target is likely to visit. While they wait for these tasks to bear fruit, they spend a lot of time in the Boar, their chosen tavern while they are inside the city walls, and Itzel spends a lot of time at the Academy researching Fey. Unfortunately her research yielded few results, except the knowledge that a much larger and more useful library can be found at Alpon in Ariaki, where the Wrathbreakers have connections and mysteries to solve. They resolved to travel there as soon as they have resolved the current problems.

The Urchin Network

While scanning the docks looking for the man who might be behind Sara’s disappearance the Wrathbreakers had to spend a lot of time sitting watching the day-to-day activities on the wharf. They spent many hours between the 12th and 19th of the month of Ice watching people moving around on the docks, trailing people away up the snow-dusted slopes of the winter-bound town hoping to find hints of criminal activity, or watching small deals take place out of sight of the main squares and merchant spaces of the city. It was cold, difficult, boring work and it yielded few rewards – after 8 days of careful attention they found no clues as to the identity of the “starfall”.

However, they did discover one of the secrets of Estona’s underworld. There was a small network of children who worked delivering messages and running small chores for the people of Estona, and those children were obviously connected and working for someone. The younger ones could be seen gathering and sharing resources, then meeting older ones to hand over money and other rewards, receiving instructions and returning to work. Many were clearly poor and struggling, but this may have been an act: others dressed well and filled other roles, such as acting as messengers or porters for Astrologers, Rimewardens, ship captains or ladies in waiting. Some obviously knew their adult contacts well, as if they were regular clients, but others obviously were performing tasks for people they had never met before. Much of the work was simple and blameless – delivering bread, looking after a baby while a father delivered goods for his shop, running off to the blacksmith to get an urgent repair done, the kinds of work that keep small businesses functioning throughout the land – but some was obviously shady. They watched notes and packages exchanged, subtle gestures, children slinking into alleys to make arrangements with shady men. Some could obviously read, and were employed for that skill, to be able to follow instructions and written information. Others obviously could not read, and received either the lowest paid jobs or in some cases jobs where it would help if they were unable to read at all – jobs where they could be trusted not to understand the content of the material they carried, and thus not to care to spill secrets to others.

At the center of this network of children they guessed there must be an adult, or a small gang, pulling the strings that connected all the gangsters, ordinary businesses, scholars, and government workers in Estona. Did everyone know about this network, or was it operating mostly unnoticed in plain sight? And how much did that gang at its heart know about all the criminal activities happening in Estona?

The crayfish trap

After a few days of watching the subtle patterns of criminal activity on the wharf, the Wrathbreakers were approached by one of those urchins. It was a different child to the one they had set to watch the dropbox (as far as they could tell), but this one told them that not only had he seen the person who owned the dropbox, but he had followed her to a secret location outside of town. The child demanded extra payment – after all, he had done more than asked – but in exchange he would be able to guide them exactly to their target.

Like foolish naifs, the Wrathbreakers paid up, and followed his tip. The urchin told them that the woman they wanted had left Estona and headed along the river to a secluded bank with an old wharf, where she was hiding in a small river boat with a group of armed men. They followed the child’s directions, traveling near the river for a few hours until they reached the place he had described. A crumbling wharf jutted into a small bay in the river, and leaning against it was a decrepit old river boat that was obviously too old and unstable to be used. The edge of the river was swampy open clearing surrounded by a dense stand of silent trees. The old boat had no cabin but a kind of tent of canvas covered the middle of the deck, and inside that tent they could see a dim light.

They approached the wharf. Itzel remained in cover in the dark shadows of the trees, keeping watch in case anything crept up behind them. They crept forward in the faint glow of the distant light and the fading remnants of the sunshard, which pulsed slowly in half of a cloudless sky; the other half of the sky was blocked out by the distant bulk of the Orun cliffs, towering here 2 km above them on the far side of the river. A freezing breeze blew down the river, and all they could hear was the slosh of water against the boat.

Nothing noticed their approach. They walked carefully down the rickety wharf and onto the boat, pulling aside the curtains of the tent carefully to look inside. The tent covered a set of splintered, fragile-looking stairs that descended to a low-ceilinged underdeck, from whence they could see the light. They carefully descended the stairs into an empty room, on the far side of which a small light glowed from an emplacement. There was nothing in the room, and noone. They fanned out to search for doors or lurking trouble, and at that moment everyone felt it: a faint wave of magical force, a creaking, grinding sound, and the ship fell apart around them. The walls and floor collapsed and freezing, muddy river water crashed in through the rapidly fragmenting hull of the ship. They all floundered in the water, and then the giant crayfish came.

There were four, ancient chitinous beasts from the murky depths of the deeper river. They slide under the kicking, struggling Wrathbreakers and lunged in to attack, striking and grabbing with pincers the size of a child. In the dark and the chaos the sinking Wrathbreakers could not tell how large these beasts were, but they knew they were in trouble. They attempted to drag themselves out of the water, either onto the water or the swampy ground, but with little success until Itzel, far away in the trees, was able to levitate Kyansei out of the water. She dragged Calim, and Quangbae dragged himself somehow onto the mire at the water’s edge.

It was then that the archers opened fire, shooting at them from within the cover of the trees. Truly, this was a vicious ambush. As they lay gasping and frozen on the shore, Bao Tap still battling the beasts in the water, a hail of arrows struck at them. A massive crayfish emerged from the water to attack Quangbae on the shore, but now Bao Tap was able to make a moment for himself, and unleashed his most difficult and powerful spell: Nature’s Champion. It took two tries but on the second try a huge snapping turtle came at his call, bigger than any of the crayfish, and started attacking them in the water.

With the crayfish under control the group were able to turn their attention on the archers, who were shooting now at Itzel. They made short work of them, but took no survivors. By the time that battle was done the crayfish had been destroyed and the snapping turtle had slid away into the turgid depths from whence it had come. They all stood, frozen and exhausted, at the edge of the water, watching as the remains of the ship drifted into the river and out of sight. They had been set up by someone who wanted to kill them, who had powerful magic at their disposal, and who had used the urchin they had paid to lure them into the trap.

Questions would need to be asked, and their search for the person behind these notes would have to be stepped up. They returned to their stronghold and the next day sent Selena into town with a message for the Myrmidon. After she returned they set out for the town again. They would continue their search, and if necessary the Myrmidon would help them. It was time to call in some favours, and start hurting people …

Standing at the limit of an endless ocean

Stranded like a runaway lost at sea

City on a rainy day down in the harbor

Watching as the gray clouds shadow the bay

Looking everywhere ’cause I had to find you

This is not the way that I remember it here

Anyone will tell you it’s a prisoner island

Hidden in the summer for a million years

The Wrathbreakers have discovered that someone sinister is operating in Estona, directing criminals to do dark deeds by mysterious notes. They have found the first link in some kind of chain, the fixer Creosote, who hired some mercenaries to harvest body parts from Selkie and then shipped them on to a warehouse in the docks. He was hired to do this by note, which he destroyed, and had little else to tell them. Now they must move on to the warehouse of the man who received the goods, one Gerald of Hamm. The roster for today’s session:

  • Bao Tap, human stormcaller
  • Calim “Ambros” Nefari, human rimewarden
  • Kyansei of the Eilika Tribe, wildling barbarian
  • Itzel, elven Astrologer
  • Quangbae, wandering blacksmith

Standing in the smouldering ruins of Creosote’s bar, they decided to head straight to Gerald of Hamm’s warehouse before he received a warning from one of Creosote’s flunkies.

Warehouse failure

At the warehouse everything went wrong. As they approached they saw a group of men loading some goods, and deciding to be careful they sent Bao Tap sneaking down a side alley to investigate the back of the warehouse. He failed to sneak, and was sprung by a wizard smoking a cigar. Fortunately this man was unconcerned with his business, and after introducing himself this man made off to the front of the warehouse to oversee his goods. He was an Astrologer from the western isles called Jonah, who was shipping coal out there for new technologies he was developing. During this brief chat Bao Tap was able to establish that maybe fey magic is absorbed by coal, though he learnt no details before the man walked away. With Jonah gone Bao Tap was able to sneak inside, through a kitchen and into a completely dark back store room.

Meanwhile the rest of the Wrathbreakers entered through the main door of the warehouse. Kyansei and Quangbae lounged against the entryway looking threatening while Calim and Itzel sought out Gerald of Hamm. They found him soon enough, a balding man wearing simple workman’s clothes, carrying a clipboard and yelling at his labourers. He agreed to talk to them and took them upstairs to an office that had been built onto a gantry overlooking the main warehouse. Here they tried to talk him into telling them about his delivery arrangements, using threats and insinuations.

Unfortunately as they were doing this trouble hit them on multiple fronts. In the dark back store room Bao Tap realized that some men were coming to the door, so he hid in the dark behind what he hoped was a solid object; however, with no light to see by he did not know where he was hiding. Moments later the men entered the room carrying lamps, and in the sudden glow Bao Tap realized he had hidden in direct view of a consignment of mirrors, which stood in direct sight of the entering men and were set up in just the right way to ensure he was visible in all of them. After a moment of mutual shock Bao Tap pushed them out of the way and dashed for the kitchen exit, accompanied by their clamour.

While Bao Tap was preening at the back of the warehouse, at the front a gang of men were approaching, armed to the teeth and obviously intent on some kind of violence against the Wrathbreakers – maybe sent by Creosote, maybe by someone who had begun to realize what they were up to. Kyansei and Quangbae moved to meet them just as Bao Tap hit the side entrance. Up above them Gerald heard the clatter and yelling and made a break for the entrance to his office. Before he could reach the stairs Itzel hit him with a levitate spell and lifted him into the air, dangling him over the warehouse below, an obviously fatal drop. As he hung there and the sounds of battle began to drift up from below Calim began negotiating with him.

They heard the same story from Gerald: he was given instructions by note, which he promptly destroyed. In this case he had immediately shipped the goods to a dropbox in the Old Town. He gave them the location but was unable to give them any more information because as Itzel was searching his room for shipping records and other details she triggered a trap, and the shock and damage broke her concentration. Gerald of Hamm fell to his death in the warehouse below, and as they heard the clashes begin outside Itzel and Calim decided they had better go help.

The battle ended quickly once they were all there in force, leaving their assailants either dead or limping away in terror. Worried that more trouble would soon come they only had time for a quick search, and found nothing. The back room where Bao Tap had been hiding was obviously some kind of smuggling room with a hidden stash beneath the floor, but they could find nothing of use there. They gave up and headed off to find the drop box.

The dropbox

It was evening on the 8th of Ice, a bad season for staking out postal boxes. Their target was a small compound of eight stone rooms with locked doors, an open gate and no apparent guards. They stood across the road in the freezing cold watching the snow fall, and after a while decided to go and investigate. They did not know which room they were looking for but based on the limited information they had been able to get from Gerald before Itzel killed him they guessed which door it was. They were about to open it when Itzel sensed a magical alarm, and they backed off. There was every possibility it was also trapped, and now both Itzel and Kyansei were very wary of trapped things. In fact Kyansei was across the courtyard, “keeping watch” on the deserted and frozen street. No one was coming, of course.

They retreated to the shadow of a doorway across the street to consider their options. They were tired, lightly injured, and they did not know what they were looking for. The latest delivery by Creosote had been some days ago, likely had already been picked up, and they knew – since all the men Creosote had hired had been killed by Selkie-enchanted lampreys and Gerald of Hamm had been killed by Itzel – that no more deliveries were likely soon. They guessed that the alarm on the door was intended to tell the owner when the door was opened, which they guessed was how he knew his goods had been delivered. But if he was not expecting more goods they did not think he would blithely open the door, and they guessed that their target was likely a powerful astrologer. Gerald had indicated that the person who sent him the notes did not always nominate the same dropbox, so triggering the alarm would probably just alert their target to the fact that his or her note-based arrangements had been discovered. They could see no easy way to solve this problem.

In the end, not seeing a way to solve the problem by direct violence, they gave up and headed back to their stronghold. They grabbed a local urchin and paid her a small amount of coin to keep an eye on the drop box, and headed off to sleep.

The lost apprentice

Two days later, after recovering their strength and taking some time to discuss what to do, the Wrathbreakers decided to head back to Estona to continue their investigations. They took rooms at their regular haunt, a tavern called the Boar, and prepared for the next stage of their investigations.

Here they were approached by Alephia, one of the apprentices to the astrologer Siladan who they had met when they visited him. When they visited Siladan he had mentioned that one of his apprentices had recently left him, probably because she could not handle the pressure of study, but Alephia told them she thought something more sinister had happened. This apprentice, called Sara, had been very committed to becoming a wizard, and in Alephia’s view was not the kind of girl to give it up. She thought that Siladan had misjudged Sara because she was the kind of “nice girl”, all shiny manners and big breasts, which made people think she was weak and simple, when in fact she was a strong woman with a deep desire to learn the secrets of Sun. Alephia thinks something happened to her.

In fact, Alephia was able to pinpoint her suspicions: Sara’s new boyfriend. This man she had only seen once but he was much older than Sara, quite oily, and he seemed sleazy and “not quite right.” Sara had spoken about him a lot, calling him her “starfall”, but Alephia thought she was being manipulated. She thinks maybe Sara’s “starfall” has done something to Sara, and in exchange for a magic weapon she would like the Wrathbreakers to investigate. Surely they have contacts and abilities?

Of course the Wrathbreakers did not say no. They took her initial payment – 6 magic arrows – and agreed to investigate. In fact they set out immediately to scour the docks, pretending to be agents for Sara’s family looking for information about her. It was a pleasant break from investigating lost notes held by tight-lipped criminals, and they suspected it would be an easy investigation that would yield a nice magic gift from Alephia.

Strange notes from arcane fey-harvesters, lost girls, flying gangsters – Estona was proving more troublesome and more complicated than they had expected, and they had not even begun investigating the many mysteries they had encountered on their journey here. They had much to do, and many secrets to uncover …

The Wrathbreakers have returned from investigating what they thought was a band of wreckers, and are ready to investigate its patron. In the course of their investigation they discovered that Estona’s lost ships were not destroyed by wreckers, but by a small group of Selkie who were exacting revenge on the hunters who had killed their fellows and skinned them. Now, the Wrathbreakers have a prisoner and want to know more about whatever dirty little scheme had been enacted in the breakers west of Estona. Present for this adventure:

  • Bao Tap, human stormcaller
  • Calim “Ambros” Nefari, human rimewarden
  • Kyansei of the Eilika Tribe, wildling barbarian
  • Itzel, elven Astrologer
  • Quangbae, wandering blacksmith

The Wrathbreakers took their prisoner to the myrmidon Kay, chief of the Estona marines, and had a short and fruitful discussion with him. They confirmed that the survivor’s band had been tasked with hunting selkie and extracting their body parts, to be delivered intact to Estona. They sought some organs, a strange gland from behind the Selkie’s thumb, and as much of their skin as they could flay, though they were given instructions to flay this within an hour of death, and in cold salt water. Such specific instructions and body parts intimated at an evil purpose, one involving magic, and Kay the myrmidon was concerned about what nest of sinister wizards were operating in his town. Though the gang had not committed any illegal act, Kay made clear to their prisoner that there would be consequences for the traffic he had been engaged in, and unless he coughed up the name of the fixer who had organized this gang, he would be in big trouble. The prisoner agreed and promised to make himself scarce until the entire storm had blown past, and told them that the gang of Selkie hunters had been put together by a man called Creosote, a fixer near the docks. In fact this prisoner was happy to tell them the man’s name on the promise that he would be hurt, because nobody had warned them of the viciousness of the Selkie they hunted, and after the first few successes – when the Selkie were not expecting to be attacked – things had turned very dark for the prisoner and his crew, and he wanted some revenge for being tricked into such a dangerous job without warning.

Perhaps that had been part of the plan, even? That after the first few deliveries of parts the Selkie would organize, and silence all the witnesses to the trade? A very convenient plot if so.

Kay was not happy with the idea that there was a fixer in town willing to trade in materials for dark magic, and decided that now might be an ideal time to put this oily man out of business. Again wanting to maintain some distance between himself and the investigation, he recommended the Wrathbreakers take a direct approach: visit Creosote’s hideout and demand he hand over the name of the person who paid him to fix the job. If he would not, they were free to take whatever measures were required to convince him to confess, and Kay rather relished the idea that he might refuse to talk immediately.

So it was that the Wrathbreakers found themselves at Creosote’s offices that same day, ready for violence. The office was a converted gambling den upstairs above a restaurant a block away from the docks, with stairs leading up to a common room where Creosote’s thugs lounged around. The Wrathbreakers walked in and pretended to be rival Selkie hunters prepared to sell parts to Creosote. This deception convinced his thugs, one of whom disappeared into the back to get Creosote himself.

Unfortunately the message did not put Creosote at ease; rather than coming to speak to the Wrathbreakers he sent his lieutenants to kill them. They burst through the noren separating the common room from the backrooms, and the battle began.

It was short and brutal, and they won. Half of Creosote’s men died, and most of the rest fled as the tide of battle turned against them. Finally Creosote and his last two lackeys surrendered, and he offered up all the information they wanted. Unfortunately, however, this was very little: the task had been given to him in a letter, by someone he had never met. He had gone about the task confident of being paid for it, because this was how these tasks always worked: delivered to him by letter, discharged according to instructions, and rewarded as promised. In this case the note had given him specific instructions about where to find and how to hunt the Selkie, what body parts to take and how, and where to deliver them. He had done as asked, and the parts had been delivered as requested, and he had received his coin.

Of course he had destroyed the letter, as he always did.

So the Wrathbreakers had no clues about who was procuring these parts, except that the instructions were delivered by note (as they always were by this particular employer) and the goods had to be delivered to a warehouse owned by a man called Gerald of Hamm.

They left Creosote alive, surveying the wreckage of his business, and left to find Gerald. Who was sending these notes, and what could they do to find this person? They would just have to keep shaking people up until someone told them something useful … or their mysterious correspondent took a direct, personal interest in them …

Kiss me goodbye

Pushing out before I sleep

Can’t you see I try

Swimming the same deep water as you is hard

“The shallow drowned lose less than we”

You breathe

The strangest twist upon your lips

“And we shall be together… ”

The Wrathbreakers have stumbled upon a strange cave complex while they were searching for wreckers, and now they feel they have stumbled on something that is much stranger than mere criminal damage. It appears that there are some kind of magical seals in the cave, perhaps somehow linked to the sea, and the ship they came here to investigate was not lured onto rocks by wreckers at all.

Having escaped from a trap set by the seals in a cave just off the entrance to the complex, the Wrathbreakers regrouped at the entrance and decided to risk exploring the rest. They left Quangbae on guard, and began their search. There were three tunnels leading from the cave, and having investigated the first, they decided to search the next.

The next tunnel turned almost immediately and opened into a small cave, still dimly lit by the light from the entrance. It was empty, with a dry sandy floor and small cracks in the ceiling letting in wan daylight. The entire wall of the cave was covered with a network of faintly glowing pale blue lines, laid on the wall in a pattern disturbingly reminiscent of the tattoo they had seen on the patch of skin they had recovered from the wrecked boat. It was not the same pattern, but obviously from a similar hand or culture. Whoever’s skin had been flayed and cured and hidden on that boat, they or their relatives lived in this cave.

They could all see where this was going, but they needed to be sure. They ventured into the final tunnel and followed it down a steep, precarious and slickly wet descent to a much larger cave. At the entrance to the cave was a large pool of dark, still water, and beyond the dim glow of Itzel’s werelight the cave disappeared into darkness. A narrow ledge of rock led around the edge of the pool. Treading carefully to avoid stepping in the water, they threaded their way along the ledge.

They were halfway around the pool and separated by some distance when the water began to rise around their feet. Before they could scramble back a new squad of seals appeared in the water and the powerful surge of the water hit them, dragging one of them into the water and forcing the rest of them to take positions on the ledge or the steps. This time, however, as they fought the seals in the water, three humanoid figures emerged from the shadows, screaming in rage.

They were tall, bigger than humans, two wearing sharkskin armour and carrying coral spears. The third was a tall, austere-looking woman in a ragged robe that appeared to be made of seaweed, also carrying a coral spear. Their skin was covered in a fine layer of grey-brown fur, just like the fur on the skin they had found in the ship. When that woman screamed, they knew they were in trouble. Feeling the full force of the strange creature’s power, Itzel stepped forward and yelled “Parley!” in every language she knew, while holding aloft the skin they had found on the shore.

The seals in the water withdrew, and the woman responded in an archaic and almost incomprehensible elven dialect. Her demands were clear: if they returned the skin and promised to bring to her the people who had done this to her fellow selkie, she would let them live. They agreed, and leaving the skin behind, they retreated up the stairs.

Ivrem and Selm

Outside, they gathered around a small fire to rest and eat and dry themselves. They had to wait three days here for Kay’s marines to arrive and take them away, which gave them plenty of time to make plans. It was at this point, recovering their poise around the campfire, that they remembered the two men they had seen hiding in the cliffs behind the cave. They had a good idea of who those men might be, but regardless of who they were they must have seen what happened on the beach. The Wrathbreakers decided to go and get them.

It did not take them long. The two men were hungry and desperate, and had little they could do. After Bao Tap sent them a message with his spume owl they descended the cliff face and, after a brief, tense negotiation, entered the wrathbreakers’ camp. Over a small meal they attempted to talk their way out of the trouble that must be coming, but they failed, and their story was spilled for all the world to know.

They were the surviving members of a team of men who had been assembled in Estona and sent out to hunt Selkie. Selkie are fey, and someone somewhere was willing to pay good money for their skin and “Other parts”. The hunting had been good at first but the Selkie soon learnt what was going on and became harder to trap. Then, on their last journey back down the coast, their ship had been run aground in perfect weather and attacked by Selkie. In the foaming shallows the crew had turned crazy and started hacking at each other while seals dragged them underwater and drowned them, but somehow Ivrem and Selm had been able to get away, and had fled to the cliffs. Here they had been for a week, unable to come down to the beach because the Selkie were waiting for them, but unable to find a way up the cliffs. They had survived on rainwater and raw lizards and eggs, getting ever more desperate.

They tried to bargain, but to no avail. The Wrathbreakers dragged one of them down to the cave – Ivrem or Selm, they couldn’t remember and didn’t care which – and offered him to the matriarch. They told her they would take the other back to Estona and use him to find the man who had organized the mission, and they would bring that man – and anyone connected to him – here. The Selkie matriarch agreed to their terms, and as they left the limpid pool filled with lampreys, which tore the prisoner to pieces as he drowned in a murky soup of gelid brine.

Three days later the marines made landfall, and they dragged their surviving prisoner – Ivrem or Selm, they still didn’t care – down to the boat, to be taken back to Estona to cash in all of his friends. They did not feel many qualms about staking their survival on the hideous deaths of this man and his employer, and they had a strong feeling that Estona would be a better town once everyone involved had been thrown to the lampreys …

Picture note: This is a picture by Natalia Drepina on Deviantart.

The Orun Cliffs

The Wrathbreakers (for so they are now called) have rested for two months in Estona. They have passed the month of Settling attending to mundane matters in the town – shopping for weapons, making connections in the Church of Salt and the Academy, cleaning out and refurbishing their stronghold, and resting after their month of conflict and terror in the mountains. At the end of the month of Settling they visited Siladan the Elder, whose fate seems intertwined with their own, and asked him many questions about his past and about those sadly dead adventurers who they discovered on the journey to Estona.

During this period of relaxation and recovery they also met a Myrmidon named Kay, leader of a division of marines, who invited them to his office in the tower called the Redoubt, a small fortress overlooking the Docks and the bay. Here he acquainted himself with them, and mentioned to them that he had a few agents amongst the underworld of Estona who might occasionally make contact with the PCs, and offer them work on Kay’s behalf that he preferred not to have associated with the marines. They agreed to this suggestion, thinking it would be good to have things to do while they investigated the loose ends of whatever spiders’ web of lies and trouble had been cast over them when they stumbled on the deepfolk in the Middlemarch.

And so it was that, early in the month of Ice, one of those agents made contact with them, and they were invited to a meeting at a dockside dive bar called Charlotte Sometimes.

The Wreckers of the Orun Cliffs

The bar was a narrow single-counter slot between two warehouses at the edge of the docks, run by a man called Argalat. When they entered he gestured them upstairs, to a small second floor lounge with a single table big enough for one group of six. They settled around a small table that was soon groaning under a load of freshly grilled seafood and ales, and in between serving laconic patrons downstairs, Argalat explained the situation and the job.

Argalat himself was a sleazy-looking older man with a narrow, pinched frame and a cold manner. He was no doubt deep into various illegal activities, but carried himself as a man not compromised to within an inch of his life and up to his neck in treachery. He revealed that in exchange for this job he would owe the Wrathbreakers a favour, though it was hard for them to imagine what they might need from him – watered beer, perhaps, for a party? They were relieved to hear that they would also receive coin and a few potions.

Argalat told them that recently two ships had gone missing along the coast to the west of Estona, perhaps a day’s sailing west, along the Orun cliffs. A navy ship returning a few days ago had seen a light near the wreck of the second ship, and the marines now suspected there were wreckers operating on that stretch of the coast. Their guess was that a crew had a base somewhere in the Orun Cliffs, and were using a fake lighthouse to cause ships to wreck, then stealing their cargos and reselling them in Estona. The wrathbreakers’ job was to travel to the latest wreck, kill most of the wreckers, capture at least one, and bring him or her back to Estona to reveal their contacts. It was made very clear to the Wrathbreakers that once they had captured a suitable informant no other wreckers were to survive, and if they were to die by drowning it would be considered a bonus. The Myrmidon Kay wanted the Wrathbreakers to do it because he assumed someone would escape or somehow get a message out, and he wanted their contacts in Estona to believe it was a raid by rival gangsters, not a bust by the marines – that way their network in Estona would not go to ground, and when the Wrathbreakers returned with their information they would be able to move on the whole network.

They would sail the following night, heading along the coast until they were about a day’s walk from the shipwreck. That area of the coast featured a long, straight beach that they could easily walk along, so they would be taken past the wreck during the night by a shrimper’s ship and dropped at a safe cove a long distance from the wreck at dawn. They could then walk back along the beach until they reached the wreck and begin their investigations. There was a possibility that the wreckers were only accessing the beach by sea, the Orun Cliffs being imposing and often impossible to navigate, so in order to ensure the Wrathbreakers could bring their prisoners out, the marines would land at the wreck after three days. If the Wrathbreakers were not there to meet them, the marines would search for them and kill everyone they found.

An easy job! They agreed and set off to prepare.

The beach

The journey to the beach was uneventful, and at dawn they set off along its black sands. A biting, freezing wind howled along the beach, and the waves crashed with an even, rhythmic roar to their right as they marched back towards the wreck. They threaded a line along the wet sand near the waves, where walking was easier and the wind a little less biting, and where they had slightly less fear of falling rocks. The Orun Cliffs towered above them on their left hand side, here rising more than a kilometre into distant haze. At their base here the Cliffs were not as sheer as around Estona, forming a kind of rubble-strewn series of ledges leading down to the beach. Here, in between the black tumbled rocks of the cliff itself, the ledges formed grassy slopes scattered with occasional stunted trees and scrabbly patches of ferns in the lee of the larger rocks.

Everything else was an endless series of parallel lines: the black horizon of the beach, perpendicular to the distant hazy edge of the cliffs; a white line of surf trailing towards them from that far set square of black stone and powder, and cutting between them all the faint grey line of the ocean’s horizon, light hazy grey above and dark threatening green-grey below. Nothing grew, nothing moved. They walked, cocooned in the roar of the surf and braced against the frozen wind at their backs.

Towards midday they came across a bleached whale carcass, a huge line of perfect white bones stretching along the beach in front of them. As they approached a throng of rats and scavenger-lizards scattered from their slow feasting on the bones and fled across the black sand, disappearing into the scrub and scree at the edge of the beach. A seal lay lazily in the white foam of the breakers, watching them with innocent curiosity as they walked into the arch of the whale’s rib cage and stood staring at its monstrous form. The whale must have been an old giant of its kind, far bigger than a longship, and now here it was reduced to bleached white ruin, its empty eye sockets staring endlessly at the uncaring grey sky as a multitude of insects crawled over the bristling plates of baleen in its enormous jaw. Kyansei tossed a stone in the seal’s direction, and they walked on.

The wreck

Towards afternoon they reached the wreck. It lay in the waves at the beach’s edge, marooned and half broken by the constantly pounding surf but not yet fragmented. Perhaps 300 metres further on was a small promontory of Orun stone, jutting into the sea like the prow of a great black stone ship, but the wreck was surely too far away to have hit it. They guessed perhaps a light could have been set on that promontory, and decided to investigate it immediately after the ship. After some confusion and fussing Quangbae, Calim and Bao Tap waded out to the wreck to search it.

They found three bodies in the lee of the central cabin, rolling in the gently undulating water of the ship’s wave-shadow. As they approached them a seal popped its head out of the water and swam away, the only other living thing at the wreck. While Calim dragged the bodies out, Kyansei waded over and dived in to search the underwater parts of the wreck.

The bodies were long dead. Two were wearing leather armour, one carried a knife at its waist, and one was dressed in typical sailors’ rags. They had been gnawed on by fish and slowly rotted despite the freezing temperature of the water, and in their condition Calim could tell little about how they died. He did, however, find a small gold locket on one of the sailors, which Itzel identified to be enchanted. Upon deeper inspection, though, she noticed that strange greasy, unpleasant sensation of deep magic – it was an evil artifact of some kind. They covered it in salt and gave it to Calim for safe-keeping.

Under the wreck, in the frozen sea, Kyansei dug around in the captain’s cabins until she found a small chest, which she dragged out. On land as she slowly unfroze they smashed it open, revealing a pouch of coins and a bolt of a strange kind of chamois leather material, a super supple leather on one side lined with fine, short grey-brown fur on the other. Underneath the fur, embossed on the leather itself, was a complex geometric pattern of fine silver-blue lines, which had been applied in such a way that they must be some kind of tattoo. Were they looking at the skin of some person or monster? And if so, what? And who would remove it?

They realized then that there was an obvious problem with this wreck. It had not been looted, the single signature job of wreckers. Whatever reason it had been run aground here, it had not been for money. The “wreckers” they sought were either psychopathic killers who wrecked ships for pleasure, or had some other purpose behind their actions. At this point Kyansei voiced the question they had all been asking: what was this ship? What had it been carrying? And they realized that they had forgotten to ask this essential question before they set out from Estona. They were alone on this frozen black beach, in possession of a mystery, pursuing the wrong cause, and at least one of the bodies was steeped in deep magic.

What tangled web had they caught themselves in? (Again)

The Caves

From the ship they set out to the promontory. Bao Tap had conjured a spume-owl, a kind of owl that lives in the waves and almost never sets foot on land. He now sent it ahead to spy on the promontory and cliffs. So it was that by the time they had walked the short distance to the rocky outcrop they already knew that there was a cave in the face of that rock, with an open area of stone in front of it and a second entrance from its roof. They also knew that two men were watching them from the cover of the Orun Cliffs, though those men did not know they had been seen. The Wrathbreakers decided to try the caves first, and come back to the men in the cliffs when they knew who or what was inside the caves. It would be very bad to be trying to scale cliffs in pursuit of two men and have a whole brigade of archers emerge from inside the caves.

They checked the flat stone area outside the cave mouth for signs of a fire or light of some kind, but found none. So, with nothing left to investigate, they entered the cave. Kyansei entered first. She saw a line of shells scattered across the entryway, their mother-of-pearl sides all facing up to reflect the weak light from the cave entrance and the hole in the ceiling, but only realized it was a trap after she stepped over them and triggered it. From the eastern wall of the cave a huge blast of water erupted, striking her and driving her back out of the cave. Fortunately it did not do much damage, and Calim was there to heal her.

Guessing that the line of shells was the trap, and seeing it was now washed away, they entered the cave. Calim had noticed that the water that hit Kyansei was fresh, and wanted to investigate the source, so they headed east into a narrow tunnel that soon opened into a large cave. Here there was no light, so Itzel used her magic to cast a pale silvery glow around the cavern. This cavern was filled with a pool of water, in the middle of which stood a small rocky island. It was perhaps 2 metres from the entrance to that rock, and submerged in the water just a bit further into the pool was a human body.

Kyansei and Calim jumped into the frozen water to retrieve the body, and it immediately began to swirl and bubble. Four seals emerged as if from nowhere and began swimming in rapid circles around the rock. Sensing the worst, Kyansei hauled herself onto the rock, but behind her the current suddenly strengthened and dragged Calim under. He fought against the pull of the water and dragged himself out just long enough for Kyansei to drag him onto the rock. Everyone fled from the cave, and a moment later another blast of water hit them, knocking them down as they fled into the entrance cave but fortunately doing no damage.

When they ventured back into the cave the seals were gone, and there was no sign of any way they could have entered or left. Kyansei swore they had just appeared in the water as if by magic.

They all cursed. These were no wreckers. They had stumbled into a nest of fey, and now they were going to have to fight their way to whatever sick and twisted secret lay at its heart. Vivid memories of the redcap and its horrid games returned to them. What was it with Fey, water and twisted games?

There was only one way to find out. They girded themselves, and prepared for the worst …

Where will they look to find these lost secrets?

Chapter 1 of the Archipelago campaign has come to a close, with the PCs liberating themselves from Hugo Tuya’s employment under unfortunate (for him) circumstances and arriving in the city of Estona, where they have established a stronghold. As chapter 2 of this campaign begins they need to choose a name for their new, independent adventuring group, and decide what they want to do next. During their journey across the southern part of Hadun they encountered several mysteries and some potential for future adventure, some of which hints at dark shadows stirring under the mountains. Now they must decide which of those strands of information they will pursue, or if they wish to embark on some other adventure of their own choosing. Estona is a maritime center on the western coast of the Archipelago’s largest island, and offers many opportunities for exploration and adventure if the PCs so choose. Here I will describe some of the mysteries and adventure opportunities they encountered on their journey, and some choices for their group to pursue in chapter 2.

Siladan’s adventuring group

During their adventures the PCs happened upon the history of an adventuring group that hailed from the lands they traveled through. This group appeared to have separated after a catastrophic adventure went wrong, with the survivors settling in their home towns. The three survivors whose names and history the PCs encountered were:

  • Verbere the Flame, a human explorer who returned to the town of Ibara after catastrohpe befell the adventuring group, but who was killed by bandits outside Ibara and whose body and belongings the PCs discovered. They found a letter to him from his old colleague Siladan the Elder, and based on the contents of this letter dug up a buried stash of iron, which they subsequently were forced to hand over to Verbere’s widow
  • Regald, a human warrior living in Ell’s Hamlet, whose daughter they found reanimated outside of Ibara. This girl had been murdered while meeting an elf who appeared to be her lover, and on her body they found a necklace of black stone. Following this necklace, they found Regald, and when they searched his house they found a letter to him from Siladan which suggested he had received some elven documents from their adventuring days, and his daughter had taken these to her elven lover, where she had been ambushed by deepfolk and the documents had been stolen by those deepfolk.
  • Siladan the Elder, a human Astrologer who settled in Estona after the break up of the adventuring group. He appears to have spent some time a few years ago cleaning out old documents and paraphernalia, and sent some of the items he wanted to remove to his former companions. A letter about buried iron was sent to Verbere, while some elven documents and a letter explaining them were sent to Regald. These letters, in their own ways, got Verbere and Regald’s daughter killed. Verbere’s death was likely a coincidence, but Regald’s daughter was killed by deepfolk returning elven documents to the elves. These documents had been previously held by deepfolk, from whom Siladan and his adventurers had stolen them, and it seems likely that the deepfolk somehow discovered they were in the possession of Regald’s daughter and killed her to get them back.

It seems clear that this adventuring group had fought deepfolk many times, had stolen some elven documents from those deepfolk, and the group then dissolved after a catastrophic battle. It also seems likely that the deepfolk desperately wanted those elven documents back, and when the documents were moved from Regald’s house by his daughter the deepfolk somehow became aware of them, and killed her to get them back. What was in the documents? Is it a coincidence that the documents were stolen by an adventuring party active in the same part of Hadun where the deepfolk have become newly active after years of peace? This opens three possible tasks connected to this group:

  1. Meet Siladan and learn the history of his group
  2. Find out more about the elven documents, what they contained and where they were found
  3. Find out how the deepfolk tracked the documents

Which leads us to …

Argalt’s Raiders

The PCs were not the only people looking for Regald. When they were approaching Ell’s Hamlet they were ambushed by a squad of raiders from the Valley of Gon, who they learnt had been sent to Ell’s Hamlet to find Regald. They tracked the raiders to their camp and attacked it, in a vicious battle with the squad leader Rimgalt, who fought with a deepfolk axe.

They learnt that these raiders had been sent from a stronghold in the Valley of Gon by a man named Argalt, a raider chieftain, who had wanted them to find Regald and bring him and any documents in his possession back to the stronghold. They assumed that this must mean that Argalt had learnt of the elven documents some time after Regald’s daughter moved them, and came to Ell’s Hamlet looking for them. The PCs did not travel to the Valley of Gon to interrogate Argalt, so they do not know how he knew about the documents or why his raiders were late to get them, but they have their suspicions. But they could do these things:

  1. Travel to the Valley of Gon to investigate Argalt
  2. Try to learn how he knew about Regalt’s documents and why he wanted them

The fact that Rimgald fought with a deepfolk axe makes them suspect some connection to the deepfolk, and although it is close to blasphemy to think humans would work with deepfolk, Calim suspects it – why else did the deepfolk raiders they met on their journey hold captives to ransom for coin? Which brings us to …

The Skydeath Clan’s Vile Purpose

After Ell’s Hamlet the PCs traveled on to Estala, where they were supposed to receive the first instalment of payment for their escort work from their employer, Hugo Tuya. Unfortunately Estala had been attacked by a contingent of deepfolk from a local clan called the Skydeath clan. These vile beasts had successfully stormed the town at night, killed some guards and taken captives, and had dragged them out of town to a lair nearby where they held them as hostages. The PCs went to help with the hostage negotiations, and learnt that the Skydeath clan were demanding coin for the return of the hostages. This is a very strange demand, because deepfolk cannot trade with humans – any human providing succour or support to deepfolk in any way is a blasphemous concept, it is never done, and there is no record of any such interaction or allegiance between deepfolk and humans, so they simply have no use for coin. Usually deepfolk hostage negotiators demand grain, rice and glass. Why would they demand coin?

The PCs raided the deepfolk camp and slew most of them, freeing the hostages and earning the payment they should have been given for free. They then became involved in the aftermath, tracking down the deepfolk gang and confirming their movements. As part of this they visited a nearby observatory, which the deepfolk had raided, and found:

  • The deepfolk had removed all the observatory’s telescopes
  • The deepfolk had killed everyone working at the observatory and reanimated them
  • The deepfolk had destroyed all sources of knowledge held at the observatory, zealously making sure that nothing that had been researched or learnt there could ever be known by any other humans
  • Someone had managed to erase a poem on a blackboard during the battle, perhaps in desperation to prevent them seeing it. The PCs had been able to reconstruct the poem, though they could not understand what it meant

After the observatory the PCs themselves headed into the mountains on their journey, into a pass called the Middlemarch which they had been promised was safe but which obviously was not. Here they ran into a large force of deepfolk, also from the Skydeath clan, who killed their employer and drove them out of the pass. When they left the pass they realized they had a map from Regald’s documents, which seemed to indicate the location of the deepfolk camp in the Middlemarch. They had been told by reliable sources that the deepfolk in this area had been very quiet for decades, and that the recent attack was highly unusual. Had Siladan’s adventuring group woken something in the mountains? So, the PCs could ask many questions here:

  1. Why did the Skydeath clan attack the town of Estala?
  2. Who are the Skydeath clan? Are they new in the area?
  3. Why did the Skydeath clan want coin?
  4. Why did they destroy the observatory?
  5. What was on the map the PCs found in Regald’s house, what did Regald and Siladan know about the deepfolk in the Middlemarch, and did they wake something up in the mountains at the time that they found, or drew, the map the PCs hold?

To answer these questions might also help the PCs to clear the Middlemarch and drive back the deepfolk raiders, which would clear the way for them to return to the southern part of Hadun, and in particular to Miselea, where they have unfinished business. Which brings us to …

Killing the spider god

On their journey to Miselea, early in chapter 1, the PCs stumbled on a nest of spiders and a loathsome fey called a Redcap. They killed the Spiders and learnt horrible things about the Redcap written in blood poetry by one of its victims. They also freed some humans who had been enslaved by the Redcap, and learnt that they had been accompanying an astrologer who had entered the great forest in search of a god of spiders.

From this the PCs guessed that there are great and powerful gods of animals living in the deep forests of the world, and that the god of the spiders lives in the forest east of Miselea. They guess it is also accompanied by some Redcap king or queen. They also think that, were they to kill it, they could become incredibly powerful. The freed slaves of the spider nest they attacked promised to help them kill the spider god, and any Redcap that is with it. So one possibility for the PCs is to return to Miselea, enter the kingdom of Ariaki to find the freed slaves of the spiders, and launch a campaign into the wilderness to find and kill the spider god.

What could possibly go wrong with such a venture? And while they are in Ariaki, there is something else they could do …

Researching the Northern Blight

Kyansei, the group’s warrior, is a Wildling from the northern lands. She is traveling in Hadun looking for clues as to the blight that has begun afflicting her homeland, convinced that it has some connection to the deepfolk or some cause in dark magic that the Wildlings do not understand. In Miselea she encountered a delegation from Ariaki, who promised to help her in her inquiries. They have sent messengers to an Academy in the town of Alpon in northern Ariaki, and if the group enters Ariaki on other purposes Kyansei would no doubt want to visit Alpon to find out what they have learnt. Perhaps in Alpon, too, the PCs could learn something of the nature of the fey, to help them kill the spider god … or maybe they would need to visit the elves of the Great Forest to learn such things.

In any case, knowledge is power, and the PCs need more knowledge, particularly about the dark and evil things that lurk in the shadows and stones of this land. Which brings us to …

Aveld the Foul’s Secrets

A side adventure that the PCs could also consider involves uncovering the origins and history of a scholar called Aveld the Foul. The adventuring group whose deaths the PC have traced across the southern lands seemed to have some connection to this man: Siladan the Elder mentioned him in a letter to Verbere the Flame, and insinuated to Regald that the had other scholarship by Aveld the Foul that he was working to translate or understand in some way. If the PCs obtain this documentation from Siladan they could track down any leads to find out who Aveld the Foul was, what he knows about the deepfolk in the region, and whether he has any dark secrets that need to be buried.

Burial is perhaps a theme in the first chapter of this campaign. Which brings us to …

The Standing Stones of the Spine

The PCs discovered some iron buried underground outside Ibara, amongst a scattered mess of very old deepfolk bones. In Miselea Calim mentioned these bones to the local Rimewarden, including explaining his suspicion that the site where they were buried looked like a ritual burial ground or magic site of some kind. This Rimewarden told him that the same patterns of standing stones have been found in other sites along the eastern edge of the Spine Mountains, but that no one had thought of digging beneath them before. He suggested that were Calim to return to Miselea, he could organize an archaeological dig at some of those other sites, and they could begin to answer questions about the purpose of the standing stones, and the nature of the burial that led to these bones being scattered in holes in the ground.

But does anyone care about how and why deepfolk are buried? So long as they are dead, eh?


So these are the choices available to the party, if they choose not to embark on some other jaunt of their own:

  • Find Siladan, talk with him, and learn the history and truth of the adventuring group and the elven documents that got Regald’s daughter killed
  • Investigate Argalt’s stronghold in the Valley of Gon and find out why Argalt was after Regald and his documents, and how he knew of them
  • Kill a spider god, with help from soldiers in Ariaki
  • Travel to Alpon in Ariaki to learn more about the blight afflicting the north, and perhaps also to learn how to kill a spider god and discover more about the fey (or perhaps this would require a journey to an elven settlement)
  • Learn more about the history and secrets of Aveld the Foul
  • Travel to Miselea and then perhaps Rokun, to do some archaeology in the Spine Mountains

As chapter 2 begins, the PCs face choices, and a long, hard path to uncover the secrets of fey, gods, deepfolk and humans. What will they find, and who will they have to kill on the way?

Hugo Tuya’s guards have fled the Middlemarch, pursued by deepfolk, and arrived at Iruva on the western edge of the spine mountains. They have failed in their job as guards, losing Hugo Tuya to a deepfolk raid in the middle of their journey through the pass, then abandoning his wagon and losing the wagoneer as they fled the mountains. They have managed to save Hugo Tuya’s “niece” Selina and her maid Leia, but when they reached Iruva they collapsed into sleep disappointed in themselves and their failed mission. Now they must think about where to go and what to do next.

A purpose: Mystery and Revenge

They woke by midday and gathered in the dining room of their hostelry to discuss their failures and their next steps. They had no special reason to travel onward, but they could not return over the Middlemarch until the way was cleared, probably only as part of a large raiding party. Iruva’s bailiff had immediately sent word to the next town, Antika, of the gathering storm in the mountains but he would not receive aid sufficient to do anything better than defend his town. They were all aware that no raiding party would be unleashed on the Middlemarch until winter was over, and unless they wanted to spend several months in the small and boring town, they needed to consider heading down the river to Estona.

Over breakfast they discovered that this was everyone’s preference. They needed to find better armour and weapons, they wanted to meet Siladan the Elder and inquire as to the various members of his old adventuring group whose bodies they had found on their journey, and they wanted to investigate mysteries they had encountered on the road. Estona was Hadun’s second largest city and no doubt had large libraries and many wise folk who could answer their questions – not to mention Siladan, and better weapons dealers. So they would set off soon.

As this discussion unfolded they discovered Selina hanging in the shadows, waiting to talk to them. She interrupted and begged them to take her with them. Her true purpose in traveling with Tuya had not been love or money, but escape: her family had promised her to an older man in another town and she could not bear the thought, so had used her charms to negotiate her way onto Tuya’s caravan to Estona. She had an uncle in Estona with whom she had stayed for a year when she was younger, and since he doted on her she hoped he would look after her. However, she would need work in Estona, and now she offered the group a deal: if they would escort her to the city she would negotiate with her uncle to allow them to use a piece of land he held on the eastern edge of the city. It was a derelict tea merchant’s, which he had not been able to develop and could not sell for legal reasons. Then, if they promised her the chance to stay in the building and work for them, she would help them to enter into Estona society: she would be their representative in the town when they were adventuring, and her maidservant would work in the kitchen and bedrooms of the house. She would use her connections in the town and her charm to put them in contact with the right people, and negotiate for them when they needed things smoothed over with local businesses and petty officials. All they had to do was take her down the river and support her now that she was penniless and without a guardian. They agreed, and next day they set out for Estona.

Estona and the black cliffs

Later that day they were called to the walls of Iruva to witness the sad spectacle of the reanimated corpses of Hugo Tuya and his wagoneer shambling towards the town. They explained the situation to the bailiff and his men and, in a last sad chapter of their relationship with Hugo Tuya, sent Kyansei out to kill both the approaching zombies. When it was done they burnt the bodies and left town.

The journey to Estona was uneventful. They walked along the river bank from Iruva to Antika and after 3 days caught a boat from that small town down the river west to Estona. This journey took another 3 days, and they arrived in Estona on the 13th of the month of Travel. From the morning of the second day of this journey the land on the northern bank of the river began to rise, and it rose continuously over the remainder of the journey, revealing a huge cliff face of black stone that crept up and up until, as they approached Estona, the north bank became a wall of black stone 2-3 kms high, its uppermost reaches shrouded in clouds. The river widened rapidly as they traveled down it, becoming a sluggish 100m wide channel as they neared Estona. On that northern bank, at the foot of the vast cliff, stretched long beaches of black sand, interspersed with huge chunks of rock that had fallen from above. Ships navigated on the southern side of the river, passing close to each other to avoid the rocky shoals at that edge of the cliff, and they saw local workers labouring over fallen rocks, breaking them up and dragging them out of the channel to be shaped back at the city and shipped off to all corners of the Archipelago. This was their first time seeing the stupendous majesty of the black cliffs of Estona, and they stared at them in awe as they slipped by in their little riverboat.

Estona was a lively city, nearly 200,000 people living in comfortable stone and wood homes stretched along the black sand banks of the river and on higher hills inland. The land on the urban side of the river was flat and fertile, rising gently to a headland with a lighthouse looking out over the western sea. Riverboat docks jutted out from the raised banks some distance from the sea, where the river turned brown and sluggish with the estuarine tides. Here a throng of labourers and merchants unloaded and loaded the small ships and a busy throng of carts led along the sea wall to the maritime docks further around the harbour. They left their ship here and found a comfortable tavern on the saltroad, the main road that stretched from the town’s eastern extent to the ports at its western end. They took good rooms and dumped their gear, explored the town a little, and rested while Selina ventured out into the busy streets to find her uncle.

The next day they met her uncle, a man called Arvil, who explained to them that he had inherited a once-profitable tea merchant’s compound from his older sister before she died. This tea business had stopped being profitable some twenty years ago, when a larger merchant opened up on the coastal side of the river, and his sister had somehow managed to mismanage the business into ruin. When he inherited the business he discovered it was caught in a complex web of legal arrangements and a business in Rokun had a legal claim on it such that it could not be sold, though he could use it freely. With no experience or interest in tea he had allowed the land to become unoccupied and unused and now, some 20 years later, with three successful businesses already running and his retirement looming, Arvil no longer had an interest in the place. He and his husband were focused on settling into their retirement and handing over their successful businesses to their two adopted children, and they had no interest in starting new adventures. As far as he was concerned the group could occupy and use the land freely, though the legal claim meant there were limits to how much they could change the land, and he would not be able to sell it. He offered them a year of rent-free occupancy without interference provided they would employ his daughter as their local agent, and were willing to clear it of its current squatters.

They were surprised to hear this, but long since used to the idea that nothing they encountered would ever be simple. Apparently some small number of rural types had moved in some years ago and were now making use of the place. Its lack of neighbours and rural surrounds meant they did not really bother anyone, and so he had been unconcerned. But if the group wanted it they would need to clear it. He gave them a brief description of the land, and left them to it. The next day they headed to the property to clear it out.

The Hag

They approached the compound from the land side, but it seemed to take an inordinate amount of time, repeatedly losing themselves in the loose forest and bogs of the area until finally, slightly worn out, they came into sight of a low wall that they guessed was the edge of the compound. They paused to rest and sent in various animals to investigate the area. These confirmed they were in the right place, and there were bad smelling non-human things living there. They slipped inside the nearest gate and moved into the compound itself.

Inside the gate they found a scrubby patch of land that may have been an abandoned herb garden, with a broken glasshouse and wooden shed on the side closest to them. Opposite that stood a long, single-story stone building connected to a wooden stucture from which steam rose into the grey sky, and which was in turn connected to a large longhouse-type central building. They had been told that the compound was centred around an onsen that provided hot clean water to both the main building and the tea preparation area, and they guessed that was it. They could see signs of people or things living in the main longhouse building, but they had no time to get a closer look because as they entered the compound a group of creatures came rushing through the grass of the herb garden to attack them.

When the creatures came closer they saw that they were large humanoid types, wearing nothing but loin cloths that revealed thickly-muscled bodies covered in fine dark brown fur. They ran upright but slightly stooped, and their heads were strangely animalistic, as if a human face had been merged with a boar and a lion. More came charging out of the longhouse, accompanied by a larger leader type, and the battle started.

It would have gone relatively smoothly except for the horrible, scaled humanoid thing that emerged from the longhouse after a few seconds of battle and started casting spells on them. It used a piercing scream attack to reduce Itzel to near unconsciousness, healed some of the beastmen that fought for it, and cast a fog spell that allowed it to disappear and move amongst them, using its screech again to try and knock the PCs unconscious. They managed to kill the majority of the beastmen but at the last, just as the scaly-skinned monstrosity melted into smoke and disappeared, the leader of the beastmen hit Quangbae with such a vicious tearing attack that it destroyed the former blacksmith’s left arm. They killed the beastman leader then, and drove off the rest, and the creature that had been leading them dissolved into mist and slunk away to the river, but their victory had exacted a steep price: Quangbae’s arm was permanently destroyed.

During the desperate battle to save his life they discovered that the onsen at the centre of the compound was actually a healing onsen, and by bathing him in its waters they were able to ease his pain. Perhaps the strange beast had been drawing on the magic of the onsen to support its own powers and control the beastmen as its soldiers. Was it a fey? They did not know, but now they did not care. Quangbae was safe despite his wounds, they had a new base of operations with a magic healing onsen, and now they were in a position to begin exploring the mysteries they had uncovered in their journey here. A new chapter was about to begin …

Hugo Tuya’s guards have lost Hugo Tuya and failed to discharge their sole responsibility on their journey through the Middlemarch. Morning has come after the deepfolk ambush, and they need to make decisions about what to do next. It is the 5th of the month of Travel and they have two days’ food left when the sun rises. The roster for this mission:

  • Bao Tap, human stormcaller
  • Calim “Ambros” Nefari, human rimewarden
  • Itzel, elven astrologer
  • Kyansei of the Eilika Tribe, wildling barbarian
  • Quangbae, wandering blacksmith

With the morning light they were able to check their camp and their situation, and they decided it was dire. They packed up their belongings as quickly as they could and set off along the Middlemarch, hoping to find their way over the cracked and broken land of this part of the pass as quickly as possible. They struggled all day, lifting and dragging the cart through rougher patches of path, losing the path several times, and finally reaching a smoother, grassy patch of the pass by evening. Here they found a camp in the shadows of a broken mound of stones, setting their cart near the entrance to a niche in the stones and building their campfire inside.

They had used another day’s food supplies, and with Hugo Tuya gone they had no way of knowing how long it would take to leave the Middlemarch, so they decided it would be a good idea to scour the pass for food. Over they day their journey had brought them lower on the pass, and as the late afternoon sun began to set they had noticed they were passing into areas with occasional trees and grassy patches. They guessed they might be able to find goats or small mountain rodents to supplement their supplies, and decided to send Itzel out hunting. In the interests of safety, Quangbae accompanied her. They kept Kyansei at the campsite in case it was attacked while Itzel and Quangbae were hunting.

Itzel and Quangbae had not been searching long when they stumbled onto the outriders of another wave of deepfolk. Four goblin raiders, wearing leather armour and carrying spears, surprised them on the path only a short distance from the camp. As Quangbae engaged them Itzel cast an ice bolt into the group, freezing them where they stood, and they both fled back down the slope through silent groves of stunted trees to the camp. They warned the others of the incoming raiders and everyone took their positions, but by now the last light of day was beginning to fade and they knew they were in trouble.

It came soon enough, but not from where they had expected. Four small gourds fell from the sky and exploded in their camp, burning them all in a wave of heat and flame and setting the wagon alight. The non-combatants – Hugo Tuya’s grieving “niece”, the wagoneer and the maidservant – had to leap from the wagon to cover, but the wagoneer’s luck was up: he burnt to death in front of them, screaming horribly as he did. They had no time to tend to him though, because the surviving raiders charged down towards their camp at the same time as the bat riders swooped back overhead, and arrows began to pour into the camp.

Now things were desperate. they used arrows and magic to bring the bat riders down from the sky so Bao Tap and Quangbae could kill them in the camp, while Kyansei defended against raiders, Bao Tap’s conjured rockhopper could attack one gang of Grig scouts and Itzel and Calim backed the group up with healing magic and bolts. Itzel was also able to extinguish the fire on their wagon before it destroyed the last of their food, or their precious Manticore egg. Another team of Grig scouts moved in, using arrows to cover their goblin captain, who charged into the rocky periphery of their camp just as Kyansei finished off the raiders. Bolstered by Calim’s magic, she charged over to attack the captain, and after a few more bloody moments all their attackers lay dead. They picked their way over bodies to check the perimeter of the camp, ignoring the last desperate whimpers of their dying wagon driver and arguing over what to do next. Somewhere in the distance they could hear the wail of pipes, a discordant keening that did not promise any respite. As everyone paused to gather their courage and catch their breath, Bao Tap called an owl from the darkness and bound it to him, sending it off to find the source of the pipes. Through luck or desperation his spell was so over-powered that he was able to become one with the owl, and could see through its eyes as if he were a part of it.

And so it was that through the owl’s eyes he saw what was coming for them, not very far back along the path in the higher parts of the pass: a much larger gang of deepfolk perhaps more than 20, led by an Orc champion of the type that had been so hard to kill when they fought the raiding gang at Estala, and accompanied by another Grig spellcaster. There were more batriders, goblin raiders, and more archers. While they had been able to best a gang of this size once, in Estala, on that occasion they had the benefit of surprise, and they were not exhausted and injured. None of them doubted that another confrontation with a gang of this size, in their current exhausted state, in the dark, could have only one outcome. They needed to flee.

They had little time, but they did what they could. Obviously they would have to abandon the wagon and the body of the wagoneer, because they could not hope to escape if they were dragging the wagon through the difficult paths of the Middlemarch. While the two girls untethered the horses and saddled the striders they rushed through the wagon, saving what they could load on the back of the horses: the manticore egg, their coin, a collection of steel weapons for recrafting, some armour and other treasures they had picked up on the way. Itzel threw all the books they had collected into a bag, and it was as she was doing this that she stumbled on something that they had picked up in Regald’s house but forgotten: a map of the Middlemarch, with an “x” mark somewhere a day or two’s journey back from where they were now. Looking at it now she realized they had probably been carrying a warning about the location of their deepfolk enemies all along, but had not realized it. Would Tuya still be alive if they had remembered the map?

Did she care? She stuffed it in with the other books, they loaded the horses and fled their camp. They hoped that the deepfolk pursuing them would approach the camp with caution, and take a little time searching it, so that they could gain a head start, but they were uncertain about the batriders. They needed to make time, so they rushed headlong down the path, hoping to go as far as they could while the deepfolk were distracted and the last light of the fading day still stained the sky. They did not dare use any light of their own until they were sure they were far enough from the deepfolk to be out of sight, and even then they did not want to be found by the batriders. Fortunately the sky was clear and soon after the last glow of day faded the sunshard emerged, casting pale silver and green light across their path and giving them just enough light to find the path. Itzel, able to see perfectly in this limited light, guided them expertly down the path, and somehow they stayed ahead of their foes, making good time down the pass. So it was that in the last hours of the night, just before the sky began to lighten with the first hint of the coming day, they staggered out of the Middlemarch and into the quiet farmland of the slopes around the town of Iruva. They had survived the deepfolk, and made it across the Middlemarch.

They passed the outlying farms in the dark under the sunshard, and reached the gates of Iruva at first light, exhausted and shattered. Stumbling through the gates, they made their way to the town’s only hostelry and called for the bailiff. They warned him of what might be coming, sent their stormrider with a message back to Estala, and collapsed into their beds. They had failed in their only mission, to protect Hugo Tuya and his caravan, but they were alive, and now the world knew what they knew: Dark forces stirred in the mountains. Something was coming from the bowels of the earth, and they were not ready …

Walking up the Middlemarch after the storm

Hugo Tuya’s guards have entered the Middlemarch, and are now committed to dragging their wagon and charges across the pass to the far side, even though they know this pass is likely guarded by deepfolk. The roster for this session:

  • Bao Tap, human stormcaller
  • Calim “Ambros” Nefari, human rimewarden
  • Itzel, elven astrologer
  • Kyansei of the Eilika Tribe, wildling barbarian
  • Quangbae, wandering blacksmith

They set off from their camp in the scree-scattered entry to the pass into a higher zone of smooth ground, the path winding easily through a kind of scrubby moorland interspsersed with streams, geysers, and broken ground. Around midday they realized they were being followed by a deepfolk scouting party, and in the early afternoon they set an ambush. They parked the wagon in the lee of a jumbled pile of rocks, and Kyansei and Calim pretended to be repairing it while the others hid in the rocks. The deepfolk seemed to fall for the trap and, rounding the curve of the rockpile, rushed to attack the wagon. There were four goblins and their captain, the captain standing back and firing crossbows, but soon after the guards sprung their trap a squad of Grig archers appeared from ahead – the deepfolk had also been attempting to set a trap around these rocks. The battle was short and easy, with the scouting party reduced to nothing in a very short time. Sadly, though, one of the Grig managed to escape. They did not risk leaving the wagon to find him, but proceeded on their journey.

It was the 1st of a new month, the month of Travel, when they broke camp to head deeper into the Middlemarch. After their struggles with the relatively smooth tree-scattered slopes at the head of the pass the land now rose sharply into a long, torturous slope of jagged ground criss-crossed by streams of steaming water, scattered with boulders and uncertain, crumbling patches of rough ground. The path was winding and unclear, sometimes fading into the scrappy ground and forcing them to wait at the wagon as Itzel or Kyansei scampered ahead over humped, rocky ground to find a clear path. By the end of the day they had reached a small but stubborn escarpment, which refused to offer them a pathway to the higher reaches of the pass. Here they stopped, but as they prepared to build a camp they were surprised by a sudden, violent storm. They had no time to make a camp but had to huddle as best they could in the shelter of the wagon. Bao Tap used his magic as best he could to ward it off but his magic was weak against the storm’s rage, and in the morning they woke exhausted, half frozen and hungry to find the wagon had been damaged by the storm. It took Quangbae all day to repair the wagon, and while he worked on it Itzel and Kyansei searched for – and found – a better campsite. They moved there before the cold night fell, and spent a second, more comfortable night huddled against the escarpment.

The following morning they resumed their search, and finding a way over the escarpment proceeded through the pass, reaching its highest point by the end of the day. They set another camp, and on the 4th of Travel broke camp to begin the careful descent towards the far side of the Middlemarch. Here as the pass began to slope downward the travel became extremely difficult. The ground was not only broken and cracked, but treacherous with ice from the recent storm, and covered in debris. Boulders, smashed trees, and rubble-strewn ground, cracks in the road, and sudden points where the road seemed to be lost, made the going difficult. By the end of the day they had made little progress, and everyone was exhausted from wrestling with the wagon. Night and the cold came quickly, and they had no time to find a camp. They found a small, pathetic stand of struggling trees and bedded down as best they could in their shadows.

Of course they set a watch, but it was to no avail. During Itzel’s watch, as she was huddling against their tiny fire trying to catch the last faint glimmer of its warmth, a squad of gobliin batriders fell out of the sky directly into their camp and began attacking them. Itzel screamed for everyone to wake up and attempted to escape the stabbing and slashing swords of the batriders, as a team of goblin raiders burst into the campsite to attack Bao Tap, and a band of small Grigg fighters slashed and hacked their way in too, accompanied by a goblin captain. Everyone struggled out of their bedrolls to join the fray, but their circumstances were dire: rolling on the ground, being stabbed at with spears and swords, grabbing for weapons and hasty spells as the darkness turned its teeth on them. The Grigg scrappers grabbed Hugo Tuya and dragged him screaming off into the dark, and other Grigg in the shadows fired arrows at Calim and Kyansei. Bao Tap, struggling to his feet among a horde of raiders, managed somehow to cast his most powerful spell, and moments later a huge, shaggy, iron-skulled old mountain goat charged into the clearing, trampling goblin raiders under its feet and roaring in rage. With this distraction they were able to regroup and slowly begin killing their attackers, but somewhere out in the dark they heard a man screaming and gurgling, and then more arrows fell on them.

Still, with the help of Bao Tap’s nature’s champion, they were able to slowly hack their way outward from the campfire, and eventually the last of their attackers fell or fled. The enormous shaggy goat chased after them, bellowing with all the inchoate rage of the mountains in winter, and silence fell on the camp. Calim cast his healing magic on those he could, they gasped and panted in the aftermath, and then they realized they had lost Hugo Tuya.

They found him soon enough, just outside the ring of trees, his throat cut from ear to ear and the snow around him brown with his own blood. He was dead, killed by the Grigg that captured him when they realized the battle had turned against them and their help was needed. Perhaps if one of the guards had charged out of the campsite sooner they might have been able to save him, but in the press of bodies and heat of battle no one had noticed. Their patron was dead. They had failed.

Here they stood, in the still cold dark of the coldest period of the night, exhausted, bloodied and cold, their mission failed, a dead merchant their only prize. They were at least two days from the base of the Middlemarch if their journey went smoothly, with only two days’ food remaining to them, surrounded by deepfolk who knew the land and the dark, running out of ammunition and energy. They had to make a decision: did they flee the pass as fast as they could, or did they follow these beasts and exact a bloody revenge for what they had done? The time had come for Hugo Tuya’s guards to define themselves, as failures or heroes…

Hugo Tuya’s guards have returned from exploring the mountains, and there is no more reason for them to remain in Estala: the time has come to escort Hugo Tuya’s trade caravan through the Middlemarch to western Hadun, even though they know that a deepfolk raiding party has entered the pass ahead of them. The roster for this session:

  • Bao Tap, human stormcaller
  • Calim “Ambros” Nefari, human rimewarden
  • Itzel, elven astrologer
  • Kyansei of the Eilika Tribe, wildling barbarian
  • Quangbae, wandering blacksmith

They spent only another day in Estala, gathering supplies and weapons for the journey, and then set off for the pass. Amestra, the Myrmidon who had sent them on the mission to Cauldron Lake, was eager for them to continue their journey into the pass, even though they knew deepfolk hid there: she wanted to know if another raid was planned on the town, and what numbers hid there. To this end she gave the guards a stormrider, a strange flying animal something like a jackal on wings, made of a strange mixture of bird and bat and lizard parts. This beast could fly fast and high, was tough against the mountain weather, the same colour as the rocky passes it flew over, and trained to return to Estala. Should they learn of the deepfolk situation in the pass – or even if they needed help – they were to tie a message to it and release it to return to Estala, where she would have a small squad of guards ready. This was not enough to ease the guards’ misgivings, but at least gave them some hope of rescue if all went wrong. They were ready to leave!

They took the wagon and their striders back the way they had come just two days ago, along the road to Cauldron lake, and passed the southern edge of the lake until the trees all around them began to change shape, the ground became rockier and more hostile, and they reached the scree-scattered slopes of the mountains near the Middlemarch. Now the forest thinned and the trees became smaller, stunted from trying to grow in the hard ground and bent and twisted from the harsh weather of the mountains. It was here at the edge of these trees, as they began to move into the open rocky ground at the entrance to the Middlemarch, that they were attacked by a manticore.

The beast dropped straight down on their party, not even bothering to strafe them with its spines first, but they saw it coming and were prepared when it hit the ground. Itzel cast her blur spell, Quangbae and Kyansei attacked it, and although it was able to knock Kyansei down with a vicious clawing attack it was no match for the party of five: after a brief and terrifying struggle it lay dying on the road. They wasted no time, but harvested the spines from its tail even before its breath had stilled, and leaving the butchered corpse to cool among a throng of gathering ravens, continued their journey.

They made quick progress on the first slopes of the Middlemarch, finding the path quickly and even managing to locate the Manticore’s nest, where they found an egg. They used the nest as a camp for the night, choosing to steal the egg to either hatch or sell when they arrived at a larger city, but disaster stroke as they were bringing the wagon up the road to the camp: one of the wheels cracked, and the wagon broke. They had to leave it near the camp while they rested, and in the morning would have to devote considerable time to repairing it.

Morning came and, well rested after a night spent in the safety of the Manticore’s nest, Quangbae set to work repairing the wagon. With some magical help from Itzel he repaired it very quickly, and they were able to look forward to a whole day of travel. Ahead of them the Middlemarch rose to more forbidding heights, the road barely visible among the scree and clinging mist of the pass. They packed their things back into the wagon, cast salt to the road in hopes Quangbae’s repairs would hold, and set off on day 2 of their journey across the mountains. What did the pass hold, and would they make it to the other side?

Next Page »