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Events · The Low Lanes

36 events. River country and the docks below the Mountain; foundry towns and barge ports.

The Low Lanes →

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The Beacon Tenders

A flat-bottomed maintenance barge inches along the fog-shrouded river channel, where workers from the Beacon Tenders' Guild climb ladders to service the navigation lights. Half the beacons behind them have already flickered out again in the damp air.
  • [Fire mage] Reignite the dead channel beacons from your rail.
    Crew: Mage · Fire caster
    crewmate sends bolts of clean flame down the channel, lighting beacon after beacon like miniature suns. The grateful lamp-master pays you twenty silver.
    −12 mana (the crewmate who acted)+20 silver+1 The Guild standing
  • [Gnome] Overhaul their faulty clockwork oil-feeders.
    Crew: Gnome
  • Sell them three mana crystals to power the beacons. (3 crystal)
    Costs 3 crystal
    They pay eighteen silver—above market rate—and warn you that beacons upriver have been dying on their own in strange patches of dead, windless air.
    +18 silver
  • [Lowborn] Ask when the Guild will finally light the lower-wharf tenements.
    Crew: Lowborn
    The lamp-master sighs. "The city council never budgeted crystal for the lower piers." Sympathetic to a fellow worker, he marks three safe shortcuts through the river fog on your chart.
    Reveal 3 waypoints
  • Set course and fly on.
    You cruise past as the barge's dim work-lamps fade into the river fog behind you.

River Fog Bank

A dense wall of river fog blankets the shipping lane ahead. Somewhere deep inside the whiteout, a ship's bell clangs once—and is immediately muffled.
  • Put out your lamps and creep slowly through the fog.
  • [Lookout 2] Have your crow's-nest lookout scan for mastheads poking above the low fog.
    Lookout level 2+
    High above the mist, your lookout spots the topmasts of two ambushing pirates waiting in the channel—letting you steer cleanly around their trap and chart the safe route.
    Reveal 2 waypoints
  • [Chiropteran] Have crewmate guide the helm through the fog by echolocation.
    Crew: Chiropteran
    crewmate stands at the bow clicking softly, steering your ship by echo right between two lurking pirate hulls without either spotting you.
    +1 Helm skill XP
  • [Air Striker] Blast a clear corridor straight through the fog bank.
    Crew: Air caster · Striker
    crewmate rips the fog bank open with a gale-force gust—exposing a pirate sloop waiting in ambush at long range before her crew can ready their guns!
    −12 mana (the crewmate who acted)Battle: Sky pirates · Long rangeIf you win:+15 silver
  • Burn two crystals to fly wide around the fog bank. (2 crystal)
    Costs 2 crystal
    You take a long, cold detour around the edge of the river mist and avoid whatever was waiting inside.

The Pennywhistle

Another debt-ridden freighter is sprinting for the same foundry pier as you: the Pennywhistle, her hull even more patched than yours. Her captain, a Lowborn woman named Hessa Crane, waves her hat across the gap. "First hull to touch the pier wins the iron-hauling contract!"
  • Push your drive hard and race her to the pier!
  • Call out to her and offer to split the hauling contract fifty-fifty.
    You divide the iron cargo evenly between both ships. Hessa shakes your hand on the pier. "Fair dealing, the captain. I won't forget it."
    +12 silver
  • [Rigger] Have crewmate snag her main halyard with a boathook as you pass.
    Crew: Rigger
  • [Crown +1] Signal the port inspector to detain her for overdue debt payments.
    The Crown standing 1+
    The port inspector impounds her at the harbor gate for an hour. You collect the twenty-five-silver contract, and Hessa glares daggers at your stern.
    +25 silver+1 The Crown standing
  • Throttle back and let her have the contract.
    You ease off the throttle and let the Pennywhistle take the berth. Hessa tips her hat to you in gratitude from the helm.

Hessa Again

The patched freighter Pennywhistle emerges from the foundry smoke off your beam, with Captain Hessa Crane standing at her rail. She spots your hull markings immediately.
  • [Hessa owes you] Call out to her for news of the river lanes.
    "Collector's debt-cutters are sweeping the east channels!" she shouts across. "Keep west!" She tosses over two sacks of onions for your galley as she passes.
    Reveal 3 waypoints+2 provisions
  • [Hessa owes you] Trade her two mana crystals for her spare ammunition. (2 crystal)
    Costs 2 crystal
    She winches over six bundles of heavy iron bolts—well above market value. "Us Lowborn captains have to look out for our own!"
    +6 bolts
  • [Hessa's grudge] Man the guns—she's coming in to settle the score!
    Furious over how you cheated her at the pier, Hessa has taken out a bounty hunters' warrant on your ship and attacks with boarding harpoons ready!
    Battle: Bounty hunters · Close rangeIf you win:+15 silver
  • [Hessa's grudge] Pay her the twenty-five silver from the foundry contract to settle the grudge. (25 silver)
    Costs 25 silver
    Hessa weighs the coin purse, then tosses twelve silver back onto your deck. "Call it even, captain." She turns her ship away in peace.
    +12 silver
  • Keep your distance.

Strike at Cinderholm

The smokestacks of Cinderholm have gone cold. Striking foundry workers have barricaded the river pier with sledges and banners, while up on the hill, the foundry owner's agent waves a heavy purse of silver for any ship willing to land strikebreakers.
  • Ferry the owner's hired strikebreakers onto the foundry roof.
  • Deliver three crates of bread and provisions to feed the striking workers. (3 provisions)
    Costs 3 provisions
  • [Ursine] Send crewmate down to stand on the picket line beside the workers.
    Crew: Ursine
    crewmate plants their massive frame at the front of the barricade. The owner's hired thugs take one look at crewmate and decide not to charge the pier today.
    +1 The Undertow standing+1 The Clans standing+1 heat
  • [Noble-born] Have crewmate mediate with the foundry owner as a social equal.
    Crew: Noble
    Over tea at the manor house, crewmate persuades the owner to grant a modest wage concession that reopens the furnaces—and both sides pay you twenty silver for brokering peace.
    +20 silver−1 heat
  • Stay out of the labor dispute and fly on.
    You leave the cold smokestacks and the barricaded pier behind you.

The Meter Buoy

A Charter inspection skiff is moored to a floating mana-meter buoy in the center of the channel. A young Crown inspector in a rain-soaked coat holds up a brass detector—and its needle is already twitching toward your ship.
  • Slip the inspector fifteen silver to look the other way. (15 silver)
    Costs 15 silver
  • [Quartermaster] Bore him to tears with a line-by-line cargo audit.
    Crew: Quartermaster
    crewmate drones through every barrel of salt pork and coil of rope in a monotone voice until the freezing inspector waves you through just to get out of the rain.
    −1 heat
  • [Licensed mage] Have crewmate step to the rail and present their official casting license.
    Crew: Mage · Licensed
    The meter needle swings toward crewmate, whose stamped Academy license accounts for every ounce of mana aboard. Satisfied, the inspector clears your ship.
    −2 heat
  • [Lowborn] Have crewmate quietly ask if his own family is on the Lowborn rolls too.
    Crew: Lowborn
    The young inspector hesitates. "My mother still works the lower wharf on Lowborn papers," he admits quietly. He logs your ship as clear and warns you where the next patrol is waiting.
    −1 heatReveal 2 waypoints
  • Ignore his signal and fly straight past the buoy.

Collector's Debt Sweep

Ahead in the channel, an armed patrol boat flying the Collector's grey pennant has halted a string of river barges. Debt enforcers are boarding each vessel to check their loan balances—and already unbolting the helm from a barge that fell behind on payments.
  • Fall in behind the barges and submit to the debt inspection.
  • [Forged papers] Present a forged payment receipt stamped by the Guild.
    1 forged papers
    The enforcer holds your forged receipt up to the lantern, squints at the watermark, and waves you through without a fee.
    −1 forged papers−1 heat
  • [Avian] Send crewmate aloft to scout a path around the checkpoint.
    Crew: Avian
    crewmate flies high above the river mist and spots an unguarded side channel, letting you slip past the checkpoint unseen.
    Reveal 2 waypoints
  • Fire a warning flare so the barges can scatter, and fight the patrol boat yourself!
    The grateful river barges scatter to safety while the Collector's patrol cutter swings around to attack your ship!
    +1 heat+1 The Guild standing+1 The Undertow standingBattle: Excise cutter
  • Burn two crystals to turn back and take a side channel. (2 crystal)
    Costs 2 crystal
    You burn extra fuel to detour around the river bend before the enforcers spot your hull.

Cheap Forgeries

Beneath the shadows of the Mudgate barge bridge, a back-alley forger in fingerless gloves rows a skiff up under your hull. "Cargo manifests, clean registrations, debt releases—half the price of the harbor office, captain!"
  • Buy a set of forged transit papers. (25 silver)
    Costs 25 silver
  • [Quartermaster or Gnome] Have crewmate inspect every watermark before you pay. (25 silver)
    Either: Crew: Quartermaster / Crew: GnomeCosts 25 silver
    crewmate rejects two flawed sheets and forces the forger to redo them on the spot, securing a flawless set of transit papers.
    +1 forged papers
  • [Vulpine] Have crewmate haggle the forger down to half price. (12 silver)
    Crew: VulpineCosts 12 silver
    crewmate talks the forger down to twelve silver for a clean set of papers—and leaves him thinking he got the better of the deal.
    +1 forged papers
  • [Crown +1] Report the forger's hiding spot to the port inspector for a bounty.
    The Crown standing 1+
    The Crown inspector pays you a fifteen-silver finder's fee and sends a squad to raid the bridge before dawn.
    +15 silver+1 The Crown standing−1 The Undertow standing
  • Decline his offer and fly on.
    He shrugs and rows his skiff back into the shadows under the bridge.

Two Contracts

A cargo broker on the Tallow Steps has two urgent shipments, and you only have hold space for one: a crate of medicinal fever-bark for a flooded town downriver that pays poorly, or a smuggler's crate labeled 'lamp wicks' that pays very well and is definitely contraband.
  • Take the medicinal fever-bark for the flooded town.
    You load the perishable medicine into your hold; it won't make you rich, but the Carriers' Guild respects captains who keep the river towns alive.
    Cargo: 1 × perishable+1 The Guild standing
  • Take the smuggler's contraband crate.
    You stow the unmarked contraband crate below decks—it will fetch a high price if the customs patrols don't catch you.
    Cargo: 1 × contraband+1 heat
  • [Smuggler's Nook] Take both jobs—hide the contraband in your Smuggler's Nook!
    Room: Smuggler's Nook
    You stow the fever-bark openly in the main hold and slide the contraband behind the secret panel of your Smuggler's Nook. The broker is deeply impressed.
    Cargo: 1 × perishableCargo: 1 × contraband
  • [Surgeon] Have crewmate inspect the medicinal bark before loading it.
    Crew: Surgeon
    crewmate opens a sack and catches the broker trying to dilute the medicine with sawdust! Exposed, the broker loads pure fever-bark and pays you ten silver to keep quiet.
    Cargo: 1 × perishable+10 silver+1 The Guild standing
  • Turn down both shipments.
    You leave the broker on the steps to find another freighter.

The Academy Washout

Sitting on a stone lock-wall, a young woman in a frayed Academy coat is using ice magic to chill mugs of ale for passing bargemen at a copper a cup. The Academy crest has been ripped from her sleeve.
  • Recruit her onto your crew as an ice mage.
    "I don't have a casting license anymore," Idony Hatch warns you as she climbs aboard. "The Charter meters will ring whenever I cast."
    New crewmate: Idony Hatch, Mage+1 heat
  • [Licensed mage] Have crewmate test her casting form on the dock.
    Crew: Mage · Licensed
    crewmate runs her through standard Academy drills and discovers her technique is sharper than the examiners who expelled her! Idony Hatch eagerly joins your crew.
    New crewmate: Idony Hatch, Mage+1 heat
  • [Ice mage] Pay her ten silver to trade ice-casting techniques with crewmate. (10 silver)
    Crew: Mage · Ice casterCosts 10 silver
    She and crewmate swap frost formulas on the lock-wall until dusk, adding a new spellbook technique to crewmate's repertoire.
    Learns a new spell
  • Report the unlicensed mage to the lock-house inspector for a bounty.
    The Charter inspector pays you twelve silver and leads her away in iron cuffs while the dockworkers glare at you.
    +12 silver+1 The Crown standing−1 The Undertow standing
  • Buy a cold mug of ale and fly on.
    The frost-chilled ale is refreshing, and she waves you off as you return to your ship.

The Gambling Hulk

A brightly lit gambling barge rides at anchor off the Sootwater locks. At the high-stakes table, a sharp-eyed Trace vulpine dealer with a notched ear is running a game of Crowns and Anchors—and cleaning out every sailor who sits down.
  • Put ten silver on the table and play a hand. (10 silver)
    Costs 10 silver
  • [Vulpine] Have crewmate watch her cuff for hidden cards.
    Crew: Vulpine
    crewmate spots the extra ace tucked up her sleeve and gives her a knowing wink. After the game, she slides twenty silver across the table to buy your silence.
    +20 silver
  • [Lucky] Put crewmate at the table with ten silver. (10 silver)
    Crew: LuckyCosts 10 silver
  • [Duelist] Have crewmate publicly expose her cheating at sword-point.
    Crew: Duelist
  • Steer clear of the gambling tables and return to your ship.
    You leave the brightly lit barge behind before your crew can lose their wages.

Dock Children

While your ship is moored low over the Mudgate barge-port taking on water, three soot-covered dock children scramble up your rope ladder. The oldest is barely twelve. "Hire us on, captain!" she begs. "We can haul lines as hard as any deckhand!"
  • [Quartermaster] Have crewmate arrange safe, paid apprenticeships for them ashore. (10 silver)
    Crew: QuartermasterCosts 10 silver
    crewmate marches them to the harbor master's office and pays their apprenticeship bond, securing all three children honest work ashore with written wages.
    +1 The Guild standing
  • [Ship's Cook] Have crewmate cook them a proper hot meal in the galley. (2 provisions)
    Crew: Ship's CookCosts 2 provisions
    crewmate heaps their plates with hot food. Seeing the hungry kids fed puts your entire crew in better spirits.
    Heal 15 HP
  • Give them free passage upriver to their aunt's home. (1 provision)
    Costs 1 provisions
    They ride safely on the grain sacks in your hold and sing shanties the whole way. Upriver, their grateful aunt presses five silver into your hand.
    +5 silver
  • [Lowborn] Have crewmate show their Lowborn debt papers and warn the kids away from debt-ships.
    Crew: Lowborn
    crewmate has a long, quiet talk with them about how the debt-ledgers trap young sailors. Before climbing down, the oldest tips you off that debt enforcers are asking after your ship at the lock-house.
    Reveal 2 waypoints−1 heat
  • Send them back down the ladder.
    They scramble back down the rope ladder and vanish into the dockside coal smoke.

Patch of Dead Air

Without warning, the wind dies completely across a mile of river channel. Your helm lamp shrinks to a tiny blue spark, and a passing sparrow drops out of the air onto your deck—alive, but too drained to move. A pocket of the Hush has drifted downriver.
  • Hold your course and push straight through the dead air.
    Your mages' channels ache as the dead air saps their mana, but you clear the pocket in ten minutes and the stunned sparrow takes wing again.
    −8 mana (your mages)
  • [Wisper] Have crewmate use their spirit wisps to trace the edge of the dead zone.
    Crew: Wild caster · Wisper
    The wisps recoil from the mana-dead boundary, allowing crewmate to steer right along the safe edge while honing their control.
    Wear on the crewmate who acted+1 Control
  • [Gnome] Have crewmate record instrument readings inside the anomaly.
    Crew: Gnome
    Every mana gauge aboard drops to absolute zero at once. crewmate carefully logs the readings in a notebook—valuable data for anyone studying the Hush.
    −8 mana (your mages)
  • [Avian] Let crewmate steer around the pocket by the prickling in their feathers.
    Crew: Avian
    Sensing the dead air before it hits, crewmate guides you around the anomaly and spots an uncharted shortcut along the river bend.
    −1 crystalReveal 1 waypoints
  • Burn two crystals to steer wide around the dead zone. (2 crystal)
    Costs 2 crystal
    Your crew gladly burns the extra fuel to give the eerie grey pocket a wide berth.

The Snapped Tow-Line

Crew: Knack
A sudden crosswind hits while you are towing a heavy coal barge off a mudbank. The thick hemp tow-line snaps like string, the iron-hulled barge swings straight toward your broadside—and one of your deckhands lunges bare-handed for the whipping cable!
  • Let crewmate grab the snapping cable!
    Crew: Knack
  • [Boarding Harpoon] Fire a harpoon cable into the barge to arrest its swing.
    Room: Boarding Harpoon
    Your winch takes the strain and stops the barge short of your hull, earning fifteen silver from the grateful barge-master.
    +15 silver
  • Order everyone clear of the rail and brace for impact!
    You pull your deckhand back from the whipping rope as the barge crunches into your hull planking.
    −2 hull

The Smoke of Blackwick

Heat 2+
An armed Excise customs cutter has been gaining on you for two miles. Just ahead, the foundry chimneys of Blackwick are belching a dense, pitch-black bank of coal smoke low across the river channel.
  • Plunge into the thick coal smoke to lose the cutter.
  • [Helm 2+] Put crewmate at the wheel to thread the smokestacks at full speed.
    Crew: Helm 2+
    crewmate banks hard between the glowing furnace stacks with yards to spare, leaving the cautious Excise cutter far behind!
    −2 heat+1 Helm skill XP
  • [Fire mage] Have crewmate fan the foundry furnaces from above to double the smoke screen.
    Crew: Mage · Fire caster
    crewmate blasts air into the furnace flues as you pass, sending up an impenetrable wall of black soot that stops the pursuing cutter dead in her tracks!
    −3 heat−10 mana (the crewmate who acted)
  • Stay in clear air and try to outrun the cutter on open throttle.
  • Heave to and let the customs team board.
    You cut your engines and hold position as the Excise cutter pulls alongside with an inspection team.

Salvaging Pig Iron

A cargo barge has run aground on the Sootwater shallows with forty tons of pig iron in her hold. The foundry's trade agent hails you from the pier, offering good silver if you use your ship's lift to haul the iron ashore before high tide swamps the wreck.
  • Burn two crystals to ferry loads of iron to the pier. (2 crystal)
    Costs 2 crystal
  • [Boarding Harpoon] Use your heavy winch crane to haul the cargo ashore fast. (2 crystal)
    Room: Boarding HarpoonCosts 2 crystal
    Your mechanical winch makes short work of the heavy iron, refloating the barge before dusk and earning a forty-silver payout!
    +40 silver
  • [Knack] Have crewmate load the heavy iron ingots using superhuman strength.
    Crew: Knack
    crewmate heaves iron bars like kindling while the dockworkers stare in amazement, earning your ship thirty silver before the tide turns.
    +30 silver10 damage to the crewmate who acted
  • [Stone Warden] Have crewmate raise the riverbed beneath the barge to float her free.
    Crew: Stone caster · Warden
    crewmate magically lifts the mudbank under the barge's keel until she floats free with her entire cargo intact! The stunned agent pays thirty-five silver, though the unlicensed display of magic draws notice.
    +35 silver−18 mana (the crewmate who acted)+1 heat
  • Decline the hauling job and fly on.
    You leave the grounded barge behind as the rising tide begins to lap over her rails.

The Hiring Wall

At the Lowgate river lock, unemployed sailors have chalked their names and skills onto a soot-blackened brick wall—every one of them Lowborn and in debt. Several stand waiting in the drizzle beneath their names, hoping for a berth.
  • Hire a Lowborn deckhand from the wall. (15 silver)
    Costs 15 silver
    She wipes her chalked name off the bricks with her coat sleeve and climbs aboard ready to work.
    New crewmate: Human, Deckhand
  • Hire the disgraced marine standing apart from the others. (5 silver)
    Costs 5 silver
    He wears an old Excise marine coat with the brass buttons sliced off—a deserter who asks few wages and knows how to fight.
    New crewmate: Human, Marine+1 heat
  • [Veteran] Have crewmate pick out the most capable hand on the wall. (15 silver)
    Crew: VeteranCosts 15 silver
    crewmate walks the line once and nods toward a quiet man with calloused gun-layer's hands—a steady veteran gunner who joins your crew.
    New crewmate: Human, Gunner
  • [Lupine] Have crewmate scent out any Excise informers lurking among the workers.
    Crew: Lupine
    crewmate sniffs out two undercover customs informers posing as job-seekers. Embarrassed, the lock-keeper chases them off, waives your lock fees, and tips you ten silver.
    +10 silver−1 heat
  • Pass the hiring wall without recruiting anyone.
    You return to your ship as the drizzle washes the chalked names down the brick wall.

Gloomwings in the Smokestacks

The cold brick chimneys of a shuttered foundry are choked with a massive roost of nocturnal gloomwings. The terrified townsfolk haven't dared light a streetlamp in a week, and the town alderman offers thirty silver to any ship that clears the predators out.
  • Accept the contract and attack the roost with your deck guns!
    At your opening volley, the entire flock of gloomwings erupts from the chimneys and dives at your sails!
    Battle: Gloomwing swarm · Close rangeIf you win:+30 silver
  • [Fire mage] Have crewmate drop fireballs down the chimneys to smoke them out.
    Crew: Mage · Fire caster
  • [Chiropteran] Have crewmate climb the tallest stack and drive the flock off with an ultrasonic cry.
    Crew: Chiropteran
    crewmate emits a piercing ultrasonic screech that sends the entire roost fleeing peacefully into the hills, earning the full thirty-silver bounty without firing a shot!
    +30 silver
  • [Gunner] Have crewmate fire canister shot down the chimney flues. (3 bolts)
    Crew: GunnerCosts 3 bolts
  • Decline the bounty and fly on.
    You leave the darkened town beneath the shadow of the roosting chimneys.

The Tax Barge

A Charter tax-barge loaded with mana crystals for the Mountain has run aground on a sandbar in the dense river fog. Her lone Excise escort cutter circles blindly in the mist, clanging her bell to stay in touch.
  • Pass a tow-line to pull the tax-barge off the sandbar.
    You haul the heavy barge free of the mud; the grateful barge-master pays you fifteen silver and logs your assistance with the Crown.
    +1 The Crown standing+15 silver
  • Board the barge in the fog and loot her mana crystals!
    Your boarding party is halfway across the deck when the Excise escort spots you through a rift in the fog and opens fire!
    +2 heatBattle: Excise cutter · Close rangeIf you win:+6 crystal+1 The Undertow standing
  • [Undertow +1] Answer the secret Undertow signal flashing from the barge's stern.
    The Undertow standing 1+
    Two of the barge's deckhands are Undertow sympathizers—they quietly winch five mana crystals into your hold while the escort circles blindly in the fog!
    +5 crystal+1 heat+1 The Undertow standing
  • [Water mage] Have crewmate summon a river swell to float the barge off the bar.
    Crew: Mage · Water caster
    crewmate raises a surge of river water that lifts the barge clear of the sandbar, earning twenty silver—though the inspector logs crewmate's magic use.
    −12 mana (the crewmate who acted)+20 silver+1 The Crown standing+1 heat
  • Slip past in the fog and leave them grounded.
    You steer clear as the escort's warning bell fades into the mist behind you.

An Offer Under Black Sails

A black-sailed pirate sloop glides alongside your ship with her gunports closed in truce. Her captain hails you across the water: a Guild payroll barge is passing through the Narrows at dusk, and she wants a partner to help ambush the armed convoy.
  • Join the pirate sloop and ambush the Guild payroll barge at dusk!
    At dusk in the Narrows, your two ships swoop down out of the setting sun to attack the payroll convoy!
    +2 heat+1 The Free Captains standing−1 The Guild standingBattle: Guild convoyIf you win:+40 silver
  • [Free Captains +1] Decline the raid, but ask her for patrol intelligence as a friend of the Muster.
    The Free Captains standing 1+
    "Collector's debt-cutters are sweeping the eastern channels," she warns you. "Keep west, and fair winds!"
    Reveal 3 waypoints
  • [Carrying contraband] Fence your contraband cargo directly to her ship.
    Carrying contraband cargo
    She buys every crate of contraband in your hold for forty-five silver in cash—leaving your cargo manifest squeaky clean for the next inspection.
    Lose contraband cargo+45 silver−1 heat
  • Betray the truce and open fire on the pirate sloop for the Crown bounty!
    "So that's how it is," she snarls, throwing open her gunports to return fire!
    −1 The Free Captains standingBattle: Sky piratesIf you win:+20 silver+1 The Crown standing
  • Politely decline her offer and fly on.
    "Your loss, captain," she shrugs, and her black-sailed sloop banks away into the clouds.

The Wrecked Debt Cutter

Wreck
A Collector's debt-enforcement cutter lies broken-backed on a river mudbank, her grey pennant trailing in the reeds. Her iron strongbox is still bolted to the deck—and a surviving debt enforcer lies pinned beneath a fallen spar, shouting for help.
  • Pry loose the strongbox and leave the enforcer pinned.
    You haul the thirty-five-silver strongbox aboard while the trapped enforcer curses your ship's name at the top of his lungs.
    +35 silver+1 heat
  • [Surgeon] Have crewmate lever the spar off him and splint his broken leg.
    Crew: Surgeon
    crewmate frees the injured enforcer and sets his leg. Grateful for his life, he gives you the key to the twenty-five-silver strongbox and swears to wipe your ship from his patrol report.
    +25 silver−2 heat
  • [Lowborn] Have crewmate destroy the cutter's debtor registries.
    Crew: Lowborn
    crewmate rips every page of Lowborn debtors' names out of the ship's records and tosses them into the river current while the pinned enforcer watches in silence.
    +1 The Undertow standing+1 The Free Captains standing+1 heat
  • Free the enforcer in exchange for half the silver in the strongbox.
  • Leave the wreck untouched and fly on.
    You steer clear of the mudbank, leaving the enforcer and his strongbox in the reeds.

Burning Reed-Wreck

Wreck
A cargo barge crashed into the reed marshes yesterday and is still smoldering. Through the drifting smoke, you can see intact mana crystals glittering inside her split cargo hold.
  • Send a salvage team in quickly before the flames spread.
  • [Emberkin] Send crewmate walking straight through the flames to salvage the hold.
    Crew: Emberkin
  • [Deluge Tanks] Douse the burning wreck from above before boarding.
    Room: Deluge Tanks
    You dump a torrent of water from your Deluge Tanks over the hull, extinguishing the fire in clouds of steam so your crew can safely salvage five crystals and three bolts.
    +5 crystal+3 bolts
  • [Water mage] Have crewmate sweep a wave of marsh water over the burning hull.
    Crew: Mage · Water caster
    crewmate raises a cresting wave from the river shallows to douse the flames, letting you salvage five crystals and two bolts in safety.
    −12 mana (the crewmate who acted)+5 crystal+2 bolts
  • Leave the burning wreck behind.
    You fly on as a black plume of marsh smoke trails across the sky behind you.

The Crashed Survey Skiff

Wreck
An Academy survey skiff lies wrecked across a slag field outside a foundry town, her white hull scorched black. Her crew has already evacuated, and no recovery team from the Peak has arrived yet.
  • Loot the wreck quickly, before the Excise comes looking for her.
  • [Gnome] Have crewmate strip the precision instruments from her helm.
    Crew: Gnome
    crewmate unbolts a brass mana-sensor from the helm stand and converts it into a wearable Artificer's Monocle!
  • [Noble-born] Have crewmate identify the noble sponsor's crest and return her logbook.
    Crew: Noble
    Your noble-born officer recognizes the house that funded the survey; their grateful steward pays you thirty silver for returning the logbook and asks no questions.
    +30 silver+1 The Crown standing
  • Leave the Academy wreck alone and fly on.
    You steer past the slag field and leave the Academy to salvage its own wreck.

River Mudlarks

Wreck
A wrecked river freighter lies half-sunk in the muddy shallows. A dozen poor lower-wharf scavengers—mudlarks armed with boat-hooks and canvas sacks—are already wading through the muck to strip her hull.
  • Drive the scavengers off and claim the entire wreck for yourself.
    You fire a warning shot that sends the mudlarks scrambling into the reeds, letting you strip twenty silver and three crystals—though the lower-wharf folk won't forgive the greed.
    +20 silver+3 crystal−1 The Undertow standing
  • Work alongside the mudlarks and split the salvage fairly.
    The local scavengers show your crew where the best cargo is wedged, and everyone walks away with a fair share of silver and crystal.
    +10 silver+2 crystal+1 The Undertow standing
  • [Deckhand] Have crewmate greet the scavenger leader from their old lower-wharf days.
    Crew: Deckhand
    crewmate and the mudlark boss greet each other like old friends, earning your ship first pick of the silver and three sacks of smoked eels for the galley.
    +15 silver+3 provisions+1 The Undertow standing
  • [Lutrine] Send crewmate diving into the submerged lower hold.
    Crew: Lutrine
    crewmate dives into the murky water and hauls up a crated Grapeshot Swivel gun for your ship, then brings up extra salvage for the cheering mudlarks!
    Weapon: Grapeshot Swivel+1 The Undertow standing
  • [Ursine] Have crewmate heave the fallen mainmast off the jammed cargo hatch.
    Crew: Ursine
    crewmate deadlifts the waterlogged mast aside while the mudlarks cheer, opening the untouched pantry so you can share out provisions and silver.
    +4 provisions+10 silver+1 The Undertow standing

Flood at Port

Port
The river has burst its banks at the port. Cargo barges are floating level with the warehouse rooftops, and the entire lower-wharf tenement district is flooded up to the second-story windows in brown water.
  • Use your ship to ferry stranded families off the flooded rooftops. (3 provisions)
    Costs 3 provisions
    You spend the whole afternoon shuttling flood victims to high ground and feeding them from your galley, earning the gratitude of the harbor master and local inspectors alike.
    +1 The Guild standing−1 heat
  • [Water mage] Have crewmate divert the floodwaters away from the merchant warehouses.
    Crew: Mage · Water caster
    crewmate channels the surging river away from the upper commercial piers. The wealthy warehouse owners pay you thirty silver, even as the lower tenements remain underwater.
    −20 mana (the crewmate who acted)+30 silver+1 The Crown standing
  • [Water Warden] Have crewmate hold back the floodwaters from the poor lower-wharf tenements instead.
    Crew: Water caster · Warden
    crewmate raises a towering wall of water to shield the tenement streets until every last family evacuates. The poor have no silver to pay you, but the Undertow and Free Captains remember who you saved.
    −25 mana (the crewmate who acted)+1 The Undertow standing+1 The Free Captains standing
  • [Lutrine] Send crewmate diving into the floodwaters to pry open the jammed drainage sluice.
    Crew: Lutrine
  • Hold position at the upper pier and wait for the floodwaters to recede.
    By nightfall the river drops back within its banks, and the upper wharf reopens for business.

Silver-Stained Nails

Refinery
Outside the dust refinery gates at the port, a gaunt refinery worker waits by your gangplank with his cap in his hands, his fingernails stained metallic silver from handling raw dust. "The company locked up my identity papers to keep me from quitting," he whispers. "Get me out of this port, captain!"
  • Recruit him into your crew.
    Once aboard, he works with desperate intensity to stay ahead of his dust cravings.
    New crewmate: Human, Deckhand+1 heat
  • Hide him under grain sacks in your hold and smuggle him upriver.
    You stow him beneath the cargo sacks to smuggle him to safety upriver, where abolitionist contacts will pay for his safe arrival.
    Cargo: 1 × smuggled+1 heat
  • [Mender] Have crewmate draw the dust addiction out of his blood before signing him on.
    Crew: Wild caster · Mender
    crewmate clasps his trembling hands for an hour, purging the toxic dust cravings from his system. Exhausted but cured, he signs onto your crew as a steady deckhand.
    Wear on the crewmate who actedNew crewmate: Human, Deckhand+1 heat
  • [Guild +1] Pay the refinery clerk twenty silver to buy back his employment papers legally. (20 silver)
    The Guild standing 1+Costs 20 silver
    Using your Guild standing, you buy back his bonded papers for twenty silver—allowing him to join your crew as a free man without raising any heat.
    New crewmate: Human, Deckhand
  • Turn him away.
    He remains standing by the refinery gate in the soot as your ship casts off.

Port Re-Registration

Port
The harbor clerk at the port is enforcing a new decree from the Mountain: every sailor on every vessel must line up on the pier to have their registration papers inspected and re-stamped. The queue of Lowborn workers stretches the entire length of the dock.
  • Wait in line and pay the registration fee for your crew. (5 silver)
    After three tedious hours in the queue, the clerk logs your crew roster, collects five silver in fees, and stamps your clearance.
    −5 silver−1 heat
  • [Noble-born] Have crewmate vouch for the entire ship using their noble family seal.
    Crew: Noble
    The moment the clerk spots crewmate's aristocratic signet ring, he waves your entire crew through without inspecting a single paper.
    −1 heat
  • [Forged papers, Lowborn] Use a set of forged citizen papers to wipe crewmate's debtor status clean.
    1 forged papersCrew: Lowborn
    The clerk stamps your forged document into the official registry—officially clearing crewmate's Lowborn status and making them a full citizen!
    −1 forged papersLoses trait: Lowborn
  • [Deep beastborn] Have crewmate confront the clerk when he tries to send beastborn to the cargo scale.
    Crew: Deep beastborn
    When the clerk insults crewmate by pointing toward the livestock scale, crewmate fixes him with a terrifying glare until the panicked bureaucrat slams his shutter closed for the day.
    +1 heat+1 The Clans standing
  • [Lowborn] Have crewmate stage a sit-down strike on the pier to block the registration.
    Crew: Lowborn
    crewmate sits down flat on the planks and refuses to budge—and within minutes, two hundred dockworkers sit down beside them, forcing the clerk to abandon the inspection!
    +1 The Undertow standing+1 heat

Soot Storm

Storm cell
A heavy storm cell rolls down from the foundry hills, dumping sheets of oily, soot-blackened rain across the shipping lane. The acidic downpour clings to your canvas sails and hisses against your hot keel-stone.
  • Brace the rigging and fly straight through the storm.
  • [Water mage] Have crewmate deflect the oily rain away from your sails.
    Crew: Mage · Water caster
    crewmate parts the black downpour in clean sheets over your masts, bringing your ship through unscathed while shaking off pursuit.
    −10 mana (the crewmate who acted)−1 heat
  • [Rigger] Send crewmate up the mast to shorten the sails before the acidic soot ruins the canvas.
    Crew: Rigger
    crewmate braves the slick rigging to bundle the canvas tight, letting you ride through on bare poles with minimal hull damage.
    −1 hull+1 Helm skill XP
  • [Storm Lantern] Follow the beam of your brass Storm Lantern through the squall.
    Fitting: Storm Lantern
    Your Storm Lantern cuts a steady amber beam through the black downpour, guiding you along the calmest current and losing your pursuers.
    −1 heat
  • Drop anchor and wait out the black rain. (2 provisions)
    Costs 2 provisions
    You spend a day anchored under tarpaulins, burning through two crates of rations until the foul squall passes.

River Squall

Storm cell
A violent river squall howling up the valley snaps the mooring cables of an Excise customs cutter! With her sails shredded, the cutter spins out of control past your bow while her crew fights desperately to keep her off the rocks.
  • Fire a tow-line across to pull the crippled Excise cutter to shelter.
  • [Air Warden] Have crewmate project a bubble of calm air around the crippled cutter.
    Crew: Air caster · Warden
    crewmate stills the howling gale around the cutter long enough for her crew to secure their rigging, earning the captain's gratitude and clearing your name with the patrols.
    −14 mana (the crewmate who acted)−2 heat+1 The Crown standing
  • Attack and board the crippled Excise cutter while she can't maneuver!
    You swing alongside in the howling gale and launch a boarding attack on the customs cutter!
    +2 heatBattle: Excise cutter · Close rangeIf you win:+4 bolts+15 silver
  • Leave the customs cutter to the storm and look after your own ship.
    You let the cutter spin away into the gloom while you fight to keep your own hull steady against the squall.
    −2 hull

The Claimed Outcrop

Crystal outcrop
A small floating rock glitters with a rich vein of mana crystal, marked with an official Guild claim-stake. Sitting beside the stake with a heavy pickaxe across his knees is an old gnome prospector in a patched coat.
  • Mine the crystal seam anyway.
  • Pay the prospector ten silver for a lawful share of his claim. (10 silver)
    Costs 10 silver
    He counts your coins twice, nods in satisfaction, and directs your miners to a rich seam worth five mana crystals.
    +5 crystal
  • [Stone mage] Have crewmate locate a deeper crystal vein that the prospector missed.
    Crew: Mage · Stone caster
    crewmate lays a hand on the stone and pinpoints a hidden pocket of crystal right beneath the gnome's boots! Delighted, he splits the six-crystal haul with you.
    −8 mana (the crewmate who acted)+6 crystal+1 The Guild standing
  • [Gnome] Have crewmate help him repair his sputtering drainage pump.
    Crew: Gnome
    crewmate and the old prospector spend a happy hour overhauling his pump's gear-train, and he pays you four mana crystals for the help.
    +4 crystal+1 The Compact standing
  • Leave him to it.
    He tips his pickaxe handle in farewell as you respect his claim and fly on.

The Flooded Vault

Dungeon
Beneath the ruins of an abandoned river magehold, the ancient water-lock stands open to the tide. Mossy stone steps lead down into dark water where mana crystals glint in the gloom—though spending time ashore will allow the advancing Hush front to close in.
  • Lead a salvage party down the steps with lanterns.
    With lanterns raised, your landing party wades down the slick stone stair into the flooded ruin.
    The front advances 1
  • [Fire mage] Have crewmate conjure a waterproof mage-light to guide the party.
    Crew: Mage · Fire caster
    crewmate summons a steady sphere of flame that illuminates the entire flooded corridor ahead of your team.
    The front advances 1−6 mana (the crewmate who acted)
  • Pry loose the few crystals visible near the top step without going inside.
    You chip three mana crystals from the upper archway and return quickly to your ship without losing time.
    +3 crystal
  • Leave it.
    You leave the flooded lock-vault behind and stay ahead of the front.

The Flooded Gallery

The lower gallery is waist-deep in black river water. Bleached bones and the reek of giant river-eels fill the old mooring rings along the walls. At the far end stands an iron vault door bearing the dead magehold's seal.
  • Wade through the waist-deep water toward the vault door.
  • [Lutrine] Send crewmate swimming ahead underwater to scout the eels' nest.
    Crew: Lutrine
    crewmate glides silently beneath the surface and pops up by the door. "Giant river-eels, fast asleep under the west wall—wade along the east side and you're safe."
  • [Ice mage] Have crewmate freeze a solid bridge of ice across the water.
    Crew: Mage · Ice caster
    crewmate freezes a thick causeway across the flooded gallery, letting your party walk dry-shod over the snapping eels below.
    −12 mana (the crewmate who acted)
  • [Lupine] Have crewmate follow the air draft to find a dry service passage.
    Crew: Lupine
    crewmate tracks a current of dry air up a side stair that bypasses the flooded hall completely, bringing you out right beside the vault door.
  • Abandon the delve and return to the ship.
    You retreat up the wet steps to your ship empty-handed rather than risk the dark water.

The Inner Lock-Vault

The heavy iron vault door is rusted into its stone frame and protected by an ancient defensive ward that still hums with power. Behind it lies whatever treasure the old magehold locked away before it fell.
  • Pry the warded iron door open with crowbars.
  • [Knack] Have crewmate wrench the rusted vault door off its hinges with brute strength.
    Crew: Knack
    crewmate plants a shoulder against the iron plate and rips the rusted bolts straight out of the stone wall, uncovering a gun battery and twenty silver!
    Weapon: a random weapon+20 silverLedger: Delver
  • [Warden] Have crewmate unravel the defensive ward before opening the vault.
    Crew: Mage · Warden
    crewmate carefully dismantles the magical trigger on the lock, opening the vault safely to claim an intact gun battery and a custom ship fitting!
    −15 mana (the crewmate who acted)Fitting: a random fittingWeapon: a random weaponLedger: Delver
  • [Gnome] Have crewmate pick the mechanical lock without tripping the ward.
    Crew: Gnome
    Working with a copper wire by lantern light, crewmate bypasses the warded tumblers in twenty minutes—recovering a gun battery and a clockwork device!
    Device: a random deviceWeapon: a random weaponLedger: Delver
  • Leave it sealed.
    Unwilling to risk the ward, you leave the vault sealed and climb back to daylight.

The Sealed Foundry

Dungeon
Buried beneath the slag heaps of a river town lies the Academy's original weapons foundry, bricked up a century ago. Locals claim you can still hear clockwork machinery clanking deep underground.
  • Descend the main shaft with lanterns.
    You climb down the dry, soot-lined shaft toward the warm glow of the lower levels.
    The front advances 1
  • [Chiropteran] Have crewmate map the shaft and lower corridors by echolocation first.
    Crew: Chiropteran
    crewmate listens at the shaft mouth for a full minute: "Heavy clockwork patrolling the furnace floor, and a broken landing on the second stair." You head down forewarned.
    The front advances 1
  • Pay an old local foundry worker ten silver to guide you to the entrance. (10 silver)
    Costs 10 silver
    For ten silver, the old man shows you the safe service ladder down to the furnace floor so you can avoid the collapsed main stair.
    The front advances 1
  • Leave it sealed.
    You leave the bricked-up shaft undisturbed and return to your ship.

The Cold Furnaces

Rows of colossal blast furnaces stand cold in the gloom. Prowling the aisle between them is a century-old clockwork guardian, dragging one rusted leg as its glowing eye-lamp sweeps toward your party!
  • Charge the clockwork guardian and smash it apart!
  • [Stone Striker] Have crewmate drop a section of the stone ceiling onto the guardian.
    Crew: Stone caster · Striker
    crewmate cracks the masonry arch overhead, dropping a five-ton slab of stone that crushes the clockwork guardian flat!
    −14 mana (the crewmate who acted)
  • [Quickener] Have crewmate soothe the spirit bound inside the automaton's core.
    Crew: Wild caster · Quickener
    crewmate places a hand against its brass chest and calms the bound construct until it kneels harmlessly on the floor.
    Wear on the crewmate who acted
  • [Gnome] Have crewmate dart behind the guardian and switch off its wind-up key.
    Crew: Gnome
  • Try to sneak past the guardian between the furnaces.

The Founder's Workbench

In the inner workshop stands the master founder's iron workbench, untouched for a hundred years. Around it sit cannon-barrel molds, a locked tool cabinet, and a heavy weapon crate stamped with the Academy seal.
  • Haul the sealed weapon crate up to the ship.
  • [Tinker's Bench] Salvage both the weapon crate and the master founder's tool cabinet.
    Room: Tinker's Bench
    Your crew hauls the entire tool cabinet up the shaft for your Tinker's Bench—recovering a gun battery, six bolts, and a century-old clockwork device!
    Device: a random deviceWeapon: a random weapon+6 boltsLedger: Delver
  • [Fire mage] Have crewmate rekindle the ancient forge-brazier and claim it along with the weapon crate.
    Crew: Mage · Fire caster
    crewmate breathes living flame back into the cold hearth, allowing you to haul away both the crated gun battery and the foundry's enchanted Brazier fitting!
    −15 mana (the crewmate who acted)Weapon: a random weaponFitting: Ember BrazierLedger: Delver

Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord