Events · Waypoints
60 events. Wrecks, outcrops, storms and anchorages anywhere on the chart.
Index of this page
Precarious WreckTrapped BelowA Crest in the TreesWrecked Excise CutterGloomwing RoostThe Old BattlefieldFrozen in the GlacierDowned Mail CourierCrystal MitesSleeping LeviathanStaked ClaimUnstable Geode CaveResonant SeamUnregistered DiggersHailstorm FrontViolent DowndraftStorm-Ray NurseryExcise PursuitTrapped in the EyeFreezing RimeFallen Storm-RiderThe Hermit's RockClear Rock PoolLantern NightShared AnchorageGuild WaystationThe Sunken LibraryThe Reading RoomThe Water Elemental KeeperThe Golem FoundryThe Casting FloorThe Warden GolemThe Golem CoreThe Hush-Struck CellarThe Dead-Air RacksThe Well RoomThe Skywyrm's LairThe Crumbling LedgeThe HoardThe Broken ObservatoryThe Lecture HallThe Orrery ChamberThe Observer's StudyThe Smugglers' TunnelsTrapped PassagesThe Smugglers' DenThe Lord's VaultThe Flame BarrierThe Cyclone HallThe Granite Vault DoorThe Spore MineThe Spore GalleryThe Deep Cave-InThe Memorial ChapelThe Wall of NamesThe Bound WispThe Clockwork CryptThe Pendulum HallThe Clockwork SentinelsThe Master Tinker's Tomb
Precarious Wreck
Wreck
A wrecked freighter teeters on a high cliff ledge, her stern hanging over the drop. Every gust tips her further toward the edge, though her cargo hatches stand open with crates still lashed inside.
- Grab the crates nearest the hatches and get off fast.
- Risk a full salvage and empty the entire hold.
- [Boarding Harpoon] Anchor the wreck to the cliff with a harpoon before salvaging.Room: Boarding HarpoonYour harpoon cable groans under the strain, but holds the freighter fast while your crew safely empties the entire hold.+5 crystal+30 silver+3 provisions+3 boltsCargo: 1 × common
- [Stone Warden] Raise a stone rampart under the freighter's keel.Crew: Stone caster · Wardencrewmate raises a ledge of solid stone beneath the hanging stern, bracing the wreck while your crew strips it clean.−14 mana (the crewmate who acted)+5 crystal+30 silver+3 provisionsCargo: 1 × common
- Leave the wreck before it falls.You fly on; when you look back a mile later, the freighter has already tumbled off the cliff.
Trapped Below
Wreck
A mail courier ship lies broken-backed in a pine forest. As your boarding party crosses her buckled deck, someone trapped below knocks a distress signal against the hull planks.
- Blast and pry through the jammed deck timbers. (4 bolts)Costs 4 bolts
- [Shaper] Mold an opening through the buckled hull planks.Crew: Shapercrewmate parts the crushed timbers like wet clay, freeing an injured rigger who asks to join your crew.Wear on the crewmate who actedNew crewmate: Rigger
- [Gnome] Squeeze in through the narrow bilge gap to reach them.Crew: Gnomecrewmate crawls through the bilge and guides a half-starved rigger out by his good arm. After two bowls of stew, he joins your crew.−1 provisionsNew crewmate: Rigger
- Leave them trapped and fly on.You return to your ship while the frantic knocking fades behind you.
A Crest in the Trees
Wreck
A noble household yacht has crashed into the canopy of a hanging forest. Gold-leaf heraldry gleams on her stern, and expensive silver tableware is scattered across the branches.
- Loot the silver tableware from the branches.You gather a heavy haul of silver plate to melt down, though a passing mail packet spots your ship looting the noble wreck.+45 silver+2 heat
- [Noble-born] Identify the house crest and return the silver for a reward.Crew: Noble"House Harrowvey," crewmate says. "They pay well for discreet salvage." You return the silver and receive a generous reward and the house's favor.+35 silver+1 The Crown standing
- [Lupine] Track the yacht's survivors through the forest.Crew: Lupinecrewmate tracks a trail of silk gloves to a young noble mage nursing a sprained ankle. Too proud to wait for rescue, she joins your crew.New crewmate: Mage+1 The Crown standing
- Report the wreck's location at the next Charter post.The Charter clerk logs the wreck's coordinates and pays you a ten-silver finder's fee.+10 silver+1 The Crown standing
- Leave it.You leave the crashed yacht in the canopy for the next scavenger.
Wrecked Excise Cutter
Wreck
An Excise cutter lies split open on a rockslide slope, her blue hull scorched black. Her evidence locker has burst open, scattering confiscated contraband down the hillside.
- Gather the scattered crates of contraband.
- Ransack the cutter's records cabin.You salvage blank ship registry forms, an inspector's official seal, and Excise patrol charts for the entire sector.+1 forged papersReveal 2 waypoints
- [Lowborn] Find the cutter's register of Lowborn debtors and burn it.Crew: Lowborncrewmate drags out the heavy register listing three hundred Lowborn workers and their debts, and burns every page to ash.+1 The Free Captains standing+1 The Undertow standing−1 The Crown standing
- [Gunner] Unmount and salvage her bow weapon battery.Crew: Gunnercrewmate spends the afternoon prying the cutter's bow gun battery free with its mounting plate intact.Weapon: a random weapon
- Leave the wreck before an Excise patrol arrives.You fly clear before the Excise recovery crews arrive to claim their wreck.
Gloomwing Roost
Wreck
A derelict hull hangs in the air, stripped to her ribs with the tar gnawed out of every seam. Inside the dark hold, thousands of gloomwings shift and rustle in their roost.
- Creep into the hold with shaded lamps while the swarm sleeps.
- [Fire mage] Drive the swarm out with smoke before boarding.Crew: Fire casterThick smoke fills the hull and drives the gloomwing swarm into the wind, leaving the hold yours to loot in peace.−10 mana (the crewmate who acted)Device: a random device+20 silver+3 bolts
- [Chiropteran] Coax the roosting swarm aside with echolocation calls.Crew: Chiropterancrewmate clicks and hums in the gloomwings' pitch until the swarm parts, letting your crew strip the hold undisturbed.Device: a random device+20 silver+3 bolts
- [Lookout 2] Spot valuables from the rail before sending anyone inside.Lookout level 2+Your lookout spots a lockbox wedged in the outer forecastle, letting you haul it aboard without disturbing the roost.+35 silver
- Steer clear of the roosting swarm.You give the infested hull a wide berth and fly on.
The Old Battlefield
Wreck
Twenty years ago, the Crown and the Free Captains fought a pitched battle through this pass. Dozens of moss-covered shipwrecks still litter the rocks beneath faded battle pennants.
- Scour the wreckage for leftover salvage.
- Carve the names of the fallen sailors into the pass memorial stone.Your crew spends the afternoon copying the names of both highborn citizens and Lowborn workers from the hulls, carving them side by side on the memorial stone.+1 The Free Captains standingHeal 20 HP
- [Free Captains +1] Search for the rebel supply cache beneath the marked cairn.The Free Captains standing 1+Beneath a stone cairn marked with a black flag, you uncover a dry cache of bolts, healing flasks, and silver left for rebel crews.+5 bolts+2 flasks+20 silver
- [Eagle Eye] Have crewmate scan the high cliffs for untouched wreckage.Crew: Eagle Eyecrewmate spots a severed gun-deck wedged high on a cliff face, with its weapon battery still intact.Weapon: a random weapon
- Set course and fly on.You fly through the pass beneath the faded battle pennants.
Frozen in the Glacier
Wreck
High on a glacier, a ship sits encased in blue ice up to her rails. Through the clear ice, you can see her frozen crew still at their stations and crates of provisions stacked in the galley.
- Hack into the frozen hold with ice picks.
- [Fire mage] Melt a passage into the hold and chart room.Crew: Fire casterSheets of ice melt off the hull, allowing you to recover her preserved stores and the captain's log charting the surrounding sky.−14 mana (the crewmate who acted)+6 provisions+2 flasksReveal 2 waypoints
- [Ice mage] Split the glacier cleanly along its fault line.Crew: Ice castercrewmate traces a fault line with one finger and cracks the glacier open, exposing the ship's intact stores.−10 mana (the crewmate who acted)+6 provisions+2 flasks+1 Casting skill XP
- [Emberkin] Climb down and melt the cargo hatch open by hand.Crew: Emberkincrewmate presses against the frozen hatch until the ice turns to steam, lifting the lid on a full hold of supplies.+6 provisions+2 flasks
- Leave the frozen ship undisturbed.You leave the ship and her frozen crew sealed inside the glacier.
Downed Mail Courier
Wreck
A Guild mail cutter has crash-landed in a grassy meadow. Her mailbags have burst open on impact, scattering letters and parcels across a mile of grass.
- Gather the scattered mailbags and deliver them to the next Guild post.Your crew spends the afternoon gathering every letter. The local Guild postmaster pays a finder's fee and commends your honesty.+15 silver+1 The Guild standing
- Break open the registered mailbags and steal the valuables.You loot the cash purses and money orders from the registered bags, though the Guild will soon suspect foul play.+40 silver−1 The Guild standing+1 heat
- [Lowborn] Sort out the letters addressed to dockworker families.Crew: Lowborncrewmate gathers the letters sent to the lower docks—including streets they know by heart—so you can deliver them at the next port.+1 The Guild standingHeal 20 HP
- [Quartermaster] Inspect the courier's routing tags for trade intel.Crew: QuartermasterFrom the dispatch tags, your quartermaster maps out every Guild post and trade route across the neighboring sector.Reveal 3 waypoints
- Leave them to the rain.You lift off and leave the scattered mail as rain begins to fall.
Crystal Mites
Crystal outcrop
This rock is rich with crystal, but the seams are crawling with thumb-sized crystal mites that feed on magical energy. Every mana gauge aboard your ship twitches toward them.
- Mine the crystal seam anyway.Your crew mines the seam while the mites swarm over your mages and drain their mana reserves.+6 crystal−20 mana (your mages)
- [Mundane] Send in non-magical crew whom the mites will ignore.Crew: MundaneWith no mana to attract the swarm, crewmate mines three full sacks of crystal while the mites ignore them completely.+6 crystal
- [Fire mage] Torch the mites off the crystal seam.Crew: Fire castercrewmate scours the rock face with flame, popping the mites like chestnuts so your crew can mine the seam clean.−10 mana (the crewmate who acted)+7 crystal
- [Stone mage] Extract the crystal with magic before the mites swarm.Crew: Stone caster
- Leave them to it.You fly on and leave the infested outcrop behind.
Sleeping Leviathan
Crystal outcrop
What looked like a rocky outcrop is actually a slumbering crystal leviathan, its massive hide encrusted with raw crystal. Loose crystal scales litter the stone around its flanks.
- Creep onto the rock and gather the shed crystal scales quietly.
- Open fire and hunt the leviathan for its crystal hide.You run out your guns and fire a broadside, waking the furious leviathan for battle!Battle: Crystal leviathan
- [Avian or Lupine] Soothe the beast with a clan chant while the crew gathers crystal.Crew: Avian / Lupinecrewmate's low clan chant relaxes the sleeping leviathan; it rolls in its sleep, shedding a massive haul of crystal scales onto the rock.+12 crystal+1 The Clans standing
- [Stone mage] Magically coax the loose crystal scales from its hide.Crew: Stone casterThe encrusted crystal scales lift off the beast's flank one by one without disturbing its slumber.−12 mana (the crewmate who acted)+12 crystal
- Leave it undisturbed.You slip past without waking the massive beast.
Staked Claim
Crystal outcrop
A Guild claim-post stands on this outcrop, guarded by a grizzled prospector with a pickaxe on her shoulder and a loaded crossbow in reach. "My claim," she warns, "but I'll sell you a share."
- Buy mined crystal from the prospector. (25 silver)Costs 25 silverShe weighs out seven sacks of high-grade crystal honestly and wishes you fair winds.+7 crystal
- Drive her off and seize the crystal claim by force.
- [Stone mage] Offer to crack her deepest crystal seam in exchange for half.Crew: Stone castercrewmate splits the deep rock face effortlessly. Delighted, the prospector splits the rich crystal haul with you and puts in a good word with the Guild.−12 mana (the crewmate who acted)+9 crystal+1 The Guild standing
- [Vulpine] Haggle her price down. (15 silver)Crew: VulpineCosts 15 silverThe old prospector enjoys crewmate's sharp bargaining so much that she sells you the full load of crystal at a steep discount.+7 crystal
- [Ship's Cook] Trade her a hot meal for crystal and local prospecting tips. (2 provisions)Crew: Ship's CookCosts 2 provisionsGrateful for her first hot meal in a month, she gives you a sack of crystal and marks the richest outcrops in the sector on your chart.+4 crystalReveal 3 waypoints
- Leave her to it.You leave her claim in peace, and she salutes you with her pickaxe as you pass.
Unstable Geode Cave
Crystal outcrop
A fissure in this floating rock opens into a hollow geode cavern lined with crystal. The entire boulder groans and shifts dangerously as your ship's shadow crosses it.
- Send a mining party inside with picks.
- [Stone mage] Map the stress faults before mining the cavern.Crew: Stone castercrewmate senses the rock's fault lines and marks the load-bearing stone, letting your crew extract a massive haul of crystal without triggering a collapse.−8 mana (the crewmate who acted)+14 crystal
- [Chiropteran] Use echolocation to spot weak points in the roof.Crew: Chiropterancrewmate clicks once and points out the single fragile pillar holding up the ceiling. Avoiding it, your crew mines the cavern safely.+8 crystal
- [Knack] Send crewmate in alone to pry out the loose crystal.Crew: KnackMoving with uncanny sure-footedness, crewmate slips in and out of the creaking cavern with a full load of crystal.+8 crystal
- Pass it by—mining unstable rock is too risky.You steer clear of the unstable boulder as it groans behind you.
Resonant Seam
Crystal outcrop
The crystal vein in this rock hums at a bone-rattling pitch. As you close in, the vibration grows loud enough to make your ship's own crystal stores hum in answer.
- Stuff wool in your ears and mine the humming seam.
- [The Shard] Hold the Shard over the rail to absorb the resonance.Carrying the ShardThe Shard absorbs the seam's harmonic energy, silencing the rock and empowering itself while you chip out the remaining crystal.+1 Shard charge+3 crystal
- [Tuning Fork] Strike the tuning fork to shatter the seam cleanly.Crew: Carries Tuning Forkcrewmate matches the rock's pitch with the tuning fork, cracking the entire crystal vein loose in one clean piece.+10 crystal
- [Air mage] Dead-zone the air around the rock to mute the hum.Crew: Air castercrewmate bends the sound waves away from your ship, letting the mining party chip out a heavy haul in total silence.−10 mana (the crewmate who acted)+8 crystal
- Fly clear of the humming rock.You pull away until the bone-aching vibration fades behind you.
Unregistered Diggers
Crystal outcrop
Six unlicensed miners are working this outcrop without tools—two of them are wild shapers pulling crystal straight from the rock with their bare hands. They freeze when they spot your ship.
- Pull alongside and trade supplies with the freighter.Reassured that you only want to trade, the diggers bring out their salvaged goods.Opens a shop
- Report the illegal diggers at the next Charter post.The Charter inspector pays you fifty silver for their coordinates, though your own crew glares at you in silence all day.+50 silver+1 The Crown standing−2 The Undertow standing
- [Wild caster] Help them shape crystal from the stone.Crew: Wild castercrewmate kneels beside the wild casters and helps draw crystal from the seam, earning a share of the haul and the Undertow's trust.Wear on the crewmate who acted+6 crystal+1 The Undertow standing
- [Surgeon] Bandage and salve the diggers' raw, bleeding hands. (1 flask)Crew: SurgeonCosts 1 flaskscrewmate treats their cracked, stone-burned palms. Grateful, the diggers pay you in raw crystal.+5 crystal+1 The Undertow standing
- Leave the stranger alone.You fly past without troubling them, and the diggers watch your sails until you vanish.
Hailstorm Front
Storm cell
A towering wall of gray cloud blocks your course, roaring with fist-sized hailstones.
- Brace the ship and fly straight through the hail.
- [Ice mage] Deflect the hailstones away from the hull.Crew: Ice castercrewmate raises an invisible shield of frost over the bow, deflecting the hail harmlessly while the storm covers your tracks.−14 mana (the crewmate who acted)−1 heat
- [Air mage] Pilot the ship through the thinnest pocket of the front.Crew: Air castercrewmate reads the wind currents and threads the ship through a gap in the squall with minimal hull damage.−10 mana (the crewmate who acted)−1 hull−1 heat
- [Wisper] Send wisps aloft to shatter the hailstones before they hit.Crew: WisperWisps swarm above the rigging, bursting the largest hailstones into harmless slush before they strike the deck.Wear on the crewmate who acted−1 hull−1 heat
- Fly the long way around the storm front. (2 crystal)Costs 2 crystalYou burn extra fuel to skirt the hailstorm, keeping the ship and crew unharmed.
Violent Downdraft
Storm cell
Without warning, the crosswind flips into a vertical downdraft, slamming your ship a hundred feet down through the clouds.
- Call the whole crew to haul the lines and level the ship.
- [Rigger] Shorten the sails instantly so the ship drops flat.Crew: Riggercrewmate drops and secures the canvas in seconds, letting the hull ride the downdraft flat and level out cleanly.+1 Helm skill XP
- [Air Warden] Cast a Calm Eye barrier around the ship.Crew: Air caster · WardenA pocket of still air wraps the hull, turning the violent plunge into a smooth glide.−14 mana (the crewmate who acted)
- [Knack] Send crewmate up the tilted mast to free the jammed yardarm.Crew: Knackcrewmate sprints up the forty-degree mast and kicks the jammed yardarm free, letting you pull out of the dive with barely a scratch.−1 hull
- [Keel 3] Channel extra power through your reinforced Keel to arrest the fall.Keel level 3+Your upgraded Keel enchantment flares and grips the air, halting the drop cleanly.−1 crystal
- Overload the Keel with raw crystal to stop the plunge. (2 crystal)Costs 2 crystalYou dump raw crystal into the Keel; it flares white-hot and catches the ship in midair without a single broken plank.
Storm-Ray Nursery
Storm cell
The warm updraft inside this storm is filled with juvenile storm-rays gliding on the gusts. High above them, a massive mother ray circles on watch.
- Glide through slowly with your weapon batteries powered down.
- Ready your guns and hunt the mother storm-ray.The juvenile rays scatter into the clouds as you open fire on the massive mother!Battle: Storm-ray
- [Avian or Lupine] Call out to the mother ray with a traditional clan greeting.Crew: Avian / Lupinecrewmate projects a low clan call into the wind. The giant ray glides past and sheds a sheet of tough gray stormsilk across your rigging—enough to armor a ship room.+1 The Clans standing
- [Air mage] Ride the storm updraft alongside the flock to lose pursuers.Crew: Air casterYour ship rides the flock's updraft like a sky-ray for ten minutes, leaving any pursuers miles behind.−12 mana (the crewmate who acted)−2 heat
- [Boarding Harpoon] Snag a drifting sheet of shed stormsilk with a harpoon.Room: Boarding Harpoon
Excise Pursuit
Storm cellHeat 3+
An Excise patrol cutter has been shadowing your ship since dawn. Just ahead, a towering gray storm cell rises out of the cloud bank.
- Plunge straight into the storm cell to lose your pursuers.
- [Air mage] Cloak the ship inside a dense fold of storm cloud.Crew: Air castercrewmate holds the cloud bank shut around your rigging as the Excise cutter flies past blind.−14 mana (the crewmate who acted)−3 heat
- [Helm 2] Thread the narrow gaps between the storm cells.Crew: Helm 2+crewmate pilots the ship along the razor-edge of the squalls until the Excise cutter loses your trail.−1 hull−2 heat
- Turn around and fight the Excise cutter in clear air.You swing your bow around to meet the Excise cutter as she runs out her guns for battle!Battle: Excise cutter
- Skirt the edge of the storm and try to outrun them in the open.The cutter eventually gives up the chase, though not before her spotters log your ship's markings.+1 heat
Trapped in the Eye
Storm cell
At the center of the storm lies a pocket of calm blue air. A light trading skiff floats there with slack sails and a starving crew—the storm wall is too violent for their small hull, trapping them here for nine days.
- Share provisions with the starving crew. (3 provisions)Costs 3 provisionsThe skiff's crew devours the rations on your deck, and their grateful captain pays you what silver she has left.+15 silver+1 The Guild standing
- [Air Warden] Hold a Calm Eye around both ships and tow them out.Crew: Air caster · Wardencrewmate projects a Calm Eye barrier around both hulls while you tow the skiff to safety. Her captain rewards you with silver and a Guild commendation.−16 mana (the crewmate who acted)+30 silver+1 The Guild standing−1 heat
- [Boarding Harpoon] Hook a tow-line to the skiff and haul her through the storm wall.Room: Boarding Harpoon
- Rob their remaining fuel crystal and leave them stranded.Too weak to fight back, the skiff's crew watches in silence as you strip their crystal racks and fly away.+6 crystal−1 The Guild standing
- Rest your crew in the calm eye, then fly on.Your crew rests for an hour in the calm pocket while the stranded sailors watch from their rail, then you fly on.Heal 30 HP
Freezing Rime
Storm cell
The cloud bank is below freezing, coating your rigging and spars in thick white rime ice until the ship begins to sink under the weight.
- Send the whole crew out with mallets to chip the ice free.
- [Fire mage] Send your fire mage up the rigging to melt the ice.Crew: Fire castercrewmate climbs the shrouds with blazing hands, melting the rime ice off the ropes in sheets of steam.−14 mana (the crewmate who acted)
- [Emberkin] Have your emberkin crewmate climb the masts and thaw the lines.Crew: Emberkincrewmate scrambles through the rigging for an hour, melting the ice with natural body heat until every line runs clear.5 damage to the crewmate who acted
- [Ice mage] Command the rime ice to shatter and fall away at once.Crew: Ice castercrewmate snaps a command into the frost, and every sheet of ice cracks loose from the yards and tumbles into the clouds.−10 mana (the crewmate who acted)
- Burn extra crystal in the Keel to climb above the freezing cloud. (3 crystal)Costs 3 crystalYou feed extra crystal into the Keel and power up into warm sunlight where the ice quickly melts away.
Fallen Storm-Rider
Storm cell
A group of young avians with painted ceremonial feathers are riding the storm gusts in a clan trial. One young flier has injured her wing and is spiraling down toward the abyss.
- [Avian] Dive off the rail and catch the falling flier.Crew: Aviancrewmate plunges into the gale and hauls her back aboard. Having failed her clan trial, she cannot return home this year and asks to join your crew as a rigger.10 damage to the crewmate who acted+1 The Clans standingNew crewmate: Avian, Rigger
- [Air Warden] Catch her on a conjured Sky Disk.Crew: Air caster · WardenA disk of solid air slides beneath the falling flier and lifts her safely to your deck, earning a wing-salute from the clan elders.−8 mana (the crewmate who acted)+2 The Clans standing
- [Boarding Harpoon] Fire a cargo net to catch her in midair.Room: Boarding Harpoon
- Bring the ship alongside and try to catch her over the rail.
- Hold course and let the clan elders rescue their own.Two veteran clan riders dive past your bow and catch the falling initiate before she hits the lower clouds.
The Hermit's Rock
Safe anchorage
A canvas-roofed hut, a bean garden, and a goat occupy this small floating island. An old hermit with a mage's channel-scars on his hands invites you to anchor—provided your crew doesn't mind a lecture.
- Drop anchor, rest the crew, and listen to the hermit.The hermit rambles about bean farming all evening while your crew enjoys a full night's rest.
- [Mage] Spend a full day studying spellcraft with the hermit.Crew: MageYour ship stays anchored an extra day while crewmate studies at the hermit's table, mastering a new spell as the Hush creeps closer behind you.Learns a new spellThe front advances 1
- [Wild caster] Spend a day training magical control with the hermit.Crew: Wild casterThe hermit drills crewmate in focus and breathing all day, permanently sharpening crewmate's magical control.+1 ControlThe front advances 1
- [Channel-scarred] Ask the hermit to treat your mage's channel-scars.Crew: Channel-scarredWith herbal teas and patient care, the old mage eases the damage in crewmate's channels, healing one scar by nightfall.Scar healedThe front advances 1
- [Deckhand] Help the hermit re-canvas his hut roof.Crew: Deckhandcrewmate spends the day pitching and lashing the hut's roof, picking up repair tricks and a sack of fresh beans in payment.+1 Repair skill XP+3 provisions
Clear Rock Pool
Safe anchorage
Fresh rainwater has filled a sheltered stone basin beneath an overhang, forming a deep, clear pool. With no enemies in sight, your exhausted crew is eager to wash up and rest.
- Drop anchor and let the crew swim and rest.Your crew washes off the grime of the voyage, hangs laundry in the rigging, and recovers their strength.
- [Lutrine] Send your lutrine crewmate diving for fish in the deep basin.Crew: Lutrinecrewmate dives into the rock pool and surfaces with enough fresh fish to restock your galley.+5 provisions
- [Surgeon] Set up a shore clinic and treat the crew's lingering wounds.Crew: Surgeoncrewmate inspects every sailor on the rock and properly dresses their injuries, curing all lingering wounds aboard.Loses trait: Wounded
- Refill your water casks and patch the hull while the crew rests.Your crew spends the morning patching hull planks and the afternoon resting by the water.Heal 100 HP+200 mana (your mages)+2 hull
Lantern Night
Safe anchorage
At a quiet night anchorage, your crew folds paper sky-lanterns out of outdated charts after discovering it is one of their shipmates' birthdays.
- Rest for the night and release the sky-lanterns.Your crew watches the glowing paper lanterns drift up into the night sky before turning in for a full rest.
- [Ship's Cook] Bake a birthday cake to lift everyone's spirits. (2 provisions)Crew: Ship's CookCosts 2 provisionsYour cook bakes a sweet ration-cake that lifts the entire ship's morale and eases the crew's grief.Loses trait: Grieving
- [Lowborn] Have your Lowborn crewmate paint the birthday name on a lantern in gold leaf.Crew: Lowborncrewmate carefully letters the birthday lantern in gold leaf, and the crew cheers as it rises into the stars, bringing good luck.Trait: Lucky
- Release a memorial lantern for every fallen crewmate recorded in your ship's log.You read the names of your fallen comrades aloud as each lantern rises into the dark, lifting the grief from your crew.Loses trait: Grieving
Shared Anchorage
Safe anchorage
A Free Captains' sloop flying a patched black sail is already moored at this anchorage. Her captain raises a bottle in greeting: "Plenty of room for two ships, provided nobody starts a fight!"
- Moor on the far side and rest quietly.Both crews keep to their own decks and enjoy a peaceful night at anchor.
- Row over to trade with the Free Captains' crew.You rest your crew and browse the sloop's hold of untaxed contraband at fair smuggler prices.Opens a shop
- Join their crew for a high-stakes card game on deck.
- [Duelist] Accept their crew chief's challenge to a friendly sparring match.Crew: Duelist
- Log the pirate sloop's name and position to report to the Excise.Spotting you copying down her hull markings, the pirate captain weighs anchor and slips away before dawn.+1 The Crown standing−1 The Free Captains standing
Guild Waystation
Safe anchorage
You moor at an unmanned Guild anchorage post equipped with a mooring ring, a rain barrel, and a supply chest stenciled TAKE ONE, LEAVE ONE. Passing captains have carved sky warnings into the timber post.
- Rest the crew and study the route warnings carved into the post.Between old debts and sailors' graffiti, you find accurate warnings that help chart the surrounding sector.Reveal 2 waypoints
- Leave two rations of biscuit in the barter chest and take an item in trade. (2 provisions)Costs 2 provisions
- Loot the entire barter chest without leaving anything behind.You clean out the flasks and coin from the barter chest while your crew rests, violating Guild custom.+2 flasks+10 silver−1 The Guild standing
- [Captain] Carve your own weather and hazard warnings into the post.Crew: CaptainYou carve recent Hush sightings and your ship's name into the post, earning goodwill with passing Guild captains.+1 The Guild standing
The Sunken Library

Dungeon
A collapsed magehold library rests at the bottom of a crater lake, only its green copper dome rising above the surface. Through the submerged upper doors, waist-deep water fills the halls.
- Wade inside with lanterns held high.You wade through chest-cold water past the bronze doors into the flooded reading room.
- [Water mage] Push the lake water back from the entrance hall.Crew: Water castercrewmate holds the lake water back with a barrier spell, draining the entrance hall to ankle depth.−10 mana (the crewmate who acted)
- [Lutrine] Swim ahead to scout the submerged halls.Crew: Lutrinecrewmate surfaces with a drowned scholar's coin purse and warns you that the reading room floor is full of collapsed holes.+10 silver
- Leave the sunken ruin undisturbed.You lift off and leave the copper dome beneath the lake.
The Reading Room

Can repeat
Cracked glass display cases line the flooded reading room, a few still watertight. Beneath the dark water, sections of the rot-weakened floor have collapsed into the lower vaults.
- [Stone mage] Sense the intact stone support beams beneath the water.Crew: Stone castercrewmate feels out the solid stone beams underfoot, guiding your party safely to the sealed cases to recover silver and a healing flask.+20 silver+1 flasks
- [Lupine] Scent out the solid floorboards versus the rotted gaps.Crew: Lupinecrewmate leads the party across the sound timbers to loot silver and a dry flask from the sealed display cases.+20 silver+1 flasks
- [Chiropteran] Map the submerged floor holes using echolocation.Crew: Chiropterancrewmate clicks across the chamber to pinpoint every drop-off, guiding you safely to the sealed cases for silver and a flask.+20 silver+1 flasks
- Feel your way across the flooded floor with poles.
- Turn back.You wade back out of the sunken library before anyone falls through the floor.
The Water Elemental Keeper

Can repeat
A spiral stair leads down into the flooded book stacks. Gliding through the dark water is the library's bound guardian—a water elemental endlessly reshelving ruined books—blocking a watertight cabinet of intact tomes.
- [Ice mage] Freeze the elemental keeper solid.Crew: Ice casterThe water elemental freezes solid in mid-reach, letting you unlock the watertight cabinet behind it and claim an intact spellbook and silver.−16 mana (the crewmate who acted)Learns a new spell+30 silver
- [Noble-born] Address the elemental keeper using formal Academy borrowing protocol.Crew: NobleRecognizing crewmate's formal Academy request, the bound elemental bows, hands over a sealed spellbook, and reveals a chest containing a ship fitting.Learns a new spellFitting: a random fitting
- [Fire mage] Vaporize the water elemental with intense heat.Crew: Fire caster
- Dash past the elemental and pry open the watertight cabinet.
- Retreat and leave the elemental to its flooded stacks.You climb back up into the sunlight, leaving the bound elemental to its endless task.
The Golem Foundry

Dungeon
An ancient Academy golem foundry is carved into the mountainside behind towering furnace doors. Inside, ranks of half-finished, faceless stone golems stand facing the entrance.
- Pry open the main loading gate and march inside.The heavy iron gate groans open, and your party steps cautiously among the silent stone figures.
- [Gnome] Slip in through the low maintenance crawlway.Crew: Gnomecrewmate opens a gnome-sized service hatch, finding spare bolts in the tunnel before letting the rest of your party inside.+3 bolts
- [Quickener] Sense whether the unfinished golems are still active.Crew: Quickenercrewmate touches the nearest statue and whispers a warning: "They aren't inert—they're waiting for a command." Forewarned, you advance with care.
- Leave the foundry sealed.You pull back to your ship and leave the faceless stone ranks in the dark.
The Casting Floor

Can repeat
The casting hall is lined with stone molds and cold furnaces. As you cross the floor, the faceless stone golems grind their heads around to track your mages' mana.
- [Shaper] Fuse the golems' neck joints before they can wake.Crew: Shapercrewmate sends a ripple through the stone floor that locks every statue in place, letting you gather furnace crystal on your way to the inner door.Wear on the crewmate who acted+5 crystal
- [Mundane] Have your non-magical crewmate lead while the mages mask their mana.Crew: MundaneThe faceless statues track mana, not footsteps. With your mages' gauges muffled in wool, crewmate leads the party safely across while gathering loose crystal.+3 crystal
- Sprint across the hall before the statues can step off their molds.
- Turn back.You retreat to the main gate while the faceless stone heads track your every step.
The Warden Golem

Can repeat
A towering, fully finished war-golem guards the inner vault door. As you enter, it strides forward to attack, its enchanted stone sealing every crack as fast as it opens.
- [Stone mage and water mage] Crack the golem's stone and flood the fissures.Crew: Stone casterCrew: Water casterYour stone mage splits its torso while your water mage drives water into the cracks to prevent them from sealing, shattering the guardian.−14 mana (the crewmate who acted)
- [Mundane] Lure the guardian into the magic-dead corner of the hall.Crew: Mundanecrewmate baits the golem into a dead-air pocket where its self-repair magic fails, allowing your crew to smash it apart with hammers.20 damage to the crewmate who acted
- [Ursine] Trade blows with the stone giant head-on.Crew: Ursine
- Swarm the golem with the whole crew using hammers and crowbars.
- Retreat—the guardian is bound to the vault threshold and won't pursue.You back out of the hall, and the towering golem returns to its post before the vault door.
The Golem Core

Can repeat
Inside the vault rests a living golem core—a fist-sized stone heart that beats with warm energy—next to the foundry's locked iron pay-chest.
- Take the living golem core and carry it back to the ship.
- [Quickener] Awaken the core to animate a stone golem for your crew.Crew: Quickenercrewmate breathes a command into the core, binding the surrounding stone slabs into a loyal construct marine that marches aboard your ship.
- [Ursine or construct] Haul out both the core and the heavy iron pay-chest.Crew: Ursine / Constructcrewmate hoists the iron pay-chest onto one shoulder and tucks the pulsing core under the other arm, hauling both all the way to the ship.
- Leave the heavy core and crack open the iron pay-chest instead.You pry open the chest to claim two centuries of uncollected silver wages and a masterwork ship fitting.+50 silverFitting: a random fitting
- Leave the vault untouched and depart.You back out of the vault and leave the stone heart beating in the dark.
The Hush-Struck Cellar

Dungeon
Beneath a burned-out manor house, a deep wine cellar descends into a pocket of the Hush. By the third landing, your enchanted lanterns dim to tiny blue sparks in the magic-draining gloom.
- Light mundane oil lamps and descend the stairs.You switch to plain oil and wick, casting a steady flame down the dark stone steps.
- [Chiropteran] Scout ahead through the dark cellar by ear.Crew: Chiropterancrewmate glides down into the pitch dark and returns with a warning: "Wine racks, silent rats, and something huge breathing at the bottom."
- [Leadglass Lantern] Carry your Leadglass Lantern down into the Hush.Fitting: Leadglass LanternShielded against the Hush, your Leadglass Lantern shines bright and steady all the way down the stairs.Heal 10 HP
- Bolt the cellar door and leave.You lock the cellar door behind you and return to your ship.
The Dead-Air Racks

Can repeat
Rows of dusty wine racks stretch into the gloom, broken by pockets of magic-draining dead air that numb your mages' hands. Gray Hush-rats watch silently from the shelves.
- [Mundane] Lead the party through the magic-dead aisles.Crew: MundaneUnaffected by the dead air, crewmate shoos the silent rats aside and recovers a crate of rare vintage wine and silver.Cargo: 1 × valuable+15 silver
- [Wild caster] Burn internal power to push through the dead air.Crew: Wild casterDrawing on bodily magic at double the strain, crewmate guides the party through to recover a crate of valuable vintage wine and silver.Wear on the crewmate who actedCargo: 1 × valuable+15 silver
- Keep the mages in the center and push through together.
- Turn back.You retreat up the cellar steps under the silent gaze of the gray rats.
The Well Room

Can repeat
In the round well-chamber at the bottom, a pony-sized Hush-hound lies curled around a black Shard-crystal and an iron lockbox. Its breath snuffs out magical light. As you enter, it raises its head to snarl.
- [Marine] Fight the Hush-hound with cold steel.Crew: Marine
- [Ursine] Pin the beast down while the rest of the party strikes.Crew: Ursinecrewmate tackles the giant hound and holds its jaws shut while your crew finishes it off, securing the Shard-crystal, silver, and Leadglass Lantern.
- [Chiropteran] Lure the hound away into the dark tunnels with high-pitched calls.Crew: Chiropterancrewmate leads the beast away with ultrasonic whistles and returns unharmed an hour later, leaving you free to take the Shard-crystal, silver, and Leadglass Lantern.
- Toss salted meat to distract the hound and grab the lockbox. (3 provisions)Costs 3 provisions
- Back up the stairs slowly before it attacks.You edge back up the steps while the massive hound lowers its head and lets you go.
The Skywyrm's Lair
Dungeon
A skywyrm has made its lair in the caves of this floating crag, though the beast is currently away hunting. Crushed bones and a broken Guild lantern litter the entrance ledge, and treasure glitters deeper inside.
- Hurry into the cave before the skywyrm returns.Leaving two lookouts on deck with a signal mirror, your party hastens into the lair.
- [Lupine] Scent the ledge to judge when the skywyrm left.Crew: Lupinecrewmate sniffs the scorched stone: "Two hours old, and it hunts far afield." Knowing your exact window, you press into the caves.
- [Lookout 2] Post a sharp lookout on the mast to watch the horizon.Lookout level 2+With your lookout ready to signal the moment the wyrm appears on the horizon, you head into the lair.
- Leave the skywyrm's lair alone.You steer clear of the crag before its owner returns from the hunt.
The Crumbling Ledge
Can repeat
The cave passage narrows to a crumbling ledge of shale and old bones above a thousand-foot drop. The rock cracks under the first boot.
- [Knack] Send crewmate across the crumbling shale to anchor a safety line.Crew: Knackcrewmate crosses the brittle ledge effortlessly and secures a rope for the crew, recovering a dead sailor's purse and bolts along the way.+15 silver+2 bolts
- [Air Warden] Bridge the chasm with solid Sky Disks.Crew: Air caster · WardenStepping-disks of solid air carry the party safely across the void, where you recover a sailor's purse and a bandolier of bolts.−10 mana (the crewmate who acted)+15 silver+2 bolts
- [Avian] Fly a guide rope across the gap.Crew: Aviancrewmate glides over the drop and ties off a heavy line, letting everyone cross safely and recover a purse and bolts from the bones.+15 silver+2 bolts
- Tie the crew together on one rope and inch across the ledge.
- Turn back.You back away from the crumbling drop and return to your ship.
The Hoard
Can repeat
The inner cavern is piled with the skywyrm's hoard: silver plate, coins, a ship's bell, and raw crystal. In the center of the nest rest three barrel-sized wyrm eggs, warm to the touch.
- Fill your sacks with silver and crystal and run for the ship.Up to Act II
- Fill your sacks with silver and crystal and run for the ship.Act III+
- [Avian] Leave a traditional clan offering on the nest and take only a modest share.Crew: Aviancrewmate lays a string of clan beads across the largest egg. When the skywyrm returns, it circles the crag once and lets your ship depart in peace.+30 silver+4 crystal+1 The Clans standing
- Steal one of the giant wyrm eggs to sell—knowing the mother will fight to the death.Four crewmates haul the massive egg out to the ledge just as the furious mother skywyrm dives out of the clouds to attack!+30 silverCargo: 2 × valuable−1 The Clans standingBattle: Skywyrm · Close range, no escape
- Leave the hoard untouched and get out before the wyrm returns.You slip back to your ship empty-handed while the horizon is still clear.
The Broken Observatory

Dungeon
A pre-Charter Academy observatory sits cracked open on the mountainside, its giant brass telescope aimed at the earth. Your mana gauges twitch—the ruin is riddled with pockets of magic-draining dead air.
- Climb in through the split in the observatory dome.Your party drops into the dusty upper gallery, smelling of old brass and ozone.
- [Stone mage] Sense the structural integrity of the floors before entering.Crew: Stone castercrewmate presses a palm to the outer masonry: "Four stories. The middle floors are rotten—hug the load-bearing walls." Forewarned, you head inside.
- Leave the ruined observatory alone.You lift off and leave the shattered dome behind.
The Lecture Hall

Can repeat
Beneath a painted star-ceiling, stone statues of Academy masters line the lecture hall, their eyes tracking your party. Where the floor has cracked open, pockets of dead air kill any spell.
- [Shaper] Lock the stone statues in place.Crew: Shapercrewmate fuses the pedestals so the statues cannot move, letting you loot a case of fragile brass instruments and a purse from the lectern.Wear on the crewmate who actedCargo: 1 × fragile+20 silver
- [Mundane] Guide the party through the dead-air cracks where the statues cannot see.Crew: MundaneUsing the magic-dead fissures as cover from the animated statues, crewmate leads you to the lectern to claim the brass instruments and silver.Cargo: 1 × fragile+20 silver
- Sprint past the statues without looking at them.
- Turn back.You retreat out of the dome under the stare of the stone masters.
The Orrery Chamber

Can repeat
A massive brass planetary orrery hangs half-collapsed through the rotten floor into the story below. The remaining floorboards tilt perilously toward the ragged hole.
- [Knack] Send crewmate across the tilting floorboards to retrieve the mechanism.Crew: Knackcrewmate crosses the creaking boards without a slip, pries a working device from the brass orrery, and secures a rope at the far door.Device: a random device
- [Air Warden] Float the party over the collapsed floor on Sky Disks.Crew: Air caster · WardenThe party floats across the chasm on disks of solid air, plucking a working device from the orrery's arms along the way.−10 mana (the crewmate who acted)Device: a random device
- [Gnome] Climb across the brass orrery's gear-arms.Crew: Gnomecrewmate swings across the brass planetary rings and unscrews a valuable device from the central gearwork.Device: a random device
- Edge carefully along the outer wall beams.
- Turn back.You back away from the creaking floor and exit the ruin.
The Observer's Study
Can repeat
In the highest chamber beneath the cracked dome, a heavy oak desk stands bolted to the floor. Deeply gouged into the wood with a knife point is a familiar symbol: a crossed circle.
- Search the bolted desk for hidden compartments.Beneath a false drawer bottom, you uncover an oilcloth packet holding one of the ancient Surveyor's Pages, marked with the crossed circle.A lost page
- Search the bolted desk for hidden compartments.Inside the hidden compartment, you find a masterwork star chart annotated by the ancient Surveyor.Fitting: Old Surveyor's Chart
- [Air mage] Crank open the jammed dome shutter and inspect the telescope.Crew: Air castercrewmate blasts the rusted shutter open. The great telescope is aimed east toward the Hush Front—and its precision ranging lens fits your ship's guns.
- Leave the study untouched and depart.You leave the ancient astronomer's study undisturbed and return to your ship.
The Smugglers' Tunnels
Dungeon
Beneath an abandoned refinery town, a maze of stone tunnels branches off in every direction. Fresh smuggler chalk-marks on the walls show the warren is still in active use.
- Follow the freshest chalk arrows into the maze.Lanterns raised, your party heads down the main tunnel following the fresh chalk marks.
- [Lowborn] Decipher the dockside smuggler symbols.Crew: Lowborncrewmate reads the thieves' cant at a glance: "The counting room is ahead—and any mark with a hook through it is a deadfall trap."
- Leave the smugglers' tunnels alone.You return to your ship and leave the underground warren to the smugglers.
Trapped Passages
Can repeat
The tunnels split into a dozen branching passages marked with hooked chalk symbols. In a side passage, a skeleton lies crushed beneath a triggered deadfall beam.
- [Lupine] Track the fresh boot-scent past the traps.Crew: Lupinecrewmate follows the smugglers' scent trail past three tripwires and uncovers a hidden cache of contraband and rations.Cargo: 1 × contraband+2 provisions
- [Stone mage] Sense the hollow pressure plates in the tunnel walls.Crew: Stone castercrewmate detects every hidden trigger stone in the masonry, guiding you safely to a smuggler's cache of contraband and provisions.Cargo: 1 × contraband+2 provisions
- Navigate the maze by following the chalk marks.
- Turn back.You follow your own chalk marks back out to daylight.
The Smugglers' Den
Can repeat
In a lamplit underground counting room, four armed smugglers look up from a table piled with coin. Chained to a pipe in the corner is a furious gnome tinker they are holding for ransom.
- [Free Captains +1] Invoke the Free Captains' Articles to demand the tinker's release.The Free Captains standing 1+"Under the Articles, we ransom ships, not tinkers!" Grumbling, the smugglers unchain the gnome—who immediately joins your crew—and hand over forged papers.New crewmate: Gnome, Deckhand+1 forged papers
- [Duelist or Marine] Attack the smugglers with steel.Crew: Duelist / Marine
- Pay the ransom to free the gnome tinker. (40 silver)Costs 40 silverThe smugglers count your silver, unlock the gnome tinker so she can join your crew, and cheerfully open their black-market wares for trade.New crewmate: Gnome, DeckhandOpens a shop
- Rush the table with your whole party.
- Back out quietly.You back out of the counting room quietly, leaving the captive tinker behind.
The Lord's Vault

Dungeon
The lord of this rock sells delving permits at his gate for thirty silver plus a third of any treasure you recover. Beneath his tower, the ancient vault is guarded by bound elementals.
- Buy an official delving permit. (30 silver)Costs 30 silverThe lord's steward issues you a stamped salvage permit and reminds you that the house takes one-third of everything you bring up.
- Sneak in through the drainage grate after dark without a permit.You slip into the undercroft through the drain—saving the fee, though the bound elemental guardians below will treat you as thieves.+2 heat−1 The Crown standing
- [Noble-born] Dine with the lord as an honored guest to secure a free pass.Crew: NobleDelighted to host a fellow noble, the lord waives the entry fee over dinner, though he still claims his one-third share of the loot.Heal 20 HP
- Leave the lord's vault alone.You turn away from the tower gates and return to your ship.
The Flame Barrier

Can repeat
The first vault doorway is sealed by a curtain of living fire bound within an iron ring. Through the scorching blaze, you spot crates of raw crystal stacked in the antechamber.
- [Water mage] Douse the bound fire with a wave of water.Crew: Water castercrewmate blasts a torrent of water through the iron ring, quenching the flames long enough to grab the crystal and advance.−14 mana (the crewmate who acted)+6 crystal
- [Ice mage] Freeze the iron binding ring to shrink the flames.Crew: Ice casterThick frost creeps around the iron ring until the flame shrinks to a harmless flicker, letting you claim the crystal and pass through.−14 mana (the crewmate who acted)+6 crystal
- [Emberkin] Walk through the flames and unbolt the ring from behind.Crew: EmberkinUnharmed by the blaze, crewmate steps straight through the fire curtain, disables the iron ring, and hands out the crystal.+6 crystal
- Wrap the party in wet blankets and dash through the fire.
- Turn back.You retreat up the steps away from the scorching heat.
The Cyclone Hall

Can repeat
A bound air elemental howls in a circular gale through the second hall, hurling anything loose against the stone walls. Silver coins lie scattered in the corners.
- [Stone mage] Anchor the party's boots with stone-weight magic.Crew: Stone castercrewmate makes everyone's boots heavy as lead, letting your crew march steadily through the gale and scoop up thirty silver.−14 mana (the crewmate who acted)+30 silver
- [Ursine] Break the wind in front while the others hold on behind.Crew: Ursinecrewmate leans into the cyclone like a walking boulder, shielding the rest of the party as you cross the hall and gather the silver.+30 silver
- [Air mage] Calm the bound air elemental.Crew: Air castercrewmate speaks to the howling wind in its own cadence until the elemental settles down, letting you cross and collect the coins.−10 mana (the crewmate who acted)+30 silver
- Crawl across the stone floor underneath the worst of the gale.
- Turn back.You retreat up the stairs as the cyclone howls behind you.
The Granite Vault Door

Can repeat
The final chamber is sealed by a solid slab of granite carved with the lord's seal. Behind the stone, you can hear the ticking of the vault's clockwork mechanisms.
- [Shaper] Mold an opening straight through the granite slab.Crew: Shaper
- [Stone Striker] Shatter the granite slab along its grain.Crew: Stone caster · Striker
- [Knack] Let crewmate crack the slab with a single pinpoint blow.Crew: Knack
- Hammer through the granite slab with picks and crowbars.
- Leave the inner vault sealed and depart with what you have.You climb back out of the undercroft with the loot from the outer halls.
The Spore Mine
Dungeon
The tunnels of this abandoned crystal mine are overgrown with pale, man-sized fungi. Warm, damp air drifts from the entrance, thick with the scent of yeast and spores.
- Tie scarves over your faces and head into the mine.With cloth tied over your mouths and noses, your party heads down the fungal tunnel.
- [Surgeon] Soak masks in vinegar to filter out the spores.Crew: Surgeoncrewmate fits every crewmate with a vinegar-soaked filter mask before leading the party into the mine.
- Leave the overgrown mine alone.You steer clear of the spore-choked tunnels and fly on.
The Spore Gallery
Can repeat
The main tunnel is a dense forest of giant pale mushrooms. Every footstep releases golden clouds of hallucinogenic spores that make your crewmates dizzy and giggly.
- [Ship's Cook] Harvest the edible mushrooms and steer clear of the toxic caps.Crew: Ship's Cookcrewmate easily separates the deadly spore-caps from the choice edible mushrooms, filling six sacks with fresh provisions.+6 provisions
- [Emberkin] Walk ahead to wither the spores with body heat.Crew: Emberkincrewmate's radiant heat shrivels the fungal caps and burns away the drifting spores, clearing a safe path and roasting a few edible caps.+2 provisions
- [Fire mage] Torch a clear path through the fungal forest.Crew: Fire caster
- Push straight through the spores and drag along anyone who gets dizzy.
- Turn back.You retreat to the surface while your lightheaded crewmates laugh off the fumes.
The Deep Cave-In
Can repeat
The deepest shaft ends in a fresh rockfall. Faintly from behind the rubble, trapped miners tap a distress signal with a pickaxe—while a thick vein of crystal gleams across the unstable ceiling above.
- [Stone mage] Part the rockfall and extract the ceiling crystal seam.Crew: Stone castercrewmate parts the rubble and drops the entire crystal vein cleanly into your sacks. Two starving Lowborn miners crawl out, and one joins your crew.−18 mana (the crewmate who acted)+12 crystalNew crewmate: Deckhand
- [Shaper] Mold the fallen rock aside and bring down the crystal vein.Crew: Shapercrewmate flows the stone rubble aside like clay, freeing the two trapped miners—one of whom joins your crew—and harvesting the full crystal vein.Wear on the crewmate who acted+12 crystalNew crewmate: Deckhand
- [Ursine] Heave the boulders aside by hand.Crew: Ursinecrewmate hauls the heavy boulders clear to rescue the trapped miners and chip out six sacks of crystal, and one miner signs on with your crew.15 damage to the crewmate who acted+6 crystalNew crewmate: Deckhand
- Dig the trapped miners out with pickaxes.
- Ignore the trapped miners and strip the ceiling crystal before it collapses.You mine the rich ceiling vein and ignore the tapping behind the rubble until it goes silent, leaving your crew shaken and ashamed.+9 crystalTrait: Grieving
- Turn back.You retreat up the shaft as the faint tapping fades behind you.
The Memorial Chapel
Dungeon
A stone chapel is carved into the underside of this floating rock, its oil lamps still burning. Hundreds of dead miners' names cover the walls—a few citizen-born, and scores marked Lowborn.
- Step inside the chapel.Your boots echo down the quiet stone steps into the nave.
- Carry your ship's logbook down into the chapel to record the names.Your crew carries the ship's logbook reverently down the steps into the lamp-lit hall.
- Leave the memorial chapel undisturbed.You fly on and leave the lamps burning beneath the rock.
The Wall of Names
Can repeat
Every name on the wall is dated to the same week forty years ago, when a mine flood drowned the lower shafts. As you read, a disembodied whisper recites the names of the dead aloud.
- Join the voice in reading the memorial names aloud.Your crew reads the names aloud beside the ghostly voice until the final line, when a quiet whisper thanks you and eases your crew's spirits.Heal 30 HP
- [Lowborn] Search the memorial wall for familiar names.Crew: Lowborncrewmate finds a great-uncle's name carved among the Lowborn dead; at crewmate's touch, the chapel lamps flare warm and bright, lifting crewmate's grief.Heal 30 HPLoses trait: Grieving
- [Wisper] Send wisps to find the source of the whispering voice.Crew: Wispercrewmate's wisps commune with the wall and report back: "A dying wisper left a single spirit behind forty years ago to keep reading the names."Wear on the crewmate who acted
- Steal the silver coins from the memorial offering bowls.
- Turn back.You climb back up the steps while the ghostly voice continues reciting the dead.
The Bound Wisp
Can repeat
Behind the altar, steps descend to a small crypt where a single pale wisp hovers over a reliquary chest bearing the old mine lord's crest. For forty years, the lone spirit has recited the names of the drowned.
- [Wisper] Release the exhausted wisp from its forty-year vigil.Crew: Wispercrewmate cradles the fading wisp until it dissolves peacefully, easing the grief of everyone aboard. Inside the unlocked reliquary rests an ancient Choir Hymnal.
- [Brought the log] Copy every miner's name into your ship's log so the wisp can rest.Your crew works all night copying the memorial wall into the ship's log. At the final name, the wisp fades in peace and the reliquary opens, yielding silver and a Choir Hymnal.Fitting: Dockside Hymnal+20 silver
- Pry open the mine lord's reliquary chest.
- Leave the wisp to its vigil and depart quietly.You climb back out into the daylight, leaving the lone spirit to keep its watch.
The Clockwork Crypt
Dungeon
A gnome burial vault is built into the cliff face behind a heavy brass door fitted with forty interlocking tumblers. The Compact buries its master tinkers alongside their finest inventions—and guards them with deadly clockwork.
- [Gnome] Recite the Compact burial rite to unlock the door.Crew: Gnomecrewmate recites the formal burial formula in the old counting-tongue, and all forty brass tumblers click open in sequence.
- [Repair 2] Pick the forty-tumbler brass lock.Crew: Repair 2+
- Blast the brass door off its hinges with ship bolts. (3 bolts)Costs 3 boltsYou blow the intricate brass lock apart in a shower of gears—opening the way, though the Compact will resent the desecration.−1 The Compact standing
- Leave the tinker's vault sealed.You return to your ship while the brass tumblers tick quietly inside the cliff.
The Pendulum Hall
Can repeat
The corridor beyond echoes with clockwork ticking. Scythe-like pendulum blades sweep down from the dark ceiling, triggered by spring-loaded floor tiles.
- [Chiropteran] Use echolocation to time the blades and spot the safe tiles.Crew: Chiropterancrewmate tracks the hidden gears by sound, guiding the party safely past every blade to collect brass bolts and silver offerings at the far wall.+4 bolts+20 silver
- [Stone mage] Sense which stone tiles rest on trigger springs.Crew: Stone castercrewmate feels the hollow spring-chambers beneath the floor and chalks a safe path across, letting you gather bolts and silver.−8 mana (the crewmate who acted)+4 bolts+20 silver
- [Lupine] Scent the machine oil on the trapped floor tiles.Crew: Lupinecrewmate sniffs out the freshly oiled trap mechanisms and leads the party around them to claim bolts and silver.+4 bolts+20 silver
- Time the swinging blades and sprint across the hall.
- Turn back.You retreat out of the crypt while the pendulum blades tick behind you.
The Clockwork Sentinels
Can repeat
Two towering brass clockwork sentinels flank the inner tomb door, their ratcheting heads swiveling to lock onto your party. Behind the wall panelling, a central drive-wheel hums.
- [Gnome] Crawl through the service hatch and jam the central drive-wheel.Crew: Gnomecrewmate slips into the maintenance crawlspace and locks the governor gear, causing both brass sentinels to power down instantly.
- [Water mage] Flood the sentinels' exposed gear-joints with water.Crew: Water casterA blast of high-pressure water floods their clockwork joints, shorting and seizing both sentinels with their blades still raised.−14 mana (the crewmate who acted)
- [Marine] Duel the clockwork sentinels with steel.Crew: Marine
- Charge both sentinels with the entire party at once.
- Turn back.You back out of the chamber as the sentinels track you with ratcheting gears.
The Master Tinker's Tomb
Can repeat
The burial chamber is laid out as a master workshop. The deceased tinker rests on her workbench surrounded by her finest tools, with shelves of unsold clockwork inventions lining the walls.
- [Gnome] Claim a single masterwork invention, as Compact burial custom permits.Crew: GnomeObserving the proper Compact rites, crewmate bows respectfully to the master tinker and claims her finest creation: a Clockwork Bosun.Fitting: Clockwork Deck chief+1 The Compact standing
- Strip the tomb of every device, construct, and coin you can carry.You loot two devices, an animated clockwork crab, and forty silver—though plundering a master's tomb will outrage the Compact.Device: a random deviceDevice: a random deviceConstruct: Tinker Crab+40 silver−2 The Compact standing
- [Tinker's Bench] Salvage her masterwork tools and unfinished hull beetle.Room: Tinker's BenchYou claim her custom tools, a ship device, and an animated repair beetle for your Tinker's Bench, though the Compact frowns on disturbing the tomb.
- Leave the master tinker's work untouched and seal the vault.You lock the forty brass tumblers behind you and leave the tomb undisturbed, earning the respect of the Compact.+1 The Compact standing
Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord