Dragons of Stormwreck Isle 3
May 6, 2024 ◇ 10 min read

Last chapter, the party began delving into the Compass Rose shipwreck and are now close to solving the zombie infestation problem.
- Part 1: Dragons of Stormwreck Isle 1
- Part 2: Dragons of Stormwreck Isle 2
- Part 3: You're here
- Part 4: Dragons of Stormwreck Isle 4
- Part 5: Dragons of Stormwreck Isle 5
- Part 6: Dragons of Stormwreck Isle 6 (Final)
Resources (purchasing items using the links below is a great way to help me maintain this blog):
Preparing for the Chapter
Besker Duskwinter
Insightful, Skilled, Stubborn human Paladin
Assets: Empowered, Loyalist, Shield-bearer
Edge: 1, Heart: 3, Iron: 2, Shadow: 1, Wits: 2
Health: 4, Spirit: 5, Momentum: 10
Nellandra Dalarandar
Powerful, Dependent, Selfish elf Wizard
Assets: Improviser, Slinger, Invoke
Edge: 2, Heart: 2, Iron: 1, Shadow: 1, Wits: 3
Health: 5, Spirit: 5, Momentum: 9, Essence: 6
Shared supply: 5
Current vow: Stop the plague of zombies (dangerous), 2/10
Cursed Shipwreck, part 2
After encountering a hole in the floor filled with impenetrable darkness, Besker and Nellandra decided to pick a safer route.
Delve the Depths
Challenge: 5, 1. Action: 4 (+wits), weak hit.
Mark progress and Reveal a Danger.
Delve progress: 4/10
Area #2
Feature: Connecting passageways
Danger: You face an environmental or architectural hazard
Aspect focus: Open Craft
They went back to the main deck and climbed down the stairs, stepping carefully. A sinister sound filled the air. The unmistakable creak of rotten wood echoed through the chamber.
Face Danger (Besker)
Challenge: 10, 2. Action: 6 (+wits), weak hit. -1 momentum.
Face Danger (Nellandra)
Challenge: 4, 3. Action: 9 (+wits), strong hit.
A few steps cracked under their weight, but with some effort, they managed to maintain their balance, steady themselves, and avoid falling.
The descent to the lower deck is chilly, wet, and unsettling. Seawater obscures the floor and sloshes against the hull. Decaying crates and barrels are scattered around, some floating freely and others stacked into corners. You hear splashing as a walking corpse lumbers toward you, wading in water that doesn't quite reach its knees.

Challenge track (Formidable): Lower Deck encounter.
Progress: 0/10
Enter the Fray (Besker)
Challenge: 8, 1. Action: 6 (+heart), weak hit. Prepare to act: Take initiative.
Enter the Fray (Nellandra)
Challenge: 3, 4. Action: 5 (+heart), strong hit. +2 harm (slinger).
Challenge track (Formidable): Lower Deck encounter.
Progress: 2/10
The air was thick with the stench of decay and the sound of snarling, as the zombies trapped on the lower deck of the ship immediately moved to attack. Nellandra slung a firebolt at one of them. Magic fire consumed its decomposing body in a flash.
Strike (Besker)
Challenge: 8, 2. Action: 5 (+iron), weak hit. +2 harm.
Challenge track (Formidable): Lower Deck encounter.
Progress: 4/10
Besker charged into the fray, slashing left and right, cleaving through the rotting flesh of the zombies. The confined space of the deck made it difficult for him to maneuver, and he was quickly pushed into a defensive stance.
Face Danger (Besker)
Challenge: 2, 7. Action: 7 (+iron, +1 shield-bearer), weak hit. -1 momentum.
He deflected the mindless blows with his shield, unable to find an opening to strike back under the rain of attacks.
Secure an Advantage: Aid Your Ally, Invoke (Nellandra)
Challenge: 4, 2. Action: 10, strong hit. -1 essence. +1 momentum for Besker.
In an attempt to give him a moment of respite and an opportunity to counterattack, she held her hands up, chanted a short spell, and a blinding flash filled the deck.
Strike (Besker)
Challenge: 10, 10. Action: 9 (+iron, +1 advantage), miss. Match event: Advance Disease.
Pay the Price: A friend, companion, or ally is put in harm's way (or you are, if alone).
Nellandra -3 health.
Endure Harm (Nellandra)
Challenge: 9, 5. Action: 8 (+health), weak hit.
The zombies backed away in confusion. From behind them, a ghoul suddenly emerged, bashed Besker aside before he could react, and went straight for Nellandra, hitting her with its claws.
Face Danger: Invoke (Nellandra)
Challenge: 6, 4. Action: 6, weak hit. -1 essence, -1 momentum.
She repelled the ghoul with a gust of powerful wind that sent the monster flying a few feet away and knocked down zombies in its path.
Face Danger (Besker)
Challenge: 2, 9. Action: 8 (+iron, +1 shield-bearer), weak hit. -1 health.
Endure Harm (Besker)
Challenge: 5, 3. Action: 7 (+health), strong hit.
Blinded zombies smashed furiously at anything in their way, grazing Besker.
Strike (Besker)
Challenge: 4, 2. Action: 4 (+iron), weak hit. +2 harm. +1 momentum.
Challenge track (Formidable): Lower Deck encounter.
Progress: 6/10
He slashed one after another until there were none left. He stood atop the bodies, breathing heavily; only the ghoul remained alive, recovered from the knockdown. With no zombies standing in their path, they both charged at each other.
Clash (Besker)
Challenge: 8, 7. Action: 5 (+iron), miss. Burnt momentum. Challenge: 8, 7. Action: 9, strong hit. +2 harm, +2 momentum (shield-bearer).
Challenge track (Formidable): Lower Deck encounter.
Progress: 8/10
End the Fight (Besker)
Lower Deck encounter resolved. Challenge: 3, 10. Action: 8, weak hit. -3 spirit.
With a final hit, he impaled the ghoul on his sword’s blade. The last sparks of unnatural life faded from the ghoul’s eyes. Exhausted and shaking, Besker sat down on the ruined stairs, leaning heavily on the railing. Most, if not all, zombies were now dealt with, and for some time Dragon’s Rest should be free of undead assaults.
Reach a Milestone: Stop the plague of zombies. Milestone: Clear the shipwreck from the undead.
Progress 4/10
Before moving on, they checked the crates scattered around that had somehow survived, mostly intact, in the harsh conditions of the half-sunken shipwreck.
Check Your Gear (Besker)
Challenge: 4, 1. Action: 6 (+supply), strong hit. +1 momentum.
With a crowbar, they pried open two of the undamaged crates. Inside, they found a fine lute with mother-of-pearl inlay, worth 50 gp, and a pair of candlestick holders carved from bone to resemble dragons, worth 25 gp each.
Delve the Depths
Challenge: 3, 9. Action: 6 (+wits), weak hit.
Choose one: Mark progress or Find an Opportunity
Delve progress: 4/10
Area #3
Feature: Something unusual or unexpected
Find an Opportunity
Opportunity: An aspect of the history or nature of this place is revealed. Take action now.
Aspect focus: Sunken Information
With the lower deck clear, they decided to go deeper into the hold through the hole in the floor. The whole level was sunken and shrouded in darkness.
Check Your Gear (Nellandra)
Challenge: 9, 2. Action: 6 (+supply, +1 opportunity), weak hit. -1 supply, +1 momentum.
Nellandra placed a hand on Besker and spoke an incantation; a bright light now emanated from his equipment. It was also a clear signal that he was the one diving in.
As the cold water engulfs you, a strange undersea world is revealed. Colorful seaweed grows over the shattered hull, especially around the gaping hole in the stern of the ship. Tiny fish dart among hunks of debris and cargo.
A heavy iron chest lay on the floor of the hold, directly beneath the hole it had fallen through. Besker quickly swam towards it and opened the lid. An air bubble rushed out. He grabbed a few items, swam back to the hold to leave them there, and repeated the process until the chest was empty. He found a pouch filled with gold and gemstones, a wrapped package secured against water by wax, and a pair of boots that Nellandra identified as boots of elvenkind.
The package contained the captain's journal and a braid of hair. The journal describes the last moments of the Compass Rose crew and how the curse came to be, but most importantly, how it can be broken.
Reach a Milestone: Stop the plague of zombies. Milestone: Clear the shipwreck from the undead.
Progress 6/10
Delve the Depths
Challenge: 3, 7. Action: 7 (+wits), weak hit.
Mark progress and Reveal a Danger
Delve progress: 6/10
Area #3
Feature: Connecting passageways
Danger: Blocked or guarded path
Aspect focus: Natural Entry
The zombies, at least those from Compass Rose, are gone. The goal is now clear: they need to break the curse with this talisman. A few stairs were broken, and now the whole staircase is at risk of collapsing. There are three ways out: attempt to climb the broken staircase, climb through the hole in the ceiling, or escape through the broken hull.
Face Danger (Nellandra)
Challenge: 6, 6. Action: 5 (+edge), miss. Match event: Risk Disease.
Pay the Price: You are separated from something or someone.
Nellandra climbed the stairs, each step making an alarmingly loud creak, with small pieces of wood falling off. Nearly at the top, the whole staircase collapsed, leaving them separated on different levels.
Face Danger (Besker)
Challenge: 8, 10. Action: 8 (+edge), miss. -1 momentum.
Besker tried to climb what was left of the railing, reaching for Nellandra's hand, but what remained of the staircase gave way under his weight.
Face Danger (Besker)
Challenge: 3, 3. Action: 6 (+iron), strong hit. Match event: Transform Dream.
Having already dived a few times to bring back the loot, he decided to go through the hole in the hull and climb one of the rope ladders to the main deck from the outside.
Delve the Depths
Challenge: 9, 7. Action: 8 (+wits), weak hit.
Mark progress and Reveal a Danger
Delve progress: 8/10
Feature: Abandoned nest
Danger: Denizen guided by a greater threat
Aspect focus: Decaying Equipment
The moment he climbed onto the main deck, they heard a heavy thump.

A terrifying monster perches on the top of the crow's nest, spreading its scraggly wings and screeching harshly. Its wings and legs resemble those of a mangy vulture, while its head, torso, and arms look almost human. It clutches a large bone like a club and flexes its talons.
Do they try to negotiate with the harpy?
Ask the Oracle (Unlikely): 65, No.
Leaving such a beast roaming around would only bring more trouble.
Challenge track (formidable): Harpy encounter.
Progress: 0/10
Enter the Fray (Besker)
Challenge: 3, 10. Action: 9 (+heart), weak hit. Bolster your position: Take +2 momentum.
Enter the Fray (Nellandra)
Challenge: 2, 6. Action: 7 (+heart), strong hit. +2 harm (slinger).
Challenge track (formidable): Harpy encounter.
Progress: 2/10
Before the harpy started her enchanting song, Nellandra formed an illusion of barbed wire tightening around the harpy's throat. The monster clawed at her own body, delaying her song. The harpy was out of Besker's immediate reach. Knowing that climbing up to the harpy was too risky, he started loading his crossbow.
Strike (Nellandra)
Challenge: 4, 10. Action: 7, weak hit. +2 harm.
Challenge track (formidable): Harpy encounter.
Progress: 4/10
As Besker prepared, she slung another spell. A lance of raw power pierced the harpy's leg, dealing considerable damage but also provoking the irritated monster into action. She realized there was no wire around her neck and started singing her song.
Invoke: Face Danger (Nellandra)
Challenge: 2, 6. Action: 10 (+essence), strong hit. -1 essence.
Nellandra knew that would be the end of her and cast an illusion on herself, dampening her hearing.
Face Danger (Bekser)
Challenge: 10, 9. Action: 7 (+iron), miss.
Pay the Price: -3 momentum.
Besker didn't react in time and was enthralled by the harpy's song. Oblivious to everything around him, he started walking towards the mast.
Secure an Advantage: Aid Your Ally (Nellandra)
Challenge: 4, 10. Action: 9 (+wits), weak hit.
Once she realized what was happening, she threw a rope around his legs to stop or slow him down.
Face Danger (Besker)
Challenge: 5, 3. Action: 6 (+heart), strong hit.
He tripped on the rope, and after hitting the ground, he experienced a brief flash of consciousness that allowed him to regain his focus. Seeing her song rendered useless, the harpy took flight, ready to attack.
Secure an Advantage: Aid Your Ally (Besker)
Challenge: 2, 1. Action: 7 (+iron, +1 loyalist), strong hit. +1 momentum.
Besker moved quickly into position, shielding himself and Nellandra with his shield against any incoming attacks. The harpy circled them in the air, looking for an opening.
Strike (Nellandra)
Challenge: 1, 3. Action: 7 (+edge, +1 advantage), strong hit. +3 harm.
Challenge track (formidable): Harpy encounter.
Progress: 7/10
Staying behind Besker, Nellandra had enough time to chant a simple spell, and she shot a ray of frost at the harpy, shooting her down from the sky.
Strike (Nellandra)
Challenge: 8, 8. Action: 8 (+edge), miss. Match event: Persevere Supply. Burnt momentum. Challenge: 8, 8. Action: 10, strong hit. +3 harm, +1 supply.
While still numb from the cold, both Besker and Nellandra approached the harpy, and Nellandra shocked her with a lightning touch. When she hit the ground, the harpy dropped a small haul from her recent hunt.
End the Fight
Harpy encounter resolved. Challenge: 5, 4. Action: 10, strong hit.
Reach a Milestone: Stop the plague of zombies. Milestone: Stop the harpy from luring more ships.
Progress 8/10
Incapacitated and confused, she was an easy target for Besker to finish. The harpy is no more, and no more ships will crash on the shores of the Stormwreck Isles.
Locate Your Objective (Besker)
Compass Rose completed. Challenge: 4, 1. Action: 8, strong hit. +1 momentum.
Once back at Dragon's Rest, the party presented Runara with the talisman and the preserved journal. Runara recalled Aleitha's husband, Brastos. He died a long time ago, and his grave lies in the small cemetery atop the cliffs, northwest of Dragon's Rest.
Reach a Milestone: Stop the plague of zombies. Milestone: Brought the talisman and did a cleansing ritual.
Progress 10/10
After a short walk, Besker and Nellandra found Brastos' grave, covered with white wildflowers, with his name etched on a wooden slab. Besker placed the talisman on top of the grave and blessed it. With two souls reunited, the wind sighed in relief, and a thick fog started to form far in the north, in the direction where the Compass Rose wreck remains.
Fulfill Your Vow
Stop the plague of zombies resolved. Challenge: 2, 8. Action: 10, strong hit. +2 exp each.
Forge a Bond (Besker)
Challenge: 3, 2. Action: 4 (+heart), strong hit.
The news spread quickly, and the residents of Dragon's Rest gathered on the small square in front of the monastic cells where the dragon statue stands. A small, sober celebration took place, and an atmosphere of relief could be felt among the gathered residents. The party faced many challenges, and they were pretty battered. They needed rest.
Sojourn (Besker)
Challenge: 9, 8. Action: 6 (+heart, +1 bond), miss. Empowered: Challenge: 2, 3. Action (+heart, +1 bond, +1 empowered): 8, strong hit.
Besker: Recuperate, +2 health. Consort, +2 spirit. Consort, +2 spirit.
Nellandra: Recuperate, +2 health. Recuperate, +2 health. Provisions, +2 supply.
They asked Runara if there were any additional supplies or healing aids she could provide. She directed them to Tarak, the cloister's gardener and herbalist. At first, Tarak was reluctant to help; there was a hint of worry in his demeanour. The problem was, as he explained, that he had very limited stock right now, and he was unable to tell if the situation would change in the near future. But if the party agreed to investigate, he was willing to part with what he currently had. Besker did not need much more; he was eager to help. Resolving the troubles with zombies impacted him positively, which meant Nellandra was in too. This island had already proved to be deadly for a lone adventurer.




