Hellbreakers: Narratives

Chapter One: Against Hell

  1. Prologue: The End of the Beginning
    • Summary: In the aftermath of the Battle of Hellknight Hill, three young adventurers working for the nascent Isgeri rebellion known as the Hellbreakers travel to Breachill to meet with two Eagle Knights, Ethran Howell and Nyara Kelthax. The Hellbreakers are tasked with returning the two Eagle Knights to the Hellbreakers safehouse in Saringallow. After meeting their new allies in Breachill, the entire group sets out for Saringallow the next day, encountering a few challenges along the way.
    • Hellbreakers Reputation: 0
  2. Interlude I: Homecoming
    • Summary: The group makes it back to Saringallow and meets with the leaders of the Hellbreakers in Saringallow; Rhokrag, Marie Phelan, and Xerra Bluebottle. With Nyara’s assistance, Kendric, Gar, and Hyacinth rescue Junior Hellbreaker Gertraud Mildenhall from local Chelaxian partisans at the warehouse in town where the Hellbreakers have been storing their supply. With that done, the group is then assigned to procure armor, weapons, food, and other necessary materials in the countryside by raiding known Cheliax-friendly targets. Gar, Nyara, Hyacinth, and Kendric travel up the North Conerica River and end up raiding a Chelaxian vessel called the Night’s Prize. Though they successfully secure the supplies, the vessel is sunk after the spiteful Captain dies and his failsafe causes the ship’s hold to explode. Despite the catastrophe, the heroes are able to save the rest of the crew, earning some good will.
    • Hellbreakers Reputation: 1
  3. Interlude II: Gone Missing
    • Summary: After returning to Saringallow following their successful raid, the heroes learn from Marie that Rhokrag went to meet with a contact at the Waterspout Inn. Hyacinth, Gar, Kendric, and Nyara head to the Inn to find him only to learn that Rhokrag has been taken prisoner by the dastardly Chelaxian Naval Captain Lamperia Bane. The group manages to defeat the Captain and her interrogator entrapment devil as they rescue Rhokrag and then return to Saringallow.
    • Hellbreakers Reputation: 1

Chapter Two: For the Cause

  1. Prologue: For the Cause
    • Summary: With the Hellbreakers raids generating extra heat, Rhokrag charges a large assembly of Hellbreakers agents to show that the citizens of Isger that the Hellbreakers League is more than a band of violent insurgents. Nyara, Hyacinth, Gar, and Kendric are assigned an area of Isger south of the Conerica River and north of the Chitterwood that includes villages like Umok, Stumpfield, and Vordia, as well as the garrison at Wolfpoint. The group spends many days traveling the area talking to residents and doing the odd favor for locals to increase the Hellbreakers reputation.
    • Hellbreakers Reputation: 12
  2. Interlude I: A Repentant Sister
    • Summary: After learning previously from the repentant Sister of the Golden Erinys Sylve about the plans of would-be Hellknight Viro Ahala, the group travels to the village of Vordia. There, they free the abandoned Bright Embers Orphanage from haunts left behind by the emotional fallout of the past decades. After clearing the orphanage, they speak to Sylve again and gather more information about the Lucent Mission in the foothills of the northwest Aspodell Mountains where the Sisters of the Golden Erinys train. The heroes proceed to the Mission and ultimately fight and defeat Sister Endreah and acquire information about where Viro Ahala might have gone in order to perform his ritual.
    • Hellbreakers Reputation: 14

Chapter Three: Devils of Chitterwood

  1. Prologue: Into the Chitterwood
    • Summary: After defeating Sister Endreah and learning that Viro Ahala traveled into the Chitterwood, the heroes head off in pursuit of him, setting out from Umok into the woods. After defeating a few week demons summoned during a small test ritual conducted by Ahala, the heroes meet the goblin Zagnub. After they convince Zagnub of their honorable intentions, the heroes accompany the goblin to the hidden goblin village of Thorngrip. In Thorngrip, Zagnub introduces them to the village elder Brakknap. Brakknap agrees to help them find Viro Ahala in return for their help in dealing with a group of human hunters called Isgeri Slayers who have been hunting goblins in the Chitterwood. The heroes agree to his request and set off to deal with the Isgeri Slayers. Unfortunately, Kendric’s attempts to negotiate with the slayers go awry and the drunken fools attack, resulting in a battle that ends with the deaths of the hunters. The group returns to Thorngrip where they are greeted as heroes.
    • Hellbreakers Reputation: 14
  2. Interlude I: The Trust of Goblins
    • Summary: After helping Brakknap to cleanse several areas of magical energy in the Chitterwood that had been corrupted, Brakknap is able to pinpoint Viro Ahala’s location. The heroes then confront Viro Ahala within the Stagfall Caves where Ahala has gone to perform his ritual using a natural nexus of magical power within the cave to power it. The heroes defeat Ahala and stop the ritual before he can complete it. They return to Thorngrip and inform Brakknap, who fetes them and gifts them the empowered amulet that they had previously used to cleanse the locations around the Chitterwood.
    • Hellbreakers Reputation: 16

Chapter Four: Into the Jaws

  1. Prologue: A Capital Idea
    • Summary: At the behest of Alceo and Phoebe Demetrias, the very leaders responsible for organizing the Hellbreakers League, Kendric, Gar, Hyacinth, and Nyara travel to Elidir, the capital of Isger. Rhokrag warns them that Alceo and Phoebe have run into trouble and need aid because they can no longer operate openly. Eager to go to the aid of the couple he regards as adoptive parents, Kendric eagerly accepts the mission. Once the group is able to get into the city after posing as members of various organizations seeking to enter, they meet a representative sent by Alceo and Phoebe, but they are forced to fight an Adiutor – a human who has made a diabolical pact – who tries to arrest them for suspicious activities. The encounter makes it clear that there is an ongoing crackdown in the city. Once they meet Alceo and Phoebe at the safehouse, Alceo explains that he needs the group to attend a gala at Hedvend’s manor in his place in order to close a deal with the Druman merchant Quoster. The group spends the two weeks securing invitations to the gala, acquiring costumes for the event, and recovering a stolen medallion they need to make sure that Quoster can identify them. Along the way, they experience life in the capital – including the ongoing suppression of Hedvend’s forces. They manage to secure several beneficial arrangements with locals, including a deal with a printer of lusty serials who agrees to help inject Hellbreakers propaganda and the spy services of a local thieves guild. Ultimately, the group makes their way into the party and makes several connections, but that proves to be just the beginning of the night’s festivities.
    • Hellbreakers Reputation: 16
    • Uprising Points: 6
    • Suppression Points: 3
  2. Interlude: There Goes the Party
    • Summary: