Chapter One: Against Hell
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- Interlude: There Goes the Party
- Summary: The gala was supposed to conclude with Hedvend VI’s announcement, but guest Ezio Gaeta, a vampire agent of Urgothoa had a surprise planned—an attack by guards posing as Hellbreakers League revolutionaries! The attack proved not only intended to cause chaos but also whip up fury against the Hellbreakers, while providing a distraction from Ezio’s simultaneous murder of Hedvend himself while the heroes are busy fighting off the attack.
- Hellbreakers Reputation: 16
- Uprising Points: 6
- Suppression Points: 3
Chapter Five: Dead Man’s Party
- Deadman’s Party
- Summary: After the Hellknights discover that Hedvend has been murdered, everyone at the gala becomes a suspect, though Caeto ultimately enlists the heroes – who fought off the attack – to help him solve the murders. Deaths continue to pile up, with victims among both Elidir’s elite and the servants and guards in Reevesrest, but ultimately the heroes uncover a conspiracy of Urgothoan agents – primarily the Vampire Ezio Gaeta – who attacked for their own reasons and turned Hedvend into a vampire. The heroes eventually managed to defeat both Ezio and the newly risen Hedvend. The nightmare evening finally ends with Caeto thanking the heroess for solving Hedvend’s murder and uncovering Ezio’s perfidy. He also makes a promise that he will do everything he can to build a better country that works for all its citizens and that he hopes the heroes will be part of his efforts.
- Hellbreakers Reputation: 16
- Uprising Points: 6
- Suppression Points: 3
Chapter Six: One Way Out
- The Chains That Bind
- Summary: Though the heroes have a brief moment to regroup with their fellow Hellbreakers and celebrate their successful mission in recruiting Quoster, but unfortunately, they awaken the next morning to terrible news. Quoster knocks on their door the next morning and offers the grim news that Caeto Vulaunex has declared martial law and is locking down the city so that he can catch the Hellbreaker assassins and bring them to justice. Quoster suggests that he might ultimately be able to help the heroes get out of Elidir given a bit of time, but that in the meantime he can help them hide themselves in return for help rescuing a “friend” of his who was swept up by Vulaunex’s forces for making a deal with the Hellbreakers – the very deal that Quoster himself actually made! Gar manages to figure out that this friend, the halfling Siadrius Pott, is in fact Quoster’s paramour. The heroes agree to help. They rush to the Moil and rescue Siadrius from his captors before he is dragged into the Moil, but they are caught up in the riot occurring at the gates of the prison. Surprisingly enough, the heroes are able to both rally the mob and get it to disperse before the crackdown can begin.
- Hellbreakers Reputation: 20
- Uprising Points: 8
- Suppression Points: 3
- Interlude: Raising Hell
- Summary: Quoster introduces the group to Jenvirick, an excitable female halfling with a trace of diabolical ancestry. While Jenvirick’s services are ostensibly offered as effectively a quartermaster for the Hellbreakers to assist with buying and selling goods, she proves eager to do far more – offering to become a first recruit in a local Hellbreakers League cell. Gar proves particularly happy to encourage Jenvirick, and she in turn provides the Hellbreakers with several opportunities. Fueled by ideas offered by Jenvirick, over the course of the next week, the group robs Reevesrest, the manor that belonged to former Steward Hedvend VI; forges false orders that disrupt the operations of the Isgeri army; and stage a robbery on the docks to further the impression that the goods of merchants who are not being allowed to leave the city are at risk. The dock job ends with the group being chased through the city by powerful Devils that they are forced to fight off. While the heroes are able to win that battle conclusively, the activities of the Hellbreakers have not gone unnoticed.
- Hellbreakers Reputation: 20
- Uprising Points: 10
- Suppression Points: 0
- Interlude: The Great Escape
- Summary: After a couple of weeks, the heroes finally receive word that Quoster is to be allowed to leave the city and they receive instructions to meet him at the dock. Unfortunately, their plans are derailed when a battered and bloody Jenvirick arrives at the dock to tell the heroes that the Hellbreakers safehouse was attacked and that all of her fellow members of the Ellidir cell were captured and taken to the Gyve. The heroes then develop a plan to acquire explosives from the Soldier’s Aegis – an alchemy shop run by Rencelos Azri – and uses those to facilitate a prison break followed by a daring escape from the city with their comrades. After the heroes successfully raid the Aegis and get what they need, they plant explosives around the city along their route and then prepare to attack the Gyve. The raid on the prison proves challenging, but the four heroes overcome every obstacle, rescue their compatriots and escape from the now rioting prison. They flee through the city, overcoming an intensifying winter storm and grab their waiting horses. They then ride through the chaotic streets with the rescued hellbreakers trailing them. Imps fly overhead in the sky searching for them, but Nyara and Kendric ward them off while Gar finds the best route to escape both the prying eyes and the efforts of enemy watchmages to warp the path ahead of them. Finally reaching the gates, they confront and defeat a force of mounted Hellknights and foot soldiers to finally escape the city.
- Hellbreakers Reputation: 20
- Uprising Points: 10
- Suppression Points: 5
Chapter Seven: Wight Queen’s Thaw
- Warnings on the Horizon
- Summary: Since their explosive exit out of Elidir, the Hellbreakers have been busy, with the former Elidir Hellbreakers cell settling into a new headquarters at Highfort, an abandoned hobgoblin fortress once used during the Goblinblood Wars. With the fort only a few days’ trek from Saringallow, the proximity allows the two Hellbreakers branches to cooperate even as they remain isolated from one another. As Abadius comes to an end, reports of undead activity surface in southern Isger. Grizzo the goblin forager delivers a letter from Ioan Marblemug of Umok that undead are becoming an issue around the town. In addition Erk Oilfingers the goblin painter from Stumpfield, passes by Saringallow while leading refugees north. Erk imparts to the Hellbreakers that he is angry that requests for aid to the official Isgeri army were ignored. With the Elidir Hellbreakers settled in at Highfort, Saringallow’s Hellbreakers host a celebratory dinner on the 1st of Calistril at Rhokrag’s house, but the celebratory mood is muted by the emerging reports of increased undead activity. Alceo ultimately declares that because Caeto and Isger’s army refuse to do anything, it is the Hellbreakers who must prove that they are Isger’s true defenders. A plan is made to send groups of Hellbreakers out to recruit aid from Isger’s settlements and form an army to fight back the undead while also searching for the source of the undead. Gar, Kendric, Hyacinth, and Nyara are given instructions to recruit from their old stomping grounds of Umok, Stumpfield, Vordia and the other nearby communities with a special emphasis on securing aid from the goblins of Thorngrip. The heroes travel the area for the next week and help those villages, managing to secure great support as each community dedicates forces to a new Hellbreakers army.
- Hellbreakers Reputation: 31
- Uprising Points: 10
- Suppression Points: 5
- Interlude: The Curse of Gillamoor
- Summary:
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- Uprising Points:
- Suppression Points: