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VISIONS IN ÆMBER

G.O.L.E.M.S. ADVENTURE SEED PACKET


1 GENESYS G.o.l.e.m.s. Adventure seed packet
for the Keyforge setting
CREDITS AND
ACKNOWLEDGMENTS
WRITING, EDITING, AND LAYOUT
Writing, Editing, and Layout by Micah-Shalom “FatCrab” Kesselman

ART
Cover art includes “Plattegrond van Béthune” (1710), original from The Rijksmuseum. Character art for Commander
Riviek, Hive Tyrant, Jisuak, and Quisp is by RhoArt, who can be found on Fiverr at https://www.fiverr.com/rhoart and
Instagram as Rho_ATLAS at https://www.instagram.com/rho_atlas/. Demetrene character art is “Drummer” (1587) by
Jacques de Gheyn II after Hendrik Goltzius. All other art used in this product is from the Genesys Foundry Keyforge
Art Collection and/or Genesys Foundry Art Collection. Adversary Cards included in the Supplements file are based on
templates by Giri “Archellus” Raman.

This product was created under license. Genesys and its logo, and Genesys Foundry and its logo, are trademarks of
Fantasy Flight Games in the U.S.A. and other countries. All Fantasy Flight Games characters and character names, and
the distinctive likenesses thereof, are trademarks of Fantasy Flight Games. www.FantasyFlightGames.com.

This work contains material that is copyright Fantasy Flight Games and/or other authors. Such material is used with
permission under the Community Content Agreement for Genesys Foundry.

This work uses the GOLEMS framework for Genesys, available at https://www.drivethrurpg.com/product/316882/
GOLEMS-Genesys-Organizations-Legions-and-Enterprises-Management-System, and contains material that is
copyright Big Karki Products and/or Micah-Shalom Kesselman. Such material is used with permission under the GASP
Open Content Agreement as well as the Community Content Agreement for Genesys Foundry.

G.O.L.E.M.S. ADVENTURE SEED PACKET


GENESYS
I
CONTENTS
Acknowledgments.................................................. I The Gravitic Calm ....................................10
Contents .................................................................II Phasewood .................................................10
Introduction............................................................1 Rotwood .....................................................11
Eyeland, and its place within the Crucible .........1 Dis Æmberstair..........................................11
What is the party doing here? ..............................2 Dis Hiveland ..............................................11
Maps.........................................................................2 The Untouched Æmberstair....................12
Region of Eyeland ........................................... 2 Faerie Plains ...............................................12
Isle of Eyeland ................................................. 3 Eyelandtown ..............................................13
Locations .................................................................3 Temple of Seeing ......................................13
Eyeland Region................................................. 3 Notable Orgs ....................................................... 14
Eyeland River...............................................3 Temple of Seeing (Org) ................................ 14
Withering Foothills .....................................4 Eyeland Dis Hive ........................................... 14
Spireward Sifters..........................................4 Flyers’ Union .................................................. 14
Dis Seam.......................................................5 Eyeland Advance............................................ 14
Fatbranches ..................................................5 Notable Adversaries, Allies, and Agents.......... 15
Tip of the Wastes........................................5 Jisuak (nemesis) .............................................. 15
Smugglers’ Runs ..........................................6 Lequin (Rival).................................................. 15
Fringewood ..................................................6 Hive Tyrant (Nemesis) .................................. 16
Eyeland Isle....................................................... 7 Hive Scuttler (Minion)................................... 17
Antispire Æmberstair .................................7 Commander Riviek (Rival) ........................... 17
Antispire Sifts ..............................................7 Quisp (Nemesis)............................................. 18
Whistlewood ................................................8 Flyers’ Union Member (Minion).................. 19
Æmbersmugglers Caves .............................8 Demetrene (Nemesis).................................... 19
Flyerstrips .....................................................8 Metaplot................................................................ 20
The Old Æmberstair...................................9 Org Turn 0 ........................................................... 21
Sanctum Encampment...............................9 Recommended First Act .................................... 22

G.O.L.E.M.S. ADVENTURE SEED PACKET


II GENESYS
INTRODUCTION
T his first GOLEMS Adventure Seed Packet (GASP) is intended to be one of many of these that will eventually be
released across multiple settings. GASPs provide a strong starting point from which GMs can build out adventures
spanning multiple sessions or simply providing an easy way station of excitement for your PCs along their journey. Each
GASP includes some basic region description and content, a handful of NPCs and the factions with which those NPCs
are associated, and a general regional metaplot.

This content can be used with GOLEMS, a faction management and plot hook generation system that is available on
DriveThruRPG on the Foundry at https://www.drivethrurpg.com/product/316882/GOLEMS-Genesys-Organizations-
Legions-and-Enterprises-Management-System. With that said, this content does not necessarily need to be used with
GOLEMS and is fully usable as just more ammunition for a GM to have on hand as their players almost assuredly take
whatever path for which the GM is least prepared.

Eyeland Adventures - Visions in Æmber is intended to be used with the Secrets of the Crucible campaign setting for
Genesys. As a result, much of the content found here will refer to Secrets of the Crucible as SotC.

EYELAND, AND ITS PLACE lens that naturally occurred on the floating isle and which

WITHIN THE CRUCIBLE was only discovered and settled mere decades ago by a
wandering Inspired named Jisuak.
Eyeland Adventures focuses on a particular region of the
Jisuak built a temple, the Temple of Seeing, around the lens
Crucible, which may be placed wherever you wish but I
to guard it and welcome any Inspired devotees who may
think is most suited as a quasi-region at the confluence of
visit to contemplate and perhaps even find Completion.
many different regions. Eyeland, the region, is named for
Jisuak's temple came to be known as the Temple of Seeing
Eyeland, the floating isle that hovers above Underlake, a
because the lens purportedly allows a meditating viewer an
large æmber-tainted lake that makes up the bulk of the
incredible clairvoyance.
region.
Through the lens, one can witness any event transpiring
Eyeland itself is very small, only about 20 to 25 kilometers
anywhere on the Crucible and, even more noteworthy,
on a side and floats about 300 meters above Underlake.
may peer into the thoughts and hearts of any beings of
Waterfalls, that occasionally and randomly reverse
whom the meditating viewer is aware and is able to focus
direction to become waterrises, stream between Eyeland’s
their mind upon.
surface and Underlake below. The floating island is
accessible by a series of æmber stair-like structures, The lens itself appears to be growing and is wreathed by a
appropriately called æmberstairs, that erupt from just spreading jagged growth of æmber so much so that the
beneath the flanged outer edge of Eyeland and descend inner chambers of the Temple of Seeing have been totally
into Underlake below. overtaken by the crystalline æmber. The inner chambers
have been transformed into a small and eerie cave system
Local inhabitants have constructed elevators, stairs, and
that is continuously warmed by the hushed umber tones of
various other means to complete the trek from the top of
the pure æmber of the lens' relentless expansion.
the æmberstairs onto the surface of Eyeland, as well as
various docks located where the æmberstairs meet The caretakers of the Temple of Seeing continuously repair
Underlake below. There are also a handful of clearings for and expand the temple as needed to ensure a proper buffer
landing various flying vehicles dotted across Eyeland's can be maintained between the lens' holy æmber and those
surface. whose unbridled emotions could taint it. They often rely
upon the Flyers’ Union, a local group of Skyborn, to both
Of particular note, Eyeland is partially named for a
ferry materials to Eyeland for repair and expansion as well
legendary piece of pure æmber at the summit of one of its
as to provide the actual labor for repairing the temple.
central peaks. The æmber is said to be a perfectly smooth

G.O.L.E.M.S. ADVENTURE SEED PACKET


GENESYS
1
Underlake itself is home to æmbersifters who sift its waters
for trace amounts of the pure æmber that cascades off
Eyeland (presumably due to the lens' growth). A Dis hive
WHAT IS THE PARTY DOING
has taken root in a mountainous area near the shores of
Underlake, although the Dis often appear able to make
HERE?
PCs may have many reasons to visit Eyeland, both the
excursions onto the isle of Eyeland without requiring
region and the isle. An æmberrush has begun due to the
traversal of the æmberstairs. The Church of the Opened
unique waters of Underlake, with prospectors from all over
Eye (Sanctum) has sent a vanguard force, the Eyeland
the Crucible hoping to hit it big with a lucky sift. The
Advance, to drive out the Dis and, they hope, one day gain
Æmberlens is also a powerful artifact that many entities
control of, or at least access to, the lens. For the time being,
would hire skilled adventurers to investigate. Finally,
the Temple of Seeing welcomes the Eyeland Advance’s
Eyeland is at the confluence of so many different regions
assistance against a common foe.
that arbitrary wandering could very well bring adventurers
to the location without any specific intent whatsoever.

MAPS
T he following maps do not cover all possible locations that your players may visit in their adventures in Eyeland, but
they will give you and your players a high level idea of the overall region and some important locations that are likely
to host multiple scenes. Critically, the maps should help everyone stay on the same page when imagining the scenes and
relative positions of locations to one another.

REGION OF EYELAND

G.O.L.E.M.S. ADVENTURE SEED PACKET


2 GENESYS
ISLE OF EYELAND

LOCATIONS
T he following locations are keyed to the maps above. Each location includes a name, description, random encounter
list, ambient sound track recommendation, and a narrative paragraph intended to be read aloud or paraphrased to
your players as they enter the area. Keep in mind that not all of the information in the description, or even the name, of
the location may be known to your PCs at first.

EYELAND REGION
EYELAND RIVER
The Eyeland River drains off Underlake into various on the creatures of its lake source, and all manner of
regions beyond. If not for the fact that it is a tumultuous, mutated creatures call the Eyeland River home.
rapids-filled river gorge carved into sheer rock faces, its
banks would surely be as valuable as those of Underlake. Moreover, long stretches of the rocky walls and cliffs
bordering the river are riddled with cave systems
The æmber particulates in Underlake that æmbersifters seemingly carved out by some confluence of the currents
spend their lives searching for are also very much present and the æmber carried within them—perhaps also with a
in the Eyeland River. The æmber also exerts as much bit of help from the monstrosities that inevitably end up
influence on the wildlife in the rocky river gorge as it does residing within.

G.O.L.E.M.S. ADVENTURE SEED PACKET


GENESYS
3
RANDOM ENCOUNTERS: Territorial Scout (Rival) by a powerful artifact. At least one spirit begs the PCs
(SotC 239), Pilgrim (x4-7) (Minion) (SotC 231), to help him at last find final rest.
Darkwater Tree (Rival) (SotC 221)

RECOMMENDED AMBIENT TRACK: Sea Cave, by


Michael Ghelfi, at
watch?v=onmRPro40GI.
https://www.youtube.com/ SPIREWARD SIFTERS
Just beyond the Withering Foothills and nestled where the
Waves gently lap against the stone walls of sheer cliff faces that Tip of the Wastes meets the shores of Underlake, is the
stretch into the sky on either bank of the river. You can see main encampment of the Spireward Sifters--”Spireward”
caves dotting the banks, both above and below the waterline. indicating orientation towards the Spire, one of the few
The waters are calm for now, but you know that can change near-universally visible navigation landmarks on the
at a moment’s notice. Not to mention what might be lurking Crucible.
beneath the amber hued waters.... The Spireward Sifters have a major encampment that is
ADVENTURE SEEDS: little more than a large collection of temporary housing
and tents. Although, a few permanent structures exist as
• A slightly submerged cave has accumulated incredible needed, such as the docks, banking service, a Flyers’ Union
amounts of easily dislodged æmber if you can get to it; station, and a single tavern and inn where violent
however, the cave is inhabited and another party has assistance can be hired when the demand arises.
already begun delving it.
Most people in the Spireward Sifters encampment are

WITHERING FOOTHILLS
Erosion has brought to heel some of the craggy mountains
either passing through or are only there for a brief respite
before returning to their trek along the shores of Underlake
or cruising its waters as they continue their search for
that border the Eyeland River to form the strange rolling æmber particulate.
hills dubbed the Withering Foothills. These hills wend and
weave in an almost serpentine fashion, but rarely crest RANDOM ENCOUNTERS: Territorial Scout (Rival)
more than a few dozen meters above the level of (SotC 239), Pilgrim (Minion) (SotC 231), Æmber
Underlake’s surface. Burrows dot the landscape and, even Prospector (Rival) (SotC 236), Bartender (Rival) (SotC
though certain vicious types of plant life do grow in the 233), Bureaucrat (Minion) (SotC 233), Tolas (Minion)
Withering Foothills, the area is otherwise inhospitable to (SotC 225), Bounty Hunter (Rival) (SotC 229)
cultivation or agriculture.
RECOMMENDED AMBIENT TRACK: Medieval
RANDOM ENCOUNTERS: Bloodstalker Vine (Rival) Harbour, by Michael Ghelfi, at https://
(SotC 220), Darkwater Tree (Rival) (SotC 221) www.youtube.com/watch?v=t0AmfPQMs4k.

RECOMMENDED AMBIENT TRACK: Haunted You can hear the raucous crowd of a tavern before you see the
Forest, by Michael Ghelfi, at https://www.youtube.com/ encampment of tents and other temporary structures
watch?v=GJ_V2t-YHKQ. surrounding a small outcropping of barely maintained
wooden buildings. The noise appears to be coming from the
A warm, æmber scented breeze almost carries you into an one tavern in the encampment, a large wooden building that
eerily quiet landscape, dotted with small outcroppings of trees could be mistaken for a warehouse if not for the handful of
nestled between serpentine hills. The scent is tangy and bites stone chimneys extending above its rooftop along a single
at you, as if every particle of air were grinding away, without side--clearly a kitchen of some sort. The scent of æmbrew and
result, a tiny piece of you. Only the stray sound of avian æmbread immediately assaults your nostrils (or your
creatures can be occasionally heard here--otherwise the equivalent) as you near the encampment. You can feel your
foothills are deathly silent. When you look closely at the stomach grumble in response.
clusters of foliage, however, you swear you can see something
writhe in the shadows.... ADVENTURE SEEDS:

ADVENTURE SEEDS: • A group of Inspired pilgrims on their way to


Eyelandtown has been waylaid with the Spireward
• An abandoned homestead sits alone atop a hill in the Sifters. They are seeking guides and escorts.
distance; it is haunted by spirits bound to the location

G.O.L.E.M.S. ADVENTURE SEED PACKET


4 GENESYS
On the other side of the Dis Seam from the Tip of the
Wastes, a vast grassland extends to regions beyond
TIP OF THE WASTES between the Dis Seam and the giant Fatbranches forest.

A vast desert waste runs right up to the Spireward shore of RANDOM ENCOUNTERS: Guardian Demon (Rival)
Underlake. Nothing grows here and the ground is parched (SotC 227), Black Shard Renderer (Minion) (SotC 226)
and cracked. Few creatures can be found in the Tip of the
RECOMMENDED AMBIENT TRACK: Plane Of
Wastes and those that are to be found on its scorched
Chaos, by Michael Ghelfi, at https://www.youtube.com/
expanse are assuredly either mad or frighteningly powerful
watch?v=yerMsIWWNs8.
to survive such a wasteland.
Sulfur. Lots of it. It’s everywhere and overwhelmingly
RANDOM ENCOUNTERS: Lava Giant (Nemesis) (SotC
pungent. The ground beneath you, where it isn’t crumbling
229), Logos Field Researcher (Rival) (SotC 230)
into an infernal abyss, is nothing more than charred earth. A
RECOMMENDED AMBIENT TRACK: Windy Desert, constant roar, as if an unseen volcano were slowly and
by Michael Ghelfi, at https://www.youtube.com/ unceasingly erupting somewhere nearby, backdrops the
watch?v=4E-_Xpj0Mgo. crunch of the cracking ground beneath you and your
companions’ feet (or slithering bodies, or tendrils, or
The wind howls over dead, blasted sands and myriad suns otherwise).
glare down upon you like a wrathful audience to the extreme
discomfort you feel in this dreadful place. It is unbearably hot This is Dis land and, if you know nothing else about the Dis,
and every gust of wind carries sand--coarse and rough and you know you are absolutely not safe here.
irritating sand that gets everywhere. You just wish you were
ADVENTURE SEEDS:
somewhere where everything was soft and smooth.
• Ancient power calls out to any who will hear it. A
ADVENTURE SEEDS:
sentient weapon wishes to be free of its Dis master--
• Two Logos field researchers are running competing because it is bored and its wielder refuses to entertain
experiments and are each seeking saboteurs to halt the it. Granted, its preferred delights are of the violent
progress of the other so they can be first to variety, and usually with violent ends for everyone else
publication! involved.

DIS SEAM FATBRANCHES


The Dis have ever been as present in Underlake as they are Fatbranches gets its name from the odd structure of its
anywhere else on the Crucible. A seam of yawning, abyssal unique flora. The majority of trees, and many of the lower
pits, crumbling ruins, and smoldering chasms crawls along foliage in the forest, are characterized by relatively normal
an edge of the Tip of the Wastes right up to, and perhaps sized, if on the smaller side, trunks accented by utterly
beneath, Underlake. gigantic branches and leaves.

A handful of Untamed dwell within Fatbranches and it is


rumored entire communities dwell in the upper canopy
where the large branches have grown so enormous and
become so intertwined that kilometers-long solid
platforms naturally occur.

RANDOM ENCOUNTERS: Troubadour (x3-5) (Small


Woodland Creature/spirit) (Minion) (SotC 232), Kindrith
Ranger (Minion) (SotC 238), Zealous Hermit (Rival)
(SotC 240), Piranha Monkey (pack) (Minion) (SotC 224)

RECOMMENDED AMBIENT TRACK: Forested Cliff,


by Michael Ghelfi, at https://www.youtube.com/
watch?v=VE2ki2ChYw0.

G.O.L.E.M.S. ADVENTURE SEED PACKET


GENESYS
5
The first thing that strikes you, as you enter the forest, is how attention. Moreover, she is not entirely sure it even
incredibly shadowed it is even though the trunks of the trees wants to be shipped!
you can see are all fairly narrow. The discrepancy is off-
putting enough by itself, but then you notice the branches. • The local fuel depot needs æmber to produce fuel for
They are all exceptionally thick--far thicker than the trunks of the various smugglers’ crafts. While the fuel can be
the trees from which they protrude. As you crane your head sifted, a one-time infusion of bulk æmber would be
and bring your gaze upwards, you are taken aback at how the appreciated and greatly rewarded. Perhaps some of the
branches form an almost solid canopy “floor” far up above. regional fauna can be harvested.
Perhaps, floor enough for something to live up there.... • Shadows is putting together a crew for a heist on an
ADVENTURE SEEDS: aristocrat’s home up in Eyelandtown. All they want is
a family journal he keeps in a safe--anything else is up
• An Untamed encampment on one of the upper for grabs. They will also pay--well, probably.
platforms is in trouble. Their platform seems to
suddenly be rotting and they cannot figure out why as
the contributing trees have gone silent. Do the trees
need æmber or is something more sinister afoot?
FRINGEWOOD
A great forest, largely populated by Untamed, just barely

SMUGGLERS’ RUNS extends into the Eyeland region, stopping just short of the
banks of Underlake. A strip of grassland a few kilometers
wide holds the gap between the Spireward tip of the
On the Spireport and Antispire banks of Underlake are Fringewood and Underlake.
Smugglers’ Runs. These small, largely camouflaged
Fringewood is a wild place, teeming with ruins and failed
communities provide transport and logistics support to
settlements. Incredible beasts, powerful and ghostly spirits,
those smuggling pure æmber off of Eyeland isle and
and even a number of Primals are said to call the forest
moving other goods, either banned or just benefiting from
home and hunters frequently make excursions into the
being kept hidden, onto the isle.
area, often never to return.
The Flyers’ Union maintains a large presence in the
RANDOM ENCOUNTERS: Greenwalker (Nemesis)
Smugglers’ Runs, as does Shadows—the latter being the
(SotC 237), Mushroom Person (Minion) (SotC 238),
primary maintainers and governance, if there can be said
Questing Giant (Rival) (SotC 239), Witch of the Wilds
to be such a thing in these locations, of the hidden and
(Nemesis) (SotC 240)
secretive encampments.
RECOMMENDED AMBIENT TRACK: Beastlands, by
RANDOM ENCOUNTERS: Halyards Mate (Minion)
Michael Ghelfi, at https://www.youtube.com/
(SotC 234), Æmber Prospector (Rival) (SotC 236),
watch?v=VuotDCR8xq4.
Syndicate Insider (Rival) (SotC 235)
A guttural howl from deep within the tangled wood ahead
RECOMMENDED AMBIENT TRACK: Forest Hamlet,
gives you a startle. You can barely make out what looks to be
by Michael Ghelfi, at https://www.youtube.com/
a collapsed cottage of some sort. Even this close to the edge of
watch?v=mWTJ7DhCSjI.
the wood, it was apparently still doomed to failure and
You suddenly realize that you’ve managed to stumble into abandonment. The musky scent that wafts out of the wood is
some sort of village--or something. There is a hushed, but intense and, somehow, you can tell this is an ancient forest.
frenetic, energy all about you as various beings pop in and out Perhaps older than the region in which it is currently found.
of caves, hatches camouflaged by bushes, and angled lean-tos What could be making that howling sound? And how could
that blend seamlessly into the surrounding environment. You they survive such a place?
appear to have wandered into a Smugglers’ Run.
ADVENTURE SEEDS:
ADVENTURE SEEDS:
• A Primal deep in the wood is in pain and lashing out.
• A smuggler is seeking crew to assist in a shipment up The cause of its pain is a grievous wound inflicted
to the isle, but the shipment is likely to draw unwanted upon it by a mad Untamed hunter. The hunter has
been dealt with, but not the after effects.

G.O.L.E.M.S. ADVENTURE SEED PACKET


6 GENESYS
EYELAND ISLE
ANTISPIRE SIFTS
Where the waters of Underlake drain into the Eyeland
River, a cluster of small islands and rocky terrain naturally
ANTISPIRE ÆMBERSTAIR
till the waters and make for lucrative æmbersifting. A small The Antispire Æmberstair is the primary Æmberstair used
forest provides lumber for construction and other projects by Eyelandtown. A small guarded outpost keeps watch
building up the Antispire Sifts. where the island connects to the Æmberstair. A paved and
well-maintained road cuts through the Whistlewood,
Unlike the sifters on the shores Spireward, the community leading directly from the outpost to Eyelandtown. The road
of the Antispire Sifts is tightly knit and most everyone is fairly safe and regularly patrolled, though creatures (and
believes in working for the greater good. Internally, they occasional bandits) do sometimes emerge from the
rarely use currency and a sort of gifting process fuels their Whistlewood onto the main road in an often futile attempt
internal economy. That is not to say that they do not save to prey on unprotected travelers.
and spend Æmbits like everyone else does on the Crucible,
but they typically export for payment in Æmbits which Notably, because the road also acts as a wind corridor
inevitably go into a communal cache. The communal cache cutting straight through Whistlewood, it is characterized
is then drawn from for payments in Æmbits for necessary by near constant soft whistling that sometimes sounds
or desired imports. disconcertingly close to composed or intentional tunes.
The GM should utilize this feature to apply appropriate
RANDOM ENCOUNTERS: Territorial Scout (Rival) difficulty upgrades and setback dice to checks utilizing
(SotC 239), Pilgrim (Minion) (SotC 231), City Enforcer aural perception.
(Minion) (SotC 234), Saurian Merchant (Rival) (SotC
235), Bartender (Rival) (SotC 233), Bureaucrat (Minion) RANDOM ENCOUNTERS: Caravan Guard (Minion)
(SotC 233), Tolas (Minion) (SotC 225) (SotC 229), Inspired Adept (Rival) (SotC 229), Pilgrim
(Minion) (SotC 231), Sanctum Knight (Rival) (SotC 231)
RECOMMENDED AMBIENT TRACK: Medieval
Village, by Michael Ghelfi, at https://www.youtube.com/ RECOMMENDED AMBIENT TRACK: (nearby the
watch?v=Wd3kd0zY2bQ. Æmberstair) Ice Temple, by Michael Ghelfi, at https://
www.youtube.com/watch?v=569cwo9GX-w.
The village ahead is mostly of wooden construction, with the
odd stone wall here and there mixed in for good measure. A The soft glow of the unique æmber comprising the
single dirt road wends its way through the middle of the Æmberstair permeates not just the attached docks at
village and you can see children frolicking about while their Underlake below, but even the very short stone tunnels that
parents go about their daily chores and tasks. It appears to be connect the passage to the surface of the floating isle. Even in
a bustling, if fairly small, village. And a happy village, too. the dark of the tunnel, there is sufficient light due to the glow.
The slow cracking of the crystalline æmber makes journeying
ADVENTURE SEEDS: along the stair a slightly unnerving endeavor.
• Two families live on two different small islands, each ADVENTURE SEEDS:
claiming their entire respective island as homestead.
The families have been feuding for generations and it • A cave in within the tunnel linking the top of the
is becoming more violent than ever before. Something æmberstair to the isle surface has halted most foot
needs to be done. traffic up to the surface. It seems to have been caused
by some burrowing thing making its way down to the
æmberstair itself.

• A caravan is stuck at the outpost. They are in need of


repair and escort, but the local guards seem unwilling
to help. They will pay quite well to anyone who can
lend a hand in getting them through Whistlewood
and into Eyelandtown.

G.O.L.E.M.S. ADVENTURE SEED PACKET


GENESYS
7
WHISTLEWOOD RECOMMENDED AMBIENT TRACK: Excavation
Site, by Michael Ghelfi, at https://www.youtube.com/
watch?v=u2DS-_qoFkA.
Whistlewood is a forest on Eyeland characterized by the
constantly whistling sound its trees emit as the wind passes The faint clang of mining picks greets you before you find
across their branches. yourself in a fairly large clearing. The source of the sound can
be easily traced to various stone caves that erupt from the
Some bandits and fairly standard forest creatures dwell grassy ground. Long dirt strips, obviously for landing aircraft,
within, but residents of Eyeland typically consider it a are also scattered about the clearing. The landing strips host a
pleasant area to hike in. The GM should utilize the bustle of activity as crafts land and take off, and numerous
whistling feature to apply appropriate difficulty beings load, unload, and perform maintenance on the the
upgrades and setback dice to checks utilizing aural vehicles.
perception.
ADVENTURE SEEDS:
RANDOM ENCOUNTERS: Martian Scout (Rival) (SotC
230), Bounty Hunter (Rival) (SotC 229), Rogue Ogre • A mine collapse has trapped a number of illegal
(Rival) (SotC 231), Troll (Nemesis) (SotC 232) miners! They cannot ask the authorities for help, but
the miners are doomed without immediate assistance!
RECOMMENDED AMBIENT TRACK: None.

A gentle breeze carries a chorus of whistles. For the most part,


the whistling is a gentle cacophony that quickly blends into the
background of ambient sounds. However, every now and
then, the whistles fall into a harmony or a discernible tune,
albeit totally alien to you, manages to wrestle its way out of
the random chaos.

ADVENTURE SEEDS:

• A family is looking for their young child who


wandered into the deep woods alone during a short
hike and picnic. Every time they try shouting the
child’s name, the Whistlewood picks up and
overwhelms their cries with dissonant whistles--
someone will need to go in to find the lost child.

ÆMBERSMUGGLERS CAVES
At the edge of Eyeland and hidden within the Whistlewood
can be found a handful of secret landing strips and deep
caves that snake through the subsurface of Eyeland. A
FLYERSTRIPS
steady flow of æmber is extracted from the winding mines The (legal) landing strips for aircraft are located in
and cave systems to be smuggled off Eyeland via the Flyerstrips, which also includes a sizable encampment of
landing strips—typically in the dead of night. Flyers’ Union members. A slight haze usually hovers over
Flyerstrips as the exhaust from untold number of different
More than a few Flyers’ Union members both work these
flying contraptions using a myriad different technologies
mines and smuggle the æmber from them down to the
settles above the area.
Smugglers’ Runs along Underlake far below.
Most new arrangements with the Flyers’ Union at least start
RANDOM ENCOUNTERS: Bounty Hunter (Rival) (SotC
solicitation and negotiation in Flyerstrips.
229), Gurgle Pool (Rival) (SotC 229), Æmber Prospector
(Rival) (SotC 236), Syndicate Insider (Rival) (SotC 235) RANDOM ENCOUNTERS: Gurgle Pool (Rival) (SotC
229), Tolas (Minion) (SotC 225), Trashcrab (Minion)

G.O.L.E.M.S. ADVENTURE SEED PACKET


8 GENESYS
Calm determination is almost palpable in the air here.
(SotC 225), Bartender (Rival) (SotC 233), Halyards Mate Regimented members of the Church of the Opened Eye march
(Minion) (SotC 234), Shadows Thief (Rival) (SotC 235) between reinforced tents. Many of the tents, obviously
intended as temporary structures, have been expanded, or
RECOMMENDED AMBIENT TRACK: Swamp Village partially replaced, by more permanent wood constructions. A
(busy), by Michael Ghelfi, at https://www.youtube.com/ larger, albeit equally plain, tent nearly entirely converted to
watch?v=l1WCVDPG02c. permanent wooden structure can be seen in the middle of the
encampment.
A chaotic sight unfolds before you as uncountable species
frantically hustle back and forth among a myriad large, ADVENTURE SEEDS:
rectangular, white tents. Each tent is a crew making the ‘strips
berth for at least a moment’s pause. The scent of strange oils • A lieutenant has been poisoned with a mysterious
and more fuels than can be counted assaults your sense before malady that has bewildered the Grey Monks. In his
you are distracted by a burly group in Flyers’ Union colors fever dreams, he sees a cackling Dis--this is their only
carrying some being out of a tent, heaving a few times before lead.
they toss him into the oily mud streets that interleave the
tents.
THE OLD ÆMBERSTAIR
ADVENTURE SEEDS: Before the Antispire Æmberstair was the primary way onto
and off of Eyeland by foot, the Old Æmberstair was the
• A fight ring is looking for participants, solo or team-- primary method. A dirt and gravel path still extends from
the pay is good, if you survive. the Old Æmberstair, by the Sanctum Encampment and
• Union negotiations with the Sanctum Encampment Flyerstrips, and into Eyelandtown as a testament to this
are going poorly. If they do not resolve soon, the strike heritage.
may boil over into violence on both sides. For the most part, only the Eyeland Advance uses the Old
• A fuel spill has unleashed a mischievous sentient pool Æmberstair in the rare occasions they need to descend or
of æmber-infused gasoline! Stop it, before it takes ascend between Eyeland and Underlake by foot. While it
apart Flyerstrips! had already fallen into disuse by the time the Sanctum
Encampment pitched its first tent, now it is almost never

SANCTUM ENCAMPMENT used by the population of Eyelandtown. As it turns out, few


who are unaffiliated with the Church of the Opened Eye
The Church of the Opened Eye has set up camp nearby the actually like dealing with the Church of the Opened Eye
Old Æmberstair. For the most part, the Sanctum and its adherents if they can avoid it.
Encampment is still fairly temporary structures, tents and
RANDOM ENCOUNTERS: Pilgrim (Minion) (SotC
quickly constructed frames that can be taken down in the
231), Sanctum Knight (Rival) (SotC 231), Looter Goblin
unlikely event the Eyeland Advance decides to relocate or
(Minion) (SotC 230), Troll (Nemesis) (SotC 232)
pick up and leave altogether.
RECOMMENDED AMBIENT TRACK: Endless
However, Commander Riviek has set up in a permanent
Labyrinth, by Michael Ghelfi, at https://
stone structure that the Eyeland Advance just recently
www.youtube.com/watch?v=X3jY__ZNw9I.
erected, strongly implying a desire to become permanent
residents of Eyeland. The clink of tumbling stone and æmber rings through the air
as you near the decrepit interface between the Old
RANDOM ENCOUNTERS: Pilgrim (Minion) (SotC
Æmberstair and the isle surface. There is little activity here,
231), Sanctum Knight (Rival) (SotC 231), Grey Monk
but the nearby caves, once conduits of trade and passage,
(Nemesis) (SotC 234), Commander Riviek (Rival)
would probably make good makeshift homes if one were
RECOMMENDED AMBIENT TRACK: Swamp Village pressed. There may even be a few trinkets left behind....
(Calm), by Michael Ghelfi, at https://www.youtube.com/
ADVENTURE SEEDS:
watch?v=z9Vtx8TJ5pA.
• The Eyeland Advance needs adventurers to help clear
the æmberstair so they can once again use it.

G.O.L.E.M.S. ADVENTURE SEED PACKET


GENESYS
9
THE GRAVITIC CALM Additionally, because of its proximity to the Dis Hiveland,
it is not uncommon to stumble upon various Dis. There is
rumor of an observation tower mounted in one of the taller
The Spireward by Spireport area of Eyeland is home to trees of the Phasewood; however, this has never been
meadowlands known for their unusually low gravity. The confirmed as it likely moves along with its host tree when
demarcation seems to ebb and flow, like a moon- directly observed. What treasures and secrets lie in wait in
influenced tide, but it is sudden and strong shift in the Phasewood observation tower is anyone’s guess.
gravity—about half that of the rest of Eyeland.
RANDOM ENCOUNTERS: Timehog (Rival) (SotC 225),
Few flora aside from very tall grass is found in this area, but Neutron Shark (Nemesis) (SotC 224), Gloomwight
it is exceptionally easy to get absolutely lost in the relatively (Minion) (SotC 236), Escaped Experiment (Rival) (SotC
featureless tall grass. Rumors and whispers tell of nefarious 236)
creatures that stalk the tall grass in packs and clandestine
meetings are a common occurrence in this area. RECOMMENDED AMBIENT TRACK: Underground
Mushroom Forest, by Michael Ghelfi, at https://
RANDOM ENCOUNTERS: Timehog (Rival) (SotC 225), www.youtube.com/watch?v=dzV3o8zr5Hw.
Neutron Shark (Nemesis) (SotC 224), Gloomwight
(Minion) (SotC 236) As you approach a treeline, something about it bugs you that
you cannot quite place your finger on at first. It makes you
RECOMMENDED AMBIENT TRACK: Windy uncomfortable enough to check your own being and
Countryside (Very Windy), by Michael Ghelfi, at https:/ possessions only to find everything present and accounted for.
/www.youtube.com/watch?v=MfiDTOst3L4. Returning your gaze to the treeline, it suddenly dawns on you
that the trees keep changing. The entrance through the treeline
Your step feels oddly lighter and, for a moment, you wonder if
you were eyeing before is now nowhere to be seen. Looking
maybe you’re just in a very good mood. You are not. You are
away and back again, you confirm that the treeline has again
literally lighter, as a brief shuffle backwards and then
shifted. A breeze carries away a flurry of leaves as if trying to
forwards confirms. Standing still for a moment, you feel
erase the last vestige of the moment that had just vanished.
yourself continue to lighten and the tall grass in front of you,
perhaps two meters tall, gently straightens as the pull of ADVENTURE SEEDS:
gravity eases and then stabilizes. You hear some rapid
movements ahead, obfuscated by the tall grass. It almost • There is something in the observation tower which the
sounds like a wild animal ambushing some prey. party desperately needs--a treasure and a weapon that
is critical to saving the isle.
ADVENTURE SEEDS:

• An illicit gathering of conspirators has gathered--they


have nefarious plans for either Eyelandtown, Sanctum
Encampment, Flyerstrips, or Æmbersmugglers Caves.

PHASEWOOD
As one approaches the Spireward edge of Eyeland from the
Antispire direction, they will eventually find themselves in
an incredibly strange and unsettling forest. The flora and
fauna are normal for the most part, but it is exceptionally
easy to get lost in the Phasewood as the trees are
“quantumly squiggly.” That is, the trees randomly change
position when not being directly observed. Turn away
from a tree for one moment and at next look a totally
different tree will be in its place, or no tree at all. As a result,
the greatest danger in the Phasewood is getting lost and
turned around in circles.

G.O.L.E.M.S. ADVENTURE SEED PACKET


10 GENESYS
DIS ÆMBERSTAIR
Because of its proximity to the Dis Hiveland, the Dis
Æmberstair, as it is now called, has fallen into complete
ruin. Occasionally Dis can be seen scrambling up and
down its path, but the reason for these treks is a mystery as
the Dis are never seen utilizing any form of water travel
around the dilapidated docks at the foot of the æmberstair.

At some point, likely around Eyeland’s first emergence


decades ago, the Dis Æmberstair was frequently used and
some ruins can be found on the Eyeland surface around it,
as well as a completed road; however, the Dis established a
hive in the area, and the entire area is almost totally
DIS HIVELAND abandoned by the rest of the isle’s populace.

RANDOM ENCOUNTERS: Ether Spider (Nemesis)


Across the river from Phasewood lay the Dis Hiveland and
(SotC 222), and any Dis, including: Black Shard Renderer
the Rot Wood. The Dis Hiveland appears to be home to the
(Minion) (SotC 226), Eater of the Dead (Rival) (SotC 227),
Dis, but as with most Dis territories, it is littered with
Guardian Demon (Rival) (SotC 227), and Pit Demon
scarred earth, ruins, and general terror.
(Rival) (SotC 228)
It certainly appears to host more Dis than should
RECOMMENDED AMBIENT TRACK: Desert Temple,
reasonably be able to fit in the relatively small area, leading
by Michael Ghelfi, at https://www.youtube.com/
many to theorize that the Dis Hiveland is somehow linked
watch?v=Zost8sfrQA8.
to the Dis Seam far below.
You hear the scurry of insectoid feet before the wind picks up
RANDOM ENCOUNTERS: Ether Spider (Nemesis)
for a brief moment. The gust carries the scent of sulfur and, as
(SotC 222), and any Dis, including: Black Shard Renderer
if in response, something crumbles in the distance.
(Minion) (SotC 226), Eater of the Dead (Rival) (SotC 227),
Guardian Demon (Rival) (SotC 227), and Pit Demon ADVENTURE SEEDS:
(Rival) (SotC 228)
• There is a passage in the æmberstair that leads directly
RECOMMENDED AMBIENT TRACK: Dark Secrets, to the Dis Seam. If it can be closed, it will entirely cut
by Michael Ghelfi, at https://www.youtube.com/ off the Dis Hiveland from reinforcements. But it’s
watch?v=KjJQ4uTVvvg. going to be hell doing that.
Sulfur and ash blows across you and a scent that can only be
described as fear snakes its way through your sensory
receptors and into the back of your mind. You swear that, if
you listen closely enough, you can hear screams carried on the
wind. This land is a ruin and nothing about it feels right. For
a moment, you fear that you have tread upon someone’s
nightmare. ROTWOOD
ADVENTURE SEEDS:

• Some Dis mechanism deep in the Dis Hiveland is Rotwood was probably, at one point, part of Phasewood.
generating nightmares all across the region. Its However, possibly related to Dis activity, the trees have
influence is strongest in Eyelandtown and the become quantumly stable and actually totally dead. This
residents will soon go mad if no one stops it. has caused many Eyelanders to theorize that the trees of
Phasewood are choosing to shift in the way that they do, as

G.O.L.E.M.S. ADVENTURE SEED PACKET


GENESYS
11
the weird wandering seems to stop when the trees die—as cybernetic attachment. Likewise, players may wish to
evidenced by the Rotwood. spend a Story Point to repair, with a low chance of
suffering critical damage.
Dis and various scavenging fauna can be found wandering
throughout the Rotwood. RANDOM ENCOUNTERS: Faeries and Pixies (large
swarms) (Minion) (SotC 222)
RANDOM ENCOUNTERS: Snufflegator (Nemesis)
(SotC 224), Timehog (Rival) (SotC 225), Escaped RECOMMENDED AMBIENT TRACK: Stormy
Experiment (Rival) (SotC 236) Highlands, by Michael Ghelfi, at https://
www.youtube.com/watch?v=1zCDGPtDR8Q.
RECOMMENDED AMBIENT TRACK: Dead Marshes,
by Michael Ghelfi, at https://www.youtube.com/ A faint cloud of what appears to be smoke in the distance
watch?v=NQIoLiQ_uNU. erupts out of a rock outcropping on the horizon and moves
with an unnatural speed and intent. You suddenly realize that
Sickly and pungent, the trees here are not just dead but
it is not smoke, but is in fact myriad tiny faeries and pixies. As
actively rotting. Slimy animal groans, occasional gurgles, and
quickly as it appeared, the swarm suddenly disperses and the
myriad other unsettling sounds are a constant refrain in the
grassy plain is again a lonely place accompanied only by the
background. The air is still and thick. If ever a place oozed
occasional howling gust of wind.
death and decay, this would be it.
ADVENTURE SEEDS:
ADVENTURE SEEDS:
• The faeries and pixies have gathered into the largest
• A researcher in Eyelandtown wants the core of a dead
glimmer seen yet! And it is slowly making its way
phasewood tree, but upon investigating it turns out
towards Eyelandtown.
that the Dis are removing all such cores--in fact, this
might be what is killing the phasewood trees in the
first place!

FAERIE PLAINS
Faeries and Pixies roam across the Faerie Plains in great
swarms. The Faerie Plains are otherwise fairly featureless
save for the stubby grass and occasional rocky outcropping
that dot the landscape.

Occasionally, a large glimmer (swarm) of Faeries will


THE UNTOUCHED
billow out of a rocky outcropping. The glimmers tend to
passively wander, but will descend upon travelers to repair
ÆMBERSTAIR
any damaged manufactured items (including robotic Eyeland is a relatively young geological development and
entities) and retrieve any æmber they may have on them. has been populated for even less time. As a result, no one
Very occasionally, the glimmers may modify whatever they has begun developing the Spireport æmberstairs known as
repair—usually for the better, but these unsolicited repairs the Untouched Æmberstair and its surrounding woodland
have very rarely been known to be for the worse. GMs may area.
use this feature to spend a Story Point to randomly
The foot of the Untouched Æmberstair does include some
mutate any artificial being or organic being with a
meager docks; however, activity is usually limited to the

G.O.L.E.M.S. ADVENTURE SEED PACKET


12 GENESYS
In addition, a number of research projects call
surface of Underlake as not only is the Untouched Eyelandtown home as they explore various properties of
Æmberstair undeveloped, no last leg mechanisms have the pure æmber found on Eyeland that the Temple of
been built to connect the top of the æmberstairs properly Seeing very, very rarely gives samples to researchers to
to the surface of Eyeland. Moreover, no roads extend from pursue their work with. Less scrupulous researchers may
the surface area or provide safe and consistent passage engage with æmbersmugglers in the nearby caves to
through the surrounding woodlands. acquire additional æmber for their studies. There is also
research to be done on flight technologies and the Dis on
RANDOM ENCOUNTERS: Rogue Ogre (Rival) (SotC Eyeland, to which more than a few laboratories in
231), Logos Field Researcher (Rival) (SotC 230), Inspired Eyelandtown are devoted. It is said that every important
Adept (Rival) (SotC 229) faction has some sort of research project happening in
Eyelandtown.
RECOMMENDED AMBIENT TRACK: Jungle Temple,
by Michael Ghelfi, at https://www.youtube.com/ RANDOM ENCOUNTERS: As an active town and
watch?v=uAAP0iHr26o. primary hub in the region, any and all encounters you
could see in an urban environment are represented here.
This area is mostly unblemished by settlers or even very much
wildlife. Æmber veins peak out of rocky surroundings, giving RECOMMENDED AMBIENT TRACK: Medieval
you occasional glimpse at the immense riches and power that Fantasy City, by Michael Ghelfi, at https://
lay just beneath the surface. www.youtube.com/watch?v=WJrqwa6tMQY.

ADVENTURE SEEDS: The hustle and bustle of the only city on the isle, and the most
important one in the region, can be heard well before you
• A Logos researcher is working with a Martian Elder to
enter the city itself. Paved streets are crowded with well
experiment on the Untouched Æmberstair. They want
dressed citizens, shuffling through their daily routines.
to learn how to control all of the æmberstairs so they
Numerous carts packed to the brim with lab equipment and
can simply pick the isle up and move it to a more
supplies are sprinkled throughout the crowds. This is clearly a
suitable area for experimentation.
productive and, even at a glance, highly educated population.

ADVENTURE SEEDS:

• A merchant is seeking adventurers to steal a pure


æmber artifact from a competing merchant. The
artifact is being shipped in a caravan as part of a larger
shipment and will be traveling along the main road
from the Antispire Æmberstair. The merchant is
willing to supply the adventurers with whatever they
need for the heist (within reason).

• A major Logos research lab is seeking to partner with


the Temple of Seeing, but needs someone to facilitate

EYELANDTOWN •
the negotiation.

A serial killer is stalking the streets of Eyelandtown!


Eyelandtown is a mildly bustling town with a larger Little does anyone know, he is actually a mad scientist
population than one might otherwise expect. The town attempting to build a Frankenstein’s monster out of
surrounds the central peak of the isle of Eyeland, atop bodyparts of local residents.
which sits the Temple of Seeing. A significant portion of
Eyelandtown’s economy goes to supporting the perpetual
expansion of the Temple of Seeing, though the central peak
TEMPLE OF SEEING
itself does afford some interesting minerals and elements The Temple of Seeing is integrated directly into the central
which a small industry has sprung up to exploit. peak of the isle. Various stone and elegant wood structures
seamlessly blend into the rocky crag and are entry to an

G.O.L.E.M.S. ADVENTURE SEED PACKET


GENESYS
13
elaborate system of æmber caves and tirelessly crafted RECOMMENDED AMBIENT TRACK: Mountain
internal hallways and rooms. It is a quiet place of Monastery, by Michael Ghelfi, at https://
meditation and contemplation, but frequently hosts www.youtube.com/watch?v=9jCTWTRGaAE.
visitors, mostly Inspired adepts, in its many rooms.
The air smells sweet and an overwhelming sense of calm
The Æmberlens, for and around which the Temple was immediately drapes across your psyche. You can see quiet
established, slowly spreads æmber tendrils throughout the robed figures occasionally shuffle through the hallways and
complex and some areas that were originally crafted by an amber glow seems to permeate the rooms and hallways,
artisans have been taken over, some completely, by growing whether or not an æmber appears to be immediately present.
æmber crystal structures. As a result, the entire complex is
a marvel and a mystical place simply to be present in. ADVENTURE SEEDS:

RANDOM ENCOUNTERS: The Temple of Seeing is a • Jisuak has seen in the Æmberlens that the Dis are
highly controlled environment and aside from other planning to stage an all out assault on the Temple
visitors, typically the only others present are Inspired soon. He needs as many as he can find to help prepare
trainees, Jisuak, or Lequin. and defend the Temple from the assault.

NOTABLE ORGS
TEMPLE OF SEEING (ORG) EYELAND ADVANCE
The Temple of Seeing is a branch of the Inspired. It was The Church of the Opened Eye has deployed an
founded by Jisuak when he discovered the Æmberlens and expeditionary force to the isle, dubbed the Eyeland
has ever since been dedicated to its protection and Advance for the time being. The Advance is run by the
ensuring Inspired access to the incredible artifact. As a newly promoted Commander Riviek and she runs a tight
result, the Temple of Seeing is involved in, or at least aware ship. She has little stomach for internal, or external, politics
of, most matters throughout the region, as the organization and drives the Eyeland Advance tirelessly towards purging
protects the Æmberlens against all threats no matter where the Dis from the region and ensuring access to the
they come from. Æmberlens for the Church of the Opened Eye.

INITIAL AGENTS: Jisuak; Lequin INITIAL AGENTS: Commander Riviek

EYELAND DIS HIVE FLYERS’ UNION


The local Dis Hive is lead by a faction of Dis that are Eyelandtown has unique logistical needs due to the unique
convinced the Æmberlens can be used to provide hovering nature of the isle over the larger region below. The
practically unlimited supply of the emotional sustenance Flyers’ Union serves this need effectively and, most
the demonic creatures crave. The Hive is ostensibly importantly to the organization, quite lucratively.
controlled by the Hive Tyrant, but the Dis motives and Members draw from all walks of life, but their official
mind are generally incomprehensible to most other contracts are negotiated by the Union, often by Quisp, the
residents of the Crucible and so they are seen as a force of union boss. Additionally, many members engage in more
sheer chaos in the region. illicit contracts, off the books and with the silent
understanding--if not official support--of the Union.
INITIAL AGENTS: Hive Tyrant; Hive Scuttler
INITIAL AGENTS: Quisp; Flyers’ Union Member

G.O.L.E.M.S. ADVENTURE SEED PACKET


14 GENESYS
NOTABLE ADVERSARIES, ALLIES, AND AGENTS
T he following NPCs are found throughout Eyeland and are likely to be encountered by your players. Many of them
may be Agents for the various Orgs that are active in Eyeland. All initial Org Agents
are listed here. Adversary Cards are also included for each listed NPC in the
Supplements folder included with this document.
JISUAK (NEMESIS)
Jisuak is incredibly old, albeit his path continues. He has one motivation, and it
colors everything he does—keep the Temple of Seeing, and the lens, safe and
provide safe boarding to any Inspired who ask. He is very often found
meditating in the lens-chamber of the Temple of Seeing, gazing with
lidded eyes into the smooth æmber surface of the lens and simply
receiving all that it offers to him.

c3 p 9 g 6

3 3 3 2 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
3 15 13 1 0

Motivations: Desire (Enlightenment), Fear


(Loss of the Æmberlens), Strength (Insight- Æmber Insight: Can detect any and all lies

ful), Flaw (Fanatic) told in vicinity (does not apply to omissions).
May add j to social checks against Jisuak
Skills: Brawl 3 (lll), Cool 2 (llk), and may add j to social checks made by
Leadership 3 (lll), Negotiation 3 (lll), Jisuak.
Medicine 2 (llk), Discipline 3 (lll), • You Thought You Could Defeat Me?!: If
Vigilance 2 (llk) defeated in an encounter, Jisuak may return
in the next session if Temple of Seeing
Talents: expends the relevant Asset.
• Heightened Awareness: Allies at short Equipment:
range add j to their Perception and Vigi- • Æmber Fistwraps: Brawl; Dmg 4; CR 2;
lance checks; allies at engaged range add
jj instead. Range (Engaged); Accurate 1, Extending,
• Ruinous Repartee: Once per encounter,
Knockdown.
may use this make an opposed Charm or
Coercion versus Discipline check targeting
one character within medium range (or LEQUIN (RIVAL)
within earshot). If successful, the target
suffers strain equal to twice your character’s Lequin is a young Inspired who joined after a short stint
Presence, plus one additional strain per �. with the Flyers’ Union. He truly wants to further the
Your character heals strain equal to the Inspired ambition and achieve Completion while assisting
strain inflicted. as many as he can along his path, but he also wants to leave
Abilities: his mark with all the fervor and yearning of his age.
• Silhouette: 1.
He has secretly begun investigating discussions with the
• Calm Center: May remove j from Cool,
Discipline, and Vigilance checks they make. Eyeland Dis Hive. The Dis consume emotions and the
Inspired seek to be free of them, so Lequin is convinced
that he can utilize the Dis’ appetite to further the interests
of the Inspired if he could just work it all out.

G.O.L.E.M.S. ADVENTURE SEED PACKET


GENESYS
15
c2 p 2 g 2 Talents:
• Adversary 2: upgrade difficulty of all com-
2 2 3 2 2 1 bat checks against this target twice.
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Abilities:
SOAK WOUND THRESHOLD M/R DEFENSE • Silhouette: 2.
1 10 0 0 • Dark Sight: Can see in the absence of light
Skills: Brawl 1 (l), Knowledge(Eyeland) 1 without penalty.
• Demon
(lkk), Perception 2 (ll) • Feel the Agony: When targeted by a melee
Talents: combat check, may spend �� or � to
• Heightened Awareness: Allies at short cause the attacker to suffer 4 strain.
range add j to their Perception and Vigi- • Give Me Your Agony: Whenever a non-
lance checks; allies at engaged range add demon suffers strain within short range,
jj instead.
may heal wounds for half the amount of
Abilities: strain suffered, rounded up.
• Silhouette: 1. • You Thought You Could Defeat Me?!: If
• Calm Center: May remove j from Cool, defeated in an encounter, Hive Tyrant may
Discipline, and Vigilance checks they make. return in the next session if Eyeland Dis Hive
• Red Tape: (once per encounter, as an action, expends the relevant Asset.
make an opposed Knowledge versus Cool Equipment:
check targeting one character in the • Barbed Claws: Brawl; Dmg 8; CR 2; Range
encounter; if successful, the target increases (Engaged); Linked 1, Vicious 4.
the difficulty of all social skill checks they • Armor of Dust: +2 soak, Reinforced
make by two, to a maximum of Formidable • Æmber Imprint-shards
[⋄⋄⋄⋄⋄], until the end of the
encounter).
Equipment:
• Æmber Fistwraps: Brawl; Dmg 4; CR 2;
Range (Engaged); Accurate 1, Extending,
Knockdown.

HIVE TYRANT (NEMESIS)


The Hive Tyrant is as mysterious as all Dis. Incapable of
normal communications, Lequin may have discerned
some manner of communication. At the very least, the
Hive Tyrant seems capable of manipulating Lequin into
assisting the Eyeland Dis Hive when needed. Whether
that is due to some sort of understanding or a predator
taking advantage of the foolishness of its prey is another
matter.

c 13 p - g 5
5 3 3 3 4 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
7 24 28 2 1
Motivations: Unfathomable
Skills: Brawl 3 (lllkk), Cool 3 (lll),
Leadership 3 (lll), Vigilance 3 (lllk)

G.O.L.E.M.S. ADVENTURE SEED PACKET


16 GENESYS
COMMANDER RIVIEK (RIVAL)
HIVE SCUTTLER (MINION)
Commander Riviek is newly appointed to her command.
The Dis Hiveland, on Eyeland, She is technically some kind of humanoid but so rarely
and the Dis Seam, on the shores of takes off her armor that you wouldn’t have any way of
Underlake, seethe with countless knowing it.
Hive Scuttlers. Their actions are
as unpredictable and chaotic as She has seen great success on the battlefield with her Holy
communication is hopeless with the Dis. The general Blade that channels the very essence of her fervor. As a
practice is to run when you come upon a Scuttler, as where result, she knows she can bring the Church of the Opened
there is one of them, there is a veritable tidal wave of them Eye to these lands, and will not stop until she has not only
shortly behind. rid the area of the Dis but has secured a Sanctum foothold
on Eyeland.
c6 p 3 g 1
c2 p - g 2

1 2 3 3 2 1 3 3
2 3 2 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK WOUND THRESHOLD M/R DEFENSE
SOAK WOUND THRESHOLD M/R DEFENSE
0 0 6 13 1 1
3 4
Skills: Melee 3 (lll), Discipline 2 (llk),
Skills (Group Only): Brawl, Cool, Perception, Perception 1 (l), Knowledge (Culture) 2
Vigilance, Ranged (ll), Vigilance 2 (llk)
Talents: Talents:
• Heightened Awareness: Allies at short • Adversary 2: Upgrade difficulty of all com-
range add j to their Perception and Vigi- bat checks against
lance checks; allies at engaged range add this target twice.
jj instead.
Abilities:
Abilities:
•Silhouette: 1.
• Silhouette: 0.
• Power from
• Corrupt Æmber: May spend ��� or � Faith: After
from any Melee or Brawl making a combat
check targeting this check, may spend
character to corrupt 1 �� to add 3 damage
Æmber the opponent to one hit of the attack;
carries (this essentially after making an opposed
destroys the Æmber, social skill check, may
with other effects as spend �� to inflict 3 strain
determined by the on the target.
GM).
Equipment:
• Dark Sight: Can see in
the absence of light • Riviek’s Holy Blade (Legendary): Melee
without penalty. (Two-handed); Dmg 7; CR 3; Range
(Engaged); Enc 2; Pierce 1, Mono-edged.
• Demon
Equipment: • Knightly Armor: 1 defense, +3
soak.
• Claws and Teeth: Brawl; Dmg
4; CR 3; Range (Engaged);
Vicious 1.
• Dark Æmber Spit: Ranged;
Damage 4; Range (Short);
Disruptive.

G.O.L.E.M.S. ADVENTURE SEED PACKET


GENESYS
17
QUISP (NEMESIS)
Quisp is the boss of the Flyers’ Union. He is fairly self-
interested, but part of furthering his own interests has
ended up resulting in him furthering the interests of the
Flyers’ Union. He has led the Flyers’ Union basically ever
since they have been established in Eyeland. His species is
not a well-known one and many are surprised when they
first meet him. Serpentine and covered in feathers, a
myriad barely visible nubs allow him to ambulate as
fast as most humanoids, though Quisp prefers the
cockpit of his own, or any, flying craft over trudging
across the dirty ground.

Being of the Dollairs, a species that does not require sleep,


has certainly helped him achieve a strong position for the
Flyers’ Union. His innately peaceful temperament (which
he claims is a standard among the Dollairs) has also been
quite to his advantage during negotiations. Bejeweled
earrings hang from him all across his body, and Dollairs
are a unique species in that their primary sense organ is
the network of fine feathers that cover their bodies. In
effect, Dollairs feel tremors in the air with great granularity
and are not as easily confused by darkness and the like as
most other species.
incapacitated due to exceeding their
c3 p 6 g 3 wound or strain threshold, spend a Story
Point to delay incapacitation until the end
2 3 3 3 2 5 of their next turn; if this character reduces
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE their strain or wounds to their threshold or
SOAK WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE below before the end of their next turn,
4 12 12 0 0 they are not incapacitated.
• Second Wind (3): Once per encounter as an
Motivations: Desire (Influence), Fear (Pain), incidental, may heal 3 strain.
Strength (Charming), Flaw (Arrogant) Equipment:
Skills: Coercion 3 (llk), Cool 2 (llkkk), • Custom Zapper: Ranged; Dmg 7; CR 2;
Deception 3 (lll), Vigilance 2 (ll), Per- Range (Short); Linked 1, Vicious 4.
ception 2 (llk), Ranged 1 (lkk), Charm 3 • Flyers’ Union Threads: +2 soak
(lllkk), Negotiation 3 (lllkk), Street- • Various Communications Devices
• 275 Æmbits.
wise 2 (ll), Knowledge (Eyeland) 2 (llk).
Talents: Species (Dollairs): Serpentine, Avian, Ambula-
• Adversary 1: upgrade difficulty of all com- tory, Hands, Tremorsense, Tireless, Peaceful,
bat checks against this target twice. Advanced Tech Level, Ornamented
Abilities:
• Silhouette: 1.
• Dangerous Connections: may spend
��� or � from a social skill check they
make targeting a PC to move one Story Point
from the player pool to the GM pool.
• Indomittable: Once per encounter, if this
character would otherwise become

G.O.L.E.M.S. ADVENTURE SEED PACKET


18 GENESYS
have the time or interest to dawdle on such banalities.
FLYERS’ UNION MEMBER (MINION) Whether Demetrene is in Eyeland for an upcoming vault
battle or for a new project, anyone recruited to assist is in
The Flyers’ Union is for a grand adventure.
integrated into all
businesses and activities
on Eyeland. Even though
c - p 15 g 12
the Æmberstairs offer foot
4 4 5 6 6 5
access from Underlake up
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
to Eyeland, only the air
SOAK WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
vehicles can transport
- - 33 2 2
large items or materials in bulk. An hour’s flight is also
significantly shorter and less stressful than a day or more of Motivations: Desire (Beauty), Fear (Failure),
travel over the waters of Underlake (and hopefully without
Strength (Idealistic), Flaw (Compulsion)
encountering the various creatures that dwell beneath its
surface) and then climb up one of the Æmberstairs. Skills: Knowledge (All) 5 (lllll), Disci-
pline 5 (lllllk), Cool 3 (lllkk),
c3 p 1 g 1 Vigilance 2 (llkkkk).
2 3 2 2 2 1 Talents:
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
• Adversary 3: Upgrade difficulty of all com-
SOAK WOUND THRESHOLD M/R DEFENSE bat checks against this target three times.
2 4 0 1 Abilities:
• Archon (SotC 260)
Skills (Group Only): Athletics, Discipline, Pilot-
• Hoverer: May hover, as per Flying sidebar
ing, Mechanics, Ranged.
page 100 of Genesys Core Rule Book.
Talents:
• Æmber Rhythms: Allies may add k to so-
• None cial checks they make against targets that
Abilities: are able to hear Demetrene.
• Pack Fighter : If this adversary makes a • Æmber Syncopation: Allies able to hear
successful combat check, the next ally Demetrene may freely convert Wounds to
making a combat check against the same Strain or Strain to Wounds as an inciden-
target during the same round adds � � tal.
to the results. • Aural Tenacity: Allies within short range
Equipment: count their Willpower as 2 higher, to a
• Union Zapper: Ranged; Dmg 3; CR 3; maximum of 6.
Range (Short); Linked 1.
Equipment:
• Directed Cacophony: Discipline; Damage
10; Critical -; Range (Medium); Pierce 3;
DEMETRENE (NEMESIS) Stun Damage; Knockdown.
Demetrene, a wandering Archon, is consumed with • Reverberating Energy Field: 2 defense, Re-
exploring the aesthetic arts. They are often found pursuing inforced.
vast and elaborate artistic projects combining multiple
senses, some uncommon among sentients.

They are generally unaffiliated with the goings on between


the various factions in the region. Archons simply do not

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GENESYS
19
A breakdown of plot hooks resulting from Org Turn 0 follows. How these plot hooks were derived (i.e., the GOLEMS
adventure hook generation process) is further below, but these can be used as plot hooks by a GM using this Adventure
Seed Packet without using GOLEMS at all. However, if you choose to use GOLEMS going forward, you should read the
detailed Org Turn 0 information as it will have a significant impact on Org Turn 1.

Org adventure seeds


The Flyers’ Union is hiring people (thus the acquisition of another Mercenary Asset). Depending on how the PCs get
to Eyeland, the Flyers’ Union may approach the PCs directly offering them a job opportunity or the like.

Once the PCs make it to the isle of Eyeland, however that happens, they are likely to encounter Lequin, of the Temple
of Seeing, who does not recognize them and immediately attempts to interrogate them for information on Flyers’
Union smuggling operations because he is under the impression the Flyers’ Union did hire them, whether or not that
is actually the case. As a consequence of Lequin’s less than inconspicuous investigations, the Flyers’ Union decides to
lay low for at least a little while.

At some point, the Eyeland Dis Hive attacks Eyelandtown. The Eyeland Hive Tyrant, with a small retinue of Eyeland
Hive Scuttlers, make their way into town in search of æmber. If the PCs engage in combat with the Eyeland Hive
Tyrant, it leaves behind enough pieces of æmber for each PC that each one can create something powerful or perhaps
an æmber blade ready for use with some minor crafting or the like. If the PCs do not end up fighting the Hive Tyrant
for some reason, somehow they still should find the valuable things left behind.

The PCs may want to independently investigate at this point; however, they should either be lead to, or approached by,
Commander Riviek. She is leading a search to track the Hive Tyrant to its location in the Dis Hiveland and she wants,
in fact demands, the PCs assist her investigation (and only her investigation—she makes it clear she does not view this
as a partnership). Riviek suffers a j or the PCs gain a j because of Org Turn 0, so do not forget this and be sure to
weave it in appropriately—this could be tied to Riviek being new to her position and off to a shaky start or something
similarly flavorful. This investigation is likely to lead through the Gravitic Calm, the Phasewood, and perhaps even a
portion of Rotwood, all of which may include random encounters as listed.

Remember that Quisp can reroll 1 blank per roll because of Flyers’ Union’s Organizational Momentum Asset.

METAPLOT
This very first Adventure Seed Packet only has a very loose potential gain in knowledge. Such a pact would be
metaplot. The æmber lens is an incredibly powerful thing foolhardy and doomed to failure, however, as the Martians
and various entrepreneurial enterprises believe that they almost never honor such bargains.
can wield it to gain a profit or advantage.
Certain Dis believe that the lens will allow them to not just
Logos has strong suspicion that it may be able to pierce the peer into the heart and mind of anyone anywhere on the
mysterious barrier that shackles everyone to the Crucible Crucible but, in fact, feed on their emotions without
and let them spy upon the Architects. As a result, a number having to go to them. Meanwhile, as can be seen from the
of exploratory field research labs (really, just Logos mad Org Blocks included with this Adventure Seed Packet in
scientists living in the woods) have been set up to begin the Supplemental folder, the various factions substantially
initial experiments and analysis of the region. represented on Eyeland have their own agendas to push.

Rumor has it that some Logos researchers have entered


into a rare pact with Martian imperial forces to share in the

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20 GENESYS
ORG TURN 0
E yeland Advance rolled a 10, resulting in an Asset
Action on the RAT; however, no Eyeland Advance has
not Assets that provide an action and so on the reroll a 4 is
• Eyeland Dis Hive:
espiedBy(Eyeland Advance)
+1 Resources, gains

rolled, which means an Assault. Again, though, an Assault • The Temple of Seeing: -1 Resource
by Eyeland Advance only makes sense against the Eyeland
• Flyers’ Union: cannot perform Espionage in Org Turn 1
Dis Hive, who have a lair, so I elect to go with Espionage
instead and intend for an Assault next Org Turn.

Eyeland Advance spends 1 Resource and rolls lkll


F or future Org Turns, Org Turn 1 should begin with
applying the cumulative changes above as well as
whatever necessary to reflect events in the core session. In
for a result of shh. Eyeland Dis Hive loses 1 GOLEMS, every game evolves a little differently as
Resource and receives an espiedBy(Eyeland Advance) different org maneuvers drive narrative framing between
token, and Commander Riviek receives j in the next core sessions.
social encounter with the PCs (or they receive a j) and she
also attempts to bully them into assisting the Eyeland Here, it makes a lot of sense to tweak how the Temple of
Advance with the espionage attempt, potentially calling in Seeing is played since Jisuak and Lequin have somewhat
a favor or the like if possible. opposed aims and, to reflect this, a good approach might be
to play every third of the Temple of Seeing’s Org Turns from

E yeland Dis Hive rolls a 1, resulting in an Accumulate


Resources Action on the RAT.
the perspective of Lequin as he tries to accumulate power
and find ways to control the Dis, with the rest of the
Temple’s Org Turns played from the perspective of Jisuak.
Eyeland Dis Hive rolls a lllkkllll for a This should probably culminate in a new org being formed
result of aa. Eyeland Dis Hive gains 1 Resource that is embedded within the Temple of Seeing. This
and somehow “offers” the PCs something in embedded org would align to the Eyeland Dis Hive and
exchange for “a resource.” oppose the Eyeland Advance—depending on how the
story is evolving it may or may not either oppose or align to

T he Temple of Seeing rolls a 7, but cannot select the Tier


Upgrade Action as they lack the Resources. A couple
rerolls later and, after a strange series of 7s and 8s, a 5 is
the Temple of Seeing itself.

In addition, the Dis are somewhat of a wild card. More than


finally rolled, resulting in the Espionage Action on the any other faction on the Crucible, their intentions and
RAT. I’m going to target the Flyers’ Union with the goals are opaque and unknowable. Consider always
Espionage Action—I think Jisuak wants to look into the playing the Eyeland Dis Hive’s Org Turn using the RAT and
rumors of their involvement in smuggling æmber off randomizing who they use attack actions against by simply
Eyeland. rolling 1d(# of other orgs) and assigning a respective value
to each other org. This should keep things from stagnating
The Temple of Seeing spends 1 Resource and rolls
and a chaos monkey always makes things fun!
lkkkkll for a result of hht. Flyers’ Union
cannot perform Espionage on its next Org Turn and
Lequin has an encounter with the PCs where he attempts
to bully information out of them on the Flyers’ Union,
mistaking them for members.

T he Flyers’ Union rolls a 3, resulting in an Acquire Asset


Action on the RAT. There is no roll for this, and I
decide the Flyers’ Union acquires another Mercenary.

T

otals leading into Org Turn 1 are:

Eyeland Advance: -1 Resource

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21
RECOMMENDED FIRST ACT
T he first act and recommended scene progression below is provided to make moving your group into Eyeland easier.
It can be used as either the very first act of the campaign or as a transitional sequence of scenes bringing seasoned
adventurers to Eyeland. In either case, the act should provide sufficient framework for around one or two average sessions
of gameplay for most tables.

Entering Eyeland
Entering the region of Eyeland is most likely done by way of Eyeland River. If entering via the various external
regions, your players should make a survival check and then encounter an adversary from the corresponding en-
counter area random encounter list selected based on the success or failure of the survival check. However, the
river entrance can be run as follows:

▶Navigating Eyeland River is a skill challenge requiring 9 s before 4 f. Survival and navigation skills make
sense, but allow the players to be creative in which skills are used.
• If the players fail the skill challenge, their transport breaks apart in rapids and they wash up on the
shores of Underlake along the Tip of the Wastes, each having lost one item. The nearest settlement is
quite a trek away and this may be another dangerous travel sequence.
• If the players succeed the skill challenge, they exit the river into Underlake unscathed, if a bit shaken,
and can select which settlement they want to head to first. Total amount of a rolled might modulate
this.
▶ d should cause an encounter from Eyeland River’s random encounter list.
▶ hhh should be spent to upgrade the difficulty of the next skill check attempted.

Negotiating Passage to the Isle


Once the PCs have properly entered the region of Eyeland and made their way to a settlement of some sort, it is
time to figure out how to make it up to the isle. They can either catch a ride with a Flyers’ Union Member making
deliveries (either above-board or illicit), or could make their way to one of the four Æmberstairs by boat. Some
key items below should be considered:
▶ Both boat and aircraft require fuel of some sort. A minimal payment to cover some of the cost of fuel should be
required--fuel either is, or at least makes use of, æmber so this could be a quick side adventure to acquire 1 Æm-
ber from either the wild or by purchasing from one of the nearby settlements.
▶ If the PCs negotiate part of their payment to be performed by serving as crew, appropriate skill checks should
be required. Failure or success, they should probably make it to the isle, but failure may result in expended strain
or even a short encounter along the way (e.g., sky pirates, sea monsters, etc.)
▶ If approaching by sea, once the PCs reach the docks of an Æmberstair, the climb is still an arduous task and
checks should be required accordingly. Only the Antispire Æmberstair is still frequently in use and maintained
to any degree. The other Æmberstairs, and especially the Untouched Æmberstair, either have fallen into disrepair
or were never used--the Untouched Æmberstair also requiring the PCs figuring out some manner of making it to
the isle surface from the underside where the stair ends.
▶ The ultimate goal should be to make it to Eyelandtown (or the Sanctum Advance, if appropriate).

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22 GENESYS
Welcome to Eyeland
When the PCs finally make it to their destination on the isle, they should have time to engage with the local scene.
This could mean restocking, visiting the local watering holes, surveying the town, or whatever makes sense to the
players. This is also where the Adventure Seeds created by the Org Turn 0 and described above come in to play.
Further, depending on what you want to do with the metaplot, you may also wish to drop small hints and back-
drop here. The PCs may catch wind of rumors of Martian Flying Saucers having been spotted in the area. A larger
order of Logos lab supplies may be posted to the local boards looking for servicing bids. It’s your Eyeland, so run
wild with it! And, as always, make sure everyone (yes, even the GM) has a good time. Welcome to Eyeland...and
good luck!

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GENESYS
23

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