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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.
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
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
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.
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:
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.
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.
ADVENTURE SEEDS:
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)
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.
• 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
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.
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:
EYELANDTOWN •
the negotiation.
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.
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
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)
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.
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.
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.
T
•
otals leading into Org Turn 1 are:
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.