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Fables: Pirates of the Aetherial Expanse Vol. 5: For Whom the Bell Tolls by Ghostfire Gaming

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Published by knightquill, 2023-11-16 00:24:18

Fables: Pirates of the Aetherial Expanse Vol. 5: For Whom the Bell Tolls

Fables: Pirates of the Aetherial Expanse Vol. 5: For Whom the Bell Tolls by Ghostfire Gaming

EPISODE 5 FOR WHOM THE STARS TOLL PIRATES OF THE AETHERIAL EXPANSE


2 Fables: For Whom the Stars Toll This product is compliant with the Open Game Licence and is suitable for use with the 5th Edition rules system. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, illustrations, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. © 2021, Ghostfire Gaming Pty Ltd. All rights reserved. Reference to copyright material in no way constitutes a challenge to the respective copyright holder of that material. Ghostfire Gaming, the Ghostfire Gaming logo, Grim Hollow, the Grim Hollow logo, Fables, the Fables logo and all associated Fables episode titles are trademarks of Ghostfire Gaming Pty Ltd. CREDITS Episode 5: For Whom the Stars Toll Written by: Sadie Lowry Head of Fables: James J. Haeck, Joe Raso Story Design: James J. Haeck Art Directors: Marius Bota, Zoë Robinson Pirates of the Aetherial Expanse Writers: H.H Carlan, Anne Gregersen, James J. Haeck, Gabe Hicks, Alison Huang, Anthony Joyce, Kat Kruger, Sadie Lowry, Sarah Madsen, Sam Mannell, Joe Raso, Jess Ross, Jen Vaughn Managing Editor: James J. Haeck Editors: Michele Carter, Matt Click, Ashley Lawson, Joe Raso Graphic Design: Martin Hughes, Scott Fraser Cover Design: Christine Fozler End Page Design: Abby Zweifel Interior Illustrators: Kristian Agerkvist, Ridell Apellanes, Carol Azevedo, Luke Beaber, George Bennett, Bethany Berg, Allie Briggs, Josiah Cameron, Stephanie Cost, Kent Davis, Nikki Dawes, Alex Drummond, Christine Foltzer, Tony Foti, Quintin Gleim, Doruk Golcu, Ashley Hankins, Matt Hubel, Andrei Iacob, Maggie Ivy, Josh Ketchen, Diana Khomutina, Kate Laird, Tatii Lange, Carson Lowmiller. Damien Mammoliti Jake Murray, Brian Patterson, Karina Pavlova, Pixoloid Studios, Mihai Radu, Caio Santos, Elisa Serio, Janna Sophia, Katariina Sofia, Kai Stevens, Kelly Toki, Philipp Urlich, Brian Valenzuela, Jacob Walker, Sam White, Abby Zweifel Cartographers: Luke Beaber, Damien Mammoliti, Brian Patterson VTT Asset Design: Joshua Orchard Ghostfire Gaming Team Managing Director: Matt Witbreuk General Manager, TTRPG: Phil Beckwith General Manager, Operations: Nick Ingamells Communications and Marketing: Hannah Peart, Kathryn Griggs, Rex Gibson Products Design: Simon Sherry Game Designers: Shawn Merwin, James J. Haeck, Joe Raso Art Direction: Suzanne Helmigh, Marius Bota, Ona Kristensen, Kerstin Evans Lead Graphic Designer: Martin Hughes Ghostfire Gaming Discord Community Managers: Ian “Butters” Gratton, Nelson “Deathven” Di Carlo, Tom “Viking Walrus” Garland, Caleb “Connendarf ” Englehart, Cameron “C4Burgers” Brechin Special thanks to the creative wizards at Wizards of the Coast for being the caring stewards of this game we love. Special thanks to our playtesters and every one of the passionate roleplayers of the Ghostfire Gaming community. Your feedback and your love of storytelling and monster-slaying is what drives us to create games.


Contents 3 WELCOME TO FABLES!.....................4 You Are a Game Master.........................................4 Running this Fable..................................................4 This Fable’s Story....................................................6 Introduction ............................................................8 Chapter 1: The Beginning of the End...........11 Sing Forth the End ...............................................12 Piratical Encounters.............................................12 The Omens............................................................15 Chapter 2: Apocalyptic Demoiselle.................24 Finding the Adumbral End .................................26 The Adumbral End ..............................................28 Adumbral End Locations....................................29 Chapter 3: Ancient Foes and Ancient Woes .......................................... 44 Hunting Unammon..............................................46 The Bathyal Chariot.............................................48 Conclusion.............................................................57 Appendix A: New Monsters.......58 Aetherbeasts..........................................................58 Algol .......................................................................60 Akaste.....................................................................61 Desdemona............................................................65 Starscourge Pirates...............................................65 Appendix B: New Items.................68 Appendix C: New Ships .................70 Appendix D: Crew of the Adumbral End........................................72 Appendix E: Handouts ...................76 Appendix D: Pronunciation Guide .......................78 Open Game License...........................82 CONTENTS


4 Fables: For Whom The Stars Toll You hold in your hands the first episode of Pirates of the Aetherial Expanse, a story of pirates and empires seeking fortune, glory, and freedom upon the starlit seas of the Astral Plane. Each episode of this Fable contains about four full game sessions worth of thrilling fifth edition adventure—enough to entertain a group of weekly roleplaying game (RPG) players until the next episode arrives a month later. You Are a Game Master As Game Master (GM) of a Fable, you have the power of a storyteller, telling tales of heroism and adventure to a rapt audience. Imagine yourself dressed in the clothes of a traveling bard, your face cast in glowing firelight as you weave a tapestry of words. Your words draw those who sit around the fire with you into another world, a world where they aren’t just the audience of a tale, but actors and storytellers themselves. The GM’s role is to establish the setting of each scene in this Fable, introduce and roleplay its nonplayer characters (NPCs), and play monsters and villains that long to bring a swift end to the heroes’ adventures. The players at your table are storytellers in their own right. Though they embody a single character each while you embody many, the players have the power to make decisions that will change the world forever. The best GMs are willing to improvise, even ignoring the text of a Fable when necessary, to ensure the characters’ actions have consequences—for both good and ill. If you don’t plan to run this Fable, stop reading now. What follows is for the Game Master’s eyes only. Running this Fable Fables is an episodic adventure series using the fifth edition of the world’s first roleplaying game. To play, you need the free fifth edition System Reference Document, or the books that make up the fifth edition core rules. This Fable takes place upon the Aetherial Expanse, a sea of shimmering starlight home to strange creatures and unpredictable magic. This expanse is a small corner of the Astral Plane, the plane which connects all other planes of existence. Powerful magic is usually required to travel great distances through the zero-gravity reaches of the Astral Plane, but the Aetherial Expanse is unique: a substance called aether forms a sea of roiling magical power that allows conventional seacraft from the Material Plane to sail through this magical realm. This new setting is described in the Aetherial Expanse Setting Guide, included with episode 1 of this Fable. Before beginning this Fable, you should familiarize yourself with the locations, NPCs, and lore of the setting, as well as the new nautical rules found in the setting guide. Additionally, the following information will help you run this Fable as GM. WELCOME TO FABLES!


Prologue 5 Episodes and Chapters A Fable is a complete story, released in six monthly episodes. Each episode is an arc of this overall story that presents a miniature sandbox environment. An episode is designed for a specific range of levels. As the GM, you’re empowered to run an episode for characters of a higher or lower level than recommended, but be prepared for a more challenging or easier session unless you alter the challenges and monsters the characters face. The characters can explore each episode’s region at their leisure. An episode typically has three to four chapters, which each contain enough game content to fill one or two game sessions. Each chapter describes a specific location within an episode’s sandbox environment, or it could represent a linear series of encounters that drive the plot forward. Monsters, Magic, and More When you see text in bold, that’s the Fable’s way of telling you a scene or location contains a monster or NPC that’s ready to fight. New monsters and NPCs in Fables are usually found in appendix A: New Monsters of the episode in which they appear. If a monster’s name appears in bold but isn’t followed by “(see appendix A)” or a similar pointer, then that monster’s game statistics are found in the fifth edition core rules. When you see text in italics, that’s the Fable’s way of telling you that you’re looking at the name of a spell (like hideous laughter) or a magic item (like winged boots). Most spells and magic items are found in the fifth edition core rules. New spells and magic items are described in an episode’s appendixes as well, indicated by a “(see appendix B)” pointer. When you see boxed text like this, the characters have likely entered a new area or triggered an event such as an NPC entering the scene. This text is meant for the GM to read or paraphrase aloud to the players to set the scene. Running a Pirate Campaign Pirates of the Aetherial Expanse is a story about larger-thanlife piratical heroes in a realm where magic is a daily fact of life. Magic pervades the Astral Plane, and in the Expanse, waves of aether, a substance sometimes called “liquid magic,” washes upon the shore of every island. As the GM, you can consider it your role to communicate the tone of this campaign to your players. Because this is an RPG campaign, you don’t need to be tonally consistent the way a book or a movie does, but playing this story as a dark fantasy dirge when its tone is intentionally high action and swashbuckling might make players feel awkward or confused. Three major elements in this story inform its tone, and you and your players will probably have more fun if you keep these elements in mind while prepping and running each chapter of this Fable: • Heroic Piracy. The characters are the heroes of this story. They’re pirates, meaning they plunder and kill, but the fact that they do bad things as a matter of course doesn’t make them any less the heroes when they save a civilization or defeat an evil empire at the end of the day. The thing that separates heroic pirates from villainous ones is a moral code. If your players are having a hard time feeling like heroes, having their captain devise a code of honor that dictates who they slay, who they spare, and who they steal from could be a way to establish a more heroic tone without losing the moral ambiguity that makes pirates so fun to play. • Supernatural Drama. Magic pervades the Aetherial Expanse, affecting every part of life on the sea. As GM, your NPCs and custom story hooks (if you want to create adventures beyond the episodes of this Fable) should consider what it’s like to live in a world that frequently and chaotically defies what you know about it, and where supernatural mystery fills every corner of the map. Likewise, players should consider what their character’s relationship to magic is; do they take comfort in its all-encompassing power, or is the unexplainable a constant threat? • Emotional Grounding. The danger of stories that engage in high-action heroism is that they can feel hollow or unmotivated. The best way to keep your story grounded is to include moments of heavy emotions to ground your heroes and villains. The best villains don’t just twirl their mustaches seeking to cause capital-E evil. In this adventure, the villains are powerhungry colonialists seeking to expand their empire for the betterment of people that look and act like them. Heroic pirates aren’t pirates just because they want a merry life of rum and adventure, but because something about their life was painful enough to set them on this challenging path. Find moments to allow your NPCs and player characters to express these real emotions and motivations.


6 Fables: For Whom The Stars Toll This Fable’s Story This primer on the story and backstory of Pirates of the Aetherial Expanse will help you tell a compelling and cohesive narrative from episode to episode. Overview In this Fable, a group of castaways band together to form a ragtag pirate crew after a devastating ship battle in a distant corner of the Aetherial Expanse. The characters likely come from a variety of backgrounds, factions, and statuses within their former ships’ hierarchies. A character may have been a pirate to begin with, but could just as easily have been an officer aboard a brigantine of the mighty Karelagne Empire, or a privateer flying the flag of the mercantile Kingdom of Ayris. Separated from their former factions, these characters begin a new life of piracy aboard a salvaged ship, lured by the promise of adventure, fabulous wealth, and possibly even revenge against the faction that lured them into a doomed battle in the first place. Backstory Long ago, in an age lost to all record or living recollection, aether began to form in a corner of the Astral Plane. Aethergenesis A group of planefarers traveling between realms were killed by the tempestuous forces of the Astral Plane. However, their defiant spirits refused to die. Lost in space, these spirits coagulated into a silvery mass that drifted across the plane. Over the aeons, more and more lost souls were absorbed by this gestalt of spirits, until it grew so large that its individual spirits lost their sense of self, and became a mass of impotent thoughts and desires. The gestalt became less like a spirit or a being, and more like the sea; shimmering, placid, and occasionally wracked by furious storms. Other planefarers named this sea of magical, spiritual energy “aether.” Hurtling comets lodged in its aetherial surface and formed islands, which sank to the depths. The magical power of these planar comets caused liquid aether to crystallize into a solid form, which people would come to call aetherium. Solid aetherium crystal buoyed these comets back to the surface, and islands began to grow and form in the Aetherial Expanse.


Prologue 7 Astrium and the Cosmic Turtles Creatures of the Astral Plane, as well as creatures from other planes banished to the Astral by magical mishap or experimentation, found their way to the Aetherial Expanse. Over centuries, the magic of this realm caused them to mutate and adapt to their new home. The greatest of these creatures were the cosmic turtles. Tales of the earliest surviving planefaring civilizations say the cosmic turtles were once ordinary beasts no larger than a human fist, but that over centuries of exposure to aether, they gained the capacity for great wisdom and grew so large that islands could form upon their backs. Nevertheless, cosmic turtles are now believed extinct, for no sailor of the Expanse has seen one for a century. These scant surviving myths come from records of a civilization of Astrium, a great city inhabited by planefaring giants that was lost many centuries ago. Legend says the giants made their home in the center of the Aetherial Expanse—but the center of this realm holds only the Maelstrom, an immense aetherstorm which rages without end. If Astrium ever existed, its magical secrets, and the astral titans that discovered them, have been lost forever. Arrival of the Kingdom of Ayris As the plane between the planes, the Astral Plane is an easy realm for mages to create highly stable portals to. It’s also a place where enterprising planefarers can most easily find new portals to hitherto unknown worlds. Controlling a liminal plane such as the Astral has been the giddy dream of countless empires across history. About a century before this Fable begins, two mighty nations from different worlds on the Material Plane discovered the secret to creating stable portals to the Aetherial Expanse, the only part of the Astral Plane they could explore by using their naval ships (with mild arcane adjustments) to sail through the aether. Of these two nations, the first to enter the Expanse was the Kingdom of Ayris, a tiny coastal nation on its home world, which prospered as a realm of traders that its warlike neighbors maintained good relations with. Ayris kept a small naval fleet at home, but protected its homeland with a well-paid mercenary army and an equally well-off navy of privateers. The boldest of these warriors for hire were offered huge sums to enter the Ayrissian mages’ portal to the Astral Plane and go on the adventure of a lifetime, guarding Ayrissian settlers, botanists, geologists, and explorers as they hunted for new, valuable resources across the Expanse. They found this resource in the form of aetherium. Though the aether itself was overflowing with magical power, actually immersing oneself in it for long caused horrific poisoning and quick death. Crystallized aether, however, was stable, nonpoisonous, and easily transportable. Ayrissian mages longed for the substance to advance their experiments, and the kingdom’s warlike neighbors all but salivated at its destructive potential. Invasion by the Empire of Karel A scant decade after the Kingdom of Ayris began colonizing the Aetherial Expanse, a new contender entered the scene: the Karelagne Empire. Hailing from another world on the Material Plane, the vast Empire of Karel had likewise discovered the potential of aetherium to enhance its military capabilities and catapult its technology centuries into the future in an instant. Equipped with a navy that, if mustered in full, could stretch across the horizon uninterrupted, the Karelagne Empire swept across the Astral Plane, and engaged the Ayrissian colonists and their privateer navy in a bitter war that raged for decades—one that ended in a stalemate driven by both war-weary nations’ desire to return to hunting for aetherium. Rise of the Drakes The Astral Plane is hostile to mortal life, and no humanoid creature is native to the Expanse. Over the centuries, however, countless people have been lost on its deserted islands, and the spirits of those who die at sea are claimed by the roiling consciousness of the aether. Bodies lost at sea have been known to rise again, inhabited by a restless spirit broken off from the aether’s gestalt consciousness. These astral emergents (see the Aetherial Expanse Setting Guide) are few in number and have only scattered communities, but they call the Expanse their home—and no one has more right to do so than them. Defectors were common during the War of the Invaders, as the emergents called it. Many of these defectors took their ships and settled on islands where a handful of emergents had already made their settlements. Defectors and emergents banded together to form pirate crews that harried imperial and kingdom vessels alike for wealth and the resources they needed to survive. Of these pirates, the most feared was Captain Teruko the Drake, and her ship, the Drake, which shared her epithet. The Drake’s crew settled on an island cluster far from the military encampments of the Kingdom of Ayris and the Karelagne Empire, and declared it a free haven for pirates across the Expanse. Following Captain Teruko’s death, her islands were named the Isle of Drakes. And in the decade since the War of the Invaders ended, jobless sailors have flocked to the Isle of Drakes in search of fortune and glory in the only way they know how; sowing death across the sea.


8 Fables: For Whom The Stars Toll Pirates of the Aetherial Expanse This is a brief summary of the six episodes of this Fable. Episode 1: Treasure of Shipgrave Reef A group of shipwrecked sailors must band together to form a makeshift crew, and test their nascent bonds of fellowship against the allure of treasure within Shipgrave Reef. Episode 2: Come Sail Away The characters depart Shipgrave Reef and travel to the Isle of Drakes, a pirate haven in the Aetherial Expanse. They can explore its inhabited islands before settling on its citied central isle and using it as a base of operations. Episode 3: The Lost Constellation Tensions between the Kingdom of Ayris and the Karelagne Empire heat up as zealots are discovered kidnapping astral emergents for devious experimentation. Gather allies, gather tools from dangerous outposts, and save the day! Episode 4: Lost to the Aether The characters become involved in the affairs of the Sistren of the Constellation Isles, and must swim, climb, and cut their way through the Fallen Isles on the hunt for an ancient merfolk palace that contains a worldchanging artifact. But not before they tread water with trouble like merrow, angry merfolk, a double-crossing swashbuckler, and more. Episode 5: For Whom the Stars Toll The characters learn of an impending apocalypse as the Reaper, an ancient sea witch, starts harvesting souls from across the Aetherial Expanse. After developing symptoms of reaper’s curse, the characters must stop her and defeat the true evil behind the scenes. Episode 6: Legends of the Seas The Reaper’s actions in episode 5 have goaded the powerhungry Karelagne Empire to hunt down a superweapon lost beneath the aether and launch a final assault against the pirates. To stop the empire, the pirates must ally themselves with the Kingdom of Ayris, or all will be lost! Introduction This story begins at the end of the world . . . almost. In For Whom the Stars Toll, an oncoming apocalypse spells the end of the Aetherial Expanse. The characters witness three omens that foretell the end, followed by a dread ship rising from the sea. At its helm, prepared to purge the Aetherial Expanse of souls, stands death herself: Desdemona. The characters face a daunting threat as they infiltrate Desdemona’s massive ghost ship to stop the apocalypse. But as they traverse eeriness, death, and mystery, they discover things are not as they seem. A far more sinister hand decides the Aetherial Expanse’s fate, a being who has gorged on souls for millennia. At the end of this episode, the characters encounter Akaste, an ancient sea-witch who puppeteers the Aetherial Expanse’s cycle of death from inside the bones of an immense aetherwhale, which she calls Unammon (see “Gods of the Expanse” in the Aetherial Expanse Setting Guide). Not even Desdemona knows Akaste’s adobe truly is the skeletal carcass of a dead god—but with her power, it may well be. The characters must confront her and prevent the end of all. This transition from open-world pirating and exploration narrows to the most dangerous confrontation yet, one that gives the characters the power to determine the future of the Aetherial Expanse. Character Advancement In this episode, the characters undergo a variety of challenges, from sprawling freeform seafaring to a dungeon experience aboard a massive ghost ship. This episode begins with open-ended exploration, and its options narrow as it barrels toward a climax. Characters gain a level each time they complete one of the following objectives. They can’t rise to higher than 11th level before the start of the next episode in this Fable. • The characters encounter Desdemona at the end of chapter 1 of this episode. • The characters confront Desdemona at the end of chapter 2 of this episode. • The characters face Akaste to save or doom the Aetherial Expanse (see area B10 in chapter 3).


Prologue 9 Adventure Background Legends tell of the great civilization that dawned in the Aetherial Expanse at its birth: Astrium. At its glorious height, its power was unparalleled and its store of knowledge everexpanding. But Astrium is mere legend now—no reliable historical record remains, and its accomplishments linger only in song and myth. The astral titans that once thrived in Astrium have not been seen by any mortal that now lives. None beyond Akaste and Desdemona, that is. A seawitch and sorceress second to none, Akaste divined that the fall of her great empire was coming. For three days this cunning titan prepared to survive it. On the first day, she killed one of the astral titans who ruled Astrium—beings whose aetherial magic made them akin to demigods and drank its blood while she bathed in the glittering waters of a floating star. On the second day, she dredged ichor from the body of an ancient beast and anointed herself with profane runes, her hands stained black as the void between the stars. On the third day, she dragged a star from the sky and slit its core with a sacrificial dagger, consuming its light until she was nearly dead. The might of her ritual left her unconscious for days, but she awoke in time to see her world fall to pieces in the first apocalypse while her unhallowed ritual sustained her. To her surprise, another survived: Desdemona, a young cleric of Qoz, a grim god of stars and prophecy. Desdemona was praying in a shrine near the one which Akaste had sequestered herself in. By chance, Desdemona was the only person near Akaste when the witch’s magic protected her. And thus Desdemona, caught in Akaste’s wake, was spared. As Astrium crumbled, Akaste breathed air thick with souls, and their power surged through her body. She realized the great potential therein to further her might with wicked delight. She trapped Desdemona, bound her by magic, and harnessed the girl’s magic—nurturing and blooming it into an arcane prowess second only to one—herself. When Desdemona was grown, she became death, a destroyer of worlds. The Lady Death served as Akaste’s reaper, proclaiming the next apocalypse, hastening it, and enacting it with three omens and untold devastation. Each time, Akaste fed off the souls and grew stronger. Desdemona has been trapped through countless empires, untold millennia, and overwhelming death. Desdemona harvests the souls of those living within the Expanse, and Akaste feeds. When Akaste has gorged herself, she casts Desdemona back into slumber, only to release the Lady Death again when the Aetherial Expanse grows ripe and glutted with life. With the Aetherial Expanse now teeming with people and settlements, Akaste has awoken Desdemona to enact her calamity and purge the Expanse once more. Three omens are about to appear—and when they do, the characters hear stories of a ghost ship and the fabled Lady Death. If the characters follow the omens with greed in their hearts, their avarice dooms the Aetherial Expanse to oblivion. But if they are careful, they might free Desdemona from her imprisonment, gain a fleet of spectral allies, and destroy Akaste, the true reaper of souls. The Song of the End There is a song upon the seas that foretells the end of all things. Some folk believe it personifies death. Some believe it was an old war song, while others believe it is a superstitious rhyme to keep people wary of Qoz, a hungering god. None of these are true. It is a quite literal song that foretells the oncoming apocalypse. Referencing each omen, it speaks of Desdemona. In turn, the reaper knows a secret verse that points to Akaste (see “Allying with Desdemona” at the end of chapter 2 of this episode). You are encouraged to have the characters hear this song long before you run this episode. [Verse] When the deep awakens from sleep And summons the screams of her bones, Jaws will await, our towers to break And wash all the land with her foam. [Chorus] So say no farewells, for we’ll none go alone When sweet Lady Death calls us all to her home. Hunted above and pursued from below, We’ll follow when Lady Death comes. [Verse] Of those left to stand we’ll grieve in our hands. In sorrow, the flesh of men weeps, And thus she will soothe, our limbs not to move, And quiet our hearts with her sleep. [Chorus] So say no farewells, for we’ll none go alone When sweet Lady Death calls us all to her home. Hunted above and pursued from below, We’ll follow when Lady Death comes. [Verse] Then in her thrall, the stars will all fall In fury, all remnants they’ll mark And thus, for the last, all waiting is past;


CHAPTER 1: THE BEGINNING OF THE END For 9th-level characters All eyes turn toward the sky as stars fall. Fire burns across the Aetherial Expanse, and contact with settlements falls quiet. Silent ships drift captainless and crewless across the churning aether. Thus beginneth the end. Thus cometh the Lady Death. This episode takes a different approach to beginning its story. One introductory scene begins the episode (see “Sing Deep the End” below), setting the apocalypse in motion. To introduce the omens and the apocalypse to come, however, there are no scripted locations with scripted introduction scenes. Rather, the omens of the oncoming apocalypse (described in the “Omens” section later in this chapter) are meant to be inserted into other adventures, introduced slowly and increasing in urgency until Desdemona’s appearance. As such, you can integrate the following omens into any adventure, whether you introduce them as episode 4 of this Fable draws to a close, you create adventures between episodes in which to introduce them, or use the freeform pirating plot hooks listed under “Piratical Encounters” below. There’s nothing wrong with letting the characters do some good old-fashioned pirating before launching into episode 5. The activity instills a sense of normalcy and reminds them what they have to lose.


12 Fables: For Whom The Stars Toll Sing Forth the End When the characters are on the Isle of Drakes between adventures, you can begin this episode with the following scene, set in a tavern among other pirates. The air is filled with revelry, competition, and rum. Dice and chips clatter over wooden tables, tankards slosh, and wagers raise in price and volume. In the corner, a gravel-voiced pirate recounts her latest tale to captivated listeners. And then it all goes silent. Every sailor in the tavern pauses, their eyes turning to the sky. Their voices become a chorus, an eerie low chant. “So say no farewells, for we’ll none go alone when sweet Lady Death calls us all to her home. Hunted above and pursued from below, we’ll follow when Lady Death comes.” The tale-spinner in the corner seals the moment for them all, repeating the last line in her husky timbre. “We’ll follow when Lady Death comes.” After finishing the chorus, the pirates look bewildered. If questioned, none of them know why they sang this strange, old song. “An old song to scare children,” one of them scoffs. A few of them make superstitious motions to ward off misfortune, but the general air eases from nervous tension to revelry again with alcohol and distraction. The moment is eventually forgotten, but the Lady Death follows the song that heralds her appearance soon enough. Piratical Encounters The Lady Death’s advent has been sung, and now it is time to ramp up to her arrival. One of the ways to do that is to contrast the oncoming apocalypse with typical pirating. Has it been a while since the characters have had the joy of simply being pirates? Choose any number of the following four encounters to introduce this episode, then end each of these encounters with one of the three omens (described in the “Omens” section later in the chapter) to create a dramatic arc that suits your group. For example, an algol, an extinct creature from the first omen, crashes into the middle of an ending scene, or interrupt the characters’ victory by noting that an NPC’s hands are tinted an eerie purple, the second omen. For drama’s sake, save the third omen as you near the end of this chapter. The arc should be a gradual ramp-up of horror and dread—then an apocalyptic outbreak. Smoke on the Aether Questgiver: None While the characters are sailing, they see a plume of smoke on the horizon. If they investigate, they find a burning schooner consumed in flames, now abandoned as sailors hurl themselves from the deck to escape. Questioning any of the survivors reveals that this is the crew of the Dolor, a sloop captained by Xivaine “the Sorrow” Sax (CG, female wood elf veteran). Xivaine, heavily wounded, tells the characters that they got into a scuffle with a Karelagne vessel. Their powder caught flame and exploded, and only the officers and a few crewmembers were able to escape on lifeboats before the ship caught fire completely. If the characters aid Xivaine and the crew of the Dolor, they gain a favor—the crew will come to aid them in an hour of need. If the characters go after the Karelagne ship, the INS Ambuscade (see appendix B), they can exact revenge and take the Dolor’s confiscated treasure as payment. In addition to the 5,000 gp aboard the Ambuscade, the characters find a set of gilded silverware worth 50 gp, a bottle of 50-year-old vintage wine worth 100 gp, a silver drinking flask set with turquoise worth 50 gp, and an eversmoking bottle.


5.1: The Beginning Of The End 13 A Little Stowaway Questgiver: The characters’ first mate, quartermaster, or cook A member of the characters’ crew heard strange noises from below and became convinced that an infiltrator stalks their lower decks. In addition, food has gone missing from storage. The characters can search the belly of the ship for their mysterious interloper. A character who succeeds on a DC 15 Intelligence (Investigation) check finds the stowaway. On a failure, the sounds disappear and don’t resurface until a new day of sailing. The stowaway is 18-year-old Orivari (NG, tiefling female scout), or Ori for short. Once found, she declares that she wants to be a pirate. A character who succeeds on a DC 16 Wisdom (Insight) check determines this is entirely truthful, but Ori clearly has other issues in mind. In truth, Ori is the daughter of a powerful noble merchant guildmaster in Ayris. Her mother, Darissa, frequently works under the table with the Karelagne Empire to provide the imperial navy with aetherium to fuel the INS Thunderchild and the development of other new aetherium-based weaponry. Darissa is now a traitor to her country, and feels she’s gone too far to back out now. Darissa fears repercussions, and is seeking asylum in Port Majuere. She has discussed arranging Ori to marry Viceroy Caturix of the Karelagne Empire to save her skin, and to secure the tenuous peace between the two powers. Caturix, a loathsome, power-hungry, and old man, disgusts Ori beyond words. The would-be pirate wants to find her freedom in the rigging of a ship, and pleads with the characters to let her join their crew. If the characters keep her aboard, the next leg of their journey includes a run-in with the AMS Hellhound, an appropriately named Ayrissian frigate hell-bent on recovering Ori. Her mother, Darissa, is aboard, and though she tries to sweetly persuade her daughter to come back to her, venomously disown her when she learns that Ori has taken up piracy of her own volition. Ori joins the characters’ crew, a loyal learner with intriguing insights into the nobility of both Karel and Ayris. She has 2 ranks in role of First Mate and 1 in the rank of Carpenter. She has the following boon: Quick Learner. Whenever Ori would gain a rank in a role, she gains two ranks instead. If the characters are caught or hand Ori over to Darissa, her secret is revealed (if she has not already revealed it to a trusted character), and the characters are paid a handsome sum of 500 gp for “dealing with the little vagabond.” Hornswoggled Questgiver: Rumors, gossip, or an informant on the characters’ ship or in a friendly port Rumor spreads of a strange bird seen flying around Port Majeure with a large golden coin held in its beak. The bird is a large purple-and-blue macaw with bright orange eyes and a vicious bite. It can be calmed by a character who succeeds on a DC 16 Wisdom (Animal Handling) check. A character who tempts it with food (it prefers fresh fruit) makes this check with advantage. A character who fails this check loses a chunk of flesh to its jagged beak and takes 10 (3d6) slashing damage. Once calmed, the macaw gives up the coin, which has a map embedded on its surface. Following the map takes the character to a distant island, where the coin’s double is held by a far greater avian threat: a blue-and-purple roc that has made a nest out of broken ship pieces and torn fabrics, and that has collected no small amount of treasure from wreckages and thievery. The characters can coax the roc out of its nest and peacefully take the coin with food and a successful DC 18 Wisdom (Animal Handling) check. Otherwise, the roc defends its treasure. If the characters attain the roc’s treasure, they find it’s less impressive on a closer look: they gain 300 gp, 200 gp in turquoise, a potion of greater healing, and the second coin. However, the two coins together make the Sparrow’s Spoils (see appendix B). Race to Lamentation Questgiver: Calladin Thorn Within a bustling pirate tavern, such as the Seven Stars tavern on the Isle of Drakes, the characters meet a devilishly handsome man named Calladin Thorn (CN, male half-elf veteran). After one too many drinks, Calladin claims that no crew nor ship can beat his vessel, the Knight’s Corsair, to the Isle of Lamentation and the magical relic within. Should the characters wish to prove this boastful pirate wrong, they must set out the next morning to have a chance of beating Calladin and his people to the ruins at the earthward edge of the Aetherial Expanse. Captain Calladin Thorn is a competitive thrill-seeker and notorious scoundrel. The Knight’s Corsair’s crew is composed of Yaskara Dumik (LN, female half-orc berserker), the studious and determined first mate; Merhild van Dien (CN, nonbinary human spy), the reckless and overeager gunner; Orabella Hylde (N, female half-elf druid), the beleaguered and tired quartermaster; and a halfdozen other crewmembers and deckhands (thugs). Alternatively, if the characters are on good terms with Captain Charleston Kriegler and the crew of the Apocalypse—who they raced in episode 2 of this Fable— you may wish to use them instead.


14 Fables: For Whom The Stars Toll The Race The Isle of Lamentation is hard to reach, due to poor winds, and inexpert sailors risk being stranded in windless doldrums. An expert wayfinder is needed to find the proper wind and make what is ostensibly two-week journey from the Isle of Drakes in anything less than two months. Checking the Wind. At the start of each day, the GM rolls a 2d6. On a result of 10 or higher, the characters’ ship keeps the wind. On a result of 5 to 9, the wind turns unfavorable. On a result of 4 or lower, the wind is lost completely. When the wind changes, the ship’s navigator must make a successful DC 16 Intelligence (Navigation) check to find it again. This check is made with advantage if the wind is merely unfavorable, and not lost completely. Losing the Wind. If this check fails, the ship loses a week of travel sailing listlessly through windless doldrums. Keeping the Wind. If the check is a success, the characters find the wind and keep pace. Outcome of the Race. To beat the Knight’s Corsair to the ruins, the characters must simply arrive at the Isle of Lamentation within 4 weeks’ time. See the “Early Arrival” or “Late Arrival” sections, below. Arrival at Lamentation Isle Lamentation was once a city called Ulford, laid low by fiends that still infest the ruins. Three encounters stand between the characters and the treasure deep in Lamentation. • At the gate, two nightmares and an incubus search for travelers. • Wandering the paths, two hell hounds and a barbed devil pick at the former inhabitants’ remains. • At the center, a bone devil jealously guards the treasure: 500 gp, a figurine of wondrous power (obsidian steed), and a bronze horn of Valhalla. Early Arrival. If the characters’ arrive before Calladin, they have no aid in fighting off the demons of the island. Just in Time. If the characters arrive in 5 weeks’ time, the Knight’s Corsair, they find the rival crew pinned down on the shore by fiends (use the Aetherial Coastline battle map included in episode 1 of this Fable). If the characters save them and acquire the treasure, a battered yet defiant Calladin challenges the characters for the prize. He can be talked down with a DC 14 Charisma (Intimidation or Persuasion) check. Late Arrival. If the characters arrive within 5 weeks’ time after the Knight’s Corsair, they find Calladin and his crew killed by fiends. Lamentation Isle Ruins 0 feet 25


5.1: The Beginning Of The End 15 The Omens Three omens foretell of the Aetherial Expanse’s end, spoken in bardic songs, tavern tales, and, to the devoted recordkeeper, in history books. All three must occur before Desdemona and her ghostly galleon rise from the sea to bring about the end. • The Bones of the Sea will Scream: An ancient creature long thought extinct will dredge itself from the depths and ravage the islands to feed an insatiable hunger. • The Flesh of Man will Weep: A plague upon those who live in the Expanse will stain the hands, then the arms, then the lungs, and then press inward to seize the soul in a cruel sickness. • The Stars Enact their Fury: Stars in the sky will blink out, and despair will rain from the heavens. When all three omens have occurred, proceed to Desdemona’s arrival (see “Lo, She Comes, Sweet Death,” later in this episode), which gives options for introducing the harbinger of the apocalypse in all her fell glory. The Bones of the Sea Will Scream The first of the omens appears across the Aetherial Expanse when a long-extinct creature inexplicably crawls from the deepest parts of the sea. The characters face an algol (see appendix A), expunged from this plane in eons past for the torment it wrought upon the lands. A character who succeeds on a DC 16 Intelligence (Nature or History) check knows that algols were aquatic predators with massive jaws. Able to hover and eager to hunt down mortals, algols were known primarily for their hunger, as well as their glowing innards, containing beautiful bursts of light fom a person’s last moments before death. They were hunted to extinction the titans of Astrium long ago, and survived only as ancient legends. A character who succeeds on a DC 16 Wisdom (Medicine or Insight) check determines their bodies are magical, and that their spines glow with arcane runes. Desdemona can sense through the runes on an algol’s spines, and thus she obtains a vast knowledge of the sea and its many islands. These algols are her scouts, leading her to great civilizations and people ready for reaping. The Flesh of Man will Weep The second omen is far more subtle, yet far more eerie than the first and the third—one which affects all humanoid creatures on the expanse, seemingly at random, over the course of three months until all people bear this foul mark. A curse spreads across the populace of the Aetherial Expanse, one that starts on the palm of the right hand. It starts as a single jagged starry scar, one that bleeds out dark cursed flesh up the arm until the curse consumes the person. The curse has five stages. Once a character is afflicted with the first stage, the curse advances to the next stage after 1d4 + 5 days. A greater restoration spell delays the next stage for an additional 1d4 days, but only Desdemona can willingly halt the curse. Each stage of the curse has a new effect, and the effects of the curse stages are cumulative. First Stage. A jagged starry scar manifests on the creature’s palm. The creature regains 1 fewer Hit Dice upon finishing a long rest. Second Stage. Darkness bleeds from the scar and blights the creature’s hand. Once per round, when the creature deals damage it takes 3 (1d6) necrotic damage. Third Stage. The dark flesh crawls up the creature’s arm to their elbow. Wracked with nightmares inflicted by the curse, the creature needs an additional 2 hours to gain the benefits of a long rest. Fourth Stage. Corrupt, blighted flesh consumes the creature’s entire arm. The first time the creature spends a Hit Die to regain hit points during a short rest, the creature instead takes necrotic damage equal to the number rolled. Fifth Stage. The cursed flesh reaches the creature’s heart. The creature suffers 1 level of exhaustion every 24 hours and finishing a long rest doesn’t reduce its exhaustion. If the creature reaches exhaustion level 6, it doesn’t die; it instead becomes incapacitated, its soul primed for Desdemona’s reaping. The curse can be removed only via a wish spell or by Desdemona’s command—and she only does so if Akaste is defeated and she is freed.


16 Fables: For Whom The Stars Toll The Stars Enact their Fury When the first and second omens run rampant, the last of the omens—and by far the worst—begins. As Desdemona prepares to reap souls for Akaste’s feast, the stars above burn out, leaving the sky gradually darker and darker. With each disappearing star, catastrophe and despair rise in the Aetherial Expanse. Presented first is the “Profane Runes” encounter, which should be run for the full experience. In addition, choose any number of the following four encounters to convey the gravitas of the last omen before Desdemona’s arrival. Emphasize that they all occur under dark skies as a result of the stars going out. The characters must complete at least one encounter other than “Profane Runes,” but you are encouraged to use more. For a straightforward experience, use the “Celestial Decimation” and “Bestial Rampage” encounters For stranger, eerier consequences of the stars going out, try “Ravenous Indolence” and “Welkin Wailing.” When the characters are ready to face what lies at the heart of the end of days, proceed to Desdemona’s coming (see “Lo, She Comes, Sweet Death”). Profane Runes Across the Aetherial Expanse, dark magic grips the minds and hands of innocents, especially in places where the stars are darkest. Humanoids wake up or shake themselves from a stupor, realizing they have painted themselves with unrecognizable circular ritual markings in their sleep or haze. They have no memory of doing so, but they can tell the markings were made in blood. The markings stain the skin, reek of foul magic, and don’t wash off. A character who uses the detect magic spell or similar magic can identify the runes as necromancy. Only a greater restoration spell can rid someone of their markings (unless Akaste is defeated), though a lesser restoration spell restores the character’s memory of marking themselves. A creature whose memory is restored recalls searching out a corpse—whether a defeated algol, a half-eaten humanoid, or a small animal the creature caught and killed—and dipping three fingers into the blood, drawing the markings with slow precision. When the markings are completed, the creature recalls returning to their original location and state. The creature doesn’t recall any information about why they did this or what the markings mean. First, only a few people in cities are marked, people who are easily influenced by magic or who don’t have a strong will. Over the next few days, the number of marked people increases exponentially, until nearly the entire populace bears the eerie ritual blood markings. Player Character Markings. Before having a character in the party wake up with these markings, determine that the players at the table are comfortable with mind control and loss of agency. If they aren’t, restrict the markings to nonplayer characters. If the players are comfortable, roll a d20 for a character each time they go to sleep, trance, or otherwise rest. On a roll of 5 or lower, the character is compelled to draw markings on themselves in blood and they do so unless shaken awake or interrupted. Characters who are awoken hear themselves say the words, “I must be ready,” but they don’t know what that means unless the markings are seen and identified. The runes have no mechanical effect on the characters. Investigating the Markings. By now, the characters should have an extensive network of allies—but they need to push it to its absolute limit to dig up information about the markings. The markings can be identified only by a historian who specializes in ancient magic, an archmage who specializes in esoteric rituals, or a similar expert of the obscure. When the characters identify and search out an expert, this expert is under attack by four ghosts, each of whom look like pirates in archaic clothes (colorful flounced skirts and belted tunics with pinched waists, ivory hairpins, and cylindrical crowns). If the expert is saved from the undead, they can give information about the runes. Alternatively, a spellcaster proficient in both Arcana and History can make a DC 20 Intelligence (Arcana or History) check to identity the runes. On a success, they recall ritual circles with similar symbols, realizing these specific markings are derived from an ancient necromancy ritual. The symbols, though difficult to translate with precision, are best understood in the following words: “open,” “weak,” “prey,” “ripe,” “docile,” and “sacrifice.” These markings help anchor Desdemona’s spirit to this world; she can teleport at will to any creature marked in this way, with no chance of failure.


5.1: The Beginning Of The End 17 Bestial Rampage Occurring on islands with a dense populace, Desdemona’s preparations bring about new horrors in the form of beasts. Every 24 hours, as more stars flicker out, a dissonant bell tolls across the sea. It echoes through the expanse, resonating loud enough to shake buildings, lurch ships, and ring between the ears. In the following seconds, random humanoids suddenly throw their heads back and scream, transforming into star-marked beasts that ravage the islands and their inhabitants. These humanoids become aetherbeasts (such as giant aetherwolves; see appendix A). Transformed creatures are larger than their mundane counterpart and possess particular ferocity and aggression—but notably not hunger. A character who succeeds on a DC 16 Wisdom (Insight) check realizes that the beasts are intent on terrifying the populace, not eating them. Their rampages leave most victims injured, but alive. The first time the characters witness such a transformation, read or paraphrase the following: The unsettling gong echoes into silence, leaving only tension behind, until the silence is torn by a hideous wrenching of bone and sinew. The flesh of someone standing nearby rips open into new muscles and sinew that darken into blue and purple bulges overladen with stars and sickening auroras. Teeth crack out of the new maws, jagged and glowing. The eyes are the last thing to remain human, but then they too melt away into bestial slits that immediately seek prey. Saving the Beasts. The characters should realize that every star-marked aetherbeast they encounter was once a person, now transformed cruelly under the darkening sky. The beasts can be permanently restored to who they were before with a greater restoration or a wish spell; alternatively, they automatically revert if Akaste is defeated in chapter 3. Otherwise, they fight until they die. Ramping Up the Rampage. The more time that goes by, the more frequently transformations occur. However, these don’t become widespread—Akaste wants to reap souls, not kill them. She can’t feed off souls that are sent to an afterlife instead of being collected by Desdemona. The beasts instill fear, push people inward for easier reaping, and protect Desdemona’s ship. The tolls that bring about the transformations occur every 24 hours. After three days, they increase in frequency to every 12 hours. After another two days, they toll every 6 hours. After one more day, they toll every 1 hour, and after this day is the day Desdemona begins reaping souls. The characters should find Desdemona long before this point, however. Celestial Decimation Not every star merely vanishes—some fall. These celestial meteors are cast from the firmament down to the Aetherial Expanse and fall upon Karelagne’s and Ayris’s fortified garrisons. In their wake, they leave devastation and starfire, a radiant burn that consumes what ordinary flames cannot touch. The characters come across a fort of either the Karelagne Empire or the Kingdom of Ayris as it is ravaged by a starstorm. As you near the fort, a sound rings through the air, a steady, keening crystalline note. A mass of incandescent white heat streaks across the sky, momentarily blinding, then crashes into the fort. Another falls, then another, toppling watchtowers and structures. Stone and metal catch aflame as easily as timber, burning in a scintillating pale pyre. Once the starstorm stops, the screams begin. The characters can reach the fort in time to save the people there—or pillage unattended valuables in the chaos. The fort contains three main buildings of interest: the inn, the officer’s home, and the treasury storehouse. The buildings are an equidistant 30 feet from each other. Starfire. Starfire is a magical fire that can set nonflammable materials such as stone, metal, and glass aflame. A creature that touches starfire or a creature or object aflame with starfire takes 3 (1d6) fire damage and 3 (1d6) radiant damage. The Inn. The inn is critically damaged and burns down in 3 rounds. A half-dozen commoners, who were gathered inside for a celebration, are trapped. Debris at the entrance can be moved by a character that makes a successful DC 17 Strength (Athletics) check, destroyed (20 hp, 14 AC, immunity to poison and psychic damage), or bypassed by other creative means. The Officer’s Home. The officer’s home is moderately damaged and burns down in 4 rounds. The highestranking officer in the fort and their family are trapped inside. For Ayris, this is Phryne Soulette (LN, female elf knight), her wife Imayn (NG, female human commoner), and their adolescent, adopted son Fillipe (NG, male half-elf noncombatant). For Karelagne this is Zrafarn Sheccac (N, male dragonborn veteran) and his young twin daughters Liloyassa and Belnorae (CG, female dragonborn noncombatants). The officer is separated from his family by a jammed door that can be broken with a successful DC 18 Strength (Athletics) check, destroyed (25 hp, 15 AC, immunity to poison and psychic damage), or bypassed by other creative means. If the officer and their family are saved, the characters earn favor and a contact with that faction.


18 Fables: For Whom The Stars Toll The Treasury Storehouse. The treasury storehouse is lightly damaged and burns down in 5 rounds. A 15-foot hallway alight with starfire separates the characters from a vault with two separate locks. The first lock requires a successful DC 15 Dexterity check with thieves’ tools to unlock. The second lock requires a successful DC 18 Dexterity check with thieves’ tools to unlock. The vault contains 1,000 gp, 500 gp in rare gemstones, and 750 gp in precious metals. Ravenous Indolence Caught beneath blackened skies, the folk in small towns and villages have fallen into listless dazes, carrying out their days drained dry of the vibrancy and joy of life. The characters either come across one of these villages on their travels or hear about one through rumors or gossip. When the characters arrive, they find the town active but eerily silent. The townspeople steadily go about their day completing tasks, chores, and business, but they lack the energy to do anything else. They neither strike up nor answer conversations or engage in any activity outside their working routines. Eating the Food. If a character eats food from the town (or their own food, if they stay in that town for at least 24 hours), they find that it tastes subtly of ashes and must succeed on a DC 10 Constitution saving throw or fall into the same torpor as the townspeople. A character in this torpor state is compelled to carry out menial and routine tasks but lacks the spirit to engage in other activities or exert themselves. The torpor can be cured with a greater restoration spell or similar magic, defeating Akaste, or with a charm (see “Forestalling the Torpor”). Each subsequent meal the character has in the town makes the taste of ashes more pronounced and increases the Constitution saving throw DC by 2. A purify food and drink spell cleanses the food, but it becomes ashen and induces torpor again after 48 hours within the town. Finding a Survivor. While investigating the town, a character who succeeds on a DC 16 Intelligence (Investigation) check finds evidence of activity outside the lethargy of the townspeople. Following these clues leads the characters to a pale, shaking child—Wyndell Ernon (NG, male half-elf noncombatant with 3 levels of exhaustion). If the characters don’t find Wyndell but stay in the town overnight and don’t behave aggressively, the boy approaches them the next day. Wyndell hasn’t eaten for several days and doesn’t trust any food the characters offer him. He realized something was wrong with the food after tasting the ashes and realizing people were acting strangely. Unfortunately, due to his age, his warnings were ignored. He begs the characters to help his family and friends. Wyndell eats only if the characters cleanse the food in front of him or after a character succeeds on a DC 17 Charisma (Persuasion) check to convince him it’s safe. ? Forestalling the Torpor. The characters can help the town by seeking out a medicinal expert versed in traditional and folkloric cures. Alternatively, a character proficient in both History and Medicine knows this same information by succeeding on a DC 20 Wisdom (Medicine) check. This torpor resembles curses and poisons made in past eras meant to induce compliancy and docility in people. To cure the people, the characters must craft a charm from a piece of a fallen star and holy water, then hang it in the center of the town. The fallen star could be a chunk of one of the stars that has fallen from the sky, or a bit of flesh taken from the feather star they battled in episode 3 of this Fable. One day after the charm is hung, the townspeople are cured of their torpor. As long as the charm remains, the food is unaffected by the ashen rot. Welkin Wailing The sky screams in agony, grieving each star snuffed from the firmament. Unnatural wailing echoes across the Aetherial Expanse, originating from the dark between the stars and striking terror in mortal hearts. Lesser wills succumb to fear, cowering out of the eye of the judgmental firmament, while those made of sterner resolve are gripped by subtler shadows. The Isle of Drakes has been swept up in the tides of paranoia. The pirate crews that once boisterously drank and caroused together now turn blades on their formerlyfriendly rivals, ready to plunge knives into backsides before it is done to them first. Captains carve out territory for themselves and their people, though the bonds between crewmates fray when everything and everyone in the darkening sea seems a threat. Suffering Screams. Every 24 hours, an anguished, unearthly wail shakes the heavens. It is audible in all corners of the expanse, but can’t be heard by creatures that are deafened by an item or a spell or effect, or that are beneath the aether. Each creature who can hear it must succeed on a DC 15 Wisdom saving throw or gain the following flaw: “Everyone is out to cross me. No one aside from my crew can be trusted, and perhaps not even them.” If the saving throw fails by 5 or more, the creature instead becomes frightened of the wailing sky itself. While frightened in this way, the creature is compelled to flee indoors and refuses to go outside, cowering from the wailing sky. The flaw and frightened condition can be removed by a greater restoration spell or similar magic, or by defeating Akaste. Familiar Faces. Populate the paranoid pirates of the Isle of Drakes with crews the characters have already met (for example, if they participated in the “Race to the Edge” encounter, the crew of the Knight’s Corsair could be present). While the paranoid crews still distrust them, the characters have advantage on checks made to parley with crews they are on good terms with—either as true friends or friendly rivals.


5.1: The Beginning Of The End 19 Parleying the Port. The Isle of Drakes rests on a precipice of violence, with each crew expecting the others to strike and considering dealing the first blow. To defuse the situation, the characters must either cure the captains of their paranoia or parley between the crews to reassure everyone involved that they won’t be slaughtered. There are as many pirate crews in the stalemate as needed, with a minimum of four. To parley, a character must succeed on a DC 14 Charisma (Intimidation or Persuasion) check to talk down the crew’s captain. This DC increases by 1 each time the characters move to a new crew’s territory. Keeping the Peace. The characters must find a strategy to prevent the next day’s scream from reverting their work. A sailor familiar with sirens or a character who succeeds on a DC 17 Wisdom (Survival) check knows that stuffing their ears, a silence spell, or similar methods can prevent the pirates and civilians from hearing the next scream. This solution can be discovered in other ways, such as a deaf character being unaffected by the initial scream or the characters naturally intuiting the solution. By conveying this information across the Isle of Drakes, the characters can ensure that the port doesn’t destabilize. Lo, She Comes, Sweet Death Her arrival is heralded by scouting beasts, sickening wounds, and dark, apocalyptic skies. They call her “Reaper,” and “Lady Death,” but she has one true name: Desdemona, scourge of the Aetherial Expanse. These stories do not mention Akaste, for the sea-witch’s greatest power lies in being the unknown force behind it all. Desdemona makes her first appearance in this final encounter of chapter 1, after which she vanishes back to her ghost ship and escapes. Once the characters find her in chapter 2, they learn the truth and can put an end to the cruel cycle of these harvestings by defeating Akaste in chapter 3. To begin this encounter, the players go on a seemingly mundane rescue mission under the starless skies. Min, Max, and Molly When the characters next arrive at the Isle of Drakes or Port Majeure, they are approached by a harried half-elf girl in an apron, covered in soot. She sprints to them, talking frantically while the apocalyptic air burns around them. If the characters are frequent customers of Arcane Acquisitions (described in the “Isle of Drakes” section of the Aetherial Expanse Setting Guide). The girl recognizes them, and they recognize her as Molly Morrigan (NG, female half-elf commoner), a recently hired apprentice of Min’s. The air reeks of charred wood, and residual magic prickles the skin, magic that sits at a tension point between the searing sting of radiance and the foul rot of necromancy. Molly coughs as she staggers to a stop before you, crouched over, hands on her soot-stained knees while she pants heavily to catch her breath. Each heavy inhale adds a new rasp to her throat. When she can speak, she rakes her hair back in a single smear that leaves more soot behind in the red. A wound above her right blind eye trickles blood into her brow, but other than that, she looks unharmed. “Oh it’s blood, that’s nothing! It’s just ‘cuz of the panic in the port. But Min and Max—I think they’re in trouble!” If the characters don’t know Molly, she introduces herself as Min’s new apprentice and says that the shopkeepers gave her a description of the characters and she recognizes them as people who can help. She hastens to explain the problem, detailing what she knows: Arcane Acquisitions. A star fell from the sky and straight through the middle of Arcane Acquisitions, blowing the the shop to pieces and causing volatile magic to erupt from its smashed stock. Min, Max, and Molly gathered what magic items they could salvage and loaded a ship to Port Majeure, hoping to purchase warehouse space to weather the storm of falling stars.


20 Fables: For Whom The Stars Toll Min and Max. The two elves sent Molly ahead to find warehouse space, telling her they’d catch up a day later. (If the characters are in Port Majeure, she has just finished acquiring a space; if they are in Isle of Drakes, Molly came back to look for Min and Max with no luck.) It’s been two days, and Molly’s worried. “The captain we found seemed capable, but the seas have been strange. What if there was an accident aboard? What if a storm blew them off course?” Finding the Elves. Molly has a hastily drawn map that she shoves into the characters’ hands with their planned route. “They went this way. Please look for them—I don’t have anything to give you myself, but if they’re in trouble, we can work out something! I just need to know they’re okay.” If the characters agree to go after Min and Max, they can save them from Desdemona’s deathly touch. If the characters refuse, Molly becomes the unfortunate new owner of Arcane Acquisitions. Finding Min and Max Navigating Molly’s map isn’t difficult, given the well-traveled channels between the Isle of Drakes and Port Majeure. However, the characters must leave the route to find their ship, and tracking wreckage is the easiest way to do it. Around the middle of the charted course, the character with the highest passive (Wisdom) Perception score sees broken and shattered floating planks of wood. Following the breadcrumb trail of flotsam leads the characters toward a small, uncharted island. Island of Death’s Wreckage The characters follow the trail to a small island, an uninhabited mound of sand and rock only 2,000 feet across at its widest. It is where the ship carrying Min and Max crashed. The island is covered in thick jungle and eerie plants, and its southwestern side is dominated by a wrecked ship that looks torn apart, the bottom of its mast ripped away by harsh winds. Footsteps lead inward—but not only footsteps. Clear signs of combat follow the trail from the wrecked ship inland. Sliced plants, blasts of magical energy, and more devastate the area. Characters who succeed on a DC 15 Wisdom (Perception) check hear uneven, strained breathing behind the shattered bow of the ship, and they can follow the sounds to Zeph (N, male dwarf sailor; see appendix A), a wounded sailor who is staving off death with the last dredges of his energy. He wears a uniform identifying him as an Ayrissian sailor. Using a rock to brace himself, the dwarf barely looks alive. His long dark hair, braided with beautiful twine, halos him in ironic mockery while he struggles valiantly against the death clearly trying to take him. His leathers are streaked in blood—although on a closer look, some of his clothing has been ripped to make room for smeared markings. He struggles to sit up, pointing into the thicket of trees and ferns. “That way… they went…” Coughing weakly, he spits blood to his side; his tone gains a dark, bitter sharpness to it as he shifts and groans. “Never seen anything like this. You won’t get to them in time.” Zeph has been painted quickly with markings made from his own blood (see the “Profane Runes” encounter, earlier in this chapter). He is in the first stage of Desdemona’s curse (see “The Flesh of Man Will Weep,” earlier in this chapter), and he lies exhausted and weak, primed for Desdemona’s harvesting. Zeph is on death’s door. He dies unless the characters heal him or stabilize him with a successful DC 14 Wisdom (Medicine) check within 1 minute of meeting him. If he isn’t aided, he only has the strength to tell the characters one of the following pieces of information (your choice); if he is aided, he tells the characters all of it: • The crew, primarily sailors and merchants (including Min and Max), was en route to Port Majeure when a group of spectral pirates began trailing the boat, riding on the backs of algols using ropes and giant hooks. Though they tried to escape, the pirates always caught up to them. The air seemed to carry a thousand whispers as they leapt on board and attacked the crew. • An arcane storm followed in their wake, and it was difficult to see for miles. Their navigator swore she saw a ship of unreal size in the distant storm through her spyglass just before the chaos descended.


5.1: The Beginning Of The End 21 • Ravaged by the storm, the ship crashed, and the surviving crew fled into the small jungle with these pirates on their heels. Zeph remarks they remained “unscathed during the crash… like spirits dredged straight from the Hells.” • He heard loud booms and explosions inland a few minutes ago, but he remains unconvinced that this means his crew will live. Even healed, Zeph doesn’t have the strength to aid the characters. He tells them to go inland if they want to find Min and Max, but tells them to “make haste,” for he can feel a “dread presence descending over this place.” Spectral Scare It takes the characters only a few minutes at a fast pace to cross to the other side of the small island. Here the remaining crew have constructed a “fort” of fallen trees and shipwreck wood, which they are using to hold off the spectral pirates. In total, there are twelve surviving crew members and five enemies: two starspeakers and three starblades (see appendix A). The spectral pirates assault the barrier and try to sneak around it, a blocking force between the characters and the survivors. Characters with a passive Wisdom (Perception) score of 18 or higher can see Min and Max through the barricade. The characters have 4 rounds to save as many survivors as they can before Desdemona arrives. For every pirate killed, two survivors can sneak away from the barricade and back toward the character’s ship. They sneak away in this order: the captain and the first mate, the quartermaster and the navigator, Min and Max, two boatswains, two merchants, and the last two merchants (if the characters kill every pirate before Desdemona arrives). All of these crew have 3 ranks in their role, and can be given names at the GM’s discretion. Thus Spake the Lady Death On initiative count 20 of the fifth round of combat (winning initiative ties), Desdemona descends on the beach for slaughter. Read or paraphrase the following text if any of the spectral pirates are still alive, or skip to the second boxed text if they aren’t: Spectral Scare 0 feet 25


22 Fables: For Whom The Stars Toll The spectral pirates halt suddenly, though their eyes never leave you, their blades never lower. In a reverent whisper, one says “She comes,” to which all the others respond triumphantly, “She is here!” Their undead voices crescendo to a cacophonous howl. “She is here! The end, the lady, the reaping!” Their chanting is joined by a hiss as black energy cuts open the air, widening into a shadowy portal. Read or paraphrase the following as Desdemona (see appendix A) appears: Their chanting is joined by a hiss as black energy cuts open the air, widening into a shadowy portal. A woman of dreadful beauty and staggering size steps through the aperture. Draped in shadow, with rich, brown skin and a twenty-foot-tall frame, the reaper looks impassively down at you. A long black dress reinforced with black leathers frames her form, and a single black braid down her back is tied with string and bones. Her eyes pass over you, and you see that they are so empty of life they are nearly white. If any survivors are still present, read or paraphrase the following: She raises her hand toward the survivors and says, “In respect for your last stand.” Her voice is hollow, rattling like dried bones, and she raises her hands to collect their souls. Any creature behind the barricade dies as Desdemona takes their souls, siphoning the wisps of life from their bodies with uncanny ease. If the characters saved all twelve survivors, Desdemona lashes out a hand at the fleeing forms of the last two merchants; their souls rise from their skin for a brief second before snapping back into their bodies, and they escape. If there are no remaining survivors at the barricade, Desdemona frowns and mutters to herself, “I will find them, in due time. Though the witch is impatient, I needn’t hurry.” Whether she has reaped anyone or not, Desdemona leaves immediately after, unconcerned with the characters, as they are not yet prepared for reaping. Escape to the Galleon Desdemona leaves with magic similar to dimension door, but it is not a spell and can’t be counterspelled. Her tie to her galleon allows her to return to it at any time without expending resources. If the characters attack or draw her attention, those blank white eyes turn on them, and Desdemona points at the characters in turn, intoning in a voice that is hollow, echoing voice: Weep, flesh of man, Sleep, flesh of man, And follow when Lady Death comes. Once she has spoken these words, the characters’ curses, if they bear the curse (see the second omen) advances by one stage and Desdemona disappears to her galleon. The characters see it in the aether sea nearby and spot her giant, slim form on the bow, watching them from above, before she turns away and the ship glides away over the waters. With unnatural speed, it races away. Returning Min and Max If the characters reunite Min and Max with Molly, the grateful merchants reward them with a ring of evasion and try to determine their next move to reestablish Arcane Acquisitions. They consider any course of action suggested by the characters.


5.1: The Beginning Of The End 23 Reputation Advancement This section explains impacts on the characters reputation following their actions and performance during this chapter. Helping Dolor’s Crew If the characters aid Xivaine and the crew of Dolor, the characters gain 1 good reputation. Exacting Dolor’s Revenge If the characters go after the INS Ambuscade and take the Dolor’s confiscated treasure, the characters gain 1 chaotic reputation. Orivari Joins the Crew If the characters allow Ori to join the crew, the characters gain 1 good reputation. Orivari Handed Over If the characters hand Ori over to her mother, Darissa, the characters gain 1 lawful reputation. Saving the Beasts If the characters restore individuals transformed into aetherbeasts by Akast’es curse, the characters gain 1 good reputation. Rescue Starfire Victims If the characters rescue anyone trapped in a building burning from starfire, the characters gain 1 good reputation. Ignoring Screams If the characters do not attempt to help those trapped in buildings burning from starfire, the characters gain 1 evil reputation. Pillaging After Starfire If the characters pillage unattended valuables in the wake of a starstorm, the characters gain 1 chaotic reputation. Forestalling the Topor If the characters cure a town o the Torpor, the characters gain 1 good reputation. Parleying the Port If the characters succeed on defusing violence between crews in the Isle of Drakes by parleying, the characters gain 1 lawful reputation. Keeping the Peace If the characters find a strategy to prevent effects of the suffering screams from destabilizing the Isle of Drakes, the characters gain 1 good reputation. Saving Min and Max If the characters reunite Min and Max with Molly, the characters gain 1 good reputation.


CHAPTER 2: APOCALYPTIC DEMOISELLE For 10th-level characters The end is near, and the Aetherial Expanse is in chaos. Finding Desdemona is the only recourse. The beginning of this chapter details how to hunt her spectral galleon, the Adumbral End. Once the characters have boarded the ship, they can make their way to Desdemona’s quarters and face the Lady Death—but stopping the apocalypse is not so simple. Desdemona is a prisoner. The characters’ journey through the galleon provides encounters that hint that much more lies beneath the surface, and Desdemona reveals the truth at the end: the endless parade of apocalypses through the eons won’t stop so long as Akaste lives. When this secret is revealed at the end of the chapter, the characters must decide if they will kill the reaper, or if they will accept her help to face an evil from the earliest dawn of the Aetherial Expanse.


26 Fables: For Whom The Stars Toll Finding the Adumbral End Once the characters encounter Desdemona and return to their ship, they easily see the reaper’s galleon sailing from the area. A massive galleon of dark, aged wood sails away from the island. The ship’s make is unfamiliar and ancient, and its nearrotting frame is held together by knotted growths of blue, gray, and blood-red coral. Tattered black sails unnaturally catch the wind, carrying the vessel toward the horizon. A character who succeeds on a DC 20 Wisdom (Perception) check or who is using a spyglass can make out the words “Adumbral End” carved into the galleon’s hull, weathered by time and framed by gnarled coral. Here, the characters have two choices: follow immediately, or retreat and regroup. Chasing the Reaper. The characters can pursue the Adumbral End immediately (see “Chasing the Reaper,” below). Retreat and Regroup. If the characters return to a haven, such the Isle of Drakes or the Constellation Isles, they begin hearing rumors of devastation on other islands across the expanse starting the day after their initial encounter. They can set out to one of these locations to begin the pursuit in earnest. Each time the characters stop at another island, their wayfinder can make a DC 18 Intelligence (Navigation) check. On a success, they spot the Adumbral End. Otherwise, they must continue checking islands. Waiting too Long. If the characters continue to ignore Desdemona, they are contacted in a week by an informant of the Kingdom of Ayris or the Karelagne Empire—or one of the allies they’ve made over the course of this Fable, if the characters have no connection with either faction. The informant was on their way to an outpost when they saw the galleon on the horizon approach the outpost. A figure at the helm lifted a hand, and the people in the outpost screamed as their souls soared to the outstretched hand. The informant barely managed to turn around and flee back to their faction, and the faction begs the characters to hunt down the cause, offering a hefty reward of 4,000 gp if the characters are disinclined to do so out of the goodness of their hearts or the impending threat of oblivion. Chasing the Reaper To confront Desdemona, the characters must chase down her ship regardless of whether they pursue her from the island or find her later. See appendix C for the Adumbral End’s ship statistics. Chasing the Adumbral End is a challenge meant to bring the characters’ vessel close to the galleon undetected so that the characters can board the vessel and reach Desdemona. Given the galleon’s supernatural nature and the reaper who captains it, characters with an Intelligence score of 10 or higher assess the situation and know their own ship is unlikely to triumph in ship combat. For the pursuit, refer to the “Pursuit” section of the “New Mechanics” part of the Aetherial Expanse Setting Guide. For stealthing aboard, refer to “Stealth” in the same chapter.


5.2: Apocalyptic Demoiselle 27 Pursuit The Adumbral End is a massive galleon supernaturally superior to any mortal ship. The ship does not need the wind, and can’t be put in irons (see “Ship Combat” in the “New Mechanics” part of the Aetherial Expanse Setting Guide). The Adumbral End has a speed of 8, but is self-propelled by burning the power of souls that might otherwise feed Akaste. When pursuit begins, it has a speed of 8. After 3 rounds, however, its speed drops to 3 for the next 3 rounds. It swaps between a speed of 8 and 3 every three rounds. The gap (see “Pursuit” in the Aetherial Expanse Setting Guide) represents the distance between the two ships. At the start of each round, the characters take tokens equal to their ship’s speed out of the gap, while the Adumbral End adds tokens equal to its distance back into the gap. This represents the distance between the ships as the characters approach the reaper’s galleon. When this gap is reduced to zero, the characters catch up to the Adumbral End. On the characters’ round, they are free to invent ways to catch up to the galleon. Reward creative and clever improvised ship actions with 1d4 spaces of additional speed. Hazards. On rounds 2, 4, and 6 of this pursuit, a hazard appears that could slow the Adumbral End and give the characters a chance to close the gap. However, if the Adumbral End avoids it, it may waylay the characters’ ship instead. As described in the “Hazards” section of the “New Mechanics” part of the Aetherial Expanse Setting Guide, each hazard has a Dodge DC, an Avoidance Penalty if the helmsman fails to dodge the hazard, and a Hit Penalty if the helmsman hits the hazard. These hazards are as follows: Round 2: Algol Frenzy. A group of algols smell mortal flesh and swarm the aether around the Adumbral End and the characters’ ship, snapping their massive jaws and frothing at the surface. • Dodge DC: 12 • Avoidance Penalty: −2 Speed • Hit Penalty: 1 damage Round 4: Starfall. A falling star plunged into the aether ahead of the Adumbral End, sending a wave of burning aether roaring from its impact point. • Dodge DC: 14 • Avoidance Penalty: −2 Speed • Hit Penalty: 2 damage Round 6: Aetherstorm. The crashing star stirred up the aether into a full-blown aetherstorm, which wracks the Adumbral End’s immense hull and surges unnaturally through the water. Regardless of the result of the Adumbral End’s check, the galleon’s speed is reduced by −2 for 1 round as it weathers the phenomena. • Dodge DC: 16 • Avoidance Penalty: −3 Speed • Hit Penalty: 3 damage Stealthing Once near the Adumbral End, the characters can sneak aboard through a porthole above the surface of the aether, or blow a hole in their quarry’s hull. When they reach the galleon, they can snuff the ship’s lights, furl the sails, and reduce the ship’s speed to 0. The Adumbral End makes a Wisdom (Perception) check with a +4 bonus to spot them, against a DC based on the size of the characters’ ship (see the “Stealth” section of the “New Mechanics” part of the Aetherial Expanse Setting Guide). Boarding Once alongside the Adumbral End, entering it poses another challenge. Blasting. A supernaturally empowered ship, the Adumbral End has 75 hit points, making it nearly unsinkable without a massive, unified force. However, if the characters deal 5 damage to the galleon’s hull, they create a hole large enough to board through. The Adumbral End doesn’t sink if this occurs, nor does it take on aether. If the characters successfully blast aboard, they begin in area A1. Due to the noise from the attack, the Adumbral End is on high alert (see “Adumbral End Features,” later in this chapter). Sneaking. The characters can board the galleon through a porthole into the ship’s interior (see area A1 later in this chapter). The characters can attempt DC 16 Strength (Athletics) or Dexterity (Acrobatics) to board and assist others in boarding, cast jump or dimension door to cross the space, or succeed on a DC 16 Dexterity saving throw to create a bridge across, and board without falling. If most of the party succeeds, the characters board the Adumbral End without notice. If half of the party succeeded, the crew noticed something amiss and is on high alert (see “Adumbral End Features”). If most of the party failed, the characters are noticed and surrounded (see below). If the characters successfully sneak aboard, they begin in area A1. Surrounded! If the characters alerted the crew of the Adumbral End while boarding it, they are surrounded upon entering area A1 by six starblades and four starspeakers (see appendix A). The characters can fight, but if they are reduced to 0 hit points, they become incapacitated but don’t make death saving throws. If all characters are reduced to 0 hit points or they go willingly with the starscourge pirates, they are bound in the hold and stripped of their equipment (see “Captured” in area A1). If the characters win the encounter, they are free to continue on, but the Adumbral End remains on high alert (see “Adumbral End Features,” later in this chapter).


28 Fables: For Whom The Stars Toll The Adumbral End Desdemona’s galleon looms over the seas. It is a vessel magically crafted for a storm giant captain, yet also outfitted with quarters sized for its humanoid crew. It has three levels: the hold, the lower deck, and the upper deck. Most entryways lead into the hold or the lower deck; climbing onto the towering upper deck is difficult, as it is constantly patrolled and lined with cannons. Adumbral End Crew The Adumbral End is captained by Desdemona, aided by a loyal crew: Nethiri, her first mate; Makagul, the quartermaster; Inzeh, the helmsman; Johilde, the gunner; Zilro, the surgeon; and other sailors and spellcasters. The important crew members are described briefly when encountered, and in greater detail in appendix C at the end of this episode. Some crew members have a quest associated with them, which grant rewards upon completion. These quests are detailed with their descriptions in appendix C. Silenced Tongues Aside from Desdemona, every pirate’s tongue is under a silencing curse that prevents them from speaking of Akaste, lest they be struck dead instantly. They can hint, but toopointed hints earn Akaste’s ire, and their sudden end. Cycles and Memories While searching the ship, the characters encounter NPCs who are losing their memories of themselves. I combination of eons of time combined with Akaste’s powerful and evil binding magic erodes their memories, scrubbing away everything about them until they remember nothing but service to the reaper and her overseer. A “cycle” describes the progression of eons. At the end of the cycle—occurring now—Desdemona reaps the majority of the Aetherial Expanse. At the start of a new cycle, civilization starts anew and Akaste rebinds everyone aboard the ship in service to her, which progresses the amnesia. Creatures with a strong willpower, who have personal ties outside the ship, or who find ways to remember themselves can forestall this effect—but Akaste’s will is patient, persistent, never-ending. Adumbral End Features The interior of the Adumbral End has the following features: Light. Every room aboard the galleon is dimly lit unless otherwise noted. Creaky Floors. The galleon’s wood is old and slick with water, its corners filled with growing bonelike coral. Due to its age, it creaks under any footfall; characters have disadvantage on Dexterity (Stealth) checks to sneak across the ship’s floors. Arcane Navigation. The sails catch wind no matter the weather at sea, and the ship steers easily despite no one standing at its helm. It is magically linked to Inzeh, the helmsman, who controls it with their mind if they are within a mile of it. If Inzeh dies, Desdemona takes control. If Desdemona dies, the ship disintegrates; anyone bound to Akaste is teleported to her grotto until she finds a new captain, while any unbound creature aboard falls into the aether. High Alert. If the ship is on high alert due to the characters’ actions in boarding the ship, each pirate on the Adumbral End has an effective passive (Wisdom) Perception of 19.


5.2: Apocalyptic Demoiselle 29 Adumbral End Locations The following locations are found on the maps of the Adumbral End. Adumbral End Encounters The Adumbral End's supernatural size and spectral nature create a labyrinthine pirate ship with dreamlike architecture. This ship is sized for giants and is far too large to explore completely. Instead, five decks are presented, each with their own maps: the Forward Hold, Gunnery Corridor, Main Deck, Surgeon's Clinic, and Captain's Landing. The characters begin in the Forward Hold. Once they depart it, they can visit any deck of their choice—but if they rush to confront Desdemona too early without learning the secrets of her ship, they will fail to learn of Akaste, the true mastermind. If you make new areas with the ship for the characters to find as they move from region to region, you can populate them with additional encounters using the Adumbral End Encounters table below. Adumbral End Encounters d6 Encounter 1 Ivory and crimson coral growths jut up around the characters’ feet to restrain them. The characters must succeed on a DC 15 Dexterity or Strength saving throw or take 21 (6d6) necrotic damage from the seeping growths. The coral has AC 12, 15 hit points, and immunity to poison and psychic damage. 2 Ten skeletons form and rise from scattered bones and attack. 3 An eerie, matted black cat yowls and scampers away. Following the cat leads to 1,000 gp—but also a mimic hiding as a chest amidst the gold. 4 A ghost drawn to the suffering on the ship stalks the characters down several corridors before attacking the saddest or most fearful character. 5 The hall of the ghost ship come alive, blocking the characters’ path and cornering them. The characters must fight their way out of the splintering wood and supernatural seaweed tendrils growing between the beams (use the roper stat block). 6 Mournful crying fills the corridor or room. It is faint, feminine, and full of grief. If the characters look for the source, the sound fades.


30 Fables: For Whom The Stars Toll Forward Hold The following locations are keyed to the map of the forward hold. A1: The Hold Read or paraphrase the following when the characters first enter the Adumbral End:You enter a large, dimly lit hold. Wood creaks underfoot as water sloshes and drips. An old, musty stench emanates from the boards. The coral that twines around the outside of the ship pierces through to its interior. The hold is empty and silent save for the sound of the galleon rocking and creaking in the aether. The hold is 100 feet long and 30 feet wide. Scattered crates and barrels made of partly rotted wood contain practical and useful items taken from the locations Desdemona has reaped, such as nonmagical weapons and armor, munitions, tools, and sailing supplies. A character who succeeds on a DC 15 Intelligence (Investigation) check can determine from the stagnant water and wear of the floorboards that the hold is not a heavily trafficked area of the ship. A ladder on the north side of this room leads up to area A9. Treasure. Any of the mundane items stored here, which amounts to 10 Gear for their ship, can be taken. A character who searches the room can make a DC 18 Intelligence (Investigation) check. On a success, they find a silver-gilded wooden chest deliberately hidden behind a few splintered crates. Inside are keepsakes made of precious metals and engraved with giants riding on the backs of rocs and dragons. Unlike the rest of the room’s contents, they have no practical use. A character proficiency in the History skill can make a DC 18 Intelligence (History) check. On a success, they know that these must be from an ancient astral civilization. They are in surprisingly good condition, though the chest is covered by a fine layer of dust. The mementos, which haven’t been touched in some time, could be sold to a historical collector or scholar for 250 gp. Alternatively, they can be returned to Cindra, a starspeaker in the dining hall (area A6), to whom they belong. Captured. If the characters were captured, they are bound in iron shackles in the hold. They are stripped of all their equipment, which is stored in the quartermaster’s quarters (area A10). A character who succeeds on a DC 20 Strength check can break the shackles, or they can be picked by a character who makes a successful DC 17 Dexterity check with thieves’ tools. These checks are made at disadvantage if the character making them is likewise shackled. When the characters break free, they can raid the hold for mundane weapons and armor until they retrieve their own equipment. Journal. When the characters search the hold, they find a tattered piece of paper discarded and left to wither here. Give them the journal page handout titled “Skylit Omens.” Skylit Omens I tire of titles. I miss my name. Captain. Reaper. Lady Death. The one for whom the stars toll. The end of all things. The beginning and dawn of the Expanse. I miss when my brother called me “Des.” She was the first. Of course she was. I crawled up to her cavern, young and reckless and such a fool, and I brandished my sickle at her with such fervor that she laughed. “So you follow the skylit omens, girl?” she said. “Then you shall become one.” It became her favorite. “My little omen. How they will fear your name.” And they do. Reaper. The Lady Death. Captain of the oncoming end, harbinger of the last days, destroyer. I asked Nethiri last week to call me by my name. The real one. The forgotten one. The sound was so sweet that I retreated to my chamber and wept. A2: Prison Cell As the characters explore the hold, characters with a passive Wisdom (Perception) score of 15 or higher hear a scuffling sound of boots brushing stone from the corner of the room. Read or paraphrase the following when a character approaches the bars. The quiet scuffling ceases, and at first glance, the prison cell reveals nothing out of the ordinary. An uncomfortable rectangular bed is made tolerable by a thin pillow and two patchwork blankets. A tin cup and half-empty bowl of beans rest on the floor. A figure shifts out of the shadows as if she was part of them. Despite the deep bags under the half-elf’s teal eyes, the healing bruises and bloodstains, and the disheveled wildness to her curly hair, she manages a cocky grin as she leans heavily against the bars and strikes her dagger against the metal. “Brought more this time? Come on, then. Start swinging. I can take it.”


5.2: Apocalyptic Demoiselle 31 The prison cell is barely over 10 feet in width and length. Its prisoner is a Karelagne rogue named Ferryn Jassan (CG, female half-elf assassin), who believes the characters are part of Desdemona’s crew at first glance. When she realizes they aren’t, she’s intrigued, her eyebrows quirking: “So you’re what, reckless? I can work with reckless.” As long as the characters aren’t hostile to Ferryn, she answers their questions and imparts the following information: • She was taken three days ago from a tavern on a small island. Desdemona’s crew captured her amid the ruckus of their arrival and threw her in the cell; only the first mate Nethiri has talked to her since. • The first mate has been asking her questions about her contacts—mages from Karel and Ayris who purchase her stolen magic items. “When she’s in a good mood, she calls me their ‘fence,’” she drawls dryly. “Bad mood? ‘Rotten little guttersnipe.’ Either way, I keep telling her the same thing: I don’t give up my clients.” • She has been asking about their areas of study, their expertise, and their accomplishments. Ferryn leans close to the bars and lowers her voice: “Every time I give some vague answer about what Karelagne mages might study, she mutters, ‘That won’t work.’ She’s looking for a mage who can do something. I just don’t know what it is.” • Nethiri is clearly getting impatient for answers. Ferryn’s been working on an escape, wearing away at the wood in one corner, but she sees a faster exit now: the characters. From Ferryn’s words, the characters can glean that Nethiri is looking for an arcane expert to achieve something. They can learn more from Nethiri (area A13) and determine that the first mate is a potential ally. She is trying to find a way to break Desdemona’s curse and free them all. Ferryn’s lock can be picked by a character who succeeds on a DC 15 Dexterity check using thieves’ tools. Alternatively, the lock can be broken; it has AC 12, 7 hit points, and immunity to poison and psychic damage. Once freed, Ferryn offers to wait in the Hold (area A1) and join their crew when they depart; she has 4 ranks in Carpenter and 2 in Master Gunner: “I’m depending on you and your boat to get out of here. You promise you won’t leave me behind, I’ll promise no dagger in your spine. Sound good?” A3: Storage Room The cargo in the ship’s hold hints at an unnatural crew, with no sign of grain, salt, or rations. Instead, the crates and barrels hold strange items: bones of humanoids and animals, star fragments drained of power and light, vials of blood in different shades, and blocks of iron imbued with stardust. About 50 feet long and 10 feet wide, the storage area is filled with items that have no immediately obvious use. However, a character proficient in the Arcana skill who succeeds on a DC 22 Intelligence (Arcana) check determines they are ritualistic in nature and likely used by Desdemona as material components in her mass reapings. The trove was collected by Desdemona over many cycles and the items range in rarity, age, and value. Treasure. Characters can take anything in this room, though only niche and specialized spellcasters are willing to purchase the components. Dev’s Journal. A character who succeeds on a DC 14 Intelligence (Investigation) check finds a torn journal page with the following handwritten note. Give your players the journal page handout titled “Devereux Morley.” A1 A2 A6 A8 A4 A5 A7 A3 A9 A10 Forward Hold


32 Fables: For Whom The Stars Toll Devereux Morley The 7th cycle, I remember my name. I repeat it three times when she awakens us: Devereux Morley. Devereux Morley. Devereux Morley. Me mates call me ‘Dev.’ I remember that. I remember me. The 8th cycle, I remember my name. It’s Dev, I think. I remember how much I hate storms. I remember I get seasick. The 9th cycle is when it starts to sour. I check my journal for my name. I ask Makagul if it’s Dev and wave if off when he looks worried. I remember I hate storms and that my favorite drink is— I ask the lady which drink. She knows I’m scared, sees the shaking in me hands, and takes them gentle and quiet. “Devereux Morley,” she says, “your favorite drink is aether stout and you’re the finest shot I’ve ever seen.” It all comes back. I’m Devereux Morley. She calls me ‘Dev’ when I leave and all’s alright. I can’t tell her I’m forgetting again. That I’m forgetting and afeared of cycle ten. Devereux Morley can be found in the dining hall (area A6), and he becomes an ally if reminded of his name. A4: Crewmate Quarters This room holds two starblades and a starspeaker (see appendix A). Characters who succeed on a DC 17 Wisdom (Perception) check to listen for inhabitants detect voices and conversation inside. Otherwise, they hear nothing. The pirates are usually on guard and may sense the characters’ approach, using successful Wisdom (Perception) checks to be ready for combat when the characters open the door. These pirates are loyal to Desdemona, and they try to either kill or capture the characters no matter what is said. When the pirates are either subdued or killed, the characters can examine the room. Several cots are squeezed into this small space. A small book pokes out under one pillow, and empty bottles lie littered around the room. One desk holds scrolls, books, and star charts notated by someone meticulously studying magic. This room is 15 feet long by 15 feet wide. Treasure. The desk holds a spell scroll of dimension door. The journal is penned by a power-hungry starspeaker mage who cames from nobility, judging by the penmanship. Give your players the journal page handout titled “Ambition.” Ambition Such power! I have never felt so untouchable! I need more —I need more from her, I need to prove I am what she needs. More than anyone else. More than her ridiculous pet. I will be more useful this cycle. She will see me. She will give me everything I crave. She must. Iwill make her see. I will ravage the Expanse, with such resolve that the gods will weep. She will see me. She will.


5.2: Apocalyptic Demoiselle 33 A5: Crewmate Quarters This room is filled with empty hammocks. It’s otherwise empty save for a single pirate named Cindra (LN, nonbinary elf starspeaker; see appendix A) Characters who succeed on a DC 19 Wisdom (Perception) check to listen outside the door hear the faint sound of footsteps. Otherwise, they hear nothing. The pirate inside makes Wisdom (Perception) checks at disadvantage, since she is distracted. If the characters are undetected when they open the door, they gain a surprise round on the starspeaker, who is practicing her swordplay. If the pirate falls to half her hit point maximum before being defeated, she surrenders: The pirate drops their sword and their spellcasting focus—a glittering star fragment encircled by a silver griffin—and holds up their hands as their voice cracks. “Stop, please, stop!” In this small 15-by-15-foot room, the starspeaker is willing to speak with the characters after surrendering and knows the following information: • They think their name is Cindra, but they aren’t certain. • They remember craving power, but over the course of several cycles that hunger has dulled. All they feel now is a looming, encompassing loss. • They are sworn to Desdemona and their duty, but it gives Cindra no pleasure anymore—nor Desdemona, they are certain. If asked to elaborate, the pirate merely shakes their head, unable to explain. • The quartermaster Makagul cares deeply for the crew. If the characters approach with sympathy for the crew, they can win a reliable ally. Presenting the Trinkets. If the characters collected the mementos from the hold (area A1), make the connection between them and Cindra’s spellcasting focus, and hand the chest over the pirate, realization dawns over them. Cindra explains that these are relics of their home, which Desdemona reaped many cycles ago. They are filled with unfathomable regret for helping with the reaping just for the promise of power. Cindra implores the characters to speak to Nethiri, the ship’s first mate, who might become the characters’ greatest ally on the Adumbral End. A6: Dining Hall A long table with twenty seats stretches across this dim hall. The smell of ancient, rotten food permeates the wood, faint enough to merely irritate. On the far end, two pirates sit facing each other, cards in hand, hunched over and bone-weary. Barely noticing your presence, the woman slaps her cards down and scowls at the bearded man. “Deal fairly, y’swindler.” In this 15-by-30-foot dining hall, two pirates linger in the depths of apathy. They don’t care about the characters’ presence at all; instead, they grumble to each other about the busyness of the ship. “It’s all haste this cycle, all haste and barking orders,” One says. The other replies, “Makagul says it was left alone too far. Too many, too prepared.” Talking to the pair reveals a heartbreaking truth: they have no idea who they are. It’s been so many cycles that they know themselves only as “reapers.” The other, deadpan, chimes in “star-crossed reapers, as it were.” He takes a swig of whiskey and scowls at his hand of cards. Listless Rebels. The pair of pirates are rebelling the only way they can. Though Akaste’s magic keeps them trapped here and they aren’t strong enough to overthrow Desdemona, they refuse to follow the captain’s orders and await the next “long sleep.” They scorn the pirates who still follow her and, if they find out the characters are here to stop Desdemona, fiercely say, “Good. Kill her. Free us, finally.” The woman adds, “I don’t know who I was when I made the pact. But I hate her, whoever I was. I hate her, seeking for power, only to find this endless hell.” Devereux Morley. The man is Devereux Morley, the author of the journal page in area A3. He has completely forgotten his name and the past cycles. If he’s reminded of his name, he gasps as a thousand memories rush in at once. If this happens, he entirely changes his outlook, as if awakening from a stupor. Devereux Morley sits up straight, a new glint in the old eyes under his bushy brows. He grips his whiskey as if clinging to an old memory and leans forward, looking intently at his companion, then at you. “Devereux! Gods blast me, I feel I’ve woken from a long darkness! Call me ‘Dev.’” His voice becomes tense. “Our captain—I can’t believe I forgot her agony. You can’t kill her. You can’t.” His anger at Desdemona gone, he tells the characters that she seems miserable as well. “My tongue is bound from telling you more,” he says, “but the Lady Death weeps. I don’t know why, but others might. Scour the ship, please.”


34 Fables: For Whom The Stars Toll A7: Crewmate Quarters This room holds five starspeakers. Characters who succeed on a DC 19 Wisdom (Perception) check to listen outside the door hear quiet tonal incantations. Otherwise, they hear nothing. The pirates inside make Wisdom (Perception) checks at disadvantage, since they are distracted. A dozen cots mark this room as the quarters for a number of the Adumbral End’s crew, but all have been shoved aside to make room for the ritual circle in the middle. An arcane circle is painted over the floor in blood, and in the middle, a star fragment is cracked open, bleeding out light that spills out like gushing blood. The farthest mage intones reverently. “Steel our souls to be the last, the brightest of the eons past. Blood of starlight, give us sight, that we may bring the darkest night!” If the characters interrupt this ritual, the farthest mage continues this incantation as combat begins. In this 40-by20-foot room, the mages are strengthening themselves with Akaste’s ritual magic. The mage finishes the incantation unless he is somehow silenced. After 2 rounds of combat, his incantation is complete, and a light floods over the pirates, granting them power: they deal an extra 9 (2d8) radiant damage on every successful attack they make against the characters. In addition, they gain a supernatural “sight” that allows them to see souls, and they obsessively try to determine the “brightest” souls. This could be the souls of the most passionate, stubborn, strongest, or resilient characters. They focus these characters, trying to incapacitate them and bring them to Desdemona. Treasure. The quarters primarily hold functional clothes, rations, and tools. A character who succeeds on a DC 16 Intelligence (Investigation) check also finds an empyrean compass (see appendix B) hidden in one pirate’s pillow. A8: Larder This room holds four swarms of undead rats (use the swarm of rats stat block, but with an undead creature type). Characters who succeed on a DC 10 Wisdom (Perception) check to listen outside the door hear scratching and chittering. Otherwise, they hear nothing. As the door opens, a horde of skeletal rats turns their attentions toward you. A rolling tide of scraping bones and sharpened teeth hurtles forward, eager for a taste of fresh flesh. The larder is a 15-by-10-foot room. The rats, driven by hunger and instinct, attack the nearest character with no regard for tactics or their own safety. After the skeletal pests have been dispatched, the characters are free to investigate the space, which reeks of rotten and spoiled food. Treasure. A character who succeeds on a DC 18 Intelligence (Investigation) check finds a dusty bottle covered in cobwebs with a magically sealed cork—a bottle of vintage wine from a long-past era of the Aetherial Expanse. Such a bottle could fetch a hefty price of 200 gp or could be savored by the characters. There are five servings of wine in the bottle, and a creature that drinks a serving of wine gains a use of inspiration. The wine can also be used to sate Maryam, the monstrous parrot in area A9.


5.2: Apocalyptic Demoiselle 35 A9: Lower Deck Storage Ascending the ladder leads to another deck, sparse save for the occasional crates and barrels, and two tables with scattered chairs. “Maryam… smells fresh blood. SQUAWK!” From the shadows at the bow of the deck comes the crowing voice. A massive monstrous parrot, bones draped in coral and matted black feathers, stares at you with empty eye sockets. This oddly shaped room is approximately 50-by-30 feet and contains Maryam, Desdemona’s pet—demonic “parrot.” Maryam uses vrock statistics. If Maryam is reduced to 0 hit points, she splits into two halves: two vrocks appear in the space Maryam was willed, both lacking the Multiattack action. Unless both vrocks are killed, Maryam merges back together after completing a short or long rest. Maryam is loyal to Desdemona and her crew but isn’t immune to bribery. However, if left unappeased by the intruders, Maryam alerts all starscourge pirates on the lower deck of the characters’ presence. Appeasing Maryam. Maryam treasures three things aside from her owner: rich food, shiny treasure, and fine wine. The characters have 10 minutes from when they enter the lower deck storage to appease Maryam before her shrill, unnatural squawks echo across the lower deck and alert the starscourge pirates. This timer doesn’t stop when they leave the room. Maryam says the following phrases as clues: • “Maryam wants a meal, SQUAWK! No rot. SQUAWK!” • “Glint of gold, score of silver. SQUAWK! Maryam wants what glimmers.” • “Maryam wants red like blood, SQUAWK! Fire, age, drink up!” Two full meals worth of expensive food, 200 gp worth of treasure made of precious metals and gemstones, or the bottle of wine from the kitchen (area A8) all fulfill Maryam’s requirements. Once appeased, Maryam enjoys her prize and otherwise leaves the characters alone. Desdemona’s Pet. If the characters appease Maryam and succeed on a DC 17 Wisdom (Animal Handling) check, the undead parrot has more to say. The following phrases are accompanied by cooing noises and nuzzling into the characters’ hands: • “Strangers care like Lady. SQUAWK! Gentle. Good. Maryam likes!” • “Stay? Stay? SQUAWK! Lady comes and goes. Maryam misses Lady.” • “When the bell tolls. SQUAWK! The witch is behind the Lady’s throne!” Journal. If the characters search the tables, they find a parchment left with nibbled edges. Give them the journal page handout titled “Maryam.” Maryam Maryam is her one kindness. I didn’t find Maryam. Maryam found me after I reaped a jungle island in my third cycle. She followed me back to the ship, drank my wine, stole my food. My name was too hard for her to say, so she called me Lady. She brought a levity to the galleon we hadn’t known before. I told my first mate she would never sit on my shoulder. But she liked to play with the bones in my hair. And eventually… I wanted to let her. I did let her. She would nibble my ear. “Lady’s Maryam. Food for Maryam?” My Maryam. The one bright spot in my hell. When she died, the crew left me alone for three days while I wrapped her body, wept into the blanket, and tried to determine where to bury her. I had become so used to death. To unglorified, simple, unceremonious death. I didn’t know how to honor her—no, thank her. Thank her right. After three days, she raised Maryam and told me to get back to work. I am no fool. I know she could have commanded me to work. But I also know she thought Maryam would help with MORALE—whatever morale can be found here. It was not true kindness. But I still have Maryam. She still plays with my hair. A10: Makagul’s Quarters This room holds Makagul (N, male half-orc), the quartermaster. Makagul uses the knight stat block with the following changes: • Makagul’s creature type is undead. • Makagul speaks Common, Orc, and Celestial. • Makagul’s Wisdom score is 16 (+3). • Makagul has Insight +5, Perception +5, and Persuasion +4. His passive Wisdom (Perception) score is 15. Characters who succeed on a DC 17 Wisdom (Perception) check to listen outside the door hear shuffling and small things being moved about. Otherwise, they hear nothing. Half a bedroom and half a storeroom stuffed with supplies, the room is dry, organized, and warmly lit by a lantern. The half-orc inside has an undercut and a top knot of dark hair, his tuck curving up to meet the strands of hair hanging down. He is dressed more finely than the other pirates, his reedy frame stiff with authority and a coralaccented uniform.


36 Fables: For Whom The Stars Toll Makagul’s demeanor toward the characters depends on their approach and how many pirates they’ve subdued versus killed. If the characters are peaceful and diplomatic and they aren’t covered in blood, Makagul is cautiously willing to talk. They find that he is gentle, cares about the crew, and aware of everyone’s plight, eager to see the pirates he cares about freed. He has a book in which he painstakingly keeps track of every pirate’s name and history. For example, he can provide the name of the two pirates in the dining hall (area A6): Devereux Morley and Arrin Rivy. If the characters want to talk, he says, “I’ve kept my memory of myself through the cycles more clearly than the others. So I think it’s my job to know … to keep their supplies, their histories, their names. A quartermaster makes sure they’re taken care of. That’s what I’m always gonna do.” If he’s asked about Desdemona or their plight, he sighs heavily. “She remembers every name, too. She doesn’t have to. I think she’d be happier if she didn’t. But this—this was never about happiness. As we all learned too late.” If he’s asked about the lost memories or why he kept his, Makagul shrugs. “This work—it’s power in exchange for you. All of you. Your service, your dedication, your life. When you’re sealed to this ship, it takes you. More than you thought. It takes you and takes you and takes you, and all you have is the work.” He grimaces. “Unless there are parts of you that you refuse to give, I think.” If the characters are hostile or have slain most of the pirates they’ve encountered, Makagul is hostile. In combat, Makagul calls pirates to his side. Since he takes care of the crew, they are extremely loyal to him; three starblades and two starspeakers arrive to defend him ferociously. He defends them in return, grieving every time one of them dies. If he falls, his last words are, “Who will remember them now…?” If the characters were captured (see “Captured” in area A1) and either leave his quarters on good terms with him or kill him, they can retrieve their supplies from his room. Makagul’s Request. If the characters are on good terms with Makagul, he asks the characters for a favor, which is detailed in appendix C. Gunnery Corridor The following locations are keyed to the map of the gunnery corridor. A11: Cannon Deck The ship’s cannon deck is a 200-foot long, 20-foot wide corridor that winds along the ship’s starboard side. Twelve Huge-size cannons fit for use by a giant line the deck, pointing out of appropriately sized gun hatches. When the characters enter this area, an alarm spell activates, silently sending a mental alert to Johilde Blackbone, the ship’s master gunner. Johilde is in this room, near its center, and she hides behind one of the immense cannons. At the prow-end of this deck is the armory, which is also Johilde’s quarters. Battling Johilde. If none of the characters have a passive Wisdom (Perception) score of 16 or higher, they don’t hear Johilde’s armor clanking as she hides, and Johilde surprises them. She leaps out when they approach within 75 feet of her; read or paraphrase the following: “Gahaha! It’s about time we finally ’ad some interlopers!” A stocky, ashen dwarf swathed in coral greets you with a broad grin and the barrel of a massive firearm. “Eat powder, y’bastards!”


5.2: Apocalyptic Demoiselle 37 Johilde uses half-red dragon veteran statistics with the following changes: • Johilde is a dwarf, and her type is undead. • Johilde’s Dexterity score is 16 (+3). • Johilde speaks Dwarven instead of Draconic. • Her Heavy Crossbow is a Blunderbuss, but its statistics are unchanged • Johilde’s Fire Breath is renamed Burstfire and has a Recharge of 4–6. If more than one creature is within 15 feet of her, she uses her Burstfire, a brutal spray of magical flame from her blunderbuss, and attempts to catch all the characters in it. If opportunity allows, Johilde takes the Disengage action to flee her quarters to the cannon deck (area A11a). If she makes it there, she rallies any pirates present to assist her in combat. Johilde is relentless, bloodthirsty, and always hostile. She fights until killed or subdued, and refuses to engage in meaningful conversation with the characters. If asked about Desdemona, she says: “Better for her to be reapin’ than the alternative! Better for all o’us, gahaha!” A11a. Gunner’s Armory. This cramped, 10 foot-by15-foot room is both home and workshop to Johilde, and dozens of wicked-looking weapons made for the ship’s raiders line the walls. Main Deck The following locations are keyed to the map of the main deck. A12: Inzeh’s Quarters The door is open to this room, which holds Inzeh Ahime (LN, male black dragonborn), the ship’s sailing master. Inzeh uses the mage stat block with the following changes: • Inzeh’s type is undead. • Inzeh speaks Common, Draconic, and Celestial. • Inzeh knows locate object instead of suggestion and locate creature instead of greater invisibility. Characters who succeed on a DC 20 Wisdom (Perception) check to listen outside the door hear the quietest sound of a quill scraping over parchment. Otherwise, he hears nothing. Inzeh makes Wisdom (Perception) checks at disadvantage, since he is distracted. By the low glow of candlelight, a black dragonborn with gold eyes and white horns makes notes over a map. His spines are thin and curved, catching flickering orange light, and for the first time aboard this ship, a truly quiet scene unfolds before you: he breathes in and out slowly, a long and tired sigh, and make another note over the parchment. A11 A15 A14 A12 A13 A11a Gunnery Corridor Main Deck


38 Fables: For Whom The Stars Toll A few clues inform the characters that Inzeh isn’t a threat. First, a character who succeeds on a DC 12 Wisdom (Insight) check notes that Inzeh looks exhausted, even sorrowful. The coral growth around their features is minimal, as well. Second, a character who succeeds on a DC 12 Wisdom (Perception) check notices this is easily the most ordinary room on the ship. Inzeh has simple comforts littered about his room, including a handsewn blanket, a painting of a city the characters don’t recognize, and a colorful assortment of quills. If the characters succeed on both these checks, they glean that Inzeh is a recent addition to the ship. A character who succeeds on a DC 16 Intelligence (Investigation) check to snoop around the room realizes that Inzeh’s current charted course has the Adumbral End descend on the Ayrissian port of Windcrown in just two days. If the characters engage Inzeh in combat, he sighs wearily, snaps his fingers, and summon two giant aetherwolves (see appendix A) to fight alongside him as combat begins, muttering, “I suppose this is the easiest way to see Azrah again.” Deceived. Inzeh, unlike his eager, power-hungry crewmates, was tricked. While searching for their missing sibling on the seas, he met a witch who spun a web of manipulative promises that he could see his sibling Azrah again in exchange for his service. When Inzeh promised his service, he were bound to Desdemona’s ship, and quickly realized his mistake: he was reunited with Azrah, yes—right as Desdemona reaped them both. That was one cycle ago. Now Inzeh is trapped in Desdemona’s service. Of course, they can’t tell the characters about Akaste or their bargain. If he is spoken to kindly, he tries his best, grating out as much as he can convey. “I … made a bad deal. That’s on me. I’m at the table with a bad hand, but so’s everyone else.” The dragonborn snorts bitterly. “Never bet against the house. By the time you make the bet, you’ve already lost.” If pressed for details, Inzeh tries to indicate as best he can that “the house” is not Desdemona, but they can do no more than that. Guidance. If Inzeh gleans that the characters might help the crew, he offers a little guidance: “You want the quartermaster and the first mate. If you know what’s good for you, avoid the gunner and the surgeon. … Especially the surgeon. Eugh.” Inzeh’s Request. If the characters are on good terms with Inzeh, he asks the characters for a favor, which is detailed in appendix C. A13: Nethiri’s Quarters The ship’s first mate, Nethiri (NG, female tiefling assassin), is studying ancient documents in her quarters. Her Intelligence score is 16 (+3), and she has a +9 bonus to Intelligence (Arcana) checks. Characters who succeed on a DC 18 Wisdom (Perception) check to listen outside the door hear the quiet sound of papers rustling. Otherwise, they hear nothing. Nethiri, ever on her guard, makes Wisdom (Perception) checks at advantage. The tiefling woman stands swiftly, abandoning the papers lining the desk. Her deep teal skin is contrasted by white hair and bone-white coral ornamentations, with splashes of crimson. Her deathly white eyes narrow at you, and her shortsword is the only shield between you and her. “Lower your weapons,” she says calmly. “Let’s parley.” Nethiri’s room is simple, straightforward, and functional. She has tools and weapons on one side of the room, a large desk, and a few maps detailing the Aetherial Expanse. A character who succeeds on a DC 14 Wisdom (Perception) check realizes she is looking at records of spellcasters, while a character who succeeds on a DC 16 Intelligence (Arcana) check determines that the types of spells and spellcasters she’s researching have to do with enchantment magic, with a little dash of abjuration magic. Nethiri’s Charts. A character who succeeds on a DC 16 Wisdom (Perception) check notes that one of the maps depicts a ruin within the Maelstrom at the center of the Expanse. If asked about it, Nethiri frowns, “A ruin. I once heard the captain say that she came from there. Yet, for all that’s lost there, I don’t think it is home to what we seek.” Seeking Spellcasters. Nethiri is trying to find someone to break Desdemona’s curse. With her knowledge of abjuration magic, she can keep Akaste out of her mind for small periods of time, which allows her to act undetected. Incensed Discussion. If the characters raise their voices, Nethiri casts silence over the room, and refuses to drop it until the characters indicate that they’re willing to talk calmly. Depending on how long this takes, Nethiri might write a note, showing them a parchment that says, I am trying to save us. All of us. After Nethiri ends her silence spell, she starts again calmly. “Don’t make me do that again. The focus it takes to keep the dread witch from seeing me—we shouldn’t even have this conversation. But for our captain’s sake, I have to try.” Nethiri is magically barred from speaking of Akaste, just like the rest of the crew, gives them as much information as she can.


5.2: Apocalyptic Demoiselle 39 • Desdemona is controlled by another—someone far stronger who drinks the souls of the sea for everlasting life. • Nethiri is searching for a spellcaster expert in enchantment magic to break their bond. She found someone last cycle, but the city was reaped before she could make contact. She scoffs: “This cycle has been so fraught with war and piracy, I think breaking the curse a lost cause.” • No one else on this ship dares speak of their puppet master, for the retribution would be swift and merciless. It has taken Nethiri seven cycles to learn enough loopholes in her enchantment to say this much. If the characters agree to talk to Desdemona rather than kill her, Nethiri gives the characters the key to Desdemona’s room (area A17). “She won’t listen to me anymore, I’ve pushed her too far already. But maybe she’ll listen to new blood. Get her to tell you everything. Please. Save us all.” Nethiri’s Request. If the characters are on good terms with Nethiri, she asks the characters for a favor, which is detailed in appendix C. A14: Main Deck The main deck is patrolled by two starblades (see appendix A). The patrols cover regular intervals, discernable by a character who spends 10 minutes studying their route and succeeds on a DC 12 Intelligence check (made at disadvantage if the character is judging by sound from below deck). If the characters have identified the patrol route, they have advantage on Dexterity (Stealth) checks made to enter the main deck. The main deck of the Adumbral End is unnatural in its stillness. No wind blows across the planks, despite the black sails moving as though they were catching the air. Rows of cannons line either side of the deck. Two coral-festooned pirates, their wicked blades glinting in the dim starlight, patrol opposing routes. The main deck is a 50-by-30-foot space. Each side of the deck has six cannons, sized for Medium humanoids. As an action, a character can rotate the cannon in any direction. As another action, another creature can load the cannon and fire it (or one creature can do so over the course of two turns). A cannon fires a projectile in a straight line up to 60 feet; Medium or smaller objects in its path are instantly destroyed. The first creature the projectile reaches in that line must succeed on a DC 16 Dexterity saving throw or take 16 (3d10) bludgeoning damage and 16 (3d10) fire damage. The cannons can be disabled by a character who makes a successful DC 16 Strength or Intelligence check with tinker’s tools or smith’s tools. Treasure. A character who succeeds on a DC 15 Intelligence (Investigation) check finds a stash underneath one of the cannons: a pouch of dust of disappearance, eyes of the eagle, and a gem of brightness. A15: Upper Deck One starblade (see appendix A) stands lookout at the bow of the upper deck. The starblade does not make Wisdom (Perception) checks and has an effective passive Wisdom (Perception) score of 5, since he is distracted and preoccupied. One solitary pirate, his young frame ensnared in scant coral growths, stands at the far side of the upper deck, looking out at the sea ahead from an unobstructed and breathtaking vantage. The pirate, unaware of your presence, murmurs to himself, “Steady now…” The upper deck is a 25-by-30-foot space. If the characters attack the starblade, they gain a surprise round. If the pirate survives the attack, he immediately runs for help in the main deck (area A14). If the characters aren’t aggressive, he is startled and skittish, but doesn’t attack. He runs if he feels threatened but otherwise nervously engages in conversation with the characters, providing the following information:


40 Fables: For Whom The Stars Toll • His name is Alfonce Arvide, and he was considered a peerless prodigy with a blade in his city. • He was recruited onto the Adumbral End during the last cycle, having been promised supernatural fighting techniques. A character who succeeds on a DC 12 Wisdom (Insight) check can tell he is regretful and embarrassed by this admission. • The power-hungry members of the crew unsettle him, especially the gunner and surgeon, but he finds the quartermaster to be pleasant and compassionate company. • If asked about Desdemona, Alfonce skittishly says: “The reaper is in the same straits as most of us… she’s kinder than she looks.” If the characters have treated Alfonce kindly but push him about the details of his recruitment despite his reluctance, Desdemona’s situation, or mention the clues they have about the puppet master, Alfonce carefully states the following: “There’s a… presence. A being scarier than death, and none of us will be free until that’s dealt with.” Unfortunately, this hint is more than Akaste is willing to tolerate, and she kills Alfonce for his loose tongue. A moment after the words pass the pirate’s lips, his entire frame seizes. Alfonce’s eyes roll back into his head, and he inhales a sharp, gasping breath. “Oh! It’s…freedom?” he wheezes, then collapses—a limp heap of undead flesh and bones upon the deck. Surgeon’s Clinic The following location is keyed to the map of the surgeon’s clinic. A16: Surgeon’s Clinic This room holds Zilro Rikter (NE, male human assassin), the ship’s surgeon. Characters who succeed on a DC 15 Wisdom (Perception) check to listen outside the door hear the muffled sound of screaming. Otherwise, they hear nothing. Zilro makes Wisdom (Perception) checks at advantage, since he is alert to his surroundings even in the middle of his work. The stench of iron and rot hangs thick in the clinic. Bloodied medical instruments litter the wooden surfaces. Blooms of blue, pale, and stark crimson coral tangle out of meticulously kept jars. Dismembered limbs hang from chains dangling from the ceilings and walls. A starscourge pirate lies on a flat table, screaming through a leather gag as a mismatched limb is set against their stump, partially bound by coral. The man hovering over the pirate turns to peer at you down his thin, hooked nose. His features are sallow, and coral protrudes from his left eye socket. He fixes you with a chilling smile. “Ah, it is rare I obtain fresh parts with their souls intact. To whom do I owe the pleasure?” Zilro’s clinic is curved against the bow of the galleon and approximately 20 by 25 feet. The surgeon immediately attacks only if the characters do and is otherwise eager to engage them in conversation—despite the pirate still screaming on his table. Zilro offers the following information: • He is the ship’s surgeon, responsible for putting broken starscourge back together with the flesh of reaped victims, once Desdemona has their souls safely stored. • He admires the strength of the characters’ bodies—and he is eager to get his hands on them once they are reaped. Before then, they are of little concern to him. As long as they don’t disrupt his work, he doesn’t care where they go. • He has contempt for the quartermaster’s historical bookkeeping. “We are who we are. What good is the past long dead to us?” • He is suspicious of the first mate, Nethiri, who frequently absents herself on private missions. • If asked about Desdemona, his tone takes on lamenting airs: “The Lady Death is far too despairing for being knee-deep in such exquisite bodies.” If the characters attack him after they converse, he irritably snaps: “How trite. I loathe marring good flesh!” A16 Surgeon's Clinic


5.2: Apocalyptic Demoiselle 41 Zilro’s True Name. Zilro Rikter is not the surgeon’s true name—it is Vicktir Hartlein, a persona he has intentionally forgotten. The characters can learn this name from Makagul, the quartermaster. Saying Zilro’s true name in his presence changes his creepy-yet-affable demeanor toward the characters. “That name…” Zilro’s smile grows cold, devoid of his previous ghoulish glee. “That is a dead man. A dead man!” Reminded of a past he would rather forget, Zilro grows hostile. If the characters prod him for details of his memories, he attacks them. Zilro’s Request. If the characters are on good terms with Zilro (or apologize or placate him), he asks the characters for a favor, which is detailed in appendix C. If they offended him, he says it is the proper restitution for his unwanted recollection. Captain’s Landing The following location is keyed to the map of the captain’s landing. A17: Captain’s Quarters The characters see the following when they approach Desdemona’s quarters for the first time. At the back of the upper deck waits a room holding the true heart of the ship: the captain, the reaper, the Lady Death. Her quarters command the back half of the upper deck, with thick, reinforced wood to protect her. Ivory bones and pale blue coral with red edges crawl up the wall, shielding the outside with spiny and brittle protections. With so much intended to keep things out, the entire structure is hostile—not the comfortable luxury of a captain, but the barbed bars of a prison. Desdemona’s room is locked from the outside. It can be opened by the key given from Nethiri, or it can be picked by a character who succeeds on a DC 25 Dexterity check using thieves’ tools. Alternatively, the lock can be broken; it has AC 15, 50 hit points, and immunity to poison and psychic damage. Attacking the lock draws the attention of the crew, and 1d4 starblades appear to defend Desdemona’s quarters. When the characters enter the quarters where Desdemona (see appendix A)) spends her immortal days, they see the fell lady within her ornate prison. The finery bedecking the room presents a surprising contrast to the rest of the ship. The warm interior of red and purple carpets and curtains, along with rich warm woods, contrasts the bone-white furniture and pops of pale blue flames that light the room. It is plush enough to be comfortable, and eerie enough to provide a constant reminder of its supernatural origin. A woman sits at her desk. Here, she looks unbearably human: her shoulders hunched, her eyes deep and tired. She wears leathers over a black dress, and her long thick black braid is tied with small animal bones. Drawing herself up, she surveys you, her gaze ancient and distant as if she has endured this scene many times before. “Stories about waiting at crossroads for devils are imbued with warnings you failed to heed. Curses, fey deals, fiends. It’s all the same. Yet you greet death in her own quarters. What do you want?” A17 Captain's Landing


42 Fables: For Whom The Stars Toll This important meeting hinges on the characters realizing the situation is not what it seems. The ship holds clues that Desdemona is not the real threat, but Desdemona’s approach to the conversation depends on the characters’ approach. More than anything, Desdemona feels trapped. Her captor is an ancient and unknowable evil, and never has anyone successfully stood against her. Each time Desdemona tried, Akaste made her do unspeakably cruel things as punishment. For the first time, Desdemona sees a way out: the characters, their strength, and their souls, which she describes as “brilliant pyres.” If the characters approach her diplomatically, Desdemona tells them of her history and arrangement with Akaste (see appendix C for more details). At the end, she tells them she wants to ally against Akaste, but that she must fight them to see if they are strong enough. If they can’t defeat her, they certainly can’t defeat Akaste. The Lady Death stands to her full height, revealing a tall and looming frame. Drawing out her cutlass, she holds it aloft. When she speaks, her voice has a deep, resonant thunder behind it, as if the sky itself is speaking along with her. “Before you face undeath, you must prove yourself against death’s sting! Draw your weapons, prove to me you are the ones!” She fights until she reduced to a quarter of her hit point maximum, at which point she says she’s pleased with their strength. If the characters are hostile, Desdemona engages them in battle immediately, fighting brutally. However, once she falls under half her hit point maximum, she interrupts the battle. “You are stronger than I thought—your souls, they’re as bright as they look! Listen to me! I am not your enemy. But I think you might be the ones to help me end this!” Allying with Desdemona If the characters are interested in hearing more, Desdemona explains the following information if she hasn’t already: • She has been Akaste’s prisoner since the beginning. After so many cycles, she has finally earned Akaste’s trust enough that the sea-witch doesn’t watch her every move. “I’ve been waiting for a chance to strike. I think you’re it.” • The sea-witch is difficult to find, as she makes her abode in the bones of Unammon, the great whale. Desdemona can help the characters track her. • Desdemona is willing to fight with them; she has suffered much at Akaste’s hands and would have vengeance if the characters let her. As a show of good will, she tells the characters of a lost verse to the song they heard before. “There’s a hint to defeating her in a lost verse. The known version stops with ‘Our solace awaits in the dark.’ But there’s more.” Fixing you with intent, burning eyes, Desdemona quietly sings, her voice a husky, swelling tone like rolling waves. But steel thus your souls, for when the bell tolls And you meet death’s dread lord at her throne, The cold grave defy to defend sea and sky And bring down her kingdom of bone. Desdemona breathes out when she finishes, adding, “I don’t know what all of it means, but I know it means she can be killed. Let me take you there. Let us end this eternal reign together.” If the characters agree, she gives them Carina (see appendix B) and joins them.


5.2: Apocalyptic Demoiselle 43 Killing Desdemona If the characters kill Desdemona, the Adumbral End disintegrates, its pirates recalled via teleport to Akaste’s cave while Akaste seeks out a new captain. Another Path Forward If Desdemona is killed, the characters’ path to finding Akaste is forever lost. In this case, the story ends in failure, for in time, another reaper will rise and the cycle will begin anew. The effects of Akaste’s curses linger, but do not advance. The end doesn’t come. Months could pass with this pall cast over the Aetherial Expanse—one that people just simply learn to live with as their loved ones remain in an eerie stupor. Though Akaste could finish the job herself, she doesn’t feel any pressure to. Only Desdemona’s betrayal, not merely her death, could drive Akaste to take up the mantle of reaper herself. Things change once episode 6 of this Fable begins. Akaste chooses: Viceroy Caturix the Silver-handed of Karel, the villain of episode 6. For years, Caturix has been preparing to conquer the Aetherial Expanse, and in this final episode, his plans are put into action. Akaste appears by this villain’s side and makes him her new Reaper. To represent this, you can give him the unique traits Desdemona has in her game statistics. Preparing for the Grotto Ensure that Desdemona has given the characters Akaste’s history, particularly the ritual she enacted to survive (described in “Adventure Background”), as the characters undergo similar actions in Akaste’s dungeon. In addition, Desdemona warns the characters that anything Akaste offers will sound enticing, but the sea-witch never fulfills her end of the bargain without immense cruelty—and she always finds a way to have the winning hand. Character Advancement The characters rise to 11th level when they return to their ship at the beginning of chapter 3. Reputation Advancement This section explains impacts on the characters reputation following their actions and performance during this chapter. Allying With Desdemona If the players listen to Desdemona’s plea and ally with her to defeat Akaste, the characters gain 2 good reputation. Killing Desdemona If the players refuse Desdemona’s plea and kill her, the characters gain 2 evil reputation.


CHAPTER 3: ANCIENT FOES AND ANCIENT WOES The characters have learned the truth of Desdemona’s plight, and that she is not the ultimate threat on the Aetherial Expanse. If they want to stop the oncoming calamity, they must face Akaste, the sea sorceress behind it all. Akaste resides in the Bathyal Chariot, a grotto she built into the skeleton of a dead whale, which may or may not be the carcass of the whale-god Unammon the Chariot. She commands it with necromancy to travel the Aetherial Expanse, ensuring she is difficult to find. But the characters must dare the depths if they are to forestall oblivion.


46 Fables: For Whom The Stars Toll Hunting Unammon To confront Akaste, the characters must first hunt down the whale in which she resides. The task is difficult, but not insurmountable. Though Desdemona cannot pinpoint Akaste’s location, if she is allied with the characters, she can ease the difficulty of the hunt by leading them in general directions. To hunt down the whale, the characters must encounter it three times at different locations across the Aetherial Expanse. Once in the Monstera Cluster, once in the Imperial Archipelago, and finally near the Isle of Drakes. If the characters don’t have Desdemona with them, they catch word of the whale through rumors, gossip, or informants that share sightings of a massive shape beneath the aether. Running Down the Whale In order to catch Unammon, the characters must first hunt it down. They must depart a destination and sail across the sea until the undead aetherwhale is within their grasp. At the end of each pursuit, whether or not the characters where able to successfully corner Unammon, the characters set out to pursue the whale, the ship must spend 3 points of both Grub and Grog. A Successful Pursuit In order to pursue Unammon, the characters must make three separate checks: a Wisdom (Survival) check, an Intelligence (Navigation) check, and a Dexterity (Stealth) check; these checks represent the crew’s ability to locate, pursue, and sneak up on Unammon. Each check must be made by a different member of the crew, and Desdemona can take the Help action to grant advantage on one of them. Add the result of these checks together. If the total of all three checks is at least 50, the characters’ ship successfully finds the whale before Akaste can lay waste to the outpost the whale is near. If the total is less than 50, Akaste is able to personally reap the outpost and then flee before the characters can catch up. Akaste’s Last Stand If the characters were unable to corner Unammon before Akaste reaches her third and final destination, the Isle of Drakes, they are able to stop her here. If they succeed on their the checks needed to pursue the whale on this third try, then they reach the whale before Akaste reaps the pirate outpost. If this combined check fails, they reach the whale while Akaste is reaping the souls of their fellow pirates. You can choose which beloved NPCs die in this segment, and which survive by good luck alone. For each outpost that has been reaped by Akaste, she gains 15 temporary hit points (see area B10 in “The Bathyal Chariot,” later in this chapter). These temporary hit points stack and last until they are lost. Unammon Cornered Read or paraphrase the following when the characters catch the whale: An eerie whale call resounds through the expanse, the rattle of bones in its mournful song. You see it, an unhallowed silhouette so far below the waves that light barely catches the decrepit bones. When the characters venture below the aether, they see their destination. Read or paraphrase the following: Nestled within the whale’s ribcage is a wall of shimmering magic. You see tiny aetherbeasts swim towards the barrier, slip through, and then flop helplessly on the floor beyond as they emerge into a cavern filled not with aether but with air. From beyond the hazy, translucent barrier, you can see that the cavern’s walls appear smooth and pale, like necrotic flesh. The witch Desdemona called Akaste is nowhere to be seen. “She’s within,” Desdemona says, trying to remain calm. “If I enter, she’ll turn me against you. I’m sorry…please, be brave in my stead. I promise you no harm will befall your ship while you put an end to the architect of all this misery.” The characters can pass through a translucent magic wall within the whale’s rigcage and enter area B1 (see below), a fleshy cavern where they are no longer underaether, have access to oxygen, and are no longer at risk of aether poisoning. Desdemona remembers the interior of Akaste’s lair well, especially the locking mechanism in the Sunken Gateway (area B2). She gives a hint here, and can give more hints if the characters contact her (such as with a sending spell) while exploring the dungeon. “The way into Akaste’s inner sanctum is completely impenetrable, even by magic. I remember the last time I saw the witch face to face, the doors opened with the sound of three great bells ringing in unison.”


5.3: Ancient Foes And Ancient Woes 47 Bathyal Depths 0 feet 30 0 feet 25 B1 B3 B5 B2 B4 B6 B7 B8 B9 B10


48 Fables: For Whom The Stars Toll The Bathyal Chariot Akaste’s lair twists and descends into uncanny organic rooms where ocean life meets ancient magic and insidious intent. Bathyal Chariot Features Unless otherwise stated, the underaether tunnels of the Bathyal Chariot have the following features: Light. The grotto devoid of natural light. Ceilings. The grotto is sized for a giant, and its 50-foot-tall ceilings loom cavernously above humansized explorers. Hallways connecting these chambers are only 20 feet tall. Echoes. Between the hollow whale bones and slick stone, sound carries in the grotto. A character can’t surprise another creature in the same area without succeeding on a DC 17 Dexterity (Stealth) check to move silently. B1: Antechamber Read or paraphrase the following when the characters first enter the insides of the whale:The caverns twist away from you into damp, dripping darkness. The rooms reverberate with unsettlingly loud echoes of falling droplets of aether. A sense of claustrophobia fills this place as the barnaclecovered walls pulse and seize like dying tissue overgrown with bone-white coral. As you enter, a tremor rocks the interior of the whale, and a new sound reverberates like hollow windchimes singing a song that skitters across your skin. The source of the sound is apparent: myriad skulls hang artistically from the archway leading into the next room. Their hollow sockets seem to track your movements as they sway with the whale’s movements. This small antechamber is primarily organic, with hints of Akaste’s grim décor. The skulls are purely ornamental, but the door is warded with an alarm spell that alerts Akaste when it’s opened, if it’s not dispelled. Eerie Sentries. If the alarm spell is tripped, or the characters make a great deal of noise, two skulls nestled into the coral on either side of the archway flare to life. Pale blue lights appear in their eye sockets as their jawbones rattle with hissing speech. “Oh, delicious souls, so plump and fat and ripe for feasting.…” Bones scattered about the fleshy floor rise into a vaguely humanoid shape, wobbling about in fleshy protrusions that glide across the squishy floor and gleefully cheered on by the skulls. These sentries use mage statistics (except their type is Undead), and they immediately use their 5thlevel spell slots to cast fireballs of blue flame. The skulls stay lit until the characters defeat the sentries and leave the room, jeering eerie oaths such as, “Your blood to wine, your bones to meal and grain,” “How strong you are! How supple and ready for feasting,” and “How hungry we are, so close to feeding, so close.” Their chattering and laughter can be heard echoing down the hall as the characters move on. If the characters pick up and inspect the skulls, they go dark, becoming mundane humanoid skulls. B2: The Sunken Gateway When the characters enter the sunken gateway, read or paraphrase the following: This long, narrow room is encaged within looming, stained whalebones that jut out from the barnacle encrusted walls. Rusty droplets irregularly fall into puddles of murky ankledeep aether, the sound like distant chiming bells. At the far end of the chamber, a wall of suspended water bars the path forward. An ancient runic sigil writ in starlike pinpricks hovers over it. B1 B3 B2 B4


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