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The guide and the wiki change with every game update, so AI writes the explanations. Every name, number and place comes from the game's own data and is checked against it.

The ship battle

Ships grappled together on the open sea, a gangplank from deck to deck, lantern light, the flagship and its captain's cabin at the far end. One of the seven charts on the wall of the hall at Dormant's Rest. When the host touches it, the run is rolled in this shape, at whatever tier the stone says.

The place

A surface setting under the realm's own sky, daylight and weather, with the far field fading into the sky. Ships grappled together on the open sea, each hull a deck to clear, a gangplank over the water from one to the next. The way in is on the first ship and the spine runs to the flagship.

The wings

The wings of a run here hang behind a fallen elder log (Woodcutting), a barricade (Kindling), a rockfall (Mining), at the tier's base level plus 10, never past 99. Any one member with the level and the tool works the door for the whole party. Behind the door is one of the four wing tasks (the forge, the beacon, the offering, the kiln) at the same level. The runs guide lists them.

A fallen elder logWoodcutting, axe in hand
A barricadeKindling, tinderbox in hand
A rockfallMining, pickaxe in hand

What lives there

The packs lean to the drowned. Seven times in ten a room's pack is drawn from the kinds that carry the tag, and otherwise from the rest of the tier's pool, so no tier is ever short of a pack. The Dormant is rolled the same way.

KindTiers
Drowned deckhand1 to 3
Salt wight2 to 4
Hull scuttler3 to 6
Sea drake4 to 6

Dormants that carry the tag: Dormant Abbot, Dormant Heart.

The dressing

Its rooms are lit by hanging lanterns and strewn with a barrel, a stack of barrels, a crate, a pile of bones. The music is its own.

The other charts: The dungeon · The walled keep · The ziggurat · The flooded monastery · The crater · The ruined quarter.