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Bosses

Dungeon, raid, world and expedition bosses, with their phases.

Bosses change phase as their life falls. Life and hit figures are multipliers on a normal monster of the same level.

Each expedition boss fights in its own way: some hide behind a ward until their adds fall, some vanish and reappear across the room, and each has skills of its own. Every boss except the beasts speaks as it wakes. Attacks on the ground are telegraphed where they will land.

Every dungeon and raid boss asks something of the group: a spread mark to step away from, a stack mark for the group to gather on, or a ward to break before a channel ends, and some send adds that crawl in to heal them. Each story dungeon has a mini-boss on the way to its last boss. Raid bosses also have a berserk timer and scale to the size of the group in front of them; dungeon bosses are made for five as they are. Each entry includes the encounter's journal, as the game's Encounter Journal (X) shows it.

The story dungeons' bosses, both raids' named bosses and the world bosses each wear a look made for them, with their own hats, crowns, fins, barnacles, slag, antlers and weapons; the entries below describe each one.

Sexton Mordaunt, Old Gnarltooth, Captain Vane, Slagmaster Krag, the Twin Sirens and Archdeacon Thessaly side by side
From left: Sexton Mordaunt, Old Gnarltooth, Captain Vane, Slagmaster Krag, Ysolde and Maren, and Archdeacon Thessaly.
The Sundered King, Choir-Mother Vesh and Warden Ossric
From left: the Sundered King and his broken crown, Choir-Mother Vesh and her halo of flame, and Warden Ossric with his lantern.

Dungeons31

Sexton Mordaunt, the Gravedigger

Undead
Mini-boss

“Another one for the pit.”

Family
Undead
Fights as
Boss
Damage
Physical
Life
×8
Hits
×1.5
Speed
×1
When struck
Grave dust
Found in
The Hollow Crypt
Look
A wide slouch hat over long grey hair, a rope belt and a dark coat, his eyes glowing lantern-gold; he fights with a grave spade

Phases

From the start
Uses Crushing Slam
Grave Dirt marks one of the group to run out
Below 50% life · summons 3 × Hollow Thrall
Uses Crushing Slam, Rending Cleave
Grave Dirt marks two of the group to run out

“Up! Up out of your beds!”

Encounter journal

Mordaunt dug the Order's graves for forty years. When the Hollowing took the crypt he went on digging, and he has never run short of the dead.

Spade Slam · Everyone
Slams the floor where a red circle grows. Step out of it.
Grave Dirt · Everyone
Marks one of the group (two below half his life). After 5 s the dirt bursts on everyone within 3.5 m of the mark. Marked: step away from the others.
Up From the Pit · Damage
At half his life three Hollow Thralls climb out of the graves. Cut them down before they swarm the healer.
Sexton Mordaunt, the Gravedigger

Warden Ossric, the Hollowed

Undead
Boss

“None pass the Lantern Gate while I stand.”

Family
Undead
Fights as
Boss
Damage
Physical
Life
×14
Hits
×1.8
Speed
×1
When struck
Grave dust
Found in
The Hollow Crypt
Look
Rusted plate under a dark cloak, and the lantern he calls the dead with

Phases

From the start
Uses Rending Cleave, Crushing Slam
The Lantern's Call marks one of the group for the rest to stack on
Below 60% life · summons 4 × Hollow Thrall
Uses Rending Cleave, Crushing Slam, Trampling Charge
The Lantern's Call marks one of the group for the rest to stack on

“The Lantern dims... rise, my brothers!”

Below 25% life · enrages
Uses Rending Cleave, Shockwave, Crushing Slam
The Lantern's Call marks one of the group for the rest to stack on

“I held this gate for three hundred years!”

Encounter journal

Warden of the Lantern Gate, the last knight of the Order to fall. He holds the gate still, though he no longer remembers what he guards.

Cleave · Defenders
Heavy blows in front of him. Only the Defender should stand there.
The Lantern's Call · Everyone
Marks one of the group with the Lantern's fire. After 5 s it falls on them, shared between everyone within 4 m. Stand with the marked.
Rise, My Brothers · Damage
At 60% four Hollow Thralls rise and he starts to charge. Kill the thralls.
Three Hundred Years · Everyone
At 25% he enrages and rings of force burst out from him. Finish him.
Warden Ossric, the Hollowed

Old Gnarltooth

Beast
Mini-boss
Family
Beast
Fights as
Boss
Damage
Physical
Life
×10
Hits
×1.6
Speed
×1.1
When struck
Blood
Found in
Rootdeep Warrens
Look
Grey at the muzzle, his eyes clouded, the broken-off arrows of hunters who never killed him still in his back and flank

Phases

From the start
Uses Rending Cleave, Trampling Charge
Bramble Burrs marks two of the group to run out
Below 50% life · summons 3 × Thornback Stalker
Uses Rending Cleave, Trampling Charge
Bramble Burrs marks two of the group to run out

Encounter journal

The warrens' oldest wolf denned beneath a fallen oak long before the Bramble Queen woke. The thorns grew into her coat, and she let them.

Maul · Defenders
Heavy bites in front of her. Keep her facing you.
Pounce · Everyone
She leaps across the den at a hero. Don't stand in a line behind them.
Bramble Burrs · Everyone
Shakes burrs onto two of the group. After 5 s they burst on everyone within 4 m. Marked: get clear of the others.
The Litter · Damage
At half her life three Thornback Stalkers run in from the dark. Kill them or keep them off the healer.
Old Gnarltooth

The Bramble Queen

Plant
Boss

“Another seed for my garden.”

Family
Plant
Fights as
Boss
Damage
Physical
Life
×16
Hits
×1.8
Speed
×1
When struck
Amber sap and bark
Found in
Rootdeep Warrens, Thornheart Labyrinth

Phases

From the start
Uses Root Lash, Choking Spores
Overgrowth: a ward to break within its 9 s channel
Below 50% life · summons 5 × Brambleling
Uses Root Lash, Choking Spores, Rising Hazards
Overgrowth: a ward to break within its 9 s channel

“Grow, my children. Grow over them.”

Encounter journal

Something old that slept in the roots of the Thornwood. Awake, she is making the forest over in her own image.

Root Lash · Defenders
Roots whip out in front of her. Keep her turned from the group.
Spore Field · Everyone
Clouds of spores settle on the floor. Don't stand in them.
Overgrowth · Damage
She roots herself behind a ward of bark and draws the forest in. Break the ward before the bar runs out, or the thorns burst through the whole den.
Grow Over Them · Damage
At half her life her Bramblelings swarm in. Kill them before they bury the healer.
The Bramble Queen

Captain Halloran Vane

Undead
Mini-boss

“All hands! Repel boarders!”

Family
Undead
Fights as
Boss
Damage
Physical
Life
×11
Hits
×1.6
Speed
×1
Resists
Cold 30%
When struck
Grave dust
Found in
The Drowned Grotto
Look
The rusted cuirass and royal cloak he drowned in, a tricorn and barnacles crusted on both shoulders; he fights with a cutlass behind a brass shell guard

Phases

From the start
Uses Rending Cleave, Trampling Charge
Grapeshot marks two of the group to run out
Below 50% life · summons 3 × Drowned Sailor
Uses Rending Cleave, Undertow
Grapeshot marks two of the group to run out

“All hands on deck!”

Encounter journal

The Morning Gull heard the bell beneath the waves and her captain steered for it. She lies broken in the grotto still, and Vane still keeps her deck.

Cutlass · Defenders
Sweeping cuts in front of him. Only the Defender should stand there.
Boarding Rush · Everyone
He charges across the cave. Don't stand in a line behind his target.
Grapeshot · Everyone
Marks two of the group. After 5 s the shot bursts on everyone within 4 m of a mark. Marked: spread out.
All Hands · Damage
At half his life three Drowned Sailors climb aboard, and the tide rings out round him.
Captain Halloran Vane

The Drowned Cantor

Aberration
Boss

“The bell tolls for the drowned. It tolls for you.”

Family
Aberration
Fights as
Boss
Damage
Physical
Life
×17
Hits
×1.8
Speed
×1
When struck
Dark teal blood
Found in
The Drowned Grotto, Sunken Bell Halls
Look
Hooded, with a beard of tentacles that sways, and a staff

Phases

From the start
Uses Brine Bolt, Undertow
The Bell Tolls marks one of the group for the rest to stack on
Below 55% life · is shielded until its adds fall, summons 5 × Drowned Sailor
Uses Undertow, Cataclysm
The Bell Tolls marks one of the group for the rest to stack on

“Hear the bell beneath the waves.”

Encounter journal

The bell-ringer of a chapel the sea took. He rings for the drowned, and the drowned come.

Water Bolt · Healers
He hurls water at whoever is in front of him from across the cave. Keep the Defender up.
Tidal Ring · Everyone
A ring of water bursts out from him. Ranged: stand back. Melee: take it, the healer expects it.
The Bell Tolls · Everyone
Marks one of the group. After 5 s the bell's toll falls on them, shared between everyone within 4 m. Stand together on the marked.
Hear the Bell · Damage
At 55% he shields himself while five Drowned Sailors live. Kill the sailors to break it.

Slagmaster Krag

Human
Mini-boss

“The pour waits for no one.”

Family
Human
Fights as
Boss
Damage
Fire
Life
×13
Hits
×1.7
Speed
×1
Resists
Fire 50%
When struck
Blood
Found in
The Cinder Forge
Look
A living smith: scorched skin, a red beard, brass goggles pushed up, slag cooled on his arms and blackened plate; he swings a long forge hammer

Phases

From the start
Uses Rending Cleave, Crushing Slam
Pour the Crucible: a ward to break within its 9 s channel
Below 50% life · raises 4 × Rising Hazards about the room
Uses Rending Cleave, Cataclysm
Pour the Crucible: a ward to break within its 8 s channel

“Stoke it! Hotter!”

Encounter journal

Krag ran the Cinder Forge's pours for the old smiths before they sealed it. The Choir unsealed him with it, and he has been pouring ever since.

Hammerfall · Everyone
Slams the floor where a red circle grows. Step out of it.
Pour the Crucible · Damage
He shields himself in slag and tips the crucible. Break the ward before the bar runs out, or molten iron floods the hall and burns everyone.
Slag Spatter · Everyone
Below half his life the floor smoulders in patches and slag rains on growing circles. Keep moving.
Slagmaster Krag

The Forge Tyrant

Giant
Boss

“More iron for the forge.”

Family
Giant
Fights as
Boss
Damage
Fire
Life
×20
Hits
×1.8
Speed
×1
Resists
Fire 50%
When struck
Blood
Found in
The Cinder Forge, Ember Vault
Look
Bull horns, a hide of glowing cracks and rusted plate

Phases

From the start
Uses Rending Cleave, Crushing Slam
Molten Spatter marks two of the group to run out
Below 66% life · raises 6 × Rising Hazards about the room
Uses Crushing Slam, Searing Sweep
Molten Spatter marks two of the group to run out

“Feed the forge!”

Below 33% life · enrages
Uses Cataclysm, Searing Sweep, Rending Cleave
Molten Spatter marks two of the group to run out

“BURN WITH ME!”

Encounter journal

A giant of the old mountains, chained to the anvil by the smiths who sealed the forge. The Choir struck the chains off and gave him the hammer instead.

Cleave · Defenders
Heavy blows in front of him. Only the Defender should stand there.
Molten Spatter · Everyone
Marks two of the group. After 5 s the slag bursts on everyone within 4.5 m of a mark. Marked: spread out.
Feed the Forge · Everyone
At 66% the floor erupts in burning patches. Keep clear of them.
Hammer of the Mountain · Everyone
Slams the floor where a red circle grows. Step out of it.
The Forge Tyrant

Ser Caddoc, the Wick-Knight

Human
Mini-boss

“None pass the Lamplighter's door unlit.”

Family
Human
Fights as
Boss
Damage
Physical
Life
×14
Hits
×1.7
Speed
×1
Resists
Fire 40%
When struck
Blood
Found in
The Vault of the Last Lantern
Look
Blackened plate trimmed in gold under a cloak the colour of tallow, and a great helm crowned with burning candles; he swings a greatsword

Phases

From the start
Uses Rending Cleave, Trampling Charge
Spilled Tallow marks two of the group to run out
Below 50% life · summons 3 × Wickbound Acolyte
Uses Rending Cleave, Crushing Slam
Rekindle the Wicks: a ward to break within its 9 s channel

“Kneel, and be lit!”

Encounter journal

Caddoc took the Lantern Order's vows at fourteen and the Lamplighter's at forty. He has kept the Vault's door for Ilgrim through every year the Order has been dust, and he has lit a wick on his hearse for each of them.

Greatsword · Defenders
Wide sweeps in front of him. Only the Defender should stand there.
Wick-Knight's Charge · Everyone
He charges across the hall at a hero. Don't stand in a line behind them.
Spilled Tallow · Everyone
Marks two of the group with burning tallow. After 5 s it bursts on everyone within 4 m of a mark. Marked: step away from the others.
Kneel, and Be Lit (50%) · Damage
At half his life three Wickbound Acolytes come to his side. Cut them down before they reach the healer.
Rekindle the Wicks (50%) · Damage
He kneels at his hearse behind a ward of wax and relights every wick. Break the ward before the bar runs out, or the hearse flares and burns the whole hall.
Ser Caddoc, the Wick-Knight

Ilgrim, the Last Lamplighter

Human
Boss

“You came home, little light. I knew you would.”

Family
Human
Fights as
Boss
Damage
Fire
Life
×24
Hits
×1.8
Speed
×1
Resists
Fire 50%, Lightning 20%
When struck
Blood
Found in
The Vault of the Last Lantern
Look
White hair under a wide-brimmed hat, a lamplighter's long brown coat and a yoke of four lanterns over his shoulders; he fights with his lamplighter's pole

Phases

From the start
Uses Cinder Bolt, Cataclysm
Lit Wicks marks two of the group to run out
Below 65% life · summons 3 × Unwoven
Uses Searing Sweep, Cinder Bolt
Gathered Light sends 4 × Gathered Light to heal it; Lamplight marks one of the group for the rest to stack on

“Come home, all of you. Every loose thread.”

Below 30% life · enrages, raises 6 × Rising Hazards about the room
Uses Shockwave, Cataclysm
The Dawn Without End: a ward to break within its 8 s channel; Lit Wicks marks two of the group to run out

“Let there be a dawn that never sets!”

Encounter journal

The last Lamplighter of the Lantern Order has kept the Last Lantern burning beneath the Glass Scar for four hundred years. Twenty years ago he lit a sleeping traveller from it, to break a crown for him. Now he means to light the whole world.

Fire Bolt · Healers
He throws fire at whoever is in front of him from across the vault. Keep the Defender up.
Falling Sparks · Everyone
Sparks fall on growing circles across the room. Keep moving out of them.
Lit Wicks · Everyone
Marks two of the group with a lit wick. After 5 s each bursts into flame, hurting everyone within 4.5 m. Marked: get clear of the others.
Every Loose Thread (65%) · Damage
Three Unwoven come at his call.
Gathered Light (65%) · Damage
Beads of Gathered Light crawl in from the vault's edges: each one that reaches him heals him by 5%. Kill them on their way.
Lamplight (65%) · Everyone
One of the group is marked in gold. After 5 s the Lantern's light falls on them, shared between everyone within 4 m. Stand with the marked.
Beam of the Lantern · Defenders
A beam of fire down a cone in front of him. Turn him away from the group.
The Dawn Without End (30%) · Damage
He raises the Last Lantern behind a ward of light and begins to kindle it. Break the ward before the bar runs out and he staggers; fail and the dawn burns everyone in the vault.
Ilgrim, the Last Lamplighter

Aldreth Silkhand, the Unspinner

Human
Mini-boss

“Wenna sent you? Then she still counts. Let me show you what I count.”

Family
Human
Fights as
Boss
Damage
Chaos
Life
×16
Hits
×1.7
Speed
×1
Resists
Chaos 50%, Cold 20%
When struck
Blood
Found in
The Moth-Eaten Loom
Look
A robe of undyed silk under a silk veil and coif with a bronze circlet, glowing threads hanging from its hem; she fights with a great spindle

Phases

From the start
Uses Shade Bolt, Unravelling
Loose Ends marks two of the group to run out
Below 50% life · summons 4 × Mothling
Uses Unravelling, Shockwave
The Great Unspinning: a ward to break within its 9 s channel

“Every thread comes undone in the end. Even yours.”

Encounter journal

Wenna Coldspindle's elder sister, and the better Weaver of the two. Fifty years ago she went down to the Loom beneath the Heartroot to learn the patterns the Lattice was first spun in, and found the Pale Moth asleep in its warp. She has fed it ever since, unpicking the Lattice a thread at a time.

Unspun Thread · Healers
She throws bolts of unravelling thread across the hall. Keep whoever she faces healed.
Unravel · Everyone
Threads tear loose from the floor in a line before her. Step out of the line.
Loose Ends · Everyone
Marks two of the group with a loose end. After 5 s each snaps, hurting everyone within 4 m. Marked: step away from the others.
Every Thread Comes Undone (50%) · Damage
At half her life four Mothlings come to her. Cut them down before they swarm the healer.
The Great Unspinning (50%) · Damage
She draws every thread in the hall to her spindle behind a ward of silk. Break the ward before the bar runs out, or the hall comes apart round everyone in it.
Aldreth Silkhand, the Unspinner

The Pale Moth

Beast
Boss
Family
Beast
Fights as
Boss
Damage
Chaos
Life
×26
Hits
×1.9
Speed
×1
Resists
Chaos 50%, Fire -20%
Flies
Yes
When struck
Yellow-green ichor
Found in
The Moth-Eaten Loom

Phases

From the start
Uses Spore Burst, Choking Spores
Wing-Dust marks two of the group to run out
Below 65% life · summons 5 × Mothling
Uses Shockwave, Spore Burst
Moths to the Flame sends 4 × Mothling to heal it; Moonlight marks one of the group for the rest to stack on
Below 30% life · enrages, raises 6 × Rising Hazards about the room
Uses Choking Spores, Shockwave
The Cocoon: a ward to break within its 8 s channel; Wing-Dust marks two of the group to run out

Encounter journal

Older than the Lattice: a moth as pale as the moon that ate the cloth of the world, until the Weavers wove it into the warp of their Loom beneath the Heartroot and let it sleep. The Lantern's loose threads fell on it like rain, and it woke.

Dust of the Pale Wing · Healers
It flings dust off its wings from across the hall. Keep the Defender up.
Spore Field · Everyone
A drift of wing-dust settles in a wide circle. Get out of it.
Wing-Dust · Everyone
Marks two of the group with dust. After 5 s each mark bursts, hurting everyone within 4.5 m. Marked: get clear of the others.
Moths to the Flame (65%) · Damage
Mothlings flutter in from the Loom's edges: each one that reaches it heals it by 4%. Kill them on their way.
Moonlight (65%) · Everyone
One of the group is marked in pale light. After 5 s the Moth's light falls on them, shared between everyone within 4 m. Stand with the marked.
The Cocoon (30%) · Damage
It wraps itself in silk and begins to change. Break the cocoon before the bar runs out and it falls stunned; fail and what comes out burns everyone in the Loom.
The Pale Moth

Vessrin, the Glass Brood-Queen

Beast
Mini-boss
Family
Beast
Fights as
Boss
Damage
Cold
Life
×18
Hits
×1.8
Speed
×1
Resists
Cold 50%, Fire -25%
When struck
Glints of glass, and sparks from weapons
Found in
The Hall of the Warp
Look
The first and largest of the glass spiders: eight jointed legs, palps and fangs, eight glowing eyes and shards along her abdomen, all of faceted glass that bends the light behind her, with the warp's light running in veins through it

Phases

From the start
Uses Shard Spray, Crystal Growth
Glass Eggs marks two of the group to run out
Below 50% life · summons 6 × Glass Spiderling
Uses Shard Spray, Glass Quake
The Brood Returns sends 4 × Glass Spiderling to heal it; Spun Shut: a ward to break within its 8 s channel

Encounter journal

The first of the glass spiders, and the largest: she came up out of the Hall of the Warp when the Loomwright woke, and every spider on the snowfield hatched from her eggs. Her web fills her hall from wall to wall, every strand of it Lattice thread spun to the Loomwright's new pattern.

Shard Spray · Everyone
She sprays splinters of glass in a fan before her. Stay out of the fan, or behind her.
Crystal Growth · Everyone
Glass bursts up through the floor beneath the group. Move off the glowing ground.
Glass Eggs · Everyone
Marks two of the group with eggs. After 5 s each shatters, hurting everyone within 4 m. Marked: get away from the others.
The Brood Returns (50%) · Damage
Spiderlings hatch at the edges of the web: each one that reaches her heals her by 4%. Kill them on the way.
Spun Shut (50%) · Damage
She wraps herself in glass and begins to spin. Break the cocoon before the bar runs out, or the web tightens round everyone in it.
Glass Quake (50%) · Healers
She stamps the web and the whole hall rings. Everyone is hurt: heal the group up.
Vessrin, the Glass Brood-Queen

The Loomwright

Elemental
Boss

“Little Weaver's child. Have you come to help me finish?”

Family
Elemental
Fights as
Boss
Damage
Cold
Life
×28
Hits
×1.9
Speed
×1
Resists
Cold 60%, Lightning 30%, Fire -20%
When struck
Glints of glass, and sparks from weapons
Found in
The Hall of the Warp
Look
A giant of ice-clear glass plates over a cold core, the Cinder Colossus's body cut from ice: the scans' cracks run through its plates as fractures, its facets flash in the light and the warp's light runs in its veins

Phases

From the start
Uses Lattice Beam, Crushing Slam
Loose Warp marks two of the group to run out
Below 65% life · summons 2 × Warp-Weaver
Uses Unravelling, Lattice Beam
The Weight of the Warp marks one of the group for the rest to stack on; Threads Drawn In sends 3 × Glass Spiderling to heal it

“Your Lattice keeps out the dark. Mine will let in the light.”

Below 30% life · enrages, raises 6 × Rising Hazards about the room
Uses Crystal Growth, Shockwave
The Unmaking Pattern: a ward to break within its 9 s channel; Loose Warp marks two of the group to run out

“Then I will weave it with what is left of you.”

Encounter journal

Older than the Weavers, who learned their craft from it: a giant of glass and light that wove the Lattice round the world to keep the dark out, then went down beneath the Frostspire's snow to sleep at its loom. The Lantern's fall and the Moth's hunger woke it, and it has begun to weave the Lattice again, to a pattern of its own.

Lattice Beam · Everyone
It turns a beam of woven light across the hall. Get out of its path.
Crushing Slam · Healers
It brings both fists down on whoever it faces. Keep the Defender up.
Loose Warp · Everyone
Marks two of the group with a loose end of warp. After 5 s each snaps, hurting everyone within 4.5 m. Marked: step away from the others.
The Weight of the Warp (65%) · Everyone
One of the group is marked with the warp's weight. After 5 s it falls on them, shared between everyone within 4 m. Stand with the marked.
Threads Drawn In (65%) · Damage
Spiderlings crawl in along the warp: each that reaches it heals it by 4%. Kill them on the way.
The Unmaking Pattern (30%) · Damage
It weaves a ward of glass round itself and begins the pattern. Break the ward before the bar runs out and it falls stunned; fail and the pattern unmakes everyone in the hall.
The Loomwright

Old Hallam, the Drowned Keeper

Undead
Mini-boss

“Mind the light, mind the light. They come in to the light.”

Family
Undead
Fights as
Boss
Damage
Lightning
Life
×17
Hits
×1.7
Speed
×1
Resists
Lightning 40%, Cold 30%
When struck
Blood
Found in
The Undertow
Look
A drowned man in an oilskin coat and a slouch hat, crusted with barnacles, with his old lamp on a pole

Phases

From the start
Uses Stinging Bolt, Lure-light
Beacon marks two of the group to run out
Below 50% life · summons 6 × Driftling
Uses Stinging Bolt, Undertow
Drawn to the Lamp sends 4 × Driftling to heal it; The Lamp Relit: a ward to break within its 8 s channel

“Hear it? The tide's turning. It wants its lamp back.”

Encounter journal

Keeper of the Greywatch Light for forty years, until the storm he saw a light washed into the cave beneath the headland and went down to fetch it. The Tideloom's threads have worn him ever since, as they wear everything the tide brings; he tends its light still, his old lamp in his hand, and calls the medusae in to it.

Stinging Bolt · Everyone
He flings bolts of the medusae's light from his lamp. Ward or heal through them.
Lure-light · Everyone
Light leaps from his lamp and chains between those near each other. Keep a little apart.
Beacon · Everyone
Marks two of the group with the lamp's light. After 5 s each flares, hurting everyone within 4 m. Marked: get away from the others.
Drawn to the Lamp (50%) · Damage
Driftlings drift in from the water: each one that reaches him heals him by 4%. Kill them on the way.
The Lamp Relit (50%) · Damage
He shields himself in the lamp's light and turns it up. Break the ward before the bar runs out, or the light floods the cave.
Undertow (50%) · Healers
He calls the tide in round him: everyone near is hurt and slowed. Heal the group up.
Old Hallam, the Drowned Keeper

The Tideloom

Aberration
Boss
Family
Aberration
Fights as
Boss
Damage
Lightning
Life
×29
Hits
×1.9
Speed
×1
Resists
Lightning 60%, Cold 30%, Fire -20%
When struck
Bright drops
Found in
The Undertow
Look
A medusa the size of a cottage: a bell of clear jelly notched into lappets, sixteen canals carrying the warp's light out from its crown in slow pulses, glowing gonads, ruffled oral arms and a curtain of tentacles

Phases

From the start
Uses Lashing Threads, Unravelling
Loose Threads marks two of the group to run out
Below 65% life · summons 2 × Lantern Medusa
Uses Lashing Threads, Undertow
The Weight of the Tide marks one of the group for the rest to stack on; The Bloom Drawn In sends 4 × Driftling to heal it
Below 30% life · enrages, raises 6 × Glowing Shallows about the room
Uses Brightwater, Unravelling
Slack Water: a ward to break within its 9 s channel; Loose Threads marks two of the group to run out

Encounter journal

A medusa the size of a cottage, woven out of loose warp: every thread of the Lattice that the Loomwright pulled out through the Gate and the tide brought back in has wound into it. It drifts in the cave beneath the Greywatch Light, pulsing in the dark, and weaves the little ones out of itself, one thread at a time.

Lashing Threads · Everyone
It lashes its stinging threads across the cave before it. Get out of their reach, or behind it.
Unravelling · Everyone
Its light falls in threads all over the cave. Move off the glowing ground.
Loose Threads · Everyone
Marks two of the group with a loose thread. After 5 s each stings, hurting everyone within 4.5 m. Marked: step away from the others.
The Weight of the Tide (65%) · Everyone
One of the group is marked with the tide's weight. After 5 s it falls on them, shared between everyone within 4 m. Stand with the marked.
The Bloom Drawn In (65%) · Damage
Driftlings drift in on the tide: each that reaches it heals it by 4%. Kill them on the way.
Undertow (65%) · Healers
It pulls the water in round itself: everyone near is hurt and slowed. Heal the group up.
Slack Water (30%) · Damage
It folds its bell shut in a ward of light and the tide goes still. Break the ward before the bar runs out and it falls stunned; fail and the whole cave lights up.
Glowing Shallows (30%) · Everyone
Pools of its light spread over the cave floor and stay. Don't stand in them.
Brightwater (30%) · Healers
It flares, and the water round it burns with light. Everyone near is hurt: heal the group up.
The Tideloom

Hesper, the Last Ferrywoman

Lattice
Mini-boss

“You came on my boat. Did you bring her? Did you bring the weaver?”

Family
Lattice
Fights as
Boss
Damage
Cold
Life
×18
Hits
×1.8
Speed
×1
Resists
Cold 50%, Lightning 30%, Fire -15%
When struck
Pale motes of loose thread
Found in
The Selvage
Look
The hemwraith's cloak at a boss's size: an empty hood of old thread with two cold glints in its dark, a cape and hem frayed into glowing threads, a long ferry pole and a lantern of her own light

Phases

From the start
Uses Pole Sweep, Cold Thread
Crossing Lights marks two of the group to run out
Below 50% life · summons 3 × Hemwraith
Uses Pole Sweep, The Ferry Line
Carried Across marks one of the group for the rest to stack on; The Ferry's Toll: a ward to break within its 8 s channel

“I tied it. I held it. Ten thousand winters I held it, and now you come to cut it.”

Encounter journal

The first Weavers' ferrywoman, who poled them out along the glass boat's line to the edge of the world and stayed behind when they had tied it off, to keep the crossing. The Ravel has worn at her ever since, as it wears everything that comes near it, until there is more thread in her than woman. She still keeps the crossing, her lantern on her pole, and every boat she sends brings back another weaver.

Pole Sweep · Everyone
She swings her long pole in a wide arc before her. Stay behind her, or out of its reach.
Cold Thread · Everyone
She flings threads of cold at the group from afar. Ward or heal through them.
Crossing Lights · Everyone
Marks two of the group with her lantern's light. After 5 s each flares, hurting everyone within 4 m. Marked: get away from the others.
Carried Across (50%) · Everyone
One of the group is marked to be carried over. After 5 s the crossing falls on them, shared between everyone within 4 m. Stand with the marked.
The Ferry's Toll (50%) · Damage
She shields herself in the crossing's light and takes her toll. Break the ward before the bar runs out, or the whole group pays it.
The Ferry Line (50%) · Everyone
She draws the boat's line taut along the floor and it cuts. Step off the line she draws.
Hesper, the Last Ferrywoman

The Ravel

Lattice
Boss
Family
Lattice
Fights as
Boss
Damage
Physical
Life
×30
Hits
×1.9
Speed
×1
Resists
Cold 40%, Lightning 40%, Fire -15%
When struck
Pale motes of loose thread
Found in
The Selvage
Look
A knot of old plied rope as big as a room, its loose ends fraying and thinning to glowing tips; it walks on them like the ravellings it sheds

Phases

From the start
Uses Lashing Ends, Unravelling
Loose Ends marks two of the group to run out
Below 65% life · summons 6 × Ravelling
Uses Lashing Ends, Cast Off
Drawn Tight marks one of the group for the rest to stack on; Ravelling In sends 4 × Ravelling to heal it
Below 30% life · enrages, raises 6 × Frayed Ground about the room
Uses Cast Off, Unravelling
Coming Undone: a ward to break within its 9 s channel; Loose Ends marks two of the group to run out

Encounter journal

The end of the world's weave, where the first Weavers tied the Lattice off: a knot the size of a hall, of thread older than anything, wound round the hem stake they drove into the edge of the world. It has been coming undone for ten thousand winters, and everything loose in the world drifts out to it and is wound in. Its loose ends lash about it, and what they pull out of the Lattice they tie into ravellings.

Lashing Ends · Everyone
It lashes its loose ends across the floor before it, and they cut deep. Get out of their reach, or behind it.
Unravelling · Everyone
Its light falls in threads all over the floor. Move off the glowing ground.
Loose Ends · Everyone
Marks two of the group with a loose end. After 5 s each lashes out, hurting everyone within 4.5 m. Marked: step away from the others.
Drawn Tight (65%) · Everyone
One of the group is marked and the knot draws tight on them. After 5 s it falls on them, shared between everyone within 4 m. Stand with the marked.
Ravelling In (65%) · Damage
Ravellings roll in from the room's edge: each that reaches it is wound back in and heals it by 4%. Kill them on the way.
Cast Off (65%) · Healers
It throws off a burst of loose thread. Everyone near is hurt: heal the group up.
Coming Undone (30%) · Damage
It draws its ends in round itself in a ward of light and begins to come apart. Break the ward before the bar runs out and it falls stunned; fail and it comes undone over the whole group.
Frayed Ground (30%) · Everyone
The floor frays into cold threads in patches that stay. Don't stand in them.
The Ravel

The Shuttle

Lattice
Mini-boss
Family
Lattice
Fights as
Boss
Damage
Cold
Life
×20
Hits
×1.8
Speed
×1
Resists
Cold 50%, Lightning 20%, Fire -10%
Flies
Yes
When struck
Blood
Found in
The Underweave
Look
The greatest of the glasspike: a pike of darker clear glass with the warp's light strong in it and a cold light at its heart, a duckbill jaw of needle teeth, membrane fins and a bronze cap on its snout

Phases

From the start
Uses Darting Run, Wake
Weft Lines marks two of the group to run out
Below 55% life · summons 5 × Glass Fry
Uses Darting Run, Wake
Drawn Through marks one of the group for the rest to stack on; Back to the Shuttle sends 4 × Glass Fry to heal it

Encounter journal

A pike of clear glass longer than a longboat, with an eye like a needle's through which the warp's own thread runs. Since the other boat came down it has run that thread to and fro beneath Frostmere, the way a shuttle runs through a loom, and everything that falls into the mere it carries back to be woven in.

Darting Run · Everyone
It turns, fixes on one of the group and shoots forward in a straight line, cutting all in its path. Step out of the line.
Wake · Everyone
It thrashes and the cold air round it breaks like water. Get out of reach or heal through it.
Weft Lines · Everyone
Marks two of the group with the warp's thread. After 5 s each line snaps cold, hurting everyone within 4 m. Marked: get away from the others.
Drawn Through (55%) · Everyone
One of the group is marked to be drawn through the eye. After 5 s the cold falls on them, shared between everyone within 4 m. Stand with the marked.
Back to the Shuttle (55%) · Damage
Glass fry swim in from the room's edge: each that reaches it is taken back in and heals it by 4%. Kill them on the way.
The Shuttle

Ilsabet, the Backweaver

Human
Boss

“Who comes down the thread? Hesper? Sister, is it you at last?”

Family
Human
Fights as
Boss
Damage
Cold
Life
×15
Hits
×1.7
Speed
×1
Resists
Cold 50%, Lightning 30%, Fire -15%
When struck
Blood
Found in
The Underweave
Look
Pale as frost and hairless under a veil of thread, in a robe and sleeves of starweave, the back of the cloth where every knot is a star, with a silver chain at her waist
Encounter
Ilsabet, the Backweaver, with Ilsabet's Reflection
Revives
Raises her sister 12 s after she falls, unless both fall

Phases

From the start
Uses Cold Thread, Backstitch
Knots Showing marks two of the group to run out
Below 50% life · summons 2 × Backstitcher
Uses Backstitch, Bind Off
Tied Off marks one of the group for the rest to stack on; The Back of the Cloth: a ward to break within its 8 s channel

“You are not my sister. You came from the right side. You smell of the light.”

Encounter journal

Hesper's sister, who took the other glass boat down through the still water to the wrong side of the world's weave, where every knot it was ever tied with shows, and stayed there to keep it: tying off, snipping loose ends, ten thousand winters alone. The long dark made something of her own reflection, and it keeps her company still. They fight as one. Bring both down together, or the one left standing calls the other back out of the glass.

Cold Thread · Everyone
She flings threads of cold at the group from afar. Ward or heal through them.
Backstitch · Everyone
She draws her needle back through the air before her and it cuts deep. Stay out of the cone she faces.
Knots Showing · Everyone
Marks two of the group as knots. After 5 s each is pulled tight, hurting everyone within 4 m. Marked: get away from the others.
Tied Off (50%) · Everyone
One of the group is marked to be tied off. After 5 s the knot falls on them, shared between everyone within 4 m. Stand with the marked.
The Back of the Cloth (50%) · Damage
She wraps herself in the back of the weave and begins to tie the group into it. Break the ward before the bar runs out, or it binds you all.
Bind Off (50%) · Healers
She casts off every thread round her at once. Everyone near is hurt: heal the group up.
Together · Everyone
If Ilsabet or her Reflection falls while the other stands, the other grieves, grows stronger and calls her back after 12 s. Bring their life down evenly and finish them close together.
Ilsabet, the Backweaver

The Looking Hart

Beast
Mini-boss
Family
Beast
Fights as
Boss
Damage
Physical
Life
×20
Hits
×1.8
Speed
×1.1
Resists
Cold 50%, Lightning 20%, Fire -10%
When struck
Blood
Found in
The Looking Side
Look
A great elk all in the mere's silver, its coat gone smooth as poured metal and its eyes cold lights, under antlers grown out of the mere's clear glass

Phases

From the start
Uses Charge, Stamp
Antler Light marks two of the group to run out
Below 50% life · summons 4 × Silvered Wolf
Uses Charge, Stamp
Run to Ground marks one of the group for the rest to stack on; Antler Light marks two of the group to run out

Encounter journal

The first shape the Forty took on the pass was a great elk's, at dawn, in the snow above Frostmere: the oldest beast on the mountain, which stood and watched them come. Its reflection keeps the road of the Looking Side now, silver to the hooves, its antlers grown out of the mere's own clear glass, and it remembers the wolves that ran with it.

Charge · Everyone
It lowers its antlers at one of the group and charges in a straight line, goring everything in its path. Step out of the line.
Stamp · Everyone
It rears and brings its forehooves down, and the silver floor rings. Get out of reach or heal through it.
Antler Light · Everyone
Marks two of the group with light off its glass antlers. After 5 s each mark bursts cold, hurting everyone within 4 m. Marked: get away from the others.
The Pack (50%) · Damage
It calls the silvered wolves that ran with it on the pass. Kill them before they pull the healer down.
Run to Ground (50%) · Everyone
One of the group is marked as its quarry. After 5 s the Hart runs them down, the blow shared between everyone within 4 m. Stand with the marked.
The Looking Hart

Tebasli, the Looking-Glass

Human
Boss

“You came through my arch the right way round. How strange you all look from the front.”

Family
Human
Fights as
Boss
Damage
Physical
Life
×22
Hits
×1.8
Speed
×1
Resists
Cold 60%, Lightning 20%, Fire -20%
When struck
Blood
Found in
The Looking Side
Look
Ilsabet's veil and starweave robe and sleeves, all in the mere's silver, with a silver chain at her waist; the joins where her forty pieces came back together shine warm gold

Phases

From the start
Uses Mirror Lash, Cold Thread
Looking Glass marks two of the group to run out
Below 65% life · summons 4 × Piece of Tebasli
Uses Mirror Lash, Mirror Shards
Back Together sends 4 × Piece of Tebasli to heal it; Turned Round marks one of the group for the rest to stack on

“Forty of me walked over the mountain. Shall I show you how?”

Below 30% life
Uses Forty-Fold, Mirror Lash
The Wrong Way Round: a ward to break within its 8 s channel; Looking Glass marks two of the group to run out

“I was her face for ten thousand winters. I will not be anyone's face again.”

Encounter journal

What Ilsabet's Reflection became when it broke in the Underweave and its forty pieces walked west, each wearing whatever it saw, and came together again at the Gate's loom: whole, and the wrong way round, and no longer anyone's. The seams where her pieces were joined still shine. She has taken her own name, read from the far side of her sister's, and she is weaving herself a world where she is the one standing on the right side of the glass.

Mirror Lash · Everyone
She lashes the ground before her with a blade of silver. Keep out of the front of her.
Cold Thread · Everyone
She flings her sister's threads of cold at the group from afar. Ward or heal through them.
Looking Glass · Everyone
Marks two of the group with a glass that shows them back to front. After 5 s each shatters, hurting everyone within 4 m. Marked: get away from the others.
Forty Pieces (65%) · Damage
She breaks into her pieces, and they walk back to her from the room's edge: each that reaches her is taken back in and heals her by 4%. Kill them on the way.
Turned Round (65%) · Everyone
One of the group is marked to be turned round. After 5 s the blow falls on them, shared between everyone within 4 m. Stand with the marked.
Mirror Shards (65%) · Everyone
The floor breaks into shards of silver in patches that stay. Don't stand in them.
The Wrong Way Round (30%) · Damage
She wraps herself in the Looking Side and begins to turn the group into reflections. Break the ward before the bar runs out.
Forty-Fold (30%) · Healers
Every seam in her flares at once and the silver round her rings like a struck bell. Everyone near is hurt: heal the group up.
Tebasli, the Looking-Glass

The Treadle

Beast
Mini-boss
Family
Beast
Fights as
Boss
Damage
Physical
Life
×21
Hits
×1.9
Speed
×1.1
Resists
Cold 40%, Lightning 30%, Fire -20%
When struck
Blood
Found in
The Far Side
Look
Every hair of her a thread of the far side's: the hide a plain weave, the mane and tail loose thread, the harness woven into her and her eyes the far side's light

Phases

From the start
Uses Trample, Treadle
The Shed Opens marks two of the group to run out
Below 50% life · summons 5 × Loose End
Uses Trample, Treadle
The Beater marks one of the group for the rest to stack on; The Shed Opens marks two of the group to run out

Encounter journal

Patience, Aubrel Corrow's draught horse, who walked into the Gate behind him with the first watch's baggage on her back. On the far side there was a loom too great for any weaver's feet, so she has walked its treadwheel round for three hundred years, and the far side's thread has gone into her as it went into all of them: every hair of her a thread now, her harness woven into her hide. Nobody has ever told her she can stop.

Trample · Everyone
She drops her head at one of the group and charges in a straight line, trampling everything in her path. Step out of the line.
Treadle · Everyone
She rears and brings her forefeet down like a loom's treadle, and the floor jumps. Get out of reach or heal through it.
The Shed Opens · Everyone
Marks two of the group as the loom's shed opens under them. After 5 s each mark bursts with the far side's light, hurting everyone within 4 m. Marked: get away from the others.
The Slack (50%) · Damage
The slack of the great loom rolls in as Loose Ends. Kill them before they pull the healer down.
The Beater (50%) · Everyone
One of the group is marked under the loom's beater. After 5 s it comes down, the blow shared between everyone within 4 m. Stand with the marked.
The Treadle

Aubrel Corrow, the First Gatewarden

Human
Boss

“You came in on a thread. I felt you on it all the way. Have you brought me any?”

Family
Human
Fights as
Boss
Damage
Physical
Life
×23
Hits
×1.8
Speed
×1
Resists
Cold 40%, Lightning 40%, Fire -15%
When struck
Pale motes of loose thread
Found in
The Far Side
Look
Grey-bearded, in the first Gatewarden's tarnished plate and cloak; woven from the feet to the waist like a tapestry of a man, and still flesh above it

Phases

From the start
Uses Warden's Sweep, Far Thread
An Impossible Place marks two of the group to run out
Below 65% life · summons 3 × Gone-Through Warden
Uses Warden's Sweep, Unpicked
Loose Ends sends 4 × Loose End to heal it; Beaten Up marks one of the group for the rest to stack on

“Twelve came through with me. Stand still, and I'll show you where they went.”

Below 30% life
Uses The Far Face, Warden's Sweep
The Last of the Thread: a ward to break within its 8 s channel; An Impossible Place marks two of the group to run out

“Three hundred years. Do you know how many places that is? Every one of them would come undone.”

Encounter journal

The first keeper of the Lattice Gate, who walked into it the summer it was raised with twelve of his watch and his old draught horse, to keep its far face. He found the loom there that weaves every place the Gate opens onto, and nobody at it. He has woven them ever since, three hundred years of impossible places, and the far side's thread has gone into him from the feet up, so that he is cloth to the waist and stands half in his own loom. His thread ran short long ago.

Warden's Sweep · Everyone
He sweeps the old Gatewarden's greatsword round before him. Keep out of the front of him.
Far Thread · Everyone
He flings a length of the far side's white-gold thread at the group from afar. Ward or heal through it.
An Impossible Place · Everyone
Marks two of the group, and a frame opens under each onto one of his impossible places. After 5 s each bursts, hurting everyone within 4 m. Marked: get away from the others.
The First Watch (65%) · Damage
He calls three of the Gone-Through to his side. Bring them down.
Loose Ends (65%) · Damage
Loose Ends roll toward him from the room's edge: each that reaches him is woven in and heals him by 4%. Kill them on the way.
Beaten Up (65%) · Everyone
One of the group is marked for the loom's beater. After 5 s the blow falls, shared between everyone within 4 m. Stand with the marked.
Unpicked (65%) · Everyone
The floor comes unpicked in patches that stay. Don't stand in them.
The Last of the Thread (30%) · Damage
He wraps himself in the last of his thread and begins to weave the group into his cloth. Break the ward before the bar runs out.
The Far Face (30%) · Healers
Every frame in the room shows the same impossible place at once, and the light of it falls on everyone near. Heal the group up.
Aubrel Corrow, the First Gatewarden

The Rolag

Elemental
Mini-boss
Family
Elemental
Fights as
Boss
Damage
Cold
Life
×22
Hits
×1.9
Speed
×0.9
Resists
Cold 60%, Lightning 30%, Fire -25%
When struck
Pale frost and a puff of powder snow
Found in
The Frozen Spinnery
Look
A roll of carded snow the size of a barn, its fleece a cool blue-grey with lilac in the creases, combed so fine it shines, frost glinting in it as you move and the Spinster's cold lilac light breathing in the hollow under its front, bright enough to light the hall

Phases

From the start
Uses Roll, Shake Out
Combed Out marks two of the group to run out
Below 50% life · summons 5 × Carded Tuft
Uses Roll, Shake Out
Smothered marks one of the group for the rest to stack on; Combed Out marks two of the group to run out

Encounter journal

All the snow between the Spire and the sea, carded into one fleece by the Spinster's maids and rolled up ready for the spindle. A rolag, a spinner calls a roll of carded wool, though nobody ever carded one the size of a barn before. It crawls round and round the carding hall under the ice like a great grub, combed so fine it shines, waiting its turn on the wheel. It has been waiting a very long time.

Roll · Everyone
It lifts its front end at one of the group and rolls forward in a straight line, burying everything in its path. Step out of the line.
Shake Out · Everyone
It shudders all over and throws off a storm of loose frost round itself, freezing those nearby. Get out of reach or heal through it.
Combed Out · Everyone
Marks two of the group as the carding combs pass over them. After 5 s each mark bursts in a flurry of combed frost, hurting everyone within 4 m. Marked: get away from the others.
Tufts (50%) · Damage
Tufts of the fleece come loose and crawl off on their own. Kill them before they smother the healer.
Smothered (50%) · Everyone
One of the group is marked under the fleece. After 5 s it comes down on them, the weight shared between everyone within 4 m. Stand with the marked.
The Rolag

Gyda Thrum, the King's Spinster

Human
Boss

“Is that the Weaver's girl knocking? I felt her on my line. Mind the draught, there's a winter in here I haven't finished spinning.”

Family
Human
Fights as
Boss
Damage
Cold
Life
×24
Hits
×1.9
Speed
×1
Resists
Cold 60%, Lightning 30%, Fire -20%
When struck
Pale frost and a puff of powder snow
Found in
The Frozen Spinnery
Look
An indigo robe embroidered with the spindle's lilac light; a living woman above the waist and old clear ice below it

Phases

From the start
Uses Drawn Out, Spun Frost
Spun Fine marks two of the group to run out
Below 65% life · summons 3 × Crown Carder
Uses Drawn Out, The Spindle Turns
Fleece for the Wheel sends 4 × Carded Tuft to heal it; The Whorl Comes Down marks one of the group for the rest to stack on

“My girls carded for me thirty years before the cold came in. Stand still. They'll card you too.”

Below 30% life
Uses The King's Winter, Drawn Out
Winding On: a ward to break within its 8 s channel; Spun Fine marks two of the group to run out

“He broke it on me, you know. My crown. Snapped it over his knee like kindling rather than hand it to her, and I was still spinning on it.”

Encounter journal

The King's Spinster, who sat at the foot of the Spire and spun the world's warp up onto its crown, every yard the Lattice was ever strung on, until the night the old king broke the crown rather than give it up. The spindle stopped, the cold came down the line into her hall, and the glacier closed over her to the waist with the thread still in her hand. With the far side settled, the slack ran back down the line and woke her, and she has gone back to work as if she had only nodded off: carding the snow of the north with her maids, and spinning it.

Drawn Out · Everyone
She draws a length of the line out of the ice and lashes it across before her. Keep out of the front of her.
Spun Frost · Everyone
She flicks spun frost at the group from afar. Ward or heal through it.
Spun Fine · Everyone
Marks two of the group, and draws a thread out of each. After 5 s each bursts into frost, hurting everyone within 4 m. Marked: get away from the others.
Her Maids (65%) · Damage
She calls three of the Crown Carders to card for her. Bring them down.
Fleece for the Wheel (65%) · Damage
Carded Tufts crawl toward her from the hall's edge: each that reaches her is spun up and heals her by 4%. Kill them on the way.
The Whorl Comes Down (65%) · Everyone
One of the group is marked under the spindle's whorl. After 5 s it comes down, the blow shared between everyone within 4 m. Stand with the marked.
The Spindle Turns (65%) · Everyone
The floor ices over in patches where the spindle's cold comes down, and they stay. Don't stand in them.
Winding On (30%) · Damage
She winds the line round herself and begins to spin the group up with it. Break the ward before the bar runs out.
The King's Winter (30%) · Healers
She lets the line run slack, and all the cold she has spun comes back down it at once onto everyone near. Heal the group up.
Gyda Thrum, the King's Spinster

The Great Shears

Construct
Mini-boss
Family
Construct
Fights as
Boss
Damage
Physical
Life
×22
Hits
×1.9
Speed
×0.9
Resists
Physical 20%, Cold 25%, Lightning -25%
When struck
Blood
Found in
The Cutting House
Look
Sprung bow shears 2.7 m tall of forged black iron, their ground edges bright and the C-spring at the bow bending as they open; they walk on their points

Phases

From the start
Uses Close, Stride
Marked for Cropping marks two of the group to run out
Below 50% life · summons 5 × Snippet
Uses Close, Stride
The Nap Comes Off marks one of the group for the rest to stack on; Marked for Cropping marks two of the group to run out

Encounter journal

The Cloth Guild's cropping shears: two blades as long as a man, sprung at the bow, that the croppers worked in pairs across the padded tables to shear the nap of a cloth level after it was fulled. Nobody has cropped a cloth in the Cutting House in a hundred years, but the shears have been oiled every winter all the same, and since the Cutter-off came home they have got up off their table and gone looking for something to crop.

Close · Everyone
It opens wide in front of itself and snaps shut on whoever stands between the blades. Keep out of its front.
Stride · Everyone
It walks on its points in a long straight stride toward one of the group, cutting a furrow in the floor. Step out of the line.
Marked for Cropping · Everyone
Marks two of the group for cropping. After 5 s the blades pass over each mark, hurting everyone within 4 m. Marked: get away from the others.
Snippets (50%) · Damage
The little shears off the croppers' belts come running to help. Kill them before they bleed the healer.
The Nap Comes Off (50%) · Everyone
One of the group is marked under the blades. After 5 s they come down, the cut shared between everyone within 4 m. Stand with the marked.
The Great Shears

Maud Kerf, the Cutter-off

Human
Boss

“Wipe your feet. This is a finishing house, and I've a cloth to fold that's bigger than the world.”

Family
Human
Fights as
Boss
Damage
Physical
Life
×25
Hits
×1.9
Speed
×1
Resists
Physical 10%, Cold 35%, Fire -15%, Lightning -15%
When struck
Blood
Found in
The Cutting House
Look
The Cloth Guild's umber robe over a worn leather apron, her white hair pinned up, and her little shears on a string at her belt; she fights with them

Phases

From the start
Uses Cut Off, Snip
Loose Ends marks two of the group to run out
Below 65% life · summons 3 × Finisher Cropper
Uses Cut Off, The Selvage Cut
Folded In sends 4 × Snippet to heal it; Cut to Length marks one of the group for the rest to stack on

“Every cloth comes off in the end. You'd not leave a coat on the loom and walk about in the warp.”

Below 30% life
Uses The Last Fold, Cut Off
Folding Away: a ward to break within its 8 s channel; Loose Ends marks two of the group to run out

“He broke his crown sooner than give it me. I'd have folded it so careful. I'd have folded it so it never creased.”

Encounter journal

The last Cutter-off of the Cloth Guild, whose craft was to say when a cloth was finished and take it off the loom. Weavers would not sit in a room with her. She came to Highwatch the night the old king broke his crown to ask him for it, since by her reckoning the Lattice was finished and wanted cutting off, and he broke it rather than hand it over. She has waited a long time since, as finishers do, and now the Lattice has its selvage and its far side and its slack spun up, and she has come home to the Cutting House with her shears on a string at her belt to fold it.

Cut Off · Everyone
She cuts across before her with her shears, a long clean stroke at the height of a hand. Keep out of the front of her.
Loose Ends · Everyone
Marks two of the group as loose ends, and snips at each. After 5 s each mark bursts, hurting everyone within 4 m. Marked: get away from the others.
Her Croppers (65%) · Damage
She calls three Finisher Croppers in from the shop. Bring them down.
Folded In (65%) · Damage
Snippets run to her across the floor with the ends they have cut: each that reaches her is folded in and heals her by 4%. Kill them on the way.
Cut to Length (65%) · Everyone
One of the group is marked to be cut to length. After 5 s the cut comes down, shared between everyone within 4 m. Stand with the marked.
The Selvage Cut (65%) · Everyone
She slits the floor's cloth in lines that stay open where she has cut them. Don't stand in them.
Folding Away (30%) · Damage
She begins to fold the room up round herself, the group with it. Break the ward before the bar runs out.
The Last Fold (30%) · Healers
She draws every cut she has made shut at once, and the ends lash everyone near. Heal the group up.
Maud Kerf, the Cutter-off

The Lay Figure

Construct
Mini-boss
Family
Construct
Fights as
Boss
Damage
Physical
Life
×23
Hits
×1.9
Speed
×0.9
Resists
Physical 15%, Cold 25%, Fire -25%, Lightning 15%
When struck
Blood
Found in
The Winding House
Look
The guild's jointed lay figure of pale lime-wood, four metres tall, its pegged joints turning to any shape a tailor needed

Phases

From the start
Uses Turn, Stride
Taken to Size marks two of the group to run out
Below 50% life · summons 3 × Fitted Form
Uses Turn, Stride
Set in a Pose marks one of the group for the rest to stack on; Taken to Size marks two of the group to run out

Encounter journal

The Cloth Guild's great lay figure: a man of lime-wood more than twice a man's height, jointed at every joint a man has and some he hasn't, that the guild's tailors turned and set to whatever shape they had to cut a coat or a sheet to. It stood in the fitting room of the Winding House a hundred years with its arms out. Agnes Ellery has been setting it in poses. It has started to hold them on its own.

Turn · Everyone
It swings round on its hips with its arms out, sweeping everything in front of it. Keep out of its front.
Stride · Everyone
It strides stiff-legged in a long straight line toward one of the group. Step out of the line.
Taken to Size (all) · Everyone
Marks two of the group to be taken to size. After 5 s the figure's arms close on each mark, hurting everyone within 4 m. Marked: get away from the others.
The Fitted (50%) · Damage
Three dress forms walk in from the fitting room to stand with it. Bring them down.
Set in a Pose (50%) · Everyone
One of the group is marked to be set in a pose. After 5 s the figure comes down on them, the blow shared between everyone within 4 m. Stand with the marked.
The Lay Figure

Agnes Ellery, the Measurer

Human
Boss

“Stand still. I've had your measure since you came in at the gate, but stand still all the same. It's polite.”

Family
Human
Fights as
Boss
Damage
Physical
Life
×26
Hits
×1.9
Speed
×1
Resists
Physical 10%, Cold 35%, Fire -10%, Lightning 15%
When struck
Blood
Found in
The Winding House
Look
Mourning black over a white linen apron chalked with measures, a white coif and black veil, and the Cloth Guild's ell, a black pear-wood yardwand marked off in brass, in her hand

Phases

From the start
Uses Yardwand, Pin
Measured marks two of the group to run out
Below 65% life · summons 3 × Layer-out
Uses Yardwand, Chalk Lines
Sewn In sends 4 × Tape to heal it; Cut to Fit marks one of the group for the rest to stack on

“Everything ends. Somebody has to have the sheet ready. Would you rather it was nobody?”

Below 30% life
Uses Laid Out, Yardwand
Winding: a ward to break within its 8 s channel; Measured marks two of the group to run out

“He stood so still for me, the old king. Head to foot. He knew what for. He thanked me.”

Encounter journal

The last layer-out of the Cloth Guild, who washed the guild's dead and closed their eyes and measured them for their winding-sheets, and never once wrote a measure down, because she never once forgot one. She came to Highwatch the night the old king broke his crown, and measured him from his head to his feet with the guild's yardwand, and he stood still for her and thanked her. Now the Lattice is finished, Maud Kerf says, and Agnes Ellery has come home to the Winding House to sew it a sheet.

Yardwand · Everyone
She lays her yardwand across in front of her in a long stroke, an ell at a time. Keep out of the front of her.
Measured · Everyone
Marks two of the group with her chalk. After 5 s each mark is cut out, hurting everyone within 4 m. Marked: get away from the others.
Her Women (65%) · Damage
She calls three Layers-out up from the laying-out room. Bring them down.
Sewn In (65%) · Damage
Tapes run to her across the floor with the measures they have taken: each that reaches her is sewn in and heals her by 4%. Kill them on the way.
Cut to Fit (65%) · Everyone
One of the group is marked to be cut to fit. After 5 s the cut comes down, shared between everyone within 4 m. Stand with the marked.
Chalk Lines (65%) · Everyone
She chalks the floor in lines where the cut will go, and they burn white where she has drawn them. Don't stand in them.
Winding (30%) · Damage
She begins to wind the loft up in her sheet, the group with it. Break the ward before the bar runs out.
Laid Out (30%) · Healers
She pulls every thread of her sheet tight at once, and it presses on everyone near. Heal the group up.
Agnes Ellery, the Measurer

Ilsabet's Reflection

Human
Boss
Family
Human
Fights as
Boss
Damage
Physical
Life
×15
Hits
×1.7
Speed
×1
Resists
Cold 60%, Lightning 10%, Fire -20%
When struck
Blood
Found in
The Underweave
Look
Ilsabet as the mere gives her back: the same veil and starweave robe, every surface the still water's silver with slow ripples running up through it
Encounter
Fought together with Ilsabet, the Backweaver
Revives
Raises her sister 12 s after she falls, unless both fall

Phases

From the start
Uses Mirror Lash
Silvering marks two of the group to run out
Below 50% life · raises 6 × Mirror Shards about the room
Uses Mirror Lash, Mirror Shards
Silvering marks two of the group to run out

“Look at you. Look at all of you. I could wear any one of those faces.”

Encounter journal

What ten thousand winters in the dark made of Ilsabet's own face in the water: her shape in the mere's silver, wrong side out, everything she is turned the other way. It wants the right side of the world, and every reflection that has climbed out of Frostmere was its hand reaching up.

Mirror Lash · Everyone
She lashes the ground before her with a blade of silver. Keep out of the front of her.
Silvering · Everyone
Marks two of the group with the mere's silver. After 5 s each shatters, hurting everyone within 4 m. Marked: get away from the others.
Mirror Shards (50%) · Everyone
The floor breaks into shards of silver in patches that stay. Don't stand in them.
Ilsabet's Reflection

Raids8

The Rime Colossus

Giant
Raid boss

“Turn back, little warm things.”

Family
Giant
Fights as
Boss
Damage
Cold
Life
×26
Hits
×1.8
Speed
×1
Resists
Cold 60%
When struck
Blood
Found in
Spire of the Sundered Crown, Frozen Reliquary
Skinning
Cured Leather or, from level 20, Thick Leather, 1–4; Rimefur Pelt every time (how)
Look
Ram horns and shards of ice along his back
Berserk
After 5 minutes
Rime Grip
Each blow: 15% more damage taken per stack, up to 10 stacks, for 20 s. Defenders take turns.
Loot
Your class's tier gloves or boots, or Rimeheart

Phases

From the start
Uses Crushing Slam, Frost Pulse
Shatter marks two of the group to run out
Below 50% life · enrages, summons 4 × Rimefang Wolf
Uses Shockwave, Crushing Slam, Trampling Charge
Shatter marks three of the group to run out; Avalanche marks one of the group for the rest to stack on

“The mountain does not forgive.”

Encounter journal

The mountain's cold given a body. The Sundered King's masons woke it to guard the climb; it never slept again.

Rime Grip · Defenders
Each blow freezes into its target's guard: 15% more damage taken per stack. Defenders take turns: taunt it off the other at three stacks.
Shatter · Everyone
Marks two of the group (three below half). After 5 s each mark shatters, hurting everyone within 5 m. Marked: run out. Everyone else: keep clear.
Glacial Slam · Everyone
Slams the floor where a red circle grows. Step out of it.
Avalanche (50%) · Everyone
One of the group is marked in gold. After 5 s the snow comes down on them, shared between everyone within 4 m. Stack on the marked: alone, it buries them.
The Pack (50%) · Damage
Four frost wolves join it and it grows enraged. Kill the wolves before they reach the healers.
Berserk · Everyone
After 5 minutes the Colossus buries the hall.
The Rime Colossus

Choir-Mother Vesh

Human
Raid boss

“Hush now. Let the choir sing you to sleep.”

Family
Human
Fights as
Boss
Damage
Physical
Life
×24
Hits
×1.8
Speed
×1
Resists
Fire 40%
When struck
Blood
Found in
Spire of the Sundered Crown, Ashen Nave
Look
Ash-pale, in a choir robe sewn with smouldering thread, under a halo of flame
Berserk
After 5 minutes 30 seconds
Loot
Your class's tier helm, or Vesh's Last Psalm

Phases

From the start
Uses Cinder Bolt, Cataclysm
Hymn of Cinders marks one of the group for the rest to stack on
Below 60% life · is shielded until its adds fall, summons 4 × Ashen Choir Zealot
Uses Searing Sweep, Cataclysm
Ash Pilgrims sends 4 × Ash Pilgrim to heal it

“Sing with me, children of ash!”

Below 30% life · enrages, raises 8 × Rising Hazards about the room
Uses Shockwave, Cataclysm
Crescendo: a ward to break within its 7 s channel; Ember Psalm marks three of the group to run out

“Then burn in silence.”

Encounter journal

Vesh led the ash-choir that sang the Spire's fires alight. She still sings, and the fires still answer.

Hymn of Cinders · Everyone
One of the group is marked in gold. After 5 s the hymn falls on them in fire, shared between everyone within 4 m. Gather on the marked.
Meteor Rain · Everyone
Fire falls on growing circles across the room. Keep moving out of them.
Choir of Ash (60%) · Damage
She shields herself while four ashen cultists live, and Ash Pilgrims shuffle in from the hall's edges: each one that reaches her heals her by 5%. Kill the cultists to break the shield, and the pilgrims on their way.
Fire Beam · Defenders
A beam of fire down a cone in front of her. Turn her away from the group.
Crescendo (30%) · Damage
She wraps herself in a ward of flame and sings for 7 s. Break the ward before the song ends and she staggers; fail and the whole group burns.
Ember Psalm (30%) · Everyone
Marks three of the group. After 5 s each mark bursts into embers, hurting everyone within 5 m. Spread out.
Berserk · Everyone
After 5 minutes 30 seconds the choir's fire takes the hall.
Choir-Mother Vesh

The Sundered King

Undead
Raid boss

“Who walks the halls of the Sundered Crown?”

Family
Undead
Fights as
Boss
Damage
Physical
Life
×40
Hits
×2.2
Speed
×1
When struck
Grave dust
Found in
Spire of the Sundered Crown
Look
One of the Hollow in the tarnished plate of his reign under a crimson cloak, his crown broken in two on his head, his eyes cold
Berserk
After 7 minutes
Sundering Blows
Each blow: 15% more damage taken per stack, up to 10 stacks, for 20 s. Defenders take turns.
Loot
Your class's tier chest, or Shard of the Sundered Crown, Kingsbane

Phases

From the start
Uses Rending Cleave, Trampling Charge
Shards of the Crown marks three of the group to run out
Below 70% life · summons 4 × Hollow Sentinel
Uses Rending Cleave, Crushing Slam, Shockwave
The Hollow Tithe sends 4 × Hollow Thrall to heal it; Shards of the Crown marks three of the group to run out

“My crown was broken. So shall you be.”

Below 35% life · enrages, raises 10 × Rising Hazards about the room
Uses Cataclysm, Trampling Charge, Rending Cleave
The King's Judgement marks one of the group for the rest to stack on; Crown of Ruin: a ward to break within its 7 s channel

“Kneel before the Sundered Crown!”

Encounter journal

The king who broke his own crown rather than give it up. The Spire is his tomb, and he has not accepted it.

Sundering Blows · Defenders
Each blow splits its target's guard: 15% more damage taken per stack. Defenders take turns at three stacks; only the Defender stands in front of his cleave.
Shards of the Crown · Everyone
Marks three of the group with a shard of his crown. After 5 s each shard bursts, hurting everyone within 5 m. Spread out.
Royal Charge · Everyone
He charges across the room. Don't stand in a line behind his target.
The Hollow Guard (70%) · Damage
Four hollow warriors rise to guard him. Pull them together and cut them down.
The Hollow Tithe (70%) · Damage
Hollow Thralls crawl to him from the hall's edges: each one that reaches him heals him by 4%. Cut the thralls down on their way.
The King's Judgement (35%) · Everyone
One of the group is marked in gold. After 5 s his judgement falls on them, shared between everyone within 4 m. Stack on the marked.
Crown of Ruin (35%) · Damage
The broken crown wraps him in a ward and builds for 7 s. Break the ward first or the ruin takes the whole group.
Berserk · Everyone
After 7 minutes the king's patience ends.
The Sundered King

Gorrath, the Brine Warden

Beast
Raid boss

“Nothing leaves the Basilica. Nothing.”

Family
Beast
Fights as
Boss
Damage
Physical
Life
×70
Hits
×1.9
Speed
×1
Resists
Cold 40%
When struck
Pale ichor and chips of shell
Found in
The Drowned Basilica
Berserk
After 5 minutes
Crushing Claw
Each blow: 15% more damage taken per stack, up to 10 stacks, for 20 s. Defenders take turns.
Loot
Your class's tier gloves, or Brinewarden's Carapace

Phases

From the start
Uses Crushing Slam
Brine Burst marks three of the group to run out
Below 40% life · summons 4 × Reef Snapper
Uses Crushing Slam, Undertow
Brine Burst marks four of the group to run out

“The tide... rises!”

Encounter journal

The basilica's harbour warden was a reef crab once. The deep fed it until it filled the nave.

Crushing Claw · Defenders
Each blow cracks its target's guard: 15% more damage taken per stack. Defenders take turns: taunt it off the other at three stacks.
Brine Burst · Everyone
Marks three of the group (four below 40%). After 5 s each mark bursts, hurting everyone within 5 m of it. Marked: run out. Everyone else: keep clear of the marked.
Shell Slam · Everyone
Slams the floor where a red circle grows. Step out of it.
The Tide Rises · Damage
At 40% four Reef Snappers climb out of the water. Kill them before they overwhelm the healers.
Berserk · Everyone
After 5 minutes Gorrath goes berserk and crushes the group.
Gorrath, the Brine Warden

Ysolde of the Undertow

Human
Raid boss

“Sister, we have guests. Shall we sing for them?”

Family
Human
Fights as
Boss
Damage
Cold
Life
×34
Hits
×1.6
Speed
×1
Resists
Cold 50%
When struck
Blood
Found in
The Drowned Basilica
Look
Sea-pale, in a robe of the abyss, with deep teal fins over her ears
Encounter
The Twin Sirens, with Maren of the Shallows
Berserk
After 5 minutes 30 seconds
Revives
Raises her sister 12 s after she falls, unless both fall
Loot
Your class's tier boots, or Siren's Lament

Phases

From the start
Uses Rime Bolt, Undertow
Song of the Deep marks one of the group for the rest to stack on
Below 50% life
Uses Rime Bolt, Undertow
Song of the Deep marks one of the group for the rest to stack on

“Hear how the sea sings!”

Encounter journal

Twin sisters of the drowned choir, who sang the hymn the deep answered. They have not stopped since.

Sisters · Everyone
Ysolde and Maren fight together. When one falls the other weeps and grows stronger, and raises her sister after 12 s unless she falls too. Bring them down together.
Song of the Deep · Everyone
Ysolde marks one of the group with a golden ring. After 5 s a wave strikes them, shared between everyone within 4 m. Alone it kills: stack on the marked.
Riptide · Everyone
Maren marks two of the group. After 5 s each bursts, hurting everyone within 4 m. Marked: step away from the stack.
Siren's Wail · Everyone
Maren wails in a cone before her. Don't stand in front of her.
Berserk · Everyone
After 5 minutes 30 seconds the sisters drown the group.
Ysolde of the Undertow

Maren of the Shallows

Human
Raid boss
Family
Human
Fights as
Boss
Damage
Lightning
Life
×34
Hits
×1.6
Speed
×1
Resists
Lightning 50%
When struck
Blood
Found in
The Drowned Basilica
Look
Sea-pale, in a robe of the shallows, with sea-green fins over her ears
Encounter
The Twin Sirens, with Ysolde of the Undertow
Berserk
After 5 minutes 30 seconds
Revives
Raises her sister 12 s after she falls, unless both fall
Loot
Your class's tier boots, or Siren's Lament

Phases

From the start
Uses Brine Bolt, Lattice Beam
Riptide marks two of the group to run out
Below 50% life
Uses Brine Bolt, Lattice Beam
Riptide marks three of the group to run out

“Sing, sister! Louder!”

Maren of the Shallows

Archdeacon Thessaly

Undead
Raid boss

“Kneel, and let the water fill your lungs. It is the only mercy left here.”

Family
Undead
Fights as
Boss
Damage
Cold
Life
×72
Hits
×1.7
Speed
×1
Resists
Cold 50%, Chaos 30%
When struck
Grave dust
Found in
The Drowned Basilica
Look
A spectre in a mitre whose gold bands stay solid through the light, a crozier in hand
Berserk
After 6 minutes
Loot
Your class's tier helm, or Hymnal of the Deep

Phases

From the start
Uses Rime Bolt, Grave Tide
Call the Faithful sends 4 × Tideling to heal it; Drowning Hymn: a ward to break within its 8 s channel
Below 35% life · enrages
Uses Rime Bolt, Grave Tide
Call the Faithful sends 5 × Tideling to heal it; Drowning Hymn: a ward to break within its 7 s channel; Baptism marks three of the group to run out

“Sing! SING FOR THE DEEP!”

Encounter journal

He led the last hymn as the water came in, and he is leading it still.

Drowning Hymn · Damage
Thessaly wraps himself in a ward of seawater and sings for 8 s. Break the ward before the hymn ends and he staggers, open to harm; fail and the hymn drowns the whole group.
Call the Faithful · Damage
Tidelings crawl out of the water at the hall's edges toward him. Each one that reaches him heals him by 5%. Kill them on the way.
Baptism · Everyone
Below 35% he marks three of the group. After 5 s each mark bursts, hurting everyone within 5 m.
Berserk · Everyone
After 6 minutes the hymn never ends.
Archdeacon Thessaly

Morrowmaw, the Abyssal Angler

Aberration
Raid boss
Family
Aberration
Fights as
Boss
Damage
Physical
Life
×80
Hits
×2.1
Speed
×1
Resists
Cold 50%
When struck
Blood
Found in
The Drowned Basilica
Berserk
After 8 minutes
Hooked Jaw
Each blow: 12% more damage taken per stack, up to 10 stacks, for 20 s. Defenders take turns.
Loot
Your class's tier chest, or Morrowmaw's Lure, Abyssal Fang

Phases

From the start
Uses Rending Cleave, Abyssal Pulse
Abyssal Bile marks three of the group to run out
Below 70% life · is shielded until its adds fall, summons 4 × Deepspawn
Uses Crushing Slam, Ink of the Deep
Hungering Spawn sends 4 × Tideling to heal it

The lure dims. Something vast moves beneath the floor.

Below 35% life · enrages, raises 8 × Rotting Ground about the room
Uses Rending Cleave, Abyssal Pulse
Crushing Depths marks one of the group for the rest to stack on; The Lure Blazes: a ward to break within its 7 s channel

The lure blazes. The whole hall shakes.

Encounter journal

What the hymn called up from the deep. Its lure hangs where the altar candles used to burn.

Hooked Jaw · Defenders
Each bite hooks its target: 12% more damage taken per stack. Defenders take turns at three stacks.
Abyssal Bile · Everyone
Marks three of the group. After 5 s each mark bursts, hurting everyone within 5 m. Spread out.
Into the Deep (70%) · Damage
Morrowmaw sinks behind a shield while four Deepspawn guard it and Hungering Spawn crawl to it to feed. Kill the guards to break the shield; kill the spawn before they reach it.
Crushing Depths (35%) · Everyone
One of the group is marked in gold. After 5 s the deep falls on them, shared between everyone within 4 m. Stack on the marked.
The Lure Blazes (35%) · Damage
The lure wraps it in a ward and builds for 7 s. Break the ward first or the light scours the hall.
Berserk · Everyone
After 8 minutes Morrowmaw swallows the hall.
Morrowmaw, the Abyssal Angler

World bosses4

The three bosses of the Waking sleep in lairs out in the open world, and each wakes once an hour in turn. They fight with raid mechanics, scale to whoever comes, share the kill with everyone who fought and give their spoils once a week; World bosses explains the clock, the credit and the spoils. Calathrax is fought for the world quest Wyrmfall.

Old Carapace, the Wreck-Bearer

Beast
World boss
Family
Beast
Fights as
Boss
Damage
Physical
Life
×62
Hits
×1.9
Speed
×0.8
Resists
Cold 50%, Lightning -20%
When struck
Yellow-green ichor
Found in
The Broken Shoals
Look
The Reef Snapper grown colossal, its claws half as long again, under the stern castle of the Merrow's Due for a shell, weathered green below the waterline, barnacled and hung with kelp
Berserk
After 7 minutes
Crushing Claw
Each blow: 12% more damage taken per stack, up to 10 stacks, for 20 s. Defenders take turns.
Lair
The Broken Shoals, Saltreach Coast
Wakes
Every hour at xx:00, for up to fifteen minutes; the whole island hears three minutes before
Scales
Its life is set for ten fighters, heroes and companions alike: 30% of it for one, 61% for five
Credit
Everyone who fought it, with their party within 90 m; a companion's work counts for its hero
Spoils
Once a week: Wreck-Bearer's Hull or Lantern of the Merrow at 30%, 15% more for each week it misses, or else a rare item and gold; see weekly spoils
Achievement
Shell Game

Phases

From the start
Uses Rending Cleave, Undertow
Brine Spray marks three of the group to run out
Below 60% life · summons 5 × Shoal Crab
Uses Crushing Slam, Undertow
The Shoal Gathers sends 5 × Shoal Crab to heal it; Breaking Wave marks one of the group for the rest to stack on
Below 25% life · enrages
Uses Rending Cleave, Undertow
Into the Wreck: a ward to break within its 8 s channel; Brine Spray marks three of the group to run out

Encounter journal

A hermit crab of the Saltreach shallows that never stopped growing. When its last shell split it climbed into the stern of the Merrow's Due where she broke on the reef, and it has carried the wreck ever since, lanterns, rudder and all. It sleeps buried in the sand of the Broken Shoals, and when it wakes the sea runs out of the bay.

Crushing Claw · Defenders
Each blow cracks its target's guard: 12% more damage taken per stack. Defenders take turns at three stacks.
Claw Sweep · Everyone
It sweeps a claw through a wide arc in front of it. Stay at its sides or behind it.
Undertow · Everyone
A ring of seawater rolls out from it. Step through the gap or out of reach.
Brine Spray · Everyone
Marks three of the group. After 5 s each mark bursts in a spray of brine, hurting everyone within 5 m. Marked: run out.
The Shoal Gathers (60%) · Damage
Shoal Crabs scuttle out of the surf toward it: each one that reaches it mends its shell by 3%. Kill them on the sand.
Breaking Wave (60%) · Everyone
One of the group is marked by the tide. After 5 s a wave breaks on them, shared between everyone within 4.5 m. Stand with the marked.
Into the Wreck (25%) · Damage
It draws itself into the wreck behind a ward of barnacled timber. Break the ward before the bar runs out and it falls stunned; fail and the tide comes in over everyone.
Berserk · Everyone
After 7 minutes it goes berserk.
Old Carapace, the Wreck-Bearer

Vorgrath, the Cinder Colossus

Elemental
World boss
Family
Elemental
Fights as
Boss
Damage
Fire
Life
×66
Hits
×2
Speed
×0.8
Resists
Fire 75%, Cold -20%, Physical 20%
When struck
Stone chips and grit, and sparks from weapons
Found in
The Cinder Crater
Look
Fifty-three plates of scanned boulder turned to basalt, each on its own bone, over a core of molten rock; the melt glows in the seams and a furnace burns in its chest. Asleep, it is a cold heap of stone
Berserk
After 7 minutes
Searing Grip
Each blow: 12% more damage taken per stack, up to 10 stacks, for 20 s. Defenders take turns.
Lair
The Cinder Crater, Cinderreach Wastes
Wakes
Every hour at xx:20, for up to fifteen minutes; the whole island hears three minutes before
Scales
Its life is set for ten fighters, heroes and companions alike: 30% of it for one, 61% for five
Credit
Everyone who fought it, with their party within 90 m; a companion's work counts for its hero
Spoils
Once a week: Heart of the Crater or Kaldrian Forgefire at 30%, 15% more for each week it misses, or else a rare item and gold; see weekly spoils
Achievement
Banked Fires

Phases

From the start
Uses Crushing Slam, Falling Cinder
Cinder Brand marks three of the group to run out
Below 60% life · raises 6 × Rising Hazards about the room
Uses Crushing Slam, Cataclysm
Embers to the Core sends 5 × Cinderling to heal it; Molten Fall marks one of the group for the rest to stack on
Below 25% life · enrages, raises 4 × Rising Hazards about the room
Uses Searing Sweep, Crushing Slam
The Core Banked: a ward to break within its 8 s channel; Cinder Brand marks three of the group to run out

Encounter journal

The smiths of Old Kaldris banked a forge-fire under the Cinder Crater that was never meant to go out, and piled the hill's black boulders on it to hold the heat. When the city burned the fire kept on alone, and in three hundred years of nobody tending it, it learned to stand up.

Searing Grip · Defenders
Each blow scorches its target's guard: 12% more damage taken per stack. Defenders take turns at three stacks.
Crater Slam · Everyone
It brings both fists down where a red circle grows. Step out of it.
Cinder Brand · Everyone
Marks three of the group with a brand. After 5 s each bursts into flame, hurting everyone within 5 m. Marked: run out.
The Ground Burns (60%) · Everyone
Vents of lava open in the crater floor. Keep off them.
Embers to the Core (60%) · Damage
Cinderlings crawl out of the vents toward it: each one that reaches its core feeds it 3% of its life. Kill them on the way.
Molten Fall (60%) · Everyone
One of the group is marked. After 5 s molten rock falls on them, shared between everyone within 4.5 m. Stand together.
The Core Banked (25%) · Damage
It closes its stones round its core behind a ward and the heat builds. Break the ward before the bar runs out and it staggers; fail and the core bursts over the crater.
Berserk · Everyone
After 7 minutes it goes berserk.
Vorgrath, the Cinder Colossus

Elderhorn, the Moss Stag

Beast
World boss
Family
Beast
Fights as
Boss
Damage
Physical
Life
×60
Hits
×1.9
Speed
×1
Resists
Chaos 40%, Fire -25%
When struck
Blood
Found in
The Antlered Glade
Look
A giant elk with a shaggy ruff, a throat bell and a tawny coat gone grey, under a crown of gnarled antler-branches hung with moss
Berserk
After 7 minutes
Goring Antlers
Each blow: 12% more damage taken per stack, up to 10 stacks, for 20 s. Defenders take turns.
Lair
The Antlered Glade, Thornwood
Wakes
Every hour at xx:40, for up to fifteen minutes; the whole island hears three minutes before
Scales
Its life is set for ten fighters, heroes and companions alike: 30% of it for one, 61% for five
Credit
Everyone who fought it, with their party within 90 m; a companion's work counts for its hero
Spoils
Once a week: The Velvet Crown or Elderhorn at 30%, 15% more for each week it misses, or else a rare item and gold; see weekly spoils
Achievement
The Crown of the Wood

Phases

From the start
Uses Trampling Charge, Root Lash
Spore-Velvet marks three of the group to run out
Below 60% life · summons 5 × Mossling
Uses Root Lash, Choking Spores
The Glade Gives sends 5 × Mossling to heal it; The Old Bough Falls marks one of the group for the rest to stack on
Below 25% life · enrages
Uses Trampling Charge, Choking Spores
The Crown Blooms: a ward to break within its 8 s channel; Spore-Velvet marks three of the group to run out

Encounter journal

The Vaelin say the first elk of the Thornwood was given its antlers by the Heartroot, and has never shed them since. They have grown for a thousand years into a crown of branches hung with moss, and saplings root in its back. It walks the Antlered Glade once in a while to remind the forest who it belongs to.

Goring Antlers · Defenders
Each blow opens its target's guard: 12% more damage taken per stack. Defenders take turns at three stacks.
Trampling Charge · Everyone
It lowers its crown and charges along a line. Get out of its path.
Root Lash · Everyone
Roots burst out of the ground where a red circle grows. Step out of it.
Spore-Velvet · Everyone
Shakes spores out of the velvet of its antlers onto three of the group. After 5 s each mark bursts, hurting everyone within 5 m. Marked: run out.
The Glade Gives (60%) · Damage
Mosslings walk out of the trees to it: each one that reaches it heals it by 3%. Cut them down before they get there.
The Old Bough Falls (60%) · Everyone
One of the group is marked under the crown. After 5 s a bough falls on them, shared between everyone within 4.5 m. Stand with the marked.
The Crown Blooms (25%) · Damage
Its antlers burst into bloom behind a ward of green light. Break the ward before the bar runs out and it staggers; fail and the glade's spores choke everyone in it.
Berserk · Everyone
After 7 minutes it goes berserk.
Elderhorn, the Moss Stag

Calathrax, Elder Wyrm

Dragon
World boss

“I smell lantern-oil, and fear.”

Family
Dragon
Fights as
Boss
Damage
Physical
Life
×80
Hits
×2.4
Speed
×1
Resists
Fire 75%
Flies
Yes
When struck
Dark blood and embers
Found in
The Shattered Ring
Skinning
Cured Leather or, from level 20, Thick Leather, 1–4; Wyrmscale every time (how)
Quest
Wyrmfall

Phases

From the start
Uses Searing Sweep, Cinder Bolt
Below 50% life · enrages, raises 12 × Rising Hazards about the room
Uses Cataclysm, Searing Sweep, Shockwave

“Little lanterns... I will snuff you all.”

Calathrax, Elder Wyrm

Expedition bosses7

The Bone Regent

Undead
Boss

“My throne. My bones. My kingdom of dust.”

Family
Undead
Fights as
Boss
Damage
Physical
Life
×30
Hits
×1.8
Speed
×1
When struck
Grave dust
Found in
Ossuary of Whispers

Phases

From the start
Uses Rending Cleave, Ossuary Spikes
Below 60% life · is shielded until its adds fall, summons 2 × Hollow Sentinel, summons 2 × Hollow Bowman
Uses Ossuary Spikes, Crushing Slam

“Stand, my honour guard. None reach the throne.”

Below 25% life · enrages, casts Grave Tide
Uses Rending Cleave, Ossuary Spikes, Grave Tide, Trampling Charge

“Then I will break you myself!”

The Crystal Maw

Elemental
Boss
Family
Elemental
Fights as
Boss
Damage
Physical
Life
×30
Hits
×1.8
Speed
×1
When struck
Glints of crystal, and sparks from weapons
Found in
Glasswind Caverns

Phases

From the start
Uses Shard Spray, Crushing Slam
Below 65% life · raises 6 × Crystal Growth about the room
Uses Shard Spray, Glass Quake, Frost Pulse
Below 30% life · enrages, raises 8 × Crystal Growth about the room
Uses Shard Spray, Glass Quake, Crushing Slam
The Crystal Maw

The Hollow Regent

Undead
Boss

“The accused will approach the bench.”

Family
Undead
Fights as
Boss
Damage
Physical
Life
×30
Hits
×1.8
Speed
×1
When struck
Grave dust
Found in
The Hollow Court

Phases

From the start
Uses Shade Bolt, Soul Lance
Below 65% life · vanishes and reappears elsewhere in the room, summons 3 × Hollow Pyromancer, casts Hollow Mark
Uses Soul Lance, Hollow Mark, Grave Tide, Shade Bolt

“Kneel. The court is in session.”

Below 30% life · vanishes and reappears elsewhere in the room, is shielded for 3 seconds, enrages
Uses Soul Lance, Grave Tide, Hollow Mark, Shade Bolt

“The sentence is death.”

The Void Angler

Aberration
Boss

“Closer... come into the light.”

Family
Aberration
Fights as
Boss
Damage
Physical
Life
×30
Hits
×1.8
Speed
×1
Flies
Yes
When struck
Blood
Found in
Starless Deep

Phases

From the start
Uses Lure-light, Ink of the Deep
Below 60% life · summons 4 × Deepspawn
Uses Lure-light, Ink of the Deep, Abyssal Pulse
Below 30% life · vanishes and reappears elsewhere in the room, enrages, casts Abyssal Pulse
Uses Lure-light, Abyssal Pulse, Ink of the Deep
The Void Angler

The Saltglass Overseer

Human
Boss

“Nobody leaves my mine without my say.”

Family
Human
Fights as
Boss
Damage
Physical
Life
×30
Hits
×1.8
Speed
×1
When struck
Blood
Found in
Saltglass Mines

Phases

From the start
Uses Overseer's Lash, Trampling Charge
Below 60% life · summons 4 × Valley Cutthroat, casts Blasting Charges
Uses Overseer's Lash, Blasting Charges, Trampling Charge

“Back to work, the lot of you!”

Below 30% life · enrages, casts Cave-in
Uses Cave-in, Overseer's Lash, Blasting Charges

“Bring the roof down on them!”

The Rotwood Ancient

Plant
Boss

“Axes. I smell axes.”

Family
Plant
Fights as
Boss
Damage
Physical
Life
×30
Hits
×1.8
Speed
×1
When struck
Amber sap and bark
Found in
Rotting Orchard

Phases

From the start
Uses Root Lash, Rotbloom
Below 60% life · summons 5 × Sporeling
Uses Root Lash, Choking Spores, Rotbloom

“The orchard remembers every axe.”

Below 30% life · enrages, raises 7 × Rotting Ground about the room
Uses Root Lash, Rotbloom, Crushing Slam

“Rot, and feed the roots.”

The Unweaver

Lattice
Boss

“You are threads. I am the hand that pulls.”

Family
Lattice
Fights as
Boss
Damage
Physical
Life
×60
Hits
×1.8
Speed
×1
When struck
Grave dust
Found in
Heart of the Lattice

Phases

From the start
Uses Lattice Beam, Shade Bolt, Unravelling
Below 70% life · is shielded until its adds fall, summons 3 × Lattice Pylon
Uses Unravelling, Lattice Beam

“Every thread of you is mine to pull.”

Below 35% life · vanishes and reappears elsewhere in the room, enrages, casts Shockwave
Uses Lattice Beam, Unravelling, Shockwave, Shade Bolt

“Come apart.”