Seven Deadly Dragons: Wrath
Seven Deadly Dragons: Wrath - The Red Betty under siege
Captain Rhubarb's cannons cannot drive off the undead dragon pursuing his fleet. Floyd warns that they cannot hold out much longer, and Rhubarb orders every sail set for shore. He calls for both Artix and Galanoth. An enemy who is at once a dragon and undead seems an ideal occasion to unite their specialties; Artix is delighted by the prospect, and Galanoth assures the captain that he has called the right people.
Rhubarb supplies the history behind the pursuit. His crew had unearthed the buried treasure of Evil Eye Grim, and Gorgorath attacked on their return. Calling in the rest of the fleet only angered her. She destroyed half of it before the survivors outsailed her, then found her undead army waiting when they reached shore. Galanoth initially welcomes Artix's presence: no one else, he says, cuts through the undead as well, so the paladin should lead the fight against the army.
Seven Deadly Dragons: Wrath - Grenades of Awe
Artix first asks the Hero to Decimate the Horde, requiring five Bone Terrors and five Fishbones slain. The problem is that the defeated undead keep reanimating. While Artix investigates, Douse the Flames requires extinguishing eight Dark Fires near the shoreline. The Red Betty is saved from burning for the moment, but neither the fires nor the attacking bodies explain what is sustaining the assault.
Artix tries a more specialized answer. Grenades of AWE requires six Gunpowder from the ship and six Bone Shrapnel from the undead. The Final Ingredient is one Holy Wasabi, obtained through Ol' Spice at Lightguard. Count Not to Four then requires six shiny explosions as the Hero throws the paladin-infused grenades at the ship's attackers. Artix enjoys the spectacle, but even these anti-undead weapons fail to keep the enemy down.
Seven Deadly Dragons: Wrath - What the pirates brought home
Unable to end the reanimation, Artix sends the Hero to Talk to Captain Rhubarb. Rhubarb suspects that something in Grim's treasure is drawing the pursuit. Find the Manifest requires one Cargo Manifest and eight Undead Pirates slain; he knows these enemies will rise again, but putting them down briefly still helps. The manifest points to the Jewel of the Undying, something an undead dragon would have particular reason to want.
The crew's own greed adds another obstacle. Some pirates refuse to share the treasure with a dragon, mutiny, and lock the others out of the hold. Get the Cargo Hold Key requires eight Mutineers Slain and one Cargo Hold Key. After recovering it, the Hero can search the chests below. The immediate task is to locate the dangerous jewel before the reason for Gorgorath's interest becomes a permanent advantage for her.
Seven Deadly Dragons: Wrath - The Jewel of the Undying
Find the Jewel requires recovering one Jewel of the Undying from the cargo hold. Rhubarb identifies it as one of the most valuable pieces of Evil Eye Grim's hoard. It is rumored to grant eternal life to the undead; in a dracolich's possession, he warns, even a paladin's light could not kill her. The Hero now understands why Gorgorath has pursued the pirates so relentlessly.
Droghor the Screecher intervenes, and Galanoth interprets his demand as a demand for the jewel. The Hero refuses to hand over something that could make Gorgorath immortal. Artix promises to stand in Droghor's way, joking that the enemy lacks the guts to get through him. Defeat Droghor the Screecher! requires one Droghor defeated. Rhubarb calls it a close escape, but the dragon herself remains to be confronted.
Seven Deadly Dragons: Wrath - Two hunters, one enemy
The next confrontation exposes the weakness in the apparently perfect partnership. When Gorgorath appears, Galanoth tells everyone to stand back: this is his dragon to slay. Artix insists that the undead are his specialty. Galanoth invokes their long friendship but warns Artix not to interfere; Artix hears a threat and answers it with a demand that Galanoth stay out of his own way.
The Hero repeatedly tries to interrupt as the two argue over whether the enemy should count as a dragon or a dracolich. Neither yields. Rhubarb finally directs the Hero to handle the beast alone, because the specialists are too busy fighting each other. Defeat Gorgorath! requires one Gorgorath Defeated, but the quest's completion is only an ominous expression of dismay. This first confrontation does not finish the threat.
Seven Deadly Dragons: Wrath - Whose treasure?
Gorgorath asks why the Hero sides with thieves. She understands the Dragonslayer's and paladin's hostility, but says the Jewel of the Undying belongs to her: Grim stole it years ago, and while it lay buried she could neither sense nor find it. Its excavation has finally brought it within reach again. She offers to leave everyone unharmed if the Hero helps her reclaim it.
The Hero suspects she is bargaining because she knows the Hero can beat her. Gorgorath admits that much, while insisting that she does not lie. The possibility of a bargain does not resolve the danger. Artix protests that she is a dracolich, and Galanoth warns that making her immortal could leave them unable to stop her from destroying Lore. Before the Hero can finish answering, the situation escapes their control.
Seven Deadly Dragons: Wrath - An immortal enemy escapes
Gorgorath obtains the jewel. Artix and Galanoth cannot undo the mistake by attacking separately, and she announces that she has what she needs even though they did not intend to help her. She leaves with a warning that another meeting will not end as kindly. The Hero has survived the encounter, but the enemy departs with precisely the protection the party hoped to keep from her.
Artix acknowledges that the failure is theirs. Galanoth identifies its cause: rage at dragons and rage at the undead overwhelmed their ability to work together. He promises that their next attempt will be different. Rhubarb is relieved that his crew is no longer being hunted, but furious that an immortal dracolich is now someone else's problem to solve. Both slayers commit to finding Gorgorath and correcting what they have allowed to happen.
Seven Deadly Dragons: Wrath - The Dragons' Graveyard
The Order of Dragonslayers and the Paladins of Lightguard help track Gorgorath to a wasteland where dragons go to die. Artix calls it the Dragons' Graveyard. At its center she has built a castle from their bones. The Hero checks that the earlier quarrel will not repeat; Artix and Galanoth both insist they have learned the lesson and will fight together this time.
Cooperation alone cannot overcome the jewel's protection. The Hero recalls their weapons bouncing off Gorgorath, and Artix agrees that she cannot be defeated while she has it. Galanoth therefore proposes finding its hiding place and removing it from the fight. The approach to the bone castle becomes a search for the source of her invulnerability before the final confrontation begins.
Seven Deadly Dragons: Wrath - A way through the bones
Navigate the Maze requires finding the castle, slaying five Bone Dragonlings, and extinguishing five Dark Fires. The piled bones make a direct approach impossible; the Hero must work through the graveyard to reach its gates. Artix welcomes the Hero on arrival. Their renewed alliance now has a practical objective: get inside, locate the jewel, and meet Gorgorath only after weakening her advantage.
Inside, the Bone Terrors may know where their mistress keeps her treasure. Get a Clue requires five Scraps of Map from these servants. The recovered pieces are not a complete plan of the castle, but Artix judges them sufficient to help. They indicate a hidden lower level, turning the search from a blind exploration into a route toward Gorgorath's valuables.
Seven Deadly Dragons: Wrath - Hearts for a locked door
Heart of a Dracolich requires three Dracolich Hearts, glowing stone objects carried by the Bone Wyverns roaming the halls. The fragments of map indicate that these hearts open the way to the lower level. In Open the Door, the Hero must place them into three spaces above the locked door in the correct order. Opening the cellar, rather than defeating another guardian, is the next step toward the jewel.
The heart puzzle also has a failure route. Its separate falling scene accompanies a failed attempt, with the Hero's scream as the only dialogue, before the map returns the Hero to an earlier room. This is a conditional mishap during the search, not a second ending after Gorgorath's defeat. The route also provides a way to skip the puzzle after the falling event has been recorded.
Seven Deadly Dragons: Wrath - Taking back the jewel
Once the cellar is open, Artix urges the Hero to search it. The second quest named Find the Jewel requires one Jewel of the Undying from this room; it is a new recovery from Gorgorath's hiding place, following the earlier discovery aboard the Red Betty. Artix's delight confirms the find. The two same-named tasks mark opposite turns in possession, separated by the party's failure at the ship.
Get to the Lair sends the Hero through the exit on the far side of the cellar, toward Gorgorath herself. Artix expects guards and warns the Hero to be ready for a fight. The Hero must reach the lair before the recovered jewel can be used to strip away the dragon's confidence. Retrieving it has changed the balance, but the route is still defended.
Seven Deadly Dragons: Wrath - The last guardian
A dark, shadowy ghost of a dragon guards the lair's entrance. Unlock the Door requires a Key to the Lair and the Lair Unlocked: the Hero defeats Dragonshade, then opens the door. With the path clear, Artix calls on the Hero to show what they can do as a united group. Galanoth stresses both changes since the first encounter: they will fight together, and Gorgorath has lost the Jewel of the Undying.
Gorgorath greets their return as a betrayal of the previous bargain. She says she recovered her property and left without harming them, despite their failed attacks on her; she had warned that a second meeting would be different. Artix answers that all three will oppose her together. She counters with the protection on which her confidence rests: while she has the jewel, their weapons cannot hurt her.
Seven Deadly Dragons: Wrath - No longer immortal
The Hero reveals the recovered jewel. Its presence in the Hero's hand punctures Gorgorath's claim that she still has it, and the jewel is broken before the battle resumes. The party has acted on the plan rather than relying on a better performance against the same invulnerable enemy. What had protected Gorgorath in the previous encounter is removed from this one.
Gorgorath changes her threat: she does not need immortality to destroy the three of them, and they will pay for what they have taken. Galanoth replies that she is far from the first dragon to threaten his destruction, and none has succeeded. Slay Gorgorath is now his call to fight together, requiring one Gorgorath Slain. Unlike the earlier quest's incomplete victory, its completion states that the threat has ended.
Seven Deadly Dragons: Wrath - Fighting together
Galanoth declares his duty to protect Lore; Gorgorath dismisses him as a pest. When the Hero warns him of danger, Artix steps in to protect his friend while Galanoth carries on the attack. The two specialties that had competed at the ship now support each other. Afterward Galanoth tells Gorgorath that her mistake was believing she could defeat them while they fought together.
The Hero starts to ask whether there is time for celebratory banter, but Artix calls out another warning. The bone castle is coming down. Galanoth orders an immediate retreat, and the three have to escape before celebration can begin. Gorgorath's defeat has ended one danger while the collapse of her fortress supplies a final urgent obstacle.
Seven Deadly Dragons: Wrath - Humility, briefly
Outside, Galanoth confirms that Gorgorath is gone. The Hero first asks whether they have really done it, then celebrates the answer. Galanoth admits that none of them could have succeeded alone. In the aftermath he thanks both companions and calls the adventure a lesson in humility: even a legendary Dragonslayer needs help against a dragon, and even a legendary undead slayer can need assistance with a lich.
Their old rivalry nevertheless peeks through almost at once. Galanoth suggests that a legendary dragon slayer might have come close to winning alone; Artix counters that he must mean a legendary slayer of the undead. The Hero interrupts them again. This time the argument follows a victory achieved together. Artix remembers the adventure with enthusiasm, especially the chance to slay an undead dragon beside Galanoth and the Hero.