Sundered Skies - Compendium 1

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30012

D v B ew r, Kev n And rson & M k s ns r


compendium 1
v w e s & a s s e

i in & o d g Da e Bl
M P o , n Bl g

e i e l i

A C s n nP a
n n S n l ,
D n

e ceg

© 2008-2015 Triple Ace Games. Sundered Skies and all related marks and logos are trademarks of
Triple Ace Games. Savage Worlds, Smiling Jack and all related marks and logos are trademarks of
Pinnacle Entertainment Group. All rights reserved. Used with permission.
© 2015. All Rights Reserved.

978-1-908237-25-5

3 5 7 9 10 8 6 4 2

Printed in the USA

This game references the Savage Worlds game system, available from Pinnacle Entertainment Group
at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle
Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the
quality, viability, or suitability for purpose of this product.
S d S s Co d m

CONTENTS
The Ice Tower. ..............................................3

Fate of the Summoner................................... 31

Blade of Destiny.......................................... 57

The Race................................................. 87

Cover Art..................................................133
the ice tower

D a rock during the approach to Gateway.


This rock causes three Wounds, on the
Where: Gateway resultant Critical hit rolls, use the table
When: Anytime after the characters below, and refer to the Critical Hit chart
reach Seasoned Rank. in Savage Worlds. The collision occurs
The approach to Gateway is danger- even if they employ a pilot to bring their
ous; errant rocks from the Shattered City ship in. They are able to get a refund on
swarm erratically through the void. Most the piloting fee, though.
of the larger ship killers have been dealt D6 Result
with, either by cannon fire or charges, but 1 Engine
the danger is still there. Some of the rock 2 Locomotion
fragments can cause untold damage. 3 Controls
Normally we would suggest the GM 4-6 Chasis
ignore this danger, only highlighting it
occasionally just to remind his players of Unfortunately for the heroes, their di-
the dangers of life in the skies. However saster couldn’t have happened at a worse
in this instance we are going to ask you to time. Gateway is desperately short of the
do something we would never normally materials needed to repair their ship, and
suggest. We want you to cheat! it might take weeks or even months for
The hook of this scenario involves the them to come in from another island.
heroes becoming crewmembers of an- The heroes sponsor, Hawke—or some
other ship. For this to happen, their ship other merchant if they are on bad terms
must either be destroyed or damaged be- with him—steps in and makes them an
yond a simple repair. What follows is only offer: he will get their ship repaired, and
a suggestion; the object is to temporarily even pay for the repairs. In return he
deprive the heroes of their hard won sky- asks the heroes to accompany one of his
ship. If circumstances arise which offer an business partners upon a scavenging mis-
opportunity to run this scenario without sion to the Draining Sea. Hawke is a little
such a contrivance, then use that instead, vague on the details, himself; “Skiller has
even if it means moving the starting loca- directions to a ruin upon the sea” is all
tion of the scenario. he knows. Skiller is preparing to depart
The heroes are returning from a soon and the heroes will find him at the
particularly fruitless excursion into the docks.
Shattered City, when they are struck by Asking for Skiller at the docks gets di-


s d s s dv t co p n

rections to the frigate Mirabelle. The ship asked, and he rewarded me with
is a hive of activity as sailors load crates an old skin map.”
and barrels. Tethered behind the frigate
is a Cloudskiff named Rosie. Hailing the Pausing, Skiller pulls a battered and
ship, the heroes are soon invited aboard worn skin from his tunic and unrolls it
by Skiller himself. upon the table. The map (provided as
S a player handout on page 28) depicts
The Draining Sea. Stylized houses are
drawn here and there about the edge of
Very few have heard the legend the map signifying ice mines and clans.
of the Ice Tower. Fewer have dared Inland from the Northeast edge of the
to seek it. None have returned! Draining Sea is an area labeled ‘the Ice
–Tales of The Draining Sea. Sea’. Roughly central of the Ice Sea is a
third shape, with a stylized castle upon
Skiller has heard good things about it, labeled ‘Palace of Ice?’ Scattered about
the heroes from Hawke and ushers them the Ice Sea are 13 irregular shapes; one of
into his cabin to tell them his tale over these is labeled ‘Ice Tower’.
drinks. Skiller continues.

“Many years ago, I was trading “I pondered long and hard on


in the Ice Isles amongst the orc this map and the notes upon it. After
tribes. I befriended one small tribe many years, I encountered a song-
in particular, the Ice Claw, and priest who sang a tale of the Bat-
became a member of the tribe. tlelord. In essence this tale related
One day while I was absent, hunt- how the Battlelord resided within a
ing for food on the Draining Sea tower of ice while he and his wor-
with the tribal warriors, a rival shippers raised a permanent palace
clan attacked the tribe’s homeisle. of iron hard ice. Once the palace
Outnumbered and without many was completed, the god abandoned
of their warriors, my adopted clan the tower, never to return
was slain.
“I believe that this map shows
“Returning to the camp, we both the Palace and the Ice Tower.
found the massacre. Among the The surrounding water is ice,
dead was their battlepriest, mor- melted by the Battlelord’s rage; the
tally wounded, but not yet dead. islands are composed of harder,
With his final words, he made me glacial ice, like the tower and pal-
pledge to stop the returning warri- ace. I am looking for a few more
ors from seeking vengeance, as the hardy souls to accompany me to
attackers were too many. He asked the Ice Tower. Within we may find
me to take them to a neighboring relics touched by the god, himself;
island where they could join an- our fortune and our legends will
other clan. I promised to do as he be made. Are you with me?”


c to

S e Plan ing into the heroes’ table. The elf looks


beseechingly at the characters and groans,
Skiller’s plan is as follows; Mirabelle as the dockworker advances upon him.
will sail to the Draining Sea and moor If the heroes do not help—check those
up along the North East coast, where hindrances—the elf is soundly beaten and
members of the Ice Bear clan will meet thrown out of the bar. Those who choose
them. The orcs will portage the Rosie to help may attempt to defuse the situ-
across land—a distance of some 39 ation or fight. The latter choice sparks a
leagues, or about 100 miles—where she bar brawl. The dockworkers use fists and
can be launched into the sea. Rosie will clubs and will run if anything larger than
allow the heroes to navigate the Ice Sea a dagger is pulled. Each brawler will sur-
and approach the Tower. On their return, render once they are Shaken.
the orcs will escort them back to the Mi- Once the fight is over, the elf intro-
rabelle. duces himself as Eldeer. If the heroes take
The crew positions the heroes fill can the time to talk to him, they will discover
be decided by their skills and abilities. he is also part of the expedition. If they
Skiller, if needed, can pilot Mirabelle, but just let him go on his way, then they will
ideally, a hero should fill that position. make this discovery as the ship sails.
Other heroes should act as shipboard Eldeer, Elven bard See page 24.
priests, healers, or gunners. Dockworkers (1 per heroes +2 )
The Mirabelle is set to depart in a See page 24.
week. The heroes can use the time to at-
tempt to pick up any items they may want e o
or need. Skiller also gives them 10 cogs to
have a drink or two on him, to welcome Eq pm n
them to his crew.
Aside from the normal gear a ship
carries for ad hoc repairs and day-to-day
Chances are the heroes will end up in living, the Mirabelle also carries:
a bar sometime during the week before 24 tree trunks (for rollers)
the Mirabelle sets sail. Those who suc- 30 barrels of skyler guts (to grease the
rollers)
ceed at a Notice roll see an elven bard
8 ice axes (see page 5)
trying to entertain the busy hostelry.
20 blankets
He is obviously nervous and is trying 20 fur throws
to cover his nerves with expansive arm 10 ceramic flasks of oil
movements. His voice is good, and he is 10 sets of flint and steel
singing a ribald tune called “Sally and the 5 hooded lanterns (like a bull’s-eye
Skyler Man.” lantern but with a hood that can
be shut to keep the wind out) 200
If the heroes keep an eye on the bard
yards of rope in 20-yard lengths
they will see his flailing arms knock a
3 grappling hooks
pitcher of beer from a drunken dockwork- 10 yards of sail cloth
ers hand. The furious man grabs the elf 4 shovels
and flings him across the room—smash- 4 picks


s d s s dv t co p n

20 sleeping canvases
tribe from what Skiller has told them.
20 torches
10 water skins They say that they have gone on several
10 sets of altitude attire salvage runs with their captain, and he is
a skilled, resourceful adventurer.
Eldeer: An elven bard—not a song-
The crew of the Mirabelle consists of priest. He seems amazed his first ship po-
two distinct groups. Everyone has a role sition is on a ship with a mission, which
on the frigate, but a smaller group will may go down as one of the greatest,
also form the scavenging crew who will recorded in the Songvaults. He is not a
investigate the Ice Tower. There are ten Boughbreaker, but is vaguely sympathetic
human sailors, a cat wildling named Lean, to the wildling’s plight.
the two orc brothers, Karag and Volrog, S l ’ S e
an elven Songpriest, Eldeer, and finally,
Skiller himself. Skiller hasn’t been entirely truthful
The salvaging crew consists of Skiller, with the heroes. For the GM’s conve-
Volrog and Karag, Eldeer, and the he- nience, detailed below is the true story of
roes. Skiller’s time with the Ice Claw Tribe.
A player handout can be found on Skiller did meet the Ice Claws through
page 27 which details the stats the heroes his trading expeditions. What he hasn’t
need to know about these characters shared with the heroes is his wife, Mira-
when the crew get into combat. belle, and his daughter, Rosie accompa-
g nied him on his trading expeditions, and
they were also adopted by the tribe. Tragi-
The heroes may wish to question the cally his family stayed with the tribe when
crew during the voyage to the Draining he accompanied the warriors on their
Sea. For the GM’s convenience we have hunting trip. His wife and daughter were
detailed all they know below: killed alongside the rest of the tribe.
Human Sailors: All the sailors know The attacking tribe was called the
is they are due a single share of salvage Cracked Shield, a fanatical tribe of zeal-
from some big ruin, inland on the Drain- ots who were tasked by the Battlelord to
ing Sea. All they have to do is get the keep the ice around his palace free of the
Mirabelle to the Sea’s shore. unworthy. The Cracked Shield patrol the
Lean: This cat wildling joined the crew ice plains of the Draining Sea They waylay
after unsuccessfully stowing away at Heart- anyone they encounter and “test” them
land. Rather than being beaten and put to see if they are worthy of approaching
overboard as he had witnessed stowaways the Battlelord’s Palace. These tests are
being treated on so many elven ships, frequently fatal.
Lean was accepted as a crew-member and The Cracked Shield also frequently
soon became the ships mascot. Skiller has raid other tribes—winnowing the weak,
earned the wildling’s undying loyalty. they call it. The tribe members only pay
Volrog and Karag: The orc identical lip service to the diplomatic duties of the
twins have been with Skiller for years, but Battlelord’s worshippers instead choos-
only know of the events with the Ice Claw ing to revel in the glory of combat.


c to

As requested by the Ice Claw’s Bat- but serve to add flavor and spectacle to
tlepriest, Skiller did ferry the surviving the voyage.
tribe members to a neighboring friendly The compulsory encounters are Pi-
tribe. However two of those warriors, rates, and The Wreck of the Spirit of
twin brothers named Karag and Volrog Knowledge. The optional encounters
chose to join his crew instead. The three are Elf Overboard, Icefall, and Skylers
have voyaged together for years, but have Ahoy. They are detailed below in the
never forgotten the wrongs done them by order we think they should be encoun-
the Cracked Shield Clan. tered. Feel free to include any other en-
Skiller intends to take the items pil- counters, which you feel would enhance
laged from the Ice Tower and publicly your game.
hand them over to the Battlepriests of
e
the Arena on Shadowhaven. The Cracked
Shield Clan will be humiliated, and all Four weeks into the voyage, the Mira-
will know they have failed in their ap- belle comes under attack by pirates. These
pointed task. There is even a chance wretches, having failed at everything else,
the Battlelord’s rage will reawaken and have even failed at this villainous pursuit.
he will destroy those who failed him They operate from a Cloudskiff, pomp-
so. Skiller and the orcish brothers will ously named Deathbringer. The truth is
finally be avenged for the death of their these pirates haven’t successfully taken a
kin. ship in months and are on the verge of
starvation. Even though they are horribly
Vo a e to e outgunned and out manned. This is there
last chance.
D n ng Se As luck would have it, their first fusil-
lade of cannon fire misses the Mirabelle,
Detailed below are a series of encoun- but succeeds in shredding the nets de-
ters you can use during the voyage. Two ployed behind the frigate (yes, we are
of these are compulsory if you want to use asking you to cheat again, for the sake of
this adventure as written (think of them the story). Let the rest of the battle play
as mini plot points), others are optional out as it will.

e n

Type Damage Cost Weight Rarity Notes


Ice Axe Str+d8 250 10 U AP 1; Parry -1

An Ice Axe differs from a battle-axe in that the blunt back of the blade is
replaced by a sharp pick. The Armour Piercing and Parry modifiers are only
applied if the pick is used to attack rather than the blade. An ice axe gives a
+1 bonus to Climbing rolls.


s d s s dv t co p n

Pirate Captain Sundered Skies page Skiller announces, rather shamefacedly, he


161. had to make some very difficult decisions
Pirates (7) Sundered Skies page 161. when stocking the ship and does not carry
any spare nets. It was a financial decision;
a
the Rosie had to be waterproofed, which
Luckily the ship’s nets have been boun- proved to be very expensive.
tiful lately, and the holds are full of food Food isn’t short yet. However, unless
harvested from the skies. Unfortunately, they restock, the ship will be on short


c to

rations for the return trip. Skiller insists the winds caught him unawares, and he
they continue and stop to re-supply, when fell overboard. Luckily, he routinely teth-
they depart the Draining Sea, at one of ers himself to the ship with a coil of rope,
the Ice Islands - reminding everyone the so he can be easily retrieved. He thanks
Ice Tower will make them all rich. his rescuers enthusiastically.

S l A S n

Three weeks later, call for a Notice Three weeks later, the ship is suddenly
roll. Those successful see what looks like seized by a wind current, which quickly
a large amorphous mass moving towards propels the ship upward. Three days after
the Mirabelle. The mass is revealed to be this another frigate is spotted caught in the
a large flock of non–predatory skylers. same updraft. The ship is in a bad state,
Following the flock, and only visible her sails are ripped, and her hull is rent.
once it has passed, is a single, pure white She is just drifting in the current, so com-
skyler. Seeing this, the sailors stop what ing alongside her is an easy maneuver.
they are doing and fumble in their pock- She proves to be the Spirit of Knowl-
ets to retrieve cogs (one asks to borrow a edge. A successful Common Knowledge
cog from a character on deck). The cogs roll allows a hero to recall she is the ship
are flipped into the void using the left of the famous glowborn explorer, Galken.
hand, and then each sailor draws a circle A raise recalls Galken was last seen leav-
around his heart three times and mutters ing for the Ice Isles and the Draining Sea.
”Lady of the Winds, bless me this day, I Skiller knows of Galken and can fill in any
beseech you.” knowledge gaps the heroes may have.
A Common Knowledge (-2) roll If the heroes explore the wreck, use
(heroes with a skysailor or Windpriest the notes below. Details of Galken’s ill-
background lose the penalty), or asking a fated expedition can be found on page
sailor, reveals white skylers are viewed as 27.
unlucky. Casting a coin into the void and Upper Decks – frost covered, scarred,
asking for a blessing from the Lady averts scratched, and holed in several places.
the ill luck. A half dozen frozen, broken bodies lie
It is up to the Game Master what effect about the deck. The crew who were not
not following this ritual has on a hero. murdered when the ‘Burning Madness’
Possibly, the hero starts the next session took hold fell victim to the demonic Wild-
with one less benny. lings (see Skitters in the Dark on page
11). Their corpses were further battered
f ve
by a series of minor icefalls as the ship
Two weeks after the encounter with drifted beneath the Draining Sea.
the white skyler, one of the heroes is The Helm – the ship’s wheel has been
awakened from his sleep by screaming wrenched from its post and jammed
and something thumping on the hull of against the port rail. The ship’s Waysphere
the ship. has been shattered, and the water within
Investigating discovers Eldeer, the has frozen.
clumsy elf. It seems that a sudden eddy in Lower Decks – the mid-deck has


s d s s dv t co p n

signs of being hacked and cut. Bodies lie


gM in the corridors, bludgeoned or stabbed
to death. The cabin furniture is splin-
Burning Madness is an ergot-like
tered and wrecked, strewn throughout
fungal disease, which infects cere-
als. It causes a high temperature the decks. Searching through this will
and weakness for 10 to 20 hours, discover Junk value salvage.
after which the victim hallucinates Aft Room – the aft room on the mid-
for as long as 25 hours, before deck is where Galken and Ragnar made
slipping into a coma, which can their final stand. The door has been hacked
last several days. apart, but a makeshift barricade blocks the
Most don t survive the hallucina- opening. Clearing the barricade requires a
tory period, as they often fall into successful Strength (-2) roll.
the void, either accidentally or
As the door is cleared a figure lurches
due to the misguided belief they
forwards and tries to push past the he-
can fly, or enter into a homicidal
roes. The figure was once glowborn but
rage.
If infected foodstuffs are ingested, now half of its head is missing and its
a character must make a Vigor (- flesh is decayed—the undead remains of
2) roll or become infected. Each Galken. It holds a large bottle against its
hour thereafter, they must make body. Galken fights savagely, however, if
a further Vigor (-2) roll or take a the heroes move aside, it ignores them,
level of Fatigue, which can render and makes its way to the upper deck
them unconscious but not kill and hurls the bottle into the void. With
them. Ten or so hours after falling his goal achieved Galken collapses to the
unconscious, the victim awakens
deck lifeless.
and begins seeing things, they will
A search of Galken’s corpse finds a
believe the visions are real and
cannot be persuaded otherwise. If flintlock pistol holstered on its belt and
something is perceived as a threat a strangely twisted metal amulet upon a
(and most things are) the sufferer leather cord around its neck. This is half
will go berserk (as the edge) and of the key to the lower reaches of the
attack. A dozen or so hours later, Tower of Ice (see page 15). It is extremely
the victim slips into a coma, which important for the heroes to have the key
may last as long as a week. When for the adventure to continue later. If they
he awakens, he is free of the dis- do not search Galken, find another way to
ease. Wildlings are immune to the get them this half of the key.
Burning Madness.
A second corpse lies in the aft room,
dead from a self-inflicted pistol shot to
the head, the gun still held in its lifeless
a thin coating of ice, making footing hand. The body wears a Chain Hauberk
unsteady; any sudden moves (such as (enchanted to only weigh 13lb) and has
combat) require an Agility roll to keep a long sword sheathed at its side. In a
your balance. A Snake Eyes result sends pouch on its belt is a Woundseal potion.
the victim sprawling/prone. The bottle the revenant clutches con-
The doors, walls, and floors all show tains fragments taken from Galken’s jour-
c to

nal (see page 27.). The rest of the journal Sea a huge chunk of ice separates from
cannot be found. the massive iceberg and hurtles through
Those looking for salvage in the room the void. Caught by a vicious cross wind
find two fine short swords, worth 150 the ice crosses paths with the frigate. Draw
cogs each, and six bottles of Elven wine, a card from the Action Deck to determine
worth 25 cogs each. the size of the icefall as detailed in Sun-
Galken, undead revenant. See page 25. dered Skies core book on page 152.
Cargo Hold – fighting here resulted e n gS
in the hold being flooded, as water bar-
rels were shattered. Ice thickly coats Approaching the Draining Sea is al-
the floor. Searching the hold discovers ways an awe-inspiring experience. The
several sealed crates of supplies. Skiller Island is in fact a titanic iceberg of a size,
is extremely pleased, as these will bolster which almost boggles belief. The void is
the faltering stores. Two crates of salted rent with the ominous sound of cracks
meat, one of grain, and a barrel of the and booms, as the ice shifts and splinters,
strong orcish ale called Choke. occasionally dropping massive chunks of
The grain is infected with the fungal ice into the void.
disease called the Burning Madness. See In the distance can be seen the occasional
page 8 for more information. red/orange glow from the ever present fires
at the orcish ice mines. As the Mirabelle ap-
S e in he
proaches the landmass, they see a makeshift
The half dozen wildling crewmembers jetty and a couple of dozen figures awaiting
were unaffected by the madness which af- them.
flicted the rest of the crew, and they took The voidglow is captured by the ice
refuge in the rigging away from the insane and directed at the incoming ship. The
crew. The Spirit of Knowledge was truly heroes must make a Spirit (-2) roll or gain
damned though, for not long after the a level of Glowmadness. This is caused
last infected crewmember died, the ship by the unique qualities of the ice in this
passed by one of the portals to hell, and particular part of the Draining Sea, creat-
possessing demons seized the wildlings. ing a lens which effects only those in the
The skitterlings should be played as an void. Those on the surface are safe from
unknown threat for as long as possible. The this particular danger. Don’t bother to
creatures will only launch an all out attack check for Skiller and his crew. Assume
when they outnumber the heroes. Describe they succeed.
the sound of their claws on the ice, like rats
e n
running in the walls, to unnerve the players
before attacking. The skitterlings do not suf- The waiting group are orc warriors and
fer any penalties from the icy decks, due to goblin slaves of the Ice Bear tribe, which
their claws. Skiller has contracted to aid the. Some
Skitterlings (6) See page 27. of the heroes may have misgivings about
the enslaved goblins, but the expedition
l
needs them to progress to the Ice Sea.
As the Mirabelle nears the Draining Tarhog, orc leader see page 27.
s d s s dv t co p n

Azghar, orc champion see page 23. 2 Ice Bridge


Orc warriors (12) see Sundered Skies 3-4 Hidden Crevasse
Page 159 5-6 Natural Creatures
Goblins (20) see Sundered Skies Page 7 Ice Elementals
151 8 Ice Worms
9 Blizzard
a
10 Cold snap
Once the initial greetings are dealt Large Crevasse: A wide crevasse splits
with, the goblins unload the tree trunks the tundra ahead, with no way to get the
from the Mirabelle’s hold and smear the skiff across. A detour of an extra day is
skyler guts over them to grease them. The required.
Rosie is pulled ashore and heaved up onto Ice Bridge: A wide crevasse splits
the rollers. Ropes are attached to the skiff, the tundra ahead; there is a bridge of ice
and then the goblin slaves heave the boat across it. Draw another card:
forward. The now empty rollers at the ♣ The bridge gives way as soon as
back of the ship are manhandled around two people have crossed, leaving them
to the front, and the action is repeated. stranded. An extra day’s travel is required
The overland journey to the Ice Sea will to rejoin the party.
take approximately 12 days. Going is slow, ♠ The bridge gives way after a num-
but on the plus side, the heroes do not have ber of people equal to the value of the
to carry their gear, which can all be loaded card cross (the Skiff and goblins count as
in the Skiff. 10 people). A Jack is an 11, a Queen a 12,
a King a 13, an Ace a 14, and a Joker is
e n T e u
a 28. If the bridge breaks, an extra day’s
The terrain of the Draining Sea is solid travel is required to rejoin the party. If the
ice with a covering of snow, which varies Skiff falls down the crevasse it becomes
in depth from a few inches to several feet. lodged between the narrowing walls and
Temperatures vary between 10-20°. As one must be hauled out and repaired, taking
approaches the Ice Sea, the temperature two days.
rises to between 20-34° and the ice around ♥ The bridge cracks but does not
the water has no snow cover, but a thin break if crossed slowly.
film of water. ♦ The bridge is solid and will not
break under any weight.
n n
Alternatively, the party may elect to
For each day of travel, draw a card avoid the crevasse completely and add
from the Action Deck. If it is a face card, another day to their journey.
then roll on the table below to see what Hidden Crevasse: A random Wild
the heroes have encountered. If a Joker is Card runs the risk of falling into one of
drawn, the goblins have been particularly the smaller crevasses, which cross the
motivated that day and shave an extra day tundra. Make a Notice (-2) roll to spot
off the travel time. and avoid it, otherwise the character must
D10 Effect make an Agility (-2) roll to avoid falling in.
1 Large Crevasse On a failure draw another card:

2
c to

♣ or ♠ - 10 yard fall, damage party includes a crazed cultist who har-


1D6+5. bors a deep hatred of orcs.
♥ or ♦ - 20 yard fall, damage The Vigilant are a cult of vengeance
1D6+10. who refuse to forget the orcs’ barbaric
Natural Creatures: Draw another past. It is a small, but dedicated cult,
card and look at the suit. which initially set out to sway public
♣ A pack of 2d6 wolves (use the stats opinion. When this failed, they turned to
in Savage Worlds rulebook) more direct, and violent, methods—caus-
♠ A hungry bear (use the stats in Sav- ing riots, vandalizing orcish businesses,
age Worlds rulebook) and outright murder. Most members are
♥ A swarm of ice crickets envelops elves, dwarves, or drakin Chosen who
the party. The swarm is so large it takes have been influenced by the indoctrina-
four rounds to pass by. It attacks as a tion of their elders and mentors.
swarm each round (use the stats in the Eldeer was raised as a vigilant form
Savage Worlds rulebook). After the swarm birth and although he plays the part
passes, the heroes see the goblins happily of the bumbling bard, he is in reality a
devouring still wriggling crickets. highly skilled killer. This masquerade
♦ A hero plunges several feet through has eroded his sanity over the years, to
the snow and ice, into a nest of Ice Grubs. the point where the walls between his
The nine-inch long creatures do no harm, personalities have started to erode. The
and are considered a delicacy by goblins. trials and tribulations of the voyage of
The hero is treated like a lord by the gob- the Mirabelle have furthered this mental
lins for the rest of the journey. erosion. Now, surrounded by his life-long
Ice elementals: A pair of these spirits enemies, he has finally snapped.
abruptly rises up from the snow and ice, Although insane, Eldeer is cunning
check for surprise. and attempts to hide his crimes, however
Ice Elementals (2) See Sundered his kill spree will be his undoing.
Skies page 157. Detailed below are Eldeer’s activities
Ice Worms: A trio of these nasty crit- during the journey to the Ice Sea. Obvi-
ters burrows up from beneath the party. ously, the heroes’ investigations might
Ice Worms (3) see page 25 disrupt him, especially if the party in-
Blizzard: The Temperature drops as cludes an orc.
the wind rises, snow billows around, and Day 5 Sleep Cycle: Eldeer kills an Ice
visibility drops drastically. The blizzard Bear orc, and hides the body in a crevasse.
lasts for 1d3 days, during which Vigor The disappearance is discovered upon
rolls are made at a –1 penalty. waking and causes great alarm amongst
Cold Snap: The temperature drops the orcs.
sharply to 0° for a day, Vigor rolls are at –2 Day 7 Sleep Cycle: Eldeer murders
during this period. two more of the Ice Bears and leaves the
e l n bodies in their tent. He lays a blood trail to
the one of the heroes’ tents, in an attempt
If the terribly stark conditions of the to frame them and avert suspicion from
Draining Sea weren’t bad enough, the himself. Tarhog, in an attempt to appease

3
s d s s dv t co p n

his men, demands that the heroes prove they hear a hunting horn in the distance.
their innocence in single combat against A Cracked Shield patrol has spotted them
his champion, Azghar. If the hero is suc- and is force-marching their way.
cessful, the orcs calm down but are still The orcs will take only ten minutes
suspicious. If the hero fails, it provokes a to be upon the party, and launching the
full attack by the orcs on Skiller’s party. skiff will take significantly longer—the
Azghar, Ice Bear Champion. See orcs must be dealt with. The goblins run
page 23. away at the sight of the orcs and hide
Day 9 Sleep Cycle: Eldeer slays an- in snowdrifts. If the heroes are on good
other orc but bungles the killing of a sec- terms with them, they promise to wait for
ond, who survives and alerts the camp. the Rosie’s return.
Enraged by the killings, and the party Cracked Shield Warriors (15). See
seemingly shielding the murderer, Tarhog Sundered Skies page 159.
orders his orcs to attack. A S V e
Tarhog, orc chieftain. See page 27.
Eldeer, Vigilant murderer. See page
24. The heroes are about to embark on
Orc Warriors (8 max). See Sundered one of the first sea voyages seen in the
Skies page 159. Sundered Skies for millennia. As such,
The violence disturbs and frightens rules not normally applied to a Sundered
the goblin slaves and they must be con- Skies game should be detailed:
vinced to work for Skiller and the heroes. Boating: Sky sailing is in essence simi-
If they are promised their freedom or one lar to sailing on water. Rosie’s ballast rails,
of the heroes provided them with an ice which help change the altitude setting of
grub feast, convincing them is decidedly a skyship, have been removed, but every-
easier. thing else is familiar, if unintuitive.
Reduce all Boating skills by one die
e eS type (e.g. Boating d10 becomes Boating
d8) for skill rolls using watercraft. Those
The depleted party can continue the who’s skill is reduced below d4 are un-
journey to the Ice Sea and will arrive able to adapt to the strange new sailing.
there eventually. Swimming: Islanders have no need
The sea is caused by the Battlelord’s or opportunity to learn to swim. Their
rage. The glacial ice of his home is rein- Swimming skill defaults to d4-2, as nor-
forced with magical spells, which radiate mal.
his rage out across the Draining Sea. Cold and Water: The Ice Sea is only
The Ice Sea is not a natural body of fractionally above freezing. Anyone falling
water, and cannot help bring Lightbringer in must make a Vigor roll with a –2 pen-
back to his former self, Oceanius. alty as they enter the water, and every ten
e ck dS minute thereafter. Failure earns a level of
Fatigue. They will probably drown long
As the party set about constructing before they freeze to death, though.
a ramp with which to launch the Rosie, Armor: Armor is particularly danger-

4
c to

ous in water; any armor’s bonus is sub-


tracted from all Swimming rolls. This is e
in addition to any penalties from encum-
The two pieces of twisted metal
brance. Ignore magical bonuses when
found on the corpses of Galken
figuring this penalty, and use the typical
and Vincel are actually two halves
Toughness bonus for its type. of a key to the doors within the
Character may decide to leave their ar- Tower of Ice. The two pieces fit
mor stowed, donning it only when battle together, but to do so requires a
looms. Leather and hide armor typically Smarts (-2) roll, and a half hour of
takes 1d6 minutes to properly fit. Chain fiddly, frustrating work.
takes 2d6 minutes. Plate mail requires
2d6 x 5 minutes to properly attach.
Discarding armor requires a number must make Agility rolls or fall. Those
of rounds equal to twice the armor’s bo- who roll a natural 1 (snake eyes for Wild
nus. Discarding plate mail, for example, Cards) are thrown overboard.
takes six full rounds. Again, ignore magi-
e
cal bonuses.
Firearms: Any time powder gets wet, If the party is foolish enough to ap-
roll 1d6 per shot; each shot is ruined on proach the Ice Palace, they see a massive
a d6 roll of 2-6. iceberg, which has been carved into a
citadel. The walls of the Place reflect the
n n n S a
glow as a blinding, but warming light. Sil-
The voyage will take a base length of houetted against this light, a large power-
five days, modified by possible events. ful figure can be seen striding back and
Each day, draw one card; if it is a Face forth atop the battlements.
card, an event occurs. If a joker is pulled, If the Rosie doesn’t turn back, she
shave a day off the voyage. attracts the attention of the rage-filled
♥ or ♦ Blizzard: Weather condi- god. The Battlelord ceases his pacing and
tions are influenced by the Battlelord’s turns his gaze upon her. All aboard must
mood. His anger causes icy winds and make a Guts (-2) roll or be overcome and
blizzards to scythe across the sea. Typi- paralyzed with fear. Allow all to make
cally lasting for one or two days, wise further rolls every 10 minutes until they
sailors drop anchor and wait the storm break free of their terror.
out. If the party continues to sail apply A sudden storm strikes the ship. Use
a –2 penalty to all rolls, and call for vigor the blizzard rules on page 15. However,
rolls to avoid Fatigue. this blizzard cannot be waited out, and
♣ or ♠ Iceberg: A rogue iceberg surrounds the palace for two days sailing
crosses paths with the Rosie. Call for a time.
Notice (-2) roll for all those on deck,
Success gives the pilot a +2 bonus on Th o r of Ic
his Boating roll to avoid the berg. Failure
means the ship grazes the iceberg and Eventually, the party will come within
takes 3d6 damage. Everyone onboard sight of the Tower of Ice. Originally con-

5
s d s s dv t co p n

structed from hard, glacial ice, it has, over including the ogres, must make Agility
the centuries, been buried by ice and rolls every round to stay upright on the
snow until only the battlements can be mound. Horrifically, the ogres have ham-
seen jutting above the covering mound. mered bone and metal spikes through
their frozen feet, giving them a +2 bonus
e ave
to this roll.
Call for a Notice roll, those who suc- Ogres (2) See Sundered Skies page
ceed spot a strangely shaped ice column 159.
on the seaward side of the mound. In-
vestigating reveals a frozen male human
St y

corpse strapped upright to a wooden Beyond the window is a circular cham-


post facing the Draining Sea. ber, almost the diameter of the whole
The corpse had suffered a massive tower. Opposite the window is a pair of
chest wound, which was expertly ban- enormous ornate doors, bound in iron. A
daged. Stuffed inside the armor are sev- strangely angular keyhole sits dead center
eral pieces of parchment, pages torn from on the doors.
a journal (see page 29—Vincel’s journal). The chamber also contains a pile of
The corpse’s left hand is clenched tightly bones, probably from skylers, two piles
around something. Unfortunately, the of rags piled into sleeping mounds, four
fingers must be snapped off to discover ice weapons, a large club (Str+d8 dam-
what it is—a twisted piece of metal simi- age, degradable), and three icicle spears
lar to that found on Galken’s body. (Str+d6, Parry +1, Reach 1, requires 2
hands).
e nd
The door is, of course, locked and is
The ice on the mound around the magically augmented to render it com-
tower is treacherously slippery. Sudden pletely impervious to harm. Only the
movement, such as combat, requires a modular key, the halves of which were
successful Agility roll to keep upright. found on the corpses of Galken and Vin-
Entry into the tower is via a large, cel, can open the door.
shuttered window, in what would have The door opens onto a narrow land-
been the upper story of the tower; the ing and stairs that spiral down around the
shutters appear to be locked from the in- tower, descending some 50’ before end-
side. The Shutters have Object Toughness ing at an arched opening into the Watch
of 14 and can be destroyed with Cutting Post (see below).
or Bashing weapons. Alternatively a suc-
e
cessful Strength (-4) roll will force the
shutters apart. The Watch post has six large windows,
Successfully gaining entry into the which allowed those within to have an
tower in single round surprises the unrestricted view of the Draining Sea
ogres—the last two “survivors” of Galken’s around the tower. Ice has forced its way
expedition—within. Failure alerts the through the windows creating jagged
ogres, and they burst out of the tower to spikes, which must be negotiated with
attack the heroes. Remember everyone, care. The frozen corpse of a Provider is

6
c to

slumped over one of these spikes. Oppo-


site the stairs the heroes have descended n e
is another set of stairs spiraling down
The tower’s interior is intensely
deeper into the tower.
cold, requiring Vigor Rolls every
The corpse is Leith, yet another mem-
2 hours; failure means the hero
ber of Galken’s expedition. He was slain
gains a level of Fatigue. If some-
by the three cold spirits, which haunt the one is foolish enough to touch
room. These frigid ghosts will attack all the icy walls with bare flesh, they
who enter the room; using the ice spikes, are frozen to the wall, and must
they will disappear and reappear to be cut loose with a dagger, which
launch surprise attacks. They pursue the inflicts 2d4 damage that ignores
heroes deeper into the tower, but cannot armor. Furthermore, any action
pass through the door above. involving the affected part of the
Cold Spirits (3) see page 24. body suffers a –1 Penalty for the
next hour, including Pace.
e Void light diffuses into the tower
through the ice—lighting condi-
The stairs from the watch post wind
tions are considered Dim. Any
down around the tower and descend light brighter than a candle is re-
over 100 feet before ending abruptly at flected back at the party by the
a sheer drop into darkness. The lower strange lens-like qualities of the
floors of the tower have collapsed into a ice. This is very disorientating and
massive cavern. applies a further –1 penalty to all
The drop to the cavern below is over actions which require sight.
100’, however a slope of icy debris reduc-
es the drop to “only” 50’ below the stairs.
The slope is steep but manageable. sides can be seen. Central to the mural
Two passages can be seen from the is a looming figure clad in black armor. A
base of the stairs; however the catastro- massive shield, battered and rent, is upon
phe, which struck the tower, has made one arm whilst his other wields a huge
getting to them problematic at best. The sword, which is hacking through multiple
first passage is 3” away from the stairs; the opponents with each swing. The figure’s
other is a further 2” beyond the first. Both face is turned away from the viewer.
passages end in stout, wooden, unlocked The other mural depicts a large circular
doors. One of these doors opens into the chamber with ice blue walls, into which
testing chamber, the other leads into the have been cut shelves, laden with mas-
Council Chamber. sive tomes and books. A massive round
table of dark wood dominates the room.
e l
Around the table sit or stand the gods of
Two murals are encased within the ice the skies. From the left of the mural and
of the chamber above the drop. proceeding clockwise around the table:
The first mural depicts a massive A blue-robed, motherly, heavily-preg-
pitched battle between members of all nant woman—The Lifemother.
the races of the Skies. No discernible A golden haired and beautiful man,

7
s d s s dv t co p n

dressed in fine clothing. His eyes shine the marks of being repeatedly struck
with either mirth, or madness, depending with weapons. Some are set into the
on from which angle he is viewed—The floor, while others swing from chains set
Lord of Festival into the ceiling. Weapon racks—mostly
A figure as much machine as man, its empty—line the walls.
strange form prevents it from sitting, and On the far side of the chamber stands
it stands behind its chair—The Artificer. the 12-foot tall battle golem with which
An empty chair covered in dust. A the god tested his followers. As the he-
large raven perches on the back of the roes enter the chamber it starts walking
chair—The Alpha. towards them. Once activated, it will not
An androgynous figure, it is impossible stop until it is defeated. The golem will
to say where the figure ends and its chair follow the characters throughout the
starts. It even appears to have formed Tower of Ice—and beyond, if necessary.
the table at which the gods sit from its The uses of the pits and beams are up
body—The Wild. to the players and Game Master. A beam
A figure blazing with voidglow, strange- can be climbed in one combat round
ly a shallow pool of water has formed at with a successful Agility roll; the golem
its feet—The Lightbringer. cannot follow or attack a character upon
A beautiful woman clad in diaphanous a beam. The pits are 10’ deep; falling into
robes, which seem to reach out of the one causes 2d6 damage. The smooth ice
mural towards the observer—The Lady of requires an Agility (-2) roll to be traversed
the Winds. without falling prone. The golem can be
A thin, black clad figure, its features tricked out onto the ice.
hidden by a deep cowl, a skeletal hand The weapons in the racks include:
emerges from its robes and is resting A magical throwing axe, with a +2
upon the table. The wood here is moldy bonus to hit and damage.
and rotten—The Rotting One. An ironwood bow, which requires a
A final chair arm and leg is partially Strength of d8 to pull and does 2d8 dam-
visible but the mural has been destroyed age.
at this point — The Battlelord. An iron flail—it has a magical +4
bonus to hit and damage, however each
e n C a
successful blow decreases the bonus by
It was here the Battlelord brought one until the flail becomes a normal, if
selected members of the warriors con- well-made, weapon.
structing his palace to test their mettle in A non-magical long sword, and battle-
battle. The God refused to let his warriors axe.
skills slip because of neglect.
e
The walls of this 40’ by 40’ ice cham-
ber are scarred and pitted. The floor has The Testing Chamber walls have ab-
alternating areas of smooth, slippery ice sorbed the rage, anger, and humiliation
and rougher areas, as well as pits and of all those who have failed their god’s
balancing beams. The room is filled with test, and it is awakened again by any
crude humanoid dummies, which bear combat which takes place here. Each

8
c to

hero must succeed at a Smarts roll or go is enormous, much larger than the base
berserk, as per the Edge. Anyone taking a of the tower itself. The ice floor is pitted
Wound must make the roll again. Those and riddled with holes, each about 20’ in
who have the Berserk Edge automatically diameter. The far walls also appear to be
succumb to the rage. holed, although it is impossible to tell,
Battle Golem See page 24. at this distance, the diameter of the tun-
e n e nels.
Investigating the cavern soon finds
The gods themselves have met in this what appear to be the remains of icy egg-
chamber to discuss their plight and their shells as well as six intact, slime-covered
plans. The Battlelord chaired the meet- eggs—a foot high and eight inches in
ings in his role as a peacekeeper—or diameter. The heroes are attacked by ice
peace enforcer. He ensured that conflict worms as they investigate the eggs.
was kept to the purely verbal. Once two of the ice worms have been
This circular chamber is the one dispatched, their “parent”—an enormous
depicted upon the mural outside. The Ice Wyrm burrows up through the floor
shelves are now empty, but everything and attacks the heroes.
else is as depicted. Arranged around the Call for a Notice (-2) roll each combat
dark wood table are nine overly large round, from every hero present. Success
chairs. Each has a symbol carved into its spots the hilt of a large sword blade stuck
back. in the wyrm’s side. To retrieve the sword
Starting from the chair directly in front requires a successful Agility roll to get
of the door, and proceeding clockwise, close to the sword, followed by a success-
the symbols are: ful Strength (-2) roll to pull it free. Pull-
A shield, its surface split by a wide ing out the sword causes an automatic
crack –The Battlelord, A teardrop—The wound upon the wyrm. The sword is
Lifemother, A harp—The Lord of Festival, Woundweaver.
A toothed wheel—The Artificer, A raven— The cavern is further destabilized by
The Alpha, A tree—The Wild, No sym- the combat and the burrowing ice wyrm.
bol—The Lightbringer, A feather—The Chunks of ice fall from the ceiling when-
Lady of the Winds, and finally, a skeletal ever a combatant draws a 2 or a 3 from
hand—The Rotting One. the Action Deck. If this occurs each hero
Upon the Lifemother’s throne is a must draw another card. The suit of the
small blue crystal vial with a carved sap- card determines the effect:
phire stopper. Within the vial is a small ♣ The hero must make an Agility roll or
amount of liquid that has a metallic sheen. be struck for 2d8 damage.
Each drop of this liquid serves as both a ♠ The hero must make an Agility roll or
Wound Seal and a Mother’s Restore po- be struck for 2d6 damage.
tion. There are five such drops within the ♥ The hero must make an Agility roll or
vial. be struck for 2d4 damage.
♦ The wyrm is struck for 2d8 damage.
eC
♠ Ice Wyrm See page 25.
The cavern beneath the Tower of Ice ♣ Ice Worms (6) see page 25.

9
s d s s dv t co p n

it, a massive tremor knocks everyone from


n their feet, and the tower starts to sink and
This great sword gifts its wielder fall in on itself. The ice shelf upon which
with the Improved Block and the heroes stand starts to crack and break
Mighty Blow edges, as well as apart, leaving them no choice but to hurry
granting a +1 to hit and damage. to the Rosie and cast off.
As the skiff makes haste away from the
shore, the tower finally completes its dis-
g integration. Water is thrown over a 100’
feet into the air, and the Rosie is swamped
The death throes of the ice wyrm are with icy water. Everyone onboard takes 2
so violent, they threaten to crush the he- Levels of Fatigue, which can be soaked
roes. It will only be a matter of time until with a Vigor roll without using a benny.
the cavern collapses, taking the Ice Tower
e nt l
with it.
Fortunately the ice quakes have actu- The journey back to the shore of the
ally served to make the climb back up Ice Sea should be uneventful and quiet.
to the tower easier. A series of collapses The wave has sent any icebergs spiraling
has created a series of jagged cracks and away from the path of the Rosie and even
ledges in the wall of the cavern. The the rage of a god has been momentarily
stairs back into the tower are 6” above forgotten as his attention is drawn to the
the heroes’ heads (use the climbing rules collapse of his old home.
found in the Savage Worlds rulebook). The launch site of the Rosie has been
In addition, have each player draw a card overrun and destroyed by the orcs of the
from the Action Deck each round they Cracked Shield. Spoiled supplies have
are climbing. On a deuce, an ice chunk been strewn across the ice, and the roll-
has struck them for 2d6 damage. They ers used to portage Rosie here have been
must succeed at a Strength roll opposed hacked apart. There is no sign of the
by the damage inflicted or fall back into goblins whether or not they promised to
the cavern. wait.
Once the heroes reach the tower, The party has no choice but to trek
it is just a case of running up the stairs back across the icy tundra to the Mira-
and then out of the window. The tower belle’s makeshift dock. The Journey will
is shaking, and ominous cracks start to take a base time of 12 days, as the Rosie
appear in its walls. In truth, it will not will not slow them down. Use the same
actually collapse until the heroes have encounter chart (found on page 12) to
exited the tower, but this doesn’t stop a determine encounters on the journey
cruel Game Master from quietly counting inland. Chances are the party has no
down or using a stopwatch. food, so they may start to starve.

eC l T e l e d

As the characters emerge from the Five days into the trek, the party spots
tower onto the mound of ice surrounding what appears to be a ruin in front of
c to

them. As they get closer they discover it is tially useful within the wreckage. The
a wreck of a ship—The Mirabelle! Game Master should let each player
Inexplicably, the frigate has smashed decide what they have found, but be
into the pack ice after attempting to fly prepared to overrule their choices as
above the island. She must have spi- common sense dictates. If food stuffs
raled up and out to gain altitude above are selected, enough is found to feed
the Draining Sea and then plummeted the party for a day. However, the Game
down in a suicidal dive. Why anyone Master should draw a card from the Ac-
would do this is a mystery. tion Deck each time supplies are cho-
Her stern is crushed and splintered sen. On a Face card, the supplies are
and there is a jagged tear along her side. infected with the Burning Madness,
The masts have snapped and lie forlornly and a hero may become infected.
on the ice some half a mile behind her.
i
Four bodies lie crumpled on the ice, sur-
rounded by large red stains. The heroes only have two obvious
If Skiller is still with the party, he falls choices to try and escape the island.
to his knees when he first sees the wreck * Seek out the Island Hopper left be-
of the Mirabelle and howls into the sky hind by Galken’s expedition.
“NO! I will not have my revenge taken * Journey to an orc mining camp, and
from me” before curling into a ball. Any either steal a boat or buy passage on
one.
character tending to Skiller hears him
muttering “Mirabelle, Rosie, I’m sorry, t e Gal n and pp
I’m so sorry,” over and over.
The players may eventually coax This is the easiest option. Galken’s
out Skiller’s back story and plan. His journal states they docked near an outcrop
final fate depends on the players’ re- of ice that was shaped like a big cat about
actions—if they agree to his plan, he to leap. A successful Common Knowledge
recovers quickly fairly, willing to give (-2) roll will recall seeing such an outcrop
what aid he can to escape the island. as the Mirabelle approached the Draining
If they more-or-less ignore him, he Sea, three days counter-clockwise from
becomes sullen and withdrawn. Even- where the Mirabelle originally docked.
tually, he attacks any strange orcs he Finding this distinctive outcrop will
encounters. take a base time of 4 days to find. Use
Searching the wreck takes most of a the encounters system detailed on page
day. The ship is beyond repair—even if 12 to see what—if anything—the party
there was a way to launch her into the encounters during the journey. Don’t
skies. Only five sailors’ bodies are found, forget to keep track of the supplies the
killed by stabbing and slashing weapons, party carries.
and not the crash. In one of the aft cabins,
eC
the wildling, Lean, lies badly wounded.
Allow each hero to make a Notice Once the outcrop is located, there is
roll. Each success and each raise allow only the problem of getting down below
them to discover something poten- the outcrop and into the shallow cave
s d s s dv t co p n

e l n
S The island hopper appears to be in
The wildling has suffered 3 good condition, albeit fouled by bat drop-
wounds. pings. The hopper can be launched into
He relates how five days after the the void and rowed to Firsthome in three
group left, most of the crew came days of hugging the coast. From there, pas-
down with an illness, they com- sage can be arranged to Gateway through
plained of feeling weak and burn- one of Hawke’s business associates.
ing up. They had little choice but Void Bats (5) see page 27.
to take to their bunks. The follow-
ing night they went berserk, yelling O c M ing a
about demons stalking them, and
attacked their crewmates. One of The nearest orc mining camp is a
the madmen attacked Lean, but he base four day trek clockwise from the
escaped and hid. landing point of the Mirabelle. By the
Lean is unsure what happened time the party have reached the shore
next; all went quiet, save the oc- and then followed the coast, they will
casional scream. Then he felt the have traveled for five days. Use the
Mirabelle moving, looking out of encounters system detailed on page
a porthole he saw the Draining
12 to see what—if anything—the party
Sea recede from view. The vessel
encounters during the journey. Don’t
climbed and circled around be-
forget to keep track of the supplies the
fore abruptly diving. That is all he
party carries.
recalls; he has blessedly forgotten
As fate would have it, the Cracked
the fear and terror of the actual
crash. Shield Tribe maintains this walled and
fortified camp. Word of the heroes’ tres-
pass has gotten back to the rest of the
tribe, and they are looking for blood.

e
where the hopper waits. Two successful
Climbing rolls are required to safely The mining camp is surrounded on
climb down and into the cave. Failure three sides with a wooden palisade. The
drops the climber into the void, unless fourth side is open to the void on the
they were securely fastened to a rope. edge of the island. Six towers act as both
Once one Hero makes it down with a lookout posts and attack positions—one
rope, the others can descend safely. at each corner plus two at either side of
Unfortunately for the characters, the the large gate in the wall opposite the
cave is now home to void bats, which fight edge. The towers are each manned by 2
ferociously to protect their lair. The bats orcs armed with crossbows in addition to
attack as soon as they detect an intruder. their normal weapons. The towers pro-
This will probably mean one hero must vide Medium Cover.
fight alone as his comrades race down the Cracked Shield Warriors (12). See
cliff face to join him. Sundered Skies page 159.

2
c to

eC mpo n
wharves. Two orc skiffs are tethered to
The compound contains only three one, while an orc frigate is moored at the
structures. Ten dire wolves roam the second. As is the norm for orcish vessels,
compound. they have no sails, and must be rowed.
Dire Wolves (10). See page 159. A
ln ut
And so ends the expedition to the Ice
A large, wooden shed building is home Tower, probably not the most profitable
to 40 goblin slaves. At anytime 20 are of the heroes scavenging trips, but they
working the mine while 20 rest here. As got to travel to places very few people
luck would have it four of the goblins who ever have and experienced things they
accompanied the heroes to the Ice Sea may wish they hadn’t. If nothing else,
are sleeping in the shed and may help the they have probably gained a ship, which
heroes convince the others to aid them, can be sold. The profits from the sale
especially if their freedom is promised. must be divided into three shares, one for
Skiller, one for Hawke and the final share
for the heroes,
Little more than a crude roof over a Despite the seeming failure of the
wooden winch, four goblins are stationed trip, Hawke is true to his word and their
here at all times to man the winch and ship is repaired and refitted, free of
pull up or lower the wooden platform. In charge.
addition to this crude elevator, there is a
wooden ladder running down the side of N Mon &
the vertical shaft. Details of the mine itself
are not included here; sensible heroes I o n NPC
will not venture into the mine.
A large brass bell hangs from a post
Azghar
next to the winch. If this is rung reinforce-
ments will arrive within two minutes in Tarhog’s right-hand orc and a sadist,
the form of 10 more warriors. Five min- He viciously beats the goblin slaves for
utes later, another ten warriors led by an the slightest misdemeanor.
orc berserker emerge from the mine Attributes: Agility d8, Smarts d4, Spirit
Cutting the elevator ropes and smash- d8, Strength d10, Vigor d8
ing the ladder will prevent any reinforce- Skills: Climbing d8, Fighting d10, Guts
ments arriving for fifteen minutes, as an- d8, Intimidation d10, Notice d8, Stealth
other path to the surface must be found. d8, Taunt d8, Throwing d8
Cracked Shield Warriors (20). See Charisma: -6
Sundered Skies page 159. Pace: 6; Parry: 6 ; Toughness: 9(2)
Berserker Orc. Use Azghar’s stats on Hindrances: Bloodthirsty, Greedy, Outsider
page 23. Edges: Improved Nerves of Steel
Gear: Chain Hauberk (+2), Knife
e
(Str+d4), Great Axe (Str +d10, AP 1, Par-
Jutting out from the island are two ry –1, requires 2 hands).

3
s d s s dv t co p n

Battle Golem as their running die.


* Paralysis: Those Shaken or wounded
The Battlelord constructed this golem by a cold spirit must make a Vigor role
to test his followers periodically. Even or be paralyzed for 2d6 rounds.
though their efforts were bent towards * Drain Warmth: Each round a Cold Spir-
constructing his palace, he couldn’t let it may drain the warmth from a paralyzed
their martial skills slip. victim, with opposed Vigor rolls. If the
The Golem was left here by the god victim fails he takes 1 Level of Fatigue.
and now roams the tower. * Immunity: Cold Spirits are immune
Attributes: Agility d6, Smarts d6, Spirit to all save ice weapons and spells.
d10, Strength d12+6, Vigor d12
Skills: Fighting d8, Notice d6
Pace: 8; Parry: 8; Toughness: 15 (3) Burly humans with tattoos and scars,
Improved Sweep they talk tough and play rough.
Special Abilities: Attributes: Agility d6, Smarts d4, Spirit
* Arcane Resistance: +2 Toughness d6, Strength d6, Vigor d6
against magical attacks. Skills: Fighting d6, Guts d8, Intimidation
* Armor +3: Plate mail. d6, Notice d6, Throwing d6
* Giant Sword: Str+d10, AP 1 Hindrances: Mean
* Improved Sweep: The golem can at- Edges: Brawny
tack all adjacent foes. Charisma: -3
* Large Shield: +2 to Parry. +2 to Pace: 6; Parry: 5; Toughness: 6
Toughness against ranged attacks Gear: Fists (Str), crude clubs (Str+d4)
* Size +4: Toughness +4
* Construct: +2 to recover from Shak-
en. No extra damage from Called Dire wolves are very large and feral
Shots. Immune to disease and poison. wolves, often used by orcs as attack dogs.
No Wound Penalties. Fearless. Attributes: Agility d8, Smarts d4(A), Spir-
it d6, Strength d8, Vigor d8
Sp i
Skills: Guts d8, Fighting d8, Intimidation
These terrible shades are ghosts of d8, Notice d6
the frozen dead, who now seek to drain Pace: 10; Parry: 6; Toughness: 6
warmth from the living. Special Abilities:
Attributes: Agility d6, Smarts d6, Spirit * Bite: Str+d6.
d10, Strength d6, Vigor d6 * Go for the Throat: Wolves instinctively
Skills: Fighting d6, Intimidate d12+2, go for an opponent’s soft spots. With a
Notice d12, Stealth d12+4 raise on its attack roll, it hits the target’s
Pace: 8; Parry: 5; Toughness: 5 most weakly-armored location.
Special Abilities: * Fleet-Footed: Dire wolves roll d10s.
* Ethereal: Cold Spirits are immaterial.
* Fear-1: Cold Spirits have terrible frost
ravaged features. Eldeer is an Elven Bard—not a song-
* Fleet-Footed: Cold spirits roll a d10 priest—good looking and easy to get on

4
c to

with. He is a friend to all and absolutely one round later with 3 Wounds
useless in combat. Or so it seems. In truth * Undead: +2 Toughness. +2 to recov-
he is a member of The Vigilant; a cult of er from being Shaken. Fearless. Called
vengeance who refuse to forgive the orcs shots do no extra damage. No Wound
for their past. Eldeer heard rumors of Penalties.
Skiller’s quest and signed on hoping to * Weakness (Head): Shots to the head
sow discord amongst the orcs of the Ice do +2 damage.
Isles.
Note: Eldeer is a Wild Card, however
W
his statistics in the players’ section do not These 3’-long, white worms are the
show this. If he is wounded whilst under ravenous offspring of the Ice Wyrm. Their
the players’ control the referee should tooth-filled maws are venomous, for extra
ensure that he is never actually killed. horror.
Attributes: Agility d8, Smarts d6, Spirit Attributes: Agility d6, Smarts d4 (A),
d8, Strength d6, Vigor d6 Spirit d6, Strength d6, Vigor d6
Skills: Fighting d10, Guts d8, Intimida- Skills: Fighting d6, Notice d6
tion d8, Knowledge d8, Notice d8, Per- Pace: 0; Parry: 5; Toughness: 5 (2)
suasion d8, Shooting d10, Stealth d8, Special Abilities:
Streetwise d8, Taunt d6 * Armour+2: Thick hide.
Charisma: +2; * Bite: Str+d4
Pace: 6; Parry: 9; Toughness: 7(2) * Burrowing (4”): The worm can dis-
Hindrances: All Thumbs, Vengeful appear and reappear on the following
Edges: Acrobat, Alertness, Attractive, action anywhere within 4”. Roll the
Quick, worm’s Stealth opposed by the tar-
Gear: Elven Leather (+2), Rapier (Str+d4, get’s Notice If the worm is successful it
+1 Parry), Dagger (Str+d4), Elven po- attacks with a +2 bonus to attack and
tions (Reflexes, and Vigor). damage.
* Immunity: Cold
Ga en n d * Size -2: These slender worms are only
en 3’ long.
* Small: Due to their small size, anyone
This revenant is hell bent on throwing targeting a worm suffers a –2 to their
its notes into the void. attack rolls.
Attributes: Agility d6, Smarts d4, Spirit * Poison: If a victim is wounded or
d4, Strength d6, Vigor d6 Shaken by a worms bite he must make
Skills: Fighting d6, Intimidation d6, No- a Vigor(-2) roll or take a level of Fa-
tice d4, Shooting d6 tigue.
Pace: 4; Parry: 5; Toughness: 7 * Weakness (Fire): Fire based attacks
Special Abilities do +2 damage.
* Claws: Str+d4.
* Tougher than Hell: Every time this ce y m
creature is put down, roll a d6, on This massive, leprous white, seg-
an even number, the revenant revives mented worm is 40’ long and 15’ across.

5
s d s s dv t co p n

Its enormous mouth is lined with teeth, Special Abilities:


which work to drag prey into its gullet. * Vengeance Obsessed: If either of the
Attributes: Agility d6, Smarts d6(A), Spir- brothers see an orc sporting the tribal
it d10, Strength,d12+10, Vigor d12 markings of the Cracked Shield Clan,
Skills: Fighting d6, Guts d8, Notice d10, they must succeed a Spirit (-2) roll or
Stealth d10 fly into a berserk rage.
Pace: 0; Parry: 5; Toughness: 20(4) * Gear: Coin Vest (+2), small shield
Special Abilities: (+1 Parry), battle axe Str+d8
* Armour +4: Scaly hide.
* Bite: Str+d8.
n i i S
* Burrow (20”): The wyrm can disap- Lean unsuccessfully stowed away some
pear and reappear on the following years ago. Skiller discovered him and of-
action anywhere within 20”. fered him a place onboard the Mirabelle.
* Hardy: The wyrm does not suffer a The crew look upon the wildling as their
wound when Shaken twice. lucky mascot.
* Huge: Attackers add +4 to their Fight- Attributes: Agility d10, Smarts d4, Spirit
ing or Shooting rolls when attacking d8, Strength d6, Vigor d6
* Size +8: The wyrm is over 40’ long Skills: Fighting d4, Guts d6, Notice d8,
and 10’ in diameter. Shooting d8, Stealth d12, Streetwise d6,
* Slam: The wyrm can rise up and crush Taunt d8, Throw d8
its prey beneath its massive body. Use Charisma: +2
the Cone Template. The wyrm rolls its Pace: 8; Parry: 5; Toughness: 4
Fighting and adds half its Size to the Hindrances: Curious
roll, the victims oppose this with their Edges: Acrobat, Charismatic, Fleet-Foot-
Agility. Unsuccessful victims suffer 4d6 ed, Luck
damage. Gear: Dagger Str+d4
* Weakness (Fire): Fire based attacks
do +4 damage.
S i , n

The crew has been with Skiller for


ARAG & VOLROG O e
months. They know that Skiller lost his
Karag and Volrog are twin brothers family on a trading mission to the Ice Isles
of the Ice Claw clan. Like Skiller, they but don’t know the details.
are obsessed with revenge against the Attributes: Agility d6, Smarts d4, Spirit
Cracked Shield clan. d6, Strength d6, Vigor d6
Attributes: Agility d6, Smarts d4, Spirit Skills: Boating d6, Climbing d6, Fighting d6,
d4, Strength d10, Vigor d8 Guts d6, Notice d4, Repair d4, Shooting d6
Skills: Boating d6, Fighting d8, Guts d8, Charisma: +0
Intimidation d8, Notice d6, Persuasion Pace: 6; Parry: 5; Toughness: 5
d8, Stealth d4, Streetwise d8, Taunt d6 Gear: Short Sword (Str+d6), Furs
Charisma: -2
Pace: 6; Parry: 7; Toughness: 9(2)
Hindrances: Outsider, Vengeful Skiller is an experienced scavenger,
Edges: Berserk, Combat Reflexes and captain of the Mirabelle. Seemingly

6
c to

very amiable and easy going, but this is meet Skiller’s party, portage Rosie across
a façade hiding a cold, seething hatred the ice fields, and get paid.
beneath. Attributes: Agility d8, Smarts d6, Spirit
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
d6, Strength d6, Vigor d6 Skills: Climbing d8, Fighting d12, Guts
Skills: Boating d10, Climbing d6, Fight- d10, Intimidation d10, Notice d8, Shoot-
ing d8, Guts d8, Notice d6, Shooting d8, ing d8, Stealth d8, Taunt d10, Throwing
Charisma: +0 d8
Pace: 6; Parry: 6; Toughness: 7(2) Charisma: -2;
Hindrances: Vow (Will destroy the Pace: 6; Parry: 8; Toughness: 9(2)
Cracked Shield tribe), Overconfident, Hindrances: Outsider
Stubborn Edges: Berserk, Nerves of Steel.
Edges: Ambidextrous, Command, First Gear: Chain Hauberk (+2), Knife
Strike, Florentine, Two Fisted (Str+d4), Axe (Str+d6)
Gear: Coin Vest (+2), Short Sword
Str+d6, Dagger Str+d4
These skylers are nearly as large as a
S e ln
full-grown human. They prey upon other
Skitterlings are demon-possessed skylers usually, but are not above attack-
wildlings. Three foot tall deformed ing an islander if hungry enough.
caricatures of the wildlings they once Attributes: Agility d6, Smarts d6 (A),
were, covered in scales and spikes. Once Spirit d6,Strength d8, Vigor d6
possessed the wildling cannot be saved. Skills: Fighting d6, Guts d6, Intimidation
Skitterlings are stealthy, ravenous, and d8,Notice d8, Stealth d10
remorseless killers. Pace: 2”; Parry: 5; Toughness: 5
Attributes: Agility d8, Smarts d6, Spirit Special Abilities:
d6, Strength d4, Vigor d6 * Bite: Str+d4
Skills: Climb d8, Fighting d6, Guts d6, * Flight: Void bats fly at a Pace of 12”.
Notice d6, Taunt d8, Stealth d10, Throw- * Voidsense: Void bats are eyeless, how-
ing d8 ever they can sense things in the void.
Pace: 5”; Parry: 5; Toughness: 4 The effective range of this ability is
Special Abilities: miles, but it becomes very focused up
* Bite: Str+d4 to a distance of 10 “ around them. It is
* Fear: make a Guts check or roll on the impossible to surprise a Void Bat.
Fright table.
* Immunity (Magic): No magic, wheth- P H n o ts
er divine or arcane, affects them.
* Small(-1): These twisted creatures are Ga n’ o na g n
only three feet tall.
… docked with the Draining
O c e n
Sea near an outcrop of ice shaped
Tarhog is a mercenary, who will do like one of the leaping panthers of
anything for money. This is an easy job: Heartland.

7
s d s s dv t co p n

…too close to the Palace, may- crickets, an insect found on the


be we disturbed him, whatever the relatively warm edge of the Ice
reason the water became rough Sea. It has a wingspan of a foot
and dangerous… and is…
…time to record some of our …grubs within hibernate for
thoughts on this strange habitat… many years before emerging. Dur-
…home to more creatures than ing this time the ice slowly moves
one would expect given its frozen outwards…
and barren state. Examples of …9” long…
Bears, Wolves and many types of …fish eat the grubs and smaller
skyler. The water teems with life. fish. skylers eat grubs, crickets and
The fish of legend, or rage given the... Bears and wolves eat the
life? The orcs who live and mine fish(?), crickets, crickets, and if
the Draining Sea… necessary…
…creatures bought to the is- Dakan and Korsoth seemed
land by… strangely distant as we ventured
…The flying life arrived via skyler… within…too late, his blade sliced
… eggs and the water based life into Vincel… no choice but to flee…
likewise. More exotic creatures dwell …our haste forgot… spirits…
on the Draining Sea as well; Ice… Lieth…fear he is dead
…been infected by the Battlel- …not thought Vincel’s injury
ord’s rage, roam f… was that serious but he sickened
…burrow through the tundra and died as we left the tower. We
hunting the grubs of the ice crick- discussed…so wanted to learn
ets while legends tell o… more of the Ice Sea, it is fitting he
…chain is reliant upon the ice should rest here.
S il

8
c to

…cannot find Vincel’s half of one with a chunk of i… seemed to


the key to the tower, I am sure that harm… faded…
I took it from his body. Maybe, …astounding discovery for all.
after all it is for the best. What we Who would have believed that he
discovered there should n… could suffer from such an… The
…fled the Ice Sea as though the whole idea is terrifying…
hounds of the Battlelord them- …akin to cabin fever…
selves were on our tail, which …carvings in the tower tell the
some might say they were, for the story, the anguish and pain…has
Cracked Shield had been watch- suffered
ing over our launch site and soon orc mercenaries…turned on
gave chase… us…one of the bas…cut me bad…
..nightmare chase though the fled island leaving Orcs behind…
snow and ice, many times I feared
for our lives of my surviving com- No P a er C a ac
panions and myself. Flitter, despite
being the smallest and least re- S cs P s
silient of us all, launched himself
aloft on his sky sail each day to try Hand this page to your players, it con-
and spy out both our destination tains the stats of all the NPC allies. Get the
and those who pursued us. With- players to run them, the Games Master
out his valiant efforts we would has more than enough to do already.
have had not been able to rest and Mirabelle, Frigate named for Skiller’s late
all would have perished… wife
…seemed like an eternity of run- Acc/Top Speed: 2/10; Handling: 0;
ning, snatching what sleep we could, Toughness: 15 (2); Crew: 12+24
and then more running. My feet and Guns: 4 Ballistae (30 shot), 2 Cannons
hands became horribly frostbitten. (16 cannon balls and shot) and 2 Cata-
Finally, we neared the coast. Brave pults (16 large boulders)
Flitter took to his skysail again and Notes: Heavy amour
flew out to hail the Spirit. By the Rosie, Cloudskiff named for Skiller’s late
time we reached the edge an island daughter
hopper awaited us… Acc/Top Speed: 4/10; Handling: +2;
Toughness: 13(2); Crew: 1+7; Guns:
Vn sN none.
Notes: Heavy Armor
…left hopper behind… remem-
ber land mark…
… at long last… found the Ice Eldeer is a clumsy, young, elven bard.
Tower… ventured within… He is somewhat naïve in the ways of the
… some sort of watch post. Skies but is keen to help and entertain
Ghosts, cold, freezing cold… no ef- when he can.
fect…magic… less… Ragnar struck Attributes: Agility d8, Smarts d6, Spirit

9
s d s s dv t co p n

nS ( 0
d8, Strength d6, Vigor d6
Skills: Fighting d4, Knowledge d8, No- Attributes: Agility d6, Smarts d4, Spirit
tice d8, Persuasion d8, Streetwise d6, d6, Strength d6, Vigor d6
Taunt d4 Skills: Boating d6, Climbing d6, Fighting
Charisma: +2; d6, Guts d6, Notice d4, Repair d4, Shoot-
Pace: 6; Parry: 4; Toughness: 7(2) ing d6
Edges: Alertness, Attractive Charisma: +0
Gear: Elven Leather (+2), Dagger Pace: 6; Parry: 5; Toughness: 5
(Str+d4), Gear: Short Sword (Str+d6), Furs

a nd

Twin orc brothers who are fiercely loy- Skiller is an experienced scavenger,
al to Skiller after years of ‘adventuring.’ and captain of the Mirabelle.
Attributes: Agility d6, Smarts d4, Spirit Attributes: Agility d8, Smarts d6, Spirit
d4, Strength d10, Vigor d8 d6, Strength d6, Vigor d6
Skills: Boating d6, Fighting d8, Guts d8, Skills: Boating d10, Climbing d6, Fight-
Intimidation d8, Notice d6, Persuasion ing d8, Guts d8, Notice d6, Shooting d8,
d8, Stealth d4, Streetwise d8, Taunt d6 Charisma: +0
Charisma: -2 Pace: 6; Parry: 6; Toughness: 7(2)
Pace: 6; Parry: 7; Toughness: 9(2) Hindrances: Overconfident, Stubborn
Hindrances: Outsider, Vengeful Edges: Ambidextrous, Command, First
Edges: Berserk, Combat Reflexes Strike, Florentine, Two Fisted
Special Abilities: Gear: Coin Vest (+2), Short Sword
Gear: Coin Vest (+2), small shield (+1 Str+d6, Dagger Str+d4
Parry), battle axe Str+d8

n i i S
Lean Unsuccessfully stowed away
some years ago. Skiller discovered him
and offered him a place onboard the Mi-
rabelle. The crew looks upon the wildling
as their lucky mascot.
Attributes: Agility d10, Smarts d4, Spirit
d8, Strength d6, Vigor d6
Skills: Fighting d4, Guts d6, Notice d8,
Shooting d8, Stealth d12, Streetwise d6,
Taunt d8, Throw d8
Charisma: +2
Pace: 8; Parry: 5; Toughness: 4
Hindrances: Curious
Edges: Acrobat, Charismatic, Fleet-Foot-
ed, Luck
Gear: Dagger Str+d4

3
fate of the summoner

S n o Bac g o n That was 27 years ago. The Summoner


was never heard of or seen again.
Among the many secret societies and Caryl’s first attempt at opening a portal
Cabals in the Sundered Skies, is one proved too successful. The Summoner be-
known simply as the Circle of Nine. This came somehow lodged in the Soulshield,
cult is moderately sized and is ruled by which surrounds the Sundered Skies.
the eponymous Nine. Other members Demonic energies and beings ravaged the
are either lowly henchmen and thugs or ship. Only the sorceress herself survived,
petitioners. but her body was warped and broken.
Petitioners are those with magical Caryl’s chair on the Council was left
talent who constantly compete with one vacant, while petitioners scurried to find
another, vying to be the best placed when proof she was dead.
a seat on the Circle is vacated. Then only a month or so ago, a small
The Circle believes the Sundering band of Scavengers came across a ghostly
weakened the walls of reality between ship in the void. What they found there
this world and the Abyss. They strive to set in motion a chain of events which will
summon demons, believing that with affect many different islands…
their help they will gain great physical,
spiritual, and fiscal power. However, the M n n he S e ts
gods themselves seem to block access to
the Lords of Hell. Where: Shadowhaven
The Circle, through study, research, When: Anytime after the characters
and experimentation, has found many reach Seasoned Rank.
places where the gods’ influence seems The scenario starts in Shadowhaven,
to have waned. However, these portals although the location isn’t terribly impor-
have always been weak, and the demons tant. If it fits your game to start the sce-
summoned were relatively powerless. nario in another location, then it should
With that in mind, one of the Circle, be pretty easy to do so, though some of
Caryl the Fair, purchased a doppelganger the details of listed below might have to
ship and renamed it The Summoner. She be changed to suit the new location.
set sail intent on finding a place in the The heroes are trawling The Nexus,
void where the gods’ influence was weak- maybe looking to sell some hard won
est and she would be able to open a huge salvage or seeking much needed supplies
portal to hell. or ammunition, when they hear sudden

3
S d s s dv t co p n

from Savage Worlds. The heroes start


P s M e P five Range Increments away from the
This money pouch always con- glowmad, and each hero must fight his
tains 10 cogs. Once the owner own way through the crowd using Agility
takes out the cogs, then closes it rolls. A success means they advance one
and opens it again, he finds it has Range Increment, two with a raise. Snake
refilled with cogs. Every time the eyes determines the character has been
pouch is emptied, this counts as buffeted and pummelled by the crowd,
one use in regards to the possess-
taking d6 damage.
ing mechanic. Once an individual
The glowmad are not attempting to
has emptied it a number of times
equal to three times their Spirit escape the heroes, so they do not get any
die type they will become pos- rolls, as in a standard chase. However, it is
sessed by a possessor demon (see very possible the heroes will reach them
page 19.) at different times.
Investigating the pouch with a suc- Rather than simply listing Obstacles as
cessful detect arcana roll not only a category with a fixed modifier and hav-
reveals the magical properties of ing a collision as the only occurrence, this
the item, but also on a raise, de- Chase includes a table of events.
tects faint, black, ominous smoke When a hero draws a Club as his first
rising from the item.
initiative card, you just check the card
Destroying the item is simple
value against the table below and run
once its malignancy is detected.
The item is no more resilient than the mini-scene. The numbers in paren-
its mundane version. theses after the card value are modifiers
to the participant’s initial Agility roll that
round.
Failure can lead to no additional ef-
screams from ahead. The crowded streets fect, beyond not gaining any ground, due
start to surge with movement as people to the failed roll, so it will not cause a
stampede towards them. hero to lose Range Increments, become
Call for a Notice (-1) check. Those who Shaken, or take damage. Success and
succeed, glimpse large, furry humanoids, raises are generally handled as normal,
harrying the rear of the surging crowds— though sometimes there are additional
Ragers. A successful Common Knowledge benefits.
roll allows the hero to realize the lean- Deuce (-4) Lost Child: A toddler
ing buildings of Shadowhaven make sits in the street screaming. By some
outbreaks of glowmadness extremely miracle he hasn’t been harmed yet by the
unlikely. Multiple outbreaks, as appears panicked mob, but it is only a matter of
to have just happened, are unheard of. time. Scooping the child up requires an
Something terrible must be happening, Agility (-4) roll. Failure means the hero
such as a voider attack. has still grabbed the child and kept him
Working their way up the street against from harm but has taken 2d6 damage, as
the panicked mob will be extremely dif- they are smashed into by the hysterical
ficult. Use a variant of the Chase Rules mob. A raise on the roll means the hero

32
f o t s on

was quick enough to grab the child and to leap onto the canopy, or he can ignore
advance one Range Increment. it and continue to fight his way through
While carrying the child, the hero suf- the crowd. If he chooses to take the high
fers a further –1 penalty to her Agility rolls road, he gains an extra Range Increment
as she keeps the child from harm. on top of what the dice dictate.
Three (-2) Smashed Stall: One of the Nine: (-1) Fire!: A stall loaded with
many stalls, which line the streets of the gunpowder explodes, and the hero is
Nexus, has been destroyed, spilling its caught in the blast. On a failure, the hero
wares. The hero must hurdle the wreck- takes d10 damage (see the fire rules in
age or fall and be Shaken. Shaken heroes the Hazards section of the Savage Worlds
automatically fail their Agility roll and rules).
take d6 damage until they recover. Ten: (-1) Trapped: The hero gets
Four: (-2) Knifemen: Some in the caught up in the crowd which forces him
crowd are using weapons to cut their into an open doorway, making him lose
way through the mob. If the hero fails her one Range Increment. More of the crowd
Agility roll, she takes d6+d4 damage. The attempts to get into this sanctuary. The
crowd pulls her assailant away before she hero must attempt to force his way out
can retaliate. with either an Agility or Strength check.
Five: (-2) Dominoes: Someone falls Until he succeeds at this roll, he can make
in front of the hero, causing all those no more progress. Success allows him to
behind to also trip and fall. If the hero avoid this hazard and progress.
rolls a 1 on his Agility die—regardless of Jack: (-1) Swept Away: The hero is lit-
the Wild die—he takes 2d6 damage, as he erally picked up off his feet by the crowd
gets caught up in the crush. and carried two Range Increments back.
Six: (-2) Blunderbuss: Somebody Success allows him to avoid this hazard
passes the hero, pivots on their heels, and and progress.
fires a blunderbuss back into the crowd. Queen: (-0) The Cart: An abandoned
The gun is fired wildly, so the hero can cart lies in the hero’s path; he must ei-
avoid the blast with an Agility roll. Failure ther hurdle it or make no progress this
means he takes 2d6 damage. round.
Seven: (-2) Defenestrated: The mob King: (-2) Collapse: A building, al-
sweeps the hero off her feet and forces ready weakened by age, succumbs to the
her through a window. If the hero fails pounding of the mob, and partially col-
the Agility roll, she is thrown through lapses. If the hero fails her Agility roll she
the window for d6 damage and falls back is caught in a choking cloud of dust and
one Range Increment. Furthermore, the takes one level of Fatigue. The Fatigue
hero’s Agility rolls receive a –1 Penalty for lasts for ten minutes.
the rest of the chase, due to the painful Ace: (-0) Glowmad: The hero en-
glass splinters she has picked up. counters two blinded who have leapt into
Eight: (-2/0) Canopy Run: An op- the crowd. If the hero fails his Agility roll,
portunity presents itself to get above the one of the blinded targets him with its
stampeding crowd—a reinforced canopy leap attack. These two glowmad must be
above a market stall. The hero can attempt dealt with before the hero can advance.

33
S d s s dv t co p n

Heroes on the same Range Increment can pouch lies in his left hand, containing 10
aid the hero. cogs.
Eventually the heroes will work their Blinded (1 per hero): See page 48.
way through the panicked mob, albeit Ragers (1 per 2 heroes): See page
probably at different times. The crowd 53.
is being harried by several blinded and Possessor (1): See page 53.
ragers, a horrific creature follow—a pos-
e y i n
sessor.
When the possessor is killed, it trans- Asking around, it is not difficult to find
forms into a naked human male, scarred someone who witnessed the transforma-
from many battles. He clutches a money tion—a child who hid in a basket. She is

34
f o t s on

extremely scared, but can be coaxed to His store in the nexus is unnamed—eve-
tell her story. ryone knows where The Peacock does
Her name is Cassy, and she begs in business. He employs two orcish bruis-
the Nexus. Her attention had been drawn ers, who help him locate goods and serve
to a human male, obviously a scavenger, customers. They also dissuade anyone
and equally obviously a successful one, from causing trouble on the premises.
considering the amount of cogs he was The Peacock will be more than happy
flashing around in the market. to talk to the heroes. Chances are he
She followed him to a stew vendor has heard of them, depending on their
and used all her skills to get him to hand exploits so far. He leads them into a com-
over two or three cogs. He did this with- fortable back room and provides them
out even looking at her; he was so intent with drinks and something to eat while
on purchasing a bowl of stew. they talk.
She quickly ran away—the stew ven- Listed below are the questions the
dor hates her begging around her stall, players are most likely to ask, followed by
and had beaten Cassy more than once. Hart’s replies. If a question not covered
As she ran, she heard a noise behind her here is asked, then the Game Master
like an implosion. Turning, she saw the should be able to wing a response, based
stew vendor and all her customers had upon the information given here.
turned glowmad. Where only moments What can you tell me about
previously the scavenger stood, was this “Scarred” Colan?
terrible being like a hole in the skies. The
girl threw herself into a basket of cloth “He was a good scavenger who
and hid until the danger passed. came to a bad end! I heard about
your part in bringing that nasty
e n i i n
business to an end. Thank the gods
Hopefully, the heroes will want to it occurred at the other end of the
investigate just what happened here. The Nexus…
obvious place to start is with the identity
of the mysterious scavenger. If the heroes Where was I? Oh, yes, Colan. He
don’t take the bait themselves, have them was a good man, if a bit greedy, at
be approached by a representative of the times. He was only here a couple
Trade Council or Athenaeum, who will pay of months ago with some salvage
them 500 cogs to investigate the matter. he found somewhere out in the
A successful Streetwise roll identifies void.”
the unfortunate man as “Scarred” Colan,
a moderately successful scavenger who What was this salvage?
shifted much of the salvage he retrieved
through a merchant known as The Pea- “Shipboard salvage mostly. It
cock, for his flamboyant fashion sense. was mostly new as well. Colan
wasn’t a man to engage in piracy,
e e c
so I know that he came about it
The Peacock’s real name is Mytt Hart. cleanly. However, the rest of his

35
S d s s dv t co p n

crew was new, so I cannot vouch drakin had a sleeping canvas, and
for them.” the glowborn had a backpack.”

What can you tell us about this new Do you know where the rest of the
crew? crew is now?

“Colan had lost his crew in a “They didn’t really get along
trip into one of the ruins on Heart- and went their own ways after we
land. I told him it was far too came to an agreement over their
dangerous, but he refused to listen salvage. I know that Colan stayed
to me, claiming that Gateway was on Shadowhaven, but I think the
woefully short on timber. Anyway, others have shipped off island.
it didn’t end well. You will have to ask around for
them.”
So it wasn’t really a surprise
when he turned up with a new Hart is interested in setting up an
crew. There were four of them: arrangement with the heroes to handle
a magpie wildling, named Pica, their salvage. If they mention any favora-
another human, named Kym, a ble rates they get from Hawke in Gateway
drakin Chosen, called Snowscale, (see Sundered Skies page 119), he inti-
and finally, a glowborn sorcerer, mates Hawke is in league with pirates and
who went by the name Hayl. cannot be trusted. This isn’t true, but it
might make a hero wary of their patron.
I didn’t know any of them, but
e ck
they seemed fairly decent.”
Asking around at the docks confirms
Did you notice Colan was carrying The Peacock’s claims that the rest of the
a new coin purse? crew shipped off isle.
• Pica, the magpie wildling, left for
“Indeed I did. I have a smatter- Canopy, presumably to visit his “fam-
ing of arcane talent, and all five of ily” he left behind there.
them were carrying an enchanted • Kym, the human, left for Gateway.
item—not weapons or armor, but • Snowscale left for Mount Ore, claim-
other stuff. I offered to buy them, ing he wished to visit the Artificer.
but was rebuffed.” • Hayle departed for Freedom isle.
The events in Shadowhaven should
What were the items? have alerted the heroes to the dangers
of the items the scavengers carry. Hope-
“Now you are asking! Colan fully, they will feel the need to track them
had the coin purse, obviously— down and end the threat.
any idea what it did? The wildling What follows below are episodic
had a spoon, of all things. The encounters, which can be inserted as
other human had a water skin; the needed into the main plot point of Sun-

36
f o t s on

dered Skies. The order these episodes are of her crew were turned glowmad. Those
tackled isn’t important. They are listed who weren’t were quickly chased down
purely in alphabetical order. and killed. The new glowmad and the
possessor were trapped on this tiny is-
A of Ma n land.

e lan
Where: Gateway
When: When the heroes’ decide to The four-day voyage to the temple in
track down Kym. the Shattered City is uneventful, for the
Kym is a scavenger at heart, so when purposes of this scenario. Feel free to
she left Shadowhaven, she headed for include encounters of your own devis-
Gateway, the scavenger’s home. ing. The island is small, little more than
Asking around for her on the busy the temple and the graveyard, which
island requires a Streetwise roll. Success surrounds it. A Cloudskiff, battered from
discovers the scavenger is out on a salvage collisions with small rocks, floats in the
hunt for a merchant who operates out of island’s Capture Field. There are no obvi-
The Market, by the name of Johann. ous signs of life on the island or the ship.
Johann is more than willing to talk Only two of the glowmad remain
about the hunt. He got wind of an an- alive, an ogre and a blightwalker, and
cient temple in the Shattered City, which they have learned to avoid one another.
seemed to be preserved by divine magic. They are currently both sleeping after
Johann, along with the information, got a an exhausting day. The possessor waits
sample of the earth, which apparently fills within the temple, amid the ruin of the
the bowls in the temple. wooden pews—destroyed by the blight-
It has been well over a week since walker’s touch. Also within the temple,
Kym and her new crew embarked on their are the broken and ruptured bodies of
quest, and he has given up hope they will two blinded.
return. He is willing to offer the heroes The glowmad are sleeping at the far
the same deal he offered her—a quarter opposite ends of the island, and only a
of the profit he makes from whatever sal- determined search will discover them.
vage they can get from the temple. The sounds of combat with the possessor
will awaken them, and they will attack the
y y
heroes. Fortunately, they both bear the
The temple is magically protected, as scars of combat with one another.
Johann claims. The interior is exceedingly Possessor: See page 53.
dry. This has preserved the wood of the Blightwalker: See page 47. He already
pews from rot—indeed they are almost as has suffered one wound.
hard as stone now. Unfortunately the en- Ogre: See page 52. He already has suf-
chantment also dehydrates anyone who fered one wound.
enters the temple, which caused Kym to
a
drink long and deep from her new water
skin. Once the Possessor is slain, the water
She was quickly possessed, and most skin can be retrieved and destroyed.

37
S d s s dv t co p n

Sadly, the Blightwalker has destroyed found of either the drakin or his attack-
the salvage both parties had been sent ers.
to retrieve. However, the Cloudskiff re- However, in asking around for the
mains and can be claimed as salvage. It Chosen the heroes have come to the at-
has suffered three wounds. Its main mast tention of both the cultists and a Dwarf,
has snapped, and its rudder has been named Marag, who knows where the
destroyed, and must be towed back to drakin is hiding out and has been taking
Gateway. him food.
i l n The cultists decide that the heroes
are probably too powerful for a frontal
Where: Mount Ore assault and decide to follow them, sur-
When: When the heroes decide to reptitiously. Several cultists throughout
track down Snowscale. their time in Ironport follow them, so it
Snowscale originally planned to visit is almost impossible to spot the people
Deepsky Citadel, but unfortunately he tailing them. If a player says he is look-
never got the chance. Circle of Nine ing for people following them, attempt
cultists discovered him at Ironport and to distract him with Marag (see below).
attempted to abduct him—hoping he If he is still suspicious, then allow him
would know the location of the lost Sum- to make a Notice (-4) roll to spot the
moner. After a fierce battle, he escaped cultists.
and fled into one of the played out mines Marag also follows the heroes, but
on the island. generally makes a hash of it and can be
The cultists know he will attempt to easily spotted. He believes he is being
leave the island eventually and are watch- very stealthy, but is only serving to draw
ing Ironport’s docks, ready to quickly attention to himself. He is in awe of the
subdue him. “dragon” who has taken him into his
Luckily for the Chosen, this turn of confidence, and is curious of anyone who
events means he hasn’t had to use the asks around about his charge.
cursed sleeping canvas hardly at all. Capturing the dwarf shouldn’t be too
arduous a task—Marag is not very ath-
g nt
letic, even for a dwarf. He is an apprentice
Finding Snowscale in Ironport re- blacksmith and not used to being ques-
quires a Streetwise roll. Success uncovers tioned by determined adventurers. He
stories of a recent battle in one of the tun- soon tells them all he knows. The dragon
nels, on the edge of the darkhome—the has enemies hidden somewhere in Iron-
name dwarves give to their buried towns. port and has taken refuge in a spent cop-
Apparently several individuals attempted per seam, not far from the town. Marag
to assault a drakin Chosen. will lead them there.
Visiting the site of the assault can gar-
g
ner several inconclusive clues. Successful
Notice rolls find both dry bloodstains and Snowscale has made a relatively com-
standing pools of water, as if something fortable nest for himself in the dead end.
substantial melted here. No tracks can be He is initially very wary of the heroes,

38
f o t s on

even aggressive—especially if it appears


the heroes have roughed up Marag. n
However, if the heroes approach him This skin always contains water.
peacefully, or mention that they are only Once the owner drinks it dry,
interested in the sleeping canvas he car- and closes it and opens it again,
ries, then he will allow them to approach he finds it has refilled with water.
him. Every day cycle the skin is used
counts as one use in regards to
Detailed below are the questions
the possessing mechanic. Once an
your players will probably want to ask
individual has used it a number of
Snowscale and his answers. If a question
times equal to three times their
not covered here is asked, then the Game Spirit die type, they will become
Master should be able to wing a response possessed by a possessor demon
based upon the information given here. (see page 19.)
Where did you find the Sleeping Investigating the skin with a suc-
Canvas? cessful detect arcana roll not only
reveals the magical properties of
“It was part of the salvage we the item, but also on a raise, de-
found on a weird ghostly frigate, tects faint, black, ominous smoke
rising from the item.
out in the void. You hear rumors
Destroying the item is simple
of ghost ships, but no one I have
once its malignancy is detected.
spoken to has ever seen one with
The item is no more resilient than
their own eyes. Anyway, we rowed its mundane version.
out to it, and the closer we got,
the more solid it became. We took
what we found on the deck and
left as soon as we could.” a better idea on how to find The
Summoner again. He is far and
You didn’t explore below decks? away the cleverest non-dragon I
have ever met.”
“No, there was something very
unsettling about the ship, the void Have you noticed anything unusual
was the wrong color, and we could about the Sleeping Canvas?
hear a faint screaming. Plus, we
could hear things moving about “Other than it being magical?
below decks. Nobody wanted to No. Quite frankly, I haven’t had
find out what they were.” any reason to use it more than a
couple of times since I took it off
Could you find the ship again? that ship. I have no idea what it
does other than, if anything, than
“I can’t, we came upon it in the protect from the voidglow.”
deep void. Hayle, the glowborn
sorcerer who accompanied us on Do you know who attacked you,
the scavenger run, might have and why?

39
S d s s dv t co p n

“I haven’t a clue. They were hu- ware that it is presently lodged somehow
mans, and armed with saps—so in the Soulshield. Paraphrase the story
I can only assume they meant to found on page 31.
capture me rather than kill me. Snowscale will gladly allow the heroes
They all wore amulets; I grabbed to destroy the sleeping canvas—it has
one in the struggle; I have it some- brought him nothing but bad luck. He
where here. will also offer to accompany them on
their journey to find Hayle, unless they
Snowscale produces an amulet, which have already dealt with the threat of The
has been expertly crafted from bone. It is Summoner. Marag goes back to his normal
similar to a spoked wheel. There are nine uneventful life and thanks the Artificer for
spokes, and examination discovers that, his mundane existence every day.
rather than spokes, they resemble men’s S i
and women’s forearms, the hands form-
ing the “axle” of the wheel. Where: Canopy
A successful Knowledge (Arcana) or When: When the heroes’ decide to
Common Knowledge (-2) roll reveals this track down Pica.
to be an amulet from the Circle of Nine, a Pica passed through Timber several
cabal of sorcerers who strive to summon weeks ago. He arrived on a frigate, which
demons from the Abyss. then loaded up with timber and left again.
He is well remembered in the town be-
ck
cause of the obvious delight with which
As soon as the heroes finish question- he ate his food. Soon after, however, he
ing the Chosen, or leave the seam, the set off into the ice forests of Canopy.
cultists make their move. Bryce the dwar-
ck n
ven hits the group with a blinding flash,
and then the cultists’ rush in to attack. Following the magpie isn’t at all dif-
Bryce stays out of melee combat if he can, ficult. The townsfolk of Timber know of
sniping with his spells. The cultists will several nearby wildling settlements, and
try to capture Snowscale, but they have once they are convinced of the heroes
no such compunction against killing the good intentions—which is much easier to
heroes and Marag. do if the heroes have already completed
Bryce, Dwarven sorcerer: See page the Shepherd Savage Tale (Sundered
58. Skies page 122)—they will give directions
Cultists (3 per hero +3): See Page to the few they know.
49. The wildlings in the settlements, in
which the heroes are strangers, are at
a
first wary of the heroes but soon warm
Only Bryce knows the purpose of the to them. Questions about the magpie
cultists mission—to wrest the location of prompt tales of a traveler who carried
The Summoner from the drakin Chosen, with him a spoon, which made even the
Snowscale. He can fill the heroes in on foulest tasting pap a gastronomic feast.
the known history of the ship, but is una- He would come into the settlement, stay

4
f o t s on

for a few days while he told tales of the


outside skies and allowed all to share eP l n an a
the wonders of his magical gift, then he This canvas has healing properties.
would move on to the next settlement. Spending a night cycle wrapped in
The heroes travel further and further it allows a hero to make a Natural
into the ice forest, always seeming to miss Healing roll. Every time the can-
Pica by a few days at the most. The stories vas is used counts as one use in
about him are always the same. But Pica regards to the possessing mechan-
isn’t the saint he makes himself out to be;
ic. Once an individual has used it
a number of times equal to three
the wildling has a dark secret.
times their Spirit die type, they
i S t will become possessed by a pos-
sessor demon (see page 19.)
Pica is a quisling—a wildling who be- Investigating the sleeping canvas
trays his own kind. The wondrous spoon with a successful detect arcana
he has found allows him an excuse to roll not only reveals the magical
travel the forests of canopy, infiltrating properties of the item, but also on
several wildling encampments and shar- a raise, detects faint, black, omi-
ing the wondrous tastes of his find with nous smoke rising from the item.
those he finds. He also surreptitiously Destroying the item is simple
hides a guiding stone—a magical tracking
once its malignancy is detected.
The item is no more resilient than
device, which leads an elven strike team
its mundane version.
to those settlements—within one of the
wildling huts.
As luck would have it, the strike force at the edge of the settlement and watched
arrives on Canopy only days after the events as they happened.
heroes and follows in their footsteps as It is possible that heroes who have
the heroes themselves follow Pica. At experience with elves and ferals will at-
first they will have no reason to suspect tempt to make some educated guesses,
anything underhand is happening, but if rightfully suspecting an elven strike team.
they backtrack to a community they have If the players openly speculate on the at-
already visited, they will find it destroyed tackers being wolf and bull ferals, reward
and the wildlings slaughtered. Any which their attention to the game by pointing
may have survived have fled into the for- out that the fast creatures’ paw prints
est. are much smaller than a wolf ’s, and the
Investigating a destroyed settlement rampaging creature was at least twice as
calls for Tracking rolls. Success learns that big as a bull feral.
several fast-running, two-legged creatures
m
chased down the wildlings and gutted
them. A much larger and heavier two- If the heroes don’t backtrack to a set-
legged creature smashed the wildling’s tlement they have already visited, eventu-
dwellings and crushed the inhabitants. ally survivors from one of the massacres
A Raise on the roll also finds evidence of overtake them, using paths unknown, and
two individuals who appear to have stood arrive at a settlement before the heroes.

4
S d s s dv t co p n

The wildlings believe the heroes are for him. The remaining wildling’s—wit-
the authors of their woes. Every settle- nessing the elves, and ferals attacking the
ment they visit has soon after had death heroes—quickly realize their mistake and
and destruction rained down upon it. fight alongside their new allies.
The wildlings don’t understand how The elves start the assault with the el-
the heroes are doing it, but they believe ephant feral, which charges straight into
they are purposefully leading the elves to the battle. The cheetahs attempt to pick
them. Ill luck also places Pica in this set- on those fleeing the elephant. The Leaf-
tlement and he gladly spins a yarn about priest stays on the periphery of the battle,
hearing rumors of elvish allies, known as sniping foes with his spells. The Shepherd
the “death bringers,” who search out and targets those heroes who are having the
mark wildlings for later extinction. Some most success against the elven force. He
are even—and here he drops his voice particularly targets wildling heroes.
menacingly—wildlings! Pica, Wildling Quisling: See page
At the next settlement the heroes reach, 52.
all is quiet; nobody comes out to greet Ivy, Elven Leafpriest: See page 51.
them, although a successful Notice roll Poisonoak, Elven Shepherd: See page
reveals the settlement to be inhabited. 53.
As the heroes get near the center of the Elephant Feral: See page 50.
settlement, Pica leads an assault on them. Cheetah Ferals (1 per Hero): See page
There are three wildlings for every hero. 49.
Assume they aren’t battle-ready wildlings, Wildlings: (3 per Hero): See page
and give them Fleshforge forms, which 55.
are not obviously useful in combat, such
as bats, cats, lizards, ravens, and song-
Q e i nn Q ln

birds. If you have time before running If by some fluke Pica survives the
the scenario, you could make them a bit battle, the heroes will probably want to
more varied. question him. Unfortunately, he isn’t ex-
The wildlings are desperate, believing actly a font of information; all he knows
the heroes to be the harbingers of their is that he picked the spoon up on a weird
death. However, heroic types should ghost ship, somewhere out in the void.
try to avoid killing their attackers until He was brought into the scavenging crew
they have worked out what is going on. by Colan and didn’t really bother to get to
Remember, when a hero puts down an know the rest.
Extra, he has just knocked him out of the
a
fight and hasn’t necessarily killed him.
After ten rounds of combat, the elven Sorting this whole mess out can
strike force arrives. They take advantage be a challenge in and of itself. The way
of the chaos and attack almost immedi- pointer—similar to a compass—can be
ately, attempting to kill everyone except found clipped onto the Shepherd’s belt.
Pica. The shepherd intends to take his Experimenting with it finds it unerringly
time over the magpie’s death. Pica fights points at the magpie, or more specifically
on the elvish side unaware of their plans a small bag on his belt.

42
f o t s on

Within are found seven magically


charged crystal shards—guiding stones.
P es S
The Leafpriest also carries 5 more of This spoon makes the foulest food
these crystals, but these aren’t magically taste fine. Every time the spoon is
charged any longer. used, this counts as one use in re-
gards to the possessing mechanic.
The spoon can also be found on
Once an individual has eaten a
the magpie. Luckily no one has used it
number of meals with it equal to
enough to become possessed, and it can three times their Spirit die type,
be easily destroyed. they will possessed by a possessor
S n demon (see page 19.)
Investigating the spoon with a
Where: Freedom Isle successful detect arcana roll not
When: When the heroes decide to only reveals the magical proper-
track down Hayle. ties of the item, but also detects
Hayle is still on Freedom Isle and can faint, black, ominous smoke rising
be easily found. He purchased a small from the item.
Destroying the item is simple
house with the proceeds of his salvaging
once its malignancy is detected.
career, and now spends his days conduct-
The item is no more resilient than
ing magical research. its mundane version.
He greets the heroes with a wary
friendliness. If they have brought Snows-
cale with them, then the greeting is much fects the possessed items have had on at
friendlier, as the glowborn recognizes his least two of his old comrades, he is not
old comrade. willing to allow it to be destroyed. He
Hayle has realized the backpack he believes the arcane residue, which can be
came away with is a threat of some kind seen radiating off the artifacts via a detect
and hasn’t used it a great deal. He has arcana spell, could have the same effect
also given up the life of the wanderer, so on a waysphere as the dirt from an island
it isn’t intrinsically useful to him anyway. would. Indeed, someone who handles
Chances are the heroes will have ques- one of the items and then attempts to
tions, for Hayle, about the backpack and attune a waysphere is successful. The
its origins. Rather than repeat the ques- sphere points somewhere, at least.
tions and answers already detailed in the He is also of the opinion that there
interrogation of Snowscale, we suggest must be many more cursed items aboard
you paraphrase the information on page The Summoner. The ship must be de-
39. Remember to change the details to stroyed before any more of these accursed
reflect who is speaking. items are taken off of it.
Hayle is also fairly knowledgeable The frigate cannot be destroyed with
about the Circle of Nine and the known cannon fire—even at short cannon range,
history of The Summoner. Again, para- the ship is insubstantial. The closer they
phrase the information on page 31 for get to the ship the more solid it becomes,
the players. but at the point where cannons could de-
Even after Hayle hears of the dire ef- stroy the ship, the cannon crew would be

43
S d s s dv t co p n

the purchase of enough powder for at


P least five bombs if necessary. He refuses
This backpack allows the wearer to buy anything of elven make, including
to carry ten times their Strength their potions.
die type before becoming encum-
bered. Each day the backpack is e S
used counts as one use in regards The voyage to The Summoner takes a
to the possessing mechanic. Once base time of five weeks and is without in-
an individual has used it a number
cident—unless the Game Master has other
of times equal to three times their
plans, of course. Hayle’s theory about the
Spirit die type, they will possessed
by a possessor demon (see page arcane residue of the cursed items proves
19.) correct, and the waysphere takes the he-
Investigating the backpack with a roes’ ship straight to The Summoner.
successful detect arcana roll not As Hayle and Snowscale described,
only reveals the magical properties the ship appears insubstantial at Close
of the item, but also on a raise, de- Quarters and further away. The heroes
tects faint, black, ominous smoke may wish to experiment by firing can-
rising from the item. nons at the ship, but the cannon balls just
Destroying the item is simple pass through the ethereal vessel, causing
once its malignancy is detected.
no damage. They will have to approach
The item is no more resilient than
the ship in an island hopper, for the ship
its mundane version.
is too insubstantial for the heroes’ main
vessel to be fastened to it with thrown
in danger of injury and death themselves. grapples and ropes.
The only sure way to destroy the ship is As the heroes approach the ship in
to plant several powder bombs. However, an island hopper, it appears to become
this will involve going below decks—and more solid—more there—but still insub-
splitting up! stantial. Only when they are close enough
Hayle is fairly sure three good-sized to touch it, The Summoner finally become
powder bombs could take care of a ship completely solid.
of The Summoner’s size: one planted in Now it is just a simple case of tying the
the prow of the ship, the second planted island hopper up against the frigate and
in the aft, and the final bomb planted climbing aboard.
amidships. Individually, none of these
e
bombs will destroy the sky ship, but the
triple whammy of the three explosions Once the heroes are aboard The Sum-
will fundamentally weaken the ship, caus- moner, the void changes color. It turns
ing it to fall apart under its own weight. a deep, reddish-black, the color of old
Hayle will accompany the heroes on blood. Furthermore, a distant screaming
the mission to destroy The Summoner. He can be heard, not loud, but enough to
started this chain of events, so he might as throw off one’s concentration. All Smarts-
well finish it. Snowscale will also accom- based skills, apart from Spellcasting, suf-
pany the heroes. Hayle can also bankroll fer a –1 penalty while aboard the ghost

44
f o t s on

ship. Even those heroes with the Hard of tinder wood and ripped all of the sails.
Hearing Hindrance are affected by this Scattered among the debris, are many dif-
phenomenon. ferent mundane items: plates, forks, can-
As explained on page 31, when dles, uncoiled rope, and more. Anyone
Caryl botched the summoning spell, her who uses detect arcana on these items,
ship became somehow lodged in the discovers they are all magical. Hayle and
Soulshield. What the heroes are experi- Snowscale state the ship was intact when
encing is the sights and sounds of being they last visited it.
so close to Hell. Three closed hatchways are found:
The deck is a mess. Something big one leading into the stern, one into the
and powerful has smashed everything to prow, and the third amidships.

45
S d s s dv t co p n

ng lo
all the decks before they plant the bombs.
Hayle is fairly insistent that the heroes Allow them to do this, but add a number
should split into three teams and plant of maulers equal to the number of Heroes
the bombs. If the heroes are unsure or to each encounter.
resistant of the notion, he points out they
only have so much fuse wire, and once it
is lit, they only have a certain amount of When The Summoner became lodged
time before the bombs blow. They’ll have in the Soulshield, a wave of power passed
more than enough time to make it back through the ship, which literally pulver-
to the island hopper, cast off, and get to ized almost the entire crew. Somehow,
a safe distance, but if they try and work the pieces of flesh and bone, which re-
their way through the ship, setting and mained, gravitated together. This huge
lighting the bombs as they go, the first pile of offal was animated by a demonic
bomb will probably explode before they being—creating a corpse swarm.
make it to the hopper. This terrible gelatinous mass awaits
The object here—as we are sure you those who venture into the ships prow.
have guessed—is to split the party up and Corpse Swarm: See page 50,
conduct three simultaneous combats in Maulers (1 per hero): See page 52.
different parts of the ship. Be vague about Only include these if the party has not
the actual pacing of events. The goal is to split up.
get the players into combat at the same
i
time and have them stagger up onto deck
at about the same time, as well. Due to A grisly puppeteer found its way
the weird nature of the ship, no sound onboard The Summoner and became
will travel between the three areas of the trapped. Unfortunately, it has no corpses
ship, so the characters will have no clue to animate and must make do with its
how their comrades are fairing. The play- Meat Puppet ability when combating the
ers, of course, will know exactly how they heroes.
are all doing. Remember to reward good Grisly Puppeteer: See page 50.
role-playing with bennies. Maulers (1 per hero): See page 52.
It is very possible that all of the bat- Only include these if the party has not
tles will be of wildly different lengths. split up.
Don’t worry about it too much. The
difference in time passed can be ex-
S e n

plained by adrenaline either speeding A ripper waits here. It has squeezed


up or slowing down time, or time spent itself into the stern of the ship, meaning
exploring below decks, which was hand- that only two heroes may approach it at
waved by the Game Master with a brief once. If attacked with missile weapons, it
description. The important thing is they will obviously leave this vantage point.
all emerge from below decks at roughly Ripper: See page 54.
the same time. Maulers (1 per hero): See page 52.
A sensible, cautious—we hesitate to Only include these if the party has not
say boring—party, may insist on clearing split up.

46
f o t s on

on S
Caryl, Mutated Spider Sorceress:
Once all of the bombs have been set, See page 49.
and the fuses have been lit, pick one of
a
the groups—preferably the one which
was most mauled during the attack. They With The Summoner destroyed, so
suddenly hear something below them, are all the possessed items on board.
screeching in anger. The voice sounds The heroes might have made firm
feminine, but distorted somehow. friends in both Hayle and Snowscale—if
Then, whatever it is starts to smash they survived. Hayle might even finally
through the floor. It is very large, the heroes get his last name, if one of the heroes
get a glimpse of a large black insectile leg has impressed him with their deeds. At
covered in chitin, but the rapidly diminish- this point, Hayle suggests his backpack
ing fuse should convince them to get above be destroyed.
decks and onto the island hopper. However, it is entirely possible one
Describe the heroes coming together or more of the original possessed items
bloodied and bruised from their respec- might be unaccounted for. Their threat
tive battles. The terrible screeching from hasn’t been ended with the destruction
below decks can now be heard by all, of The Summoner.
along with the splintering of the deck Similarly, the Circle of Nine is still
below being destroyed. out there, and will continue to attempt
Surprisingly—well, we suspect the to summon demons. They have partially
players will be surprised—the heroes get pierced the Soulshield once; the next
to the hopper and cast off, before the ship time might be truly catastrophic.
either explodes or the creature smashing Unless a small band of heroes stops
its way through the lower deck makes an them, of course.
appearance.
However, a split second before the B sti
bombs detonate, a huge spider-like crea-
ture leaps from The Summoner towards
the heroes’ island hopper. The ship
Blight Walker
explodes behind it, disintegrating in a Glowmad elves become hideous plant-
huge fireball. Whether the force of the elf hybrids, with bark-like skin. Plant
explosion propels the creature or it is roots visibly burrow through their flesh
able to leap huge distances, it lands on and blossom into hideous gore splattered
the stern of the island hopper and attacks flowers, which then quickly wither and
immediately. die.
It is the mutated Caryl, one of the Attributes: Agility d8, Smarts d6, Spirit
inner Circle of Nine. Now her body is d6, Strength d6, Vigor d10
warped, and her mind shattered, by the Skills: Climbing d6, Fighting d8, Notice
failure of her summoning. She attempts d8, Stealth d4, Tracking d12
to kill all on board, either by pumping Pace: 6; Parry: 4; Toughness: 9(2)
them full of poison or simply throwing Salvage: Goods.
them overboard. Special Abilities:

47
S d s s dv t co p n

Armor +2: A Blight Walker is covered in Notice d10, Stealth d6


shifting bark. Pace: 6; Parry: 4; Toughness: 7(2)
Blight Touch: The touch of a blight walk- Salvage: Junk.
er kills any plant instantly and destroys Gear: Improvised Weapons (Str+d4 –1 to
wooden or wooden-hafted weapons. A Attack roll)
blight walker hit by such weapons makes Special Abilities:
a Spirit roll, as a free action, on a raise the Armor +2: Blinded have scaly skin.
weapon is destroyed Berserk: These glowmad are in a con-
Elemental: +2 when attempting to recov- stant state of berserk fury. They gain +2
er from being Shaken. They do not suffer to Damage, Fighting and Strength rolls
additional damage from called shots. and suffer a -2 penalty to Parry. If they
Glowmad: Newly glowmad elves are in a roll a 1 on their Fighting die they hit a
constant state of berserk fury. They gain random adjacent target—not the origi-
+2 to Damage, Fighting and Strength nal target.
rolls and suffer a -2 penalty to Parry (al- Blindsight: Blinded can detect all foes
ready factored into the stats.) If they roll within 10”. All those beyond are totally
a 1 on their Fighting die they hit a ran- concealed.
dom adjacent target—not the original Fear: Blinded are the most infamous of
target. all glowmad.
Root Blast: Blight walkers can make Leap Attack: Blinded may leap 1d6+2”
a Touch Attack (+2 Fighting) against a into combat, gaining +2 on their Fighting
single foe and direct their tendril attack and Damage rolls.
into one concentrated burst. This attack Weakness: Blinded are susceptible to
is particularly devastating and inflicts a –2 sound and scent based attacks, suffer-
on Vigor rolls to check whether an injury ing +2 damage and -2 on rolls to resist
caused is permanent. them.
Sweep: Blight walkers may direct their
tendrils to lash out at all adjacent foes at Bryce, Dwarven
–2. Circle Of Nine
Tendril Attack: d6+d4
Weakness (Fire): Fire based attacks do Petitioner
+4 damage. They catch alight on a 5 -6 Bryce is a not a member of the true
on a d6. Circle of Nine, but he does hold great
promise and truly expects to be invited
ln
once a chair becomes vacant. Meanwhile,
Glowmad humans are the most com- he performs jobs he considers beneath
mon of their kind. Their scaly skin is him.
earth-colored and their features bestial. Attributes: Agility d6, Smarts d10, Spirit
Their eyes have melted, and their sockets d8, Strength d6, Vigor d10
shine with voidlight. Skills: Boating d6, Climbing d6, Fighting
Attributes: Agility d8, Smarts d6, Spirit d8, Guts d4, Notice d8, Spellcasting d10,
d4, Strength d8, Vigor d6 Stealth d6
Skills: Climbing d6, Fighting d8, Guts d8, Charisma: 0; Pace: 5; Parry: 7; Tough-

48
f o t s on

ness: 9(2) knocked him back 1”. If this knocks a


Hindrances: Arrogant, Slow hero overboard, don’t forget the Falling
Edges: Arcane Background (Magic), Ar- Overboard setting rules on page 53 of
cane Resistance, Low Light Vision, Tough, Sundered Skies.
Wizard Wall Crawling: Caryl can move at her
Gear: Coin shirt (+2), staff (Str+d4, Par- Pace along vertical surfaces.
ry +1)
a e
Spells: (20 Power Points); armor, blind-
ing flash, bolt, boost/lower trait, stun. New ferals—fresh out of the Flesh-
forge—this is their first mission to hunt
y a S S down and destroy fugitive wildlings un-
When her summoning spell went so der the supervision of a Leafpriest and a
horribly wrong, Caryl was buffeted by Shepherd
demonic energies. She had always envi- Attributes: Agility d10, Smarts d6 (A),
sioned herself as a spider at the center Spirit d8, Strength d10, Vigor d8
of a vast web, pulling everyone’s strings. Skills: Fighting d8, Guts d6, Notice d8,
The demonic energy recreated her to suit Stealth d10
her self-image. Unfortunately, the sorcer- Pace: 8”; Parry: 6; Toughness: 6
ess’ mind was unable to take the strain, Salvage: None
and it snapped. Special Abilities:
The spider’s face is an obscenely Claw: Str+d6.
stretched female face, which might have Fleet Footed: Cheetah ferals roll a d12
been beautiful before the transformation. running die, instead of a d6. This die can
Its drools constantly, mumbling the words Ace.
“Circle of Nine,” repeatedly. Pounce: Cheetah ferals often pounce on
Attributes: Agility d10, Smarts d8 (A), their prey to best bring claws to bear. It
Spirit d6, Strength d10, Vigor d8 can leap up to 6” to gain +4 to its attack
Skills: Climbing d12+2, Fighting d8, and damage. Its Parry is at -2 until its next
Guts d6, Intimidation d10, Notice d8, action when performing the maneuver,
Pace: 6; Parry: 6; Toughness: 10 however.
Special Abilities:
Bite: Str+d4.
e f in C l i

Large: Those targeting Caryl gets +2 on These cultists have no actual magical
their attack rolls. skill, but have been promised riches be-
Poison (-1): The bite of the spider causes yond their dreams if the Circle succeeds
instant paralysis for those who fail their in their goals.
Vigor roll. It lasts for 2d6 minutes. Attributes: Agility d8, Smarts d6, Spirit
Size +4: Caryl is disgustingly huge. d6, Strength d6, Vigor d6
Slam: Caryl can use her bulk to knock Skills: Boating d8, Climbing d8, Fighting
a foe back. She rolls her Strength die d8, Guts d8, Intimidation d8, Notice d8,
and adds her Size bonus to the result. Shooting d8, Stealth d8,
This result is opposed by the hero’s Charisma: -3; Pace: 6; Parry: 7; Tough-
Strength roll. Success means she has ness: 6(1)

49
S d s s dv t co p n

Hindrances: Greedy, Mean Elephant Feral


Edges: Block, Combat Reflexes.
Gear: Leather (+1), knife (Str+d4), These huge beasts are the biggest of
cutlass (Str+d6), sap (Str+d4, non-le- the ferals and not well suited for stealth
thal damage), pistol (Range: 5/10/20, missions. They are usually used as shock
2d6+1) troops.
Salvage: Junk for every 3 cultists. Attributes: Agility d6, Smarts d6 (A),
Spirit d8, Strength d12+3, Vigor d10
S m Skills: Fighting d6, Guts d6, Intimidation
d8, Notice d6
Corpse swarms are animate chunks Pace: 7”; Parry: 5; Toughness: 12(1)
of flesh and body parts, animated by a Salvage: Junk
demonic influence. They crawl and inch Special Abilities:
their way towards living prey, trying to Armor +1: Leathery hide.
tear them apart or just smother them. A Large: Attacks are +2 to all attack rolls
corpse swarm covers an area of a Medium when targeting an elephant feral.
Burst Template. Size +4: Elephant ferals weigh over half
Attributes: Agility d10, Smarts d4(A), a ton.
Spirit d12, Strength d8, Vigor d10 Trample: Elephant ferals can trample
Skills: Notice d8 creatures of Size +1 or smaller. If the fe-
Pace: 10; Parry: 4; Toughness: 7 ral runs, anyone in its path must make an
Salvage: None. Agility roll or be run down. Victims take
Special Abilities: damage equal to the feral’s Strength plus
Fear (-1): Corpse swarms are disgusting, its Size and are knocked prone.
and terrifying. Tusks: Str+d6.
Hardy: Two Shaken results do not put a
corpse swarm down. Grisly Puppeteer
Tear and Gouge: Swarms inflict hun-
dreds of attacks every round to their vic- Grisly puppeteers are hideous
tims, hitting automatically and causing demons, similar in appearance to half-
2d4 damage to everyone in the template. melted, obese humans. They have the
Damage is applied to the least armored disgusting ability to animate corpses.
location (victims in completely sealed Attributes: Agility d4, Smarts d6, Spirit
suits are immune). d8, Strength d10, Vigor d8
Swarm: Parry +2; because the swarm is Skills: Fighting d6, Guts d4, Notice d6
composed of hundreds or thousands of Pace: 5; Parry: 5; Toughness: 9(1)
creatures, cutting and piercing weapons Edges: Combat Reflexes, Nerves of Steel
do no real damage. Area-effect weapons Salvage: Goods.
work normally, and a character can stomp Special Abilities:
to inflict his Strength in damage each Armor +1: Grisly puppeteers are cov-
round. ered in thick blubber.
Undead: +2 Toughness. +2 to rolls to re- Claws: Str+d4
cover from the effects of being Shaken. Meat Puppet: Using one of its tenta-

5
f o t s on

cles, the puppeteer may subdue a liv- 15/30/60, 2d6), elven sprint potion.
ing target with a grapple roll. With a Spells: (15 Power Points); armor, bolt.
raise on its Fighting roll, the puppeteer
may then make an opposed Spirit roll Hayle, Glowborn
against his subdued victim. Success al- Sorcerer
lows the puppeteer to control his victim
as if it had used the puppet power. The Hayle only pursued the life of a scav-
victim must be removed from the tenta- enger in order to earn enough money to
cle to escape the puppeteer’s influence. be able to comfortably pursue his first
Tentacles have Toughness of 13, and a love, research. Now he finds his earlier
wound severs them. Wounds inflicted life—his second life—is disrupting his
upon tentacles do not transfer to the chosen life—his third life.
puppeteer. Despite his advanced age, Hayle has
Fear -1: Watching a grisly puppeteer Man- never met someone worthy of his second
ifest its tentacles is terrifying. name; he hopes he will before he dies.
Size +2: Grisly puppeteers are much big- Attributes: Agility d6, Smarts d10, Spirit
ger than humans. d8, Strength d4, Vigor d4
Skills: Boating d6, Fighting d6, Guts d6,
Ivy, Elven Leafpriest Investigation d8, Knowledge (Arcana) d8,
Knowledge (History) d8, Notice d8, Spell-
Ivy has fallen afoul of elven politics casting d10, Stealth d6
and has been named as a Boughbreaker. Charisma: 0; Pace: 6; Parry: 5; Tough-
The shepherd Poisonoak is watching her ness: 4
almost as much as he is hunting wild- Hindrances: Bad Eyes (minor), Elderly,
lings. Loyal
Ivy isn’t a Boughbreaker, but events Edges: Arcane Background (Magic), Jack-
may conspire to force her to join the side of-all-Trades, Rich, Scholar (Arcana and
of the heroes. The shepherd is prepared History)
to execute her at the slightest provoca- Gear: Walking staff (Str+d4, Parry +1),
tion. glasses
Attributes: Agility d8, Smarts d6, Spirit Spells: (All have 10 Power Points); ar-
d8, Strength d6, Vigor d6 mor, bolt, boost/lower trait, detect/con-
Skills: Boating d6, Climbing d6, Faith ceal arcana
d10, Fighting d6, Guts d4, Notice d8,
a a n i
Shooting d6, Stealth d6
Charisma: +0; Pace: 6; Parry: 5; Tough- Marag is an apprentice dwarf who has
ness: 7(2) gotten tangled up in affairs he neither un-
Hindrances: All Thumbs derstands nor can handle. If he survives
Edges: Arcane Background (Miracles), the events of this scenario, he will prob-
Agile, Leaf Blessed (Perfume and Ivy ably never take an interest in the business
Crawl Plant Heritages). of strangers to Mount Ore again.
Gear: Elven leather (+2), ironwood Attributes: Agility d6, Smarts d6, Spirit
sword (Str+d6), elven longbow (Range: d6, Strength d6, Vigor d8

5
S d s s dv t co p n

Skills: Fighting d6, Guts d8, Knowledge Attributes: Agility d6, Smarts d4, Spirit
(blacksmithing) d6, Notice d6, Repair d6 d6, Strength d12+3, Vigor d12
Charisma: 0; Pace: 5; Parry: 5; Tough- Skills: Fighting d8, Guts d8, Intimidation
ness: 7(1) d8, Notice d4, Throwing d6
Hindrances: Curious, Loyal, Slow Pace: 7; Parry: 4; Toughness: 11
Edges: Clan Trained, Low-light Vision, Gear: Maul (Str+d8, AP 2 vs rigid armor)
Tough Salvage: Goods.
Gear: Leather apron (+1, torso only), Special Abilities:
forge hammer (Str+d6). Glowmad: Newly glowmad ogres are in a
constant state of berserk fury. They gain
+2 to Damage, Fighting and Strength
Reptilian demons with voracious ap- rolls and suffer a -2 penalty to Parry (al-
petites, maulers are slightly smaller than ready factored into the stats.) If they roll a
humans. They have a hunched, headless 1 on their Fighting die they hit a random
body and two muscular legs. They have adjacent target—not the original target.
two tentacles ending in teeth-lined maws, Size +3: Ogres are over 9’ tall.
with which they tear their prey apart. Sweep: Ogres may attack all adjacent foes
Attributes: Agility d8, Smarts d4(A), Spir- at -2.
it d6, Strength d6, Vigor d6
i e dl n i n
Skills: Fighting d6, Notice d6,
Pace: 8; Parry: 3; Toughness: 6(1) Pico is the worst kind of wildling, one
Edges: Fleet Footed, Improved Frenzy willing to sell out his own kind. He has
Salvage: None. been promised his freedom and a life
Special Abilities: of relative comfort on Heartland for his
Armor +1: Armored scales. treachery. Unfortunately (for him), he is
Bite: Str+d6. fated to die on Canopy once his useful-
Fearless: Maulers are immune to Fear ness to the elves comes to an end.
and Intimidation. Attributes: Agility d8, Smarts d6, Spirit
Insane: Maulers are in a perpetual ber- d8, Strength d6, Vigor d6
serk frenzy. They gain +2 to Damage, Skills: Climbing d6, Fighting d6, Guts d6,
Fighting and Strength rolls and suffer a Lockpicking d8, Notice d6, Shooting d6,
-2 penalty to Parry. If they roll a 1 on their Stealth d8
Fighting die, they hit a random adjacent Charisma: 0; Pace: 6; Parry: 6; Tough-
target—not the original target. ness: 7(2)
Hindrances:
Ogres Edges: Acrobat, Beastling, Determined,
Fleshforged (Magpie), Glowmad Immu-
Ogres are glowmad orcs, transformed nity, Thief.
into giants with huge potbellies and Gear: Elven leather armor (+2), short
massive limbs. The least intelligent of sword (Str+d6), sling (Range: 4/8/16,
the glowmad are the most easily tamed, Str+d4), stealth elven potion, Possessed
as long as their energies are directed to- spoon, 7 guide stones.
wards violence and mayhem.

52
f o t s on

Poisonoak, Elven retains his original outline. All his posses-


Shepherd sions are sucked into this hole and lost.
Two tentacles covered in lamprey-like
Poisonoak is ruthless even by the mouths emerge from the swirling dark-
standards of other shepherds. He thinks ness.
nothing of executing all who get in the The final transformation also turns
way of his mission. all extras within 5” into glowmad. Wild
Attributes: Agility d10, Smarts d8, Spirit Cards are immune to this effect.
d10, Strength d8, Vigor d10 Once slain, the creature reverts back
Skills: Boating d6, Climbing d8, Faith to the naked form of the victim. The item,
d8, Fighting d10, Guts d8, Intimidation which caused the original possession, is
d8, Notice d6, Shooting d10, Survival d8, found nearby. If it is taken and used, the
Tracking d8 cycle of possession starts again. The item
Charisma: +2; Pace: 6; Parry: 10; can be easily destroyed.
Toughness: 9(2) Attributes: Agility d6, Smarts d6, Spirit
Hindrances: All Thumbs d10, Strength d8, Vigor d8
Edges: Acrobat, Agile, Alertness, Ambi- Skills: Fighting d8, Intimidation d10, No-
dextrous, First Strike, Florentine, Im- tice d6
proved Block, Level Headed, Marksman, Pace: 6”; Parry: 6; Toughness: 6
Nerves of Steel, Plant Heritage (Spores), Salvage: None (but see above)
Shepherd, Woodsman Special Abilities:
Gear: Elven leather (+2), two ironwood Fear –1: This creature is wrong on a fun-
swords (Str+d8), elven longbow (Range damental level.
15/30/60, 2d6), 5 elven potions (Regener- Immunity (Puppet): The possessed are
ation, Sprint, Stealth, Toughness, Vigor), immune to any attempts to control them.
way pointer. Improved Frenzy: Possessor’s may make
two attacks a round, against two separate
Possessor foes if desired.
Quick: Possessor’s discard Action Cards
Possessors are demons, which possess of 5 or less.
mundane items and enhance them in Tentacles: Str+d6, Reach 2.
some way, making them extremely useful.
e
What the owner of the item doesn’t real-
ize, is that every time he uses the device, Most glowmad goblins, and all glow-
he takes a single step towards his eventual mad glowborn, become ragers, tall, bestial
damnation. humanoids covered in a bristly brown fur
The item can be used a number of with vicious claws. Ragers are constantly
times equal to triple the Spirit die of the in a berserk state.
owner—if the owner has a Spirit of d6, he Attributes: Agility d6, Smarts d6, Spirit
can use it safely 18 times. The nineteenth d6, Strength d10, Vigor d8
time he uses it, he is possessed. Skills: Climb d6, Fighting d8, Guts d8,
Upon possession, the victim becomes Notice d4, Stealth d8
a swirling, black hole in reality, but still Pace: 6; Parry: 4; Toughness: 8

53
S d s s dv t co p n

Salvage: Junk. Claws: Str+d4


Special Abilities: Hardy: Two Shaken results will not put a
Berserk: Ragers spend their, usually Rager down.
short, existence in a constant state of Size +2: Ragers are over 8’ tall.
berserk fury. They gain +2 to Damage,
Fighting and Strength rolls and suffer a Ripper
-2 penalty to Parry. If they roll a 1 on their
Fighting die they hit a random adjacent These demons look faintly ridiculous.
target—not the original target. Their claws are incredibly long and look

54
f o t s on

almost fragile. The head of the demon 4/8/16, Str+d4), possessed sleeping can-
is almost skull-like; the flesh appears to vas.
have been pulled taut over the head. The Special Abilities:
creature is without eye sockets, although Icy Breath: Snowscale breathes a
the outline of them can be seen below the Cone of frigid air. In addition to the
skin. The demon’s body is extremely thin regular damage, the ground beneath the
and sexless. Template becomes icy. Creatures entering
Attributes: Agility d8, Smarts d6, Spirit the template must make an Agility roll or
d8, Strength d6, Vigor d8 fall prone. If they roll a 1 (regardless of
Skills: Fighting d8, Intimidation d10, Notice Wild Die), they are Shaken, as well. The
d8 Template remains for 3 rounds.
Pace: 5; Parry: 6; Toughness: 6
Salvage: None.
Special Abilities: Wildlings are either slaves living in
Claws: Str+d8, Reach 2 squalor and pain or fugitives living in fear.
Improved Frenzy: The Ripper may make There are no permanent wildling com-
two attacks per round, at no penalty. munities—they never feel safe enough to
Nerves of Steel: Rippers ignore one level settle down for good.
of Wound Penalties. Attributes: Agility d6, Smarts d6, Spirit
Quick: The Ripper redraws any Action d8, Strength d6, Vigor d6
Card of 5 or less. Skills: Boating d6, Climbing d6, Fighting
d6, Guts d6, Notice d6, Shooting d6
Snowscale, Drakin Charisma: 0; Pace: 6; Parry: 5; Toughness:
Chosen 5(1)
Hindrances: Fugitive, Small
Snowscale is currently in hiding on Edges: Determined, Fleshforged, Glow-
Mount Ore. He told the wrong person mad Immunity
about the strange ship upon which he Gear: Leather armor (+1), bone short
recently found salvage, and has come to sword (Str+d6, degradable), sling (Range:
the attention of Circle of Nine cultists. 4/8/16, Str+d4)
Attributes: Agility d8, Smarts d6, Spirit Salvage: Junk for every 3 wildlings.
d10, Strength d8, Vigor d10
Skills: Boating d8, Climbing d6, Fight- No P a er C a ac
ing d8, Guts d6, Knowledge (Arcana)
d6, Knowledge (History) d8, Notice d6, Sta ts o P a
Shooting d6
Charisma: 0; Pace: 6; Parry: 6; Toughness:
9(2)
Hayle, Glowborn
Hindrances: Curious Sorcerer
Edges: Arcane Senses, Chosen, Dragon
Breath, Dragon Hide, Dragon Might, First Attributes: Agility d6, Smarts d10, Spirit
Strike. d8, Strength d4, Vigor d4
Gear: Claws (Str+d6), sling (Range: Skills: Boating d6, Fighting d6, Guts d6,

55
S d s s dv t co p n

Investigation d8, Knowledge (Arcana) d8, Strike.


Knowledge (History) d8, Notice d8, Spell- Gear: Claws (Str+d6), sling (Range:
casting d10, Stealth d6 4/8/16, Str+d4), possessed sleeping can-
Charisma: 0; Pace: 6; Parry: 5; Tough- vas.
ness: 4 Special Abilities:
Hindrances: Bad Eyes (minor), Elderly, Icy Breath: Snowscale breathes a
Loyal Cone of frigid air. In addition to the
Edges: Arcane Background (Magic), Jack- regular damage, the ground beneath the
of-all-Trades, Rich, Scholar (Arcana and Template becomes icy. Creatures entering
History) the template must make an Agility roll or
Gear: Walking staff (Str+d4, Parry +1), fall prone. If they roll a 1 (regardless of
glasses Wild Die), they are Shaken as well. The
Spells: (All have 10 Power Points); ar- Template remains for 3 rounds.
mor, bolt, boost/lower trait, detect/con-
ceal arcana
Attributes: Agility d6, Smarts d6, Spirit
a a n i
d8, Strength d6, Vigor d6
Attributes: Agility d6, Smarts d6, Spirit Skills: Boating d6, Climbing d6, Fighting
d6, Strength d6, Vigor d8 d6, Guts d6, Notice d6, Shooting d6
Skills: Fighting d6, Guts d8, Knowledge Charisma: 0; Pace: 6; Parry: 5; Toughness:
(blacksmithing) d6, Notice d6, Repair d6 5(1)
Charisma: 0; Pace: 5; Parry: 5; Toughness: Hindrances: Fugitive, Small
7(1) Edges: Determined, Fleshforged, Glow-
Hindrances: Curious, Loyal, Slow mad Immunity
Edges: Clan Trained, Low-light Vision, Gear: Leather armor (+1), bone short
Tough sword (Str+d6, degradable), sling (Range:
Gear: Leather apron (+1, torso only), 4/8/16, Str+d4)
forge hammer (Str+d6) Salvage: Junk for every 3 wildlings.

Snowscale, Drakin
Chosen
Attributes: Agility d8, Smarts d6, Spirit
d10, Strength d8, Vigor d10
Skills: Boating d8, Climbing d6, Fight-
ing d8, Guts d6, Knowledge (Arcana)
d6, Knowledge (History) d8, Notice d6,
Shooting d6
Charisma: 0; Pace: 6; Parry: 6; Toughness:
9(2)
Hindrances: Curious
Edges: Arcane Senses, Chosen, Dragon
Breath, Dragon Hide, Dragon Might, First

56
blade of destiny

c o n - Go spirit within it. Vorak argued with his


master, but as the weapon started to cool
The grandly named sword, Godslayer, he did as he was commanded, his tears
has only one purpose—to kill a god. falling on Godslayer’s tang.
During the War of Fools, a small group The finished great sword is a master-
of priests and scholars uncovered the piece, perfectly balanced and razor sharp,
true source of the war—The Battlelord. which never dulls. The blade has a faint red
Foreseeing no end to the slaughter, and hue to it, which deepens perceptibly when
the end of life in the Skies, they hatched used to slay sentient beings. This crimson
a desperate scheme to slay the god him- hue fades back to its original color within
self. One of their members, a renowned an hour. Godslayer—its own name for
dwarven forge master, Kavalin Bladeson, itself—however, is truly a double-edged
was tasked with forging a weapon ca- sword—possessed of its own sentience, the
pable of such a colossal deed. sword actively compels its wielder to fulfill
Kavalin spent 7 long years hunting and its purpose—slay the Battlelord.
studying down treatise, manuscripts, and Once a wielder of Godslayer has drawn
memoirs, risking his life many times as the sentient blood with the weapon, the sword
War of Fools raged around him. Finally he claims them. Each time they sleep, they
was ready to forge the blade. Grim faced are plagued by dreams of blood and war.
and resigned he started work. These dreams become more intense as time
The actual forging took weeks, during passes, slowly eroding the will until the vic-
which time Kavalin slept and ate little. tim becomes nothing more than a puppet
Vorak, Kavalin’s apprentice—in truth a intent on fulfilling the sword’s purpose.
master weapon forger himself, was given Godslayer is a unique weapon, capa-
the honor of striking the last few ham- ble of wounding—maybe even slaying—a
mer blows. Now all that remained was to god. However, only the most skilled of
quench the red-hot blade. warriors can even hope to land a blow.
Finally Kavalin revealed the last, and The sword is a mighty weapon, but gives
darkest secret of the forging. To fulfill its no guarantee of success, or survival.
destiny the sword must be guided by a Godslayer has passed through many
sentience. The forge master commanded hands over the last 300 years. So far none
his apprentice to run him through with have survived long enough to challenge
the newly forged blade, quenching the the god. Presently the sword lies forgot-
forging and awakening the elemental ten in a ruin out in the void.

57
S d s s dv t co p n

Soon, it shall be found…


G d l
Godslayer is a great sword 5’ from
pommel to point. The blade and T e Swo d
crosspiece are a uniform matt
black. Other than the unusual Where: The Void
color, the sword does not appear When: The characters are at least
all that remarkable. The cross- Seasoned.
piece is merely a flattened and Presented below is a fast, fun, and
slightly curved rectangle, and the furious way your heroes can come into
hilt is bound in crimson leather. possession of Godslayer. Obviously if
The sword’s pommel has been
you have a method of getting it too your
fashioned into an iron skull.
heroes which better suits your campaign,
Once a hero has drawn blood
then use it. Maybe a grateful client can
from a sentient foe with Godslay-
er (caused a Wound or killed an give the sword to the heroes. However in
extra) the sword claims the hero such a case the wielder will probably not
as its owner. Godslayer can only also have access to the pouch of fungus,
have one owner at a time. The and must discover it existence in other
bond lasts until the owner dies. ways—most probably from the same
The sword bestows the Berserk, scholar or priest who informs them of the
Mighty Blow and Trademark sword’s purpose.
Weapon edges upon those it has
claimed, for as long as they wield n
Godslayer. However the claimed
The heroes’ attention is drawn to a small
one is also compelled to keep
island by the glow reflecting from an
the sword. If the sword is given
away, lost, or stolen the claimed almost unblemished marble dome. The
hero starts to weaken, eventually island—a fragment from a ruined city, is
perishing, unless the sword is re- roughly circular and about a half mile in
claimed. diameter. The floor was once a marble
Godslayer also afflicts those it floored courtyard, but is now cracked
claims with vivid dreams of blood- and broken. The low domed building is
shed and violence, which start in the center of the island. A single arched
the first time the hero sleeps after entranceway can be found
being claimed. The dreams be-
gin with the claimed one fighting T e
against a variety of opponents—
Within the dome it is cool and
creatures, feared opponents,
and even friends. The dreamer dark; three pillars support the curved
is always victorious. Later, these roof while a fourth lies broken across
dreams escalate to skirmishes, the floor. Chunks of rubble and dust
and major battles, during which obscure the floor although here and
the dreamer directs his victorious there a polished blue surface can be
forces against vastly numerically seen. Incongruous amidst the destruc-
superior foes. tion, is an oval pool with a foot or
so of crystal clear water in it—why it

58
o d st n

hasn’t turned stagnant or evaporated


is a mystery. G C
This was a shrine to Oceanus (the god The purpose of these dreams is
to instill the confidence the hero
of Oceans, now The Lightbringer). Several
needs to face the Battlelord in
of his priests took shelter here only to be
combat. However, they have a fur-
slain by marauding demon worshippers, ther purpose, to erode the will of
during the chaos before the Sundering. the claimed one.
Trapped here by the cataclysm, which The hero starts with a number of
followed, their vengeful spirits remain points equal to their Spirit die. Each
within the pool as drowned spirits. They week the hero must succeed at a
rise up and attack all who venture within Spirit roll or lose one of those points.
the dome. A Bennie cannot be spent on this
On the far side of the chamber, is the roll. If a hero increases his Spirit die
increase the number of points by 2.
bloated, and waterlogged corpse of a
If the heroes’ Spirit points are
human male. A prior scavenger who fell
ever reduced to zero, he becomes
to the drowned spirits, his crew lacked a puppet of the sword, he retains
magical attacks and fled. freewill in day-to-day activities,
Drowned Spirits (1 per 2 heroes): and will not do anything stupidly
see page 79. suicidal, such as heading across
the Draining Sea without taking
S v e the proper precautions first. How-
The corpse wears ruined leather ar- ever, he becomes very focused on
mor, and has two pouches one on its belt, confronting the Battlelord.
Edges bestowed: Berserk, Mighty
and the other ties to the hilt of the sword.
Blow, Trademark Weapon.
As he died the he was reaching for the hilt
of an ornate great sword, which lies just Hindrances bestowed: Major Habit
beyond his reach. The sword is obviously (God Slayer), Overconfident.
Godslayer. The belt pouch contains 23 n n
cogs; the other—engraved with the sym-
The fungus known as Mother’s
bol of the Lifemother—contains a rotten Bension is found only on one of the
fungus, Mother’s Bension (detailed in underisles of Plenty. The fungus can
sidebar), there are enough doses of the be used to create a foul tasting tea,
tea to last for 15 weeks. which bestows a feeling of calm,
The most valuable salvage here—aside soothing worries and stress.
from Godslayer—is the floor. If the rubble One serving of the tea when the
and dust is cleared away, a mosaic is re- drinker first awakens gives a +2
vealed, stylized waves of water with some bonus to all rolls to resist Glow-
madness, and succumbing to a
sort of wingless skyler living amongst
berserk rage. Furthermore, if the
them. A successful Common Knowledge
tea is taken daily, the claimed one
will reveal this to be of interest to the is not afflicted with the Godslay-
Athenaeum. Removing the mosaic will er’s dreams and need not make a
most probably destroy it, so the best solu- Spirit roll for the week.
tion is to sketch the mosaic and procure

59
S d s s dv t co p n

N w pon G l
Weapon Damage Weight Notes
Godslayer Str+d10 12 Parry +1; 2 hands; Bestows the First Strike Edge; see
Godslayer Sidebar for further Edges and Hindrances

some earth from the island (by breaking passes the attacks will be more focused
through the marble outside). This will and dangerous.
allow the Athenaeum to send some schol-
ars out to examine, and excavate it. The
O c

heroes will be paid 1000 cogs after the At a suitable time and place a group
Athenaeum have examined it. of “drunken” orc thugs stumble into the
S s heroes and begin a fight. The orcs aim is
to steal the sword in the chaos.
The first time Godslayer kills an extra Orc Thugs (1 per hero): See page
or wounds a Wild Card it fully awakens 84.
and claims its wielder. Across the vast-
ness of the void, the Battlelord senses
O c a n

the weapon and its intent. Although he A single orc assassin attempts to deal
seriously doubts it can harm him, bitter with Godslayer’s wielder, choosing a time
experience has taught him not to take when he is alone if possible.
the risk. The God summons the tribal Orc Assassin (1): see page 83.
elders of the Cracked Shield clan and
commands them to seek out the blade
O c Wa

and retrieve it. The heroes are building A week or so after the heroes depart
a reputation in the Skies, and their ac- an island, they encounter an orcish war
tions are often reported by songpriests raft. Use the rules on page 160 of the Sun-
and couriers, as such tracking down dered Skies rules to create a war raft.
their general location will not be terribly
difficult.
e S e d Cl n

Listed below are some example en- These warriors are not subtle, upon
counters the heroes might have with the seeing the wielder of Godslayer they
orcs of the Cracked Shield Clan. Details charge, yelling war cries.
have been kept intentionally vague as Orc Thugs (2 per hero): see page 84.
the time and place of these encounters Orc War Priest (1): see page 84.
is down to the needs of the GM and his
players. We advise you salt these encoun-
e S e dO c e cen

ters throughout the Savage Tales and Plot Better trained and equipped than
Points in the Sundered Skies setting book, most orcs of the Cracked Shield Clan,
so the link between them and Godslayer these mercenaries will pick their battle-
aren’t obvious. field carefully, ensuring they have the
Initially the encounters will be with advantage.
orc thugs and warriors, who are tracking Orc Mercenaries (1 per hero): see
down rumors of the heroes, but as time page 83.

6
o d st n

Orc Mercenary Captain (1): see to Festival or Streetwise roll, one attempt
page 84. per week.
n S NPC Skill: Knowledge (Legends and
Lore) d8
Once the dreams reach a certain in- NPC Rates: Result of the skill roll
tensity, and the claimed one’s comrades times 10 cogs.
have noticed a change in his demeanor, it Success result: Rolla d10-4 on the
is possible they will seek out more infor- Godslayer Tales table.
mation about the sword. Listed below are
various sources of information available
n lt S ce

to the heroes. Heroes with the relevant Esoteric and forgotten knowledge are
skills and backgrounds might be able to grist for the mill to those who practice the
gleam information themselves. sorcerous arts.
Tales of Godslayer are extremely rare, How to locate an NPC: Streetwise
not only have most of them been lost to roll, one attempt per week.
the mists of time, but also certain wor- NPC Skill: Knowledge (Ancient Leg-
shippers of the Battlelord have deliber- ends) d8
ately spread rumors to mislead seekers. NPC rates: Result of the skill roll
Instead of giving the heroes the correct times 20 cogs.
information on a successful Knowledge Success result: Roll a d10-1 on the
roll, use the table below. If the knowledge Godslayer Tales table.
seeker scores a Raise on his roll add a +2
to the d10 roll. This may mean the heroes
n lt S
have to consult several sources before Certain learned men of the skies are
they have gleamed the truth. consumed by a thirst for knowledge, not
As the heroes ask around for infor- for any religious reasons, or a desire to in-
mation on a very specific sword, their crease their power with the magical arts,
investigations will almost certainly draw but purely to satisfy their curiosity.
the attentions of Cracked Shield hunt- How to locate an NPC: Streetwise
ers. They will also come to the notice of roll, one attempt per week.
the charlatan and thief Sagus (see page NPC Skill: Knowledge (Ancient Leg-
62.) ends) d4
NPC Rates: Result of the skill roll
n l n aS n
times 5 cogs.
The worshippers of The Lord of the Success result: Roll a d10-4 on the
Festival were excluded from the plan- Godslayer Tales Table.
ning and forging of Godslayer. They
eA n e
worshipped a god touched by madness,
and as such were considered suspect. The Athenaeum actually has quite a bit
However, the muses of Festival eventually of information on Godslayer hidden away
learn most things—even if what they have within its labyrinth-like libraries.
heard is wildly inaccurate How to locate an NPC: None. The
How to locate an NPC: Visit a temple heroes must travel to Shadowhaven.

6
S d s s dv t co p n

5 A wildling slave found the


NPC Skill: N/A
sword in his master’s dead
NPC Rates: Each search of the librar- hand one morning. The elf
ies costs a flat fee of 100 cogs. had died battling his night-
Result: Roll a d10 on the Godslayer mares. The slave fled with the
Tales Table. This roll can be made once sword but was killed by orc
for every fee paid. If the roll brings up pirates.
information already discovered at the 6 The sword whispers dark
Athenaeum, roll again. secrets to its owner, in his
Whatever the result of the first roll, sleep.
the scholars also provide the heroes with 7 An explorer once used the
the name of an Athenaeum scholar who sword to murder a dwarf in
came into possession of the sword, years cold blood. He was hung.
ago. His name was Owein Thursmore, 8 The sword is Godslayer, and it
and he left Shadowhaven to return to his desires to slay all gods.
family home on the little known island of 9 The sword is possessed of a
Remorse. dark sentience, and can con-
See Page 66 for more information on trol its wielder.
Remorse. 10 The renowned Drakin mer-
cenary, Gildark, wielded the
a G l sword for many years. When
he retired he passed the blade
Each source of information gives the
on to his dwarven companion
relevant success die to roll. If the informa- who set out to explore the
tion source gained a success on his skill Lower Reaches. Within days
roll, add a further +2 to the roll. Gildark regretted giving the
d10 Roll “Knowledge” gained sword away, wasted away
1 The sword is actually a while he sought it.
shapechanged demon. Once 11 The sword is evil but its
it has drank the lifeblood of power can be countered if the
enough victims it will return owner daily drinks Mother’s
to it original form. Benison.
2 The sword is made of a rare 12 The sword was forged to kill
metal found only in the deep- the Battlelord
est mines on the Draining Sea.
The sword is a relic of the orcs S u
of old.
Sagus is a disgraced and failed mem-
3 Kin Slayer, the infamous
ber of the Athenaeum, who attempts to
dwarven pirate, forged the
sword. prey upon the heroes’ need to discover
more about the sword. He is a charlatan
4 The elven noblewoman found
the sword at the site of a and a fraud, who arrives on an isle and
mighty battle. The weapon then sets up his stall—resplendent with
possessed her and she slew all alchemical gear, and musty and impor-
her family. It took a squad of tant looking tomes. He then spends the
Oakthorn to overcome her. next few days offering magical trinkets

62
o d st n

for sale, and offering his extensive arcane otherwise the crowds delay them and they
knowledge to passers by. When he feels arrive a round behind those who succeed.
he has outstayed his welcome he leaves Sagus’ thugs on the dockside will
the island on the first ship available, leav- intercept the heroes. If a fight ensues
ing his customers with worthless baubles Sagus will attempt to slip away using his
and incorrect information. invisibility, and stun Powers. The crew
Seeing the heroes as an opportunity and captain of the ship will not intervene
to make a few easy cogs he approaches beyond complaining loudly.
the heroes claiming to recognize the Should Sagus be caught, he carries
sword they have been asking around. If 700 cogs on him (500 of which belong
allowed, he will study the sword, and to the heroes). If the heroes track down
exclaim “I think it is!…” and then become the other victims of the fake Lorekeeper’s
very pensive. If the heroes ask for more confidence tricks and return their money
information he will not want to say too they will gain a +1 bonus to social rolls
much, until he has completed his re- when in port. If they keep the money,
search. However. He does say that he has there is a chance that the locals will
been searching for this sword for years, search them out believing they are in
and thinks it has a very dark purpose. league with Sagus.
Initially, he will try and take the sword Sagus (1): See page 85.
from the heroes “to research” it, he will Hired Thugs (2): See page 82.
not push the issue however—he doesn’t s is
want to scare off the marks. He claims
that his research and divinations will take As stated on page 59, this fungal
at least three days, and, regretfully, he tea can delay the detrimental effects of
must charge the heroes a nominal fee of Godslayer if it is drunk daily. The pouch
500 cogs to cover his expenses. However, found with the sword contains enough of
if what he suspects turns out to be true, the fungus to forestall the dreams for 15
then the heroes will make a hundred weeks. However it is very likely their sup-
times that amount. plies will run low before they have solved
The next day, Sagus and his stall, have the mystery of the sword.
vanished. A successful Notice roll spots a Hopefully, the Lifemother’s symbol
beggar watching the heroes as they look upon the pouch will lead them to enquire
around. The beggar will recall—once he with a Provider, where they can discover
has been suitably paid, or intimidated— the general purpose and the source of
Sagus and a couple of toughs packing all further Benison. If the heroes fail to seek
their gear up and leaving in the direction out a Provider then they can discover
of the docks, ca couple of hours ago. the properties of the fungus from other
The docks are bustling; a fleet of trawl- sources such as a Songpriest or the Ath-
ers has docked and is unloading their enaeum.
catches. However, a successful Notice Please note that only the scholars of
roll spots Sagus aboard a merchant ship, the Athenaeum, or experimentation with
however, reaching the ship can be a trial. the tea can discover the properties of the
Each hero must succeed at an Agility roll, Benison in relation to the sword itself.

63
S d s s dv t co p n

Pl n dispatching a servant for refreshments


before enquiring how he may aid them.
As outlined in Sundered Skies access Kedric knows nothing about Godslay-
to Plenty is only possible via Razor Pas- er; however, when subject of Mother’s
sage. The journey through the Passage Benison is raised Kedric’s face takes on a
takes a total of three days. Rather than somber look.
checking for random encounters use the
encounter detailed below. “We do indeed grow Mother’s
The Orcs of the Cracked Shield Clan Benison here on Plenty, or rather
are aware of the properties of Mother’s under Plenty. The fungus only
Bension and have prepared for the pos- grows on a very particular un-
sibility the heroes will visit Plenty to ac- derisle, as you can imagine it is
quire some more. To this end they have greatly prized by us for its ability
a sky sloop (see Sundered Skies page 35, in combating glowmadness.
apply the orc template to the ship) sta-
tioned in the passage on the look-out for The Heralds of the Light are
the heroes ship. very aware of its properties, and
As luck would have it, a mated pair of we have foiled frequent attempts
fog sharks attacks the heroes just before to disrupt its production. A week
the orcish ship comes within range. The ago, they launched there most—
orcs are aware that if the sharks destroy ahem—insane attempt.
the ship then Godslayer will be lost to the
void, and may resurface again at a later A madness hulk managed to make
time. They will actually aid the heroes in it through the Runoff Falls by sailing
seeing off the sharks before attempting to beneath one of the grain barges. The
board and slay the heroes. sheer size of the barge shielded it
Fog Sharks (2): See page 81. from the force of the water.
Orc Mercenary Captain (1): See
page 84. Once through the Falls, rather
Orc Mercenaries (15): See page 83. than launching an attack. The
Herald captain rammed his ship
e e
into the underisle where the Be-
Any enquiries about Mother’s Benison nison grows. We can only assume
will lead the heroes to being directed to this was deliberate, probably an
the Teardrop—The temple of the Lifemo- attempt to destabilize the island.
ther on Plenty. Asking about the fungus
in the temple will get the heroes a swift It seems a sizable number of
audience with Kedric Lifedancer, the high the glowmad survived the impact
priest. and now rampage across the is-
The heroes are shown into a small of- land, several farmers managed to
fice in one of the wings of The Teardrop. escape the underisle before were
Kedric sits behind a desk studying reports. forced to cut the ropes which allow
The priest stands and greets the heroes access to it, and they report that

64
o d st n

there is at least one Earthbane island, and let them quickly destabilize
amongst the survivors. It is only a the underisle. However the voider priest
matter of time before the underisle in charge of the mission was seized with
is destroyed. a mania, and crashed the ship into the
isle.
We have requested aid from the Many were slain in the collision in-
Trade Council, but so far it has cluding the madness priest and one of
not arrived. I am afraid until the deputies and three of the earthbane. The
situation is dealt with, we cannot remaining neophyte voider priest was
provide you with any Benison. wounded in the crash, and with no one
to control them, the glowmad turned
The heroes may take this as their cue on one another once they had killed all
to volunteer to deal with the problem of the islanders who remained on the
themselves. Kendric will gladly accept the underisle. Now, the voiders have divided
heroes’ offer even going as far as provid- into three separate groups, along with an
ing them with a number of professional earthbane, which wanders the fields.
militia who volunteer to clear the isle.
c im
Furthermore each of the heroes’ weapons
will receive a Major Blessing. Strangely The ropes descend to a cleared area
such the Blessing has no effect on God- surrounded by acres of destroyed fungal
slayer. farms. The wreckage of the ship can be
The underisle is 120 yards (60 inches) seen scattered across the darkened fields.
below Plenty. Normally hemp rope lad- The underisle is constantly Dark, which
ders fixed at both ends allow access to inflicts a –2 on all trait rolls.
and from the underisle, but these have Staging Area: Surrounding the
been cut. New ladders can be dropped to courtyard into which the are three large
the island. The descent is dangerous—the barns—where the fungus was collected
ropes whip around in the wind, but the before being hoisted up to Plenty. The
climbers can wear harnesses to slow their fungi stored in the barns has been de-
fall. stroyed. A voider priest and several voider
Heroes descending the rope must cultists are holed up in the furthest barn.
make 3 successful Climbs rolls—one at Unless the heroes descend silently onto
15”, another at 30” and the last at 50” or the underisle, they will ambush anyone
they slip and fall. The harness prevents who ventures from Plenty.
them falling to their death, they do, how- Neophyte Void Priest (1): See page 86.
ever take d6 damage from rope burns. Voiders Cultists (2 per hero): See
e e page 86.
Professional Island Militia (2 per
eS n
hero): See page 85.
The Fields: Three different groups of
The Voider’s plan was truly—as can glowmad stalk the fungus fields. Each is
be expected—an insane one. The plan keeping clear of the others for now, but if
was to release five earthbane on to the one makes enough noise—say as it fights

65
S d s s dv t co p n

e
n n Sc n
P P Remorse is a new mostly uninhabited
If the heroes return to Plenty after isle. No Navigator Halls store its earth, for
the events of the Savage Tale The there is no reason to visit it. However a
Hunger (See Sundered Skies page successful Streetwise roll on Plenty will
128), you can still run the scenar- locate a relative of one of the pour souls
io as written. on Remorse who has some earth from
The chaos in the wake of the De- the isle. Alternatively, the heroes might
vourer, makes it even easier for have made contact with one of the Son’s
the voiders to attack Plenty. They
Of Spire, such as Patreec Moar (see Sun-
will have to approach through the
dered Skies page 114), who can provide
Razor Passage rather than using
a grain barge for cover. Kendric them with a sample of earth.
Lifedancer dies during the events The base travel time between Plenty
of The Hunger, and Helan Joye or and Remorse is 3 weeks.
another provider must replace
ch ng m
him.
Finally, the efforts to restore Plenty Remorse, despite its dangers, is not
mean their will be no militia avail- blockaded like Aria. Very few know of
able to accompany the heroes. the isle , and even fewer have reason to
go there. A single Trade Council Frigate
does patrol the skies around the island,
the heroes—then the others may come to and attempts to hail any who approach
investigate the ruckus. the isle and warn them of the danger. The
The first group consists of a group of frigate does not pursue or actively try to
blinded led by an ogre. The second is a stop any who do not heed their warnings
small group of ragers, and the third is the or attempt to evade them.
lone earthbane who can be easily tracked Approaching the island the heroes can
by the deep trenches he leaves in his wake see that Remorse has a single port sur-
as he walks the fields rounded by a small village and a dozen of
Ogre (1): See page 84. so similarly sized villages scattered across
Earthbane (1): See page 79. the interior. The island presents an eerie
Blinded (3 per hero): See page 78. sight with fields of dried vegetation, and
Ragers (1 per hero): See page 85. villages devoid of all signs of life. A huge
burial mound is visible inland of the port.
As the heroes’ ship nears the docks a
Once the voiders, and glowmad have single figure, clad in black robes with the
been dealt with, the islanders of Plenty can hood thrown back to reveal a weathered
descend to survey the damage. It will take face, emerges from one of the dock build-
weeks to get production of Mother’s Beni- ings and moves to awaits them on the jetty.
son back to normal levels. However Ken-
dric will provide the heroes with enough
Benison for 100 weeks. The figure is Darras, one of the Son’s

66
o d st n

of Spire. He greets the heroes, somberly, spirit, if the card is an even number it
and warns them they have visited a dan- is a Grief Spirit, otherwise it is an Anger
gerous isle. He can provide the informa- Spirit.
tion found in the sidebar on page 69. Grief Spirit (see above): see page
If asked what he is dong on the island, 80.
recite or paraphrase the following: Anger Spirit (see above): see page
80.
“I used to be a Son of Spire, but
m
now I am a Namer of the Dead. I
have dedicated my life to trying The house of the Thursmore family
to ease the frustration, grief, and stands empty and silent upon a small hill
anger of those trapped as spirits by overlooking one of Remorse’s dead vil-
our colossal blunder. How could lages. The house is empty, but has all the
we be so stupid to think we had trappings of a busy, happy family. Food
the power to trifle with the order is rotting on plates, chairs are pulled out
of the isles. from tables as if someone was sitting in
them—the house looks eerily lived in.
My brothers and I speak with Those seeking wealth can gather valu-
each spirit to see what we can do ables worth 2,000 cogs from within the
to ease their pain. It is dangerous manor, however see below.
work—many are blinded by their A study can be found, and amongst
agony and cannot be reasoned the books on the shelves is the journal of
with, but we have sworn to per- Owein Thursmore (see page 10.)
form this penance to atone for the Soon after the heroes discover the
error of the Son’s of Spire. Journal, or when a hero helps himself
to something valuable, a mighty psychic
Darras has maps of Remorse as well as roar is heard, and the floor of the room
long lists of names and facts used by the the offending is in is ripped apart by a
Namers of the Dead to identify restless huge ogre-like monstrosity.
spirits. A few hours of searching, finds This abomination is a spirit eater. It has
the Thursmore name and the families feasted well upon the spirits of the Thur-
home—a large house on the outskirts of smore family and has perversely become
a village three days travel from the port. possessive about their belongings. It pur-
Darras offers to accompany the heroes sues the heroes, only giving up the chase
to the Thursmore home, for no Namer once the stolen items have been returned.
has visited it yet. Spirit Eater (1): see page 85.

e n e na O n

Darras advises the heroes avoid the Owein Thursmore was a historian,
villages, as they are full of restless spirits, not the stuffy scholarly type, but the type
and extremely hazardous. who went out and found history, never
Each day draw four cards, if any of happier than when he was exploring an
them are clubs the heroes encounter a ancient ruin on a remote island.

67
S d s s dv t co p n

Owein collected fragments of history The Damned Dwarf, and The Dwarven
and recorded them in his journals, which Mother In Sundered Skies). They will first
run to 15 volumes, filled with cramped have to travel to Mount Ore to gather the
handwriting, and diagrams. The journals earth they need.
can be used as a catalyst to launch any Once they reach Deepsky, they might
adventure of the GM’s devising, however, feel a bit lost, however if they mention
the entries which directly effect this sce- the name Kavalin Bladeson to anyone,
nario can be found on page 76 as a player they are soon approached by a Dwarven
handout. Engineer named Stugard Wrenchminder.
D p e Stugard informs them he is to accompany
them deep into the factory, where they
Following the clues found in Thurs- will learn more.
more’s journels, the heroes will eventu- He guides them through the labyrinth,
ally head to Deepsky Citadel, unless they which is the temple of the Artificer. He
are already friends of the Dwarves (see is not interested in small talk and is in a

68
o d st n

hurry. Finally they are led to a small cham-


ber. Upon a low pedestal against the far
R n e

wall rests an iron bust of a dwarf, lines Einar was a small island, which
etched upon its face give it a feeling of followed a slightly eccentric or-
age and wisdom. bit around Plenty and the Run-
Stugard prostrates himself upon the off Falls. Its orbit was such that
it skimmed the falls, receiving
ground before the bust, whether the
ample water. However, for short
heroes follow his lead or not is unimport-
period it would actually intersect
ant. the falls. Approximately a quarter
eA ice S e
of the island would be pummeled
by the torrents of the Runoff falls.
Aware of the heroes’ quest The Ar- Buildings were destroyed, and the
tificer speaks to them through the bust, floods ruined crops.
animating the cold iron as though it were Despite this, people lived upon the
flesh and blood and speaking with a me- isle. The isle was even more boun-
tallic voice. tiful than Plenty, and the residents
became adept at rebuilding quickly
after the infrequent floods.
“My priests and I welcome you
to The Factory. Word of your quest, S n S
and the sword you bear has pre- Then, the Son’s of Spire an-
ceded you and I know of what you nounced they had perfected a
seek. The sword, Godslayer, is one magical ritual, which cold shift
of our greatest secrets, revealed to the orbit of islands. They offered
few since its creation. Now is the to shift Einar so that it no longer
time for you to hear of Godslayer.” intersected the Runoff Falls.
Unfortunately the islanders on Ei-
There is the sound of gears shifting and nar accepted their offer.
meshing in to new patterns as steam hiss- The ritual in some ways was a suc-
es from valves and temporarily obscures cess—the islands orbit shifted, and
the heroes’ vision. As the steam clears to this day has never intersected with
the heroes are elsewhere, they stand in the Falls, but the ritual also went awry
a town square where two dozen or so, and released a massive amount of
people are fighting. Hovering overhead
magical energy which instantly killed
every living thing on the island.
is the spectral figure of the Battlelord. As
The Artificer speaks billowing steam and Today, Einar has been renamed
Remorse, the souls of all who lived
visions illustrate his words.
upon the island are trapped there
as ghosts, and worse, and the soil
“Three centuries ago as you
cannot sustain any life.
count time, our mad brother, the
Remorse has become forgotten,
one you call Lightbringer, infected
by almost everybody except the
the Battlelord driving him into Son’s of Spire who strive to ap-
a berserk rage. His rage spread pease for their mistake.
touching all as it went. So began

69
S d s s dv t co p n

the War of Fools where friend Godslayer is a weapon with a


fought friend. and brother slew purpose that is now redundant
brother. and like all redundancy must be
eliminated. Only its creator can
Even we could not foresee the unmake it, seek Kavalin Bladeson
outcome of that time but feared and convince him to destroy the
the worst–unchecked the Bat- blade.”
tlelord would bring death and
destruction to all within the Skies. The bust falls silent, its animated iron
At a secret conclave a decision skin freezing into immobility.
was made, with much regret, that
a means must be found to stop our
S v ln d n

berserk brother. In the silence following The Artificer’s


revelations Stugard climbs to his feet and
The result is the sword you bear, speaks with the heroes.
Godslayer, a sentient weapon cre-
ated with the soul purpose of slay- “Our shame is not complete
ing the Battlelord. My son, Kavalin with merely the sword we had
Bladeson, was tasked with the made. Kavalin Bladeson was a
creation and heavy was his spirit craftsman like no other, an engi-
while he worked. neer without peer and we could
not let him pass on with the crea-
Events did not transpire as tion of Godslayer. High Engineers
we feared. The Battlelord drew gathered the spirit of Kavalin
himself back from the brink and Bladeson and bound it into an
ensconced himself in his castle iron golem so he might continue
of ice where his fury was cooled. with his creations and pass on his
Even without his presence the War skills to new acolytes.
of Fools continued as the flames
had been fanned too high. Thus Kavalin Bladeson was not
we dedicated our efforts to quell- pleased with this decision, he saw
ing the battles. Godslayer as a sully upon his life,
a taint that only death would
With our attention diverted shrive him of. Unable to destroy
none noticed that the apprentice of his new body, Kavalin pushed us
Kavalin, ashamed and dismayed aside, declaring himself no longer
by his own actions during God- a dwarf and sealed himself within
slayer’s creation, stole the blade his forge. For all we know he is
and fled the dwarven realms. God- there still, musing on his failure.
slayer passed from our knowledge,
emerging several times over the If you go to seek Kavalin you
centuries but never long enough must venture into the Deep Delves
for us to recover it. a region of the Citadel that has

7
o d st n

been closed off for fifty years since Delves, or at least a map of how it was
a collision opened the lower levels 50 years ago – since that time many
to the dangers of the void.” things have changed as the island has
shifted and moved due to internal
Stugard gives the heroes a parchment pressures.
map of what the Deep Delves used to Layout 10 cards face down to repre-
look like and cautions them that things sent the path the heroes have to take.
may have changed. He leads them out of Turn over each card one by one and con-
The Factory and down deeper into Deep- sult the table below. When the last card
sky Citadel. Finally a massive iron door is turned over and resolved the heroes
is reached, shaped like a cog and resting reach Kavalin’s workshop. During their
on a toothed rail. Stugard strains to turn journey the heroes may garner a Haul
a device like a ships wheel, which slowly level of salvage if they are so minded (see
cranks the thick iron door open. Sundered Skies page 88).
As the door opens a hellish shriek as- Card Suit Result
sails the heroes as a number of Grotesques Hearts The heroes discover a short
squeeze through. Once the demons are cut, turn over the next card but
dealt with Stugard will motion for the do not act on it.
heroes to enter the Lower Delves, telling Spades The path the heroes have fol-
them he will close the door after them lowed is a dead end. Add a
and wait to reopen it upon their return. new face down card to the end
Grotesques (1 per hero): see page 82. of the path.
Diamond The path follows the map.
T D D
Club The heroes encounter a prob-
About 50 years ago another island lem; check the cards value
crashed against the lower reaches of against the Hazard table.
Deepsky Citadel, the impact ripped out
a swathe of the lower levels (known as
the Deep Delves) exposing the remainder Card Value Problem
to the Burning Skies. With the dwarven Face Card Trap – either set by one of
population in decline, the decision was the denizens or just a chance
made to seal off the Deep Delves rather arrangement of debris. See the
than repair them. Traps entry on page 153 of the
Sundered Skies book.
Kavalin Bladeson’s workshop and forge
were in the area hit by the rogue island and Ace to 2 Demon Infestation – a swarm
are now partially intact. The actual forge of Grotesques,
complete with its anvil and tools fell away, Grotesques (2 per hero): see page 82.
plunging into the Lower Reaches where it 3 to 4 Elemental Incursion – fire
became part of the chain of small islands elementals from the Lower
known as The Artificer’s tears. reaches sometimes ride hot
thermals to within reach of
e y Deepsky.
The heroes have a map of the Deep Fire Elementals (1d4): see page 80.

7
S d s s dv t co p n

5 to 6 Mad Dwarves – for once


Kavalin will turn with the sound of
reason or another a number
of dwarves have chosen to flee grinding gears and bellow “Leave me
life in Deepsky and fled to the alone” as he moves to attack the heroes.
Deeper Delves, driven mad by While fending off Kavalin’s attacks the he-
what they have encountered roes must somehow convince him to help
there they are little more than them. The heroes’ best ploy is probably
beasts now. to try and convince Kavalin that they will
Mad Dwarf (2 per hero): see page 83 free him from his iron prison if he helps
7 to 8 Dwarven Engineer – The Artifi- them.
cer moves in mysterious ways When Kavalin is convinced to aid the
and more than one Engineer heroes he waves a hand at the gaping
has journeyed into the Deeper hole to the void and informs the heroes
Delves and lost their way as
that to unmake Godslayer he will need
well as their mind!
his forge and anvil – no other equipment
Dwarven Engineer (1): see page 79 will do – and that they fell into the void
9 to 10 Mad Machines – Dwarves are long ago.
great engineers and left many Those brave enough to peer out and
creations in the Deeper Delves.
down into the void below Deepsky Citadel
Some of these have taken on
can see the flames of the Flaming Skies far
life of their own.
below them. A Notice roll sees large, dark
Animated Puppets (2 per hero): see
shapes moving through the flames, que-
page 77
rying Kavalin about them learn they are
Joker Trap (see above) plus while fragments of Deepsky Citadel, which have
the heroes deal with it they
somehow reached equilibrium within the
are ambushed – draw another
card and use its value (ignore Flaming Skies.
Jokers and Face Cards) Kavalin (1): see page 83.

a k Cit

Eventually the heroes’ reach the Kavalin will refuse to accompany the
area marked on their map as Kavalin’s heroes back to the inhabited levels of
Workshop. A still standing, wooden door Deepsky, he will accompany them if the
banded with iron may be opened with venture into the Flaming Skies, but they
a successful Strength roll. As the door is will have to maneuver their vessel into a
opened the corridor is flooded by harsh position near his workshop to enable him
void light. to board.
The workshop is a wreck, the wall op- The journey back is relatively easy as
posite the door has been ripped away and the heroes now have an updated map.
the chamber is open to the void. Rubble Stugard is elated to see the heroes
is strewn across the floor and there is and eager to hear their tale, once he is
no sign of any furnishings. Silhouetted apprised of the situation he will show the
against the glow is the angular, mechani- heroes to guest rooms where food and
cal shape of a dwarven golem – Kavalin. drink awaits them. He asks them to wait

72
o d st n

while he complete with food and drink protection from our Engineers you
while he consults with his superiors. may be able to find the forge.“
A few hours later Stugard returns:
nt Fl ng S
“There is still a slight chance
that Kavalin’s forge still exists. Stugard will procure the use of a metal
Over the years parts of Deepsky plated Sky Sloop, the Seeker’s Delight, for
Citadel have been damaged and the heroes to journey into the Flaming
fallen away, many of these frag- Skies. The ship is specially outfitted for
ments have somehow remained the heat and flames that will be encoun-
with Deepsky albeit deep beneath tered.
it in the Flaming Skies. We know Seeker’s Delight has no weapons and
these small islands as The Artifi- everything on board is as non-flammable
cer’s Tears. as possible. The dwarves will warn the
heroes to under no circumstances take
We possess several small ships gunpowder or explosives with them as
capable of withstanding the great the heat will cause them to explode.
heat and fires of the Flaming Skies The vessel can take accommodate
with one of these and suitable a maximum of 12 people. Stugard can

73
S d s s dv t co p n

arrange for dwarven engineers to accom- Skies is like that of a warm day. The flames
pany the heroes. These engineers can fit have no real effect aside from blocking
each hero with an elemental protection visibility - in particular any fire elemental
harness, but the dwarves will not leave the type creature requires a successful Notice
ship. If one of the heroes has the Weird (-2) roll to be initially seen.
Science Skill, then just the harnesses will
e n
be provided..
Seeker’s Delight As the heroes descend towards this
Acc/Top Speed: 4/12; Handling: 0; island they begin to make out walls and
Toughness: 15 (4);
roofs it is obviously part of Deepsky Cita-
Crew: 1+11; Guns: None; Cargo: 1
del. Successful Notice rolls spot several
Metal Plating (already figured into statis-
tics) humanoid forms moving about inside the
structure.
n e
Unfortunately for the heroes this
n S
island does not contain Kavalin’s forge.
Basically heroes not protected However part of it was a temple used by
by magic who are in the Flam- Dwarven Engineers and the magics of
ing Skies will die! Actually they that place remain protecting it from the
will burst into flames taking 3d10
worst of the heat and flames.
damage per round plus anything
It will take the heroes 4 hours to
not made of stone or metal will
ignite. explore this ruin sufficiently to be sure
the forge is not here. During this time
Dwarven Engineers (1 per hero): they will attract the attention the undead
see page 79. dwarves that haunt the ruins.
Burning Revenants (total of 12): see
e nt n Se page 78.
Picking up Kavalin Bladeson is not dif-
e
ficult, it is almost as if his new purpose
has given him an agility unexpected in Heroes who succeed in a Notice roll
such a metal behemoth. He quickly jumps as they descend towards this small island
into the ship through a hatch. see what appears to be a forge. The forge
The search is uncomfortable, but not rests at the crumbling edge of the island
actually dangerous. The dwarves know and is surrounded by collapsed stone-
what they are doing, and the Seeker’s work.
Delight is sealed against the flames. When The forge consists of a large anvil sit-
one of the Artificer’s Tears is spotted, the ting beside a still complete forge, a rack
ship dips into the flames to investigate. on one wall holds forge tools. Kavalin’s
Two such islands are detailed here, but visage looks almost affectionate, as he
the GM should feel free to create other runs a metal hand over the anvil “I think
islands with encounters or just throw in we can dispense with the forger fire,
one or two empty ruins. don’t you?” he asks with a hint of laughter
With their magical protection the cli- in his voice.
mate and conditions within the Flaming Kavalin will request Godslayer, sens-

74
o d st n

ing its fate the sword will try to assert Any remaining elementals take 3d10
itself and dominate the hero who “owns” damage. Kavalin’s metal body stops much
it. Make an opposed Spirit roll between of the deadly shrapnel but any hero who
Godslayer (Spirit d12+2, plus a Wild fails an Agility roll is hit for 2d10 damage.
Die), and the hero. If Godslayer wins,
a
the hero cannot hand over the blade, he
stands frozen. If the sword gets a raise With Godslayer destroyed the elemen-
then the hero will actively fight to save tals lose interest in the heroes and depart.
the sword. Kavalin will fight alongside Kavalin has been finally laid to rest, his
the unpossessed heroes, but will not at- metal body rent by the fragments of his
tempt to spare the hero, striking to kill greatest and worst creation.
or injure. With the destruction of Godslayer its
Once out of the environmental protec- influence over the claimed one is finally
tion fields surrounding the heroes God- over. The dreams end and he loses the
slayer begins to heat up, its blade turning Overconfidence and Habit hindrances.
a glowing red color. As Kavalin raises his Allow the heroes a moment or two to
forge hammer Godslayer begins to scream. congratulate themselves before someone
Any hero who fails a Vigor roll gains a level notices that their clothes are beginning to
of Fatigue, as they assaulted by its psychic smolder and they begin to sweat – their
attack. Kavalin is immune to its psychic as- environmental protection is failing. Even
sault, and begins to hammer the sword. if they should have hours of protection
The sword’s scream attracts the atten- left the energies of the dying sword has
tion of some of the denizens of the Flam- drained the power from the harnesses.
ing Skies. A number of Fire Elementals Astute, or greedy heroes can grab
converge on the forge with the intent of Kovalin’s anvil, hammer and perhaps
stopping the hammering. Kavalin’s metal even his ruined body before they need
body begins to glow a dull red as it heats to flee to their ship, how they maneuver
up, and he orders the heroes to keep the these heavy items across the island may
elementals at bay. On the fourth round of be a problem, however.
the combat an Inferno joins the combat. Godslayer’s energies have also drained
Fire Elementals (1 per hero, plus the elemental protection fields on the
1): see page 80. Seeker’s Delight. Make the journey up out
Inferno (1): see page 82. of the deadly heat of the Flaming Skies
n tense for the heroes, describe how small
fires break out on their clothes, their hair;
At the end of the tenth combat round, metal items on the ship become uncom-
Kavalin’s final hammer blow destroys fortably warm and then too hot to handle.
Godslayer. For a long instant two metal Perhaps an unwounded hero’s clothe burst
tools meet and all seems to stop. Then into flames requiring his companions’ aid
with a mighty retort Godslayer shatters to extinguish the fire. Call for Boating rolls
hurling razor sharp fragments of metal, and shake your head at the results. Call
and waves of magical energy rips through for Vigor rolls from the heroes and inflict
the area. Fatigue damage on those who fail.

75
S d s s dv t co p n

ln a
Weapon Damage Weight Notes
Kavalin’s Forge Hammer Str+d8 80 Parry -1; 2 hands; AP 2 vs. rigid armor. +1 bonus
to Fighting rolls, +2 to damage. In the hands of a
dwarf the hammer only weighs 20, and the Parry
penalty is negated.

Finally the Seeker’s Delight crests 2 handed, approximately 5’


above the Flaming Skies, with smoke and long from pommel to point. All
steam pouring from her hull, into the exposed metal has a dull, matt fin-
relative coolness of the Lower Reaches. ish. Cross piece curved, rectangu-
The heroes are scorched, but safe. lar plate. Red stained leather grip.
Iron skull acts as pommel.”

The heroes are greeted as such when “Ever since I found the sword I
they return to Deepsky Citadel and, if ap- have been suffering from night ter-
propriate to the GM’s campaign, they are rors – dreams of killing, sometimes
introduced to King Bloodaxe. just single one-on-one fights, other
times wholesale slaughter in major
S v e
battles. The dream is always from
The items the heroes may have re- my view point.”
trieved from Kavalin’s forge are worth
a reasonable amount purely for there “Attacked by pirates, I felt al-
metal content; however to the dwarves most compelled to jump into the
of Deepsky Citadel they are worth much fray alongside the mercenaries we
more for there association with one of employ for such a purpose. Maybe
there folklore heroes. it was my new found confidence
Kovalin’s Anvil – 500 cogs / 2,000 with blades? Somehow I found
cogs to the dwarves. myself facing the pirate leader, a
Kovalin’s Golem Body – 300 cogs / rough and warlike orc – he saw
1500 cogs to the dwarves. my blade and hesitated muttering
Kovalin’s Forge Hammer – this is a something about ‘god slayer’? Act-
magical weapon (see side bar) but if not ing on instinct I took the opportu-
detected as such is worth 200 cogs / 1000 nity and killed him.”
cogs to the dwarves.
“Godslayer is the sword’s name
P e Han o t and its purpose. I have discovered
a little of its history. Centuries ago
en n y the dwarves forged a sword which
was to be powerful enough to slay
a god! Of course the wielder would
“Item – a sword of unusual have to possess the skill and luck
make. to actually engage a god in the first

76
o d st n

place, but with Godslayer in hand as he left his inn. The dwarf re-
they would have the means.” fused to tell me any more about
the sword and we argued. I don’t
“I spoke with an elderly dwarf, recall what happened next or even
named Vorak, this day. He was an how Godslayer came to be in my
unsavory sort, missing both and hand but… I thrust home and
eye and a leg. Vorak claimed that Vorak collapsed, his life’s blood
his master a renowned (at least running from my blade. Vorak
in his time) forge master, Kavalin was dying but he beckoned me
Bladeson, was commissioned to closer until I could hear his dying
make a blade unlike any other - whisper, ‘Sword, damned sword. It
Godslayer. There was some secrecy lives to slay, to kill. Cursed. Only
about the blade and who commis- Kavalin’s forge can unmake it’.
sioned it and the work was carried What do I do now? I should hand
out in the depths of the Deepsky myself in to the guard but then
Citadel. Vorak hinted that some- what? Perhaps it is for the best if I
thing happened to his master and disappear for a while; I have long
that he had to complete the sword. mused on searching the Shattered
I am meeting Vorak again tomor- City.”
row and will try to persuade, or
bribe, more from him.” “Last night Godslayer was sto-
len. I have no idea who the thief
“Vorak was reticent even af- was or where they went. I feel be-
ter I plied him with dwarfish ale reft, almost as though I have lost
and gifted the gemmed bracelet I a loved one. Strange to have such
found in the ruins. Eventually he feelings for a lump of metal. I shall
blurted out the truth of the matter. console myself by continuing my
It seems that for Godslayer to hold excavations within the Shattered
the power required of it the final City.”
forging had to be quenched in the
blood of its maker! Vorak’s master, “Ever since losing Godslayer
Kavalin, bade him do this and, to I have felt strangely lethargic,
his eternal dishonor, he did. This tired even. I think I shall return to
is why Vorak took up the life of a the family home for an extended
wanderer – he cold not live with rest.”
the shame of what he had done.
Vorak hinted there was more but
would not, or perhaps could not, B sti
talk more this night. I shall await
him in the morning and get the ret d a ve n
of his tale from him.”
Once these were dwarven tools, but
“Disaster. I confronted Vorak exposure to the magic of the Flaming

77
S d s s dv t co p n

Skies has warped them into dangerous sound and scent based attacks, suffer-
elemental creatures. ing +2 damage and -2 on rolls to resist
Attributes: Agility d6, Smarts d4, Spirit them.
d4, Strength d4, Vigor d6
Skills: Fighting d6, Stealth d6 n v n n
Pace: 3; Parry: 5; Toughness: 6(3)
Many dwarves were carried away from
Salvage: None.
Deepsky Citadel as parts of it cracked off
Special Abilities: and fell into the Flaming Skies. Those
* Armor +3: Made from metal. who clung most tenaciously to life be-
* Claws: Str+d4. came undead horrors, little more than
* Construct: +2 to recover from Shak- bones wreathed in fire.
en; No additional damage from called Attributes: Agility d8, Smarts d4 Spirit
shots; Fearless; Immune to disease d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, No-
and poison.
tice d4, Shooting d6
* Size –2: animated constructs are only
Pace: 7; Parry: 5; Toughness: 7
a foot tall. Gear: Various
* Small: Anyone attacking an animated Salvage: Junk for every 5 skeletons.
constructs must subtract 2 from his at- Special Abilities:
tack rolls. * Flaming Claws: Str+d6, anyone
struck has a 1-6 chance of catching
ln
fire.
Glowmad humans are the most com- * Undead: +2 Toughness, +2 to recov-
mon of their kind. Their scaly skin is earth er from being Shaken; Fearless. Called
colored and their features bestial. Their shots do no extra damage.
eyes have melted and their sockets shine
with voidlight.
Attributes: Agility d8, Smarts d6, Spirit Darras is a a former member of the
d4, Strength d8, Vigor d6 Son’s of Spire, who now has dedicated
Skills: Climbing d6, Fighting d8, Guts d8,
his life to easing the sorrow of the dead
Notice d10, Stealth d6
of Remorse.
Pace: 6; Parry: 6; Toughness: 7(2)
Attributes: Agility d6, Smarts d10, Spirit
Gear: Stone axe (d8+d6)
d8, Strength d6, Vigor d6
Salvage: Junk.
Skills: Boating d6, Fighting d6, Guts d4,
Special Abilities:
Notice d8, Persuasion d10, Spellcasting
* Armor +2: Blinded have scaly skin.
d8, Streetwise d10
* Blindsight: Blinded can detect all Charisma: +0
foes within 10”. All those beyond are Pace: 6; Parry: 6; Toughness: 5
totally concealed. Hindrances: Anemic
* Fear: Blinded are the most infamous Edges: Arcane Background (Magic)
of all glowmad. Gear: Staff (Str+d4, Parry +1, Reach
+1)
* Leap Attack: Blinded may leap
Spells: (10 Power Points); detect/conceal
1d6+2” into combat, gaining +2 on
arcana
their Fighting and Damage rolls.
* Weakness: Blinded are susceptible to Special Abilities:

78
o d st n

* Sooth Spirit: If Darras can best an make a Strength (-2) roll or be Shak-
emotion spirit in a Persuasion roll op- en.
posed by the spirits Intimidation he
ven En n
can lay the spirit to rest.
These dwarves have become lost with-
n dS i
in the Deep Delves. Something muttering
Drowned spirits are very rare wraiths to them from the deep flames has eroded
of those who drown—something that is their sanity.
almost unknown in the Sundered Skies. Use the same stats for the engineers
The ghost uses the water that killed it who accompany the heroes to Kavalin’s
to form a body of sorts. Drowned spirits Forge. Add enviromental protection to
are vengeful creatures, which attempt to their gizmos.
drown their foes. Attributes: Agility d6, Smarts d10, Spirit
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
d6, Strength d6, Vigor d10 Skills: Boating d6, Climbing d6, Faith d8,
Skills: Fighting d6, Intimidation d12+2 Fighting d6, Guts d8, Knowledge (Craft)
Pace: 6; Parry: 5; Toughness: 7 d8, Notice d8, Repair d8, Shooting d8,
Salvage: None. Weird Science d8
Charisma: 0; Pace: 5; Parry: 5; Tough-
Special Abilities: ness: 7(1)
* Drowning: If a drowned spirit gets a Hindrances: Loyal, Slow
raise on its Fighting roll, it envelops Edges: Arcane Background (Weird Sci-
ence), Clan Trained, Gadgeteer, Low-light
the head of its victim in its watery
Vision, McGyver, Mr. Fix It, Tough
form. The victim starts to drown (see
Gear: Leather armor (+1), axe (Str+d6),
Savage Worlds). The only way to save sling (Range: 4/8/16, Str+d4)
the victim is to destroy the spirit—their Salvage: Junk.
forms are too nebulous to be grappled Spells: (15 Power Points); bolt, deflec-
free. tion (elemental protection)
* Elemental: No additional damage
from called shots; Fearless; Immune
to disease and poison. Glowmad dwarves become ugly, hair-
* Fear -1: Drowned spirits cause Guts less mole-like creatures with tiny eyes
checks at –1 when they let themselves and large claws. Earthbanes destroy
be seen. earth, stone, and dwarven structures with
* Invulnerability: Drowned spirits are a wave of sickly energy, knocking people
immune to all non-magical attacks from their feet as the ground disappears
except fire. A torch or lantern causes beneath them. Earthbanes can destabilize
them 1d6 damage but is instantly put an island within weeks.
out if it hits. Attributes: Agility d4, Smarts d6, Spirit
* Water Spout: Drowned Spirits can d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d8
project a torrent of rushing water in
Pace: 5; Parry: 5; Toughness: 8(2)
a Cone Template. This automatically
Salvage: Goods.
puts out any normal fires, or 1d6 ship
fires. Creatures within the Cone must Special Abilities:

79
S d s s dv t co p n

* Armor +2: Earthbanes have a rocky Special Abilities:


hide. * Emotional Touch: An Emotion Spir-
* Burrow (10”): Earthbanes can disap- its which successfully strikes an oppo-
pear and reappear on the following ac- nent passes on its overriding emotion.
tion anywhere within 10”. If the earth- A Grief Spirit infuses an overpow-
bane succeeds at a successful Stealth ering sense of grief and despair
roll, opposed by the targets Notice, it in its victim who must succeed in
gains a +2 on attack and damage rolls- an opposed Spirit roll to act each
-+4 on a raise. round until the spirit is eliminated.
* Claws: Str+d8 An Anger Spirit infuses an overwhelm-
* Earthbane: With a free action Spirit ing anger in its victim, if the victim
roll, earthbanes can disintegrate earth fails an opposed Spirit roll he be-
and rock around them. Center a Me- comes berserk and randomly attacks
dium Burst Template on the earth- a target each round until the spirit is
bane. All earth and rock in this area eliminated.
is instantly disintegrated to a depth of * Ethereal: Emotion Spirits are immate-
2 game inches. Characters in the af- rial and can only be harmed by magi-
fected area must make an Agility roll cal attacks.
or be knocked prone. Anything pri- * Fear -1: Emotion Spirits cause Guts
marily made from earth or stone take checks at –1 when they let themselves
2d8 damage. This power only affects be seen.
un-worked stone and earth, as well as
dwarven constructs.
E e en

* Light Sensitive: An earthbane’s eyes Fire elementals appear as man-shaped


are extremely sensitive. Torch light flames.
or brighter, including voidlight, gives Attributes: Agility d12+1, Smarts d8,
them a -1 penalty to all Trait tests re- Spirit d8, Strength d4, Vigor d6
Skills: Climbing d8, Fighting d10, Shoot-
quiring sight. They ignore dim light
ing d8
penalties and only suffer a -1 penalty
Pace: 6; Parry: 7; Toughness: 5
from darkness. Salvage: None.
* Slow: Earthbane cannot run.
Special Abilities:
ti n S it G e n An * Elemental: No additional damage
Emotion Spirits are ghost like entities from called shots; Fearless; Immune
that consist of little more than raw and to disease and poison.
powerful emotions. * Invulnerability: Fire elementals are
Attributes: Agility d6, Smarts d6, Spirit immune to non-magical attacks but
d10, Strength d6, Vigor d6 suffer 1d6 damage when doused in at
Skills: Fighting d6, Intimidation d12+2,
least a gallon of water, +2 per addi-
Notice d12, Taunt d10, Stealth d12+4,
tional gallon.
Throwing d12
Pace: 6; Parry: 5; Toughness: 5 * Fiery Touch: 2d10 damage. Chance
Gear: Thrown objects (Str+d4) of catching fire.
Salvage: None. * Flame Strike: Fire elementals can

8
o d st n

project a searing blast of flame using Attributes: Agility d8, Smarts d4 (A),
Spirit d8, Strength d12+4, Vigor d12
the Cone Template and a Shooting
Skills: Fighting d10, Guts d8, Notice d12,
roll. Foes may make an opposed Agil- Stealth d12+2
ity check to avoid the blast. Damage is Pace: 0; Parry: 7; Toughness: 16(2)
2d10, plus the chance of catching fire. Salvage: Junk in stomach.
Special Abilities:
S * Armor +2: Fog sharks are covered in
Fog sharks are flying, predatory fish- bony rasps.
like creatures which can magically create * Bite: Str+d8.
a fog bank. They are most commonly * Fog: Fog sharks create fog banks as a
found in the Razor Pass, where they pose free action. Place a Large Burst Tem-
a definite threat to shipping. plate over the fog shark every round,

8
S d s s dv t co p n

leaving other Templates it has created T


in place at the shark’s last position. The dregs of the Skies, too stupid or lazy
The area covered by the Template be- even to take up piracy.
comes filled with a thick, magical, sta- Attributes: Agility d6, Smarts d4, Spirit
d6, Strength d6, Vigor d6
tionary fog which counts as Medium
Skills: Boating d4, Climbing d6, Fight-
Cover for the shark only. The fog can ing d6, Guts d4, Notice d6, Shooting d6,
be dispersed with a light wind. Stealth d6
* Flight: Fog sharks have a Flying Pace Charisma: +0
12”. Pace: 6; Parry: 5/6; Toughness: 5
* Keel Rip: A fog shark can rip apart a Gear: Bone short sword (Str+d4, degra-
sky ship by scraping its back along the dable), bone spear (3/6/12, Str+d6, Parry
+1, Reach +1, degradable)
keel of the ship, These attacks do 2d8
Salvage: Junk for every 5 thugs.
damage, count as a Heavy Weapon,
and have AP 4. n e
* Large: Attackers add +2 to their at-
tack rolls when attacking a fog shark Infernos are massive fire elementals,
due to its large size. escapees from the flaming Skies. They are
* Size +6: Fog sharks can grow up to dangerous, but short lived.
40’ in length. Attributes: Agility d12+1, Smarts d8,
Spirit d10, Strength d8, Vigor d12
Skills: Fighting d12, Notice d6, Shooting
d10
These demons resemble small, four-
Pace: 0; Parry: 8; Toughness: 16
winged gargoyles. They often hover in Salvage: None.
place and clap two of their wings together,
creating a stunning force wave. Special Abilities:
Attributes: Agility d10, Smarts d4, Spirit * Elemental: No additional damage
d6, Strength d8, Vigor d6 from called shots; Fearless; Immune
Skills: Fighting d8, Notice d6, Stealth d8
to disease and poison.
Pace: 4; Parry: 6; Toughness: 6(2)
* Fiery Touch: 2d10 damage with a
Edges: Dodge, Quick
Salvage: None. chance of catching fire.
Special Abilities: * Flame Strike: Infernos can project
* Armor (+2): Stone-like hide. a blast of flame with a range of
* Bite: Str+d4. 75/150/300 and a Shooting roll. Foes
* Flight: Grotesques have a Flying Pace may make an opposed Agility check to
of 8”. avoid the blast. The damage is 2d10,
* Size –1: Grotesques are only 3’-4’ plus the chance of catching fire. This
tall. attack counts as a Heavy Weapon.
* Stun Wings: By slapping together * Flight: Infernos fly at a rate of 12”.
two of their wings, grotesques cre- * Huge: Characters add +4 when at-
ate a stunning cone of force. Use the tacking an inferno because of their
Cone Template. Living things within great size.
the Cone must make a Vigor check or * Invulnerability: Infernos are immune
be Shaken. to non-magical attacks but suffer 1d6

82
o d st n

d
damage when doused in at least a gal-
lon of water, +2 per additional gal- These dwarves have become lost with-
lon. in the Deep Delves. Something muttering
* Short lived: An inferno quickly con- to them from the deep flames has eroded
sumes itself unless a source of fuel their sanity.
can be found. Each round, it loses a Attributes: Agility d6, Smarts d6, Spirit
point of Size (with the resulting drop d6, Strength d8, Vigor d8
Skills: Climbing d6, Fighting d8, Guts
in Toughness). Once its Size drops to
d10, Notice d6, Shooting d6
+4, heroes get a +2 to attacks. If its
Charisma: 0; Pace: 5; Parry: 6; Tough-
Size drops to +2 or below, heroes lose ness: 7(1)
all bonuses on attack rolls. Hindrances: Slow
* Size (+8): Inferno’s are malevolent Edges: Frenzy, Low-light Vision, Tough
rolling banks of fire. Gear: Leather armor (+1), axe (Str+d6),
sling (Range: 4/8/16, Str+d4)
a a Salvage: Junk for every 2 dwarves.

a n
Kavalin’s golem is proportioned like a
dwarf although it is larger than any dwarf These canny warriors are among the
ever grows. His metal body is still sound most adept of the Cracked Shield clan.
after nearly three centuries but does creak They delight in playing the part of the
and grind as he moves. archetypal thuggish orc warrior, lulling
Attributes: Agility d6, Smarts d6, Spirit their target into false expectations before
d6, Strength d12, Vigor d12 revealing their full range of skills.
Skills: Fighting d8, Notice d6 Attributes: Agility d8, Smarts d6, Spirit
Pace: 6; Parry: 8; Toughness: 14(5) d8, Strength d8, Vigor d8
Edges: Improved Block, First Strike, Skills: Climbing d10, Fighting d10, Guts
Sweep d10, Intimidation d8, Notice d8, Persua-
Special Abilities: sion d8, Shooting d10, Stealth d8, Throw-
* Armor +5: Steam golems are iron ing d8
constructs. Charisma: -2
* Construct: +2 to recover from being Paces: 6; Parry: 8; Toughness: 8 (1)
Shaken; Ignores Wound penalties; Im- Hindrances: Outsider
mune to disease and poison. Edges: Acrobat, Big, First Strike, Frenzy,
Sweep
* Explosion: When a golem is Incapaci-
Gear: Leather Armor (+1), Long Sword
tated, it explodes in an area equal to
(Str+d8), Flintlock Musket (Range
a Large Burst Template, inflicting 3d6 10/20/40, Damage 2d8), Elven Potions
damage on anyone within. The twisted – Quickness, Fast Regeneration, Wall
remains are equal to Goods salvage. Crawling
* Fearless: Golems are immune to Fear Salvage: Junk
and Intimidation.
e en
* Forge Hammer: Str+d8, AP 2 vs. rigid
armor. Orc mercenaries are a cut above nor-
* Size +1: Golems are significantly larg- mal orc warriors.
er than a human. Attributes: Agility d6, Smarts d4, Spirit

83
S d s s dv t co p n

d6, Strength d8, Vigor d10 Warded


Skills: Boating d6, Climbing d8, Fighting d8, Gear: Coin shirt (+2), battle axe
Guts d8, Intimidation d8, Notice d4, Throw- (Str+d8)
ing d6 Salvage: Junk
Charisma: -2 Spells: (15 Power Points); battle lust,
Pace: 6; Parry: 6/7; Toughness: 10(2) god-touched, healing, quickness
Hindrances: Outsider
Edges: Big c u
Gear: Coin shirt (+2), battle axe (Str+d8), These orcs have been sent into the
spear (3/6/12, Str+d6, +1 Parry, Reach 1)
Skies below to seek out the sword God-
Salvage: Junk
slayer, and the heroes. These orcs are
O c e cen p even more gruff and unpleasant than
normal.
Tougher, meaner, and scarier than Attributes: Agility d6, Smarts d4, Spirit
d6, Strength d8, Vigor d8
those they lead. These orcs use force to
Skills: Boating d6, Climbing d8, Fighting
command their troops. d6, Guts d8, Intimidation d8, Notice d4,
Attributes: Agility d6, Smarts d6, Spirit Throwing d6
d10, Strength d10, Vigor d10 Charisma: -3
Skills: Boating d8, Climbing d6, Fighting Pace: 6; Parry: 5/6; Toughness: 9(2)
d10, Guts d10, Intimidation d12, Notice Hindrances: Outsider, Habit (sneering)
d8, Throwing d8 Edges: Big
Charisma: -5 Gear: Coin shirt (+2), bronze battle axe
Paces: 6; Parry: 6; Toughness: 11(2) (Str+d6, degradable), bone spear (3/6/12,
Hindrances: Outsider, Mean Str+d6, +1 Parry, Reach 1, degradable)
Edges: Big, Brawny, Command, Fear- Salvage: Junk for every 2 orcs.
some, Fervor, Improved Frenzy, Nerves of
Steel, Strong
Gear: Coin Shirt (+2), Great Axe
(Str+d10, parry –1, 2 hands), Flintlock Ogres are glowmad orcs, transformed
Pistol (Range 5/10/20, Damage 2d6+1) into giants with huge potbellies and
Salvage: Junk
massive limbs. The least intelligent of
O c a the glowmad are the most easily tamed,
as long as their energies are directed to-
These warpriests are even more
wards violence and mayhem.
martial, and fanatical than the average Attributes: Agility d6, Smarts d4, Spirit
warpriest. d6, Strength d12+3, Vigor d12
Attributes: Agility d6, Smarts d8, Spirit Skills: Fighting d8, Guts d8, Intimidation
d10, Strength d10, Vigor d10 d8, Notice d4, Throwing d6
Skills: Boating d6, Climbing d8, Faith d10, Pace: 7; Parry: 6; Toughness: 12(1)
Gear: Hide armor (+1), stamp hammers
Fighting d10, Guts d8, Intimidation d10,
(Str+d8, AP 2 vs rigid armor, degradable)
Notice d4, Persuasion d8, Throwing d6
Salvage: Goods.
Charisma: -2; Pace: 6; Parry: 7; Tough-
Special Abilities:
ness: 10(2)
Hindrances: Outsider, Vow * Size +3: Ogres are over 9’ tall.
Edges: Arcane Background (Miracles), * Sweep: Ogres may attack all adjacent
Berserk, Big, Command, Fervor, Weapon foes at -2.

84
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S
Most glowmad goblins, and all glow- Sagus is a failed member of the Ath-
mad glowborn, become ragers, tall, bestial enaeum who now travels the skies Play-
humanoids covered in a bristly brown fur ing Confidence tricks on unsuspecting
with vicious claws. Ragers are constantly islanders.
in a berserk state. Attributes: Agility d6, Smarts d10, Spirit
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
d6, Strength d10, Vigor d8 Skills: Boating d6, Fighting d6, Guts d4,
Skills: Climb d6, Fighting d8, Guts d8, Notice d8, Persuasion d10, Spellcasting
Notice d4, Stealth d8 d8, Streetwise d10
Pace: 6; Parry: 4; Toughness: 8 Charisma: +4
Salvage: Junk. Pace: 6; Parry: 5; Toughness: 5
Hindrances: Greedy, Pacifist
Special Abilities:
Edges: Arcane Background (Magic), At-
* Berserk: Ragers spend their, usually
tractive, Charismatic
short, existence in a constant state of Gear: 700 cogs, fake magic stall para-
berserk fury. They gain +2 to Damage, phernalia
Fighting and Strength rolls and suffer Spells: (10 Power Points); invisibility,
a -2 penalty to Parry. If they roll a 1 stun
on their Fighting die they hit a random
S i
adjacent target—not the original tar-
get.
Spirit Eaters are powerful hellish crea-
* Claws: Str+d4
tures who feed upon emotions – of the
* Hardy: Two Shaken results will not
living or dead. Spirit Eaters can alter the
put a Rager down.
perception of their prey, so they appear
* Size +2: Ragers are over 8’ tall
as their prey’s worse nightmare.
Attributes: Agility d6, Smarts d6, Spirit
l l i d10, Strength d4, Vigor d8
Skills: Climb d6, Fighting d12, Guts d8,
These are defenders of Plenty willing Notice d4, Stealth d8
to accompany the heroes onto the under- Pace: 6; Parry: 8; Toughness: 8
isle below Plenty. Special Abilities:
Attributes: Agility d8, Smarts d6, Spirit
d8, Strength d8, Vigor d8 * Burrow: Spirit Eaters can burrow
Skills: Boating d4, Climbing d6, Fighting through the earth at a pace of 8”.
d8, Guts d8, Intimidation d8, Notice d8, * Claws: Spirit+d6
Shooting d8, Stealth d6 * Ethereal: Spirit Eaters are immaterial
Charisma: +0; Pace: 6; Parry: 6; Tough- * Fear -2: Spirit Eaters manifest as their
ness: 8(2) opponents worst nightmares.
Hindrances: — * Fearless: Spirit Eaters are unaffected
Edges: Combat Reflexes
by Fear.
Gear: Coin shirt (+2), long sword
* Immunity: A Spirit Eater is immune
(Str+d8), dagger (Str+d4), pistol (Range
5/10/20; Damage 2d6+1). Half are to physical damage from weapons and
equipped with muskets as well (Range magic.
10/20/40; Damage 2d8) * Size +2: Spirit Eaters often appear as

85
S d s s dv t co p n

Gear: Various
large ogre-like beasts
Salvage: Junk
* Weakness: Spiritual attacks, a Spirit Special Abilities:
Eater can only be harmed by the will-
power of the attacker, use the attack- * Glowmad Immunity: Lightbringer
ers Spirit rather than Fighting, Shoot- never takes one of his own.
ing or spell casting skill. A successful * Insane: If the voider draws a 4 or
“attack” inflicts damage equal to twice less from the action deck, he wastes
the attackers Spirit (i.e. roll the Spirit the round muttering to himself. +2
die twice). Toughness; +2 to recover from being
Shaken; ignores Wound penalties.
u t
* Gift of Madness: Victims of voider
Only one step ahead of the glowmad, bolts suffer levels of glowmadness
these fellows act as the voider’s “expend- rather than wounds. The damage is
able” troops. soaked with Spirit rolls rather than
Attributes: Agility d8, Smarts d6, Spirit Vigor.
d6, Strength d6, Vigor d6 * Wounded: This voider is suffering
Skills: Boating d8, Climbing d8, Fighting
from 1 Wound Penalty.
d8, Guts d8, Intimidation d8, Notice d8,
* Spells: (All have 10 Power Points);
Shooting d8, Stealth d8, Taunt d8, Throw-
ing d8 bolt, fear.
Charisma: -3
Pace: 6; Parry: 6; Toughness: 6(1)
Hindrances: Greedy, Mean
Edges: Combat Reflexes.
Gear: Leather (+1), knife (Str+d4), cut-
lass (Str+d6), pistol (Range: 5/10/20,
2d6+1)
Salvage: Junk for every 3 voiders.

hy e t

This voider priest is surprised to be


alive, but is more than willing to give his
life for the cause of destroying the source
of Mother’s Bension.
Attributes: Agility d6, Smarts d6, Spirit
d10, Strength d6, Vigor d6
Skills: Boating d6, Climbing d6, Faith
d10, Fighting d6, Guts d6, Intimidation
d6, Notice d8, Shooting d6, Stealth d6
Charisma: -5; Pace: 6; Parry: 5; Tough-
ness: 5
Hindrances: Clueless, Delusional, Habit
(talk to the glow), Outsider, Ugly
Edges: Arcane Background (Miracles),
Glow Glimpse

86
the race

Where: Anywhere Wetfields’ more or less subtle influence


When: Run this tale after the heroes upon the Trade Council’s key members
have reached Seasoned rank was enough for the proposal to pass. The
Trade Council decided to hold the Race.
Pro og e It would show the peoples of the Sun-
dered Skies that not only is travel safe,
T eT C n but that the Trade Council can guarantee
Conv their safety!
Quickly, Couriers were dispatched to
Pirates and Voiders have always all of the Skies’ major islands to announce
stalked the Sundered Skies, preying on the Race. Anyone willing to enter the race
both merchants and pilgrims. They have must go to Plenty before the registration
always been a nuisance, yes, but in the date expires. This time limit should be
last few months, the attacks have grown kept vague so as to account for the time
in number and brutality, becoming a se- the heroes might need to spend getting
rious impediment to the trade that is so to Plenty...
important in keeping the peoples of the The player characters can hear about
Sundered Skies alive. the Race on any island; wherever and
While it is clear to all that the Trade whenever they hear the news, they will
Council cannot afford to have anything have just enough time to make it to Plenty
or anyone threaten that all important before the registration date passes.
trade between the isles, the Council itself
n n a
will not tolerate anything or anyone who
might threaten its rule and authority. So There is more to the Race than simply
while it continues to send its warships to entertainment. Wetfields has commis-
deal with the threat directly, Representa- sioned the dwarves to create a recording
tive Bran Wetfields of Plenty put forward a device that each ship participating in the
proposal that would demonstrate clearly Race will have to carry aboard. This record-
to all and sundry that the Sundered Skies ing device is the Watcher—a big, hovering
are still safe for traveling. A race through ball that resembles a crude robotic eye.
the void! The Watcher will focus on the crew and
At first, the Representative’s pro- their daily routine. Officially, its purpose
posal was met with reluctance. It took is to ensure that each crew behaves itself
a few weeks of patient persuasion, but and does not engage in combat of any

87
S d s s dv t co p n

After the Race is over, the Watchers will


ew P be handed back to the dwarves who will
This new power is available to extract the recorded images and magically
steampriests and songpriests. store them in small crystals. A steampriest
Illusory Tale or songpriest with the Illusory Tale power
Rank: Seasoned (see sidebar) can use the stored images to
Power Points: 2 recreate scenes of the Race for her tales.
Range: Smarts
The Watcher: see page 119.
Duration: Special
Trappings: memory crystal, strong
memories S g ng R c
This power allows the priest to
replay memories for an audience. Pl nt
She needs one of the rare mem-
ory crystals recently found by the The port of Plenty is always
dwarves, or she has to rely on her busy—but rarely have you seen it
own personal memory. If a priest as bustling as this. You spot dwar-
wants to commit a scene to her ven ironclads, elven warships,
memory for replay, she must make frigates, sky galleys, cloudskiffs,
a Smarts roll at the end of the
and even a couple of council ships.
scene that she wants to remember.
You thought the Razor Passage was
A priest can memorize a number
of memories strong enough to use hazardous, but this sight beats
with the Illusionary Tale power even that.
equal to half of her Smarts die.
Additional memories can only be
remembered at the expense of a
previous one, the priest being free If the characters have already been
to choose the one she discards. through The Courier and The Hunger Sav-
A memory consists of a complete age Tales, they can spot the Peacekeeper
scene, usually just a few minutes among the council ships. It is not here to
long, but at the Game Master’s dis-
enter the Race, but its presence provides
cretion, it can be longer or shorter.
the heroes with the opportunity to visit
When the power is successfully
cast, the images appear wherever old friends.
the priest wishes. The memory can
only be replayed in visual form,
leaving the narration to the priest. Once the heroes have reached Plenty
and docked, it is hard for them not to
lose each other in the crowd. The Race
kind! After all, the idea behind the Race is has attracted even more people than is
that the Skies are safe to travel, and a fight usual for the busy port —some hoping to
would be proof that it was anything but. participate in and win Race, while a great
Unofficially, the Watcher’s purpose is to many more are there to watch the start of
record a documentary about the heroes a great event. The even larger number
of the Skies! of people prowling the port’s docks and

88
t c

streets also happens to be the perfect op-


portunity for one of the heroes’ enemies R
to stage an attack. All participants in the Race must
To register for the Race, the heroes follow a simple set of rules. The
need to see the Trade Council clerk at heroes will probably find the last
the harbormaster’s office, something one a bit puzzling, but its purpose
that any bystander can point out in case will become clear to them soon.
the player characters overlook the nu- 1. Each participating captain must
merous signs pointing the way. As the field his or her own ship.
party makes it way through the crowds— 2. Each ship must follow the Race’s
easier if they have a mean-looking orc official route.
amongst them, as people tend to make 3. Each ship is free to plot whatev-
way for the big guys—they attract the at- er course to the next island they
tention of a pickpocket, a small human wish.
boy who tries to make off with a purse 4. Each ship must claim a token on
belonging to one of the characters. Un- each island to prove they visited it.
less the players declare they that they 5. No ship’s crew shall know the
are making the extra effort to guard full route beforehand.
their possessions as they push through 6. Combats between Race partici-
the crowd, the young thief only needs pants are not permitted.
to make a straight Stealth roll. If they 7. The Watcher is not to be harmed
are being careful, the roll is opposed by in any way.
the Notice skill of the character being
targeted. If the thief is successful, the
character loses his purse. If the thief the wall opposite the entrance di-
gets caught, he will try to get away. Use rects you to the offices to the left.
the Chase Rules, but the dense crowd Inside behind the counter, you find
means that Obstacles are Thick. a Glowborn dressed in plain white
Pick Pocket: see page 119. robes, a plain amulet with a blue
stone within a brass circle on a
Si nn
chain around his neck.
Once all distractions have been dealt
with, and after a short wait standing in He is quietly humming a tune,
line in front of the harbormaster’s of- a distant smile on his lips, and
fice, the heroes eventually get to see the seems to be taking some notes. He
Race Clerk, a glowborn by the name of does not look up as you enter, and
Robster. after you address him, he looks up
and says politely: “It’ll be just a
It takes a few minutes to enter moment, gentlemen.”
the offices of the harbormaster,
but luckily most seem to want to Unfortunately for the heroes,
speak to the harbormaster directly Robster is a snob, believing himself to
rather than to his clerk. A sign on be much more sophisticated than any

89
S d s s dv t co p n

uphold the rules of the Race (see the


G e z
sidebar). Once this is done, Robster
At the end of the Race, the winner will book an appointment with the
will receive a Prize. What this Prize heroes to inspect their ship. He only
is depends on you and the specific offers one time—tomorrow morn-
needs of your campaign. Several ing. They should meet him at the
suggestions have been given at
pier and bring him aboard. The aim
the end of the adventure.
of the inspection is to make sure
that only ships in good condition
sailor. Usually just an assistant to the can participate. It would be rather
Harbormaster’s Senior Clerk, his offi- embarrassing for the Council if a
ciousness and his knowledge of skyship ship broke apart halfway through
safety has earned him the new, although the Race. Also, the information
temporary, position of Race Clerk. Rob- gathered is used for determining
ster has every intention of enjoying what the odds for the bets. Lastly, there
little power his new position affords him is a registration fee of 200 cogs, a
and throughout their interview with him, modest sum that is simply meant
will both patronize the heroes and offer to cover Robster’s efforts.
them minor insults, obviously enjoying
the banter. Typical phrases he might use Should the heroes prove themselves
include: unable to bear the clerk’s patronizing
behavior and threaten him with violence,
* “Why, of course...” Robster will ban them from the Race and
* Certainly, but are you aware about alert the authorities. If the characters pos-
'Rules, subsection B'?” sess one or more influential contacts on
* “Your sailing skills must be truly ex- Plenty, they can ask their patron to pull
ceptional...” (After a hero did or said some strings and get them into the Race
something stupid.) anyway. If all else fails, they can always go
Fortunately for the heroes, Robster back to Robster, apologize, and grovel to
knows that he only get away with so regain entrance to the Race. This last op-
much. In his view, they need him much tion needs a Persuasion roll at -4 to pull
more than he needs them, but he still off.
wants to keep his new position. As long Depending upon their actions,
as the player characters can suffer a minor the authorities might go as far as
insult or two, and even give them back throwing the “heroes” off the is-
(Robster will not mind, to him it is all land. If this happens, it will be a
while before they are allowed to
part of the banter), the Race Clerk will
set foot on Plenty again.
describe the entry qualifications for the
Race and answer any questions that they n c i n
might have.
Read this when it is time for the
To be accepted as Race entrants, characters to meet with Robster at their
the heroes have to formally vow to skyship.

9
t c

Robster is waiting at the pier, ing from the way you walk. Ah, so
exactly at the appointed hour, here’s where you store the tools to
impeccable, unmoving, one hand patch up any leaks. Very wise to
behind his back, the other press- keep them within easy reach.”)
ing a few parchments against his
chest. He greets you with a thin Things they’re proud of:
smile. “I was wondering if we said
afternoon, but apparently it was “I take it that the awful color
only you who thought so. Well, of your sails was chosen to repel
which ship is yours?” razorwings?”

Robster is very thorough in his inspec- “What an odd figurehead.


tion and offers his opinion on anything, Given to you by a family member
no matter if asked or not. As before, he is you didn’t wish to offend? Oh,
not really trying to be rude or annoying, it you paid for this? Really…? Well,
is just his nature. The Race Clerk knows I would say whatever the sum, it
his skyships very well and will spot minor would have been better invested in
weaknesses that the characters have the a treatise on taste.”
opportunity to take care of if they listen
to him and do not just see him as annoy- Actual help: (Pointing to a knot
ing. This should be played up, with Rob- in the rigging) “My dear captain,
ster pointing out not only any flaws that you’re either braver than I thought
the heroes are aware of in their ship, but or you find yourself with a redun-
also anything that that they particularly dancy of crew members. Not that
proud of. Have him point out a few of I would dispute the latter.” (The
those weak points and then take careful knot is loose, but this is not clearly
note of how the characters react. If they visible. On closer inspection it is
inspect the flaws that he has pointed out, apparent that the rope is about
allow them time to effect repairs. If they to break, and will if is put under
do nothing, the heroes’ ship will probably any strain. If the characters do not
suffer an accident during their voyage at a bother to examine this, the rope
dramatically appropriate time. will snap while one of the crew is
Examples of this are provided below: climbing the rigging, threatening
to throw him into the void.)
Flaws: “Have you noticed that
the rudder is bent, captain? It After almost two hours, Robster finally
might be that your lack in grace- declares the ship in acceptable condition
ful maneuvering stems from this. for the Race and makes a final note in
Of course, it might have nothing his papers. Then he waves for two of his
to do with it.” (If someone points helpers to bring a chest aboard. Read or
out that Robster never actually saw paraphrase the following:
them steer the ship, he replies: “Of
course I didn’t, I was extrapolat- The two assistants put the chest

9
S d s s dv t co p n

faces sits a slightly recessed dark


round glass window.
“The damn dwarves have figured
out a way to navigate without a “This,” Robster explains, “is
Waysphere... That’ll give them an your Watcher. Its task is to make
edge once they find out what the sure that you and your crew be-
route is.” (False) haves and follows the rules. I pity
“The elves will break all the it already, for this certainly is a
rules they can to win the prize.” most strenuous task. Make sure
(An opinion, but true) that it is not harmed, or you will
“I heard a voider ship is run- forfeit the Race.”
ning as well.” (False)
“The Trade Council already He hands the characters a copy of the
fixed the race. The ship with the Rules of the Race (see sidebar), reiterat-
worst odds will win.” (Not quite ing their importance. After collecting the
right) registration fee (if not paid already) and
“A guy I know told me that all reminding them that the Race starts in
the major islands wanted to be three days, he bids the crew farewell and
part of the Race!” (True) good luck and leaves them be.
“I think they won’t just hand It is up to the characters to decide how
out those tokens... better you bring they intend to spend the next few days.
some extra cogs to grease the They might take the time to repair one
gears...” (True, and an opinion on or more of the flaws that Robster pointed
how to deal with it) out or to install an upgrade that might
“Rumor has it pirates are al- give them an advantage in the Race. Or
ready swarming like razorwings they might run an errand or two, depend-
to take on them racers.” (True) ing on what sort of side quests and side
plots your campaign currently calls for.
Lastly, they might just decide to blow off
some steam in any one of Plenty’s numer-
down on the deck. Robster takes ous taverns. If the heroes visit a tavern
time to compare the number on or two, it is possible that they will meet
the lid of the chest with his notes, crew members from other ships that have
then nods and indicates that they entered the Race.
should open it. Inside there lies a They might also hear a rumor or two.
metal ball, about twice as large as
n l n i
a cannonball, carefully wrapped
in cloth. Suddenly the ball begins Read this to the players once it is time
to rise into the air! It is made of to start.
multiple gears and shifts around.
From its underside three small pis- The port of Plenty is filled with
tons protrude, which sometimes people, many of them cheering and
hiss air. In the middle of one of its waving, all waiting for the Race

92
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to begin. They crowd the harbor,


watching the crews of the racing e o i on
ships who are lined up, one after Hand the Opposition handout
the other, waiting for the signal to to the players. It lists the ships
go. Access to the ships is blocked by considered to be the favorites or
a rope that spans the entrance to main contenders to win the Race.
the pier and is tied in a knot on an Based on the experience and rep-
elevated stand where Representa- utation of the player characters
they might find themselves listed
tive Wetfields waits with together
among either the contenders or
with Robster. Finally the time has
the underdogs. The heroes can
come! Robster beats a gong, quiet-
either learn this information by
ing the crowd. spending time in the taverns or by
speaking directly with their fellow
Wetfields raises his arms and racers.
addresses the crowd: If you need additional ships, refer
to the table in the GM overview.
“People of Plenty! In a few mo- With a few dice rolls you can
ments, the first Race across the come up with a name, type, and
Skies will start. The ships’ crews anything unique or special about
the ship.
do not know yet where the winds
will take them, but all are eager
to prove their prowess. The Trade thumping sounds of dozens of feet.
Council will match the abilities The Race is on!
of the victorious crew and present
them with...” n

(At this point, fill in the prize that you Running to the ships can be as easy
have chosen for the winner of the race. or as hard as you want. Have the players
Then continue to read the following para- roll Agility to avoid a level of Fatigue from
graph to the players.) bumps and bruises—their opponents are
not above knocking an opponent to the
Applause and appreciative floor and trampling over them, if it will
cheers rise. Representative Wet- give them a small advantage.
fields waits for them to quiet down If you want to make things a little
again, and once again raises more challenging, let one of the heroes’
his arms and shouts: “Captains! extras get knocked off the pier as he runs
Ready your crews! Man your ships! for their ship—but let him grab the pier’s
For the Race... BEGINS!” edge before he falls into the Void. Pulling
him back up is made all the more difficult
A cannon is fired and the rope with the number of other crews pushing
blocking the piers is cut. As it falls past. Two heroes can pull their crewmate
to the ground, the wooden planks up with a successful Strength roll at -2,
already reverberate with the but both will need to make an Agility roll

93
S d s s dv t co p n

help the captain as usual. Note down all


eW e the results, the highest total leads the way
The Watcher is a potential nui- to the sounds of loud cheering from the
sance for the player characters, crowd back at port. The rest of the ships
but after the first few days they trail behind in order of their Boating rolls.
will probably get used to its pres- To leave Razor Passage uses Savage
ence. It floats in almost silence Worlds’ Chase Rules. Each round of the
around the ship and its crew, the chase covers half a day of maneuvering,
only note of it being present will
and it will take three days to escape the
be the occasional click of its gears
Passage. Look again at the results of the
and the hissing from its pistons.
Unfortunately, there might occa- Boating rolls. The difference in the rolls
sions when the characters have to determines the number of Range Incre-
break the rules in order to stay in ments between the ships. Deal cards out
the Race, but sometimes they might as usual. The first round of the chase
simply want to break them, like at- takes place before the ships enter the
tacking another ship or bribing an Razor Passage. The next five rounds take
official to withhold the token for them through the Passage.
any ships arriving after them. The Razor Passage counts as Dense Obsta-
Watcher will be drawn to any signs cles. Only deal with the ships the heroes
or sounds of combat—but with its
are in direct competition with and assume
low Smarts score, it is easily dis-
all others make it through unhindered
tracted. The Watcher can only see,
not hear, so acrobatics, dancing, or and undamaged. If the heroes are not in
similar movement is more likely the lead as they exit the Razor Passage,
to catch its attention than simply they see that one of their competitors,
singing or shouting. The Handsome has been hit by a sizeable
rock, and the ship has started to list. The
three crew of this skysloop is desperately
to avoid being pushed over the edge as trying to maintain altitude, but the ship
well. Other characters may assist in the will sink in 10 rounds. It is up to the
Agility roll by providing a cordon against players if—and how—they react to this.
the on-rushing masses. If they act heroically and decide to help
Once the characters make it onto their the crew of The Handsome, they should
ship, they need to hurry to make it ready be awarded a Benny. Depending on the
for departure. The captain will find a bag size of the heroes’ ship, they might offer
with dirt next to the Waysphere—they the rescued sailors to stay on; however,
have their first target island! The Watcher having lost their ship they accompany the
is hovers next to their Waysphere, its gears heroes only to the next port and leave the
clicking and something inside whirring. heroes there, spreading the tale of their
To determine which ship is ready rescue.
to leave first, all captains must make a The outcome of the chase determines
Boating roll. Their respective Crews can the characters’ position in the race order
help with a cooperative Group Roll. The as they exit Razor Passage. To determine
heroes can roll their own Boating skill to how the other competitors are doing, go

94
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back to the ships’ Boating rolls and roll Elves are not shy about using dirty tricks
again for each ship traversing the Razor to gain an advantage.
Passage. Be sure to apply the -6 penalty to
e a t
the Boating rolls for the dense Obstacles
of the Passage. Any ship that fails the roll About four weeks into the Race, one
suffers a wound, but makes it through the of their competitors starts to close on
Passage and is still in the Race. If a ship the heroes’ vessel. It is The Royal Heart,
has already suffered a wound or more due an elven ship that is one of the favorites
to it directly competing with the heroes’ to win the Race. With her sails straining
ship, then assume it escapes the passage under the weight of the wind, The Royal
without suffering further damage. Add Heart surges forward at a tremendous
the result to the previous Boating roll to speed. Apparently, the elves have found a
determine the order of ships before and favorable wind current to ride, just a little
behind the players. above the characters’ current course.
Run the players through a chase. If
Ga w the Elves manage to get alongside the
heroes’ ship they open a large hatchway
G t ng t e in the side of The Royal Heart through
which a catapult pitches something at
It does not take long for the characters their ship. At first sight, the object ap-
to realize that the first leg of the race will pears to a rock tethered to the catapault
take them to Gateway. Shortly after Plenty by a rope. As it gets closer, it is clearly
is behind them, they start to lose sight of something covered in canvas and when
most of the other ships, as they all try to the rope pulls taught, the canvas splits
plot the fastest route to their destination. under the strain, releasing its contents,
The base number of weeks for travel time a flock of Glimmerwings right on top of
to Gateway is six. Let the player charac- the heroes’ ship!
ters make the usual rolls to adjust the Luckily, for the heroes, the swarm has
travel time. been weakened by its captivity.
The first few weeks of traveling are While the heroes are busy dealing with
themselves rather dull and unevent- this threat, The Royal Heart takes advan-
ful—there are still too many ships in close tage of the confusion her crew has caused
vicinity for pirates or voiders to challenge and sails on ahead.
any one of them. Glimmerwing swarm: See Sundered
Note down the order of the ships in Skies page 150. The swarm has already
which they left Plenty and the Razor Pas- suffered a wound and is only the size of a
sage. To mix things up a little, you can run Medium Burst Template.
them through one or two chases, or use i
the more complex vehicle rules from the
core rulebook. No matter what the out- When the heroes dock in the port of
come of the rolls above, the heroes find Gateway, they are met by the harbormas-
themselves being trailed by The Royal ter who tells them that they need to meet
Heart, and they will soon learn that the Morten Vastfell at the Trade Council’s

95
S d s s dv t co p n

not known for his good temper and will


n R p n not have much time for them.
Unfortunately for the heroes, the
Depending on their actions during
harbormaster’s warning is true. Morten’s
the Race, the player characters can
gain a reputation, good or bad. duties keep him very busy and he has lit-
There are two situations where tle patience for anything that keeps him
they might get noticed right at the from his work, which includes having to
beginning: deal with a bunch of pesky sailors. Even
(—) The player characters de- worse for the characters, his patron on
cide to stay behind in the run the Trade Council is an opponent of
through the Razor Passage. This Representative Wetfields who not only
is a prudent choice. The Race is voted against the Race being held, but
long and will not be decided by is prepared to do something to discredit
who makes it out first. It will be
this “pointless idea of racing.”
much easier and safer to traverse
Vastfell is in a sour mood on his best
the Passage once all of the dare-
devils have made it through. How- days, but having to deal with a bunch
ever, they will gain a reputation as of irritating sky sailors has aggravated
being overly cautious at best, cow- him even further. When dealing with the
ards at worst. player characters, he will be short to the
(+) Rescuing The Handsome. If point of being rude. Read or paraphrase
the heroes stop to help the crew of the following when the characters pay
this Skysloop, they will lose time him a visit.
to the others. However, they will
gain a reputation as fair and gal- When you enter the offices of
lant—even noble heroes, putting
Morten Vastfell, you understand
the lives of others before their
why the harbormaster, when giv-
own and before personal gain.
This will make them the public’s ing you directions, referred to
favorite to win the Race. him as “Vastbelly.” The human’s
(-) Ignoring The Handsome. If girth is immense, and you wonder
the heroes ignore the plight of the how he managed to achieve such
crew and instead race for the exit a massive frame, given the general
to Razor Passage, they will gain shortage of food. Then you wonder
a reputation for being incredibly how any chair can support anyone
callous and in only having their of that much weight.
interests at heart.
Vastbelly, er, Vastfell looks at
you as if you were something the
cat brought in, coughs twice, and,
local offices. He will readily give direc- in a surprisingly high-pitched voice,
tions—the offices are close to Hawke’s asks you: “Let me guess—you’re
Clearing House—and he will also volun- another lot of them. Those useless
teer a warning. Morten “Vastbelly” Vastfell sailors wasting everybody’s time
(“Vastbelly” due to his enormous girth) is with this ridiculous race. Race!

96
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Ha! Running across an island,


that’s what I call a race! Anyway, I nn p n
assume you’re here for this?” The player characters hire a
harbor pilot to take them in.
He reaches down into a chest This will result in the player char-
and dumps a small satchel, appar- acters being regarded as “soft.”
ently filled with dirt on the coun-
ter. “There’s your next destination.
Now, sign here to acknowledge characters to determine this prior to their
that I gave you the bag and then leaving Gateway.
shoo! I haven’t got all day!”
Me ng P ac
The characters still need to collect the
Token proving that they have completed G t ng t e
this leg of the Race’s route. If they forget
about it, allow them to make a Smarts roll Getting to their next destination will
after they leave Vastfell’s office. be a little tricky for the heroes. The good
When they return and demand the Token, news is that most of the other ships will
Vastfell argues that they already signed also have to take a little detour to Canopy
for it, but eventually relents and slams a first. The base travel time to Canopy
metal disc on the counter. It bears the seal (as opposed to Meeting Place) is seven
of the Trade Council, with an affirmation weeks.
that the characters visited the Shattered To determine if the other ships in the
City as part of the First Race across the Race realize that the dirt bags have been
Skies. The Token is genuine. exchanged, draw a card for each of them.
e Any black card means that they fall for the
trick and will sail to Canopy, where they
The heroes are free to leave the Shat- will learn about their mistake, but be able
tered City and Gateway at their leisure— to buy another bag of dirt to take them in
but remind them that they are in a race, the right direction (or they realize it be-
after all. When they look inside the satch- fore, but have no dirt from Meeting Place
el, they find a letter from Representative to re-attune their Waysphere). Every ship
Wetfields, congratulating on making it to falls back one position.
the first island. Their next destination is Any ship that draws a red card will re-
Meeting Place, which they will reach by alize about halfway through the journey
using the dirt contained in the little bag that it is on the wrong course, but has the
accompanying the letter. dirt necessary to re-attune its Waysphere.
Unfortunately, Vastfell was given in- This will merely add one week to the
structions to exchange the bags and he travel time. If it is a red face card, the ship
has followed his Patron’s instructions to can change course without much delay
the letter. The letter from Representative and her crew do not lose any travel time.
Wetfields is genuine, but the dirt is from After each week of travel, give the
Canopy. There is no way, however, for the ship’s captain a Common Knowledge roll

97
S d s s dv t co p n

at -2. If successful, he realizes that they schedule. They could arrange for a patrol
are on the wrong course and have to re- to be sent out to watch for pirates in that
attune their Waysphere. For every three area of the skies, once they reach Meeting
weeks spent traveling towards Canopy, Place, however.
add one week to the travel time to Meet- i
ing Place. If the heroes reach Canopy (or
have to go there because they lack the As the heroes approach the floating
necessary dirt), calculate the travel time city, let them make a Notice roll. On
as normal (base time is three weeks). Pos- a success, they recognize another ship
sible events on Canopy are discussed in competing in the Race, the Confidence.
the Optional Stages chapter at the end of Unlike the heroes’ vessel, it is not an-
the book. chored there like any other visiting
However much time the characters ship; she is tethered to the rest of the
spend traveling, roll for one encounter. city, her masts taken down, her deck
In addition to the random encounter, leveled. On a cursory examination, the
a second encounter will take place during Confidence does not appear to have
this stage of the Race. During the second suffered a leak or taken damage from
week out from Gateway, tell any charac- a fight, either of which would explain
ter on deck to roll Notice. If he makes why she has been salvaged, so for the
it, he spots something up above closing moment, the cause of her current state
on the ship. Fast. A few moments later, remains a mystery.
a body crashes down on the deck with a Once they have anchored and set foot
sickening sound. Roll 5d6 for damage to on the planks of the floating city—really
the ship to account for the height of the a feeling of boarding another ship rather
fall as well as the body being only a “soft than having solid ground under their
projectile.” feet—the heroes will find themselves
The poor sap is beyond saving, of alone. Unlike their arrival at Gateway,
course. Luckily for him, he was already there will be nobody to meet them and it
dead before he hit the deck. Far above in is up to them to find whomever is respon-
the void, a battle raged between two ships sible for giving the participants in the Race
and he fell overboard. There is nothing the directions to the next destination. A
the heroes can do besides pick up the few questions quickly reveal it to be Karrg
pieces and clean up the ship. Even if they Keelbender, a local shipwright.
try to climb up to the site of the battle, Keelbender can be found near the har-
when they finally get there the ships in- bor, overseeing some repairs to an Orc
volved will have long gone. Should they galley that has been hit hard by an ice fall.
search the body, they merely find gold When approached by the characters, he
rings on his thumbs and middle fingers, asks them to wait a while, but says that he
as well as a gold necklace with a cog worn will be with them soon. The Orc suggests
as an amulet. There is no way to discern that they had best wait at the Meatgrinder,
the identity of the human. Should the a nearby tavern. “Soon,” as it turns out, is
players contemplate alerting the authori- a rather relative word for Keelbinder.
ties, remind them that they are on a tight If the party takes up Keelbinder’s

98
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suggestion, read or paraphrase the fol-


lowing: nn R p n
The way the players fight. Keep
The Meatgrinder, lovely as an eye on how the characters
its name suggests, is a rundown fight. Are they cautious or do they
establishment that mainly serves use lots of Tricks? Are they fero-
orcs and goblins, so your group cious in their attacks? Do they try
sticks out like a sore thumb. How- any tactics? Are they beaten down
again and again before finally pre-
ever, none of the patrons bother
vailing? At the end of the fight, is
you, and while the food is deserv-
there one left standing or many?
edly cheap, the ale the tavern There are no clear guidelines
serves is some of the best you ever here, but the more remarkable the
had. Minutes quickly stretch into heroes’ deeds are within the ring,
hours without Keelbender showing the more likely they that will later
up. You start worrying if he might hear stories about it.
have forgotten you, when sudden-
ly a very drunk human grabs an
empty chair and pushes it toward At this point he sees Keelbinder com-
your table. He sits down, his ale ing towards the table and quickly stands
mug covering his face. Only when up, his rapid retreat almost brought to
he lowers it, do you recognize him halt when he stumbles and nearly falls
as Silas Lent—the captain of the onto another table. The orcish shipwright
Confidence! barely acknowledges Silas and instead of
sitting down with the party, leans over
Silas has been here for three days after them, his fists resting on the table, his
losing everything—including his ship and shoulders thrust forward.
his crew. He refused to fight for the To-
ken—a proposition Keelbender is going Take a look at your notes here
to put to the player characters soon—and and see what position the char-
found himself not only disqualified, but acters are in. If they are the last,
also stripped of his ship by the accursed change the paragraph below as
orcs! Silas is too drunk for a coherent necessary. “Alright, folks. Here’s
conversation, but manages to get out the the deal. Plenty had that race
following warning: through the Passage. We want
us some entertainment too. So
“Listen, friends—I saw your every ship coming through here
ship on Plenty. I think we had a gets the Token only by fighting for
few drinks before the whole Race it. To make it interesting for you
thing started, right? Lemme tell too—you’ll be fighting another
you something: Get away. NOW. racer. We’ve already got one lined
Go back to your ship and forget up. They come in a few days ago
about the Race. Them damn orcs, and have been anxious to leave.
they stole my Confidence!” Lent there,” he gestures vaguely

99
S d s s dv t co p n

in the direction that Silas Lent The ring is roughly 15” wide, offering
disappeared. “wasn’t interested enough space for larger groups to duke it
in competing anymore. So he out. The fight should be run as a normal
left the Race altogether. Guess combat. If one side has a significant ad-
you’re prepared for some action, vantage over the other in terms of num-
yes? Good–eat up, drink up, for bers—like the crew of a frigate against the
tomorrow you fight.” crew of a cloudskiff—the larger side can
field only 50% more men than the smaller
D e side. For example, the cloudskiff ’s crew
of six is up against the 20 from a frigate.
As promised by Keelbender, at the be- The most that the larger will allowed into
ginning of the next day cycle, the heroes the ring to fight is nine, 50% more than
are escorted to The Meeting Place, the the cloudskiff ’s crew.
artificial island’s central hall. An area in Once the fight is over, the winning
the middle of the hall has been cleared party receives another satchel, this time
of its usual piles of salvage and a rough containing dirt from Bridgeways. The
circle marked out with a rope. The crew Token from Meeting Place is a hatchet.
that the heroes are to fight is already wait- Its inscription acknowledges that as par-
ing inside the circle. ticipants in the Race, the heroes reached
Check your notes to see who the Meeting Place.
heroes’ opponent is: If it is the ship that Should the characters lose, they only
was trailing behind them in the Race, or, have to wait for the next ship for the op-
if they are in the last spot, it is the one portunity to leave Meeting Place. Maybe
that arrived before them, You can find the they will have better luck on that occa-
stats for the Captain and the crew at the sion.
end of the adventure. It is entirely possible that the other
Keelbender steps into the ring to an- competitors in the Race might be delayed
nounce the fight and explain the rules by having to participate in more than the
for the benefit of both the combatants one fight while on Meeting Place. If you
and the audience. The latter is mostly want to randomly determine the effect of
made up of shouting orcs, with humans a ship’s crew losing one or two combats
a distant second, and lastly, a handful of before it manages to obtain a Token, pit
goblins that dart in and out of the baying the crew against another and for every five
crowd, serving drinks and snacks to their crewman that each side has, draw a card
masters. The rules are simple. The side to and add their values together. Whichever
have one last crewmember standing will crew has the highest value when their
win the fight. Healers are standing by to cards are totaled will win the fight. In
take care of wounded, but whichever side case of a tie, draw one additional card per
asks for their services forfeits the fight. crew until the fight is resolved.
Anybody leaving the circle—or being This might greatly upset the order of
pushed out of it—also leaves the fight. ships—if you do not want to go through
Besides that, the fight has no rules: weap- the trouble of working out something
ons, magic, everything is allowed. that really has little impact on the player
t c

characters, but still want to randomize


the results, assign one card to each ship. G
Then compare each ship’s card with
This is where it began. If the
the card of the ship behind them. If the
heroes agree to win in the name
ship behind them has a higher card, they of the Lady of the Winds, Jamos
switch position. Repeat with the next and the other priests will always
ship. This might result in the biggest crew remember their act of faith and
getting beat to the back if they draw a very always offer assistance and friend-
low card, but it is a quicker system. ship.

B ge a
towards them. When they get closer, read
G t ng t e or paraphrase the following:

The voyage from Meeting Place to You strain to make out any
Bridgeways has a base travel time of four markings the ship might bear,
weeks. but the constant glow of the void
For the player characters, calculate makes it hard to discern any de-
the travel time as usual. Do not check tails. Both of your ships stay on
for random encounters this time—the course for a while. Finally, the
voyage will be probably be too short. In other ship is close enough for you
the meantime, the Race has attracted the to make out some details... a sky
attention of the Bright Cabal and has the sloop, perhaps a bit larger than
heroes’ ship in its sights. usual. It shows signs of ill-repaired
damage and burn marks, but is
n S e
obviously still Skies-worthy... Wait.
The Bright Cabal sees the reassuring There is something wrong. Oh
motives behind organizing the Race not gods... there are heads and skulls
only as an affront to The Rotting One, but bound to the railing and the mast
also as an opportunity to show the power tops. Spikes and chains are drawn
of their god to every denizen of the Skies. across the hull. And the figurehead
If the Bright Cabal has already lost its high is the desiccated body of a flayed
priestess, the Bone Queen to the actions human, nailed to the bowsprit.
of the heroes, the cult has a specific rea- This is no ordinary merchant. This
son to target the heroes’ ship. If party has is a death barge.
not yet played through A Dragon’s Rage
and Haunted!, then the player characters The death barge is a Sky Sloop
just happen to be in the wrong place at crammed full with 23 Zombies, and cap-
the wrong time. tained by an Experienced Death Priest.
Two weeks after leaving Meeting Place He is hell bent on ramming the heroes’
while making good speed towards Bridge- ship, aiming to kill everyone on board bar
ways, have the crew make Notice rolls. one. He will be left to pilot the ship to
If successful, they spot a ship on course Bridgeways and report the attack.
S d s s dv t co p n

The Death Barge and its crew: see “Don’t worry; we won’t be long
page 120. enough outside for the Glow to
If the heroes prevail, they arrive in take any effect on you. I find the
Brigdeways on time. If they evade the music of our Lady’s chimes much
death barge, they lose about a week and soothing, however.” He turns to
loose a position in the Race by the time one of his acolytes and whispers in
they finally make it to Bridgeways. his ear. The young man jumps up
i and runs back towards the temple.
Indicating the young man, Jamos
The harbormaster of Bridgeways im- explains, “He will get you the To-
mediately directs the heroes to the Isle of ken and the letter with your next
Chimes, as instead of the Trade Council, destination. In the meanwhile,
the priests of the Lady of the Winds have may I ask you why you are partici-
accepted the duty of handing out the pating in the race?”
Tokens and the bags of dirt to the partici-
pants of the Race. He will tell them that Jamos is genuinely interested in the
they need to speak to the High Priest, characters’ reasons, as he also wants to
Jamos. persuade them to try and win the race for
Arriving on the Isle of Chimes, the the glory of the Lady of the Winds. He will
party has to wait in the freezing wind not push for this, nor suggest it directly,
while Jamos presides over a young cou- preferring to ask questions, and hint at
ple’s wedding. The vows have already his intentions rather than explaining him-
been spoken, and Jamos needs only to self outright. If there are any priests in the
speak a prayer and offer the couple the group Jamos will be even more subtle in
blessings of the Lady of the Winds. After his suggestions.
fifteen or twenty minutes, Jamos leaves However long the conversation takes,
the celebrating family and walks towards the young acolyte returns at the end of
the heroes, his acolytes trailing behind the discussion. He is holding the by now
him. familiar usual satchel and a finely crafted
The high priest stops in front of you, wind chime, fixed to a similarly crafted
unmoved by the biting winds, watching cog. The cog is inscribed, marking it as
you for a moment. The chimes in the the Token for this leg of the Race.
background jingle, offering the only e
sound beside your chattering teeth. Fi-
nally, Jamos offers a smile and a greeting. If the player characters have agreed
“Welcome my friends. I assume you have (or even suggested themselves) that they
little time to waste and want to continue should try and win the Race for the glory
your race. Come! Let’s sit down and talk of the Lady of the Winds, Jamos will come
for a moment.” down to the harbor and bless their ship,
The characters might assume that they adding +1 to the Boating rolls for the
will be taken inside, but Jamos sits down crew for the rest of the Race!
where he stands, and waits for everyone Jamos will remain at the harbor’s edge
to join him before continuing. for as long as he can see the heroes’ ship

2
t c

flying away. Looking back, they will be


able to see him on the pier, unmoving, W n
gradually growing smaller until disap- If the heroes have one or more
pearing in the distance. wildlings and an elf among their
number, the elves of Roseport
Ro e o t will—just to keep the peace of the
Race—assume that any wildling is
G t ng t e the elf ’s property and take a po-
sition of “Don’t ask; don’t tell.”
The voyage from Bridgeways to Heart-
The wildlings will be watched, but
mostly ignored. Should they draw
land has a base travel time of five weeks.
attention to themselves; the elven
During this stage of the Race there is no
character will be asked, and ex-
need to check to see if any of the ships are pected, to “take care of his pets.”
delayed and if their position in the Race If there is no elf among the he-
changes, because the Elven Court takes a roes’ number, the ship’s captain
direct hand in upsetting the order of the (or, if that role is not clearly ob-
Race on arrival. vious, whomever has the highest
Check the travel times for the player Charisma) will be congratulated
characters as usual. Check for encounters on acquiring such fine Wildling
as well. specimens as his personal slaves
One week before they reach Heart-
and be treated as an elf, as de-
scribed above, should his “pets”
land, an elven patrol ship, a frigate called
act up.
the Sentinel, spots the heroes’ vessel. The
Never, under any circumstances,
Sentinel has no special orders beyond pa- will the Elven Court or any offi-
trolling the skies around the elven home cial of the Court, acknowledge the
isle on the lookout for pirates. Unfortu- presence of wildlings as persons
nately the picking for the crew have been in their own right. If a wildling
slim for the past two weeks and they have is named as Captain, the player
grown restless. The appearance of the characters will be pointedly asked
heroes’ vessel will come as a welcome to reconsider—they surely do not
distraction. wish to offend the Willow Queen
The Sentinel is commanded by a neo-
with this tomfoolery, do they?
phyte leafwarden, Beryl Greenleaves. He
has already spent too much time exposed
to the glow, as has some of his crew), so attempts to head her quarry off. If the
his Glowmadness status is at Irritable. heroes do not slow down, the Sentinel
Greenleaves attributes his sour mood will fire two more warning shots. If the
solely down to the weeks of boredom and characters continue to ignore the patrol
confinement spent aboard ship, and does ship’s shots or attempt to flee, the elves
not realize that he is at the top of the slip- will assume that the heroes are pirates
pery slope down into glowmadness. and all subsequent shots will aimed at
Upon spotting the heroes’ vessel, the their vessel. A rather harmless encounter
eleven patrol ship fires a signal shot and has just turned into a chase and possibly

3
S d s s dv t co p n

a battle. Remind the players that they grim looking elves in full armor,
need to get to Heartland if they wish to and they wait for you to fix the
continue the Race. two ships together. As you moor
When the player characters slow your ship to theirs, the Sentinel’s
down, read or paraphrase the following: captain takes his place beside his
command’s railing. His skin looks
The elven ship slowly drifts like dried parchment, and instead
closer to you before moving along- of being dressed in the customary
side. Ropes are tossed over by wooden armor that you know

4
t c

from the Oakthorns, he is dressed sure to adjust the following paragraph to


in brown robes with a mantle fit your specific game.
made of green leaves. He extends
his right hand and a plank ap- Yesterday, you spotted the mas-
pears to grow out of the side of the sive island of Heartland. Today,
patrol ship until it hugs the railing you are about to anchor in the
of your ship. The leafwarden gra- harbor of Roseport. And it seems
ciously walks across the plank and that you have made good headway
boards your ship without waiting in the last few weeks! Several of
to ask permission. the ships you thought to be ahead
of you are anchored here as well.
He turns to one of you with a You have caught up with them!
look of disdain and asks: “Who Now the Race is wide open again,
is the captain of this miserable and with renewed enthusiasm,
heap?” you quickly prepare the ship to be
anchored down, get into the town
Greenleaves insists on inspecting the itself, retrieve the Token, and leave
heroes’ ship from top to bottom. As he for the next and final destination
does so, he will constantly berate the of the Race.”
heroes, trying—actually hoping—to pro-
voke them into doing something stupid. Of course, nothing is ever that easy.
Any wildlings he encounters risk being i
on the end of a quick kick or slap if they
do not get out of his way. He will be be Roseport has been anticipating the ar-
accompanied by two sailors, while two rival of the racers for weeks now. No other
more remain on deck. town since Plenty has put so much effort
Hopefully, the characters will not have into decorating itself for the event. The
any contraband aboard… if they do, they piers and buildings are decorated with
will need to deal with the elves quickly flowers. Banners and flags hang from the
and make the Sentinel disappear. Green- walls and between the trees themselves,
leaves and the four sailors with him will proclaiming a warm welcome and fortune
defend themselves while Greensleaves to all who race the Skies. There is even
can alert the rest of the Sentinel’s crew a representative of the Queen waiting at
by blowing the tin whistle that he carries the precise moment that the characters
around his neck. If alerted the crew will dock to make that are given a proper
attempt to take the heroes’ ship. welcome.
Beryk Greenleaves: see page 120. On duty when the characters arrive
Elven Warship crew: see page 121. is a rather formal-looking elf with short-
After the scene has been resolved, the cropped, green hair, surrounded by the
heroes can continue onwards. Then take sweetest smell of perfume. He greets the
a look at your notes and see in what order characters with the slightest of bows.
the other ships appear—especially what
position The Royal Heart holds. Make “You must be Captain (enter the

5
S d s s dv t co p n

name of the heroes’ ship’s captain). ride in a different coach. During the short
It is quite an honor to be able to journey (two hours, or three if any of the
welcome such an illustrious group characters insist on walking), Samel tries
as yours. Allow me to introduce to ease the tension by asking questions
myself: I am Samel Laurelbloom, about the heroes’ previous exploits, but
loyal servant to her majesty the keeps the conversation on a superficial
Willow Queen. I am tasked by my and light level.
liege to take you to her. Yes, that Of course, now is not the time for
is true—you are formally and the heroes to brag about any successes
cordially invited to attend to the they might have already had in freeing
Willow Queen at her court.” wildlings or what they truly think of the
Willow Queen. Samel has been told to
This is quite an invitation—make remain polite, but he is also taking them
sure the players (and the characters) into the very domain of the Willow Queen
understand this. Only elves are normally herself, deep into the woods of Heartland.
permitted to visit the Willow Queen’s There are plenty of tales of people simply
Court. That they are invited underlines vanishing, never to be seen again. The
the Queen’s interest in the Race and eve- heroes should know that anyway.
ryone who is taking part.
And, of course, there is down side to
,Q e n nd i

their visiting the Willow Queen’s Court: The Court of the Willow Queen lays in
non-elves caught that deep in the woods the shadow of the mighty Leaflord, close
are usually summarily put to death. This to the Fleshforge, source of the wildlings.
will prove to be a hindrance if they want The huge tree towering over the forest
to leave early. If the players do not figure casts everything in shadow and makes
this out for themselves, do not tell them. everybody—elf and non-elf alike—feel
They should know it from the Gazetteer humble and insignificant, everybody ex-
in the Player’s Guide. Elves and Wildlings cept the Willow Queen herself.
could be allowed to make a Common Samel takes the heroes on a short tour
Knowledge roll if you want to help your through the gardens and the few publicly
players. (at least to invited guests) available rooms
Samel Laurelbloom leads the char- of the Court. There are guards everywhere,
acters to a row of coaches, each being regarding any rogue Ex-Oakthorns in the
pulled by ten harnessed mule wildlings. heroes’ group with suspicion, some even
Each coach can comfortably house four with outright contempt. Ex-Oakthorn
passengers, but priests of the Alpha or and wildling characters find the visit to
heroes who do not accept either slavery the Willow Court extremely unnerving,
or slave labor might refuse to ride in a though for different reasons, and have to
coach. Samel will not stop anyone from make a Spirit roll at -2 or suffer a level
walking instead of traveling in comfort, of Fatigue to take the constant distraction
but he warns them that the way is long into account. The level of Fatigue is re-
and strenuous. The elf will ride the covered as soon as they leave Heartland.
coach, but will politely ask any wildling to Samel Laurelbloom brings the charac-

6
t c

ters to their quarters and offers to have He smiles and the man he ad-
any wildling “pets” be taken to the pens, dressed nods with a rueful grin.
but will merely shrug if their owner in- “We weren’t complaining, y’know.
sists on having them staying with him or Never would’ve caught up to you
her. He tells the heroes that there will be otherwise. Now... looks like Her
a banquet in their honor where they will Majesty,” his mocking tone invit-
receive the Race’s final destination as well ing a scornful look from a nearby
as the Token of Heartland to prove their guard, which goes ignored by the
successful journey here. They are free to speaker, “is bent on having a little
explore the gardens a little more, but he victory banquet. And the bets are
suggests that they take a bath and put on one for one that The Royal Heart
their court attire. will be the first to finish. Sneaky
little bastards.” He spits to the
n G d n
ground in disgust, and before his
Wildlings will not be allowed to wan- spittle hits the floor, two elves in
der the halls by themselves, but everyone full armor appear to the left and
else is welcome to explore at least part right to him.
of the garden. If any character chooses to
do so, he will find a few crew members “It appears that have you had
from two of their competitors. Take two enough. Better we accompany
or three crew members from any of the you to your chambers so you can
ships that reached the Heartland before sleep it off.” The tone of the guard
the heroes. They are sharing a bottle is serious, and the offender simply
of Drakespear’s wine, but at this point shrugs, takes a last sip from the
none of them is heavily inebriated. They bottle, and then stands up. “Enjoy
notice the player characters immediately the rest, mates. See ya at the Ban-
and invite them to join in their own little quet.”
banquet.
Once the heroes have had their first Let the heroes discuss the banquet,
taste of the excellent wine, read or para- the Race, the Willow Queen, or whatever
phrase the following: they would like for a while.
They do not get to see the man who
You hand the bottle to the next was lead away until a few days later. When
person in the circle who gratefully they do, his face is heavily bruised, one
accepts, takes a sip, then passes eye is barely open, and he is limping.
it on, before telling you: “Just ar- When asked what happened to him, he
rived, my friends? Hah! We’ve been shoots a fearful glance to any nearby elf
here for a while now, not even guard with his one good eye and then
sure how long. Had a good lead offers a weak “I... I stumbled in the dark
on them,” he points to the fellow and fell down some stairs.”
across from him, “but it certainly
nn a a
appears we’re all guests of the Wil-
low Queen.” From their little encounter in the

7
S d s s dv t co p n

garden, the player characters should thorough the night” on page 110 for possi-
now know that the promised banquet is ble courses of action and their outcomes.
still a few days off—apparently it is not
e n u l t l ce a f
going to be held until every ship still
h ive e i nn
participating in the Race has reached
Heartland. The heroes have yet to run After some three full weeks spent at
into the crew of The Royal Heart, which the Willow Court, a servant will approach
could either mean that the elven ship the characters and inform them that
has not arrived yet or that it has already the banquet has been scheduled for the
left Heartland. In any event—the heroes next evening. Court attire is expected
are for the moment stuck at the Court of course, but if a character has brought
of the Willow Queen and if they want none with him, a suitable outfit—a fash-
to preserve their chances of winning ionable frock coat and tails for him, an
the Race, their only choice is to wait for elegant gown for her—can be rented for
the banquet and the arrival of The Royal a “small” fee (70 cogs) per person.
Heart. Once the banquet is over and The banquet is held in the throne
everyone has both their Tokens and the chamber of the Willow Court. The com-
dirt for the final destination, the playing plete crews from all of the ships still in
field is once again level and everyone the Race are expected to attend, but only
will once again have a fair chance of some of the crew of The Royal Heart will
winning. The Willow Court, of course, attend. As good as the banquet looks, the
has no intention of playing fair. The food will be spiked, making anybody who
might and power of the Elven Navy has eats it come down with a minor case of
to be demonstrated, even if it takes a lit- food poisoning.
tle cheating to achieve that. The Queen Attending the banquet will be a daunt-
is indeed waiting for the arrival of The ing prospect for most attendees. This is
Royal Heart. If, according to your notes quite possibly the first time that some of
she should already be here, then the them will have worn such formal cloth-
ship is hidden and undergoing repairs ing and very probably the first time the
for the last leg of the Race. characters will be in the presence of the
With no other choice but to wait for Willow Queen.
the arrival of The Royal Heart and the Read or paraphrase the following.
banquet to be held so that they can obtain
the necessary Token and dirt, the charac- The evening you have been wait-
ters must suffer the next three weeks in ing for, growing ever more anxious
growing boredom. After a few days they about continuing the Race, has
may feel more like prisoners than guests finally come. 20 minutes ago, a
and it is getting on their nerves. Use the servant knocked on your door
Boredom rules from page 55 in Sundered and escorted you to the throne
Skies. If necessary, characters can roll for chamber of the Willow Court. The
natural healing as well. throne itself remains empty, giving
Alternatively, if the characters prefer you a chance to examine the frail
to act rather than wait, refer to “Sneaking construct, engraved with flowers

8
t c

and covered in elvish runes. In later, and with slightly less en-
front of the stairs leading up to thusiasm, the rest of the sailors in
the throne stands a long table, the the hall follow. Only the wildlings
middle raised a little higher than remain seated, except one, his hid-
the wings to the right and left. eous face and serrated ears mark-
Two more long tables have been ing his bat heritage, also stands
put at a right angle to the ends of up, his knees shaking.
the main table—together the three
form a rough ‘U.’ There are chairs The Willow Queen enters the
on the outer side of the main table, hall from a door hidden behind
but at the side tables both sides the throne. Her tight, smooth dress
will be used for the guests. clings to her body making the
males in the group all achingly
There is an extra table reserved wish to be able to cling to her, too.
for Wildlings, next to the wall, in Her hair fills the room with the
the corner that is the farthest away sweetest perfume you have ever
from the Queen’s seat. smelt, and her dark, mysterious
eyes promise love and passion to
The whole room has been deco- every single person in the room.
rated with flowers, leaves, petals, She graciously walks toward her
and soft cloth. Left of the entrance, seat, waits for a servant to pull
a few musicians are already pluck- back the chair, and sits down. She
ing their harps and playing their motions to another servant who
flutes, but it sounds more like they claps twice, shouting for the food,
are preparing to play than any then motions to the guests to sit
actual song you have ever heard. down. A quiet sigh goes through
the room as the sailors finally sit
Slowly, the hall fills, but nobody down again, their attention still
really talks, only a whisper can be captivated by the Willow Queen.
heard here and there. You catch a
faint smell of food and feel your The food arrives, plates loaded with
mouth watering. You look for and fruit, vegetables, meats—none of the he-
find your seats and sit down. Still roes has ever seen food in such quantity
the occasional conversations are and in such variety. As guests the charac-
conducted in a hushed whisper. ters are expected to eat freely and minor
faux pas—like eating with the wrong
The minutes stretch by when fork—are graciously overlooked. Little
finally a servant announces the happens during the banquet beyond the
arrival of the Willow Queen. All enjoyment of the food and drink, except
of the elves in the hall—among if the characters have gained some sort of
them crew members of The Royal favorable reputation. In this case, one of
Heart—quickly stand up and turn the servants addresses the Willow Queen
towards the throne. A heartbeat in a loud voice, informing her that among

9
S d s s dv t co p n

her guests is a most illustrious personal- waiting the three weeks before the ban-
ity—the captain of the heroes’ ship. The quet. Scavengers and sky sailors are not
servant will bring up one or more of the normally the waiting type anyway, but let
characters’ achievements that has oc- the players decide what they want their
curred during the Race. This might be characters to do. Some groups will be
their fight at Meeting Place or how they happy to wait, but others will naturally
saved the Handsome in the Razor Passage. prefer to look for an alternative way to
The Queen will then directly address the gain possession of a Token. The obvious
character and ask him or her to tell the choice will be to steal it, but this means
story in detail. The musicians stop play- overcoming several problems if the he-
ing, and everybody else stops eating after roes are to successfully acquire a Token
a few moments. The full attention of eve- by this method.
ryone in the throne chamber is focused First, the heroes need to find out
on the player character and the Queen. where the Tokens are kept. Second, they
Now is the time for Common Knowl- need to find a way to not only get there,
edge rolls to make sure that the charac- but also take one, preferably without any-
ter knows how to behave. Remember, one noticing. Third, they need to leave
no achievement by any wildling will be the Willow Court and make their way to
acknowledged. Should the heroic deeds Roseport, across hostile territory.
have been performed by the wildling, the
“owner” of the wildling will be asked to
nn T n

relate the story on how he managed to The location of the Tokens is not a par-
acquire such a talented wildling, how ticularly well-guarded secret. A Streetwise
much it cost, and so on. roll when chatting with any of the serv-
As mentioned above, the food is ants (or from one wildling to another)
spiked, but there are no immediate effects persuades them to tell a character where
that the heroes can discern. Once dessert the finished Tokens are being stored.
has been served, the Willow Queen nods They can be found in a small closet near
to another of her servants, who bows and the throne chamber, waiting to be given
leaves. He returns a few minutes later, out. The satchels of dirt are also stored in
followed by two more servants carrying a the same closet as the Tokens.
long tray between them. On the tray are If they fail the Streetwise roll, the he-
a number of identical polished wooden roes will have to come up with another
rods as well as small satchels. The rods are way to locate the tokens.
inscribed, marking each one of them as a
a p i
Token of Heartland. Each ship receives a
rod and a satchel, then the Willow Queen This is harder. Only elves are allowed
rises and bids the sailors farewell, promis- in the area near the chamber room and
ing that the crews will be taken back to not just any elf can wander the halls
Roseport the following morning. nearby. If the heroes do not have an elf
among their number, then they will need
Sn n u ni
outside help. Which will only be available
There is, of course, an alternative to from one of the other ship’s crews.
t c

Alternatively, there is a second group were present—are told that there was an
who can walk the halls unnoticed: wild- unfortunate accident the night before and
lings, running an errand for their masters. that their comrades contracted a highly
They are mostly ignored, so a wildling contagious fever and have been placed in
might be able to get to the closet, open quarantine.
it, take a Token and Satchel, and return
n
to the heroes. The heroes can quite eas-
ily find a wildling at the Willow Court, If the heroes succeed in stealing both
willing to help them if they promise to the Token and the satchel, they need to
free him. He is part rat, and his master get out of the Court, and back to their
has given him the name, “Filth.” Despite ship. Filth can show them a way out of the
being part rat, Filth is not a thief; he is Willow Court, while elves or other wild-
merely a house slave with little self-es- lings in the group can try to navigate their
teem. But for the promise of freedom, he way back through the dark and dreary for-
will do his best. est. But the Wild will be after them.
Filfth, rat wildling: see page 123. It takes the party some five hours to
The closet in question is locked (as get back to Roseport, their route involving
are all the others) and the rooms around several detours to evade the few known
the throne chamber are heavily guarded. patrol routes. Stealth rolls are needed for
Only during the sleep cycle is there a re- each hour of movement. Whenever one
alistic chance of getting to the closet and of the fleeing heroes fails his Stealth roll,
then inside it without being detected. On draw a card from the action deck. If it is
the first night, Filth can find the closets, a black face card, check the encounter
but unable to open the right one, is not table below. If a Joker is drawn, pick two
prepared to break the lock. He can be encounters.
convinced with a successful Persuasion Card Encounter
roll to take one of the heroes with him Jack of Clubs Traps
the next night, to try and break into the Queen of Clubs 1d3 Ferals
closet. King of Clubs 1d6 Oakthorns
During the sleep cycle, there are only Ace of Clubs 1d3 Wood Elementals
a handful guards on duty in and around Jack of Spades 1d6 Thorn Beasts
the throne chamber. Lights are lowered Queen of Spades 1d8 Ferals
so that it is almost dark (-2 to all rolls King of Spades Elf Patrol
requiring sight, but +2 to Stealth rolls). Ace of Spades Boughbreakers
If the characters fail a Stealth roll, one
guard comes to investigate the noise. Ferals: The pack of ferals is led by a
Should a fight break out 1d3 additional wildcard (1d4: 1-Bear, 2-Bloodhound, 3-
guards will appear after 5 rounds, then Bull, 4-Toad), the rest are wolves.
1d3 additional guards for every 1d4 Bear Feral: see page 121.
rounds. Any character caught stealing Bloodhound: see page 121.
finds himself thrown into the dungeon, Bull Feral: see page 121.
while wildlings are simply killed. The rest Oakthorn: see page 122.
of the player characters—if only some Toad Feral: see page 121.
S d s s dv t co p n

start of one week over the other par-


G in n i n ticipants in the Race, as the Royal Heart’s
They stole from the Willow crew was served un-spiked food, while
Queen! This will gain the heroes the other contestants writhe in agony in
notoriety among all the races in their beds for a few days after the festive
the Skies. The elves of Heartland dinner. The Willow Queen makes a point
will mark them for a swift ignoble of apologizing for this inconvenience. A
death, but wildlings and glowborn wildling who is “guilty of poisoning the
will revere the heroes.
Queen’s guests” is quickly produced
and summarily executed. If you want to
highlight the repression and threat for
Wolf Feral: see page 122. the Boughbreakers, an elf is executed
Wood Elemental: see page 122. alongside for treason.
Thorn Beasts: see page 122. After the execution, the contestants
Elf Patrol: Use the stats for the Senti- are allowed to leave Roseport. The mass
nel’s crew (page 120). There is one elf for start from Roseport should be handled
every hero, plus two. in the same fashion as the very start of
Once they have cleared the wood, the the Race from Plenty, with Boating rolls
characters will have little trouble sneak- determining the order of departure.
ing into Roseport. Leaving the harbor If the heroes stole their Token, the
during the sleep cycle is a bit unusual, banquet is cancelled and the rest of the
but not unheard of. Incidentally, Samel ships are released. The heroes have a
Laurelbloom is on duty again and sees week’s head start over the other racers.
the characters leave, but there is little he
can do on his own. Wracking his brain S a o
with indecision, he remains frozen at the
spot until it is too late—as the heroes G t ng t e
pull away from the island, they can hear
Laurelbloom’s shouts raising the alarm. The voyage from Heartland to Shad-
This brings a patrol of oakthorns to the owhaven has a base travel time of four
harbor’s edge. weeks. Due to the intervention of the Wil-
e low Queen, the Race is wide open again,
with every ship having a chance to win.
How and when the characters manage This last leg of the Race is one long
to depart from Roseport, will depend chase through the void with the Bright
upon their activities in Heartland. Were Cabal renewing its attempts to sabotage
they patient and decided to wait until the it. Whomever leads the Race (either the
banquet to receive their Token and the heroes or the elves of The Royal Heart)
dirt for their ship’s Waysphere? Or did is a base five Range Increments ahead
they resort to theft and sneak out quite of the rest of the field. The first Boating
literally like thieves in the night? roll, made at the same time as the rest of
If they waited until the end of the the field upon leaving Heartland, deter-
banquet the, The Royal Heart gets a head mines the exact number. A failed Boating

2
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roll reduces the lead to just four Range ference between the rolls determining
Increments, while a botch reduces it to the Range Increment between each pair
three. A success adds increase the Range of vessels.
Increment by one, a raise increases it by By now the last one in the chasing
one again. This places the lead vessel pack will certainly be far behind the
ahead of its nearest rival by a minimum leader, but nevertheless, the Race is not
of three of three and a maximum of seven over for them and they have still have a
Range Increments. Space out the rest of chance of catching up. Even if the Race
the competitors according to the results leader manages to increase between it
of the Boating rolls, with each point dif- and the ship in second place to over 10

3
S d s s dv t co p n

range increments, it does not mean the


A e chase is over. After all, every participant
knows where the leader is going,..
If you want a little more excite-
The relative changes in position from
ment at the end of the race and
the leader is more than 10 Range week to the next should be determined
Increments away, there is still one as per the rules on page 55 of Sundered
last chance for the runner-up to Skies. First roll for how long the voyage
catch up. Use this encounter only will last, and then for each week make a
if the heroes are in one of the first Boating check for each ship, with addi-
two positions. tional raises indicating a gain in Range In-
A few hours out from Shadowha- crements between one ship and another
ven with the island not yet vis- (instead of only a second one as per the
ible, the leader of the Race comes core rulebook).
upon a one-sided battle: a vessel
Any ship that draws a clubs card for
full of pilgrims is under attack
initiative is attacked by part of the Bright
from a pair of pirate ships. The
defending ship, a frigate, has been Cabal taskforce and loses one Range
dismasted and without sails is al- Increment in this round. If the draw is a
ready drifting in the void. The two deuce of clubs, the Bright Cabal captures
pirate ships—both fully manned the vessel and takes both it and the crew
and the same size as the heroes’ over. For the moment it vanishes from the
ship—are in the middle of con- Race, but can easily make another appear-
ducting boarding actions as the ance later in your campaign—possibly
heroes approach. manned by the rotting crew the heroes
If the heroes are leading the Race, dined with at the Willow Court. If a face
they are free to ignore the fight
card from the clubs suit is drawn, the ship
and sail onto certain victory. This
has successfully defended itself, while the
of course, would seal the pilgrims’
fate. In this case, their reputations defending ship takes damage and suffers
will suffer later on. Or they live up from a wound that will affect it for the
to their hopefully heroic reputa- remainder of the Race if any other clubs
tion, change course and head to- card is drawn.
wards the battle, which means a Ships can be attacked more than once
fight! by the Bright Cabal. The cultists aboard
If the heroes are in second place, are not prepared to give up that eas-
the situation presents itself slight- ily once they have spotted their prey. If
ly differently. They find themselves the heroes’ ship is attacked, resolve the
closing rapidly on the Race leader.
combat with the forces of the Cabal, as
It is clear that some calamity has
per normal. Do not forget to determine
befallen her—her sails are torn
and she is rapidly losing speed. the size of the death barge and its forces
Beyond the stricken Race leader, according to the rules on page 141 of
the heroes can see the pirate ships Sundered Skies.
and their prey. It is equally as clear i
that the crew aboard the Race
In the last week of the Race, the chase

4
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becomes ever more desperate. No matter


how honorably the crews of the remain-
l (A e i C
ing ships have acted so far, any adherence leader is in no position to help
to the rules of the Race get thrown over- the pilgrims, as their ship is too
board. In the last few days before they badly damaged. Again, the heroes
get to the finishing line at Shadowhaven, need to decide what they want to
several crews will try anything to gain an do—do they decide to help the
pilgrims, or do they pass the bat-
advantage over the competition.
tle by, take the lead, and go on to
If the heroes’ ship finds itself in the
win Race?
same Range Increment as at least one In any event—this delay allows for
other ship, it will be attacked. The aggres- a last, close chase for victory, with
sor will not attempt a boarding maneu- the chance that the ship in third
ver, but will open fire in an attempt to can catch up with the current
disable the defenders’ sails. Their aim is Race leader. Should this happen,
not to sink the heroes’ ship, only to slow everything is now set up for an ex-
it down. If another ship is disabled during citing finale to an event that has
the fight and the heroes decide to rescue captured the imagination of peo-
the sailors, they either deepen or coun- ples across the Sundered Skies.
ter the reputation they gained from the
incident with The Handsome at the very
beginning of the Race.
Make one last roll to determine posi- the Race, there can only be one winner!
tions before they get to Shadowhaven. One round in the chase equals lasts one
If the heroes lost the fight or stopped to hour.
help a disabled ship, their roll is modified
v nn
by -2.
The Trade Council waits for any other
e
ships still in the Race to finish the voyage
If, at this point, the leader of the Race to Shadowhaven. After one week, it sends
is ahead by more than 10 Range Incre- out ships towards Heartland in search of
ments, then that is it. No one has a chance stragglers. If any of the crews fell victim
of catching the leader and the winner of to the Bright Cabal, they cannot be found
the first great Race across the Sundered and are declared missing. Two weeks after
Skies has been determined, now all he the winner has been determined, a great
needs to do is to reach Shadowhaven, gathering is held at the Choirhall, for
anchor, and go to the Trade Halls. the Trade Halls are too small to hold the
If, however, the leader is less than 10 number of people who want to attend.
Range Increments ahead of his nearest The captain of every ship that success-
competitor, then there is still a chance! fully completed the Race and made it to
Shadowhaven lies only 10 hours away, Shadowhaven is presented with a small
and every ship still in the Race has a medal and a big badge. The medal is to
chance of gaining ground once per hour. be worn on a band around the captain’s
The chase continues… for at the end of neck, while the badge is to adorn his ship,

5
S d s s dv t co p n

marking both his ship and his crew as


having competed in the Race.
The winning crew has to wait until
Another possibility is that two last to receive their badge; however, the
or more ships end the Race in a wait will be worth it as they will also re-
draw—there is no clear winner.
ceive their prize. Depending on what you
This leads to much confusion
decided to be their prize, it is either pre-
among the Trade Council repre-
sented to them directly, or they are given
sentatives—nobody was expecting
such a close outcome, however a document or model instead because the
exciting it may be. real thing is just too large to be handed
There is some discussion about over with any ease.
extending the Race to another is-
land, but in the end, Representa-
A
tive Wetfields declares that the two
crews shall fight it out in a gladiato- The Race has ended. The heroes,
rial match in the Arena. Both ships hopefully, won. Taking their bounty, they
shall nominate a small band of
have made a name for themselves across
fighters to face each other off. Inci-
the Skies and are ready to embark on new
dentally, the number of fighters to
be nominated equals the number adventures!
of player characters. Should the heroes have agreed to try
These deliberations take a few and win the race in the name of the Lady
hours behind closed doors, with of the Winds, they can choose to pick the
the spectators outside demand- appropriate Arcane Background when
ing a decision. While the outcome they next level up. If a hero chooses this
of the Race is discussed, the two option, he also receives the Faith skill at
crews are held in separate rooms d4 for free, or if he already has the Faith
where they are served food and skill, it is raised to the next die type in-
drinks. They will be able to hear
stead.
the hubbub of the spectators out-
side, but the guard stationed at the
doors to their rooms will prevent O tio a sta e
the members of either crew from
leaving their temporary quarters.
Use the stats from the back of this There is only one reason for the char-
adventure for the opposing fight- acters to visit Canopy—if they do not have
ers, led by the captain of their the dirt to get to Meeting Place already
vessel. If you need additional or if they did not realize that the dirt has
crewmen to match the number been exchanged.
of heroes, use the Veteran Pirate
stats. The last crewmember stand-
ing not only wins the fight, but
When the characters get to Canopy,
also the day—and the Race!
they can easily get some dirt from Meet-
ing Place to re-attune their Waysphere.
However, chances are that the heroes’

6
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ship is not the first to be misdirected by


Morten Vastfell and the people of Timber G
are no less eager to turn in a profit than The best crew of sailors there is:
any other islanders. They will grant access If the heroes won, they gain +2 to
to the Navigator Hall, but will charge an Charisma among other sailors and
admission rate of 150 cogs, plus 50 cogs are thought to be among the best
per bag of dirt collected. sky sailors to ever cross the void.
In particular, the captain of their
n Mo e n vessel will be treated with respect,
as would befit a noble by trades-
men and other ship captains.
In case you want to send your play-
Losers they may be, but fine
ers on an even longer Race giving them looking lads they are: If the he-
a chance to visit more islands, there are roes did not come in first, they
of course a few more major islands that still received the badge for their
could serve as extra stages for the Race. ship, proving them to be among
Just drop them in where you deem appro- the finest sailors of the void.
priate. This is an excellent opportunity to What a band of ruthless dogs: If
throw in more adventure seeds of your the heroes sailed past the pilgrims
own design or to hook them into one of in need of help near the end of
the Savage Tales from the Sundered Skies the race (only if you use the alter-
native last day), any heroic reputa-
book available from Triple Ace Games.
tion they might have had before is
w es shattered.

n O
D n S
It makes little sense to have both of
the Dwarven islands as destinations for Should you send the heroes to the
the Race. However, Mount Ore is a neces- dragon’s island, the dragon Jadeclaw has
sary stop if the heroes need to acquire the taken an interest in the Race. This only
dirt for the Deepsky Citadel. happens to the player characters, no mat-
ter when they arrive at the island. Even if
k Cit they are in last place, Jadeclaw will only
King Bloodaxe himself welcomes the choose to act after having been intrigued
first crew to reach his citadel. He also by all these sailors sailing through the void
presents them with the dirt and the token for some prize.
(a metallic disc roughly 12 cm in diame- The likelihood is that the heroes will
ter). Every other crew, with the exception be surprised, not to say unnerved when
of the Dwarves of The Inventor’s Pride, Jadeclaw invites them to dinner, their
are curtly dealt with and quickly ushered curiosity tempered by the fact that they
away again. The dirt that each crew ob- could end up as his desert. Jadeclaw will
tained from Mount Ore is collected by the have some Chosen Drakin serve his guests
dwarves of Deepsky Citadel in exchange delicious food and beverages, while asking
for the token. the heroes questions about their curious

7
S d s s dv t co p n

exploits, often interrupting them and down to a point where they are impossible
finishing their sentences himself. There to decipher.
are no other guests present, making the The glowborn are not willing to use
heroes feel that much more vulnerable in such a high-profile event as the Race to
the presence of a dragon—especially after make any move against their elven oppres-
they seei him downing whole sheep and sors. However, while docked at Freedom
barrels of beer into his huge maw. Isle, The Royal Heart, will suffer a little
Fortunately nothing untoward hap- accident; nobody’s fault really, these things
pens and at the end of the dinner, he just happen. This mishap will cost the elves
challenges the heroes to a little race of one position in the Race.
his own—he will accompany them for
one day through the void in any direc- T Pr z
tion, then they will both turn around and
return to Dragon’s Spine (use the dragon As mentioned on page 90, the par-
stats from page 143 of Sundered Skies ticular prize the player characters are to
and run the heroes through eight rounds receive depends on the needs of your par-
of a chase). Jadeclaw is a little unfair at ticular group. Here are a few suggestions
the start: he announces that the race as to what a suitable prize could be:
starts “now,” flicks over in the direction
of Dragon’s Spine and flies back. Thus
A i

he starts this race one Range Increment The characters are awarded possession
ahead of the heroes’ ship. of a small frigate called the Skyrunner.
If the heroes lose this little race, they
eS u
will never hear the end of it from the
dragon. Whenever they should meet The Skyrunner was originally built for
again, Jadeclaw will happily point out Representative Wetfields’ father. Com-
that he beat them—even louder if in the pletely overhauled, the Representative
end the heroes did win the Race. Despite donated the ship as a gift for the victor
his boasts, he will hand over the Token, a of the Race. Of course, he might have
scale taken from one of his talons and the thought twice about doing so had he
dirt bag without any complaints. Should known that his favorite entrant was not
they manage to beat the dragon, he will going to win…
reward the heroes with the gift of a dragon
ram, as well. The heroes can have their Acc/Top Speed: 2/10; Handling: +1;
ship outfitted with it right away or return Toughness: 13 (2); Crew: 8+16; Guns: 6;
later. It only takes two days to equip their Cargo: 3; Cost: $40,000; Rarity: Unique
ship with this new toy. Notes: Heavy Armor

n h h u

If the Freedom Isle is part of your Race, The characters earn credit amounting
the Token given out there is an old metal to 50,000 cogs, to be spent in the halls of
coin. The insignia on the coin is withered the Trade Council on any island.

8
t c

p d if
Attributes: Agility d6, Smarts d6, Spirit
In case the heroes lost possession of d6, Strength d4, Vigor d4
one of the artifacts from the Plot Point Skills: Boating d6, Climbing d6, Fighting
campaign, this is their chance to get it d4, Guts d4, Knowledge (Thieving) d6,
back. It does not matter how the Trade Notice d6, Stealth d8, Throwing d6
Council managed to acquire it—and no Charisma: +0
one is prepared to divulge exactly how, Pace: 8 Parry: 4 Toughness: 4
but now the Council is willing to part Edges: Fleet Footed
with it. Gear: Small knife (Str+d4)
Salvage: Nothing.
y

If you want to have a little fun with W


your players, the Trade Council offers
four recently unearthed large chests, their Attributes: Agility d12+4, Smarts d4,
locks rusted shut, the contents unknown. Spirit d4, Strength d4, Vigor d6
Their contents could be anything you Skills: Fighting d10, Notice d12+2
want—from unheard riches to worthless Pace: 8”; Parry: 9; Toughness: 10 (5)
rocks, originally collected by a scientist Special Abilities:
trying to find out what makes the islands * Armor +5: Watchers are iron con-
float. structs.
* Construct: +2 to recover from being
li at
Shaken; No additional damage from
Roll up a relic or choose one, based Called Shots; Ignores Wound Penal-
on the rules starting on page 88 of the ties; Immune to disease and Poison.
Sundered Skies book. * Curious: Watchers are drawn to spec-
tacle and always record whatever
R c GM no on draws their attention.
* Erratic: Watchers are hard to hit, +2
The next few pages give you additional Parry.
hints and handy information as a quick * Fearless: Watchers are immune to
reference. Fear and Intimidation attempts.
* Hovering: Watchers are gliding
Non P Cha a e through the air and maintain a height
of approximately 4 feet. They can
You can find the stats of all NPC the slowly rise to a maximum of 50 feet.
heroes may encounter over the course of * Improved Dodge: Attackers must
this adventure below. subtract 2 from their Shooting or
P Throwing rolls.
* Non-Combatant: Watchers use their
This little street rat serves only as a dis- Fighting skill merely to evade attacks
traction to the heroes. His only motiva- and to steer through battles. They nev-
tion is hunger. His name, if you need one, er actively engage in combat.
is Pollock. * Quick: Redraw any card of 5 or less.

9
S d s s dv t co p n

* Recording: Watchers store everything to become Shaken.


they see, but not what they hear. A Z s
Steampriest can extract memories with
a Repair (-2) roll. These Zombies are all armed with long
bone spears which they throw on their
first combat action, before closing in with
e their rib blades.
Attributes: Agility d6, Smarts d4, Spirit
d4, Strength d6, Vigor d6
Acc/Top Speed: 4/11; Handling: +1; Skills: Fighting d6, Intimidation d6, No-
Toughness: 11 (1); Crew: 1+23 Zom- tice d6, Throwing d6, Shooting d6
bies; Guns: 4 Pace: 4; Parry: 6; Toughness: 7
Notes: Heavy Armor Gear: Rib blade (Str+d4, Parry +1), Bone
Spear (3/6/12, Str+d6)
De P Special Abilities:
* Claws: Str.
Attributes: Agility d6, Smarts d8, Spirit * Undead: +2 Toughness, +2 to recov-
d12, Strength d6, Vigor d6 er from Shaken; Fearless, Called Shots
Skills: Boating d8, Climbing d6, Faith do no extra damage.
d12, Fighting d6, Guts d6, Intimidation * Weakness (Head): Shots to a Zom-
d8, Notice d8, Shooting d6, Stealth d6 bie’s head do +2 damage.
Charisma: -10
Pace: 6”; Parry: 6; Toughness: 7 (2) B n
Hindrances: Anemic, Bloodthirsty, Mean,
e f d
Ugly
Edges: Arcane Background (Miracles), Never the merriest of fellows, he has been
New Spells, Power Points, Reputation exposed too long to the Glow already and
(Bad), Soul Drain is Irritable. Greenleaves does not realize,
Gear: Ghost Sickle (Relic; Str+d4+2 however, that he is on the slippery slope
damage, Parry +1), Rib cage armor (+2), to glowmadness, and attributes his sour
Soul Orb mood solely on the confinement and
Spells: 50 Power Points (including 15 boredom of the ship.
stored in their soul orb), armor, bolt, Attributes: Agility d8, Smarts d6, Spirit
drain the powerful soul, fear, zombie d8, Strength d6, Vigor d6
Special Abilities: Skills: Boating d6, Climbing d6, Faith
* Soul Orb: Soul orbs absorb the souls d10, Fighting d6, Guts d4, Notice d8,
of everyone killed within 12”, provid- Shooting d6, Stealth d6
ing 1 Power Point for each soul ab- Charisma: +0
sorbed. Hitting a soul orb is a Called Pace: 6”; Parry: 5; Toughness: 7 (2)
Shot with a –2 penalty. They have an Hindrances: All Thumbs
Object Toughness of 12 and are de- Edges: Agile, Arcane Background (Mira-
stroyed by blunt and cutting weapons. cles), Leaf Blessed (Bark Skin, Ivy Crawl)
Destroying a soul orb causes its owner Gear: Elven Leather (+2), iron-

2
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wood sword (Str+d6), elven longbow Tracking d12+2


(15/30/60, 2d6; Beryl keeps the bow back Pace: 5; Parry: 6; Toughness: 7
on the ship) Salvage: Junk
Spells: 15 Power Points, armor, bolt Special Abilities:
n C * Claws: Str+d4.
* Feral Senses: Bloodhounds get a +2
Attributes: Agility d8, Smarts d6, Spirit bonus on all Notice checks. They get
d6, Strength d6, Vigor d6 a free Notice roll to detect ambushes
Skills: Boating d8, Climbing d6, Fighting and can detect prey within a half-mile
d8, Guts d6, Notice d6, Shooting d6 radius.
Charisma: +0 * Size +1: Blood hound ferals stand
Pace: 6”; Parry: 6; Toughness: 7 (2) over six feet tall.
Hindrances: All Thumbs
Edges: Agile, Plant Heritage (Ivy Crawl)
Gear: Elven Leather (+2), Ironwood Attributes: Agility d6, Smarts d6 (A),
Sword (Str+d6), Bow (12/24/48, 1d6) Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d10, Guts d12, Intimida-
tion d10, Notice d8
Attributes: Agility d6, Smarts d6 (A), Pace: 7; Parry: 5; Toughness: 9
Spirit d6, Strength d12+4, Vigor d12 Salvage: Junk
Skills: Fighting d8, Guts d6, Notice d6 Special Abilities:
Pace: 5; Parry: 4; Toughness: 12 * Berserk: Bull ferals are in a perpetual
Salvage: Junk berserk frenzy. They gain +2 to Fight-
Special Abilities: ing and Strength rolls and suffer a -
* Berserk: Bear ferals are in a perpetual 2 penalty to Parry. If they roll a 1 on
berserk frenzy. They gain +2 to Fight- their Fighting die they hit a random
ing and Strength rolls and suffer a - adjacent target—not the original tar-
2 penalty to Parry. If they roll a 1 on get.
their Fighting die, they hit a random * Bite: Str.
adjacent target—not the original tar- * Fleet-Footed: Bull ferals roll a d10 for
get. their running die.
* Claws: Str+d6. * Gore: If a Bull feral charges at least 6”
* Hug: Bear ferals hitting with a raise pin before attacking, they add +4 to their
their foes, and then automatically rend damage total.
their victims. To escape, the victim must * Size +2: Bull ferals stand over seven feet
achieve a raise on an opposed Strength tall.
roll.
* Size +2: Bear ferals stand over 7’ tall.
B d n Attributes: Agility d6, Smarts d6 (A),
Spirit d6, Strength d8, Vigor d8
Attributes: Agility d6, Smarts d6 (A), Skills: Fighting d8, Guts d6, Notice d6
Spirit d6, Strength d8, Vigor d8 Pace: 4; Parry: 6; Toughness: 7
Skills: Fighting d8, Guts d6, Notice d10, Salvage: Junk
S d s s dv t co p n

Special Abilities: * Lashing Branches: Str+d6.


* Claws: Str+d4. * Size +3: Wood Elementals are walk-
* Leap: Toad ferals may leap 1d6+4”, ing trees.
attacking with +2 to both their Fight- * Stealth +2: When the elemental is
ing and Damage rolls. not moving or attacking, it appears to
* Size +1: Toad ferals are significantly be a normal tree.
bigger than a human. * Weakness: Fire based attacks to +2
* Tongue: Toad ferals have a 4” long damage and the chance of catching
tongue. If they get a raise on their alight is 5-6 on a d6.
Fighting roll, the target is afflicted
with paralyzing spittle and must make
a Vigor roll or be paralyzed for 1d3 Attributes: Agility d8, Smarts d4 (A),
rounds. Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Shooting d8, Track-
ing d8
Attributes: Agility d6, Smarts d6 (A), Pace: 5; Parry: 6; Toughness: 7 (1)
Spirit d6, Strength d8, Vigor d8 Salvage: None
Skills: Fighting d8, Guts d6, Notice d6 Special Abilities:
Pace: 10; Parry: 6; Toughness: 7 * Armor +1: Thick bark.
Salvage: Junk * Bite: Str+d4.
Special Abilities: * Elemental: No additional damage
* Bite: Str+d4. from called shots; Fearless; Immune
* Fleet Footed: Wolf ferals roll a d10 for to disease and poison.
their running die. * Thorn Cone: A thorn beast may fire
* Go for the Throat: A raise on a wolf thorns at its foes using the Cone Tem-
feral’s attack roll hits the target’s most plate. Every target within this cone
weakly–armored location. may make an Agility roll to avoid the
* Size +1: Most ferals stand over six feet attack. Those who fail suffer 2d8 dam-
tall. age.
W en l h

Attributes: Agility d6, Smarts d6, Spirit Attributes: Agility d10, Smarts d6, Spirit
d8, Strength d10, Vigor d10 d8, Strength d8, Vigor d8
Skills: Fighting d8, Stealth d8 Skills: Boating d8, Climbing d6, Fighting
Pace: 6; Parry: 6; Toughness: 11 (1) d10, Guts d8, Intimidation d8, Notice d8,
Salvage: None Shooting d8, Stealth d6, Throwing d8
Special Abilities: Charisma: +0
* Armor +1: Hard bark. Pace: 6”; Parry: 7; Toughness: 9 (3)
* Elemental: No additional damage Hindrances: All Thumbs, Vow (Protect
from called shots; Fearless; Immune the Willow Court)
to disease and poison. Edges: Combat Reflexes, Plant Heritage
* Improved Sweep: May attack all adja- (Thorns), Trademark Weapon
cent foes. Gear: Ironwood Sword (Str+d8)

22
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Special Abilities: Edges: Combat Reflexes, Plant Heritage


* Bonded Gear: Oakthorn wear bonded (Spores), Sky Commander, Trademark
wooden armor (+3), which fires volley Weapon
of thorns at attackers (2/4/8, 2d6+1, 3 Gear: Ironwood Sword (Str+d8)
volleys available). This armor is impossi- Special Abilities:
ble to remove. Oakthorn can only release Bonded Gear: Oakthorn wears bonded
their sword by uttering a special com- wooden armor (+3), which fires volley of
mand word. thorns at attackers (2/4/8, 2d6+1, 3 vol-
, leys available). This armor is impossible
to remove. An Oakthorn can only release
Attributes: Agility d6, Smarts d8, Spirit his sword by uttering a special command
d6, Strength d6, Vigor d6 word.
Skills: Fighting d4, Guts d6, Knowledge N e w
(Elf Etiquette) d8, Knowledge (Heart-
land) d8, Notice d10, Stealth d8
Charisma: +0
R an en R

Pace: 6”; Parry: 4; Toughness: 4 n


Hindrances: Small
Edges: Alertness, Danger SenseThe Rac- Rhannen uses her wry sense of humor
ers to keep morale high aboard The Royal
Below are the other participants of the Heart. She tends to laugh shrilly, especial-
race ly whenever she hurts someone in battle.
Attributes: Agility d10 Smarts d6, Spirit
NA T l e
d10, Strength d8, Vigor d8
Acc/Top Speed: 2/10; Handling: +0; Skills: Boating d6, Climbing d8, Faith
Toughness: 15 (2); Crew: 12+24; Guns: d12, Fighting d8, Guts d8, Notice d8,
8; Cargo: 4 Shooting d10, Stealth d8
Notes: Heavy Armor, Elven Warship, re- Charisma: +0
generates one wound per week. Pace: 6”; Parry: 6; Toughness: 8 (2)
n nO Hindrances: All Thumbs
Edges: Arcane Background (Miracles),
Oakfist never smiles, never jokes. He is Champion, Leaf Blessed (Nettle Touch,
never less than serious and somber and Blood Rose, Willow Shadow)
sometimes has a hard time tolerating Gear: Elven Leather (+2), Ironwood Sword
Rhannen. (Str+d6), Elven Longbow (15/30/60, 2d6),
Attributes: Agility d10 Smarts d8, Spirit Elven Potions (Quickness, Regeneration,
d8, Strength d8, Vigor d8 Battle).
Skills: Boating d8, Climbing d6, Fighting Spells: 25 Power Points, armor, bolt, feral
d12, Guts d8, Intimidation d8, Notice d8, form
Shooting d8, Stealth d6, Throwing d8
Charisma: +0 O
Pace: 6”; Parry: 8; Toughness: 9 (3) e n
Hindrances: All Thumbs, Vow (Major)

3
S d s s dv t co p n

Marthen is a loyal servant to the court and Toughness: 13 (2); Crew: 12+24; Guns:
the Queen. 8; Cargo: 4
Attributes: Agility d10 Smarts d6, Spirit Notes: Heavy Armor. The Trade Council
d8, Strength d8, Vigor d8 secretly funds this frigate in the hope that
Skills: Boating d8, Climbing d6, Fighting it will win the Race and so allow the Trade
d10, Guts d8, Intimidation d8, Notice d8, Council to keep what would have been
Shooting d8, Stealth d6, Throwing d8 the winners’ prize. While the Council has
Charisma: +0 been persuaded as to the advantages of
Pace: 6”; Parry: 7; Toughness: 9 (3) running the Race, it would rather not be
Hindrances: All Thumbs, Vow (Major) handing out valuable items to a crew of
Edges: Combat Reflexes, Plant Heritage upstart sky sailors.
(Thorns), Trademark Weapon
Gear: Ironwood Sword (Str+d8) e
Special Abilities:
* Bonded Gear: Oakthorn wear bonded
wooden armor (+3), which fires volley Barrett is a grim human. He has an in-
of thorns at attackers (2/4/8, 2d6+1, 3 timidating air about him, his crew being
volleys available). This armor is impos- only willing to talk about him in hushed
sible to remove. An Oakthorn can only whispers. Barrett does not talk much and
release its sword by uttering a special never raises his voice, which only adds to
command word. his fearsome reputation.
Attributes: Agility d8, Smarts d6, Spirit
d8, Strength d6, Vigor d8
The crew has all been hand-picked by Skills: Fighting d8, Boating d8, Guts d6,
officials at the Willow Court to give The Notice d6, Shooting d8, Intimidation d8,
Royal Heart the best advantage they can. Throwing d6
Attributes: Agility d6, Smarts d6, Spirit Charisma: -3
d6, Strength d8, Vigor d8 Pace: 6 Parry: 7 Toughness: 7 (1)
Skills: Fighting d8, Boating d8, Guts Hindrances: Loyal (to the Trade Coun-
d6, Notice d6, Shooting d8, Stealth d6, cil), Mean
Throwing d6 Edges: Block, Command, Nerves of Steel
Charisma: +0 Gear: Leather Armor (+1), long sword
Pace: 6 Parry: 6 Toughness: 7 (1) (Str+d8), two pistols (5/10/20, damage
Hindrances: Loyal (to the Willow 2d6+1)
Queen). Salvage: Junk
Edges: Plant Heritage (see Sundered N e w
Skies Page 146).
Gear: Leather Armor (+1), cutlass n l f s
(Str+d6), bow (12/24/48, damage 2d6)
Salvage: Junk for every 3 elves. The crew came up with a nickname for
him—Kingsley’s wrath. Bran is just as
NA T S i
mean as the captain, but he is loud and
Acc/Top Speed: 2/10; Handling: +0; foulmouthed, constantly berating anyone

24
t c

he considers to be below him. recognized, it also gets himself and his


Attributes: Agility d8, Smarts d6, Spirit brother Tuck, hired for small jobs. Tuck
d6, Strength d6, Vigor d6 is younger than Nate, and is usually qui-
Skills: Fighting d8, Climbing d8, Boat- etly smiling in the background while
ing d8, Guts d8, Notice d8, Shooting d8, his brother draws all the attention. The
Stealth d8, Intimidation d8, Taunt d8, brothers are fiercely protective of each
Throwing d8 other and where Nate’s overconfidence
Charisma: -3 might lead the pair to take up too tempt-
Pace: 6 Parry: 7 Toughness: 6 (1) ing an offer, Tuck’s more cautious nature
Hindrances: Greedy, Mean has meant that they have avoided jobs
Edges: Block, Combat Reflexes that he has deemed to be too dangerous.
Gear: Leather Armor (+1), knife (Str+d4), Attributes: Agility d8, Smarts d6, Spirit
cutlass (Str+d6), pistol (5/10/20, 2d6+1) d6, Strength d6, Vigor d6
Salvage: Junk Skills: Fighting d6, Boating d8, Guts d6,
Notice d6, Shooting d4, Stealth d6
Charisma: +0
The Spirit has a total crew of 18 sailors Pace: 6 Parry: 5 Toughness: 6 (1)
aboard. Hindrances: Curious, Loyal (to his broth-
Attributes: Agility d6, Smarts d6, Spirit er), Overconfident
d6, Strength d6, Vigor d6 Edges: Luck, Scavenger
Skills: Fighting d6, Boating d8, Guts Gear: Leather Armor (+1), cutlass
d6, Notice d6, Shooting d6, Stealth d6, (Str+d6), they also have a musket with 5
Throwing d6, Climbing d6 shots (10/20/40, damage 2d8)
Charisma: +0; Salvage: Junk
Pace: 6 Parry: 5 Toughness: 6 (1)
Hindrances: Greedy The Crew: Nate and his brother Tuck are
Edges: – the only crewmembers of The Lovely Si-
Gear: Leather Armor (+1), knife (Str+d4), mone. Both use the same stats, but Nate
cutlass (Str+d6), pistol (5/10/20, 2d6+1) is a Wildcard and Tuck does not have the
Salvage: Junk for every 5 sailors Overconfident Hindrance.

NA T v S ne NA T n

Acc/Top Speed: 4/10; Handling: +4; Acc/Top Speed: 2/12; Handling: -3; Tough-
Toughness: 13 (2); Crew: 1+7; Guns: 2; ness: 20 (4); Crew: 30+40; Guns: 16; Car-
Cargo: 1; go: 6
Notes: Cloudskiff, Heavy Armor, Drakin Tiller Notes: Galleon, Heavy Armor

C n P

Nate plays the role of the flamboyant Penny has a mane of red hair, usually bound
womanizer, dashing and witty, to the hilt. in a ponytail. Her eyes sparkle with mis-
This is more an act though, and this as- chief, and she is never one to take an insult.
pect of his personality not only gets him There are rumors about her being involved

5
S d s s dv t co p n

with Grom, but no one dares to ask her. Salvage: Junk for 5 sailors
Attributes: Agility d8, Smarts d8, Spirit
d8, Strength d6, Vigor d6
NA T n d n

Skills: Fighting d8, Boating d10, Guts d8, Acc/Top Speed: 3/10; Handling: +1;
Notice d8, Shooting d8, Stealth d8, Taunt Toughness: 13 (2); Crew: 1+11; Guns: 4;
d8, Throwing d8 Cargo: 2
Charisma: +2 Notes: Sky Sloop, Heavy Armor
Pace: 6 Parry: 6; Toughness: 6 (1) nS
Hindrances: Greedy, Loyal
Edges: Ace, Attractive, Command, Nerves At best Silas can be described as adven-
of Steel, Reputation (Good) turous, at worst overconfident. He is al-
Gear: Leather Armor (+1), cutlass ways a little too eager to jump into the
(Str+d6), action, to roll the dice when everything
N e w is at stake, and to follow even the weak-
est of rumors about a hidden treasure.
His self confidence is such that he is not
Grom serves as The Dancer’s battle leader above smuggling goods on the side, an
and he is always in the middle of any combat. act which he sees as a way of thumbing
Grom is close to Penny as he owes her his life. his nose at authority—particularly the
Attributes: Agility d6, Smarts d6, Spirit elves and the Trade Council. Winning the
d8, Strength d8, Vigor d8 Race would be the ultimate way of insult-
Skills: Fighting d8, Boating d8, Guts d6, ing those in power, as he sees it.
Notice d6, Shooting d6, Intimidation d8, He saved Brick’s life a few years ago, a debt
Stealth d6, Throwing d6 the goblin has repaid several times since.
Charisma: -2 Attributes: Agility d8, Smarts d6, Spirit
Pace: 6; Parry: 6; Toughness: 8 (2) d8, Strength d6, Vigor d6
Hindrances: Outsider Skills: Fighting d6, Boating d8, Guts d6,
Edges: Big, Sweep Climbing d6, Notice d6, Shooting d6,
Gear: Coin Shirt (+2), bronze battle axe Stealth d6, Throwing d6
(Str+d6, degradable) Charisma: 0
Pace: 6 Parry: 5 Toughness: 6 (1)
Hindrances: Curious, Greedy, Overconfident
30 sailors are aboard the ship, most of Edges: Luck, Scavenger
them humans, but a handful of glowborns Gear: Leather (+1), longsword (Str+d8)
and dwarves have joined with Penny. N e w
Attributes: Agility d6, Smarts d6, Spirit
d6, Strength d6, Vigor d6 i
Skills: Fighting d6, Boating d6, Guts d6, No- Silas saved Brick from certain death sev-
tice d6, Shooting d6, Stealth d6, Throwing d6 eral years ago. Now Brick is Silas’ loyal
Charisma: +0 bodyguard and constant companion.
Pace: 6; Parry: 5; Toughness: 6 (1) Attributes: Agility d8, Smarts d6 (A),
Gear: Leather Armor (+1), bronze cutlass Spirit d6, Strength d10, Vigor d10
(Str+d6, degradable) Skills: Fighting d10, Climbing d8, Notice d6,

26
t c

Intimidation d8, Stealth d6, Throwing d6 Charisma: +0


Charisma: -2 Pace: 6 Parry: 6 Toughness: 6 (1)
Pace: 5 Parry: 7 Toughness: 8 (2) Hindrances:
Gear: Coin Shirt (+2), bronze battle axe Edges: Sky Commander
(Str+d6, degradable) Gear: Leather Armor (+1), cutlass
Special Abilities: (Str+d6)
* Combat Reflexes: Goblins get +2 on Salvage: The three of them have Junk Sal-
Spirit rolls to recover from being Shaken. vage between them.
* Fearless: Goblins never need to make
a Guts check for fear. e w
* Miracle Resistant: Due to the absence
of a soul, goblins are very resistant to “ e ”P
miracles. They have the Improved Ar-
cane Resistance Edge. Jake makes up for Julija’s perpetual si-
* Size -1: Goblins stand 3-4’ tall. lence with his incessant talking.
* Wild: When goblins are forced to fight, Attributes: Agility d8, Smarts d10, Spirit
they attack without thought of self- d8, Strength d6, Vigor d6
preservation. Every attack by a goblin Skills: Boating d8, Fighting d4, Guts
is a Wild Attack. d8, Notice d8, Shooting d6, Stealth d6,
The Crew: Silas steers The Confidence alone. Throwing d6
His only company is Brick, a former goblin Charisma: +0
slave who acts as a very protective bodyguard. Pace: 6 Parry: 4 Toughness: 5 (1)
Hindrances: Small
Edges: Arcane Senses
NA T d
Gear: Leather Armor (+1), cutlass
Acc/Top Speed: 2/10; Handling: +2; (Str+d6)
Toughness: 10 (0); Crew: 1+10; Guns: e” l
2; Cargo: 2
Notes: Wind Rider Julija rarely smiles and never speaks,
though no one knows if she is mute or
Wl n simply has nothing to say. Her nickname
is ironic in nature—Julija is over 6’ tall
Willem proudly wears his title as captain, but and all muscle.
in truth, all decisions are made in consent Attributes: Agility d8, Smarts d6, Spirit
with the crew—and more often than not, it d6, Strength d10, Vigor d10
is Jake the Drake who calls the shots. Willem Skills: Boating d4, Fighting d10, Guts
came up with the nickname for his crew. In a d10, Notice d6, Shooting d6, Stealth d4,
sense, “capt’n” is just his nickname. Throwing d6
Attributes: Agility d8, Smarts d8, Spirit Charisma: +0
d10, Strength d6, Vigor d6 Pace: 6 Parry: 7 Toughness: 9 (1)
Skills: Boating d8, Fighting d6, Guts Hindrances: Quirk (doesn’t speak)
d8, Notice d8, Shooting d8, Stealth d6, Edges: Brawny, First Strike,
Throwing d6 Gear: Leather Armor (+1), cutlass (Str+d6)

7
S d s s dv t co p n

NA T n nt
they dress is similar. None of them is ac-
Acc/Top Speed: 3/12; Handling: +0; tually aware of this and would loudly
Toughness: 17 (4); Crew: 6+12; Guns: protest against it if someone were to
8; Cargo: 4 point this out.
Notes: Dwarven Ironclad /Frigate, Heavy Attributes: Agility d6, Smarts d6, Spirit
Armor d6, Strength d6, Vigor d8
Skills: Boating d8, Fighting d8, Guts d8,
C
Knowledge (Stone Carving) d6, Notice
B d e d6, Repair d6, Shooting d6
The dwarf Agravain Bloodrage keeps his Charisma: +0
beard neatly trimmed and meticulously Pace: 5 Parry: 6 Toughness: 7 (1)
braided. He speaks in a deep, booming Hindrances: Loyal (to the King and their
voice, and cares deeply for his crew. He captain), Slow
often refers to them as his children, al- Edges: Low Light Vision
though not one of them is actually related Gear: Leather Armor (+1), axe (Str+d6),
to him. sling 4/8/16, Str+d4)
Attributes: Agility d6, Smarts d10, Spirit Salvage: Junk for all 5 dwarves.
d10, Strength d8, Vigor d10
Skills: Boating d10, Fighting d8, Guts d8,
in
Faith d10, Knowledge (Stone Carving)
d10, Notice d8, Repair d10, Shooting d8, Attributes: Agility d8, Smarts d8, Spirit
Weird Science d10 d8, Strength d8, Vigor d8
Charisma: +0 Skills: Fighting d8, Boating d8, Guts
Pace: 5 Parry: 6 Toughness: 9 (2) d6, Notice d6, Shooting d6, Stealth d6,
Hindrances: Loyal (to the King and his Throwing d6
crew), Slow Charisma: 0
Edges: Arcane Background (Weird Sci- Pace: 6 Parry: 6 Toughness: 7 (1)
ence), Clan Trained, Gadegeteer, Low Gear: Leather Armor (+1), bronze cutlass
Light Vision, McGyver, Mr. Fix It (Str+d6, degradable)
Gear: Chain hauberk (+2), axe (Str+d6) Salvage: Junk
Spells: 10 Power Points; bolt (repeating
crossbow), deflection (works only on the n
ship, a steam generator hiding the Inven-
tor’s Pride from view) Attributes: Agility d6, Smarts d6, Spirit
d6, Strength d6, Vigor d6
Skills: Fighting d6, Boating d6, Guts
The Inventor’s Pride is manned by d6, Notice d6, Shooting d6, Stealth d6,
Agravain and five more dwarves. The Throwing d6
crewmen unconsciously try to mimic Charisma: 0
their beloved captain and tend to use Pace: 6 Parry: 5 Toughness: 6 (1)
the same key phrases, similar gestures, Gear: Leather Armor (+1), bronze cutlass
manners of speech, and the like. Even (Str+d6, degradable)
the way they braid their beards and how Salvage: Junk for every 5 sailors

28
t c

C a O o on
Use the chart on page to keep track
of the ships’ position during the race. e i e

The following ships are considered to


Rac P no o be the favorites to win the Race.

Copy this page and give it to your play-


NA T l e

ers so that they have a reference handy. About the ship: a massive elven frigate

9
S

3
eO i
d

In case you want to add additional ships to the race, there are a few suggestions below. Either pick a line or roll three d12, and
assign each result to one of the columns.
If you want stats for the crew and the respective captains, use the following information:
s

d12 Ship name Ship Type Special Notes


1 Furious Duchess Wind Rider Drakin Ship
s dv

2 Poet’s Remedy Cloud Skiff Dwarven Ship


3 Savior Cloud Skiff Windsilk Sails( +1 Acc, +3 Top Speed)
t

4 Wyrmbane Cloud Skiff Nothing special


5 Ellen Cloud Skiff Nothing special
6 Faith Sky Sloop Nothing special
7 Monkey’s Fairness Sky Sloop Nothing special
8 Mystic Archer Sky Sloop Nothing special
9 Serpent Frigate Nothing special
10 Cheerful Frigate Improved Tiller (+2 Handling)
co p n

11 Scavenger’s Rest Sky Galley Elven Ship


12 Shadow Galleon Orcish Ship
C
Use the following chart to keep track of the ships’ position during the race.

Ship Razor Passage Meeting Place Bridgeways Roseport Shadowhaven

Player’s ship

Royal Heart

Spirit

Inventor’s Pride

Dancer

Lovely Simone

Confidence

Voidrider
t
c

3
S d s s dv t co p n

that looks like it has been grown from a Tuck. They are genial humans, always
forest. It is even possible to make out the quick to spend their hard-earned cogs on
marks where the roots have been cut. women and drinks.
Captain: Jhon Oakfist. His skin looks like
dried-up bark and his demeanor is as se-
NA T d

rious as has come to be expected with About the ship: A rarely seen Wind Rid-
members of his race. er, few expect it to survive the long and
dangerous journey of the Race.
NA T S i
Captain: The human Willem Menard
About the ship: A frigate that looks as if it commands his crew of misfits—a drakin,
is fresh out of the shipyards of Plenty. So known as “Jake the Drake” Palescale, and
fresh the paint still appears to be wet. a huge, strong woman Willem refers to
Captain: Kingsley Barrett. With his intim- as “Little” Julija. Julija never smiles and
idating air, the crew of The Spirit will only never speaks, something which Palescale
mention him in hushed whispers. easily makes up for.

NA T nv nt NA T n d n

About the ship: An ironclad frigate, this About the ship: A battered sky sloop that
marvel can defy the winds with its power- has seen better days.
ful steam engines. Captain: Silas Lent has the reputation of
Captain: Agravain Bloodrage. A dwarf being just a little overconfident and a lit-
with a neatly trimmed and meticulously tle too quick to jump to action. A goblin
braided beard, he speaks in a deep boom- called Brick follows Lent everywhere, like
ing voice. a loyal dog following its master.
n

NA T n

About the ship: A battered trade gal-


leon.
Captain: Penny Ramsey. An attractive
woman in her forties, she is usually ac-
companied by a grim looking Orc called
Grom who serves as her bodyguard, and
it is rumored—as her lover.

NA T v S ne

About the ship: A Cloudskiff enhanced


by an expensive drakin tiller. If she was
not such a small ship, the Simone would
be a main contender.
Captain: Nate Filler commands the cloud-
skiff, together with his younger brother

32
The Ice Tower

33
cov r r
S

34
Fate Of The Summoner
d
s
s dv
t
co p n
The Blade of Destiny

35
cov r r
S d s s dv t co p n

The Race

36
$19.99 30012
TAKE TO THE SKIES,
BEFORE THE SKIES TAKE YOU!
Sundered Skies: Compendium 1 contains 4 thrilling adventures full
of peril, horror and madness. A shattered world. A thousand floating
islands. A constant glow of madness.
Sundered Skies begins where every other world ends.

1 w
o o e w s o S e y
o w v e z o e op p
e o

2 F u o
o e e p o v s
v e c p ov ey
os y p S o

3 BlaDe F De TIny
o go o s s o
e w e eo s p o S s
so e c e
gg g s

4 The race
I o e z e d e
c c o o c o e dc n d c
ig e e w d e c ww c
co e ce e o i w e c
w e d
e c c c c c o ei c o

S n r Sk es a da a t sy tt g o t e a d g Sa
wo ds by T ace Ga

www.tripleacegames.com
© 2008-2015 Triple Ace Games Ltd. Sundered Skies and all related marks and logos are trademarks of Triple Ace Games Ltd.
Savage Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group.
All rights reserved. Used with permission. © 2015. All Rights Reserved.

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