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T H E S K I E S O F A X I A

ABOUT EMBERWIND customize their play experience, collaborate on THANKS FOR YOUR SUPPORT
stories, and run exciting, immersive battles for
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We built EMBERWIND with a deep respect for We know it's players like you—players willing to
the traditions of tabletop gaming while trying to try a new title with a fresh take—who are going to
usher in a new, holistic approach to making games. help bring new voices into the industry and make
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EMBERWIND runs on the RISE System, an accessible
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TABLE OF CONTENTS

Getting Started...................................................... 3 Dog Eat Dog World: Combat Encounter.....41 Belly of the Beast: Combat Encounter.......84
Lore........................................................................... 4 "Baron" Kendrick Maddox: Ambush!: Combat Encounter........................92
Decision Crossroad Encounter.....................46 Lifeline: Decision Crossroad Encounter.......100
Fast Facts.............................................................. 5
"Baron" Kendrick Maddox, PT. II: Freefall: Decision Crossroad Encounter........ 101
The World of Axia............................................... 6
Divergence Crossroad Encounter.............. 50 Lifeboat: Decision Crossroad Encounter.....102
Heroes......................................................................9
Act 2....................................................................... 55 Finale....................................................................104
Rook.......................................................................12
Going Up: A New Dawn.....................................................105
Laureat...................................................................14 Decision Crossroad Encounter.................... 56
Rath........................................................................16 Leap of Faith..................................................... 107
Don't Rock the Lift: Combat Encounter..... 58
Piper.......................................................................18 At Least You Are Punctual............................108
The Silverglades:
The Darkest Hour............................................ 110
Act One: The Slum............................................. 20 Discovery Crossroad Encounter................. 66
A Day Late and a Crystal Short.................... 111
Epigraph.............................................................. 22 The Port of Dreams:
Prologue: Last One Out, Get the Lights.....23 Discovery Crossroad Encounter................. 68 The Next Chapter............................................... 113
Into the Fold: The Peerless Pier: Appendix..............................................................116
Decision Crossroad Encounter.....................24 Divergence Crossroad Encounter...............73 Storyteller Notes...............................................117
Into the Fold, PT. II: The Peerless Pier, PT. II: Comprehensive Combat Rules.................... 118
Dialogue Crossroad Encounter....................28 Discovery Crossroad Encounter..................76
Hero Turn Rules................................................. 120
The Hacksaw Bridge: Act 3........................................................................78 Foe Turn Rules................................................... 123
Decision Crossroad Encounter......................31 Leviathan: General Combat Rules.................................... 124
The Hacksaw Bridge, PT. II: Decision Crossroad Encounter.................... 80 Condition Reference........................................ 125
Decision Crossroad Encounter.....................34 Leviathan, PT. II:
The Houndmaster: Decision Crossroad Encounter.....................82 Credits.................................................................. 126
Dialogue Crossroad Encounter.................... 37
GETTING STARTED

HOW TO USE THIS BOOK BEFORE YOU PLAY QUICKSTART YOUR GAME
EMBERWIND: The Skies of Axia is a standalone Make sure you have everything you need to play: 1. Read aloud only the “Fast Facts” in the Lore
game that can be played without any additional section (p. 4) to the group.
1. 3 to 4 players.
rulebooks. However, you will need to visit the 2. Read aloud the following Hero descriptions
webpage for EMBERWIND: The Skies of Axia at • Note: One additional player may join in by
and have each player pick one.
www.emberwindgame.com/campaigns/skies-of-axia taking the role as the dedicated Narrator or
to download and print the support package Storyteller (see p. 21 for more information). • Rook is an ex-soldier of the Military Order
of Adriel trying to make a difference for
for this campaign. 2. A printed copy of the support package,
the downtrodden people of the floating city
which includes a copy of each of the Hero
In this game, 3 to 4 players take on the role of of Adriel. Class: Atlanta.
Cards, Foe Cards, a Party Tracker Card,
Heroes in choose-your-path adventure story.
and a copy of each Combat Encounter Map. • Laureat, an expert on the mysterious
The book explains the story and the rules as you play
Foe Tokens, Hero Tokens, and a Quick Reference hearth crystals, is seeking to restore her
through, meaning you can get started right away.
Card for key Combat Rules are also available. name after a disastrous expedition to
Tip: We recommend that the most experienced the Silverglades. Class: Druid.
3. A set of dice, including at least 1 four-sided
gamer in your group read over the Combat and • Rath is a seasoned smuggler who spends
die (d4), six-sided die (d6), eight-sided die (d8),
Foe Rules (see Appendix, p. 118) before beginning every waking moment trying to solve
ten-sided die (d10), twelve-sided die (d12),
your first game. This will ensure that your first the secrets of Axia. Class: Rogue.
and twenty-sided die (d20).
combat goes smoothly.
4. A pencil (and possibly some scrap paper). • Piper, the newly installed baronet of
the Maddox family, finds herself tossed
Note: Feel free to use your own miniatures and about by the ever-shifting tides of Adriel's
tokens to replace the ones included in the support loyalties, intrigue, and plots. Class: Ardent.
package, or use a battle mat to draw the Combat 3. Begin playing from Act One—Prologue:
Encounter Maps on instead of using the printouts. Last One Out, Get The Lights (p. 23).

Getting Started 3
LORE
Tip: Start here if you want to read only the basic background
information before selecting Heroes (p. 9), then start play
immediately with Act 1 (p. 20). If you want a more complete
FAST FACTS understanding of Axia and its history, review p. 6 instead.

Axia is a vast, immersive world, full of competing


factions, political intrigue, and unsolved mysteries.
This section summarizes the basic facts you need
to know before starting the campaign.

THE WORLD THE SETTING THE PLOT


• Axia is a fragmented world that consists • Adriel is a thriving port city made • Kendrick Maddox is a wealthy Merchant Baron
of several floating continents. of congregated airships. who has promised to replace the Gelspar crystal.
• The miasma is a toxic gas polluting Axia • Adriel is divided into distinct social • There are growing tensions between
that alters living creatures in various ways. classes and districts. the merchants and the nobility.
• Hearth crystals provide protection • The Council of Nobles governs the city • Most believe Kendrick is campaigning for
against the miasma. and controls the sale of hearth crystals. a seat on the Council of Nobles.
• The hearth crystals keep continents, • The Merchant Clans hold most of the city’s • The acquisition and sale of hearth crystals
airships, and cities afloat. wealth and maintain its daily operations. is highly restricted and shrouded in secrecy.
• Each crystal is composed of hundreds • The Chasers Guild is a violent but efficient
of individual hearth shards. criminal organization.
WHERE YOU COME IN
• You will be playing as the group Kendrick
• Gelspar is a decrepit slum, literally hanging
has hired to secure a new Gelspar Crystal.
beneath the rest of the city.
• Gelspar’s hearth crystal is failing,
and the district will soon collapse.

Lore 5
THE WORLD OF AXIA
THE CITY OF ADRIEL
Adriel is a thriving port city made mostly of
congregated airships. The floating metropolis was
This section offers a deeper dive into the world of built in stages, leading to the formation of distinct

Axia and characters you will meet in this campaign.


and socially stratified districts, each with a hearth
crystal shining at its core. Adriel is humanity’s

Reading this section is strictly optional, and is not greatest achievement since the Calamity, and is one
of the only hubs of art and commerce left in Axia.
recommended during actual play. The Celestial Plateau was the first collection of
airships to come together to form Adriel, serving as
a beacon of freedom for refugees seeking a better
life. Today the district is locked in place by the city
built around it, and only the wealthiest citizens can
Hearth crystals are large gemstones that nullify
afford to live there. The Council of Nobles meets
Tip: If you are looking to begin play the miasma's toxic effects. Life in Axia is not possible
in the Sun Chamber at the heart of the district,
immediately, refer to [Lore] — Fast Facts (p. 5), without them. Hearth crystals also create a levitation
while the noble families live in gilded mansions along
and then skip ahead to Act 1 (p. 20). field that keeps the continents afloat, while more
wide lanes that radiate outward like spokes on a wheel.
moderately sized crystals power the airships that
The plateau’s lush gardens and beautiful public
allow people to travel from one floating isle to
works are walled off from the rest of the city, as are
LIFE IN AXIA another. Each crystal is comprised of a complex
many of the great libraries that house information
Axia is a fragmented world made up of floating matrix of hundreds of individual shards. Even tiny
about the history of Axia and the nearby continents.
continents and islands. The land was shattered shards maintain the properties of hearth crystals.
during the Calamity, a catastrophic event that Their strength is amplified when collected together, The Wingspan—often referred to as the Span—
took place more than 1000 years ago, although but individual shards still provide personal protection is pumping new life into Adriel. The western trading
the exact circumstances have long been forgotten. against the miasma, and are incredibly valuable. hub is the wealthiest district and a constant fount
The descendants of the survivors have cobbled of commercial and cultural renewal. During the day,
The Azure is what locals call the ocean of sky around
together a precarious existence on the few it is a bustling hive with public performance spaces,
Adriel. The people of Axia sail into the Azure on
remaining pieces of land. taverns, and hundreds of shops that sell anything
airships for trade, exploration, and fishing.
and everything. At night, the restaurants, bars,
The miasma is a toxic gas polluting Axia. It first
and theatres offer a vibrant nightlife that attracts
appeared during the Calamity, altering and killing
artists and tourists from the farthest reaches of Axia.
creatures exposed to it. The miasma is everywhere,
Many of Adriel’s major ports are located here, as are
but is densest in the lower reaches of the sky.
most of the Merchant Clans. When sailors tell stories
about the great City in the Sky, they are describing
wonders witnessed in the Span.

6 Lore
Windfall Harbour is a collection of small ports
and fishing docks on the eastern edge of Adriel.
It also houses the Red Market, a busy and crowded
bazaar named for the bolts of bright red cloth
blanketing the district. The area is popular with
gangs and smugglers who use the dense population
to mask their activities while trafficking dangerous
or restricted goods.

The Silverglades is an odd piece of terrain to


the north of the city. It is covered with dense mist
and evergreen forests, along with thousands of small
crystal shards that give the Silverglades the distinct
shimmer for which it is named. The lush land mass
was first discovered floating in the Northern Azure,
and was towed to Adriel as part of an initiative to
boost the city’s floundering agricultural production.
So far, all efforts to settle the land have ended in
failure, and the Silverglades remain uninhabitable
and fallow to this day.

Gelspar is the decrepit slum that hangs beneath


the Celestial Plateau. Originally intended to house
Adriel’s booming immigrant population, Gelspar
soon fell into disrepair, and is now an uneven array
of scaffolding and sheet metal dangling haphazardly
from tethers tied to the airships above. Many of
the city’s most powerful gangs are based here,
recruiting new members from the starving and
impoverished residents. The hearth crystal in
Gelspar is failing, and will not support the district
for much longer.

Lore
FACTIONS
The Council of Nobles is the political body governing The people of Gelspar have a more complicated the hearth crystals come from as a valuable and
Adriel; its representatives are the descendants of relationship with the Chasers. The Guild is not well fiercely guarded secret. The nobility strictly regulates
the city’s original founders. Seats on the Council are liked, but neither is there much said against it. the trade of even single hearth shards. Some say
inherited, and those privileged enough to have them Unlike the nobility, the Chasers do not discriminate. they are clinging to their last vestiges of influence
are fiercely protective of their status. They accept members from all walks of society, over Adriel, while others recognize that these
making it one of the few outlets available for those crystals are too rare, precious, and powerful
The Military Order of Adriel answers to the Council
looking to escape the slums. That is why Gelspar to be sold as a common good.
of Nobles and is based on the Celestial Plateau.
ultimately tolerates the Guild, even as it tries to stay
The Order enforces the Council’s rule and helps The Maddox expedition poses a direct threat
out of its way.
guard its secrets. to the nobility’s monopoly, so the Council will
stop at nothing to protect its secrets and
The Merchant Clans are trading conglomerates RECENT EVENTS block Kendrick’s ascent.
that fund most of the operations keeping Adriel There is a growing consensus among the Merchant
afloat. However, they do not have any official say in Clans that the Council of Nobles are little more than There is no legal way for Kendrick to acquire
matters of government, often leaving them restless figureheads whose disinterest in the day-to-day a hearth crystal, so he will have to rely on illicit
and dissatisfied. Many of the Merchant Clans have operations of the city make them unfit to govern means to achieve his ends. This means he will have
far greater wealth than even the richest Noble Adriel. Kendrick Maddox is the first merchant to to negotiate with the Chasers—a perilous alliance,
families, and believe they are better equipped publicly air this grievance, as well as the first to given the gang’s rumoured ties to the nobility.
to oversee Adriel’s continued growth in the face openly campaign for a seat on the Council. There are other complicating factors in play as well.
of persistent stagnation. The people have taken to calling him the Merchant In recent months, the city streets have been overrun
The Chasers Guild is a violent criminal cartel Baron. When the nobles speak of him as the "Baron," with a powdery substance with hallucinogenic
operating out of Gelspar. It has a hand in everything the contempt is audible in their tone. properties. Colloquially known as “Pixie”,
from gambling to smuggling to murder, and its As one of the wealthiest men in Adriel, Kendrick has people who use it often exhibit unpredictable
reputation is efficient but brutal. Members are promised to deliver a new hearth crystal to replace behaviour. The powder is especially popular in
instructed to leave corpses instead of witnesses, the failing Gelspar gem. If he achieves his goal, Gelspar, although no one is quite sure where it
and will often do more than necessary to ensure his wealth and populist support would make his claim comes from. The added unrest has made the entire
the success of an endeavor. Though the Chasers almost impossible to ignore, and his rise could open political situation even more unstable.
Guild has no formal ties with the Council of Nobles, the floodgates and break the iron grip of the Council, In this campaign, you will play as members of
many people have long suspected the Council reshaping the entire political structure of the city. the team Kendrick has hired to secure the new
hires them to perform tasks deemed too unsavoury
The nobility has not taken this challenge lightly. hearth crystal. Your efforts will save Gelspar,
for dignified society.
Though the old families are not as wealthy as they but the fate of Adriel itself is hanging in the balance.
once were, they still hold the knowledge of where

8 Lore
H EROES
Tip: These are the four pregenerated
heroes that you can play. Read through
the descriptions and pick one.

For ease of use, you can download and print


the following Hero Cards for this campaign
at www.emberwindgame.com/campaigns/
skies-of-axia.

If you want to replay the campaign with a new


Class for your Hero, alternate versions of the
Heroes are available online.
R OOK
“ACTIONS FORGE TOMORROW” . SOLDIER OF FORTUNE
DESCRIPTION
Rook is a former soldier with a deep sense of duty caught the attention of Raya, the squad leader and serve all the people of Adriel, not just the nobility.
to the people of Adriel. Born and raised in the slums the woman who would ultimately become his mentor. Unable to reconcile his internal conflict, Rook left
of Gelspar, he is especially loyal to the lower castes, Rook was offered a choice: receive due punishment for the service and returned to the rough streets
whose concerns are often overlooked by the nobility. aiding and abetting a criminal syndicate, or enlist with of Gelspar, working as a mercenary while searching
A skilled fighter, Rook has vowed to do everything in the Military Order of Adriel. It was not a difficult decision. for a way to make a more substantial difference.
his power to protect the city he calls home.
The nobles believe the people of Gelspar lack That desire took on greater urgency once he learned
the moral backbone—and respect for authority— of the gradual destruction of the hearth crystal
HISTORY needed to thrive in the Order, so it was unusual for supporting the district. Gelspar will soon succumb
Rook grew up in Gelspar, and like most lowborn a person of Rook’s status to be granted such an to the miasma, and there are whispers that the entire
residents of Adriel, he expected to spend the rest opportunity. Fortunately, he made the most of it. district could collapse as the crystal’s power wanes.
of his life toiling in the dark underbelly of the city. Armed with uncommon diligence and a wise mentor, That’s why Rook volunteered when word spread
That was before fate intervened during a chance he quashed the doubts and quickly achieved about the Maddox mission to acquire a new crystal.
encounter with both the Chasers Guild and the rank of First Ensign, becoming a skilled soldier Though he has some reservations about Kendrick’s
the Military Order. and a respected figure in the barracks. motives, Rook knows this could be his one chance
to truly save Gelspar. His military training and cool
As the most prominent criminal organization Rook takes great pride in his achievements, and is
determination will be valuable assets for the mission,
in Adriel, the Chasers Guild regularly recruits grateful to the Order that raised him from nothing
as long as he can avoid becoming embroiled
members from Gelspar, taking advantage of and gave him a path to success. However, he has
in Kendrick’s political games.
desperate people searching for a way out of become increasingly aware that they serve those
the district. Once somebody dons the white skull in power, upholding the inequality that keeps Class: Atlanta
facepaint of a Chaser, there is no going back. Gelspar’s populace in despair. The Order’s interest Downloadable Content Classes:
Lucille, Rook’s lifelong friend and an aspiring Chaser, in the slum seldom extends beyond the Chasers, Ardent and Archer
was captured by the Military Order during a patrol its regular crackdowns a method of control that
intended to quell Chaser activity. Rook risked his life punishes good people with few other options.
to protect Lucille, and though he was no match for As a result, Rook’s sense of justice is not always
a squad of soldiers, his loyalty—as well as his aligned with his commitment to the law. He believes
willingness to put others before himself— Gelspar deserves better, and that it is his duty to

Heroes 13
LAUREAT
“TRUTH IS SELDOM TAUGHT” . TRUTHSEEKER
DESCRIPTION
Laureat is Adriel’s foremost scholar of hearth crystals. the land was cursed, a notion that only solidified sickened and changed, becoming unrecognizable
Once a bright young student with a promising career, when they heard stories about the uncanny wildlife versions of their former selves. Laureat was the only true
she is haunted by a deadly accident that destroyed that was at once both familiar and foreign. survivor, staggering back to Adriel while desperately
her reputation ten years ago. She has since channeled clutching a single shard. The scientific community
her grief into a relentless pursuit of knowledge, Hoping to turn a costly investment into a profitable
rapidly distanced itself from her incompetence.
attacking her research with a single-minded focus venture, the Council of Nobles asked the Academy
The Silverglades was officially condemned,
that has further distanced her from the rest of to investigate the territory. Laureat leaped at
the superstitions about it about it stronger than
the scientific community. Laureat has a profound the opportunity, confident that scientific inquiry
ever in the wake of the Academy’s failure.
faith in scientific inquiry, and is willing to do would uncover the truth and dispel the superstitions.
almost anything to gain access to the resources— Within days of their arrival, the team discovered Laureat, meanwhile, sought consolation in
and secrets—that have been denied her. that the crystal shards in the Silverglades behaved the deepest recesses of Adriel’s libraries,
unnaturally. Whereas most shards had an almost studying hearth crystals with a renewed intensity.
magnetic charge that drew them together into a hearth Her decade of research is finally starting to pay off.
HISTORY
crystal, the ones in the Silverglades remained scattered She is close to an explanation for the event that set
As one of the most promising young minds at and inert. Realizing the mist was likely a diluted her on this path. However, she needs a hearth crystal
the Academy of Sciences, Laureat spent years version of the miasma, the team spent several days to test her hypothesis, and her involvement with
researching hearth crystals, combing through every gathering a cluster of shards, hoping it would offer the Silverglades disaster has made her a pariah.
book she could get her hands on. Sadly, every new greater protection to the camp and potential settlers.
piece of data convinced her that Adriel’s body of Ever resilient, Laureat has patiently waited for
information about crystals was woefully incomplete. The effort was effective, but it did not explain another opportunity to present itself. The Maddox
She was driven to learn more, and was one of the strange phenomenon. Laureat was the first to mission is a foolish and dangerous venture, but it
the first to enlist when the Academy organized theorize that the region’s irregular hearth crystal will give her access to a powerful and whole crystal.
a research expedition to the Silverglades. might be related to the strange wildlife. Believing that She has volunteered her services in exchange for
no area of inquiry should be off-limits, she asked for the chance to complete her life’s work. As far as
The Silverglades is a fragment of land that was permission to probe the shards with powerful arcane she is concerned, no risk could possibly outweigh
annexed to Adriel as part of the expansion effort energies. Her efforts were encouraged, even though the potential rewards, and nothing is off limits when
for the growing metropolis. Unfortunately, the area the dangers of tampering with hearth crystals it comes to the pursuit of knowledge.
proved to be dangerously inhospitable. Most of were widely known.
the settlers who went the Silverglades were never Class: Druid
heard from again, seemingly swallowed by the dense Something went terribly wrong with the experiment. Downloadable Content Classes:
mist shrouding the forests. People began to believe The lucky ones died in the explosion, but the rest were Invoker and Tactician

Heroes 15
R ATH
“KNOWLEDGE IS POWER” . BROKER OF SECRETS
DESCRIPTION
Rath has always been a man of many trades. plenty of room for an industrious individual living the notice of those who would sabotage Kendrick’s
Some know him as an information broker. on the margins of the law, and Rath quickly became mission. As an experienced smuggler, Rath knows
Others know him as a smuggler. Those closest acquainted with the underworld. His deft hands his way around an airship, and no one is better at
to him know him as a treasure hunter constantly and ability to avoid trouble caught the eye of Hobb, navigating tricky situations.
searching for his next great adventure. Happiest one of the criminal masterminds pulling strings
In exchange for Rath’s services, Kendrick has
when sailing amongst the scattered lands of Axia, in Adriel. Hobb was never directly involved
agreed to provide him with credentials that will
he plans to see everything this world has to offer, in any crime, he was simply an information broker,
allow him to travel safely through the ports of Adriel.
and dreams of one day having the means to explore a line of communication between buyers and sellers,
A passport would give him the freedom he has
the skies (and probe their mysteries) at his leisure. and Rath was an excellent agent. His natural charms
always craved, allowing him to go legitimate and
allowed him to move in many social circles to identify
explore the skies without always having to look over
HISTORY targets for Hobb’s various criminal enterprises.
his shoulder for the authorities.
Rath was an exceptionally bright child with both The work has not made Rath wealthy, but it has given
an inquisitive mind and a grand imagination that But even more tantalizing is the opportunity to
him plenty of opportunities to travel. Once business
were too large for the isolated hamlet where he was learn the answer to one of Adriel’s greatest secrets.
is settled, Rath seeks out local goods and curiosities
raised. The dazzling airships that sailed through Hearth crystals are the most valuable objects in
that cannot be found in Adriel’s public markets.
the local port captivated his attention, as did Axia, but few have any knowledge of their origins.
Doing so has allowed him to maintain a steady side
the stories the sailors told of the wide world beyond. Kendrick’s expedition is a chance to satisfy his curiosity.
business as a pop-up merchant. No one has a better
Rath spent countless hours listening to tales of However, Rath must survive the mission first.
collection of trinkets, and his customers include
Adriel, the magnificent flotilla that formed a city people from all walks of life. The only item not for Class: Rogue
in the sky. He longed to traverse the toxic currents sale is his lucky charm, a twisted knot of metal roots Downloadable Content Classes:
and see it for himself. When imagination could no encasing a complex assortment of gears. It is Warrior and Tactician
longer satisfy his curiosity, Rath stowed away on the one object that still perplexes him, as well
a ship to seek his castle in the sky. That was forty as the only thing that is always on his person.
years ago. He has not stopped moving since.
His reputation also attracted the attention of
Adriel, sadly, proved to be an enormous Kendrick Maddox. The Baron needs someone who
disappointment, a city rife with bureaucracy, can come and go discreetly, ducking the legal red
class conflict, and corruption. Still, there was tape choking Adriel’s official ports and avoiding

Heroes 17
P IPER
“PRIDE IN PURPOSE” . THE YOUNG PROMISE
DESCRIPTION
Piper is the granddaughter of the Merchant Baron, That’s when his troubles started. Kendrick had desire is to secure a seat on the Council. If he is
Kendrick Maddox, and the sole heir to his trading always planned to hand over the family legacy successful, it will upend the established hierarchy
empire. However, she is ill-prepared for his political to his daughter Kendra, but she and her husband and could mark the onset of an even bigger revolution.
plots. Raised as a common merchant, Piper is were assassinated to send a message to
now being groomed for a position of considerable To that end, Kendrick has taken a great interest
the patriarch. Now orphaned, the young Piper
influence, and the responsibility is overwhelming. in the fate of Gelspar. The region’s hearth crystal
was left under the guardianship of her grieving
She is no longer sure of who she is or who she wants is failing, and while the Nobility would just as
grandfather. To fulfill a final promise to his daughter,
to be, but she’ll have to figure it out quickly if she’s soon cut the tethers binding the slums to Adriel,
he vowed that Piper would be raised far from
going to take the lead. Kendrick has cast himself as her potential champion,
the political games of the Council. He sent her to
organizing an expedition to acquire a new crystal
live with the Grants, a common merchant clan from
without the Council’s approval or cooperation.
HISTORY his younger days, thereby placing a wedge between
The announcement has created a swell of populist
Adriel was founded by a small group of nobles who himself and his only direct relative.
support for the Maddox clan and the heir who will
gathered the resources needed to launch the city. To Piper, Kendrick was little more than a distant lead the mission.
As such, the Council of Nobles has always governed benefactor. He saw to her education and basic
its fate. However, the city has become far more Piper has some doubts about her grandfather’s
necessities, but she did not have any kind of
diverse in the years since it took flight. Droves of sincerity, but she would be nothing without him,
personal relationship with the man. Now an adult,
immigrants have come to participate in the wondrous so she did not object when Kendrick volunteered
she was content with her work as an administrator
experiment, their collected talent making Adriel her for the expedition. Maybe the time away will help
in a small corner of the Maddox empire, and never
one of the few places where culture, the arts, her decide what to make of her new life. Is she
expected to shoulder the burden of wealth and
and the sciences still thrive after the collapse. the last hope for the common folk of Gelspar, or is
power. Nor would she have wanted it, as Piper lacks
she a naive pretender doomed to collapse beneath
The Maddox clan was one of the many merchant the ferocious ambition that earned her grandfather
the pressure? She’s not sure, but she knows she
families within the city, and typically enjoyed a both praise and condemnation.
wants the opportunity to make that choice for herself.
moderate level of success. That changed when That’s why it came as such a shock when Kendrick
Kendrick Maddox took control. Always more Class: Ardent
nominated Piper to be his heir. She was plucked
ambitious than his peers, Kendrick worked Downloadable Content Classes:
from her mundane existence and thrust into a
tirelessly to propel his family to greatness. Archer and Spiritualist
web of intrigue, her lack of familiarity with high
His ventures generated vast wealth as he expanded society making it tough to track the threads of her
their holdings, and he did not hesitate to use his grandfather’s design. Adriel’s political instability
newfound influence to increase his prestige until only made the situation worse. Kendrick’s immediate
he stood as a direct threat to the nobility.

Heroes 19
A O
CT N E
THE SLUM
CAMPAIGN MECHANICS

STORYTELLERS
NARRATORS
For new players: A Storyteller is
For new players: The Narrator is a rotating The Narrator is responsible for reading text
an experienced Narrator who has studied
role occupied by one player at a time. and resolving players’ votes and decisions in
the rules and campaign materials.
Players choose who starts as Narrator. Crossroad Encounters. In Combat Encounters
The Storyteller does not play a Hero,
The Narrator reads and conducts one they are responsible for reading text,
instead acting as a full-time Narrator.
Encounter before passing the book controlling the Foes, and recording all
clockwise so the next player can narrate Foe damage and Conditions. Storytellers have the power to deviate from
the next Encounter. Repeat this process until the written campaign and embellish on or
Tip: If certain players in your group feel
the players reach a Finale or Game Over, improvise new material at their discretion.
uncomfortable being the Narrator, feel free to
signalling the end of the campaign. Sections marked “Storytellers Only” highlight
skip them and pass the book to the next player.
opportunities to do so.
There are two types of Encounters in
Emberwind campaigns. Crossroad Storytelling is recommended for
Encounters are significant branching This is the icon for changing narrators. advanced players only.
moments where players choose one or When you see this icon, pass the book to
more Paths to move the story forward. the player to your left.
Combat Encounters are scenes where
players face off against enemies.

Act One — Campaign Mechanics 21


EPIGRAPH

Axia is wracked by a sickness. Something is eating away at our


world, and has been since the beginning. It did not stop when
the seas boiled and turned to toxic steam. It continued when
the mountains fell. We heard the wails of distress when the very
land was ripped asunder, and our world was scattered impossibly
across the skies.

At first we were transfixed, overwhelmed by the sheer


magnitude of the Calamity. We mourned those that were lost
to us, and silently prepared to join them in the beyond.

Then, miraculously, we were spared. The world stopped shaking.


We discovered the hearth crystals and learned to survive.
We adapted. Some of us even thrived. We rebuilt, and made
a decent life out of what remained. We created Adriel, the tiny
harbour that grew into a vast metropolis, a kingdom unto heaven,
a port for those seeking shelter from the skies.

But we have become complacent. The Calamity was not


the work of an instant. Axia broke apart over the span of
decades—maybe even centuries—and we were foolish to think
that that would be the end, as if there is no cause for concern
while the continents still dangle from the clouds.

The sickness has not been cured. The corruption of this world
continues. Even now, I can feel our final reserves of vitality slowly
ebbing away. I have tried to warn them, but people will not see
what they do not wish to fear.

I am no such coward. I will not stand by and lose what we have


built. I only hope that I can prepare this world in time.

Adriel is my home. I will not see it fall.

— The Private Records of Kendrick Maddox


Tip: For ease of use, you can download and
print the Party Tracker Card for this campaign
at www.emberwindgame.com/campaigns/
skies-of-axia.

PROLOGUE: LAST ONE OUT, GET THE LIGHTS CAMPAIGN MECHANICS

Darkness falls over the streets of Gelspar like a It sits atop an ornate tower with detailed stonework CAMPAIGN CLOCK
cloak. Unlike the rest of Adriel, the slums are not at odds with the ramshackle slums around it. For Gelspar, time is short. Kendrick Maddox
offered the luxury of light. Crowds of the hungry Someone treasured Gelspar at one point, but no has promised to deliver a new hearth
and decrepit flock to the underbellies of the great longer. Today, anyone could use the intricate carvings crystal for Gelspar.
ships, where the rich toss their waste overboard— as handholds and climb up to the hearth crystal to
scraps, coin, and whatever other junk or charity steal a shard. The Campaign Clock tracks the advancement
they deem ample for the poor’s “survival”. of time in campaigns where time is a limited
And that is why the crystal is failing. resource. Every decision you make could
The locals know that alertness tempered by affect the party’s shared Campaign Clock,
The crystal that once lit up the night like a beacon
silence is necessary for that survival. Loose lips which changes the available story paths and
has been reduced to a dim glow that is becoming
or the jingle of coppers could earn one a shiv in gameplay options at different times.
dangerously faint. Every day, locals brave or
the back. It’s common for people, even entire
desperate enough to climb the tower and steal more If the Campaign Clock advances too far,
families, to disappear completely. The lucky ones
slivers of the precious gem to turn for a quick profit. Gelspar will fall before the Heroes can save
reappear again as corpses underfoot.
When you’re hungry enough, selling off tomorrow it. You find out if you are too late to help
Rustling scabbards, the echo of boots on stone, to get through today is an easy choice. But as Gelspar hear the end of the campaign,
and the practiced moans of pleasure workers the people of Gelspar chip away at their one in Act 3. Until then, one player should keep
are the only sounds once night falls. That, and the safeguard against the toxic air of Axia, they’re track of your party’s Campaign Clock on
ever-present humming of Gelspar’s hearth crystal. accruing a debt they will never be able to repay. the Party Tracker Card or on a piece of paper.

Act One — Prologue: Last One Out, Get the Lights 23


INTO THE FOLD

CROSSROAD ENCOUNTER
For generations, parents have regaled their You have been instructed to meet at the foot stands that once filled the space have moved on.
children with tales of Adriel, the great City in of the Clueless Prince, the crumbling statue that The few that remain are unlikely to stay for long.
the Sky. They say it is proof of humanity’s ability stands guard over the Eastern Square between
A woman flanked by two sentries with long
to conquer the toxic miasma that has swallowed Gelspar and the Red Market. The statue depicts
spears emerges from the mist with a lantern
the world of Axia. The cloud utopia is a hub of one of the noble founders of the city, but vandals
held aloft and approaches the base of the statue.
learning, commerce, and culture more vibrant removed the head years ago. Time has eroded any
Both sentries have the Maddox emblem—
and diverse than any of the great, fallen empires. other identifying features, and now his headless gaze
a serpent coiled around the trunk of a large tree—
is a symbol of Adriel’s indifference to the district.
And so it is—for those in the upper reaches etched into their breastplates. [1]
The citizens above can’t be bothered to fix anything
of the metropolis. Gelspar, on the other hand,
below, not even in praise of one of their own.
is a dangling eyesore the rest of Adriel would
prefer to forget. Fortunately, it’s easier to get away Today, the Prince’s square is nothing more than For Storytellers: see p.117 for more
[1]

with things when no one is looking, which is why a convenient meeting place, a no man’s land information on Elise.
you are on the way there this evening. between the two districts. Almost all the market

24 Act One — Into the Fold


“Welcome to Gelspar,” she says, warily eyeing
each of you. “My name is Elise. I work for Kendrick.
And now, so do you, so I suggest you become
• Rook is an ex-soldier of the Military
Order of Adriel trying to make
acquainted with each other.”
a difference for the downtrodden
people of the floating city of Adriel.
FREE ROLE PLAY MOMENT • Laureat, an expert on the mysterious DECISION CROSSROAD
hearth crystals, is seeking to restore
For new players: While you can role play at her name after a disastrous expedition STANDARD VOTE
any point during an EMBERWIND Campaign, to the Silverglades.
For new players: Crossroads are moments
Free Role Play Moments highlight • Rath is a seasoned smuggler who when your party must choose between
opportunities to perform and refine your spends every waking moment trying
competing courses of action called Paths,
Hero’s personality by speaking and acting to solve the secrets of Axia.
each of which leads to a different Outcome.
in character. For example, you might adopt • Piper, the newly installed baronet of The Narrator reads all of the text in
a voice, mannerism, or vocabulary that the Maddox family, finds herself tossed the Revealed section for each Path and
fits your Hero. about by the ever-shifting tides of then players vote on Paths to make choices
Adriel's loyalties, intrigue, and plots. for the Heroes. Cover the Hidden portion
A simple way of getting into character is
referring to yourself as “I” whenever your of the Crossroad and only reveal it after
Hero’s name comes up in the story. If you’re a decision has been made.
not comfortable acting in character yet, Elise tosses your group a small bag containing
In a Decision Crossroad, your party chooses
you can read aloud from your Hero’s 10 gold pieces.
a single Path, thereby advancing the story.
Description (see p. 12–19).
• +10 Gold Coins (on Party Tracker Card) Once that decision is made, the players may
The players take turns introducing their not go back to make a different decision.
“For traveling expenses,” she says. “You will find
Heroes. Rook, Laureat, Rath, and Piper
Kendrick in the Starlight Commons at the heart of This Crossroad is navigated by Standard Vote.
all have their own unique backstories,
Gelpsar. He does not like to be kept waiting and it’s Your party takes time to discuss the Paths,
and players can share as much as they wish.
a bit of walk, so you’d better get going. Oh, and do try and then each player announces their vote.
If you would like to skip this step and to stick together. It’s dangerous in that part of town.”
continue with the game immediately,
Elise begins walking toward the Red Market, but
read the introductions to the right instead:
you sense something has been left unsaid. If you
want to know more about Gelspar, this is your only
opportunity to ask her. However, questions take time,
and that is a resource you cannot afford to waste.

26 Act One — Into the Fold


[ REVEALED ] [ HIDDEN ]

PATH A: PATH A OUTCOME:


Votes are always resolved by majority unless GO TO GELSPAR Elise turns a corner and disappears.
otherwise specified. All votes are treated There’s no point in delaying your trip Then you cross the bridge and leave
equally, and your party reads the Hidden with unnecessary questions. Elise is the civilized part of the city. With any luck,
Outcome of the Path that received not likely to tell you anything you cannot it will be an uneventful trip.
the greatest number of votes. In the event learn from Kendrick.
• Proceed to The Hacksaw Bridge (p. 31)
of a tie, the Narrator selects one of the tied
Paths as the party’s final choice.

PATH B:
PATH B OUTCOME:
ASK ELISE ABOUT THE AREA
Hard Mode Variant: Until the end of Elise hesitates, then dips her shoulders
Gelspar is not a safe place, and it is always
the Campaign, add +1 Campaign Clock every and returns to the statue.
better to be prepared.
time a tied vote is cast. Decide now if you will
“I can spare a few minutes. But do make it
use this Variant Rule. You can modify your
quick. There are other places I need to be.”
decision later if the whole group votes to do so.
• +1 Campaign Clock on
Party Tracker Card
• Continue with Into the Fold Part II (p. 28)

Act One — Into the Fold 27


INTO THE FOLD, PT. II DIALOGUE CROSSROAD

CROSSROAD ENCOUNTER STANDARD VOTE


“I was instructed not to tell you any more than For new players: In Dialogue Crossroads, Each Outcome specifies the number of
necessary,” Elise says, “but I was also told to keep Heroes interact with non-player characters to Heroes who need to succeed at a Skill Check
you alive, and information helps. Here’s what you gather information or resources. Your party for the party to achieve it. To make a Skill
need to know. Kendrick has asked the Chasers votes on Paths to direct the conversation. Check, roll 1d20. You succeed if the result
to protect the crystal in the Starlight Commons. Your group may take multiple Paths, is less than or equal to your Hero’s score
They are out in force tonight, but as long as you stay selecting them in any order, until one of for the relevant Skill.
out of their way, they shouldn’t give you any trouble. the Outcomes ends the Crossroad. You cannot
On some Path Challenges, Heroes may gain
If you have any other questions, I will offer what take the same Path more than once.
Advantage, which gives them an “edge”
assistance I can.”
This Dialogue Crossroad includes a Path due to specialized knowledge, a pre-existing
Challenge. A Path Challenge requires one relationship with another character,
or more Heroes to overcome an obstacle or another reason tied to your Hero’s
to achieve a desired result. Path Challenges backstory. When you have Advantage,
in the Revealed section are read aloud you roll 2d20 and select the better of
to the party. Players attempt the Path the two roll results.
Challenge after they choose a Path,
making the appropriate rolls and reading
the Outcome that matches the results. Tip: Rolls are represented with the notation
This Path Challenge is a Skill Check. XdY, where ‘X’ is the number of dice and ‘Y’
Each Skill Check will specify the Skill is the type of die to be rolled.
to be used and the number of Heroes
that are allowed to attempt the Skill Check.
Players decide among themselves who will
attempt the Skill Check.

28 Act One — Into the Fold, Pt. II


[ REVEALED ] [ HIDDEN ]

PATH A: PATH A OUTCOME: PATH C OUTCOME:


ASK ABOUT “The Chasers have been battling a local “Kendrick is a cunning man, but he has
POTENTIAL DANGERS gang for control of Hacksaw Bridge. principles—and good reason for hiring
There may be hazards to watch out for If you’re going to encounter trouble, it will the Chasers. The people of Gelspar have
on your route. be there. I’m not sure who controls it at been stealing shards from the crystal.
the moment. There are always people They’re too desperate to realize they’re
laying traps on both sides. Keep eyes in accelerating their own demise. We need
the back of your head.” to deter them. Enlisting a violent gang of
PATH B:
thugs in skull war paint achieves that, even if
ASK WHERE ELISE NEEDS TO BE • +1 Campaign Clock
aligning ourselves with them is…unpleasant.
Elise seems to be in a hurry. You might be • Vote again
able to convince her to tell you why. • +1 Campaign Clock
• Vote again
Path Challenge:
PATH B OUTCOME:
Fast-Talk Skill Check for 1 Hero › The Hero succeeds:
PATH D OUTCOME:
• Piper has Advantage Elise raises an eyebrow.
“Some parting advice: try to avoid affairs
“Kendrick doesn’t like people knowing more that don’t concern you. The beggars
than they need to, but I can tell you that of Gelspar are pitiable, but they are not as
PATH C: there’s a situation at the Festival of Sparks innocent as they seem. You have a larger
ASK ABOUT THE CHASERS that needs my attention. A certain restored mission to take care of—best to concentrate
The Chasers have a reputation for brutality. artifact has piqued Kendrick’s interest.” on that. When you see Kendrick, please give
Their involvement is suspicious. him my regards.”
• Vote again
With that, Elise and her entourage head
› The Hero does not succeed: toward the Red Market Their silhouettes
PATH D: vanish into the fog.
Elise shakes her head and laughs.
END CONVERSATION
• Exit Crossroad and continue Encounter
AND LET ELISE LEAVE “Kendrick doesn’t like people knowing more
on the next page
Time is getting away from you, and you than they need to, and you definitely don’t
cannot afford to waste it. need to know that. Now I think it’s best you
were on your way.”

• Exit Crossroad and continue Encounter


on the next page

Act One — Into the Fold, Pt. II 29


DETOUR HIDDEN: MERCHANT ITEMS
Name Effect Stock Price
For new players: Detours are optional story
branches. The Narrator reads the Revealed
Effect: Basic Attack and Exploit Actions deal
text, and the Heroes discuss and make 5
Weapon Oil +2 Damage until the end of the Encounter 2
a majority "yes" or "no" vote on whether or Gold Pieces
Action: Free Use: 1/Campaign
not to pursue the Detour. In the event of a tie,
the Narrator makes the final decision.
Effect: Spell Actions deal +2 Damage until
the end of the Encounter 5
Spirit Salts 2
Gold Pieces
Action: Free Use: 1/Campaign

[ REVEALED ]
Minor Effect: Heal 10 HP 5
A few haggard shopkeepers are packing 1
Healing Salve Action: Free Use: 1/Campaign Gold Pieces
up. While most are selling (mildly rotten)
food, you notice a lone merchant peddling
oils and elixirs. Do you stop to take a look? Effect: -2 Accuracy and +4 Willpower until
the end of the Encounter 1
Rotgut Ale 4
Gold Piece
Action: Free Use: 1/Campaign

[ HIDDEN ]
If the party votes "yes."

• +2 Campaign Clock
• Heroes may purchase items from
the Merchant Items table (see right)
• Exit Detour and continue with Encounter

You set out for the Starlight Commons in Gelspar.


With any luck, it will be an uneventful journey.

• Proceed to The Hacksaw Bridge (p. 31)

30 Act One — Into the Fold, Pt. II


THE HACKSAW BRIDGE

CROSSROAD ENCOUNTER
The streets of Gelspar are largely deserted
DETOUR [ HIDDEN ]
as you approach Hacksaw Bridge. Only a few
The men seem to still be alive, but their
sheets of metal separate you from the vast abyss For new players: Detours are optional story
breath is shallow and infrequent. You can
below. To fall off Gelspar is to fall off the edge branches. The Narrator reads the Revealed
see what looks like a small vial in one
of the world. You don’t even know if you would text, and the Heroes discuss and make
of their pockets.
ever hit the ground. a majority "yes" or "no" vote on whether or
not to pursue the Detour. In the event of a tie, The Heroes discuss and decide by majority
The bridge itself is a dilapidated structure of wood the Narrator makes the final decision. vote if they will assist the men or steal from
and sheet metal running between two of the larger
them. Do not read the bulleted Outcomes
vessels that make up the slum’s core. In better days,
below until the party has made a decision.
a high railing provided safety for the careless
and clumsy. It has long since fallen away, [ REVEALED ] • +1 Campaign Clock
exposing travelers to high winds and a precipitous • If the party chose “assist”:
drop that has claimed many drunkards. Even now, The two men may need assistance.
• The men wake up and leave,
two bodies slump against a building next to On the other hand, they are easy prey
offering no thanks.
the bridge, only a few feet from the edge. to pilfer from as well. Do you want to take a
closer look and decide what to do with them? • If the party chose “steal”:
Whether they are drunk or dead is anyone’s guess,
• Add Shot of "Liquid Courage”
but a hangover will be the least of their problems
to 1 Hero's Inventory
if they roll out of the wrong side of the bed.

Hidden: Received Item

Shot of "Liquid Courage"


Effect: Heal 2 HP at the start of your
Turn until the end of the Encounter
Action: Free Use: 1/Campaign

• Exit Detour and continue Encounter


on the next page

Act One — The Hacksaw Bridge 31


DECISION CROSSROAD
[ REVEALED ]

STANDARD VOTE PATH A:


For new players: This Decision Crossroad Each Outcome specifies the number of SCOUT FOR AMBUSH
includes a Path Restriction. A Path Heroes who need to succeed at a Skill Path Restriction: Campaign Clock must
Restriction marks a Path that can only Check for the party to achieve it. To make be less than 3
be chosen if particular conditions are met. a Skill Check, roll 1d20 (see note below).
The near end of the bridge is lined with
You succeed if the result is less than or equal
It also includes a Path Challenge. A Path abandoned buildings and rubble.
to your Hero’s score for the relevant Skill.
Challenge requires one or more Heroes to They would all make good hiding places
overcome an obstacle to achieve a desired On some Path Challenges, Heroes may for an ambush.
result. Path Challenges in the Revealed gain Advantage, which gives them an “edge”
Path Challenge: Stealth Skill Check
section are read aloud to the party. Players due to specialized knowledge, a pre-existing
for all Heroes
attempt the Path Challenge after they choose relationship with another character,
a Path, making the appropriate rolls and or another reason tied to your Hero’s Delayed Outcome: If you asked Elise
reading the Outcome that matches the result. backstory. When you have Advantage, about potential dangers (Into the Fold Part II,
you roll 2d20 and select the better roll result. Path A, p. 40):
The Path Challenges in this Decision
Crossroad are Skill Checks. Each Skill • 1 Hero may claim Advantage
Check will specify the Skill to be used on this Skill Check
and the number of Heroes that are allowed Tip: Rolls are represented with the notation
to attempt the Skill Check. Players decide XdY, where ‘X’ is the number of dice and ‘Y’
amongst themselves who will attempt is the type of die to be rolled.
the Skill Check.

32 Act One — The Hacksaw Bridge


[ HIDDEN ]

PATH A OUTCOME: PATH B OUTCOME:


› 2 or more Heroes succeed: › 2 or more Heroes succeed:

You are about to conclude your investigation There do not seem to be any traps,
when you catch the slightest movement in but the bridge is dotted with piles of broken
PATH B:
the corner of your eye. A cloud of smoke glass and jagged pieces of scrap metal that
CHECK FOR TRAPS and shadow slowly takes shape beneath seem to have been strategically placed to
Path Restriction: Campaign Clock must a overhang. You can just barely make out impede movement. The terrain is hazardous,
be less than 3 the outline of a monstrous hound that seems but it will be less so now that you are aware
to melt into the darkness. of it and can take the appropriate precautions.
There are bloodstains, scuff marks,
and other evidence of a recent skirmish. The hound takes off as soon as it realizes it • +1 Campaign Clock
What else did the gangs leave behind? has been spotted. A second joins a moment • Continue with The Hacksaw Bridge
later. The two beasts bound across the Part II (p. 34)
Path Challenge: Insight Skill Check
bridge and slip into the shadows on the
for all Heroes
other side. There may be danger ahead, › 1 or fewer Heroes succeed:
Delayed Outcome: If you asked Elise but you should not have to worry about
about potential dangers (Into the Fold Part II, getting ambushed from behind. There do not seem to be any traps. The bridge
Path A, p. 40): is dotted with broken glass, but it does not
• +1 Campaign Clock look like anything you need to worry about.
• 1 Hero may claim Advantage • Continue with The Hacksaw Bridge
on this Skill Check • +1 Campaign Clock
Part II (p. 34)
• Continue with The Hacksaw Bridge
› 1 or fewer Heroes succeed: Part II (p. 34)
PATH C:
You fan out as you approach
PROCEED ACROSS BRIDGE
the bridge, trying to cover as much ground PATH C OUTCOME:
At a glance, the bridge seems safe. as possible. Your examination does not turn up
You could be headed for a trap, but there You step over the rubble and
anything of note. If anyone is watching you,
is no time for a more thorough investigation. approach the Bridge.
they are much stealthier than your party.
• Continue with The Hacksaw Bridge,
• +1 Campaign Clock
Part II (p. 34)
• Continue with The Hacksaw Bridge
Part II (p. 34)

Act One — The Hacksaw Bridge 33


THE HACKSAW BRIDGE, PT. II

CROSSROAD ENCOUNTER
You are about to start across when a shrill scream “This doesn’t concern you,” the man says to you. [ REVEALED ]
pierces the night. “We’re all friends here. Now move along before
somebody gets hurt. Wouldn’t want to upset the boss.” PATH A:
A woman scrambles into view on the other side IGNORE THE WOMAN
of the bridge, a chorus of barks and howls You are quite certain you have never seen this man
You have been hired to save all of Gelspar,
erupting behind her. She gasps for breath in your life.
not just one woman. The greater good
as she staggers toward you.
“Please,” the woman pleads, her voice barely audible demands that you move on.
“Please!” she shrieks, “Anyone! Help!” above the panting beasts. “How can you be so cruel?”

The city does not stir. Her cries echo and die
in the silent, indifferent streets. In Gelspar, DECISION CROSSROAD PATH B:
sticking out one’s neck is a good way to get it DEFEND THE WOMAN
broken, and the courageous seldom live very long. You have been hired to save Gelspar,
SNAP VOTE
and that includes its people. You will not
A moment later, you see the creatures chasing her. For new players: In Snap Votes, your Heroes stand by and watch one of them get torn
Three large, misshapen hounds emerge from the have limited time to make a decision. to pieces in front of you.
shadows of the alley. The woman stumbles halfway As soon as the Narrator has finished reading
across the bridge, falling with a crunch and a cry of the Paths, players vote simultaneously and Weighted Path: The Narrator tells the Party
pain. Her knee buckles as she attempts to stand. may not discuss their choices. All players that this is the Weighted Path. The party
vote by placing and covering a d6 on chooses this Path if even 1 Hero votes for it.
The three beasts close in on all sides, their hungry
the table with the face upturned to indicate
jaws opened to reveal massive protruding fangs in
their vote (1 for A, 2 for B, 3 for C, etc.).
front of serrated rows of teeth. They snap and lunge
at the woman, but seem to be waiting for some This Decision Crossroad contains
kind of signal before moving for the kill. a Weighted Path. The Narrator should
identify Weighted Paths to players. If even
A cowled man with a face painted like a skull
one Hero votes for the Weighted Path, it is
steps into view on the opposite end of the bridge.
chosen for your whole party. Sometimes your
He approaches at a steady pace, a leather whip
hand is forced if one Hero rushes in.
in one hand and a gleaming dagger in the other.

The woman looks at you, her eyes making


a desperate appeal.

34 Act One — The Hacksaw Bridge, Pt. II


[ HIDDEN ]

PATH A OUTCOME:
The hounds tear into the woman’s flesh. “Do me a favour and give this to Kendrick
Her screams are cut short and blood gurgles when you see him.”
from her savaged throat as the pack feeds.
He presses the glowing object into your
It is grim, but such is death in Gelspar.
hand and walks away, whistling for his
The man barks a gruff command and cracks beasts to follow.
his long leather whip. The hounds abandon
“Give it to him with compliments from
their meal to fall in line behind him.
the Chasers. And tell him to hire more
He stoops over the body and carefully pries guards. She won’t be the last to try.”
a glowing object from her lifeless hands.
• Add Gelspar Crystal Shard
Cradling it in one hand, he scratches
to 1 Hero's inventory
the chin of the nearest dog with the other.
• Proceed to The Houndmaster (p. 36)
“Don’t be greedy," he says. "Any more
and you’ll get sick.”

He braces his foot against the corpse PATH B OUTCOME:


and shoves it off the bridge, lazily wiping The hounds growl, hackles rising as you step
the blood off his boot. The skull-faced man onto the field. You tighten your grip on your
coils and stows his whip before turning weapons and prepare for combat.
to face you.
• Proceed to Dog Eat Dog World (p. 39)

Hidden A: Received Item

Gelspar Crystal Shard


Effect: Ignore Concentrated Miasma
(Local Field Effect)
Action: N/A Use: N/A

Act One — The Hacksaw Bridge, Pt. II


THE HOUNDMASTER

CROSSROAD ENCOUNTER
The Houndmaster’s casual familiarity is off-putting. Up close, the Houndmaster’s face is a wasteland
He seems to know you, but you are quite certain you of cracked warpaint and dried sweat. For armour, DIALOGUE CROSSROAD
have never met him. You hurry after him, hoping he he wears thick layers of scratched leather.
will answer some of your questions. The hounds continue growling, but after a brief
STANDARD VOTE
standoff, the Houndmaster whistles and his dogs
He ignores you until the crunch of broken glass For new players: In Dialogue Crossroads,
relax. One of them lies down with its head on its
under your boots startles his hounds. Their heads Heroes interact with non-player
paws. Another sniffs about the area. The third
whip around, fangs bared and muscles coiled in characters to gather information or
begins licking its groin.
anticipation. Dark steam seems to be rising off their resources. Your party then votes on Paths
black fur, shrouding their bodies. The beasts almost “Beautiful, aren’t they? Everyone thinks they’re to direct the conversation. Your group may
fade into the night when they stand still. [2] monsters, but they’re just misunderstood. Loyal pets, take multiple Paths, selecting them in any
if you know how to train them. Now what do you want? order, until one of the Outcomes ends
“You’re making them nervous,” the man says with a
If it’s all the same to you, I’d rather be with my dogs.” the Crossroad. You cannot take the same
hint of annoyance. He turns to his dogs. “Calm down.
Path more than once.
These people don’t mean us any harm. Do you?”

For Storytellers: see p.117 for more information


[2]

on the Houndmaster.

Act One — The Houndmaster 37


[ REVEALED ] [ HIDDEN ]

PATH A: PATH A OUTCOME: PATH C OUTCOME:


ASK ABOUT THE WOMAN “She stole something and she got what she The Houndmaster seems annoyed
You want to know what the woman deserved,” he says, pointing to the shard. by your question.
did to warrant such a brutal death. “Gelspar folk will take everything if you let
“Stop wasting my time with silly questions.
them. Sometimes you need to show them
We have a mutual benefactor. Any further
where they stand.”
explanation should be unnecessary.”
PATH B: • Vote again
• Vote again
ASK ABOUT HIS HOUNDS
The Houndmaster is a guarded man,
but seems open to discussing his dogs. PATH B OUTCOME: PATH D OUTCOME:
“Everyone in Gelspar knows my dogs.
The Houndmaster whistles and his dogs
Even Kendrick is impressed with them. The rest
fall into line.
PATH C: of the Chasers do just that—chase. We hunt.
We always catch our prey. Kendrick uses us “Come on, Biscuit,” he says. “I’ve got a fresh
ASK HOW HE KNOWS YOU
when there can be no chance of failure.” skeleton waiting for you at home.”
This man called you his “friends”.
You could find out more about He reaches out and brushes blood from He turns and disappears into the city, his
your supposed relationship. the lead hound’s muzzle. dogs nipping playfully behind him. You cross
the bridge and continue to your meeting.
“Some people call them monsters. They say
the miasma got inside them. Changed them. • Proceed to "Baron" Kendrick Maddox
PATH D: I don’t care. I’d rather have a loyal monster (p. 46)
END CONVERSATION by my side than a fickle friend.”
AND LEAVE
• Vote again
There is only so much you can learn from
a man who refuses to tell you his name.

38 Act One — The Houndmaster


D OG
E AT D OG
W OR L D
COMBAT ENCOUNTER
Tip: If this is your first time playing a tabletop
role playing game or a EMBERWIND campaign,
we recommend that you ignore all sections
marked [Hard Mode].

BATTLEFIELD MAP

LEGEND:
Bloodhound

Houndmaster

Heroes

Woman

Broken Glass

Reinforcements
(only appears if Heroes did not
spot ambush in Hacksaw Bridge,
Path B, p.33)

[Hard Mode]
Strong Winds

[Hard Mode]
Relocation

40 Act One — Dog Eat Dog World, Map


COMBAT OVERVIEW TURN ORDER SET-UP INITIATIVE SLOT ORDER
Slot Combatant
For new players: Welcome to your first For new players: Combat occurs in Turns.
Combat Encounter. If you have not done Each Combatant takes their Turn in the order
so, review the Combat Rules (p. 118) then determined by the Initiative Slot Order (right). Hero A
Hero Slot 1
proceed through the following steps: A Round ends once every Combatant has (and/or Hero C and/or Hero D)
taken a Turn. If the Victory or Loss Conditions
1. Set up Battlefield (below).
have not yet been reached, a new Round of
2. Establish Turn Order (right). combat begins. This process repeats itself Grunt Foes — Bloodhound 1,
Foe Slot 1
3. Review Combat Flairs (p. 42). until one set of Conditions has been fulfilled. Bloodhound 2, etc.

4. Review Victory and Loss Conditions Each player assigns their Hero to Hero Slot 1
(p. 42). or 2. More than one Hero may be assigned
to a single Hero Slot as long as every Hero Hero B
5. Read Opening Narration (p. 42). Hero Slot 2
(and/or Hero C and/or Hero D)
Slot is filled by at least one Hero.
6. Narrator runs combat until a set of
Conditions is met. If multiple Heroes are assigned to the same
Slot, the players choose the order their
7. Read corresponding Outcome and Foe Slot 2 Awakened Foe — Houndmaster
Heroes act in within that Slot. The Narrator
continue story (p. 43)
does the same for Foes.

Note: At the start of each Round, one Hero


may change their Initiative Slot (i.e. move
BATTLEFIELD SET-UP from Hero Slot 1 to Hero Slot 2), or two
Heroes can exchange their Slots (i.e. Hero A
Download and print the map from www. and Hero B switch Initiative Slots). This can
emberwindgame.com/campaigns/skies-of- only be done once per Round, and there
axia, or you can use an erasable surface must be at least one Hero remaining in
with a grid to recreate the map on p. 40. each Hero Slot.
Afterward, place tokens for Combatants
Create your Initiative Slot Order on your
at the indicated locations.
Party Tracker Card.
Tip: Use the tokens included in
the downloadable support package or
whatever materials you have on hand
for marking Combatants. Alternatively,
EMBERWIND: Token Sets include all of
the pieces you need.

Act One — Dog Eat Dog World 41


COMBAT FLAIRS CONDITIONS

For new players: Combat Flairs are special Reinforcements: Two additional VICTORY:
conditions that add complexity (and often Bloodhounds appear in the Squares • All Foes are Fallen.
difficulty) to combat. They reflect features marked with .
of the terrain, the campaign world, Foe
• [Hard Mode]: And the Woman is alive.
• Delayed Outcome (see p. 32):
strategy, combat objectives, and other
If you successfully scouted for
elements specific to a Combat Encounter.
an ambush (The Hacksaw Bridge,
They are mandatory unless otherwise stated. LOSS:
Path A, Success, p. 33):
• All Heroes are Fallen.
• Reinforcements do not appear.
• [Hard Mode]: Or the Woman dies.
Broken Glass (Local Field Effect): [Hard Mode] Relocation:
Broken Glass is littered across the bridge.
When a Combatant enters a Square with • Delayed Outcome (see p. 32): If you
Broken Glass, that Combatant loses 1 HP successfully scouted for an ambush
(The Hacksaw Bridge Path A,
OPENING NARRATION
and suffers -2 Squares to Move Actions
until their next upkeep Phase. Success, p. 33):
• Bloodhounds Reinforcements The man barks a gruff command and
• Delayed Outcome (see p. 32): appear in the Squares marked the beasts spring into action, their shadowy
If you successfully checked for forms blurring as they charge forward.
with instead.
traps (The Hacksaw Bridge, Path B, Your heart thunders as the battle
Success, p. 33): [Hard Mode] Protect the Objective: begins in earnest.
• Negate the Effects of Broken Glass The Woman must survive the Combat.
(Local Field Effect).
• Hit Counter: Set the Hit Counter
[Hard Mode] Strong Winds to 12 (see Party Tracking sheet).
(Local Field Effect): Strong Winds constantly Whenever a Foe Action that targets
gust across the length of the bridge. the Woman successfully resolves,
Whenever a Combatant is close to either edge, reduce the Hit Counter by 1. If the Hit
they suffer -4 Accuracy to Ranged Actions. Counter reaches 0, the Woman dies
• Preferred Target: The Foe closest to
the Woman always moves toward and
targets her if possible.

42 Act One — Dog Eat Dog World


[ HIDDEN ]

VICTORY OUTCOME: LOSS OUTCOME: [HARD MODE] LOSS OUTCOME:


The Houndmaster reaches for one of his You watch helplessly as the Houndmaster The woman’s dying scream cuts through the
dogs as you deliver the final blow, his body drives his knife into the woman’s throat. night, and her assailants scatter, their grisly
twitching for a moment before going still. Hot blood pours over his hands as he twists work complete. They vanish into the alleys
Blood flows from the corner of his mouth, the blade. He wipes the blood on her rags on the far side of the bridge. By now, most
trickling across the white paint on his cheek. before returning the weapon to its sheath. onlookers have moved indoors, hoping to
avoid getting caught up in the violence.
The woman pulls herself to her feet and “I tried to warn you,” says the man with
spits on the body before turning to you. a scowl. “Your noble intentions have no Ignoring your own wounds, you stumble
place in Gelspar.” over to the woman’s body in the hopes you
“Thanks,” she says. “First time anyone’s ever
might still be able to save her. One look at
helped me in Gelspar. I should leave before He reaches down and pries a glowing object
the glistening red gashes across her flesh
my bad luck catches up with me.” from the woman’s lifeless hand, then tosses it
convince you otherwise. You watch as her
toward you. The purple shard bounces across
She pops her arm back into its socket with blood fills the channels of corrugated sheet
the bridge before coming to rest near your feet.
an audible snap. Her ragged half-cloak is metal of the bridge’s surface, slowly flowing
covered in dust and filth. Dozens of cuts “You’re just lucky we’re still friends,” he says toward the edge and dripping into
and bruises are visible beneath her tattered with more than a hint of menace. “Now do me the infinity below.
garb, but your attention is drawn to a favour and give that to Kendrick. It comes
It’s then you see the faint glimmer of light
the shimmer of purple light radiating from with the compliments of the Chasers.”
escaping from beneath the stiff hand still
the object she is concealing in her hand.
He walks away, whistling for his dogs to follow. clutched close to her heart. On closer
Noticing your gaze, she tucks the source inspection, it’s a small sliver of hearth crystal.
“Oh, and tell him to hire a few more guards,”
of the light into her shawl.
he says over his shoulder. “She won’t be If this woman chiseled it off the Gelspar
“I can find a way to repay you—later,” the last to try.” Crystal, then the Houndmaster who ran her
she says. “For now, best not tell the Baron down must be one of the Chasers Kendrick
The Houndmaster disappears into the city, hired to protect slum’s hearth crystal.
you saw me.”
his dogs nipping playfully at his heels. Your employer will not be pleased to learn
With that, the woman limps off into the night. You take a few minutes to nurse your you interfered with his affairs.
injuries. Embarrassed but not broken,
• +3 Campaign Clock However, he may be grateful to see
you then stagger across the bridge and
• Exit Combat and continue Encounter press further into Gelspar. the crystal returned.
on the next page
• +4 Campaign Clock You pick up the stone, take a moment to bind
• Add Gelspar Crystal Shard to Inventory your wounds, and press deeper into Gelspar.

• Proceed to "Baron" Kendrick Maddox (p. 46) (Continues to next page ")

Act One — Dog Eat Dog World 43


1

Special

B LOOD
Ability
6 A 2
Basic Basic
Attack Attack
[ HIDDEN ]
Move

H OUND
5 Sqs.
[HARD MODE] Special Basic
LOSS OUTCOME CONT’D: Ability Attack
5 A 3
• +5 Campaign Clock Basic
Attack
• Add Gelspar Crystal Shard to Inventory
• Proceed to "Baron" Kendrick Maddox 4
(p. 46)

INFORMATION

Hidden: Received Item Rank: Grunt Size: 1 x 1

HP: 40 Toughness: 4 Resistance: 4


Gelspar Crystal Shard
Basic Melee Bite : Deal 1d10 + 10
Effect: Ignore Concentrated Miasma
(Local Field Effect) Attack: Damage

Action: Fast Use: 1 [Storyteller Only] Actions per Turn: 2

1 SPECIAL ABILITIES
FOE DATA
Special A: Pounce : Move up to 5 Squares

B LOOD
Ability toward Hero with least HP and deal 1d10
6 2
A.I. HEX GRIDS AND STATS Basic
A
Basic + 10 Damage . Hero is knocked Prone
For A.I. Hex Grids and Stats rules, see p. 122. Attack Attack .
Move
5 Sqs.

H OUND
Special Basic DEFAULT CHARACTERISTICS
Ability Attack
Tip: For ease of use, you can download 5 A
Basic 3 Tunnel Vision: Moves toward nearest Hero.
and print the Foe Cards for this campaign Attack Immediacy: Attacks nearest Hero.
at www.emberwindgame.com/campaigns/
skies-of-axia. 4 OPTIONAL MODIFIERS

Bonded: Targets the Hero that last


INFORMATION
targeted the Houndmaster.
Rank: Grunt Size: 1 x 1
44 Act One — Dog Eat Dog World, Bloodhound
HP: 40 Toughness: 4 Resistance: 4

Basic Melee Bite : Deal 1d10 + 10


1 1

Special
Special
Ability
Ability
CC DETOUR
66 22
Special
Special Special
Special Basic
Basic For Detour rules, see p. 32.
Ability
Ability Ability
Ability Attack
Attack
AA A A
Basic
Basic Basic
Basic
Attack
Attack Attack
Attack
Move
Move
5 Sqs.
5 Sqs. [ REVEALED ]
S Special
S
Special Special
Special

H ASTER
OUND
OUND
Ability
A
Ability
A Ability
Ability The Houndmaster’s whip lays broken by
Special
Special C C BB Special
Special his side, but he may have other useful items
Basic
Basic
Ability
Ability Attack Ability
Ability on him. Do you stop to search his body?
Attack
55 A A BB 33

M ASTER
Basic
Basic
Attack
Attack [ HIDDEN ]

44
You rifle through the Houndmaster’s
belongings and find a sharp blade and
a bit of gold.

INFORMATION
INFORMATION SPECIAL
S C C ABILITIES
SPECIAL
S ABILITIES • +5 Gold Coins
• Add Serrated Dagger to
Rank:
Rank: Awakened
Awakened Size:
Size: 1 x1 1x 1 A:A: Disarming
Disarming Lash : [Range
Lash : [Range 3] 3] 1 Hero's Inventory.
Deal
Deal 1d10
1d10 + 10
+ 10 Damage . .
Damage
HP:
HP: Toughness:
6060 Toughness: Resistance:
8 8 Resistance: 44 Hero
Hero suffers
suffers 5 Stacks
5 Stacks ofof Weakness
Weakness . .
Hidden: Received Item
Basic
Basic MeleeDagger
Melee Dagger : : B:B: Animal
Animal Handling:
Handling:
Attack:Deal
Attack: Deal 2d10
2d10 + 10
+ 10 Damage
Damage AllAll Bloodhounds
Bloodhounds heal
heal 55 HP.
HP. Serrated Dagger

C:C: Enrage:
Enrage: Effect: +1 Critical Threshold
Basic
Basic RangedWhip
Ranged : [Range
Whip : [Range 3] 3] Actions
Actions byby nearest
nearest Bloodhound
Bloodhound deal
deal Action: N/A Use: N/A
Attack: Deal 1d10 + 10 Damage
Attack: Deal 1d10 + 10 Damage +10+10 Damage
Damage next
next Turn.
Turn.
[Storyteller
[Storyteller Only]
Only] Actions
Actions per
per Turn:
Turn: 33

You turn and forge deeper into Gelspar.


DEFAULT
DEFAULT CHARACTERISTICS
CHARACTERISTICS OPTIONAL
OPTIONAL MODIFIERS
MODIFIERS • Proceed to "Baron" Kendrick Maddox (p. 49)
Tunnel
Tunnel Vision:
Vision: Moves
Moves toward
toward nearest
nearest Hero.
Hero. Bonded:
Bonded: Targets
Targets the
the last
last Hero
Hero that
that
Immediacy:
Immediacy: Attacks
Attacks nearest
nearest Hero.
Hero. targeted
targeted a Bloodhound.
a Bloodhound.
Act One — Dog Eat Dog World, Houndmaster 45
"BARON" KENDRICK MADDOX

CROSSROAD ENCOUNTER
The hearth crystal is the only steady source of light Kendrick Maddox, the aspiring baron himself,
in Gelspar. You follow its dim, flickering glow across stands between a pair of damaged statues.
the Hacksaw Bridge and through a twisting maze He wears a black, feathered mantle with
of empty streets and alleys. It is not long before an intimidating broadsword strapped across his
the Starlight Commons comes into view. back. The hilt is an intricately engraved pair of
entwined serpents below the massive diamond
The Starlight Commons was once a resplendent
pommel. It makes Kendrick imposing despite his
courtyard with glittering fixtures arranged like
modest stature. His features are sharp, as if cut from
the constellations in the evening sky. Today, it is
stone. He is flanked by a small retinue of spearmen,
a crumbling ruin. The jewels that earned the plaza
their fine armour at odds with the scavenged garb
its name are long gone and the Gelspar Crystal is
of the men in the shadows.
the only remnant of that former glory.
“A woman has just taken another shard of
Tonight, there is an uneasy silence. Even the crystal’s
the crystal,” Kendrick says, his voice laced with
usual hum seems to have diminished to a barely
aggravation and impatience. “The Chasers pursued
audible frequency. Dozens of thugs, many with their
her the way you came. Did you see her? I don’t care
faces painted to resemble skulls, lurk in the shadows
if she lives or dies, but the shard must be returned.”
of the dilapidated square.

Act One — "Baron" Kendrick Maddox 47


DECISION CROSSROAD
[ REVEALED ]

STANDARD VOTE PATH A: PATH C:


For Decision Crossroad rules, see p. 26. SAY NOTHING RETURN THE SHARD
For Standard Vote rules, see p. 26. Path Restriction: Gelspar Crystal Shard Path Restriction: Gelspar Crystal Shard
For Path Restriction and Path Challenge is NOT in any Hero’s Inventory is in 1 Hero’s Inventory
rules, see p. 32.
Until you know more about the situation, The shard vibrates in proximity
best to keep your mouth shut. to the Gelspar Crystal. Putting it back
might earn Kendrick’s favour.

PATH B:
TELL HIM ABOUT PATH D:
THE WOMAN YOU HELPED KEEP THE SHARD
Path Restriction: Gelspar Crystal Shard Path Restriction: Gelspar Crystal Shard
is NOT in any Hero’s Inventory is in 1 Hero’s Inventory

If she was the thief, Kendrick deserves There’s no reason to give up such
to know what happened. a valuable prize. Kendrick doesn’t need
to know you have it.

48 Act One — "Baron" Kendrick Maddox


[ HIDDEN ]

PATH A OUTCOME: PATH C OUTCOME: “No matter,” he says. “We cannot change
what is done. We will simply have to
“No matter,” he says. “We cannot change You approach Kendrick and produce
accelerate our schedule. Time is growing
what is done. We will simply have the shard. It drifts from your hand and
short, and there is much to discuss.”
to accelerate our schedule. Time is growing clicks into place, rejoining the matrix
short, and there is much to discuss.” of the Gelspar Crystal. • Continue with "Baron" Kendrick Maddox,
Part II (p. 50)
• Continue with "Baron" Kendrick Kendrick looks pleasantly surprised.
Maddox, Part II (p. 50)
“I don’t know how you came by that, but I’m › The Hero does not Succeed:
grateful for its return. It will buy a little more
time for Gelspar. Now come. The hour is late The vibrating Shard slips through your
PATH B OUTCOME: and there is much to discuss.” fingers before you can properly stow it.
It floats from your hand and clicks into place,
Kendrick listens, his face a mask of cold rage.
• -1 Campaign Clock rejoining the matrix of the Gelspar Crystal.
“That woman was a thief,” he says. • Remove Gelspar Crystal Shard
Kendrick turns to you with the stern glare
“The shard she stole weakened the crystal from Inventory
of a disapproving parent.
I hired you to replace. The man you so • Continue with "Baron" Kendrick Maddox,
heroically butchered was a Chaser Part II (p. 50) “Assume I will punish any future deceptions
in my employ. You could not have mercilessly. I have hired you to replace
bungled that worse.” the Gelspar Crystal. Do not attempt
to undermine me. Now come. We have
Taking a deep breath, he glances back at PATH D OUTCOME:
much to discuss.”
the pulsing Gelspar Crystal. Path Challenge: Sleight of Hand Skill Check
for the Hero with the Gelspar Crystal Shard • -1 Campaign Clock
“Your honesty is appreciated, but your
competence would be far more valuable. • Remove Gelspar Crystal Shard
› The Hero Succeeds:
Let’s put this little debacle behind us and from Inventory
hope your future efforts yield better results.” You smother the vibrating shard in the thick • Continue with "Baron" Kendrick Maddox,
lining of your pocket. Kendrick does not Part II (p. 50)
• Continue with "Baron" Kendrick seem to notice.
Maddox, Part II (p. 50)

Act One — "Baron" Kendrick Maddox 49


"BARON" KENDRICK MADDOX, PT. II

CROSSROAD ENCOUNTER
Kendrick leads all of you to the base of the humming “The Chasers will keep watch here. They should be
crystal. His personal guard follows at a distance, able to keep the scavengers at bay,” the Merchant
his or her own Path, and each Hero’s Path
but the men with painted faces remain in the shadows. Baron says with a hint of accusation. “That will keep
is resolved in order starting from A and
Gelspar afloat until you return. That is all you need to
“You know why you are here,” he says in a low voice. proceeding to B, C, etc. Unless otherwise
know for now, but if you have any questions, I will try
“All of Adriel knows the Gelspar Crystal is dying. stated, do not read Outcomes for any
to answer them.”
What they don’t realize is that the slum’s future is not unselected Path. Multiple players may
measured in months or years. It is measured in days. The Crystal seems to be fading right before your choose to take the same Path to improve
When the light goes out inside this gem, Gelspar will eyes. There is not enough time for a full briefing, their chances of success, or they can split
fall and the miasma will claim it.” so you will have to pick your questions carefully. up to cover as much ground as possible.

He gazes up at the underside of the Celestial (For Path Challenge rules, see p. 28.)
Plateau, determination hardening his features. DIVERGENCE CROSSROAD
A Path Challenge in this Crossroad
“Fortunately, the Chasers have located a new contains a Difficult Circumstance. A Difficult
hearth crystal about a day’s flight north of Adriel. STANDARD VOTE Circumstance indicates increased difficulty
I expect you to retrieve it. Go to the Port of Dreams For new players: Divergence Crossroads at performing a check, and is applied as
and wait outside a shop called the Peerless Pier. are navigated by individual players rather a modifier to all roll results made while
My contact Hobb will meet you there. He is handling than by party vote. Each Hero chooses navigating the Path Challenge.
the arrangements for your airship.”

Kendrick gestures to the painted faces watching


you from the edges of the square.

50 Act One — "Baron" Kendrick Maddox, Pt. II


[ REVEALED ]

PATH A: PATH C: PATH E:


ASK ABOUT CRYSTAL LOCATION ASK ABOUT YOUR AIRSHIP ASK ABOUT
Damn the secrecy. You can’t bring back The mission is doomed if your ship isn’t POTENTIAL DANGERS
the hearth crystal if you don’t know where it is. equipped for the dangers of sky travel. You need to know what kind of threats
You could demand to know more you might encounter.
Path Challenge: Knowledge Skill Check
about the vessel.
for each Hero who takes this Path Path Challenge: Leadership Skill Check
Path Challenge: Intimidate Skill Check for each Hero who takes this Path
• Laureat has Advantage
for each Hero who takes this Path

• Rath has Advantage


PATH F:
PATH B:
ASK ABOUT CHASERS
ASK ABOUT
KENDRICK’S MOTIVATIONS PATH D: According to rumour, the Chasers have
ASK ABOUT PROVISIONS been doing the nobility’s dirty work for
This high-risk venture must be costing
years. Why would Kendrick trust them now?
Kendrick dearly. There has to be more Any good adventurer knows the importance
You could quietly pull him aside and ask.
to the story. of having the right gear.
Path Challenge: Stealth Skill Check for
Path Challenge: Fast-Talk Skill Check Path Challenge: Insight Skill Check for each
each Hero who takes this Path
for each Hero who takes this Path Hero who takes this Path
• Rook has Advantage
• Piper has Advantage

Delayed Outcome: If the Heroes tried and


failed to conceal the shard ("Baron" Kendrick
Maddox, Path D, Failure, p. 49):

• +5 Difficult Circumstance to each check

Act One — "Baron" Kendrick Maddox, Pt. II 51


[ HIDDEN ]

PATH A OUTCOME: PATH B OUTCOME: PATH C OUTCOME:


› 1 or more Heroes succeed: › 1 or more Heroes succeed: › 1 or more Heroes succeed:

The question seems to make Kendrick nervous. “I have been honest about my intentions Kendrick tries to dismiss your question,
in Gelspar,” Kendrick says. “If I benefit, but you press until he yields.
“Our information is…imprecise,” he says.
that is merely a fortunate coincidence.”
“The Chasers have found a shard from a new “The ship is called the Gilded Drake.
hearth crystal. Pieces of the same crystal “I will say this. The nobility does not She’s not much to look at, but she will
are attracted to one another, so the shard appreciate the potential of the crystals. take you where you need to go. Hobb has
will guide you to its parent. It’s an old trick. I have much bigger plans once Gelspar been tracking port movements, and has
Hobb uses it to track down his airships when is restored. I was the wealthiest man in guaranteed a safe window for you to launch
people don’t return them. But truthfully, Adriel before this started. I will own Adriel undetected. But I’d be wary if I were you.
I do not know exactly where you will find it. when it is done.” The Drake is a smuggling ship that has seen
The Chasers won’t tell me where the shard better days. There’s no telling what he’s
“Take this. They’re not cheap, but I have
comes from, and they would have retrieved stashed away on board, so you’ll want
enough to spare one.”
it themselves if it were easy to recover.” to conduct a thorough search—and maybe
• Add 1 Potion of Heroism make a few repairs—before you depart.”
• Continue Encounter
to 1 Hero's Inventory
• Continue Encounter
› No Heroes succeed: • Continue Encounter
› No Heroes succeed:
The question seems to make Kendrick nervous. › No Heroes succeed:
You press Kendrick for more information,
“Truthfully, I do not know what you will find. “I have been honest about my intentions but he doesn’t offer much.
The Chasers came to me with a lead, but they in Gelspar,” Kendrick says. “If I benefit,
won’t tell me where the crystal comes from, that is merely a fortunate coincidence.” “The ship is called the Gilded Drake.
and I doubt it will be easy to recover.” She’s not much to look at, but she will
Powerful men love to talk. You try to keep take you where you need to go. Hobb has
• Continue Encounter the conversation going, but Kendrick is been tracking port movements and
a practiced politician and remains evasive. has guaranteed a safe window for you
• Continue Encounter to launch undetected.”

• Continue Encounter

52 Act One — "Baron" Kendrick Maddox, Pt. II


[ HIDDEN ]

PATH D OUTCOME: PATH E OUTCOME: PATH F OUTCOME:


› 1 or more Heroes succeed: › 1 or more Heroes succeed: › 1 or more Heroes succeed:

You outline some of the supplies that “You’ll probably have to deal with a few You lean in close to speak, conscious of
could prove useful on your trip into slaughterfish, but you will be in the Azure, the Chasers watching from the shadows.
the Azure. Kendrick nods. so wildlife should be sparse.”
“I don’t trust them," Kendrick says. "I would
“I appreciate an ally who plans ahead. Kendrick takes a minute to mull things over. be a fool if I did. But in this case, our interests
The mission must be completed, and I will are aligned. Gelspar is the seat of Chaser
“You’ll also want a way to deal with the miasma,
assist you to that end.” power. They will lose recruits and influence
since you’re going to be seeing a lot of it.
if the district falls.”
He tosses a small coin purse to you. In the Port of Dreams there is a sailing supply
shop called The Old Salt. Mention Hobb’s He leans in even closer and drops his voice.
“Take this as a show of faith. Just remember
name and they should offer you a discount.”
that you work for me now. Buy what you need, “But sooner or later, the Chasers turn on
but I expect to see a return on my investment.” • Continue Encounter everyone. It would be safe to assume they
will betray you at some point. You should
• +10 Gold Pieces
› No Heroes succeed: be fine for now. This mission is dangerous,
• If 2 or more Heroes succeed: and the Chasers would much rather let
+15 Gold Pieces instead Kendrick takes a minute to mull things over.
someone else take the risk. They will
• Continue Encounter “You’ll probably have to deal with a few not turn against you until after you have
slaughterfish, but you will be in the Azure, secured the Crystal. Stay sharp once it is
› No Heroes succeed: so wildlife should be sparse.” in your possession.”

Kendrick seems to find the question amusing. “Beyond that, I expect you’ll see whatever • Continue Encounter
“Elise has already given you more than you it is you normally find when you leave
the city. I’m no adventurer. I don’t know › No Heroes succeed:
should need. I need to see results before
increasing my investment. Until then, your gear much about rough terrain.”
(Continues to next page ")
is your responsibility. I don’t know what • Continue Encounter
would be useful to you on this expedition.”

• Continue Encounter

Act One — "Baron" Kendrick Maddox, Pt. II 53


[ HIDDEN ] “If that’s everything, you’ll want to be on your way,”
Kendrick says, “Take the Sky Elevator and approach
PATH F OUTCOME CONT’D: the Port of Dreams from the Silverglades. It’s still
› No Heroes succeed: the fastest route topside. Nobody goes there
anymore, but I’ve ensured the lift is still in
You lean in close to speak, conscious of
commission. When you return, bring the crystal
the Chasers watching from the shadows.
straight to my mansion in the Span. I’ll make my
Kendrick takes a short step back.
private dock available. Now hurry. If Gelspar falls,
“Best not to discuss that here. I can tell you then our names fall with it.”
that I do not fully trust them—I would be
Kendrick turns to issue orders to his guards.
a fool if I did. But in this case, our interests
The Chasers continue to menace from the shadows.
are aligned. Gelspar is the seat of Chaser
You head north to the elevator platform, leaving them
power. They will lose recruits and influence
and the failing light of the Gelspar Crystal.
if the district falls. I doubt they will give you
too much interference.” • Proceed to Going Up (p. 56)
He glances around the square.

“If they do betray you, that’s the cost of


doing business. Try not to take it personally.”

• Continue Encounter

Hidden B: Received Item

Point of Heroism
Effect: +1 Tide-Turner Charge
Action: Fast Use: 1/Campaign

54 Act One — "Baron" Kendrick Maddox, Pt. II


A T
CT W O
THE CITY
GOING UP
[ REVEALED ]
CROSSROAD ENCOUNTER
PATH A:
The metal skeleton of the Sky Elevator rises The massive silhouette of the Silverglades looms
TELL HER YOU ARE
away from Gelspar at a sharp angle to the north. above you. In the dark, you can make out the glimmer
JUST PASSING THROUGH
The contraption was originally built to shuttle of inert crystal shards and the shapes of stunted trees
food, supplies, and families to the Silverglades and shrubs growing on its underbelly. The lift carries There is no point in lying if the woman
to encourage new farming settlements to feed you up past the lip of the island and over a stretch of is already suspicious.
the district. That was before the Council of misty terrain. A long, slinking form skitters through Weighted Path: The Narrator tells the Party
Nobles abandoned the project and condemned the drifting haze between a pair of abandoned silos. that this is the Weighted Path. The party
the Silverglades. Today, the region is a desolate chooses this Path if even 1 Hero votes for it
The elevator rattles to a stop twenty feet above
patch of rock still moored to the edge of Adriel.
the Silverglades and the gate drops, giving you
Fortunately, it offers an unmonitored route to access to an exit platform. The ruins of a long loading
the Port of Dreams in Windfall Harbour, where your ramp are strewn about the stone foundation below, PATH B:
ship is waiting. but an unsecured ladder descends to ground level SAY YOU WORK
in its stead. FOR THE COUNCIL
You hop over a low barricade and board
the elevator, pulling up the loading gate behind you. “The Council didn’t need to send a babysitter,” This woman thought you were someone
The wide platform is lined with old benches and an irritated voice says from below. A woman in a else. You could play along.
is large enough to hold nearly a hundred people, purple robe with a crooked staff strapped to her
Path Challenge: Fast-Talk Skill Check
though it has been decades since anyone tested back climbs onto the platform.
for One Hero
its capacity. Even then, safety was not a primary
“Wait a minute,” she says, squinting for a better
concern. The rickety chest-high railing is tall enough
look while reaching for her staff. “You don’t look
to secure sliding cargo, but it would be easy to
like you work for the Council. Mind telling me what
tumble over the side. PATH C:
you’re doing here?”
CLAIM YOU ARE ELEVATOR
The gears scream in protest when you activate
INSPECTORS AND DEMAND
the lift, but the chains eventually begin to raise
DECISION CROSSROAD AN EXPLANATION
the platform with a slow, metallic clatter. The wind
rattles the cage as you leave the shelter of Gelspar. You have a feeling this woman is not
Soon the dimming hearth crystal fades into SNAP VOTE supposed to be here. Perhaps you can turn
the distance, and you are dangling in the open the conversation on her.
For Decision Crossroad rules, see p. 26.
night sky, a mile from the nearest piece of solid For Snap Vote rules, see p. 34. Path Challenge: Intimidate or Fast-Talk Skill
ground. Alongside the elevator shaft, you can For Path Challenge rules, see p. 28. Check for All Heroes
see the colossal chain that tethers Gelspar
to the Silverglades.

56 Act Two — Going Up


[ HIDDEN ]

PATH A OUTCOME: She pounds her staff on the platform and She points over the railing. Below, a massive
a crackle of energy lights up the tip. centipede-like creature slithers through
“Sorry, but the path is closed,” the woman
the mist, carrying a blackpowder barrel to
says, kicking the ladder over. “No. Definitely not Council.”
the base of one of the pillars holding up
She pounds her staff on the platform and • Proceed to Don’t Rock the Lift (p. 58) the shaft. Then she looks back to you with
a crackle of energy lights up the tip. realization dawning on her face.

“By the order of the Council.”


› The hero does not succeed:
“Not to be rude here, but can I
“Sure you are,” she says, kicking see some identification?”
• Proceed to Don’t Rock the Lift (p. 58)
the ladder over.
She licks her lips nervously.
She pounds her staff on the platform and
“There is no elevator inspection team, is there?”
PATH B OUTCOME: a crackle of purple energy lights up the tip.
She pounds her staff on the platform and
› The Hero succeeds: “Let’s see some credentials.”
a crackle of energy lights up the tip.
The woman bristles, but steps aside to • Proceed to Don’t Rock the Lift (p. 58)
“All right, who are you and what are
let you pass.
you doing here?”
“I told them I don’t need any supervision,”
• Proceed to Don’t Rock the Lift (p. 58)
she says. "The Council came to us with PATH C OUTCOME:
this contract. You can trust the rift › All Heroes succeed:
› Any Hero does not succeed:
keepers to deliver.”
The woman raises an eyebrow in suspicion,
“Sure, and I’m the High Radiant of the Sun
She gestures below where you canmake out but before she can speak, you bombard her
Chamber,” she says, kicking the ladder over.
two other robed figures in the mist. with questions. Flustered, she apologizes
and steps aside to let you pass. She pounds her staff on the platform and
“Don’t know why they sent you up the elevator.
a crackle of energy lights up the tip.
The Council said no one uses it anymore, “Sorry! I just wasn’t expecting anyone.
and it seems risky considering the plan...” I don’t see the point in inspecting something “Let me show you my credentials.”

She trails off and eyes you warily. that you're contracting us to blow up in
• Proceed to Don’t Rock the Lift (p. 58)
a couple days anyway. You can tell Lady
“You’re not really with the Council, are you?” Machia we've smuggled the charges in,
and you saw us set them up."

Act Two — Going Up 57


,
D O CK
ON T
R
THE LI F T
COMBAT ENCOUNTER
Tip: If this is your first time playing a tabletop
role playing game or a EMBERWIND campaign,
we recommend that you ignore all sections
marked [Hard Mode].

BATTLEFIELD MAP

LEGEND:
Rift Mage

Slitherspine

Heroes

Concentrated Miasma

Ladder
(See Elevation Combat Flair.)

Elevated Ground
(See Elevation Combat Flair.)

[Hard Mode]
Reinforcements
(See Kaboom! Combat Flair.)

Tip: Print or recreate the map on p. 60,


then place tokens for Combatants at
the indicated locations.

60 Act Two — Don't Rock the Lift, Map


COMBAT FLAIRS CONDITIONS

Elevation: The lift and the destroyed ramp Concentrated Miasma (Local Field Effect): VICTORY:
are 20 feet above the rest of the Battlefield. Dense pockets of miasma persist in this • All Foes are Fallen.
environment. When a Combatant enters
• You may attempt to climb up or down
a Square with Concentrated Miasma,
the lift or the platform by making an
they take 2d8 Damage and suffer
Athletics Check using a Slow Action.
2 Stacks of Poison. LOSS:
• If you are successful: place your Hero • All Heroes are Fallen.
in an unoccupied Square adjacent • Reminder: Concentrated Miasma does
to the ramp. not affect you if you have a crystal
• If you are unsuccessful: place your shard in your Inventory.
Hero in an unoccupied Square
[Hard Mode] Kaboom!: A Slitherspine
adjacent to the ramp. They take
appears at the as a reinforcement.
2d6 Damage and
This Slitherspine is carrying a powderkeg.
are knocked Prone.
• Delayed Outcome: If you • On a Critical Hit against that
successfully lied to the Rift Mage Slitherspine, or when that Slitherspine
(Going Up, Path B, p. 57; or Going becomes Fallen, the powderkeg
Up, Path C, p. 57), the ladder has detonates. All Combatants within 2
not been kicked down. You may Squares take 6d6 Damage .
climb the ladder as a Fast Action
without making an Athletics
Check to ascend to or descend
from the platform.
• You may drop from the the ramp
as a Free Action. If you do, you take
3d6 Damage .

Act Two — Don’t Rock the Lift 61


OPENING NARRATION
[ HIDDEN ]

The woman grips her crooked wooden staff VICTORY OUTCOME: LOSS OUTCOME:
and traces a circle in the air, seeming to tear The woman coughs up a knot of blood As the world goes dark and the night fills
the fabric of reality. A spiraling vortex of as you approach. She fumbles for her staff, with the sound of clicking legs and fangs
purple energy opens inside the elevator but gives up when she realizes it is too far away. ripping into flesh, you realize you have failed
cage, and a massive centipede-like Gelspar. The slum will fall, and your names
creature emerges. Its countless rows “Go ahead,” she wheezes with her last
will be forgotten with it.
of spiny, multi-hinged legs clicks as it breaths. “I knew I shouldn’t have taken this
advances. As it uncoils, its hard carapace job. That’s what I get for trusting bureaucrats.” • Game Over: Your party has failed at
sizzles and smokes when it meets the cool a critical moment. Discuss what went
Her head lolls to the side as she dies,
night air. The elevator groans beneath wrong, then make a standard vote to
leaving you alone in the eerie silence
the added weight. backtrack to the beginning of the Act,
of the Silverglades.
Encounter, or Campaign. Remove any
Another centipede slinks out of items and gold you have gained between
• +3 Campaign Clock
the miasma and climbs onto the exit then and now.
platform with terrifying speed.
• Proceed to The Silverglades (p. 66)

With a swipe of her staff, the woman


opens another crackling rift directly in
front of her. She steps through and
reappears from another portal at the base
of the ruined ramp.

You ready your weapons as


the creatures close in.

62 Act Two — Don’t Rock the Lift


FOE DATA

RRI FITF T
RMI FM TAGE
AGE
A.I. HEX GRIDS AND STATS
For A.I. Hex Grids and Stats rules, see p. 122.

M AGE
Tip: For ease of use, you can download
and print the Foe Cards for this campaign
at www.emberwindgame.com/campaigns/
skies-of-axia.

INFORMATION SPECIAL ABILITIES


INFORMATION SPECIAL ABILITIES
Rank: Grunt Size: 1 x 1 A: Dazing Bolt :
1 Deal 1d10A:+ Dazing
10 Damage
Rank: Grunt Size: 1 x 1 Bolt :. Hero suffers
1 HP: 35 Toughness: 4 Resistance: 6 from Daze .
INFORMATION SPECIAL ABILITIES
Deal 1d10 + 10 Damage . Hero suffers
Basic HP: 35 Toughness: 4 Resistance: 6
Basic Ranged Rift Bolt : [Range 5] from Daze
B: Dew from Beyond: Nearest wounded .
Attack A: Dazing Bolt :
6 Basic 2 Rank: Grunt Size: 1 x 1 Slitherspine healsfrom10 HP.
Special 1 Basic Attack: Deal
Basic 1d10 + 10
Ranged RiftDamage
Bolt : [Range 5] B: +Dew Beyond:. Hero
Nearest wounded
Attack Deal 1d10 10 Damage suffers
Ability 6 2
B
Special Attack
Basic
HP: 35 Toughness:
Attack: Resistance:
4 Deal 1d10 + 106Damage from DazeSlitherspine
. heals 10 HP.
Ability
Move
Basic Attack
B
5Attack
Sqs. Basic Ranged Rift Bolt : [Range 5] B: Dew from Beyond: Nearest wounded
6
Special
Special
Move
Special
2 [Storyteller Only]Deal
Attack: Actions
1d10 per
+ 10 Turn:
Damage2 Slitherspine heals 10 HP.
5Basic
Sqs.
Ability
Ability Special
Ability
Attack Special [Storyteller Only] Actions per Turn: 2
5 B B Special A 3 Ability
Ability
Move
Ability
B A DEFAULT CHARACTERISTICS OPTIONAL MODIFIERS
5 5 Sqs. Special 3
Special A Special
Ability
[Storyteller Only] Actions per Turn: 2
DEFAULT CHARACTERISTICS OPTIONAL MODIFIERS
Ability Ability
A Maintains 5 Squares of distance from Coordinated Assault: Targets the last
4
5 B Special A 3 nearest Hero whenever
Maintains possible.of distance from
5 Squares Hero another Foe Attacked.
Coordinated Assault: Targets the last
Ability 4
DEFAULT CHARACTERISTICS
Immediacy: nearest
Attacks Hero whenever
nearest Hero. possible. OPTIONAL
Blink: Move HeroMODIFIERS
Actionsanother Foe Attacked.
are Teleports (cannot
A
be obstructed and not affected by Elevation).
Maintains Immediacy:
5 Squares ofAttacks nearest
distance from Hero. CoordinatedBlink: Move Targets
Assault: Actions the
are Teleports
last (cannot
4 be obstructed and not affected by Elevation
nearest Hero whenever possible. Hero another Foe Attacked.
Immediacy: Attacks nearest Hero. Blink: Move Actions
Act Two — Don’tare Teleports
Rock the Lift, Rift(cannot
Mage 63
be obstructed and not affected by Elevation).
SSLIPI
L
LIITH
TH ER
ER
TH ER
SSPI
PINNNE
E
E
INFORMATION
INFORMATION SPECIAL
SPECIAL
ABILITIES
ABILITIES
INFORMATION SPECIAL ABILITIES
1 1 Rank:
Rank: Awakened
Awakened Size:
Size:
2 x22x 2 A: Limb
A: Limb
Cage
Cage : :
1 Rank: Awakened Size: 2 x 2 A: Deal
Deal
Limb 1d10
1d10
Cage + 5+Damage
5: Damage . Hero
. Hero
suffers
suffers
HP:HP:
75 75Toughness:
Toughness: Resistance:
4 4 Resistance: 6 6 from
from
Paralysis
Paralysis . .
Basic
Basic Deal 1d10 + 5 Damage . Hero suffers
Attack
Attack HP: 75 Toughness: 4 Resistance: 6 from Paralysis .
Basic Basic
Basic
Ranged
Ranged Lash : [Range
Lash : [Range
2] 2] B: Spineburst
B: Spineburst
[Acrobatics/Endurance]:
[Acrobatics/Endurance]:
Attack Attack:
Attack:
Basic Ranged Deal
Deal
Lash 1d10
1d10
:+[Range
10+ Damage
10 Damage
2] B: [Range
[Range
Spineburst 2] Deal
2][Acrobatics/Endurance]:
Deal
2d10
2d10+ 10+ Damage
10 Damage
6 6 2 2 to all
to Heroes
all Heroes within
within
2 Range.
2 Range.
Special
Special Attack: Deal 1d10 + 10 Damage [Range 2] Deal 2d10 + 10 Damage
Move
Move Basic
Basic Slitherspine
Slitherspine
6 Ability
Ability 3 Sqs.
3 Sqs. Attack
Attack
2 to all Heroessufferssuffers
within from from
2 Range. Fragility.
Fragility.
Special Move Basic
A A Special Special Slitherspine
C: Grappling
C: Grappling suffers
BarbBarb from
: [RangeFragility.
: [Range
5] 5]
Ability 3 Sqs. Basic
Basic Attack
Ability
Ability
A Special Attack
Attack
Basic C: Deal
Deal
1d10
1d10
Grappling +Barb
10+ Damage
10 Damage
: [Range. Hero
5]. Hero
is is
C C [Storyteller
[Storyteller
Only]
Only]
Actions
Actions
perper
Turn:
Turn:
3 3 moved
movedto square
to square
adjacent
adjacent
to Slitherspine.
to Slitherspine.
Ability Move
Move Attack Deal 1d10 + 10 Damage . Hero is
C 3 Sqs.
3 Sqs. [Storyteller Only] Actions per Turn: 3 moved to square adjacent to Slitherspine.
Move
Special
Special Move
Move
3 Sqs.
Ability
Ability 3 Sqs.
3 Sqs.
Special Move DEFAULT
DEFAULT
CHARACTERISTICS
CHARACTERISTICS OPTIONAL
OPTIONAL
MODIFIERS
MODIFIERS
C C Special
Special
Move Ability
Move Move
Move 3 Sqs.
Ability
Ability DEFAULT CHARACTERISTICS OPTIONAL MODIFIERS
3 Sqs.
3 Sqs. C 3 Sqs.
3 Sqs. Special Natural
Natural
Environment:
Environment:
Immune
Immune to Concentrated
to Concentrated Steady
Steady
Feet:
Feet:
Cannot
Cannot
Move Move A A 3 3
5 5 Ability Miasma
Miasma(Local
(Local
Field
Field
Effect).
Effect). be be
knocked
knocked
Prone.
Prone.
3 Sqs. 3 Sqs. Natural Environment: Immune to Concentrated Steady Feet: Cannot
5 A 3 Miasma
High
High (Local Move
Traction: Field
Traction: Effect).
Move
Actions
Actionsareare
notnot beWide
Wideknocked Prone.
Attacks:
Attacks:
Basic
Basic
Attacks
Attacks
Special
Special
Ability
Ability affected
affected
by by
Elevation.
Elevation.
High Traction: Move Actions are not targeting
targeting
a Hero
a Hero
also
also
target
target
Wide Attacks: Basic Attacks all all
Special
B B affected
MobMob by Elevation.
Masher:
Masher:
Moves
Moves
toward
toward andand
Attacks
Attacks other
other
Heroes
Heroes
adjacent
adjacent
to that
to that
targeting a Hero also target allHero.
Hero.
Ability
B Hero
Hero
nearest
nearest
to another
to another
Hero.
Hero.
Mob Masher: Moves toward and Attacks other Heroes adjacent to that Hero.
4 4
Hero nearest to another Hero.
4

Act Two — Don’t Rock the Lift, Slitherspine 65


THE SILVERGLADES

CROSSROAD ENCOUNTER
As you look over the woman’s corpse and [ REVEALED ]
the twitching bodies of the monsters littering
the area, you realize you have stumbled upon PATH A: PATH C:
something you were not supposed to see. It could SEARCH THE AREA SEARCH THE MAGES
be worth having a look around, but Hobb is waiting Path Restriction: Campaign Clock must Path Restriction: Campaign Clock must
for you in the Port of Dreams. be less than 9 be less than 9

The woman was up to something You might find clues or useful equipment.
DISCOVERY CROSSROAD when you arrived.
Path Challenge: Sleight of Hand Skill
Path Challenge: Focus Skill Check Check for all Heroes
STANDARD VOTE for all Heroes
For new players: Discovery Crossroads
work like Dialogue Crossroads, except that
PATH D:
the Heroes investigate their environment for
PATH B: LEAVE FOR
information or resources. Your party votes on
Paths to direct the investigation. Your group
EXAMINE THE CREATURES THE PORT OF DREAMS
may take multiple Paths, selecting them Path Restriction: Campaign Clock must There is no time to investigate. If you leave
in any order, until one of the Outcomes be less than 9 now, you should be able to reach the docks
ends the Crossroad. You cannot take within the hour.
These monsters do not look like they are
the same Path more than once.
native to this world.
For Standard Vote rules, see p. 26.
Path Challenge: Knowledge Skill Check
For Path Restriction and Path Challenge
for all Heroes
rules, see p. 32.

66 Act Two — The Silverglades


[ HIDDEN ]

PATH A OUTCOME: PATH B OUTCOME: PATH C OUTCOME:


› 2 or more Heroes succeed: › 1 or more Heroes succeed: › 1 or more Heroes succeed:

Inside one of the silos, there is a stack of The creatures look like monstrous The mages' cloaks are lined with dozens
blackpowder barrels that would be far too centipedes, but their physiology has been of small pockets holding all manners of junk.
heavy to carry with you. They do not seem warped. Beneath their spiny, jointed legs Most of it is worthless, but one of the mage's
to be armed. and chitinous plates, they have pale, hidden pouches contains a bag of gold coins
slimy flesh. One of the bodies seemed stamped with the city seal of Summit.
However, you find a blackpowder bomb
to be giving off faint wisps of smoke when
strapped to the underside of the exit • +1 Campaign Clock
it first emerged from the portal, but now it is
platform’s railing. • +5 Gold Pieces
totally inert. A fine crystalline frost is starting
• +1 Campaign Clock to form on some of the joints. • Vote again
• Add Blackpowder Bomb to Inventory • +1 Campaign Clock › No Hero succeeds:
• Vote again • Vote again
The mages' cloaks are lined with dozens
› No Hero succeeds: › No Hero succeeds: of small pockets holding all manner of junk.
Unfortunately, all of it is worthless.
Poking around, you don’t find much of note. Beneath the spiny plates covering
Inside one of the silos, there is a stack of the creatures’ bodies, their pale flesh • +1 Campaign Clock
blackpowder barrels that would be far too is soft and slimy. Whatever these things are, • Vote again
heavy to carry with you. their anatomy is strange and unfamiliar.
• +1 Campaign Clock • +1 Campaign Clock
• Vote again • Vote again PATH D OUTCOME:
You regroup and prepare to depart,
grateful to be putting this mess behind you.

Hidden A: Received Item There is nothing left for you in


the Silverglades. You hurry into the shifting
Blackpowder Bomb mists and make your way toward the distant
Effect: Target a Square up to 3 Squares lights of the harbour.
away from you. Any Combatant adjacent to
Square takes 4d6 damage . • Proceed to Port of Dreams (p. 68)
Action: Fast Use: 1/Campaign

Act Two — The Silverglades 67


THE PORT OF DREAMS

CROSSROAD ENCOUNTER
Located at the far eastern tip of Adriel, the Port and thieves. The fragrant stalls are abuzz with [ REVEALED ]
of Dreams is one of the lesser marinas in Windfall the din of hagglers. When the sun is at its peak,
A woman wrapped in a drab shawl bumps
Harbour. The port is primarily used for personal a walk that should take twenty minutes will take more
into you as you make your way down one
travel by local residents, with only a token customs than an hour in the dense crush of people. You will
of the central thoroughfares.
force to monitor the commercial comings and goings. have to hurry if you want to make it to the skyfront
The lax oversight makes the Port of Dreams more before traffic clogs the streets. “Come with me,” she whispers.
popular than Wingspan with smugglers. It is the perfect “I have something to give you.”
place to launch a covert expedition.
DETOUR There is something familiar about
To get to the Port of Dreams, you have to go through the woman’s voice. You will have to follow
the Red Market, a sprawling bazaar in the middle of For Detour rules, see p. 30. her immediately or lose her in the crowd.
Windfall Harbour. The Red Market takes its name For Path Restriction rules, see p. 32.
from the enormous bolts of crimson cloth draped Do you pursue her?
above the top of the district to shield the city from
the sun during the day.
Path Restriction: This Detour is only
The Red Market is not as dangerous as Gelspar, available if the Heroes won the Dog Eat Dog
but it’s far from safe. Although it is still hours until Combat Encounter (p. 39)
dawn, the narrow streets are already teeming with
people—more than a few of them likely pickpockets

68 Act Two — The Port of Dreams


[ HIDDEN ]

When you turn back, the woman stands She tosses you a leather pouch with a tight • +1 Campaign Clock
in the middle of the street, grinning and drawstring. When you open it, you find it • -1 Gold Piece
swinging your coin purse in her hand. filled with a pinch of fine white powder. • Add Wedge of Cheese to
You recognize her as the woman you saved 1 Hero's Inventory
“A taste of last night’s score,” she says.
on the Hacksaw Bridge. Her left arm is in
“I’m sure you’ll find a use for it. Or not. That • Add "Crystalline Powder" to
a sling, but otherwise she seems to have
will fetch a decent price on the open market.” 1 Hero's Inventory
recovered well from her ordeal.
• Can be sold for 10 Gold Pieces
She opens your purse and removes a coin
“You’ll want to be more careful,” she says. to any shopkeeper. If Laureat is
before throwing you the rest.
“You never know who you’ll run into in this present, she recognizes it as
part of town.” “Sorry, but I don’t do this for free, you know? the street drug Pixie, made of
A girl has to take something for her time. ground crystal shards. It can be
She leads you into an alley behind a wooden
There are people who would kill for that, sold for 15 Gold Pieces instead.
cart stacked with jugs of fermented milk.
Ducking into in an abandoned doorway,
so getting it at cost is quite the bargain. • Exit Detour and continue Encounter
The next time we do business—if there is on the next page
she leans against the sandstone sandstone
a next time—you won’t even know a deal
wall. She produces an odorous wedge of
has taken place. I wish you well in your Hidden: Received Item
cheese and takes a bite. She grimaces,
endeavors... and I hope we never meet again.”
but continues chewing.
Wedge of Cheese
You keep a tight grip on your possessions
“Ugh—stale. But it was a steal, so no one Effect: Heal 1 HP
as the woman brushes past and disappears
to blame but myself,” she says, tucking the
into the flow of street traffic. Action: Free Use: 1/Campaign
wedge away somewhere inside her shawl.
“Look, I’m no good at this sort of thing. It takes you a moment to realize the smell
Hidden: Received Item
Generally keep to myself, you know? coming from your coin purse is the stale
But you helped me out of a tight spot, and I cheese she must have stowed inside "Crystalline Powder"
suppose some kind of thanks is in order.” before returning it.
Effect: +10 Resistance until end
of the Encounter; Suffer from 1 Stack
of Poison (Persistent)

Action: Free Use: 1/Campaign

Act Two — The Port of Dreams 69


You shove through the bazaar and reach [ REVEALED ] [ HIDDEN ]
the Peerless Pier, where several modest airships
are moored to long docks that jut like teeth into PATH A: PATH A OUTCOME:
the empty sky beyond. Sailors scurry around, VISIT “THE HEDGE” The sign above the stall reads
tossing thick coils of rope and leaping from ship APOTHECARY “The Hedge.” Just below that hangs another
to pier without concern for the bottomless drop Potions and salves could come in handy sign reading “When you need an edge,
below. Airships come and go, flitting off into on your voyage. visit the Hedge.” Below that stands a man
the darkness like fireflies. with sunken, sleepy eyes.

There is no sign of your contact yet, giving you some “Welcome to the Hedge,” he says.
time to peruse the nearby stands. The selection in PATH B: “I’m guessing you could use an edge.”
the Port of Dreams is sparser than in the Red Market, VISIT “THE AMPLE
• +1 Campaign Clock
but the lines are shorter. If you need any equipment ANVIL” SMITHY
or supplies, now is your last chance to shop.
• See “The Hedge” Store Inventory (p. 71)
Your gear might benefit
from some maintenance.
• Vote again

DISCOVERY CROSSROAD

PATH C: PATH B OUTCOME:


STANDARD VOTE
VISIT “THE OLD SALT” “Weapons don’t kill people—sharp weapons
For Discovery Crossroad rules, see p. 66.
For Standard Vote rules, see p. 26.
SAILING SUPPLY kill people,” says a grinning blacksmith with
three missing teeth.
You do not want to be caught in the open
sky without proper supplies. “Let’s give your blade some bite.”

• +1 Campaign Clock
• See “The Ample Anvil” Store
PATH D: Inventory (p. 72)
LEAVE SHOPS • Vote again
AND LOOK FOR HOBB
Your contact should be here soon.

70 Act Two — The Port of Dreams


HIDDEN: “THE HEDGE” STORE INVENTORY
Name Effect Stock Price
PATH C OUTCOME:
“Don’t fall through the bottomless blue.
Effect: +2 Damage until end of the Encounter 5
I have everything you need to make sure Bloodboil Bubbly 2
the winds favour your sails,” says the woman Action: Free Use: 1/Campaign Gold Pieces
running the stall.

• +1 Campaign Clock Effect: Remove all Stacks of a Condition 5


Cloudclear Salve 2
• See “The Old Salt” Store Inventory (p.72) Action: Free Use: 1/Campaign Gold Pieces

Delayed Outcome: If Kendrick told you


to mention Hobb: Effect: Heal 2 HP at the start of your Turn
Shot of 8
until the end of the Encounter 1
"Liquid Courage" Gold Pieces
• Purchase 1 item at half price Action: Free Use: 1/Campaign
(rounded down)
• Vote again Effect:+2 Resistance until end of the Encounter
Glittergold 5
2
Ointment Action: Free Use: 1/Campaign Gold Pieces

PATH D OUTCOME:
A few shopkeepers call out when they
realize you are about to leave, but you
ignore them and turn your attention
toward the street.

• Proceed to The Peerless Pier (p. 73)

Act Two — The Port of Dreams 71


HIDDEN: “THE AMPLE ANVIL” STORE INVENTORY
Name Effect Stock Price

Effect: +2 Damage until end of the Campaign


Weapon 8
Action: N/A Use: N/A 2
Maintenance Kit Gold Pieces

Armour Effect: +1 Toughness until end of the Campaign 10


2
Maintenance Kit Action: N/A Use: N/A Gold Pieces

HIDDEN: “THE OLD SALT” STORE INVENTORY


Name Effect Stock Price

Effect: +1 Turn to Combat Encounters with


the Combat Flair Miasma (Field Effect) 10
Lungbox 1
Gold Pieces
Action: N/A Use: N/A

Effect: Alter a roll result by -4 or +4. 5


Sailor’s Knot 2
Action: Free Use: 1/Campaign Gold Pieces

Minor Effect: Heal 10 HP 5


2
Healing Salve Action: Fast Use: 1/Campaign Gold Pieces

72 Act Two — The Port of Dreams


THE PEERLESS PIER

CROSSROAD ENCOUNTER
After a few minutes, a cherubic man emerges from Hobb slides a loose board from the the boathouse Hobb boards and dances about the cockpit, hitting a
the crowd, briefly making eye contact with a nod. wall and dips through the gap. A guard dog sniffs few switches and pulling a few levers before giving
He weaves through passersby without bumping your feet as you enter, but goes back to sleep when the engine a good kick. The airship rumbles to life.
anyone or dropping the kebabs he holds in both it sees Hobb has finished his kebabs.
“Takes her a few minutes to get warmed up,”
hands, ducking and spinning as if following a path
The main door of the shack is padlocked from within. he says. “Might as well go in and
only he can see. The man’s ruddy cheeks are
The floor is covered with an odd assortment of make yourselves comfortable.”
covered in a thin layer of sweat and dirt. It would
mismatched rugs. Hobb peels one back to reveal
be easy to pass him off as a drunkard if not for The ship’s upper deck consists of the cockpit and
a trapdoor and ladder. You descend several stories
the strange grace of his movements. threadbare quarters for a crew. The lower deck is
to a horseshoe-shaped landing with a battered
an empty cargo hold. You set down your gear and
“This way,” he whispers as he passes, followed by airship. “The Gilded Drake” is painted in peeling
take a quick tour of the vessel.
the smell of roasted meat and herbs. He does not letters on the hull.
wait to see if you keep up. You hustle to keep pace.
“There she is,” says Hobb, beaming like a salesman.
Just when you think you have lost him, you spot him DIVERGENCE CROSSROAD
“One fine airship in fine working order. Even comes
waving from behind a boathouse.
with a retractable cannon.”
“No names,” he snaps. “If anyone asks, I have nothing STANDARD VOTE
Hobb’s assessment is fanciful at best. The metal
to do with Kendrick’s little expedition. Come on.” [3] For Divergence Crossroad rules, see p. 50.
plating is caked with rust, while the sail and
For Path Challenge rules, see p. 28.
the cannon seem likely to come dislodged at the first
sign of turbulence. Still, it appears to be skyworthy.
For Storytellers: see p.117 for more
[3]

information on Hobb.

Act Two — The Peerless Pier 73


[ REVEALED ] [ HIDDEN ]

PATH A: PATH B: PATH A OUTCOME:


EXAMINE THE DRIVE SEARCH THE HOLD › 1 or more Heroes succeed:
CRYSTAL AND COCKPIT The Drake is a smuggling ship. There might
You spend a few minutes familiarizing
You might gain a better sense of the Drake’s be something useful tucked away.
yourself with the controls. Everything is
thrust, power, and flight controls.
Path Challenge: Stealth Skill Check for in a state of disrepair, but it is a standard
Path Challenge: Focus Skill Check for each Hero who takes this Path vehicle, and should not be too difficult to pilot.
each Hero who takes this Path
• Rath has Advantage However, you notice something strange
• Laureat has Advantage when you examine the drive crystal
Delayed Outcome: If Kendrick advised you to that powers the airship. The matrix of
Delayed Outcome: If Kendrick explained search the hold ("Baron" Kendrick Maddox, shards has been rearranged to conceal
how crystals work ("Baron" Kendrick Maddox, Part II, Path C, Success, p. 51) a hollow space at its core, where a piece
Part II, Path A, Success, p. 51) of another crystal hovers like the needle
• 1 Hero may claim Advantage of a compass. Someone with another piece
• 1 Hero may claim Advantage of the same crystal would have no trouble
tracking your vessel.

You cannot remove the shard without risking


the integrity of the Drake’s core, but you
make note of the tracker, knowing someone
may be monitoring your expedition.

Your investigation also reveals some


inefficiencies with the ship’s design.

74 Act Two — The Peerless Pier


Hidden B: Received Item
With a few tweaks, you are able to increase PATH B OUTCOME:
the ship’s performance. The result will save Waking Draught
› 1 or more Heroes succeed:
you quite a bit of time. Effect: Gain Advantage for your next Check.
You spend a few minutes poking at the walls Can be used out of Combat.
• -1 Campaign Clock until you find a seam in the floor. Lifting up Action: Free Use: 1/Campaign
• Teamwork Bonuses: a sheet of metal reveals several hidden
• 2 Heroes succeed: storage bins used to transport black market
After completing your inspection, you deboard
-2 Campaign Clock instead goods. Most of them are empty, but one
and meet with Hobb on the landing.
• 3 Heroes succeed: contains a small cache of food and supplies.
-3 Campaign Clock instead • Continue with The Peerless Pier, Part II (p. 76)
• Add 1 Waking Draught to your Inventory
• 4 Heroes succeed:
• Teamwork Bonuses:
-4 Campaign Clock instead
• 2 Heroes succeed:
Add 2 Waking Draught
› No Heroes succeed:
• 3 Heroes succeed:
You spend a few minutes familiarizing Add 3 Waking Draught
yourself with the controls. Everything is • 4 Heroes succeed:
in a state of disrepair, but it is a standard Add 4 Waking Draught
vehicle and should not be too difficult to
pilot. The drive crystal does not seem to › No Heroes succeed:
be generating much power given its size,
but it should be able to keep you aloft. You spend a few minutes poking
at the walls to search for hidden
compartments. Unfortunately, you are
unable to find any hidey holes. Hobb would
not have left anything too valuable, so it’s
probably not too much of a loss.

Act Two — The Peerless Pier 75


THE PEERLESS PIER, PT. II

CROSSROAD ENCOUNTER
The Gilded Drake is purring gently when you rejoin
DISCOVERY CROSSROAD
Hobb. He hands you a glass compass with a crystal
shard floating inside. STANDARD VOTE
“Don’t know how Kendrick managed to get his hands For Discovery Crossroad rules, see p. 66.
on a shard from a new crystal,” Hobb grumbles, For Path Restriction rules, see p. 32.
“but it looks like the real deal. I rigged this up special
just for him. Pieces of crystal are attracted to each
other. So what do I do? I wire it into a compass so it
will always point you in the right direction.” [ REVEALED ]
He beams at you, as if expecting praise. It does not
PATH A: PATH B:
seem to matter whether he receives it or not.
INSPECT THE HULL INTERROGATE HOBB
“Anyway,” Hobb continues, “it’s been pointing to Path Restriction: Campaign Clock must Path Restriction: Campaign Clock must
the Northern Azure, but there’s no telling how far away be less than 13 be less than 13
the source crystal is. You better get going. I can’t
The body work on the hull looks sloppy. Hobb’s pushiness is suspicious.
guarantee your path will be open for much longer.”
It might be worth patching up. He could have his own agenda.
You look back up at the ship’s hull with its ramshackle
Path Challenge: Mend Skill Check for All Heroes Path Challenge: Intimidate Skill Check for 1 Hero
patches of sheet metal and its rusted cannon.
Delayed Outcome: If Kendrick advised you • Rath has Advantage
“She may not look like much, but she’s got it where
to inspect the hull ("Baron" Kendrick Maddox,
it counts,” Hobb says. “Now if there’s nothing else,
Part II, Path C, Success, p. 52):
I’ll see you on your way.”

He seems eager to be rid of you, and grows visibly


• 1 Hero may claim Advantage PATH C:
more nervous the longer you stay on the launch
BOARD AND DEPART
platform. Maybe he is simply concerned about There is no time for further preparations.
the time, or maybe he has his own reasons for
wanting you gone.

76 Act Two — The Peerless Pier, Pt. II


[ HIDDEN ] After you board, Hobb closes the door of the ship
without wishing you good fortune. He raises
PATH A OUTCOME: “Don’t worry. Kendrick paid for safe passage,
the garage door, which opens to the wide
and that’s exactly what I’m going to deliver.
› 2 or more Heroes succeed: ventilation network beneath the streets of Adriel.
Just can’t promise what you’ll find on
You ease the ship out of the dock and thread your way
A quick scan of the hull reveals that a large the way back.”
through the maze until you emerge unseen from
sheet of armour plating is loose at one
corner. You shore up some of the gaps using
• +1 Campaign Clock an exhaust port on the underside of the Red Market.

a bucket of rivets on the landing. • OR +0 Campaign Clock if Rath You join the flow of traffic moving away from
attempted the challenge the city, breaking away once you pass the shell
• +1 Campaign Clock • Vote again of the abandoned cargo ship marking the unofficial
• Vote again edge of Adriel’s airspace. No one remembers what
› The Hero does not succeed: happened to that barren husk of twisted metal,
› 1 or fewer Heroes succeed: but they know it well as the signpost marking
Hobb ducks your questions
Hobb insists the ship is fine. You do not see the beginning of the Northern Azure.
about his allegiances.
anything that would prove him wrong. You enter the open sky beyond the safety of
The Drake looks like a pile of junk, but there “I don’t appreciate these accusations,”
the port. If you do not return, you will be forgotten
is nothing in need of immediate repair, he says. “I’m no double-dealer. Kendrick
along with the rest of the debris.
so you’ll have to take the ship as is. paid for safe passage. That’s exactly what
I’m going to deliver.” • Proceed to Leviathan (p. 80)
• +1 Campaign Clock
• Vote again • +1 Campaign Clock
• OR +0 Campaign Clock if Rath
attempted the challenge
• Vote again
PATH B OUTCOME:
› The Hero succeeds:

Hobb tries to duck your questions about his PATH C OUTCOME:


allegiances, but wavers when you press harder. You have learned all you can expect to learn
“All right, fine. I might have told a couple from a man as cagey as Hobb. You gather
people about part of the plan. You know, your gear and prepare for departure.
interested parties with coin to pay. People • Exit Crossroad and continue Encounter
who expect me to know that sort of thing.”

Hobb chuckles at your look of apprehension.

Act Two — The Peerless Pier, Pt. II 77


A T
CT H R E E
THE SKY
LEVIATHAN

CROSSROAD ENCOUNTER
The sun rises, and soon the sky burns orange When you get close, you can faintly see a field of [ REVEALED ]
beneath its glare. The Azure spreads out endlessly the stars in the depths of the purple thunderheads.
before you. Other than the billowing clouds of The pinpoints of light move with a twinkling hypnotic PATH A:
toxic miasma, there are are no landmarks to gauge shimmer. Then they lurch unexpectedly and FIGHT
distance as you travel. Without the compass shard a monstrous roar rattles the Drake. A colossal wurm The Gilded Drake has a front-facing
to guide your way, you might spend forever floating bursts from the dense bank of miasma. The serpent cannon. A well-placed shot might break
through this void. appears weightless, its body rising in an endless spiral the wurm’s charge.
of scales lined with dull crystal shards.
Hours pass. It becomes difficult to stay awake Path Challenge: Focus Skill Check
as you sail through gusts of vapour. You follow Shards flake loose from the wurm’s hide as it twists for All Heroes
the pointing shard, adjusting your course as necessary. through the air. The creature opens its gaping maw
Sometimes it seems to move erratically, and there is and lunges at your airship. • Rook has Advantage
no way of knowing if you are any closer to your target.

Eventually, day turns into dusk. The burnt orange DECISION CROSSROAD
PATH B:
fades to inky purple, and an immense wall of miasma
comes into view in the distance. The rest of the sky
FLIGHT
SNAP VOTE You might be able to dodge the wurm’s
is strangely calm as you follow your compass toward
the looming tempest. For Decision Crossroad rules, see p. 26. charge and outrun it.
For Snap Vote rules, see p. 34.
For Path Challenge rules, see p. 28. Path Challenge: Leadership Skill Check
for 1 Hero

• Rath has Advantage

80 Act Three — Leviathan


[ HIDDEN ]

PATH A OUTCOME: › The Heroes do not succeed: You break through a cloud just as a larger
ship with a massive white skull painted
› The Heroes succeed: Your shot glances off the creature’s tough
on its prow pulls out in front of you.
hide. The attack only seems to enrage
As the Wurm rises toward the ship, You swerve to avoid it, and the wurm
the wurm, a sky-shattering scream rising
you carefully line up the cannon on a weak closes the gap, its mouth eclipsing
from its throat as it closes in.
point in its midsection. Threading your shot the night sky and swallowing you whole.
between a dense formation of crystals The wurm’s mouth eclipses the night sky as
and a denser-looking patch of hide,
• Continue with Leviathan, Part II (p. 82)
it swallows you whole. The world disappears
you blast a hole in the creature's side. as the jaws slam shut, imprisoning you
A puff of shimmering dust erupts from
› No Heroes succeed:
behind two rows of jagged teeth.
entry wound and the wurm writhes in agony, Loose debris clatters across the floor as you
its charge momentarily broken. • Continue with Leviathan, Part II (p. 82)
pull the airship hard to starboard. You slam
The wurm whips its head around, its filmy the throttle forward, bursting through cloud
white eyes bearing down on the Drake as banks as you try to break from the line of
PATH B OUTCOME: the wurm’s charge. It rises, following your
it redoubles its charge. It closes the gap
between you in an instant. › 1 Hero succeeds: new trajectory. Within seconds, it has
closed the gap.
You do not have time to fire another shot Loose debris clatters across the floor
before the wurm’s mouth eclipses the night as you pull the airship hard to starboard. The wurm’s mouth eclipses the night sky as
sky and swallows you whole. The world The Drake slips out of the corner of the wurm’s it swallows you whole. The world disappears
disappears as the jaws slam shut, imprisoning mouth as the jaws slam shut behind you. as the jaws slam shut, imprisoning you
you behind two rows of jagged teeth. The monster shoots past and begins to turn, behind two rows of jagged teeth.
angling its massive body for another attack.
• Continue with Leviathan, Part II (p. 82) • Continue with Leviathan, Part II (p. 82)
You slam the throttle forward, racing through
cloud banks as you try to put distance
between your ship and the wurm.

Act Three — Leviathan 81


[ HIDDEN ]

PATH A OUTCOME:
Path Challenge: Endurance Skill Check
for each Hero
LEVIATHAN, PT. II
• Delayed Outcome: If the Heroes
reinforced the hull in The Peerless Pier,
CROSSROAD ENCOUNTER Part II, Path A (p. 77)
Dull crystal shards dot the humid cavern of [ REVEALED ] • Each Hero may claim Advantage
the wurm’s mouth and throat, dimly marking
the edges of the creature’s gullet. The twilight path PATH A: › 2 or more Heroes succeed:
seems to be the only way forward. You stare down BRACE THE HULL
a long, fleshy tunnel lined with hundreds of ridged You hurl your bodies against the walls of
You might be able to prevent the wurm’s
molars the size of anvils. Leftover chunks of metal, the ship, pushing with all your strength.
throat from crushing the frame of the Drake.
stone and meat are wedged in the gaps between Sparks spit from the walls as the wurm’s
its teeth. The tongue lifts and the throat clenches teeth grind through metal and glass,
around the Drake. The ship groans and the cannon slashing your arms and legs.
rattles in its mount as powerful muscles constrict and PATH B:
You plant your feet and stand firm,
pull you down toward the belly of the beast. RETRACT THE GUN
ignoring the blood running down your side.
The Drake’s cannon will not last long
The churning molars tear away the cannon
outside the hull.
DECISION CROSSROAD and leave ragged holes in the hull,
but the Drake’s frame holds firm.

SNAP VOTE She will require minimal repairs before she


PATH C:
For Decision Crossroad rules, see p. 26. is skyworthy again.
RETREAT TO THE HOLD
For Snap Vote rules, see p. 34. • Exit Crossroad and continue Encounter
The hold is reinforced and offers the best
For Path Challenge and Advantage
odds of survival.
rules, see p. 32. › 1 or fewer Heroes succeed:

You hurl your bodies against the walls of


the ship, bracing with all your strength as
the cockpit crumples around you and sparks

82 Act Three — Leviathan, Pt. II


Just when it seems like the pressure is about
collapse the hull, the horrible crunching ends.
spit from the hull. The wurm’s teeth grind › 1 or fewer Heroes succeed:
Your ship scrapes over a final row of teeth and
through metal and glass, tearing at your
You stumble across the rumbling cockpit emerges in a rancid chamber somewhere in
flesh. You flinch, every muscle tensing
to the gunport as sparks spit from the hull. the beast’s guts. The Drake splashes down in a
until your exhausted body buckles under
The wurm’s teeth grind through glass and gelatinous muck of blood, digestive fluid, and organ
the strain. The churning molars shear away
metal, slashing at your arms and legs. tissue. You are now so deep inside the wurm you can
the cannon and bend the metal framework
feel the thrum of its heart rippling through the walls.
with a hideous shriek of steel. You grip the base of the cannon and pull,
straining as the churning tunnel of tooth Ethereal light pours through the gaps in your
The ship will need major repairs before she
and muscle threatens to tear the gun from shredded hull. You hear the soft plink of crystal on
is skyworthy again.
your hands. You try to hold firm as the hull glass, and find your navigation shard tapping against
• Exit Crossroad and continue Encounter crumples around you, the Drake’s frame the casing of its compass. The cracked glass gives
bending inward with a hideous shriek way and the shard zips past your head and through
of steel. The cannon is ripped from your a porthole. You look out just as it joins the matrix of a
exhausted hands with a sudden tug that massive hearth crystal in the middle of the chamber,
PATH B OUTCOME:
sends you reeling across the cabin. its soft light pulsing in time to the heartbeat of
Path Challenge: Athletics Skill Check
the wurm. This gem is big enough to support all of
for each Hero The ship will need major repairs before she
Gelspar—if you can repair the Drake fast enough to
is skyworthy again.
› 2 or more Heroes succeed: get it back in time.
• Exit Crossroad and continue Encounter Thick cords of sinew anchor the gem in place,
You stumble across the trembling cockpit
to the gunport as sparks spit from the hull. while smaller shards of crystal orbit around it.
The wurm’s teeth grind through glass and In the depths of the crystal’s core, you can faintly
metal, slashing your arms and legs. PATH C OUTCOME: see a mass of muscular tissue.
You fall back to the safety of the hold,
Ignoring the blood running down your body, A cloud of miasma starts forming in the middle of
watching as the pressure slowly crumples
you grip the base of the cannon and pull, the chamber. You see dark shapes flitting about
the walls of the cockpit. Sparks spit from the
muscles straining as you drag the massive the shadows and realize they are slaughterfish,
walls as teeth grind through sheet metal and
gun in from the churning tunnel of tooth bloodthirsty scavengers feeding on the rotting
glass, shearing away pieces of the hull. The
and muscle. Around you, the hull crumples leftovers in the beast’s stomach. They do not seem to
gun is ripped from its mount and the Drake’s
inward with a terrible shriek of steel. notice you until the splintered mast of your solar sail keels
frame begins to curl inward with a terrible
over and clangs against the metal hull. The nearest
The gun is safe, but the ship will require shriek of steel. She will require major repairs
cluster of slaughterfish suddenly snaps to attention,
major repairs before she is skyworth again. before she is skyworthy again.
turning their bulbous black eyes toward you and
• Exit Crossroad and continue Encounter • Exit Crossroad and continue Encounter sniffing the air. Then, with a feral chitter, they break off
from the rest of the group in the direction of the Drake.

• Proceed to Belly of the Beast (p. 84)


Act Three — Leviathan, Pt. II 83
BOF THE
ELLY
B EAST
COMBAT ENCOUNTER
Tip: If this is your first time playing a tabletop
role playing game or a EMBERWIND campaign,
we recommend that you ignore all sections
marked [Hard Mode].

BATTLEFIELD MAP

LEGEND:
Slaughterfish

Slaughterswarm

Heroes

Heartstrings

Cannon

Concentrated Miasma

[Hard Mode]
Reinforcements

Tip: Print or recreate the map on p. 86,


then place tokens for Combatants at
the indicated locations.

86 Act Three — Belly of the Beast, Map


COMBAT FLAIRS CONDITIONS

Round Counter: The miasma is thick Wounded: At the start of combat, all Heroes VICTORY:
enough to make the entire battlefield toxic. lose 10 HP. • Secure the crystal by severing all
Set the Round Counter to 8 (Easy Mode) or the heartstrings before the Round
• Delayed Outcome: If the Heroes fled
6 (Hard Mode) (see Party Tracking sheet). Counter hits 0.
into the hold (Leviathan, Part II, Path C,
When the Round Counter reaches 0, all Heroes
p. 83), negate Wounded.
become Fallen regardless of remaining HP.

• +1 to Round Counter for each of Artillery: The Drake’s cannon is


LOSS:
the following items in any Hero’s inventory: damaged but operational.
• All Heroes are Fallen.
• Lungbox • The cannon can fire 1 Shot at any Foe
• Crystal Shard at any Range.
• If there are 2 or more Rounds left on • A Hero may fire the cannon by expending
the Round Counter at the end of Combat: a Fast Action in an adjacent Square.
• -2 Campaign Clock • A successful hit deals 50 Damage
.
Free the Crystal: The hearth crystal is secured
• Delayed Outcome: If you did not
by three heartstrings around the Battlefield.
successfully retract the cannon
• Heartstrings can only be destroyed with (Leviathan, Part II, Path B, p. 83),
a successful hit from an adjacent Square. it cannot be used.

Concentrated Miasma (Local Field Effect): First Strike (Delayed Outcome):


Dense pockets of miasma persist in this If the Heroes successfully injured the wurm
environment. When a Combatant enters with the cannon (Leviathan, Part I, Path A,
a Square with Concentrated Miasma, p. 81), the Narrator selects 1 Slaughterswarm
they take 2d8 Damage and suffer Foe to replace with a 2x2 block of
2 Stacks of Poison. Squares of Cover.

• Reminder: Concentrated Miasma does [Hard Mode] Reinforcements:


not affect you if you have a crystal A Slaughterswarm appears from each
shard in your Inventory. Heartstring you sever in the Squares
marked with .

Act Three — Belly of the Beast 87


OPENING NARRATION
[ HIDDEN ]

The crystal is within reach, but you have VICTORY OUTCOME:


your work cut out for you. Three clusters of You fend off the remaining slaughterfish and The last to disembark is a tall, muscular
sinew hold the gem in place. You will have sever the cords of the final heartstring. woman gripping a massive greataxe in one
to pass through a sea of slaughterfish and The hearth crystal falls and lands in a squishy hand. Her warpaint is a skull of vibrant red.
sever these heartstrings before you can clump of membrane. The smaller shards She casually surveys the field before raising
carry the hearth crystal back to the ship. get pulled from orbit and drawn into the a small vial of fine crystalline powder to her
The wurm’s stomach is an oozing graveyard crystalline matrix. The pulsing light blooms nose and inhaling sharply.
of half-digested organic matter and into a bright, steady glow as the awakened
Ecstasy rolls across her face as she throws
skeletons with soggy flesh still clinging hearth crystal absorbs the miasma and
her head back and lets loose a roar that
to the bone. There is also a considerable begins cleansing the surrounding area.
echoes throughout the chamber. When she
amount of mineral matter: mounds of earth, Then the crystal sparks to life with a prismatic lowers her gaze, her bloodshot eyes shine
clusters of stone, and the rusted metal frames burst of light that blinds the squealing with a berserk intensity, almost seeming
of airships. The stagnant air reeks of futility slaughterfish. Blood spurts from the floor to glow in the dark. The nearby wisps of
and decay. Thin wisps of miasma begin to and walls as the fish burrow through the miasma part around her, swirling in small
seep through the fractures in your hull. wurm’s soft tissue in an effort to escape. eddies that never seem to touch her skin.
You've drawn the attention of three The wurm screams in agony, writhing wildly
“The Council told me to make it quick and
slaughterfish, but the rest of the roost as you struggle to keep your balance.
clean,” she says, taking a few warm-up
seems to be ignoring you. The creatures Sunlight pours into the chamber as a harpoon swings with her axe. “But slow and messy
are territorial and will not attack unless you punctures the wurm from the outside. is a lot more fun.”
come near. You gather your gear and get The skull-faced prow of an airship tears
ready to move quickly. • If there are 2 or more Rounds left on
through the wurm’s side, splitting the hide
the Round Counter at end of combat:
with a brilliant seam of daylight. A gangplank
drops from the mouth and disgorges a team • -2 Campaign Clock
of Chasers, who fan out and approach • Proceed to Ambush! (p. 92)
with weapons drawn.

88 Act Three — Belly of the Beast


FOE DATA

LOSS OUTCOME: A.I. HEX GRIDS AND STATS


Your weapon is a leaden weight in your For A.I. Hex Grids and Stats rules, see p. 122.
hands. You drop to your knees, coughing up
bloody phlegm as the miasma burns your
lungs. The swarm descends, rending armour
and flesh alike. Your writhing cannot Tip: For ease of use, you can download
shake them loose. and print the Foe Cards for this campaign
at www.emberwindgame.com/campaigns/
Pain flares through your skull, and for a
skies-of-axia.
moment you feel as if you are staring down
a tunnel into a realm of bottomless night.

With your last moments of consciousness,


you realize you have failed. Gelspar will fall
and Kendrick will be ruined, but that is no
longer your concern.

One of the slaughterfish burrows through


your eyeball and your body goes numb.
You perish in the belly of the beast, never to
be heard from again.

• Game Over: Your party has failed at


a critical moment. Discuss what went
wrong, then make a standard vote to
backtrack to the beginning of the Act,
Encounter, or Campaign. Remove any
items and gold you have gained between
then and now.
LS L AUGHTER
S IS ISH
AUGHTER
F FH
INFORMATION SPECIAL ABILITIES INFORM
FORMATION SPECIAL ABILITIES
Rank: Grunt Size: 1 x 1 A: Shoaling Pod: Foe must be adjacent to Rank:
ank: Grunt Size: 1 x 1 A: Shoaling Pod: Foe must be
another adjacent to Remove both
Slaughterfish.
HP: 35 Toughness: 4 Resistance: 4another Slaughterfish. Removefromboththe Encounter and 1 HP: 35
Slaughterfish
HP: 35 Toughness: 4 Resistance: 4 Slaughterfish from
replace them withand
the Encounter 1 Slaughterswarm Basic Me
Basic Melee Bite : replace them with 1 Slaughterswarm Special
asic Melee Bite Attack:
: with full HP. Att
Deal 1d10 + 5 Damage with . full HP. Ability
Attack: Deal 1d10 + 5 Damage . 1 Stack of 6 A 2
Hero suffers Special Basic
Hero suffers 1 Stack of
Vulnerability . Ability Attack
Vulnerability . A
[Storyteller Only] Actions per Turn: 2 Move [Storytel
Storyteller Only] Actions per Turn: 2 5 Sqs.
Basic Basic
Attack Attack
DEFAULT CHARACTERISTICS OPTIONAL MODIFIERS 5 3 DEFAULT
Basic
EFAULT CHARACTERISTICS OPTIONAL MODIFIERS
Attack Natural E
Natural Environment: Immune to Aetherfeast: Attacks Hero
atural Environment: Immune to
Concentrated Aetherfeast: Attacks
Miasma (Local Field Effect). Hero Resistance.
with highest Concentr
oncentrated Miasma (Local Field Effect). with highest Resistance. 4
Tunnel Vision: Moves toward nearest Hero. Tunnel V
unnel Vision: Moves toward nearest Hero. Territoria
Territorial: Does not Move unless a Hero
erritorial: Does not Move7unless
is within a Hero
Squares. is within
within 7 Squares.

90 Act Three — Belly of the Beast, Slaughterfish


SSLLLWWAUGHTER
AUGHTER
AUGHTER
SS R MMM
W A
A
ARR
1 1
1 INFORMATION
INFORMATION SPECIAL
SPECIAL
ABILITIES
ABILITIES
Basic
Basic INFORMATION SPECIAL ABILITIES
Attack
Attack Rank:
Rank: Awakened
Awakened Size:
Size:
2 x22x 2 A: Cannibalize:
A: Cannibalize:
FoeFoe
must
mustbe be
adjacent
adjacent
Basic
Attack Rank: Awakened Size: 2 x 2 A: Cannibalize: Foe must be adjacent1 1
to another
to another
Slaughterfish.
Slaughterfish.Remove
Remove
HP:HP:
50 50Toughness:
Toughness:
6 6Resistance:
Resistance:
6 6 Slaughterfish
6 6 2 2 to Slaughterfish
from
from
thethe
another Slaughterfish.Encounter
Encounter
Remove and
1 and
Special
Special HP: 50 Toughness: 6 Resistance: 6 Slaughterswarm
Slaughterswarmis fully
is fully
healed.
healed.
Slaughterfish from the Encounter and
Basic
Basic Basic
Basic Basic
Basic
Melee
MeleeBiteBite : :
6 Ability
Ability 2
Special Attack
Attack Attack
Attack Attack:
Attack: Slaughterswarm
B: Overwhelming
B: Overwhelming isSwarm
Swarm fully healed.
B B Special Basic Basic Basic Melee Deal Deal
Bite 2d10
2d10
: + 5+Damage
5 Damage
Ability Special Basic
Basic Attack
Ability
Attack
Ability Attack: HeroHero
Deal suffers
suffers
2d10 + 5 Damage B:[Acrobatics/Athletics]:
[Acrobatics/Athletics]:
Overwhelming SwarmDeal Deal
2d102d10
+ 5+ 5
B Special Attack
Attack Damage
Damage . Hero
. Herosuffers
suffers
Paralysis
Paralysis
A A Basic 2Hero
Vulnerability
2 Vulnerability
suffers [Acrobatics/Athletics]: Deal 2d10 + 5
Ability Move
Move Attack [Endurance/Focus].
[Endurance/Focus].
2Only]
Vulnerability Damage . Hero suffers Paralysis
A 5 Sqs.
5 Sqs.
Move
[Storyteller
[Storyteller
Only] Actions
Actions
perper
Turn:
Turn:
3 3
[Endurance/Focus].
Basic
Basic 5 Sqs. Basic
Basic [Storyteller Only] Actions per Turn: 3
Attack
Attack Attack
Attack
Basic Basic
Special
Special Basic Attack Special
Basic Special
Attack DEFAULT
DEFAULT
CHARACTERISTICS
CHARACTERISTICS OPTIONAL
OPTIONAL
MODIFIERS
MODIFIERS
Ability
Ability Attack
Attack Ability
Ability
Special Basic Special
B B
5 5 Ability A A DEFAULT CHARACTERISTICS OPTIONAL MODIFIERS
Attack Ability 3 3 Natural
Natural
Environment:
Environment:
Immune
Immuneto to Aetherfeast:
Aetherfeast:
Attacks
Attacks
Hero
Hero
5 B A 3 Concentrated
Special
Special Natural Environment: Immune toField
ConcentratedMiasma
Miasma(Local
(Local
Field Effect).
Effect). with
with
highest
highest
Resistance.
Resistance.
Aetherfeast: Attacks Hero
Ability
Ability Concentrated
Tunnel
Tunnel
Vision: Miasma
Vision:
Moves
Moves(Local
toward Field
toward Effect).
nearest
nearest
Hero.
Hero. with highest Resistance.
Special
A A Tunnel Vision: Moves toward nearest
Ability Territorial:
Territorial:
Does
Does
notnot
MoveMove
unless
unless a Hero.
a Hero
Hero
A isTerritorial:
within
is within
7 Squares.
7 Squares.
4 4 Does not Move unless a Hero
4 is within 7 Squares.

Act Three — Belly of the Beast, Slaughterswarm 91


A M BUSH!
COMBAT ENCOUNTER
Tip: If this is your first time playing a tabletop
role playing game or a EMBERWIND campaign,
we recommend that you ignore all sections
marked [Hard Mode].

BATTLEFIELD MAP

LEGEND:
Chaser Streetjack

Chaser Mistwalker

Chaser Doorcrasher

Heroes

Cannon

Reinforcements

[Hard Mode]
Reinforcements

Tip: Print or recreate the map on p. 94,


then place tokens for Combatants at
the indicated locations.

94 Act Three — Ambush!, Map


COMBAT FLAIRS CONDITIONS

Enemy Retreat: The remaining Slaughterfish Artillery: The Drake’s cannon is VICTORY:
leave the battlefield. damaged but operational. • All Foes are Fallen.
Bloodied: Normally Heroes remove all • The cannon can fire 1 Shot at any Foe
Conditions and recover to full HP after combat. at any Range.
Remove Conditions but do not recover HP • A Hero may fire the cannon by LOSS:
between Belly of the Beast and Ambush! expending a Fast Action in • All Heroes are Fallen.
an adjacent Square.
Surprise Round: Foes take a
Surprise Round, unless: • A successful hit deals 50 Damage
(Bypass Barrier .)
• Delayed Outcome: If the Heroes • Delayed Outcome: If you did not
were alerted to the Chasers’ betrayal successfully retract the cannon
("Baron" Kendrick Maddox, Part II, (Leviathan, Part II, Path B, p. 83)
Path F, p. 53; The Pierless Pier, or already fired it (Belly of the Beast,
Path A, p. 74; or Leviathan, Path B, p. 84), it cannot be used.
p. 81), negate the Surprise Round.
• Stacking Outcome: If the Heroes were [Hard Mode] Reinforcements:
alerted 2 or more times, they take When the Round Counter for
a Surprise Round instead. the Reinforcements Combat Flair hits 0,
1 additional Mistwalker appears at the
Reinforcements: Set the Round Counter to Square marked with .
3. When the Round Counter reaches 0,
3 additional Streetjacks appear in the
Squares marked with .

Act Three — Ambush! 95


OPENING NARRATION
[ HIDDEN ]

The Chasers advance swiftly, their skull- VICTORY OUTCOME: LOSS OUTCOME:
painted faces lit by the ethereal light of The Chaser leader drops to one knee with The Chasers are ruthless, and your battered
the crystal. The chamber has gone eerily a pained grunt. She leans forward, trying to team is woefully unprepared for the assault.
still in the absence of a heartbeat. find the strength to prop herself up with You are unable to stop the gang members
Somehow, the beast seems to the haft of her axe, but her blood-slick as they load your hearth crystal onto their
be staying aloft. hands cannot find a grip. She keels over airship and depart.
The Chasers have revealed their true with a splash, struggles to lift her head from
You tend to your wounds and survey
intentions. They have the numbers and the muck, then finally goes still.
the situation. Your mission is in tatters.
aworking airship. Unless you can repair Once again, the chamber is silent. The Gilded Drake is a husk of broken metal
your own crippled craft, their vessel is your and shattered glass—and your only means
sole way back to Adriel. If they have come You hurry to load the crystal onto their
of escape. You rise and search the wurm’s
for the crystal, it would only be fair to take airship and try to take off.
stomach, scavenging enough parts from
something of theirs. ruined airships to get yours airborne again.
The vessel sticks in the Wurm like a splinter.
You gather around the crystal and steel Hot blood runs down the windshield as you
You lift off and maneuver through the hole
yourself for the encounter. You have come rev the engine until you peel away.
left by the Chaser ship, watching the wurm’s
too far to let them claim your prize and weightless corpse vanish into the distance.
You watch the wurm’s weightless corpse
condemn Gelspar to the miasma. Your battered vessel will not be able to catch
vanish into the distance, grateful to still be
aloft in the skies of Axia. up to the Chasers, but perhaps you can reach
Kendrick before reports of your failure do.
• If Campaign Clock is 14 or less:
• Proceed to A New Dawn (p. 105) • +5 Campaign Clock
• If Campaign Clock is 15 or more: • Or +1 Campaign Clock if you
successfully bolstered the hull
• Proceed to Lifeline (p. 100)
(Leviathan, Path II, Path A, p. 82)
• If Campaign Clock is 14 or less:
• Proceed to Freefall (p. 101)
• If Campaign Clock is 15 or more:
• Proceed to A Day Late and a
Crystal Short (p. 111)

96 Act Three — Ambush!


FOE DATA

CCHHASER
ASER
A.I. HEX GRIDS AND STATS

CSHS
For A.I. Hex Grids and Stats rules, see p. 122.

ASER
TREETJACK
TREETJACK
S
Tip: For ease of use, you can download

TREETJACK
and print the Foe Cards for this campaign
at www.emberwindgame.com/campaigns/
skies-of-axia.

INFORMATION
INFORMATION SPECIAL ABILITIES
SPECIAL ABILITIES

Rank: Grunt
Rank: Grunt Size: 1 x 1 Size: 1 x 1A: Spiteful A:
Thrash: Until
Spiteful this Foe's
Thrash: Untilnext
this Foe's next
1 1 Turn, whenever an adjacent Hero
INFORMATION Turn, whenever an adjacent Hero
SPECIAL ABILITIES
HP: 30 Toughness: 4 Resistance:
HP: 30 Toughness: 4
4 Resistance: 4 targets another Foe, this Foe make
targets another Foe, this Foe make
Basic a Basic Attack. If the Attack hits,
Basic Basic Melee
Rank: GruntBludgeon
Basic :
Melee Bludgeon Size: 1 :x 1 A: Spiteful Thrash: Until this Foe's next hits,
a Basic Attack. If the Attack
Attack Attack deal Basic deal
Attack Damage Attackand Canceland Cancel
6 6 1 2 2 Attack: Deal 1d10 +Deal
Attack: 10 Damage
1d10 + 10 Damage Turn, whenever Basic
an adjacent Damage
Hero
Move Move Basic Basic HP: 30 Toughness: 4 Resistance: 4 that Hero's Action.
that Hero's Action.
targets another Foe, this Foe make
4 Sqs. 4 Sqs. Attack Attack [Storyteller[Storyteller
Only] Actions per Turn: 2
Basic Only] Actions per Turn: 2 a Basic Attack. If the Attack hits,
Move Move Basic Melee Bludgeon :
Attack deal Basic Attack Damage and Cancel
6 4 Sqs. 2 Attack: Deal 1d10 + 10 Damage
Move 4 Sqs.
Basic that Hero's Action.
Special Special Basic
4 Sqs. Attack Basic DEFAULT CHARACTERISTICS OPTIONAL MODIFIERS
Ability Ability Attack [Storyteller Only] Actions
DEFAULT per Turn: 2
CHARACTERISTICS OPTIONAL MODIFIERS
Attack
5 A Move
Special
A 3
5 Special 3 Attack of Opportunity: If an Mob Mentality: Prefers to Flank
4 Sqs.
Ability Attack of Opportunity: If an Mob Mentality: Prefers to Flank
Ability
Special A Basic adjacent Hero takes a Move
adjacent Hero takes Action,
a Move Action, Heroes whenever
Heroes possible. possible.
whenever
A DEFAULT OPTIONAL MODIFIERS
Ability Attack Streetjack CHARACTERISTICS
makes a Basic
Streetjack makes Attack before
a Basic Attack before
5 A 4
Special 3 the Hero's the
Action completes.
4 Hero's Action
Attack of Opportunity: If an completes.
Ability Mob Mentality: Prefers to Flank
A Tunnel
adjacentVision:
Hero Moves
takes
Tunnel atoward
Move
Vision: nearest
Action,
Moves towardHero.
nearest Hero. Heroes whenever possible.
Streetjack makes a
Immediacy:Immediacy: Basic
Attacks nearest Attack before
Hero.
4 Attacks nearest Hero.
the Hero's Action completes.
Tunnel Vision: Moves toward nearest Hero.
Immediacy: Attacks nearest Hero. Act Three — Ambush!, Chaser Streetjack 97
C H ASER
CHMASER
ISTW ALKER
M ISTW ALKER
INFORMATION SPECIAL ABILITIES
1

Special
Rank:
INFORMATION Awakened Size: 1 x 1 SPECIALA: Chilling Cloud
ABILITIES : [Range 5] Ability
Hero suffers from Chilled B
HP: 35 Toughness: 4 Resistance: 8 A: Chillingand Dazed
Cloud . : [Range 5]
Rank: Awakened Size: 1 x 1
Hero suffers from Chilled 6 2
Basic Ranged Aetherburn : [Range 5] B: Silencing Stare : [Range 5] Basic Basic Basic
HP: 35 Toughness: 4 Resistance: 8 and Dazed .
Attack: Deal 2d10 + 10 Damage Hero suffers from Silence Attack Attack Attack
Basic Ranged Aetherburn : [Range 5] [Focus/Intimidate].
B: Silencing Stare : [Range 5] Special Basic
Ability Attack
Attack: Deal 2d10 + 10 Damage Hero suffers from Silence
A
[Focus/Intimidate]. Move
[Storyteller Only] Actions per Turn: 3 5 Sqs.
Special Special
[Storyteller Only] Actions per Turn: 3 Ability Ability
Special A Special B
DEFAULT CHARACTERISTICS OPTIONAL MODIFIERS Basic
Ability Ability Attack
5 A B 3
Slippery:
DEFAULT May save 1 Move Action and use it at
CHARACTERISTICS Swap: IfMODIFIERS
OPTIONAL a Hero deals Damage
the end of their Action Chain instead. to this Foe, it switches occupied
Slippery: May save 1 Move Action5and use it of
at distance Swap: Squares
If a Herowith
dealsnearest
DamageStreetjack. Special
Ranged Fighter: Maintains Squares Ability
the end of their Action Chain instead.
from nearest Hero whenever possible. to this Foe, it switches occupied
A
Ranged Fighter:Attacker:
MaintainsAttacks
5 Squares of distance Squares with nearest Streetjack.
Backline farthest Hero in Range.
from nearest Hero whenever possible. 4

Backline Attacker: Attacks farthest Hero in Range.


98 Act Three — Ambush!, Chaser Mistwalker
1

Basic
Attack

Special
Ability
6 A 2
Basic
Attack
Move Special
5 Sqs. Ability
Special B
Move
Ability 5 Sqs.
D
Move
5 Sqs.
Special
Specia Move
Ability

CH ASER
5 Sqs.
C Special
Move Basic
5 Sqs. Ability Attack
Special C
Basic
Ability Attack

D OORCRASHER
5 B 3
Move
5 Sqs.

Special
Ability
A

4
INFORMATION SPECIAL ABILITIES DEFAULT CHARACTERISTICS

Rank: Elite Size: 1 x 1 A: Whirling Axe : Unpredictable: Assign a number to each


Deal 1d10 + 10 Damage . Hero cannot non-Fallen Hero on a d4. Roll a d4 at
HP: 150 Toughness: 15 Resistance: 15 take Move Actions until end of next turn. the start of Foe's Turn. Foe Moves toward
and Attacks that Hero this Turn. Reroll if
Basic Melee Chop : B: Meat Cleaver :
roll result is unassigned to a Hero.
Attack: Deal 2d10 + 10 Damage Deal 2d10 + 10 Damage . Hero suffers
from Fragility . Overstrung: Loses 10 HP at the start
of each of its Turns.
C: Huff Pixie:
+10 Resistance until start of next Turn.
Lose 10 HP. OPTIONAL MODIFIERS

D: Defend and Recover: Manic Movement: 2 Free Shifts at any


+10 Toughness until start of next Turn. point during Foe’s Turn.
[Storyteller Only] Actions per Turn: 4 Heals 15 HP.
LIFELINE

CROSSROAD ENCOUNTER
The skies are eerily calm as you pilot your
DECISION CROSSROAD [ HIDDEN ]
commandeered vessel away from the carnage.
The only sound is the smooth hum of the engine STANDARD VOTE PATH A OUTCOME:
as your airship bobs along the surface of the clouds. For Decision Crossroad rules, see p. 26. There is no time for hesitation. You hammer

In the quiet of the endless Azure, you take stock For Standard Vote rules, see p. 26. the throttle forward and dive as fast as the
airship will allow, racing after the falling
of your situation. The hearth crystal in your hold
district. No one hinders your pursuit. The
is large enough to save Gelspar, and the smaller
Council is not interested in Gelspar now that
shard powering your new ship is yours to do with
[ REVEALED ] it is no longer part of Adriel.
as you please.
• Proceed to Leap of Faith (p. 107)
As Adriel comes into view, an explosion booms PATH A:
in the distance, followed by another, and another. SAVE GELSPAR
Smoke and flame erupt from the bridges around
No one else can stop the slum from falling
the slum as a fleet of Chaser ships swarms below PATH B OUTCOME:
into the clouds. Its fate is in your hands.
the city. One by one, they sever the lines tethering You keep your course for Adriel, steering
the district to the rest of Adriel. for Kendrick’s private dock in the Span. The
screams from Gelspar grow more distant with
Gelspar starts listing to one side with a terrible PATH B: each passing minute.
groan of metal and wood. The iron frame of the Sky
BRING THE CRYSTAL
Elevator shrieks under the strain, twisting like a huge • Proceed to The Darkest Hour (p. 110)
TO KENDRICK
wind chime before tearing apart at the middle.
The shaft topples, pitching into the abyss below. Kendrick was clear that you were hired to
Even from a distance, you can hear screams rising bring the crystal to him, not to save Gelspar.
from the tilted streets as buildings and derelict ships It is time to finish your mission.
lean and tumble overboard.

The Chasers cut the last line and the district starts
sinking into the clouds. Their airships turn away
from the falling slum. None go back to evacuate
the residents. The people of Gelspar have been
abandoned. The crystal in your hold might be strong
enough to save them, but you will have to act quickly.

100 Act Three — Lifeline


FREEFALL

CROSSROAD ENCOUNTER
The skies are eerily calm as you pilot the shredded
DECISION CROSSROAD [ HIDDEN ]
hull of your vessel away from the carnage. The only
sound is the grating buzz of the engine as your STANDARD VOTE PATH A OUTCOME:
airship bobs unevenly through the clouds. For Decision Crossroad rules, see p. 26. There is no time for hesitation. You hammer
For Standard Vote rules, see p. 26. the throttle as far as the controls allow,
You have nothing of value to take back to Adriel,
forcing the Drake to its limit. The winds
other than your report. Perhaps Kendrick will be
howl through the holes in the hull and
grateful to learn where the Council of Nobles
the damaged airship shudders as you
acquires its crystals.
dive after the falling district. No one
[ REVEALED ]
As Adriel comes into view, an explosion booms hinders your pursuit. The Council is not
in the distance, followed by another, and another. PATH A: interested in Gelspar now that it is no longer
Smoke and flame erupt from the bridges around HELP EVACUATE GELSPAR part of Adriel.
the slum as a fleet of Chaser ships swarms below
The Drake can carry a few dozen people • Proceed to Lifeboat (p. 102)
the city. One by one, thy sever the lines tethering
at most, but if you don’t help, who will?
the district to the rest of Adriel.

Gelspar starts listing to one side with a terrible PATH B OUTCOME:


groan of metal and wood. The iron frame of the Sky PATH B: You keep your course for Adriel,
Elevator shrieks under the strain, twisting like a huge
REPORT TO KENDRICK steering for Kendrick’s private dock in
wind chime before tearing apart at the middle.
Kendrick was very clear about his priorities the Span. The screams from Gelspar grow
The shaft topples, pitching into the abyss below.
It would be risky to take on more weight in more distant with each passing minute.
Even from a distance, you can hear screams rising
your battered airship.
from the tilted streets as buildings and derelict ships • Proceed to The Darkest Hour (p. 110)
lean and tumble overboard.

The Chasers cut the last line and the district starts
sinking into the clouds. Their airships turn away
from the falling slum. None go back to evacuate
the residents. The people of Gelspar have been
abandoned. Kendrick told you to report to him
immediately upon your return, but you might be
able to ferry some survivors off before the slum
falls out of reach.

Act Three — Freefall 101


LIFEBOAT

[ REVEALED ]
CROSSROAD ENCOUNTER
You catch up as Gelspar sinks beneath the clouds, You spot a young man discreetly trying to wipe PATH A:
struggling to match its descent as you approach the white painted skull from his sweaty face. TAKE CUSTODY OF THE CHASER
the Hacksaw Bridge. The entire district pitches He stops when he sees you looking at him. You will not be going back empty handed
sideways. In the streets below, people emerge on if you have a prisoner.
“I—I had no idea,” he says. “I’m new to the gang.
unsteady feet and stare up in confusion at the tilting sky.
I swear they didn’t tell me anything! Please don’t Path Challenge: Intimidate Skill Check
You lower a rope ladder over the railing. A crowd kill me. I grew up in Gelspar. I’ve done bad things, for each Hero
begins to flock to your ship. The Drake holds steady but not that. Never that!”
as your first passenger climbs up onto the deck. • Rook has Advantage
The refugees start murmuring among themselves.
Patches of cloud drift past as the slum falls further.
By the time a dozen refugees are on board, the drive “He’s a bloody Chaser,” spits a beggar,
crystal has started to flicker and whine. At two dozen, stepping forward. PATH B:
the matrix seems to be rattling in its mooring. CALM THE CROWD
When you grab a few more, the hundreds of tiny “Murderer,” says the woman in the work apron,
grabbing the young man by his shoulders and These people want revenge, not justice.
shards vibrate violently, threatening to blow apart.
pinning him against the railing. “My boys didn’t Their anger is misdirected at this young man.
You are forced to pull away when your ship reaches deserve to die. You do.”
Path Challenge: Leadership Skill Check
capacity. A desperate howl rises from the abandoned
The young man looks over his shoulder at for each Hero
mob as it claws at the ladder. One man clings to
the bottom rung, but gets pulled down by the frantic the endless fall below and starts to sob.
• Rook has Advantage
people trying to scale his body. You break free when “Please, please, just let me live.”
he loses his grip. The ship strains skyward while
the slum vanishes into the clouds beneath. DECISION CROSSROAD PATH C:
Your passengers are silent as you make your slow DO NOT INTERVENE
ascent to Adriel. A few glance back to where their STANDARD VOTE These people are full of grief and anger.
home once was. A woman pulls a flask from her work Might as well let them take it out on
For Decision Crossroad rules, see p. 26.
apron and passes it around. someone who deserves it.
For Standard Vote rules, see p. 26.

102 Act Three — Lifeboat


[ HIDDEN ]

PATH A OUTCOME: PATH B OUTCOME: it returns to her. She puts it away once it is
empty, but not before you see tears welling
› 2 or more Heroes succeed: › 2 or more Heroes succeed:
in her eyes.
The woman pinning the Chaser tenses as You all push through the angry crowd,
you approach, but backs down when you forcing them back by using your own bodies
• Exit Crossroad and continue Encounter
take him into custody. Up close, her bloodshot to shield the man. He huddles behind you.
eyes brim with sadness and rage.
The other survivors mutter among
PATH C OUTCOME:
“You better make sure he sees justice,” themselves. He guiltily finishes wiping
The Chaser shrieks as he is tossed
she says. “My boys deserve that much.” the sweat-streaked skull from his face.
overboard, his body cartwheeling down
You escort the Chaser to the crew quarters “Thank you,” he says. “I’ll never wear into the shifting mist below.
and lock the door. The crowd grumbles, the paint again, I swear.”
The woman sits back down. Your passengers
but there are no other disturbances.
The crowd grumbles, but no one lays fall silent. She asks for her flask and takes
• Exit Crossroad and continue Encounter a hand on the former Chaser again a deep drink, staring into the distance.
as you approach Adriel. She puts it away once it is empty, but not
› 1 or fewer Heroes succeed: before you see tears welling in her eyes.
• Exit Crossroad and continue Encounter
The woman pinning the Chaser tenses • Exit Crossroad and continue Encounter
as you approach. When you try to wrest › 1 or fewer Heroes succeed:
the Chaser away, she twists, pushing
The woman pinning the Chaser looks back at
the young man over the railing. You drop your passengers off at the Eastern
you, her bloodshot eyes brimming with rage.
Square, the only piece of Gelspar that survived
He shrieks as gravity pulls him
“No,” she says. “It doesn’t work like that. the explosions. The arrival goes unnoticed,
overboard, his body cartwheeling down
He doesn’t get to live after my boys died.” the headless stone statue of the Prince as blind
into the shifting mist below.
as ever. Once your ship is empty, you sail toward
The Chaser shrieks as he is pushed
The woman sits down and the rest of Kendrick’s mansion in Wingspan as the only
overboard, his body cartwheeling down
the passengers fall silent again. She asks surviving refugees of Gelspar begin to walk
into the shifting mist below.
for her flask and takes a deep drink when it toward a city that is not their home.
returns to her. She puts it away once it is empty, The woman sits down and the rest of
but not before you see tears welling in her eyes.
• Proceed to At Least You Are Punctual (p. 108)
the passengers fall silent again. She asks
for her flask and takes a deep drink when
• Exit Crossroad and continue Encounter

Act Three — Lifeboat 103


F I N ALE
A NEW DAWN

FINALE
The skies are eerily calm as you pilot your “Thank you,” he says, resting a hand on the crystal. the Gelspar Crystal is strong enough to reach
commandeered vessel away from the carnage. “I owe you more than you can possibly imagine. the dimmest corners of the Commons. A new dawn
The only sound is the smooth hum of the engine Gelspar does too—not that they’ll ever fully is rising, and the light cast by the Gelspar Crystal
as your airship bobs along the surface of the clouds. understand how close they came to destruction.” is the first glimmer of change on the horizon.

In the quiet of the endless Azure, you take stock You brief Kendrick as his household guard escorts “We will have to do a better job protecting this one,”
of your situation. The hearth crystal in your hold you toward the Starlight Commons with the new Kendrick says, admiring the crystal. “My house guard
is large enough to save Gelspar, and the smaller hearth crystal. The Merchant Baron is stunned when will keep watch until we can come up with a more
shard powering your new ship is yours to do with you tell him about the wurm. He is less surprised permanent solution.”
as you please. when you tell him about the Chasers.
He turns, fixing you with an intense gaze.
As you approach the city, a small escort of merchant “It was only a matter of time before the Council
“Things are calm for now,” he says, “but a storm
vessels flying the Maddox emblem come to greet bought them back, but I had hoped they would
is coming, and there is much that needs to be done
you. Tucked away in the fleet of inconspicuous trade at least give me the chance to make a better offer.
before it hits. I need people I can trust, people who
ships, you enter Adriel unnoticed and dock near You handled yourselves well,” he says with
can see my vision for the world to come. When you’re
Kendrick’s mansion in the Span. He paces on a note of pride.
ready to take your place in my plans, come see me.
the landing, his face glowing with excitement
You arrive in the Commons. Kendrick watches with There is much I would discuss with you.”
when you open the hold.
impatience as his guard secures the area and installs
With that, he walks back toward his home in
“You did it,” he says, circling the crystal, his eyes the new crystal. A few passersby stop to stare,
the Span, leaving you standing in the growing light
blazing with triumph. For the first time since you met but there is no fanfare. That is the way of things in
of the new day.
him, the Merchant Baron smiles. You get the sense Adriel. Gelspar is still a slum, and the poor are still
that he has not allowed himself to relax—even for poor, but you can feel the balance of political power
a moment—in quite some time. shifting. For the first time in decades, the light from

Finale — A New Dawn 105


EPIGRAPH
The campaign Heavy is the Head picks up from this
point. Turn to p. 113 to learn more about this and other
From the private records of Kendrick Maddox the truth about the crystals, and they have
storylines available to Piper, Laureat, Rook, and Rath.
lost their leverage. Every new revelation makes
“Once again, Axia has found new ways
the Council’s grip more tenuous. It is only a
to surprise me. I always knew something
matter of time until it breaks completely.
was eating away at our world, but I never
expected the truth to be quite so…literal. The Chasers’ betrayal is disappointing,
The Sky Wurms exist. Their origins elude but not unexpected. It is also of less importance
me, but I will not let that sour my victory. now that I have a team that gets results.
The beasts are flesh and blood, and they can It was a gamble, but the new crew performed
be killed. That must be considered progress. admirably, and it would be foolish to turn
away such reliable help. I am sure I will find
The mission was a greater triumph than I
use for them in the future.
dared imagine. Gelspar remains aloft, a new
hearth crystal resting at its core. My gambit For now, my attention turns to court. If I am to
has been repaid a hundredfold, and the be the architect of Adriel’s salvation, then I
information gleaned is more valuable still. will need a champion. She will be beloved
in a way that I am not, and I only hope I can
The more I learn, the more the Council’s
prepare her for the twisted games she will
apathy disgusts me. They knew about
encounter. The wind carries dark tidings,
the Wurms, and yet they did nothing, content
and I can ill afford to be taken unawares.”
to watch the world suffer so long as no one
disturbed the balance of power. Now I know

106 Finale — A New Dawn


LEAP OF FAITH

FINALE
You catch up as Gelspar sinks beneath the clouds Finally clear of Adriel’s looming shadow,
and fly straight for the Starlight Commons. Gelspar seems to be discovering a new identity.
I am willing to call your mission a qualified
The ground is unsteady as you land. You nearly lose There is still poverty and starvation, but for the first
success, despite the setbacks it has
your footing as Gelspar pitches sideways, the floor time in living memory, locals are working together
presented. The Council is publicly blaming me
rumbling and shaking beneath your feet. Patches of toward a common goal.
for Gelspar’s fall, even as they privately tell
cloud drift past as the slum sinks further and further.
A few salvage vessels make contact in the days that themselves their actions will benefit the city.
The old hearth crystal is even dimmer than it was follow, re-opening lines of communication between They made the decision to jettison the district.
when you set out. You hurry to replace the failing Adriel and Gelspar. Some residents try to buy their “Cut out the dead wood,” Lady Machia said in
gem, hoisting the new crystal into place. Its light way out. Most stay to rebuild the district they have open session. Her fellow Councilors greeted
dispels the surrounding miasma. Little by little, always called home. Soon, stories of the Untethered her with applause, but she would be loathe to
Gelspar’s descent slows, then stops altogether. City begin to spread. have those words repeated in the Red Market.

People begin emerging from the buildings around A week after the fall, a messenger from Adriel finds The Council thinks I am defeated. There is
you, staring up at the open sky. For the first time you with a letter from Kendrick. The note is unsigned, much that can be done before they learn
in hundreds of years, they can see the sky without but the precise handwriting is unmistakable. otherwise. I see opportunity in every
the city above choking out the light. It seems catastrophe, and I am dangerous now that
Gelspar is safe—for now—but it is unlikely I know the truth. Gelspar may have fallen,
the district will ever be able to rejoin Adriel.
EPIGRAPH but the district will rise again. I intend to
rise with it.
Over the coming days, Gelspar begins to rebuild. That did not go as expected. However, it may
The fall that could have pulled the last gasp from You will be hearing from me soon.
work out for the better if the reports are to be
the slum’s lungs seems to have breathed new life believed. Gelspar needed to change or die.
into it instead. The survivors excavate the rubble of It seems it has finally decided to change.
collapsed buildings, help the injured, and repair any The campaign From the Dust picks up from this point.
salvageable structures. Those that cannot be reclaimed Turn to p. 113 to learn more about this and other
are demolished and cleared for new construction. storylines available to Rook, Laureat, Piper, and Rath.

Finale — Leap of Faith 107


AT LEAST YOU ARE PUNCTUAL

FINALE
You slip into Wingspan unnoticed, your vessel
NARRATOR’S DETOUR [ HIDDEN ]
unremarkable among the chaotic Chaser fleet,
Kendrick looks the prisoner up and
and land at Kendrick’s private dock. He paces on For Narrator’s Detour rules, see p. 30.
down, then orders his guard to haul him
the landing, his face a mask of compressed anger.
into the mansion.
“At least you are punctual,” he says, venom in his
Path Restriction “He looks like a raw recruit, but he might
voice. “Now explain yourselves—and you had best
know something useful. It would be
hope I like what you have to say.” This Detour is only available if the Heroes valuable to know how much sway the
took the Chaser into custody (Lifeboat, Council actually holds, or if the Chasers
The Merchant Baron’s anger softens during
Path B Success, p. 103) only did it for the money.”
the debriefing. He is stunned when you tell him
about the wurm. His fury returns when you tell him
He turns back to you.
about the Chasers’ betrayal.
“And if he doesn’t know anything, I’m sure
“Their loyalty has always been up for sale. [ REVEALED ] the public would love to hear a confession
The Council must have outbid me at some point.
You have a Chaser prisoner locked in your from one of the Chasers who executed the
I assumed the Chasers would give me a chance
crew quarters. Handing him over might Council’s plan. I’ll write it for him if I have to.”
to make a better offer. Unless…”
soften the blow of your failure.
He pauses for a moment, considering.
Do you deliver him to Kendrick?
“Unless the Council offered them something
more than coin. It seems I misjudged the allure
of my wealth. My miscalculation cost us Gelspar
and the crystal. I won’t make that mistake again.”

108 Finale — At Least You Are Punctual


Kendrick strides to the edge of the dock, staring out
into the forbidding blue.
everything to secure now rests in the hands Elise’s report should arrive back soon.
“Today was a disaster, but there are greater disasters of my enemies, and I must find a way to If what was unearthed below the city of
to come if we cannot learn from it. The Council thinks endure. Next time I will be more judicious Summit is genuine, I may have need of my
I am defeated. Let them. They will soon discover with my resources. I cannot afford to waste new crew once again. They failed me once,
the depths of my resolve. A storm is coming for this them on another betrayal. but I am short on allies. This time we will
city, and it will consume the rest of Adriel if she is be better prepared.
The more I learn, the more the Council’s
not prepared. We may redeem ourselves yet.”
apathy disgusts me. They knew about
the wurms, and yet they did nothing,
The campaign The Clockwork City picks up from
EPIGRAPH content to watch the world suffer so long
this point. Turn to p. 113 to learn more about this
as no one disturbed the balance of power.
and other storylines available to Rath, Laureat,
Now that I know the truth about the crystals,
From the private records of Kendrick Maddox Piper, and Rook.
the Council has lost much of its leverage.
Once again, Axia has found new ways to Every new revelation makes its grip more
disappoint me. Gelspar has been obliterated, tenuous. With careful planning, it could
and the team I sent to save it returned just in even break completely.
time to watch it fall. The hearth crystal I risked

Finale — At Least You Are Punctual 109


THE DARKEST HOUR

FINALE
You slip into Adriel unnoticed, your vessel The living need our attention. A storm is rising, and it
unremarkable in the dispersing Chaser fleet, will consume the rest of Adriel if she is not prepared.
The Speaker: Will the chamber guard
and dock near Kendrick’s mansion in the Span. We must learn more about the crystals if we hope to
please remove the Vice Admiral until decorum
weather it. I need people I can trust, people who can
The Merchant Baron is waiting for you in the hangar, can be reestablished?
see my vision for the world to come. When you’re
his hard mask softening when you open the hold.
ready to take your place in my plans, come see me. Vice Admiral Raya [being escorted outside]:
The tension in his shoulders seems to fade.
There is much I would discuss with you.” Despicable, even for this den of corruption.
You get the sense that he has not allowed himself
Did you leave your spines at home this
to relax—even for a moment—in quite some time. With that, he walks back toward his home,
morning, or did Lady Machia rent them for
leaving you alone in the growing light of dawn.
“Better late than never,” he says when you disembark. the day? I hope you charged a decent rate.
“Thank you. That could have gone better, but I see
The Speaker: Order! Order, your excellencies!
the expedition was well worth the risk. Where did EPIGRAPH
you find it?” Lady Machia: Thank you, Speaker. Please,
Meeting transcript of the Council of Nobles, everyone, let’s not let one rabble-rouser spoil
You brief Kendrick as he inspects his delivery,
dated the morning of Gelspar’s fall: a momentous occasion. Today we cut out the
his intense features illuminated by the light of
dead wood and let our great city rise, lighter
the crystal. The Merchant Baron is stunned when
The Speaker: The yays have it. The motion and purer than before. We cannot lose sight
you tell him about the wurm. He is less surprised
to jettison Gelspar passes. The Chasers will of that. Of course, we will hold a public vigil for
when you tell him about the Chasers.
be dispatched immediately. the dead, where your attendance is expected.
“It was only a matter of time before the Council We must set an example to help Adriel forget
Vice Admiral Raya: We can’t do this. It’s murder!
bought their loyalty back, but I had hoped they her loss and move on. A new day is dawning.
No, it’s worse than that. It’s slaughter.
would at least give me the chance to make a better We will make sure they see the light.
offer. You handled yourselves well,” he says with The Speaker: Vice Admiral Raya’s
a begrudging note of pride. disapproval is noted. But the Council will
proceed with the agenda. The campaign Return to the Silverglades picks up
He signals his household guard to carry the crystal
from this point. Turn to p. 113 to learn more about
inside, then turns to you. Vice Admiral Raya: Cowards! The worst kind.
this and other storylines available to Laureat, Piper,
All of you, spineless, worthless cowards!
“It’s a pity Gelspar could not be saved, but now is not Rook, and Rath.
the time for mourning. Let the sky swallow the dead.

110 Finale — The Darkest Hour


A DAY LATE AND A CRYSTAL SHORT

FINALE
The skies are eerily calm as you pilot the shredded A small escort of merchant vessels flying the Maddox He pauses for a moment, considering.
hull of your vessel away from the carnage. The only emblem come to greet you. Your floating wreck is an
“Unless the Council offered them something more
sound is the grating buzz of the engine as your eyesore next to the sleek ships around it, but your
than coin. It seems I misjudged the allure of my
airship bobs unevenly through the clouds. convoy manages to enter the city unnoticed.
wealth. My misplaced trust in the Chasers cost us
You have nothing of value to take back to Adriel, You dock near Kendrick’s mansion in the Span. Gelspar, but my misplaced trust in you cost us
other than your report. Perhaps Kendrick will be He paces on the landing, his face a mask the crystal. I won’t make that mistake again.”
grateful to learn where the Council of Nobles of compressed anger.
He strides to the edge of the dock, staring out into
acquires its crystals.
“You failed Gelspar,” he says. “Worse still, you failed the forbidding blue.
You take the helm and turn towards the city. me. Explain yourselves—and you had best hope I like
“The Council thinks I am defeated, but they will
Your mission was impossible. Kendrick cannot hold what you have to say.”
soon discover the depths of my resolve. Let us put
that against you, especially given his own error in
The Merchant Baron’s anger softens slightly during today’s failure behind us. A storm is coming for this
trusting the Chasers.
the debriefing. He is stunned when you tell him about city, and it will consume the rest of Adriel if she is not
As you approach Adriel, you see that its familiar the wurm. His fury returns when you tell him about prepared. You may redeem yourselves yet.”
skyline looks different. Gelspar is gone. The tethers the Chasers’ betrayal.
that once held it in place dangle limply in the wind,
“Their loyalty has always been up for sale.
their severed ends pointing down to where the
The Council must have outbid me at some point.
district must have sunk into the clouds.
I assumed the Chasers would give me a chance
to make a better offer. Unless…”

Finale — A Day Late and a Crystal Short 111


EPIGRAPH
The campaign The Clockwork City picks up from
this point. Turn to p. 113 to learn more about this
From the private records of Kendrick Maddox has lost some of its leverage. Perhaps a more
and other storylines available to Rath, Laureat,
competent team could help me find a way
Once again, Axia has found new ways to Piper, and Rook.
to loosen their stranglehold.
disappoint me. Gelspar has been obliterated,
and the team I sent to save it returned too late Elise’s report should arrive back soon. If what
to be of any use. The hearth crystal I risked was unearthed below the city of Summit is
everything to secure now rests in the hands of genuine, I will need another crew. I fear the
my enemies, and I must find a way to endure. late heroes of Gelspar may be my only option.
The stakes are too great for me to be held They failed me once, but we must make do
back by the failures of others. with the tools we are given and I am short
on time and allies. At least we will have
The more I learn, the more the Council’s
the element of surprise this time.
apathy disgusts me. They knew about the
wurms, and yet they did nothing, content
to watch the world suffer so long as no one
disturbed the balance of power. Now that I
know the truth about the crystals, the Council

112 Finale — A Day Late and a Crystal Short


TH E
N EX T
CH APTER
The Skies of Axia campaign ends here, but your tale is far from
finished. The Heroes have a working airship and a growing role
to play in the chain of events that will change Adriel forever.

The following campaigns pick up where the five Finales leave off.
You can continue on your party’s chosen path, choose an
alternate that interests you, or chart a new course and develop
your own story using the EMBERWIND: Storyteller’s Guide to Axia.

EMBERWIND: HEAVY IS THE HEAD However, danger lurks amongst the dust and rubble. untamed wild of the Silverglades. Efforts to settle
There are those who would see the fallen city the island were abandoned after a terrible accident
The shadow games of Adriel’s noble families have
sink below the clouds forever. It will take a strong more than a decade ago. Laureat was the only
taken a vicious turn. Gelspar was only the beginning.
leader to rally the people, help them put aside their researcher to survive. Under her guidance, you will
Kendrick Maddox is already looking to build on
petty squabbles, and ensure the Untethered City try to discover what went wrong, and see if the new
his success, ushering Piper into the limelight while
rises again. Rook knows Gelspar will never trust an crystal can reclaim the Silverglades for humanity.
openly defying the authority of the Council.
outsider. Perhaps the people will have more respect
His enemies do not take the challenge lightly.
A price has been placed on Piper’s head. You need
for one of their own. EMBERWIND: THE CLOCKWORK CITY
to find the buyer before an assassin’s knife ends The expedition team Kendrick sent to the ruins
his plans, his bloodline, and his revolution. EMBERWIND: below the mountaintop city of Summit has vanished.
RETURN TO THE SILVERGLADES The Merchant Baron has been searching for an
EMBERWIND: FROM THE DUST The Merchant Baron is pulling you into his inner artifact amongst a recently unearthed cache of old-
circle. The Council thinks he’s down and out, world knowledge, but the field team’s reports have
Gelspar is adrift. For the first time since the slum
but while their attentions are turned elsewhere, stopped, and Kendrick needs to know what went
was slapped together from derelict airships and
he is making new plans with his most valuable secret: wrong. Elise Grant has gone ahead to investigate
scrap metal one hundred years ago, its inhabitants
a hearth crystal powerful enough to keep a city the situation. Led by Rath, a collector of ancient curios
are working together to ensure their survival.
aloft. He’s entrusting you with an expedition to the and secrets, you will join her to continue the search.

The Next Chapter 115


APPENDIX
STORYTELLER NOTES EMBELLISHMENTS

[1]
Elise has worked for Kendrick for years, 1 - “My tale is a tragic one. I was born to
EMBELLISHMENTS and often served as his eyes, checking on a poor family of fishers on the edge of
the Grant family, who was charged with Windfall Harbour. One day my father caught
Piper’s care after the murder of her parents. a magical slaughterfish that granted a wish
Embellishments give Storytellers
If Piper is present, Elise should adopt a warmer, for each of his three sons in exchange
the opportunity to improvise or expand on
even sisterly tone, when addressing her. for its freedom. I used mine to ask for an
certain elements in the story. They provide
enchantment that would protect me from
more information about characters, places,
the questions of foolish people. Sadly, it expired
or the world, and can add extra depth
The Houndmaster is a rough man who has
[2] mere moments ago.”
or flavour to the gameplay experience.
earned renown in Gelspar for his skill training
Embellishments must stay consistent 2 - “My tale is a happy one. I was born on
and handling hounds. While he maintains
with the larger narrative and the world a pirate ship some forty years past, but I did
a gruff exterior and tries to avoid sharing
of the campaign, and are handled at not awake to the wonders of being alive until
information about himself, he loves his dogs
the Storyteller’s discretion. Embellishments mere moments ago when I relieved a street
and can become talkative, even sentimental
are always optional, and skipping them will cook of this kebab. Praise the heavens!
about them. He will take any excuse to boast
not diminish your gameplay experience. I am born again!”
about his pack.
3 - “My tale is a strange one. I do not know
my father and mother, for I was born deep
Hobb is a jumpy man who guards his
[3] in the mists of the Silverglades and found
VARIANT COMBAT RULE
identity with extreme paranoia, even though by a band of wandering minstrels who
he is well known to most local merchants drank forgetfulness potions every night
For added combat difficulty, Storytellers may and criminals. He loves food and dislikes so that each morning they could learn their
ignore Action Chains when controlling Foes. questions, especially when they are instruments anew. One night I refused to
Instead, Foes take the number of Actions per about him. If pressed, Hobb offers fanciful drink my draught and they kicked me out
Turn listed on their Foe Card and can take any distractions instead of answers. If Rath is to fend for myself.”
combination of Actions from their A.I. Hex Grid present, Hobb pretends not to recognize
in any order. 4 - “My tale is a sad one. I was raised by
him, even though the two have met
a pack of street dogs in Cloudbreak who
many times before.
magically gain the power to speak for one
If you do not wish to come up with his replies day every year. The last words they said to
yourself, roll a d4 to determine Hobb’s me before I moved away were, ‘Never trust
answer when he is asked about himself: a human who will not give you bread.’ I still
live by those words today.”

Appendix — Storyteller Notes 117


COMBAT RULES COMBAT RULES

COMBAT BASICS COMBAT STEPS


• Each player controls their own Hero. Tip: A quick reference to the key 1. Battlefield Set-Up
• Each Hero Card lists the Actions Combat Rules has been included in • Construct the Map: Print a copy of
that the Hero can take in a Turn. the downloadable support package the Combat Encounter Map in the
• The Narrator controls all Foes (www.emberwindgame.com/campaigns/ downloadable support package
(in addition to their Hero if they are skies-of-axia). or draw the Battlefield Map on a
playing one). (For Narrator rules, square-gridded surface to match
see p. 21.) the illustration in the book.
• Each Foe Card lists the Actions that Note: The language used in combat is from a • Place Tokens: Mark each Hero and
a Foe can take in a Turn, as well as neutral perspective. Specifically, the Heroes Foe’s starting location.
its combat statistics. are always referred to as "Heroes," and Foes
as "Foes," no matter which "Combatant" is
• Combat is Turn-based.
currently acting. "Combatant" refers to both
• Combat ends when one set of Victory 2. Establish Turn Order
Heroes and Foes.
or Loss Conditions has been met. • Establish the Turn Order by filling
The corresponding Outcome is then in the Initiative Slot Order (see
read to the group. diagram right) located on the Party
Tracker Card. Begin by identifying
the Rank of each Foe in the combat
(Grunt, Awakened, Elite or Boss).
Cross out any Foe Slot that has no
Foes of that Rank present, as well
as the Hero Slot directly above them.
• The Narrator fills in the Foe Slots.
Then, each player assigns their
Hero to a Hero Slot. Once each
Hero Slot has at least one Hero,
Heroes can be assigned to
any Hero Slot.

118 Combat Rules — Basics


• If multiple Heroes are assigned to the other players. Once a set
the same Slot, the players choose of Conditions has been met,
the order their Heroes act in within the Combat Encounter concludes.
that Slot. The Narrator does
the same for Foes.
5. Read Opening Narration:
The Narrator reads the Opening
3. Review Combat Flairs: Narration aloud to the Heroes.
Combat Flairs are special conditions
that add complexity (and often
difficulty) to combat. They reflect 6. Initiate Combat:
features of the terrain, the campaign
Combat begins with the Hero(es)
world, Foe strategy, combat objectives,
in Hero Slot 1 taking their Turn(s).
and other elements specific to
Combatants act in Turn according
a Combat Encounter. They are
to the Initiative Slot Order.
mandatory unless otherwise stated.

The Narrator reads the Combat Flairs A Round of Combat concludes when
aloud to the other players. every Combatant has had a Turn. If no
Victory or Loss Conditions has been
• Note: If this if your first time playing achieved yet, a new Round begins,
EMBERWIND, we recommend starting with Hero Slot 1.
ignoring any Combat Flair
marked [Hard Mode].
7. Narrator reads the Corresponding
Outcome and Ends Combat:
4. Review Victory and Loss Conditions:
The Narrator reads the Outcome
The Narrator reads the Victory corresponding to the set of Conditions
and Loss Conditions aloud to achieved, then continues the story.

Combat Rules — Basics 119


HERO TURN RULES

ACTIONS PER TURN Maneuvers are Basic Actions tied to your General: A General Action has no special
Hero's Skills. In Skies of Axia, the Heroes properties, but can have other Effects
Each Hero Action has an associated speed:
all use Tumble as their Maneuver. Other applied to it.
Slow, Fast, or Free.
Maneuvers are available in EMBERWIND:
Spell: A Spell is usually a magical Class
Each Turn, you have: The RISE System and EMBERWIND:
Action that relies on arcane ability.
The RISE Microlite System.
• 2 Slow Actions, or
Exploit: An Exploit is usually a martial Class
• 1 Slow Action and 2 Fast Actions, or • A Tumble Action allows your Hero
Action that relies on physical prowess.
• 4 Fast Actions each Turn. to travel 1-3 occupied Squares as
a Slow Action. Melee: A Melee Action affects nearby
You may also take any number of Free Actions. Targets at a specified Range (usually 1).
Basic Attacks are your Hero's simplest
options for dealing damage to Foes, but are Ranged: A Ranged Action affects a nearby
generally less powerful than Class Actions. or distant Target within a specified Range.
BASIC ACTIONS Basic Attacks are made as Slow Actions. A Ranged Action may be used on Targets
Basic Actions are available to every Hero. adjacent to you.
• A Basic Melee Attack is used to
Movement: These Actions allow your Hero target nearby Foes at a specified Trigger: A Trigger Action can be used out
to travel around the Battlefield. Range (usually 1). of Turn if the Trigger Condition has been
• A Basic Ranged Attack is used to fulfilled. A Trigger Action may require you
• A Move Action allows your Hero
target nearby or distant Foes at a to save an Action from your Turn to expend
to travel 1-5 unoccupied Squares
specified Range. Basic Ranged Attacks later. Unused Actions do not carry over to
as a Slow Action.
may target Foes adjacent to you. your next Turn.
• A Shift Action allows your Hero
to travel 1 unoccupied Square as • Trigger Limit: The total amount of
a Fast Action. Trigger Actions you can use per Round.
CLASS ACTIONS
Note: When the words "move" or "movement" Class Actions are special abilities that your Sustain: Some Actions have a Sustained
appear in the rules, it generally refers to Hero possesses. Each has special rules and Effect that can be repeated on your
Combatants travelling around the Battlefield. an associated speed listed on your Hero Card. subsequent Turns. Choose which Effect/s to
This is different from a Move Action, which is sustain at the start of each Turn, then apply
a particular kind of movement. Your Class Actions may also have their own those Effects as indicated. Sustaining an
special Action Types. Effect does not expend Actions.

(Continues to next page ")

120 Combat Rules — Hero Turns


HERO TURN RULES

• Your Sustain Limit is the total number SELECTING TARGETS RESOLVING ACTIONS
of Effects you can sustain per Round.
Each Action details the number and type Most Actions that target Foes require
Multiple copies of the same Effect
(Hero, Foe, Square, etc.) of potential Targets, a CAP Check to determine if you hit and
count separately.
as well as the maximum Range between you whether or not that Foe can reduce
and a valid Target. the Damage of your Action.
Amplify: An Amplify Effect modifies the Effect
of an Action at an added cost. Action Targeting: Actions can target yourself, CAP Check: CAP is shorthand for Critical
other Heroes, Foes, Combatants, and Threshold, Accuracy, and Penetration.
• Amplify Actions can apply their Amplify
Squares. Actions that target a Foe require a Roll 1d20 to determine what happens
Effect to other Actions. They can be used
CAP Check (see below). Actions that Target a for your CAP Check.
at any point during the other Action.
Hero do not require a CAP Check.
• Other Actions that contain an C — If your roll result is less than or equal
Amplify Effect can only apply that • If the specified Target for an action is to your “C” Value, your Action is a Critical
Effect to themselves. "Hero," the Hero may target themself. Hit, hitting your Target, bypassing Barriers
• Amplify Limit: The total number of • If the specified Target for an action Values, and dealing Maximum Damage.
Amplify Effects you can use per Round. is "Other Hero," the Hero may
• Auto-Crit : An Action
not target themself.
with this icon does not require a CAP
Check and is treated as a Critical Hit.
Cover: You cannot target a Combatant
CLASS TIDE-TURNER ACTIONS (or Square) with an Action if there is a Square
A — If your roll result is less than or equal to
Tide-Turner Actions are your most powerful of Cover between you and your Target.
your “A” Value, your Action hits your Target.
Class Actions. They are activated by
Proceed to “P”. Otherwise your Action misses.
expending a Tide-Turner Charge.
• Auto-Hit : An Action with
• Tide-Turner Charges: You begin a
this icon skips the CAP Check and is
campaign with your maximum number
treated as a hit. Auto-Hit Actions never
of Tide-Turner Charges as shown on
penetrate Barrier Values.
your Hero Card. In Skies of Axia,
they can only be replenished with Action Range: Action Range is the maximum P — If your roll result is less than or equal
a Potion of Heroism. Range at which an Action can be used. to your “P” Value, your Action bypasses
Diagonal Squares count as 1 Range. If an Barrier Values. Otherwise those Barrier
Action's Range is unlisted, treat its Range as 1. Values reduce Damage you do when you
make your Damage Roll.

(Continues to next page ")

Combat Rules — Hero Turns 121


HERO TURN RULES FOE TURN RULES

• Bypass Barrier : An Action Non-Damaging Effects: Actions can cause USING FOE CARDS
with this icon ignores Barrier Values non-damaging Effects. Many of those are
Each Foe's combat statistics and features
when dealing Damage. described on your Hero Card. Others follow
are listed on its Foe Card.
a set of existing rules.
Damage Roll: If you hit a Foe, Before combat, the Narrator reads aloud
roll the associated Damage dice • Healing: Roll the listed healing dice for
the Default Characteristics and Optional
for the Action. the Action. Add the roll result to that
Modifiers listed on each Foe Card.
Hero's current HP. Current HP cannot
• If your Action bypassed Barrier Values, exceed Maximum HP. You cannot heal • Default Characteristics determine
the Foe does not reduce that Damage. a Fallen Target. how a Foe moves and targets
• Otherwise, reduce your Damage • Conditions: Conditions provide Combatants during battle.
by the Barrier Value shown on penalties to Combatants and are • Optional Modifiers may be added to
the Action you used. explained on p. 125. increase a Foe’s capabilities. If an
• Toughness is the Barrier Value • Condition Removal: Some Actions Optional Modifier contradicts a Default
represented by . remove a Condition from their Target. Characteristic, the Optional Modifier
• Resistance is the Barrier Value A Persistent Condition cannot be supersedes.
represented by . affected by Condition Removal and is • For added difficulty, the Narrator may
• The Narrator tracks the Damage only removed at the end of combat. keep the Default Characteristics and
you dealt to a Foe and any ongoing Optional Modifiers private.
Effects on a sheet of paper. Once a
Foe’s Health Points reach 0, that Foe
becomes Fallen.
• Fallen: This Combatant cannot
be healed and cannot act in
Combat. Fallen is not a Condition,
and cannot be affected
by Conditional Removal.

122 Combat Rules — Hero and Foe Turns


4

INFORMATION

FOE TURN RULES Rank: Grunt Size: 1 x 1

HP: 40 Toughness: 4 Resistance: 4

CONTROLLING FOES Hexes: Hexes list the type of Action that ACTION TARGETING
Basic Melee Bite : Deal 1d10 + 10
the Foe uses. Attack: Damage
The Narrator controls all Foes using their Foes move and target Combatants based
[Storyteller Only] Actions per Turn: 2
respective Hex A.I. Grids. • Move Hex: The Foe makes a Move on their Default Characteristics, Optional
Action, travelling up to a number of Modifiers, and occasionally Combat Flairs.
Example: Awakened Foe’s Turn: SPECIAL ABILITIES
unoccupied Squares equal to the value
Rolled Result 1 Optional Modifiers, if applied, supersede
listed in the Hex. Diagonal Squares A: Pounce : Move up to 5 Squares
any contradictory Default Characteristics.

B LOOD
Basic

count as 1. toward Hero with least HP and deal 1d10


Attack

6
Special Move
2 Combat+ 10
Flairs supersede
Damage . Heroboth Default
is knocked Prone
Basic

Characteristics and Optional Modifiers.


Ability 3 Sqs. Attack
C Special Basic .
Ability Attack
A
Move
3 Sqs.

H
Move Move

OUND
3 Sqs. 3 Sqs.
Special Special
Ability
Move
3 Sqs. Ability DEFAULT CHARACTERISTICS
5 C A 3

Special
Ability Tunnel Vision: Moves toward nearest Hero.
B

4
Immediacy: Attacks nearest Hero.

The Hex A.I. Grid is a matrix that lists all OPTIONAL MODIFIERS

of the Foe’s available Action Chains— Bonded: Targets the Hero that last
a sequence of Actions that a Foe uses on targeted the Houndmaster.
its Turn.

Action Chain: The Narrator rolls 1d6 to


Example: The Bloodhound will attack
determine which Action Chain the Foe uses.
the nearest Hero, unless the Narrator
Match the rolled result with the corresponding
chooses to use the Bonded Optional
number on the Hex A.I. Grid. Begin by
• Basic Attack Hex: The Foe performs Modifier. If so, Bonded overrides Immediacy
using the Action listed in the centre Hex.
a Basic Attack. If it has a valid Target, and the Bloodhound will attack the Hero
Then, progress through adjacent Hexes
it uses its Basic Melee Attack (if it who last targeted the Houndmaster instead.
in the direction indicated by the roll result.
has one). Otherwise, it uses its Basic
Perform the Action listed in each Hex in Foes follow the same rules that Heroes do
Ranged Attack (if it has one).
the order they appear before ending for Cover and Action Range (p. 121), and
the Foe’s Turn. • Special Ability Hex: A Special Ability Flanking (p. 125).

• Invalid Actions: If an Action listed in is a Foe’s strongest power. Its use is


a Hex cannot be completed, the Foe matched to a letter listed in the Hex.
skips that Action Hex.

Combat Rules — Foe Turns 123


5 A 3
Basic
1 Attack

Special
4
Ability
6 2
Basic
A
Basic FOE TURN RULES GENERAL RULES
Attack Attack INFORMATION
Move
RESOLVING FOE ACTIONS
5 Sqs. reducesGrunt
Rank: that result by their Barrier
Size: 1 xValue
1 Hit Points (HP): When a Combatant’s HP
Special that corresponds
Toughness:to4 theResistance:
Barrier Icon reaches 0, they become Fallen and cannot
Basic
Foes do notAbility
roll CAP Checks. Instead,
Attack Heroes
HP: 40 4
A listed, then subtracts the remaining act. Reduce all healing on Fallen Targets
roll Defense
5 Checks when
Basic they are the 3Target 1
Basic Melee Bite : Deal 1d10 + 10
amount from their HP. to 0. A Combatant can be recovered from
of a Foe Action. Attack
Attack: Damage
• Note: Foe Actions marked
Special Fallen by the use of certain Actions
[Storyteller Only] Actions per Turn: 2
Ability
When a Hero is targeted,
4 the Hero rolls 1d20
cannot have or Items (i.e. Gift of Life or Phoenix Pinion).
C their Damage reduced
and compares the result to their Defense by Barrier Values. Heroes automatically recover from Fallen
6 SPECIAL ABILITIES 2
Value that corresponds to the Defense
INFORMATION Special Special Basic at the end of a Combat Encounter.
Icon (Dodge or Willpower ) listed Ability Ability Attack
Rank: Grunt Size: 1 x 1 A A: Pounce A : Move up to 5 Squares
directly after the name of the Action. Basic Hero with leastBasic
toward HP and deal 1d10 Movement: All movement is calculated in

OOD
HP: 40 Toughness: 4 Resistance: 4 Attack Attack Squares. Combatants must travel through
+ 10 Damage . Hero is knocked Prone
Move
Basic Melee Bite : Deal 1d10 + 10
.
5 Sqs.
unoccupied Squares during their Move
Attack: Damage Special
S Special and Shift Actions. Tumble Actions can

UND H OUND
Example: A A Hero hit by Pounce
Ability Ability takes 1d10
[Storyteller Only] Actions per Turn: 2 travel through occupied Squares.
SpecialDEFAULT
C CHARACTERISTICS B
Basic the result Special
Example: Bite requires the target Hero to + 10 Damage, reducing
Ability
by their
Ability Diagonal Squares count as 1.
Attack
make a Dodge Check. 5 A Tunnel Vision:
Toughness Moves
Barrier toward nearest Hero.
Value. B 3
SPECIAL ABILITIES • Forced Movement: Combatants cannot

M
Immediacy: Attacks nearest Hero.

ASTER
A Hero successfully avoids • Additional Effects: Heroes are required be forced off of the Battlefield or
A: Pounce : Movethe Foe’s
up to Action
5 Squares Basic
if their roll result
toward Heroiswith
equal toHP
least orand
lessdeal
than the
1d10 toOPTIONAL
roll additional
AttackDefense Checks
MODIFIERS Elevation equal to or greater than 20
Defense + 10 Damage
Value . Herowas
the check is knocked
made Prone
against. to avoid the other Effects of a Foe’s ft. All forced movement must be made
Bonded: Targets the Hero that last
. 4
Action. the
targeted Each Effect requires a separate
Houndmaster. through unoccupied Squares unless
• Note: Foe Actions marked Defense Check, listed directly after otherwise specified.
cannot be avoided. each Effect in the Foe Action.
DEFAULT CHARACTERISTICS
INFORMATION SPECIAL
S C ABILITIES
• Teleport: Some Actions specify that
• Note: Foe Actions may sometimes a Combatant Teleports. When a
Tunnel Vision: Moves toward nearest Hero.
require theRank:
Hero to Awakened
make a Skill CheckSize: 1 x 1 A: Disarming Lash : [Range 3]
Immediacy: Attacks nearest Hero. Combatant Teleports, you ignore
to avoid being hit. Deal 1d10 + 10 Damage .
HP: 60 Toughness: 8 Resistance: 4 Hero suffers 5 Stacks of Weakness . obstructions and are not affected by
OPTIONAL MODIFIERS Elevation. You may not Teleport into
If a Hero has been hit,Melee
Basic the Foe deals Damage
Dagger : B: Animal Handling:
an occupied Square.
and additional Effects
Bonded: Targets the may
Hero be
Attack: Deal
thatapplied.
2d10 + 10 Damage
last Example: All A
Bloodhounds Disarming
Hero hit byheal 5 HP. Lash needs
targeted the Houndmaster.
to make a Willpower Check. If the Hero fails
C: Enrage:
• Damage Rolls: The Narrator
Basic Ranged Whip rolls : [Range 3] Actions by suffer
nearest5Bloodhound deal
their check, they Stacks of Weakness.
the Damage dice listed in the Foe’s
Attack: Deal 1d10 + 10 Damage +10 Damage next Turn.
Action, then adds any
[Storyteller additional
Only] Actions per Turn: 3 Additional Effects may result in Conditions
modifiers (e.g. 3d8 + 10). The Hero (p. 125) or Forced Movement (see right).

DEFAULT CHARACTERISTICS OPTIONAL MODIFIERS

Tunnel Vision: Moves toward nearest Hero. Bonded: Targets the last Hero that
124 Combat Rules — Foe Turns and General
Immediacy: Attacks nearest Hero. targeted a Bloodhound.
Flanking: If a Foe is adjacent to two Heroes
who occupy Squares on opposite edges
or opposite corners of that Foe's Square,
it suffers from Off-Guard (see diagram
right). The same is true for a Hero positioned
between two Foes.

Example: The Foe in this diagram is Flanked


and suffers from Off-Guard, granting all
Heroes +2 Accuracy on all Actions that
target this Foe.

Conditions: Many Actions cause


Combatants to suffer from Conditions.
Some Conditions specify how they can be
removed. Others are removed by Actions
or Items (e.g. Restore or Cloudclear Salve).
All Conditions are automatically removed
at the end of a Combat Encounter. For a
list of the Conditions and their Effects,
see diagram right or the back of
your Hero Card.

Combat Rules — General 125


CREDITS

Lead Writers:
Eric Weiss & Derek Chung

Supporting Writer:
Peter Chiykowski

Story Concept:
Derek Chung & Eric Weiss

Game Design:
Derek Chung, Cameron Peters, Peter Chiykowski

Lead Editor:
John Helfers

Art:
CrushVisual Studios

Graphics Design:
Sonia Chung

Printing:
Wing King Tong Company Limited

Special Thanks:
Evan Haidasz Yannick Dion Timothy Yan
John Helfers Rebecca Shropshire Isaac Fine
Spencer Hayden Sana Haghighi Vladislav Nikolaichuk
Tico Souza

Specialer Thanks (to likely irritated significant others):


Jin Shim, Jasmine Miñoza, Kerrie Hughes
Miroki Tong
“THANK YOU FOR PLAYING!”
— from us at NOMNIVORE
TM

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