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ABOUT EMBERWIND customize their play experience, collaborate on THANKS FOR YOUR SUPPORT
stories, and run exciting, immersive battles for
EMBERWIND was designed to tell dynamic stories Real-talk time: Less than 1% of tabletop roleplaying
players of all experience levels. Learn more about
and create rich, varied combats by bringing together games ever get off the ground. For us as game
EMBERWIND and the RISE System at
the artistic and mathematical sides of game design. designers, that's both exhilarating and terrifying.
www.emberwindgame.com.
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
the culture of tabletop gaming richer. So thanks for
EMBERWIND runs on the RISE System, an accessible
your early support of EMBERWIND. We couldn't be
and adaptable game engine that helps players
happier to have you in our party.
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.
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
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.
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.
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.
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.
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.
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
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)
[ 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
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.
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)
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.
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.”
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?”
on the Houndmaster.
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
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.
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.
• Proceed to "Baron" Kendrick Maddox (p. 46) (Continues to next page ")
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
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
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
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.
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.
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)
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.”
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
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
• Continue Encounter
Point of Heroism
Effect: +1 Tide-Turner Charge
Action: Fast Use: 1/Campaign
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.
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."
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.)
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 .
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)
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.
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.
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.
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
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)
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
• +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.
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.
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.
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.”
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:
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
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.
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.
BATTLEFIELD MAP
LEGEND:
Slaughterfish
Slaughterswarm
Heroes
Heartstrings
Cannon
Concentrated Miasma
[Hard Mode]
Reinforcements
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.
BATTLEFIELD MAP
LEGEND:
Chaser Streetjack
Chaser Mistwalker
Chaser Doorcrasher
Heroes
Cannon
Reinforcements
[Hard Mode]
Reinforcements
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 .
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)
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
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
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.
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.
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.
[ 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.
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
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
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
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.”
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.
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…”
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.
[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.”
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.
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.
• 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.
• 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.
INFORMATION
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
6
Special Move
2 Combat+ 10
Flairs supersede
Damage . Heroboth Default
is knocked Prone
Basic
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.
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).
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.
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