TEXT: CUSP, CITY AT THE EDGE OF ETERNITY
  LPJ9337
  
  Infinite Dungeon: The Halls of the Eternal Moment - Cusp, City on the Edge of Eternity
  Page 2
  DESIGN &  
  GAME DEVELOPMENT:
  Jeff Lee, Michael McCarthy and Rich Redman 
  with Louis Porter Jr.
  EDITING:
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  Infinite Dungeon: The Halls of the Eternal Moment - Cusp, City on the Edge of Eternity
  Page 3
  THE CITY OF CUSP
  Built on the lip of the mountainous crater that surrounds the 
  Halls of the Eternal Moment, Cusp caters almost exclusively to 
  adventurers. Heroes, travellers and thrill-seekers alike come and 
  go from the town all the time - and since Cusp is the last place 
  to spend time, or coin, before one enters the Halls in the crater 
  below, they do their best to extract as much of it from passers by 
  as they can. Of course, as people do occasionally come back out 
  of the dungeon, Cusp also offers adventurers a chance to sell their 
  hard-won spoils to a wide variety of art collectors, historians and 
  eccentric wizards who call the City at the Edge of Eternity.
  It also happens to have the foremost researchers in the world on 
  time magic, as not only does the Halls of the Eternal Moment 
  have some of the strangest and most dramatic time magic known, 
  the town itself has a strange temporal effect, making it difficult for 
  people to enter and leave the city except at very precise times.
  CUSP, CITY AT THE EDGE OF ETERNITY
  CG small town
  Corruption +0; Crime +1; Economy +0; Law -2; Lore -2; 
  Society +5
  Qualities wealthy patron
  Danger +0
  DEMOGRAPHICS
  Government council (Survivor’s Council)
  Population 1,300 (1,000 humans; 100 elves; 50 half-elves; 150 
  other)
  NOTABLE NPCS
  Proho Sleem (N male human alchemist 5, expert 3)
  Theodora Hill (LG female human aristocrat 4)
  Astrid Fyre (NG female human expert 3)
  Salos Capernicus (CN male human wizard 4 / cult master 3 
  [Pathfinder Roleplaying Game: Occult Adventures])
  The Rupert Brothers (twelve LN male human expert 2)
  MARKETPLACE
  Base Value 2,000 gp; Purchase Limit 12,000 gp; Spellcasting 
  4th
  Minor Items 3d4; Medium Items 1d6; Major Items —
  SPECIAL QUALITIES
  Wealthy Patron a small group of wealthy individuals (in Cusp’s 
  case, Theodora Hill and the Rupert Brothers) controls the 
  majority of the market. Increase Base Value and Purchase Limit 
  by 100%, but any transaction more than 25% of the city’s new 
  Base Value must go through members of that group.
  CUSP, CITY AT THE  
  EDGE OF ETERNITY
  NOTABLE LOCATIONS
  The Pillars of Watching are a pair of towers that stand at the very 
  top of the crater’s lip, capable of seeing much of what goes on in 
  the crater, and for dozens of miles in every direction. Between 
  them, the main road runs into town. Spectators gather here after 
  groups leave town for the Halls, and bet on how many, if any, 
  of them will come back. The morbid gambling is frowned upon 
  by the city’s guardsmen, but since no individual seems to be in 
  charge, all they can do is post notices that it is forbidden and try 
  to stay observant
  The Pillars of the Last Moment are a pair of perpetually unfin-
  ished towers marking the edge of the city - any further, and one 
  becomes subject to the erratic time that enshrouds the Halls of 
  the Eternal Moment. Though they have been completed dozens of 
  times, time doesn’t always flow forward here, and unpredictably 
  they will regress to a less built state. As a result, few are willing to 
  ascend above the second floor, for ascending any higher than that 
  might mean the floor will come apart beneath you.
  The Lip is the district at the very top of the city, and home to the 
  best inns and wealthiest merchants and landowners. It also tends 
  to hold the wizards. Despite the affluence, the district is often 
  grave-quiet, for in addition to merchants and wizards, it is home 
  to many members of the scarred Survivors Council.
  Timeside is the district running along the bottom of the city, and 
  while one couldn’t call it a proper slum, the fact that the buildings 
  there occasionally fade in or out of existence makes it a place only 
  the most desperate live for long.
  ICON OF CUSP
  
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  Roadside is what locals call the buildings that have been built 
  along the long, cobblestone road that runs through the center of 
  town. Running down towards the Halls and up out of the crater, 
  Roadside is home to most of the inns, taverns and shops that cater 
  to adventurers, constantly competing with one another up and 
  down this busy stretch. Cusp’s most popular inn stands at almost 
  the midpoint of the road, and thus the town: the Fyreside Inn.
  The Sticks are the wooden buildings along the western side of the 
  city. Taking advantage of the quick-growing trees in the erratic 
  time outside a number of enterprising families have established 
  a decent logging business that supports the city in months when 
  adventurers are rare.
  The Stones are the squat, stone buildings on the eastern side of 
  the city, built from stone that was quarried from the crater itself, 
  and the nearby mountain. This district is full of museums, art 
  galleries, laboratories and libraries - everything an adventurer 
  needs to buy and sell treasures they’ve recovered from an ever-
  changing dungeon. Weekly, the Hill estate holds art shows to 
  display the most interesting pieces recovered from the Halls.
  NOTABLE GROUPS AND NPCS
  The Survivors Council rules the city and is made entirely of 
  retired adventurers who have been to and returned alive from the 
  Halls. They sell licences to parties to adventurers to travel deeper 
  into the dungeon, artificially limiting how deep a party can go 
  in an attempt to limit casualties (though they know they can’t 
  actually enforce these in any real way, as the dungeon changes 
  constantly and erratically).
  Despite their apparent and self-claimed importance, they ulti-
  mately serve as more of a figurehead than a proper ruling body. 
  Most of the members of the Survivors Council are quiet and keep 
  to themselves, even in council meetings--a result of the mental 
  scars they collected in the Halls. The sitting members of the 
  council change from month to month as mood takes them, but 
  when the PCs arrive, the members of the Survivors Council are:
   •  Proho Sleem, the one-handed alchemist, is the de-facto 
  leader of the Survivor’s Council on account of him being the 
  most stable of the lot. He is the only member never to miss 
  a Council Meeting, despite all the other tasks he takes on in 
  town.
   •  Shu Wu-fu, a tengu with two peg-legs is the most talkative 
  of the Council, and one of the only two who is near always 
  present. His boisterous squawking claims the Survivors 
  Council is important and will enforce their permits - but in 
  reality he is hoping that his bluster will simply keep people 
  away from the Halls.
   •  Gruff Axehead, a one-eyed dwarf who has been trying to 
  advocate for the destruction of the Halls. More often than not, 
  he remains silent at Council meetings except to shout at the 
  others when bickering erupts.
   •  Saria Ivanna, a very pale half-elven woman with raven black 
  hair and an exotic accent. Though physically unscarred, 
  she lost both husband and father in the Halls, and offers to 
  perform last rites or help characters get their affairs in order.
  ASTRID FYRE
  ULF FYRE
  
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   •  Mahara, an older, heavyset woman of olive complexion, 
  with almost as many scars as wrinkles. She is unhelpful at 
  all times, focusing her criticisms on their “poor quality and 
  obviously unkempt gear”.
  Astrid and Ulf Fyre are a wife and husband team who run 
  the Fyreside Inn, Cusp’s largest and most popular inn, and the 
  Fyreside Grill, the almost-as-popular restaurant. Astrid is a 
  gregarious  and friendly woman, while Ulf is quiet and studious, 
  and together they are omnipresent in their establishments. Though 
  they are the ‘champions’ of the hospitality industry in Cusp, 
  Astrid, Ulf and their six children are far above feuding with their 
  competitors - even sometimes turning away customers in the less 
  busy seasons so other inns can get some business.
  Academic Library of Temperodynamic Studies is an almost 
  religiously enthusiastic group who really wants to learn everything 
  possible, especially about the Eternal Moment. Of course, they 
  have a (mostly) secret agenda - they are attempting to build a time 
  machine for their own power and profit. Their leader, The grand 
  and charismatic Salos Capernicus, remains sequestered from the 
  public at all times, only emerging briefly when taking meals or 
  making impressive-sounding claims about the Library’s work. 
  Though it is theoretically possible to arrange a meeting with him, 
  he always delegates meetings at the last moment to one of several 
  assistants who insist on being referred to as “professor” instead of 
  by any proper name.
  Theodora Hill operates a high class art gallery in The Stones, 
  and is the best place for an adventurer with an exotic piece to 
  sell or even appraise it. While she is easily mistaken for nobility 
  herself, her money comes from running art galleries on behalf 
  of “The Captain”, who provides her with funding so long as she 
  sends along the best pieces. Despite her high station and obvious 
  wealth, Theodora is a genuinely kind person and has a particular 
  fondness of children, as she has none of her own. 
  Proho Sleem is an adventurer who retired after losing his left arm 
  in the Halls, and opened up a laboratory here in Cusp. His clever 
  prosthetic arm appears to be little more than a carefully carved 
  piece of solid wood, hidden compartments contain all matter of 
  alchemical substance. While his primary market is potions, and is 
  entirely legal, he also runs two other more questionable busi-
  nesses. The first is the sale of poisons (which Proho has gone to 
  lengths to ensure there are no specific laws against), and the other 
  even more secret is to serve as a no-questions-asked fence.
  The Rupert Brothers run most of the common stores and trade 
  markets in Cusp, and the Rupert family dominates the markets 
  in many other places besides. There are a dozen brothers in 
  all, with an uncanny physical resemblance that often lends to 
  them becoming easily confused with one another [[insert short 
  description based on art]]. They are a calculatedly friendly 
  bunch, always angling to leave a good impression and ensure 
  people return to their store over any that might be run by their 
  competitors--though they ultimately care for profit above all else, 
  and wouldn’t think twice about taking a cut in profits to drive a 
  competitor out of business.
  Parker “Smith” is an androgynous human who runs and rents 
  out a well-appointed forge in The Stones. As the forge contains 
  exceptional tools and several talented apprentices, anyone looking 
  to make their own gear or magic items can do so here, with ease. 
  Parker can also make a variety of magical equipment, but has to 
  SALOS CAPERNICUS
  THEODORA HILL
  
  Infinite Dungeon: The Halls of the Eternal Moment - Cusp, City on the Edge of Eternity
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  order more complex pieces from elsewhere. Though seemingly 
  human, Parker claims to have both elven and dwarven heritage, 
  and takes exceptional pride in producing outstanding work.
  UNUSUAL FEATURES OF CUSP
  Erratic Time Bubble - Cusp, and the crater around it, sits in a 
  bubble of irregular time. Any character leaving the town for the 
  Halls of the Eternal Moment and then returns always does so 
  exactly one day, one week, or one month after their departure, 
  whichever is closer. Characters in the Halls for longer than one 
  month arrive back in Cusp on new year’s day the following year.
  Rapid Growth - plants in and around Cusp grow at an extremely 
  accelerated rate, with most plants growing at roughly ten times 
  the speed they would elsewhere. Inside the crater the effect is 
  even more intense, with plants growing so quickly their growth is 
  visible to the naked eye, and fruits and vegetables sprouting from 
  mature plants almost instantly.
  Rapid Healing - animals in and around Cusp heal at an acceler-
  ated rate, with natural hit point recovery taking place four times 
  as fast as normal. The Library of Temperodynamic Studies has 
  studied this effect closely and it’s relation to aging, and has deter-
  mined the effect on creature lifespan to be negligible.
  RUMOR MILL
  People in Cusp are always curious about the goings on in the 
  crater. They take every strange sign, every small change as a grand 
  sign as to what might its true nature might be. They’re eager to 
  share their ideas and observations with PCs, and given time will 
  likely be talking about their exploits as well.
  When the PCs begin the adventure, the following rumors are 
  circulating in town:
   •  The Halls are different every time they are visited. (False - 
  while the inhabitants of the halls frequently and drastically 
  change, the layout is mostly static.)
   •  Each floor of the Halls was built in a different era (Mostly 
  true - most were built decades apart, not tens of thousands of 
  years)
   • A dragon lives in the heart of the Halls (False - probably)
   •  Even the plants around the Halls rose up to defend it. (True - a 
  Druid animated the local plant life, overtaking the top floor of 
  the Halls in an attempt to defend it)
   •  Time in the Halls flows backwards (False - though it does 
  flow erratically in some places)
   •  A mysterious force often prevents people from pushing too 
  deeply into the Halls. Nobody know what, or why. (True, the 
  Black Star - also a reference to the out-of-game clock that we 
  are building the dungeon in)
  ENCOUNTERS IN & AROUND CUSP
  THE COUNCIL MEETS
  Not long after the party arrives in Cusp, a red-headed child of no 
  more than eight approaches them in the street with a small wicker 
  basket of baked treats. The child is simply a messenger from the 
  PROHO SLEEM
  RUPERT BROTHERS
  
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  Golden Baguette bakery, and if questioned simply explains as 
  much, recommending them to read the card inside.
  A small paper card is indeed tucked inside the basket, and reads:
  The Survivors Council welcomes you to Cusp. We would like to 
  meet with you briefly to discuss visitation rights regarding the 
  Halls of the Eternal Moment.
  The council meets in a small squarish hall beneath the Pillars of 
  Watching, and just off the main road. Though the building isn’t 
  immediately obvious to those walking by, anyone in town can 
  guide the party to the council hall.
  When the PCs arrive, the only member present will be the tengu 
  Shu Wu-Fu. After welcoming the party, he will go outside and 
  strike a large bell - the call for council members to assemble. As 
  they were expecting the PCs, all five will be present momentarily 
  and seated in high backed chairs, facing a pair of overstuffed 
  benches.
  Each member of the council (Proho Sleem, Shu Wu-Fu, Gruff 
  Axehead, Saria Ivanna, and Mahara) will introduce themselves in 
  turn, after which Proho will do most of the speaking, occasion-
  ally interrupted by Shu’s enthusiastic agreement. He will explain 
  that the Survivor’s Council provides adventurers with permits to 
  explore the Halls - for the safety of prospective adventurers. He 
  urges them not to get in over their heads, and stresses the danger 
  of visiting the halls, but eventually provide the PCs a signed page 
  that declares:
  The holder of this certificate has rights to explore the ground 
  floor of the Halls of the Eternal Moment.
  Once the certificate has been handed over, the members of the 
  council thank the PCs for their time, and immediately disperse, 
  leaving them to return to their business.
  PARADOX FOR LUNCH
  Though Cusp is mostly safe from the uncanny fluctuations of 
  time in the crater, occasionally uncanny things will still happen in 
  town. One such fluctuation will happen the first time the PCs sit 
  down for a meal in town:
  The Fyreside Grill is a homey restaurant that smells pleasantly of 
  a mix of herbs and woodsmoke, and you can hear some minstrel 
  playing a violin quietly in the distance. The restaurant isn’t 
  particularly busy today, so you notice when a half dozen seem-
  ingly identical men - the first of whom you noticed thanks to his 
  extremely elaborate headscarf - arrive one after another, pick up a 
  meal, and leave.
  The man is Salos Capernicus from the Academic Library of 
  Temperodynamic Studies, and he and Astrid Fyre are currently 
  stuck in a short time loop. Every three minutes, Salos arrives at 
  the restaraunt, and informs Astrid he is here for his usual order. 
  She gets it from the kitchen where it is already packaged and 
  waiting for him, then he collects it and leaves.
  The time loop is short and unstable, and nearly any interruption 
  of it will free the two characters from their repetition. They will 
  both be grateful for the interruption, and recognize the time loop 
  for what it was after the PCs explain what was going on. Astrid 
  will offer the PCs a meal on the house, while Salos will offer them 
  a lecture on time loops and paradoxes that can stem from them - 
  if they meet him at the Library later (though like always, he will 
  ultimately send one of his Professors in his stead).
  If the PCs leave Salos and Astrid be, eventually Astrid’s husband 
  Ulf will arrive and notice what is going on - then break the loop 
  by delivering Salos’s lunch himself.
  RIVAL ADVENTURERS (EL 1)
  The PCs are not the only adventurers in Cusp, and while many 
  of the party’s rivals are good-natured explorers, there are just as 
  many who would have easily have chosen banditry if not for fear 
  of local law-enforcement. One such group is a rough and tumble 
  gang who alternately call themselves The Panthers or The Cobras, 
  as they haven’t agreed on a name.
  The three members of the gang are all surly and unwashed, and 
  think their scars and poor hygiene make them exceptionally 
  manly: Feldak Ironfist and Knok Fledstone (Dwarf Warrior 1, 
  as Recruit; Pathfinder Roleplaying Game NPC Codex) follow 
  around their a snaggle-toothed leader Rod Winston (Human 
  Warrior 2, as Brigand; Pathfinder Roleplaying Game NPC Codex) 
  like a pair of puppies, agreeing to everything their “buddy” says 
  and letting him make all the, mostly poor, decisions for the group. 
  PARKER “SMITH”
  
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  So far, the trio has yet to approach the Halls themselves, but has 
  made many boisterous claims around town that they are going to 
  be the first to pierce its heart and uncover the treasure.
  The first time the party visits the market, read or paraphrase the 
  following:
  “I’m just saying.” A tall, snaggle-toothed man is loudly talking to 
  two dwarves over the head of an exhausted-looking shopkeeper 
  at one of the stalls, “That I wouldn’t want to be the merchant 
  who didn’t give a discount to the heroes of the city, who discov-
  ered the truth behind everything, would you? It seems like a 
  good way to lose a lot of business.”
  The shopkeeper sighs, and replies to them in a tone that 
  suggests he’s had this conversation a hundred times “And if you 
  don’t amount to anything, then all I’ve done is lost money.”
  The shopkeeper is William Rupert, one of the Rupert brothers 
  who own all the major stores in town. As the party approaches, 
  William is arguing with Rod over the cost of three coils of 
  hemp rope, which Rod is insisting he be given a staggering 90% 
  discount on. William refuses to budge on price, while Rod is 
  confident that since William can’t leave the shop he will eventu-
  ally be able to wear him down to the price he wants.
  While Rod is abrasive, he isn’t doing anything illegal or 
  dangerous, so openly responding with violence will result in the 
  guards ultimately being called against the PCs - but anything 
  short of bloodshed will ultimately result in the gang retreating to 
  leave William and the PCs in peace.
  William thanks the PCs graciously for their help agrees not only 
  to a lifetime discount (up to 50%, depending on how gracefully 
  the PCs handled the matter) on any of their rope-related needs, 
  but also a voucher good for a 10% discount on a single purchase 
  from any of the shops run by his brothers.
  AN ART COLLECTOR
  While the PCs are exploring Cusp, read or paraphrase the 
  following:
  A woman in an elegant dress crouches down in front of a young 
  boy on the street. The difference between the two is staggering, 
  for while she could have stepped out of a royal court, you 
  wonder if the boy even has a roof to sleep under.
   “It is beautiful, I agree. Shall we agree on four silver for it?” the 
  boy nods vigorously in agreement, and trades a brightly colored 
  object for a few coins before immediately running off. After he’s 
  around the corner, the woman looks at the radiant shard one 
  more before flicking it into the grass at the edge of the road.
  At this point the woman, Theodora notices the PCs and gives 
  them a knowing smile. She asks they don’t tell anyone that 
  she ‘lost’ the ‘gemstone’ - which was just a shard of pretty but 
  worthless mica. She prefers for people think of her as a generous 
  collector and not as a charity. If pressed, she will reveal that she 
  tries to support the children of the town however she can, as too 
  many have lost parents or friends to the dangers of the crater.
  At this point she will look the party up and down, and realizing 
  that they are adventurers introduce herself formally. She will 
  explain that she is a collector of art and curios, and encourage the 
  PCs to bring her anything interesting that they might discover. 
  Not only will she give them a fair appraisal of any exotic curios 
  they discover, she also represents a powerful and wealthy buyer of 
  such things - who will often be interested in purchasing them.
  THE EDGE OF TIME (EL 1)
  As the PCs begin on their way to the Halls, they will have to pass 
  through the Pillars of the Last Moment. As they do, read or para-
  phrase the following:
  A pair of square towers flanks the road leading out of the city, 
  the one on the left standing a half floor higher than the right 
  and neither complete. In front of them, a pair of tired-looking 
  guardsmen stand, leaning on their spears and bickering quietly.
  The guards are the heavyset and bearded Edgar Burrows (Male 
  human warrior 1) and the beanpole thin Allan Rice (Male human 
  commoner 2), who have today’s duty of keeping an eye out for 
  anything dangerous that might approach from the crater. They are 
  currently discussing whether or not the rustling they had seen in 
  the bushes was a gopher or a rat - and if one of them needs to go 
  stick it.
  When the PCs approach, Edgar will ask if the party would be 
  willing to go and rustle it out for them on their way by. When 
  they do, however, a pair of angry raccoons will leap out and 
  immediately attack.
  RACCOON 
  CR 1/2 — XP 200
  hp 4 (Pathfinder Roleplaying Game: Bestiary 3)
  Morale the raccoons will retreat once that have taken any 
  lethal damage
  Edgar and Allan will fumble about on the first round of combat 
  before running in and assisting on the second round at Initiative 
  count 10 (each has +1 to hit and does 1d8+1 damage).
  After the raccoons have been driven off, Egdar will apologize 
  profusely for the mistake - he hadn’t realized they would be so 
  aggressive. The reason is clear to anyone who looks into the bush 
  where they had been hiding - they had discovered a discarded (or 
  perhaps hidden) pack of food and other adventuring supplies.
  Treasure the remaining supplies amount to 10 candles, a flint and 
  steel, an iron pot, a mess kit, 20 feet of rope, soap, a spell compo-
  nent pouch, and 10 torches. Several short books, and a week’s 
  worth of rations, have been torn up or eaten by the raccoons. In 
  addition, Edgar will offer the PCs 12sp for their trouble - all he 
  has on him.
  
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  Page 9
  APPROACHING THE HALLS (EL 2)
  As the party approaches the Halls of the Eternal Moment, read or 
  paraphrase the following:
  The Halls of the Eternal Moment, despite their grand name, 
  seem to have been abandoned for decades. Huge granite blocks 
  interlock to form the perimeter of the mostly square building, 
  and several places it seems there were once towers or higher 
  floors have now collapsed into nothing but rubble. Much of the 
  damage could be attributed to the huge vines strangling the 
  building, many as thick as a man’s arm. Entire trees grow from 
  the roof of the structure, and flowers of all colors dot the walls 
  like an elaborate mosaic.
  The Halls of the Eternal Moment haven’t been abandoned nearly 
  as long as they appear to have: indeed, it has been only a few 
  years since they were last rebuilt. Most recently, the upper levels 
  of the halls were claimed by a circle of druids, who attempted to 
  call nature to overtake the Halls. The druids didn’t quite complete 
  their work before time got to them - they aged to death after 
  only a few years inside the Halls, so the last among them cast a 
  powerful ritual to summon forth the powers of nature to follow 
  in their footsteps. Now the ground level of the Halls, and the 
  forest around it, are full of Leshies - nature spirits animating small 
  plants into humanoid form. Three of them watch the last intact 
  entrance to the Halls, and move to intercept anyone attempting to 
  enter.
  LEAF LESHIE (3)    
  CR 1/2 — XP 200
  hp 5 (Pathfinder Roleplaying Game: Bestiary 3)
  The Leshies stay close together, to ensure they will affect one 
  another with their verdant bursts if any of them is defeated. 
  Development once the Leshies have been defeated, the party has 
  only to proceed through the doors to enter the first floor of the 
  Halls of the Eternal Moment: The Overgrown.
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