TEXT: Blade of Destiny
  by Kevin L. Anderson
  31014
  31014
  
  by Kevin L. Anderson
  by Kevin L. Anderson
  EDITING & PROOFREADING: DAVE BLEWER
  EDITING & PROOFREADING: DAVE BLEWER
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  ART: CHRIS KUHLMAN & JUSTIN RUSSELL
  ART: CHRIS KUHLMAN & JUSTIN RUSSELL
  COVER DESIGN: ROBIN ELLIOTT
  COVER DESIGN: ROBIN ELLIOTT
  WWW.TRIPLEACEGAMES.COM
  WWW.TRIPLEACEGAMES.COM
  Savage Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used 
  with permission. © 2008. All Rights Reserved.
  Permission is granted to print this ebook for personal use only.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage 
  Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes 
  no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  BLADE OF DESTINY
  BLADE OF DESTINY
  © 2008 Triple Ace Games. Sundered Skies, Blade of Destiny and all related marks and logos are trademarks of  Triple Ace Games. 
  by Kevin L. Anderson
  by Kevin L. Anderson
  EDITING & PROOFREADING: DAVE BLEWER
  EDITING & PROOFREADING: DAVE BLEWER
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  ART: CHRIS KUHLMAN & JUSTIN RUSSELL
  ART: CHRIS KUHLMAN & JUSTIN RUSSELL
  COVER DESIGN: ROBIN ELLIOTT
  COVER DESIGN: ROBIN ELLIOTT
  WWW.TRIPLEACEGAMES.COM
  WWW.TRIPLEACEGAMES.COM
  Savage Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used 
  with permission. © 2008. All Rights Reserved.
  Permission is granted to print this ebook for personal use only.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage 
  Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes 
  no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  BLADE OF DESTINY
  BLADE OF DESTINY
  © 2008 Triple Ace Games. Sundered Skies, Blade of Destiny and all related marks and logos are trademarks of  Triple Ace Games. 
  
  2
  SUNDERED SKIES
  SUNDERED SKIES
  BLADE OF DESTINY
  BLADE OF DESTINY
  Background - Godslayer
  Background - Godslayer
  The grandly named sword, Godslayer, has 
  only one purpose—to kill a god. 
  During the War of Fools, a small group 
  of priests and scholars uncovered the true 
  source of the war—The Battlelord. Foresee-
  ing no end to the slaughter, and the end of 
  life in the Skies, they hatched a desperate 
  scheme to slay the god himself. One of 
  their members, a renowned dwarven forge 
  master, Kavalin Bladeson, was tasked with 
  forging a weapon capable of such a colossal 
  deed. 
  Kavalin spent 7 long years hunting and 
  studying down treatise, manuscripts, and 
  memoirs, risking his life many times as the 
  War of Fools raged around him. Finally he 
  was ready to forge the blade. Grim faced and 
  resigned he started work.
  The actual forging took weeks, during which 
  time Kavalin slept and ate little. Vorak, Kavalin’s 
  apprentice—in truth a master weapon forger 
  himself, was given the honor of striking the last 
  few hammer blows. Now all that remained was 
  to quench the red-hot blade.
  Finally Kavalin revealed the last, and dark-
  est secret of the forging. To fulﬁ ll its destiny 
  the sword must be guided by a sentience. 
  The forge master commanded his apprentice 
  to run him through with the newly forged 
  blade, quenching the forging and awakening 
  the elemental spirit within it.  Vorak argued 
  with his master, but as the weapon started to 
  cool he did as he was commanded, his tears 
  falling on Godslayer’s tang.
  The ﬁ nished great sword is a masterpiece, 
  perfectly balanced and razor sharp, which 
  never dulls. The blade has a faint red hue to it, 
  which deepens perceptibly when used to slay 
  sentient beings. This crimson hue fades back to 
  its original color within an hour. Godslayer—its 
  own name for itself—however, is truly a double-
  edged sword—possessed of its own sentience, 
  the sword actively compels its wielder to fulﬁ ll 
  its purpose—slay the Battlelord. 
  Once a wielder of Godslayer has drawn 
  sentient blood with the weapon, the sword 
  claims them. Each time they sleep, they are 
  plagued by dreams of blood and war.  These 
  dreams become more intense as time passes, 
  slowly eroding the will until the victim 
  becomes nothing more than a puppet intent 
  on fulﬁ lling the sword’s purpose.
  Godslayer is a unique weapon, capable 
  of wounding—maybe even slaying—a god. 
  However, only the most skilled of warriors 
  can even hope to land a blow. The sword is 
  a mighty weapon, but gives no guarantee of 
  success, or survival. 
  Godslayer has passed through many hands 
  over the last 300 years. So far none have 
  survived long enough to challenge the god. 
  Presently the sword lies forgotten in a ruin 
  out in the void.
  Soon, it shall be found…
  The Sword
  The Sword
  Where: The Void
  When: The characters are at least Sea-
  soned.
  2
  SUNDERED SKIES
  SUNDERED SKIES
  BLADE OF DESTINY
  BLADE OF DESTINY
  Background - Godslayer
  Background - Godslayer
  The grandly named sword, Godslayer, has 
  only one purpose—to kill a god. 
  During the War of Fools, a small group 
  of priests and scholars uncovered the true 
  source of the war—The Battlelord. Foresee-
  ing no end to the slaughter, and the end of 
  life in the Skies, they hatched a desperate 
  scheme to slay the god himself. One of 
  their members, a renowned dwarven forge 
  master, Kavalin Bladeson, was tasked with 
  forging a weapon capable of such a colossal 
  deed. 
  Kavalin spent 7 long years hunting and 
  studying down treatise, manuscripts, and 
  memoirs, risking his life many times as the 
  War of Fools raged around him. Finally he 
  was ready to forge the blade. Grim faced and 
  resigned he started work.
  The actual forging took weeks, during which 
  time Kavalin slept and ate little. Vorak, Kavalin’s 
  apprentice—in truth a master weapon forger 
  himself, was given the honor of striking the last 
  few hammer blows. Now all that remained was 
  to quench the red-hot blade.
  Finally Kavalin revealed the last, and dark-
  est secret of the forging. To fulﬁ ll its destiny 
  the sword must be guided by a sentience. 
  The forge master commanded his apprentice 
  to run him through with the newly forged 
  blade, quenching the forging and awakening 
  the elemental spirit within it.  Vorak argued 
  with his master, but as the weapon started to 
  cool he did as he was commanded, his tears 
  falling on Godslayer’s tang.
  The ﬁ nished great sword is a masterpiece, 
  perfectly balanced and razor sharp, which 
  never dulls. The blade has a faint red hue to it, 
  which deepens perceptibly when used to slay 
  sentient beings. This crimson hue fades back to 
  its original color within an hour. Godslayer—its 
  own name for itself—however, is truly a double-
  edged sword—possessed of its own sentience, 
  the sword actively compels its wielder to fulﬁ ll 
  its purpose—slay the Battlelord. 
  Once a wielder of Godslayer has drawn 
  sentient blood with the weapon, the sword 
  claims them. Each time they sleep, they are 
  plagued by dreams of blood and war.  These 
  dreams become more intense as time passes, 
  slowly eroding the will until the victim 
  becomes nothing more than a puppet intent 
  on fulﬁ lling the sword’s purpose.
  Godslayer is a unique weapon, capable 
  of wounding—maybe even slaying—a god. 
  However, only the most skilled of warriors 
  can even hope to land a blow. The sword is 
  a mighty weapon, but gives no guarantee of 
  success, or survival. 
  Godslayer has passed through many hands 
  over the last 300 years. So far none have 
  survived long enough to challenge the god. 
  Presently the sword lies forgotten in a ruin 
  out in the void.
  Soon, it shall be found…
  The Sword
  The Sword
  Where: The Void
  When: The characters are at least Sea-
  soned.
  
  3
  BLADE OF DESTINY
  BLADE OF DESTINY
  Presented below is a fast, fun, and furious 
  way your heroes can come into possession of 
  Godslayer. Obviously if you have a method of 
  getting it too your heroes which better suits 
  your campaign, then use it. Maybe a grate-
  ful client can give the sword to the heroes. 
  However in such a case the wielder will 
  probably not also have access to the pouch 
  of fungus, and must discover it existence in 
  other ways—most probably from the same 
  scholar or priest who informs them of the 
  sword’s purpose.
  THE RUIN
  THE RUIN
  The heroes’ attention is drawn to a small 
  island by the glow reﬂ ecting from an almost 
  unblemished marble dome. The island—a 
  fragment from a ruined city, is roughly cir-
  cular and about a half mile in diameter. The 
  ﬂ oor was once a marble ﬂ oored courtyard, 
  but is now cracked and broken. The low 
  domed building is in the center of the island. 
  A single arched entranceway can be found
   THE DOME
   THE DOME
  Within the dome it is cool and dark; three 
  pillars support the curved roof while a fourth 
  lies broken across the ﬂ oor. Chunks of 
  rubble and dust obscure the ﬂ oor although 
  here and there a polished blue surface can be 
  seen. Incongruous amidst the destruction, is 
  an oval pool with a foot or so of crystal clear 
  water in it—why it hasn’t turned stagnant or 
  evaporated is a mystery.
  This was a shrine to Oceanus (the god of 
  Oceans, now The Lightbringer). Several of 
  his priests took shelter here only to be slain 
  by marauding demon worshippers, during 
  the chaos before the Sundering. Trapped 
  here by the cataclysm, which followed, their 
  vengeful spirits remain within the pool as 
  drowned spirits. They rise up and attack all 
  who venture within the dome.
  On the far side of the chamber, is the 
  bloated, and waterlogged corpse of a human 
  male. A prior scavenger who fell to the 
  drowned spirits, his crew lacked magical 
  attacks and ﬂ ed.
  Drowned Spirits (1 per 2 heroes): see 
  page 19.
  GODSLAYER 
  GODSLAYER 
  Godslayer is a great sword 5’ from 
  pommel to point. The blade and crosspiece 
  are a uniform matt black. Other than the 
  unusual color, the sword does not appear all 
  that remarkable. The crosspiece is merely a 
  ﬂ attened and slightly curved rectangle, and 
  the hilt is bound in crimson leather. The 
  sword’s pommel has been fashioned into an 
  iron skull.
  Once a hero has drawn blood from a 
  sentient foe with Godslayer (caused a Wound 
  or killed an extra) the sword claims the hero 
  as its owner. Godslayer can only have one 
  owner at a time. The bond lasts until the 
  owner dies.
  The sword bestows the Berserk, Mighty 
  Blow and Trademark Weapon edges upon 
  those it has claimed, for as long as they wield 
  Godslayer. However the claimed one is also 
  compelled to keep the sword. If the sword is 
  given away, lost, or stolen the claimed hero 
  starts to weaken, eventually perishing, unless 
  the sword is reclaimed. 
  Godslayer also afﬂ icts those it claims 
  with vivid dreams of bloodshed and violence, 
  which start the ﬁ rst time the hero sleeps 
  after being claimed. The dreams begin with 
  the claimed one ﬁ ghting against a variety of 
  opponents—creatures, feared opponents, 
  and even friends. The dreamer is always 
  victorious. Later, these dreams escalate to 
  skirmishes, and major battles, during which 
  the dreamer directs his victorious forces 
  against vastly numerically superior foes.
  The purpose of these dreams is to 
  instill the conﬁ dence the hero needs to face 
  the Battlelord in combat. However, they have 
  a further purpose, to erode the will of the 
  claimed one.
  The hero starts with a number of points 
  equal to their Spirit die. Each week the hero 
  must succeed at a Spirit roll or lose one of 
  those points. A Bennie cannot be spent on 
  this roll. If a hero increases his Spirit die 
  increase the number of points by 2.
  3
  BLADE OF DESTINY
  BLADE OF DESTINY
  Presented below is a fast, fun, and furious 
  way your heroes can come into possession of 
  Godslayer. Obviously if you have a method of 
  getting it too your heroes which better suits 
  your campaign, then use it. Maybe a grate-
  ful client can give the sword to the heroes. 
  However in such a case the wielder will 
  probably not also have access to the pouch 
  of fungus, and must discover it existence in 
  other ways—most probably from the same 
  scholar or priest who informs them of the 
  sword’s purpose.
  THE RUIN
  THE RUIN
  The heroes’ attention is drawn to a small 
  island by the glow reﬂ ecting from an almost 
  unblemished marble dome. The island—a 
  fragment from a ruined city, is roughly cir-
  cular and about a half mile in diameter. The 
  ﬂ oor was once a marble ﬂ oored courtyard, 
  but is now cracked and broken. The low 
  domed building is in the center of the island. 
  A single arched entranceway can be found
   THE DOME
   THE DOME
  Within the dome it is cool and dark; three 
  pillars support the curved roof while a fourth 
  lies broken across the ﬂ oor. Chunks of 
  rubble and dust obscure the ﬂ oor although 
  here and there a polished blue surface can be 
  seen. Incongruous amidst the destruction, is 
  an oval pool with a foot or so of crystal clear 
  water in it—why it hasn’t turned stagnant or 
  evaporated is a mystery.
  This was a shrine to Oceanus (the god of 
  Oceans, now The Lightbringer). Several of 
  his priests took shelter here only to be slain 
  by marauding demon worshippers, during 
  the chaos before the Sundering. Trapped 
  here by the cataclysm, which followed, their 
  vengeful spirits remain within the pool as 
  drowned spirits. They rise up and attack all 
  who venture within the dome.
  On the far side of the chamber, is the 
  bloated, and waterlogged corpse of a human 
  male. A prior scavenger who fell to the 
  drowned spirits, his crew lacked magical 
  attacks and ﬂ ed.
  Drowned Spirits (1 per 2 heroes): see 
  page 19.
  GODSLAYER 
  GODSLAYER 
  Godslayer is a great sword 5’ from 
  pommel to point. The blade and crosspiece 
  are a uniform matt black. Other than the 
  unusual color, the sword does not appear all 
  that remarkable. The crosspiece is merely a 
  ﬂ attened and slightly curved rectangle, and 
  the hilt is bound in crimson leather. The 
  sword’s pommel has been fashioned into an 
  iron skull.
  Once a hero has drawn blood from a 
  sentient foe with Godslayer (caused a Wound 
  or killed an extra) the sword claims the hero 
  as its owner. Godslayer can only have one 
  owner at a time. The bond lasts until the 
  owner dies.
  The sword bestows the Berserk, Mighty 
  Blow and Trademark Weapon edges upon 
  those it has claimed, for as long as they wield 
  Godslayer. However the claimed one is also 
  compelled to keep the sword. If the sword is 
  given away, lost, or stolen the claimed hero 
  starts to weaken, eventually perishing, unless 
  the sword is reclaimed. 
  Godslayer also afﬂ icts those it claims 
  with vivid dreams of bloodshed and violence, 
  which start the ﬁ rst time the hero sleeps 
  after being claimed. The dreams begin with 
  the claimed one ﬁ ghting against a variety of 
  opponents—creatures, feared opponents, 
  and even friends. The dreamer is always 
  victorious. Later, these dreams escalate to 
  skirmishes, and major battles, during which 
  the dreamer directs his victorious forces 
  against vastly numerically superior foes.
  The purpose of these dreams is to 
  instill the conﬁ dence the hero needs to face 
  the Battlelord in combat. However, they have 
  a further purpose, to erode the will of the 
  claimed one.
  The hero starts with a number of points 
  equal to their Spirit die. Each week the hero 
  must succeed at a Spirit roll or lose one of 
  those points. A Bennie cannot be spent on 
  this roll. If a hero increases his Spirit die 
  increase the number of points by 2.
  
  4
  SUNDERED SKIES
  SUNDERED SKIES
  SALVAGE
  SALVAGE
  The corpse wears ruined leather armor, 
  and has two pouches one on its belt, and the 
  other ties to the hilt of the sword. As he died 
  the he was reaching for the hilt of an ornate 
  great sword, which lies just beyond his reach. 
  The sword is obviously Godslayer. The belt 
  pouch contains 23 cogs; the other—engraved 
  with the symbol of the Lifemother—contains 
  a rotten fungus, Mother’s Bension (detailed 
  on page 3), there are enough doses of the tea 
  to last for 15 weeks.
  The most valuable salvage here—aside 
  from Godslayer—is the ﬂ oor.  If the rubble 
  and dust is cleared away, a mosaic is revealed, 
  stylized waves of water with some sort of 
  wingless skyler living amongst them. A suc-
  cessful Common Knowledge will reveal this 
  to be of interest to the Athenaeum. Removing 
  the mosaic will most probably destroy it, so 
  the best solution is to sketch the mosaic and 
  procure some earth from the island (by break-
  ing through the marble outside). This will 
  allow the Athenaeum to send some scholars 
  out to examine, and excavate it. The heroes 
  will be paid 1000 cogs after the Athenaeum 
  have examined it. 
  THE SWORD AWAKENS
  THE SWORD AWAKENS
  The ﬁ rst time Godslayer kills an extra or 
  wounds a Wild Card it fully awakens and 
  claims its wielder. Across the vastness of the 
  void, the Battlelord senses the weapon and 
  its intent. Although he seriously doubts it can 
  harm him, bitter experience has taught him 
  not to take the risk. The God summons the 
  tribal elders of the Cracked Shield clan and 
  commands them to seek out the blade and 
  retrieve it.  The heroes are building a reputa-
  tion in the Skies, and their actions are often 
  reported by songpriests and couriers, as such 
  tracking down their general location will not 
  be terribly difﬁ cult. 
  Listed below are some example encounters 
  the heroes might have with the orcs of the 
  Cracked Shield Clan. Details have been kept 
  intentionally vague as the time and place of 
  these encounters is down to the needs of 
  the GM and his players. We advise you salt 
  these encounters throughout the Savage 
  Tales and Plot Points in the Sundered Skies 
  setting book, so the link between them and 
  Godslayer aren’t obvious.
  Initially the encounters will  be with orc 
  thugs and warriors, who are tracking down 
  rumors of the heroes, but as time passes the 
  attacks will be more focused and dangerous.
  If the heroes’ Spirit points are ever 
  reduced to zero, he becomes a puppet of 
  the sword, he retains freewill in day-to-day 
  activities, and will not do anything stupidly 
  suicidal, such as heading across the Draining 
  Sea without taking the proper precautions 
  ﬁ rst. However, he becomes very focused on 
  confronting the Battlelord. 
  Edges bestowed: Berserk, Mighty Blow, 
  Trademark Weapon.
  Hindrances bestowed: Major Habit (God 
  Slayer), Overconﬁ dent.
  MOTHER’S BENISON
  MOTHER’S BENISON
  The fungus known as Mother’s Ben-
  sion is found only on one of the underisles 
  of Plenty. The fungus can be used to create 
  a foul tasting tea, which bestows a feeling of 
  calm, soothing worries and stress. 
  One serving of the tea when the drinker 
  ﬁ rst awakens gives a +2 bonus to all rolls to 
  resist Glowmadness, and succumbing to a 
  berserk rage. Furthermore, if the tea is taken 
  daily, the claimed one is not afﬂ icted with 
  the Godslayer’s dreams and need not make a 
  Spirit roll for the week.
  Weapon 
  Damage 
  Weight  
  Notes
  Godslayer 
  Str+d10 
  12 
   
  Parry +1; 2 hands; Bestows the First Strike Edge; see  
   
   
   
   
   
   
  Godslayer Sidebar for further Edges and Hindrances
  NEW WEAPON - GODSLAYER
  NEW WEAPON - GODSLAYER
  4
  SUNDERED SKIES
  SUNDERED SKIES
  SALVAGE
  SALVAGE
  The corpse wears ruined leather armor, 
  and has two pouches one on its belt, and the 
  other ties to the hilt of the sword. As he died 
  the he was reaching for the hilt of an ornate 
  great sword, which lies just beyond his reach. 
  The sword is obviously Godslayer. The belt 
  pouch contains 23 cogs; the other—engraved 
  with the symbol of the Lifemother—contains 
  a rotten fungus, Mother’s Bension (detailed 
  on page 3), there are enough doses of the tea 
  to last for 15 weeks.
  The most valuable salvage here—aside 
  from Godslayer—is the ﬂ oor.  If the rubble 
  and dust is cleared away, a mosaic is revealed, 
  stylized waves of water with some sort of 
  wingless skyler living amongst them. A suc-
  cessful Common Knowledge will reveal this 
  to be of interest to the Athenaeum. Removing 
  the mosaic will most probably destroy it, so 
  the best solution is to sketch the mosaic and 
  procure some earth from the island (by break-
  ing through the marble outside). This will 
  allow the Athenaeum to send some scholars 
  out to examine, and excavate it. The heroes 
  will be paid 1000 cogs after the Athenaeum 
  have examined it. 
  THE SWORD AWAKENS
  THE SWORD AWAKENS
  The ﬁ rst time Godslayer kills an extra or 
  wounds a Wild Card it fully awakens and 
  claims its wielder. Across the vastness of the 
  void, the Battlelord senses the weapon and 
  its intent. Although he seriously doubts it can 
  harm him, bitter experience has taught him 
  not to take the risk. The God summons the 
  tribal elders of the Cracked Shield clan and 
  commands them to seek out the blade and 
  retrieve it.  The heroes are building a reputa-
  tion in the Skies, and their actions are often 
  reported by songpriests and couriers, as such 
  tracking down their general location will not 
  be terribly difﬁ cult. 
  Listed below are some example encounters 
  the heroes might have with the orcs of the 
  Cracked Shield Clan. Details have been kept 
  intentionally vague as the time and place of 
  these encounters is down to the needs of 
  the GM and his players. We advise you salt 
  these encounters throughout the Savage 
  Tales and Plot Points in the Sundered Skies 
  setting book, so the link between them and 
  Godslayer aren’t obvious.
  Initially the encounters will  be with orc 
  thugs and warriors, who are tracking down 
  rumors of the heroes, but as time passes the 
  attacks will be more focused and dangerous.
  If the heroes’ Spirit points are ever 
  reduced to zero, he becomes a puppet of 
  the sword, he retains freewill in day-to-day 
  activities, and will not do anything stupidly 
  suicidal, such as heading across the Draining 
  Sea without taking the proper precautions 
  ﬁ rst. However, he becomes very focused on 
  confronting the Battlelord. 
  Edges bestowed: Berserk, Mighty Blow, 
  Trademark Weapon.
  Hindrances bestowed: Major Habit (God 
  Slayer), Overconﬁ dent.
  MOTHER’S BENISON
  MOTHER’S BENISON
  The fungus known as Mother’s Ben-
  sion is found only on one of the underisles 
  of Plenty. The fungus can be used to create 
  a foul tasting tea, which bestows a feeling of 
  calm, soothing worries and stress. 
  One serving of the tea when the drinker 
  ﬁ rst awakens gives a +2 bonus to all rolls to 
  resist Glowmadness, and succumbing to a 
  berserk rage. Furthermore, if the tea is taken 
  daily, the claimed one is not afﬂ icted with 
  the Godslayer’s dreams and need not make a 
  Spirit roll for the week.
  Weapon 
  Damage 
  Weight  
  Notes
  Godslayer 
  Str+d10 
  12 
   
  Parry +1; 2 hands; Bestows the First Strike Edge; see  
   
   
   
   
   
   
  Godslayer Sidebar for further Edges and Hindrances
  NEW WEAPON - GODSLAYER
  NEW WEAPON - GODSLAYER
  
  5
  BLADE OF DESTINY
  BLADE OF DESTINY
  ORC THUGS
  ORC THUGS
  At a suitable time and place a group of 
  “drunken” orc thugs stumble into the heroes 
  and begin a ﬁ ght. The orcs aim is to steal the 
  sword in the chaos.
  Orc Thugs (1 per hero): See page 23.
  ORC ASSASSIN
  ORC ASSASSIN
  A single orc assassin attempts to deal with 
  Godslayer’s wielder, choosing a time when 
  he is alone if possible.
  Orc Assassin (1): see page 23.
  ORC WAR RAFT
  ORC WAR RAFT
  A week or so after the heroes depart an 
  island, they encounter an orcish war raft. Use 
  the rules on page 160 of the Sundered Skies 
  rules to create a war raft.
  CRACKED SHIELD CLAN ORC WARRIORS
  CRACKED SHIELD CLAN ORC WARRIORS
  These warriors are not subtle, upon seeing 
  the wielder of Godslayer they charge, yelling 
  war cries.
  Orc Thugs (2 per hero): see page 23.
  Orc War Priest (1): see page 23.
  CRACKED SHIELD ORC MERCENARIES
  CRACKED SHIELD ORC MERCENARIES
  Better trained and equipped than most 
  orcs of the Cracked Shield Clan, these mer-
  cenaries will pick their battleﬁ eld carefully, 
  ensuring they have the advantage.
  Orc Mercenaries (1 per hero): see page 
  23.
  Orc Mercenary Captain (1): see page 
  23.
  RESEARCHING THE SWORD
  RESEARCHING THE SWORD
  Once the dreams reach a certain intensity, 
  and the claimed one’s comrades have noticed 
  a change in his demeanor, it is possible they 
  will seek out more information about the 
  sword. Listed below are various sources of 
  information available to the heroes. Heroes 
  with the relevant skills and backgrounds 
  might be able to gleam information them-
  selves.
  Tales of Godslayer are extremely rare, not 
  only have most of them been lost to the mists 
  of time, but also certain worshippers of the 
  Battlelord have deliberately spread rumors 
  to mislead seekers.  Instead of giving the 
  heroes the correct information on a success-
  ful Knowledge roll, use the table below. If the 
  knowledge seeker scores a Raise on his roll 
  add a +2 to the d10 roll. This may mean the 
  heroes have to consult several sources before 
  they have gleamed the truth. 
  As the heroes ask around for information 
  on a very speciﬁ c sword, their investigations 
  will almost certainly draw the attentions of 
  Cracked Shield hunters. They will also come 
  to the notice of the charlatan and thief Sagus 
  (see page 6.)
  CONSULTING A SONGPRIEST
  CONSULTING A SONGPRIEST
  The worshippers of The Lord of the Fes-
  tival were excluded from the planning and 
  forging of Godslayer. They worshipped a 
  god touched by madness, and as such were 
  considered suspect. However, the muses of 
  Festival eventually learn most things—even if 
  what they have heard is wildly inaccurate 
  How to locate an NPC: Visit a temple to 
  Festival or Streetwise roll, one attempt per 
  week.
  NPC Skill: Knowledge (Legends and Lore) 
  d8
  NPC Rates: Result of the skill roll times 
  10 cogs.
  Success result: Rolla d10-4 on the God-
  slayer Tales table.
  CONSULT A SORCERER
  CONSULT A SORCERER
  Esoteric and forgotten knowledge are grist 
  for the mill to those who practice the sorcer-
  ous arts.
  How to locate an NPC: Streetwise roll, 
  one attempt per week.
  NPC Skill: Knowledge (Ancient Legends) 
  d8
  NPC rates: Result of the skill roll times 20 
  cogs.
  Success result: Roll a d10-1 on the God-
  slayer Tales table.
  5
  BLADE OF DESTINY
  BLADE OF DESTINY
  ORC THUGS
  ORC THUGS
  At a suitable time and place a group of 
  “drunken” orc thugs stumble into the heroes 
  and begin a ﬁ ght. The orcs aim is to steal the 
  sword in the chaos.
  Orc Thugs (1 per hero): See page 23.
  ORC ASSASSIN
  ORC ASSASSIN
  A single orc assassin attempts to deal with 
  Godslayer’s wielder, choosing a time when 
  he is alone if possible.
  Orc Assassin (1): see page 23.
  ORC WAR RAFT
  ORC WAR RAFT
  A week or so after the heroes depart an 
  island, they encounter an orcish war raft. Use 
  the rules on page 160 of the Sundered Skies 
  rules to create a war raft.
  CRACKED SHIELD CLAN ORC WARRIORS
  CRACKED SHIELD CLAN ORC WARRIORS
  These warriors are not subtle, upon seeing 
  the wielder of Godslayer they charge, yelling 
  war cries.
  Orc Thugs (2 per hero): see page 23.
  Orc War Priest (1): see page 23.
  CRACKED SHIELD ORC MERCENARIES
  CRACKED SHIELD ORC MERCENARIES
  Better trained and equipped than most 
  orcs of the Cracked Shield Clan, these mer-
  cenaries will pick their battleﬁ eld carefully, 
  ensuring they have the advantage.
  Orc Mercenaries (1 per hero): see page 
  23.
  Orc Mercenary Captain (1): see page 
  23.
  RESEARCHING THE SWORD
  RESEARCHING THE SWORD
  Once the dreams reach a certain intensity, 
  and the claimed one’s comrades have noticed 
  a change in his demeanor, it is possible they 
  will seek out more information about the 
  sword. Listed below are various sources of 
  information available to the heroes. Heroes 
  with the relevant skills and backgrounds 
  might be able to gleam information them-
  selves.
  Tales of Godslayer are extremely rare, not 
  only have most of them been lost to the mists 
  of time, but also certain worshippers of the 
  Battlelord have deliberately spread rumors 
  to mislead seekers.  Instead of giving the 
  heroes the correct information on a success-
  ful Knowledge roll, use the table below. If the 
  knowledge seeker scores a Raise on his roll 
  add a +2 to the d10 roll. This may mean the 
  heroes have to consult several sources before 
  they have gleamed the truth. 
  As the heroes ask around for information 
  on a very speciﬁ c sword, their investigations 
  will almost certainly draw the attentions of 
  Cracked Shield hunters. They will also come 
  to the notice of the charlatan and thief Sagus 
  (see page 6.)
  CONSULTING A SONGPRIEST
  CONSULTING A SONGPRIEST
  The worshippers of The Lord of the Fes-
  tival were excluded from the planning and 
  forging of Godslayer. They worshipped a 
  god touched by madness, and as such were 
  considered suspect. However, the muses of 
  Festival eventually learn most things—even if 
  what they have heard is wildly inaccurate 
  How to locate an NPC: Visit a temple to 
  Festival or Streetwise roll, one attempt per 
  week.
  NPC Skill: Knowledge (Legends and Lore) 
  d8
  NPC Rates: Result of the skill roll times 
  10 cogs.
  Success result: Rolla d10-4 on the God-
  slayer Tales table.
  CONSULT A SORCERER
  CONSULT A SORCERER
  Esoteric and forgotten knowledge are grist 
  for the mill to those who practice the sorcer-
  ous arts.
  How to locate an NPC: Streetwise roll, 
  one attempt per week.
  NPC Skill: Knowledge (Ancient Legends) 
  d8
  NPC rates: Result of the skill roll times 20 
  cogs.
  Success result: Roll a d10-1 on the God-
  slayer Tales table.
  
  6
  SUNDERED SKIES
  SUNDERED SKIES
  CONSULT A SCHOLAR
  CONSULT A SCHOLAR
  Certain learned men of the skies are con-
  sumed by a thirst for knowledge, not for 
  any religious reasons, or a desire to increase 
  their power with the magical arts, but purely 
  to satisfy their curiosity.
  How to locate an NPC: Streetwise roll, 
  one attempt per week.
  NPC Skill: Knowledge (Ancient Legends) 
  d4
  NPC Rates: Result of the skill roll times 5 
  cogs.
  Success result: Roll a d10-4 on the God-
  slayer Tales Table.
  THE ATHENAEUM
  THE ATHENAEUM
  The Athenaeum actually has quite a bit 
  of information on Godslayer hidden away 
  within its labyrinth-like libraries. 
   How to locate an NPC: None. The heroes 
  must travel to Shadowhaven.
  NPC Skill: N/A
  NPC Rates: Each search of the libraries 
  costs a ﬂ at fee of 100 cogs.
  Result: Roll a d10 on the Godslayer Tales 
  Table. This roll can be made once for every 
  fee paid. If the roll brings up information 
  already discovered at the Athenaeum, roll 
  again.
  Whatever the result of the ﬁ rst roll, the 
  scholars also provide the heroes with the 
  name of an Athenaeum scholar who came 
  into possession of the sword, years ago. His 
  name was Owein Thursmore, and he left 
  Shadowhaven to return to his family home 
  on the little known island of Remorse. 
  See Page 8 for more information on 
  Remorse.
  TALES OF GODSLAYER
  TALES OF GODSLAYER
  Each source of information gives the rel-
  evant success die to roll. If the information 
  source gained a success on his skill roll, add 
  a further +2 to the roll.
  d10 Roll 
  “Knowledge” gained
  1 
  The sword is actually a shapechanged 
  demon. Once it has drank the life-
  blood of enough victims it will return 
  to it original form.
  2 
  The sword is made of a rare metal 
  found only in the deepest mines on 
  the Draining Sea. The sword is a relic 
  of the orcs of old.
  3 
  Kin Slayer, the infamous dwarven 
  pirate, forged the sword.
  4 
  The elven noblewoman found the 
  sword at the site of a mighty battle. 
  The weapon possessed her and she 
  slew all her family. It took a squad of 
  Oakthorn to overcome her.
  5 
  A wildling slave found the sword in 
  his master’s dead hand one morn-
  ing. The elf had died battling his 
  nightmares. The slave ﬂ ed with the 
  sword but was killed by orc pirates.
  6 
  The sword whispers dark secrets to 
  its owner, in his sleep.
  7 
  An explorer once used the sword to 
  murder a dwarf in cold blood. He 
  was hung.
  8 
  The sword is Godslayer, and it 
  desires to slay all gods.
  9 
  The sword is possessed of a dark sen-
  tience, and can control its wielder.
  10 
  The renowned Drakin mercenary, 
  Gildark, wielded the sword for many 
  years. When he retired he passed the 
  blade on to his dwarven companion 
  who set out to explore the Lower 
  Reaches. Within days Gildark regret-
  ted giving the sword away, wasted 
  away while he sought it.
  11 
  The sword is evil but its power can 
  be countered if the owner daily 
  drinks Mother’s Benison.
  12 
  The sword was forged to kill the Bat-
  tlelord
  LOREMASTER SAGUS
  LOREMASTER SAGUS
  Sagus is a disgraced and failed member of 
  the Athenaeum, who attempts to prey upon 
  the heroes’ need to discover more about 
  the sword. He is a charlatan and a fraud, 
  6
  SUNDERED SKIES
  SUNDERED SKIES
  CONSULT A SCHOLAR
  CONSULT A SCHOLAR
  Certain learned men of the skies are con-
  sumed by a thirst for knowledge, not for 
  any religious reasons, or a desire to increase 
  their power with the magical arts, but purely 
  to satisfy their curiosity.
  How to locate an NPC: Streetwise roll, 
  one attempt per week.
  NPC Skill: Knowledge (Ancient Legends) 
  d4
  NPC Rates: Result of the skill roll times 5 
  cogs.
  Success result: Roll a d10-4 on the God-
  slayer Tales Table.
  THE ATHENAEUM
  THE ATHENAEUM
  The Athenaeum actually has quite a bit 
  of information on Godslayer hidden away 
  within its labyrinth-like libraries. 
   How to locate an NPC: None. The heroes 
  must travel to Shadowhaven.
  NPC Skill: N/A
  NPC Rates: Each search of the libraries 
  costs a ﬂ at fee of 100 cogs.
  Result: Roll a d10 on the Godslayer Tales 
  Table. This roll can be made once for every 
  fee paid. If the roll brings up information 
  already discovered at the Athenaeum, roll 
  again.
  Whatever the result of the ﬁ rst roll, the 
  scholars also provide the heroes with the 
  name of an Athenaeum scholar who came 
  into possession of the sword, years ago. His 
  name was Owein Thursmore, and he left 
  Shadowhaven to return to his family home 
  on the little known island of Remorse. 
  See Page 8 for more information on 
  Remorse.
  TALES OF GODSLAYER
  TALES OF GODSLAYER
  Each source of information gives the rel-
  evant success die to roll. If the information 
  source gained a success on his skill roll, add 
  a further +2 to the roll.
  d10 Roll 
  “Knowledge” gained
  1 
  The sword is actually a shapechanged 
  demon. Once it has drank the life-
  blood of enough victims it will return 
  to it original form.
  2 
  The sword is made of a rare metal 
  found only in the deepest mines on 
  the Draining Sea. The sword is a relic 
  of the orcs of old.
  3 
  Kin Slayer, the infamous dwarven 
  pirate, forged the sword.
  4 
  The elven noblewoman found the 
  sword at the site of a mighty battle. 
  The weapon possessed her and she 
  slew all her family. It took a squad of 
  Oakthorn to overcome her.
  5 
  A wildling slave found the sword in 
  his master’s dead hand one morn-
  ing. The elf had died battling his 
  nightmares. The slave ﬂ ed with the 
  sword but was killed by orc pirates.
  6 
  The sword whispers dark secrets to 
  its owner, in his sleep.
  7 
  An explorer once used the sword to 
  murder a dwarf in cold blood. He 
  was hung.
  8 
  The sword is Godslayer, and it 
  desires to slay all gods.
  9 
  The sword is possessed of a dark sen-
  tience, and can control its wielder.
  10 
  The renowned Drakin mercenary, 
  Gildark, wielded the sword for many 
  years. When he retired he passed the 
  blade on to his dwarven companion 
  who set out to explore the Lower 
  Reaches. Within days Gildark regret-
  ted giving the sword away, wasted 
  away while he sought it.
  11 
  The sword is evil but its power can 
  be countered if the owner daily 
  drinks Mother’s Benison.
  12 
  The sword was forged to kill the Bat-
  tlelord
  LOREMASTER SAGUS
  LOREMASTER SAGUS
  Sagus is a disgraced and failed member of 
  the Athenaeum, who attempts to prey upon 
  the heroes’ need to discover more about 
  the sword. He is a charlatan and a fraud, 
  
  7
  BLADE OF DESTINY
  BLADE OF DESTINY
  who arrives on an isle and then sets up his 
  stall—resplendent with alchemical gear, and 
  musty and important looking tomes. He then 
  spends the next few days offering magical 
  trinkets for sale, and offering his extensive 
  arcane knowledge to passers by. When he 
  feels he has outstayed his welcome he leaves 
  the island on the ﬁ rst ship available, leaving 
  his customers with worthless baubles and 
  incorrect information. 
   Seeing the heroes as an opportunity to 
  make a few easy cogs he approaches the 
  heroes claiming to recognize the sword they 
  have been asking around. If allowed, he will 
  study the sword, and exclaim “I think it is!…” 
  and then become very pensive. If the heroes 
  ask for more information he will not want 
  to say too much, until he has completed his 
  research. However. He does say that he has 
  been searching for this sword for years, and 
  thinks it has a very dark purpose.
  Initially, he will try and take the sword from 
  the heroes “to research” it, he will not push 
  the issue however—he doesn’t want to scare 
  off the marks. He claims that his research and 
  divinations will take at least three days, and, 
  regretfully, he must charge the heroes a nom-
  inal fee of 500 cogs to cover his expenses. 
  However, if what he suspects turns out to be 
  true, then the heroes will make a hundred 
  times that amount.
  The next day, Sagus and his stall, have van-
  ished. A successful Notice roll spots a beggar 
  watching the heroes as they look around. The 
  beggar will recall—once he has been suitably 
  paid, or intimidated—Sagus and a couple of 
  toughs packing all their gear up and leaving 
  in the direction of the docks, ca couple of 
  hours ago.
  The docks are bustling; a ﬂ eet of trawlers 
  has docked and is unloading their catches. 
  However, a successful Notice roll spots Sagus 
  aboard a merchant ship, however, reaching 
  the ship can be a trial. Each hero must suc-
  ceed at an Agility roll, otherwise the crowds 
  delay them and they arrive a round behind 
  those who succeed.
  Sagus’ thugs on the dockside will intercept 
  the heroes. If a ﬁ ght ensues Sagus will attempt 
  to slip away using his invisibility, and stun 
  Powers. The crew and captain of the ship will 
  not intervene beyond complaining loudly.
  Should Sagus be caught, he carries 700 
  cogs on him (500 of which belong to the 
  heroes). If the heroes track down the other 
  victims of the fake Lorekeeper’s conﬁ dence 
  tricks and return their money they will gain a 
  +1 bonus to social rolls when in port. If they 
  keep the money, there is a chance that the 
  locals will search them out believing they are 
  in league with Sagus.
  Sagus (1): See page 24. 
  Hired Thugs (2): See page 21.
  MOTHER’S BENISON
  MOTHER’S BENISON
  As stated on page 3, this fungal tea can 
  delay the detrimental effects of Godslayer if 
  it is drunk daily. The pouch found with the 
  sword contains enough of the fungus to fore-
  stall the dreams for 15 weeks. However it is 
  very likely their supplies will run low before 
  they have solved the mystery of the sword.
  Hopefully, the Lifemother’s symbol upon 
  the pouch will lead them to enquire with a 
  Provider, where they can discover the general 
  purpose and the source of further Benison. 
  If the heroes fail to seek out a Provider then 
  they can discover the properties of the fungus 
  from other sources such as a Songpriest or 
  the Athenaeum.
  Please note that only the scholars of the 
  Athenaeum, or experimentation with the tea 
  can discover the properties of the Benison in 
  relation to the sword itself.
  PLENTY
  PLENTY
  As outlined in Sundered Skies access to 
  Plenty is only possible via Razor Passage. The 
  journey through the Passage takes a total of 
  three days. Rather than checking for random 
  encounters use the encounter detailed 
  below.
  The Orcs of the Cracked Shield Clan are 
  aware of the properties of Mother’s Ben-
  sion and have prepared for the possibility 
  7
  BLADE OF DESTINY
  BLADE OF DESTINY
  who arrives on an isle and then sets up his 
  stall—resplendent with alchemical gear, and 
  musty and important looking tomes. He then 
  spends the next few days offering magical 
  trinkets for sale, and offering his extensive 
  arcane knowledge to passers by. When he 
  feels he has outstayed his welcome he leaves 
  the island on the ﬁ rst ship available, leaving 
  his customers with worthless baubles and 
  incorrect information. 
   Seeing the heroes as an opportunity to 
  make a few easy cogs he approaches the 
  heroes claiming to recognize the sword they 
  have been asking around. If allowed, he will 
  study the sword, and exclaim “I think it is!…” 
  and then become very pensive. If the heroes 
  ask for more information he will not want 
  to say too much, until he has completed his 
  research. However. He does say that he has 
  been searching for this sword for years, and 
  thinks it has a very dark purpose.
  Initially, he will try and take the sword from 
  the heroes “to research” it, he will not push 
  the issue however—he doesn’t want to scare 
  off the marks. He claims that his research and 
  divinations will take at least three days, and, 
  regretfully, he must charge the heroes a nom-
  inal fee of 500 cogs to cover his expenses. 
  However, if what he suspects turns out to be 
  true, then the heroes will make a hundred 
  times that amount.
  The next day, Sagus and his stall, have van-
  ished. A successful Notice roll spots a beggar 
  watching the heroes as they look around. The 
  beggar will recall—once he has been suitably 
  paid, or intimidated—Sagus and a couple of 
  toughs packing all their gear up and leaving 
  in the direction of the docks, ca couple of 
  hours ago.
  The docks are bustling; a ﬂ eet of trawlers 
  has docked and is unloading their catches. 
  However, a successful Notice roll spots Sagus 
  aboard a merchant ship, however, reaching 
  the ship can be a trial. Each hero must suc-
  ceed at an Agility roll, otherwise the crowds 
  delay them and they arrive a round behind 
  those who succeed.
  Sagus’ thugs on the dockside will intercept 
  the heroes. If a ﬁ ght ensues Sagus will attempt 
  to slip away using his invisibility, and stun 
  Powers. The crew and captain of the ship will 
  not intervene beyond complaining loudly.
  Should Sagus be caught, he carries 700 
  cogs on him (500 of which belong to the 
  heroes). If the heroes track down the other 
  victims of the fake Lorekeeper’s conﬁ dence 
  tricks and return their money they will gain a 
  +1 bonus to social rolls when in port. If they 
  keep the money, there is a chance that the 
  locals will search them out believing they are 
  in league with Sagus.
  Sagus (1): See page 24. 
  Hired Thugs (2): See page 21.
  MOTHER’S BENISON
  MOTHER’S BENISON
  As stated on page 3, this fungal tea can 
  delay the detrimental effects of Godslayer if 
  it is drunk daily. The pouch found with the 
  sword contains enough of the fungus to fore-
  stall the dreams for 15 weeks. However it is 
  very likely their supplies will run low before 
  they have solved the mystery of the sword.
  Hopefully, the Lifemother’s symbol upon 
  the pouch will lead them to enquire with a 
  Provider, where they can discover the general 
  purpose and the source of further Benison. 
  If the heroes fail to seek out a Provider then 
  they can discover the properties of the fungus 
  from other sources such as a Songpriest or 
  the Athenaeum.
  Please note that only the scholars of the 
  Athenaeum, or experimentation with the tea 
  can discover the properties of the Benison in 
  relation to the sword itself.
  PLENTY
  PLENTY
  As outlined in Sundered Skies access to 
  Plenty is only possible via Razor Passage. The 
  journey through the Passage takes a total of 
  three days. Rather than checking for random 
  encounters use the encounter detailed 
  below.
  The Orcs of the Cracked Shield Clan are 
  aware of the properties of Mother’s Ben-
  sion and have prepared for the possibility 
  
  8
  SUNDERED SKIES
  SUNDERED SKIES
  the heroes will visit Plenty to acquire some 
  more. To this end they have a sky sloop (see 
  Sundered Skies page 35, apply the orc tem-
  plate to the ship) stationed in the passage on 
  the look-out for the heroes ship. 
  As luck would have it, a mated pair of fog 
  sharks attacks the heroes just before the 
  orcish ship comes within range. The orcs 
  are aware that if the sharks destroy the ship 
  then Godslayer will be lost to the void, and 
  may resurface again at a later time. They 
  will actually aid the heroes in seeing off the 
  sharks before attempting to board and slay 
  the heroes.
  Fog Sharks (2): See page 21.
  Orc Mercenary Captain (1): See page 
  23.
  Orc Mercenaries (15): See page 23.
  THE TEARDROP
  THE TEARDROP
  Any enquiries about Mother’s Benison 
  will lead the heroes to being directed to the 
  Teardrop—The temple of the Lifemother on 
  Plenty. Asking about the fungus in the temple 
  will get the heroes a swift audience with 
  Kedric Lifedancer, the high priest.
  The heroes are shown into a small ofﬁ ce in 
  one of the wings of The Teardrop. Kedric sits 
  behind a desk studying reports. The priest 
  stands and greets the heroes dispatching a 
  servant for refreshments before enquiring 
  how he may aid them.
  Kedric knows nothing about Godslayer; 
  however, when subject of Mother’s Benison 
  is raised Kedric’s face takes on a somber 
  look.
  “We do indeed grow Mother’s Benison here 
  on Plenty, or rather under Plenty. The fungus 
  only grows on a very particular underisle, 
  as you can imagine it is greatly prized by us 
  for its ability in combating glowmadness.
  The Heralds of the Light are very aware of 
  its properties, and we have foiled frequent 
  attempts to disrupt its production. A week 
  ago, they launched there most—ahem—
  insane attempt. 
  A madness hulk managed to make it 
  through the Runoff Falls by sailing beneath 
  one of the grain barges. The sheer size of 
  the barge shielded it from the force of the 
  water.
  Once through the Falls, rather than launch-
  ing an attack. The Herald captain rammed 
  his ship into the underisle where the Benison 
  grows. We can only assume this was deliber-
  ate, probably an attempt to destabilize the 
  island.
  It seems a sizable number of the glowmad 
  survived the impact and now rampage 
  across the island, several farmers man-
  aged to escape the underisle before were 
  forced to cut the ropes which allow access 
  to it, and they report that there is at least 
  one Earthbane amongst the survivors. It is 
  only a matter of time before the underisle is 
  destroyed.
  We have requested aid from the Trade 
  Council, but so far it has not arrived. I am 
  afraid until the situation is dealt with, we 
  cannot provide you with any Benison.
  The heroes may take this as their cue to 
  volunteer to deal with the problem them-
  selves. Kendric will gladly accept the heroes’ 
  offer even going as far as providing them 
  with a number of professional militia who 
  volunteer to clear the isle. Furthermore each 
  of the heroes’ weapons will receive a Major 
  Blessing. Strangely such the Blessing has no 
  effect on Godslayer.
  The underisle is 120 yards (60 inches) 
  below Plenty. Normally hemp rope ladders 
  ﬁ xed at both ends allow access to and from 
  the underisle, but these have been cut. 
  New ladders can be dropped to the island. 
  The descent is dangerous—the ropes whip 
  around in the wind, but the climbers can 
  wear harnesses to slow their fall.
  Heroes descending the rope must make 3 
  successful Climbs rolls—one at 15”, another 
  at 30” and the last at 50” or they slip and fall. 
  The harness prevents them falling to their 
  death, they do, however take d6 damage 
  from rope burns.
  8
  SUNDERED SKIES
  SUNDERED SKIES
  the heroes will visit Plenty to acquire some 
  more. To this end they have a sky sloop (see 
  Sundered Skies page 35, apply the orc tem-
  plate to the ship) stationed in the passage on 
  the look-out for the heroes ship. 
  As luck would have it, a mated pair of fog 
  sharks attacks the heroes just before the 
  orcish ship comes within range. The orcs 
  are aware that if the sharks destroy the ship 
  then Godslayer will be lost to the void, and 
  may resurface again at a later time. They 
  will actually aid the heroes in seeing off the 
  sharks before attempting to board and slay 
  the heroes.
  Fog Sharks (2): See page 21.
  Orc Mercenary Captain (1): See page 
  23.
  Orc Mercenaries (15): See page 23.
  THE TEARDROP
  THE TEARDROP
  Any enquiries about Mother’s Benison 
  will lead the heroes to being directed to the 
  Teardrop—The temple of the Lifemother on 
  Plenty. Asking about the fungus in the temple 
  will get the heroes a swift audience with 
  Kedric Lifedancer, the high priest.
  The heroes are shown into a small ofﬁ ce in 
  one of the wings of The Teardrop. Kedric sits 
  behind a desk studying reports. The priest 
  stands and greets the heroes dispatching a 
  servant for refreshments before enquiring 
  how he may aid them.
  Kedric knows nothing about Godslayer; 
  however, when subject of Mother’s Benison 
  is raised Kedric’s face takes on a somber 
  look.
  “We do indeed grow Mother’s Benison here 
  on Plenty, or rather under Plenty. The fungus 
  only grows on a very particular underisle, 
  as you can imagine it is greatly prized by us 
  for its ability in combating glowmadness.
  The Heralds of the Light are very aware of 
  its properties, and we have foiled frequent 
  attempts to disrupt its production. A week 
  ago, they launched there most—ahem—
  insane attempt. 
  A madness hulk managed to make it 
  through the Runoff Falls by sailing beneath 
  one of the grain barges. The sheer size of 
  the barge shielded it from the force of the 
  water.
  Once through the Falls, rather than launch-
  ing an attack. The Herald captain rammed 
  his ship into the underisle where the Benison 
  grows. We can only assume this was deliber-
  ate, probably an attempt to destabilize the 
  island.
  It seems a sizable number of the glowmad 
  survived the impact and now rampage 
  across the island, several farmers man-
  aged to escape the underisle before were 
  forced to cut the ropes which allow access 
  to it, and they report that there is at least 
  one Earthbane amongst the survivors. It is 
  only a matter of time before the underisle is 
  destroyed.
  We have requested aid from the Trade 
  Council, but so far it has not arrived. I am 
  afraid until the situation is dealt with, we 
  cannot provide you with any Benison.
  The heroes may take this as their cue to 
  volunteer to deal with the problem them-
  selves. Kendric will gladly accept the heroes’ 
  offer even going as far as providing them 
  with a number of professional militia who 
  volunteer to clear the isle. Furthermore each 
  of the heroes’ weapons will receive a Major 
  Blessing. Strangely such the Blessing has no 
  effect on Godslayer.
  The underisle is 120 yards (60 inches) 
  below Plenty. Normally hemp rope ladders 
  ﬁ xed at both ends allow access to and from 
  the underisle, but these have been cut. 
  New ladders can be dropped to the island. 
  The descent is dangerous—the ropes whip 
  around in the wind, but the climbers can 
  wear harnesses to slow their fall.
  Heroes descending the rope must make 3 
  successful Climbs rolls—one at 15”, another 
  at 30” and the last at 50” or they slip and fall. 
  The harness prevents them falling to their 
  death, they do, however take d6 damage 
  from rope burns.
  
  9
  BLADE OF DESTINY
  BLADE OF DESTINY
  THE UNDERISLE
  THE UNDERISLE
  THE SITUATION
  THE SITUATION
  The Voider’s plan was truly—as can be 
  expected—an insane one. The plan was to 
  release ﬁ ve earthbane on to the island, and 
  let them quickly destabilize the underisle. 
  However the voider priest in charge of the 
  mission was seized with a mania, and crashed 
  the ship into the isle. 
  Many were slain in the collision including 
  the madness priest and one of deputies and 
  three of the earthbane. The remaining neo-
  phyte voider priest was wounded in the crash, 
  and with no one to control them, the glow-
  mad turned on one another once they had 
  killed all of the islanders who remained on 
  the underisle. Now, the voiders have divided 
  into three separate groups, along with an 
  earthbane, which wanders the ﬁ elds.
  RECLAIMING THE ISLE
  RECLAIMING THE ISLE
  The ropes descend to a cleared area 
  surrounded by acres of destroyed fungal 
  farms. The wreckage of the ship can be seen 
  scattered across the darkened ﬁ elds. The 
  underisle is constantly Dark, which inﬂ icts a 
  –2 on all trait rolls.
  Staging Area: Surrounding the courtyard 
  into which the are three large barns—where 
  the fungus was collected before being 
  hoisted up to Plenty. The fungi stored in the 
  barns has been destroyed. A voider priest 
  and several voider cultists are holed up in 
  the furthest barn. Unless the heroes descend 
  silently onto the underisle, they will ambush 
  anyone who ventures from Plenty.
  Neophyte Void Priest (1): See page 25.
  Voiders Cultists (2 per hero): See page 
  24.
  Professional Island Militia (2 per hero): 
  See page 24.
  The Fields: Three different groups of 
  glowmad stalk the fungus ﬁ elds. Each is 
  keeping clear of the others for now, but if 
  one makes enough noise—say as it ﬁ ghts the 
  heroes—then the others may come to inves-
  tigate the ruckus.
  The ﬁ rst group consists of a group of 
  blinded led by an ogre. The second is a small 
  group of ragers, and the third is the lone 
  earthbane who can be easily tracked by the 
  deep trenches he leaves in his wake as he 
  walks the ﬁ elds
  Ogre (1): See page 23.
  Earthbane (1): See page 20.
  Blinded (3 per hero): See page 18.
  Ragers (1 per hero): See page 24.
  HARVEST
  HARVEST
  Once the voiders, and glowmad have been 
  dealt with, the islanders of Plenty can descend 
  to survey the damage. It will take weeks to get 
  production of Mother’s Benison back to normal 
  levels. However Kendric will provide the heroes 
  with enough Benison for 100 weeks.
  REMORSE
  REMORSE
  Remorse is a new mostly uninhabited isle. 
  No Navigator Halls store its earth, for there 
  is no reason to visit it. However a successful 
  Streetwise roll on Plenty will locate a relative 
  of one of the pour souls on Remorse who has 
  some earth from the isle. Alternatively, the 
  heroes might have made contact with one of 
  RUNNING THIS SCENARIO 
  RUNNING THIS SCENARIO 
  LATER IN THE PLOT POINT
  LATER IN THE PLOT POINT
  If the heroes return to Plenty after the 
  events of the Savage Tale The Hunger (See 
  Sundered Skies page 128), you can still run 
  the scenario as written. 
  The chaos in the wake of the Devourer, 
  makes it even easier for the voiders to attack 
  Plenty. They will have to approach through 
  the Razor Passage rather than using a grain 
  barge for cover.  Kendric Lifedancer dies 
  during the events of The Hunger, and Helan 
  Joye or another provider must replace him.
  Finally, the efforts to restore Plenty 
  mean their will be no militia available to 
  accompany the heroes.
  9
  BLADE OF DESTINY
  BLADE OF DESTINY
  THE UNDERISLE
  THE UNDERISLE
  THE SITUATION
  THE SITUATION
  The Voider’s plan was truly—as can be 
  expected—an insane one. The plan was to 
  release ﬁ ve earthbane on to the island, and 
  let them quickly destabilize the underisle. 
  However the voider priest in charge of the 
  mission was seized with a mania, and crashed 
  the ship into the isle. 
  Many were slain in the collision including 
  the madness priest and one of deputies and 
  three of the earthbane. The remaining neo-
  phyte voider priest was wounded in the crash, 
  and with no one to control them, the glow-
  mad turned on one another once they had 
  killed all of the islanders who remained on 
  the underisle. Now, the voiders have divided 
  into three separate groups, along with an 
  earthbane, which wanders the ﬁ elds.
  RECLAIMING THE ISLE
  RECLAIMING THE ISLE
  The ropes descend to a cleared area 
  surrounded by acres of destroyed fungal 
  farms. The wreckage of the ship can be seen 
  scattered across the darkened ﬁ elds. The 
  underisle is constantly Dark, which inﬂ icts a 
  –2 on all trait rolls.
  Staging Area: Surrounding the courtyard 
  into which the are three large barns—where 
  the fungus was collected before being 
  hoisted up to Plenty. The fungi stored in the 
  barns has been destroyed. A voider priest 
  and several voider cultists are holed up in 
  the furthest barn. Unless the heroes descend 
  silently onto the underisle, they will ambush 
  anyone who ventures from Plenty.
  Neophyte Void Priest (1): See page 25.
  Voiders Cultists (2 per hero): See page 
  24.
  Professional Island Militia (2 per hero): 
  See page 24.
  The Fields: Three different groups of 
  glowmad stalk the fungus ﬁ elds. Each is 
  keeping clear of the others for now, but if 
  one makes enough noise—say as it ﬁ ghts the 
  heroes—then the others may come to inves-
  tigate the ruckus.
  The ﬁ rst group consists of a group of 
  blinded led by an ogre. The second is a small 
  group of ragers, and the third is the lone 
  earthbane who can be easily tracked by the 
  deep trenches he leaves in his wake as he 
  walks the ﬁ elds
  Ogre (1): See page 23.
  Earthbane (1): See page 20.
  Blinded (3 per hero): See page 18.
  Ragers (1 per hero): See page 24.
  HARVEST
  HARVEST
  Once the voiders, and glowmad have been 
  dealt with, the islanders of Plenty can descend 
  to survey the damage. It will take weeks to get 
  production of Mother’s Benison back to normal 
  levels. However Kendric will provide the heroes 
  with enough Benison for 100 weeks.
  REMORSE
  REMORSE
  Remorse is a new mostly uninhabited isle. 
  No Navigator Halls store its earth, for there 
  is no reason to visit it. However a successful 
  Streetwise roll on Plenty will locate a relative 
  of one of the pour souls on Remorse who has 
  some earth from the isle. Alternatively, the 
  heroes might have made contact with one of 
  RUNNING THIS SCENARIO 
  RUNNING THIS SCENARIO 
  LATER IN THE PLOT POINT
  LATER IN THE PLOT POINT
  If the heroes return to Plenty after the 
  events of the Savage Tale The Hunger (See 
  Sundered Skies page 128), you can still run 
  the scenario as written. 
  The chaos in the wake of the Devourer, 
  makes it even easier for the voiders to attack 
  Plenty. They will have to approach through 
  the Razor Passage rather than using a grain 
  barge for cover.  Kendric Lifedancer dies 
  during the events of The Hunger, and Helan 
  Joye or another provider must replace him.
  Finally, the efforts to restore Plenty 
  mean their will be no militia available to 
  accompany the heroes.
  
  1010
  SUNDERED SKIES
  SUNDERED SKIES
  the Son’s Of Spire, such as Patreec Moar (see 
  Sundered Skies page 114), who can provide 
  them with a sample of earth.
  The base travel time between Plenty and 
  Remorse is 3 weeks.
  APPROACHING REMORSE
  APPROACHING REMORSE
  Remorse, despite its dangers, is not block-
  aded like Aria. Very few know of the isle , 
  and even fewer have reason to go there. A 
  single Trade Council Frigate does patrol the 
  skies around the island, and attempts to hail 
  any who approach the isle and warn them of 
  the danger. The frigate does not pursue or 
  actively try to stop any who do not heed their 
  warnings or attempt to evade them.
  Approaching the island the heroes can see 
  that Remorse has a single port surrounded 
  by a small village and a dozen of so similarly 
  sized villages scattered across the interior. 
  The island presents an eerie sight with ﬁ elds 
  of dried vegetation, and villages devoid of all 
  signs of life. A huge burial mound is visible 
  inland of the port.
  As the heroes’ ship nears the docks a single 
  ﬁ gure, clad in black robes with the hood 
  thrown back to reveal a weathered face, 
  emerges from one of the dock buildings and 
  moves to awaits them on the jetty.
  DARRAS
  DARRAS
  The ﬁ gure is Darras, one of the Son’s of 
  Spire. He greets the heroes, somberly, and 
  warns them they have visited a dangerous 
  isle. He can provide the information found 
  in the sidebar on page 10. If asked what he is 
  dong on the island, recite or paraphrase the 
  following:
  “I used to be a Son of Spire, but now I am 
  a Namer of the Dead. I have dedicated my 
  life to trying to ease the frustration, grief, 
  and anger of those trapped as spirits by our 
  colossal blunder. How could we be so stupid 
  to think we had the power to triﬂ e with the 
  order of the isles.
  My brothers and I speak with each spirit 
  to see what we can do to ease their pain. 
  It is dangerous work—many are blinded by 
  their agony and cannot be reasoned with, 
  but we have sworn to perform this penance 
  to atone for the error of the Son’s of Spire.
  Darras has maps of Remorse as well as long 
  lists of names and facts used by the Namers 
  of the Dead to identify restless spirits. A few 
  hours of searching, ﬁ nds the Thursmore 
  name and the families home—a large house 
  on the outskirts of a village three days travel 
  from the port.
  Darras offers  to accompany the heroes 
  to the Thursmore home, for no Namer has 
  visited it yet.
  THE INTERIOR
  THE INTERIOR
  Darras advises the heroes avoid the vil-
  lages, as they are full of restless spirits, and 
  extremely hazardous.
  Each day draw four cards, if any of them 
  are clubs the heroes encounter a spirit, if the 
  card is an even number it is a Grief Spirit, 
  otherwise it is an Anger Spirit.
  Grief Spirit (see above): see page 20.
  Anger Spirit (see above): see page 20.
  1010
  SUNDERED SKIES
  SUNDERED SKIES
  the Son’s Of Spire, such as Patreec Moar (see 
  Sundered Skies page 114), who can provide 
  them with a sample of earth.
  The base travel time between Plenty and 
  Remorse is 3 weeks.
  APPROACHING REMORSE
  APPROACHING REMORSE
  Remorse, despite its dangers, is not block-
  aded like Aria. Very few know of the isle , 
  and even fewer have reason to go there. A 
  single Trade Council Frigate does patrol the 
  skies around the island, and attempts to hail 
  any who approach the isle and warn them of 
  the danger. The frigate does not pursue or 
  actively try to stop any who do not heed their 
  warnings or attempt to evade them.
  Approaching the island the heroes can see 
  that Remorse has a single port surrounded 
  by a small village and a dozen of so similarly 
  sized villages scattered across the interior. 
  The island presents an eerie sight with ﬁ elds 
  of dried vegetation, and villages devoid of all 
  signs of life. A huge burial mound is visible 
  inland of the port.
  As the heroes’ ship nears the docks a single 
  ﬁ gure, clad in black robes with the hood 
  thrown back to reveal a weathered face, 
  emerges from one of the dock buildings and 
  moves to awaits them on the jetty.
  DARRAS
  DARRAS
  The ﬁ gure is Darras, one of the Son’s of 
  Spire. He greets the heroes, somberly, and 
  warns them they have visited a dangerous 
  isle. He can provide the information found 
  in the sidebar on page 10. If asked what he is 
  dong on the island, recite or paraphrase the 
  following:
  “I used to be a Son of Spire, but now I am 
  a Namer of the Dead. I have dedicated my 
  life to trying to ease the frustration, grief, 
  and anger of those trapped as spirits by our 
  colossal blunder. How could we be so stupid 
  to think we had the power to triﬂ e with the 
  order of the isles.
  My brothers and I speak with each spirit 
  to see what we can do to ease their pain. 
  It is dangerous work—many are blinded by 
  their agony and cannot be reasoned with, 
  but we have sworn to perform this penance 
  to atone for the error of the Son’s of Spire.
  Darras has maps of Remorse as well as long 
  lists of names and facts used by the Namers 
  of the Dead to identify restless spirits. A few 
  hours of searching, ﬁ nds the Thursmore 
  name and the families home—a large house 
  on the outskirts of a village three days travel 
  from the port.
  Darras offers  to accompany the heroes 
  to the Thursmore home, for no Namer has 
  visited it yet.
  THE INTERIOR
  THE INTERIOR
  Darras advises the heroes avoid the vil-
  lages, as they are full of restless spirits, and 
  extremely hazardous.
  Each day draw four cards, if any of them 
  are clubs the heroes encounter a spirit, if the 
  card is an even number it is a Grief Spirit, 
  otherwise it is an Anger Spirit.
  Grief Spirit (see above): see page 20.
  Anger Spirit (see above): see page 20.
  
  1111
  BLADE OF DESTINY
  BLADE OF DESTINY
  FAMILY HOME
  FAMILY HOME
  The house of the Thursmore family stands 
  empty and silent upon a small hill overlook-
  ing one of Remorse’s dead villages. The house 
  is empty, but has all the trappings of a busy, 
  happy family. Food is rotting on plates, chairs 
  are pulled out from tables as if someone was 
  sitting in them—the house looks eerily lived 
  in. Those seeking wealth can gather valuables 
  worth 2,000 cogs from within the manor, 
  however see below.
  A study can be found, and amongst the 
  books on the shelves is the journal of Owein 
  Thursmore (see page 10.) 
  Soon after the heroes discover the Journal, 
  or when a hero helps himself to something 
  valuable, a mighty psychic roar is heard, and 
  the ﬂ oor of the room the offending is in is 
  ripped apart by a huge ogre-like monstros-
  ity.
  This abomination is a spirit eater. It has 
  feasted well upon the spirits of the Thur-
  smore family and has perversely become 
  possessive about their belongings. It pursues 
  the heroes, only giving up the chase once the 
  stolen items have been returned.
  Spirit Eater (1): see page 24.
  THE JOURNALS OF OWEIN THURSMORE
  THE JOURNALS OF OWEIN THURSMORE
  Owein Thursmore was a historian, not the 
  stuffy scholarly type, but the type who went 
  out and found history, never happier than 
  when he was exploring an ancient ruin on a 
  remote island. 
  Owein collected fragments of history and 
  recorded them in his journals, which run to 
  15 volumes, ﬁ lled with cramped handwriting, 
  and diagrams. The journals can be used as a 
  catalyst to launch any adventure of the GM’s 
  devising, however, the entries which directly 
  effect this scenario can be found on page 16 
  as a player handout. 
  DEEPSKY CITADEL
  DEEPSKY CITADEL
  Following the clues found in Thursmore’s 
  journels, the heroes will eventually head 
  to Deepsky Citadel, unless they are already 
  friends of the Dwarves (see The Damned 
  Dwarf, and The Dwarven Mother In Sundered 
  Skies). They will ﬁ rst have to travel to Mount 
  Ore to gather the earth they need.
  Once they reach Deepsky, they might feel 
  a bit lost, however if they mention the name 
  Kavalin Bladeson to anyone, they are soon 
  approached by a Dwarven Engineer named 
  REMORSE—A NEW ISLE
  REMORSE—A NEW ISLE
  Einar was a small island, which fol-
  lowed a slightly eccentric orbit around Plenty 
  and the Runoff Falls. Its orbit was such that 
  it skimmed the falls, receiving ample water. 
  However, for short period it would actually 
  intersect the falls. Approximately a quarter 
  of the island would be pummeled by the 
  torrents of the Runoff falls. Buildings were 
  destroyed, and the ﬂ oods ruined crops.
  Despite this, people lived upon the isle. 
  The isle was even more bountiful than Plenty, 
  and the residents became adept at rebuilding 
  quickly after the infrequent ﬂ oods.
  THE SONS OF SPIRE
  THE SONS OF SPIRE
  Then, the Son’s of Spire announced 
  they had perfected a magical ritual, which 
  cold shift the orbit of islands. They offered 
  to shift Einar so that it no longer intersected 
  the Runoff Falls.
  Unfortunately the islanders on Einar 
  accepted their offer.
  The ritual in some ways was a suc-
  cess—the islands orbit shifted, and to this day 
  has never intersected with the Falls, but the 
  ritual also went awry and released a massive 
  amount of magical energy which instantly 
  killed every living thing on the island.
  Today, Einar has been renamed Remorse, 
  the souls of all who lived upon the island are 
  trapped there as ghosts, and worse, and the 
  soil cannot sustain any life.
  Remorse has become forgotten, by 
  almost everybody except the Son’s of Spire 
  who strive to appease for their mistake.
  1111
  BLADE OF DESTINY
  BLADE OF DESTINY
  FAMILY HOME
  FAMILY HOME
  The house of the Thursmore family stands 
  empty and silent upon a small hill overlook-
  ing one of Remorse’s dead villages. The house 
  is empty, but has all the trappings of a busy, 
  happy family. Food is rotting on plates, chairs 
  are pulled out from tables as if someone was 
  sitting in them—the house looks eerily lived 
  in. Those seeking wealth can gather valuables 
  worth 2,000 cogs from within the manor, 
  however see below.
  A study can be found, and amongst the 
  books on the shelves is the journal of Owein 
  Thursmore (see page 10.) 
  Soon after the heroes discover the Journal, 
  or when a hero helps himself to something 
  valuable, a mighty psychic roar is heard, and 
  the ﬂ oor of the room the offending is in is 
  ripped apart by a huge ogre-like monstros-
  ity.
  This abomination is a spirit eater. It has 
  feasted well upon the spirits of the Thur-
  smore family and has perversely become 
  possessive about their belongings. It pursues 
  the heroes, only giving up the chase once the 
  stolen items have been returned.
  Spirit Eater (1): see page 24.
  THE JOURNALS OF OWEIN THURSMORE
  THE JOURNALS OF OWEIN THURSMORE
  Owein Thursmore was a historian, not the 
  stuffy scholarly type, but the type who went 
  out and found history, never happier than 
  when he was exploring an ancient ruin on a 
  remote island. 
  Owein collected fragments of history and 
  recorded them in his journals, which run to 
  15 volumes, ﬁ lled with cramped handwriting, 
  and diagrams. The journals can be used as a 
  catalyst to launch any adventure of the GM’s 
  devising, however, the entries which directly 
  effect this scenario can be found on page 16 
  as a player handout. 
  DEEPSKY CITADEL
  DEEPSKY CITADEL
  Following the clues found in Thursmore’s 
  journels, the heroes will eventually head 
  to Deepsky Citadel, unless they are already 
  friends of the Dwarves (see The Damned 
  Dwarf, and The Dwarven Mother In Sundered 
  Skies). They will ﬁ rst have to travel to Mount 
  Ore to gather the earth they need.
  Once they reach Deepsky, they might feel 
  a bit lost, however if they mention the name 
  Kavalin Bladeson to anyone, they are soon 
  approached by a Dwarven Engineer named 
  REMORSE—A NEW ISLE
  REMORSE—A NEW ISLE
  Einar was a small island, which fol-
  lowed a slightly eccentric orbit around Plenty 
  and the Runoff Falls. Its orbit was such that 
  it skimmed the falls, receiving ample water. 
  However, for short period it would actually 
  intersect the falls. Approximately a quarter 
  of the island would be pummeled by the 
  torrents of the Runoff falls. Buildings were 
  destroyed, and the ﬂ oods ruined crops.
  Despite this, people lived upon the isle. 
  The isle was even more bountiful than Plenty, 
  and the residents became adept at rebuilding 
  quickly after the infrequent ﬂ oods.
  THE SONS OF SPIRE
  THE SONS OF SPIRE
  Then, the Son’s of Spire announced 
  they had perfected a magical ritual, which 
  cold shift the orbit of islands. They offered 
  to shift Einar so that it no longer intersected 
  the Runoff Falls.
  Unfortunately the islanders on Einar 
  accepted their offer.
  The ritual in some ways was a suc-
  cess—the islands orbit shifted, and to this day 
  has never intersected with the Falls, but the 
  ritual also went awry and released a massive 
  amount of magical energy which instantly 
  killed every living thing on the island.
  Today, Einar has been renamed Remorse, 
  the souls of all who lived upon the island are 
  trapped there as ghosts, and worse, and the 
  soil cannot sustain any life.
  Remorse has become forgotten, by 
  almost everybody except the Son’s of Spire 
  who strive to appease for their mistake.
  
  1212
  SUNDERED SKIES
  SUNDERED SKIES
  Stugard Wrenchminder. Stugard informs 
  them he is to accompany them deep into the 
  factory, where they will learn more.
  He guides them through the labyrinth, 
  which is the temple of the Artiﬁ cer. He is 
  not interested in small talk and is in a hurry. 
  Finally they are led to a small chamber. Upon 
  a low pedestal against the far wall rests an 
  iron bust of a dwarf, lines etched upon its 
  face give it a feeling of age and wisdom.
  Stugard prostrates himself upon the 
  ground before the bust, whether the heroes 
  follow his lead or not is unimportant.
  THE ARTIFICER SPEAKS
  THE ARTIFICER SPEAKS
  Aware of the heroes’ quest The Artiﬁ cer 
  speaks to them through the bust, animating 
  the cold iron as though it were ﬂ esh and 
  blood and speaking with a metallic voice.
  “My priests and I welcome you to The Fac-
  tory. Word of your quest, and the sword you 
  bear has preceded you and I know of what 
  you seek. The sword, Godslayer, is one of 
  our greatest secrets, revealed to few since its 
  creation. Now is the time for you to hear of 
  Godslayer.”
  There is the sound of gears shifting and 
  meshing in to new patterns as steam hisses 
  from valves and temporarily obscures the 
  heroes’ vision. As the steam clears the heroes 
  are elsewhere, they stand in a town square 
  where two dozen or so, people are ﬁ ghting. 
  Hovering overhead is the spectral ﬁ gure of 
  the Battlelord. As The Artiﬁ cer speaks billow-
  ing steam and visions illustrate his words.
  “Three centuries ago as you count time, 
  our mad brother, the one you call Light-
  bringer, infected the Battlelord driving him 
  into a berserk rage. His rage spread touch-
  ing all as it went. So began the War of Fools 
  where friend fought friend. and brother slew 
  brother.
  Even we could not foresee the outcome of 
  that time but feared the worst–unchecked 
  the Battlelord would bring death and 
  destruction to all within the Skies. At a 
  secret conclave a decision was made, with 
  much regret, that a means must be found to 
  stop our berserk brother.
  The result is the sword you bear, God-
  slayer, a sentient weapon created with the 
  soul purpose of slaying the Battlelord. My 
  son, Kavalin Bladeson, was tasked with the 
  creation and heavy was his spirit while he 
  worked. 
  Events did not transpire as we feared. The 
  Battlelord drew himself back from the brink 
  and ensconced himself in his castle of ice 
  where his fury was cooled. Even without his 
  presence the War of Fools continued as the 
  ﬂ ames had been fanned too high. Thus we 
  dedicated our efforts to quelling the battles.
  With our attention diverted none noticed 
  that the apprentice of Kavalin, ashamed 
  and dismayed by his own actions during 
  Godslayer’s creation, stole the blade and 
  ﬂ ed the dwarven realms. Godslayer passed 
  from our knowledge, emerging several times 
  over the centuries but never long enough for 
  us to recover it.
  Godslayer is a weapon with a purpose 
  that is now redundant and like all redun-
  dancy must be eliminated. Only its creator 
  can unmake it, seek Kavalin Bladeson and 
  convince him to destroy the blade.”
  The bust falls silent, its animated iron skin 
  freezing into immobility.
  SEEKING KAVALIN BLADESON
  SEEKING KAVALIN BLADESON
  In the silence following The Artiﬁ cer’s rev-
  elations Stugard climbs to his feet and speaks 
  with the heroes.
  “Our shame is not complete with merely 
  the sword we had made. Kavalin Bladeson 
  was a craftsman like no other, an engineer 
  without peer and we could not let him pass 
  on with the creation of Godslayer. High 
  Engineers gathered the spirit of Kavalin 
  Bladeson and bound it into an iron golem 
  so he might continue with his creations and 
  pass on his skills to new acolytes.
  Kavalin Bladeson was not pleased with 
  this decision, he saw Godslayer as a sully 
  upon his life, a taint that only death would 
  shrive him of. Unable to destroy his new 
  body, Kavalin pushed us aside, declaring 
  1212
  SUNDERED SKIES
  SUNDERED SKIES
  Stugard Wrenchminder. Stugard informs 
  them he is to accompany them deep into the 
  factory, where they will learn more.
  He guides them through the labyrinth, 
  which is the temple of the Artiﬁ cer. He is 
  not interested in small talk and is in a hurry. 
  Finally they are led to a small chamber. Upon 
  a low pedestal against the far wall rests an 
  iron bust of a dwarf, lines etched upon its 
  face give it a feeling of age and wisdom.
  Stugard prostrates himself upon the 
  ground before the bust, whether the heroes 
  follow his lead or not is unimportant.
  THE ARTIFICER SPEAKS
  THE ARTIFICER SPEAKS
  Aware of the heroes’ quest The Artiﬁ cer 
  speaks to them through the bust, animating 
  the cold iron as though it were ﬂ esh and 
  blood and speaking with a metallic voice.
  “My priests and I welcome you to The Fac-
  tory. Word of your quest, and the sword you 
  bear has preceded you and I know of what 
  you seek. The sword, Godslayer, is one of 
  our greatest secrets, revealed to few since its 
  creation. Now is the time for you to hear of 
  Godslayer.”
  There is the sound of gears shifting and 
  meshing in to new patterns as steam hisses 
  from valves and temporarily obscures the 
  heroes’ vision. As the steam clears the heroes 
  are elsewhere, they stand in a town square 
  where two dozen or so, people are ﬁ ghting. 
  Hovering overhead is the spectral ﬁ gure of 
  the Battlelord. As The Artiﬁ cer speaks billow-
  ing steam and visions illustrate his words.
  “Three centuries ago as you count time, 
  our mad brother, the one you call Light-
  bringer, infected the Battlelord driving him 
  into a berserk rage. His rage spread touch-
  ing all as it went. So began the War of Fools 
  where friend fought friend. and brother slew 
  brother.
  Even we could not foresee the outcome of 
  that time but feared the worst–unchecked 
  the Battlelord would bring death and 
  destruction to all within the Skies. At a 
  secret conclave a decision was made, with 
  much regret, that a means must be found to 
  stop our berserk brother.
  The result is the sword you bear, God-
  slayer, a sentient weapon created with the 
  soul purpose of slaying the Battlelord. My 
  son, Kavalin Bladeson, was tasked with the 
  creation and heavy was his spirit while he 
  worked. 
  Events did not transpire as we feared. The 
  Battlelord drew himself back from the brink 
  and ensconced himself in his castle of ice 
  where his fury was cooled. Even without his 
  presence the War of Fools continued as the 
  ﬂ ames had been fanned too high. Thus we 
  dedicated our efforts to quelling the battles.
  With our attention diverted none noticed 
  that the apprentice of Kavalin, ashamed 
  and dismayed by his own actions during 
  Godslayer’s creation, stole the blade and 
  ﬂ ed the dwarven realms. Godslayer passed 
  from our knowledge, emerging several times 
  over the centuries but never long enough for 
  us to recover it.
  Godslayer is a weapon with a purpose 
  that is now redundant and like all redun-
  dancy must be eliminated. Only its creator 
  can unmake it, seek Kavalin Bladeson and 
  convince him to destroy the blade.”
  The bust falls silent, its animated iron skin 
  freezing into immobility.
  SEEKING KAVALIN BLADESON
  SEEKING KAVALIN BLADESON
  In the silence following The Artiﬁ cer’s rev-
  elations Stugard climbs to his feet and speaks 
  with the heroes.
  “Our shame is not complete with merely 
  the sword we had made. Kavalin Bladeson 
  was a craftsman like no other, an engineer 
  without peer and we could not let him pass 
  on with the creation of Godslayer. High 
  Engineers gathered the spirit of Kavalin 
  Bladeson and bound it into an iron golem 
  so he might continue with his creations and 
  pass on his skills to new acolytes.
  Kavalin Bladeson was not pleased with 
  this decision, he saw Godslayer as a sully 
  upon his life, a taint that only death would 
  shrive him of. Unable to destroy his new 
  body, Kavalin pushed us aside, declaring 
  
  1313
  BLADE OF DESTINY
  BLADE OF DESTINY
  himself no longer a dwarf and sealed him-
  self within his forge. For all we know he is 
  there still, musing on his failure.
  If you go to seek Kavalin you must venture 
  into the Deep Delves a region of the Citadel 
  that has been closed off for ﬁ fty years since 
  a collision opened the lower levels to the 
  dangers of the void.”
  Stugard gives the heroes a parchment map 
  of what the Deep Delves used to look like and 
  cautions them that things may have changed. 
  He leads them out of The Factory and down 
  deeper into Deepsky Citadel. Finally a mas-
  sive iron door is reached, shaped like a cog 
  and resting on a toothed rail. Stugard strains 
  to turn a device like a ships wheel, which 
  slowly cranks the thick iron door open.
  As the door opens a hellish shriek assails 
  the heroes as a number of Grotesques 
  squeeze through. Once the demons are dealt 
  with Stugard will motion for the heroes to 
  enter the Lower Delves, telling them he will 
  close the door after them and wait to reopen 
  it upon their return.
  Grotesques (1 per hero): see page 21.
  THE DEEP DELVES
  THE DEEP DELVES
  About 50 years ago another island crashed 
  against the lower reaches of Deepsky Citadel, 
  the impact ripped out a swathe of the lower 
  levels (known as the Deep Delves) exposing 
  the remainder to the Burning Skies. With the 
  dwarven population in decline, the decision 
  was made to seal off the Deep Delves rather 
  than repair them.
  Kavalin Bladeson’s workshop and forge 
  were in the area hit by the rogue island and 
  are now partially intact. The actual forge 
  complete with its anvil and tools fell away, 
  plunging into the Lower Reaches where it 
  became part of the chain of small islands 
  known as The Artiﬁ cer’s tears.
  THE HEROES’ JOURNEY
  THE HEROES’ JOURNEY
  The heroes have a map of the Deep Delves, 
  or at least a map of how it was 50 years ago 
  – since that time many things have changed 
  as the island has shifted and moved due to 
  internal pressures. 
  Layout 10 cards face down to represent 
  the path the heroes have to take. Turn over 
  each card one by one and consult the table 
  below. When the last card is turned over and 
  resolved the heroes reach Kavalin’s work-
  shop. During their journey the heroes may 
  garner a Haul level of salvage if they are so 
  minded (see Sundered Skies page 88).
  Card Suit 
  Result
  Hearts 
  The heroes discover a short cut, 
  turn over the next card but do 
  not act on it.
  Spades 
  The path the heroes have fol-
  lowed is a dead end. Add a new 
  face down card to the end of the 
  path.
  Diamond 
  The path follows the map.
  Club 
  The heroes encounter a prob-
  lem; check the cards value 
  against the Hazard  table.
  Card Value Problem
  Face Card 
  Trap – either set by one of 
  the denizens or just a chance 
  arrangement of debris. See the 
  Traps entry on page 153 of the 
  Sundered Skies book.
  Ace to 2 
  Demon Infestation – a swarm of 
  Grotesques,
  Grotesques (2 per hero): see page 21.
  3 to 4 
  Elemental Incursion – ﬁ re ele-
  mentals from the Lower reaches 
  sometimes ride hot thermals to 
  within reach of Deepsky. 
  Fire Elementals (1d4):  see page 21.
  5 to 6 
  Mad Dwarves – for once reason 
  or another a number of dwarves 
  have chosen to ﬂ ee life in 
  Deepsky and ﬂ ed to the Deeper 
  Delves, driven mad by what they 
  have encountered there they are 
  little more than beasts now.
  Mad Dwarf (2 per hero): see page 22
  7 to 8 
  Dwarven Engineer – The Artiﬁ -
  cer moves in mysterious ways 
  and more than one Engineer 
  1313
  BLADE OF DESTINY
  BLADE OF DESTINY
  himself no longer a dwarf and sealed him-
  self within his forge. For all we know he is 
  there still, musing on his failure.
  If you go to seek Kavalin you must venture 
  into the Deep Delves a region of the Citadel 
  that has been closed off for ﬁ fty years since 
  a collision opened the lower levels to the 
  dangers of the void.”
  Stugard gives the heroes a parchment map 
  of what the Deep Delves used to look like and 
  cautions them that things may have changed. 
  He leads them out of The Factory and down 
  deeper into Deepsky Citadel. Finally a mas-
  sive iron door is reached, shaped like a cog 
  and resting on a toothed rail. Stugard strains 
  to turn a device like a ships wheel, which 
  slowly cranks the thick iron door open.
  As the door opens a hellish shriek assails 
  the heroes as a number of Grotesques 
  squeeze through. Once the demons are dealt 
  with Stugard will motion for the heroes to 
  enter the Lower Delves, telling them he will 
  close the door after them and wait to reopen 
  it upon their return.
  Grotesques (1 per hero): see page 21.
  THE DEEP DELVES
  THE DEEP DELVES
  About 50 years ago another island crashed 
  against the lower reaches of Deepsky Citadel, 
  the impact ripped out a swathe of the lower 
  levels (known as the Deep Delves) exposing 
  the remainder to the Burning Skies. With the 
  dwarven population in decline, the decision 
  was made to seal off the Deep Delves rather 
  than repair them.
  Kavalin Bladeson’s workshop and forge 
  were in the area hit by the rogue island and 
  are now partially intact. The actual forge 
  complete with its anvil and tools fell away, 
  plunging into the Lower Reaches where it 
  became part of the chain of small islands 
  known as The Artiﬁ cer’s tears.
  THE HEROES’ JOURNEY
  THE HEROES’ JOURNEY
  The heroes have a map of the Deep Delves, 
  or at least a map of how it was 50 years ago 
  – since that time many things have changed 
  as the island has shifted and moved due to 
  internal pressures. 
  Layout 10 cards face down to represent 
  the path the heroes have to take. Turn over 
  each card one by one and consult the table 
  below. When the last card is turned over and 
  resolved the heroes reach Kavalin’s work-
  shop. During their journey the heroes may 
  garner a Haul level of salvage if they are so 
  minded (see Sundered Skies page 88).
  Card Suit 
  Result
  Hearts 
  The heroes discover a short cut, 
  turn over the next card but do 
  not act on it.
  Spades 
  The path the heroes have fol-
  lowed is a dead end. Add a new 
  face down card to the end of the 
  path.
  Diamond 
  The path follows the map.
  Club 
  The heroes encounter a prob-
  lem; check the cards value 
  against the Hazard  table.
  Card Value Problem
  Face Card 
  Trap – either set by one of 
  the denizens or just a chance 
  arrangement of debris. See the 
  Traps entry on page 153 of the 
  Sundered Skies book.
  Ace to 2 
  Demon Infestation – a swarm of 
  Grotesques,
  Grotesques (2 per hero): see page 21.
  3 to 4 
  Elemental Incursion – ﬁ re ele-
  mentals from the Lower reaches 
  sometimes ride hot thermals to 
  within reach of Deepsky. 
  Fire Elementals (1d4):  see page 21.
  5 to 6 
  Mad Dwarves – for once reason 
  or another a number of dwarves 
  have chosen to ﬂ ee life in 
  Deepsky and ﬂ ed to the Deeper 
  Delves, driven mad by what they 
  have encountered there they are 
  little more than beasts now.
  Mad Dwarf (2 per hero): see page 22
  7 to 8 
  Dwarven Engineer – The Artiﬁ -
  cer moves in mysterious ways 
  and more than one Engineer 
  
  1414
  SUNDERED SKIES
  SUNDERED SKIES
  has journeyed into the Deeper 
  Delves and lost their way as well 
  as their mind!
  Dwarven Engineer (1): see page 20
  9 to 10 
  Mad Machines – Dwarves are 
  great engineers and left many 
  creations in the Deeper Delves. 
  Some of these have taken on life 
  of their own.
  Animated Puppets (2 per hero): see page 
  18
  Joker 
  Trap (see above) plus while 
  the heroes deal with it they are 
  ambushed – draw another card 
  and use its value (ignore Jokers 
  and Face Cards)
  KAVALIN’S WORKSHOP
  KAVALIN’S WORKSHOP
  Eventually the heroes’ reach the area 
  marked on their map as Kavalin’s Workshop. 
  A still standing, wooden door banded with 
  iron may be opened with a successful Strength 
  roll. As the door is 
  opened the corri-
  dor is ﬂ ooded by 
  harsh void light.
  The workshop 
  is a wreck, the 
  wall opposite the 
  door 
  has 
  been 
  ripped away and 
  the chamber is 
  open to the void. 
  Rubble is strewn 
  across the ﬂ oor 
  and there is no 
  sign of any furnish-
  ings. Silhouetted 
  against the glow 
  is 
  the 
  angular, 
  mechanical shape 
  of 
  a 
  dwarven 
  golem – Kavalin.
  Kavalin 
  will 
  turn 
  with 
  the 
  sound of grinding 
  gears and bellow 
  “Leave me alone” 
  as he moves to 
  attack the heroes. While fending off Kavalin’s 
  attacks the heroes must somehow convince 
  him to help them. The heroes’ best ploy is 
  probably to try and convince Kavalin that 
  they will free him from his iron prison if he 
  helps them.
  When Kavalin is convinced to aid the 
  heroes he waves a hand at the gaping hole 
  to the void and informs the heroes that to 
  unmake Godslayer he will need his forge and 
  anvil – no other equipment will do – and that 
  they fell into the void long ago.
  Those brave enough to peer out and down 
  into the void below Deepsky Citadel can see 
  the ﬂ ames of the Flaming Skies far below 
  them. A Notice roll sees large, dark shapes 
  moving through the ﬂ ames, querying Kavalin 
  about them learn they are fragments of Deep-
  sky Citadel, which have somehow reached 
  equilibrium within the Flaming Skies.
  Kavalin (1): see page 22.
  1414
  SUNDERED SKIES
  SUNDERED SKIES
  has journeyed into the Deeper 
  Delves and lost their way as well 
  as their mind!
  Dwarven Engineer (1): see page 20
  9 to 10 
  Mad Machines – Dwarves are 
  great engineers and left many 
  creations in the Deeper Delves. 
  Some of these have taken on life 
  of their own.
  Animated Puppets (2 per hero): see page 
  18
  Joker 
  Trap (see above) plus while 
  the heroes deal with it they are 
  ambushed – draw another card 
  and use its value (ignore Jokers 
  and Face Cards)
  KAVALIN’S WORKSHOP
  KAVALIN’S WORKSHOP
  Eventually the heroes’ reach the area 
  marked on their map as Kavalin’s Workshop. 
  A still standing, wooden door banded with 
  iron may be opened with a successful Strength 
  roll. As the door is 
  opened the corri-
  dor is ﬂ ooded by 
  harsh void light.
  The workshop 
  is a wreck, the 
  wall opposite the 
  door 
  has 
  been 
  ripped away and 
  the chamber is 
  open to the void. 
  Rubble is strewn 
  across the ﬂ oor 
  and there is no 
  sign of any furnish-
  ings. Silhouetted 
  against the glow 
  is 
  the 
  angular, 
  mechanical shape 
  of 
  a 
  dwarven 
  golem – Kavalin.
  Kavalin 
  will 
  turn 
  with 
  the 
  sound of grinding 
  gears and bellow 
  “Leave me alone” 
  as he moves to 
  attack the heroes. While fending off Kavalin’s 
  attacks the heroes must somehow convince 
  him to help them. The heroes’ best ploy is 
  probably to try and convince Kavalin that 
  they will free him from his iron prison if he 
  helps them.
  When Kavalin is convinced to aid the 
  heroes he waves a hand at the gaping hole 
  to the void and informs the heroes that to 
  unmake Godslayer he will need his forge and 
  anvil – no other equipment will do – and that 
  they fell into the void long ago.
  Those brave enough to peer out and down 
  into the void below Deepsky Citadel can see 
  the ﬂ ames of the Flaming Skies far below 
  them. A Notice roll sees large, dark shapes 
  moving through the ﬂ ames, querying Kavalin 
  about them learn they are fragments of Deep-
  sky Citadel, which have somehow reached 
  equilibrium within the Flaming Skies.
  Kavalin (1): see page 22.
  
  1515
  BLADE OF DESTINY
  BLADE OF DESTINY
  RETURN TO DEEPSKY CITADEL
  RETURN TO DEEPSKY CITADEL
  Kavalin will refuse to accompany the 
  heroes back to the inhabited levels of Deep-
  sky, he will accompany them if the venture 
  into the Flaming Skies, but they will have to 
  maneuver their vessel into a position near 
  his workshop to enable him to board.
  The journey back is relatively easy as the 
  heroes now have an updated map.
  Stugard is elated to see the heroes and 
  eager to hear their tale, once he is apprised 
  of the situation he will show the heroes to 
  guest rooms where food and drink awaits 
  them. He asks them to wait while he com-
  plete with food and drink while he consults 
  with his superiors.
  A few hours later Stugard returns:
  “There is still a slight chance that Kava-
  lin’s forge still exists. Over the years parts 
  of Deepsky Citadel have been damaged and 
  fallen away, many of these fragments have 
  somehow remained with Deepsky albeit 
  deep beneath it in the Flaming Skies. We 
  know these small islands as The Artiﬁ cer’s 
  Tears. 
  We possess several small ships capable of 
  withstanding the great heat and ﬁ res of the 
  Flaming Skies with one of these and suitable 
  protection from our Engineers you may be 
  able to ﬁ nd the forge.“
  INTO THE FLAMING SKIES
  INTO THE FLAMING SKIES
  Stugard will procure the use of a metal 
  plated Sky Sloop, the Seeker’s Delight, for 
  the heroes to journey into the Flaming Skies. 
  The ship is specially outﬁ tted for the heat 
  and ﬂ ames that will be encountered.
  Seeker’s Delight has no weapons and 
  everything on board is as non-ﬂ ammable as 
  possible. The dwarves will warn the heroes 
  to under no circumstances take gunpowder 
  or explosives with them as the heat will cause 
  them to explode.
  The vessel can take accommodate a 
  maximum of 12 people. Stugard can arrange 
  for dwarven engineers to accompany the 
  heroes. These engineers can ﬁ t each hero 
  with an elemental protection harness, but 
  the dwarves will not leave the ship. If one of 
  the heroes has the Weird Science Skill, then 
  just the harnesses will be provided..
  Seeker’s Delight
  Acc/Top Speed: 4/12; Handling: 0; Tough-
  ness: 15 (4); 
  Crew: 1+11; Guns: None; Cargo: 1
  Metal Plating (already ﬁ gured into statistics)
  UNPROTECTED HEROES IN THE 
  UNPROTECTED HEROES IN THE 
  FLAMING SKIES
  FLAMING SKIES
  Basically heroes not protected by magic 
  who are in the Flaming Skies will die! Actu-
  ally they will burst into ﬂ ames taking 3d10 
  damage per round plus anything not made 
  of stone or metal will ignite.
  Dwarven Engineers (1 per hero): see 
  page 20. 
  THE DESCENT AND SEARCH
  THE DESCENT AND SEARCH
  Picking up Kavalin Bladeson is not difﬁ cult, 
  it is almost as if his new purpose has given 
  him an agility unexpected in such a metal 
  behemoth. He quickly jumps into the ship 
  through a hatch.
  The search is uncomfortable, but not actu-
  ally dangerous. The dwarves know what they 
  are doing, and the Seeker’s Delight is sealed 
  against the ﬂ ames. When one of the Artiﬁ cer’s 
  Tears is spotted, the ship dips into the ﬂ ames 
  to investigate.
  Two such islands are detailed here, but the 
  GM should feel free to create other islands 
  with encounters or just throw in one or two 
  empty ruins.
  With their magical protection the climate 
  and conditions within the Flaming Skies is 
  like that of a warm day. The ﬂ ames have no 
  real effect aside from blocking visibility - in 
  particular any ﬁ re elemental type creature 
  requires a successful Notice (-2) roll to be 
  initially seen.
  THE RED HERRING
  THE RED HERRING
  As the heroes descend towards this island 
  they begin to make out walls and roofs it is 
  obviously part of Deepsky Citadel. Success-
  ful Notice rolls spot several humanoid forms 
  moving about inside the structure.
  1515
  BLADE OF DESTINY
  BLADE OF DESTINY
  RETURN TO DEEPSKY CITADEL
  RETURN TO DEEPSKY CITADEL
  Kavalin will refuse to accompany the 
  heroes back to the inhabited levels of Deep-
  sky, he will accompany them if the venture 
  into the Flaming Skies, but they will have to 
  maneuver their vessel into a position near 
  his workshop to enable him to board.
  The journey back is relatively easy as the 
  heroes now have an updated map.
  Stugard is elated to see the heroes and 
  eager to hear their tale, once he is apprised 
  of the situation he will show the heroes to 
  guest rooms where food and drink awaits 
  them. He asks them to wait while he com-
  plete with food and drink while he consults 
  with his superiors.
  A few hours later Stugard returns:
  “There is still a slight chance that Kava-
  lin’s forge still exists. Over the years parts 
  of Deepsky Citadel have been damaged and 
  fallen away, many of these fragments have 
  somehow remained with Deepsky albeit 
  deep beneath it in the Flaming Skies. We 
  know these small islands as The Artiﬁ cer’s 
  Tears. 
  We possess several small ships capable of 
  withstanding the great heat and ﬁ res of the 
  Flaming Skies with one of these and suitable 
  protection from our Engineers you may be 
  able to ﬁ nd the forge.“
  INTO THE FLAMING SKIES
  INTO THE FLAMING SKIES
  Stugard will procure the use of a metal 
  plated Sky Sloop, the Seeker’s Delight, for 
  the heroes to journey into the Flaming Skies. 
  The ship is specially outﬁ tted for the heat 
  and ﬂ ames that will be encountered.
  Seeker’s Delight has no weapons and 
  everything on board is as non-ﬂ ammable as 
  possible. The dwarves will warn the heroes 
  to under no circumstances take gunpowder 
  or explosives with them as the heat will cause 
  them to explode.
  The vessel can take accommodate a 
  maximum of 12 people. Stugard can arrange 
  for dwarven engineers to accompany the 
  heroes. These engineers can ﬁ t each hero 
  with an elemental protection harness, but 
  the dwarves will not leave the ship. If one of 
  the heroes has the Weird Science Skill, then 
  just the harnesses will be provided..
  Seeker’s Delight
  Acc/Top Speed: 4/12; Handling: 0; Tough-
  ness: 15 (4); 
  Crew: 1+11; Guns: None; Cargo: 1
  Metal Plating (already ﬁ gured into statistics)
  UNPROTECTED HEROES IN THE 
  UNPROTECTED HEROES IN THE 
  FLAMING SKIES
  FLAMING SKIES
  Basically heroes not protected by magic 
  who are in the Flaming Skies will die! Actu-
  ally they will burst into ﬂ ames taking 3d10 
  damage per round plus anything not made 
  of stone or metal will ignite.
  Dwarven Engineers (1 per hero): see 
  page 20. 
  THE DESCENT AND SEARCH
  THE DESCENT AND SEARCH
  Picking up Kavalin Bladeson is not difﬁ cult, 
  it is almost as if his new purpose has given 
  him an agility unexpected in such a metal 
  behemoth. He quickly jumps into the ship 
  through a hatch.
  The search is uncomfortable, but not actu-
  ally dangerous. The dwarves know what they 
  are doing, and the Seeker’s Delight is sealed 
  against the ﬂ ames. When one of the Artiﬁ cer’s 
  Tears is spotted, the ship dips into the ﬂ ames 
  to investigate.
  Two such islands are detailed here, but the 
  GM should feel free to create other islands 
  with encounters or just throw in one or two 
  empty ruins.
  With their magical protection the climate 
  and conditions within the Flaming Skies is 
  like that of a warm day. The ﬂ ames have no 
  real effect aside from blocking visibility - in 
  particular any ﬁ re elemental type creature 
  requires a successful Notice (-2) roll to be 
  initially seen.
  THE RED HERRING
  THE RED HERRING
  As the heroes descend towards this island 
  they begin to make out walls and roofs it is 
  obviously part of Deepsky Citadel. Success-
  ful Notice rolls spot several humanoid forms 
  moving about inside the structure.
  
  1616
  SUNDERED SKIES
  SUNDERED SKIES
  Unfortunately for the heroes this island 
  does not contain Kavalin’s forge. However 
  part of it was a temple used by Dwarven Engi-
  neers and the magics of that place remain 
  protecting it from the worst of the heat and 
  ﬂ ames.
  It will take the heroes 4 hours to explore 
  this ruin sufﬁ ciently to be sure the forge is 
  not here. During this time they will attract 
  the attention the undead dwarves that haunt 
  the ruins.
  Burning Revenants (total of 12): see 
  page 19.
  THE FORGE
  THE FORGE
  Heroes who succeed in a Notice roll as 
  they descend towards this small island see 
  what appears to be a forge. The forge rests at 
  the crumbling edge of the island and is sur-
  rounded by collapsed stonework. 
  The forge consists of a large anvil sitting 
  beside a still complete forge, a rack on one 
  wall holds forge tools. Kavalin’s visage looks 
  almost affectionate, as he runs a metal hand 
  over the anvil “I think we can dispense with 
  the forger ﬁ re, don’t you?” he asks with a hint 
  of laughter in his voice.
  Kavalin will request Godslayer, sensing 
  its fate the sword will try to assert itself and 
  dominate the hero who “owns” it. Make an 
  opposed Spirit roll between Godslayer (Spirit 
  d12+2, plus a Wild Die), and the hero. If 
  Godslayer wins, the hero cannot hand over 
  the blade, he stands frozen. If the sword gets 
  a raise then the hero will actively ﬁ ght to save 
  the sword. Kavalin will ﬁ ght alongside the 
  unpossessed heroes, but will not attempt to 
  spare the hero, striking to kill or injure.
  Once out of the environmental protection 
  ﬁ elds surrounding the heroes Godslayer 
  begins to heat up, its blade turning a glowing 
  red color. As Kavalin raises his forge hammer 
  Godslayer begins to scream. Any hero who 
  fails a Vigor roll gains a level of Fatigue, as 
  they assaulted by its psychic attack. Kavalin is 
  immune to its psychic assault, and begins to 
  hammer the sword.
  The sword’s scream attracts the attention 
  of some of the denizens of the Flaming Skies. 
  A number of Fire Elementals converge on the 
  forge with the intent of stopping the ham-
  mering. Kavalin’s metal body begins to glow 
  a dull red as it heats up, and he orders the 
  heroes to keep the elementals at bay. On the 
  fourth round of the combat an Inferno joins 
  the combat.
  Fire Elementals (1 per hero, plus 1): see 
  page 20.
  Inferno (1): see page 21.
  GODSLAYER UNMADE
  GODSLAYER UNMADE
  At the end of the tenth combat round, Kava-
  lin’s ﬁ nal hammer blow destroys Godslayer. 
  For a long instant two metal tools meet and 
  all seems to stop. Then with a mighty retort 
  Godslayer shatters hurling razor sharp frag-
  ments of metal, and waves of magical energy 
  rips through the area. 
  Any remaining elementals take 3d10 
  damage. Kavalin’s metal body stops much of 
  the deadly shrapnel but any hero who fails 
  an Agility roll is hit for 2d10 damage.
  AFTERMATH
  AFTERMATH
  With Godslayer destroyed the elemen-
  tals lose interest in the heroes and depart. 
  Kavalin has been ﬁ nally laid to rest, his metal 
  body rent by the fragments of his greatest 
  and worst creation.
  With the destruction of Godslayer its inﬂ u-
  ence over the claimed one is ﬁ nally over. The 
  dreams end and he loses the Overconﬁ dence 
  and Habit hindrances.   
  Allow the heroes a moment or two to con-
  gratulate themselves before someone notices 
  that their clothes are beginning to smolder 
  and they begin to sweat – their environmen-
  tal protection is failing. Even if they should 
  have hours of protection left the energies of 
  the dying sword has drained the power from 
  the harnesses.
  Astute, or greedy heroes can grab Kovalin’s 
  anvil, hammer and perhaps even his ruined 
  body before they need to ﬂ ee to their ship, 
  how they maneuver these heavy items across 
  the island may be a problem, however.
  Godslayer’s energies have also drained the 
  elemental protection ﬁ elds on the Seeker’s 
  Delight. Make the journey up out of the 
  1616
  SUNDERED SKIES
  SUNDERED SKIES
  Unfortunately for the heroes this island 
  does not contain Kavalin’s forge. However 
  part of it was a temple used by Dwarven Engi-
  neers and the magics of that place remain 
  protecting it from the worst of the heat and 
  ﬂ ames.
  It will take the heroes 4 hours to explore 
  this ruin sufﬁ ciently to be sure the forge is 
  not here. During this time they will attract 
  the attention the undead dwarves that haunt 
  the ruins.
  Burning Revenants (total of 12): see 
  page 19.
  THE FORGE
  THE FORGE
  Heroes who succeed in a Notice roll as 
  they descend towards this small island see 
  what appears to be a forge. The forge rests at 
  the crumbling edge of the island and is sur-
  rounded by collapsed stonework. 
  The forge consists of a large anvil sitting 
  beside a still complete forge, a rack on one 
  wall holds forge tools. Kavalin’s visage looks 
  almost affectionate, as he runs a metal hand 
  over the anvil “I think we can dispense with 
  the forger ﬁ re, don’t you?” he asks with a hint 
  of laughter in his voice.
  Kavalin will request Godslayer, sensing 
  its fate the sword will try to assert itself and 
  dominate the hero who “owns” it. Make an 
  opposed Spirit roll between Godslayer (Spirit 
  d12+2, plus a Wild Die), and the hero. If 
  Godslayer wins, the hero cannot hand over 
  the blade, he stands frozen. If the sword gets 
  a raise then the hero will actively ﬁ ght to save 
  the sword. Kavalin will ﬁ ght alongside the 
  unpossessed heroes, but will not attempt to 
  spare the hero, striking to kill or injure.
  Once out of the environmental protection 
  ﬁ elds surrounding the heroes Godslayer 
  begins to heat up, its blade turning a glowing 
  red color. As Kavalin raises his forge hammer 
  Godslayer begins to scream. Any hero who 
  fails a Vigor roll gains a level of Fatigue, as 
  they assaulted by its psychic attack. Kavalin is 
  immune to its psychic assault, and begins to 
  hammer the sword.
  The sword’s scream attracts the attention 
  of some of the denizens of the Flaming Skies. 
  A number of Fire Elementals converge on the 
  forge with the intent of stopping the ham-
  mering. Kavalin’s metal body begins to glow 
  a dull red as it heats up, and he orders the 
  heroes to keep the elementals at bay. On the 
  fourth round of the combat an Inferno joins 
  the combat.
  Fire Elementals (1 per hero, plus 1): see 
  page 20.
  Inferno (1): see page 21.
  GODSLAYER UNMADE
  GODSLAYER UNMADE
  At the end of the tenth combat round, Kava-
  lin’s ﬁ nal hammer blow destroys Godslayer. 
  For a long instant two metal tools meet and 
  all seems to stop. Then with a mighty retort 
  Godslayer shatters hurling razor sharp frag-
  ments of metal, and waves of magical energy 
  rips through the area. 
  Any remaining elementals take 3d10 
  damage. Kavalin’s metal body stops much of 
  the deadly shrapnel but any hero who fails 
  an Agility roll is hit for 2d10 damage.
  AFTERMATH
  AFTERMATH
  With Godslayer destroyed the elemen-
  tals lose interest in the heroes and depart. 
  Kavalin has been ﬁ nally laid to rest, his metal 
  body rent by the fragments of his greatest 
  and worst creation.
  With the destruction of Godslayer its inﬂ u-
  ence over the claimed one is ﬁ nally over. The 
  dreams end and he loses the Overconﬁ dence 
  and Habit hindrances.   
  Allow the heroes a moment or two to con-
  gratulate themselves before someone notices 
  that their clothes are beginning to smolder 
  and they begin to sweat – their environmen-
  tal protection is failing. Even if they should 
  have hours of protection left the energies of 
  the dying sword has drained the power from 
  the harnesses.
  Astute, or greedy heroes can grab Kovalin’s 
  anvil, hammer and perhaps even his ruined 
  body before they need to ﬂ ee to their ship, 
  how they maneuver these heavy items across 
  the island may be a problem, however.
  Godslayer’s energies have also drained the 
  elemental protection ﬁ elds on the Seeker’s 
  Delight. Make the journey up out of the 
  
  1717
  BLADE OF DESTINY
  BLADE OF DESTINY
  deadly heat of the Flaming Skies tense for the 
  heroes, describe how small ﬁ res break out on 
  their clothes, their hair; metal items on the 
  ship become uncomfortably warm and then 
  too hot to handle. Perhaps an unwounded 
  hero’s clothe burst into ﬂ ames requiring his 
  companions’ aid to extinguish the ﬁ re. Call 
  for Boating rolls and shake your head at the 
  results. Call for Vigor rolls from the heroes 
  and inﬂ ict Fatigue damage on those who fail.
  Finally the Seeker’s Delight crests above 
  the Flaming Skies, with smoke and steam 
  pouring from her hull, into the relative cool-
  ness of the Lower Reaches. The heroes are 
  scorched, but safe.
  THE END 
  THE END 
  The heroes are greeted as such when they 
  return to Deepsky Citadel and, if appropriate 
  to the GM’s campaign, they are introduced to 
  King Bloodaxe. 
  SALVAGE
  SALVAGE
  The items the heroes may have retrieved 
  from Kavalin’s forge are worth a reasonable 
  amount purely for there metal content; how-
  ever to the dwarves of Deepsky Citadel they 
  are worth much more for there association 
  with one of there folklore heroes.
  Kovalin’s Anvil – 500 cogs / 2,000 cogs to 
  the dwarves.
  Kovalin’s Golem Body – 300 cogs / 1500 
  cogs to the dwarves.
  Kovalin’s Forge Hammer – this is a magi-
  cal weapon (see side bar) but if not detected 
  as such is worth 200 cogs / 1000 cogs to the 
  dwarves.
  Player Handout
  Player Handout
  OWEIN’S NOTES ON GODSLAYER.
  OWEIN’S NOTES ON GODSLAYER.
  “Item – a sword of unusual make. 
  2 handed, approximately 5’ long from 
  pommel to point. All exposed metal has a 
  dull, matt ﬁ nish. Cross piece curved, rectan-
  gular plate. Red stained leather grip. Iron 
  skull acts as pommel.”
  “Ever since I found the sword I have been 
  suffering from night terrors – dreams of killing, 
  sometimes just single one-on-one ﬁ ghts, other 
  times wholesale slaughter in major battles. 
  The dream is always from my view point.”
  “Attacked by pirates, I felt almost com-
  pelled to jump into the fray alongside the 
  mercenaries we employ for such a purpose. 
  Maybe it was my new found conﬁ dence with 
  blades? Somehow I found myself facing the 
  pirate leader, a rough and warlike orc – he 
  saw my blade and hesitated muttering some-
  thing about ‘god slayer’? Acting on instinct I 
  took the opportunity and killed him.”
  “Godslayer is the sword’s name and its 
  purpose. I have discovered a little of its 
  history. Centuries ago the dwarves forged 
  a sword which was to be powerful enough 
  to slay a god! Of course the wielder would 
  have to possess the skill and luck to actually 
  engage a god in the ﬁ rst place, but with God-
  slayer in hand they would have the means.”
  KAVALIN’S FORGE HAMMER
  KAVALIN’S FORGE HAMMER
  Weapon 
  Damage  Weight  Notes
  Kavalin’s Forge Hammer Str+d8 
  80 
   Parry -1; 2 hands; AP 2 vs. rigid armor. +1 bonus 
  to Fighting rolls, +2 to damage. In the hands of a 
  dwarf the hammer only weighs 20, and the Parry 
  penalty is negated.
  1717
  BLADE OF DESTINY
  BLADE OF DESTINY
  deadly heat of the Flaming Skies tense for the 
  heroes, describe how small ﬁ res break out on 
  their clothes, their hair; metal items on the 
  ship become uncomfortably warm and then 
  too hot to handle. Perhaps an unwounded 
  hero’s clothe burst into ﬂ ames requiring his 
  companions’ aid to extinguish the ﬁ re. Call 
  for Boating rolls and shake your head at the 
  results. Call for Vigor rolls from the heroes 
  and inﬂ ict Fatigue damage on those who fail.
  Finally the Seeker’s Delight crests above 
  the Flaming Skies, with smoke and steam 
  pouring from her hull, into the relative cool-
  ness of the Lower Reaches. The heroes are 
  scorched, but safe.
  THE END 
  THE END 
  The heroes are greeted as such when they 
  return to Deepsky Citadel and, if appropriate 
  to the GM’s campaign, they are introduced to 
  King Bloodaxe. 
  SALVAGE
  SALVAGE
  The items the heroes may have retrieved 
  from Kavalin’s forge are worth a reasonable 
  amount purely for there metal content; how-
  ever to the dwarves of Deepsky Citadel they 
  are worth much more for there association 
  with one of there folklore heroes.
  Kovalin’s Anvil – 500 cogs / 2,000 cogs to 
  the dwarves.
  Kovalin’s Golem Body – 300 cogs / 1500 
  cogs to the dwarves.
  Kovalin’s Forge Hammer – this is a magi-
  cal weapon (see side bar) but if not detected 
  as such is worth 200 cogs / 1000 cogs to the 
  dwarves.
  Player Handout
  Player Handout
  OWEIN’S NOTES ON GODSLAYER.
  OWEIN’S NOTES ON GODSLAYER.
  “Item – a sword of unusual make. 
  2 handed, approximately 5’ long from 
  pommel to point. All exposed metal has a 
  dull, matt ﬁ nish. Cross piece curved, rectan-
  gular plate. Red stained leather grip. Iron 
  skull acts as pommel.”
  “Ever since I found the sword I have been 
  suffering from night terrors – dreams of killing, 
  sometimes just single one-on-one ﬁ ghts, other 
  times wholesale slaughter in major battles. 
  The dream is always from my view point.”
  “Attacked by pirates, I felt almost com-
  pelled to jump into the fray alongside the 
  mercenaries we employ for such a purpose. 
  Maybe it was my new found conﬁ dence with 
  blades? Somehow I found myself facing the 
  pirate leader, a rough and warlike orc – he 
  saw my blade and hesitated muttering some-
  thing about ‘god slayer’? Acting on instinct I 
  took the opportunity and killed him.”
  “Godslayer is the sword’s name and its 
  purpose. I have discovered a little of its 
  history. Centuries ago the dwarves forged 
  a sword which was to be powerful enough 
  to slay a god! Of course the wielder would 
  have to possess the skill and luck to actually 
  engage a god in the ﬁ rst place, but with God-
  slayer in hand they would have the means.”
  KAVALIN’S FORGE HAMMER
  KAVALIN’S FORGE HAMMER
  Weapon 
  Damage  Weight  Notes
  Kavalin’s Forge Hammer Str+d8 
  80 
   Parry -1; 2 hands; AP 2 vs. rigid armor. +1 bonus 
  to Fighting rolls, +2 to damage. In the hands of a 
  dwarf the hammer only weighs 20, and the Parry 
  penalty is negated.
  
  1818
  SUNDERED SKIES
  SUNDERED SKIES
  “I spoke with an elderly dwarf, named 
  Vorak, this day. He was an unsavory sort, 
  missing both and eye and a leg. Vorak claimed 
  that his master a renowned (at least in his 
  time) forge master, Kavalin Bladeson, was 
  commissioned to make a blade unlike any 
  other - Godslayer. There was some secrecy 
  about the blade and who commissioned it 
  and the work was carried out in the depths 
  of the Deepsky Citadel. Vorak hinted that 
  something happened to his master and that 
  he had to complete the sword. I am meet-
  ing Vorak again tomorrow and will try to 
  persuade, or bribe, more from him.”
  “Vorak was reticent even after I plied him 
  with dwarﬁ sh ale and gifted the gemmed 
  bracelet I found in the ruins. Eventually 
  he blurted out the truth of the matter. It 
  seems that for Godslayer to hold the power 
  required of it the ﬁ nal forging had to be 
  quenched in the blood of its maker! Vorak’s 
  master, Kavalin, bade him do this and, to his 
  eternal dishonor, he did. This is why Vorak 
  took up the life of a wanderer – he cold not 
  live with the shame of what he had done. 
  Vorak hinted there was more but would not, 
  or perhaps could not, talk more this night. I 
  shall await him in the morning and get the 
  ret of his tale from him.”
  “Disaster. I confronted Vorak as he left his 
  inn. The dwarf refused to tell me any more 
  about the sword and we argued. I don’t 
  recall what happened next or even how God-
  slayer came to be in my hand but… I thrust 
  home and Vorak collapsed, his life’s blood 
  running from my blade. Vorak was dying 
  but he beckoned me closer until I could hear 
  his dying whisper, ‘Sword, damned sword. It 
  lives to slay, to kill. Cursed. Only Kavalin’s 
  forge can unmake it’. What do I do now? I 
  should hand myself in to the guard but then 
  what? Perhaps it is for the best if I disappear 
  for a while; I have long mused on searching 
  the Shattered City.”
  “Last night Godslayer was stolen. I have no 
  idea who the thief was or where they went. 
  I feel bereft, almost as though I have lost a 
  loved one. Strange to have such feelings for 
  a lump of metal. I shall console myself by 
  continuing my excavations within the Shat-
  tered City.”
  “Ever since losing Godslayer I have felt 
  strangely lethargic, tired even. I think I shall 
  return to the family home for an extended 
  rest.”
  Bestiary
  Bestiary
  ANIMATED DWARVEN CONSTRUCTS
  ANIMATED DWARVEN CONSTRUCTS
  Once these were dwarven tools, but 
  exposure to the magic of the Flaming Skies 
  has warped them into dangerous elemental 
  creatures.
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d4, Vigor d6
  Skills: Fighting d6, Stealth d6
  Pace: 3; Parry: 5; Toughness: 6(3)
  Salvage: None.
  Special Abilities:
  * Armor +3: Made from metal.
  * Claws: Str+d4.
  * Construct: +2 to recover from Shaken; 
  No additional damage from called shots; 
  Fearless; Immune to disease and poison.
  * Size –2: animated constructs are only a 
  foot tall.
  * Small: Anyone attacking an animated 
  constructs must subtract 2 from his attack 
  rolls.
  BLINDED
  BLINDED
  Glowmad humans are the most common 
  of their kind. Their scaly skin is earth colored 
  and their features bestial. Their eyes have 
  melted and their sockets shine with void-
  light.
  Attributes: Agility d8, Smarts d6, Spirit d4, 
  Strength d8, Vigor d6
  Skills: Climbing d6, Fighting d8, Guts d8, 
  1818
  SUNDERED SKIES
  SUNDERED SKIES
  “I spoke with an elderly dwarf, named 
  Vorak, this day. He was an unsavory sort, 
  missing both and eye and a leg. Vorak claimed 
  that his master a renowned (at least in his 
  time) forge master, Kavalin Bladeson, was 
  commissioned to make a blade unlike any 
  other - Godslayer. There was some secrecy 
  about the blade and who commissioned it 
  and the work was carried out in the depths 
  of the Deepsky Citadel. Vorak hinted that 
  something happened to his master and that 
  he had to complete the sword. I am meet-
  ing Vorak again tomorrow and will try to 
  persuade, or bribe, more from him.”
  “Vorak was reticent even after I plied him 
  with dwarﬁ sh ale and gifted the gemmed 
  bracelet I found in the ruins. Eventually 
  he blurted out the truth of the matter. It 
  seems that for Godslayer to hold the power 
  required of it the ﬁ nal forging had to be 
  quenched in the blood of its maker! Vorak’s 
  master, Kavalin, bade him do this and, to his 
  eternal dishonor, he did. This is why Vorak 
  took up the life of a wanderer – he cold not 
  live with the shame of what he had done. 
  Vorak hinted there was more but would not, 
  or perhaps could not, talk more this night. I 
  shall await him in the morning and get the 
  ret of his tale from him.”
  “Disaster. I confronted Vorak as he left his 
  inn. The dwarf refused to tell me any more 
  about the sword and we argued. I don’t 
  recall what happened next or even how God-
  slayer came to be in my hand but… I thrust 
  home and Vorak collapsed, his life’s blood 
  running from my blade. Vorak was dying 
  but he beckoned me closer until I could hear 
  his dying whisper, ‘Sword, damned sword. It 
  lives to slay, to kill. Cursed. Only Kavalin’s 
  forge can unmake it’. What do I do now? I 
  should hand myself in to the guard but then 
  what? Perhaps it is for the best if I disappear 
  for a while; I have long mused on searching 
  the Shattered City.”
  “Last night Godslayer was stolen. I have no 
  idea who the thief was or where they went. 
  I feel bereft, almost as though I have lost a 
  loved one. Strange to have such feelings for 
  a lump of metal. I shall console myself by 
  continuing my excavations within the Shat-
  tered City.”
  “Ever since losing Godslayer I have felt 
  strangely lethargic, tired even. I think I shall 
  return to the family home for an extended 
  rest.”
  Bestiary
  Bestiary
  ANIMATED DWARVEN CONSTRUCTS
  ANIMATED DWARVEN CONSTRUCTS
  Once these were dwarven tools, but 
  exposure to the magic of the Flaming Skies 
  has warped them into dangerous elemental 
  creatures.
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d4, Vigor d6
  Skills: Fighting d6, Stealth d6
  Pace: 3; Parry: 5; Toughness: 6(3)
  Salvage: None.
  Special Abilities:
  * Armor +3: Made from metal.
  * Claws: Str+d4.
  * Construct: +2 to recover from Shaken; 
  No additional damage from called shots; 
  Fearless; Immune to disease and poison.
  * Size –2: animated constructs are only a 
  foot tall.
  * Small: Anyone attacking an animated 
  constructs must subtract 2 from his attack 
  rolls.
  BLINDED
  BLINDED
  Glowmad humans are the most common 
  of their kind. Their scaly skin is earth colored 
  and their features bestial. Their eyes have 
  melted and their sockets shine with void-
  light.
  Attributes: Agility d8, Smarts d6, Spirit d4, 
  Strength d8, Vigor d6
  Skills: Climbing d6, Fighting d8, Guts d8, 
  
  1919
  BLADE OF DESTINY
  BLADE OF DESTINY
  Notice d10, Stealth d6
  Pace: 6; Parry: 6; Toughness: 7(2)
  Gear: Stone axe (d8+d6)
  Salvage: Junk.
  Special Abilities:
  * Armor +2: Blinded have scaly skin.
  * Blindsight: Blinded can detect all foes 
  within 10”. All those beyond are totally 
  concealed.
  * Fear: Blinded are the most infamous of all 
  glowmad.
  * Leap Attack: Blinded may leap 1d6+2” 
  into combat, gaining +2 on their Fighting 
  and Damage rolls.
  * Weakness: Blinded are susceptible to 
  sound and scent based attacks, suffering 
  +2 damage and -2 on rolls to resist them.
  BURNING REVENANTS
  BURNING REVENANTS
  Many dwarves were carried away from 
  Deepsky Citadel as parts of it cracked off and 
  fell into the Flaming Skies. Those who clung 
  most tenaciously to life became undead hor-
  rors, little more than bones wreathed in ﬁ re.
  Attributes: Agility d8, Smarts d4 Spirit d4, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice 
  d4, Shooting d6
  Pace: 7; Parry: 5; Toughness: 7
  Gear: Various
  Salvage: Junk for every 5 skeletons.
  Special Abilities:
  * Flaming Claws: Str+d6, anyone struck 
  has a 1-6 chance of catching ﬁ re.
  * Undead: +2 Toughness, +2 to recover 
  from being Shaken; Fearless. Called shots 
  do no extra damage.
  DARRAS
  DARRAS
  Darras is a a former member of the Son’s 
  of Spire, who now has dedicated his life to 
  easing the sorrow of the dead of Remorse.
  Attributes: Agility d6, Smarts d10, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Boating d6, Fighting d6, Guts d4, 
  Notice d8, Persuasion d10, Spellcasting d8, 
  Streetwise d10
  Charisma: +0
  Pace: 6; Parry: 6; Toughness: 5
  Hindrances: Anemic
  Edges: Arcane Background (Magic)
  Gear: Staff (Str+d4, Parry +1, Reach +1) 
  Spells: (10 Power Points); detect/conceal ar-
  cana
  Special Abilities:
  * Sooth Spirit: If Darras can best an emotion 
  spirit in a Persuasion roll opposed by the 
  spirits Intimidation he can lay the spirit to 
  rest.
  DROWNED SPIRITS
  DROWNED SPIRITS
  Drowned spirits are very rare wraiths of 
  those who drown—something that is almost 
  unknown in the Sundered Skies. The ghost 
  uses the water that killed it to form a body of 
  sorts. Drowned spirits are vengeful creatures, 
  which attempt to drown their foes.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d10
  Skills: Fighting d6, Intimidation d12+2
  Pace: 6; Parry: 5; Toughness: 7
  Salvage: None.
  Special Abilities:
  * Drowning: If a drowned spirit gets a raise 
  on its Fighting roll, it envelops the head 
  of its victim in its watery form. The victim 
  starts to drown (see Savage Worlds). The 
  only way to save the victim is to destroy 
  the spirit—their forms are too nebulous 
  to be grappled free.
  * Elemental: No additional damage from 
  called shots; Fearless; Immune to disease 
  and poison.
  * Fear -1: Drowned spirits cause Guts 
  checks at –1 when they let themselves be 
  seen.
  * Invulnerability: Drowned spirits are 
  immune to all non-magical attacks except 
  ﬁ re. A torch or lantern causes them 1d6 
  damage but is instantly put out if it hits.
  * Water Spout: Drowned Spirits can project 
  a torrent of rushing water in a Cone 
  Template. This automatically puts out any 
  normal ﬁ res, or 1d6 ship ﬁ res. Creatures 
  within the Cone must make a Strength (-
  2) roll or be Shaken.
  1919
  BLADE OF DESTINY
  BLADE OF DESTINY
  Notice d10, Stealth d6
  Pace: 6; Parry: 6; Toughness: 7(2)
  Gear: Stone axe (d8+d6)
  Salvage: Junk.
  Special Abilities:
  * Armor +2: Blinded have scaly skin.
  * Blindsight: Blinded can detect all foes 
  within 10”. All those beyond are totally 
  concealed.
  * Fear: Blinded are the most infamous of all 
  glowmad.
  * Leap Attack: Blinded may leap 1d6+2” 
  into combat, gaining +2 on their Fighting 
  and Damage rolls.
  * Weakness: Blinded are susceptible to 
  sound and scent based attacks, suffering 
  +2 damage and -2 on rolls to resist them.
  BURNING REVENANTS
  BURNING REVENANTS
  Many dwarves were carried away from 
  Deepsky Citadel as parts of it cracked off and 
  fell into the Flaming Skies. Those who clung 
  most tenaciously to life became undead hor-
  rors, little more than bones wreathed in ﬁ re.
  Attributes: Agility d8, Smarts d4 Spirit d4, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice 
  d4, Shooting d6
  Pace: 7; Parry: 5; Toughness: 7
  Gear: Various
  Salvage: Junk for every 5 skeletons.
  Special Abilities:
  * Flaming Claws: Str+d6, anyone struck 
  has a 1-6 chance of catching ﬁ re.
  * Undead: +2 Toughness, +2 to recover 
  from being Shaken; Fearless. Called shots 
  do no extra damage.
  DARRAS
  DARRAS
  Darras is a a former member of the Son’s 
  of Spire, who now has dedicated his life to 
  easing the sorrow of the dead of Remorse.
  Attributes: Agility d6, Smarts d10, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Boating d6, Fighting d6, Guts d4, 
  Notice d8, Persuasion d10, Spellcasting d8, 
  Streetwise d10
  Charisma: +0
  Pace: 6; Parry: 6; Toughness: 5
  Hindrances: Anemic
  Edges: Arcane Background (Magic)
  Gear: Staff (Str+d4, Parry +1, Reach +1) 
  Spells: (10 Power Points); detect/conceal ar-
  cana
  Special Abilities:
  * Sooth Spirit: If Darras can best an emotion 
  spirit in a Persuasion roll opposed by the 
  spirits Intimidation he can lay the spirit to 
  rest.
  DROWNED SPIRITS
  DROWNED SPIRITS
  Drowned spirits are very rare wraiths of 
  those who drown—something that is almost 
  unknown in the Sundered Skies. The ghost 
  uses the water that killed it to form a body of 
  sorts. Drowned spirits are vengeful creatures, 
  which attempt to drown their foes.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d10
  Skills: Fighting d6, Intimidation d12+2
  Pace: 6; Parry: 5; Toughness: 7
  Salvage: None.
  Special Abilities:
  * Drowning: If a drowned spirit gets a raise 
  on its Fighting roll, it envelops the head 
  of its victim in its watery form. The victim 
  starts to drown (see Savage Worlds). The 
  only way to save the victim is to destroy 
  the spirit—their forms are too nebulous 
  to be grappled free.
  * Elemental: No additional damage from 
  called shots; Fearless; Immune to disease 
  and poison.
  * Fear -1: Drowned spirits cause Guts 
  checks at –1 when they let themselves be 
  seen.
  * Invulnerability: Drowned spirits are 
  immune to all non-magical attacks except 
  ﬁ re. A torch or lantern causes them 1d6 
  damage but is instantly put out if it hits.
  * Water Spout: Drowned Spirits can project 
  a torrent of rushing water in a Cone 
  Template. This automatically puts out any 
  normal ﬁ res, or 1d6 ship ﬁ res. Creatures 
  within the Cone must make a Strength (-
  2) roll or be Shaken.
  
  2020
  SUNDERED SKIES
  SUNDERED SKIES
  DWARVEN ENGINEER
  DWARVEN ENGINEER
  These dwarves have become lost within 
  the Deep Delves. Something muttering to 
  them from the deep ﬂ ames has eroded their 
  sanity.
  Use the same stats for the engineers who 
  accompany the heroes to Kavalin’s Forge. Add 
  enviromental protection to their gizmos.
  Attributes: Agility d6, Smarts d10, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Boating d6, Climbing d6, Faith d8, 
  Fighting d6, Guts d8, Knowledge (Craft) d8, 
  Notice d8, Repair d8, Shooting d8, Weird Sci-
  ence d8
  Charisma: 0; Pace: 5; Parry: 5; Toughness: 
  7(1)
  Hindrances: Loyal, Slow
  Edges: Arcane Background (Weird Science), 
  Clan Trained, Gadgeteer, Low-light Vision, 
  McGyver, Mr. Fix It, Tough
  Gear: Leather armor (+1), axe (Str+d6), 
  sling (Range: 4/8/16, Str+d4)
  Salvage: Junk.
  Spells: (15 Power Points); bolt, deﬂ ection 
  (elemental protection)
  EARTHBANE
  EARTHBANE
  Glowmad dwarves become ugly, hairless 
  mole-like creatures with tiny eyes and large 
  claws. Earthbanes  destroy earth, stone, and 
  dwarven structures with a wave of sickly 
  energy, knocking people from their feet as the 
  ground disappears beneath them. Earthbanes 
  can destabilize an island within weeks.
  Attributes: Agility d4, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fighting d6, Notice d6, Stealth d8
  Pace: 5; Parry: 5; Toughness: 8(2)
  Salvage: Goods.
  Special Abilities:
  * Armor +2: Earthbanes have a rocky 
  hide.
  * Burrow (10”): Earthbanes can disappear 
  and reappear on the following action 
  anywhere within 10”. If the earthbane 
  succeeds at a successful Stealth roll, 
  opposed by the targets Notice, it gains a 
  +2 on attack and damage rolls--+4 on a 
  raise. 
  * Claws: Str+d8
  * Earthbane: With a free action Spirit roll, 
  earthbanes can disintegrate earth and rock 
  around them. Center a Medium Burst 
  Template on the earthbane. All earth and 
  rock in this area is instantly disintegrated 
  to a depth of 2 game inches. Characters in 
  the affected area must make an Agility roll 
  or be knocked prone. Anything primarily 
  made from earth or stone take 2d8 damage. 
  This power only affects un-worked stone 
  and earth, as well as dwarven constructs.
  * Light Sensitive: An earthbane’s eyes 
  are extremely sensitive. Torch light or 
  brighter, including voidlight, gives them a 
  -1 penalty to all Trait tests requiring sight. 
  They ignore dim light penalties and only 
  suffer a -1 penalty from darkness.
  * Slow: Earthbane cannot run.
  EMOTION SPIRITS (GRIEF AND ANGER)
  EMOTION SPIRITS (GRIEF AND ANGER)
  Emotion Spirits are ghost like entities that 
  consist of little more than raw and powerful 
  emotions. 
  Attributes: Agility d6, Smarts d6, Spirit d10, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d12+2, No-
  tice d12, Taunt d10, Stealth d12+4, Throw-
  ing d12
  Pace: 6; Parry: 5; Toughness: 5
  Gear: Thrown objects (Str+d4)
  Salvage: None.
  Special Abilities:
  * Emotional Touch: An Emotion Spirits 
  which successfully strikes an opponent 
  passes 
  on 
  its 
  overriding 
  emotion. 
  A Grief Spirit infuses an overpowering 
  sense of grief and despair in its victim who 
  must succeed in an opposed Spirit roll to 
  act each round until the spirit is eliminated.
  An Anger Spirit infuses an overwhelming 
  anger in its victim, if the victim fails an 
  opposed Spirit roll he becomes berserk 
  and randomly attacks a target each round 
  until the spirit is eliminated.
  * Ethereal: Emotion Spirits are immaterial 
  and can only be harmed by magical 
  attacks. 
  * Fear -1: Emotion Spirits cause Guts checks 
  at –1 when they let themselves be seen.
  2020
  SUNDERED SKIES
  SUNDERED SKIES
  DWARVEN ENGINEER
  DWARVEN ENGINEER
  These dwarves have become lost within 
  the Deep Delves. Something muttering to 
  them from the deep ﬂ ames has eroded their 
  sanity.
  Use the same stats for the engineers who 
  accompany the heroes to Kavalin’s Forge. Add 
  enviromental protection to their gizmos.
  Attributes: Agility d6, Smarts d10, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Boating d6, Climbing d6, Faith d8, 
  Fighting d6, Guts d8, Knowledge (Craft) d8, 
  Notice d8, Repair d8, Shooting d8, Weird Sci-
  ence d8
  Charisma: 0; Pace: 5; Parry: 5; Toughness: 
  7(1)
  Hindrances: Loyal, Slow
  Edges: Arcane Background (Weird Science), 
  Clan Trained, Gadgeteer, Low-light Vision, 
  McGyver, Mr. Fix It, Tough
  Gear: Leather armor (+1), axe (Str+d6), 
  sling (Range: 4/8/16, Str+d4)
  Salvage: Junk.
  Spells: (15 Power Points); bolt, deﬂ ection 
  (elemental protection)
  EARTHBANE
  EARTHBANE
  Glowmad dwarves become ugly, hairless 
  mole-like creatures with tiny eyes and large 
  claws. Earthbanes  destroy earth, stone, and 
  dwarven structures with a wave of sickly 
  energy, knocking people from their feet as the 
  ground disappears beneath them. Earthbanes 
  can destabilize an island within weeks.
  Attributes: Agility d4, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fighting d6, Notice d6, Stealth d8
  Pace: 5; Parry: 5; Toughness: 8(2)
  Salvage: Goods.
  Special Abilities:
  * Armor +2: Earthbanes have a rocky 
  hide.
  * Burrow (10”): Earthbanes can disappear 
  and reappear on the following action 
  anywhere within 10”. If the earthbane 
  succeeds at a successful Stealth roll, 
  opposed by the targets Notice, it gains a 
  +2 on attack and damage rolls--+4 on a 
  raise. 
  * Claws: Str+d8
  * Earthbane: With a free action Spirit roll, 
  earthbanes can disintegrate earth and rock 
  around them. Center a Medium Burst 
  Template on the earthbane. All earth and 
  rock in this area is instantly disintegrated 
  to a depth of 2 game inches. Characters in 
  the affected area must make an Agility roll 
  or be knocked prone. Anything primarily 
  made from earth or stone take 2d8 damage. 
  This power only affects un-worked stone 
  and earth, as well as dwarven constructs.
  * Light Sensitive: An earthbane’s eyes 
  are extremely sensitive. Torch light or 
  brighter, including voidlight, gives them a 
  -1 penalty to all Trait tests requiring sight. 
  They ignore dim light penalties and only 
  suffer a -1 penalty from darkness.
  * Slow: Earthbane cannot run.
  EMOTION SPIRITS (GRIEF AND ANGER)
  EMOTION SPIRITS (GRIEF AND ANGER)
  Emotion Spirits are ghost like entities that 
  consist of little more than raw and powerful 
  emotions. 
  Attributes: Agility d6, Smarts d6, Spirit d10, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d12+2, No-
  tice d12, Taunt d10, Stealth d12+4, Throw-
  ing d12
  Pace: 6; Parry: 5; Toughness: 5
  Gear: Thrown objects (Str+d4)
  Salvage: None.
  Special Abilities:
  * Emotional Touch: An Emotion Spirits 
  which successfully strikes an opponent 
  passes 
  on 
  its 
  overriding 
  emotion. 
  A Grief Spirit infuses an overpowering 
  sense of grief and despair in its victim who 
  must succeed in an opposed Spirit roll to 
  act each round until the spirit is eliminated.
  An Anger Spirit infuses an overwhelming 
  anger in its victim, if the victim fails an 
  opposed Spirit roll he becomes berserk 
  and randomly attacks a target each round 
  until the spirit is eliminated.
  * Ethereal: Emotion Spirits are immaterial 
  and can only be harmed by magical 
  attacks. 
  * Fear -1: Emotion Spirits cause Guts checks 
  at –1 when they let themselves be seen.
  
  2121
  BLADE OF DESTINY
  BLADE OF DESTINY
  FIRE ELEMENTAL
  FIRE ELEMENTAL
  Fire elementals appear as man-shaped 
  ﬂ ames.
  Attributes: Agility d12+1, Smarts d8, Spirit 
  d8, Strength d4, Vigor d6
  Skills: Climbing d8, Fighting d10, Shooting 
  d8
  Pace: 6; Parry: 7; Toughness: 5
  Salvage: None.
  Special Abilities:
  * Elemental: No additional damage from 
  called shots; Fearless; Immune to disease 
  and poison.
  * Invulnerability: 
  Fire elementals are 
  immune to non-magical attacks but suffer 
  1d6 damage when doused in at least a 
  gallon of water, +2 per additional gallon.
  * Fiery Touch: 2d10 damage. Chance of 
  catching ﬁ re.
  * Flame Strike: Fire elementals can project 
  a searing blast of ﬂ ame using the Cone 
  Template and a Shooting roll. Foes may 
  make an opposed Agility check to avoid 
  the blast. Damage is 2d10, plus the chance 
  of catching ﬁ re.
  FOG SHARK
  FOG SHARK
  Fog sharks are ﬂ ying, predatory ﬁ sh-like 
  creatures which can magically create a fog 
  bank. They are most commonly found in the 
  Razor Pass, where they pose a deﬁ nite threat 
  to shipping.
  Attributes: Agility d8, Smarts d4 (A), Spirit 
  d8, Strength d12+4, Vigor d12
  Skills: Fighting d10, Guts d8, Notice d12, 
  Stealth d12+2
  Pace: 0; Parry: 7; Toughness: 16(2)
  Salvage: Junk in stomach.
  Special Abilities:
  * Armor +2: Fog sharks are covered in 
  bony rasps.
  * Bite: Str+d8.
  * Fog: Fog sharks create fog banks as a free 
  action. Place a Large Burst Template over 
  the fog shark every round, leaving other 
  Templates it has created in place at the 
  shark’s last position. The area covered by 
  the Template becomes ﬁ lled with a thick, 
  magical, stationary fog which counts as 
  Medium Cover for the shark only. The fog 
  can be dispersed with a light wind.
  * Flight: Fog sharks have a Flying Pace 12”.
  * Keel Rip: A fog shark can rip apart a sky 
  ship by scraping its back along the keel of 
  the ship, These attacks do 2d8 damage, 
  count as a Heavy Weapon, and have AP 4.
  * Large: Attackers add +2 to their attack 
  rolls when attacking a fog shark due to its 
  large size.
  * Size +6: Fog sharks can grow up to 40’ in 
  length.
  GROTESQUE
  GROTESQUE
  These demons resemble small, four-
  winged gargoyles. They often hover in place 
  and clap two of their wings together, creating 
  a stunning force wave. 
  Attributes: Agility d10, Smarts d4, Spirit d6, 
  Strength d8, Vigor d6
  Skills: Fighting d8, Notice d6, Stealth d8
  Pace: 4; Parry: 6; Toughness: 6(2)
  Edges: Dodge, Quick
  Salvage: None.
  Special Abilities:
  * Armor (+2): Stone-like hide. 
  * Bite: Str+d4.
  * Flight: Grotesques have a Flying Pace of 
  8”.
  * Size –1: Grotesques are only 3’-4’ tall.
  * Stun Wings: By slapping together two of 
  their wings, grotesques create a stunning 
  cone of force. Use the Cone Template. 
  Living things within the Cone must make 
  a Vigor check or be Shaken.
  HIRED THUGS 
  HIRED THUGS 
  The dregs of the Skies, too stupid or lazy 
  even to take up piracy.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Boating d4, Climbing d6, Fighting d6, 
  Guts d4, Notice d6, Shooting d6, Stealth d6
  Charisma: +0 
  Pace: 6; Parry: 5/6; Toughness: 5
  Gear: Bone short sword (Str+d4, degrada-
  ble), bone spear (3/6/12, Str+d6, Parry +1, 
  Reach +1, degradable)
  Salvage: Junk for every 5 thugs.
  2121
  BLADE OF DESTINY
  BLADE OF DESTINY
  FIRE ELEMENTAL
  FIRE ELEMENTAL
  Fire elementals appear as man-shaped 
  ﬂ ames.
  Attributes: Agility d12+1, Smarts d8, Spirit 
  d8, Strength d4, Vigor d6
  Skills: Climbing d8, Fighting d10, Shooting 
  d8
  Pace: 6; Parry: 7; Toughness: 5
  Salvage: None.
  Special Abilities:
  * Elemental: No additional damage from 
  called shots; Fearless; Immune to disease 
  and poison.
  * Invulnerability: 
  Fire elementals are 
  immune to non-magical attacks but suffer 
  1d6 damage when doused in at least a 
  gallon of water, +2 per additional gallon.
  * Fiery Touch: 2d10 damage. Chance of 
  catching ﬁ re.
  * Flame Strike: Fire elementals can project 
  a searing blast of ﬂ ame using the Cone 
  Template and a Shooting roll. Foes may 
  make an opposed Agility check to avoid 
  the blast. Damage is 2d10, plus the chance 
  of catching ﬁ re.
  FOG SHARK
  FOG SHARK
  Fog sharks are ﬂ ying, predatory ﬁ sh-like 
  creatures which can magically create a fog 
  bank. They are most commonly found in the 
  Razor Pass, where they pose a deﬁ nite threat 
  to shipping.
  Attributes: Agility d8, Smarts d4 (A), Spirit 
  d8, Strength d12+4, Vigor d12
  Skills: Fighting d10, Guts d8, Notice d12, 
  Stealth d12+2
  Pace: 0; Parry: 7; Toughness: 16(2)
  Salvage: Junk in stomach.
  Special Abilities:
  * Armor +2: Fog sharks are covered in 
  bony rasps.
  * Bite: Str+d8.
  * Fog: Fog sharks create fog banks as a free 
  action. Place a Large Burst Template over 
  the fog shark every round, leaving other 
  Templates it has created in place at the 
  shark’s last position. The area covered by 
  the Template becomes ﬁ lled with a thick, 
  magical, stationary fog which counts as 
  Medium Cover for the shark only. The fog 
  can be dispersed with a light wind.
  * Flight: Fog sharks have a Flying Pace 12”.
  * Keel Rip: A fog shark can rip apart a sky 
  ship by scraping its back along the keel of 
  the ship, These attacks do 2d8 damage, 
  count as a Heavy Weapon, and have AP 4.
  * Large: Attackers add +2 to their attack 
  rolls when attacking a fog shark due to its 
  large size.
  * Size +6: Fog sharks can grow up to 40’ in 
  length.
  GROTESQUE
  GROTESQUE
  These demons resemble small, four-
  winged gargoyles. They often hover in place 
  and clap two of their wings together, creating 
  a stunning force wave. 
  Attributes: Agility d10, Smarts d4, Spirit d6, 
  Strength d8, Vigor d6
  Skills: Fighting d8, Notice d6, Stealth d8
  Pace: 4; Parry: 6; Toughness: 6(2)
  Edges: Dodge, Quick
  Salvage: None.
  Special Abilities:
  * Armor (+2): Stone-like hide. 
  * Bite: Str+d4.
  * Flight: Grotesques have a Flying Pace of 
  8”.
  * Size –1: Grotesques are only 3’-4’ tall.
  * Stun Wings: By slapping together two of 
  their wings, grotesques create a stunning 
  cone of force. Use the Cone Template. 
  Living things within the Cone must make 
  a Vigor check or be Shaken.
  HIRED THUGS 
  HIRED THUGS 
  The dregs of the Skies, too stupid or lazy 
  even to take up piracy.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Boating d4, Climbing d6, Fighting d6, 
  Guts d4, Notice d6, Shooting d6, Stealth d6
  Charisma: +0 
  Pace: 6; Parry: 5/6; Toughness: 5
  Gear: Bone short sword (Str+d4, degrada-
  ble), bone spear (3/6/12, Str+d6, Parry +1, 
  Reach +1, degradable)
  Salvage: Junk for every 5 thugs.
  
  2222
  SUNDERED SKIES
  SUNDERED SKIES
  INFERNO
  INFERNO
  Infernos are massive ﬁ re elementals, 
  escapees from the ﬂ aming Skies. They are 
  dangerous, but short lived.
  Attributes: Agility d12+1, Smarts d8, Spirit 
  d10, Strength d8, Vigor d12
  Skills: Fighting d12, Notice d6, Shooting 
  d10
  Pace: 0; Parry: 8; Toughness: 16
  Salvage: None.
  Special Abilities:
  * Elemental: No additional damage from 
  called shots; Fearless; Immune to disease 
  and poison.
  * Fiery Touch: 2d10 damage with a chance 
  of catching ﬁ re.
  * Flame Strike: Infernos can project a 
  blast of ﬂ ame with a range of 75/150/300 
  and a Shooting roll. Foes may make an 
  opposed Agility check to avoid the blast. 
  The damage is 2d10, plus the chance of 
  catching ﬁ re. This attack counts as a Heavy 
  Weapon.
  * Flight: Infernos ﬂ y at a rate of 12”.
  * Huge: Characters add +4 when attacking 
  an inferno because of their great size.
  * Invulnerability: Infernos are immune to 
  non-magical attacks but suffer 1d6 damage 
  when doused in at least a gallon of water, 
  +2 per additional gallon.
  * Short lived: An inferno quickly consumes 
  itself unless a source of fuel can be found. 
  Each round, it loses a point of Size (with 
  the resulting drop in Toughness). Once 
  its Size drops to +4, heroes get a +2 to 
  attacks. If its Size drops to +2 or below, 
  heroes lose all bonuses on attack rolls.
  * Size (+8): Inferno’s are malevolent rolling 
  banks of ﬁ re.
  KAVALIN BLADESON
  KAVALIN BLADESON
  Kavalin’s golem is proportioned like a 
  dwarf although it is larger than any dwarf 
  ever grows. His metal body is still sound after 
  nearly three centuries but does creak and 
  grind as he moves.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d12, Vigor d12
  Skills: Fighting d8, Notice d6
  Pace: 6; Parry: 8; Toughness: 14(5)
  Edges: Improved Block, First Strike, Sweep
  Special Abilities:
  * Armor +5: Steam golems are iron 
  constructs.
  * Construct: +2 to recover from being 
  Shaken; Ignores Wound penalties; Immune 
  to disease and poison.
  * Explosion: When a golem is Incapacitated, 
  it explodes in an area equal to a Large 
  Burst Template, inﬂ icting 3d6 damage on 
  anyone within. The twisted remains are 
  equal to Goods salvage.
  * Fearless: Golems are immune to Fear and 
  Intimidation.
  * Forge Hammer: Str+d8, AP 2 vs. rigid 
  armor.
  * Size +1: Golems are signiﬁ cantly larger 
  than a human.
  MAD DWARF
  MAD DWARF
  These dwarves have become lost within 
  the Deep Delves. Something muttering to 
  them from the deep ﬂ ames has eroded their 
  sanity.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Climbing d6, Fighting d8, Guts d10, 
  Notice d6, Shooting d6
  Charisma: 0; Pace: 5; Parry: 6; Toughness: 
  7(1)
  Hindrances: Slow
  Edges: Frenzy, Low-light Vision, Tough
  Gear: Leather armor (+1), axe (Str+d6), 
  sling (Range: 4/8/16, Str+d4)
  Salvage: Junk for every 2 dwarves.
   ORC ASSASSIN
   ORC ASSASSIN
  These canny warriors are among the 
  most adept of the Cracked Shield clan. They 
  delight in playing the part of the archetypal 
  thuggish orc warrior, lulling their target into 
  false expectations before revealing their full 
  range of skills.
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Climbing d10, Fighting d10, Guts 
  d10, Intimidation d8, Notice d8, Persuasion 
  d8, Shooting d10, Stealth d8, Throwing d8
  Charisma: -2
  Paces: 6; Parry: 8; Toughness: 8 (1)
  Hindrances: Outsider
  2222
  SUNDERED SKIES
  SUNDERED SKIES
  INFERNO
  INFERNO
  Infernos are massive ﬁ re elementals, 
  escapees from the ﬂ aming Skies. They are 
  dangerous, but short lived.
  Attributes: Agility d12+1, Smarts d8, Spirit 
  d10, Strength d8, Vigor d12
  Skills: Fighting d12, Notice d6, Shooting 
  d10
  Pace: 0; Parry: 8; Toughness: 16
  Salvage: None.
  Special Abilities:
  * Elemental: No additional damage from 
  called shots; Fearless; Immune to disease 
  and poison.
  * Fiery Touch: 2d10 damage with a chance 
  of catching ﬁ re.
  * Flame Strike: Infernos can project a 
  blast of ﬂ ame with a range of 75/150/300 
  and a Shooting roll. Foes may make an 
  opposed Agility check to avoid the blast. 
  The damage is 2d10, plus the chance of 
  catching ﬁ re. This attack counts as a Heavy 
  Weapon.
  * Flight: Infernos ﬂ y at a rate of 12”.
  * Huge: Characters add +4 when attacking 
  an inferno because of their great size.
  * Invulnerability: Infernos are immune to 
  non-magical attacks but suffer 1d6 damage 
  when doused in at least a gallon of water, 
  +2 per additional gallon.
  * Short lived: An inferno quickly consumes 
  itself unless a source of fuel can be found. 
  Each round, it loses a point of Size (with 
  the resulting drop in Toughness). Once 
  its Size drops to +4, heroes get a +2 to 
  attacks. If its Size drops to +2 or below, 
  heroes lose all bonuses on attack rolls.
  * Size (+8): Inferno’s are malevolent rolling 
  banks of ﬁ re.
  KAVALIN BLADESON
  KAVALIN BLADESON
  Kavalin’s golem is proportioned like a 
  dwarf although it is larger than any dwarf 
  ever grows. His metal body is still sound after 
  nearly three centuries but does creak and 
  grind as he moves.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d12, Vigor d12
  Skills: Fighting d8, Notice d6
  Pace: 6; Parry: 8; Toughness: 14(5)
  Edges: Improved Block, First Strike, Sweep
  Special Abilities:
  * Armor +5: Steam golems are iron 
  constructs.
  * Construct: +2 to recover from being 
  Shaken; Ignores Wound penalties; Immune 
  to disease and poison.
  * Explosion: When a golem is Incapacitated, 
  it explodes in an area equal to a Large 
  Burst Template, inﬂ icting 3d6 damage on 
  anyone within. The twisted remains are 
  equal to Goods salvage.
  * Fearless: Golems are immune to Fear and 
  Intimidation.
  * Forge Hammer: Str+d8, AP 2 vs. rigid 
  armor.
  * Size +1: Golems are signiﬁ cantly larger 
  than a human.
  MAD DWARF
  MAD DWARF
  These dwarves have become lost within 
  the Deep Delves. Something muttering to 
  them from the deep ﬂ ames has eroded their 
  sanity.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Climbing d6, Fighting d8, Guts d10, 
  Notice d6, Shooting d6
  Charisma: 0; Pace: 5; Parry: 6; Toughness: 
  7(1)
  Hindrances: Slow
  Edges: Frenzy, Low-light Vision, Tough
  Gear: Leather armor (+1), axe (Str+d6), 
  sling (Range: 4/8/16, Str+d4)
  Salvage: Junk for every 2 dwarves.
   ORC ASSASSIN
   ORC ASSASSIN
  These canny warriors are among the 
  most adept of the Cracked Shield clan. They 
  delight in playing the part of the archetypal 
  thuggish orc warrior, lulling their target into 
  false expectations before revealing their full 
  range of skills.
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Climbing d10, Fighting d10, Guts 
  d10, Intimidation d8, Notice d8, Persuasion 
  d8, Shooting d10, Stealth d8, Throwing d8
  Charisma: -2
  Paces: 6; Parry: 8; Toughness: 8 (1)
  Hindrances: Outsider
  
  2323
  BLADE OF DESTINY
  BLADE OF DESTINY
  Edges: Acrobat, Big, First Strike, Frenzy, 
  Sweep
  Gear: Leather Armor (+1), Long Sword 
  (Str+d8), Flintlock Musket (Range 10/20/40, 
  Damage 2d8), Elven Potions – Quickness, 
  Fast Regeneration, Wall Crawling
  Salvage: Junk
  ORC MERCENARIES 
  ORC MERCENARIES 
  Orc mercenaries are a cut above normal 
  orc warriors. 
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d8, Vigor d10
  Skills: Boating d6, Climbing d8, Fighting d8, Guts 
  d8, Intimidation d8, Notice d4, Throwing d6
  Charisma: -2 
  Pace: 6; Parry: 6/7; Toughness: 10(2)
  Hindrances: Outsider
  Edges: Big
  Gear: Coin shirt (+2), battle axe (Str+d8), 
  spear (3/6/12, Str+d6, +1 Parry, Reach 1)
  Salvage: Junk
  ORC MERCENARY CAPTAIN
  ORC MERCENARY CAPTAIN
  Tougher, meaner, and scarier than those 
  they lead. These orcs use force to command 
  their troops.
  Attributes: Agility d6, Smarts d6, Spirit d10, 
  Strength d10, Vigor d10
  Skills: Boating d8, Climbing d6, Fighting 
  d10, Guts d10, Intimidation d12, Notice d8, 
  Throwing d8
  Charisma: -5
  Paces: 6; Parry: 6; Toughness: 11(2)
  Hindrances: Outsider, Mean
  Edges: Big, Brawny, Command, Fearsome, 
  Fervor, Improved Frenzy, Nerves of Steel, 
  Strong
  Gear: Coin Shirt (+2), Great Axe (Str+d10, 
  parry –1, 2 hands), Flintlock Pistol (Range 
  5/10/20, Damage 2d6+1)
  Salvage: Junk
  ORC WAR PRIEST 
  ORC WAR PRIEST 
  These warpriests are even more martial, 
  and fanatical than the average warpriest.
  Attributes: Agility d6, Smarts d8, Spirit 
  d10, Strength d10, Vigor d10
  Skills: Boating d6, Climbing d8, Faith d10, 
  Fighting d10, Guts d8, Intimidation d10, 
  Notice d4, Persuasion d8, Throwing d6
  Charisma: -2; Pace: 6; Parry: 7; Toughness: 
  10(2)
  Hindrances: Outsider, Vow
  Edges: Arcane Background (Miracles), Ber-
  serk, Big, Command, Fervor, Weapon Ward-
  ed
  Gear: Coin shirt (+2), battle axe (Str+d8)
  Salvage: Junk
  Spells: (15 Power Points); battle lust, god-
  touched, healing, quickness
  ORC THUG
  ORC THUG
  These orcs have been sent into the Skies 
  below to seek out the sword Godslayer, and 
  the heroes. These orcs are even more gruff 
  and unpleasant than normal.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Boating d6, Climbing d8, Fighting d6, 
  Guts d8, Intimidation d8, Notice d4, Throw-
  ing d6
  Charisma: -3
  Pace: 6; Parry: 5/6; Toughness: 9(2)
  Hindrances: Outsider, Habit (sneering)
  Edges: Big
  Gear: Coin shirt (+2), bronze battle axe 
  (Str+d6, degradable), bone spear (3/6/12, 
  Str+d6, +1 Parry, Reach 1, degradable)
  Salvage: Junk for every 2 orcs.
  OGRE
  OGRE
  Ogres are glowmad orcs, transformed 
  into giants with huge potbellies and massive 
  limbs. The least intelligent of the glowmad 
  are the most easily tamed, as long as their 
  energies are directed towards violence and 
  mayhem.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d12+3, Vigor d12
  Skills: Fighting d8, Guts d8, Intimidation d8, 
  Notice d4, Throwing d6
  Pace: 7; Parry: 6; Toughness: 12(1)
  Gear: Hide armor  (+1), stamp hammers 
  (Str+d8, AP 2 vs rigid armor, degradable)
  Salvage: Goods.
  Special Abilities:
  * Size +3: Ogres are over 9’ tall.
  * Sweep: Ogres may attack all adjacent foes 
  at -2.
  2323
  BLADE OF DESTINY
  BLADE OF DESTINY
  Edges: Acrobat, Big, First Strike, Frenzy, 
  Sweep
  Gear: Leather Armor (+1), Long Sword 
  (Str+d8), Flintlock Musket (Range 10/20/40, 
  Damage 2d8), Elven Potions – Quickness, 
  Fast Regeneration, Wall Crawling
  Salvage: Junk
  ORC MERCENARIES 
  ORC MERCENARIES 
  Orc mercenaries are a cut above normal 
  orc warriors. 
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d8, Vigor d10
  Skills: Boating d6, Climbing d8, Fighting d8, Guts 
  d8, Intimidation d8, Notice d4, Throwing d6
  Charisma: -2 
  Pace: 6; Parry: 6/7; Toughness: 10(2)
  Hindrances: Outsider
  Edges: Big
  Gear: Coin shirt (+2), battle axe (Str+d8), 
  spear (3/6/12, Str+d6, +1 Parry, Reach 1)
  Salvage: Junk
  ORC MERCENARY CAPTAIN
  ORC MERCENARY CAPTAIN
  Tougher, meaner, and scarier than those 
  they lead. These orcs use force to command 
  their troops.
  Attributes: Agility d6, Smarts d6, Spirit d10, 
  Strength d10, Vigor d10
  Skills: Boating d8, Climbing d6, Fighting 
  d10, Guts d10, Intimidation d12, Notice d8, 
  Throwing d8
  Charisma: -5
  Paces: 6; Parry: 6; Toughness: 11(2)
  Hindrances: Outsider, Mean
  Edges: Big, Brawny, Command, Fearsome, 
  Fervor, Improved Frenzy, Nerves of Steel, 
  Strong
  Gear: Coin Shirt (+2), Great Axe (Str+d10, 
  parry –1, 2 hands), Flintlock Pistol (Range 
  5/10/20, Damage 2d6+1)
  Salvage: Junk
  ORC WAR PRIEST 
  ORC WAR PRIEST 
  These warpriests are even more martial, 
  and fanatical than the average warpriest.
  Attributes: Agility d6, Smarts d8, Spirit 
  d10, Strength d10, Vigor d10
  Skills: Boating d6, Climbing d8, Faith d10, 
  Fighting d10, Guts d8, Intimidation d10, 
  Notice d4, Persuasion d8, Throwing d6
  Charisma: -2; Pace: 6; Parry: 7; Toughness: 
  10(2)
  Hindrances: Outsider, Vow
  Edges: Arcane Background (Miracles), Ber-
  serk, Big, Command, Fervor, Weapon Ward-
  ed
  Gear: Coin shirt (+2), battle axe (Str+d8)
  Salvage: Junk
  Spells: (15 Power Points); battle lust, god-
  touched, healing, quickness
  ORC THUG
  ORC THUG
  These orcs have been sent into the Skies 
  below to seek out the sword Godslayer, and 
  the heroes. These orcs are even more gruff 
  and unpleasant than normal.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Boating d6, Climbing d8, Fighting d6, 
  Guts d8, Intimidation d8, Notice d4, Throw-
  ing d6
  Charisma: -3
  Pace: 6; Parry: 5/6; Toughness: 9(2)
  Hindrances: Outsider, Habit (sneering)
  Edges: Big
  Gear: Coin shirt (+2), bronze battle axe 
  (Str+d6, degradable), bone spear (3/6/12, 
  Str+d6, +1 Parry, Reach 1, degradable)
  Salvage: Junk for every 2 orcs.
  OGRE
  OGRE
  Ogres are glowmad orcs, transformed 
  into giants with huge potbellies and massive 
  limbs. The least intelligent of the glowmad 
  are the most easily tamed, as long as their 
  energies are directed towards violence and 
  mayhem.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d12+3, Vigor d12
  Skills: Fighting d8, Guts d8, Intimidation d8, 
  Notice d4, Throwing d6
  Pace: 7; Parry: 6; Toughness: 12(1)
  Gear: Hide armor  (+1), stamp hammers 
  (Str+d8, AP 2 vs rigid armor, degradable)
  Salvage: Goods.
  Special Abilities:
  * Size +3: Ogres are over 9’ tall.
  * Sweep: Ogres may attack all adjacent foes 
  at -2.
  
  2424
  SUNDERED SKIES
  SUNDERED SKIES
  RAGER
  RAGER
  Most glowmad goblins, and all glow-
  mad glowborn, become ragers, tall, bestial 
  humanoids covered in a bristly brown fur 
  with vicious claws. Ragers are constantly in 
  a berserk state.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d10, Vigor d8
  Skills: Climb d6, Fighting d8, Guts d8, No-
  tice d4, Stealth d8
  Pace: 6; Parry: 4; Toughness: 8
  Salvage: Junk.
  Special Abilities:
  * Berserk: Ragers spend their, usually short, 
  existence in a constant state of berserk 
  fury. They gain +2 to Damage, Fighting 
  and Strength rolls and suffer a -2 penalty 
  to Parry. If they roll a 1 on their Fighting 
  die they hit a random adjacent target—not 
  the original target.
  * Claws: Str+d4
  * Hardy: Two Shaken results will not put a 
  Rager down.
  * Size +2: Ragers are over 8’ tall
  PROFESSIONAL ISLAND MILITIA
  PROFESSIONAL ISLAND MILITIA
  These are defenders of Plenty willing to 
  accompany the heroes onto the underisle 
  below Plenty.
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Boating d4, Climbing d6, Fighting d8, 
  Guts d8, Intimidation d8, Notice d8, Shoot-
  ing d8, Stealth d6
  Charisma: +0; Pace: 6; Parry: 6; Tough-
  ness: 8(2)
  Hindrances: —
  Edges: Combat Reﬂ exes
  Gear: Coin shirt (+2), long sword (Str+d8), 
  dagger (Str+d4), pistol (Range 5/10/20; Dam-
  age 2d6+1). Half are equipped with muskets 
  as well (Range 10/20/40; Damage 2d8)
  SAGUS
  SAGUS
  Sagus is a failed member of the Athenaeum 
  who now travels the skies Playing Conﬁ dence 
  tricks on unsuspecting islanders.
  Attributes: Agility d6, Smarts d10, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Boating d6, Fighting d6, Guts d4, 
  Notice d8, Persuasion d10, Spellcasting d8, 
  Streetwise d10
  Charisma: +4 
  Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Greedy, Paciﬁ st
  Edges: Arcane Background (Magic), Attrac-
  tive, Charismatic
  Gear: 700 cogs, fake magic stall parapherna-
  lia 
  Spells: (10 Power Points); invisibility, stun
  SPIRIT EATER
  SPIRIT EATER
  Spirit Eaters are powerful hellish creatures 
  who feed upon emotions – of the living or 
  dead.  Spirit Eaters can alter the perception 
  of their prey, so they appear as their prey’s 
  worse nightmare.
  Attributes: Agility d6, Smarts d6, Spirit d10, 
  Strength d4, Vigor d8
  Skills: Climb d6, Fighting d12, Guts d8, No-
  tice d4, Stealth d8
  Pace: 6; Parry: 8; Toughness: 8
  Special Abilities:
  * Burrow: Spirit Eaters can burrow through 
  the earth at a pace of 8”. 
  * Claws: Spirit+d6
  * Ethereal: Spirit Eaters are immaterial 
  * Fear -2: Spirit Eaters manifest as their 
  opponents worst nightmares.
  * Fearless: Spirit Eaters are unaffected by 
  Fear.
  * Immunity: A Spirit Eater is immune 
  to physical damage from weapons and 
  magic.
  * Size +2: Spirit Eaters often appear as 
  large ogre-like beasts 
  * Weakness: Spiritual attacks, a Spirit Eater 
  can only be harmed by the willpower of 
  the attacker, use the attackers Spirit rather 
  than Fighting, Shooting or spell casting 
  skill. A successful “attack” inﬂ icts damage 
  equal to twice the attackers Spirit (i.e. roll 
  the Spirit die twice).
  VOIDER CULTISTS
  VOIDER CULTISTS
  Only one step ahead of the glowmad, 
  these fellows act as the voider’s “expend-
  able” troops.
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Boating d8, Climbing d8, Fighting d8, 
  2424
  SUNDERED SKIES
  SUNDERED SKIES
  RAGER
  RAGER
  Most glowmad goblins, and all glow-
  mad glowborn, become ragers, tall, bestial 
  humanoids covered in a bristly brown fur 
  with vicious claws. Ragers are constantly in 
  a berserk state.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d10, Vigor d8
  Skills: Climb d6, Fighting d8, Guts d8, No-
  tice d4, Stealth d8
  Pace: 6; Parry: 4; Toughness: 8
  Salvage: Junk.
  Special Abilities:
  * Berserk: Ragers spend their, usually short, 
  existence in a constant state of berserk 
  fury. They gain +2 to Damage, Fighting 
  and Strength rolls and suffer a -2 penalty 
  to Parry. If they roll a 1 on their Fighting 
  die they hit a random adjacent target—not 
  the original target.
  * Claws: Str+d4
  * Hardy: Two Shaken results will not put a 
  Rager down.
  * Size +2: Ragers are over 8’ tall
  PROFESSIONAL ISLAND MILITIA
  PROFESSIONAL ISLAND MILITIA
  These are defenders of Plenty willing to 
  accompany the heroes onto the underisle 
  below Plenty.
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Boating d4, Climbing d6, Fighting d8, 
  Guts d8, Intimidation d8, Notice d8, Shoot-
  ing d8, Stealth d6
  Charisma: +0; Pace: 6; Parry: 6; Tough-
  ness: 8(2)
  Hindrances: —
  Edges: Combat Reﬂ exes
  Gear: Coin shirt (+2), long sword (Str+d8), 
  dagger (Str+d4), pistol (Range 5/10/20; Dam-
  age 2d6+1). Half are equipped with muskets 
  as well (Range 10/20/40; Damage 2d8)
  SAGUS
  SAGUS
  Sagus is a failed member of the Athenaeum 
  who now travels the skies Playing Conﬁ dence 
  tricks on unsuspecting islanders.
  Attributes: Agility d6, Smarts d10, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Boating d6, Fighting d6, Guts d4, 
  Notice d8, Persuasion d10, Spellcasting d8, 
  Streetwise d10
  Charisma: +4 
  Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Greedy, Paciﬁ st
  Edges: Arcane Background (Magic), Attrac-
  tive, Charismatic
  Gear: 700 cogs, fake magic stall parapherna-
  lia 
  Spells: (10 Power Points); invisibility, stun
  SPIRIT EATER
  SPIRIT EATER
  Spirit Eaters are powerful hellish creatures 
  who feed upon emotions – of the living or 
  dead.  Spirit Eaters can alter the perception 
  of their prey, so they appear as their prey’s 
  worse nightmare.
  Attributes: Agility d6, Smarts d6, Spirit d10, 
  Strength d4, Vigor d8
  Skills: Climb d6, Fighting d12, Guts d8, No-
  tice d4, Stealth d8
  Pace: 6; Parry: 8; Toughness: 8
  Special Abilities:
  * Burrow: Spirit Eaters can burrow through 
  the earth at a pace of 8”. 
  * Claws: Spirit+d6
  * Ethereal: Spirit Eaters are immaterial 
  * Fear -2: Spirit Eaters manifest as their 
  opponents worst nightmares.
  * Fearless: Spirit Eaters are unaffected by 
  Fear.
  * Immunity: A Spirit Eater is immune 
  to physical damage from weapons and 
  magic.
  * Size +2: Spirit Eaters often appear as 
  large ogre-like beasts 
  * Weakness: Spiritual attacks, a Spirit Eater 
  can only be harmed by the willpower of 
  the attacker, use the attackers Spirit rather 
  than Fighting, Shooting or spell casting 
  skill. A successful “attack” inﬂ icts damage 
  equal to twice the attackers Spirit (i.e. roll 
  the Spirit die twice).
  VOIDER CULTISTS
  VOIDER CULTISTS
  Only one step ahead of the glowmad, 
  these fellows act as the voider’s “expend-
  able” troops.
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Boating d8, Climbing d8, Fighting d8, 
  
  2525
  BLADE OF DESTINY
  BLADE OF DESTINY
  Guts d8, Intimidation d8, Notice d8, Shoot-
  ing d8, Stealth d8, Taunt d8, Throwing d8
  Charisma: -3 
  Pace: 6; Parry: 6; Toughness: 6(1)
  Hindrances: Greedy, Mean
  Edges: Combat Reﬂ exes.
  Gear: Leather (+1), knife (Str+d4), cutlass 
  (Str+d6), pistol (Range: 5/10/20, 2d6+1)
  Salvage: Junk for every 3 voiders.
  NEOPHYTE VOIDER PRIEST
  NEOPHYTE VOIDER PRIEST
  This voider priest is surprised to be alive, 
  but is more than willing to give his life for the 
  cause of destroying the source of Mother’s 
  Bension.
  Attributes: Agility d6, Smarts d6, Spirit d10, 
  Strength d6, Vigor d6
  Skills: Boating d6, Climbing d6, Faith d10, 
  Fighting d6, Guts d6, Intimidation d6, Notice 
  d8, Shooting d6, Stealth d6
  Charisma: -5; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Clueless, Delusional, Habit 
  (talk to the glow), Outsider, Ugly
  Edges: Arcane Background (Miracles), Glow 
  Glimpse
  Gear: Various
  Salvage: Junk
  Special Abilities:
  * Glowmad Immunity: Lightbringer never 
  takes one of his own.
  * Insane: If the voider draws a 4 or less 
  from the action deck, he wastes the round 
  muttering to himself. +2 Toughness; +2 
  to recover from being Shaken; ignores 
  Wound penalties.
  * Gift of Madness: Victims of voider bolts 
  suffer levels of glowmadness rather than 
  wounds. The damage is soaked with Spirit 
  rolls rather than Vigor.
  * Wounded: This voider is suffering from 1 
  Wound Penalty.
  * Spells: (All have 10 Power Points); bolt, 
  fear.
  2525
  BLADE OF DESTINY
  BLADE OF DESTINY
  Guts d8, Intimidation d8, Notice d8, Shoot-
  ing d8, Stealth d8, Taunt d8, Throwing d8
  Charisma: -3 
  Pace: 6; Parry: 6; Toughness: 6(1)
  Hindrances: Greedy, Mean
  Edges: Combat Reﬂ exes.
  Gear: Leather (+1), knife (Str+d4), cutlass 
  (Str+d6), pistol (Range: 5/10/20, 2d6+1)
  Salvage: Junk for every 3 voiders.
  NEOPHYTE VOIDER PRIEST
  NEOPHYTE VOIDER PRIEST
  This voider priest is surprised to be alive, 
  but is more than willing to give his life for the 
  cause of destroying the source of Mother’s 
  Bension.
  Attributes: Agility d6, Smarts d6, Spirit d10, 
  Strength d6, Vigor d6
  Skills: Boating d6, Climbing d6, Faith d10, 
  Fighting d6, Guts d6, Intimidation d6, Notice 
  d8, Shooting d6, Stealth d6
  Charisma: -5; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Clueless, Delusional, Habit 
  (talk to the glow), Outsider, Ugly
  Edges: Arcane Background (Miracles), Glow 
  Glimpse
  Gear: Various
  Salvage: Junk
  Special Abilities:
  * Glowmad Immunity: Lightbringer never 
  takes one of his own.
  * Insane: If the voider draws a 4 or less 
  from the action deck, he wastes the round 
  muttering to himself. +2 Toughness; +2 
  to recover from being Shaken; ignores 
  Wound penalties.
  * Gift of Madness: Victims of voider bolts 
  suffer levels of glowmadness rather than 
  wounds. The damage is soaked with Spirit 
  rolls rather than Vigor.
  * Wounded: This voider is suffering from 1 
  Wound Penalty.
  * Spells: (All have 10 Power Points); bolt, 
  fear.
  
  31014
  31014
  $7.50
  $7.50
  © 2008 Triple Ace Games. Sundered Skies, The Ice Tower and all related marks and logos are trademarks of  Triple Ace Games. Savage Worlds, Smiling Jack
  and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission.  © 2008. All Rights Reserved.
  www.tripleacegames.com
  www.tripleacegames.com
  A Sword with a Dark 
  Destiny
  A Mistake which 
  Destroyed an Island
  An Ancient Dwarf 
  wracked with Guilt.
  A ﬁ nd on a forgotten island out in the void sets in motion 
  a series of events which sends the heroes to the hottest 
  depths of the Skies, as they seek to save the soul of one of 
  their number…
  Can they cheat fate as they struggle against the Blade of 
  Destiny.
  The Blade of Destiny is the latest adventure from Triple 
  Ace Games for the Sundered Skies setting and the award 
  winning Savage Worlds roleplaying game.
  
SOURCE: textdata/thevault/Triple Ace Games/Sundered Skies/Savage Worlds - Sundered Skies - Blade of Destiny.pdf