TEXT: The Overworld and Beyond
  1
  The Overworld and Beyond
  Adventures in 
  the Planes!
  by Ash Law
  
  The Overworld and Beyond
  A Fantasy Roleplaying Book by
  Ash Law
  with John WS Marvin
  Art by Nikole McDonald Jones, Ash Law, and Sparrow Buerer
  Edited by Keith Garrett
  ©2018 Dread Unicorn Games, LLC. All rights reserved.
  Product Identity: The following items are hereby identified as Product Identity,
  as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Content: All trademarks, registered trademarks, place names, GM and player advice 
  (including suggestions for icon relationship roll results), plots, story elements, loca-
  tions, artwork, and trade dress.
  (Elements that have previously been designated as Open Game Content are not 
  included in this declaration.) Open Content: Except for material designated as
  Product Identity (see above), the deities and icons of this Dread Unicorn Games, 
  LLC game product are Open Game Content, as defined in the Open Gaming License 
  version 1.0a Section 1(d). No portion of this work other than the material designated 
  as Open Game Content may be reproduced in any form without written permission.
  Gods and Icons is published by Dread Unicorn Games, LLC under the Open Game 
  License version 1.0a Copyright 2000 Wizards of the Coast, Inc. 13th Age and 13 True 
  Ways are trademarks of Fire Opal Media, Inc. 
  Dread Unicorn
  Games
  Dread Unicorn
  Games
  
  The Overworld and Beyond
  3
  Credits
  Writers/Designers Ash Law, John WS Marvin
  Project Editor Keith Garrett
  Layout John WS Marvin
  Cover Artists Nikole McDonald-Jones
  Artists Sparrow Buerer, Ash Law, Nikole McDonald-Jones, Doug Scott, Chole Wenz, Justin Wyatt
  Illustration © 2016-2018, Sparrow Buerer, All-Rights for Limited Purpose Dread Unicorn Games, LLC: Caravan, Elemental Guardian, Gods in 
  a Bar, Raven, Sunset, Sacred Temple
  Illustration © 2016 - 2018, Alysha Lach, All-Rights for Limited Purpose Dread Unicorn Games, LLC: Path of Heaven, Twins Interference
  Illustration © 2016 - 2017, Nikole McDonald-Jones, All-Rights for Limited Purpose Dread Unicorn Games, LLC: Cover, Climbing Koblins, 
  Hellmass, Overworld Crossroads, Tullet
  Illustration © 2017, Chole Wenz, All-Rights for Limited Purpose Dread Unicorn Games, LLC: Page backgrounds
  Illustration © 2016 - 2017, Justin Wyatt, All-Rights for Limited Purpose Dread Unicorn Games, LLC: Sons of the Sea
  Illustration © 2016, Doug Scott, All-Rights for Limited Purpose Dread Unicorn Games, LLC: Icon Symbols
  Some artwork copyright © 2014 - 2017 Jacob Blackmon and Jack Holliday used with permission. All rights reserved.
  Playtesters Rebekah Averette, Nicole Borchert, Lee Dunning, Clark Fry, Jarryd Hanson, Matthew Hansen, Martin Law, Alaina Leatham,  
  Kaden Leatham, Lara Milton, Brian Mysterio, Andrea Paulik, Dean Prud’homme, Carrie Rasmussen, Raena Reynolds-Jackson, Alicia Severson, 
  Ben Swinehart, Kim Trigg, Sarah Walker, Emily ‘Em’ Westfall, Randy ‘Wes’ Westfall, Ben Wilder, Amethyst ‘ZeNami’ Wreggitt
    
  
  Contents
  Introduction 
  6
  Chapter 1: Welcome to the 
  Carrow Hills 
  7
  Shank 
  7
  Places in Shank 
  8
  Other People of Shank 
  9
  Random Shank Events 
  10
  Shriveport 
  11
  Places in Shriveport 
  11
  Other People of Shriveport 
  12
  Random Shriveport Events 
  13
  Harrowbridge 
  14
  Places in Harrowbridge 
  14
  Other People of Harrowbridge 
  16
  Random Harrowbridge Events 
  17
  The Countryside 
  18
  Notable Locations 
  18
  Random Countryside Events 
  21
  Chapter 2: Attack of the 
  Koblins 
  22
  A Nice Day for a Journey 
  22
  The Caravan 
  22
  Koblins Attack 
  22
  After the Raid 
  23
  The Hunt is On 
  24
  The Lost Temple 
  26
  Into the Lair 
  26
  Room 1 (Entrance from Above)—The Undercroft 26
  Room 2 (North)—The Northern Tunnel 
  26
  Room 3 (East)—The Mushroom Farm 
  28
  Room 4 (South)—The Treasure Room 
  28
  Room 5 (West)—The Nursery 
  28
  Deeper Under the Lair 
  30
  Chapter 3: Further 
  Adventures in the Carrow Hills
   
  31
  A Ship Aloft 
  31
  Links to Other Adventures 
  31
  Attune the Obelisks 
  31
  Links to Other Adventures 
  31
  Beast of Shank 
  31
  Links to Other Adventures 
  32
  Lost Idol 
  32
  Links to Other Adventures 
  32
  Principia Artes Magicis 
  32
  Links to Other Adventures 
  32
  Chapter 4: Life, Death, Rebirth
   
  33
  Getting the Adventure Started 
  33
  Part 1: Life is Hard 
  33
  The Fleshscar 
  33
  The Flesh-Crawling Hex-Crawl 
  35
  The Stockade 
  36
  The Wreck of the Pepperdÿne 
  38
  Let’s Steal a Ship 
  39
  Part 2: Death Trek 
  40
  The Middenlands 
  40
  Surviving the Crash 
  40
  The Map 
  40
  Hex-Trek Across the Middenlands 
  40
  Welcome to Tradertown 
  44
  Gnoll Island 
  45
  The God of Crows 
  45
  Up, Up, and Away! 
  46
  Part 3: Rebirth or Destruction? 47
  The Green 
  47
  Treetop Hex-Crawl 
  47
  The Void Elves Strike! 
  50
  Homewards or Onwards? 
  50
  Chapter 5: Into the Overworld
   
  52
  Monsters Abroad 
  52
  The Call to Adventure 
  52
  Through the Portal 
  52
  Overworld Crossroads 
  53
  Cultists of the Dreaming God 
  54
  The City at the Edge of Dawn 55
  Likely Monsters 
  55
  Likely Hazards 
  56
  Twists 
  56
  And the Gem is 
  56
  The Elemental Realms 
  57
  The Air Realm 
  57
  The Earth Realm 
  58
  The Fire Realm 
  59
  The Water Realm 
  60
  Likely Monsters 
  61
  Likely Hazards 
  61
  Twists 
  61
  And the Gem is 
  61
  The Fleshscar 
  62
  Twists 
  62
  And the Gem is 
  62
  The Green 
  63
  Twists 
  63
  And the Gem is 
  63
  The Lightless Realm 
  64
  Likely Monsters 
  64
  Likely Hazards 
  64
  Twists 
  64
  And the Gem is  
  64
  The Middenlands 
  66
  Twists 
  66
  And the Gem is 
  66
  The Return Home, or Is It? 
  67
  Chapter 6: The City at the 
  Edge of Dawn Gazetteer 
  68
  The City of Portals 
  68
  The Six Districts 
  68
  Citizenry 
  70
  Foundry District 
  70
  Grand Market 
  73
  Guildtowers Ward 
  80
  Scriveners Borough 
  85
  Ward of Queens 
  88
  Warrenhold 
  91
  Chapter 7: The Realm-Walker 
  Class 
  94
  Overview 
  94
  Gear 
  94
  Oddities 
  94
  Armor 
  95
  Weapons 
  95
  Basic Attacks 
  95
  Class Features 
  97
  Realm-Walker Talents 
  98
  Realm-Walker Multiclassing 
  102
  Advice for GMs 
  102
  Chapter 8: The Void-Caller 
  Class 
  103
  Overview 
  103
  Gear 
  103
  Armor 
  103
  Weapons 
  104
  Basic Attacks 
  104
  Void-Caller Stats 
  105
  Class Features 
  106
  Void-Caller Talents 
  107
  Void-Beast Evos 
  109
  
  Void-Caller Multiclassing 
  115
  Weapon Damage Drops 
  115
  Void-Beasts Are Distracting to Magic Users 
  115
  Beast-Caller 
  115
  Goads and Barding: New Magic 
  Items 
  115
  Goads 
  115
  Barding 
  115
  Wondrous Items 
  116
  Bestiary 
  117
  Coproslug 
  118
  Cosmic Dragons 
  118
  Medium Cosmic Dragon 
  118
  Large Cosmic Dragon 
  119
  Huge Cosmic Dragon 
  119
  Stardust Kobold 
  120
  Stardust Dragonic 
  120
  Cosmic Goldfish 
  120
  Elemental Guardian 
  121
  Gargantuan Trash-Crab 
  122
  Gnolls 
  122
  Cancerous-Gnoll 
  122
  Death-Gnoll 
  122
  Moss-Gnoll 
  123
  Goblin, Murk 
  123
  Grue 
  123
  Guardians of Order, Bringers of 
  Chaos 
  124
  Cnidarian 
  124
  Modrok 
  125
  Hellmass the Wizard 
  126
  Hollow Person 
  127
  Jaguar Rex 
  127
  Koblins 
  127
  Koblin Tadpole 
  127
  Koblin Raider 
  128
  Koblin Archer 
  128
  Koblin Spider-Rider 
  128
  Koblin Camp Guard 
  128
  Koblin Shaman 
  129
  Koblin High-Shaman 
  129
  Giant Koblin-Spider 
  130
  Living-Gods 
  130
  Glitterkiss, Living-God of Joy 
  130
  Glitterling 
  131
  Gra-gara, Living-God of Frogs 
  131
  Monstrous Frog 
  131
  Kraw, Living-God of Carrion 
  132
  Korvus 
  132
  Praedari, Living-God of the Wild 
  132
  Wild Hunters 
  133
  Massive Parasite 
  133
  Monster Mimic 
  134
  Outer Dark Cultist 
  134
  Phase Scorpions 
  135
  Swarming Phase Scorpions 
  135
  Giant Phase Scorpion 
  135
  Porcelain Bull 
  135
  Sharkians 
  136
  Sharkian Freebooter 
  136
  Sharkian Wizard 
  136
  Smothering Fleshwall 
  136
  Snarkers 
  137
  Snarker Magician 
  137
  Snarker Justicar 
  137
  Sons of the Sea 
  137
  Son of the Sea 
  138
  Champion of the Sea 
  138
  Tentacula 
  139
  Toothsome Maw 
  139
  Void Elves 
  140
  Void Elf Corsair 
  140
  Void Elf Highbinder 
  140
  Void Elf Warplock 
  140
  Magic Item Miscellany 
  141
  Weapons 
  141
  Armor 
  141
  Implements & Symbols 
  142
  Miscellaneous Items 
  142
  Characters from Other Worlds, 
  Other Civilizations 
  143
  New Races 
  143
  Modroks 
  143
  Sharkians 
  143
  Realm Feats 
  143
  The Air Realm 
  143
  The City at the Edge of Dawn 
  144
  The Earth Realm 
  144
  The Fire Realm 
  144
  The Fleshscar 
  144
  The Green Realm 
  144
  The Lightless Realm 
  144
  The Middenlands 
  144
  The Overworld 
  144
  The Water Realm 
  144
  Overworld Oddities 
  145
  Thirteen Tradable Things 
  145
  A Frozen Moment 
  145
  Bag of Folding 
  145
  Cosmetic Pigments 
  145
  Decrypting Tea 
  145
  Lightning in a Bottle 
  145
  Living Wig 
  145
  Prognosticator’s Pot 
  145
  Singing Octopus 
  145
  Snowglobe 
  145
  Sonic Screw 
  145
  Soul-Shard 
  145
  Ur-Citrus 
  145
  Whisperglass Slippers 
  145
  Thirteen + 2 Weird Worlds 
  146
  An Afterlife 
  146
  Another World 
  146
  Carnivore 
  146
  Chaos 
  146
  Crystal Spheres 
  146
  Dreams of Gaia 
  146
  Hell 
  146
  Land of the Fairies 
  146
  Mirror Realm 
  146
  Limbo 
  146
  Our World (or Is It?) 
  146
  Past or Future Worlds 
  146
  Purgatory 
  146
  Realm of the Titans 
  147
  The Underworld 
  147
  Thirteen Peculiar People 
  147
  Bilo the Storm Giant 
  147
  Captain Susan Ptolemy (and Her Trusty Sidekick 
  Frank) 
  147
  Curple Sporange the Rhymer 
  147
  Drumph the Dwarf 
  147
  Edem of the 172nd Greater Cog 
  147
  Kirk the Traveler 
  147
  Knight of the Seven Ways 
  147
  No-One 
  147
  Rasneth the Elder 
  147
  Raven of the Regini 
  147
  Seven-Generations-Aquamarine-Spear-Punc-
  tures-Darkness  
  148
  The Cankermass Ghost 
  148
  Zooberon the Enigma 
  148
  Bright Gods 
  149
  Thirsty Gods 
  150
  Old Gods 
  151
  Icons 
  152
  Handouts 
  153
  Index 
  156
  
  The Overworld and Beyond
  6
  Introduction
  The Overworld! Cloud castles, crystal spheres, star-
  dust heroes and strange realms. I’ve always loved the 
  concept of strange fantasy dimensions, though I can’t 
  recall where I first encountered the concept of adven-
  turing across a multiverse. It might have filtered into 
  my brain on long childhood summer nights reading 
  Michael Moorcock’s Eternal Champion series, watch-
  ing Doctor Who reruns out of continuity order from 
  behind the sofa, and trying to pick up broadcasts of 
  the Hitchhiker’s Guide on an old tinny radio. 
  I must also extend both gratitude and blame to 
  whoever stocked my school library—those dog-eared 
  Roger Zelazny and Ray Bradbury books that mysteri-
  ously appeared among the more tepid and pristine 
  C-of-E-approved fiction. To whoever it was—thank 
  you for planting the seeds of this book.
  Of course, this book owes as much to my musical 
  upbringing as it does 70s and 80s sci-fi. Roger Dean 
  album covers, Jethro Tull and Hawkwind, Fairport 
  Convention and Pentangle, Tenpole Tudor and 
  Adam and the Ants, Queen and Donovan and the 
  ever-changing David Bowie. Proto-punk, prog-rock, 
  glam-rock, folk, this book is infused with it all. 
  As you can see, although this book came through 
  one set of fingers it had many parents—to switch 
  metaphors it is an alchemical mixture brewed over 
  long years, filtered through my brain, and distilled 
  into the ink of this book. If you enjoy reading this 
  book half as much as I enjoyed writing it, then I’ll 
  have enjoyed writing it twice as much as you enjoy 
  reading it.
  There is enough in this book for a whole cam-
  paign, from the start of adventurer tier to the very 
  end of epic tier—use it as your whole campaign set-
  ting, slip it into an existing setting, or you can dip in 
  and out for ideas. There are new monsters, new magic 
  items, new classes, plot-hooks galore, plus three full-
  length adventures that take the adventurers from the 
  mortal world into the overworld and beyond.
  —ASH LAW, 2018 
  
  The Overworld and Beyond
  Chapter 1:  
  Welcome to the 
  Carrow Hills
  The adventure starts in a region known as the Carrow 
  Hills, a backwater province on a trade route between 
  more important places.
  There are three major settlements in the Carrow 
  Hills: Shank (a small town and overnight stop on 
  the trade road), Shriveport (a fishing village and 
  minor trade port), and Harrowbridge (a larger town 
  and minor trade hub). Shriveport lies on a spur that 
  breaks from the main trade road at Shank—although 
  it is quicker to get to Harrowbridge through the 
  wooded and hilly region between them, the hills are 
  dangerous.
  Where are the Carrow Hills?
  If you are using a published setting you can slip 
  the Carrow Hills onto any coastline—between two 
  large cities, or near the border of two countries or 
  regions. It’s just the kind of backwater that gets left 
  off official maps.
  The Carrow Hills is a mini-setting that can slot 
  easily into another setting with minimal changes. 
  If the area of the setting you normally play is a 
  non-human kingdom or empire, then mayhap the 
  Carrow Hills are a small human enclave within the 
  larger non-human realm.
  If you aren’t playing in an established setting 
  and haven’t fleshed out your own home-brewed 
  gameworld, then the Carrow Hills can be the 
  starting point for the players to explore a wider 
  world that you create as you go along.
  Though a backwater, the Carrow Hills does have 
  a claim to fame—the barrier between dimensions 
  is weaker here than in many other places. In some 
  places it is even possible to step from one world to 
  another. Very few know of this fact, save for a handful 
  of wizards who have made their home in Harrow-
  bridge to take advantage of the transdimensional 
  “shallowing.”
  Shank
  A small town on a trade route, Shank serves as an 
  overnight stop and waypoint for traders. A road leads 
  north to Harrowbridge, east to Shriveport, and south 
  to elsewhere.
  Like the saying goes—Shank is a great place to be 
  from, but not a great place to live. It is a bump-in-the-
  The Carrow Hills is a perfect 
  sandbox for adventurer-tier 
  adventures. 
  7
  Gods and Icons
  The Overworld and Beyond uses both the gods and the icons from Gods and 
  Icons. If you don’t have this book, we put all you need starting on page 149.
  If you use these icons, great. If not, think of them as placeholders for the 
  icons you do you use.
  We give the same advice for our gods. Use them as they are or as 
  placeholders for your own pantheons of deities.
  When there is supplemental information in Gods and Icons that is useful, but 
  not required, we call it out using this symbol.
  G&I
  Handout: Carrow Hills Map, 
  page 153
  
  The Overworld and Beyond
  8
  road kind of town, a place you only stop at if you have 
  no other choice. Thankfully for the residents of Shank, 
  those traveling the trade road have little choice—not 
  unless they want to spend the night camping on the 
  side of the road in the bandit-infested hills.
  Shank is a relatively safe place to overnight—it 
  even has a wooden palisade wall to keep out wild 
  animals, bandits, and other dangers. If you arrive 
  after sundown, awaken the watchtower guard to get 
  inside.
  South to “Elsewhere?”
  We’re leaving the region outside of the Carrow 
  Hills vague, so that you can drop this adventure 
  location into your own setting. If you are creating 
  your own setting and a player asks you where 
  the road south from Shank leads to, and you 
  need to come up with an answer, pick one of the 
  following place names and make a note which one 
  you picked: Fairwill, Windbriar, Darsport, Tillgate, 
  Stonerock.
  Also to the south is the Hamlet of Fogfen, from 
  the first level adventure The Tower in the Mist from 
  Dread Unicorn Games. After the adventurers save 
  Fogfen, they might hear rumors that heroes are 
  needed in the town of Shank to the north.
  Places in Shank
  Shank is the nearest “town” to many scattered farms, 
  and within the palisade wall are a dozen houses to-
  gether with a couple of places that may be of interest 
  to adventurers.
  Shank’s “street” is unpaved dirt, unevenly rutted 
  by cart tracks and hoof prints in summer, a mire of ice 
  and mud in winter. Small dogs frolic in the sun, chase 
  rats, and sleep by firesides. The pace of life is slow, 
  linked to the turning of the seasons and the passage 
  of trade caravans.
  The small homes are solidly made, the white plas-
  ter painted with bright flowers, but it is obvious the 
  people here are not rich. Travelers are treated with a 
  politeness that masks caution, for though outsiders 
  sometimes bring trouble they also spend money and 
  that keeps the town alive.
  The Old Oak Inn—This is probably the place you’ll be 
  staying if you are just passing through. The drink 
  is passable, the food good, and the beds clean. 8 
  sp for a shared private room plus a meal, 1 sp for a 
  place in the common room, and 1 sp for a meal (or 
  a handful of copper pieces and washing the dishes 
  at breakfast if you stay in the hayloft of the stables, 
  and you’ll get to eat whatever is left over after the 
  guests inside finish). 4 cp for a drink, or a silver coin 
  for a bottle. Geris Barleyoak runs the inn, keeping 
  a stout club behind the bar to deal with drunkards 
  and strangers who cause trouble.
  Adventure hooks:
   •
  A couple of locals, Armitage Cohler and Man-
  sfield Shankson, are arguing over the location 
  of a cesspit that both claim is on their land. They  
  decide to settle it by gambling to see who gets 
  the cesspit. They invite the adventurers to join 
  in, if they have gold to spare. Do the adventurers 
  want to win a cesspit?
   •
  A farmer from the outskirts, Kenda Greengrass, 
  comes in panicked—she says monsters have 
  stolen her cows. What is really going on with 
  her?
   •
  A trader, Jindal Hardcoin, wants to pay some-
  body to delay the caravan of a rival that is due to 
  pass through Shank in a couple of days. What is 
  he up to?
  Copper, Silver, Gold
  I’m assuming your setting uses currency where 
  there are ten copper coins to a silver coin and ten 
  silver coins to a gold coin—and that 50 gp is a 
  month’s wages for a skilled worker in a city, or the 
  cost of some decent armor or a properly made 
  weapon. Your game might have different currency, 
  and if so adapt things accordingly.
  Your setting might have special names for coins 
  like “groat,” “crown,” “half-angel,” “throne,” “gilder,” 
  or “imperial mark,” depending on where the coin 
  came from.
  To save space we’re using the common 
  abbreviation: cp = copper piece, sp = silver piece, 
  and gp = gold piece.
  The Smithy—Horseshoes, nails, rims for wagon 
  wheels, simple tools, and farming implements are 
  made and sold here. If you want something special 
  made you’ll have to haggle with Jokol Black-
  thumb the smith. 20 gp for a wood-cutter’s axe, 50 
  gp for a breastplate (of sub-par quality), 1d6 gp to 
  sharpen a tool or patch some chainmail. Jokol is a 
  great source of local gossip and sometimes takes 
  in travelers who can’t afford to stay elsewhere if 
  they’ll help him with the forge bellows.
  Adventure hooks:
   •
  The town baker, Likum Krumb, wants an iron 
  foot-trap to catch whoever keeps stealing bags 
  of flour in the night.
   •
  Hunter and occasional town guard Migoch 
  Jives needs silver arrow points to hunt a fae 
  beast some have seen in the hill country.
   •
  A talking goat has wandered into town and tak-
  en up residence in the smithy. Jokol the smith 
  will pay the adventurers to get rid of the unwel-
  come guest. What story does the goat tell?
  Low-Level Adventures
  If you are starting your campaign at 1st level then 
  missing bags of flour and stolen cows could lead 
  to bandits, goblins, faeries, or any number of other 
  interesting encounters.
  Higher-level adventurers might instead discover 
  that cultists are behind certain strange events, or 
  that something is passing into the mortal realm 
  from another dimension while things from this 
  realm go missing.
  Hanging outside the smithy 
  is a wooden sign with a 
  purple anvil, showing re-
  spect for Xaria the Mother, 
  the Bright God of crafting, 
  page 8
  G&I
  When you see this symbol, 
  you will know that extra 
  information is available in 
  Gods and Icons.
  G&I
  
  The Overworld and Beyond
  9
  The Wheelwright’s—The roads near Shank are not in 
  the best condition, and Heryl Cooper makes a liv-
  ing fixing wagon wheels. When not fixing wheels, 
  Heryl makes barrels and does general woodwork-
  ing jobs. 2-5 gp to get a wheel or axle fixed—de-
  pending on how rich you look, how far away your 
  wagon broke a wheel, and how desperate you are to 
  get your wagon moving again.
  Adventure hooks:
   •
  A carter, Leiffa Fairport, is accusing Heryl 
  Cooper of digging holes in the road to deliber-
  ately ruin the wheels of wagons and so increase 
  business.
   •
  A mysterious cloaked stranger paid Heryl to 
  make some huge barrels, with instructions to 
  leave them outside the town palisade at the 
  next full moon. Heryl wants the adventurers to 
  find out who the stranger is.
   •
  Holly Understair needs her potter’s wheel 
  mended after it caught fire. Just what was the 
  local potter doing that caused her wheel to 
  catch fire?
  Chapel of the Bright Gods—This small well-main-
  tained building is the only fully stone structure 
  in town. Sister Esme manages the chapel, and 
  Father Abijah Barebone passes through every 
  few days to hold a service.
  Adventure hooks:
   •
  A local laborer, Brock Kirt, has died (seemingly 
  from falling down a ditch in the dark) and his 
  body lies in the chapel. His sister, Lonnie Kirt, 
  believes that Brock’s death was unnatural.
   •
  A statue of Dozakad the Explorer has been taken 
  from the chapel and replaced with a crude clay 
  statue of Sister Esme. Naturally Sister Esme 
  wants to destroy the blasphemous statue and 
  find the stolen one, but needs help searching 
  the town. Will the adventurers discreetly look for 
  the missing statue?
   •
  Father Barebone is often gone from town as 
  he tours the many outlying farms and hamlets, 
  seeing to the needs of his scattered flock. He 
  has returned this morning with a wound that he 
  refuses to let others examine.
  Gods and Icons
  The book Gods and Icons from Dread Unicorn 
  Games has information on Dozakad the Explorer, 
  Tullet the Vixen, and other gods mentioned in this 
  adventure. I highly recommend it, not just because 
  of its gods but because of its new divine talents, 
  advice on icons, excellent collection of magic 
  items, and new playable races.
  If you don’t have that superlative book, then 
  you can use your own gods in place of those 
  referenced here.
  Other People of Shank
  Here are a couple of notable characters found in 
  Shank.
  Mattie Groves—Mattie is the elected mayor of 
  Shank, and also its magistrate, tax collector, head 
  of the town guards, and so on. It’s not a large town 
  and Mattie has ended up with the most unpopular 
  jobs. 
  Adventure hooks:
   •
  It is monthly tax-day, and everybody must come 
  to the town square where a table has been set 
  up. The adventurers are not on the town rolls, so 
  must either pay a traveler’s road tax (50 gp each) 
  or be put in the stocks overnight for the crime of 
  vagrancy.
   •
  Mattie doesn’t want the adventurers wandering 
  about town openly armed. Sure, they can keep 
  a knife or club or staff for self-defense at night—
  but swords, bows, and armor must be kept with 
  the town smith or they must put up a bond (100 
  gp each) for their good behavior.
   •
  Mattie recognizes the adventurers as famous 
  heroes (or mistakes them for such). She offers to 
  stand them a drink and a good meal at the Old 
  Oak Inn, and invites them to stay in her home 
  that night. She also mentions a “small” local 
  problem (a bandit band) that maybe the adven-
  turers would be interested in solving.
  Tamlin Whitehorse—Tamlin claims to have been 
  a knight, to have met the queen of fairy, to have 
  ridden with Reynard the Fox, and so forth. By trade 
  he’s a wandering—something. Who knows? He 
  always seems to have enough money, and nobody 
  really knows where he lives.
  Adventure hooks:
  •	
  A group of travelers led by Surly Lackiron 
  claim to have been tricked out of money 
  by Tamlin in a game of cards. They believe 
  the adventurers to be friends of Tamlin and 
  demand restitution.
  •	
  Tamlin has got his hands on a treasure map, 
  one that he says shows the way to a fairy 
  “moonroad.” Do the adventurers feel like 
  accompanying Tamlin on an expedition, or 
  would they perhaps prefer to buy the map 
  from him?
  •	
  Tamlin wants the adventurers help with a 
  “small matter”—he needs somebody to hold 
  onto a magically locked box for a year and 
  a day and keep it out of the reach of any 
  talking animals.
  Dubiously Moral NPCs
  Tamlin might turn out to be the villainous leader of a band of 
  bandits, a lowborn trickster and thief, a supernatural creature, 
  or a heroic figure that can act as a mentor and patron for the 
  adventurers. It all depends on what your plot needs.
  Sister Esme wears green 
  robes with embroidered 
  rams’ horns to venerate 
  Beaoo of the Path of Earth. 
  page 8
  Father Abijah wears orange 
  robes and a gold elephant 
  amulet for he is a follower 
  of Tukae of the Path of 
  Heaven. page 6
  G&I
  Tamlin Whitehorse wears 
  a silver broach depicting a 
  lightning sparrow, the sym-
  bol of the Old God Baltian. 
  page 17
  G&I
  
  The Overworld and Beyond
  10
  Rogert Schlub—Rogert is the closest thing the 
  town has to a resident healer. Rogert describes 
  himself as a “hedge-wizard,” meaning a self-taught 
  spell-caster. However, most of his spells are rather 
  unimpressive and involve shrubs, making him liter-
  ally a wizard-of-hedges. If you need herbs to stop 
  a toothache, or a charm to stop your sheep from 
  getting into the gorse-patch, then he’s the person 
  to see.
  Adventure hooks:
   •
  Rogert has been summoned to a far-away farm 
  to aid in a birth but is afraid to travel to the farm 
  at night. Could the adventurers travel with him?
   •
  Rogert is more than he seems; he leads a secre-
  tive group of nature-worshipers. They know of 
  monsters that lurk nearby and have been using 
  magical wards to keep them at bay. However, 
  they’d much rather the adventurers deal with 
  the problem once and for all.
   •
  Rogert knows of a portal to a demi-realm, ac-
  cessed at the bottom of a cesspit. If the adven-
  turers will jump into the cesspit, read a scroll (to 
  open the portal), and explore the other side and 
  report back, then Rogert will owe them a big 
  favor.
  Random Shank Events
  What is going on locally?
  D20 roll
  Local Event
  1
  A bandit has been caught and has been 
  ordered to be taken to Harrowbridge 
  for trial—right now the accused is in the 
  town stocks.
  2
  A brawl breaks out over the ownership 
  of a goat. During the brawl the goat 
  wanders off.
  3
  A cart of cabbages overturns in a 
  way that either inconveniences the 
  adventurers or leads others to blame 
  them for it (and perhaps they are to 
  blame).
  4
  A corpse has been found on the trade 
  road, probably the victim of bandits.
  5
  A farmer is celebrating the birth of a 
  child and buys the adventurers drinks.
  6
  A fire breaks out in a home in town—
  townsfolk form a bucket chain to put 
  the fire out before it spreads. If the 
  adventurers help, they will earn the trust 
  of the townsfolk. 
  7
  A funeral procession passes through 
  town, on the way to a graveyard far 
  outside the palisade.
  8
  A normal day, but with a spectacular 
  (and obviously supernatural) sunset—a 
  byproduct of the thinness between 
  dimensions in the area. Locals see such 
  sunsets regularly, and don’t find them in 
  the least unusual.
  D20 roll
  Local Event
  9
  A raven or crow steals somebody’s hat 
  (maybe that of a PC) and flies off into the 
  hills.
  10
  A religious festival to honor Tullet 
  the Vixen is taking place. Villagers are 
  wearing fox masks, exchanging gifts, and 
  carrying bundles of smoldering grasses 
  that give off thick smoke.
  11
  A shepherd has lost control of their 
  flock and sheep are running amok in the 
  street.
  12
  A thick fog rolls in. The palisade gate is 
  closed early. Strange lights move in the 
  fog.
  13
  A wind with the sound of laughter on it 
  blows down from the deeply wooded 
  hills. Mothers clutch their children tight, 
  and old men make signs of warding off 
  evil. Nobody will talk to the adventurers 
  about the laughter on the wind.
  14
  A wolf has been coming into town at 
  night, slipping in through a hole it has 
  dug under the palisade—or so the locals 
  say. The adventurers see the wolf at 
  night, but something is odd about it.
  15
  An unseasonal storm, crackling with 
  strangely colored lightning, is on the 
  horizon. Locals are used to these. 
  Sometimes these storms rain strange 
  things (frogs, fish, worms, blood, etc.).
  16
  Heavy rains turn the roads and fields to 
  thick mud. Any travel plans had best be 
  postponed. As rain turns to hail, farmers 
  rush to the fields to save their crops.
  17
  It is a festival day, a local tradition 
  celebrating a battle from generations 
  ago. Nobody remembers what the battle 
  was about, or who it was between, 
  beyond the fact that “our side won.” The 
  sun is out, and everybody is having fun.
  18
  It’s market day. Farmers come into town, 
  there are stalls for locals (and traders) to 
  sell goods, there is music and dancing, 
  and lots of baked cakes.
  19
  Religious pilgrims are in town, on their 
  way to a far-off place from some other 
  far-off place.
  20
  The Old Oak Inn is full of traders bound 
  from Shriveport to Harrowbridge—the 
  adventurers will have to make alternate 
  arrangements for a place to stay tonight.
  Rogert Schlub is a follower of 
  the Old Gods. He is very keen 
  on druids and bards and will 
  offer them a never-ending 
  assortment of herbal teas.
  Tullet the Vixen, page 18
  G&I
  
  The Overworld and Beyond
  11
  Shriveport
  A fishing town and minor port huddled between 
  the Carrow Hills and the sea, the small natural bay of 
  Shriveport is just about the only safe place to land 
  a boat on this stretch of coast—shifting sandbanks, 
  rocky reefs, and cliffs make putting ashore else-
  where dangerous. A road leads from Shriveport to 
  Shank and then to Harrowbridge; the shorter way to 
  Harrowbridge goes through the bandit-infested hill 
  country and nobody sane travels through the hills if 
  they can avoid it.
  Places in Shriveport
  The buildings of Shriveport crowd together on the 
  steep slopes surrounding the bay, piers jutting out 
  into the deeper waters. At low tide fishing boats are 
  pulled up onto the beach, but at high tide half the 
  town is out fishing. It is a stretch to call Shriveport 
  a “port” in the big city sense, but while there are no 
  warehouses there are at least piers that trade ships tie 
  up at to offload goods so that trade caravans can pick 
  up the loads. The town is full of fishing nets, smells of 
  fish, and has an unusual number of cats.
  Tidestrand’s Tradehouse—This establishment 
  serves as the town hall, general store, and tavern. 
  If you want to buy something, get a cooked meal 
  or a drink, or hold a meeting then this is the place 
  to do it. The sea-weathered Tilda Tidestrand runs 
  the place and can cook you a seafood meal any 
  time you like (1-2 gp). Expect to pay over the 
  odds for drinks (1 sp per cup!) unless you fancy 
  trying some of the (very strong) fermented-fish 
  drink (1 sp per bottle).
  Adventure hooks:
   • A local fisherman, Lucien Ramsey, tells 
  the adventurers a tall tale of an amphibious 
  monster that lurks nearby and can sometimes 
  be seen in the moonlight. Other locals chime 
  in to add details to the story. “Some say he’s 
  half-man, half-fish—others say it’s more a 
  70/30 split,” “Some say he kidnaps travelers on 
  the road during a full moon,” “Some say he’s a 
  ghost—can’t catch what ain’t there,” “Some say 
  he dances on the waves and even the stars are 
  afraid of him,” and so on. Are they just spinning 
  a story, or is there truth behind the legend?
   • A pair of locals, Jon Blackwater and Tanner 
  Finson, have had too much to drink and are 
  excitedly discussing a wrecked ship that they 
  spotted on the rocks down the coast. Though 
  they think they are being sneaky, everybody 
  can overhear the conversation—locals start 
  to slip away to see if there is anything to be 
  looted.
   • An elderly local by the name of “Mother” 
  Amalia Barnacle tells the adventurers a story 
  of a pirate “Billy Blackbones” who hid his trea-
  sure in a cliff-top cave that can only be reached 
  by boat at high tide. The other locals seem 
  keen to prevent her from telling the tale—what 
  are they hiding?
  The Esoteric Temple of Balamet—This building is 
  dedicated to an older god, one not much wor-
  shiped in the Carrow Hills region—except for in 
  Shriveport. As this god is one of protection, travel, 
  and luck, the locals pray to Balamet for good 
  weather and a bountiful catch before putting out 
  to sea. The local priest is Zadok Marsh, but before 
  he came the temple was dedicated to a different 
  god. Zadok is the de facto leader of Shriveport.
  Adventure hooks:
   •
  A storm arises at sea, and a fishing boat loses its 
  nets and barely makes it back in time. The locals 
  are looking for somebody to blame—will the 
  locals blame the party?
   •
  One of the adventurers accidentally kicks a cat, 
  creatures sacred to Balamet. The locals demand 
  that the party make amends lest they bring 
  down a curse. Will the adventurers give in to 
  superstition, or will they risk divine punishment?
   •
  Zadok Marsh has read the signs, and believes 
  the adventurers’ coming has been foretold. 
  They have a divine purpose, and he’s keen to aid 
  them. Is this really a good thing for the party?
  The Gilman Hotel—Most sailors visiting Shriveport 
  stay onboard ship, but for traders traveling by land 
  (or passengers awaiting their ship) the only place 
  to stay in town is the Gilman Hotel. Run by Jenkin 
  Gilman, the hotel is clean and has rooms that 
  Reknarite (Thirsty God 
  followers) PCs find the temple 
  outlandish, with all the fish 
  carvings. But the cats don’t 
  seem to mind. 
  Spirian (Old God followers) 
  PCs find the temple carvings 
  oddly familiar. Close 
  inspection reveals that this 
  was once a temple to Tanic. 
  The old eye in the hand kind 
  of gave it away. 
  Tanic, page 18
  G&I
  
  The Overworld and Beyond
  12
  range in quality (1 gp to 5 gp). Travelers can also 
  get a hot bath (1 gp) and a decent seafood meal (5 
  sp).
  Adventure hooks:
   •
  A trader and some of their caravan have decid-
  ed to stay in the hotel (use the ship generator 
  in the “local events table” to find out what ship 
  they are waiting for, what they are picking up, 
  and what they are offloading). Roll a d6 to find 
  out who the trader is: (1) Kriss Cennish (carries 
  a lute), (2) Mika Crooktower (one eye), (3) “Big” 
  Hep Biggsworth (very short), (4) Wake Jilson 
  (can’t stand the smell of fish), (5) Guy D’Chig-
  gwell (always eating apples), (6) “Presto” Prester 
  Hogton (knows a few simple spells).
   •
  A traveler, Jack Dancer, is staying at the ho-
  tel—he’s actually a highwayman (a robber on 
  horseback who preys on travelers rather than 
  on trade caravans). A few of the locals know of 
  Jack’s “profession” and shelter him because he’s 
  charismatic and once robbed a tax collector and 
  donated the proceeds to the Esoteric Temple of 
  Balamet. The adventures might meet him on the 
  road later in a professional capacity, or might 
  recognize him and realize that he has a bounty 
  on his head elsewhere.
   •
  The rooms have latches both on the outside and 
  the inside of the doors, allowing guests to be 
  locked into their rooms. Upon closer inspection 
  the latches inside the rooms can be opened 
  from the outside. What are the locals up to?
  Under the Sea
  If the adventurers search for things under the 
  waves off Shriveport, they may run into Sons of 
  the Sea, page 137. Higher level groups might 
  encounter Champions of the Sea. For extra fun, 
  the coral tentacled sons of the sea could be in the 
  company of sahuagin.
  Other People of 
  Shriveport
  Here are a couple of colorful or notable characters 
  found in Shriveport.
  Scun Drabble—Unusual for a fishing town, Scun is 
  afraid of the sea—when very young he saw some-
  thing in the water which scared him for life. Scun 
  makes a living as a record-keeper, scribe, mon-
  ey-changer, and school teacher (the last only when 
  the children of Shriveport are not mending nets or 
  crabbing at low tide).
  Adventure hooks:
   •
  Scun approaches the adventurers—he knows of 
  a wrecked ship visible at low tide on the rocks 
  far up the coast. He’ll lead them there (by land) 
  and they can climb down the cliffs and swim out 
  to the wreck. The locals think they’ve picked the 
  wreck clean, only he knows that the ship was 
  secretly transporting treasure that has not been 
  found.
   •
  Scun has discovered a shallowing between this 
  world and another (he watched a cat disappear 
  into thin air). Scun wants a brave adventurer or 
  two to accompany him to the other side (they’ll 
  need a cat to lead the way though).
   •
  Scun has survived a couple of poisoning at-
  tempts, and doesn’t trust anybody in town. He 
  will pay the adventurers to investigate and keep 
  him safe. Who wants the timid scribe dead, and 
  why?
  Starbrow the Elf—This amnesiac elf was ship-
  wrecked on the shore near Shriveport. Since the 
  shipwreck the elf has survived on a mix of charity 
  and doing odd jobs.
  Adventure hooks:
   •
  The elf has a map tattooed on their back. The lo-
  cals at first thought it was a clue to the stranger’s 
  identity, but nothing ever came of it. However, 
  some of the symbols on the tattoo match those 
  on an old stone that the adventurers passed a 
  while back.
   •
  The elf has started to display some minor mag-
  ical talents. Some of the locals are afraid that 
  the elf is secretly a powerful evil wizard who will 
  kill them all as soon as Starbrow’s memories are 
  recovered. They want to pay the adventurers 
  to take the elf away with them when the party 
  leaves.
   •
  The elf seems to momentarily recognize one of 
  the adventurers. Mistaken identity, something 
  jogging lose an old memory, or is it something 
  else?
  No Elves?
  Your home setting might not have elves in it, in 
  which case make “Starbrow the Elf” into “Scar-brow 
  the Outlander” and replace references to “elf” with 
  “foreigner.”
  The Widow Amalthea—Now an elderly woman, 
  Amalthea was young when she first came to 
  Shriveport with her husband. They planned to 
  turn the town into a major trade hub—building 
  warehouses, inns, docks, everything that would be 
  needed to turn an obscure bay into a place where 
  ships would stop regularly and in large number. 
  They only got as far as building the piers that 
  now exist before Amalthea’s husband drowned in 
  mysterious circumstances. In her grief, the Widow 
  Amalthea took the money that they were going to 
  invest in the town and instead built a mansion on 
  the dark cliffs overlooking Shriveport.
  Adventure hooks:
   •
  The adventurers receive an invitation to the Wid-
  ow’s large and luxurious home to take supper 
  with her. While there their host hints that her 
  husband was murdered by Zadok Marsh (the 
  
  The Overworld and Beyond
  13
  town priest).
   •
  The Widow Amalthea’s maid, Gladys Seaglass, 
  is in town buying supplies. The maid says that 
  her employer is ill and that is why she hasn’t 
  been seen in town for a month—but something 
  about the way the maid’s eyes dart about when 
  asked about the Widow alerts the adventurers to 
  the fact that something else is going on.
   •
  The adventurers are approached by Bill Codwa-
  ter, the Widow’s handyman and gardener. When 
  the moon is high and the mist rises, something 
  strange climbs the cliffs and lurks around the 
  rambling mansion—apparently trying to get 
  inside the mansion. Everybody who lives in the 
  house is terrified, but the townsfolk just laugh at 
  their tales. Will the adventurers take Bill’s invita-
  tion stay the night, and perhaps discover what is 
  haunting the mansion?
  What is the “Lurker 
  in the Mist?”
  If you use the adventure hook involving something 
  lurking at night around the mansion (and if the 
  adventurers take the hook) then you’ll have to 
  decide what is going on. Maybe those who live 
  in the mansion have simply been spooked by a 
  natural creature. Maybe a monster that abhors 
  light has made its home beneath the mansion. 
  Maybe somebody is a werewolf. Maybe the 
  Widow’s drowned husband is trying to return from 
  his watery grave. Maybe the townsfolk are trying 
  to scare the Widow away, so they can gain the 
  treasure they believe she has hidden in her home. 
  Has it to do with the local thinning of dimensional 
  barriers? Or maybe you have your own idea even 
  better than anything I could think up.
  Random Shriveport 
  Events
  What is going on locally?
  D20 
  roll
  Local Event
  1
  A corpse has been found on the trade 
  road, probably the victim of bandits. 
  Locals head out to “beat the bushes” and 
  see if they can catch the bandits.
  2
  A local has pulled up something very 
  unusual in their net.
  3
  A normal day, but with a spectacular 
  (and obviously supernatural) sunset—a 
  byproduct of the thinness between 
  dimensions in the area. Locals see such 
  sunsets regularly, and don’t find them in 
  the least unusual.
  D20 
  roll
  Local event
  4-5
  A ship pulls in to the pier. Roll d6 for ship name and captain: (1) 
  Fairwind Trader (Capt. Kate Bough), (2) The Wavejumper (Capt. Gestald 
  Deseree), (3) The Sand Man (Capt. Ijorn Cornight), (4) The Pomeraine 
  (Capt. Arkwright Granville), (5) The Golden Phalange (Capt. Lloyd 
  Bigfinger), (6) Sea Star (Capt. Petric Padrik). Roll d12 twice for what 
  the ship is carrying, and twice again for what they expect to pick up: 
  (1) Cloth, (2) Ale, (3) Spices, (4) Wine, (5) Copper, iron, or tin ingots, 
  (6) Soldiers, (7) Marble, (8) Tools (mostly saw blades), (9) Fruit from a 
  far-off land, (10) Salted meat, (11) Passengers, (12) Animals. Until the 
  connecting trade caravan gets to Shriveport there is no use unloading, 
  and the sailors have money to spend and time to kill.
  6
  A thick fog rolls in from the sea. Nobody is going fishing today, and 
  locals stay inside and mend nets.
  7
  A trade ship has run aground. Locals have put out with boats to help 
  the captain unload the ship so that it is light enough to lift off the 
  sandbank at high tide. This means trade goods sitting on the pier 
  relatively unguarded.
  8
  A ship has wrecked on the rocks further up the coast. Is this an 
  accident or the work of local “wreckers” luring the ship onto the rocks 
  with lanterns so that they can salvage the cargo?
  9
  A trader can’t get their caravan down the steep streets safely and is 
  hauling goods up and down the hill by hand-cart. A barrel gets loose 
  and rolls down the street toward the adventurers.
  10
  All the cats in town disappear. This happens sometimes, and while the 
  locals don’t know where the cats go (or so they tell outsiders) they 
  assure the adventurers that the cats will return shortly.
  11
  An unseasonal storm, crackling with strangely colored lightning, is on 
  the horizon. Locals are used to these. Sometimes these storms rain 
  strange things (frogs, fish, worms, blood, etc.).
  12
  Heavy rains and high winds turn the road out of Shriveport to thick 
  mud and make sea travel dangerous. Any travel plans had best be 
  postponed.
  13
  It is a festival day, and the locals are feeding fish heads and goat milk 
  to cats. Children perform complicated dances involving ropes and 
  poles. All present (visitors included) are expected to wear squid-
  themed hats.
  14
  It’s market day. Locals play music and make merry, and farmers from 
  as far as Shank drive their animals to market to trade.
  15
  Local laws mean that some ships must stay in port for three days to 
  give local merchants a chance to buy their goods before they are 
  transferred to trade caravans bound for richer settlements. When a 
  ship is drawn by lot to receive this “honor” it causes friction with the 
  sailors. Today is such a day (see 4-5 for ship details).
  16
  Something unearthly has washed ashore. The locals avoid going out 
  to sea today.
  17
  The tax collector is in town with some guards to collect taxes. The 
  adventurers will not be taxed, but boats and ships will be. If the 
  adventurers are traveling on a ship they’ll be asked to help pay the 
  taxes.
  18+
  Today is a very good day for putting out to sea to catch fish. 
  Shriveport becomes virtually empty.
  
  The Overworld and Beyond
  Harrowbridge
  Harrowbridge is the largest settlement in the Car-
  row Hills, a proper town with all the amenities you’d 
  expect. Unlike Shriveport or tiny Shank it even has a 
  (mostly) working sewer system. 
  Harrowbridge is a 
  market town, both a 
  crossroads for trade and a 
  destination for trade car-
  avans—in Harrowbridge 
  there are rich merchants, 
  wizards with a need for 
  substances from far-off 
  places, and even nobles 
  with money to spare for 
  silks and spices.
  A long road leads south 
  to Shank, and a road leads 
  north to elsewhere. Shrive-
  port lies just over the hills 
  from Harrowbridge, but 
  wise travelers choose to 
  go around the hills using 
  the road from Shank rather 
  than travel through what 
  is locally regarded as 
  monster-infested bandit 
  country.
  North to 
  “Elsewhere?”
  If you are using your 
  own setting and a 
  player asks where 
  the road north from 
  Harrowbridge goes, 
  pick one of the 
  following place names 
  and make a note of 
  which one you picked: 
  Belmarsh, Four Candles, 
  Full Sutton, Gartree, 
  Long Lartin, Parkhurst, 
  Wakefield, Whitemoor.
  Places in Harrowbridge
  Harrowbridge is a walled town built around a bridge 
  on the river Harrow—those wishing to cross the 
  bridge must pay a tax. The town has grown beyond 
  its original walls, spreading out into what was once 
  farmland.
  Harrowbridge—a Capital City?
  If the Carrow Hills are part of a larger country then 
  Harrowbridge will be the local administrative 
  center, and has a small fort built into the wall. If 
  you prefer to use the Carrow Hills as its own small 
  country then Harrowbridge is its capital “city” and 
  the fort is actually a tiny castle.
  The Corn Exchange—This imposing building is a 
  place where farmers trade their wares in bulk to 
  merchants (not just corn), including selling shares 
  of crops yet to be sown and cattle yet to be born. 
  Here you can find merchants buying and selling 
  these “futures,” as well as arranging shipments 
  to and from far-off places. The local merchants 
  guild operates out of offices on the top floor of 
  the building. In front of the building is a large 
  paved square full of hawkers selling their goods to 
  wealthy merchants, and at the back of the building 
  are grain silos and cattle pens.
  Adventure hooks:
   •
  A merchant, Zivas Kymeb, needs to get his 
  cattle to Shriveport quickly before a rival gets 
  there via the longer southern route. Though 
  he’s been told that the hills are dangerous and 
  full of bandits, he feels he has no other option if 
  he is to save himself from financial ruin. Will the 
  adventurers agree to act as scouts for his cattle 
  drive?
   •
  A master guild merchant, Lady Angelica 
  Mondegreen, suspects one of her rivals (Lady 
  Ymallia Jansch) of employing dark druids to 
  ruin crops and thus drive up the price. Can the 
  adventurers investigate for her? She’ll only pay if 
  the adventurers bring her proof that she can use 
  against her rival in the guild’s court.
   •
  The adventurers notice some of the street sellers 
  passing secret signals between them. Is this a 
  sign of a local secret thieves guild, an informa-
  tion network employed by the merchants guild, 
  or have they stumbled into the middle of an 
  ambush about to take place?
  The Tower of Wizardry—Centuries ago when the 
  town wall was first being built the then-ruler 
  decided to build a tower to attract a wizard to the 
  town. No one took up permanent residency, but 
  a tradition evolved of magic-users renting out 
  rooms in the tower.
  14
  
  The Overworld and Beyond
  15
  Adventure hooks:
   •
  A wizard, Erodisu the Blue, has accidentally 
  sent his familiar Wormface the Impling into 
  another dimension. The impling appears and 
  disappears randomly in Harrowbridge—can the 
  adventurers track down the familiar and help 
  the wizard retrieve it?
   •
  An astromancer, Gail Sprinklesleeves, wants 
  the adventurers to help her map the dimen-
  sional “thinnings” throughout the Carrow Hills 
  region. She can’t pay them, but offers to use her 
  powers of teleportation for them in the future.
   •
  The apprentice Jont Wandhold has not heard 
  from his master Gantax the Wise for a month. 
  Gantax’s rent is due, and Jont will soon be 
  homeless if he doesn’t find his master. What 
  happened to Gantax, and how are the adventur-
  ers already unknowingly involved?
  The Solar Temple of the Red Sun—This huge cathe-
  dral is still under construction and will be for a few 
  more generations yet. However, though it has a 
  few still-unfinished towers, it is mostly complete. 
  Cardinal Jamallius Canute is the head of the faith 
  locally, and all priests and priestesses of the Bright 
  Gods in the Carrow Hills and the regions immedi-
  ately beyond answer to him.
  The Solar Temple of the Red Sun is a massive 
  dome surrounded by obelisks.
  Adventure hooks:
   •
  The head of the temple guard, Captain Bless-
  Us-We-Who-Are-Unworthy Johnson, attempts 
  to arrest the adventurers at the edge of the 
  cathedral green for failing to genuflect before a 
  statue of Ezetesa the Teacher. Simultaneously, 
  the captain of the town guard, Captain Rohn 
  Marret, attempts to arrest the party for failing to 
  pay a tax for passing through one of the gates of 
  the city wall. The two guard captains are rivals, 
  and the adventurers are suddenly caught in a 
  tense web of local politics.
   •
  A minor scribe in the temple, Sonya Green-
  child, has found something of great interest in 
  the archives and wants to sell it to the party. The 
  whole situation is highly illegal, so Sonya isn’t 
  willing to tell the adventurers what she has until 
  she’s sure that she can trust them. However, an 
  assassin is on her trail…
   •
  A dimensional rift opened in the nave of the 
  cathedral, sucking in a youth, Janet Goodchil-
  de. The bishop has declared the event divine 
  punishment for Janet’s many hidden sins. Janet’s 
  family want the party to clear their daughter’s 
  name and find a way to bring her back from 
  wherever she went.
  The Loathsome Snake—The largest inn of Harrow-
  bridge, this is a huge rambling hotel that over the 
  years has taken over many adjoining buildings. 
  Here a traveler can find rooms from cheap lodging 
  in a leaky loft (1 cp an hour) to a full suite of rooms 
  with personal servants and private meals (35 gp a 
  night). Though the establishment is owned by the 
  wealthy Redbriar merchant family (represented in 
  Harrowbridge by Willathan Redbriar) the day-
  to-day management is handled by Mistress Zeah 
  Rocksure.
  Adventure hooks:
   •
  A merchant has been murdered. Hannah 
  Sweetwater from Shriveport has been found in 
  her locked room, drowned but with bone-dry 
  clothes. The adventurers were the last people 
  to talk to her, and the hotel’s head trouble-solv-
  er, Bill Pinetrees, wants to find out what they 
  know. Soon other guests start turning up dead, 
  all with a connection to Shriveport.
   •
  A local tailor, Frank Boneneedle, approaches 
  the party and wants to know if they want “some-
  thing special” made for them. He’s a thieves 
  guild spy and is attempting to see if the adven-
  turers also work for a branch of the guild.
   •
  A wizard from out of town, Foster Case, is 
  staying in the same area of the hotel as the 
  adventurers. Foster is deathly afraid of a mon-
  ster he calls “the Blemish” that he apparently 
  summoned by mistake. The wizard claims that 
  the Blemish is hunting him and that he hopes 
  that the dimensional strangeness of the Carrow 
  Hills will confuse the Blemish’s senses and buy 
  him time while he figures out a way to defeat 
  his nemesis. Will the adventurers help him in 
  exchange for a treasure map that the wizard 
  claims to have?
  Bright clerics of the Path of 
  Heaven are called solars. 
  
  The Overworld and Beyond
  16
  The Blemish
  Is Foster Case simply mad? What does the treasure 
  map lead to? What is the Blemish? Why did Foster 
  Case summon it in the first place? What isn’t the 
  wizard telling the party? What seemingly unrelated 
  adventure hook attaches itself to the party if they 
  interact with Foster Case?
  Threesides Plaza—At the center of this wide paved 
  plaza stands a fountain with statues of Xaria the 
  Mother, Beaoo the Sustainer, and Perikalo the Lover. 
  During the day the plaza is a hive of activity as 
  local merchants sell their wares from stalls set up 
  around its triangular perimeter, and adherents of 
  the three gods perform loud religious plays with 
  the fountain as a backdrop. At night the plaza is 
  closed with iron gates, heavily secured by guards 
  from the Solar Temple of the Red Sun (the plaza is 
  technically holy ground).
  Adventure hooks:
   •
  A changeling in the form of a street urchin is 
  picking pockets. However, the fae creature 
  isn’t stealing, but is putting silver coins into the 
  pockets and pouches of those in the plaza. What 
  does it mean, and why is the “urchin” doing this?
   •
  A public age-of-majority naming ceremony 
  overseen by Crystal Highnamer (a priestess of 
  Baeoo) has turned violent. Three youths all want 
  to take the exact same name! The priestess calls 
  the adventurers over to adjudicate as they are 
  impartial outsiders who don’t know anybody 
  involved. The name the youths are fighting over 
  is the same as that of one of the adventurers, 
  and their former names are like those of other 
  members of the party!
   •
  A stranger passionately kisses a party member. It 
  is obvious that the stranger is being pursued by 
  both the temple guard and the town guard. Will 
  the party help the stranger, capture the fugitive 
  and request a reward, or simply refuse to get 
  involved? Whatever they choose, there will be 
  consequences down the line.
  Dragons Blade Inn—This inn is slung under the 
  Harrow Bridge. The proprieters are famous for their 
  exotic spiced meats and hot and bubbly cheese 
  muffins. Grath Slath, the dragonspawn chef, and 
  Barty Hamlin, the halfling barkeep, are business 
  partners who constantly find fault with each other. 
  This sniping ends as soon as someone agrees 
  with one of the slights, and they both demand an 
  apology if the person wants to remain as a guest 
  of the inn.
  Adventure hooks:
   •
  Someone, or something, has been silently 
  creating holes in the bottom of the inn, leaving 
  a 40-foot drop into the water below. Dark forms 
  with glowing eyes can be seen swimming in the 
  river on the night that he holes appear. 
   •
  A serving woman, Belinda Marsh, original-
  ly from Shriveport, has been having strange  
  dreams. When the owners aren’t looking, she’ll 
  ask the adventurers what they mean. She’s seen 
  a village of bones on land made of flesh. She’s 
  seen demons fall from the sky onto dark hills of 
  broken things. She’s seen a forest so tall, there 
  is no light that reaches the bottom. (These are 
  visions of the Fleshscar, the Middenlands, and 
  the Green.)
   •
  An old man in worn but fine clothes, Kavin 
  Toller, tries to get the adventurers to pay for 
  his drinks. Then his meals. Then his room. The 
  staff warn the PCs not to waste their money. 
  Kavin’s problem is that he doesn’t have gold. He 
  has soul-shards. He comes from “A far away city. 
  You can see it in the sunset sometimes.” He left 
  the City at the Edge of Dawn because he tried to 
  cheat a little goblin out of his bookstore, and it 
  didn’t go well. Skik turned out to be a powerful 
  sorcerer.
  Gods and Icons
  The book Gods and Icons from Dread Unicorn 
  Games has lots of information on the gods 
  mentioned here and will doubtless spark for you 
  many ideas for further adventure hooks and local 
  color.
  Other People of 
  Harrowbridge
  Here are a couple of colorful characters found in 
  Harrowbridge.
  Bastion Durholm—Bastion is a young guard who 
  dreams of being an adventurer—he plans to get 
  experience with the guard, then travel as a caravan 
  guard, and finally find his fortune and destiny in 
  some far-away place. His conception of what an 
  adventurer is and does is overly romantic, as evi-
  denced by his frequent references to “seeking his 
  destiny” and “high adventure.” His extended family 
  are all merchants or priests, and they are disap-
  pointed with his choice to become a lowly guard.
  Adventure hooks:
   •
  Bastion attaches himself to the party as their 
  unofficial guide. His cousin, Caitlyn Durholm, 
  uses her influence to make trouble for the party 
  so that Bastion will stop associating with them.
   •
  Bastion has overheard tales of treasure in the 
  wooded hills between Harrowbridge and Shrive-
  port—do the adventurers want to hire him as 
  a guide? Of course, Bastion’s local knowledge 
  ends at the edge of Harrowbridge and the 
  rumors that he has heard are rather vague—but 
  he’ll not let the party know that.
   •
  Bastion has accidentally stumbled into some 
  huge conspiracy and doesn’t realize it yet. He 
  follows the party to their lodging and attempts 
  to buy them a meal, but the adventurers spot an 
  assassin creeping up on their new friend. What 
  does Bastion know that he doesn’t know that he 
  Xaria, Beaoo, and Perikalo, 
  page 8.
  G&I
  Age of Majority, page 8
  G&I
  Dragons Blade Inn sponsored 
  by Aaron Most
  The Fleshscar, page 33
  The Middenlands, page 40
  The Green, page 47
  Chapter 6: The City at the 
  Edge of Dawn Gazetteer, 
  page 68
  Skik, The Last Word (13), 
  page 77
  
  The Overworld and Beyond
  17
  knows?
  Orland Hellmass—A fisher on the river Harrow, 
  Orland ferries those across the river that don’t 
  want to pay the bridge toll. Usually he only asks 
  for a copper piece, or if his passengers are inter-
  esting he’ll have them tell a story or sing a song 
  as payment. Technically Orland is a criminal for 
  helping others dodge the bridge tax, but nobody 
  bothers the old man. However, Orland knows a lot 
  of people and hears a lot of interesting rumors so 
  has ended up in the unofficial employ of various 
  competing factions in Harrowbridge.
  Adventure hooks:
   •
  Orland has heard of a young laborer, Udu 
  Kentish, who has been framed for a crime and is 
  due to be executed outside the city walls soon. 
  Though Orland can’t betray a confidence and 
  give more details, he urges the adventurers to 
  look into it.
   •
  Orland suggests that the adventurers seek out 
  Drat the Bard who will probably pay them 
  (though not a lot) for their stories. Drat the Bard 
  can usually be found hanging about near the 
  gallows outside the city, composing songs to 
  glorify the newly (or about to be) dead.
   •
  Orland knows that something odd has been go-
  ing on in the city sewers, and has seen strange 
  figures moving in and out of the culverts that 
  empty into the river just downstream of the 
  town.
  Foreshadowing
  The creatures in the sewers could well be koblins 
  (see chapter 2). Of all the locals, Orland is most 
  likely to have heard rumors of what is going on in 
  the hills. Orland might also mention that he has a 
  “wacky” older brother, Destin, that he hasn’t seen in 
  years, ever since they were kids really.
  Mistress Dona Newcroft—The owner of the slaugh-
  terhouses and tanneries on the Harrow River, Mis-
  tress Newcroft lives in town far away from the stink 
  of her businesses downstream. If you buy anything 
  leather in Harrowbridge, or sell cattle, the chances 
  are you’ll be dealing with one of her businesses.
  Adventure hooks:
   •
  Mistress Newcroft wants to sponsor the party 
  while they are in town—all they must do is 
  attend a few parties wearing fine leather cloth-
  ing from her businesses and she’ll pay for their 
  lodging at the Loathsome Snake. What unusual 
  parties do the adventurers end up attending, 
  and who is Mistress Newcroft trying to impress?
   •
  One of the servants at the Newcroft townhouse, 
  Maisy Rosered, knows of the secret vault 
  underneath the building. She encourages the 
  adventurers to rob the vault, and she wants a 
  cut in exchange for letting them into the house. 
  What surprising thing is in the vault, and why is 
  Maisy doing all this under the secret instruction 
  of Mistress Newcroft?
   •
  Mistress Newcroft has lost her cat, Tiddles. That’s 
  it—just a lost cat. The party should be able to 
  handle that, right? Of course, finding the cat will 
  lead them into an adventure hook that they’d 
  normally avoid.
  Tiddles the Cat
  You could simply use the hunt for the lost cat as 
  an easy way to introduce NPCs for an upcoming 
  adventure, an easy way for the party to gain 
  funds, or a light-hearted break from more serious 
  storylines in your game. Or you could flip it and 
  have the cat be a polymorphed prisoner of a secret 
  cult run by Mistress Newcroft. Or do a double-flip 
  and have the party think that something more is 
  going on and see how much trouble they get into 
  while chasing a perfectly ordinary cat that they 
  believe is something more.
  Random Harrowbridge 
  Events
  What is going on locally?
  D20 
  roll
  Local Event
  1
  A bandit has been found guilty of 
  banditry, murder, and mayhem. The 
  public execution takes place today 
  outside the town wall.
  2
  A fight breaks out in the street. The cause 
  of the fight is minor, but it threatens to 
  spill over to where the adventurers are. 
  Somebody has called for the city guard.
  3
  A murder! A traveler has been found 
  dead, face-down in the river. The town 
  guard have no witnesses, but as they are 
  armed strangers they would like to speak 
  to the adventurers about the matter.
  4
  A corpse has been found on the trade 
  road, probably the victim of bandits. 
  Some of the town guard ask about to 
  see if anybody knew the deceased, while 
  others head out to see if they can catch 
  the bandits.
  5
  A farmer driving cows through the streets 
  to the Corn Exchange meets a merchant 
  coming the other way with newly 
  purchased sheep. Stuck in the middle 
  of hundreds of confused livestock are 
  several wagons. Can the adventurers take 
  another route through the town, or are 
  they stuck in the middle of it all?
  6
  A religious procession winds its way 
  through the streets toward the Solar 
  Temple of the Red Sun.
  Koblins, page 127
  Destin Hellmass the Wizard, 
  page 126
  
  The Overworld and Beyond
  18
  D20 
  roll
  Local Event
  7
  A wedding party spills joyfully out into 
  the streets, prompting a small impromptu 
  street festival. The guards arrive, but will 
  only intervene if they think things are 
  getting out of hand.
  8
  A normal day, but with a spectacular 
  (and obviously supernatural) sunset—a 
  byproduct of the thinness between 
  dimensions in the area. Locals see such 
  sunsets regularly, and don’t find them in 
  the least unusual.
  9
  A raven or crow steals somebody’s hat 
  (maybe that of an adventurer) and flies 
  off into the hills.
  10
  An unseasonal storm, crackling with 
  strangely colored lightning, is on the 
  horizon. Locals are used to these. 
  Sometimes these storms rain strange 
  things (frogs, fish, worms, blood, etc.).
  11
  Heavy rains turn the roads and fields to 
  thick mud. Any travel plans had best be 
  postponed. The markets empty as buyers 
  and sellers seek shelter.
  12
  Religious pilgrims are in town, on their 
  way to a far-off place from some other 
  far-off place.
  13
  Its tax day, and both the Solar Temple 
  of the Red Sun and the town’s secular 
  tax collectors are out collecting. If you 
  pay one you don’t have to pay the other, 
  so sales of fake tax receipts are taking 
  place and the two groups of collectors 
  are trying to sabotage each other. Locals 
  are placing bets on which group collects 
  the most tax. The wizards in the wizard’s 
  tower have locked the front door and are 
  pretending not to be in.
  14
  Inclement weather has delayed several 
  trade caravans. The town is unusually 
  quiet, and the price of some goods have 
  gone up while others have gone down.
  D20 
  roll
  Local Event
  15
  An influx of trade caravans means that 
  the town is very busy. If the adventurers 
  are staying at the Loathsome Snake 
  they’ll be told that they are now sharing a 
  room with strangers.
  16
  It is trial day. Every criminal caught in the 
  last month will appear before the judge 
  at the small fort in town. The townsfolk 
  have turned out in mass to watch the 
  proceedings.
  17
  Strange glowing clouds emanate from 
  the wizard’s tower, and odd noises echo 
  from within. A crowd gathers to see what 
  this portends.
  18
  It is a festival day, celebrating a local 
  hero or god. Roll d12 twice for what the 
  celebration involves: (1) locals pelt each 
  other with mud in a town-wide team 
  game with few rules, (2) gift exchanges, 
  (3) fasting during the day, (4) singing, (5) 
  a feast at sundown, (6) procession about 
  the town walls, (7) fancy dress, (8) special 
  baked goods, (9) masks, (10) feats of 
  strength and foot races, (11) flowers, (12) 
  wearing a certain color. 
  19
  A fire has broken out among the jumble 
  of buildings outside the city wall. 
  Townsfolk with axes and hooked poles 
  pull the burning buildings down so that 
  the fire doesn’t spread.
  20
  A trader with unusual wares comes into 
  town. Roll d12 for the trader’s wares: (1) 
  exotic songbirds, (2) books, (3) “trader” 
  is actually a traveling show, (4) religious 
  icons/statues/etc., (5) exotic spices 
  and herbs (some medicinal), dyes and 
  pigments, (6) lizard leather and unusual 
  meats, (7) glassware, (8) maps and charts, 
  (9) semi-precious gems and jewelry 
  (some might be magical), (10) silks, (11) 
  cloth-of-gold, (12) minor magical trinkets 
  (candles that can be commanded to light, 
  three-eyed cats, self-repairing pottery, 
  etc.) and spell components.
  The Countryside
  The adventurers will need to go through the country-
  side if they want to travel between Shank, Shriveport, 
  and Harrowbridge. If the party travels from Shank to 
  Harrowbridge or Shriveport they can travel by road, 
  passing by the occasional farm; when traveling di-
  rectly between Harrowbridge to Shriveport they must 
  cross densely wooded hills (said to be the domain of 
  bandits).
  Notable Locations
  Here are some interesting locations in the country-
  side.
  The Trade Road—The road that runs from Shriveport 
  to Shank and then onwards to Harrowbridge is 
  unpaved, a compacted dirt road that becomes a 
  muddy mire after heavy rains. In most places the 
  bushes and trees have been cut back to prevent 
  bandits from hiding to waylay travelers. Most of 
  the trees near the road have been pollarded or 
  coppiced (cultivated as part of rural life, different 
  from the untamed woodland in the hills). Though 
  bucolic farms cluster by the trade road, it is rare to 
  find a farmstead in the wild hills—isolated farms 
  
  The Overworld and Beyond
  19
  quickly become graveyards.
  Adventure hooks:
   •
  The adventurers come across an overturned 
  wagon. The owner of the wagon says that if 
  they will help right the vehicle they can catch a 
  ride. The wagon is carrying something unusual 
  (see the unusual trader random entry (20) in the 
  Harrowbridge events table, page 18).
   •
  The party passes a group of pilgrims who are 
  chanting while they walk. One of the pilgrims 
  seems to recognize an adventurer, but quickly 
  averts their gaze.
   •
  The party passes something of note. Roll 1d10: 
  (1) A tree with strange markings etched into it. 
  Druid signs, thief marks, or the work of a bored 
  local? (2) A tiny fairy sitting on a milestone. 
  When the party spots it, the fairy winks at them 
  and disappears with a pop. (3) Farmers leaning 
  on a fence watch the travelers pass by, mutter-
  ing darkly, (4) A small roadside shrine, (5) Farm-
  ers digging a grave, (6) A corpse swinging from 
  a noose, next to a sign on the tree that reads 
  “BANDIT,” (7) A potter digging clay from the side 
  of the road, leaving a pot-hole, (8) A scarecrow 
  that turns to look at the party. Was it just the 
  wind, or something sinister? (9) Unusually large 
  spider webs, (10) A dilapidated cottage, the 
  fields around it full of weeds and saplings.
  The Black Peacock—Until recently this roadside 
  tavern was a regular stop for travelers, but now it is 
  a burnt-out husk. Locals say that paladins came in 
  and burnt it to the ground, driving off the grey-
  veiled dancers who ran the tavern.
  Adventure hooks:
   •
  A foreign merchant, Giovolo Blaylock, passed 
  through the area one night in a black carriage. 
  Having nowhere to stay he gave a local carpen-
  ter, Dunny Woodside, a bag of silver coins to fix 
  up the tavern for future travelers.
   •
  Strange lights sometimes shine above the ru-
  ined tavern, and ghostly voices can occasionally 
  be heard. The locals have taken to shunning the 
  burnt-out building. A cleric has been called for 
  to lay the unquiet spirits to rest.
   •
  The grey-veiled dancers were part of a secretive 
  sect, but left no clue as to who or what they 
  worshiped. Local rumor has it that they spoke to 
  something called “The Wheel of Angels” and 
  performed strange rites in the deep woods. 
  Maybe there is some treasure to be found in the 
  woods?
  Part of a Bigger Story
  You can find more information about the grey-veiled 
  dancers and the Blaylock family in Chapter 6: The City 
  at the Edge of Dawn Gazetteer, page 68.
  Gullet’s Gorge—This shortcut takes travelers from 
  the main Harrowbridge-Shank section of the trade 
  road through the hills to the Shriveport-Shank 
  spur road, shaving off half a day from the jour-
  ney between Shriveport and Harrowbridge. The 
  way is passable for wagons but passes through a 
  steep-sided valley ideal for bandit ambushes.
  Adventure hooks:
   •
  The adventurers see bandits moving about 
  above them higher in the valley. Is this an 
  ambush, or does the party not make an inviting 
  Blaylock family, Blaylock 
  Palace (1), page 88
  Veiled dancers, The Ashen 
  Peacock (1), page 91
  
  The Overworld and Beyond
  20
  enough target?
   •
  The party meets a traveler who wants to take 
  the shortcut but is scared to do so. Will they 
  travel the gorge with the stranger? What is their 
  new friend not telling them?
   •
  The party sees an overturned wagon and a dead 
  horse. There is no sign of the wagon’s driver, 
  the contents of the wagon, nor of any bandits. 
  Strangely there are no footprints.
  The Corpses’ Grove—This was formerly a bandit en-
  campment, until the bandits were caught here and 
  strung up in the trees—now their corpses sway in 
  the breeze. Though it was a generation ago that 
  the bandits were hung, the decayed corpses hav-
  en’t fallen apart, nor have their ropes rotted.
  Adventure hooks:
   •
  One of the corpses speaks to the party, offering 
  vague prophecies like “The cats know the way” 
  and “Seek not the raven-tree, for it brings your 
  doom” and “In the darkness lurks the watcher.” 
  After speaking the corpse becomes still once 
  more.
   •
  One of the corpses jumps down from its noose 
  and leaves the grove. Will the party follow the 
  corpse, or choose to leave well enough alone?
   •
  The party finds a blood-sticky rock in the grove, 
  large and flat enough to serve as a small altar. 
  Near the altar are the stumps of candles and 
  other signs of recent use.
  Ruined Farm—At the edge of the hills the adven-
  turers come across a farmhouse, its fields turning 
  back to wilderness. It looks like a good place to 
  camp for the night (especially if it is raining)—but 
  something about the dark woods is unsettling.
  Adventure hooks:
   •
  Something or someone is moving about in 
  the root cellar beneath the farmhouse. Is it an 
  animal, a monster, a ghost, or just the overactive 
  imagination of the party? Only one way to find 
  out.
   •
  This farmhouse is haunted. Something terrible 
  happened here—and the ghosts are trying to 
  warn the party to leave before it happens to 
  them too!
   •
  This ruined farmhouse is a bandit lair. The 
  bandits are not here right now, but are sure to 
  return before too long.
  The Old Watchtower—Centuries ago the watch-
  tower was part of a signal network of towers and 
  bonfires that warned against costal invaders. Now 
  the tower is abandoned, and falling slowly to ruin.
  Adventure hooks:
   •
  The tower is the lair of something dangerous—
  maybe a family of bears (or owlbears) lives here, 
  or something even more dangerous. The party 
  sees signs of animal habitation, including bones. 
  Will they investigate further?
   •
  A crow carrying a hat takes it into the tower.  
  
  The Overworld and Beyond
  21
  What is the meaning of the event? 
   •
  The adventurers notice strange marks scratched 
  around the doorway of the tower. Are they thief 
  marks, bandit signs, or a magical ward to keep 
  something out (or trapped inside)?
  Witch’s Hill—Locals are hesitant to talk about the 
  highest peak of the Carrow Hills, and they make 
  warding signs when they must do so. No two 
  locals can agree on the reason why the hill is so 
  feared.
  Adventure hooks:
   •
  The adventurers encounter nothing unusual 
  on the hill, but upon returning to civilization 
  discover that a month has passed.
   •
  A coven of witches does indeed live on the hill, 
  sharing a cottage. Roll d4 for the witches: (1) 
  The witches are quite nice people and offer the 
  party their aid in exchange for joining them 
  in a dance, (2) They are powerful magic-users 
  (druids) and offer hospitality to the party, but 
  have some unusual rules that the adventurers 
  must follow or suffer the ire of the witches, (3) 
  The witches value their privacy, and demand 
  that the party leaves—hiding the fact that they 
  have no real magic to speak of, (4) Nope, these 
  witches are magic-using cannibals and de-
  mon-worshipers.
   •
  The party comes across realistic statues of 
  animals and people screaming in terror. Does 
  a medusa live here, a basilisk lair nearby, or is 
  there something else going on?
  Random Countryside 
  Events
  A table detailing likely (and unlikely) events.
  D20 
  roll
  Local Event
  1
  Chilling howls fill the air for hours on end.
  2
  The sound of many voices singing a 
  chanting song is carried on the air, though 
  it is hard to make out the lyrics of the song. 
  Is it the song of farmers as they work, 
  the chanting of witches, bandits singing 
  around a fire, or a marching song?
  3
  Bandits are abroad, looking for somebody 
  to rob.
  4
  The adventurers stumble across a corpse. 
  Is it bandits, an animal attack, a monster’s 
  work, or natural causes (like plague)?
  5
  A wolf stalks out of the woods and watches 
  the party before bounding off into the 
  gloom. The wolf seemed unusually 
  intelligent, though the adventurers would 
  be hard-pressed to say why it gave that 
  impression.
  6
  An unseasonal storm, crackling with 
  strangely-colored lightning, rolls around 
  the hills.
  D20 
  roll
  Local Event
  7
  Heavy rains make traveling almost 
  impossible as the ground becomes deep 
  sucking mud. The adventurers need to find 
  shelter and quickly.
  8
  A normal day, but with a spectacular 
  (and obviously supernatural) sunset—a 
  byproduct of the thinness between 
  dimensions in the area.
  9
  A raven or crow carrying a hat flies off into 
  the hills towards an old watch tower.
  10
  A thick fog rolls in from the coast to the 
  east.
  11
  A wind with the sound of laughter on it 
  blows down from the deeply wooded hills.
  12
  A strange warm rain causes glowing 
  mushrooms to sprout. The mushrooms 
  turn to dust and spores soon after the rain 
  stops, but if kept in a sealed glass jar with 
  some wet soil they will glow like a lantern 
  for up to a month.
  13
  Local animals, both domesticated and 
  wild, are spooked by something that the 
  adventurers cannot perceive. (Druids in 
  the party and others with connections to 
  nature, animal companions, and familiars 
  become deeply uneasy but cannot explain 
  why.)
  14
  The adventurers encounter a hybrid 
  animal (a cat-bird, duck-bat, spider-snake), 
  the result of other-dimensional energies 
  leaking into the mortal realm.
  15
  For a moment the dimensional barriers 
  weaken, and scenes of other dimensions 
  assail the party’s senses.
  16
  A riderless horse thunders by the party, 
  its eyes wide and its saddle empty. If the 
  party follows the horse’s trail back they 
  might find a bandit attack, a dis-horsed 
  rider who has suffered an accident, or a rift 
  in space-time that closes as they approach. 
  Catching the horse might prove equally 
  interesting.
  17
  Huge spiderwebs appear overnight.
  18+
  A major trade caravan with multiple 
  merchants is traveling through the region. 
  If the adventurers are on the road they’ll 
  need to move aside to avoid the cattle and 
  many wagons. If the adventurers are in the 
  hills they can see or hear the trade caravan 
  in the distance.
  Some witches might be more 
  inclined to be friendly with 
  those who follow the Old 
  Gods.
  
  The Overworld and Beyond
  22
  Chapter 2: Attack 
  of the Koblins
  This first part of the adventure is designed for 
  5th to 6th level parties. Ideally, you’ve run a couple 
  of sessions using the setting, NPCs, and adventure 
  hooks from the first chapter so that the players are 
  familiar with the area and have an inkling that there is 
  something odd going on locally.
  A Nice Day for a Journey
  The adventurers are traveling from Shriveport to 
  Harrowbridge with a trade caravan, with a planned 
  overnight stop in the village of Shank. They are either 
  hired as guards, or travel as passengers on a wagon, 
  or just happen to end up sharing the road with the 
  caravan.
  Why is the party part of the trade caravan? Maybe 
  they were hired as guards by a merchant. Maybe the 
  adventurers were traveling that way anyway and 
  didn’t fancy walking and have paid a couple of gold 
  to sit on a wagon. Maybe the party are acting as 
  bodyguards to an NPC that they have previously met.
  However, just being caravan guards doesn’t feel 
  very champion-tier—so why are the adventurers 
  really there? This is a good time to tap into icon 
  relationships. Which icon is secretly transporting a 
  powerful relic using the caravan as cover? Which icon 
  has a trusted lieutenant traveling in disguise who is 
  using this as an opportunity to pass information or 
  aid to the party? Which icon has sent the adventurers 
  to discover what is happening in the Carrow Hills? 
  Or maybe the adventurers have personal reasons for 
  hiring on as guards—an NPC friend of theirs went 
  missing in a raid on a caravan and they are hoping 
  the culprits will strike again so that they can capture a 
  bandit for interrogation. This is your opportunity to fit 
  the adventure to the characters’ stories.
  This Journey as Part 
  of Your Own Setting
  OK, maybe it makes more sense (given whatever 
  happened in the last session that they played) for 
  the party to be traveling from Harrowbridge to 
  Shriveport. Whatever the direction, this journey 
  can be slotted in as part of a longer journey that 
  the party is making, part of a larger quest.
  The Caravan
  The head of the caravan is the master-merchant 
  Mistress Mina Redbriar, whose family also owns 
  the Loathsome Snake hotel in Harrowbridge. No-
  table merchants are Remy Monet (cattle), Aleyn 
  Goodwine (ale), Herman Melcher (grain), Victorion 
  Eldir (silks, spices, and books), and Kevyna Meldrew 
  (high-quality steel ingots and swords). There are also 
  various drovers, roustabouts, and the like (you can 
  use NPC family names from chapter 1 to create these 
  characters if the adventurers want to interact with 
  these minor characters).
  Troubleshooting
  The adventure assumes that the party want to 
  travel with the caravan, and have good reason to 
  go chasing those that stole from the caravan. If 
  the players have previously spent a session or two 
  playing in the Carrow Hills and have an NPC or 
  two that they like, that works in your favor—just 
  have those NPCs be part of the caravan so that the 
  koblins can later kidnap them.
  For the most part the caravan’s journey is unevent-
  ful, though you can introduce some countryside 
  events from chapter 1 to spice things up. The two-day 
  journey from Shriveport to Shank is without major 
  incident—the trouble occurs when the party is half a 
  day north of Shank traveling toward Harrowbridge.
  Koblins Attack
  As the caravan is passing through the rural landscape, 
  the adventurers start to notice a lack of farmers in 
  their fields. Keener-eyed adventurers will spot large 
  webs in the trees, and strange piles of dirt off among 
  the trees.
  Without warning, from hundreds of small pits 
  alongside the road erupt diminutive green human-
  oids. They had dug small holes and covered them 
  back over with turf, just like trapdoor spiders!
  These creatures are koblins, a magical amalgam of 
  goblins and kobolds!
  The Loathsome Snake, page 
  15
  Random Countryside Events, 
  page 21
  Random Shank Events, page 
  10
  
  The Overworld and Beyond
  What Do the Koblins 
  Look Like?
  Koblins are the offspring of kobolds and goblins, 
  fused together by leakage of unstable dimensional 
  energies somewhere in the Carrow Hills. Some 
  look halfway between kobold and goblin, others 
  favor one or the other, and some have strange 
  mutations like extra vestigial arms or have just 
  one eye like a cyclops. A few koblins have frog-like 
  or spider-like features. Some koblins are naked, 
  others have hairy pelts, and some wear oversized 
  clothing clearly taken from their victims. Their 
  weapons are crude—bone or wood clubs with 
  nails tied to them with twine, spears with flint 
  heads, and so on. Some carry rusted human-made 
  knives (which they use as short-swords) and 
  human-made bows.
  The koblins are not interested in killing (nor in 
  being killed)—this is a raid, not a war-party. As soon 
  as the koblins have caused enough chaos that some 
  of them can grab the reins of a couple of wagons and 
  race away with the goods, they retreat. Until then 
  they’ll try to cause as much mayhem and panic as 
  they can.
  The koblins flee when the escalation die reaches 
  6, or when the group of koblins that the adventurers 
  are fighting are all dead. The battle is larger than just 
  the group that the adventurers are fighting, and the 
  koblins will get away with at least a couple of wag-
  ons. If the adventurers choose to flee then the koblins 
  get away with much more than they would have 
  otherwise.
  Adjusting the Adventure for 
  Higher or Lower Level Parties
  The koblins are genetically unstable creatures, 
  though as they breed over the generations that 
  will lessen. If you are running this adventure 
  for a lower-level party you could use standard 
  kobolds and goblins, or give the koblins -3 to 
  their defenses. For higher-level parties you could 
  increase the koblins’ hit points, and give the 
  koblins +3 to attack and an extra attack each 
  round—fights would be short but intense.
  Number of 
  Adventur-
  ers in the 
  Party
  Koblin 
  Raiders 
  (mooks)
  Koblin 
  Archers
  Koblin 
  Spider- 
  riders
  3-5 5th level
  10
  3
  3
  6+ 5th level
  10
  5
  5
  3-5 6th level
  20
  6
  6
  6+ 6th level
  20
  8
  8
  After the Raid
  Post-raid, the adventurers will have the chance to 
  examine some dead koblins with their strange mix 
  Koblin Raider, page 128
  Koblin Archer, page 128
  Koblin Spider-Rider, page 
  128
  23
  
  The Overworld and Beyond
  24
  of goblinoid and koboldular traits. Any magical-
  ly-aware adventurers detect a faint trace of magic in 
  the koblins’ blood—something that reminds them of 
  owlbears.
  Once the adventurers have had a chance to rest 
  for a short while, Mistress Redbriar, the leader of the 
  caravan, comes to them. The koblins got away with a 
  wagon which had a false bottom—it was full of very 
  expensive magical reagents, worth more than the rest 
  of the caravan goods put together. She offers them 
  500 gp each to bring back the wagon.
  The Hunt is 
  On
  As the koblins disappear into the distance it is down 
  to the party to retrieve the stolen wagons. This is 
  an extended skill challenge. The caravan has spare 
  steeds for the adventurers to ride on, so the first skill 
  check is a ride check.
  Optional Rule: Skill 
  Piggybacking
  When a group of characters act in concert to 
  perform a task together, they designate one 
  to take the lead. That character makes the skill 
  roll with a +5 difficulty penalty, but first all 
  the characters following the leader roll at the 
  original difficulty to assist. Each success lowers 
  the difficulty for the leader by one. Any natural 
  ones cause the entire group to fail in spectacular 
  fashion.
  It’s up to the GM when skill piggybacking can 
  be used. Following the leader to be stealthy or 
  avoid a faux pas is great. Using piggybacking to 
  notice an ambush is probably not.
  Have each adventurer roll a skill check (appropri-
  ate attribute modifier + level + appropriate back-
  ground if any). Dexterity would be important for 
  staying on horseback, or perhaps Wisdom (or Charis-
  ma for druids or rangers) for convincing a horse to go 
  faster. Take the highest and lowest rolls in the party.
  Highest roll in party is 30 or over—The party is 
  gaining on the koblins, though they are still in the 
  distance. Lower the “high” threshold of the next 
  skill check from 30 to 25.
  Lowest roll in party is under 20—An adventurer 
  falls off a horse or spooks the horses of others. As 
  a result, the koblins disappear into the forested 
  foothills while the party is too far away to see 
  which direction they then headed in. Raise the 
  “low” threshold of the next skill check from under 
  20 to under 25.
  The second skill check is tracking the koblins 
  through the forested foothills. Wisdom (to spot the 
  wagon tracks), Intelligence (to work out a shortcut), 
  and Dexterity (to dodge branches while riding) are 
  important attributes.
  Highest roll in party is 30 or over—Though the par-
  ty can no longer see the koblins, they take a route 
  that doesn’t give the koblins too much of a lead. 
  Lower the “high” threshold of the next skill check 
  from 30 to 25.
  Lowest roll in party is under 20—The koblins know 
  exactly which route the party is taking and prepare 
  extra traps for the party. Raise the “low” threshold 
  of the next skill check from under 20 to under 25.
  The third and final skill check is to avoid traps that 
  the koblins have set up to stop pursuit. The koblins 
  have dug small covered pits to make horses stumble 
  and throw their riders, cut down trees to block easy 
  paths, and made simple spear traps. Wisdom lets ad-
  venturers spot these traps, Dexterity lets them dodge 
  out of the way.
  Adventurer rolls 30 or over—They can aid another 
  adventurer who rolled under 20, reducing damage 
  by one die.
  Adventurer rolls under 20—The adventurer takes 
  4d8 damage from koblin traps.
  You may want to narrate (or 
  let the players narrate) how 
  the skill challenge goes for 
  each adventurer. 
  Not My Problem, Lady!
  So what to do if the party refuses to go after the 
  missing wagons? Maybe the inducement is too 
  small. Well, a relative of hers owns the best hotel 
  in Harrowbridge, do the party want free room and 
  board for the next few years? Maybe the party 
  needs a stick rather than a carrot—how about 
  an NPC that they like was in one of the stolen 
  wagons, or maybe some of their gear. What if the 
  adventurers refuse and continue to Harrowbridge? 
  Naturally any NPC group sent after the stolen 
  wagon will fail, but I’m sure the wizards in 
  Harrowbridge (who were expecting their reagents) 
  will approach the party with an offer.
  
  The Overworld and Beyond
  25
  
  The Overworld and Beyond
  The Lost Temple
  The adventurers reach the foot of a hill, at the top of 
  which they can see a low stone building with many 
  wagons clustered around it—not just the recently 
  stolen wagons but others taken from other small-
  er trade caravans. From the trees hang bundles of 
  bones—primitive wards against intruders, designed 
  as much to scare as they are to harness any magic.
  Getting closer to the lair, the adventurers see that 
  it once was a small temple, now missing its roof and 
  with tumbledown walls green with moss. Look-
  ing around, the adventurers notice rotted timbers 
  obscured by brambles and fungus—the remains of a 
  lost village long ago abandoned to the forest.
  Creeping up on the koblin encampment is a DC 25 
  skill check. When the adventurers attack they get a 
  surprise round—the two adventurers with the high-
  est initiatives who also passed the skill check get free 
  actions before combat proper starts.
  If the adventurers alert the koblins to their pres-
  ence by trying to parlay (or failing the creeping-up 
  skill check), then each adventurer must roll a skill 
  check (DC 30) to notice koblins creeping around to 
  ambush the party. Add 1d3 koblin raider mooks to 
  the fight for each adventurer who failed either skill 
  check.
  Adventurers who try to parlay lose the opportuni-
  ty to take part in the surprise round, and no surprise 
  round happens at all if the party just charges in 
  screaming without first creeping up on the camp.
  Number of 
  PCs
  Koblin 
  Shaman
  Koblin 
  Archers
  Koblin 
  Camp 
  Guards
  3-5 5th 
  level
  1
  6
  4
  6+ 5th 
  level
  1
  8
  6
  3-5 6th 
  level
  1
  12
  8
  6+ 6th 
  level
  1
  12
  10
  Run Away!
  When the escalation die reaches 2+ half of the 
  koblins left alive and the koblin shaman (if still 
  alive) flee into the ruined temple, disappearing 
  into a large hole in the floor where the temple has 
  collapsed into its own basement.
  Into the Lair
  Once the fight is over the adventurers notice that all 
  the wagons around the temple are empty, having 
  been looted just before they arrived. Based upon 
  marks on the ground, the koblins dragged goods 
  from the recently stolen wagons through the hole 
  into the basement of the temple.
  The temple has no roof, and it is hard to see who it 
  was once dedicated to. Here and there horse hide has 
  been stretched out onto racks to dry, there is evi-
  dence of cooking fires, and further afield on the other 
  side of the ruined temple there is a well-trod path 
  leading to midden heaps.
  Room 1 (Entrance from 
  Above)—The Undercroft
  This is the basement of the temple. The temple floor 
  above has partially collapsed into the basement, leav-
  ing a ramp of rubble leading down into the gloom. 
  The only light is that which comes down from the sky 
  above.
  The corpses of dead horses lie here, some freshly 
  slaughtered. A metal spit above a campfire shows 
  where the koblins have been cooking horsemeat, 
  though the fire there is not lit. Horse bones form a 
  large mound on the eastern side of the room.
  There are four exits from this area (not including 
  climbing back up the ramp of rubble). To the north is 
  a hole in the basement wall, with an earthen tunnel 
  stretching downwards. The other three walls have 
  stone archways leading to other rooms, with horse-
  hide hung over the entrances.
  Above the party in the dark skulk 2d3 koblin spider 
  riders. It is a DC 30 skill check to spot the spider-rid-
  ers lurking in the many shadows of the soot-stained 
  vaulted basement ceiling, and then only if the adven-
  turers are deliberately looking for lurking enemies. 
  If the adventurers don’t bother the spider-riders, the 
  hiding koblins will simply wait for the party to leave 
  the immediate area before escaping out of the hole 
  and hiding far away in the woods for a couple of days.
  Room 2 (North)—The 
  Northern Tunnel
  An earthen tunnel leads northwards and down-
  wards away from the temple basement. The tunnel is 
  supported by wooden planks, obviously taken from 
  wagons that the koblins have previously stolen.
  At the end of the tunnel sits an intact stone-
  walled basement underneath a ruined cottage. The 
  cottage floor above the basement has rotted mostly 
  away, but brambles form a natural “roof.” Koblins and 
  perhaps halflings and gnomes can slip out of the 
  basement between the brambles, but larger creatures 
  would have to hack away at the undergrowth. This is 
  the koblin escape route, and many koblins have al-
  ready scrambled down the tunnel and fled away from 
  Koblin Shaman, page 129
  Koblin Archer, page 128
  Koblin Camp Guard, page 
  128
  26
  
  The Overworld and Beyond
  3
  2
  4
  5
  1
  27
  
  The Overworld and Beyond
  28
  their lair during the adventurers’ initial attack.
  A dirt-covered canvas tarpaulin hides a supply of 
  barrels and crates that contain all manner of things—
  mostly trade goods that were of no immediate use to 
  the koblins (iron ingots, quicklime, and shoes too large 
  for koblins to wear). The tarp is hidden under dirt and 
  brambles, requiring a DC 25 skill check to spot it.
  Room 3 (East)—The 
  Mushroom Farm
  This dark room smells strongly of damp earth, wet 
  straw, and growing mushrooms. Crudely made 
  wooden racks stretch from floor to ceiling and hold 
  night-soil in which mushrooms are growing.
  A group of 2d6 unarmed koblin mooks hide under 
  the racks. The koblins cower away from the adventur-
  ers, and if attacked choose to flee rather than fight.
  Room 4 (South)—The 
  Treasure Room
  This room has a large throne constructed from bro-
  ken bits of cart held together with ropes. The throne 
  has been draped with bolts of cloth and silk. Open 
  chests in the room (their locks smashed off) display 
  objects that glitter in the dim light.
  Behind the throne is a rusted iron grate in the 
  floor, beyond which a deeper room can be seen. The 
  iron grate is rusted into place, but the gaps in it are 
  large enough for a koblin (or a gnome or halfling) to 
  slip between. The sound of chanting koblin voices 
  echoes up from the darkness below, and a flickering 
  light is barely visible. A trail of glittering dust (from 
  a split bag of magical reagents) leads down through 
  the grate.
  Forcing open the iron grate requires a DC 15 skill 
  check, or DC 25 to do it silently.
  D12 roll
  Loot from Open Chests—Roll Once 
  per Adventurer
  1
  Cut-glass drinking vessels, mostly 
  broken (worth 1 sp)
  2
  Bag of glass marbles (worth 1 sp)
  3
  Box of tin whistles (worth 1 sp)
  4
  Sequins (worth 5 sp)
  5
  Multicolored ceramic beads (worth 1 
  gp)
  6
  Box of scissors (worth 2 gp)
  7
  Multi-colored glass statue of a horse 
  (worth 10 gp)
  8
  Silver spoons (worth 100 gp)
  9
  Silver armbands with semi-precious 
  gems (worth 200 gp)
  10
  Shiny steel padlocks and keys (worth 
  500 gp)
  11
  Gold coins! (1000 gp)
  12
  Bag of uncut diamonds (1500 gp)
  Whichever adventurer found the least loot also 
  finds this item…
  Wonderful Whistle of 
  Slippery Fish
  This fish-shaped silver whistle smells faintly of the 
  sea.
  Wondrous item
  Once every five minutes: When loudly blown, a live fish 
  appears wherever the blower is looking (or just 
  above or beside, if the blower is staring at a solid 
  object or person).
  Recharge 16+ after battle: When blown, gives the 
  blower and their allies +1 to all disengage checks 
  until the end of a battle—and causes a large slip-
  pery fish to appear, of course (champion: recharge 
  11+; epic: recharge 6+).
  Quirk: Fear of nets, fishing hooks, etc.
  Room 5 (West)—The 
  Nursery
  The flagstones of the floor have been levered up in 
  this room, and the earth beneath dug out. In the 
  resulting pit is a squirming pulsating mass of what 
  looks like giant frog spawn. Looking closer into the 
  pit the adventurers can see that rather than tadpoles 
  the eggs contain smaller koblins.
  On the walls of this room are humanoid skeletons, 
  cocooned in torn webs. If the adventurers were look-
  ing for a kidnapped NPC then they find them on the 
  wall of this room, cocooned in untorn webs—break-
  fast for the as-yet unborn koblins.
  If the adventurers disturb the pit of eggs then 3d4 
  screaming koblins hatch. If the adventurers linger the 
  koblins attack them; if the adventurers leave then the 
  koblin “tadpoles” cannibalistically turn on each other 
  until only one is left.
  
  The Overworld and Beyond
  29
  
  The Overworld and Beyond
  30
  Deeper Under the Lair
  Once the adventurers pass through the grate in the 
  floor of the treasure room, they find a large oval 
  chamber. In the center of the chamber stands a pair 
  of stone obelisks. A strange energy crackles between 
  the obelisks. Magically-inclined adventurers know 
  that this is a dimensional portal, though it is not 
  currently open.
  Beyond the obelisks a group of koblins chant to 
  a huge spider whose many eyes glitter in the arcane 
  light of the closed portal.
  As soon as the adventurers enter the chamber the 
  spider spots them and shrieks. The koblins immedi-
  ately attack the party!
  Num-
  ber of 
  PCs
  Koblin 
  Shamans
  Koblin 
  High- 
  Shaman
  Giant 
  Koblin-Spider
  3-5 5th 
  level
  3
  1
  1
  6+ 5th 
  level
  7
  1
  1
  3-5 6th 
  level
  8
  1
  1
  6+ 6th 
  level
  14
  1
  1
  After the fight the adventurers discover the 
  missing bags of magical reagents, though most are 
  opened and empty. It appears that the koblins were 
  feeding the giant spider the magical reagents.
  By this point in the adventure any still-living 
  koblins have fled far into the wooded hills, hiding in 
  badger holes and hollow logs. The adventurers are 
  free to explore the koblin lair uninterrupted.
  The dimensional portal cannot be opened at this 
  point—it only becomes openable at certain times 
  when the local barriers between realms are especially 
  thin. Any magically-inclined adventurer will know 
  that sticking around near the obelisks long-term is a 
  bad idea, as they might end up getting fused like the 
  kobolds and goblins did!
  So Who Was the 
  Temple Dedicated To?
  If an adventurer worships a particular god then 
  they could discover evidence that this was a 
  temple of that faith. If you can’t tie the temple into 
  an adventurer’s backstory then just pick a god or 
  pantheon from Gods and Icons from Dread Unicorn 
  Games.
  Koblin Shaman, page 129
  Koblin High-Shaman, page 
  129
  Giant Koblin-Spider, page 
  130
  
  The Overworld and Beyond
  31
  Chapter 3: Further 
  Adventures in the 
  Carrow Hills
  The adventures in the Carrow Hills don’t have to end 
  just because the koblins have been dealt with. Here 
  are mini-adventures intended for after the lost tem-
  ple has been discovered, but before the adventurers 
  are called upon to solve the issue of other-worldly 
  monsters at epic tier. The adventures in this chapter 
  all build upon the adventure in the last chapter and 
  foreshadow the epic-tier adventure next chapter.
  A Ship Aloft
  It is market day in Harrowbridge, and a ship appears 
  in mid-air and crashes into the Corn Exchange! The 
  sailors on the ship are all deceased, seemingly boiled 
  to death.
  The town’s guilds offer half the treasure from the 
  ship’s hold to whoever can explain where the ship 
  came from—and prevent anything like this happen-
  ing again. The adventurers hear that a magic item 
  was found in the ship’s hold, an item that they would 
  find very useful.
  Where did the ship come from, how did the sailors 
  really die, and how did the vessel appear in mid-air 
  miles away from the coast?
  Links to Other 
  Adventures
  If the adventurers ask around town they might end 
  up speaking to Donovan Witchblood (see Attune the 
  Obelisks) as an expert on strange happenings and 
  teleportation.
  Attune the 
  Obelisks
  A wizard from Harrowbridge, Donovan Witchblood, 
  has discovered a map showing obelisks scattered 
  throughout the Carrow Hills. Donovan believes that 
  the obelisks are part of an ancient teleportation 
  network, and wants to turn it on. With the network 
  reactivated (and Donovan in charge and collecting 
  tolls) merchants could take shortcuts and avoid long 
  and potentially dangerous journeys.
  There are some problems with Donovan’s idea of 
  course. For a start if the wizard’s idea works mer-
  chants will no longer need to stop in Shank, and the 
  village’s economy will die. Secondly the energy of 
  the portals attracts monsters, so the adventurers will 
  have to fight off owlbears, undead, and elementals.
  Finally, Donovan doesn’t have a clue what the 
  network of obelisks actually does. He thinks that it is 
  a teleportation network, but he’s only partially right. 
  Some of the obelisks were intended to be used for 
  magical travel. Some of the obelisks are part of an 
  ancient ward that keeps a demon sealed away in 
  limbo—interfering with too many of those obelisks 
  will free the demon into the Carrow Hills.
  Gods and Icons
  A demon to some is an angel to others—if you 
  are using the Gods and Icons book from Dread 
  Unicorn Games, what about making the “demon” a 
  messenger of Koatiri or Chazda? The divine being 
  was locked away either due to it being rebellious, 
  or by enemies of its god—either way it now has 
  a grudge against the descendants of those who 
  imprisoned it in limbo.
  Links to Other 
  Adventures
  If Donovan is intent on messing with the two obelisks 
  in the basement of the lost temple, he might meet 
  opposition from Phineas of Darpool (see Lost Idol).
  Beast of 
  Shank
  Mattie Groves, mayor of Shank, invites the ad-
  venturers to a festival that the village is holding to 
  celebrate the defeat of the koblins. When the ad-
  venturers get to Shank, Mattie pulls them aside to 
  tell them that somebody in Shank is a werewolf. The 
  mayor can’t trust anybody in Shank to investigate, but 
  Lost Idol, page 32
  Mattie Groves, Other People 
  of Shank, page 9
  
  The Overworld and Beyond
  32
  as the adventurers were far away from Shank each 
  time there was a werewolf attack she can trust them. 
  She asks the party to investigate quietly, so as not to 
  cause panic—she has only shared her suspicions with 
  Geris Barleyoak (the innkeeper) and Nalach Krumb 
  (the baker’s spouse) who form a sort of informal town 
  council.
  Links to Other 
  Adventures
  An NPC from another adventure in this chapter could 
  be the werewolf, or it could be a result of the hy-
  bridization experiments (see Principia Artes Magicis). 
  Maybe a portal to the Green has opened (see the epic 
  tier realm in the next chapter).
  Lost Idol
  A priest, Phineas of Darpool, believes that a price-
  less statue is somewhere in the lost temple, possibly 
  buried nearby when the temple was abandoned. His 
  superiors have sent him to retrieve the statue and 
  bring it back to civilization. The priest asks the ad-
  venturers to guard him and his crew of hired laborers 
  while they dig up the area around the temple. Oh, 
  and Phinaes has a box of gold to pay the laborers so 
  that will need guarding too.
  Three problems. One, the koblins aren’t gone—
  they were driven off but have found another place 
  to lair nearby. Two, some of the laborers plan to steal 
  the statue once it is unearthed. Three, bandits plan to 
  attack the camp and take the laborers’ pay.
  If the adventurers can return the statue to the 
  mother temple, not only will they be paid but they’ll 
  be owed a big favor by a religious organization.
  Gods and Icons
  It would make sense for the god to be one related 
  to travel, a deity like Dozakad or Balamet. Baltigan, 
  the old god of magic, could also be an interesting 
  fit.
  Being owed a favor by a religious organization 
  could result in a temporary bonus to icon rolls with 
  icons like Hierophant Galsyra, the High Priestess 
  of the Bright Gods. Then again, if the adventurers 
  decide to betray the priest and his superiors at the 
  last moment then they might earn a relationship 
  with a wholly different icon.
  Links to Other 
  Adventures
  Phineas of Darpool might be the NPC that initially 
  calls on the adventurers in the epic “Into the Over-
  world” adventure, or could be the NPC secretly 
  afflicted with lycanthropy that is troubling Shank (see 
  Beast of Shank).
  Principia Artes 
  Magicis
  A group of magical experimenters, led by Sallia 
  Phemanita, has arrived in Shriveport. The various 
  alchemists, enchantresses, and thaumaturges have a 
  ship-load of animals that they want to merge togeth-
  er using the strange power found in the Carrow Hills. 
  As the adventurers have first-hand knowledge of the 
  lost temple and the koblins, the experimenters want 
  the party to take the animals into the Carrow Hills 
  and leave them at points that they feel might result in 
  a merging of creatures.
  So the adventurers must haul beasts (some of 
  which are dangerous, many of which are uncoopera-
  tive) into a roadless monster-and-bandit-infested wil-
  derness. They must keep the beasts safe long enough 
  for the dimensional merging to take place. Then they 
  must take the resulting hybrid monsters back to 
  Shriveport (alive and unharmed) for the assembled 
  experimenters to examine and dissect. Simple, right? 
  Well, the experimenters make it sound simple.
  The experimenters offer to pay the adventurers 
  1,000 gp each (in gemstones) and have a magic item 
  which they can use to sweeten the deal if need be.
  Links to Other 
  Adventures
  The cadre of experimenters likely contains Donovan 
  Witchblood (see Attune the Obelisks) among their 
  number. The experiments might lead to the events in 
  Beast of Shank.
  If you are using Gods and 
  Icons then Blue Aoife (the 
  High Druid of the Old Gods) 
  is an icon that could be 
  involved behind the scenes.
  G&I
  The Lost Temple, page 26
  Dozakad, page 6 
  Balamet, page 14
  Baltigan, page 17
  Hierophant Glasyra, page 
  41
  G&I
  Attune the Obelisks, page 
  31
  Beast of Shank, page 31
  
  The Overworld and Beyond
  33
  Chapter 4:  
  Life, Death, Rebirth
  This adventure is intended for parties of upper cham-
  pion tier to lower epic tier (7th-8th level), involving 
  travel to multiple realms and classic “hex-crawl” style 
  exploration.
  Getting the Adventure 
  Started
  The adventure starts when the party ends up in the 
  realm of Fleshscar with no way out. Here are some 
  ways the party might end up in the situation:
   •
  Poking around in an old ruin, the adventurers 
  accidentally open a portal between realms.
   •
  The adventurers lose a fight, and rather than kill 
  them their enemy uses magic to exile them.
   •
  The adventurers are traveling in an interplanar 
  ship and caught in a storm that shipwrecks 
  them.
   •
  The adventurers follow the instructions on a fad-
  ed treasure map to open a portal to great riches. 
  Unfortunately, the map was a little too faded.
   •
  The party fights a god-like being. Everybody 
  the semi-deity “kills” ends up deposited in the 
  Fleshscar.
  Regardless of how they got there, the party has all 
  their usual weapons and armor, gear and equipment.
  Part 1: Life is Hard
  The adventurers look around. It is dark. The ground 
  under them is warm and yielding and smells of sweat. 
  The adventurers are in a fistula—a skin-lined tunnel 
  through flesh. As their eyes adjust they see that the 
  ceiling above them is slightly translucent, like light 
  coming through skin. The tunnel has light coming 
  from both ends. The skin of the fistula is tough, but if 
  cut it oozes a thick dark blood.
  The Fleshscar
  Emerging into the light, the adventurers discover an 
  endless landscape made of living flesh. Sweating hills 
  of flesh contain wheezing pit-like orifices leading to 
  vast lungs, bowels, and stomachs. Bone and horn 
  spires jut mountainously from pustule-covered 
  plains. Seas of bile roil and bubble, digesting the 
  mega-fleas and dog-sized uber-ticks which stumble 
  into them. Rivers of tears flow from cave-like ducts, 
  trickling through hairy valleys and into dark cavern-
  ous openings.
  In the sky above, clouds of respiration condense 
  into rain, the only source of fresh water. Beyond the 
  clouds a ceiling of vast glowing eyes surveys the 
  landscape, the cosmic being only able to see itself—
  for it is its own world. The day-night cycle of the 
  Fleshscar is random—determined by how many eyes 
  are open rather than by predictable cycles or orbits.
  There are people who live here, their bone-shard 
  spears and skin-leather tents aiding them in their 
  struggle for survival. They harvest humongous fungal 
  infections, tap the veins of their world for sustenance, 
  and farm the massive parasites that infest the cosmic 
  being on which they reside.
  Healing and “Death” 
  in the Fleshscar
  Adventurers who heal here, either naturally or 
  through magical means, gain double the normal 
  amount of hit points. Healing that would take an 
  adventurer over their normal hit point threshold 
  gives the adventurer temporary hit points—but 
  also causes mutations (roll 1d6: (1) eye or mouth, 
  (2) benign tumor-like fleshy growth, (3) worm-like 
  growths, (4) sphincter-like orifice, (5) unnaturally 
  smooth flesh that pulses, (6) fleshy tentacle).
  An adventurer who has no hit points begins to 
  merge with the flesh landscape. An adventurer 
  who dies fully merges with the landscape, 
  becoming one with the Fleshscar—the adventurer 
  is still “alive,” but no longer as an individual, instead 
  becoming subsumed into the world-organism.
  Constructs, intelligent plants, the undead, etc. 
  need not worry about merging with the flesh-
  scape or gaining mutations, but neither do they 
  benefit from the extra healing. At least not at first. 
  If an adventurer not made from living flesh stays 
  in this realm for too long they’ll end up becoming 
  flesh and blood.
  Despite the realm slowly turning undead creatures 
  back to living ones, there are a surprising number of 
  vampires and vampire spawn. In this realm vampirism 
  is something that sometimes sweeps through the 
  population of a village when one person becomes 
  infected, before everybody gets cured by the magic 
  of the realm, like a bad case of the flu. In between 
  the start of the infection and its passing, the villagers 
  Any character ability 
  tagged Overworld, such 
  as the wizard’s Overworld 
  Advantage or the terrain 
  caster druid’s daily spells, 
  work in all the planes in this 
  supplement. If the GM wishes, 
  terrain caster druids may find 
  themselves in an area that 
  counts as both overworld 
  and some other terrain (such 
  as mountains) and the druid 
  can choose either terrain to 
  use for their spells.
  It can be fun for 
  necromancers to find their 
  pets slow growing organs 
  and skin while in the 
  Fleshscar.
  
  The Overworld and Beyond
  34
  
  The Overworld and Beyond
  35
  become bloodthirsty undead savages. If the villagers 
  are close to a vein they mindlessly feed until the in-
  fection passes, and if not they seek out other villages 
  to attack.
  Oh, and there are tumorous things that sometimes 
  crawl out of the fleshy caverns. Who knows what 
  those used to be (use the stats for any monster you 
  like). Plus giant lice (use the stats for hooked demons). 
  Oh boy! Hungry mouths in the “ground,” shuddering 
  flesh-quakes, vomit-volcanoes—this realm has it all!
  The Flesh-Crawling 
  Hex-Crawl
  There’s nothing to be done about it—the adventur-
  ers will have to find some way to leave the realm, or 
  make a new life here among the scabs and pus.
  Finding a way out involves exploring for a bit. For 
  this you’ll need some gridded paper. A hexagonal 
  grid is traditional, but a square grid works fine too. 
  Each grid area represents a couple of square miles. 
  Each time the party explores an area roll for the (both 
  large and revealed) features below. Also roll for large 
  features that the adventurers can see in the neigh-
  boring grid areas.
  D20 Roll
  Large Features (You can see these 
  from far-off.)
  1
  A huge mountain of flesh, with a white 
  nail-like peak, dominates the area.
  2
  A scabrous pus volcano oozes red-
  hot pus and blood, scarring the flesh 
  around it and filling the air with the 
  smell of cooking meat.
  3
  A deep valley, surrounding an 
  enormous dark orifice.
  4
  A forest of finger-like growths that 
  bifurcate and branch dominates the 
  landscape. The growths grab at and 
  crush anything that gets too close to 
  them.
  5
  A ridge of bone spurs juts forth 
  dramatically.
  6
  A river of blood flows across the 
  landscape.
  7
  A rotted area, crawling with maggots. 
  Going is hard here, as the skin breaks 
  underfoot.
  8
  A scabland, hard and unyielding.
  9
  A vast brain-like structure lies just 
  beneath the surface, its neural 
  discharges like lightning beneath the 
  skin.
  10
  Hair! Long, luxurious hair waving like 
  wheat. In many places it is too tall to 
  see over.
  11
  Hollow bone trees from which come 
  a wheezing sound as the fleshscape 
  breathes in and out through them.
  D20 Roll
  Large Features (You can see these 
  from far-off.)
  12
  Pus-filled boils as big as hills, and too 
  hot to touch. Massive things wiggle 
  inside them.
  13
  The land is fat and pleasantly (if 
  disturbingly) soft and yielding to the 
  touch, producing rolling zaftig hills.
  14
  The landscape is covered in a mist of 
  warm breath.
  15
  The landscape is dominated by a lake 
  of blood.
  16
  The landscape is dotted with holes, 
  the interior of each hole lined with a 
  dripping membrane. Once an hour the 
  whole landscape sneezes, in a single 
  titanic upheaval.
  17
  The landscape is heavily veined, like a 
  weightlifter’s arm.
  18
  The skin is cracked into a badlands of 
  ravines and callused outcroppings.
  19
  Roll 3d6 twice on this table and 
  combine the results.
  20
  The landscape here is unremarkable—
  except for the fact that it is made of 
  living flesh.
  Once the adventurers enter an area and start ex-
  ploring they discover two revealed features.
  D20 Roll 
  Twice
  Revealed Features (You must enter an 
  area to find these features.)
  1
  A carved bone outcropping juts forth 
  from the skin. The carving is in an 
  alphabet or writing system that the 
  adventurers recognize, but either the 
  language is unknown to them or it is 
  just gibberish.
  2
  A deep wound, freshly made.
  3
  A forest of thick hairs, with blind lice 
  and huge eggs clinging to them.
  4
  A huge insect as large as a cow is 
  slowly chewing on a callused cliff-face.
  5
  A mouth-like opening lined with teeth.
  6
  A sphincter-like opening leads into a 
  deep cave.
  7
  A squirting orifice.
  8
  An abandoned village with a wall of 
  bone blocks and the tattered remains 
  of skin tents. A mosquito-like creature 
  (a stirge) circles overhead.
  9
  An area filled with tongues the size of 
  buses!
  10
  An odd conglomeration of flesh that 
  is slowly being absorbed into the 
  landscape.
  11
  An orifice that breathes in and out.
  Hooked demons are in the 
  core book. 
  
  The Overworld and Beyond
  36
  D20 Roll 
  Twice
  Revealed Features (You must enter an 
  area to find these features.)
  12
  Dog-sized ticks drink blood from a 
  vein near the surface. Crows circle 
  overhead.
  13
  Glowing eyes that close when the 
  adventurers get near.
  14
  Lots of bald smooth areas, they look 
  like long-healed scars.
  15
  Pits filled with bubbling fluids. 
  Digestive acid, drinkable water, or 
  something horrid? Only one way to 
  find out…
  16
  Scattered across the landscape are 
  gullies lined with sticky curly coarse 
  hairs from which it is hard to escape.
  17
  The ground here is sweaty and slick, 
  with small streams of sweat running 
  downwards toward pools.
  18
  The skin here is tattooed in an alien 
  language. Either that or it is some sort 
  of disease. Or maybe both?
  19
  Weeping eyes dot the landscape, 
  making the ground swampy underfoot 
  with eye-mucus. The eyes turn to 
  follow one’s progress, and huge 
  mucus-crusted insects pick their way 
  through the swamp on stilt-like legs.
  20
  Something anatomically… 
  unspeakable. Best to move onwards.
  Each area explored has two encounters. It is up to 
  the players how the adventurers approach these—
  they could try to avoid them or interact with them, 
  try fighting or diplomacy, whatever they want.
  D12 Roll 
  Twice
  Encounters While Exploring the Area
  1
  2d6 gigantic black puddings burst forth 
  from beneath the skin.
  2
  A group of lumpy mutated humanoids 
  shuffle along, ignoring the adventurers 
  as they pick scabs from the landscape to 
  eat them.
  3
  A human dressed in rags and leather 
  approaches the party and mimes that it 
  wants to trade its bone spear for some 
  of the metal items the characters are 
  carrying—a buckle or two will do.
  4
  A massive parasite is consuming 
  something still wriggling—maybe a 
  person? Roll to see if it has noticed the 
  party: 1-2 it is too intent on its meal, 4-6 
  it is still hungry.
  5
  Blood-mad villagers are out hunting (use 
  stats for vampires, vampire spawn, etc.).
  6
  Cancerous-gnolls, at least twice as 
  numerous as the adventurers.
  7
  Dandruff storm! Visibility is only a few 
  feet.
  D12 Roll 
  Twice
  Encounters While Exploring the Area
  8
  Fleshquake! The quake is preceded 
  by crows that were eating ticks off 
  the skin taking off screeching. If this 
  is the first fleshquake the adventurers 
  have encountered, the crows taking 
  off won’t be a warning (each PC takes 
  3d8 damage), but if they have seen this 
  behavior before the party has a minute 
  to prepare (DC 25 to avoid damage).
  9
  One of the adventurers starts mutating 
  (roll d20: (1) eyes over their head and 
  their hair falls out—360 degree vision 
  unless hidden under hat or wig, (2) extra 
  fingers along their forearms—might be 
  useful for cheating at cards, (3) second 
  mouth on their throat—functional, 
  can be hidden with a scarf, good for 
  singing duets, (4) chitinous armor +1 
  AC if attacked from behind, (5) tentacle 
  in an odd place—useful for party tricks, 
  (6) an oozing sore—should clear up 
  in a month, (7) useless gill-like folds 
  under the arms, (8) useless stubby tail, 
  (9) a distorted face on the stomach, 
  occasionally opens blind eyes or makes 
  facial expressions, (10) useless withered 
  extra arm, (11+) odd patch of discolored 
  skin).
  10
  The ruins of a trade caravan, slowly being 
  digested in a pit of acid.
  11
  The skin has been peeled back and 
  the meat beneath has been dug away. 
  Whoever or whatever did this might 
  return shortly.
  12
  What was once a person, still living and 
  in agony, being absorbed into a wall of 
  flesh. It begs for death, but death is not 
  possible here—only becoming one with 
  the Fleshscar.
  The Stockade
  After the party has had at least two fights, at least 
  two non-combat encounters where they solved a 
  problem or talked with an NPC, has faced at least 
  two hazardous non-combat situations, and explored 
  at least three areas, it is time to introduce the ship-
  wrecked elves.
  As the adventurers enter a new area they notice 
  what looks like a village in the distance. What look 
  like dark elves are attacking the village. A group of 
  the attackers splits off from the main group and 
  attacks the party…
  Black puddings are in the 
  core book. 
  Massive Parasite, page 133
  Cancerous-Gnoll, page 122
  
  The Overworld and Beyond
  37
  
  The Overworld and Beyond
  38
  Number of 
  Adventur-
  ers in the 
  Party
  Void Elf 
  Corsair
  Void Elf 
  Highbind-
  er
  And…
  3-5 7th level
  4
  4
  1 Sharkian 
  Wizard
  6+ 7th level
  6
  5
  2 Sharkian 
  Wizards
  3-5 8th level
  4
  4
  1 Void Elf 
  Warplock
  6+ 8th level
  6
  5
  2 Void Elf 
  Warplocks
  If the fight is too easy then some void elves break 
  off from the attack on the village to help their friends. 
  If more than one adventurer reaches 0 hit points 
  before the escalation die reaches 6 and the fight is 
  too hard, the void elves retreat as some of the people 
  from the village come out to aid the adventurers.
  Once the escalation die reaches 6 a horn sounds 
  and the void elves and their sharkian allies retreat.
  The people of the village come out to help the ad-
  venturers and bandage any wounds they might have. 
  The village is populated by wood elves, though they 
  call themselves “wildspace nomads.”
  The Wreck of the 
  Pepperdÿne
  The stockade is a simply constructed wall structure 
  of wood and bone, with a few crudely made wooden 
  shacks at the center. The wooden shack is made from 
  what looks like the broken remains of a ship, lashed 
  together with rope to serve as a crude shelter. The 
  ship’s name, Pepperdÿne, can be seen on a broken 
  piece of wood that serves as a hut door. There is also 
  a lot of broken wood that looks like it came from a 
  living tree, most of which went into the construction 
  of the stockade wall.
  The elves are the survivors of a shipwrecked vessel, 
  a transdimensional merchant ship that was traveling 
  from its home in a realm known as The Green to a 
  place called The City at the Edge of Dawn. It was at-
  tacked by void elf raiders, and the two ships crashed 
  through a portal into this realm. The void elves have a 
  mostly intact ship, but lack something the crew of the 
  Pepperdÿne call a “celestial heart”—a device of brass, 
  wood, and crystal that allows the ships to fly and 
  move between worlds.
  Of course, the above info-dump is for you the 
  GM. The adventurers will discover it by talking to the 
  following characters.
  Thil Greenwing the Navigator—The highest-ranking 
  survivor of the wreck, Greenwing implores the 
  adventurers to aid them in capturing the void elf 
  ship so they can all get out of this realm. Green-
  wing is worried—the celestial heart probably only 
  has enough of a charge to get them to an adjacent 
  world, not all the way home, but they haven’t 
  revealed that fact to anybody yet.
  Adventure hooks:
   •
  Greenwing reveals that the crew’s water supply 
  is running low. Do the adventurers know where 
  fresh water is?
   •
  Greenwing was smuggling contraband alchemi-
  cal substances into the City at the Edge of Dawn, 
  and suspects the pirates somehow knew about 
  that. He can trust the adventurers, but can he 
  trust the rest of the crew?
   •
  Something in the Fleshscar is causing Green-
  wing to fade away. His periods of translucency 
  started recently with his fingertips, but the area 
  of him that is fading in and out and the length 
  and severity of the fade is spreading. The adven-
  turers are the first to notice—Greenwing doesn’t 
  want the others to worry.
  Celena Roots, Bosun—This russet-skinned elf has 
  tattoos covering her arms, each one a symbol of 
  good luck from a realm that she has visited. Celena 
  is also pregnant; she was hiding this fact or else 
  she wouldn’t have been allowed to set sail as the 
  ship’s bosun. Her time is getting close, and she 
  is desperate to get away from this nightmarish 
  flesh-realm before she gives birth. Celena is the 
  second-highest ranking survivor of the shipwreck 
  and is currently its most capable fighter.
  Adventure hooks:
   •
  While marching, Celena lags behind everybody, 
  causing the party to have to regularly wait for 
  her to catch up. She claims to have an injured 
  back, but if the adventurers examine her they’ll 
  discover her condition.
   •
  Celena stops to sit on an outcropping of bone, 
  but it is studded with nerve-endings and trig-
  gers a flesh-quake!
   •
  Celena’s water breaks! If the adventurers haven’t 
  been paying attention to her frequent back-
  aches and the slowness of her walking, they 
  might be caught by surprise. Cultural taboos 
  prevent the rest of the crew from aiding her, but 
  the adventurers aren’t tied by those traditions.
  Piew Silverside, Deckhand—A grizzled deckhand, 
  Silverside lost her sight in the crash. She talks a lot 
  about her treetop town in The Green and her wife 
  that is waiting for her there.
  Adventure hooks:
   •
  Beneath her bandages, the magic of the Flesh-
  scar is healing Silverside’s eyes. Unfortunately, 
  what is healing is something similar to a nest of 
  writing maggots, and exposing the new writh-
  ing flesh to light hurts her. Nobody has told her 
  what is happening to her, but the rest of the 
  crew knows and she is starting to suspect.
   •
  Silverside has been eating the flesh from the 
  realm and it’s made her sick. Hopefully this will 
  pass soon, because the smell of her vomit is 
  attracting creatures to the party.
   •
  Silverside owes money to a criminal in the City 
  at the Edge of Dawn, and thinks that the crimi-
  nal is somehow behind the void elf attack. The 
  Void Elves, page 140
  Sharkians, page 136
  The wildspace nomads 
  worship the Old Gods. 
  Thil Greenwing has contacts 
  with the veiled dancers of 
  The Ashen Peacock (1), page 
  91. 
  Piew Silverside might owe 
  money to Skass Shinewing, 
  The Green Market (10), page 
  76, or a grey-veiled dancer, 
  The Ashen Peacock (1), page 
  91, or anyone else you 
  might come up with in The 
  City at the Edge of Dawn.
  
  The Overworld and Beyond
  39
  guilt is starting to affect her.
  Hawk Jimnins, Cabin Boy—Hawk is half-human, 
  a fact that he tries (unsuccessfully) to hide from 
  the rest of the crew by wearing a bandanna and 
  keeping his hair over his ears. He’s young, and 
  keen to prove that he’s as good as any “full-blood” 
  wildspace nomad.
  Adventure hooks:
   •
  A parasite has crawled up between Hawk’s 
  shoulder blades and latched on, slowly drag-
  ging the blood from him. Nobody realizes until 
  Hawk falls over woozy from blood loss. The 
  parasites are easy to detach, but touching them 
  causes numbness for hours afterwards (-1 to 
  skill checks). Has anybody else got a parasite on 
  them?
   •
  Hawk and Celena get into an argument, and 
  Hawk angrily kicks the ground, disturbing the 
  black pudding oozes that were just beneath the 
  surface skin.
   •
  Hawk has decided (without checking with the 
  rest of the group) that he’ll scout ahead and 
  check for danger. The group will certainly get 
  warning of danger, mostly from Hawk’s screams.
  The Others—There are two dozen other NPC ship-
  wrecked survivors. Some of them might survive 
  until the end of the adventure.
  Adventure hooks:
   •
  An unlucky crewmember, Dars Hopespring, is 
  literally swallowed by the ground. The area the 
  adventurers are in isn’t safe; they must leave 
  quickly.
   •
  Another unlucky crewmember, Bran Saltstar, 
  starts to dissolve, falling apart into a puddle of 
  still-living organs and meat and bones. There 
  is nothing anybody can do, it takes some time, 
  and is horrific to watch. The realm soon starts to 
  absorb the unlucky crew-member’s flesh.
   •
  A further unlucky crewmember, Tom Moss-
  green, starts to mutate, with growths sealing up 
  all his orifices leaving him deaf, mute, and blind. 
  If the adventurers leave the crewmember to his 
  fate, soon he’ll be unable to breathe and will be 
  absorbed by the realm.
   •
  One of the crew, Sparrow Drawsky, is an artist 
  and has been sketching and mapping as they’ve 
  been traveling. According to her, the area that 
  the party just left has changed…
   •
  Some of the crew have been hoarding food and 
  water, a fact that causes a loud argument when 
  discovered. The noise attracts a swarm of carri-
  on-eating insects. The carrion-eaters just circle, 
  waiting for something. If the carrion-eating 
  insects are attracted by noise, what else is?
  Gross
  OK, some of these are pretty gross fates-worse-
  than-death. Nightmare fuel stuff. Before you run 
  this adventure, let the players know what’s up, 
  and ask them if there is anything they’d rather not 
  encounter in a game. This is supposed to be fun, 
  but horrifying fun. If (even after a discussion of 
  everybody’s limits) anybody “taps out,” just draw 
  a veil over what is currently happening and move 
  on.
  Then again, if your group is really up for some 
  gross-out horror, I’ve not specified exactly how 
  many are in the shipwrecked crew, so kill and 
  maim as many as you like. Just remember that if 
  anybody taps out, move on and keep it fun.
  Let’s Steal a Ship
  It should be obvious that the only way out of this 
  realm is to get the celestial heart to the void elves’ 
  ship. The crew of the Pepperdÿne have tried parlaying 
  with the void elf pirates, but the pirates don’t want to 
  make a deal. If, after talking to the crew, the adventur-
  ers don’t suggest stealing the void elf ship, then the 
  navigator Thil Greenwing does.
  Stealing the crashed void elf ship involves trekking 
  across three more areas (see “the flesh-crawling 
  hex-crawl”) with added complications bought about 
  by traveling with the crew of the Pepperdÿne (see the 
  adventure hooks above).
  The void elf ship is a twisted thing of pitted stone 
  and dark metal, lying on its side in a long narrow 
  wound gouged into the landscape. It is guarded, but 
  the crew has a plan—they’ll draw the bulk of the void 
  elves away while the adventurers sneak in and get 
  the ship flying.
  Of course, no plan is perfect, and the adventurers 
  are surprised by a group of void elves left guarding 
  the ship.
  Number of 
  Adventur-
  ers in the 
  Party
  Void Elf 
  Corsair
  Void Elf 
  Highbind-
  er
  Void Elf 
  Warplock
  3-5 7th level
  1
  1
  1
  6+ 7th level
  1
  2
  1
  3-5 8th level
  2
  3
  3
  6+ 8th level
  2
  4
  4
  After the fight the adventures can get the ship 
  moving, but can’t get it 0 the ground; thankfully, the 
  now-depleted crew of the Pepperdÿne can easily jump 
  about the void elf vessel and get it righted and flying 
  toward a hole in the sky.
  The Flesh-Crawling Hex-
  Crawl, page 35
  Void Elves, page 140
  
  The Overworld and Beyond
  40
  Part 2: Death Trek
  The void elf ship passes through the hole in the sky, 
  and the celestial heart shrieks out a screaming sound. 
  The void elf ship shudders and smokes and then 
  drops like a stone.
  The ship has managed to traverse between reali-
  ties, but has not traveled far dimensionally speaking.
  The adventurers (and the ship, and the surviving 
  rescued crew of the Pepperdÿne) crash into a huge 
  pile of compacted trash, out the other side, and then 
  into a long-skidding stop with lots of shuddering 
  jolts. The adventurers must make skill checks or 
  take damage from the impact and the flying trash 
  now filling the ship (DC 35 to brace for impact while 
  dodging the debris, 2d20 damage for those that fail, 
  1d10 damage for those that succeed, no damage on 
  a natural 20).
  The adventurers are now in the Middenlands.
  The Middenlands
  All mortals have at least a tiny bit of magic in them—
  and when they throw something away sometimes it 
  is done with enough feeling that it is thrown out of 
  reality entirely. The Middenlands is where the refuse 
  of many worlds ends up. Mountainous heaps of 
  broken and stinking detritus stretch from one grey-
  brown horizon to the other. Rivers of excrement wind 
  through miasma-filled valleys. From the sky above, 
  dirt and garbage continually rain.
  Among the trash, vermin grown large on 
  corpse-tallow and empowered by alchemical efflu-
  ence hunt in packs and swarms. Even worse, if a crea-
  ture is exiled by magic (exorcised ghosts, banished 
  demons) but the one doing the exiling has no clear 
  plan of where to send the creature to—well, chances 
  are it’ll end up here! Even moving about is hazard-
  ous—wafting poisonous clouds poison visitors, 
  disease awaits at every turn, and trash avalanches are 
  common.
  Dire rats run rife in this realm, but as they are 1st 
  level mooks they only form local color for the adven-
  turers. More likely threats are the oozes known as 
  black puddings which can lurk underfoot beneath 
  the detritus that makes up the landscape—they nor-
  mally feed on dire rats and organic trash alike, but will 
  be happy to grab a snack of adventurers.
  The apex predators in this realm are black dragons, 
  who create spires of acid-pitted salvaged iron from 
  which they fly out in packs to hunt and scavenge.
  Toxic rivers, poisonous clouds, and trash avalanch-
  es and cave-ins are likely threats to unwary adventur-
  ers. This is a world-sized landfill, with discarded stuff 
  from every dimension raining from the sky.
  Surviving the Crash
  Once the dust clears the adventurers discover that 
  they are in a landscape made entirely of trash. Trash 
  hills, rubbish valleys, refuse mountains. In fact, they 
  have just crashed through the top of one such moun-
  tain, sliding down its side into a stop at its base. The 
  ship that they landed in is ruined, and the celestial 
  heart that it needs to fly is a smoking wreck.
  Give the adventurers a brief chance to orient 
  themselves before springing the next surprise on 
  them—their crash has attracted scavengers eager to 
  kill them and take their belongings. Most of the crew 
  of the Pepperdÿne are still trapped in the wreckage—
  the adventurers will need to tackle the attackers 
  themselves.
  Number of 
  Adventurers in 
  the Party
  Murk Goblins
  Death-Gnolls
  3-5 7th level
  20
  4
  6+ 7th level
  20
  6
  3-5 8th level
  20
  8
  6+ 8th level
  20
  10
  This should be an easy fight for the party (especial-
  ly the murk goblins who the party should be able to 
  finish without breaking a sweat), assuming they are 
  not too beat up after the fight against the void elves 
  and the crash.
  The Map
  Once the battle is over, the adventurers discover that 
  a map has been scratched, painted, and etched into 
  a metal surface nearby. Many languages cover the 
  metal wall, and the area around it has been cleared of 
  smaller pieces of junk—whoever lives here considers 
  the map to be important.
  The map gives directions to several places, among 
  them “Tradertown.” By using the landmarks that they 
  can see, the party is easily able to orient itself.
  The highest-ranking survivor of the Pepperdÿne’s 
  crew suggests seeking help in Tradertown—assum-
  ing of course that no player character suggests it first.
  Hex-Trek Across the 
  Middenlands
  This is a hex-crawl, but one in which the characters 
  have some idea of what they will be facing and where 
  they are heading.
  Treat it like the hex-crawl from Part 1, but when 
  the adventurers enter an area on the map pick from 
  the large features table rather than rolling randomly 
  (you only need to roll if the adventurers head off the 
  map).
  Goblin, Murk, page 123
  Death-Gnoll, page 122
  Handout: Middenlands Metal 
  Map, page 154
  
  The Overworld and Beyond
  41
  
  The Overworld and Beyond
  42
  What No Hexes?
  The first thing you’ll notice for the hex-trek is that 
  your map has no hexes. So first decide on the scale. 
  It need not be exact. If the PCs go directly from the 
  You Are Here to SAFE, how many hexes of the Heap 
  Hills (Toxic) will they travel through? Two? Three? 
  More? Whatever you think is fun. In fact, you can 
  start with a low number like two, and if they are 
  having fun, add more hexes.
   When you pick the large features for each 
  hex based on the map, pick whatever seems 
  appropriate to you. Some are obvious: crows 
  dominate this area, a river of acid, and what looks 
  like a battleground. If you need inspiration, roll 
  3d20s and pick the one that works best for you.
  D20 Roll
  Large Features (you can see these from 
  far-off)
  1
  A huge mountain of trash, white on top 
  with bird guano.
  2
  A body of polluted water—maybe a 
  large lake, or maybe part of a larger body 
  of liquid.
  3
  A maze of welded scrap and sharp 
  objects has been built here. Hard to say if 
  the area is still inhabited.
  4
  A titanic statue of recycled metals 
  dominates the landscape, its brooding 
  visage pock-marked by acid rain.
  5
  A range of conical hills made of 
  compressed trash. Moving fast in this 
  area triggers a small landslide (DC 25 to 
  avoid taking 3d6 damage).
  6
  A river of acid. Crossing it is highly 
  inadvisable (DC 40 to avoid taking 4d8 
  acid damage and reattempting the roll). 
  7
  A river of sludge, perhaps thick enough 
  to cross if you are light and move quickly. 
  Was that something moving under the 
  surface?
  8
  A thick miasma makes visibility in (and 
  into) this area difficult. Roll again on this 
  table to discover what the miasma hides. 
  If you roll 8 again, then the miasma hides 
  a deep pit.
  9
  An area of loose dusty soil that whips up 
  into the air in a fine poisonous powder at 
  the slightest breeze. Find or improvise a 
  dust mask or take 1d10 poison damage 
  while crossing it.
  10
  An island of trash surrounded by a body 
  of foul water.
  11
  Crows dominate this area, picking over 
  the refuse and leaving a white layer of 
  droppings on anything they perch on.
  12
  The landscape here is dominated by 
  metal spikes, most of which have scraps 
  of fabric fluttering on their ends.
  D20 Roll
  Large Features (you can see these from 
  far-off)
  13
  The landscape is dominated by a single 
  feature—an enormous rusted metal 
  object miles in length and partially 
  embedded in and buried by trash. 
  Scuttled space station, the ruins of an 
  abandoned industrial city, an ocean 
  liner? The corrosion prevents easy 
  identification from a distance.
  14
  This area is full of fountains of noxious 
  fluid that splatter everywhere. Find or 
  improvise a hazmat suit or take 4d6 
  poison damage while crossing it.
  15
  This area is full of rapidly growing 
  weeds that thrive among this area of 
  trash. Apart from limiting visibility and 
  providing an area for monsters to hide, 
  the weeds themselves are (probably) 
  safe (at most you’ll get a skin rash).
  16
  This area looks like somebody has tried 
  to build a large settlement out of scrap. 
  Is it abandoned, overrun with monsters, 
  inhabited by paranoid scrap-dealers, the 
  fortified home of hydroponic farmers, a 
  trap? Only closer investigation will tell.
  17
  Uneven lumpy hills of large detritus 
  that has rusted together. Lots of natural 
  tunnels in this area—venturing into 
  them might reveal anything from a 
  mostly intact starship bridge to the 
  barnacle-lined boiler room of a sunken 
  ocean liner.
  18
  What looks like a battleground, littered 
  with non-functioning machines and 
  dead starfish. The air here is full of 
  strange colors. Find or improvise eye 
  protection or take 1d10 psychic damage 
  while crossing it.
  19
  Roll 3d6 twice on this table and combine 
  the results.
  20
  The landscape here is unremarkable—
  except for the fact that it is made of 
  compacted refuse.
  Once the adventurers enter an area and start ex-
  ploring they will discover two revealed features.
  D20 
  Roll 
  Twice
  Revealed Features (you must enter an 
  area to find these features)
  1
  Bones, most of them broken open and 
  picked clean by scavengers.
  2
  Danger, unexploded bomb! This area 
  is full of munitions left over from some 
  forgotten war. (DC 25 to avoid taking 
  5d8 damage, DC 40 if you are doing 
  something daft like hitting the bombs).
  3
  Food waste, being picked over by crows, 
  foxes, and things that look like large 
  horseshoe crabs and isopods.
  
  The Overworld and Beyond
  43
  D20 
  Roll 
  Twice
  Revealed Features (you must enter an 
  area to find these features)
  4
  Fumes in this area ignite easily, but are 
  preceded by a popping sound (DC 20 to 
  avoid the fire or take 2d6 fire damage). 
  It is easy to see at night here—the fires 
  light up the fumes above. It is rather 
  pretty.
  5
  Glass! Most of it is broken, but one can 
  find some intact bottles here and there.
  6
  Household waste: smashed and 
  ripped furniture, food wrappers, soiled 
  clothing, broken toys, etc. There may be 
  something useful or valuable in here.
  7
  Huge alien funguses, some edible, some 
  poisonous to touch (DC 35 to know the 
  difference, DC 25 for rangers and druids).
  8
  Loads of mystery boxes. Some have 
  openable doors, others are sealed shut 
  with writing scrawled on the outside. 
  They are all quite large. Refrigerators, 
  coffins, cryo-containment units, 
  discarded computers, who knows? 
  Well…you will, once you open one up.
  9
  Mine waste. Just a bunch of rocks mostly 
  but here and there is a broken tool.
  10
  Rotted leather, full of mold spores.
  11
  Rotten limbs, torsos, organs, and 
  unidentifiable brown and green 
  biological slurries. Phew, the stink is 
  awful! This waste either came from a 
  hospital, or is the work of a deranged 
  mind—either way unless you have some 
  sort of improvised biohazard suit you’ll 
  take 2d6 poison damage.
  12
  Somebody has created easily-traversed 
  pathways through the trash here—
  simple bridges, paths, and chain and 
  rope guides.
  13
  The metal here is electrified. (Touching 
  it without insulation deals 2d6 lightning 
  damage.)
  14
  This area is full of burrows—animals, the 
  homes of inhabitants, or the result of 
  some sort of mining?
  15
  This area is home to animals that dig in 
  trash—racoons, coyotes, foxes, rats, etc. 
  Some of them are quite large, some are 
  vicious, and some flee or hide as soon as 
  they hear the party.
  16
  Wood, bent nails, and the occasional 
  metal fitting. Most of the wood is rotted, 
  but some is still good.
  17
  Yuck! Whatever this area is it’s a slimy, 
  sticky, oozy mess. Medical waste? 
  Sewage? Industrial effluent? Battery 
  acid? Find another way around or take 
  1d20 poison damage and 1d20 acid 
  damage while crossing it!
  D20 
  Roll 
  Twice
  Revealed Features (you must enter an 
  area to find these features)
  18+
  Roll twice again; the trash here is multi-
  layered.
  Each area explored has two encounters. It is up to 
  the players how the adventurers approach these—
  they could try to avoid them or interact with them, 
  try fighting or diplomacy, whatever they want.
  D12 
  Roll 
  Twice
  Encounters While Exploring the Area
  1
  2d6 death-gnolls are picking through the 
  garbage. Scavengers, bounty hunters, 
  or hunters after the living? The gnolls 
  are unfriendly if spoken to, hostile if 
  interrupted.
  2
  A gargantuan trash-crab moves among 
  the detritus. Is it (1-3) hungry, (4-5) going 
  to defend its territory, or (6) looking for 
  a mate?
  3
  A lone modrok guards this area. Though 
  not unfriendly, it warns the adventurers 
  to take an alternate route as cnidarians 
  have been spotted nearby.
  4
  Books, water-stained and missing their 
  covers, form mounds on the ground. 
  Could make good fuel for a fire if dried 
  out.
  5
  Crows dive-bomb the party!
  6
  Now why would somebody throw 
  something like that away? The 
  adventurers find something that is both 
  intact and useful. 50% chance it has 
  some hidden defect.
  7
  Ooh, the adventurers aren’t feeling too 
  good! Maybe it has something to do with 
  that barrel leaking the glowing-green 
  ooze. Everybody takes 4d6 negative 
  energy damage, unless for some reason a 
  character is immune to radiation.
  8
  Rodents, of unusual size. Dire rats, and 
  perhaps rat-people, live among the trash 
  heaps in this area.
  9
  Score! The party finds a magic item. 
  100% chance it is cursed—why do you 
  think it was thrown away so hard it 
  ended up here?
  10
  The ground gives away beneath the 
  party—sucking them down. (DC 35 to 
  rescue yourself or take 2d6 damage and 
  reroll the skill check, DC 25 to rescue an 
  ally.)
  Death-Gnoll, page 122
  Gargantuan Trash-Crab, 
  page 122
  Modrok, page 125
  Cnidarian, page 124
  
  The Overworld and Beyond
  44
  D12 
  Roll 
  Twice
  Encounters While Exploring the Area
  11
  Honest Timtam Slam the wandering 
  trader, his pack upon his back and a song 
  in his heart, comes into view. What do 
  the adventurers need? He’s got rubber 
  gloves, some gas masks (some even have 
  good filters), some (mostly) fresh food 
  and water, water filters, Geiger counters 
  (that often work), glowsticks (with a 
  little glow left), you name it. What do the 
  adventurers have to trade?
  12
  Tiny Teddy Goodtimes, a runty gnoll 
  dressed in brightly colored rags and 
  shiny scraps of metal, wants to chat to 
  the adventurers—who are they, where 
  are they from, etc. She’s a worshiper of 
  the crow god, and partly mad.
  Welcome to Tradertown
  After dangers untold and hardships unnumbered, 
  the party finally reaches Tradertown. An isthmus of 
  land links Tradertown to the mainland. The town is 
  (mostly) surrounded by a sickly-looking sea that in 
  most places is an undulating mass of floating trash. 
  Scrap walls encircle the town, and lookouts on high 
  watchtowers scan for danger through spyglasses. As 
  soon as the party approaches, shouts call out and a 
  gate opens. The inhabitants of the town seem to be 
  friendly to outsiders.
  Inside the town are greenhouses and small raised 
  plots in which plants grow in real soil. Children stare 
  from the ramshackle dwellings, and merchants with 
  stalls call out to the party. Sparks and smoke rise from 
  forges and workshops where scrap is recycled and 
  broken things are fixed. The town has a tough frontier 
  feel to it, but is obviously prospering.
  Various NPCs approach the party…
  The Professor & Max—Max is a talking monkey 
  who wears a fez, and The Professor is a dwarf that 
  carries him about. It is obvious that The Professor 
  has suffered a head injury and has been mentally 
  affected by that—he lets Max do the talking for 
  him, and the pair are obviously friends. They trade 
  weapons and food. If the party has weapons that 
  they are willing to part with, they can get fresh 
  food from the pair.
  Adventure hooks:
   •
  Max has heard of a group of void elves that 
  recently arrived through a portal in the sky, shot 
  magic bolts from their ship, and flew back off. 
  Void elves are bad news, and Max wants to know 
  if the adventurers know anything about this.
   •
  Max really wants some nice daggers. If the 
  party gives him all their daggers, he’ll arrange 
  for a place to stay, a hot meal, and a clean bath 
  for the party (and the same for any crew of the 
  Pepperdÿne traveling with them).
   •
  The Professor seems to recognize a party mem-
  ber. Have any party members ever hit a dwarf on 
  the head?
  Zwoosh—A druid mer-person who sits in a large 
  bowl of water on a walking platform, Zwoosh can 
  purify water and soil, for a price. The mer-druid can 
  also cure diseases and poisoning, a service Zwoosh 
  performs for free for any who need it.
  Adventure hooks:
   •
  The druid wants to trade for an ornament or 
  piece of jewelry that a party member has. What 
  do they want from the druid in return?
   •
  Zwoosh has mounted a metal umbrella above 
  his oversized fish-bowl so that rains of trash 
  from the sky don’t land in the bowl. From this 
  umbrella the adventurers hear “tink…tink…tink, 
  tink, Tink, THUMP!”
   •
  Zwoosh misses the open and clean oceans of 
  the druid’s homeworld, and wants to talk about 
  that. A chat about oceans with Zwoosh could 
  go on for hours, but at the end of it he’ll give the 
  adventurers a gift of healing potions (assuming 
  they stay to chat).
  Zarkon, Destroyer of Worlds, Emperor of Known 
  Space, All Who See Him Tremble, Fear His 
  Might—Zarkon is an aged and haggard-looking 
  former world-conquering despot who was thrown 
  by a hero through a dimensional rift. He ended up 
  in the Middenlands together with a floating robot 
  that announces Zarkon’s full name whenever any-
  body starts a conversation with him. Everybody 
  else in town just calls him “Zark” (and are then 
  loudly corrected by the robot). He runs the only 
  bar in town, the Rusted Peacock.
  Adventure hooks:
   •
  A secretive cult of grey-veiled dancers has a 
  temple beneath the Rusted Peacock, and they 
  trade the strangest things. It seems that any 
  time the town needs something, the grey-veiled 
  dancers can find it when nobody else can. Do 
  the dancers have a secret stash of hot commodi-
  ties hidden elsewhere in town?
   •
  The Rusted Peacock is the remains of a starship. 
  While leaning on the bar (the former control 
  console) one of the adventurers somehow 
  activates the engines. The Rusted Peacock can’t 
  fly (or even move), but now it’s blasting fire at 
  a Tradertown wall and melting a hole in it. The 
  townsfolk insist that the adventurers fix this 
  somehow.
   •
  The still that supplies booze for the Rusted Pea-
  cock has exploded, and new parts are needed. 
  If the adventurers can scrounge parts for a new 
  still, they’ll find the townsfolk give them much 
  better deals.
  Eventually the party will want to ask about a way 
  out of the realm. The inhabitants of the town know 
  that there is a portal nearby through which ships 
  sometimes come, and presumably another one else-
  where that they leave through—their realm is one 
  that others fly through but never stop at.
  However, the townsfolk know that the gnolls who 
  All hail Tiny Teddy 
  Goodtimes!
  The Rusted Peacock has 
  connections to The Ashen 
  Peacock (1), page 91. 
  
  The Overworld and Beyond
  45
  live on an island farther off the coast have an intact 
  ship that might be made airborne with the right 
  parts, and that yet another ship crashed recently in 
  the area claimed by the God of Crows. Perhaps the 
  adventurers could leave that way? If the adventurers 
  do manage to cobble together a working ship, there 
  are those in town who want to leave, though most 
  prefer to stay in Tradertown.
  Now here’s the question—do the adventurers 
  head to Gnoll Island first, or do they head to the Crow 
  God? The crew of the Pepperdÿne are unsure how the 
  adventurers should proceed—get the celestial heart 
  and then over to Gnoll Island seems to be the major-
  ity consensus, but what if the heart is the wrong type 
  or size for the crashed ship?
  Gnoll Island
  Gnoll Island is across a body of water from Trader-
  town. The two communities do not get along; the 
  people of Tradertown say the gnolls are dangerous 
  cannibal raiders.
  Navigating the water involves scrounging the 
  wastelands for a mostly-intact vessel to make the trip 
  in (each “hex” area explored has a cumulative 20% 
  chance of having what the party needs—the first 
  area is 20%, the next 40%, the next 60%, and so on), 
  then dragging the vessel to the water.
  Getting across the water is a DC 25 skill check for 
  each adventurer, with the player narrating how they 
  help get the vessel prepared or how they help sail it 
  and deciding what background is appropriate. Each 
  failure increases the next adventurer’s skill check by 
  5. If the final skill check rolled by the last adventurer 
  fails then the vessel sinks near Gnoll Island—each 
  adventurer must make a Constitution-based swim-in-
  garbage roll against an appropriate background (DC 
  35), with a failure resulting in them taking 4d8 poison 
  damage. If their vessel sinks they’ll need to scrounge 
  a new one to make the trip back.
  Going to the Crashed 
  Ship on Gnoll Island First
  If the adventurers head to the ship first then they’ll 
  not have the celestial heart from the Crow Lands, 
  and won’t be able to get the ship off the ground. 
  However, they will know which type of celestial 
  heart will fix the ship when they get to the crows.
  The adventure will go—Gnoll Island (to check 
  out the crashed ship), then to the Crow Lands (to 
  bargain for or take through force the right celestial 
  heart), then back to Gnoll Island to fit the heart to 
  the ship, then take-off.
  The gnolls of Gnoll Island are a mixture of living 
  gnolls and death-gnolls. They lurk in valleys of trash 
  around burning fires, cooking meat and engaging in 
  savage rites and unholy rituals. Occasionally, outlined 
  against the sky, the party will spot a gnoll sentry 
  standing atop a refuse heap.
  Making their way to the crashed ship is a DC 25 
  skill check for each adventurer; again each player 
  narrates how they help the party sneak about and 
  search for the ship and picks the most appropriate 
  background to use in the skill check. Each failure 
  increases the next adventurer’s skill check by 5. If the 
  final skill check rolled by the last adventurer fails then 
  the party has stumbled into a gnoll encampment, or 
  has been tracked down by a gnoll hunting party—ei-
  ther way they must fight the gnolls.
  Number of Adventurers 
  in the Party
  Death-Gnolls
  3-5 7th level
  6
  6+ 7th level
  9
  3-5 8th level
  8
  6+ 8th level
  14
  More Gnolls, Damnit!
  Optional: If there are any outstanding 5s from icon 
  relationship rolls, add one Cancerous-Gnoll (page 
  122) to the battle for every 5 you want to use on 
  this battle.
  Once they get to the ship, the adventurers discov-
  er it to be a mostly intact void elf ship—all pitted rock 
  and twisted metal. The hold of the ship is partially 
  submerged in dark oily water, but that should drain 
  out once they lift off. If the party got the right ce-
  lestial heart from the crows they can try to take off; 
  otherwise they’ll need to go to the Crow Lands.
  The God of Crows
  Many areas of the Middenlands are no-go zones for 
  one reason or another—some are radioactive, some 
  are too unstable, and some are ruled by crows.
  Getting to the Crow Lands involves another hex-
  crawl, but hopefully the adventurers will be travers-
  ing terrain that they have already explored, and so 
  will be prepared for what they find there.
  The Crow Lands themselves are the home of 
  dive-bombing crows that will defend their territory if 
  they spot the adventurers. There are various ways to 
  avoid dive-bombing crows—improvised anti-crow ar-
  mor, trash disguises, just being plain sneaky, moving 
  only at night, and so on. Each adventurer must make 
  a DC 25 skill check, narrating how their character 
  helps the group avoid the flocks of crows that blot 
  out the sky and picking which background to use—
  failure means that each adventurer in the party takes 
  2d6 damage.
  Once the characters find a 
  boat for Gnoll Island, there 
  might be something living 
  aboard it. A black pudding in 
  the hold is sure to be a crowd 
  pleaser. 
  Death-Gnoll, page 122
  
  The Overworld and Beyond
  46
  Trying to Get the 
  Celestial Heart First
  If the adventurers head to the Crow Lands before 
  investigating the ship on Gnoll Island first, then 
  they won’t know what sort of celestial heart to try 
  to trade for / steal / take by force. They’ll have to 
  guess.
  The adventure will go—Crow Lands (to get a 
  celestial heart), then to Gnoll Island (75% chance 
  they’ve got the wrong celestial heart, and then 
  back to the crows to get the right one, then back 
  again to Gnoll Island), then then take-off.
  Deep into the Crow Lands the adventurers come 
  across “trees” made of twisted scrap metal, upon the 
  branches of which are impaled hundreds of corpses. 
  Nearby are humanoid priests wearing black feathered 
  cloaks and bird-skull masks. These are the Korvii, 
  shape-changing servants of Kraw the crow god.
  Kraw itself has seen the adventurers on their treks 
  through the Middenlands, spying on them through 
  the eyes of its crow servants. The living god is willing 
  to give them one of the celestial hearts that it owns, 
  but only in trade for magic items. What is the party 
  willing to trade away?
  Kraw has four celestial hearts, but will only trade 
  one away. Unless the adventurers have already been 
  to the crashed ship on Gnoll Island, they’ll have only 
  a 25% chance of picking the right heart. If they pick 
  the wrong heart and return, then Kraw will simply 
  attack them. Of course, the adventurers could always 
  try to kill Kraw and take the heart or hearts by force. 
  Fighting Kraw is a double-strength fight.
  Number of 
  Adventurers in 
  the party
  Korvii
  Kraw
  3-5 7th level
  10
  1
  Number of 
  Adventurers in 
  the party
  Korvii
  Kraw
  6+ 7th level
  40
  1
  3-5 8th level
  50
  1
  6+ 8th level
  90
  1
  Up, Up, and Away!
  Eventually the adventurers should be able to get 
  the right celestial heart to the crashed ship on Gnoll 
  Island and get it aloft. Until they have a crew aboard 
  (the survivors of the wreck of the Pepperdÿne) the 
  ship can only cruise about 30 feet (10 meters) above 
  the ground or water—enough to avoid ground-based 
  threats but not enough to make it to the portal that 
  occasionally appears in the sky or indeed enough 
  to fly over the bigger trash mounds—the party still 
  needs to make their way around large hills.
  Unfortunately for the party, the ship’s hold has 
  a nasty surprise. It is filled with dark oily water that 
  slowly drains out, revealing monsters that have made 
  their nest there—monsters that make their way up 
  onto deck and attack the party!
  Number of Adventurers 
  in the Party
  Tentacula
  3-5 7th level
  2
  6+ 7th level
  3
  3-5 8th level
  4 or 5
  6+ 8th level
  6
  Once the adventurers have cleared the monsters 
  from the ship and picked up their crew from Trader-
  town (plus anybody else who wants to leave the Mid-
  denlands), it is up up and away through the portal 
  the next time it opens.
  Korvus, page 132
  Kraw, 
  Living-God of Carrion, page 
  132
  Tentacula, page 139
  
  The Overworld and Beyond
  47
  Part 3: Rebirth or 
  Destruction?
  The ship heads through the portal, its celestial heart 
  smoking but holding strong. The ship probably can’t 
  sail between dimensions again, but at least it isn’t 
  crashing, right?
  The Green
  As the lights from the dimensional portal fade, the 
  adventurers see that they are floating a few feet 
  above a sea of green clouds that stretches from 
  horizon to horizon. No, not clouds—trees. Massive 
  miles-tall trees whose trunks descend into a deep 
  gloom. The crew of the Pepperdÿne are home, in the 
  realm known as The Green. This is the Western Forest, 
  this world’s equivalent of an ocean. As you go deeper 
  into the forest the ground descends, not a sea floor 
  but a forest floor. The forest that the ship floats above 
  is very deep; who knows what strange beasts fly and 
  climb in the darkness below?
  The Green spans its world. Where other realms 
  would have oceans, instead the trees grow larger, 
  their colossal trunks plunging down into abyssal 
  depths where the thicker air supports massive forms 
  of life adapted to life among roots that never see 
  light.
  Beneath the canopy the ground ranges from deep 
  rich mulch supporting thick bushes, to swamp, but 
  never bare rock. Where there is ground, plant-life 
  rises.
  Clearings in the world-forest are rare; when a tree 
  dies it usually rots in place, held aloft by vines and 
  becoming a nurse log for new trees.
  Call of the Wild
  Adventurers who roll a crit with an unarmed attack 
  or weapon attack deal triple damage! That’s the 
  good news. The bad news is that the adventurer 
  also becomes wilder—perhaps their canines grow, 
  or they become hairier, or gain a tail or claw-like 
  nails. Along with becoming wilder with each crit, 
  they have a cumulative -1 penalty to skill checks 
  involving higher thought (-1 with the first crit, -2 
  with the second crit, and so on).
  The transformation begins to reverse once an 
  adventurer leaves the Green, and their mind clears 
  instantly. That is if they haven’t completely turned 
  into a beast and run off into the trees—which is 
  what will happen if the cumulative penalty equals 
  their MD.
  As for druids in the Green—their daily powers 
  become recharge 16+ after battle. However, shape-
  shifting druids must save (11+) to turn back from 
  their animal forms; if they fail they are stuck in the 
  animal form for the next hour, after which they can 
  roll the save again.
  Any beast or plant creature can be found in the 
  Green. Especially plant creatures. The line between 
  plant, beast, and person is blurry here. Some mon-
  sters used to be people, until the power of the Green 
  turned them into beasts or plants; conversely, many 
  beasts and plants of the Green have the power of 
  speech.
  Humanoid creatures live here—trogs and dark 
  elves among the roots of the trees, wood elves in the 
  trees in elevated villages and towns, and high elves in 
  the canopy where their giant parrot mounts can take 
  flight. Gnomes, halflings, and other small races dwell 
  on the banks of the mighty rivers that wind between 
  the trunks, ready to dart into hiding at the first sign of 
  trouble.
  Green dragons abound, hunting in the world-for-
  est as top-level predators. The behemoths of the 
  green deeps are the only things that the green drag-
  ons fear.
  Quicksand, poisonous snakes and spiders, giant 
  ants, plants that grab or swallow, and other archetyp-
  ical jungle hazards await the unwary.
  Treetop Hex-Crawl
  The adventurers need to find their way out of this 
  realm, and the crew of the Pepperdÿne needs to find 
  civilization. Thankfully the adventurers won’t have to 
  trek through the tangled trees, but they will need to 
  search for a town or village. 
  Yep, this is another hex-crawl. After exploring at 
  least three areas, having at least two combat en-
  counters, and dealing with at least two non-combat 
  encounters, the adventurers will reach civilization and 
  the end of the adventure. Until then, the crew of the 
  Pepperdyne will pilot the ship through the treetops 
  to act as a base to which the adventurers can return 
  between excursions into the branches.
  
  The Overworld and Beyond
  48
  
  The Overworld and Beyond
  49
  D12 Roll
  Large Features (You can see these from 
  far-off, but only if you are at or above 
  treetop level)
  1
  A snow-covered mountaintop peeks 
  above the sea of treetops.
  2
  The top of a smoking volcano can be 
  seen just above the endless trees.
  3
  The trees in this area are burnt, 
  blackened, and dead—a fire tore 
  through here recently. Already new trees 
  are soaring up from below into the light 
  far above.
  4
  Water glistens far below (roll d6: (1-3) 
  river, (4-5) swamp, (6) lake).
  5
  The trees here are old and rotten, 
  covered in fungus. From the rotten wood 
  grow new trees, finding nutrients in the 
  decay of the last generation.
  6
  Deep woods. The miles-wide roots of 
  the trees are in eternal darkness, and 
  the mammals that live in the thick 
  high-pressure air among the roots are 
  bioluminescent and use echolocation.
  7
  The trees are covered in thick cable-like 
  vines, some large enough to walk on.
  8
  The trees in this area are huge, their 
  largest branches wide enough to build 
  whole towns on.
  9
  The trees here are a network of aerial 
  roots and interlocking branches, making 
  a maze of mid-air branches.
  10
  The trees here are arboreal stranglers, 
  each generation growing over the trunks 
  of the last and leaving hollow trees.
  11
  The ground here is high, the trees not 
  so tall, and light easily reaches the forest 
  floor.
  12
  Roll d10 twice on this table and combine 
  the results.
  Once the adventurers enter an area and start ex-
  ploring, they discover two revealed features.
  D20 Roll 
  Twice
  Revealed Features (You must enter an 
  area to find these features)
  1
  The area is full of flowers growing on 
  vines. Roll d6 twice and combine: (1-2) 
  very brightly colored, (3) glowing, (4) 
  pleasantly fragrant, (5) soporific (scent 
  imposes -1 to skill checks and attack 
  rolls), (6) they are actually butterflies.
  2
  It is wet here, as a constant rain drips 
  from branches above. Hair-like moss 
  hangs from every branch, limiting 
  visibility even more than usual.
  3
  The tree bark has been carved—
  evidence of intelligent life, claw marks, 
  or a bark disease?
  D20 Roll 
  Twice
  Revealed Features (You must enter an 
  area to find these features)
  4
  The vine flowers have eyes that move 
  to follow the progress of the party. The 
  ends of the vines are deep below in the 
  gloom.
  5
  This area is home to large insects that 
  imitate bark and leaves. The insects fly 
  away if the adventurers disturb them, 
  but return soon after.
  6
  These trees have lifted stones from the 
  floor far below, their branches having 
  grown around them. Some of the stones 
  are the size of small islands.
  7
  Giant gourds are a feature of this area. 
  Some of the gourds have been hollowed 
  out, perhaps by a creature looking for 
  food or shelter.
  8
  Mist or huge webs (50% chance of 
  either) obscure vision in this area (-1 to 
  ranged attacks).
  9
  The whole area is a tangle of thick vines, 
  making swinging a weapon very difficult 
  (-1 to melee attacks with any weapon 
  that isn’t small like a dagger).
  10
  The area is full of fungus. Roll d8 twice 
  and combine: (1-2) probably safe to 
  eat, (3) 2d6 poison damage if eaten, 
  (4) spores deal 1d6 poison damage 
  when exploring the area, (5) dripping 
  poison deals 2d8 poison damage while 
  exploring, save (11+) or take 2d20 
  poison damage if eaten, half damage on 
  a save, (6) unsafe to eat but not deadly, 
  just upset stomachs, (7-8) actually a 
  species of symbiotic slug-fungus.
  11
  These trees bear large seeds or nuts. Roll 
  d10 twice and combine: (1) probably 
  safe to eat once broken open, (2) 
  delicious smell, (3) explode if lit on fire, 
  scattering seeds—2d6 damage after 
  d6 rounds, (4) poisonous if the outside 
  is touched—2d6 poison damage, (5) 
  furry outer covering, (6) they “fly” like 
  helicopters if dropped, (7) burn with a 
  thick black smoke and a steady flame if 
  lit on fire, (8) they are actually snail-like 
  plants, (9) they are super-fertile, causing 
  digestive distress due to growing inside 
  anything that eats them, (10) delicious 
  taste.
  12
  These trees bear fruit. Roll d8 twice and 
  combine: (1) deliciously sweet, (2) sour 
  after-taste—save (11+) or noisily vomit, 
  (3) mild narcotic, (4) highly addictive—
  easy save (6+) or suffer -1 to all rolls the 
  following day, (5) smell either attracts or 
  repels insects (50% chance of either), (6) 
  actually a colony of insects, their hive, 
  or their nest, (7) eating one heals 1d6 
  hp, (8) roll again on the nut or fungus 
  entries.
  
  The Overworld and Beyond
  50
  D20 Roll 
  Twice
  Revealed Features (You must enter an 
  area to find these features)
  13
  The leaves of these trees sting (DC 25 
  skill check or take 3d6 poison damage).
  14
  Spines and thorns cover these trees 
  (DC 25 skill check or take 2d8 damage; 
  predators won’t chase you into this area).
  15
  The leaves of these trees are large 
  enough to sleep in.
  16
  This area has floating plants drifting 
  between the trees, probably kept aloft 
  by hydrogen in the bulbous leaves.
  17
  Flying animal life is abundant here. Roll 
  d6 twice: (1) butterflies, (2) moths, (3) 
  brightly colored birds, (4) bats, (5) clouds 
  of insects, (6) something unusual (flying 
  lizards, flying snakes, flying squirrels, 
  etc.), (7) something really unusual (flying 
  pigs maybe?), (8) what the party at first 
  assumes is animal life turns out to be a 
  type of moving plant.
  18
  Huge colonies of insects live in and on 
  these trees—termite mounds as big as 
  houses, bee nests bigger than boats, ant 
  nests that stretch for miles.
  19
  The trees here exude a very sticky sap. 
  When the adventurers move in combat 
  they must save or become stuck until 
  the end of their turn.
  20
  Roll twice and combine the results.
  Each area explored has two encounters. It is up to 
  the players how the adventurers approach these—
  they could try to avoid them or interact with them, 
  try fighting or diplomacy, whatever they want.
  D20 
  Roll 
  Twice
  Encounters While Exploring the Area
  1-3
  1d3 huge green dragons fly overhead. 
  Hopefully they haven’t seen the party.
  4
  1d3 medusa nobles and 1d6 medusa 
  outlaws laze on branches. Are they asleep 
  after a meal, or just waiting for the party to 
  get close enough to attack?
  5
  2d4 rakshasa lurk in the gloom.
  6-7
  2d6 large green dragons fly from branch to 
  branch. Will their path take them past the 
  adventurers, or to them?
  8-9
  2d6 phase spiders attack the party. 50% 
  chance that there are webs in the area 
  that might warn the party beforehand, 
  otherwise it is an ambush.
  10
  2d6x10 trog underlings have climbed up 
  from the darkness among the roots. Are 
  they collecting nuts and fruits, or are they a 
  hunting party out looking for fresh meat?
  11-12
  4d4 moss-gnolls are lurking in the treetops.
  13-14
  A jaguar rex skulks in the darkness—is it 
  alone?
  D20 
  Roll 
  Twice
  Encounters While Exploring the Area
  15
  A scorch mark on a branch is evidence of a 
  past fire—lightning strike, campground, or 
  magic?
  16
  An abandoned tree house dwelling, rotten 
  in places but still offering shelter.
  17
  Skeletons impaled on wooden spikes. 
  A warning, a sprung trap, or a primitive 
  religious offering?
  18
  Something incongruous glitters among the 
  leaves. It’s a metal object, but only closer 
  investigation will reveal what it is. Trash, 
  treasure, or trap?
  19
  The party sees a familiar animal adapted 
  for life in the trees—a climbing unicorn, a 
  flying worm, or a sloth-bulette?
  20
  The party spots a strange part-humanoid 
  part-beast part-plant hybrid in the 
  distance. It bolts when it sees them. Skittish 
  critter, or ambush?
  The Void Elves Strike!
  The adventurers see the signs of civilization in the 
  distance—it’s a treetop city complete with a port for 
  transdimensional ships! At last, their long journey 
  through the realms is over. The (remaining) crew of 
  the Pepperdÿne lets out a cheer! In a few hours they’ll 
  have hot baths, good food, and a way back to their 
  home port. For the adventurers it is also an opportu-
  nity to return home—or perhaps to voyage onwards 
  and explore other realms!
  But first—remember the void elves that the party 
  left back in the Fleshscar? Well, they remember the 
  party. They’ve been tracking the party. Now they’ve 
  found the party!
  The void elves made a deal with a mad wizard 
  called “Hellmass,” and in exchange for a portion of 
  each of their souls he got them out of the Fleshscar. 
  They’ve since teamed up with a green dragon, prom-
  ising it the party’s magic items if it will help them kill 
  the adventurers.
  This is a triple-strength fight. If the adventurers 
  choose to flee from the fight they’ll have to deal with 
  the void elves and a new local ally in a later adventure 
  when they are least expecting it.
  Number of 
  Adventur-
  ers in the 
  Party
  Void Elf 
  Highbinder
  Void Elf 
  Warplock
  Huge 
  Green 
  Dragon
  3-5 7th level
  1
  1
  1
  6+ 7th level
  3
  2
  1
  3-5 8th level
  3
  4
  1
  6+ 8th level
  8
  6
  1
  Green dragons, medusa, 
  phase spiders, rakshasa, and 
  trogs are in the Core book.
  Jaguar Rex, page 127
  Moss-Gnoll, page 123
  Void Elves, page 140
  
  The Overworld and Beyond
  51
  Homewards or Onwards?
  The city in The Green that the party eventually finds 
  their way to is called, appropriately enough, Green-
  port. Though the citizenry here are mostly high elves 
  and wood elves (or as they call themselves, “star-
  elves” and “wildspace nomads”), there are plenty of 
  representatives from other races in the city; the party 
  will have no trouble fitting in. Ships leave from here 
  daily for other realms, though the party might have 
  to wait around for a bit to find one that’s going their 
  way and is willing to take on passengers. In the mean-
  time, the Blue Peacock tavern awaits!
  No Rules for Flying Ships?
  Flying ships are best handled narratively, keeping 
  the focus on the adventurers. They crash when it is 
  dramatically appropriate, fly when it is needed to 
  get the adventurers into the adventure, and so on. 
  Sometimes they are the focus of skill checks, when 
  crashing or flying (or escaping/chasing) are equally 
  exciting narrative options and the players want to 
  make the plot go one way or the other.
  If you want a more concrete system for flying 
  ships, then the “Warframes!” sidebar in chapter 6 
  contains rules that could easily be modified for 
  flying ships.
  I did write some rules for flying ships, really 
  good rules—then I realized that was changing 
  the focus of the game from epic adventure to 3-D 
  naval simulation. Sometimes less really is more.
  The Lion’s Crown Warframe Factory (3), page 71
  
  The Overworld and Beyond
  52
  Chapter 5:  
  Into the Overworld
  This is the 9-10th level adventure, in which the ad-
  venturers travel to the overworld and beyond. The 
  chapter contains details on many fantastical epic-tier 
  planes of existence.
  Monsters 
  Abroad
  The adventurers hear tales of strange monsters 
  abroad in the Carrow Hills. If the party has left the 
  region, then they might receive the rumors from 
  traders who have passed through Harrowbridge or 
  Shriveport.
  If the party is already in the Carrow Hills region 
  then they witness the aftermath of increasingly 
  strange events—strange footprints burnt into the 
  soil, trees with huge bitemarks, livestock snatched up 
  by half-glimpsed monsters.
  Eventually the adventurers start encountering 
  actual monsters. Something has opened a way from 
  other worlds to the mortal realm.
  The Call to 
  Adventure
  The adventurers receive a summons, a letter sent 
  by courier to them. The letter reads:
  Your exploits are well known in the Carrow Hills and 
  many speak well of your skills. Please come at once to 
  the tower in Harrowbridge. - Darvan the Wise.
  Darvan the Wise is a wizard who has recently taken 
  up rooms in the wizard’s tower. He has determined 
  that the local monster infestation is due to portals 
  opening between the mortal realm and other worlds. 
  The wizard wants the adventurers to go through a 
  portal located in the basement of a lost temple (see 
  the first adventure, “Attack of the Koblins”). He knows 
  of a way to open the portal safely so that they can 
  go through, stop whatever is happening, and return 
  once more to the mortal realm.
  Darvan offers the adventurers a great reward if 
  they accept—an enchanted table that magically 
  cooks and prepares any ingredients placed on it, pro-
  ducing a delicious meal (and cleaning up afterwards).
  Darvan’s Astounding Dining 
  Table
  This highly polished table is made of eight magical 
  woods and easily seats two dozen people.
  Wondrous item
  Three times a day: Provided suitable ingredients are 
  placed on the table, the item transforms them into 
  a delicious meal and manifests suitable tableware 
  (plates, cups, etc.). The table then cleans itself up 
  once the meal is done.
  Once a day: 1d3 people who eat a meal at the table 
  regain a spent recovery, or if they have their full 
  complement of recoveries instead gain three times 
  their level in temporary hit points.
  Quirk: Post-meal sloth.
  Other NPCs
  The adventurers might already have a relationship 
  with an NPC who could summon them and ask 
  them to help—in which case use Darvan as a 
  minor background character, an old friend of the 
  NPC that calls the adventurers.
  Through the 
  Portal
  The adventurers will need to approach the lost 
  temple carefully, as the Carrow Hills are now overrun 
  with otherworldly monsters. Signs of strange beasts 
  are everywhere, but thankfully the adventurers en-
  counter none of them (unless you want to bring extra 
  pain down on the party—in which case this is your 
  chance to use your favorite monster).
  The koblins have returned to inhabiting the ruins 
  after their last encounter with the adventurers. 
  Though the koblins will doubtless remember the ad-
  venturers and run once they see them coming, they 
  have taken to setting cunning traps to keep monsters 
  away from their lair (DC 30 to spot the traps, 2d10 
  damage for those that fail to avoid them).
  Once the adventurers reach the sub-basement 
  of the ruins, Darvan opens the portal for them. It is 
  Chapter 2: Attack of the 
  Koblins, page 22
  At the GM’s discretion, 
  Darvan’s astounding dining 
  table shrinks to the size of 
  a kitten when not in use. 
  Darvan is so concerned 
  that he is willing to part 
  with the item up front if the 
  adventurers agree to go 
  through the portal. 
  
  The Overworld and Beyond
  not possible to see what is on the other side of the 
  portal—only a swirl of energy is visible. Touching the 
  energy field causes an adventurer to seem to stretch 
  infinitely upwards and disappear, as though they 
  were an elastic band fired into the sky.
  Jump or be pushed?
  The players may decide that they want to stay 
  in the mortal realm and try to solve the problem 
  from that side—thus side-stepping the whole 
  adventure. The problem can’t be solved from the 
  mortal realm, and if they don’t go with Darvan and 
  travel to another realm then monsters will start 
  appearing all over the place.
  Overworld Crossroads
  The adventurers experience a feeling of rushing 
  upwards and see the world shrink away beneath their 
  feet. Dizzying waves of disorientation assault them 
  as they phase through the solid matter of the ruined 
  temple, then shoot upwards through clouds.
  When the long strange trip ends, the adventurers 
  find themselves on a huge stone disk with multiple 
  obelisks arrayed around the edge. Between many of 
  the obelisks the adventurers can see open portals like 
  the one they have just passed through. The disk floats 
  unsupported in the sky. The portal that the adven-
  turers are closest to is “closed”—they cannot return 
  home right now.
  At the center of the disk floats a cracked stone 
  tetrahedron, and at the center of each face is a hole 
  much like a setting for a huge jewel.
  Attached to the disk by a rope bridge is a small 
  temple floating on a cloud. Apart from passing 
  through a portal or jumping off the disk, the only 
  route off the disk is across the rope bridge.
  Looking around further, the party sees that the 
  disk is definitely high in the sky, with clouds pass-
  ing far below. Other objects float in the sky—cloud 
  castles, islands complete with lakes and forests, and 
  crystal towers.
  If the GM wishes, when 
  terrain caster druids find 
  themselves in an area that 
  counts as both overworld 
  and some other terrain (such 
  as mountains), they may 
  choose either terrain to use 
  for their spells.
  53
  
  The Overworld and Beyond
  54
  Welcome to the Overworld
  This is the overworld, far above the mortal realm. 
  Wizards benefit from Overworld Advantage here, 
  and throughout the rest of this adventure. Terrain 
  caster druids find the terrain always counts as 
  overworld for their daily spells.
  The rules of reality in the overworld are different 
  from those of the mortal realm. It is hard to fall out 
  of the overworld—an adventurer falling off a flying 
  island might land on a “solid” cloud, hit another 
  flying island, or be caught in a gust of wind and 
  “fly” for a bit. Deliberately jumping down out of 
  the overworld deals 1d100 damage to the one 
  who jumped—it could be a little or a lot, but the 
  landing will certainly be dramatic for those below.
  Cultists of the Dreaming God
  The adventurers spot a humanoid figure in a saffron 
  robe waving to them from the other side of the rope 
  bridge, beckoning them across. The bridge is safe to 
  cross.
  This is Sister Chikako, a monk and a servant of 
  what she calls the “Dreaming God.” With her fellow 
  monks she maintains a small temple here in the over-
  world, a waypoint for travelers between worlds. The 
  monks’ duty is to give aid and succor to travelers, and 
  to interpret the dreams of those who pass this way to 
  better know the mind of the creator who they call the 
  “Dreaming God.” In the temple can be found statues 
  of creator deities and creation legends from many 
  different pantheons: Tukae the Child laughing the 
  world into existence, Argir the Worm wrapped around 
  the World-Tree, and others that the adventurers do 
  not recognize at first.
  Chikako apologizes to the adventurers, but the 
  “crossroads” is broken. A mortal wizard came here and 
  tried to seize the power of the crossroads for himself 
  but broke the cosmic “signpost” at the center of the 
  crossroads (the floating tetrahedron), scattering its 
  four gems through four different portals. Now the 
  portals open at random to strange places, allowing 
  monsters from one world to pass through to others.
  The monk explains that her order is bound by mys-
  tic oaths and cannot leave the crossroads and temple. 
  She asks if the adventurers could pass through 
  the portals and retrieve the gems. Unfortunately, 
  she doesn’t know which portals the gems passed 
  through. Chikako says that once the adventurers have 
  returned the gems, she will have enough control 
  of the portals to establish a connection back to the 
  mortal realm and return them home. She offers to 
  accompany the party back to the disk, to watch them 
  pass through the first portal and await their return.
  Tukae, page 6
  Argir, page 16
  G&I
  For a longer game, change 
  the tetrahedron to a cube 
  and use six gems.
  
  The Overworld and Beyond
  D10 Roll*
  Realm Visited
  1
  The Elemental Realm of Air
  2
   The Elemental Realm of Earth
  3
   The Elemental Realm of Fire
  4
  The Elemental Realm of Water
  5
   The City at the Edge of Dawn
  6
  The Fleshscar
  7
  The Green
  8
  The Lightless Realm
  9
  The Middenlands
  10
  Elsewhere (see Thirteen + 2 
  Weird Worlds, page 146)
  * If you roll a plane the party has already visited 
  this adventure, drop down the table to the next plane 
  they haven’t seen in this adventure.
  The Crossroads Temple
  The crossroads temple serves as a base that 
  the adventurers can return to for full rests after 
  retrieving each jewel.
  Adding Your Own Content
  These are entire planes you get to play with, so 
  please add your own content, especially as it 
  relates to your PCs’ stories. In one playtest we 
  added a pyramid that turned people (poor Tiny 
  Teddy Goodtimes) into liches, run by skeletons of 
  two people slain by one of the PCs in their past. 
  That pyramid was the encounter the PCs had the 
  most fun with in the Lightless Realm. Players love 
  callbacks to their past exploits.
  Think of the planes as sandboxes. Give the 
  players reasons to explore.
  The City at the Edge of Dawn
  Where the Psychedelic Ocean trips into the Waterfall 
  of Eternity lies the City at the Edge of Dawn, known 
  to various cultures throughout the many worlds 
  as the City of Portals, the Eternal City, The Wheel of 
  Angels, the One True City, and many other names—to 
  its inhabitants it is simply “the City.” On wide streets 
  and narrow alleyways demons, dragons, gods, and 
  demigods rub shoulders with heroes and villains 
  from a hundred worlds. Every architectural style real 
  or imagined can be found here, and anything you 
  dream or dread can be found in its sprawling markets.
  The major districts of the city are the Scriveners 
  Borough (home to clerks, managers, and bureau-
  crats), Warrenhold (a hive-like slum), The Ward of 
  Queens (where the rich and powerful live in palaces 
  and the streets are wide and tree-lined), The Found-
  ry District (factories of many kinds, together with the 
  high-rise homes of factory workers), The Grand Mar-
  ket (many open-air markets interlinked by maze-like 
  souks and bazaars, at the center of which is a great 
  gladiatorial coliseum), and Guildtowers Ward (home 
  to traders and artisans from a hundred worlds). Each 
  district is like a slice of a pie, meeting at the center 
  where the Plaza of Statues commemorates mythic 
  heroes. Around the edge of the city sit countless 
  docks, each wharf serving the unique needs of the 
  district of which it is a part.
  Likely Monsters
  The adventurers might meet anything here. Human-
  oid monsters abound, living together as citizens. It is 
  equally likely that the adventurers would meet a troll 
  merchant, a drider street gang, a dragon confidence 
  trickster, a medusa factory worker, or a storm giant 
  Thirteen + 2 Weird Worlds, 
  page 146
  Chapter 6: The City at the 
  Edge of Dawn Gazetteer, 
  page 68
  55
  
  The Overworld and Beyond
  56
  masseuse. Monsters normally wild and dangerous 
  elsewhere are kept as pets or working animals here. 
  The City at the Edge of Dawn is a melting pot of crea-
  tures and cultures from every place conceivable.
  Likely Hazards
  The city is a relatively safe place—the main issue for 
  the adventurers will be its inhabitants.
  Twists
  The City at the Edge of Dawn is an ideal place to 
  throw a complication or two at the party.
  D10 Roll
  Event
  1
  The party meets a version of themselves 
  from another possible world, the same 
  but different (morally opposite, gender-
  flipped, a high-tech or stone-age version, 
  took different decisions, etc.). Do the 
  parties fight, or celebrate?
  2
  The party meets a captain of a ship 
  that sails the seas between worlds. The 
  captain offers to help them retrieve 
  a gem (by calling on his contacts for 
  information), but first they need to help 
  the captain.
  3
  One of the adventurers meets their god, 
  a revered mythic culture-hero, or similar. 
  Preconceptions are shattered.
  4
  An imp or minor angel mistakes the 
  adventurers for somebody else and 
  delivers an urgent secret message not 
  intended for them.
  5
  The city shifts and grows. Locals are used 
  to such expansions, but the adventurers 
  are now completely lost.
  6
  A merchant offers to buy something 
  esoteric from one of the adventurers. 
  What does the merchant trade in—souls, 
  memories, emotions, luck?
  7
  The party gets caught up in a religious 
  procession honoring a god. The god is 
  part of the procession.
  8
  A ghost who works as the servant of a 
  powerful figure in the city meets the 
  adventurers. Is it the soul of somebody 
  that they knew in life—an enemy or 
  old friend? Will this help or hinder the 
  adventurers?
  9
  The adventurers find a portal to another 
  world, but it needs a special key to open.
  10
  The adventurers unknowingly break a 
  law or cultural taboo and need to explain 
  themselves in an on-the-spot trial before 
  a roaming magistrate and their inhuman 
  guardsmen
  And the Gem is
  The wizard who originally messed with the mystic 
  signpost (the floating tetrahedron at the overworld 
  crossroads) has the gem. The wizard’s name is Destin 
  Hellmass. The adventurers will need to track the wiz-
  ard down and either bargain for the gem or take it by 
  force. Unfortunately for the party, the wizard doesn’t 
  want to give them gem up, so he will drive a hard 
  bargain—then once he has their money will either 
  fight them or flee with the gem.
  Number of Adventurers 
  in the Party
  Hellmass
  3-5 9th level
  Hellmass is too startled 
  during the first round to 
  attack.
  6+ 9th level
  Hellmass fights normally.
  3-5 10th level
  Hellmass fights normally.
  6+ 10th level
  When Hellmass vanishes, 
  he gets off a final attack 
  as a free action.
  Tracking Hellmass
  Epic-tier characters might find a way to track 
  Hellmass across the planes. If you’re not ready 
  for the final Hellmass confrontation, here’s a 
  suggestion on how the wizard could give them the 
  slip.
  Hellmass travels both back in time one day and 
  to the Fleshscar. There he creates a hollow person. 
  Things really get disturbing when the wizard 
  removes his own face and puts it on the hollow 
  person. He then dresses the creature up in his own 
  robes and gives it his staff (both robe and staff 
  could be epic magic items).
  Hellmass leaves long before the PCs arrive, but 
  their tracking system (whatever it is) has been 
  spoofed to zero in on the hollow person.
  Hellmass’s duplicate starts shielded by a 
  smothering fleshwall. On the second round of 
  combat toothsome maws open in the fleshy 
  ground and attempt to eat PCs. Take the number 
  of PCs minus one for the number of toothsome 
  maws.
  The City at the Edge of 
  Dawn Gazetteer has oodles 
  of hazards, twists, and 
  weirdness for the PCs to 
  explore, page 68. 
  Handout: City at the Edge of 
  Dawn Map, page 155
  Destin Hellmass the Wizard, 
  page 126
  The Fleshscar, page 33 
  Hollow Person, page 127 
  Smothering Fleshwall, page 
  136 
  , page 139
  
  The Overworld and Beyond
  57
  The Elemental Realms
  These realms are either the place where elemental 
  power flows from, or are realms shaped by dreaming 
  mortal minds that are influenced by such elements—
  scholars disagree.
  There are four elemental realms, each of which 
  links in various ways to its neighboring realms. For 
  example, by sailing the elemental seas one might 
  pass from the Sea of Fire to the Sea of Dust or Sea of 
  Dreams, and from either of those to the Cerulean Sea.
  The four elemental realms may be thought of as 
  a wheel—its outer edge impassable to mortals, its 
  inner more habitable area bordering the overworld.
  The Air Realm
  The outer edge of the Air Realm is the Storm Eternal, 
  beyond which is the home of the dark gods. The air 
  realm itself is a place where there is no true “up” or 
  “down,” and planetoids spin endlessly in mysterious 
  orbits. Some of the planetoids are home to forests 
  that support life, while others are lightning-blasted 
  barren rocks of interest only to storm giants.
  Closer to the overworld is the Sea of Dreams, 
  a cloud-sea upon which float the palaces of demi-
  gods. Sailors in cloud-ships travel these strange seas, 
  seeking lost knowledge and arcane treasures. Here 
  can be found the thought-forms of mortal dreamers, 
  nightmares given form, and fantasies breathed to life 
  by the power of the Realm of Air.
  Bordering the overworld are the Islands of Sleep, 
  whose inhabitants comb the Beach of Lost Hopes 
  for the odd things that wash ashore.
  Contiguous Realms
  So is the Sea of Dreams with its cloud palaces 
  actually the overworld with its sea of clouds and 
  cloud castles? Yes. Or no. Maybe both yes and no at 
  once. Or maybe one is part of the other. Personally, 
  I’d say that they are “close” enough that it is easy to 
  pass from one to the other without realizing.
  For that matter the tunnels at the base of the 
  Foundation Wall in the Earth Realm might lead into 
  the Underworld, or to the Lightless Realm. Perhaps 
  the Fire Realm sits atop a merrily burning hell.
  Consider placing the Temple 
  of The Four Elements, page 
  61, near the outer rim 
  of the elemental realms. 
  Start the adventurers at the 
  hub, and let them explore 
  outwards. Sprinkle clues that 
  the temple is “that way.” 
  Thunder and lightning 
  do Enhanced Elemental 
  Damage, page 61
  
  The Overworld and Beyond
  58
  The Earth Realm
  The outer edge of the Earth Realm is a vast moun-
  tain range known as the Foundation Wall, a barrier 
  that stretches farther than can be seen or measured. 
  Nobody has ever crossed the mountains to see what 
  is on the other side—which may be a very good thing 
  considering the rumors that there is something very 
  bad trapped beyond the Foundation Wall. At the base 
  of the mountains lie many tunnels—maybe one of 
  them connects to the other side.
  Closest to the overworld are the Stonelands, 
  the thin soil of that place supporting only grass and 
  shrubs. Clans of cattle herders live in the Stonelands, 
  with dwarves inhabiting the mines and tunnels that 
  pierce deep enough that they reach down into the 
  firmament. The many mountains are home to stone 
  giants.
  Traveling “outwards” from the Stonelands towards 
  the Foundation Wall, the ground becomes increasing-
  ly stony and barren, until it becomes the Great Stone 
  Plain and reaches the shore of the Sea of Dust. Here, 
  jutting above the dry waves, lie the petrified remains 
  of titans. In the Sea of Dust is the empty City of Dust, 
  home to hungry ghosts and earth elementals.
  Cattle Raids and Giants
  If I were to run a whole campaign set in this realm, 
  I’d lean toward the landscape of Ireland, Cornwall, 
  and the tors and moorland of my native Devon. 
  Irish stories of earth-spirits and cattle raids mixed 
  with Cornish and Devon ghost stories work great 
  for the Earth Realm.
  Thunder and force do 
  Enhanced Elemental 
  Damage, page 61
  
  The Overworld and Beyond
  59
  The Fire Realm
  The outer edge of the Fire Realm is a wall of fire 
  known as the Burning Divide. It is said that beyond 
  the burning divide is the home of the Bright Gods, 
  and that only the spirits of the honored dead can 
  pass through.
  Closest to the overworld proper are the Harvest 
  Lands. Here the sun never dips below the horizon, 
  and it is always harvest time. Crops are always ripe, or 
  just about to ripen. Trees in the Harvest Lands have 
  leaves that always seem about to fall but never do, 
  making the forests a mix of golden-green and deep 
  reds. Volcanic activity is common, and rivers of blue 
  fire flow down from the burning mountains. Fire 
  giants rule the volcanic mountain ranges, but human 
  nations can be found in the farmlands below, their 
  golden minarets shining in the unending light.
  Beyond the Harvest Lands “outwards” toward the 
  Burning Divide is the Sea of Fire, upon which can be 
  found the City of Burnished Gold. The city is home 
  to all kinds of fire elementals, as well as djinn and 
  efreeti.
  Between the Harvest Lands and the Sea of Fire is 
  the Burning Desert, an inhospitable place that none-
  theless is home to nomadic tribes of high elves.
  Fireside Tales
  I intend for the fire realm to have an Arabian Nights 
  feel to it, perhaps mixed with a little harvest-time 
  Halloween here and there
  The Bright Gods, page 5
  G&I
  Fire and lightning do 
  Enhanced Elemental 
  Damage, page 61
  
  The Overworld and Beyond
  60
  The Water Realm
  The outer edge of the Water Realm is a sparkling 
  Wall of Ice, from which pours the waterfalls that fill 
  the Cerulean Ocean. The ocean is sparsely dotted 
  with islands, frozen near the Wall of Ice, but more 
  habitable nearer the overworld. Each island is its own 
  nation, with unique monsters to worry about. On the 
  icebergs closest to the ice wall live frost giants.
  Adjoining the overworld are many larger island 
  nations, each near a whirlpool that drains into the 
  overworld as rain.
  Voyages
  Conan traveled with pirates and had adventures on 
  strange islands. The restless Sinbad went on seven 
  famous voyages. Gulliver toured to many strange 
  lands in his voyages. Pulling inspiration from classic 
  tales of strange islands and sea monsters can really 
  add to the experience of this realm—pirates, sea 
  monsters, strange lands and creatures.
  Cold and acid do Enhanced 
  Elemental Damage, page 
  61
  
  The Overworld and Beyond
  61
  Likely Monsters
  Dragons, obviously. Giants: storm giants (air), fire 
  giants (fire), frost giants (water), and stone giants 
  (earth). Elementals and those creatures with strong 
  links to the elements.
  However, you could take almost any existing mon-
  ster and make it an elementally infused version of 
  itself. What about an earthy dust-zombie that returns 
  to grave-dust once vanquished, or a flame-wyvern 
  that burns with its lava-filled stinger instead of using 
  poison, or flying storm-lizardmen that carry lightning 
  bolts instead of spears?
  Enhanced Elemental Damage
  Each realm enhances elemental damage:
   •
  The Air Realm enhances thunder and light-
  ning damage.
   •
  The Earth Realm enhances thunder and 
  force damage.
   •
  In the Fire Realm fire and lightning damage 
  are increased.
   •
  In the Water Realm cold and acid damage are 
  increased.
  When damage is enhanced by the magic of the 
  realms add 1d6 damage per character or monster 
  level to the damage dealt, but only if the target 
  doesn’t successfully resist that damage. (If a fire 
  attack made in the fire realm fails to beat the fire 
  resistance of its target, that attack doesn’t gain the 
  extra damage.)
  Likely Hazards
  The most likely hazards come from extreme elemen-
  tal “disasters.” Forest fires, burning water, rockslides, 
  dust-storms, tidal waves, etc.
  Twists
  What twists await the adventurers in the elemental 
  realms?
  D8 
  Roll
  Event
  1
  A wanderer from an elemental realm 
  (other than the one the party is in) meets 
  the adventurers. The wanderer offers them 
  help in getting out of the realm they are 
  currently in, but they must escort the 
  wanderer somewhere first.
  2
  A familiar monster, made unfamiliar 
  by its new elementally-infused nature, 
  encounters the party. This is a surprise 
  for everybody involved, especially the 
  monster.
  D8 
  Roll
  Event
  3
  The adventurers come across a statue 
  of the party, together with elemental 
  creatures that worship the statue as their 
  god. How did the statue get here, and 
  what does it mean?
  4
  Unusual weather forces the adventurers 
  into a dangerous area—and they are not 
  the only ones now struggling for survival.
  5
  The adventurers discover a portal that 
  leads to a demi-realm—perhaps the realm 
  of steam, or mud, or ooze, or salt…
  6
  A caravan of merchants with enchanted 
  wagons (or with a flotilla of trade ships) 
  offers passage to the adventurers.
  7
  One elemental realm briefly and 
  unexpectedly intersects its opposite, 
  leading to problems for the natives. The 
  adventurers are uniquely placed to help.
  8
  An object carried by one of the 
  adventurers reveals an unforeseen 
  “elemental resonance,” becoming a magic 
  item (but only while in this realm)
  And the Gem is
  In the Temple of The Four Elements. A different 
  version of the temple exists in each of the four 
  realms, but to retrieve the gem the adventurers must 
  discover which temple holds the gem. As soon as one 
  guardian is defeated, the adventurers are immedi-
  ately transported to the next temple—they can only 
  escape once they have defeated all four guardians.
  Number of Adventurers 
  in the Party
  Elemental Guardians
  3-5 9th level
  One guardian per 
  temple
  6+ 9th level
  One guardian per 
  temple
  3-5 10th level
  Two guardians per 
  temple
  6+ 10th level
  Two guardians per 
  temple
  Fleeing
  The adventurers could choose to flee instead of 
  fighting all the guardians, but doing so means that 
  they drop the gem. Returning to the temple after 
  fleeing means the guardians will have called upon 
  reinforcements from dragons.
  Elemental Guardian, page 
  121
  If the parade of elemental 
  guardians goes tedious, one 
  or two might be susceptible 
  to argument rather than 
  combat.
  Perhaps the gem is not visible 
  on the first three guardians, 
  where each wears a chain 
  necklace with an empty 
  fitting the size of the gem.
  The fourth guardian wears it 
  around their neck.
  
  The Overworld and Beyond
  62
  The Fleshscar
  In this realm nothing ever dies, but lives eternally. 
  That isn’t as great as it sounds! The landscape is flesh, 
  blood, and bone, stretching from one horizon to the 
  other.
  Twists
  What twists does this bizarre realm hold in store for 
  the adventurers?
  D6 
  Roll
  Event
  1
  Villagers offer to trade for anything metal 
  that the adventurers have—gold coins or 
  brass buckles, all have equal value here. The 
  villagers have excellent (if odd) silks, together 
  with some unusual medicines and weird 
  venoms.
  2
  An ambush by villagers infected with 
  vampirism and driven to mindlessness by 
  blood-thirst. They emerge from a row of 
  cloacas in the flesh-wall of a cleft through 
  which the adventurers are traveling.
  3
  The adventurers must cross a river of 
  unpleasant fluids. Cannibals in lice-carapace 
  armor guard the only crossing.
  4
  The adventurers encounter a huge tusk as 
  large around as a redwood. The tusk is carved 
  with symbols—a warning to travelers, a 
  monument, or the focus of ritual magic?
  D6 
  Roll
  Event
  5
  The adventurers drop through the skin 
  into an abscess. Pus cushions their fall, but 
  they must deal with gigantic maggots (use 
  bulettes to represent the maggots).
  6
  A parasitic roundworm with a human face 
  chews its way out of the “ground” near the 
  adventurers. Don’t worry—it is intelligent 
  and wants a chat. Will the adventurers agree 
  to help it out by carrying its eggs on their 
  journey?
  And the Gem is
  A fluid-filled cyst has formed around the magical 
  gem. Unfortunately, massive parasites have taken up 
  residence in the irritated area, luxuriating in the heat 
  of the inflammation.
  Number of Adventurers 
  in the Party
  Massive Parasites
  3-5 9th level
  3
  6+ 9th level
  4
  3-5 10th level
  4
  6+ 10th level
  9
  You can find more details 
  on the Fleshscar in the “Life, 
  Death, Rebirth” adventure 
  (chapter 4), The Fleshscar, 
  page 33.
  Massive Parasite, page 133
  
  The Overworld and Beyond
  63
  The Green
  The Green, an eternal forest teeming with life of all 
  kinds. Massive trees rise to the sky, many with branch-
  es thick enough to ride a horse atop. Vines link trees, 
  and the thick horizon-spanning canopy captures the 
  light of multiple suns, turning eternal day above into 
  unending green gloom below.
  Twists
  What events will transpire during the adventurers’ 
  quest?
  D12 
  roll
  Event
  1
  A lost city, overgrown with vines and now 
  home to the Bandar-log dire-monkeys 
  (use stats for giant vrocks, but change their 
  creature type to “beast” and give them two 
  moves a turn when swinging from vines 
  instead of the vrock’s “sporeburst” ability). 
  The monkey-folk can talk, and they desire the 
  secret of fire.
  2
  The party is stalked by plants that look like 
  and move like jaguars (use stats for giant 
  zombies, but change their creature type to 
  “plant” and their vulnerability to “fire”).
  3
  The adventurers find a wood elf, staked out 
  on the ground for dire ants to eat. What did 
  this outcast do to deserve this punishment?
  4
  A snake stops by for a chat. Though it isn’t 
  much in a fight and prefers to slither quickly 
  away from a confrontation, it is capable 
  of casting charm person, confusion, hold 
  monster, and sleep (as 9th level spells, +20 vs 
  MD, can cast each one once per day, requires 
  the adventurers to look deeply into its eyes 
  and listen to it ssssspeak). What does the 
  serpent want from the party?
  5
  The adventurers stumble on the remains of 
  another adventuring party, now just bones 
  and scattered equipment. What happened 
  here, and does the danger still linger?
  6
  A plant that uses its hallucinogenic flowers 
  to cause animals to stumble into its waiting 
  sticky maw is growing right next to the 
  adventurers’ camp. Tonight it blooms.
  7
  A group of animals are singing a song about 
  life in this part of the world-forest. What will 
  the adventurers learn that will be useful?
  8
  Skulls on sticks greet the party. If they press 
  onwards, the adventurers will discover that 
  they have trespassed on sacred ground! The 
  locals don’t understand why the adventurers 
  ignored the warnings to stay away (the skulls 
  on sticks). Can the adventurers talk their way 
  out of this, or will they have to face trial-by-
  monster?
  D12 
  roll
  Event
  9
  A tribe of wood elves worships an enormous 
  gorilla as a god (use stone giant stats). To 
  appease the angry “god,” the adventurers 
  must be sacrificed to it. What are the high 
  priest’s real motivations?
  10
  The adventurers stumble across the ruins of 
  an advanced civilization. What dangers wait 
  for those from lower-tech (or perhaps lower-
  magic) civilizations?
  11
  Countless suns orbit this world, and tonight 
  is the one of the few nights each century 
  when they all go down together and true 
  night falls.
  12
  Something big, really big, is moving through 
  the forest. What has come up from the deeps 
  of the world-forest’s wooded “sea?”
  And the Gem is
  The gem has been swallowed by Gra-gara, a spirit 
  and self-proclaimed “King of Frogs.” The massive 
  Gra-gara invites the adventurers into its mouth to 
  retrieve the gem. (He plans to eat them.)
  Number of 
  Adventurers in 
  the Party
  Gra-gara, King 
  of Frogs
  Monstrous 
  Frogs
  3-5 9th level
  1
  2
  6+ 9th level
  1
  6
  3-5 10th level
  1
  6
  6+ 10th level
  1
  12
  You can find more details on 
  The Green in the “Life, Death, 
  Rebirth” adventure (chapter 
  4), The Green, page 47.
  Stone giants are in the Core 
  book. 
  Vrocks and zombies are in 
  the Core book.
  Gra-gara,  
  Living-God of Frogs, page 
  131
  Monstrous Frog, page 131
  
  The Overworld and Beyond
  64
  The Lightless 
  Realm
  A realm of eternal night, where no green thing 
  grows—the Lightless Realm is well named. The realm 
  is metaphysically close to the realm of elemental 
  earth and the realm of law, greatly influencing its na-
  ture. Here you will find rocky plains, dust storms (not 
  sand, just very fine black carbon dust), and not much 
  else. No hills or mountains, no valleys or rivers, just an 
  endless expanse.
  Occasionally there is something interesting to 
  break the lightless monotony. Clear mirror-smooth 
  crystals emerge from the rocky plain in places. Ad-
  venturers carrying lanterns are often confused by the 
  outcroppings, as their own light is reflected back to 
  them.
  Elsewhere can be found tangles of pipes rising out 
  of the ground or descending from the inky darkness 
  above. Some pipes are flexible conduits and others 
  are rigid metal, some are hot and others cold, some 
  leak oil and others leak steam, some are safe to be 
  near and others crackle with electricity. It is near 
  these pipe-tangles that the few life-forms that exist 
  here can be found—flat pale worm-like things, micro-
  bial colonies, creatures a cross between starfish and 
  snails, and soft-bodied crabs.
  Likely Monsters
  The adventurers won’t meet much in the Lightless 
  Realm, but that which they do meet is going to be 
  hungry. White dragons adapted to life in lightless 
  conditions hunt by vibration, others hunt using 
  bioluminescent lures. What do dragons hunt in the 
  Lightless Realm? Phase spiders, mostly—this is one of 
  the realms that they travel through while phasing.
  Likely Hazards
  Bitter cold, choking dust, and acids dripping from 
  pipes so high up it might as well be rain.
  Twists
  Complications to throw into the adventurers’ path.
  D6 
  Roll
  Event
  1
  A pool of water fed by a leaking steam pipes 
  from a pipe-tangle “forest” is a welcome 
  respite for the adventurers. However, they are 
  not the only living creatures to discover this 
  watering hole—a predator lies in wait.
  2
  The mummified corpse of a titanic beast 
  offers the party shelter from a dust storm. 
  Unfortunately for the party, the corpse is 
  home to a colony of undead creatures (pick a 
  monster and change its type to undead). The 
  undead are hibernating—but might rouse if 
  they smell fresh meat.
  3
  A light in the distance! Is it a reflection from 
  a crystal outcropping, a hunting angler-
  dragon, or a fellow traveler?
  4
  Sound from far above. Whatever it is, the 
  party’s light doesn’t reach far enough to 
  illuminate the source of the noise.
  5
  A distant yell in the darkness ahead!
  6
  The party’s light is attracting unwelcome 
  attention. Deal with the native wildlife or 
  stumble around in the dark? Decisions, 
  decisions.
  And the Gem is 
  Glowing brightly in the far distance, the gem sits out 
  in the open. Unfortunately, monsters native to this 
  realm have been attracted by the light. 
  Number of Adventurers 
  in the Party
  Grue
  3-5 9th level
  15
  6+ 9th level
  22
  3-5 10th level
  23
  6+ 10th level
  33
  White dragons and phase 
  spiders are in the Core book.
  Grue, page 123
  
  The Overworld and Beyond
  65
  
  The Overworld and Beyond
  66
  The 
  Middenlands
  A junkland, full of twisted metal and debris, discarded 
  by a million civilizations.
  Twists
  Why not throw a twist or complication at the party?
  D6 Roll
  Event
  1
  Something the party banished or 
  discarded in a past adventure turns 
  up again here.
  2
  A banished demon meets the party. 
  It offers to help them, in exchange for 
  rescuing it from this realm. Can they 
  trust it?
  3
  A rain of trash deposits something 
  useful, but the adventurers are not 
  the only ones to have seen it.
  4
  The adventurers meet a village 
  of exiles who have created a 
  subterranean society complete with 
  farms in their trash tunnels. Are 
  these humanoids friendly, savage, or 
  keepers of a dark secret?
  D6 Roll
  Event
  5
  Trash from a higher-tech world 
  drops onto the adventurers. What 
  would adventurers do with a battery 
  powered hair-dryer stuck on the 
  lowest setting, or an alien’s broken 
  toy, or a leaking glow-stick?
  6
  A rain of hazardous waste forces the 
  adventurers to seek shelter in a black 
  dragon spire.
  And the Gem is
  The gem lies glittering in a trash heap in the far 
  distance. Spotting the shining gem is easy; getting 
  there is the difficult part. Oh, and the trash heap is the 
  home of a trash-crab, which the adventurers won’t 
  spot until they are almost there.
  Number of Adventurers 
  in the Party
  Gargantuan Trash-Crab
  3-5 9th level
  1
  6+ 9th level
  1
  3-5 10th level
  1
  6+ 10th level
  1
  You can find more details 
  on the Middenlands in 
  the “Life, Death, Rebirth” 
  adventure (chapter 4), The 
  Middenlands, page 40. 
  Gargantuan Trash-Crab, 
  page 122
  
  The Overworld and Beyond
  67
  The Return Home, or Is It?
  The adventurers now have all four gems and can 
  return to the overworld crossroads and fix the cosmic 
  signpost, stabilizing the portals and saving the mortal 
  realm.
  However, before they can fix the cosmic signpost, 
  an old foe appears through a portal. Yes, it turns out 
  that an enemy that they thought was vanquished 
  was not as dead as it at first appeared to be!
  The mad wizard Hellmass, who originally inter-
  fered with the cosmic signpost, didn’t actually die in 
  their last encounter (in the City at the Edge of Dawn). 
  He has been following them, attempting to retrieve 
  the gems. Moreover, he has used his powers to return 
  another of their foes to life (for this final fight the 
  wizard Hellmass is joined by whichever epic enemy 
  the adventurers most enjoyed fighting). If Hellmass 
  can, he chooses to snatch a gem and jump away 
  through a random portal rather than stay and fight to 
  the death.
  Upon returning to the mortal realm everything 
  might be back to normal, or perhaps fixing the por-
  tals allowed the opening of a dimensional trade-way 
  between the mortal realm and other realities—mak-
  ing the Carrow Hills a major trade hub. Well, that is 
  down to the adventurers and what they want to do.
  Hellmass the Wizard, page 
  126
  
  The Overworld and Beyond
  68
  Chapter 6: The 
  City at the Edge 
  of Dawn Gazetteer
  The City of Portals
  Where the Psychedelic Ocean trips into the Waterfall 
  of Eternity lies the City at the Edge of Dawn. Also 
  known as the City of Portals, the Eternal City, The 
  Wheel of Angels, the One True City, and many other 
  names—to its inhabitants it is simply “the City.”
  In the city you can find technology that rang-
  es from low medieval to the age of steam to high 
  magitech. Most of the citizenry lives with tech levels 
  somewhere around the 1800s-1900s—gas lamps and 
  beast-drawn wagons in the street, canned food, ma-
  chine-woven cloth, running water from metal pipes, 
  indoor latrines, steam-powered factories, and so on. 
  As with most places, the richer you are the more ben-
  efits of progress you reap.
  Every architectural style ever is represented in the 
  city, and in a way the city is alive—regularly shifting 
  its streets and growing.
  Currency in the City 
  at the Edge of Dawn
  Characters who try to spend their gold pieces in 
  the City at the Edge of Dawn will soon find out 
  nobody wants gold. People here deal in soul-
  shards and Librum scrip. The characters will be 
  referred to The Outer Bank (18), page 78 in the 
  Grand Market to exchange their money.
  As the GM, you can come up with any kind 
  of exchange rate you want, and you can make it 
  fluctuate wildly.
  One suggestion is to base it on character level. 
  One soul-shard or two Librum scrip is worth ten 
  gold pieces times the level of the character. So, 
  leveling produces a kind of inflation.
  Items can cost about the same in Librum scrip 
  as they do in gold pieces back on the “normal” 
  world. Treasure, pay, and rewards in the city will be 
  in soul-shards or Librum scrip.
  Soul-Shards
  For more about soul-shards, see Trading Your Soul 
  (Part 1), page 74 and Trading Your Soul (Part 2), 
  page 78.
  Optional: Black Magic 
  and Soul Shards
  Necromancers, demonologists, and goth chaos 
  mages can burn soul-shards to empower their 
  spells. They must burn one soul-shard for every 
  level of the spell. The shards are consumed when 
  used, whether the character made their roll or not.
  Ideas for empowerment include:
   •
  Gaining advantage on the attack roll (roll 
  twice, take the best roll).
   •
  Growing the level of the spell by two (a 5th 
  level spell becomes a 7th level spell).
   •
  Cast a daily or recharge spell as if it were a 
  once per battle spell or cast a once per battle 
  spell one extra time per battle.
  If the spell includes a die roll, rolling a natural 
  one should result in some entertaining setback 
  for the caster. Maybe they lose part of their soul. 
  Maybe an anti-social and powerful undead or fiend 
  is summoned. The caster could have the dazed 
  condition, hard save (16+) ends. Whatever fiendish 
  backfire fits the situation best.
  The Six Districts
  The city is built on an enormous rotating stone disk 
  that floats atop the Psychedelic Ocean, with six dis-
  tricts occupying roughly equal area.
  The districts are (in clockwise order) the Scriveners 
  Borough, the Warrenhold, the Ward of Queens, the 
  Foundry District, the Grand Market, and Guildtowers 
  Ward. At the center of the disk is the Plaza of Statues, 
  which commemorates mythic heroes both past and 
  future, and around the edge of the disk are docks. 
  Technically the docks might be considered a district, 
  but each dock shares the character of the ward it is 
  closest to. Similarly, the catacombs beneath the city 
  are considered part of the Warrenhold rather than a 
  separate district.
  GMs: whenever you need a 
  steampunk transdimensional 
  city of intrigue, the City at the 
  Edge of Dawn awaits your 
  thrilling adventures.
  Handout: City at the Edge of 
  Dawn Map, page 155
  
  The Overworld and Beyond
  69
  
  The Overworld and Beyond
  70
  Twenty Taverns
  While I’ve detailed some very interesting inns 
  within this book, in case you need it here are 
  d20 more pubs, clubs, taverns, inns, and dives: 
  (1) Ambrose’s Angel Inn (featuring the Breakfast 
  Bar of Champions), (2) The Antipub (aka the 
  Antidisestablishmentarianism Arms), (3) The 
  Changing Room, (4) Clean Craig’s Cockaigne, (5) 
  The Devil’s Due, (6) The Doomsday Clog Pancake 
  House, (7) The Imperial Rutland Tavern, (8) The 
  Last Call, (9) The Lincolnshire Poacher, (10) The 
  Mirrorball Hall, (11) Molly’s House, (12) Mrs. 
  Miggins’s Eatery, (13) The Outsider’s Inn, (14) 
  Perival’s Peak, (15) The Princess’s Crown, (16) The 
  Pink Room, (17) The Road’s End, (18) The Shark Bite 
  Pub, (19) Tjinder’s Bar and Beer Garden, (20) The 
  Wolfmoon Pub.
  Citizenry
  Most of the citizens of the city are humanoid—elves, 
  trolls, humans, dwarves, and so on. However, there 
  are many monstrous beings that call the city home, 
  such as driders, dragons (mostly in humanoid form), 
  gods, demi-gods, demons, dhampirs, dobhar-chús, 
  dryads, and so on. There are also visitors from other 
  realms, unique creatures, and incarnations of con-
  cepts. The strange thing is that most people get 
  along fine—social class is far more important in the 
  city than how many limbs you have.
  What Tier?
  Adventurer. There are some good stories, great 
  stories, to be told in the city at adventurer tier. This 
  is the tier for goblin street gangs, sewer monsters, 
  dodgy deals, and rooftop chases.
  Champion. Champion tier is where the 
  adventurers start really getting entangled 
  with guilds—as enforcers, members, rebels, or 
  iconoclasts…or maybe even as founders. The 
  characters’ actions at this level potentially affect 
  change (for good or bad) at the district level.
  Epic. Epic tier is where the adventurers are 
  rubbing shoulders with dragons and demigods, 
  and have taken their place among the movers 
  and shakers of the city. The characters’ actions 
  sometimes have consequences across the city, 
  and adventures focus on the rise and fall of noble 
  houses and the fate of whole realms.
  Foundry District
  This is the beating, pounding, industrial heart of the 
  City at the Edge of Dawn. In forges lit by heavenly 
  fire or infernal flames, ores from a thousand worlds 
  are ground, pounded, smelted, and forged. Woods 
  from forest worlds are shaped and lathed. Crystals are 
  grown in bubbling vats. Silks from captive glass-spi-
  ders are spun into fine cloths. Alchemical processes 
  produce smogs that are siphoned off by pipes into 
  the Psychedelic Ocean.
  From the factories come chariots of the gods, 
  engines of war, and vast transdimensional sailing 
  ships. The dark and dripping pipe-choked roads of 
  the Foundry District are easy to get lost in, and if you 
  aren’t friends with the right gangs then getting lost 
  can be very bad indeed.
  Here are d8 landmarks to search for if lost:
  1. The Blackstar Shipyards, page 70
  2. The Iron-Breaker’s Dock, page 71
  3. The Lion’s Crown Warframe Factory, page 71
  4. The Park of Seven Oars, page 71
  5. The Shambling Mound, page 72
  6. The Sparkling Sea Cannery, page 72
  7. The Tough Day, page 72
  8. The White Rook Tenements, page 72
  The Blackstar Shipyards (1)
  Here transdimensional ships are made and re-
  paired—everything from solar schooners to fast-
  rigged crystal clippers, from flying galleons to 
  iron-clad troop transports. Most of the ships that 
  come through the shipyard are owned by the guilds 
  of the City at the Edge of Dawn, or by nobles from the 
  Ward of Queens, but a sizeable minority (maybe 30%) 
  are owned by those from other realms.
  Adventure hooks:
   •
  It is a “wake-week” at the shipyard—every work-
  Ward of Queens, page 88
  
  The Overworld and Beyond
  71
  er there is off on a company-organized transdimen-
  sional vacation. The adventurers are hired to watch 
  over the now spookily silent factory where the 
  great engines are assembled. An easy job, right?
   •
  The adventurers are hired by the Iron Fist as extra 
  security for a prestigious ship launch party. The 
  Queen Titania is said to be unsinkable, but there are 
  many that would want the ship to fail.
   •
  The constructs of the Blackstar Shipyards are orga-
  nizing to strike. Will the adventurers take a job as 
  strike-breakers, or will they side with the nascent 
  “Mechanical Union?”
  The Iron-Breaker’s Dock (2)
  This dockside area is run by a titanic construct called 
  Iron-Breaker. To this dock come raw ores, semi-pro-
  cessed metals, lumber, and the hulks of transdimensional 
  ships to be salvaged. Iron-Breaker treats his tough-living 
  hard-working crews with surprising kindness.
  Adventure hooks:
   •
  A living ship—elderly, rusted, and rotting—is 
  bought in to be broken up for scrap. The ship, the 
  Dawn Breaker, psychically calls to the adventurers, 
  promising them riches if they will free it so it can 
  sail to a place it calls “Fiddler’s Green.”
   •
  A specter has been haunting Iron-Breaker’s Dock, 
  leaving messages that all who work there are 
  cursed. Workers have started looking for jobs 
  elsewhere, so Iron-Breaker asks the adventurers to 
  solve the mystery. Clerics and priests have blessed 
  the dockyard multiple times, so what is behind the 
  “haunting?”
   •
  An elf welder, Oin Greenpah, needs help steal-
  ing some recycled platinum recovered from the 
  soul-circuits of a crystal-ship. It’s an easy job—all 
  the adventurers need to do is help him move the 
  platinum, keep watch, and provide muscle during 
  the sale of the platinum to an interested buyer. Is 
  the party ready for a life of crime?
  The Lion’s Crown Warframe 
  Factory (3)
  A warframe is a golem without any driving intelligence. 
  In an armored hollow within the torso a driver sits giving 
  moment-by-moment direction to their golem “suit” 
  through their words, the motions of their limbs, and the 
  tap of their fingertips on glowing glyphs. Warframes are 
  prohibitively expensive, usually reserved only for the 
  elite troops of very wealthy empires.
  Adventure hooks:
   •
  A warframe parade on a main street blocks the 
  adventurers’ progress, making an already difficult 
  day even tougher.
   •
  Somebody is stealing parts, trying to build their 
  own warframe. Though the culprit was caught, 
  nobody knows where the parts have ended up. A 
  gang with a rogue warframe would seriously upset 
  the balance of power in some parts of the city, and 
  if it is a noble or a guild what are their plans for a 
  secret warframe? The gnome in charge of security, 
  Ranalph Longintheear, asks the adventurers to 
  go digging for information in the underbelly of the 
  city.
   •
  The factory wants to test a new warframe design 
  and seeks volunteers against which the new armor 
  can fight in realistic (and deadly) conditions. How 
  hard up are the adventurers for money?
  Warframes!
  First, the good news. Warframes add 4 to your 
  Strength modifier for the purposes of attacks and 
  damage, and add 4 to your AC. A warframe has 
  100 hit points that act like temporary hit points 
  (you lose them before your own), though attacks 
  that target MD bypass the warframe’s defenses. 
  For every 25 hit points the warframe loses, it loses 
  a +1 (so at 75 hit points it only adds +3 to your 
  Strength modifier and AC, 50 hp = +2, and 25 hp = 
  +1). At 0 hit points the warframe is too damaged 
  to move (and might even catch fire or explode!). 
  Using a weapon that’s scaled up to a warframe’s 
  size increases its damage die by one type (for 
  example, if the weapon would normally deal 3d6 
  damage it deals 3d8 instead). Warframes can be 
  enchanted and attuned to as if they were armor.
  Now the bad news. Warframes are big and 
  obvious, loud and expensive. A hero stomping 
  around the City at the Edge of Dawn in a warframe 
  will draw all sorts of unwelcome attention, 
  everything from guild enforcers to guard 
  companies to gutter-wizard gangs looking to 
  strip it for parts. If something pops a warframe 
  free of engagement it must save or become 
  stuck (hard save ends) as it falls over. Warframes 
  in battle tend to be accompanied by infantry 
  whose job it is to keep the enemy off a fallen 
  warframe until it can right itself and to stop it 
  being mobbed—adventurers stomping about 
  don’t have that luxury. Warframes are suited for 
  the battlefield or parade ground, but don’t fare 
  well in adventuring environments. A warframe in 
  dense woodland, a narrow alleyway, or a dungeon 
  corridor is vulnerable to all attacks (attacks against 
  the warframe have their crit range expanded by 2, 
  usually to 18+).
  Now the really bad news. Warframes need 
  regular repair—every hit point lost by a warframe 
  costs 10 times the number of hit points lost to 
  repair. (Repairing a warframe from 97 hp to 98 
  hp costs 30 gp, 98 hp to 99 hp costs 20 gp, 99 
  hp to 100 hp costs 10 gp—to fully repair a non-
  functional warframe from 0 hp to full costs over 
  50,000 gp!) Cut the cost of repairing the warframe 
  in half if you can cast spells like mend, but double 
  the cost if you are working with non-factory spare 
  parts scrounged from the battlefield and double 
  it again if you are just improvising spares with 
  whatever a local smith can make.
  The Park of Seven Oars (4)
  Overlooking the docks, this park is a rare green space in 
  
  The Overworld and Beyond
  72
  the Foundry District. Workers take their lunches here, 
  and factory owners pay for regular entertainments to 
  be put on to keep their workers happy.
  Adventure hooks:
   •
  A new sculpture has recently been installed in 
  the park. Several people have gone missing 
  in the park at night. Coincidence, scheme, or 
  curse?
   •
  A psychedelic rain has started to fall on the park, 
  causing strange temporary crystal growths. 
  Everybody leaves the park to seek shelter, but 
  the adventurers have business in the park and 
  can’t leave.
   •
  While sitting in the park, the adventurers see 
  a fire on the dockside. Nobody else seems to 
  perceive the fire, with others in the park com-
  menting on the nice view today—even when 
  the wind brings billows of smoke.
  The Shambling Mound (5)
  A recent addition to the City at the Edge of Dawn, the 
  Shambling Mound is an inn that occasionally gets 
  up and moves around. The inn came to the city by 
  walking off the deck of a vast rotting warship made 
  of dragon bones and crewed by the dead. The inn 
  is managed by the cousins Sultan and Khalifa and 
  stays one step ahead of interference by the Hostelers 
  Guild—sometimes literally.
  Adventure hooks:
   •
  Being new to the city, the cousins don’t know 
  that the rainbow-colored hallucinogenic rain 
  that sometimes falls from the sky isn’t entirely 
  safe to drink and have been using it to brew 
  with!
   •
  The adventurers are inside the Shambling 
  Mound when it gets involved in a high-speed 
  chase!
   •
  The Hostelers Guild has finally caught up with 
  the Shambling Mound and is forcing Sultan and 
  Khalifa to join the guild (and pay their dues with 
  interest) or have their moving tavern impound-
  ed. The cousins turn to the adventurers to help.
  The Sparkling Sea Cannery 
  (6)
  This factory takes in the produce of the Psychedelic 
  Ocean— despair-squid, rainbow fish, light rays, and 
  the like. Out the other door goes canned food safe to 
  eat. The fishing fleet of the Sparkling Sea Cannery are 
  a regular sight at the Foundry District Docks.
  Adventure hooks:
   •
  A cadre of hyper-intelligent fish-people from a 
  far-off realm is on a jihad to destroy all canneries 
  and fishing fleets across the multiverse. The “71st 
  Mechanized Shark Cavalry” has come ashore 
  and is wrecking the dockside—will the adven-
  turers survive the shark tanks and turn the tide 
  of battle?
   •
  A rival factory, the Flavortown Meat Plant, has 
  started various political maneuvers to put the 
  Sparkling Sea Cannery out of business. The own-
  er of the Sparkling Sea Cannery, Mister Karvore, 
  wants the adventurers to sabotage his rival. Can 
  the adventurers get in unnoticed, sabotage the 
  ghoul-run factory, and escape from Flavortown?
   •
  The cannery has lost several fishing vessels on 
  the Psychedelic Ocean recently and hires the 
  adventurers to protect one of their boats. Can 
  the adventurers survive what may turn out to be 
  the deadliest catch?
  The Tough Day (7)
  This tavern serves the needs of several of the larger 
  factories in the Foundry District. As the factories nev-
  er cease, the Tough Day never closes—with droves of 
  off-shift workers streaming through the doors every 
  hour. The Tough Day is run by the centaur Malta Mal-
  ly, who lost one of her arms to a machine that broke 
  her heart.
  Adventure hooks:
   •
  A dying woman staggers in clutching a strange 
  map that purports to show a treasure hidden 
  somewhere in the city. Lots of people see the 
  map, including the adventurers. Who was the 
  stranger, who killed her and why, and where 
  does the map lead?
   •
  The adventurers enter the tavern to discover 
  the patrons and staff have all be replaced with 
  stuffed-straw dummies. A prank, or something 
  sinister?
   •
  The patrons of the tavern are complaining about 
  a sinister clown that has been bothering their 
  workers. On the way home the adventurers hear 
  faint circus music from a dark alley.
  The White Rook 
  Tenements (8)
  These towering buildings are among many erected 
  by factory owners who wished to have their workers 
  closer to their places of work, and to provide better 
  living conditions than those in the Warrenhold. In 
  some tenements in the Foundry District the twin 
  goals were a success—this tenement however has 
  fallen into disrepair and has in the long years since its 
  erection sprouted a maze of modifications both 
  internal and external.
  Adventure hooks:
   •
  A supernatural killer stalks the hallways of the 
  White Rook Tenements. The adventurers are 
  called in by the building manager, a dwarf called 
  Abdullah Bey, to investigate—quietly.
   •
  An enterprising bunch of youths has started a 
  business making and selling their invention: the 
  “clockwork abacus.” However, the Worshipful 
  The Shambling Mound 
  sponsored by Dylan 
  Woodrow
  The Tough Day sponsored by 
  John Murphy
  Warrenhold, page 91
  
  The Overworld and Beyond
  73
  Company of Alchemists, Wizards, and Mythken-
  ners wants them shut down. The youths have set 
  up shop on their home turf to avoid the author-
  ities—will the adventurers help them for a cut 
  of the profits, or will they discover that the guild 
  has a good reason for wanting them to stop?
   •
  Fire! A fire is spreading from building to build-
  ing, roaring up the narrow airshafts and leaping 
  from apartment to apartment. The adventurers 
  are trapped, as are many others.
  Grand Market
  Even if you don’t need anything, no trip to the City at 
  the Edge of Dawn is complete without a trip to the 
  Grand Market. Here hundreds of open-air markets, 
  claustrophobic souks, cavernous stores, dingy shops, 
  and exclusive boutiques cater to the diverse desires 
  and perverse needs of the city.
  Here is where vampires buy blood, dragons sell 
  their unhatched eggs, and gods make deals. It is also 
  where you go to buy food and clothing, meet friends 
  for lunch, or hang out and browse. Sure, each district 
  in the city has shops, but the Grand Market is where 
  the realm commerce happens.
  Though there are innumerable stores and stalls in 
  the Grand Market, and countless wandering hawkers, 
  a handful of them are notable or archetypical estab-
  lishments (20 in fact, so if you need a random place 
  you can roll a d20).
  1. Allways Travel Service, page 73
  2. Bargain Mart, page 73
  3. The Bizarre Bazaar, page 74
  4. Bloodbath and Beyond, page 74
  5. D’Corbyn’s, page 74
  6. Doctor Wonder’s Dream Emporium, page 75
  7. The Emperor’s Palace, page 75
  8. The Flesh Market, page 75
  9. The Futures Market, page 76
  10. The Green Market, page 76
  11. Hexes Are Us, page 76
  12. Killi and Killigan, Turf Accountants, page 77
  13. The Last Word, page 77
  14. Lowe and Behold, page 77
  15. Medlok’s Tower, page 77
  16. Orc Burger, page 77
  17. The Old Colosseum, page 78
  18. The Outer Bank, page 78
  19. Penkkinkaw’s Feathered Fair, page 78
  20. Victorious Secrets, page 79
  Allways Travel Service (1)
  Need to arrange an expedition to the Elemental 
  Sub-Plane of Dust, or a trip to Hell, or book a voyage 
  back in time? Well, look no further than Allways 
  Travel Service. Run by Rothgar, a retired gunslinger 
  from a far-off world, the staff at Allways can find a 
  way to get you there and back again—for a price.
  Adventure hooks:
   •
  Rothgar has lost contact with a group of adven-
  turers exploring a dungeon world—the contract 
  says that Allways Travel Service must bring them 
  or their bodies back. Can the PC party rescue 
  the NPC adventurers (or at least retrieve their 
  bodies)?
   •
  Rothgar is interested in opening up a travel 
  route to a realm of tumbling crystals and wants 
  the adventurers to scout it out—they are to 
  make maps, draw pictures, report on any dan-
  gers, and collect samples to put on display at 
  the Allways Travel Service.
   •
  Rothgar needs guards to protect a party of no-
  bles from a high-magic realm as they and their 
  guide travel to a low-magic “gunpowder” realm. 
  The adventurers look handy in a fight, and he’s 
  heard that they are trustworthy.
  Bargain Mart (2)
  No, not a place to buy things cheaply, instead Bar-
  gain Mart is a flea-market style establishment where 
  one can make pacts with representatives of demons, 
  devils, angels, and strange godlets. Here you can 
  trade your soul (or maybe a fraction of it) for goods 
  and services, powers and favors. Of course, if you 
  have interesting goods or marketable skills you could 
  trade for soul-shards at the Bargain Mart.
  Adventure hooks:
   •
  A human-seeming being who says that she 
  is a representative of a heaven, Helen Beck, 
  wants to give the adventurers two soul-shards 
  in exchange a shard of one of their souls and a 
  couple of favors that they must perform for her. 
  Rothgar sponsored by 
  Michael Rivet
  The Worshipful Company 
  of Alchemists, Wizards, and 
  Mythkenners (aka “The Star 
  Guild”) (10), page 83
  
  The Overworld and Beyond
  74
  What’s the catch here?
   •
  An impling, Nigel Toadpipe, wants to employ 
  the adventurers to fulfil a demonic contract. 
  In exchange for a tenth of a soul-shard (or an 
  equivalent low-cost favor from hell) they are to 
  cause a series of minor misfortunes to a mer-
  chant (a rival of the merchant who took out 
  the contract). It’s an hour or two’s work, and if 
  they do well and show appropriate creativity 
  the well-dressed Toadpipe might have further 
  jobs for them, ones more demanding but better 
  rewarded.
   •
  The faceless servant of an outer-realm entity 
  with an unpronounceable name (it sounds like 
  an orchestra’s string section tuning up while 
  being thrown through a mirror) wants to pur-
  chase some minor memories from one of the 
  adventurers. The faceless servant can sell you 
  memories too, though usually people sell things 
  they’d rather forget.
  Trading Your Soul (Part 1)
  Assume that a 0-level NPC villager has a soul worth 
  one soul-shard. A 1st level PC has a soul worth 10 
  soul-shards, a 2nd level PC 20 soul-shards, and so 
  on.
  Whoever owns the majority of your soul can 
  command you to do anything at any time—you 
  have become their mystically bound slave. You 
  avoid that fate by making sure that you have more 
  of your soul than anybody else does, or by fixing 
  the holes in your soul. You can use the soul-shards 
  of others to patch up your own soul, filling holes 
  left by trading away your original soul. 
  If you trade away all your soul you’ll end up 
  becoming a zombie-like being, living for nothing 
  more than blindly following any orders you are 
  given by anyone with a soul (basically you become 
  an NPC until somebody can fix you).
  If you die with no soul at all to your name you 
  will end up the care of somebody you traded with 
  (or more likely one of their bosses—a duke of hell 
  or a god of the outer dark). Provided you die with 
  at least one soul-shard with you (and it doesn’t 
  have to be your own!), then you can avoid eternal 
  servitude. When you die, any soul-shards you carry 
  vanish.
  The Bizarre Bazaar (3)
  Owned by The Saturnine Aberrance, a strange 
  being seemingly carved from stone, this huge store 
  has oddities from a thousand worlds. The Saturnine 
  Aberrance is always keen to hear news from other 
  realms, especially news about wizards or dwarves. 
  You can never tell what Saturnine will have in the 
  store from day to day, but it will always be interesting.
  Adventure hooks:
   •
  A group of dwarf wizards comes to the City at 
  the Edge of Dawn looking for The Saturnine 
  Aberrance. Can the adventurers look after the 
  store while Saturnine takes a sudden vacation to 
  avoid the dwarf wizards? How hard can running 
  the Bizarre Bazaar be, right?
   •
  While browsing the store, the adventurers come 
  across what look like their own mummified 
  corpses. Saturnine says that they were pur-
  chased from a cult called the “Community of 
  Steam.”
   •
  While waiting for Saturnine to serve them, the 
  party hears a child’s voice: “Psst! Hey! I’m an en-
  chanted bow! Buy me, please. My name is Kelly.” 
  The Saturnine Aberrance seems not to have 
  heard the bow speaking.
  Bloodbath & Beyond (4)
  Need a suit of spiked armor, or a pure silver flail, or a 
  matching set of greaves for your eight-legged horse? 
  Come to Bloodbath & Beyond! It’s not just weapons 
  and armor—here you can find everything from skull 
  goblets to embroidered battle-banners to chairs 
  made of swords to you-name-it. Run by Thomas 
  Locke, he can find (almost) anything you need in his 
  cavernous store.
  Adventure hooks:
   •
  The adventurers are browsing the store when a 
  gang of armed thieves come in to rob the place. 
  Thomas says he is insured with the Mercers 
  Guild and to just let the gang take what they 
  want for now. Afterwards (if the thieves get 
  away) Thomas hires the party to track them 
  down and recover his stolen goods.
   •
  The adventurers find a pair of “automatic sword-
  chucks” marked down in price, far beneath what 
  the obvious quality of workmanship would 
  suggest they be sold for. Thomas warns the 
  adventurers that only the very skilled can handle 
  the weapons.
   •
  The adventurers find themselves outside the 
  store with baskets full of very fancy bath-tow-
  els and upcycled arrow mug racks, and empty 
  money pouches. Their memories of shopping 
  are vague at best.
  D’Corbyn’s (5)
  Owned by the rarely-seen Rebecka D’Corbyn, this 
  establishment is the opposite of the seedy dive bar 
  where thugs are hired to do dark deeds—this is a 
  very high-class brightly lit establishment where high-
  born duelists can be retained to resolve matters of 
  honor. It’s not just duelists though; at D’Corbyn’s you 
  can hire harpists, ice-sculptors, caterers, companions, 
  artists, poets…anything a noble might want.
  Adventure hooks:
   •
  A noblewoman has seen one of the adventurers 
  and wants to hire them via D’Corbyn’s to take 
  her part in a duel to the death.
   •
  The adventurers must obtain fancy clothing 
  (and perfumes, new haircuts, etc.) to attend a 
  high-class party in the Ward of Queens. While in 
  the changing rooms the party overhears a pair 
  The Saturnine Aberrance 
  sponsored by Dylan 
  Woodrow
  Thomas Locke sponsored by 
  Paul Brinker
  Ward of Queens, page 88
  
  The Overworld and Beyond
  75
  of nobles exchanging information regarding the 
  political overthrow of a guild-master.
   •
  While shopping at D’Corbyn’s a noble is insulted 
  by one of the adventurers (maybe accidentally). 
  The noble demands the satisfaction of a duel.
  The Assassins Guild
  D’Corbyn’s is also the headquarters of the 
  Assassins Guild. Maybe. Or maybe not. The prim 
  store clerks who arrange exclusive hair-stylings 
  or bespoke furniture making would be shocked 
  at the very suggestion. The little old ladies who 
  arrange the hiring of duelists would be especially 
  shocked.
  But maybe if you knew the right person to 
  speak to and the right way to ask and were 
  a valued long-time customer known to have 
  enough money to pay the guild, then maybe 
  you’d be shown to a previously overlooked side 
  room where somebody would come by in a bit 
  for a discreet chat over tea and tiny cakes and 
  something could be arranged.
  If you want to hire a bunch of thugs to stab 
  somebody in the street then there are scummy 
  dockside taverns to trawl—but if you want 
  somebody important assassinated with style and 
  panache (and if thugs from the docks won’t stand 
  a chance of succeeding) then the Assassins Guild 
  is really the only way to go.
  Doctor Wonder’s Dream 
  Emporium (6)
  In this rambling multi-story building you can find 
  magical distractions of many descriptions. Beware: 
  the enigmatic Doctor Wonder and his assistant 
  Eygor care only for bringing entertainment and 
  childlike wonder to the masses, not for the safety of 
  the purchaser.
  Adventure hooks:
   •
  “Doctor Wonder has just the thing for you, 
  young lady…or young man? Or is it “other?” Or 
  “neither?” Or “both?” No matter what you are, 
  dear customer—I present stick-on body parts! 
  Give your friends a hand! Get an extra leg to 
  stand on! The more eyes the merrier!”
   •
  “Voice changing lollipops! Many flavors, tones, 
  and timbres! Strawberry Soprano! Contralto 
  Coffee! Deep Chocolate! Raspberry Rasp! Port 
  and Whine! Cherry Pop! Each lollipop a tasty 
  surprise!”
   •
  “The good doctor is out,” says the hunchbacked 
  Eyegor, “would you like to look at our…heh 
  heh… adult section while you await his return? 
  Just walk this way…”
  Sinister or Innocent?
  Doctor Wonder might be a sinister figure or one 
  of childish delight—you choose. Here are some 
  of the things commonly in stock just in the first 
  room of the store: flying butter, gummi worms 
  (the snack that chews back!), the coloring book 
  of the damned, trick daggers, Doctor Wonder’s 
  deflatable horse, edible weaponry, color-changing 
  ink, unholy water squinters, the pop-up fun book 
  of monsters, phobia-in-a-can, the wonderful 
  ever-changing hat, the ultimate towel (dries 
  everything!), anti-cake, Doctor Wonder’s Rainy 
  Day Game Collection (fun for the whole family!), 
  mystery lumps, flavored toilet paper, sacks of 
  portable holes, and stinking slippery joke socks.
  The Emperor’s Palace (7)
  Owned by the McWong family, here you can get 
  the best unicorn kebabs in the Grand Market. They 
  deliver, too! What few know is that beneath the 
  Emperor’s Palace restaurant (operated by the smiling 
  Susan McWong) is a hidden fighting arena run by 
  the McWong family patriarch Mohammed “Pappy” 
  McWong.
  Adventure hooks:
   •
  Delivery boy Jimmy McWong was injured by a 
  gang of half-elves near the Plaza of Statues, and 
  his delivery was stolen. Pappy would like the 
  gang taught a lesson. Was there something be-
  yond unicorn meat in the delivery? Does Jimmy 
  know the gang? Are the adventurers about to 
  get mixed up in an underworld war?
   •
  Susan wants her runaway daughter Sally 
  McWong bought safely home before Pappy and 
  her brothers realize that she’s run off with the elf 
  Justine Wildthyme.
   •
  The restaurant is closing tonight for cleaning 
  and decoration. Susan would like the adventur-
  ers to guard the building, saying she’s worried 
  that someone will steal the new furniture while 
  it’s being unloaded. Lots of cloaked figures have 
  been coming and going from the closed restau-
  rant tonight.
  The Flesh Market (8)
  No—not that kind of “flesh market.” Here you can find 
  meat from a hundred worlds, cattle from a hundred 
  more, and more hides and leather goods than you 
  can shake a stick at. The traders who congregate here 
  are a great source of accurate information about 
  other worlds if you pay the right price, although the 
  fish traders’ pavilion at the end of the market gives 
  away tall tales for free. The most colorful trader in the 
  Flesh Market is Mariannya the Gnoll, who can be 
  spotted at a distance by her large purple hat and tray 
  of wonderful-smelling sugared turkels.
  Turkel: a lizard’s eyeball.
  
  The Overworld and Beyond
  76
  Adventure hooks:
   •
  A brand new food sensation is sweeping the 
  city: “ganf meat.” Nobody in the Flesh Market 
  knows where this new meat is coming from, or 
  what a ganf might be. The adventurers are hired 
  to track down a ganf. Is ganf a person, place, or 
  thing?
   •
  A herd of what the minotaur owner claims are 
  “hairless apes” is in a pen. They look like over-
  weight people but seem dazed and confused, 
  go about on all fours, and are seemingly incapa-
  ble of speech. Are these fat ugly naked people, 
  or a dumb meat animal?
   •
  Inspectors from the Hostelers Guild and the 
  Guild of Scorpio are checking the market after 
  a recent disease outbreak in the city that was 
  linked to bad meat. The animal pen near where 
  the adventurers are is infected, and the guild 
  inspectors want to quarantine the adventurers 
  too.
  The Futures Market (9)
  Want a happily ever after and are willing to pay? Need 
  some fast cash and are willing to sell your destiny? 
  Fancy selling next year’s crops today? Want to guar-
  antee fair weather for a voyage? The transtemporal 
  traders at the Futures Market are available around the 
  clock. Most of the traders are possible versions of the 
  same person, Davin Nivad (or occasionally Davina 
  Anivad).
  Adventure hooks:
   •
  A Davin Nivad approaches the party, wishing to 
  buy a share of their next adventure. Soon the 
  adventurers begin to become embroiled in a 
  confusing and increasingly outlandish series of 
  events.
   •
  An angry customer, Ruth Axewood, wants a 
  refund on her future and confronts one of the 
  adventurers. Apparently she purchased the 
  character’s destiny and is unsatisfied. The adven-
  turer can’t recall selling their destiny.
   •
  One of the Davina Anivads who works the 
  Futures Market wants to sell the party a better 
  outcome for their next fight—warning them 
  that if they don’t make the purchase they’ll lose.
  The Green Market (10)
  Druids wander this vast open-air market, work-
  ing to keep the produce fresh at the behest of the 
  stall-holders’ “social cooperative.” The cooperative, 
  or “co-op,” is an old organization, one that started 
  as a simple mutual aid organization for farmers and 
  grocers, but has become something more akin to an 
  organized crime syndicate with interests that reach 
  far beyond the Green Market. The current head of the 
  co-op is Skaas Shinewing, a bronze dragon.
  Adventure hooks:
   •
  The co-op demands that those who carry 
  weapons above a certain size must pay a 
  peace-bond. Members of the Iron Fist and the 
  Steel Legion are exempt, but unless the adven-
  turers join one of those guilds they will not be.
   •
  The co-op has been supplying the poor of the 
  Warrenhold with food and water for decades, 
  but a recent shortage of supplies caused by a 
  blockade of the merchant fleet by a foreign 
  power means that they must make some hard 
  choices…
   •
  The daughter of Skaas, Sukkie, is having her 
  “sweet 60th” birthday coming-of-age celebration, 
  and the adventurers are expected to attend—
  and give the young dragon a suitable gift to add 
  to her new hoard. This might be a good day to 
  ask Skaas for a favor.
  Dragons in Humanoid Form
  Assume that most dragons in the City at the Edge 
  of Dawn can assume humanoid form.
  Hexes Are Us (11)
  This is the archetypical tiny-little-store-that-wasn’t-
  there-yesterday, full of magical oddities and charm-
  ing objects, enchanted costumes and cursed curios. 
  The magical store moves around the city to locations 
  where it is needed, where customers are most likely 
  to be—and presumably to avoid having to give 
  refunds to unsatisfied customers. Whether you regard 
  some of the knickknacks the store sells as cursed or 
  not depends on your outlook on life and how much 
  you enjoy irony. Heed the nameless shopkeeper’s in-
  structions and warnings when you make a purchase, 
  and never ever try to steal from him.
  Adventure hooks:
   •
  “Doctor Wonder? The flashy fraud! Cheap tricks 
  and unsafe goods! If you promise to stay away 
  from that place, I’ll give you 10% off this Mon-
  keys Paw. Three wishes, though I should warn 
  you that you need to make the wishes within 
  a space of an hour, use a single breath on each 
  wish, and be very careful of your wording.” The 
  price with 10% off just so happens to be exactly 
  the loose change the adventurer has on them. 
  What could possibly go wrong?
   •
  A magical “electrified guitar” is on display in the 
  store window. Owning the guitar brings super-
  naturally good fortune, but there is a hidden 
  cost the next time the party comes to a cross-
  roads.
   •
  One of the party bumps into a shelf and knocks 
  a cursed fertility idol off, breaking it. The 
  shopkeeper points to a sign: “You break it, you 
  bought it.”
  The Iron Fist (7), page 82 
  The Steel Legion (9), page 
  82
  Warrenhold, page 91
  
  The Overworld and Beyond
  77
  Killi & Killigan, Turf 
  Accountants (12)
  Run by a pair of dwarves, this firm will take bets on 
  (almost) anything. Killi handles bets on sporting 
  events, while Killigan handles unusual bets. Though 
  the cousins only collect bets and pay on them, they 
  do allow others in their establishment to lend money 
  to customers—and for a cut the dwarf berserker 
  Belinda “Bull-breaker” Wartooth collects on unpaid 
  debts.
  Adventure hooks:
   •
  A gambler, Trixie Bigwood, has borrowed a 
  large amount from the co-op and disappeared. 
  Belinda asks the adventurers for help tracking 
  down the vanished woman.
   •
  Killi suspects that an unusually lucky enchant-
  ress is fixing races to her advantage, and wants 
  the adventurers to follow the suspected cheat to 
  get proof.
   •
  Zombie Plague! The mindless undead are 
  running rampant through the Grand Market, 
  and the adventurers must make a stand at Killi & 
  Killigan’s.
  The Last Word (13)
  This bookstore is one of hundreds scattered through-
  out the Great Market, but what sets the Last Word 
  apart is its proprietor Skik the Goblin. Skik is a 
  sorcerer trained in the ways of dark elf magic and 
  pays a small cadre of informants to let the diminutive 
  magic user know about many goings on in the city. If 
  you need a rare book found, a map translated, or an 
  enemy spied upon then Skik is the goblin to visit.
  Adventure hooks:
   •
  Skik has heard of a book that records the read-
  er’s memories within its pages, and wants to 
  own it. The book was lost years ago in the sew-
  ers of the city, but Skik has a cunning plan…
   •
  Talking monkeys with typewriters insist that the 
  party check out their spec script from something 
  they call “Hamlet 3: Revenge of Rosencrantz.” Until 
  the adventurers read the cursed play, the excit-
  ed monkeys will follow them around.
   •
  The adventurers find half a map and need it 
  translated. Skik knows who has the other half, 
  but the adventurers aren’t going to like it!
  Lowe & Behold (14)
  Need legal help? The firm of Lowe & Behold can help 
  you navigate the labyrinthine and patchwork legal 
  systems of The City at the Edge of Dawn. It’s doubtful 
  that you will meet with Samiel Lowe or Behold the 
  Seer; instead you’ll most likely end up working with 
  Roger Silverburg, Zark-7, or The Unspeakable Yeg. 
  The law firm can help with anything from contracts 
  to defending or prosecuting criminal cases to finding 
  third parties that can enforce contracts or drag mis-
  creants to a court.
  Adventure hooks:
   •
  Behold the Seer is missing, his office trashed and 
  many files stolen. Samiel Lowe wants the adven-
  turers to track down the missing senior partner.
   •
  The adventurers have inherited something in 
  the will of somebody they helped in the past. 
  What will the adventurers get—a haunted cas-
  tle, a cursed painting, a failing business? 
   •
  The law firm needs a miscreant dragged before 
  a tribunal and employs the party as bounty 
  hunters. Unfortunately, the miscreant is a cun-
  ning adversary.
  Medlok’s Tower (15)
  A fortified building at the geographic center of the 
  Grand Market (near the gladiatorial arena), this be-
  spoke armory makes magical weapons, shields, and 
  armor. The smith-wizard Simone Medlok requires 
  payment either in soul-shards or in magical materials 
  (usually both), together with the raw materials for 
  whatever you want made. Though Simone’s work 
  is regarded as the best in the city, don’t expect her 
  work to be delivered quickly. Simone currently has a 
  couple of magic items whose buyers died before the 
  items were completed, and she is willing to sell these 
  to the adventurers if they’ll do her a couple of “small 
  favors” first.
  Adventure hooks:
   •
  A murder weapon with Medlok’s maker’s mark 
  is part of an investigation, and the authorities 
  want all Medlok’s records of purchasers. Simone 
  is refusing, stating concerns about client’s priva-
  cy—but really it is because her filing system and 
  record keeping is atrocious. Can the adven-
  turers help her out, before a full guild audit is 
  launched?
   •
  Medlok has become cocooned in living steel 
  and is unable to finish work on a project of inter-
  est to the party.
   •
  Simone has accidentally sold a very expensive 
  staff to the wrong person, and wants to get 
  it back without admitting her mistake. She 
  promises the party their pick of her finished but 
  unclaimed weapons if they’ll “recover” the staff 
  in a way that doesn’t lead an angry wizard back 
  to her door.
  Orc Burger (16)
  “Orc Burger, where meat is always on the menu!” In a 
  dozen locations in the Grand Market, and many more 
  beyond, you can find these red-and-white striped 
  booths serving up a distinctly non-vegetarian menu. 
  Behind the franchise is Don Maran, quietly getting 
  rich off the appetites of the city.
  Adventure hooks:
   •
  An Orc Burger opens near where the adventur-
  Belinda “Bull-breaker” 
  Wartooth sponsored by Zack 
  Schwartz
  Skik the Goblin sponsored by 
  Aaron Most
  Don Maran sponsored by 
  John Murphy
  
  The Overworld and Beyond
  78
  ers stay. Too near—the noise of drunks in the 
  early hours of the morning, the cooking smells, 
  the crowd outside the door, the sudden increase 
  in discarded food wrappers—it’s adversely 
  affecting the party’s rest.
   •
  A paranoid contact wants to meet up and ex-
  change information at an Orc Burger stand.
   •
  The adventurers must procure Orc Burger uni-
  forms for a heist or caper.
  The Old Colosseum (17)
  Formerly a gladiatorial arena, this amphitheater at the 
  center of the Grand Market is now a market for tailors, 
  haberdashers, and cordwainers, as well as hundreds 
  of stalls selling “gently used” or “newly repaired” 
  clothing. No matter the size of your purse, you’ll find 
  something of interest here. Of course, if you have no 
  coin at all then you’ll have to visit the Moth Market in 
  the Warrenhold where the used clothing too ratty to 
  be sold in the Old Colosseum ends up.
  Adventure hooks:
   •
  A bonanza of military uniforms from another 
  realm floods the market. The regimental look is 
  suddenly in fashion among stylish adventurers. 
  One of the party members finds something in an 
  inner pocket of a jacket they have just bought.
   •
  So-called “living cloth” with minorly magical 
  properties has suddenly become much cheaper 
  thanks to a market glut. What has caused the 
  glut?
   •
  Spun crystal is in this season, opaque clothing 
  is out. That means hiding weapons has just be-
  come much harder in certain social circles.
  The Outer Bank (18)
  With citizens from many worlds and traders from a 
  hundred realms it is hard to tell what a coin is worth. 
  At the Outer Bank, representatives from the banks 
  that make up the Librum Guild compete for the busi-
  ness of coin-changing. Most coins are simply assessed 
  on weight and type of metal. Soul-shards and Librum 
  scrip (paper promissory notes) are the most widely 
  accepted forms of currency in the city, though some 
  traders require stranger payment and it is here that 
  you can swap what you have for what a trader will ac-
  cept. In the alleys near the Outer Bank lurk non-guild 
  money lenders ranging from almost trustworthy to 
  entirely disreputable—those who want a fairer deal 
  (and who have security to put up) would be better off 
  visiting a bank run by the Librum Guild.
  Adventure hooks:
   •
  The adventurers discover that something that 
  seemed valueless in another realm currently has 
  great value to the bankers. However, the market 
  will only sustain this inflated value for a very 
  short time. Can the adventurers cross dimen-
  sions, get more of the stuff, and get back to sell 
  it before the bubble bursts?
   •
  Gold? Ha, the adventurers’ money from a mortal 
  realm is currently less than worthless. Best find a 
  way to earn some soul-shards or Librum scrip.
   •
  Do the adventurers need money? Librum Guild 
  loan collectors are well paid, though sometimes 
  short-lived.
  Trading Your Soul (Part 2)
  A soul can be used as security for a loan—some 
  bankers are real devils. Soul-shards are also widely 
  accepted as currency in the City at the Edge of 
  Dawn. You can even get fragments of soul-shards 
  in various sizes—half, fifth, tenth, twentieth, 
  hundredth, and so on.
  An optional rule is that for every 10 soul-shards 
  your soul is worth, you can safely attune to a magic 
  item—10 soul-shards equals one magic item slot. 
  (This makes sense: a 1st level character’s soul is 
  worth 10 soul-shards, a 2nd level PC’s soul equals 
  20 soul-shards, and so on.) That makes gaining and 
  trading for soul-shards very attractive for players—
  just be careful not to give them too many and 
  unbalance your game.
  Another optional rule is that if you use 
  soul-shards to patch up holes in your soul, or 
  to increase the “size” of your soul (and thus the 
  number of magic item slots), it has an impact on 
  your character. After all, you now have a part of 
  somebody else’s soul inside you. Each soul-shard 
  has a quirk with it, a fragment of personality or a 
  shred of memory—each day roll percentile dice, 
  with the number of foreign soul-shards in your 
  soul being the number to roll over to avoid the 
  quirks.
  Penkkinkaw’s Feathered 
  Fair (19)
  The brightly plumaged kenku (bird-person) Avis 
  Penkkinkaw runs this store that sells birds (live, or 
  stuffed, or cooked), feathered boas, feather pillows, 
  bird-headed umbrellas…if it’s made from birds or has 
  a bird on it then this store sells it.
  Adventure hooks:
   •
  Avis has a money-making idea: a bird-based 
  messaging service separate from the Envoys 
  Guild—something that breaks guild law. The 
  bird-person needs aid setting up and disguising 
  many pigeon lofts across the city and offers the 
  adventurers a cut of the profits if they’ll help.
   •
  Avis has (through a shady deal with the Trotter 
  brothers) somehow ended up with a dragon egg 
  ready to hatch. Avis doesn’t need this kind of 
  trouble—the storekeeper thought it was a bird 
  egg. Can the adventurers help?
   •
  Oh boy, Avis is in trouble again. The hapless mer-
  chant has purchased a load of dye for bird-per-
  son feathers, but it is glow-in-the-dark. The 
  storekeeper needs to sell it fast—do the adven-
  turers want a load of cheap luminous dye?
  
  The Overworld and Beyond
  79
  Victorious Secrets (20)
  Run by the half-drow Zila Martel, this shop caters to 
  customers who require discrete protection. Armored 
  corsets, waistcoats that are really brigandine, long-
  coats with chainmail linings—Zila sells it all. Need 
  hidden pockets, or concealed sheaths, or unseen 
  spring-loaded holsters? She sells those too. As Zila is 
  also a cleric she will bless the items she sells for an 
  extra fee.
  Adventure hooks:
   •
  Zila’s sword collection has been stolen. Some 
  of those swords have sentimental value, others 
  are expensive, some are magical, and a few are 
  all three. Zila thinks that it was a kobold called 
  Bobby Slinks who is trying to impress a dragon 
  named Sable Tarbeak. Can the adventurers find 
  her swords, or at least watch the store while she 
  does?
   •
  Zila is putting on a fashion show, but her models 
  have come down with lycanthropy—she sus-
  pects a rival is sabotaging her. If the adventurers 
  will walk the runway for her (and foil further 
  sabotage) she’ll be very grateful.
   •
  The Drapers Guild and the Steel Legion are in 
  dispute over which guild should regulate and 
  tax Zila’s store. Zila has to deal with a delayed 
  dockside shipment of star-silk “soutien-gorges,’” 
  so could the adventurers talk with the guilds for 
  her? Alternatively, if they would rather deal with 
  the shipment, she can go deal with the guilds.
  Hidden Armor
  Assume that the fancy hidden armor costs ten 
  times its usual cost, and since it is custom-fitted 
  to the buyer it offers one AC less if it is worn 
  by anyone else. It also costs ten times as much 
  to repair. It looks good, though (like high-class 
  clothing), and it’s very hard to detect that it is 
  armor (DC 25 or higher).
  Zila Martel sponsored by 
  Teresa Oswald
  If an adventurer has an icon 
  boon coming from Lord Ikal, 
  it might just take the form of 
  aid by Zila Martel. 
  The Drapers Guild (2), page 
  80
  The Steel Legion (9), page 
  82
  
  The Overworld and Beyond
  80
  Guildtowers Ward
  The guilds of the City at the Edge of Dawn play a very 
  important role in the life of the city. They serve regu-
  latory functions—making sure that trades adhere to 
  standards and codes of conduct. They serve a social 
  function—taking care of their members who have 
  fallen on hard times. They act as schools—passing on 
  skills and knowledge via apprenticeships.
  The guilds also play an important legal role: 
  approving candidates for mayor of the city, electing 
  sheriffs and judges, employing guard patrols, and 
  appointing functionaries like dockmasters and night-
  watchmen.
  There are hundreds of guilds both large and small. 
  Some small guilds band together (into groups re-
  ferred to as coteries) to increase their political power, 
  others get subsumed into more powerful guilds, and 
  some have a niche enough focus that they avoid 
  trouble from larger guilds.
  A dozen large guilds hold the most important 
  seats in the Conclave of Guilds (a dozen—that’s a d12 
  roll!).
  1. The Carters Guild, page 80
  2. The Drapers Guild, page 80
  3. The Envoys Guild, page 81
  4. The Guild of Chandlers, page 81
  5. The Guild of Scorpio, page 81
  6. The Hostelers Guild, page 82
  7. The Iron Fist, page 82
  8. The Librum Guild, page 82
  9. The Steel Legion, page 82
  10. The Worshipful Company of Alchemists, Wizards, and 
  Mythkenners (aka “The Star Guild”), page 83
  11. The Worshipful Company of Mercers, page 83
  12. The Worshipful Company of Water Carriers, page 
  83
  The Carters Guild (1)
  Current head: Grandmistress Adriella Cyrio
  In a city the size of the City at the Edge of Dawn 
  you need reliable roads, a working sewage system, 
  and carts to ferry goods and people back and forth. 
  The Carters Guild takes care of all that, and runs most 
  of the gladiatorial arenas in the city—look around on 
  the street for a clump of people near an eight-spoked 
  wheel on a pole, and you will get to see a roadside 
  boxing match.
  Adventure hooks:
   •
  A tall, dark stranger called Karm Zveda is taking 
  the world of roadside boxing matches by storm 
  with an unusual dragon-themed martial art 
  (learned while shipwrecked). What is the former 
  sailor’s real secret, and why does the pugilist 
  look so familiar?
   •
  The Carters Guild has a sewer problem—a 
  monster has died down there and its corpse is 
  blocking up the sewer pipes. The adventurers 
  are hired to hack up the monster’s corpse and 
  get the pipes clear—but something else has 
  been attracted to the corpse.
   •
  The Worshipful Company of Water Carriers is 
  digging up the street to lay new water pipes, 
  while a Carters Guild guard tries to direct traffic 
  around them. Unfortunately, that means traffic 
  is being directed into a street where the adven-
  turers are trying to be sneaky.
  The Drapers Guild (2)
  Current head: Prime-Weaver Perun Lokas
  This guild controls almost everything involving 
  cloth in the city—importation of silk and wool and 
  cotton, weaving, felting, spinning, cutting, sales, and 
  so on. Every tailor in the city, every hat-maker and 
  lace weaver, even the second-hand clothes mer-
  chants at the Old Colosseum, bows to the whims of 
  the Drapers Guild and must carry their badge of a 
  golden knife. The only place where the guild doesn’t 
  have influence is the deepest parts of the Warrenhold, 
  where the destitute inhabitants make do with 
  discarded thrice-mended clothing.
  Adventure hooks:
   •
  It is election time for the Drapers Guild—and 
  thanks to a long-dead relative and an obscure 
  guild law, one of the adventurers has a vital 
  swing vote.
   •
  The guild has decided that it no longer wants 
  to deal with dark-elf controlled worlds and their 
  dangerous and troublesome politics. The adven-
  turers are hired to search the realms for alternate 
  sources of giant spider silk.
   •
  The guild has decided to tax citizens based on 
  the amount of cloth in their clothing. Citizens 
  Karm Zveda sponsored by 
  Dan Zelitch
  Adventurers with a boon 
  coming to them from Aurum 
  Rex might get aid from Karm 
  Zveda.
  The Worshipful Company 
  of Water Carriers (12), page 
  83
  The Old Colosseum (17), 
  page 78
  Warrenhold, page 91
  
  The Overworld and Beyond
  81
  are responding in several ways—hemlines are 
  rising, riots are brewing, and cloak-makers are 
  muttering darkly that the guild head needs to 
  be replaced. This is all the result of politics within 
  the guild, and the adventurers are anonymously 
  hired to kidnap master Morton Throkburn.
  The Golden Knife
  Guilds don’t only pass on knowledge, they also 
  guard secrets. Most of the secrets of the guilds 
  are trade secrets known only to insiders, but the 
  Drapers Guild has a juicy secret—their inner circle 
  is a guild of spies and assassins.
  Yes, D’Corbyn’s in the Grand Market is also the 
  home of the one true top-secret assassins guild. 
  Maybe the two groups are actually a single group, 
  maybe they are bitter rivals, or maybe each has no 
  idea that the other secret group exists.
  The Envoys Guild (3)
  Current head: Arch-herald Xava Auder
  In a constantly shifting and growing city it is some-
  times hard to find your destination. If you get lost, 
  look for a sandal nailed to a pole or to the frame of a 
  house—under it will be a recent map of the local area 
  left by the Envoys Guild as a free public service. The 
  guild also operates a trustworthy messenger service 
  that can carry a letter or small package to almost 
  anywhere (dimensional barriers not a problem) and 
  return with a reply. Their badge is a winged sandal.
  Adventure hooks:
   •
  One of the adventurers receives an enigmatic 
  package from their future self. The messenger 
  wants payment—after all, the future adventurer 
  promised that they had already paid in the past.
   •
  Several mapping crews have gone missing in 
  the Warrenhold district recently. The adventurers 
  are hired to protect the new crew being sent in 
  to map the stranger parts of the area—but who 
  (or what) caused the disappearance of the other 
  crews?
   •
  The adventurers receive a letter intended for 
  somebody else—the names and addresses are 
  similar, and the two characters even look alike. 
  This is just the start of a series of mistaken iden-
  tities involving this almost-doppelganger.
  Plot-Hooking Into the City
  A lost Envoys Guild messenger is a great way 
  for realm-bound characters to learn of other 
  realms in general and the City at the Edge of Dawn 
  specifically.
  The Guild of Chandlers (4)
  Current head: Chancellor Afzal Jindal Abbasi
  This guild regulates trade in cooking oil, spices, 
  salt, herbs, soap, paint, tea, and other household 
  goods (though not lamps or candles—that would 
  be the Iron Fist). It also operates canneries near the 
  docks, and owns more ships on the Psychedelic 
  Ocean than any other guild. Look for the ship symbol 
  on household goods to ensure quality—the guild 
  promises a refund for substandard wares.
  Adventure hooks:
   •
  The adventurers find that they have been 
  banned by the guild from all general-provision-
  ers stores in the city. What is up with that?
   •
  The Guild of Chandlers offers the adventurers a 
  high sum if they will endorse a new product—
  an anti-itch powder for armor wearers. Will the 
  party agree to be the new faces of comfort?
   •
  The kobolds of the city have dropped their tools 
  and stopped buying goods endorsed by the 
  Guild of Chandlers as a form of economic pro-
  test. The guild refuses to allow them member-
  ship, despite taxing and regulating the activities 
  of kobolds who work making guild-approved 
  goods. The Guild asks the party to help resolve 
  the situation “by any means.”
  The Guild of Scorpio (5)
  Current head: First-Inseer Blaike Abison
  Wherever you see the sign of the scorpion, you’ll 
  find a healer versed in the ways of the body. Of 
  course, in the City at the Edge of Dawn there are 
  many different types of bodies, many races—a scorpi-
  on on the sign above the door means that the healer 
  within has studied for seven years to learn about all 
  of them. The guild has many types of healers under 
  its umbrella: surgeons, vets, clerics, apothecaries, 
  necromancers, even stone-masons and mechanics 
  for the more unusual citizens of the city. If the person 
  you see when you are ill can’t fix you, they can refer 
  you to somebody who likely can. Most guilds hold an 
  account with the Guild of Scorpio ensuring that their 
  members never need pay to see a healer.
  Adventure hooks:
   •
  A deva (half-angelic) doctor, Anaeil the Bright, 
  wants to look inside one of the adventurers 
  while they are alive and conscious. The doc-
  tor figures that an adventurer used to taking 
  wounds in battle will be better able to withstand 
  the procedure. The pay is good.
   •
  A tiefling (half-devil) doctor, Saaah Soulfire, 
  wants to disprove a rival’s theories about con-
  tagion and needs a sample from a plague-god. 
  He’ll pay the adventurers up front in healing po-
  tions, and will pay more in soul-shards or Librum 
  scrip if the adventurers return.
   •
  An injured being made of song (called “Dirge”) 
  collapses in the street, and begs the adventurers 
  to take it to the only doctor in the city capable of 
  healing it. The only problem is that Dirge is the 
  target of the secret Assassins Guild.
  Warrenhold, page 91
  
  The Overworld and Beyond
  82
  Forbidden Knowledge
  The guild teaches apprentices using both on-the-
  job learning from their master or mistress and 
  book-learning. Stepping slightly outside these 
  methods, a small secretive group of experimenters 
  and anatomists within the guild pays well for a 
  fresh corpse to learn from. In dark corners it is 
  whispered that some go further to advance their 
  understanding of life.
  The Hosteler’s Guild (6)
  Current head: Master Guligan Wizi
  This guild has absorbed many smaller ones—if 
  you stay in an inn, buy baked goods, or visit a theater 
  look for the badge depicting three golden lions near 
  the door (a sign that the establishment is clean and 
  serves unadulterated food and drink).
  Adventure hooks:
   •
  The adventurers hear that the guild will soon ap-
  prove importation of dwarven rock-wine. If they 
  can get to a realm where it is made and have a 
  load ready to go, they can get to market first and 
  make a fortune.
   •
  The bards want to break off and form their own 
  guild, or possibly defect to the Envoys Guild. If 
  the party has a bard, they are suddenly caught 
  up in a political situation that could result in lots 
  of spilt blood and angry satirical songs!
   •
  The Hostelers Guild is sponsoring a public 
  festival to celebrate Tomas Die, inventor of dying 
  and mortality. Let the food and drink flow freely! 
  There never was such a person as Tomas Die, so 
  what is the guild up to?
  The Iron Fist (7)
  Current head: General Xavbeta Javing
  Incorporating the Guild of Lightmongers, Can-
  dlemakers, and Lamplighters; the Guild of Horolo-
  gists (clockmakers); and various small mutual-aid 
  organizations for injured guards, the Iron Fist is one 
  of the two most notable guild coteries in the city. The 
  Iron Fist sees to it that the streets are well-lit, the city 
  guards (mostly) honest, and that time flows smoothly 
  throughout the city.
  Adventure hooks:
   •
  The clocks on Transom Street lose an hour each 
  day, and the memories of those in the Iron Fist’s 
  time-keeping division have obvious holes in 
  them. The adventurers are the first to notice the 
  two oddities.
   •
  The guild approaches the party—how would 
  they like to join and become an official guard 
  company? They’d even get to pick their own 
  company name and design their own banner.
   •
  The guild needs some extra hands to help with 
  street-lamp lighting. Can any of the adventurers 
  walk on stilts?
  Guards, Guards
  There is no one single guard organization, but 
  rather many small private companies of guards 
  that are regulated and aided by the Iron Fist. 
  Guards with Iron Fist badges on their tunics can 
  usually be trusted to uphold the common good or 
  their company will lose its certification. It’s not a 
  perfect system—storekeepers must pay for extra 
  patrols in their area, some companies practice 
  extortion, and scuffles between rival companies 
  are not uncommon—but for the everyday person 
  in the street it seems to work OK.
  Of course, there are unregistered guard 
  companies in the city too—mostly glorified street 
  gangs, although most all nobles retain private 
  household guards in addition to hiring an Iron Fist 
  company to protect their property.
  The Librum Guild (8)
  Current head: Grandmaster Duguk Daroch
  The Librum Guild controls and regulates bank-
  ing within the city, its symbol of balanced scales 
  promising fairness. Each bank practices seignorage 
  (taking a fee to turn metal into coinage), charges a 
  fee for money changing, and lends money at interest 
  (usually a loan is secured on property or is mystically 
  enforced). Of more interest to adventurers is that one 
  can deposit treasure with a branch of any bank with 
  the Librum Guild and have its worth credited to an 
  account and draw on that account in local currency 
  from any branch of any Librum Guild bank anywhere 
  in the multiverse.
  Adventure hooks:
   •
  A Librum Guild messenger lets the party know 
  that a payment of ten soul-shards has just been 
  deposited into their joint account at the Last 
  Bank of Space-Time by Captain Ice. The adven-
  turers don’t have a joint party account at that 
  bank, and don’t know anybody called “Captain 
  Ice.”
   •
  A sentient cuttlefish, Blurble-Green/Blue-
  (Slight-Tentacle-Wave) (“Slightly” for short) 
  wants to take out a business loan, but has no 
  history of credit with the bank (nor indeed any 
  security to put up for the loan). Will one of the 
  adventurers co-sign? Her business idea is for a 
  flying pastry delivery service.
   •
  The Librum Guild hires the party to test a bank’s 
  security by robbing it. The adventurers won’t 
  get paid if they tell anybody about their secret 
  mission (they can’t give the bank any warning), 
  and they can’t kill anybody.
  The Steel Legion (9)
  Current head: Warlady Ferdiella Quytar
  This coterie of smaller guilds controls the manu-
  facture of arms and armor, everything from daggers 
  to siege engines, and the mercenary companies who 
  use them. While the Iron Fist coterie oversees guards, 
  The Envoys Guild (3), page 
  81
  
  The Overworld and Beyond
  83
  the Steel Legion trains and employs soldiers. If you 
  want to open or protect a trade route with another 
  realm, you call on the Steel Legion to ensure that 
  everything goes smoothly (and to crush any oppo-
  sition). The most notable mercenary companies of 
  the Steel Legion are the Bright Griffons, the Double 
  Eagles, and the Red Angels. The symbol of the Steel 
  Legion is a sun surrounded by lightning bolts, usually 
  sewn onto the uniforms of mercenaries or added to 
  their battle standards.
  Adventure hooks:
   •
  A famous troupe of adventurer-scouts, the 
  Polymorphing-Powered Rangers, are in town 
  on leave. They have coin to spend and steam to 
  blow off. Unfortunately, they are camped out in 
  the adventurers’ favorite drinking hole, being 
  rude to the staff and insulting the regulars.
   •
  A strange enemy is attacking the City at the 
  Edge of Dawn, and the Steel Legion is calling 
  on every able-bodied citizen to take up arms. 
  Being that the adventurers are at least partway 
  competent, they are put in charge of a citizens 
  brigade and told to hold a crossroads.
   •
  The Steel Legion is holding its annual “Do You 
  Think You Are Tough Enough?” games, where 
  mercenaries get to show off their prowess and 
  members of the public can compete for prizes 
  and an invitation to join a mercenary company.
  Steel Legion Campaigns
  The Steel Legion doesn’t just recruit from the City 
  at the Edge of Dawn, but from hundreds of worlds. 
  A mercenary company of the Steel Legion could 
  hire the adventurers as local scouts, then offer 
  them a permanent position in the company—
  taking them on military operations on many 
  worlds, with regular layovers at the City at the 
  Edge of Dawn.
  The Worshipful Company 
  of Alchemists, Wizards, and 
  Mythkenners (aka “The 
  Star Guild”) (10)
  Current head: Archmaster Sarntha Mil
  This guild is an example of three smaller guilds 
  merging to form a more powerful guild. In a city 
  where every other street has some sort of shaman, 
  dream-walker, or enchantress, a guild controlling all 
  magical activity would be impractical—instead this 
  guild controls the activities of those who sell magical 
  reagents, potions, and the like. Naturally the guild 
  tries to control the commercial activities of spellcast-
  ers, but at most it serves as a cross between a certifi-
  cation board and a complaints bureau.
  Adventure hooks:
   •
  A bad batch of healing potions has made its 
  way into distribution. The star guild is track-
  ing them down, punishing those responsible, 
  offering refunds, and so forth…but until then 
  beware recently purchased potions that may be 
  contaminated with polymorph potions (among 
  other things).
   •
  Does the party have a license for its various 
  magical weapons, familiars, and so forth? The 
  guild is out checking papers.
   •
  An elderly witch, Madame Frazzle, has accused 
  the party of stealing from her. Did they? The 
  guild is investigating.
  The Worshipful Company of 
  Mercers (11)
  Current head: President Albiana Caroson
  This guild’s bailiwick has morphed over the long 
  centuries into being one that covers many small 
  things. If you hawk goods on a street corner, rent 
  out rooms to a semi-divine being, make optical 
  instruments, or do one of a thousand other unrelat-
  ed things then the Worshipful Company of Mercers 
  wants its cut. In exchange for payment of its fee the 
  guild offers free schooling for the children of mem-
  bers (not an apprenticeship but actual schooling), 
  welfare for members who are sick, pension plans, 
  legal representation, a fire service, and a dozen other 
  assistances. The Mercers guild offers so many benefits 
  that many people surreptitiously join the guild along-
  side their “official” guild. The Mercers guild symbol is a 
  simple coin or medallion with the member’s mem-
  bership number on it.
  Adventure hooks:
   •
  A guild representative wants the party to join 
  the guild. He points out that the guild offers 
  fire insurance and health benefits. It would be a 
  shame if anything happened to the adventurers 
  while they were asleep, hint hint. 
   •
  A Mercers Guild member is getting leaned on 
  by a local gang and has appealed to the guild 
  for help—and the guild in turn wants to hire the 
  adventurers to deal with the gang problem. The 
  only problem is that (unknown to the adventur-
  ers or the guild) the gang is also the local street 
  muscle for a doomsday cult.
   •
  The Mercers Guild regulates and taxes the sale 
  of magnets and lodestones (among the plethora 
  of other things the guild is responsible for); the 
  guild wants the adventurers to investigate a 
  lodestone smuggling ring down by the docks. 
  However, lodestones aren’t the only thing the 
  smugglers are bringing into the city.
  The Worshipful Company of 
  Water Carriers (12)
  Current head: Chief Bjorn Svaldson
  The City at the Edge of Dawn floats on a rainbow 
  sea of dreams and unrealities known as the Psyche-
  delic Ocean—there is no water table to draw from 
  with wells, and multi-colored hallucinogenic rain is 
  no way to slake the thirst of a whole city. And so arose 
  Bjorn Svaldson sponsored by 
  Joel Mattson
  
  The Overworld and Beyond
  84
  the Worshipful Company of Water Carriers, ritualists 
  who open portals to the rivers and oceans of other 
  realms to draw in water. The guild parleyed that into 
  being able to tax travelers who use the permanent 
  portals in the city. Most of the portals in the City at 
  the Edge of Dawn are watched by armed members of 
  the Water Carriers in their distinctive blue armor, with 
  the keys to portals carefully guarded.
  Adventure hooks:
   •
  An alchemist, Doctor Erasmus Persimus, claims 
  to know the secret of making the water from the 
  Psychedelic Ocean drinkable. The alchemist also 
  claims that the guild is after him, and he needs 
  the party to hide and protect him.
   •
  Every guild controls a few secret portals of their 
  own, and there are hundreds of portals through-
  out the city whose locations have been for-
  gotten or their keys lost. Having a way to enter 
  and leave the city without the Water Carriers 
  knowing of it or being seen at the docks is a very 
  valuable thing—and the adventurers have just 
  discovered sucth a portal.
   •
  Somebody or something is poisoning the water 
  supply that runs to the Warrenhold. The adven-
  turers will be provided with underwater lanterns 
  and collars of water breathing if they agree to 
  head into the pipes to check that they are clear.
  Hidden Portals
  Finding the key to a portal, or searching for one, is 
  a great way to get the party embroiled in a spiral of 
  adventures.
  Warrenhold, page 91
  
  The Overworld and Beyond
  85
  Scriveners Borough
  The Scriveners Borough is home to those wealthy 
  enough not to have to live in the Warrenhold, but not 
  rich and powerful enough to have an estate in the 
  Ward of Queens, nor involved enough in commerce 
  to live in Guildtowers Ward, the Grand Market, or 
  the Foundry District. Here live the lowly paper-shuf-
  flers, mid-level managers, and office drudges. The 
  Scriveners Borough is in other words a middle-class 
  neighborhood (albeit one that is home to demons, 
  dragons, constructs, elves, beings of pure thought, 
  and so on).
  Life in the Scriveners Borough isn’t dull—there is 
  always something happening to distract from the 
  day-to-day drudgery of work. Here are d6 distractions 
  and entertainments:
  1. The Good Taste Inn, page 85
  2. The Great Arena, page 85
  3. The Imminence, page 85
  4. The Mimic Tavern, page 86
  5. The Parade of Gods, page 86
  6. Startower Park, page 87
  The Good Taste Inn (1)
  This inn caters to the undead, of which a surprising 
  number live and work in the Scriveners Borough. The 
  motto of the inn is “Only the finest are served.” Music 
  night here is popular, even among the living.
  Adventure hooks:
   •
  A blood disease is spreading through the city. 
  The living can recover from it, but to vampires 
  and ghouls it is deadly. The adventurers are 
  invited to the wake of a friend who has recently 
  passed on from the disease.
   •
  A mummified banker turns up dead, floating 
  face-down in a fountain that had been blessed. 
  The banker was part owner of the Good Taste 
  Inn, and had recently changed his will to make 
  the adventurers his beneficiaries.
   •
  An undead citizen, Xavia Trimble, wants to hire 
  the adventurers to solve her murder and find 
  out how she became undead.
  The Great Arena (2)
  This open-air sporting arena hosts races, gladiatori-
  al fights, and a sport known as “mage-bowl.” In the 
  stands you can buy food and drink from Orc Burger 
  franchise holders.
  Adventure hooks:
   •
  It’s the annual mage-bowl grudge match 
  between the Scorpio Scorchers and the Blaylock 
  Fangs. The adventurers have won tickets in a 
  contest run by the Hostelers Guild, and get to sit 
  among the nobles! This is an opportunity to 
  make some new contacts, or maybe carry out an 
  assassination.
   •
  The adventurers are befriended by a retired 
  gladiator, Barb the Barbarian, seeking to return 
  to her glory days. She has an idea for a new 
  fighting league and seeks approval from the 
  Hostelers Guild. She wants the adventurers to 
  help her get her league up and running “semi-le-
  gally” to bring in money so she can bribe the 
  guild and take it legit.
   •
  The team mascot of the visiting Myaamia City 
  Orcas, a rare white whale, has been stolen. 
  The stadium guards seem to be dragging their 
  feet trying to solve the case, especially their 
  leader Helois One-Horn, so the owner of the 
  Orcas hires the adventurers to find the missing 
  sea-mammal.
  The Eminence (3)
  This vast hovering block of stone tumbles majestical-
  ly through the air along the streets of the Scriveners 
  Borough. First-time visitors are often alarmed by 
  the sight of it looming above them. The stone block 
  is easy to move by hand, as light as a feather and 
  bumping lightly off windows. Locals meet in teams to 
  play a game with it, trying to maneuver it into their 
  opponent’s street with their players clinging to it 
  trying to stay on as it tumbles end over end.
  Rumor: Baron Von Vorlatch 
  (page 55) has been recently 
  seen at The Good Taste. 
  G&I
   The Good Taste Inn 
  sponsored by Matthew 
  Broodie-Stewart
  The Hosteler’s Guild (6), page 
  82
  
  The Overworld and Beyond
  86
  Adventure hooks:
   •
  The adventurers spot something that looks like a 
  map scrawled in chalk on a corner of the floating 
  block—but to examine it they’ll need to get 
  higher and maybe even climb on.
   •
  The Imminence starts following one of the 
  adventurers about like a lost puppy. Is the stone 
  following them, or is it just coincidence?
   •
  The Moth Knight strikes again! The dreaded 
  vigilante has stripped a notoriously corrupt 
  guild official naked and chained him to the 
  Imminence. The Iron Fist is offering a reward for 
  the capture of the shadowy urban crusader.
  The Mimic Tavern (4)
  This tavern is a giant mimic that has settled down into 
  the form of a building. The Mimic Tavern is intelligent 
  and willing to pass the time with those inside it, if its 
  tentacles and eyestalks aren’t busy behind the bar.
  Adventure hooks:
   •
  The Mimic Tavern gets hiccups (or the mimic 
  equivalent) while the adventurers are trying to 
  do something inside it that involves subtlety. 
  What is causing the hiccups, and why is there 
  faint music coming from the tavern’s basement?
   •
  The Mimic Tavern has heard that there is maybe 
  another mimic tavern in town—a potential rival, 
  lover, or ally? The Mimic Tavern offers free drinks    
  for a week if the party provides information.
   •
  The Mimic Tavern is ill.
   •
  Three gods walk into an inn (see picture). Why, 
  it’s Katalua the Destroyer of the Bright Gods, 
  Kelya the Lady of the Old Gods, and Balamet the 
  Warrior Cat of the Thirsty Gods. Their followers 
  have fought each other for ages on other worlds, 
  but they seem to get along just fine here.
  The Parade of Gods (5)
  On holy days (of which the city has many) priests of 
  gods parade through the streets with giant puppets 
  and colorful wagons. Demigods from the appropriate 
  pantheons join the parades and help re-enact myths.
  Adventure hooks:
   •
  A bunch of small fuzzy helpless creatures from 
  another realm start following the party, worship-
  ing them and demanding miracles. Everything 
  the adventurers do just seems to elicit further 
  worship and bring more tiny followers. Do the 
  adventurers accept that they are now (very) 
  minor deities, or do they try to set the record 
  straight?
   •
  A schism within a church has led to a demigod 
  splitting into multiple versions. Two of the com-
  peting semi-gods want to march in the parade 
  and the resulting fight (with attendant brawling 
  priests) has spilled over to where the adventur-
  ers are.
  The Iron Fist (7), page 82
  The Mimic Tavern sponsored 
  by Paul Brinker
  Katalua, page 6
  Kelya, page 15
  Balemet, page 14t
  G&I
  
  The Overworld and Beyond
  87
   •
  The parade today has been canceled because 
  the incarnation of mortality is missing, pre-
  sumed dead. Today no wounds are lethal, but 
  what about tomorrow?
  Startower Park (6)
  A star-shaped public park at the top of a tower that 
  overlooks the edge of the Warrenhold, from here you 
  can see as far as the docks at the edge of the city and 
  right across to the Plaza of States at the center of the 
  city.
  Adventure hooks:
   •
  A woman approaches the party in the park and 
  starts chatting to them as though she knows 
  them, while casting nervous looks behind her.
   •
  Dozens of bodies were found in the park this 
  morning—it looks like a major battle last night. 
  The park guard investigates and discovers one 
  of the corpses had the adventurers’ details writ-
  ten on a scrap of paper. What do the adventurers 
  know?
   •
  From the park a narrow tower can be seen in the 
  Warrenhold, with a pulsing light atop. No such 
  tower exists and searching the streets for it is 
  fruitless.
  Warrenhold, page 91
  
  The Overworld and Beyond
  88
  Ward of Queens
  The Ward of Queens is the domain of nobles, demi-
  gods, and their households, guards, and many ser-
  vants. Of course, there are also high-class shops here, 
  public parks, museums, theaters, and so on.
  Here are eight notable houses (a handy d8 roll if 
  you need to find out whose guards stop the party in 
  the street because they look like they don’t belong).
  1. Blaylock Palace, page 88
  2. The Dragon’s Blade Inn, page 88
  3. The Golden Apple, page 88
  4. The Machine Embassy, page 89
  5. The Melgaard Imperial Embassy, page 89
  6. The Stardust Estate, page 89
  7. The Stronghold of Dragons, page 89
  8. The Theater of the Infinite, page 90
  Blaylock Palace (1)
  The lord of Blaylock Palace is Lord John Blaylock, 
  a vampire with an aged desiccated appearance. His 
  extended family of vampire nobles rarely stray from 
  the estate, and when they do venture forth it is with 
  plenty of undead guards and only at night. The sym-
  bol of the noble house is a white banner with a red 
  sparrow upon it.
  Adventure hooks:
   •
  One of the younger Blaylocks, Lucien, takes 
  an interest in one of the adventurers. Is this 
  romance, friendship, or is Lucien cultivating a 
  blood-slave?
   •
  The adventurers are invited to an intimate 
  gathering hosted by one of Lord Blaylock’s many 
  daughters, Carmilla. They will be the only living 
  beings in attendance…dare they refuse the 
  invitation? Dare they accept?
   •
  The adventurers awake in cages in a “zoo” deep 
  beneath Blaylock Palace, apparently intended 
  as food for an exhibit. Thankfully whatever was 
  used to knock them out wore off early, and 
  their equipment is nearby. The only way out is 
  through several levels of increasingly dangerous 
  monsters. The thing is that Lord Blaylock didn’t 
  put them in the zoo—so who did?
  The Dragon’s Blade Inn (2)
  Famous for its exotic spiced meats and hot and bub-
  bly cheese muffins, the Dragon’s Blade Inn is tech-
  nically in the Ward of Queens—but is close enough 
  to the Foundry District that nobles shun it. Here 
  under-butlers and household guards can relax with 
  those that run the factories in the Foundry District—
  without fear that their meal will be interrupted by 
  either their betters or their employees.
  Adventure hooks:
   •
  A factory manager joins the adventurers at their 
  table—would they mind taking his son, Herbert 
  Swamphill, as an apprentice to toughen the lad 
  up?
   •
  The adventurers are having a quiet meal when 
  household guards from two bitter rival houses, 
  the Mercutios and the Capulons, get into a fight.
   •
  The adventurers overhear some tasty gossip 
  involving a high-ranking functionary from 
  the Machine Embassy and the half-werewolf 
  half-vampire Ludmilla Blaylock. Unknown to 
  the adventurers, they were supposed to hear the 
  gossip.
  The Golden Apple (3)
  This inn at the dockside part of the Ward of Queens 
  is run by goblins whose clan chose to farm apples. 
  The Golden Apple is the terminal end of a small trade 
  empire that stretches across several realms, all effi-
  ciently run and managed by goblin clans. Naturally 
  the Golden Apple is famous for its cider, apple pies, 
  and music.
  Adventure hooks:
   •
  The goblins are facing daily intolerance and per-
  secution from the nobles of the Ward of Queens, 
  and ask the party for help.
   •
  The goblins are holding a noisy and colorful 
  street festival and handing out free candied 
  apples. Is this as innocent as it seems?
   •
  The goblins are smuggling goblins into the city 
  in barrels—the adventurers stumble onto the 
  Rumor: Lord Blaylock stays 
  in the City at the Edge of 
  Dawn in order to distance 
  himself from Baron Von 
  Vorlatch (page 55)
  G&I
  The Golden Apple sponsored 
  by Paul Brinker
  Foundry District, page 70
  
  The Overworld and Beyond
  89
  fact by accident.
  The Machine Embassy (4)
  This embassy is shared by the bureaucratic and 
  polyhedral Modroks, the hulking cybernetic Children 
  of the Forgeworlds, and the crystal-and-chrome Free 
  Thinkers, together with a few minor factions. The 
  embassy oversees the construct citizens of The City at 
  the Edge of Dawn, and helps them in everything from 
  finding work to upgrading and repairing themselves. 
  The other inhabitants of the Ward of Queens look 
  down upon the busy embassy, whose symbol is a 
  black cog on a red background.
  Adventure hooks:
   •
  The Machine Embassy is hosting an art exhibi-
  tion. One of the pieces of art has been stolen, 
  and the adventurers match the descriptions of 
  the thieves.
   •
  The Machine Embassy receives a complaint 
  about the adventurers—apparently one of the 
  characters mistook a living machine for some-
  thing else. Can the party navigate the delicate 
  dance of inter-species politics?
   •
  The Machine Embassy seeks to expand down-
  wards and hires the adventurers to clear the 
  catacombs and sewers under them of monsters. 
  It’s a lot more than just monsters in the Cata-
  combs—people sometimes live down there. Will 
  the citizens of the underworld be able to stand 
  against the machines, and what side will the 
  adventurers take?
  The Melgaard Imperial 
  Embassy (5)
  The realm of Melgaard is a major trading partner of 
  the City at the Edge of Dawn—foodstuffs and cattle 
  flow from Melgaard, and in return the city provides 
  luxuries from a thousand other worlds. Ambassador 
  Jerome, Duke of Whitestrand, heads the embas-
  sy. The Melgaard flag is a pennant of purple with a 
  yellow stripe.
  Adventure hooks:
   •
  Melgaard is facing a revolution in the home 
  realm, and wants to hire some “trouble-shoot-
  ers” from the City at the Edge of Dawn. Do the 
  adventurers want to gain the favor of an off-
  world emperor, or help install a new one?
   •
  The adventurers are hired to steal something 
  from a hidden vault in the embassy—and their 
  secretive patron has provided fake invites to 
  an official reception. The adventurers must 
  carry out a stealthy mission in frock-coats and 
  ballgowns.
   •
  The party is attacked by somebody from the 
  Melgaard Empire who then flees to the embassy 
  for safety. Are the adventurers caught up in spy 
  business without knowing it?
  The Stardust Estate (6)
  The enigmatic Lady Stardust has lived in the city for 
  generations, a demigoddess exiled by the pantheon 
  of some far-off realm. Her parties are legendary, and 
  getting an invite is a high honor. Her parties seem 
  like nothing more than bacchanalias, but any of the 
  nobles that gather at the edges of the music and 
  feasting and entertainments do so to arrange alli-
  ances and broker deals. By carefully controlling who 
  meets whom, who gets an invite and who is left out, 
  Lady Stardust manages which deals are made in the 
  city. The Stardust family’s emblem is a red and blue 
  lightning bolt.
  Adventure hooks:
   •
  Lady Stardust is holding a ball to honor the am-
  bassador from the Fey Realm. The adventurers 
  are invited to provide “local color” for the visiting 
  fey creatures. This social situation is far more 
  dangerous than it looks.
   •
  The adventurers are invited to a party as the 
  companions of a young group of nobles. The 
  young nobles have a scheme that the adventur-
  ers know nothing about—at least not yet.
   •
  The adventurers have a pressing need to kill a 
  noble, but the only time their target leaves the 
  safety of their estate is to attend Lady Stardust’s 
  parties.
  The Stronghold of Dragons 
  (7)
  Not all dragons in the City at the Edge of Dawn live in 
  the opulent Stronghold of Dragons—only the most 
  powerful. The Stronghold of Dragons is part embassy, 
  part social club, part noble household. Few outsiders 
  are ever allowed entry, as the complex social rules 
  that determine ranking among dragons (and stop 
  open conflict) prevent most potential guests from 
  being invited in. Each “noble” dragon maintains 
  apartments near the Stronghold of Dragons, to 
  receive guests and to withdraw from the palace when 
  the complex social game demands that they do so. 
  Naturally the symbol of the Stronghold of Dragons is 
  a dragon spreading its wings above a palace, though 
  the colors of the banner depend on which dragon is 
  flying it.
  Adventure hooks:
   •
  A dragon, in humanoid form, leaves an egg in 
  the care of the adventurers. She doesn’t give her 
  name, and she dies soon after.
   •
  A red dragon, Baeleon Starburn, hires the ad-
  venturers to steal a specific treasure from Tarax 
  the Black and put it in the hoard of Yimir the 
  Pale. Baeleon will provide maps and help, and 
  the adventurers get to loot anything they want 
  provided they deal with the specific treasure as 
  instructed.
   •
  The adventurers are asked to march in a parade 
  for “Dragon Day.” They are to play the part of 
  slaughtered dragon slayers.
  The Catacombs (4), page 
  92
  
  The Overworld and Beyond
  90
  The Theater of The Infinite 
  (8)
  Owned by Jack “Halloween Jack” Sikora, this 
  establishment is on the edge of the Ward of Queens 
  and the Warrenhold where the ultra-wealthy can rub 
  shoulders with the hoi-polloi. The theater itself is 
  carefully segregated on the inside—the common folk 
  in the cheap seats near the stage, wealthier patrons 
  (from the Scriveners Borough) with more expensive 
  tickets in the balconies above, and the ultra-rich in 
  private boxes.
  Adventure hooks:
   •
  An outrageously popular band, Iggy Spacedirt 
  and The Cosmic Spiders, is playing tonight. Their 
  fans throng the streets, and sellers of commem-
  orative tabards are on each street corner. This is 
  the worst time for the party to be targeted by an 
  assassin—so naturally that is what happens.
   •
  The Melgaard Cosmic Ballet is in town, so natu-
  rally the Theater of the Infinite is swarming with 
  nobles and their retinues, together with hun-
  dreds of guards. The adventurers had best have 
  a good reason for being in the area, or they’ll 
  regret it.
   •
  The party are hired as roadies for the notorious 
  Space Vampire Clown Troupe, a macabre com-
  pany of giant spiders, clowns, snake-acrobats, 
  and other monsters. The adventurers had best 
  be prepared to deal with some very strange 
  people indeed.
  The Play’s the Thing
  Halloween Jack is from our world, or something 
  close to it. His plays, musicals, and operas are half-
  remembered mashups of things that he’s seen and 
  read: Cinderella and the Seven Samurai, David Bowie 
  and the Halfling Prince, Elvis Vader and the Temple of 
  Doom, Lord of the Purple Rain, Romeo and Clyde, The 
  Fall of the House of Moby Dick, The Phantom of the 
  Toll Booth, The Importance of being Ernest Blofeld, 
  Trek War: The Wrath of Bond, etc. Jack is also an 
  accomplished singer and musician, though many 
  of his songs plagiarize works from his homeworld. 
  Halloween Jack only performs once every so often; 
  normally the stage is trod by a shifting roster of 
  artists and performers.
  Ward of Queens, page 88
  Warrenhold, page 91
  Scriveners Borough, page 
  85
  
  The Overworld and Beyond
  91
  Warrenhold
  The hive-like slum of the Warrenhold sits between the 
  palaces and estates of the Ward of Queens and the 
  middle class Scriveners Borough. Here house built 
  upon house blocks out light in the narrow alleyways 
  below, while bridges and tunnels turn the district into 
  a three-dimensional maze.
  Those who live in the Warrenhold are industrious 
  yet poor, either locked out of commerce by powerful 
  groups like the guilds, or working in professions that 
  polite society prefers out of sight. The Warrenhold is 
  also the district most likely to have its streets contort 
  into new shapes that defy easy exploration.
  Here are some places you might end up visiting 
  if you come to the Warrenhold. (Roll a d6 to discover 
  where you end up if you get lost.)
  1. The Ashen Peacock, page 91
  2. The Blackheart, page 91
  3. The Bolthole, page 92
  4. The Catacombs, page 92
  5. The Piper’s Calling, page 92
  6. The Ruined Cathedral, page 93
  The Ashen Peacock (1)
  Located in a tower overlooking the docks, this is a 
  well-respected den of iniquity. Here all kind of exotic 
  delights can be found, including mind-expanding 
  incenses and pleasures forbidden elsewhere in the 
  decadent City at the Edge of Dawn. The grey-veiled 
  dancers who run this establishment are part of an 
  obscure cult who worship…something, though they 
  refuse to share the details of their faith with outsiders.
  Adventure hooks:
   •
  A troll bard is singing in the Ashen Peacock—
  and is very good. However, while the party is 
  distracted somebody slips something into one 
  of their pouches.
   •
  One of the adventurers has had their drink 
  spiked—with something very unusual. The 
  grey-veiled dancers are upset that somebody 
  is spiking drinks, and seek to help the affected 
  character as much as they can. Who spiked the 
  drink, what with, and why?
   •
  The city shifts, growing once more. This shift 
  sees a major re-arranging of the streets in the 
  Warrenhold, and the Ashen Peacock ends up in a 
  very strange place (with the adventurers inside).
  Not What it Appears
  The grey-veiled dancers aren’t a religious sect 
  at all; they wear the veils to hide their identities 
  from anybody who starts poking around in their 
  true business—smuggling. The Ashen Peacock 
  is secretly linked via hidden portals to similar 
  establishments in other realms (the Gilded 
  Peacock, the Rainbow Peacock, the Midnight 
  Peacock, the Jade Peacock, the Rotted Peacock, 
  etc.). Running a den of iniquity gives them a 
  further layer of security—no patron wants the 
  authorities to raid the place, and thanks to the 
  potential for blackmail certain high-ranking 
  officials keep their eyes turned elsewhere.
  The Blackheart (2)
  A favorite gambling establishment of the gunsling-
  er Rothgar (who runs Allways Travel Service in the 
  Grand Market), in the Blackheart you can find games 
  of chance and skill of all descriptions. Fancy a game 
  of alchemical roulette, or five-card philosophy, or 
  dimensional darts? Then this is the drinking den for 
  you!
  Adventure hooks:
   •
  A bunch of kids hanging about near the Black-
  heart’s stable offer to look after the party’s 
  horses and keep other kid gangs away for a few 
  Librum pennies. Did the party even bring hors-
  Ward of Queens, 
  page 88
  Scriveners Borough, 
  page 85
  The Ashen Peacock 
  sponsored by Zack Schwartz
  The Blackheart and Rothgar 
  sponsored by Michael Rivet
  Allways Travel Service (1), 
  page 73
  Grand Market, page 73
  
  The Overworld and Beyond
  92
  es? What will happen if the adventurers don’t 
  pay the kids?
   •
  The owner of the Blackheart, Simon Simonson, 
  has decided to change its name to “The Fiddler’s 
  Green” to attract more trade from the docks. The 
  regulars are not pleased and want the party to 
  prevail upon Simon to change his mind.
   •
  The sub-basement of the Blackheart is a long 
  narrow target range where Rothgar practices. 
  Today the target range is gone, carried away by 
  the ever-shifting city. Did the party have any-
  thing important in the lockers down there?
  The Bolthole (3)
  This tavern, run by Karl Svaldson, is magically ward-
  ed so that the identities of patrons are kept secret, 
  from each other and from the staff. Karl refuses to 
  discuss how he came to be the owner of the magical 
  tavern, though it is known to involve a bet or contest 
  involving a dark god.
  Adventure hooks:
   •
  A gang of invisible ghouls keeps defacing the 
  sign so that the tavern appears to be called 
  “The Butthole.” Karl would like the ghouls to be 
  taught a lesson, but they always evade him. Can 
  the adventurers discover the ghouls’ secret lair 
  or catch them in the act?
   •
  A murder has taken place in the tavern, but 
  thanks to its magic nobody knows who has 
  been killed. Karl won’t let anybody leave until 
  the situation has been resolved—a secret meet-
  ing is taking place in the attic and he doesn’t 
  want any guards to come knocking.
   •
  The magic of the Bolthole has flipped—now 
  it’s a place where everybody knows your name. 
  Karl wants the adventurers to discover how it 
  happened and undo it.
  The True Assassins Guild
  OK, so first we said that D’Corbyn’s was the 
  location of the assassins guild headquarters, then 
  we said that it was the Drapers Guild who were 
  secretly the assassins guild. Well guess what—this 
  is the home of the true assassins guild. Honest. 
  Unless it’s not. Maybe.
  The Catacombs (4)
  Deep under the streets of the Warrenhold are more 
  streets, running under the whole of the City at the 
  Edge of Dawn. Down here you can find colonies of 
  dwarves, goblins, gnomes, earth and fire elementals, 
  sewer trolls, and every other type of subterranean 
  race. Of course, the other districts are careful not to 
  allow exits from the catacombs into their back yards, 
  but the fiefdoms of the catacombs always find an 
  unguarded cellar or unsecured sewer hatch to sneak 
  in by.
  Adventure hooks:
   •
  A tunnel up from the Catacombs to a palace 
  in the Ward of Queens has been dug—but the 
  gnomes who broke through the cellar wall want 
  somebody else to explore and make a few maps.
   •
  The catacombs are under siege from oozes that 
  have bubbled up through the sewer pipes, trap-
  ping the adventurers beneath the surface with a 
  motley crew of Warrenhold under-dwellers.
   •
  The citizens of the Catacombs have set up some-
  thing that they call the “Undermarket,” a shifting 
  location where trade and commerce can take 
  place away from the interference of the guilds. 
  However, they need guards to keep guild goons 
  off their backs—will the adventurers help?
  Thieves Guilds
  There is no single “thieves guild” in the city, but 
  rather a loose alliance of gangs, under-kings, 
  bosses, and urban explorers. To outsiders they 
  appear to be a guild, but those in the know realize 
  that there is as much competition as there is 
  cooperation.
  The Piper’s Calling (5)
  This establishment is where destitute and fallen 
  divine beings go to drink away their woes. Run by the 
  middle-aged rosy-cheeked Bonham Piper, the tav-
  ern is a place to crash when you’ve lost your powers 
  and followers and need a sympathetic ear and a stiff 
  drink. Mortals and mythic heroes also congregate 
  here, looking to trade treasure maps from far-off 
  realms and swap magic items found on quests.
  Adventure hooks:
   •
  A fallen god of spring sits in a corner, a gloomy 
  raincloud above his head. He motions the party 
  to come over, tapping a heavily locked box to 
  indicate that he has something of interest to 
  them.
   •
  An ascended mythic hero is holding forth about 
  her exploits. Some of the things that she’s 
  talking about sound familiar to the party—if 
  they buy her more drinks she may reveal infor-
  mation important to them.
   •
  The Flying Dutchman has docked at the port-
  edge of the city, and supernaturally thirsty 
  sailors have come ashore to drink every pub and 
  inn dry—starting with the Piper’s Calling.
  The Bolthole sponsored by 
  Matthew Broodie-Stewart
  The Piper’s Calling and 
  Bonham Piper sponsored by 
  Kirk Leeson
  
  The Overworld and Beyond
  93
  The Secret Under 
  the Piper’s Calling
  In a cavernous chamber lit by glowing crystals 
  stands an old gnarled oak from which hangs a 
  noose. It is said that the noose can restore a divine 
  spark, or permanently kill a god—and you never 
  know which it will do. Bonham Piper sports a 
  hanging scar, though the cheerful tavern-keeper 
  refuses to discuss the circumstances of acquiring it.
  The Ruined Cathedral (6)
  This open-roofed building was once a center of 
  worship in the city’s early days, but has now fallen 
  to the ravages of time. Whatever pantheon of gods 
  was once worshiped here is long forgotten, and only 
  a collection of hauntingly beautiful statues remains. 
  Nowadays the Ruined Cathedral serves as a gladiato-
  rial arena, where wealth and glory await those that 
  survive their wounds. Here broken-winged dragons 
  fight dissolute wizards, goblin gangs combat rusted 
  constructs, and monsters face off against lost heroes.
  Adventure hooks:
   •
  It’s a guard raid! The criminals among the crowd 
  scatter. Do the adventurers run (and look like 
  criminals), fight (and become criminals), or let 
  themselves be arrested (along with all that 
  entails)?
   •
  The death of a halfling in the fighting pit has 
  caused the halflings in the crowd to riot. Was the 
  party cheering for the halfling, or did they bet 
  on the other fighter?
   •
  The famous singing muscle-wizard Steel 
  Brother Slam Chainmail is due to fight tonight, 
  but hasn’t shown up yet. The fight promoter, a 
  hobgoblin named John Fancypants, needs 
  somebody to imitate the muscle-wizard to 
  pacify the booing crowd.
  Gangs of the Warrenhold
  The ruined Cathedral is neutral ground for the 
  following (d20) gangs: (1) The Ape Lords, (2) 
  The Ballroom Dancers, (3) The Blue Ronins, (4) 
  The Broadfold Ladies, (5) The Cuckoos, (6) The 
  Down Street Duckies, (7) The Gentleman Jims, 
  (8) The Gnashing Grannies, (9) The Hobo Lords, 
  (10) The Intergalactics, (11) The Killer Bozos, (12) 
  The Little Enchanters, (13) The Lone Rangers, (14) 
  The Massive Midgets, (15) The Parasites, (16) The 
  Pharaohs, (17) The Rocking Horses, (18) The Rooks, 
  (19) The Snake-eyes, and (20) The Street Tsars.
  Steel Brother Slam Chainmail 
  sponsored by Matthew 
  Broodie-Stewart
  
  The Overworld and Beyond
  94
  Chapter 7: The 
  Realm-Walker 
  Class
  Walkers between realities, travelers of the secret ways. 
  Some are guardians of whole realities, some are cosmic 
  vagabonds, others are simply lost. All know more about 
  the inner workings of the universe than most wizards 
  will ever learn, knowledge gained first-hand.
  Overview
  Play Style: The heart of the realm-walker is teleporta-
  tion. Right from 1st level you’ll be teleporting around 
  the battlefield, unleashing waves of force and making 
  fast hit-and-run melee attacks. You aren’t that tough, 
  so you rely upon speed and maneuverability.
  You’ll need to track what “Realms of…” abilities are 
  available to you—so keep an especially big d4 by the 
  side of your character sheet.
  Ability Scores: Realm-walkers get a +2 bonus to 
  Dexterity or Wisdom, provided it is not the same attri-
  bute raised by your racial bonus. Wisdom is the most 
  important attribute—most of your class features and 
  talents are improved by higher Wisdom.
  The ability score that you pick (Wisdom or Dexter-
  ity) will affect your Wise or Just Lucky? class feature. 
  Some talents let you use Charisma or Intelligence 
  instead of Wisdom.
  Races: High elves are natural realm-walkers, 
  with their Highblood Teleport meshing nicely with 
  realm-walker class features and talents. Wood elves 
  also find themselves drawn to walking the pathways 
  between worlds, though to a lesser extent.
  Really, though, a member of any race might be-
  come a realm-walker—falling through a hole in space 
  or discovering an innate ability to navigate between 
  worlds.
  Backgrounds: Each realm-walker’s backgrounds 
  are informed as much by the worlds that they have 
  visited as their life before they become an adventurer: 
  arcane courier, cult sacrifice gone rogue, cursed 
  eternal wanderer, divine avatar, escapee from hell, 
  failed wizard’s apprentice, former computer program-
  mer, lost astronaut, nascent demi-god, stranded 
  time-traveler, trans-dimensional bounty hunter.
  Realm-Walkers and the Icons: Realm-Walkers are 
  not especially drawn to any one icon. However, icons 
  that focus on magic are more likely to want to employ 
  realm-walkers than those that don’t.
  Icons Elsewhere
  If you travel to another dimension, the standard 
  icons of your game might not be present.
  The first way to deal with this is to hand-wave it 
  away—of course the druidic icon has an outpost in 
  the astral void, right?
  The second way is to use a local stand-in. Maybe 
  the icon with an interest in undead has no direct 
  connection to the realm of life-energy, but perhaps 
  there is a local figure who is an ally of the undead 
  icon.
  The third approach is to say that icons have 
  cosmic echoes—each icon has reflections in every 
  realm. These alternate versions of the icons will 
  have the same (or similar) interests, conflicts, and 
  allies.
  Gear
  Realm-walker gear tends to be eclectic—drawn from 
  many worlds and perhaps some of it anachronistic. 
  You are as likely to have a stone-age flint knife as you 
  are to have a modern flashlight.
  You doubtless have stout walking boots and 
  perhaps some light armor or tough traveling clothes, 
  a dagger, and a stout staff. You probably also have a 
  sleeping roll, a tent, a lantern, some rope, and other 
  useful things.
  Realm-Walkers who are careful to trade the things 
  that they pick up for local currency start with 55 gp. 
  Realm-walkers who gamble (literally or figuratively) 
  end up with a pouch stuffed with coins from a hun-
  dred worlds (worth 6d10+20 gp).
  Oddities
  When you create your character, choose one free 
  minor item that would be considered an oddity in 
  the campaign—a living creature that emits light 
  when you rub its belly, a folding multi-tool, a col-
  or-changing cloak. Check with your GM that your 
  pick of strange item isn’t too powerful—you don’t get 
  the equivalent of a magic item for free, just a useful 
  oddity.
  Neither the realm-walker 
  or void-caller class are 
  particularly simple to play. 
  Both are great fun for 
  experienced players. If a new 
  player insists, what’s the 
  worst that could happen?
  Slithiks might come from 
  another realm, making 
  them perfect realm walkers, 
  page 138
  Goblins, with their connec-
  tion to the Earth Realm, are 
  another good option, page 
  133
  G&I
  Modroks, page 143 and 
  Sharkians, page 143 are 
  both found across the planes, 
  and may make good realm-
  walkers.
  
  The Overworld and Beyond
  95
  Oddities aren’t forever. They run out of power, get 
  lost or destroyed, are sold or stolen. Easy come, easy 
  go.
  More on Oddities
  An oddity should never be as powerful as or 
  replicate a feat, spell, talent, magic item, etc. They 
  are more interesting, well oddities, than powerful 
  artifacts. An outdated laptop with limited battery 
  power left is OK, a laptop that never needs 
  recharging and is the home of a sentient AI is not 
  OK. A solar-powered lava lamp is a fun oddity, a 
  heat-ray is not. A laser sword is as powerful as a 
  magic item, but a toy laser sword is an oddity.
  Armor
  In general, realm-walkers prefer armor that they can 
  move in—tough leathers, perhaps a light chain vest 
  hidden under a coat, but any more starts to impede 
  them.
  Some realm-walkers prefer heavier protection 
  when traveling to uncertain dimensions, but most 
  would rather just leave than stand their ground. After 
  all, there is always another world around the next 
  corner.
  Realm-Walker Armor and AC
  Type
  Base AC
  Attack penalty
  None
  11
  —
  Light
  12
  —
  Heavy
  13
  -2
  Shield
  +1
  -2
  Adventurer Feat: You have trained with heavier 
  armor—your penalty for heavy armor is only -1 
  instead of -2.
  Weapons
  Realm-walkers tend to prefer weapons that can be 
  quickly replaced if lost, and that are useful beyond 
  killing—after all, realm-walkers must travel light. 
  Realm-walkers usually carry a knife or two, and per-
  haps a shortsword belted at their waist so that it can 
  be hidden under a cloak.
  Realm-walkers have an affinity for staffs (see the 
  feats following the weapon damage chart).
  Realm-Walker Melee Weapons
  One-Handed
  Two-Handed
  Small
   
  1d4 dagger
  1d6 club, staff
  Light/Simple
  1d6 shortsword
  1d8 spear
  Heavy/Martial
   
  1d8 (-2 attack) long-
  sword
  1d10 (-2 attack) 
  greatsword, polearm
  Adventurer Feat: Provided you are wearing light 
  armor or no armor, you deal d8 damage instead of 
  d6 when you hit with a staff.
  Champion Feat: Provided you are wearing light 
  armor or no armor, you gain +1 AC when wielding 
  a staff with both hands.
  Epic Feat: Provided you are wearing light armor or no 
  armor, you gain +1 to attack when wielding a staff 
  as a weapon.
  Realm-Walker Ranged Weapons
  Thrown
  Crossbow
  Bow
  Small
  1d4 knife, dart
  1d4 hand 
  crossbow
  —
  Light/Simple
  1d6 javelin, 
  axe
  1d6 light 
  crossbow
  1d6 shortbow
  Heavy/Martial
  —
  1d8 (-1 attack) 
  heavy cross-
  bow
  1d8 (-2 attack) 
  longbow
  Basic Attacks
  Melee Attack
  Target: One enemy engaged with you
  Attack: Strength + Level vs. AC
  Hit: WEAPON + Strength (or Wisdom*) damage
  Miss: Damage equal to your level
  * See the Wise or Just Lucky? class feature.
  Ranged Attack
  Target: One nearby or far away enemy
  Attack: Dexterity + Level vs. AC
  Hit: WEAPON + Strength damage
  Miss: —
  
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  Realm-Walker Level Progression
  Realm-walkers start with three talents, at least one 
  of which must be a “Realms of…” talent. They gain a 
  fourth talent at 5th level, and a fifth talent at 8th level.
  Realm-Walker 
  Level
  Hit Points
  Feats
  Talents
  Level-up Ability 
  Bonus
  Damage Bonus 
  from Ability 
  Score
  1st level
  (6 + Con mod) x3
  1 adventurer
  3
  ability modifier
  2nd level
  (6 + CON mod) x 4
  2 adventurer
  3
  ability modifier
  3rd level
  (6 + CON mod) x 5
  3 adventurer
  3
  ability modifier
  4th level
  (6 + CON mod) x 6
  4 adventurer
  3
  +1 to 3 abilities
  ability modifier
  5th level
  (6 + CON mod) x 8
  4 adventurer, 1 
  champion
  4
  2x ability modifier
  6th level
  (6 + CON mod) 
  x 10
  4 adventurer, 2 
  champion
  4
  2x ability modifier
  7th level
  (6 + CON mod) 
  x 12
  4 adventurer, 3 
  champion
  4
  +1 to 3 abilities
  2x ability modifier
  8th level
  (6 + CON mod) 
  x 16
  4 adventurer, 3 
  champion, 1 epic
  5
  3x ability modifier
  9th level
  (6 + CON mod) 
  x 20
  4 adventurer, 3 
  champion, 2 epic
  5
  3x ability modifier
  10th level
  (6 + CON mod) 
  x 24
  4 adventurer, 3 
  champion, 3 epic
  5
  +1 to 3 abilities
  3x ability modifier
  Realm-Walker Stats
  Ability Bonus
  +2 Constitution or Wisdom or Intelligence
  Initiative
  Dex mod + Level
  Armor Class
  12 + middle mod of Con/Dex/Wis + Level
  Physical Defense
  12 + middle mod of Str/Con/Dex + Level
  Mental Defense
  10 + middle mod of Int/Wis/Cha + Level
  Hit Points
  (6 + Con mod) x Level modifier (see level progression 
  chart)
  Recoveries
  8
  Recovery Dice
  (1d8 x Level) + Con mod
  Backgrounds
  8 points, max 5 in any one background
  Icon Relationships
  3 points
  Talents
  3 (see level progression chart). At least one talent 
  must be a “Realms of…” talent.
  Feats
  1 per Level
  
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  97
  Class Features
  Realm Die
  The realm-walker class has four “Realms of…” talents. 
  At the start of each of your turns, roll your realm die (a 
  d4). The result determines which benefit from those 
  talents are available to you that turn. Pick your most 
  impressive d4 to be your realm die, so you remember 
  to roll it.
  On your turn you may choose, as a move action, 
  to activate one benefit from any of your “Realms of…” 
  talents, provided its number came up on the realm 
  die. You may only activate one benefit in this way on 
  each of your turns.
  You must take at least one “Realms of…” talent at 
  1st level, and you can spend talents for more if you 
  wish.
  Champion feat: You use a quick action to activate 
  one benefit from any of your  “Realms off...” talents, 
  provided its number came up.
  Orphic Warp
  Realm-walkers can grasp the barriers between worlds 
  and give a tug—not enough to rip a hole in time and 
  space but just enough to upset local physics for a 
  heartbeat or two.
  Once per day you may teleport as a free action 
  when it is not your turn, and on your next turn you 
  can make the following attack (as a quick action, up 
  to three times on your turn):
  Champion Feat: You can use orphic warp as an 
  interrupt action when the escalation die is 3+.
  Warp-Lash
  Close-quarters spell
  Special: Quick action, up to three times on your turn
  Target: One enemy engaged with you
  Attack: Wisdom + Level vs. PD
  Hit: 2d4 force damage.
  Miss: —
  2nd level 
  2d6 damage
  3rd level 
  2d8 damage
  4th level 
  2d10 damage
  5th level 
  3d8 damage
  6th level 
  3d10 damage
  7th level 
  3d12 damage
  8th level 
  2d20 damage
  9th level 
  3d20 damage
  10th level 
  4d20 damage
  Adventurer Feat: Hit or miss, you teleport the target 
  away from you to a point nearby.
  Champion Feat: If you roll a natural 1 for a Warp-
  Lash attack you take force damage equal to your 
  level and your turn ends, but Orphic Warp’s daily 
  use isn’t expended and you can use it again the 
  same day (but not during the same battle).
  Epic Feat: You deal 1d20 miss damage with Warp-
  Lash, even if you roll a natural 1 for your attack.
  Force Wave
  You can make the following attack as a standard 
  action on your turn.
  Force Wave
  Ranged attack
  At-Will
  Target: One nearby enemy
  Attack: Wisdom + Level vs. PD
  Hit (when escalation die is 0): 1d8 times your level 
  force damage (1d8 at 1st level, 2d8 at 2nd level, 3d8 at 
  3rd, etc.).
  Hit (when escalation die is odd): 1d10 times your 
  level force damage.
  Hit (when escalation die is even): 1d12 times your 
  level force damage.
  Miss: Force damage equal to your level.
  Adventurer Feat: You can target far away enemies, 
  but at the cost of dropping the damage die one 
  type (d8 becomes d6, d10 becomes d8, d12 be-
  comes d10, etc.).
  Champion Feat: You gain a +1 to attack nearby 
  enemies.
  Epic Feat: You can now target far away enemies 
  without dropping the damage die.
  Speeding Things Up
  Most people prefer to roll lots of dice, but nothing 
  is stopping you from rolling a couple of dice and 
  taking the average of the rest (especially at higher 
  levels when adding up a bucket-full of dice can 
  slow things down). Personally, I like rolling damage 
  when I roll to attack, and reducing the number of 
  damage dice I roll in the following way...
  Normal 
  Roll
  Quick 
  D6s
  Quick 
  D8s
  Quick 
  D10s
  Quick 
  D12s
  5dx
  1d6+14
  1d8+18
  1d10+22
  1d12+26
  6dx
  2d6+14
  2d8+18
  2d10+22
  2d12+26
  7dx
  1d6+21
  1d8+27
  1d10+33
  1d12+39
  8dx
  2d6+21
  2d8+27
  2d10+33
  2d12+39
  9dx
  1d6+28
  1d8+36
  1d10+44
  1d12+52
  10dx
  2d6+28
  2d8+36
  2d10+44
  2d12+52
  Finder of Ways
  As a realm-walker you are able to locate pathways 
  between worlds, and have some clue how to navigate 
  between different worlds. This is more of a narrative 
  ability than one with hard and fast rules—if the GM 
  wants to move the storyline between worlds then 
  when the time is right you will be the one to discover 
  the appropriate portal, moon-path, magic mirror, etc.
  You can decide to move between worlds, and if 
  
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  98
  The epic feat for Arcane 
  Secrets can use either 
  so you should work with your GM to determine what 
  needs to happen to make that a reality.
  In some campaigns stepping between worlds 
  might be as easy and common as moving between 
  rooms. In other campaigns, transdimensional travel is 
  a rare and heroic event that might happen only once 
  or twice.
  Oddity
  You start play with an oddity from another world or 
  another time. See the Gear section for more details.
  Wise or Just Lucky?
  The attribute that you raise with your class bonus 
  determines which of the following rules apply to you.
  Wise Walker
  If you picked Wisdom to raise with your class bonus, 
  then you use your Wisdom modifier in place of your 
  Strength modifier for your melee attack damage 
  bonus.
  Lucky Traveler
  If you picked Dexterity instead of Wisdom, then once 
  per battle you can add your Dexterity modifier to one 
  of your disengage checks—deciding to do so after 
  you have seen the die roll.
  You are also naturally lucky, and get a bonus based 
  on your Dexterity to your saves. Characters with a 
  Dexterity of 14-17 get a +1 save bonus, 18-21 gets 
  a +2 bonus, and 22+ gets a +3 save bonus. You can 
  only apply this save bonus when you are not helpless, 
  unconscious, or stuck…you must be free to move.
  Realm-Walker Talents
  At least one of your talents must be a “Realms of…” 
  talent.
  Realms of Light
  Your teleports are sometimes accompanied by a flash 
  of light.
  As a quick at-will action you can summon dancing 
  motes of light that illuminate the area around you 
  like a lantern. The lights fade a minute or so after you 
  stop concentrating on them, or sooner if you spend a 
  moment mentally quelling them.
  Realm 
  Die
  Realms of Light Ability
  1
  Teleport, swapping places with an ally. You 
  gain a +1 bonus to your attacks until the 
  end of this turn.
  2
  Teleport, swapping places with an enemy. 
  Until the end of this turn you roll 2d20 
  for attack rolls against the enemy you 
  swapped with, taking the better roll.
  3
  At any point before the start of your next 
  turn you can teleport (once only) as a free 
  action.
  4
  Immediately after the end of your turn 
  you teleport, disappearing entirely from 
  the battlefield. While “away” you can’t 
  be targeted. You reappear at a point of 
  your choosing (nearby your starting pre-
  teleport location) immediately before the 
  start of your next turn.
  Adventurer Feat: (1, 2) Add your Wisdom modifi-
  er to your weapon attack rolls (both melee and 
  ranged weapon attacks) until the start of your 
  next turn. (3, 4) After your teleport you heal hp 
  equal to your level.
  Champion Feat: (1, 2) Add your Wisdom modifier to 
  your miss damage until the end of your turn. (3, 
  4) If you teleport out of engagement, deal your 
  Wisdom modifier force damage to one enemy that 
  you left engagement with.
  Epic Feat: (1, 2) Add twice your Wisdom modifier to 
  your hit damage until the end of your turn. (3, 4) 
  After you teleport, roll a save against each save-
  end effect on you.
  Realms of Rebirth
  Occasionally your teleportation produces a visual 
  lensing effect or opens a brief tear in space through 
  which strange lights shine.
  Once per day when you or a nearby ally rolls a re-
  covery, roll twice and take the better result. You must 
  choose to roll twice before the recovery is spent and 
  rolled. (Epic: twice a day.)
  Realm 
  Die
  Realms of Rebirth Ability
  1
  Two allies teleport and swap places. Both 
  allies spend and roll recoveries, and they 
  both heal whatever the higher of the two 
  recovery rolls was.
  2
  You and a nearby ally teleport and swap 
  places. You spend a recovery, and the ally 
  heals that amount. If there is no nearby 
  ally you swap places with a far away ally, 
  but no recovery is spent and no healing 
  occurs.
  3
  Two allies teleport and swap places. Both 
  allies gain temporary hp equal to your 
  level plus the escalation die.
  4
  You heal hp equal to your level.
  Adventurer Feat: (1, 2, 3, 4) Add your Wisdom 
  modifier to the healing received or temporary hp 
  gained.
  Communication and Cooperation
  This is a tricky ability. The class should be able to move between worlds, but at 
  the same time moving to an entirely different dimension might ruin the GM’s 
  plots and plans. If you choose to play this class then you are agreeing to work 
  with the GM in a way that doesn’t derail or shortcut adventures. If as a GM 
  you let a player introduce this class then you are agreeing that travel between 
  worlds will occur at some point in your game.
  
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  99
  Champion Feat: (1, 2, 3) The first recovery each 
  battle that would be spent by using this talent is 
  instead a free recovery. (4) If the escalation die is 
  4+ you get double healing.
  Epic Feat: (1, 2, 3) You can count as an ally for the 
  purposes of this talent. (4) …or count a nearby 
  ally as you.
  This Class Does a 
  Lot of Teleporting
  Usually you can teleport only as far as you can 
  move (that is to a spot nearby) unless the ability 
  states otherwise, and likewise you must be able to 
  see your destination.
  If you try to do something tricky like teleport 
  an enemy into a pit of lava you must roll a d20; on 
  an 11+ they take damage equal to your level but 
  avoid going into the pit, on a 2-10 the teleport 
  doesn’t send them into danger, and on a 1 you 
  somehow foul up. You can only try one teleport 
  trick per battle, unless you are willing to use up a 
  standard action on each try after the first.
  You could try a mid-battle teleport trick on 
  yourself or an ally (teleporting into mid-air, 
  teleporting blind, teleporting out of a cage, 
  peeking through a keyhole and teleporting into 
  another room, teleporting through a magic barrier, 
  etc.) using the same rules: 11+ the trick works, 2-10 
  it doesn’t, and on a 1 something bad happens.
  Realms of Shadows
  Sometimes your teleports are accompanied by dark 
  shadows and black smoke-like effects.
  As a quick at-will action you can shape a shadow 
  that you are in contact with or that you are produc-
  ing. You could create very complex shadow puppets, 
  draw a map with shadows, or other tricks. Fooling 
  others with your shadow puppetry or using reshaped 
  shadows to provide a better hiding spot or to cover 
  your movement requires a skill check (DC depends 
  on the situation). Reshaped shadows resume their 
  normal behavior if you don’t devote at least a little 
  concentration to the effect.
  Realm 
  Die
  Realms of Shadows Ability
  1
  Two allies (that you pick) teleport, 
  swapping places. Both allies gain +2 AC 
  until the start of your next turn.
  2
  You and an ally teleport and swap places. 
  The ally gains +1 to attack until the start of 
  your next turn.
  3
  Teleport one enemy and one ally. The 
  teleported enemy is vulnerable to the 
  teleported allies’ attacks until the start of 
  your next turn.
  4
  Teleport a nearby enemy. The enemy must 
  save or become stunned (-4 to defenses, 
  no actions) until the start of its next turn.
  Adventurer Feat: (1) Two or three allies. (2) +2 at-
  tack bonus. (3) Teleport two allies and an enemy. 
  (4) The save is hard.
  Champion Feat: (1, 2, 3) One teleported PC can roll 
  a save to end a save-ends effect as a free action. 
  (4) Allies who hit the enemy while it is stunned 
  add your Wisdom modifier to their damage.
  Epic Feat: (1, 2, 3) One teleported PC can roll a 
  death save, and if the save is failed it doesn’t count 
  against the total number of failed death saves. (4) 
  The enemy is also vulnerable while stunned.
  Realms of The Elements
  You have a link to elemental realms, and sometimes 
  that shows when you teleport.
  Once every five minutes you can perform a trick in-
  volving an element—lighting a candle with a gesture, 
  freezing a drink, conjuring a gust of wind to close a 
  door, causing dust or dirt to move of its own accord, 
  etc.
  Realm 
  Die
  Realms of the Elements Ability
  1
  Deal 1d4 thunder damage to one enemy 
  engaged with you (champion: 2d4; epic: 
  2d6).
  2
  Deal your level in fire damage to one 
  nearby enemy (epic: two nearby enemies).
  3
  Until the end of your turn you can fly as a 
  move action.
  4
  Until the end of your turn add your 
  Wisdom modifier to your disengage 
  checks.
  Adventurer Feat: (1, 2) Add your Wisdom modifier 
  to the damage. (3) Add your Wisdom modifier to 
  your defenses while flying. (4) This turn when you 
  disengage deal Wisdom modifier cold damage to 
  one enemy that you disengage from.
  Champion Feat: (1) You can choose to deal damage 
  to two engaged enemies and your closest ally, 
  instead of just one enemy. (2) At the end of your 
  turn you pop free from one enemy that you dealt 
  fire damage to this turn. (3) Deal Wisdom modifier 
  lightning damage to one enemy you fly into en-
  gagement with. (4) This turn when you disengage, 
  you can also pop free an ally next to you.
  Epic Feat: (1, 2, 3, 4) Add the escalation die to the 
  damage you deal due to this talent.
  Arcane Secrets
  Once per battle you can cast an at-will wizard spell 
  as though you were a wizard of your level. You pick a 
  new at-will spell each time you cast, which must be a 
  different wizard spell than the one you cast last time 
  you used this talent.
  With the exception of melee damage, when a 
  realm-walker class feature references Wisdom, use 
  Intelligence instead.
  Adventurer Feat: You can cast cantrips like a wizard.
  
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  100
  Champion Feat: Once per day you can cast a wizard 
  daily spell, though doing so drains one recovery 
  from you.
  Champion Feat: You can now use Intelligence in-
  stead of Wisdom for melee damage as well.
  Epic Feat: You have a +2 bonus to all skill checks 
  involving magic.
  Bardic Wanderer
  Pick one 1st level bard battle cry; you can use that 
  battle cry once per battle.
  When a realm-walker class feature references Wis-
  dom, use Charisma instead.
  Adventurer Feat: You gain the linguist adventurer 
  feat, and after an hour of exposure to a totally 
  alien language can start to master it.
  Champion Feat: Once per day you can cast a bard 
  daily spell or song, though doing so drains one 
  recovery from you.
  Epic Feat: You have a +2 bonus to all skill checks 
  involving bardic lore.
  Wizardly—Bardic—
  Realm-Walker?
  Arcane Secrets means that you use Intelligence 
  instead of Wisdom for realm-walker talents and 
  class features, but Bardic Wanderer means you use 
  Charisma instead of Wisdom for those things. If 
  you pick both talents, choose which one applies 
  and always use that.
  Chaotic Pathways
  When you teleport, or teleport another, roll on the 
  chaos mage’s high weirdness table.
  Adventurer Feat: Once per day you can reach into 
  another realm and pull out something random 
  but useful to your current situation. Roll a d20 to 
  find out how useful—the higher the roll the more 
  amazing the random thing is. If you roll a 1 you 
  end up with something useless but can try again 
  in five minutes.
  Champion Feat: If you get a high weirdness that you 
  like you can stick with that instead of rerolling it 
  the next time you teleport.
  Epic Feat: If you roll a 20 when pulling a useful 
  item out of another dimension then not only is it 
  super-useful but your daily use of the ability is not 
  expended.
  Pulling Random 
  Things from Portals
  Useful things are only useful once. A fire 
  extinguisher is good for one burst, a flashlight 
  only has a few minutes of light, a football deflates 
  after it is useful. Generally, the player decides what 
  they pull out of the portal, but the GM gets the last 
  word.
  Divine Knowledge
  Once per battle you can cast an at-will cleric spell as 
  though you were a cleric of your level. You may pick a 
  new at-will spell each day, though you don’t have to.
  Once per day you can use the paladin’s Lay on 
  Hands talent as though you were a cleric of your level.
  Adventurer Feat: Once per day reroll a failed save 
  (including a death save) and take the better roll.
  Champion Feat: If you still fail the save after re-
  rolling, your daily use of this ability is not expend-
  ed and you may use it again later that day (but not 
  during the same battle).
  Epic Feat: You can now reroll two failed saves each 
  day (but not during the same battle).
  Improved Force Wave
  When you miss with Force Wave your crit range with 
  Force Wave expands by two (usually to 18+) until the 
  end of the battle or until you crit with Force Wave 
  (whichever comes first).
  Adventurer Feat: Expands by three (usually to 17+).
  Champion Feat: Expands by four (usually to 16+).
  Epic Feat: Expands by five (usually to 15+).
  Portal Punch
  You can open small portals to attack through them. 
  On every other round you can make a melee attack 
  against a nearby or far away target. Opening a portal 
  is part of the attack, and provokes attacks against 
  you from enemies engaged with you as though you 
  were making a ranged attack. You must be able to see 
  your target to open a portal to attack through. You 
  can’t see through your portals—they emit light. You 
  can only have one portal at a time open, they only 
  stay open very briefly (long enough to stab or punch 
  through), and are only just large enough to make an 
  attack through.
  Special: When attacking with a dagger, brass 
  knuckles, or similar small one-handed weapon 
  through a portal, you roll d6s for damage instead of 
  d4s.
  Adventurer Feat: Outside of combat, you can open 
  portals and reach through them with an arm. You 
  can pull small objects back through the portal. 
  You can open a portal roughly once every five 
  minutes.
  The chaos mage class is in 13 
  True Ways. 
  
  The Overworld and Beyond
  101
  Champion Feat: The first time each battle you attack 
  through a portal you gain a +1 attack bonus. 
  Outside of combat you can open a portal to some 
  point nearby that you can’t see—reaching blindly 
  through a wall to feel around for a door lock on 
  the far side, for example.
  Epic Feat: Once per battle as a standard action you 
  can pull an object or an ally to you through a por-
  tal. Pulling enemies (or an unwilling ally) through 
  a portal requires a Strength check. Outside of 
  combat you can see through your small portals.
  Sidestep Teleport
  Once per battle when you successfully disengage, 
  you can immediately teleport as a free action and 
  deal twice your level in force damage to one or two 
  enemies you disengaged from.
  Adventurer Feat: Even if you are not engaged, you 
  can still roll to disengage as though you were 
  engaged to trigger your Sidestep Teleport.
  Champion Feat: When you teleport into engage-
  ment using Sidestep Teleport your crit range 
  expands by four (usually to 16+) until the end of 
  your turn.
  Epic Feat: You can Sidestep Teleport twice per 
  battle.
  Starwalker
  You can bind your equipment to you, summoning it 
  even across dimensions. You can bind a staff, a dag-
  ger, some armor, and maybe one or two other items. 
  Even when you are unarmed, with a quick action you 
  can have a weapon in your hand. It is always obvious 
  that you have summoned the items—they glow 
  brightly for a short while upon arrival.
  Changing what is bound to you takes time, nor-
  mally a couple of hours of concentration.
  Pick one bound item that is special to you—if it’s 
  a weapon it gains a +1 bonus to attack and damage 
  (champion: +2; epic: +3) and if the item is armor it 
  grants an extra +1 AC (champion: +2; epic: +3). These 
  bonuses do not stack with magic item bonuses.
  Adventurer Feat: You have access to a pocket 
  dimension, large enough to store a small bag of 
  coins and a water flask. At champion tier your 
  pocket dimension is large enough to store a small 
  pack’s worth of stuff. At epic tier you could store 
  something large like a warhammer or very small 
  boat.
  Use and Abuse of 
  Pocket Dimensions
  Pocket dimensions ensure that you always have 
  access to your gear, or at least to a small amount of 
  stuff that you own. Creatures, no matter their size, 
  can’t enter a realm-walker’s pocket dimension (yes, 
  that includes undead and constructs)—though 
  maybe animal companions and familiars could be 
  an exception.
  If you try to do something tricky like hiding 
  things from searchers in a pocket dimension, roll 
  an easy save: on a 6+ they either cannot find the 
  entrance to your pocket dimension or don’t know 
  to search there. If a searcher turns you upside 
  down and gives you a good shake, stuff might fall 
  out of the pocket dimension.
  Exactly how you access your pocket dimension 
  is up to you. Perhaps you pull items out of your 
  empty sleeves or a hat, or have a mystic orifice 
  hidden on your body, or maybe you call upon a 
  teleporting homunculus valet to bring you your 
  goods.
  
  The Overworld and Beyond
  102
  Realm-Walker Multiclassing
  Realm-walkers pair well with magical classes, and 
  there are a handful of realm-walker talents that reflect 
  that already.
  However, splitting attention between the ev-
  er-warping fabric of space-time and the concerns 
  of another class leads to distracted realm-walkers. 
  Multiclass realm-walkers roll a d6 each round for their 
  “Realms of…” talents instead of a d4—a roll of 5 or 6 
  means that the realm-walker doesn’t get to use those 
  talents that turn. 
  Realm-walkers lag one level behind in gaining 
  extra talents, gaining them at 6th and 9th level.
  Weapon Damage Drops, Usually
  Multiclassing realm-walkers drop down one die type 
  for weapon attacks (d4s become d3s, d6s become 
  d4s, d8s become d6s, etc.). The exception is multiclass 
  rogue/realm-walkers, known as shadow-walkers.
  Shadow-Walker
  Rogues who pop seemingly out of nowhere? Well, 
  maybe some of them are also realm-walkers. A 
  realm-walker/rogue multiclass can take the following 
  feat:
  Adventurer Feat: If you teleport immediately before 
  making a rogue attack with a dagger, or make a 
  rogue attack through a portal, that attack doesn’t 
  suffer from the weapon die type dropping.
  Key Ability Modifier
  Multiclass combo
  Key ability mod
  Barbarian/Realm-Walker
  Str / Wis
  Bard/Realm-Walker
  Wis / Cha
  Chaos Mage/Realm-
  Walker
  Wis / Cha
  Cleric/Realm-Walker
  Con / Wis
  Commander/Realm-
  Walker
  Wis / Cha
  Demonologist/Realm-
  Walker
  Int / Wis
  Druid/Realm-Walker
  Str / Wis
  Fighter/Realm-Walker
  Str / Wis
  Monk/Realm-Walker
  Dex / Wis
  Necromancer/Realm-
  Walker
  Int / Wis
  Occultist/Realm-Walker
  Int / Wis
  Paladin/Realm-Walker
  Str / Wis
  Ranger/Realm-Walker
  Str / Wis
  Rogue/Realm-Walker
  Dex / Wis
  Sorcerer/Realm-Walker
  Wis / Cha
  Wizard/Realm-Walker
  Int / Wis
  Advice for 
  GMs
  Its unusual that a class would contain advice for GMs, 
  but this is an unusual class in that it focuses on tele-
  portation—something that other classes might only 
  get to do once or twice an adventure happens with 
  the realm-walker once or twice a turn. This presents 
  unique challenges in adventure design.
  A realm-walker who teleports through jail cell 
  bars and makes a mockery of locked doors might 
  overshadow a trap-disarming rogue in the party. Well, 
  maybe some locks have hidden runes inscribed into 
  the metal—yes, you can teleport past, but the lock 
  will produce a loud and painful magical backlash that 
  hurts the realm-walker and draws unwanted atten-
  tion. What about magical fields that make teleporta-
  tion tricky until the wizard has disarmed them? What 
  traps might a realm-walker set off by teleporting 
  ahead of those characters carefully searching for 
  traps? The realm-walker still gets plenty of chances 
  to shine during exploration, but must also rely upon 
  other party members from time to time.
  Realm-walkers jump around the battlefield—keep-
  ing them engaged with any one enemy is hard. That’s 
  OK, it is what the class is supposed to do. Just make 
  sure that some battles have extra mooks on hand to 
  chase realm-walkers around. Also, consider which 
  monsters might teleport with the realm-walker: do 
  oozes stick to you when you teleport? What about 
  phase spiders, or shadow dragons?
  The key to designing adventures with realm-walk-
  ers in mind is not to take away the realm-walker’s 
  toys, but to introduce fun obstacles and challenges 
  for teleporters.
  For more multiclassing rules, 
  see 13 True Ways.
  
  The Overworld and Beyond
  103
  Chapter 8: The 
  Void-Caller Class
  Linked together, sharing a single life and soul, you and 
  your strange companion seek adventure and perhaps a 
  place where you fit in.
  Overview
  You are a void-caller—an adventurer soul-bound to 
  a strange creature from another realm. How and why 
  your fate came to be entangled with this strange 
  creature we leave down to you, though it probably 
  ties in to your one unique thing.
  Play Style: The void-caller class is two characters 
  in one—the void-caller and their companion void-
  beast, bound to them until the day that they (both) 
  die. As the void-caller you’ll probably spend most 
  of your time in battle avoiding being targeted while 
  goading your void-beast to attack your enemies.
  Exactly what your void-beast does in battle is 
  down to you and the void-beast abilities that you 
  pick—will you go into battle beside a giant beetle, 
  shout instructions to a fire-breathing winged lion, or 
  share a mental link with a tentacled abomination? 
  Will your void beast evolve into a dragon-like entity, a 
  hulking crab-bear hybrid, or become a unicorn? Will 
  you share your soul with a being of shadow, a rock-
  skinned serpent, or an iridescent talking spider? All 
  up to you!
  Ability Scores: Void-callers get a +2 bonus to Dex-
  terity or Constitution—provided it is not the same 
  attribute raised by your racial bonus. Constitution is 
  by far your most important attribute—the more hit 
  points you and your void-beast share the better.
  Races: Dwarves make good void-callers, with their 
  That’s Your Best Shot? racial ability giving them extra 
  survivability if they get pinned down where their 
  void-beast can’t help. The forgeborn race, with its 
  Never Say Die ability, is another strong choice.
  Backgrounds: The backgrounds of void-callers are 
  as diverse as the worlds that they and their beast 
  come from: ecologist on the run, exiled farmer’s child, 
  lost prince/princess, last soldier of a destroyed army, 
  rogue geneticist, scion of a dying world, shipwrecked 
  sailor, survivor of an alchemical accident.
  Void-Callers and the Icons: Void-callers gravitate 
  to the icon that would be most favorable to their 
  void-beast. For example, those with a plant-based 
  void-beast might find more favor among druids than 
  one with a horned void-beast made of fire. Each void-
  beast is unique, or at least rare enough outside their 
  home plane that they might as well be so.
  Gear
  Void-callers tend to have simple gear that reflects the 
  nature of their void-beast—perhaps even made from 
  their beast’s shed scaly skin or woven from the shed 
  hair of their companion.
  You have stout boots, a goad (usually either stout 
  wood or iron, with a leather grip), some tough cloth-
  ing, and maybe a weapon like a dagger or staff-sling. 
  You probably also have a sleeping roll and tent (un-
  less you sleep under or on your void-beast), a lantern, 
  some rope, and other useful things.
  Void-callers who do regular jobs for others—per-
  haps using their void-beast’s strength to pull up 
  stumps for farmers—start with 55 gp. Void-callers 
  whose void-beasts get them into trouble with locals 
  start with 5d20 gp.
  Armor
  Void-callers are split into two camps when it comes 
  to armor—some prefer to remain unarmored to be 
  as quick and maneuverable as possible. Those with 
  void-beasts who are less tame and more bite-y prefer 
  heavier armor.
  The good news for heavily armored void-callers is 
  that the attack penalty applies to their attacks, not to 
  the attacks of their void-beast.
  Void-Caller Armor and AC
  Type
  Base AC
  Attack penalty
  None
  11
  —
  Light
  12
  —
  Heavy
  13
  -2
  Shield
  +1
  -2
  Adventurer Feat: Provided you are wearing no 
  armor you can add half your Dexterity modifier 
  (round down) to your disengage checks.
  Champion Feat: You now add your full Dexteri-
  ty modifier (instead of half) to your disengage 
  checks when you wear no armor.
  Dhampirs, page 132, with 
  their regeneration ability 
  and hobgoblins, page 135, 
  with their well-armored 
  power are also great fits for 
  the void-caller class.
  G&I
  Modroks, page 143, with 
  their repair ability, are also 
  good candidates for the 
  void-caller.
  
  The Overworld and Beyond
  104
  Epic Feat: You can now also add your Dexterity 
  modifier to your disengage checks when you are 
  wearing light armor.
  Weapons
  Void-callers prefer their void-beast to fight for them, 
  often hanging back from the fight and goading their 
  void-beast from a distance. Most void-callers carry 
  nothing more than a dagger or a staff-sling, and a 
  goad.
  Of course, your void-beast will be making most 
  of the attacks—out of void-caller and void-beast the 
  beast is by far the better combatant so it’s best to 
  use your standard actions on its attacks. For its attack 
  bonus and damage each level check the void-beast 
  level progression table.
  Goads as Weapons
  I imagine most goads as sturdy things intended for 
  poking and prodding recalcitrant void-beasts, and 
  suitable for use as a weapon of last resort should 
  the void-caller need to protect themselves or their 
  companion from violence. However, a goad could 
  equally be a fan, a rattle, or a whistle.
  Void-Caller Melee Weapons
  One-handed
  Two-handed
  Small
  1d4 dagger, small 
  pokey goad
  1d6 club, staff, long 
  goad
  Light/Simple
  1d6 shortsword, heavy 
  goad
  1d8 (-1 attack) spear
  Heavy/Martial
  1d8 (-2 attack) long-
  sword
  1d10 (-2 attack) 
  greatsword, polearm
  Void-Caller Ranged Weapons
  Thrown
  Crossbow
  Bow
  Small
  1d4 knife, dart, 
  hand sling
  1d4 (-1 attack) 
  hand cross-
  bow
  —
  Light/Simple
  1d6 javelin, 
  axe, staff-
  sling
  1d6 (-1 attack) 
  light cross-
  bow
  1d6 (-1 attack) 
  shortbow
  Heavy/Martial
  —
  1d8 (-2 attack) 
  heavy cross-
  bow
  1d8 (-2 attack) 
  longbow
  Basic Attacks
  Melee Attack
  At-Will
  Target: One enemy engaged with you
  Attack: Strength + Level vs. AC
  Hit: WEAPON + Strength damage
  Miss: Damage equal to your level
  Ranged Attack
  At-Will
  Target: One nearby or far away enemy
  Attack: Dexterity + Level vs. AC
  Hit: WEAPON + Strength damage
  Miss: —
  
  The Overworld and Beyond
  105
  Void-Caller Level Progression
  Void-callers start with three talents, and don’t get 
  more at higher levels.
  Void-caller Level
  Total Hit Points
  Total Feats
  Level-up Ability 
  Bonuses
  Damage Bonus 
  From Ability Score
  Level 1
  (10 + CON mod) x 3
  1 adventurer
  ability modifier
  Level 2
  (10 + CON mod) x 4
  2 adventurer
  ability modifier
  Level 3
  (10 + CON mod) x 5
  3 adventurer
  ability modifier
  Level 4
  (10 + CON mod) x 6
  4 adventurer
  +1 to 3 abilities
  ability modifier
  Level 5
  (10 + CON mod) x 8
  4 adventurer, 1 
  champion
  2x ability modifier
  Level 6
  (10 + CON mod) 
  x 10
  4 adventurer, 2 
  champion
  2x ability modifier
  Level 7
  (10 + CON mod) 
  x 12
  4 adventurer, 3 
  champion
  +1 to 3 abilities
  2x ability modifier
  Level 8
  (10 + CON mod) 
  x 16
  4 adventurer, 3 
  champion, 1 epic
  3x ability modifier
  Level 9
  (10 + CON mod) 
  x 20
  4 adventurer, 3 
  champion, 2 epic
  3x ability modifier
  Level 10
  (10 + CON mod) 
  x 24
  4 adventurer, 3 
  champion, 3 epic
  +1 to 3 abilities
  3x ability modifier
  Void-Caller Stats
  Ability Bonus 
  +2 Dexterity or Constitution
  Initiative 
  Dex mod + Level
  Armor Class 
  12 + middle mod of Con/Dex/Wis + Level
  Physical Defense 
  12 + middle mod of Str/Con/Dex + Level
  Mental Defense 
  10 + middle mod of Int/Wis/Cha + Level
  Hit Points 
  (10 + Con mod) x Level modifier (see level progression chart)
  Recoveries 
  8 (sometimes more)
  Recovery Dice 
  (1d8 x Level) + Con mod
  Backgrounds 
  8 points, max of 5 in any one background
  Icon Relationships 
  3 points
  Talents 
  3
  Feats 
  1 per Level
  Void-Beast Level Progression
  Void-Beasts get their own level progression chart.
  Void-Beast 
  level
  Base AC
  Base PD and 
  MD
  Evos
  Melee Attack 
  Bonus
  Hit Damage
  Miss Damage
  Level 1
  18
  16
  4
  +4
  1d8
  1
  Level 2
  19
  17
  5
  +4
  2d8
  2
  Level 3
  20
  18
  6
  +4
  3d8
  3
  Level 4
  21
  19
  7
  +4
  4d8
  4
  Level 5
  22
  20
  8
  +8
  5d8
  5
  Level 6
  23
  21
  9
  +9
  6d8
  6
  Level 7
  24
  22
  10
  +10
  7d8
  7
  Level 8
  25
  23
  11
  +15
  8d8
  8
  Level 9
  26
  24
  12
  +15
  9d8
  9
  Level 10
  27
  25
  13
  +15
  10d8
  10
  Void-beasts do get to use 
  the escalation die for their 
  attacks.
  It’s intensional that the 
  void beast’s attack damage 
  scales by tier at adventurer 
  and epic, but granularly at 
  champion. There is some 
  fiddly math happening under 
  the hood at certain levels 
  that means that was the best 
  way to handle that.
  
  The Overworld and Beyond
  106
  Class Features
  First Things First
  Each void-beast starts with four abilities called evolu-
  tions, or “evos.” These reflect your void-beast’s physical 
  and mental traits and instincts, though it might have 
  some that are vestigial or are still developing. You can 
  start with any four evos (though some evos require 
  you to have others, so you can’t start with those un-
  less your void-beast meets those requirements).
  Some “origin” talents give your void-beast an extra 
  free starting evo. You can only take an origin evo 
  during character creation, and can only have one 
  origin evo.
  Each time you level up, pick one new evo from the 
  “evolves to/from” list for an evo that you already have.
  Your First Void-Beast
  We’ve provided a daunting number of evo options 
  (80!), and quite a few talents to pick from. If you 
  don’t know where to start, pick the Origin: Top-
  Level Predator and the Evolutionary Leap talents 
  and one extra talent, and for your evos start with 
  the Bite/Claw evo and pick three other evos that 
  appeal to you.
  Act Together
  Void-caller and void-beast act with the same initiative 
  on the same turn, and can each draw from a pool 
  of one standard action, one move action, and one 
  quick action. You decide who uses which action and 
  in which order. For example, the void-beast could run 
  up to an enemy (move), then the void-caller could 
  goad the void-beast (quick), then the void-beast 
  could attack (standard). As always, you can choose 
  to swap a standard action for a move or quick action, 
  and a move action for a quick action.
  Adventurer Feat: Void-caller and void-beast each 
  have their own quick action, and do not have to 
  share.
  Champion Feat: Void-caller and void-beast each 
  have their own move action, and do not have to 
  share.
  Epic Feat: Void-caller and void-beast each have their 
  own standard action, and do not have to share.
  Avatar of the Void
  At the start of each battle, pick one evo that you also 
  gain the benefit from. When an evo refers to “you” 
  and “your” it is usually talking about your void-beast, 
  but if you also gain the benefit from the evo then it 
  can also mean your void-caller adventurer.
  When you use an evo you physically change—for 
  example, if you use Beak/Peck then your adventurer 
  temporarily grows a beak that resembles that of their 
  void-beast.
  Champion Feat: Add the middle mod of the 
  void-caller’s Con/Dex/Wis to the void-beast’s AC.
  Champion Feat: Add the middle mod of the 
  void-caller’s Str/Con/Dex to the void-beast’s PD.
  Champion Feat: Add the middle mod of the 
  void-caller’s Int/Wis/Cha to the void-beast’s MD.
  Epic Feat: Your void-beast can use your racial ability, 
  though not if you have already used it this battle 
  (or, in the case of Elven Grace, that round).
  Call the Void
  No matter where you left it, you can call your void-
  beast to you and it will teleport to your side. It is a 
  standard action to use your Call the Void class feature. 
  Void-beasts can cross dimensional barriers and magi-
  cal wards to be at your side—it takes something truly 
  special to keep void-caller and void-beast apart, and 
  even then the separation won’t last for long.
  Goad
  Once on each of your turns as a quick action, you can 
  goad your void-beast—this might involve psychic 
  concentration, shouting out instructions, or physically 
  prodding it into action. When you goad your void-
  beast it gains +1 to its next roll that turn (usually an 
  attack roll). Your void-beast can be nearby or far away 
  when you goad it; you do not have to be next to it.
  Adventurer Feat: You can goad your void-beast to 
  give it a bonus to a single save during your turn, 
  rather than its next action.
  Champion Feat: If you choose to apply your goad 
  to saves rather than your void-beast’s next action, 
  your goads affect all saves your void-beast makes 
  that turn (including maybe death saves).
  Epic Feat: You can goad twice on your turn to give a 
  +2 bonus, or two +1 bonuses.
  Spirit Link
  Void-callers and void-beasts share a single pool of hit 
  points and recoveries. When either the void-caller or 
  the void-beast take damage, the damage is sub-
  tracted from the communal pool of hit points. When 
  the void-caller spends a recovery to heal or either 
  the void-beast or void-caller are healed, the healing 
  replenishes the communal pool of hit points.
  The upside is that the pair have a lot of hit points. 
  A downside is that void-caller and void-beast count 
  as two targets, which means that an enemy that can 
  attack multiple targets can attack the same pool of 
  hit points twice.
  The biggest downside is that the void-caller/void-
  beast pair also simultaneously fall over at 0 hit points. 
  They roll a communal death save when dying, and 
  when one dies, so does the other.
  Effects on the void-beast do not affect the 
  void-caller, and vice versa—for example, if you be-
  come stuck your void-beast companion is still free to 
  move. The exception is the confused condition which 
  impacts both void-caller and void-beast simultane-
  ously, but which you have a +4 bonus to save against 
  if it is a save ends effect.
  As you design your void-
  beast, think about its 
  personality.  How does it feel 
  about the void-caller? Is it 
  more like a wise dragon, a 
  loyal dog or a preening cat?
  The epic feat for Avatar of 
  the Void does not have any 
  prerequisites. 
  
  The Overworld and Beyond
  107
  Adventurer Feat: You gain an extra 5 hit points 
  (champion: gain 5 more for a total bonus of +10; 
  epic: gain 5 more for a total of +15 hit points).
  Champion Feat: When you are affected by the 
  confused condition and it is not a save ends effect, 
  you can still roll a hard save (16+) at the end of 
  your turn to end the condition.
  Epic Feat: Your recovery dice increase by one die 
  type (usually to d10s).
  Void-Caller 
  Talents
  Void-callers start with three talents, and don’t get 
  more as they level up. Choose wisely.
  Atavistic
  The void-caller always gains the benefits of an evo 
  that the void-beast has, in addition to the evo bene-
  fits from Avatar of the Void. The evo linked to Atavistic 
  is locked in—you can’t switch and change it without 
  good story reasons.
  Better Together
  When the void-caller is next to (or riding on!) the 
  void-beast, goading the void beast gives a +2 bonus 
  instead of the usual +1.
  Die Harder
  When void-caller and the void-beast roll a joint death 
  save, roll twice and take the better roll.
  Adventurer Feat: If both death saves are 11-15 then 
  the death save does not count as a failure.
  Champion Feat: If both death saves are 11+ then 
  the save succeeds.
  Epic Feat: If both death saves are 11+ then the save 
  is a critical success.
  Evolutionary Leap
  Normally you need to evolve from an existing evo-
  lution to a new evolution—this talent lets you break 
  that rule and develop new evolutions at 3rd, 6th, and 
  8th level that are not linked to pre-existing evolutions. 
  You must still abide by the number of evos column in 
  the void-beast level progression chart.
  Lend Strength
  When void-caller and void-beast are next to each 
  other (or one is riding the other) then both gain +1 to 
  their AC.
  Adventurer Feat: The bonus also applies to PD.
  Champion Feat: The bonus also applies to MD.
  Epic Feat: The bonus also applies to saves.
  Origin: Creature of Ooze
  Your void-beast is a shape-shifting ooze, though it 
  has a default form that it prefers (as reflected by its 
  evos). Your void-beast has resist acid 12+, and given 
  enough time can deform its body to slip through 
  narrow spaces. Your void-beast starts with an extra 
  evo, Metamorphic.
  Adventurer Feat: Your void-beast can mimic objects, 
  pretending to be a bed or a tree, for example. Of 
  course, if anybody tries to climb the tree or lie on 
  the bed the illusion will be shattered.
  Champion Feat: Your void-beast can imitate other 
  animals, provided it moves slowly—it could look 
  like a sleepy cow or a sloth.
  Epic Feat: Your void-beast takes only half damage 
  from bladed weapons, claws, etc. Blunt weapons, 
  spells, and the like still do normal damage.
  Only One Origin
  You can only take one origin talent. You can only 
  take an origin talent during character creation, 
  unless you have a good story reason why your 
  void-beast suddenly reveals an unexpected 
  heritage.
  Origin: Elemental Beast
  Your void-beast is an elemental. Pick two of the follow-
  ing benefits:
   •
  Crackling lightning: Once per battle deal 2d6 
  lightning damage to one nearby enemy.
   •
  Fiery flesh: Once per battle deal 1d6 fire dam-
  age to each enemy engaged with you (or 2d6, 
  and allies engaged with those enemies take 1d6 
  fire damage).
   •
  Frost walker: Once per battle make one enemy 
  engaged with you stuck (save ends).
   •
  Ready to rumble: Once per battle each creature 
  in the battle must save (11+) or pop free.
   •
  Smoke stack: You have +1 AC and PD against 
  ranged attacks.
   •
  Stone skin: Your void-beast has +1 AC.
   •
  Storm flyer: Once per battle your void-beast 
  pops free and flies as a move action, landing at 
  the end of its turn.
   •
  Wave-wake: Once per battle each enemy that 
  your void-beast moves past pops free. Large 
  enemies roll a save (11+) to avoid popping free, 
  and huge enemies are immune.
  Champion Feat: Gain a third benefit.
  Origin:  
  Humanoid(ish) Companion
  Your void-beast either once was something resem-
  bling human, or is evolving toward a humanoid form, 
  and counts as either a humanoid or an aberration (you 
  pick what it starts as, and this can change during play 
  as your void-beast gains evos). Your void-beast starts 
  with an extra free evo from the following list: Arms/
  Hands, Biped, Mimic, Smart, Tool User. Additionally, 
  
  The Overworld and Beyond
  108
  your void-beast can speak and can be sent on short 
  scouting missions—though if your void beast doesn’t 
  have the Smart evo then it probably just repeats the 
  syllables of its name when it speaks. When returning 
  from a scouting mission roll a d20 to discover how 
  successful your void-beast’s mission was, with a bo-
  nus to the roll equal to the number of evos from the 
  list of five above.
  Origin: Living Construct
  This void-beast is a construct. Maybe it is a shuddering 
  junk heap, maybe it is a smooth machine of flexing 
  crystal and glimmering gears, maybe it is animated 
  wood and stone. Whatever its origin, it is immune to 
  poison damage.
  Adventurer Feat: Your construct doesn’t need to 
  sleep.
  Champion Feat: Your construct can keep fighting 
  while at negative hit points, but every action it 
  takes while at negative hit points deals it damage 
  equal to twice its level.
  Epic Feat: Your construct gains a bonus to death 
  saves equal to the escalation die value.
  Origin: Spirit of Shadow
  Your void-beast is either undead or a spirit (you pick). 
  At the start of one of its turns each battle your void-
  beast can become immaterial until the end of its turn. 
  While immaterial the void-beast can’t be intercepted 
  or targeted by attacks against AC or PD.
  Adventurer Feat: You and your void-beast are im-
  mune to fear.
  Champion Feat: For one battle per day your void-
  beast has a fear aura equal to the escalation die 
  value times its level.
  Epic Feat: You can phase once per battle too.
  Origin: Swarm
  Your void-beast is a swarm of small creatures with a 
  hive mind, rather than single regular sized void-beast. 
  Your void-beast cannot be intercepted or targeted 
  while moving, and automatically succeeds at disen-
  gage checks.
  Adventurer Feat: Once per battle when your void-
  beast is next to an ally (including the void-caller) 
  you can switch the target of an attack from the 
  void-beast to the ally or vice versa and gain +1 to 
  defenses against the attack.
  Origin: Top-Level Predator
  Wherever your void-beast comes from, it is the top of 
  the food chain there. When your void-beast makes a 
  basic melee attack it may choose to attack twice, but 
  at the cost of its damage dice dropping one die type. 
  For example, if a void-beast would normally attack 
  once and deal 3d8 damage on a hit, it attacks twice 
  and deals 3d6 damage each time it hits. You must 
  decide if you are making two attacks or one attack 
  before you roll.
  Origin: Verdant Beast
  Your void-beast is a plant of some sort. You start play 
  with one extra recovery. During a short rest, if your 
  void-beast is in good growing conditions (soil, light, 
  water, etc.) it heals 1d6 times its level. The growing 
  conditions don’t need to be ideal, it just needs to be 
  possible that a plant could grow there—even cracked 
  concrete will do.
  Adventurer Feat: Once per day the healing goes up 
  to 2d4 times its level.
  Champion Feat: You gain another extra recovery.
  Epic Feat: You gain a third extra recovery.
  Size: Big Enough to Ride
  Your void-beast is large enough for you to ride on. 
  It is a free action on your turn to jump on or off your 
  void-beast. While riding your void-beast you gain the 
  benefit of any unusual modes of movement that it 
  has (flying, climbing, burrowing, etc.).
  Size: Small Enough to Hide
  Your void-beast is small enough to fit into a backpack 
  or large pouch (or perhaps into a special container), 
  and gains +1 to its defenses against attacks that it 
  provokes by attacking or moving.
  No, you can’t take both Size: Big Enough to Ride 
  and Size: Small Enough to Hide.
  
  The Overworld and Beyond
  109
  Void-Beast Evos
  Acid Spit / Bioelectric Shock
  Lizard, cobra, ant, eel
  Attack
  x/battle
  At the start of each of your turns roll a d6; if the result 
  is equal to or lower than the escalation die, you deal 
  your level in either acid or electric damage to each 
  enemy engaged with you (you pick the damage type 
  when you first get the evo). You can deal damage 
  using this evo 1/battle (champion: 2/battle; epic: 3/
  battle).
  Evolves to/from: Exoskeleton, Mandibles, Scales.
  Amphibious
  Frog, seal, crab
  Movement
  You take no penalty for moving in water and can 
  breathe underwater.
  Evolves to/from: Jump, Metamorphic, Scales, Shell, Slime, 
  Swim, Tongue.
  Antlers
  Stag beetle, ibex
  Attack
  1/battle
  When you move into engagement with a mob of 
  mooks (or a single mook), deal X damage to the mob 
  where X is the number of mooks in the mob.
  Evolves to/from: Horns, Small Antlers.
  Armor
  Armadillo, ankylosaurus, pangolin, rhino
  Defense
  Increase your AC by 1 (champion: +2; epic: +3)
  Evolves to/from: Better Armor, Club/Spike Tail, Exoskeleton, 
  Roll into Ball, Shell, Spikes.
  Arms/Hands
  T-rex, primates (apes, chimps, etc.), octopus
  Special:  Champion and epic tier only
  Attack & Defense
  You can wield extra shields or weapons—at the start 
  of each turn decide if you are using this evo to fight 
  defensively (+1 AC) or offensively (+1 to attack and 
  damage with melee attacks).
  Evolves to/from: Biped, Bite/Claws, Smart, Tool User.
  Beak/Peck
  Octopus, bird
  Attack (move action)
  If your next melee attack this turn misses, add 1d6 
  damage to the miss damage (champion: +2d4; epic: 
  +2d6).
  Evolves to/from: Feathers, Grasping Tentacles, Scales.
  Best Burrow
  Mole, antlion, termite
  Special: Epic tier only, requires Better Burrow
  Movement (Move action)
  1/battle
  A third use of burrow this battle.
  Evolves to/from: Better Burrow.
  Better Armor
  Armadillo, ankylosaurus, pangolin, rhino
  Special: Requires Armor
  Defense 
  Increase your AC by 1.
  Evolves to/from: Armor.
  Better Burrow
  Mole, antlion, termite
  Special: Champion and epic tier only, requires Bur-
  row
  Movement (Move action)
  1/battle
  A second use of burrow this battle.
  Evolves to/from: Best Burrow, Burrow.
  Better Fly
  Bird, bat, bee
  Special: Epic tier only, requires Fly
  Movement (Quick action)
  1/battle
  When flying using the Fly evo you do not need to 
  land at the end of your movement, but if you are 
  flying and it is not your turn you have -1 to your 
  Defenses.
  Evolves to/from: Fly.
  Big Horn
  Rhino, triceratops, hercules beetle
  Attack
  1/battle
  When you move into engagement, deal 1d6 damage 
  to a non-mook enemy that you are now engaged 
  with (champion: 2d4; epic: 2d6).
  Evolves to/from: Horns.
  Bioluminescent
  Firefly, deep sea fish
  Attack (Quick action)
  1/battle
  You can glow in the dark like a lantern, or cause your 
  glow to fade away (it is a quick action to turn the 
  glow up or down). Once per battle as a quick action 
  you can create a flash, and all enemies (that can see 
  you) must roll a save or become vulnerable until the 
  end of your turn (save: engaged 16+, nearby 11+, far 
  away 6+).
  Evolves to/from: Chameleonic, Flutter, Lots of Legs, Obscuring 
  Cloud, Toxic Belch, Transparent.
  Biped
  Gorilla, t-rex, ostrich
  Movement (Quick action)
  1/battle
  Once per battle either roll to disengage as a quick 
  action, or move as a quick action.
  Evolves to/from: Arms/Hands, Fur, Glide, Grasping Tail, Jump, 
  Run, Sprint.
  Bite/Claws, page 110
  Burrow, page 110
  Chameleonic, page 110
  Club/Spike Tail, page 110
  Exoskeleton, page 110
  Feathers, page 110
  Flutter, page 110
  Fly, page 111
  Fur, page 111
  Glide, page 111
  Grasping Tail, page 111
  Grasping Tentacles, page 
  111
  Horns, page 111
  Jump, page 111
  Lots of Legs, page 111
  Mandibles, page 111
  Metamorphic, page 111
  Obscuring Cloud, page 112
  Roll into Ball, page 112
  Run, page 112
  Scales, page 112.
  Shell, page 113
  Slime, page 113
  Small Antlers, page 113
  Smart, page 113
  Spikes, page 113
  Sprint, page 113
  Swim, page 113
  Tongue, page 114
  Tool User, page 114
  Toxic Belch, page 114
  Transparent, page 114
  
  The Overworld and Beyond
  110
  Bite/Claws
  Most animals
  Attack
  Increase your melee attack damage dice by one die 
  type (d4 to d6, d6 to d8, etc.).
  Adventurer Feat: Increase your melee miss damage 
  by your level or by the escalation die, whichever is 
  higher when you miss.
  Evolves to/from: Arms/Hands, Bloodsucker, Burrow, Charge, 
  Fur, Horns, Long Neck, Lots of Legs, Mandibles, Maw, Scales, 
  Screech, Stomp, Toxic Belch, Venom Bite.
  Blindsight
  Dolphin, bat, moth, ant
  Defense
  You take no penalty for fighting in darkness, and gain 
  +1 PD when fighting in darkness against enemies 
  who cannot see in darkness.
  Evolves to/from: Burrow, Glide, Nest, No Legs/Wiggler.
  Bloodsucker
  Flea, leech, bat
  Attack
  When you crit with a melee attack you can spend a 
  free recovery to heal.
  Evolves to/from: Bite/Claws, Climb/Stick, Glide, Lots of Legs, 
  Mandibles, Venom Bite.
  Burrow
  Mole, antlion, termite
  Movement (Move action)
  1/battle
  When you move, roll a save (sand: easy 6+; soil: nor-
  mal 11+; hard packed soil or lose stones: hard 16+); 
  on a success you move underground and cannot be 
  targeted or intercepted during your move. At the end 
  of the movement you emerge.
  Evolves to/from: Better Burrow, Blindsight, Bite/Claws, Nest.
  Chameleonic
  Chameleon, squid, octopus, cuttlefish
  Defense
  You have +1 to AC and PD against ranged attacks, 
  and if you do not move on your turn that rises to +2 
  until the start of your next turn.
  Evolves to/from: Bioluminescent, Grasping Tentacles, Mimic, 
  Obscuring Cloud, Scales, Transparent.
  Charge
  Horse, rhino, moose
  Attack
  1/battle
  When you move into engagement, until the end of 
  the turn your attacks against creatures that you have 
  just engaged with have a +1 attack bonus.
  Evolves to/from: Bite/Claws, Horns, Quadruped, Roar/Stun, 
  Run, Stomp, Tusks.
  Climb
  Spider, monkey, squirrel
  Movement
  1/battle
  You can move up vertical surfaces as fast as you can 
  move horizontally, and only need to roll if the surface 
  is especially difficult to climb (it has been greased, it is 
  moving, etc.). If you also have the climb/stick evo, you 
  never need to roll. Unless you also have the climb/
  stick evo, you need to end your move on a surface 
  you can stand on.
  Evolves to/from: Grasping Tail, Jump, Lots of Legs, Web.
  Climb/Stick
  Snail, spider, limpet
  Movement
  1/battle
  You can move up vertical surfaces at a slow pace, and 
  move along ceilings. You can end your movement 
  clung to a wall or ceiling.
  Evolves to/from: Bloodsucker, Foot (sticky/muscular), No Legs/
  Wiggler, Slime.
  Club/Spike Tail
  Ankylosaurs, stegosaurus
  Attack
  When you disengage, deal your level in damage to 
  one enemy that you disengage from.
  Evolves to/from: Armor, Whip Tail.
  Exoskeleton
  Insects, arachnids, centipedes
  Special:  If you take this you lose No Skeleton.
  Increase your AC by 1.
  Evolves to/from: Acid Spit, Armor, Lots of Eyes, Lots of Legs, 
  Mandibles, No Skeleton, Pincers, Spines, Survivor.
  Feathers
  Birds, some dinosaurs (maybe), crinoids (feathered sea 
  stars, etc.)
  Defense
  When you disengage or pop free you gain +1 to AC 
  until the start of your next turn.
  Evolves to/from: Beak/Peck, Biped, Bite/Claws, Fur, Glide, Mim-
  ic, Nest, Scales, Shell.
  Fire Breathing
  Dragon, bombardier beetle
  Special: Champion and epic tier only
  Attack (Move action)
  1/turn
  Instead of moving with your move action, you deal 
  twice your level in fire damage to one enemy en-
  gaged with you.
  Evolves to/from: Toxic Belch.
  Flexible Spine
  Cat, squirrel
  Defense
  You take half falling damage (if you would take falling 
  damage), or zero falling damage if you can also glide.
  Adventurer Feat: Once per battle move as a quick 
  action.
  Evolves to/from: Roll into Ball, Run, Sprint.
  Flutter
  Bat, small bird, butterfly, moth, bee
  Defense
  You take half falling damage (if you would take falling 
  damage), or zero falling damage if you can also glide.
  Adventurer Feat: Once per battle move as a quick 
  action.
  Evolves to/from: Fly, Lots of Legs, Bioluminescent, Nest, Stinger.
  Acid Spit / Bioelectric Shock, 
  page 109
  Armor, page 109
  Arms/Hands, page 109
  Beak/Peck, page 109
  Better Burrow, page 109
  Bioluminescent, page 109
  Biped, page 109
  Fly, page 111
  Foot (sticky/muscular), page 
  111
  Fur, page 111
  Glide, page 111
  Grasping Tail, page 111
  Grasping Tentacles, page 
  111
  Horns, page 111
  Jump, page 111
  Long Neck, page 111
  Lots of Eyes, page 111
  Lots of Legs, page 111
  Mandibles, page 111
  Maw, page 111
  Mimic, page 112
  Nest, page 112
  No Legs/Wiggler, page 112
  No Skeleton, page 112
  Obscuring Cloud, page 112
  Pincers, page 112
  Quadruped, page 112
  Roar/Stun, page 112
  Roll into Ball, page 112
  Run, page 112
  Scales, page 112
  Screech, page 113
  Shell, page 113
  Slime, page 113
  Spines, page 113
  Sprint, page 113
  Stinger, page 113
  Stomp, page 113
  Survivor, page 113
  Toxic Belch, page 114
  Transparent, page 114
  Tusks, page 114
  Venom Bite, page 114
  Web, page 114
  Whip Tail, page 114
  
  The Overworld and Beyond
  111
  Fly
  Bird, bat, bee
  Special: Champion or epic tier only
  Movement (Move action)
  1/battle
  You can fly as a move action, but must land at the end 
  of your turn.
  Evolves to/from: Better fly, Flutter, Glide.
  Foot (sticky/muscular)
  Snail, slug, limpet
  Movement
  You cannot be forced to move—when an enemy 
  pops you free or pushes you back, you can choose 
  to move or not to pop free and move and instead 
  remain where you are.
  Evolves to/from: Climb/Stick, No Legs/Wiggler, No Skeleton, 
  Shell.
  Fur
  Human, otter, horse, lion, wolf, bumblebee
  Defense
  You have resist cold 6+ (champion: 12+; epic: 16+).
  Evolves to/from: Biped, Bite/Claws, Feathers, Glide, Grasping 
  Tail, Nest, Stink Spray, Tougher.
  Glide
  Flying frog, sugar glider, chrysopelea (flying snake)
  Movement
  When you fall, or jump off something tall, you can 
  glide a short distance. You take half falling damage (if 
  you would take falling damage).
  Evolves to/from: Biped, Blindsight, Bloodsucker, Feathers, Fly, 
  Fur, Jump, Nest, Run, Scales.
  Grasping Tail
  Monkey, chameleon
  Attack
  Enemies who try to disengage from you must roll 
  twice and take the lower result (or roll three times if 
  you also have grasping tentacles).
  Evolves to/from: Biped, Climb, Fur, No Legs/Wiggler, Scales.
  Grasping Tentacles
  Octopus, squid
  Attack
  Enemies who try to disengage from you must roll 
  twice and take the lower result (or roll three times if 
  you also have a grasping tail).
  Evolves to/from: Beak/Peck, Chameleonic, No Legs/Wiggler, No 
  Skeleton, Smart, Tube Feet Mouths.
  Horns
  Antelope, bull, unicorn
  Attack/Defense
  Enemies who move into engagement with you must 
  save or take your level in damage (epic: the save is 
  hard 16+).
  Evolves to/from: Antlers, Big Horn, Bite/Claws, Charge, Spikes, 
  Stomp.
  Jump
  Frog, flea, lemur, kangaroo, cat
  Movement
  When you move you can leap over obstacles and 
  cannot be intercepted (except by enemies that can fly 
  or jump).
  Evolves to/from: Amphibious, Biped, Climb, Glide, Lots of Legs, 
  Run, Tongue.
  Long Neck
  Giraffe, ostrich, flamingo
  Attack
  1/battle
  Once per battle make a melee attack against a nearby 
  enemy (instead of against an enemy that you are 
  engaged with).
  Evolves to/from: Bite/Claws, Stomp, Whip Tail.
  Lots of Eyes
  Spider, trilobite, starfish
  Defense
  Enemies that would gain a bonus for ganging up on 
  you do not gain that bonus. You gain a +4 bonus to 
  avoiding ambushes and other surprises.
  Evolves to/from: Exoskeleton.
  Lots of Legs
  Spider, crab, centipede, bug
  Special:  If you take this you lose No Legs/Wiggler or 
  Quadruped.
  Movement (Quick action)
  1/battle
  Once per battle, move as a quick action.
  Adventurer Feat: If you move three times on your 
  turn you gain +2 to all defenses until the start of 
  your next turn.
  Evolves to/from: Bioluminescent, Bite/Claws, Bloodsucker, 
  Climb, Exoskeleton, Flutter, Jump, Mandibles, Metamorphic, 
  Run, Stinger, Survivor, Tube Feet Mouths, Web.
  Mandibles
  Ant, beetle, spider
  Attack
  On an 11+ hit with a melee attack you seize the en-
  emy—if they move away from you before your next 
  turn they take your level in damage (epic: twice your 
  level).
  Evolves to/from: Acid Spit, Bite/Claws, Bloodsucker, Exoskel-
  eton, Lots of Legs, Pincers, Poisonous (to Touch/Eat), Stinger, 
  Venom Bite, Venom Spines.
  Maw
  Squid, shark, t-rex
  Attack
  1/battle
  When you roll a crit with a melee attack, your crit 
  range with melee attacks expands by 1 until the end 
  of the battle (champion expands by 2; epic expands 
  by 3).
  Evolves to/from: Bite/Claws, No Legs / Wiggler, Swallow, Toxic 
  Belch.
  Metamorphic
  Butterfly, moth, salamander, frog, toad, dragonfly
  Other (quick action)
  1/day
  For one battle each day (or for five minutes) you gain 
  the benefits of an evo that you do not already have. 
  You can activate Metamorphic outside of battle to 
  prepare for an upcoming battle, or activate the evo 
  mid-battle as a quick action.
  Acid Spit / Bioelectric Shock, 
  page 109
  Amphibious, page 109
  Antlers, page 109
  Beak/Peck, page 109
  Better Fly, page 109
  Big Horn, page 109
  Bioluminescent, page 109
  Biped, page 109
  Bite/Claws, page 110
  Blindsight, page 110
  Bloodsucker, page 110
  Chameleonic, page 110
  Charge, page 110
  Climb, page 110
  Climb/Stick, page 110
  Exoskeleton, page 110
  Feathers, page 110
  Flutter, page 110
  Nest, page 112
  No Legs/Wiggler, page 112
  No Skeleton, page 112
  Pincers, page 112
  Poisonous (To Touch/Eat), 
  page 112
  Run, page 112
  Scales, page 112
  Shell, page 113
  Smart, page 113
  Spikes, page 113
  Stinger, page 113
  Stink Spray, page 113
  Stomp, page 113
  Survivor, page 113
  Swallow, page 113
  Tongue, page 114
  Tougher, page 114
  Toxic Belch, page 114
  Tube Feet Mouths, page 114
  Venom Bite, page 114
  Venom Spines, page 114
  Web, page 114
  Whip Tail, page 114
  
  The Overworld and Beyond
  112
  Evolves to/from: Amphibious, Lots of Legs, No Legs / Wiggler, 
  No Skeleton.
  Mimic
  Mynah bird, parrot, some cats
  Attack (Quick action)
  1/battle
  One nearby enemy must save or become confused 
  until the end of its next turn. The difficulty of the save 
  depends on how smart the enemy is: a very intelli-
  gent or particularly stupid enemy rolls an easy save 
  (6+), others roll a normal save (11+), and for easily 
  confused intelligent enemies the save is hard (16+).
  Evolves to/from: Chameleonic, Feathers, Smart.
  Nest
  Ant, bird
  Other
  During rest
  During a short rest in which there is material to nest 
  with, when you roll recoveries spent to heal, reroll 
  any dice that show 1s or 2s until they are 3 or higher 
  (champion: reroll 1-3s; epic: reroll 1-4s).
  Evolves to/from: Blindsight, Burrow, Feathers, Flutter, Fur, 
  Glide, Stink Spray.
  No Legs/Wiggler
  Snake, worm, eel, slug
  Special:  If you take this you lose Lots of Legs or 
  Quadruped.
  Movement
  Your movement cannot be intercepted.
  Evolves to/from: Blindsight, Climb/Stick, Foot (sticky/muscu-
  lar), Grasping Tail, Grasping Tentacles, Obscuring Cloud, Maw, 
  Metamorphic, No Skeleton, Scales, Slime, Transparent.
  No Skeleton
  Starfish, squid, slug, worm
  Special:  If you take this you lose Exoskeleton.
  Movement (Move action)
  You can slip through tiny gaps as a move action, and 
  automatically escape any grab when you move.
  Evolves to/from: Exoskeleton, Foot (sticky/muscular), Grasping 
  Tentacles, Metamorphic, No Legs/Wiggler, Shell, Transparent, 
  Tube Feet Mouths.
  Obscuring Cloud
  Various fish, insects, and mollusks
  Movement (Quick action)
  1/battle
  Pop free from all enemies engaged with you, and un-
  til the start of your next turn you have +1 AC and MD. 
  When you take this evo, decide if the obscuring cloud 
  you create is luminescent or dark.
  Evolves to/from: Bioluminescent, Chameleonic, No Legs/Wig-
  gler, Transparent.
  Pincers
  Crab, lobster, scorpion
  Attack
  On a 16+ hit with a melee attack you deal an extra 
  1d8 damage (champion: 11+ hit; epic: 11+ hit or 
  miss).
  Evolves to/from: Exoskeleton, Mandibles, Stinger, Roar/Stun, 
  Whip Tail.
  Poisonous (To Touch/Eat)
  Pufferfish, poison dart frog, platypus, blue ring octopus
  Defense
  Enemies that grab you take your level in poison 
  damage at the end of each of your turns (epic: twice 
  your level).
  Evolves to/from: Mandibles, Slime, Venom Bite.
  Psychic Attack
  …?
  Attack
  When you roll damage the first digit is physical dam-
  age, the rest is psychic damage. For example, if you 
  roll 36 damage then 30 is physical and 6 psychic; if 
  you deal 147 then 100 is physical and 47 is psychic.
  Evolves to/from: Smart.
  Quadruped
  Dog, pig, triceratops
  Special:  If you take this you lose No Legs/Wiggler or 
  Lots of Legs.
  Movement/Attack
  x/battle
  You can take a standard action (for example, make an 
  attack) mid-movement and continue your movement 
  afterwards. You can do this once per battle (champi-
  on: 2/battle; epic: 3/battle).
  Evolves to/from: Charge, Stomp.
  Roar/Stun
  Lion, angler fish
  Attack (Quick action)
  1/battle
  One enemy that you are engaged with must roll a 
  save or become stunned (-4 to defenses, can’t take 
  actions) until the end of your turn.
  Evolves to/from: Charge, Pincers, Screech, Trunk.
  Roll into Ball
  Pangolin, hedgehog, armadillo
  Defense (Move action)
  Every other turn
  As a move action you roll into a ball, gaining +2 to all 
  Defenses. When you roll into a ball your turn ends, 
  and you cannot take any actions until the start of 
  your next turn. You can only roll into a ball every 
  other turn (if you roll into a ball on the first round of 
  combat, then you must wait until the third round of 
  combat to do it again).
  Evolves to/from: Armor, Flexible Spine.
  Run
  Horse, ostrich, cockroach
  Movement
  When you move roll a hard save (16+); if you succeed 
  then on the same turn you can move once as a quick 
  action in addition to using a move action to move.
  Evolves to/from: Biped, Charge, Flexible Spine, Glide, Jump, 
  Lots of Legs, Small Antlers, Sprint.
  Scales
  Pangolin, snake, crocodile, fish
  Defense
  You have a +1 bonus to AC and PD.
  Evolves to/from: Acid Spit, Amphibious, Beak/Peck, Biolumi-
  nescent, Bite/Claws, Chameleonic, Feathers, Grasping Tail, No 
  Legs / Wiggler, Shell, Venom Bite.
  Acid Spit / Bioelectric Shock, 
  page 109
  Amphibious, page 109
  Armor, page 109
  Beak/Peck, page 109
  Bioluminescent, page 109
  Biped, page 109
  Bite/Claws, page 110
  Blindsight, page 110
  Burrow, page 110
  Chameleonic, page 110
  Charge, page 110
  Climb/Stick, page 110
  Exoskeleton, page 110
  Feathers, page 110
  Flexible Spine, page 110
  Flutter, page 110
  Foot (sticky/muscular), page 
  111
  Fur, page 111
  Glide, page 111
  Grasping Tail, page 111
  Grasping Tentacles, page 
  111
  Jump, page 111
  Lots of Legs, page 111
  Mandibles, page 111
  Maw, page 111
  Metamorphic, page 111
  Screech, page 113
  Shell, page 113
  Slime, page 113
  Small Antlers, page 113
  Smart, page 113
  Sprint, page 113
  Stinger, page 113
  Stink Spray, page 113
  Stomp, page 113
  Transparent, page 114
  Trunk, page 114
  Tube Feet Mouths, page 114
  Venom Bite, page 114
  Whip Tail, page 114
  
  The Overworld and Beyond
  113
  Screech
  Owl, cat, bat, dolphin
  Attack (Quick action)
  1/battle
  1d3 nearby enemies in a group must roll an easy save 
  (6+) or become stunned (-4 to Defense, no actions) 
  until the end of your turn.
  Evolves to/from: Bite/Claws, Roar/Stun.
  Shell
  Tortoise, crab, limpet, clam, beetle
  Defense
  You have a +1 bonus to AC and PD. If you do not at-
  tack on your turn, the bonus rises to +2 until the start 
  of your next turn.
  Evolves to/from: Amphibious, Armor, Feathers, Foot (sticky/
  muscular), No Skeleton, Scales.
  Slime
  Frog, toad, slug, hagfish
  Movement
  When you roll to disengage, roll twice and take the 
  better roll.
  Evolves to/from: Amphibious, Climb/Stick, No Legs/Wiggler, 
  Poisonous (to Touch/Eat), Tongue.
  Small Antlers
  Gazelle, goat, sheep
  Attack
  When you move into engagement with an enemy, 
  deal 1 damage to that enemy (champion: 3 damage 
  to an enemy or 2 damage to two enemies; epic: 5 
  damage to an enemy or 3 damage to two enemies).
  Evolves to/from: Antlers, Run.
  Smart
  Ape, parrot, crow, octopus, cat, dog, elephant, dolphin, 
  squirrel, some humans
  Defense
  You have a +1 bonus to MD (champion: +2; epic: +3), 
  and a +4 bonus to initiative. Remember that void-call-
  er and void-beast both have the same initiative, 
  so the +4 bonus always applies to the void-caller’s 
  initiative.
  Evolves to/from: Arms/Hands, Grasping Tentacles, Mimic, 
  Psychic Attack, Tool User.
  Spikes
  Thorny devil lizard, puffer fish, ankylosaurus
  Attack
  1/battle
  When you move into engagement with an enemy or 
  when an enemy moves into engagement with you, 
  deal your level in damage to the enemy.
  Evolves to/from: Armor, Horns, Spines.
  Spines
  Porcupine, hedgehog, lionfish
  Defense
  1/battle
  When an enemy moves into engagement with you, 
  make a free basic attack and deal half damage on a 
  hit (no miss damage). You can only use this ability 
  to successfully attack once per battle—if you miss, 
  it recharges and you can try to use it again after the 
  start of your next turn.
  Evolves to/from: Exoskeleton, Spikes, Venom Spines.
  Sprint
  Human, cheetah, serpent
  Movement
  1/battle
  Once per battle when you move you can choose to 
  either move immediately afterwards as a free action, 
  or gain +1 to attack with your next melee attack this 
  turn.
  Evolves to/from: Biped, Flexible Spine, Run.
  Stinger
  Jellyfish, wasp, scorpion
  Attack (Quick action)
  1/battle
  As a quick action once per battle, make a basic melee 
  attack against a nearby enemy; if you hit, you deal 
  poison damage equal to d4 times the escalation die 
  value (champion: d6 times escalation die; epic: you 
  can do this twice per battle).
  Evolves to/from: Flutter, Lots of Legs, Mandibles, Pincers, 
  Venom Spines.
  Stink Spray
  Skunk, polecat, millipede
  Attack (Quick action)
  1/battle
  Deal your level in poison damage to one nearby ene-
  my (champion: 1d3 nearby enemies in a group; epic: 
  1d3 nearby enemies, and the damage is ongoing 
  poison damage).
  Evolves to/from: Fur, Nest, Spines, Toxic Belch.
  Stomp
  Rhino, triceratops, brontosaurus, elephant
  Attack (Move action)
  x/battle
  As a move action once per battle all nearby enemies 
  pop free of engagement (champion: 2/battle; epic: 3/
  battle).
  Adventurer Feat: It is a quick action to Stomp in-
  stead of a move action.
  Evolves to/from: Bite/Claws, Charge, Horns, Long Neck, Quad-
  ruped, Trunk, Tusks.
  Survivor
  Cockroach
  Defense
  Your final death save (that if failed would mean you 
  are dead) is easy (6+).
  Evolves to/from: Exoskeleton, Lots of Legs, Tougher.
  Swallow
  Pelican, snake, frog, monkfish, turtle, shark
  Attack
  1/battle
  When you kill a non-mook enemy or the last mook in 
  a mob you can spend a recovery to heal.
  Evolves to/from: Maw.
  Swim
  Fish, (some) snakes, turtle, tiger, almost anything really
  Special: Requires Amphibious
  Movement
  When you are fighting in water deep enough for you 
  to swim in, you gain +1 to attack and all defenses.
  Amphibious, page 109
  Antlers, page 109
  Armor, page 109
  Arms/Hands, page 109
  Biped, page 109
  Bite/Claws, page 110
  Charge, page 110
  Climb/Stick, page 110
  Exoskeleton, page 110
  Feathers, page 110
  Flexible Spine, page 110
  Flutter, page 110
  Foot (sticky/muscular), page 
  111
  Fur, page 111
  Grasping Tentacles, page 
  111
  Horns, page 111
  Long Neck, page 111
  Lots of Legs, page 111
  Mandibles, page 111
  Maw, page 111
  Mimic, page 112
  Nest, page 112
  No Legs/Wiggler, page 112
  No Skeleton, page 112
  Pincers, page 112
  Poisonous (To Touch/Eat), 
  page 112
  Psychic Attack, page 112
  Quadruped, page 112
  Roar/Stun, page 112
  Run, page 112
  Scales, page 112
  Tongue, page 114
  Tool User, page 114
  Tougher, page 114
  Toxic Belch, page 114
  Trunk, page 114
  Tusks, page 114
  Venom Spines, page 114
  
  The Overworld and Beyond
  114
  Evolves to/from: Amphibious.
  Tongue
  Frog, anteater, chameleon
  Movement (Quick action)
  2/battle
  Pop a nearby enemy free of engagement and pull 
  it into engagement with you, or if used on a large 
  or huge enemy you pop free and are pulled into 
  engagement with them.
  Evolves to/from: Amphibious, Jump, Slime.
  Tool User
  Octopus, ape, crow, otter, parrot
  Special:  Requires both Arms / Hands and Smart
  You can attune to a magic item. If your void-beast 
  uses this it can use magic items usually reserved for 
  hands such as weapons, rings, shields, bracers, gloves, 
  etc.; if your void-caller uses this evo then you can 
  attune to an extra magic item.
  Evolves to/from: Arms/Hands, Smart.
  Tougher
  Cat, dogs, human
  Defense
  Increase your recovery dice by one die type (usually 
  from d8s to d10s).
  Adventurer Feat: Gain an extra recovery.
  Champion Feat: Increase the recovery die type 
  again (usually from d10s to d12s, but maybe 
  from d12s to 2d6s).
  Epic Feat: Gain an extra recovery.
  Evolves to/from: Fur, Survivor.
  Toxic Belch
  Young dragons
  Attack
  When you become staggered (even if you were 
  already staggered this battle and then healed) each 
  enemy engaged with you must save or take twice 
  your level in poison damage.
  Evolves to/from: Bite/Claws, Fire Breathing, Obscuring Cloud, 
  Maw, Stink Spray.
  Transparent
  Glass frog, moon jelly, glasswing butterfly
  Defense
  If you do not move on your turn you have +1 to AC 
  and PD against ranged attacks until the start of your 
  next turn (epic: …until the end of your next turn).
  Evolves to/from: Bioluminescent, Chameleonic, Obscuring 
  Cloud, No Skeleton.
  Trunk
  Elephant, tapir
  Attack
  1/battle
  Once per battle when you make a melee attack, hit or 
  miss your enemy pops free and is thrown away from 
  you.
  Evolves to/from: Charge, Roar/Stun, Stomp.
  Tube Feet Mouths
  Starfish, sea urchin
  Defense
  1/battle
  When you move over a dead enemy you may spend a 
  recovery to heal yourself.
  Evolves to/from: Grasping Tentacles, Lots of Legs, No Skeleton.
  Tusks
  Boar, elephant, hippo, walrus, narwhal
  Attack
  When you hit with a melee attack you deal 1 extra 
  damage (champion: +2; epic: +3).
  Evolves to/from: Charge, Stomp, Trunk.
  Venom Bite
  Snake, spider, some lizards, slow loris
  Attack
  2/battle
  When you crit with a melee attack you can roll a hard 
  save (16+); on a success you deal triple damage in-
  stead of double damage (the extra damage is poison 
  damage).
  Evolves to/from: Bite/Claws, Bloodsucker, Mandibles, Poison-
  ous (to Touch/Eat), Scales.
  Venom Spines
  Lion fish, stonefish, some sea urchins
  Attack
  2/battle
  When you crit with a melee attack, you have the 
  option of dealing your normal damage as ongoing 
  poison damage instead of dealing double damage.
  Evolves to/from: Mandibles, Spines, Stinger, Transparent.
  Web
  Spider, silkworm
  Attack (Quick action)
  1/battle
  Once per battle as a quick action make one nearby 
  large creature stuck until the end of its next turn, or 
  1d3 normal sized creatures, or 2d6 mooks. This ability 
  does not work on huge creatures. 
  Adventurer Feat: Once per day the stuck condition 
  is save ends.
  Evolves to/from: Climb, Lots of Legs, Metamorphic.
  Whip Tail
  Whiptail scorpion, brontosaurus
  Attack
  1/battle
  Make a basic melee attack mid-move against an ene-
  my that you move near.
  Evolves to/from: Club/Spike Tail, Long Neck, Pincers.
  Amphibious, page 109
  Arms/Hands, page 109
  Bioluminescent, page 109
  Bite/Claws, page 110
  Bloodsucker, page 110
  Chameleonic, page 110
  Charge, page 110
  Climb, page 110
  Club/Spike Tail, page 110
  Fire Breathing, page 110
  Fur, page 111
  Grasping Tentacles, page 
  111
  Jump, page 111
  Long Neck, page 111
  Lots of Legs, page 111
  Mandibles, page 111
  Maw, page 111
  Metamorphic, page 111
  No Skeleton, page 112
  Obscuring Cloud, page 112
  Pincers, page 112
  Poisonous (To Touch/Eat), 
  page 112
  Roar/Stun, page 112
  Scales, page 112
  Slime, page 113
  Smart, page 113
  Spines, page 113
  Stinger, page 113
  Stink Spray, page 113
  Stomp, page 113
  Survivor, page 113
  Does Tool User add chakras 
  to the void-beast? Is this 
  overpowered? In play we 
  found letting the void-beast 
  equip in the same slots as the 
  adventurer worked fine and 
  wasn’t a problem. As the GM, 
  you have the final word. 
  
  The Overworld and Beyond
  115
  Void-Caller 
  Multiclassing
  Void-callers multiclass a little differently from other 
  classes. You take the worst armor attack penalty 
  of the two classes, an average of the two classes’ 
  hit points, and the best AC, MD, and PD of the two 
  classes. That’s it. There is no key ability modifier—for 
  attacks from the other class you use whatever would 
  be normal for that class. The downside is that as your 
  void-beast attack is a standard action, you’ll have to 
  decide round-by-round if you attack or your void-
  beast does.
  Weapon Damage Drops
  Multiclassing void-callers drop down one die type for 
  weapon attacks (d4s become d3s, d6s become d4s, 
  d8s become d6s, etc.).
  Void-Beasts Are 
  Distracting to Magic 
  Users
  When you cast a spell, you have a -3 attack penalty if 
  your void-beast is next to you, -2 if it is nearby, or -1 if 
  it is far away.
  Beast-Caller
  Void-callers can spend one or two talents to get an 
  animal companion if they have multiclassed into 
  ranger or druid, and can take the following feat.
  Adventurer Feat: Your animal companion shares an 
  evo that your void-beast has.
  Goads and 
  Barding: New 
  Magic Items
  Void-callers spend a lot of time goading their void-
  beasts, so it is only fair that they get some magic 
  items to help them.
  Goads
  Default bonus: Increase the bonus that goading 
  gives your void-beast by +1 (champion: +2; epic: +3).
  Crook of Confusion (recharge 18+): The next enemy to 
  interact with your void-beast (engage, disengage, 
  attack, be attacked by, etc.) becomes confused, 
  save ends. Quirk: Need to control others.
  Golden Goad: Add +1 to your goading if you are next 
  to your void-beast. Quirk: Vainglorious.
  Prod of Lightning: This goad can also be used as a 
  melee weapon, with its bonus also applying to at-
  tacks and damage. When used as a melee weapon 
  it deals lightning damage, and when attacks made 
  using it crit the target becomes stunned until the 
  start of their next turn. Quirk: Finds amusement in 
  the misfortune of others.
  Rod of Urging (recharge after battle): This turn you can 
  goad your allies as though they were your void-
  beast. Quirk: Natural cheerleader—always cheerful-
  ly urging others on.
  Spike of Spite (recharge 16+): The crit range for your 
  void-beast’s next attack expands by 2 (usually to 
  18+). Quirk: Laughs at inappropriate moments.
  Spurs of Action (recharge 11+): You gain an extra 
  move action this turn. Quirk: Unable to sit still.
  Goading With 
  Staffs and Wands
  Magic staffs and wands also count as goads for 
  the purposes of the void-caller class, as do magic 
  clubs, whips, and similar.
  Barding
  Barding is armor for animals—suitable for void-
  beasts, animal companions, mounts, and so on. 
  Druids who can change to an animal form can use 
  barding in either of their forms. The quirk affects the 
  wearer of the barding.
  Default bonus: +1 bonus to the wearer’s AC 
  (champion: +2; epic: +3).
  Armor of Inevitability: When an enemy intercepts the 
  wearer of the barding, the wearer’s movement con-
  tinues as planned, and the enemy is pushed back 
  along the path of the wearer’s movement. Quirk: 
  Tries to eat vital equipment.
  Weapon Damage Drops: 
  only affects the Void-Caller’s 
  weapons, not the beast’s.
  
  The Overworld and Beyond
  Barding of Light: Undead enemies cannot crit the 
  wearer of the barding. Quirk: Kicks over objects at 
  the worst possible moments.
  Barding of the Thunder Bards: When an enemy crits the 
  wearer of this barding, the enemy takes thunder 
  damage equal to three times their level. Quirk: 
  Makes loud animal noises at inconvenient times.
  Saddle of Spies: This glass-eye-covered barding allows 
  the wearer (and anybody riding the wearer) to see 
  through the eyes of nearby and far away allies. 
  Quirk: Pokes head into others’ belongings—packs, 
  bedding, boots, anything.
  Silver-clad Saddle: Those that ride the wearer of this 
  barding have a +1 bonus to AC and MD while rid-
  ing. Quirk: Fascinated by sparkly things.
  Wondrous Items
  Glittering Groom’s Brush: Void-beasts and other ani-
  mals groomed with this brush just look somehow 
  better. You won’t disguise the fact that your void-
  beast is a creature from another dimension, but 
  you will likely be allowed to take it into high-class 
  situations as a “pet.” Quirk: Self-conceit.
  Leash of Lending: During a rest you can give (or take) a 
  recovery to (or from) an ally. Quirk: Loves receiving 
  free things, but never gives anything away for free.
  Matching Collars of Miché: You can see through your 
  void-beast’s eyes, and vice versa. You could use this 
  item on an animal companion or familiar too, but 
  not on an ally or NPC. Quirk: Paranoid about your 
  void-beast’s safety.
  Spikey Ball: You can “store” your void-beast in minia-
  turized form inside this pokey sphere until you call 
  upon it. Quirk: You desire to be the best and will 
  travel widely to prove it.
  116
  
  The Overworld and Beyond
  117
  Bestiary
  Lvl
  Monster
  Size
  Role
  Type
  Page
  1
  coproslug
  normal
  mook
  aberration
  118
  1
  cnidarian
  normal
  spoiler
  aberration
  124
  2
  murk goblin
  normal
  troop
  humanoid
  123
  3
  stardust 
  kobold
  normal
  troop
  humanoid
  120
  3
  koblin tadpole
  normal
  mook
  humanoid
  127
  3
  snarker 
  magician
  normal
  caster
  humanoid
  137
  3
  son of the sea
  double-
  strength
  spoiler
  aberration
  138
  4
  medium 
  cosmic dragon
  normal
  leader
  dragon
  118
  4
  koblin raider
  normal
  mook
  humanoid
  128
  4
  koblin archer
  normal
  archer
  humanoid
  128
  4
  koblin spider-
  rider
  normal
  troop
  humanoid / 
  beast
  128
  4
  outer dark 
  cultists
  normal
  caster
  humanoid
  134
  4
  swarming 
  phase 
  scorpions
  large
  mook
  beast
  135
  4
  snarker justicar
  normal
  leader
  humanoid
  137
  5
  modrok
  normal
  leader
  construct
  125
  5
  koblin camp 
  guard
  normal
  blocker
  humanoid
  128
  5
  koblin shaman
  normal
  caster
  humanoid
  129
  5
  porcelain bull
  double-
  strength
  mook
  construct
  135
  6
  stardust 
  dragonic
  normal
  troop
  humanoid
  120
  6
  cosmic 
  goldfish
  large
  wrecker
  beast
  120
  6
  sharkian 
  freebooter
  normal
  mook
  humanoid
  136
  6
  champion of 
  the sea
  double-
  strength
  spoiler
  aberration
  138
  7
  cancerous-
  gnoll
  normal
  troop
  humanoid
  122
  7
  death-gnoll
  normal
  leader
  undead
  122
  7
  moss-gnoll
  normal
  archer
  humanoid
  123
  7
  koblin high-
  shaman
  double-
  strength
  caster
  humanoid
  129
  7
  giant koblin-
  spider
  huge
  spoiler
  beast
  130
  7
  giant phase 
  scorpion
  large
  wrecker
  beast
  135
  7
  void elf corsair
  normal
  troop
  humanoid
  140
  8
  jaguar rex
  triple-
  strength
  blocker
  beast
  127
  8
  glitterling
  normal
  troop
  humanoid
  131
  Lvl
  Monster
  Size
  Role
  Type
  Page
  8
  sharkian 
  wizard
  normal
  caster
  humanoid
  136
  8
  tentacula
  double-
  strength
  blocker
  aberration
  139
  9
  large cosmic 
  dragon
  large
  leader
  dragon
  119
  9
  void elf 
  highbinder
  normal
  archer
  humanoid
  140
  10
  grue
  double-
  strength
  mook
  aberration
  123
  10
  Glitterkiss
  huge
  blocker
  spirit
  130
  10
  monstrous 
  frog
  normal
  mook
  beast
  131
  10
  Kraw
  huge
  leader
  spirit
  132
  10
  korvus
  half-
  strength
  mook
  beast
  132
  10
  Praedari
  huge
  troop
  spirit
  132
  10
  wild hunter
  normal
  archer
  beast, 
  humanoid, 
  or plant
  133
  10
  massive 
  parasite
  huge
  wrecker
  beast
  133
  11
  hollow person
  double-
  strength
  caster
  aberration
  127
  11
  smothering 
  fleshwall
  large
  spoiler
  aberration
  136
  11
  toothsome 
  maw
  normal
  mook
  aberration
  139
  11
  void elf 
  warplock
  normal
  caster
  humanoid
  140
  12
  elemental 
  guardian
  large
  wrecker
  elemental
  121
  14
  huge cosmic 
  dragon
  huge
  leader
  dragon
  119
  14
  gargantuan 
  trash-crab
  huge
  troop
  beast
  122
  14
  Gra-gara
  huge
  spoiler
  spirit
  131
  15
  Hellmass the 
  wizard
  double-
  strength
  caster
  humanoid
  126
  ??
  monster mimic
  double-
  strength
  ??
  aberration
  134
  Creatutes of the multiverse, able to traverse the barriers between 
  worlds. Finding one of these creatures means you’ve located a way out 
  of whatever hell-realm you’ve ended up trapped in. Or you’ve found 
  Hellmass the Wizard, and things are about to get wild, weird, and 
  deadly.
  
  The Overworld and Beyond
  118
  Coproslug
  Coproslugs climb into living beings, keeping them un-
  aware while the abomination pilots their new meat-suit.
  1st level mook [aberration]
  Initiative: +0
  Vulnerability: fire, salt
  Telepathic mind-slime +17 vs. PD—3 psychic dam-
  age
  Natural 19+ hit: The target must make last gasp saves 
  as the coproslug crawls up inside them and tries 
  to take over.
  AC 10
  PD 10 
  HP 5 (mook)
  MD 14
  Mook: Kill one coproslug mook for every 5 damage 
  you deal to the mob.
  COSMIC DRAGONS
  Servants of the cosmic order, these dragons often act as 
  patrons for adventurers who pledge to safeguard the 
  existence of the multiverse.
  Abilities for ALL Cosmic Dragons
  Star-wings: Cosmic dragons don’t fly; instead, they 
  beat their iridescent wings and teleport to a point 
  nearby as a move action, levitating in place until 
  they move again. They can also walk and run, but 
  prefer this more “majestic” form of movement.
  Escalator: Cosmic dragons use the escalation die just 
  like player characters.
  Random Cosmic Dragon Abilities (roll d8)
  1. 
  Astral illusions: The dragon gets its own special 
  escalation die that it rolls at the start of each 
  round. The PCs use the usual escalation die, and 
  the dragon uses whichever escalation die rolled 
  higher.
  2. 
  Lustrous scales: The first spell attack each battle 
  that misses the dragon is reflected back on its 
  caster, and the caster rerolls the attack as though 
  they were a target of the spell.
  3. 
  Damage aura: Enemies engaged with the dragon 
  at the start of their turn take damage (medium 
  cosmic dragon = 4 force damage; large cosmic 
  dragon = 18 force damage; huge cosmic dragon 
  = 42 force damage).
  4. 
  Nova breath: Nebula breath now targets 1d4+1 
  enemies instead of the usual 1d3.
  5. 
  Dragon awe: Enemies who wish to move into 
  engagement with the dragon must succeed at a 
  save first, with a bonus to the save equal to their 
  Wisdom modifier.
  6. 
  Counter-magic: Once per battle, a spell that 
  targets the dragon only deals half damage (or 
  one quarter damage if the spell attack roll also 
  doesn’t beat the dragon’s magic resistance).
  7. 
  Humanoid form: The dragon can magically adopt 
  a humanoid form, retaining its usual hit points, 
  attacks, etc., in that form.
  8. 
  Second ability: Roll once again on this table 
  (rerolling any 8s), and roll a d10 on the standard 
  dragon random ability table in the core rule book 
  for a second ability.
  Medium Cosmic Dragon
  Cosmic dragons can sense portals and pathways be-
  tween worlds, using them to patrol the realms and keep 
  the multiverse safe from the extremes of law and chaos.
  4th level leader [dragon]
  Initiative: +10
  Claws and spines +9 vs. AC—12 damage
  Natural even hit: Make a nebula breath attack as a 
  quick action.
  [Special trigger] C: Nebula breath +9 vs. PD (1d3 
  enemies)—10 force damage
  Highest d20 roll with this attack during this battle: 
  Target becomes confused until the end of their 
  next turn.
  After-effect: After the target stops being confused 
  they become hampered (basic attacks only) until 
  the end of their next turn.
  Dragon charm: Allies of the dragon have a +1 to at-
  tack those that the dragon is engaged with.
  Resist magic 12+: When a spell attack or magical 
  weapon attack targets this creature, the attacker 
  must roll a natural 12+ on the attack roll or it only 
  deals half damage.
  AC 20
  PD 14 
  HP 60
  MD 18
  Attack of the Coproslugs:
  These are a great enemy 
  to throw into a fight 
  unexpectedly—the heroes 
  reduce an enemy to 0 hp 
  and out fall a half dozen 
  coproslugs! Coproslugs can 
  crawl up inside humanoids, 
  beasts, some more fleshy 
  undead, and maybe even 
  dragons! You could play 
  coproslugs as a conspiracy of 
  cunning adversaries trying 
  to take over the universe one 
  body at a time, seamlessly 
  blending in—or as mindless 
  creatures that turn their hosts 
  into numb-brained idiots.
  
  The Overworld and Beyond
  119
  Highest d20 Roll with This 
  Attack during This Battle
  So…huh? OK, your first attack roll with this attack 
  will trigger this (because it is the highest roll 
  with this attack in the battle so far). If any of your 
  following attack rolls with nebula breath are higher, 
  then that will trigger it a second time. If any attack 
  roll after that is higher then that will trigger it a 
  third time—and so on. Each triggering roll must be 
  higher than the triggering roll that preceded it.
  Large Cosmic Dragon
  These dragons often partner with other dragons to safe-
  guard the interests of all dragonkind. Let’s hope those 
  interests coincide with those of mortals, right?
  Large 9th level leader [dragon]
  Initiative: +15
  Claws and spines +14 vs. AC—70 damage
  Natural even hit or miss: Make a nebula breath attack 
  as a quick action.
  [Special trigger] C: Nebula breath +14 vs. PD (1d3 
  enemies)—70 force damage
  Highest d20 roll with this attack during this battle: 
  Target becomes confused until the end of their 
  next turn.
  After-effect: After the target stops being confused 
  they become hampered (basic attacks only), easy 
  save (6+) ends.
  Improved dragon charm: Allies of the dragon have 
  +1 to attack and defenses against those that the 
  dragon is engaged with.
  Resist magic 16+: When a spell attack or magical 
  weapon attack targets this creature, the attacker 
  must roll a natural 16+ on the attack roll or it only 
  deals half damage.
  Nastier Specials
  Dragon allies: Kobolds, dragonics, drakes, dragons, 
  etc. get a +2 bonus from improved dragon charm.
  Reality riddles: The dragon knows a riddle, which it 
  poses at the start of the battle. Until one of the 
  party members answers the riddle, their attacks 
  against the dragon and its allies have a -2 penalty.
  AC 25
  PD 19 
  HP 380
  MD 23
  Huge Cosmic Dragon
  This being is almost godlike in its power. At least, that’s 
  what it would like you to believe.
  Huge 14th level leader [dragon]
  Initiative: +20
  Claws and spines +19 vs. AC—300 damage
  Natural even miss, or any hit: Make a nebula breath 
  attack as a quick action.
  [Special trigger] C: Nebula breath +19 vs. PD (1d3 
  enemies)—300 force damage
  Highest d20 roll with this attack during this battle: 
  Target becomes confused until the end of their 
  next turn.
  After-effect: After the target stops being confused 
  they become hampered (basic attacks only), save 
  ends.
  Superior dragon charm: Allies of the dragon have a 
  +1 to attack and defenses against those that the 
  dragon is engaged with, or +2 if the dragon is 
  staggered.
  Resist magic 18+: When a spell attack or magical 
  weapon attack targets this creature, the attacker 
  must roll a natural 18+ on the attack roll or it only 
  deals half damage.
  Nastier Specials
  Part of the weave: You can only permanently defeat 
  this monster if you learn its secret name and call 
  out that name in battle; otherwise, reducing it to 0 
  hp just banishes the dragon for a year and a day.
  Weaver of riddles: The dragon knows many riddles, 
  and poses one to each adventurer at the start of 
  the battle. Until the adventurer answers the riddle 
  their attacks against the dragon and its allies have 
  a -2 penalty.
  AC 30
  PD 24 
  HP 2000
  MD 28
  Riddles as a Game 
  Mechanic:
  Any player can answer the 
  riddle at any time. Incorrect 
  guesses are not penalized, 
  and players can try to guess 
  as often as they like. No 
  looking it up on the internet, 
  though! If a player wants 
  a hint they must spend a 
  standard action and make 
  an Intelligence roll—the 
  better the roll the better the 
  hint you give.
  
  The Overworld and Beyond
  120
  Stardust Kobold
  As bright as butterflies.
  3rd level troop [humanoid]
  Initiative: +6
  Crystal-tipped spear +8 vs. AC—10 force damage
  R: Baculum wand +8 vs. PD—8 force damage
  Natural 16+ hit or miss: The target is teleported to a 
  spot nearby.
  Stardust evasion: Kobolds take no damage from 
  missed attacks. A natural 1-5 miss causes the star-
  dust kobold to teleport nearby as a free action.
  AC 19
  PD 13 
  HP 40
  MD 17
  Stardust Dragonic
  Servants of the cosmic dragons, foot-soldiers in the war 
  between law and chaos.
  6th level troop [humanoid]
  Initiative: +13
  Twin swords +11 vs. AC—21 damage
  C: Force breath +11 vs. AC (1d3 nearby ene-
  mies)—10 force damage
  Limited use: 1/battle, as a quick action.
  C: Throwing star of chaos +11 vs. AC (one nearby 
  enemy)—10 ongoing acid damage (plus an extra 
  10 psychic damage if the target is “lawful”)
  R: Arrow of law +11 vs. AC—18 damage (plus 8 cold 
  damage if the target is “chaotic”) and target is 
  stuck until the end of its next turn
  Duty beyond: If the stardust dragonic is fighting to 
  defend the cosmic balance or alongside a cosmic 
  dragon, it heals 10 hp at the start of each round 
  when the escalation die is odd.
  AC 22
  PD 19 
  HP 90
  MD 18
  Cosmic 
  Goldfish
  Sometimes ridden as mounts, these levitating levia-
  thans are carnivorous menaces.
  Large 6th level wrecker [beast]
  Initiative: +12
  Bite +16 vs. AC—36 damage
  Crit: If the target is staggered the goldfish rolls a 
  d20—on a 16+ the goldfish nibbles off a limb, and 
  on a 20 it bites the target’s head off!
  C: Acid spit +7 vs. PD (one nearby enemy, plus any 
  enemy the ankheg has grabbed)—5 ongoing 
  acid damage
  Limited use: 1/round, as a quick action.
  Air swimmer: Goldfish can swim through the air, 
  levitating at about head-height. When they move 
  they pop free from ground-based enemies as part 
  of the movement.
  Transdimensional: When the escalation die reaches 6 
  the cosmic goldfish bites open a portal to another 
  realm and flees through it. The portal stays open 
  for an hour or so afterwards.
  As a Mount…
  Riding a cosmic goldfish: Wild cosmic goldfish will just 
  try to eat you. Tame cosmic goldfish are docile 
  and lose their bite attack. Riding a tame cosmic 
  goldfish means you trade your move for its air 
  swimmer move—you gain +1 to attack non-flying 
  targets, can intercept low-flying targets, but have 
  -1 AC and PD due to not being as maneuverable as 
  normal. Cosmic goldfish can be convinced to open 
  portals, but doing so takes about an hour.
  AC 21
  PD 19 
  HP 150
  MD 15
  
  The Overworld and Beyond
  121
  Elemental 
  Guardian
  This being physically embodies the idea of the four 
  elements.
  Large 12th level wrecker [elemental]
  Initiative: +16
  Elemental flux fists +17 vs. AC—100 force damage
  Natural even hit: 40 ongoing fire damage.
  Natural odd hit: 80 cold damage, and the target is 
  stuck until it takes fire damage.
  Natural even miss: All enemies in contact with the 
  ground take 2d20 thunder damage.
  Natural odd miss: All engaged enemies take 20 light-
  ning damage and pop free.
  C: Elemental vortex +17 vs. PD (1d3 nearby ene-
  mies, or 1d3 far away enemies in a group)—60 
  force damage and 30 ongoing damage (fire, cold, 
  thunder, or lightning depending on which ele-
  mental realm it is in).
  Elemental immunity: On turns when the escalation 
  die is odd, this creature takes no damage from fire, 
  cold, thunder, or lightning attacks.
  Nastier Specials
  Pick One, Determined by Which Elemental Realm the 
  Guardian Is In
  Hotter than hell: Enemies engaged with the guardian 
  take 20 fire damage at the start of their turns.
  Flows like the waves: The guardian automatically pops 
  free when it moves and cannot be intercepted 
  while moving.
  Stronger than the mountains: The guardian has +3 AC.
  Quick as the wind: The guardian can move as a quick 
  action, flying if it chooses to.
  AC 28
  PD 26 
  HP 765
  MD 22
  Elemental Guardians and the Icons
  Blue Aoife makes great use of elemental guardians, 
  whom she sees as allies. 
  Thrice-Wise Mercurius and Queen Tanadil use them 
  as well, but as tools rather than allies. 
  Occasionally these creatures will be seen in the ser-
  vice of Lady Akuma, Lord Ikal, or Ghiama.
  Blue Aoife, page 51
  Thrice-Wise Mercurius, page 
  37
  Lord Ikal, page 45 
  Queen Tanadil, page 49
  Lady Akuma, page 57
  Ghiama, page 59 
  G&I
  
  The Overworld and Beyond
  122
  Gargantuan 
  Trash-Crab
  This gigantic crustacean adorns its shell with things that 
  it finds interesting—mostly detritus but sometimes a 
  shiny treasure ends up stuck to its back.
  Huge 14th level troop [beast]
  Initiative: +20
  Claws +18 vs. AC (two attacks)—80 damage
  Natural even hit: The target is grabbed (can’t move 
  until it pops free/disengages/etc., carried along 
  when the crab moves, -5 to disengage, can’t make 
  opportunity attacks, crab has +4 to hit). The crab 
  can only grab two creatures (one per claw), and 
  each creature it grabs means it can’t use a claw to 
  attack.
  C: Acerbic saliva +19 vs. AC (one nearby enemy, 
  plus any enemy the crab has grabbed)—40 
  ongoing acid damage
  Crab-back: The crab is big enough to stand on—
  climbing/jumping onto its back is a DC 35 skill 
  check (failing means the crab stands on you for 30 
  damage). The crab has a -4 penalty to attack those 
  on its back using its claws (and can’t spit acid at 
  them at all), but a +5 AC bonus against attacks 
  from those on its back due to its thick shell.
  AC 35
  PD 27 
  HP 800
  MD 25
  GNOLLS
  Cancerous-Gnoll
  Any lesser creature would have long ago succumbed 
  to disease. Not gnolls though—somehow they thrive 
  where others would die.
  7th level troop [humanoid]
  Initiative: +9
  Swollen fists +12 vs. AC—20 damage
  Natural 16+ hit or miss: 16 poison damage, and the 
  gnoll takes 20 damage.
  C: Diseased breath +12 vs. PD (one nearby enemy, 
  plus any enemy the gnoll is engaged with)—15 
  ongoing poison damage
  Limited use: Only when the escalation die is even.
  Nastier Specials
  Scab armor: This pack is sick with a disfiguring dis-
  ease—they have AC 27 and HP 66.
  Rage fever: This pack has a fever and the only cure is 
  bloodshed—they have a +3 bonus to attacks but 
  only HP 76.
  Pus spurts: At the end of each gnoll’s turn, roll a d6, 
  even if the gnoll is dead. If it’s equal to or less than 
  the escalation die, any nearby enemies take 5 
  poison damage. This makes the battlefield increas-
  ingly toxic as time goes on.
  AC 23
  PD 16 
  HP 108
  MD 21
  Nastier Special for All Gnolls
  Blood fury: +1d10 melee damage if the gnoll or its 
  target are staggered.
  Death-Gnoll
  These gnolls died but are too stubborn to lie down.
  7th level leader [undead]
  Initiative: +12
  Rusted flail +12 vs. AC—25 damage
  Natural even hit: The next gnoll to attack this target 
  has a +1 attack bonus.
  C: Death glare +7 vs. MD (1d3 nearby or far away 
  enemies)—5 negative energy damage and the 
  next gnoll to attack this target has a +1 attack 
  bonus
  Miss: 5 negative energy damage.
  Scrap armor: While not staggered these gnolls have 
  +1 AC.
  Quick and the dead [group ability]: Once per battle as 
  a free action all undead gnolls can roll 11+ to pop 
  free and rush any annoying spellcasters or others 
  who are avoiding their fury.
  Nastier Specials
  Hunger for victory: The rusted flail and death glare 
  grant +2 attack bonus for the next gnoll to attack 
  instead of the usual +1.
  Toxic corpse: Poison damage heals this gnoll instead 
  of damaging it. The gnoll has a poison with it that 
  deals 1d10+10 poison damage if drunk as a quick 
  action (healing the gnoll).
  AC 23
  PD 21 
  HP 100
  MD 15
  You know the part of the 
  Middenlands map marked 
  “Killing Valley?” Rumor has it 
  there is a gargantuan trash-
  crab right there, waiting for 
  the right group to come visit.
  Gnolls are often pawns 
  of demon lords and dark 
  wizards. Gnoll packs take 
  naturally to banditry and 
  barbarism no matter what 
  realm they are in.
  Tiny Teddy Good Times is a 
  rather unique gnoll, and can 
  be found in the Middenlands, 
  page 44.
  
  The Overworld and Beyond
  123
  Moss-Gnoll
  These gnolls have adapted to life in The Green, forming 
  symbiotic relationships with plants that grow on them. 
  Some even sport grasses.
  7th level archer [humanoid]
  Initiative: +8
  Hardwood club +10 vs. AC—30 damage
  R: Symbiotic seed shooter +10 vs. AC (one near-
  by enemy, or one far away enemy at +7 to hit 
  instead)—35 damage
  Limited use: After its first use, roll a save each round 
  to see if it can be used again that round.
  Camouflage: In natural environments it is a DC 30 
  skill check to spot a moss-gnoll about to spring an 
  ambush, even if you are sat right next to it.
  Nastier Specials
  Grassier gnoll: The DC to spot a moss-gnoll ambush is 
  now 35.
  Second shooter: If the gnoll rolls a 16+ on its save to 
  reload its symbiotic seed shooter it can shoot twice 
  on that turn.
  Green shoots: Enemies hit by the symbiotic seed shoot-
  er are stuck until the end of their next turn.
  AC 20
  PD 18 
  HP 110
  MD 16
  Goblin, Murk
  Short, nasty, and brutish—and sadly not solitary. Ene-
  mies to all, servants only to those that serve the Outer 
  Dark.
  2nd level troop [humanoid]
  Initiative: +8
  Stab-and-bite +8 vs. AC—7 damage
  C: Maggoty vomit +8 vs. PD (one nearby ene-
  my)—6 acid or poison damage (if it matters, pick 
  whichever is worse for the target)
  Limited use: 1/round, as a quick action.
  Seed of corruption: Targets who take damage from 
  maggoty vomit cannot spend recoveries to heal 
  during their next short rest.
  AC 19
  PD 17 
  HP 40
  MD 13
  Grue
  This thing is so translucent it is invisible.
  Double-strength 10th level mook [aberration]
  Initiative: +15
  Vulnerability: holy, fire
  Life-sucker +15 vs. AC—40 negative energy damage 
  and 20 ongoing cold damage
  Eater of the light: If you end your turn engaged with 
  a grue that you were engaged with at the start of 
  your turn, you take 10 negative energy damage.
  Invisible: This monster’s defenses already account for 
  it being invisible—if you can see invisible things 
  you gain +4 to hit it.
  AC 26
  PD 24 
  HP 110 (mook)
  MD 20
  Mook: Kill one grue mook for every 110 damage 
  you deal to the mob.
  Grue and Light
  Grue are attracted to light but are also hurt by 
  it if they get too close (vulnerable to holy and 
  fire damage). If the adventurers use this to their 
  advantage by staying in the light and increasing 
  the total amount of light, the escalation die 
  becomes a d8.
  
  The Overworld and Beyond
  124
  GUARDIANS OF ORDER, 
  BRINGERS OF CHAOS
  Modroks and Cnidarians are servants of the cosmic forc-
  es of law and chaos, locked in an eternal war for the fate 
  of the universe. Between the two sides are the cosmic 
  dragons, the guardians of balance.
  Cnidarian
  Part undersea abomination, part dream of darkness 
  and burning light—these creatures of the outer chaos 
  are intent on bringing madness to the multiverse. Often 
  accompanied by oozes and aberrations, cnidarians 
  slither and fly forth to spread chaos and disorder.
  Huge 1st level spoiler [aberration]
  Initiative: +4d6
  Vulnerability: attacks from constructs
  Stinging colors +6 vs. MD (six attacks)—π poison 
  damage
  If any player complains about taking π damage or 
  rounds it to 3: The target is reduced to half its cur-
  rent hit points, rounded down.
  Unlimited use: Up to 3/round, as a quick action.
  R: Divide by zero +6 vs. PD (one nearby enemy)—
  Roll on the below table to discover the effects 
  (only a full rest or powerful magic undoes the 
  effects)
  1. 
  No effect, and all other effects from this table on 
  the target end now instead of at the end of the 
  day.
  2. 
  Target’s next attack this day must be against 
  themselves.
  3. 
  Target’s facial features are rearranged, -1 to at-
  tacks until the end of the day.
  4. 
  Target’s limbs are rearranged, -1 to AC and PD 
  until the end of the day.
  5. 
  Target’s mind is rearranged, -1 to MD until the 
  end of the day.
  6. 
  Target becomes a random monster of the target’s 
  level +1d3, but retains their personality and 
  memories.
  Limited use: 1/round, as a quick action.
  Flight: The cnidarian sort of slither-floats about, mov-
  ing semi-randomly.
  Escalation die stealer: At the start of each round the 
  players nominate one of them to roll a normal save 
  
  The Overworld and Beyond
  125
  (11+) with a penalty equal to the number of dead 
  cnidarians on the battlefield—on a failure, for that 
  round the monsters get to use the escalation die 
  and the adventurers don’t.
  Nastier Specials
  Illogical action: The cnidarian’s divide by zero attack 
  can target enemies that the rules otherwise say 
  it can’t (shadow-walking rogues, enemies behind 
  total cover, etc.), and it automatically hits enemies 
  that the rules say it can’t target.
  Madness mirror: Enemies that target the cnidarian’s 
  impossibly high MD must switch their target to 
  themselves or an ally.
  Chaos bringer: Commenting on the monster’s point-
  five extra hit points or infinite MD and other 
  oddities causes that player’s character to lose a 
  recovery.
  AC 13
  PD 13 
  HP 81.5
  MD ∞
  Cnidarians—the Deadly Joke
  Ho ho, π damage. Ha ha, ∞ MD. 81.5 hit points, very 
  funny. Well, not so funny when this monster steals 
  the escalation die away for the round and turns 
  you into a monster until the end of the day—
  especially when the chaos bringer nastier special is 
  being used. Worse, the more cnidarian corpses that 
  litter the battlefield, the more likely the monsters 
  are to get the escalation die! This 1st level monster 
  really lives up to the spoiler role—even at epic tier 
  seeing one of these join a fight is terrifying. By the 
  way—the “c” in their name is silent.
  Modrok
  The polyhedral modroks are guardians of the cosmic 
  order and enforcers of law, marching forth from their 
  mechanical nirvana to hunt down aberrations and 
  oath-breakers.
  5th level leader [construct]
  Initiative: 10 (don’t roll, it’s always 10)
  Vulnerability: attacks from aberrations
  Gearblades +10 vs. AC—20 damage
  R: Spring-bows +10 vs. AC—20 damage
  Strength in square numbers: If the battle starts with 
  4 modroks they all have +16 to attack instead of 
  +10 (and count as 6th level monsters). If the battle 
  starts with 9 modroks they all have +16 to attack 
  and AC 26 (and are 7th level monsters). If you start 
  with 16 modroks they have +16 to attack, AC 26, 
  HP 160 (and are 8th level monsters). If you start 
  with 25 modroks they have +16 to attack and 
  deal 40 damage, AC 26, HP 160 (and are 9th level 
  monsters).
  Nastier Specials
  Prime mover: If the number of modroks currently in 
  the battle is 1 or a prime number (1, 2, 3, 5, 7, 11, 
  13, 17, 19, 23, 29, etc.) then modroks take half 
  damage from magic (spells, magic weapons, etc.).
  Like clockwork: Modroks get to use the escalation die, 
  but only when it is even.
  Flight: These modroks can unfurl spinning blades that 
  allow them a form of hovering flight.
  AC 20
  PD 20 
  HP 80
  MD 20
  While cnidarians and 
  modroks can pop up 
  anywhere, they’ve been 
  particularly active in the 
  Middenlands recently. See  
  the Death Trek chapter of 
  the Life, Death, Rebirth 
  adventure, page 40
  
  The Overworld and Beyond
  126
  Hellmass the Wizard
  Destin Hellmass is quite quite mad—messing with 
  transdimensional magic will tend to do that to you.
  Double-strength 15th level caster [humanoid]
  Initiative: +20
  Touch of chaos +19 vs. PD (two attacks against 
  different targets)—100 force damage
  Natural even miss: 50 lightning damage.
  Natural odd miss: 50 thunder damage.
  C: Elemental shards +19 vs. AC (2d3 nearby ene-
  mies)—100 fire and cold damage (50 of each, if it 
  matters)
  Natural 16+ hit: The target cannot gain hp (heal 
  through magic or otherwise) until after its next 
  turn.
  Natural 1-5 hit or miss: The target and the wizard 
  swap places.
  Short teleport: As a quick action the wizard can tele-
  port to any spot near where it was at the start of 
  its turn.
  AC 30
  PD 28 
  HP 2300 (see wizard’s escape)
  MD 24
  Wizard’s escape: The first time the adventurers face 
  Hellmass, he vanishes as soon as he becomes stag-
  gered (1150 hp or fewer).
  With so many hit points, any 
  battle with Hellmass is sure 
  to last. If you are worried it 
  might go too long, consider 
  arming the PCs with epic (or 
  iconic!) weapons in response 
  to icon relationship boons 
  (6s).
  
  The Overworld and Beyond
  127
  Hollow Person
  Double-strength 11th level caster [aberration] 
  Initiative: +14 
  Vulnerability: Melee Weapons 
  Slap +17 vs. AC (2 attacks)—60 damage
  Natural even hit: The target is dazed until the begin-
  ning of the hollow man’s next turn. 
  C: Fetid breath +17 vs. PD (1d3 nearby ene-
  mies)—60 poison damage, and 25 ongoing 
  poison damage
  R: Venomous blast +17 vs. MD—120 poison dam-
  age, and 25 ongoing poison damage
  Miss: 25 poison damage.
  Resist Negative Energy 11+: When a negative energy 
  attack targets this creature, the attacker must roll 
  a natural 11+ on the attack roll or it only deals half 
  damage.
  Nastier Specials
  The first time the hollow person becomes staggered, 
  they emit a pain blast as an interrupt.
  Pain blast +17 vs. MD—30 damage AND subtracts 1 
  from the escalation die.
  AC 26 
  PD 20 
  HP 480 (240 staggered)
  MD 24
  Jaguar Rex
  A cross between a tiger and a bipedal dinosaur, these 
  beasts hunt in packs in long grasses or lurk in trees as 
  ambush predators.
  Triple-strength 8th level blocker [beast]
  Initiative: +18
  Rapid bite +12 vs. AC (two attacks)—60 damage
  C: Pounce +17 vs. AC (one nearby or far away 
  enemy)—60 damage, and the jaguar rex pops free 
  and moves into engagement with the target
  First strike: If no adventurer has yet to act in this 
  battle, then the jaguar rex rolls to attack twice and 
  takes the better roll.
  Hunt the prey: Once per battle as a free action the jag-
  uar rex gets to pounce on a moving enemy; if it hits 
  it counts as intercepting the enemy’s movement.
  Hunter’s path: A jaguar rex with a full belly opens a 
  portal to another realm where it knows it can rest. 
  It won’t stick around to fight once it has its meal; a 
  hungry jaguar rex opens multiple portals to realms 
  it thinks might offer a plentiful hunting ground, 
  then leaves through one once it has the scent of 
  prey.
  Nastier Specials
  Clever girl: The jaguar rex is smart enough to set up 
  very complex ambushes designed to lure adven-
  turers into a kill zone, perhaps coordinating with 
  other monsters.
  Velocity of the raptor: The jaguar rex can double-move 
  when it is running in a straight line.
  AC 23
  PD 21 
  HP 640
  MD 17
  KOBLINS
  Horrid creatures resulting from the effects of unstable 
  planar energies on kobolds and goblins. Koblins seem to 
  take on features of creatures that live near them, mostly 
  spiders, frogs, and lizards—although sometimes they 
  mimic traits from other beasts or even from humanoids. 
  Koblin biology stabilizes after multiple generations—
  usually into something that is mostly-goblin or most-
  ly-kobold, but sometimes giving rise to a new hybrid 
  race of true-breeding koblins.
  Koblin Tadpole
  This tiny koblin is mindless and vicious, aware of only its 
  own hunger.
  3rd level mook [humanoid]
  Initiative: +8
  Claw and bite +8 vs. AC—6 damage
  Explosive biology: When this tiny monster dies it deals 
  2d4 damage to all nearby enemies.
  AC 17
  PD 15 
  HP 10 (mook)
  MD 11
  Mook: Kill one koblin tadpole mook for every 10 dam-
  age you deal to the mob.
  
  The Overworld and Beyond
  128
  Koblin Raider
  These quick little monsters are vicious and unpredict-
  able.
  4th level mook [humanoid]
  Initiative: +10
  Teeth filed into points +9 vs. AC—7 damage
  C: Spiked ball on a rope +9 vs. AC (one nearby 
  enemy)—5 damage and the enemy is stuck (save 
  ends)
  Limited use: Only one successful hit per battle.
  Burst of speed: On their first turn these koblins get an 
  extra move action.
  Pick One:
  Shifty like a goblin: Has +5 to disengage checks.
  Evasive like a kobold: Takes no damage from missed 
  attacks.
  Unstable hybrid: Explodes upon death, dealing 1d8 
  damage to enemies engaged with it.
  AC 20
  PD 18 
  HP 14 (mook)
  MD 14
  Mook: Kill one koblin raider mook for every 14 dam-
  age you deal to the mob.
  Koblin Archer
  4th level archer [humanoid]
  Initiative: +10
  Spiked club +9 vs. AC—10 damage
  R: Shortbow +9 vs. AC—7 damage
  Natural even hit or miss: The koblin can make another 
  shortbow attack against the same target (maxi-
  mum three attacks in a turn).
  Dodgy: Once per battle when an enemy moves into 
  engagement with this koblin, the koblin immedi-
  ately disengages from the enemy.
  Pick One:
  Shifty like a goblin: Has +5 to disengage checks.
  Evasive like a kobold: Takes no damage from missed 
  attacks.
  Unstable hybrid: Explodes upon death, dealing 1d8 
  damage to enemies engaged with it.
  AC 20
  PD 18 
  HP 50
  MD 14
  Koblin Spider-Rider
  Great, koblins on enormous spiders!
  4th level troop [humanoid riding a beast]
  Initiative: +8
  Mandibles +9 vs. AC—10 damage
  Natural even hit: 10 ongoing poison damage.
  R: Shortbow +9 vs. AC—7 damage
  Natural even hit or miss: The koblin can make another 
  shortbow attack against the same target (maxi-
  mum two attacks in a turn).
  Skittering climber: The koblin spider-rider can move 
  up walls and over ceilings, jump from branch to 
  branch, and cling to the underside of wagons.
  Nastier Specials: Pick One:
  Shifty like a goblin: Has +5 to disengage checks.
  Evasive like a kobold: Takes no damage from missed 
  attacks.
  Unstable hybrid: Explodes upon death, dealing 1d8 
  damage to enemies engaged with it.
  AC 20
  PD 18 
  HP 60 (see spider-rider)
  MD 14
  Spider-rider: The hit point total and defenses are for 
  both the koblin and the spider—if the final attack 
  that finishes the pair off is a natural even then the 
  koblin dies and the injured spider runs away; on an 
  odd attack roll the spider dies and the koblin flees.
  Koblin Camp Guard
  5th level blocker [humanoid]
  Initiative: +12
  Rusted sword +10 vs. AC—18 damage
  Natural even hit: The koblin pops free.
  Desperate defender: If the koblin is backed into a 
  position so that it couldn’t escape if it wanted, it 
  gains +2 AC.
  Pick One:
  Shifty like a goblin: Has +5 to disengage checks.
  Evasive like a kobold: Takes no damage from missed 
  attacks.
  Unstable hybrid: Explodes upon death, dealing 1d10 
  damage to enemies engaged with it.
  AC 22
  PD 17 
  HP 76
  MD 15
  Koblin camp guards are 
  armored and are fanatical 
  about defending their 
  home—at least until they 
  decide to run away.
  Koblin archers would 
  rather attack from a safe 
  distance—after all, koblins 
  aren’t stupid (but neither are 
  they especially smart).
  
  The Overworld and Beyond
  Koblin Shaman
  Koblin hexes are crude, unpredictable, and dangerous—
  just like their casters.
  5th level caster [humanoid]
  Initiative: +10
  Withering touch +10 vs. PD—18 negative energy 
  damage
  C: Spray of conjured filth +10 vs. PD (1d3 nearby 
  enemies, or one far away enemy)—6 ongoing 
  poison damage and the target is vulnerable to all 
  attacks (save ends both)
  C: Flame of fear +10 vs. MD (one nearby ene-
  my)—6 fire damage
  Limited use: 1/round, as a quick action.
  Shaman’s trick: At the start of the battle roll a d6 for 
  each shaman. At the start of each of the shamans’ 
  turns reduce the d6 result by one. When the d6 
  reaches 0 the shaman can teleport at the start of 
  its turn as a free action, and it can make a flame of 
  fear attack as a free action before the start of its 
  next turn.
  Pick One:
  Shifty like a goblin: Has +5 to disengage checks.
  Evasive like a kobold: Takes no damage from missed 
  attacks.
  Unstable hybrid: Explodes upon death, dealing 1d10 
  damage to enemies engaged with it.
  AC 21
  PD 15 
  HP 70
  MD 19
  Koblin High-Shaman
  A leader among the koblins—or at least a koblin that 
  the others are afraid of, which with koblins amounts to 
  the same thing.
  Double-strength 7th level caster [humanoid]
  Initiative: +15
  Transmute blood to spiders +12 vs. PD—28 
  damage and the target is hampered (basic attacks 
  only) until the end of their next turn
  C: Foul cloud +12 vs. PD (1d3 nearby or far away 
  enemies in a group)—40 acid damage
  R: Mind-eating serpent +12 vs. MD—16 psychic 
  damage
  Limited use: 1/round, as a quick action.
  High-shaman’s trick: At the start of the battle roll a 
  d6 for each shaman. At the start of each of the 
  shamans’ turns reduce the d6 result by one. When 
  the d6 reaches 0 the shaman can teleport at the 
  start of its turn as a free action, and it can make a 
  transmute blood to spiders attack as a free action 
  before the start of its next turn.
  Pick One:
  Shifty like a goblin: Has +5 to disengage checks.
  Evasive like a kobold: Takes no damage from missed 
  attacks.
  Unstable hybrid: Explodes upon death, dealing 2d6 
  damage to enemies engaged with it.
  AC 23
  PD 16 
  HP 222
  MD 22
  129
  
  The Overworld and Beyond
  130
  Giant Koblin-Spider
  A horrific hybrid creature, revered by other koblins.
  Huge 7th level spoiler [beast]
  Initiative: +8
  Scissoring mandibles +12 vs. AC (two attacks)—40 
  damage
  Natural even hit: The target is stuck (save ends).
  Natural odd hit: The target is hampered (save ends).
  C: Caustic webbing +12 vs. PD (one nearby or far 
  away enemy, plus one enemy engaged with the 
  koblin-spider)—5 ongoing acid damage and the 
  target is stuck (save ends both)
  Limited use: 1/round, as a quick action.
  Climber: The spider can move on just about any sur-
  face that can support its weight.
  Nastier Specials
  Dripping with poison: Stuck or hampered enemies 
  engaged with the koblin-spider take 10 poison 
  damage at the start of their turns.
  AC 24
  PD 21 
  HP 333
  MD 15
  Koblins and the Icons
  Supreme Commander Tyrvek is actively recruiting 
  koblins, as is Ghiama. Yet many of them are already 
  busy furthering Lady Akuma’s incomprehensible 
  agendas.
  LIVING-GODS
  These beings are not true gods, but rather very power-
  ful immortals with many followers and able to bestow 
  strange powers.
  How to Kill a Living-God
  All living-gods have a means by which they can be 
  permanently killed, players just need to discover it 
  for themselves. For example, Kraw reincarnates on 
  battlefields, so to put the crow god down forever 
  you just need to bring peace to the multiverse for 
  a month or so…truly an epic quest! Huge cosmic 
  dragons with the part of the weave nastier special 
  technically count as living-gods too, though tend 
  not to be as self-absorbed as those in this section.
  Clerics of Glitterkiss
  PC clerics of Glitterkiss are most likely to take the 
  Beauty, Illusion, or Sun domains, but can also 
  choose to take the domain Joy. The Joy domain 
  lets you, once per day, roll twice for skill checks 
  for five minutes or so (taking the better rolls). The 
  daily invocation lets you reroll one Charisma-based 
  attack during battle (and take the better roll) and 
  reroll further such attacks during the battle (taking 
  the better rolls), but at a cost of a recovery each 
  if the attack still misses. The adventurer feat gives 
  you a free daily reroll of a Charisma-based skill roll 
  or attack without first spending a recovery (take 
  the better roll). The champion feat lets you reroll 
  an already rerolled Charisma-based skill check 
  or attack once per day (and take the best of the 
  three). The epic feat lets you add your Charisma 
  modifier to your recovery rolls.
  Glitterkiss,  
  Living-God of Joy
  Huge 10th level blocker [spirit]
  Initiative: +16
  Bright narcissus +15 vs. MD (1d3 enemies)—50 
  psychic damage and target is stunned (-4 to de-
  fenses, no actions) until the start of their next turn.
  Miss: Target is stuck as flowers start to grow over 
  them (save ends).
  C: Joyful allure +15 vs. MD (1d3 nearby enemies, 
  or 1d3 far away enemies in a group)—Target is 
  pulled toward Glitterkiss, takes 50 psychic damage, 
  and is stuck until the end of their next turn.
  Limited use: 1/round, as a quick action.
  Teleporter: Glitterkiss can teleport between mirrors, 
  though it takes a full round of staring at itself to 
  flee to any mirror that isn’t on the battlefield. The 
  god can teleport between realities via mirrors, 
  though not mid-battle.
  Immutable: If Glitterkiss is killed it will reincarnate at 
  some far-off field of flowers at some time during 
  the next month.
  Nastier Specials
  Caught in its regard: Each round Glitterkiss can make 
  one moving enemy stuck until the end of its turn, 
  ending the enemy’s movement.
  Armor of amore: Glitterkiss can give one ally each bat-
  tle +2 to all its defenses, or up to three allies +1.
  AC 26
  PD 20 
  HP 700
  MD 24
  Supreme Commander 
  Tyrvek, page 61
  Ghiama, page 59
  Lake Akuma, page 57
  G&I
  Glitterkiss is the god of joy 
  and beauty and love (mostly 
  the self-absorbed kind of love 
  for one’s own beauty).
  
  The Overworld and Beyond
  131
  Glitterling
  These followers of Glitterkiss revel in their own beauty 
  and cleverness.
  8th level troop [humanoids]
  Initiative: +12
  Dance of golden blades +13 vs. AC—38 damage
  Natural 18+ hit or miss: The glitterling pops free, and 
  moves as a free action.
  C: Glitter +15 vs. PD (1d3 nearby or far away ene-
  mies in a group)—24 damage
  Natural 18+ hit or miss: Target is blinded (-4 to attack 
  if the target relies on sight) until the end of their 
  next turn.
  Joyous dance: Glitterlings cannot be intercepted, and 
  have a +4 bonus to disengage checks.
  Nastier Specials
  Silken scarves: This glitterling can fly.
  Blessings of Glitterkiss: This glitterling explodes when 
  it dies, dealing 15 fire damage to the closest two 
  enemies.
  AC 24
  PD 18 
  HP 144
  MD 22
  Gra-gara,  
  Living-God of Frogs
  Gra-gara considers himself the divinely appointed ruler 
  of all amphibians everywhere.
  Huge 14th level spoiler [spirit]
  Initiative: +16
  C: Divine croak +19 vs. PD (1d4 enemies in a 
  group)—150 thunder damage
  Natural even hit or miss: The target is weakened.
  C: Long tongue +19 vs. AC (one nearby enemy)—
  The enemy is pulled into Gra-gara’s mouth, provid-
  ed nothing is already in there
  Limited use: 1/round, as a quick action.
  Swallow: It is a DC 30 skill check requiring a standard 
  action to escape Gra-gara’s mouth. If you do not 
  escape the mouth by the end of your turn, you are 
  swallowed.
  Frog-like movement: Gra-gara can jump like a frog, 
  and swim like one too.
  Swallowed by the king of frogs: Characters who are 
  swallowed can either try to escape up into the 
  mouth (a DC 35 skill check as a standard action), 
  or can attack. Swallowed characters are hampered 
  (basic attacks only) and take 2d20 acid damage 
  at the end of their turns if they are not trying to 
  escape. Gra-gara is a spirit and can have as many 
  people swallowed at once as he likes—he is not 
  bound by the size of his stomach but by his greed.
  Immutable: If Gra-gara is killed it will reincarnate at 
  some far-off swamp at some time during the next 
  month.
  AC 30
  PD 24 
  HP 1600
  MD 28
  Monstrous Frog
  Really big frogs, with pitchforks.
  10th level mook [beast]
  Initiative: +12
  Pitchfork +15 vs. AC—40 damage
  Natural even hit or miss: The frog pops free and can 
  jump as a quick action.
  Frog-like movement: The monstrous frogs can jump 
  like a frog, and swim like one too.
  Nastier Specials
  All worship the hypno-frog: Enemies who roll a natural 
  1 attack against the monstrous frog must reroll the 
  attack against themselves.
  Don’t lick the frog: Enemies who roll a natural 1 attack 
  against the monstrous frog become confused 
  (hard save ends).
  AC 26
  PD 20 
  HP 50 (mook)
  MD 24
  Mook: Kill one monstrous frog mook for every 50 
  damage you deal to the mob.
  Clerics of Gra-Gara
  PC clerics of Gra-Gara often choose the Vengeance, Trickery, or Leadership 
  domains, but can also choose to take the domain Greed. The Greed domain 
  lets you use a quick action to take a recovery from an ally once per battle. If you 
  spend the recovery, use your ally’s recovery dice and bonuses (including any 
  magic item bonuses). If the ally doesn’t spend a recovery after you take one, 
  they get two recoveries back at the end of the battle, otherwise you must use 
  the recovery to heal yourself during the next rest after the battle if you didn’t 
  use it during the battle. The daily invocation lets you heal with a free recovery 
  once per battle when you kill a non-mook enemy. The adventurer feat adds 
  your level to the healing you gain from a stolen recovery. The champion feat 
  lets you add one nearby ally’s Wisdom modifier to the recovery from a stolen 
  recovery roll. The epic feat doubles the healing you get from a stolen recovery 
  once each day.
  
  The Overworld and Beyond
  132
  Kraw,  
  Living-God of Carrion
  Huge 10th level leader [spirit]
  Initiative: +16
  Dark beak +15 vs. MD (two attacks)—60 psychic 
  damage
  Miss: 30 psychic damage.
  Natural 16+ hit: Target is grabbed. Kraw can grab up 
  to three enemies at a time (one in its beak, two in 
  its claws).
  C: Call of the grave +15 vs. PD (one nearby enemy, 
  plus any enemy Kraw has grabbed)—Target 
  becomes vulnerable to all attacks until the start of 
  its next turn.
  Limited use: 1/round, as a quick action.
  Flight: Kraw can fly, though it lands to attack. The god 
  can fly between realities, though not mid-battle.
  Immutable: If Kraw is killed it will reincarnate at some 
  far-off battlefield at some time during the next 
  month.
  Nastier Specials
  Shineys: If Kraw crits it steals away a magic item. Ad-
  venturers can get their items back by killing Kraw.
  Gravelands: Kraw gets a +1 bonus to all defenses and 
  attacks when in a graveyard, battlefield, slaughter-
  house, etc.
  AC 26
  PD 24 
  HP 700
  MD 20
  Korvus
  Half-strength 10th level mook [beast]
  Initiative: +12
  Claws and beaks +15 vs. AC—20 damage
  Crit against a staggered enemy: Target must save or 
  lose an eye.
  Supernatural flight: Korvii fly swiftly, can phase 
  through solid matter, and can make their attacks 
  mid-move.
  Humanoid form: Korvii can assume the form of black-
  robed priests with feathered cloaks and bird-skull 
  masks.
  AC 26
  PD 24 
  HP 26 (mook)
  MD 20
  Mook: Kill one korvus mook for every 26 damage you 
  deal to the mob.
  Clerics of Kraw
  PC clerics of Kraw often choose the Knowledge, 
  Death, or War domains, but can also choose to 
  take the domain Carrion. The Carrion domain lets 
  you regain a spent recovery if you spend a full 
  turn eating a fresh corpse, one time per battle. The 
  daily invocation lets you take a bite out of a corpse 
  as a quick action during a battle. The adventurer 
  feat lets you eat an eyeball and see the last thing 
  the eye saw (once per day). The champion feat lets 
  you talk to a fresh corpse (once per day), getting 
  them to answer very simple questions. The epic 
  feat lets you commune with the dead (as per the 
  adventurer and champion feats) twice a day. Fresh 
  corpses must be fresh enough to interest a carrion 
  bird, the fresher the better.
  Praedari,  
  Living-God of the Wild
  Huge 10th level troop [spirit]
  Initiative: +18
  Red in tooth and claw +15 vs. AC (two attacks)—90 
  damage
  If both attacks hit the same target: The target takes 30 
  ongoing damage.
  …and both attacks are natural 16+ rolls: The save 
  against the ongoing damage is hard (16+).
  Fly, swim, run: Praedari can shift forms as a quick 
  action to become bird-like, fish-like, something 
  like a huge wolf or cat, or like an antlered giant. 
  By adapting its form it can move in almost any 
  environment.
  Scent of the prey: Praedari can track its prey anywhere, 
  including across realities, unless supernatural ef-
  fort is made to erase the trail. The god can sniff out 
  pathways between realities, though not mid-bat-
  tle.
  Immutable: If Praedari is killed it will reincarnate 
  within the month in some far-off wild place where 
  a hunt is underway.
  Nastier Specials
  Spare-wolf: When one of its allies die in battle two 
  new allies rise from its bloody corpse. Praedari can 
  do this 1d3 times per battle.
  Got your scent: Praedari can’t be fooled by illusions or 
  invisibility; ignores spells like blur; prevents rogues 
  from using shadow walk while Praedari is nearby, 
  etc.
  AC 26
  PD 22 
  HP 700
  MD 22
  Wherever meat rots, there is 
  the gaze of Kraw.
  These dark birds are the 
  heralds of Kraw.
  Praedari, friend to druids 
  and rangers, hunter of most 
  everything else.
  
  The Overworld and Beyond
  133
  Clerics of Praedari
  PC clerics of Praedari often choose the Healing, 
  Community, or Strength domains, but can also 
  choose to take the domain Hunt. The Hunt 
  domain lets you designate one non-mook 
  enemy (or a mob of mooks) each battle as 
  your prey—you gain +1 to attack that enemy 
  and cannot be intercepted while moving 
  into engagement with that enemy. The daily 
  invocation lets you spend a free recovery to 
  heal when your prey dies (adding your Wisdom 
  modifier to the recovery roll if you were the one 
  to kill the prey). The adventurer feat adds your 
  level to the healing you gain from any recovery 
  roll. The champion feat lets you designate two 
  non-mook enemies (or two mobs of mooks, or 
  a non-mook enemy and a mob of mooks) as 
  your prey each battle, but you only get to use 
  your invocation if both prey are dead. The epic 
  feat doubles the healing you get from your 
  invocation’s free recovery.
  Wild Hunters
  10th level archer [beast, humanoid, or plant]
  Initiative: +12
  Hunter’s spear +15 vs. AC—50 damage
  R: Hunter’s shot +15 vs. AC—60 damage
  Natural even hit: Target must save at the start of each 
  turn or lose their move action that turn.
  Fast run: Wild hunters cannot be intercepted, and 
  gain +4 to all defenses if they use their standard 
  action to move.
  Nastier Specials
  Dire attack [beast-only]: The wild hunter deals triple 
  damage on a crit.
  Pursuit hunter [humanoid-only]: You can’t flee from this 
  enemy; as soon as you stop to rest it shows back 
  up fully healed and ready to fight.
  Ambush bush [plant-only]: The wild hunter acts in the 
  ambush round.
  AC 26
  PD 24 
  HP 200
  MD 20
  Massive 
  Parasite
  Huge 10th level wrecker [beast]
  Initiative: +12
  Worm-like jaws +15 vs. AC (two attacks)—100 dam-
  age
  Ravenous: Each time this monster hits, increase its 
  damage by a cumulative 20 (100 on the first hit, 
  then 120, then 140, then 160, etc.) to a max of 220.
  Pick One:
  Burrowing: The parasite can burrow, but only in the 
  Fleshscar or in loose soil.
  Flight: The parasite can fly, unfurling its tubular body 
  into something like a manta ray.
  Sticky: Enemies engaged with the monster must save 
  (11+) or become stuck until the end of their next 
  turn.
  Nastier Specials
  Digestive secretions: Hitting this thing with a melee 
  attack deals 10 acid damage to the attacker.
  Disease carrier: Recoveries spent to heal damage 
  from this monster do not return after a full rest as 
  normal—instead, roll a save (11+) after each full 
  rest to see if they return. The disease passes after a 
  number of days equal to ten minus the adventur-
  er’s Con modifier.
  AC 23
  PD 24 
  HP 850
  MD 20
  Wild hunters are followers 
  of Praedari who live for the 
  hunt.
  Anywhere but the Fleshscar 
  the massive parasite would 
  be top of the food chain.
  
  The Overworld and Beyond
  134
  Monster Mimic
  Double-strength ???? level ??? [aberration… and also at the 
  same time whatever creature type it is pretending to be]
  Initiative: +?
  Ultimate mimic: Pick a medium monster and treat the 
  monster mimic as that (creature type, description, 
  hit points, attacks, etc.), but when that monster be-
  comes staggered replace it with a monster of the 
  same or similar level. When the second monster 
  becomes staggered, replace it again with a third 
  monster of the same/similar level. Once the third 
  and final monster-form dies, the monster mimic 
  turns into a puddle of colorless goo that evapo-
  rates to nothingness.
  Nastier Specials
  But wait, there’s more!: The monster mimic has a 
  fourth form that it adopts once its third form be-
  comes staggered.
  Bigger, bolder, badder: The monster mimic’s final form 
  is large, or maybe even huge.
  AC ??
  PD ?? HP ??
  MD ??
  Outer Dark 
  Cultist
  4th level caster [humanoid]
  Initiative: +9
  Poisoned dagger +9 vs. AC—10 damage
  Natural even hit: 4 ongoing poison damage.
  C: Nihilartikel +9 vs. MD (one nearby or far away 
  enemy)—5 ongoing psychic damage and the 
  target is stuck (save ends both)
  Aftereffect: After the target has saved against the on-
  going damage it takes 5 ongoing poison damage.
  Phantonym esquivalience: If a single attack against the 
  cultist’s AC or PD would reduce a cultist’s hit points 
  from full to 0 hp or fewer it takes only half damage.
  AC 19
  PD 20 
  HP 50
  MD 20
  The ultimate mimic, monster 
  mimics are scars on reality 
  left by the Outer Darkness. 
  They have no true shape of 
  their own, so they copy the 
  shapes of others.
  Outer dark cultists are death-
  seeking nihilists who seek the 
  obliteration of reality itself.
  
  The Overworld and Beyond
  135
  PHASE SCORPIONS
  Swarming Phase 
  Scorpions
  Large 4th level mook [beast]
  Initiative: +8
  Stingers & mandibles +11 vs. PD—10 poison dam-
  age
  Natural odd hit or miss: 2 acid damage.
  Natural even hit: If the target is wearing heavy armor 
  then the swarm is now inside the armor, and gains 
  +2 AC and PD and moves along with the target.
  Phasing swarm: This monster can pass through solid 
  objects and takes half damage from ranged 
  attacks.
  AC 21
  PD 16 
  HP 18 (mook)
  MD 12
  Mook: Kill one swarm of phase scorpions for every 18 
  damage you deal to the mob.
  Giant Phase Scorpion
  Large 7th level wrecker [beast]
  Initiative: +11
  Claw, claw, sting +12 vs. PD (3 attacks)—18 dam-
  age (the last attack deals poison damage)
  All three attacks hit the same target, and the target 
  is staggered: Target must start making last gasp 
  saves to avoid dying from the poison that has just 
  been phased into its brain.
  Phasing lurker: This monster can pass through solid 
  objects, and when it becomes staggered it phases 
  under the ground (where it cannot be targeted) to 
  emerge at the start of its next turn anywhere on 
  the battlefield.
  AC 23
  PD 21 
  HP 220
  MD 17
  Phase Scorpion Venom
  Phase scorpions can slip between realities. If you 
  harvest their venom you too can travel between 
  realms—though injecting the venom means 
  you take poison damage. The amount of poison 
  damage is down to the GM: the longer your 
  journey the worse the pain. If somebody in a group 
  making a journey together somehow reduces or 
  resists the poison damage the whole party might 
  end up off-course in some unfamiliar realm—if 
  you want to make the trip you have to be willing to 
  endure the pain.
  Porcelain Bull
  Double-strength 5th level mook [construct]
  Initiative: +7
  Headbutt +10 vs. AC—18 damage
  Natural 18+ hit: Triple damage, and the construct 
  drops to 0 hp and shatters.
  Tough, yet fragile: If a single attack does 30 damage or 
  greater, the porcelain bull partially shatters and it 
  becomes permanently stuck.
  Transdimensional: When the escalation die reaches 6 
  the bulls rip open a portal to another realm and 
  flee through it. The portal stays open for an hour 
  or so afterwards.
  AC 18
  PD 14 
  HP 60 (mook)
  MD 10
  Mook: Kill one porcelain bull mook for every 60 dam-
  age you deal to the mob.
  You just can’t keep swarming 
  phase scorpions out of your 
  boots—in fact, they phase 
  straight through armor!
  The bane of 
  transdimensional travelers, 
  giant phase scorpions seem 
  to love roosting in the ground 
  under potential campsites.
  Porcelain bulls are cheap 
  hollow constructs used to 
  transport goods between 
  realms, with the cargo 
  stored inside their bodies. 
  Occasionally some get lose 
  and start wandering the 
  realms on their own.
  
  The Overworld and Beyond
  136
  SHARKIANS
  Nastier Special for All Sharkians
  Blood in the water: When the first PC becomes stag-
  gered all sharkians can make a free attack.
  Sharkian Freebooter
  Arrrr!
  6th level mook [humanoid]
  Initiative: +16
  Bite +11 vs. AC (1d3 attacks)—8 damage
  C: Harpoon +11 vs. AC (one nearby or far away 
  enemy)—12 damage
  Natural 16+ hit: The target is pulled into engage-
  ment with the sharkian.
  The shark that walks: This creature can swim like a 
  shark, breathe under water, and can scent blood 
  in the water or on land from miles away. Sharkians 
  have +2 to their defenses while in the water.
  AC 22
  PD 20 
  HP 22
  MD 18
  Mook: Kill one sharkian freebooter mook for every 22 
  damage you deal to the mob.
  Sharkian Wizard
  Sharkian wizards are cold and cunning.
  8th level caster [humanoid]
  Initiative: +18
  Bite +13 vs. AC (1d3 attacks)—25 damage
  C: Electric aura +13 vs. PD (closest nearby ene-
  my)—38 lightning damage
  Natural 19+ hit: Target is stunned until the end of 
  their next turn.
  C: Dark water wave +13 vs PD (1d3 nearby or far 
  away enemies in a group)—26 cold damage, and 
  if the target is nearby they are teleported far away
  R: Shadow in the water +13 vs. MD—Until the end 
  of the battle the target must save at the start of 
  each of its turns or be afraid until the start of its 
  next turn (fear = -4 to attacks and no using the 
  escalation die).
  The shark that walks: This creature can swim like a 
  shark, breathe under water, and can scent blood 
  in the water or on land from miles away. Sharkians 
  have +2 to their defenses while in the water.
  Nastier Specials
  Great white: The wizard’s bite attack targets 1d3+1 
  enemies.
  Hammerhead: The wizard can cast a spell (electric 
  aura, dark water wave, shadow in the water) as a 
  free action when it becomes staggered.
  Tiger shark: Twice per battle the wizard makes a single 
  bite attack on an enemy’s turn.
  Whale shark: The wizard has 216 hit points.
  AC 24
  PD 18 
  HP 144
  MD 22
  Smothering 
  Fleshwall
  Will grab and crush; once a target is unconscious, it will 
  let go and search for a new target.
  Large 11th level spoiler [aberration]
  Initiative: +16
  Melee Attack +19 vs. AC—Target is grabbed and 
  dazed. Dazed lasts until grab is broken.
  Natural 19+ hit: The target is stunned instead of 
  dazed, save ends. When the save is made, the tar-
  get becomes dazed until the grab is broken.
  [Special trigger] Fleshy crush +23 vs. AC—70 damage
  Damage pass through: Half the damage is passed 
  onto the grabbed creature (if any), half is taken by 
  the smothering flesh.
  AC 27
  PD 25 
  HP 400 (200 staggered)
  MD 21
  Sharkians are part shark, 
  part orc, all realm-sailing 
  pirate. These bloodthirsty 
  sailors can be found 
  swabbing the deck on void 
  elf ships, as hangers-on in a 
  gnoll pack, or as muscle-for-
  hire. More rarely they form 
  independent groups that 
  straddle the line between 
  mercenaries and bandits.
  
  The Overworld and Beyond
  137
  SNARKERS
  Snarker Magician
  3rd level caster [humanoid]
  Initiative: +8
  Wondrous web of worlds +8 vs. MD—9 psychic 
  damage
  Natural even hit: Target is teleported to a random 
  spot on the battlefield (if you are using minis drop 
  a d4 onto the table and see where it lands).
  C: Brisby’s voting thumb +8 vs. AC—9 damage
  Hit when the escalation die is even: One condition 
  (stuck, hampered, etc.) on the snarker is trans-
  ferred to the target.
  Miss when the escalation die is even: One condition 
  (stuck, hampered, etc.) on the target is transferred 
  to the snarker.
  R: Gravity arrows +8 vs. AC—8 force damage
  Hit when the escalation die is even: Target is stuck 
  until the end of their next turn.
  Hit when the escalation die is odd: Target is flung into 
  the air (pops free) and takes 2d4 damage when 
  they hit the ground. Flying targets and those that 
  can easily withstand falls are immune to the falling 
  damage.
  Nastier Specials
  Levitation: By altering gravity slightly this magic-user 
  can fly, though not very fast.
  War of flames: Enemies engaged with the snarker take 
  2 fire damage every time they take an action.
  AC 19
  PD 16 
  HP 45
  MD 16
  Snarker Justicar
  4th level leader [humanoid]
  Initiative: +8
  Memetic sword +11 vs. AC—10 damage
  Natural even hit: Make a second memetic sword 
  attack against the target:
  Burn +11 vs. MD—1d4 ongoing fire damage
  Call to arms: One nearby enemy becomes the “pariah” 
  until the end of the battle. The pariah is vulnerable 
  to all attacks. There is only one pariah at a time—
  when this ability is used on a different enemy 
  they become the new pariah and the effect on the 
  previous target ends.
  Limited use: 1/round, as a quick action.
  Blessing of Kibo: As a move action the snarker tele-
  ports into engagement with an unengaged 
  enemy.
  Nastier Specials
  Pariah status: The pariah has no allies—they can’t be 
  healed by others whose healing targets allies; pari-
  ah rogues can’t count others as allies for purposes 
  of sneak attacks; etc.
  Mob justice: Mook allies of the justicar have +1 to 
  attack the pariah.
  AC 23
  PD 14 
  HP 45
  MD 17
  SONS OF THE SEA
  Children of the Old Lords: In ages past, men were 
  thrown into the sea as sacrifices to the Lords of 
  the Old Ones. The Lords took the most pleasing of 
  these gifts and transformed them into their own 
  people: Toc replaced some of their flesh with coral 
  and gave them the ability to breathe beneath the 
  waves, and Tanic blessed them with tentacles like 
  the most prized of his creatures. Helbar instilled 
  them with strength and bloodlust. The Lords then 
  set their sons loose to raid the coasts and return 
  with the pillaged spoils.
  Society of Strength: The sons of the sea respect 
  strength and battle prowess, with the mightiest 
  among them ruling over the rest. Battle scars are a 
  source of pride, and when a group of sons, referred 
  to as a frenzy, comes across another, the strongest 
  member of each competes in a trial of combat, 
  with the victor tribe claiming spoils from the loser. 
  As an entirely male society, the sons must bol-
  ster their numbers from the towns that they raid, 
  dragging strong boys beneath the waves to be 
  transformed by the power of the Lords if they are 
  deemed worthy.
  Snarker is a catch-all term 
  used by realm-walkers 
  to refer to bodyguards 
  and street-toughs in the 
  City at the Edge of Dawn, 
  transdimensional swords-for-
  hire, bandits on moon-paths, 
  and adventurers. If you walk 
  the ways between worlds and 
  fight for glory or gold then 
  you are a snarker.
  Snarker magicians have 
  strange spells and hidden 
  names…
  Justicars are leaders among 
  snarkers, directing attacks 
  and leading the charge.
  “Yo ho, the drowned ones call.”
  
  The Overworld and Beyond
  138
  Son of the Sea
  Double-strength 3rd-level spoiler [aberration] 
  Initiative: +6 
  A son of the sea can attack with both the coral spear 
  and tentacle attacks each turn. A son has two tenta-
  cles, and a single tentacle can make either the raging 
  tentacle or tentacle squeeze attacks, but not both.
  Raging tentacle +8 vs. AC (up to 2 attacks)—10 
  damage and the son of the sea grabs the target.
  Tentacle squeeze +12 vs. AC (up to 2 attacks on 
  grabbed targets)—12 damage
  Miss: 3 damage.
  R: Coral Spear +8 vs. AC—10 damage.
  Nastier Specials
  Escalator vs. staggered: A son of the sea adds the 
  escalation die to its attack rolls against staggered 
  targets.
  AC 19
  PD 17 
  HP 90
  MD 13
  Champion of the Sea
  Double-strength 6th-level spoiler [aberration] 
  Initiative: +9
  A champion of the sea can attack with both the coral 
  spear and tentacle attacks each turn. A champion has 
  two tentacles, and a single tentacle can make either 
  the raging tentacle or tentacle squeeze attacks, but 
  not both.
  Raging tentacle +11 vs. AC (up to 2 attacks)—20 
  damage and the son of the sea grabs the target.
  Tentacle squeeze +15 vs. AC (up to 2 attacks on 
  grabbed targets)—25 damage
  Miss: 6 damage.
  R: Coral Spear +11 vs. AC—20 damage, can attack 
  with spear and tentacles each turn.
  Nastier Specials
  Escalator vs. staggered: A champion of the sea adds 
  the escalation die to its attack rolls against stag-
  gered targets.
  AC 22
  PD 20 
  HP 180
  MD 16
  Building Battles
  When the PCs go sailing, a pirate ship closes for a 
  boarding action on one side, while sons of the sea 
  climb up the other side of the ship, making a PC sand-
  wich with sea salt.
  The PCs’ ship hits an uncharted coral reef, breach-
  ing the hull and letting in water, sahuagin, and sons 
  of the sea. The captain asks a PC to check below decks 
  for any damage (maybe they are carrying important 
  cargo below and will want to check anyway).
  Sons of the sea raid the coastal town the PCs are 
  in during the night. When the PCs put up a defense, 
  the sons retreat to the sea, carrying helpless pris-
  oners. Waiting just under the surface are sahuagin 
  mutants and glow priests, ready to strike if the PCs 
  follow the sons of the sea.
  Sons of the Sea and the Icons
  Lady Akuma enjoys the excitement and drama that 
  sons and champions of the sea create. The Father of 
  Robbers and Supreme Commander Tyrvek appreciate 
  how gifted they are at piracy. 
  Adventure Hooks
  A storm surge floods a coastal town at night, bringing 
  with it sons of the sea who claim the town. An icon 
  wants the town saved, but the flood never retreats, 
  keeping the town underwater due to a strange magic 
  item brought by the sons.
  A small fishing village in Borgostnya is overrun by 
  sons of the sea who are using a holy relic to keep the 
  vampires at bay. Let no one say that Baron Von Vorla-
  tch abandons his people. He finds something the PCs 
  want, takes it, and offers it in exchange for defeating 
  the sons of the sea.
  When you’re grabbed: 
  you are engaged with the 
  creature grabbing you and 
  you can’t move away unless 
  you teleport, somehow pop 
  free first, or successfully 
  disengage. Your disengage 
  checks take a –5 penalty 
  unless you hit the creature 
  that is grabbing you on the 
  same turn that you’re trying 
  to disengage.
  Lady Akuma, page 57 
  Father of Robbers,  
  page 53
  Supreme Commander 
  Tyrvek, page 61
  G&I
  
  The Overworld and Beyond
  139
  Tentacula
  Double-strength 8th level blocker [aberration]
  Initiative: +8
  Feeding feelers +13 vs. AC—50 damage
  Natural odd hit: Until the end of the battle, if the 
  target starts their turn engaged with this monster 
  it takes 25 damage.
  Natural even hit: The target is hampered until the 
  end of its next turn.
  C: Pull of the void +13 vs. MD (one nearby or 
  far away enemy)—The target must move into 
  engagement with the tentacula on its next turn or 
  take 50 psychic damage at the end of its next turn
  Limited use: 1/round, as a quick action.
  Boneless monstrosity: The tentacula can squeeze 
  through any space that air can get through.
  Nastier Specials
  Clinging suckers: Disengaging from the tentacula has 
  a -5 penalty.
  Undo reality: If the tentacular’s feeding feelers causes 
  an enemy to drop to 0 hp or fewer, one magic item 
  belonging to that target loses its magic. This might 
  be a temporary situation, or it might be perma-
  nent.
  AC 24
  PD 22 
  HP 300
  MD 18
  Toothsome 
  Maw
  11th level mook [aberration]
  Initiative: +14
  Toothsome bite +16 vs. AC—46 damage
  Natural 16+ hit: 46 and the target is stuck (save 
  ends).
  Miss: 5 [poison] damage.
  [Special trigger] If the target is stuck before the attack 
  (from a previous attack), the toothy maw gets two 
  toothsome bite attacks.
  Creep: appears under a PC on the first round, thereaf-
  ter can move 5 feet a round
  AC 27
  PD 25 
  HP 70
  MD 21
  Mook: Kill one toothsome maw for every 70 points of 
  damage you deal to the mob.
  A tentacula is a blood-
  drinking mass of writhing 
  black feelers.
  A toothsome maw appears 
  on the ground, right under a 
  character’s feet. Very popular 
  in the Fleshscar.
  
  The Overworld and Beyond
  140
  VOID ELVES
  Nastier Special for All Void Elves
  Cruel twist: Sometimes void elves only play dead and 
  have an extra 10 hp. They wait until you are looting 
  their “corpse” and stab you before running away, 
  with a +4 to attack and dealing double damage if 
  they hit.
  Elves, Elves Everywhere
  Void elves are dark elves…in spaaaace. Similarly, 
  you could call high elves “star elves” and have them 
  be realm-traveling voyagers in crystal ships, or call 
  wood elves “wildspace nomads” and give them 
  living tree-ships. The rules for PCs are the same, the 
  flavor slightly different.
  Void Elf Corsair
  7th level troop [humanoid]
  Initiative: +12
  Twin cutlasses +12 vs. AC—20 damage
  C: Sparker bomb +12 vs. PD (1d3 nearby enemies 
  in a group)—5 lightning damage
  Limited use: 1/round, as a quick action.
  Avast!: These elves don’t need to make rolls to swing 
  from rigging, perform zero-gravity acrobatics, or 
  other astronautical swashbuckling.
  AC 23
  PD 17 
  HP 100
  MD 21
  Void Elf Highbinder
  9th level archer [humanoid]
  Initiative: +8
  Poisoned dagger +14 vs. PD—30 damage and 10 
  ongoing poison damage (save ends)
  R: Barbed darts +14 vs. AC—40 damage
  Each successive hit against the target: Each hit by any 
  highbinder after the first deals an extra 10 poison 
  damage to the target (40 damage for the 1st hit, 40 
  + 10 poison for the 2nd hit, 40 + 20 poison for the 
  3rd hit, 40 + 30 poison for the 4th hit, and so on).
  Voidbomb [group ability]: Once per battle as a quick 
  action, all the void elves in the battle can pop free 
  and move.
  AC 25
  PD 19 
  HP 180
  MD 23
  Death-Spirals
  The void elf highbinder’s escalating damage on 
  its barbed darts can be deadly—more so than its 
  level suggests. It’s OK to have the void elves run 
  out of barbed darts if it looks like you are heading 
  towards a TPK.
  Void Elf Warplock
  This dark elf knows the darkness between the stars.
  11th level caster [humanoid]
  Initiative: +16
  Claw rings +14 vs. AC (two attacks)—25 damage
  C: Dark warp +16 vs. PD (1d3 nearby enemies)—50 
  negative energy damage, and the targets teleport, 
  swapping places with each other (no teleportation 
  effect if only one target hit)
  C: Acid spit (automatic hit against the closest 
  nearby enemy)—5 ongoing acid damage
  Limited use: 1/round, as a quick action.
  R: Void lightning +16 vs. PD—70 lightning damage, 
  or 50 force damage and the target pops free and is 
  hurled back (target’s choice)
  Void warp: The void elf warplock can teleport as a 
  move action, and once per battle as a quick action.
  AC 26
  PD 27 
  HP 290
  MD 22
  Void Elves and the Icons
  Everyone knows that the void elves have left the 
  service of Queen Tanadil for that of Lady Akuma. Or 
  follow no icons at all. Some have speculated this is 
  only partially true.
  A proud and cruel race, the 
  void elves lost their world to 
  disaster (or perhaps it was 
  destroyed in a war or by a 
  vengeful deity). Void elves live 
  in tunnels on floating rocks in 
  a mostly airless void lit only 
  by lightning that crackles 
  from its roiling purple clouds. 
  From their shattered world, 
  they launch raids into other 
  realms.
  Void elf corsairs emerge in 
  their flying ships from tears 
  in reality, raid settlements, 
  then return to the void—only 
  leaving a few survivors to 
  spread the tale.
  Highbinders are dark elf 
  assassins who travel the void 
  between realms looking for 
  their next contract. Useful 
  allies, dangerous enemies.
  Queen Tanadil, page 49
  Lake Akuma, page 57
  G&I
  
  The Overworld and Beyond
  141
  Magic Item 
  Miscellany
  Thirteen magical items that can be found in the over-
  world and beyond, or that might have come from 
  there.
  Weapons
  Default bonus: Attacks and damage when using the 
  weapon: +1 (adventurer); +2 (champion); +3 (epic).
  Blade of Concordance
  The iridescent metal of the blade glows with shifting 
  colors.
  Once per battle (or once every five minutes): As a quick 
  action, pick any damage type (acid, cold, fire, 
  etc.)—the weapon now deals that damage type 
  until you next change it.
  Recharge 11+ after use: Perform a minor non-combat 
  cantrip-style trick involving the current damage 
  type. Tricks could involve igniting a fire at a short 
  distance, freezing a door lock so that it can be 
  shattered, using negative energy to wither plants, 
  making a loud thunder-clap, etc.
  Always: If you are in a realm infused with a particular 
  element or power, and your weapon is set to a 
  matching damage type, your crit range with the 
  weapon expands by 2 (usually to 18+).
  Quirk: Never satisfied, the grass is always greener on 
  the other side.
  Dimensional Rune-Hammer
  The stone head of this hammer sometimes becomes 
  see-through.
  Recharge 16+ after battle (and once per day the power 
  automatically recharges when you crit with the 
  weapon): Teleport yourself or an engaged enemy 
  or an ally next to you to any point nearby that you 
  can see (champion: recharge 11+ after battle; epic: 
  recharge 11+ during battle).
  Quirk: Once you believe a lie, it is hard for you to 
  change your mind.
  Overworld Bow
  This bow is strung with a heartstring from an over-
  world raptor.
  Always: Arrows shot using this bow can phase 
  through solid obstacles to hit their targets. Targets 
  hidden behind walls gain +4 to their defenses if 
  you can’t see them, but if you beat their defenses 
  you still hit them.
  Quirk: Kill what you eat, eat what you kill.
  Armor
  Default bonus: Armor class: +1 (adventurer); +2 
  (champion); +3 (epic).
  Elemental Runescale
  This leather-and-metal panoply grants protection to 
  those who travel between realities.
  Always: You are protected from environmental 
  hazards prevalent within the realm that you are 
  currently in. For example: you can’t drown while in 
  the elemental realm of water, you won’t go mad in 
  the realm of chaos, you won’t be burnt by the Sea 
  of Fire in the elemental realm of fire, etc. The en-
  vironmental protection doesn’t extend to attacks 
  against you.
  Recharge 16+ after battle: Until the end of the battle, 
  gain resist 12+ to the damage type of the last 
  attack against you, hit or miss (champion: recharge 
  11+ after battle; epic: recharge 6+ after battle).
  Quirk: Over-confidence.
  Lucent Chain
  The fine lustrous links of this chain shirt bend light 
  around you, and make no sound.
  Always: Gain a +2 bonus to sneaking about and hid-
  ing (champion: +4; epic: +6).
  Recharge 16+ after battle: Until the end of the battle 
  you gain a bonus to AC equal to the escalation die 
  when you are in near-complete darkness.
  Quirk: Photophobia (light hurts your eyes).
  Transplanar Plate
  This “bright-steel” breastplate has teleportation cir-
  cles acid-etched into the metal.
  Once per battle: When you are attacked by an en-
  gaged enemy (hit or miss), teleport that enemy far 
  away from you.
  Once per day: Teleport to a point that you can see that 
  is far away from your current location.
  Quirk: Keeps others at arm’s length.
  
  The Overworld and Beyond
  142
  Implements & 
  Symbols
  Default bonus: Attacks and damage with a spell or 
  magical (non-weapon) attack: +1 (adventurer); +2 
  (champion); +3 (epic).
  Cosmic Orb
  The swirl of gases dotted with points of light in this 
  orb look almost like a galaxy. Almost.
  Always: When you teleport or fly, you can travel twice 
  as far as you could normally.
  Recharge 16+ after battle (or 11+ after battle if wielding 
  a second orb): If a ranged or close attack misses 
  you, the attacker must retarget the attack against 
  themselves or one of their allies.
  Quirk: Unconcerned with petty mortal affairs.
  Staff of the Way-Walker
  (Staff: champion and epic tier only) This steel-shod staff 
  crackles with otherworldly power when you strike 
  it against the ground.
  Always: At the start of your first and second turns 
  each battle you automatically pop free of engage-
  ment.
  Recharge 16+ after battle: As a move action, teleport 
  to a point nearby that you can see (champion: re-
  charge 11+ after battle; epic: recharge 11+ during 
  battle).
  Quirk: Makes grand and mysterious-sounding pro-
  nouncements.
  Talisman of the Four Realms
  This tetrahedron is inscribed with symbols represent-
  ing the four elements.
  Always: You are aware of the resistances, immunities, 
  and vulnerabilities of creatures just by looking at 
  them.
  Recharge 6+ after battle: Either cause all your attacks 
  this battle to have one of four damage types (cold, 
  fire, lightning, or thunder), or grant that to one 
  nearby ally.
  If the power fails to recharge: Until the end of the day, 
  gain resist 6+ to the damage type that you last 
  used this item for (epic: resist 12+).
  Quirk: Uses magic to solve minor problems.
  Miscellaneous 
  Items
  Boots of the Sub-Mariner
  The soles of these winged boots are studded with 
  tiny metal seashells.
  Always: +1 to disengage checks and other fancy 
  footwork (champion: +2; epic: +3). You can breathe 
  under water, can swim well even in very strong 
  currents, and can survive the pressures and tem-
  peratures of great oceanic depths.
  Once per battle (or once every five minutes): Conjure 
  up a wave (even on dry land) on which you can 
  ride, allowing you to get to a point far away with a 
  single move rather than two moves. You decide if 
  it is salt water, fresh water, hot, warm, tepid, cold, 
  or near-freezing.
  Quirk: Suspicious of the motives of others, especially 
  of deals that seem a bit fishy.
  Gloves of Timely Action
  These soft leather gloves are sewn with strands from 
  the loom of fate itself.
  Always: +4 to initiative.
  Recharge 18+ after battle: When a nearby ally is tar-
  geted by an attack, before the enemy attacks your 
  ally you can make a free basic attack against the 
  enemy attacking your ally.
  Quirk: Always second-guessing yourself.
  Ring of The Dawn Wind
  The gem of this ring is a feather trapped in amber.
  Recharge 6+ after use: Conjure a stiff breeze, strong 
  enough to close a door or topple an empty bottle.
  Recharge 11+ after battle: As a quick action, all ene-
  mies engaged with you pop free.
  Recharge 16+ after use: Take no damage from falling.
  Champion and epic tier: One turn per battle you can 
  fly (using move actions), landing at the end of your 
  turn.
  Epic tier only: If you are in the realm of air or the over-
  world (or another place where solid ground is rare 
  and the element of air is in play) then you can fly 
  as a move action at-will.
  Quirk: Tells long-winded stories.
  Ring of Elemental Might
  This plain metal band feels alternately hot and cold to 
  the touch.
  Always: Your unarmed attacks deal cold and fire dam-
  age. You can perform minor cantrip-like tricks like 
  conjuring a flame on your fingertip or freezing a 
  puddle that you touch with your finger.
  Recharge 16+ after battle: As a quick action, you can 
  either deal an extra 1d6 fire or cold damage with 
  your next weapon or unarmed attack hit or miss 
  (champion: 2d6; epic: 3d8), OR gain +1 to your 
  unarmed attacks until the end of the battle.
  Quirk: Full of bravado.
  
  The Overworld and Beyond
  143
  Characters from 
  Other Worlds, 
  Other Civilizations
  New Races
  These two new races can be found in most places 
  where planar travel is common, but are a rare sight 
  elsewhere.
  Modroks
  Modroks are polyhedral construct creatures, mechanical 
  guardians of order across the multiverse. Most modroks 
  are part of an eternal war against chaos or are part of 
  cosmic bureaucracies, but some prefer to go their own 
  way as adventurers.
  Modrok PCs get +2 Int OR +2 Con
  The modrok creature type is construct
  Repair
  Modroks are masters with all things mechanical. 
  The racial ability repair can be used once per battle 
  (or once per five minutes). Repair is like the wizard’s 
  mending cantrip, but instead of fixing an object with 
  magic the task is accomplished by tools that emerge 
  from within the modrok’s body. Repair can be used in 
  combat on construct characters next to the modrok 
  (or by the modrok PC on itself), as a quick action, and 
  the recipient of the repair can spend a recovery to 
  heal.
  Champion feat: Use repair twice per battle during 
  one battle each day.
  Sharkians
  The ultimate sailors, sharkians can be found in almost 
  every transdimensional port. Though they have a repu-
  tation as freebooters and mercenaries, most sharkians 
  work honest jobs—honest being a relative term.
  Sharkian PCs get +2 Str OR +2 Con
  Despite looking like walking fish, the sharkian crea-
  ture type is humanoid
  Swimmers
  Sharkian PCs can swim and breathe underwater (with 
  a +2 AC and PD while fully submerged), yet can also 
  breathe air and walk on land.
  Biters
  Treat a sharkian PC’s bite as though it were a small 
  one-handed melee weapon that deals 1d8 damage 
  per level instead of the usual 1d4.
  Bloodied Waters
  Sharkian PCs use a modified version of blood in the 
  water as their racial power—once per battle when a 
  PC (including them) becomes staggered, the sharkian 
  PC makes a free basic attack or a free move.
  Champion feat: Once per day the free attack grant-
  ed by bloodied waters can be any at-will attack.
  Realm Feats
  If an adventurer comes from another world, you can 
  offer their player access to a feat that reflects that.
  The Air Realm
  Adventurer feat: You have resist lightning 6+, or add 
  2 to your lightning resistance if it is already 6+ or 
  better. Additionally, you can blow gusts of wind 
  strong enough to blow over small objects or push 
  open unlocked doors.
  
  The Overworld and Beyond
  144
  The City at the Edge of 
  Dawn
  Adventurer feat: You gain three new +1 back-
  grounds or one new +2 background, probably in 
  something very unusual. The maximum a back-
  ground can be for you is now +6 instead of the 
  usual +5 limit.
  The Earth Realm
  Adventurer feat: You have resist thunder 6+, or add 
  2 to your thunder resistance if it is already 6+ or 
  better. Additionally, you can instinctively detect 
  hidden passages and secret doors in stone or rock 
  surfaces, though you must succeed at a save to 
  do so—the better concealed the secret space the 
  more difficult the roll.
  The Fire Realm
  Adventurer feat: You have resist fire 6+, or add 2 to 
  your fire resistance if it is already 6+ or better. Ad-
  ditionally, you can heat objects by rubbing them 
  rapidly with your fingers, enough to light a candle 
  wick with a little effort or cause the tip of a dagger 
  to glow with a lot of effort.
  The Fleshscar
  Adventurer feat: You have a +2 bonus to skill checks 
  and saves involving healing others, a +1 bonus 
  to death saves, and can diagnose illnesses with a 
  glance.
  The Green Realm
  Adventurer feat: While staggered you have +1 to 
  saves (but not to death saves). Each day the first 
  time you become staggered you add twice your 
  level to the damage of your next attack, hit or 
  miss.
  The Lightless Realm
  Adventurer feat: You do not rely on sight to “see” 
  —instead you have some form of echolocation 
  or thermal vision or similar. Darkness is no barrier 
  to you, and you might even be able to pierce 
  illusions and magical darkness in the right circum-
  stances.
  The Middenlands
  Adventurer feat: You have a +1 bonus to skill checks 
  and saves to avoid falling objects, avalanches, 
  and the ground suddenly giving way (trap doors, 
  deadfalls, etc.). You have a free +2 background: 
  junk scavenger.
  The Overworld
  Adventurer feat: Once every five minutes you can 
  use a wizard cantrip or the sorcerer’s dancing lights 
  cantrip (pick which cantrip this feat gives you; you 
  only get one). Each day the first daily or recharge 
  spell you roll a natural 1 attack roll for recharges 
  automatically during your next short rest.
  The Water Realm
  Adventurer feat: You have resist cold 6+, or add 2 
  to your cold resistance if it is already 6+ or better. 
  Additionally, you can “dowse” for water, always 
  finding the closest lake, river, stream, aquifer, 
  pipe, etc., even if it is hidden or underground. You 
  always know what water is like just by looking 
  (warm and poisoned, cold and brackish, hot and 
  salty, fresh and high in minerals, etc.).
  
  The Overworld and Beyond
  145
  Overworld Oddities
  Thirteen Tradable Things
  Thirteen strange oddities that an overworld traveler 
  might wish to trade.
  A Frozen Moment
  A tiny piece of frozen time—defrost it to stretch a 
  moment to a minute. Defrost it in your mouth and 
  you can hold your breath for hours.
  Bag of Folding
  Clothing placed into this satchel will be magically 
  repaired, cleaned, and pressed.
  Cosmetic Pigments
  Astonishing makeup, even in unskilled hands it can 
  achieve effects far beyond the cosmetics of mere 
  mortals.
  Decrypting Tea
  Briefly returns the dead (and undead) to life. Of 
  course, once the tea cools the person drops dead (or 
  becomes undead) once more. You can’t use this tea to 
  permanently resurrect somebody—but could use it 
  to have a chat with the departed.
  Lightning in a Bottle
  Drink this to become younger, turning back the 
  effects of aging and perhaps gaining faux-childhood 
  if you drink enough. Unfortunately, exertion (like 
  casting spells or fighting) undoes some of the effects. 
  Also useful for lighting your way in dark places.
  Living Wig
  Hairpiece and pet all in one. Some living wigs can be 
  taught simple tricks beyond sitting on their owner’s 
  head.
  Prognosticator’s Pot
  An accurate fortune-telling chamber-pot, you read it 
  like reading tea-leaves. Of course, the accuracy of the 
  reading is partly down to the skill of the reader and 
  partly down to the diet of the person to last use the 
  chamber-pot.
  Singing Octopus
  Knows dozens of songs and can be taught many 
  more. The octopus isn’t very intelligent, beyond its 
  musical facility.
  Snowglobe
  A ceramic sphere with holes in the top; shake it and 
  snow comes out. It never seems to run out of snow.
  Sonic Screw
  These metal screws can be made to thread into a sur-
  face, or unscrew after such a threading, by humming 
  specific notes to them. Sonic screws have hundreds 
  of potential uses, from a nasty torture device to sim-
  ply putting up shelves.
  Soul-Shard
  Part of somebody’s soul, useful for minor infernal 
  or divine contracts that don’t require payment with 
  a full soul. Some places (like the City at the Edge of 
  Dawn) use soul-shards as currency.
  Ur-Citrus
  This fruit is the platonic ideal of citrus fruits. Delicious, 
  and cures all non-magical diseases.
  Whisperglass Slippers
  Strong as steel, quiet as the grave, comfortable as an 
  old shoe.
  
  The Overworld and Beyond
  146
  Thirteen + 2 Weird Worlds
  Of course, the gems could have ended up scattered 
  to other realms, or the adventurers might have need-
  ed to travel through one of the following realms to 
  get where they needed to go.
  An Afterlife
  Not the afterlife, just an afterlife. The adventurers 
  aren’t supposed to be here—can they figure out the 
  rules and leave before those in charge notice them?
  Another World
  It’s just like the adventurers’ own world, but with a 
  twist. Is it a gender-flipped world, one with altered 
  morality (where villains are heroes and heroes vil-
  lains), a “theme” world (caveman-world, pirate-world, 
  everybody-is-a-monkey-world, etc.), or is it so familiar 
  that the adventurers at first mistake it for their own 
  until the differences become apparent?
  Carnivore
  A living plane covered in endless competing amuse-
  ment parks and circuses. Although the parks are usu-
  ally benign, they occasionally feed on hapless visitors 
  who stir their hunger. According to Irma, the dancing 
  reptile lady, some people have figured out how to 
  trigger the parks and use them as weapons against 
  unsuspecting visitors.
  The adventurers may be invited to the parks by a 
  friend who is an unwitting target of an assassin. Icon 
  boons may lead the adventurers to Irma, who knows 
  things. Can the PCs get their friend out of the park 
  before it’s too late?
  Chaos
  A realm with no logic, no laws, and no consistency. 
  Pure magic flows here, and reality is shaped by the 
  will of those who inhabit the realm. Mortals in this 
  realm either quickly go insane, die, or learn to adapt 
  to or reshape the chaos.
  Crystal Spheres
  The crystal spheres are the barrier between the 
  overworld and the inter-world “wilderspace” beyond. 
  Crystal spiders, fate-weavers, and a celestial bureau-
  cracy of dragons and gods await the adventurers.
  Dreams of Gaia
  This pleasant plane contains the happiest people of 
  the known planes, for when violence takes place, the 
  very plane itself reacts to punish those who break 
  its rules. What happens when the adventurers, or 
  one of their friends, are tricked into breaking those 
  rules? How do you contest the ruling of a plane of 
  existence?
  Ember
  At the intersection of the plane of elemental fire 
  and the land of dreams lies an ashen waste where 
  memories and fears may manifest in flaking, wind-
  blown simulacra.  A dangerous place for divination.
  Hell
  Is it lakes of fire, pits, and cities of devils and de-
  mons—or has it finally frozen over? Is there one hell, 
  or many? How does one escape hell?
  Land of the Fairies
  Beautiful but cruel fairy queens, fey knights, change-
  lings, and bargains best left unstruck. The unwritten 
  rules of this land are what will get you.
  Mirror Realm
  A place-between-places. Nothing here is quite what it 
  seems. Perhaps here the undead are good, and beset 
  by evil paladins. Or whatever switch-up you want to 
  spring on your players.
  Limbo
  A whole lot of nothing, forever. The good news is that 
  the adventurers won’t age in the timeless realm—but 
  what will they do while they wait for a way out to 
  appear?
  Our World (or Is It?)
  Our world in the 21st century—or one much like it. 
  Cars, televisions, the internet. How long before the 
  adventurers get arrested? Or is it our world—do the 
  adventurers get to the edge and discover that it is 
  turtles all the way down?
  Past or Future Worlds
  A dark future, one that the adventurers can hopefully 
  prevent? Or is this a paradise, and the adventurers 
  now have the responsibility of ensuring that history 
  turns out “right?” Or is this the past, or a reflected 
  memory of it? Will altering things in the past change 
  the adventurers’ present?
  Dreams of Gaia sponsored by 
  Paul Brinker
  Carnivore sponsored by 
  Matthew Broodie-Stewart
  
  The Overworld and Beyond
  147
  Purgatory
  Are the adventurers ready to be judged? Just who 
  judges the living and the dead? What criteria are used 
  to judge those in purgatory? Can the adventurers 
  escape, or trick the judge?
  Realm of the Titans
  The adventurers end up on what looks like a giant ta-
  ble, with huge sheets of paper scribbled with arcane 
  markings. Massive polyhedra inscribed with strange 
  symbols sit on the table, and far above god-like fig-
  ures make thunderous conversation.
  The Underworld
  Looks like the adventurers should have taken a left 
  turn in Albuquerque—they are out of the overworld 
  now. Deep delving adventurers will encounter 
  dwarves, giant spiders, and lots of darkness. Maybe 
  even a portal to the land of the dead.
  Thirteen Peculiar People
  NPCs to meet while wandering the higher limits of 
  reality.
  Bilo the Storm Giant
  This gentle storm giant druid is an outcast among 
  its kind, and seeks only to spread peace wherever he 
  goes. A pity he’s so clumsy.
  Captain Susan Ptolemy 
  (and Her Trusty 
  Sidekick Frank)
  Captain Ptolemy is a piratical adventurer who leads 
  a crew of interdimensional sailors on outlandish ad-
  ventures aboard their ship the Flying Goat. “Frank” is 
  an ordinary chimpanzee who the captain has dressed 
  up, and to whom she talks as though he could under-
  stand her.
  Curple Sporange the 
  Rhymer
  This gnome from the city-world of Nilver beat a god 
  in a rhyming contest, and is now cursed to endlessly 
  wander until he finds a word with no rhyme. Can the 
  adventurers help him out, or do they fear angering 
  the gods?
  Drumph the Dwarf
  A lost dwarven “bard” with no talent for singing or 
  story-telling and bad luck with teleportation spells. 
  The braggadocious ill-tempered dwarf relies on the 
  gullibility of others and his knowledge of the charm 
  person spell.
  Edem of the 172nd 
  Greater Cog
  A floating brass cube, Edem hails from a realm of cogs 
  and machines. Edem is something between a poet 
  and a mathematician, though it claims that its exact 
  function is impossible to describe to “chaotic organ-
  ics” like the adventurers.
  Kirk the Traveler
  Though he appears to be just a nine-year-old human 
  child, Kirk is thousands of years old. An adventurer 
  who hails from the “fourth dimension,” Kirk is consid-
  ered by all who know him to be a menace of the most 
  deranged kind.
  Knight of the Seven 
  Ways
  This foreboding armored figure has vowed to keep 
  certain roads and trans-realm passages free of dan-
  ger. It will gladly escort the adventurers if they pay it 
  with secrets.
  No-One
  An emaciated figure with a shaved head, wearing 
  not much more than a loin-cloth and prayer beads. 
  No-one insists that he (or possibly she) is nobody, 
  and that nothing is real. Despite No-one’s nihilism, 
  the monk will gladly aid the party if it means they will 
  leave and she (or he) can resume meditating.
  Rasneth the Elder
  This mighty cosmic dragon has withdrawn from the 
  mortal realm to contemplate the deeper mysteries of 
  the universe. Have the adventurers brought it a wor-
  thy problem to study, or are they to be its lunch?
  
  The Overworld and Beyond
  148
  Raven of the Regini
  A human woman from a place called “Noviomagus 
  Reginorum,” Raven is on a quest in the spirit world to 
  gain power to defeat her tribe’s enemies. She regards 
  the adventurers as visions and spirits, sent either to 
  help or hinder her.
  Seven-Generations-
  Aquamarine-Spear-
  Punctures-Darkness 
  Seven-Generations-Aquamarine-Spear-Punc-
  tures-Darkness is an angel, or something close to 
  it—a servant of what it calls the “blessed divine.” The 
  being appears as a series of intersecting wheels and 
  wings and emanations of light, with a burning eye in 
  the center, and a voice that sounds like swords being 
  drawn. The angel already knows the adventurers’ 
  names.
  The Cankermass Ghost
  This spirit was once a patron of a holiday, but now no 
  mortals remember the festival at all. The forlorn and 
  fading spirit wanders between worlds trying to find a 
  mortal to revive its festival.
  Zooberon the Enigma
  A trader in oddities from a hundred realms, Zooberon 
  is currently stranded. If the adventurers help the 
  strange tentacled figure out, the trader gifts a magic 
  item to them.
  
  The Overworld and Beyond
  149
  Bright Gods
  Hierophant Glasyra is both the leader of the triumvi-
  rate of hierophants who lead the Bright Church, and 
  the Sanguine Hierophant of the Path of Heaven. The 
  other two hierophants are the Azure Hierophant of the 
  Path of Sky and the Argent Hierophant of the Path of 
  Earth.
  Emperor Roland and Thrice-Wise Mercurius also 
  follow the Bright Gods, although Mercurius pays hom-
  age to the gods of magic in all the pantheons.
  While all Bright Gods are acknowledged members 
  of the same pantheon, the norm is to, at the age of 
  majority, choose three gods (usually the same as those 
  of one’s family) and follow that path throughout life. 
  Each path has its own values, iconography, and death 
  rites. Each is symbolized by three colors and three 
  elements (animal, vegetable, mineral). There are three 
  major paths: Heaven, Sky, and Earth. Other paths have 
  appeared and disappeared over time.
  Lightbringer Paths
  Gods
  Main Icons/Characters
  Symbol
  Path of Heaven: liberty, 
  ingenuity, and exploration
  Tukae, Dozakad, Katalua
  Hierophant Glasyra, 
  Emperor Roland, Thrice-
  Wise Mercurius
  gold elephant
  Path of Sky: harmony and 
  learning
  Krito, Ezetesa, Laval
  Hierophant Glasyra, 
  Thrice-Wise Mercurius
  ten silver stars
  Path of Earth: beauty and 
  altruism
  Xaria, Beaoo, Perikalo
  Hierophant Glasyra
  ram horns
  Bright Gods
  Path
  Alignment
  Color
  Beaoo: deity of plenty, 
  medicine
  Earth
  NG
  green
  Dozakad: god of victory, 
  exploration
  Heaven
  NE
  red
  Ezatesa: goddess 
  of history, humility, 
  language
  Sky
  LN
  blue
  Katalua: goddess of time, 
  unbinding, rest
  Heaven
  CG
  gold
  Krito: god of harmony, 
  mathematics, marriage
  Sky
  LG
  black
  Laval: deity of journeys, 
  moderation, no regrets
  Sky
  N
  silver
  Perikalo: god of love, 
  beauty, aging, ecstasy
  Earth
  CG
  white
  Tukae: deity of music, 
  youth, illusion, joy
  Heaven
  NG
  orange
  Xaria: goddess of industry, 
  starlight, minerals
  Earth
  N
  purple
  Lightbringer Creed: faith 
  of the Bright Gods
  Alignment: We’re using 
  alignment as shorthand 
  for how our gods are 
  generally perceived, not 
  as moral straightjackets. 
  The gods and their 
  worshipers can act any 
  way they wish.
  
  The Overworld and Beyond
  150
  Thirsty Gods
  Inside the Espairian Empire, Lord Ikal and the Father 
  of Robbers are both prominent (and problematic) 
  followers of the Thirsty Gods. Aurum Rex, King Thor-
  bal, and Supreme Commander Tyrvek also follow the 
  Thirsty Gods.
  While a follower of the Bright Gods, Thrice-Wise 
  Mercurius pays homage to Chazda. Lady Akuma 
  doesn’t so much as worship Koatiri as celebrate her, 
  along with Tullet of the Old Gods.
  The culture originating the Thirsty Gods began in 
  a fertile river delta and spread. As its influence grew 
  through trade and warfare, worship of this panthe-
  on—with its emphasis on dualities, an expansive 
  underworld, and centralized rule—gradually replaced 
  that of the Old Gods. But the wheel of history 
  eventually turned, and the colonizers were colonized, 
  this time by Shastan invaders. Since the invasion is 
  recent, faith in the Thirsty Gods is still fiercely defend-
  ed by the Amiqui people, often in defiance of the 
  ruling elite.
  Thirsty Gods
  Alignment
  Main Icons/Characters
  Symbol
  Balamet: god of bravery, 
  protection, travel
  CG
  King Thorbal
  black cat
  Camazoth: goddess of 
  justice
  LN
  King Thorbal, Lord Ikal
  silver balance scales
  Chazda: god of the earth, 
  dragons, fire
  NE
  Thrice-Wise Mercurius, 
  Aurum Rex, King Thorbal, 
  Lord Ikal
  red crocodile
  Ixtaa: goddess of peace, 
  joy, industry, beauty
  NG
  Thrice-Wise Mercurius, 
  King Thorbal
  ibis, bee
  Koatiri: goddess of truth, 
  destruction, sun
  NE
  Lady Akuma, Supreme 
  Commander Tyrvek, Lord 
  Ikal
  sun with snake rays
  Reknar: god of music, 
  rhetoric, dreams, death
  CN
  King Thorbal
  bat, amethysts
  Shok: god of luck
  CG
  King Thorbal, Father of 
  Robbers
  hourglass
  Yuniris: god of silence, 
  wind, emotions
  CG
  King Thorbal, Father of 
  Robbers
  shell
  Reknarism: faith of the 
  Thirsty Gods
  Alignment: We’re using 
  alignment as shorthand for 
  how our gods are generally 
  perceived, not as moral 
  straightjackets. The gods and 
  their worshipers can act any 
  way they wish. 
  
  The Overworld and Beyond
  151
  Old Gods
  Blue Aoife (EE-fa) and her druids form the center of 
  worship of the Old Gods. Some druids, however, have 
  moved on to the other pantheons. Queen Tanadil, 
  Baron Von Vorlatch, and Ghiama also follow the Old 
  Gods.
  Although he’s a follower of the Bright Gods, 
  Thrice-Wise Mercurius pays homage to Baltigan. 
  Supreme Commander Tyrvek finds gods to follow 
  here and with the Thirsty Gods. Lady Akuma doesn’t 
  so much worship Tullet as celebrate her, along with as 
  Koatiri of the Thirsty Gods.
  The Old Gods are all that’s left of an ancient 
  system of worship that once spanned Espairia. The 
  iconography of the Old Gods—particularly the Wheel 
  and the idea of life’s circle—is well-known through-
  out the region, especially among the Suo people. 
  Some gods and their cults have remained alive 
  through old stories and rituals. Other cults have been 
  resurrected by people disaffected by the Shastan 
  elite. The ritual calendar dates from the creation of 
  the world and governs life events. Many people in the 
  region use the calendar without much reference, 
  sadly, to the Suo culture that created it.
  Old Gods
  Alignment
  Main Icons/Characters
  Symbol
  Argir: deity of fertility, 
  stories, endurance, 
  wisdom, wishes
  N
  Baron Von Vorlatch, Blue 
  Aoife, Ghiama, Queen 
  Tanadil, wood elves
  worm in the roots of a 
  tree
  Atowen: goddess of hunt, 
  wood, lust, harvest
  CG
  Blue Aoife, Queen Tanadil
  red oak effigy
  Baltigan: god of rumor, 
  magic, courtship, war
  CN
  Blue Aoife, Thrice-
  Wise Mercurius, Queen 
  Tanadil, high elves
  lightning sparrow
  Delkrey: god of 
  memories, future, sleep, 
  decay
  N
  Blue Aoife, Queen Tanadil
  mushroom ring
  Helbar: god of bloodlust, 
  natural disasters, sea
  CE
  Blue Aoife, Queen 
  Tanadil, Supreme 
  Commander Tyrvek
  blue fist
  Hessis: goddess of 
  hospitality, justice, tactics 
  LG
  Blue Aoife, Queen Tanadil
  walnut effigy
  Kelya: goddess of music, 
  growth, gentleness
  NG
  Blue Aoife, Queen Tanadil
  basswood effigy
  Muirelle: goddess of 
  peace, prosperity
  NG
  Blue Aoife, Queen Tanadil
  pine effigy
  Tanic: god of fate, death, 
  sea
  LN
  Blue Aoife, Queen 
  Tanadil, Supreme 
  Commander Tyrvek 
  hand with eye in palm
  Toc: god of seduction, 
  calamity, death, sea
  LE
  Blue Aoife, Queen 
  Tanadil, Supreme 
  Commander Tyrvek
  silver hand
  Tullet: goddess of free 
  will, fire, finding/hiding
  CN
  Blue Aoife, Father of 
  Robbers, Lady Akuma, 
  Ghiama
  three fox tails
  Spire: faith of the Old Gods
  Alignment: We’re using 
  alignment as shorthand for 
  how our gods are generally 
  perceived, not as moral 
  straightjackets. The gods and 
  their worshipers can act any 
  way they wish. 
  
  The Overworld and Beyond
  152
  Icons
  Thrice Wise Mercurius
  mer-CURE-ee-us. Heroic Icon. Master mage of 
  this age.
  Blue Aoife
  EE-fa. Ambiguous Icon. High Druid of the 
  Old Gods.
  Aurum Rex
  Heroic Icon. Giant gold dragon. His dragons 
  and Ghiama’s dragons don’t play well togeth-
  er.
  Father of Robbers
  Ambiguous Icon. Honored by thieves, conmen, 
  and tricksters.
  Hierophant Glasyra
  HY-ro-fant Glass-EE-rah. Heroic Icon. High 
  Priestess of the Bright Gods.
  Baron Von Vorlatch
  vor-LATCH. Villainous Icon. Vampire baron 
  of Borgostnya, part of the Espairian Empire.
  Emperor Roland the Unbreakable
  Ambiguous Icon. Human emperor of the Es-
  pairian Empire. Honor guard rides griffins.
  Lady Akuma
  Villainous Icon. Possibly insane, summons 
  devils, demons, undead and other outsiders.
  Lord Ikal
  Ambiguous Icon. Attacks hell breaches wher-
  ever they are. Ends justify the means.
  Ghiama
  GEE-ah-ma. Villainous Icon. Five-headed 
  dragon, the white head is dead and covered in 
  silver chains.
  King Thorbal of the Green Gem
  Ambiguous Icon. King of the Dwarves. Stew-
  ard of the Vaults of Grudges.
  Supreme Commander Tyrvek
  Villainous Icon. Hobgoblin ruler of goblins, 
  orcs, trolls, and other fell creatures.
  Queen Tanadil, High Queen of the 
  Fey
  Ambiguous Icon. Queen of high elves, wood 
  elves, dark elves, and gnomes.
  
  The Overworld and Beyond
  153
  Handouts
  Handout: Carrow Hills Map
  
  The Overworld and Beyond
  154
  Handout: Middenlands Metal Map
  
  The Overworld and Beyond
  155
  Handout: City at the Edge of Dawn Map
  
  The Overworld and Beyond
  156
  Index
  A
  Grandmistress Adriella Cyrio  80
  Chancellor Afzal Jindal Abbasi  81
  President Albiana Caroson  83
  Argir  151
  A Ship Aloft  31
  Atowen  151
  Attack of the Koblins  22
  The Lost Temple  26
  Attune the Obelisks  31
  Aurum Rex  152
  Avis Penkkinkaw  78
  B
  Baltigan  151
  Baron Von Vorlatch  152
  Beaoo  149
  Beast of Shank  31
  Behold the Seer  77
  Belinda “Bull-breaker” Wartooth  77
  Bestiary  117
  Chief Bjorn Svaldson  83
  First-Inseer Blaike Abison  81
  Blue Aoife  152
  Bonham Piper  92
  Bright Gods  149
  C
  Camazoth  150
  Carrow Hills Countryside
  Events  21
  Places
  Black Peacock  19
  Corpses’ Grove  20
  Gullet’s Gorge  19
  Old Watchtower  20
  Ruined Farm  20
  Trade Road  18
  Witch’s Hill  21
  Chazda  150
  The City at the Edge of Dawn  55, 68
  City of Portals. See also City at the Edge of 
  Dawn
  Coproslug  118
  Cosmic Dragons  118
  Huge Cosmic Dragon  119
  Large Cosmic Dragon  119
  Medium Cosmic Dragon  118
  Stardust Dragonic  120
  Stardust Kobold  120
  Cosmic Goldfish  120
  Cultists of the Dreaming God  54
  Currency in the City at the Edge of Dawn  68
  D
  Davina Anivad  76
  Davin Nivad  76
  Death  33
  Delkrey  151
  Destin Hellmass  126
  Doctor Wonder  75
  Don Maran  77
  Dozakad  149
  Grandmaster Duguk Daroch  82
  E
  Elemental Guardian  121
  Elemental Realms  57
  Air Realm  57
  Earth Realm  58
  Fire Realm  59
  Water Realm  60
  Emperor Roland  152
  Evos  109
  Eygor  75
  Ezatesa  149
  F
  Father of Robbers  152
  Warlady Ferdiella Quytar  82
  The Fleshscar  33, 62
  Healing and “Death” in the Fleshscar  33
  Foundry District  70
  Blackstar Shipyards  70
  Iron-Breaker’s Dock  71
  Lion’s Crown Warframe Factory  71
  Park of Seven Oars  71
  Shambling Mound  72
  Sparkling Sea Cannery  72
  Tough Day  72
  White Rook Tenements  72
  G
  Gargantuan Trash-Crab  122
  Ghiama  152
  Gnoll Island  45
  Gnolls  122
  Cancerous-Gnoll  122
  Death-Gnoll  122
  Moss-Gnoll  123
  Goads and Barding  115
  God of Crows  45
  Golden Knife  81
  Grand Market  73
  Allways Travel Service  73
  Bargain Mart  73
  Bizarre Bazaar  74
  Bloodbath & Beyond  74
  D’Corbyn’s  74
  Doctor Wonder’s Dream Emporium  75
  Emperor’s Palace  75
  Flesh Market  75
  Futures Market  76
  Green Market  76
  Hexes Are Us  76
  Killi & Killigan, Turf Accountants  77
  Last Word  77
  Lowe & Behold  77
  Medlok’s Tower  77
  Old Colosseum  78
  Orc Burger  77
  Outer Bank  78
  Penkkinkaw’s Feathered Fair  78
  Victorious Secrets  79
  The Green  47, 63
  Grue  123
  Guardians of Order, Bringers of Chaos  124
  Cnidarian  124
  Modrok  125
  Guildtowers Ward  80
  Carters Guild  80
  Drapers Guild  80
  Envoys Guild  81
  Guild of Chandlers  81
  Guild of Scorpio  81
  Hosteler’s Guild  82
  Iron Fist  82
  Librum Guild  82
  Steel Legion  82
  The Worshipful Company of Alchemists, 
  Wizards, and Mythkenners (aka “The 
  Star Guild”)  83
  Worshipful Company of Mercers  83
  Worshipful Company of Water Carriers  83
  Master Guligan Wizi  82
  H
  Handout: Carrow Hills Map  153
  Handout: City at the Edge of Dawn Map  155
  Handout: Middenlands Metal Map  154
  Harrowbridge
  Events  17
  NPCs
  Barty Hamlin  16
  Bastion Durholm  16
  Cardinal Jamallius Canute  15
  Erodisu the Blue  15
  Gail Sprinklesleeves  15
  
  The Overworld and Beyond
  157
  Gantax the Wise  15
  Grath Slath  16
  Jont Wandhold  15
  Lady Angelica Mondegreen  14
  Lady Ymallia Jansch  14
  Mistress Dona Newcroft  17
  Mistress Zeah Rocksure  15
  Orland Hellmass  17
  Tiddles the Cat  17
  Willathan Redbriar  15
  Zivas Kymeb  14
  Places
  Corn Exchange  14
  Dragons Blade Inn  16
  Loathsome Snake  15
  Solar Temple of the Red Sun  15
  Threesides Plaza  16
  Tower of Wizardry  14
  Helbar  151
  Destin Hellmass  126
  Orland Hellmass  17
  Hellmass the Wizard  126
  Hessis  151
  Hidden Armor  79
  Hierophant Glasyra  152
  Hollow Person  127
  I
  Icons  152
  Into the Overworld  52
  Ixtaa  150
  J
  Jack “Halloween Jack” Sikora  90
  Ambassador Jerome, Duke of Whitestrand  89
  Lord John Blaylock  88
  K
  Karl Svaldson  92
  Katalua  149
  Kelya  151
  Khalifa  72
  Killi  77
  Killigan  77
  King Thorbal  152
  Koatiri  150
  Koblins  127
  Giant Koblin-Spider  130
  Koblin Archer  128
  Koblin Camp Guard  128
  Koblin High-Shaman  129
  Koblin Raider  128
  Koblin Shaman  129
  Koblin Spider-Rider  128
  Koblin Tadpole  127
  Krito  149
  L
  Lady Akuma  152
  Lady Stardust  89
  Laval  149
  Life, Death, Rebirth  33
  The Lightless Realm  64
  Living-Gods  130
  Glitterkiss  130
  Glitterling  131
  Gra-gara  131
  Korvus  132
  Kraw  132
  Monstrous Frog  131
  Praedari  132
  Wild Hunters  133
  Lord Ikal  152
  Lost Idol  32
  M
  Magic Item Miscellany  141
  Malta Mally  72
  Mariannya the Gnoll  75
  Massive Parasite  133
  The Middenlands  40, 66
  Mohammed “Pappy” McWong  75
  Monster Mimic  134
  Muirelle  151
  Murk Goblin  123
  N
  New Races  143
  O
  Old Gods  151
  Optional: Black Magic and Soul Shards  68
  Optional Rule: Skill Piggybacking  24
  Outer Dark Cultist  134
  Overworld Crossroads  53
  P
  Path of Earth  149
  Path of Heaven  149
  Path of Sky  149
  Perikalo  149
  Prime-Weaver Perun Lokas  80
  Phase Scorpions  135
  Giant Phase Scorpion  135
  Swarming Phase Scorpions  135
  Porcelain Bull  135
  Principia Artes Magicis  32
  Q
  Queen Tanadil  152
  R
  Realm Feats  143
  Realm-Walker  94
  Rebecka D’Corbyn  74
  Rebirth  33
  Reknar  150
  Roger Silverburg  77
  Rothgar  73, 91
  S
  Samiel Lowe  77
  Archmaster Sarntha Mil  83
  The Saturnine Aberrance  74
  Scriveners Borough  85
  Eminence  85
  Good Taste Inn  85
  Great Arena  85
  Mimic Tavern  86
  Parade of Gods  86
  Startower Park  87
  Shank  7
  Events  10
  NPCs
  Father Abijah Barebone  9
  Geris Barleyoak  8
  Heryl Cooper  9
  Jokol Blackthumb  8
  Mattie Groves  9
  Rogert Schlub  10
  Sister Esme  9
  Tamlin Whitehorse  9
  Places
  Old Oak Inn  8
  The Smithy  8
  Wheelwright’s  9
  Sharkians  136
  Sharkian Freebooter  136
  Sharkian Wizard  136
  Shok  150
  Shriveport
  Events  13
  NPCs
  Jenkin Gilman  11
  Scun Drabble  12
  Starbrow the Elf  12
  Tilda Tidestrand  11
  Widow Amalthea  12
  Zadok Marsh  11
  Places
  Esoteric Temple of Balamet  11
  Gilman Hotel  11
  Tidestrand’s Tradehouse  11
  Simone Medlok  77
  Skik the Goblin  77
  Smothering Fleshwall  136
  Snarkers  137
  Snarker Justicar  137
  Snarker Magician  137
  Sons of the Sea  137
  Champion of the Sea  138
  Son of the Sea  138
  Sultan  72
  Susan McWong  75
  T
  Tanic  151
  Tentacula  139
  
  The Overworld and Beyond
  158
  Thirsty Gods  150
  Thirteen + 2 Weird Worlds  146
  Thirteen Peculiar People  147
  Thirteen Tradable Things  145
  Thomas Locke  74
  Thrice Wise Mercurius  152
  Toc  151
  Toothsome Maw  139
  Tradertown  44
  NPCs
  The Professor & Max  44
  Zarkon, Destroyer of Worlds, Emperor 
  of Known Space, All Who See Him 
  Tremble, Fear His Might  44
  Zwoosh  44
  Places
  Rusted Peacock  44
  Trading Your Soul  74, 78
  Tukae  149
  Tullet  151
  Tyrvek  152
  U
  The Unspeakable Yeg  77
  V
  Void-Caller  103
  Void Elves  140
  Void Elf Corsair  140
  Void Elf Highbinder  140
  Void Elf Warplock  140
  W
  Ward of Queens  88
  Blaylock Palace  88
  Dragon’s Blade Inn  88
  Golden Apple  88
  Machine Embassy  89
  Melgaard Imperial Embassy  89
  Stardust Estate  89
  Stronghold of Dragons  89
  Theater of The Infinite  90
  Warframes  71
  Warrenhold  91
  Ashen Peacock  91
  Blackheart  91
  Bolthole  92
  Catacombs  92
  Piper’s Calling  92
  Ruined Cathedral  93
  X
  Xaria  149
  Arch-herald Xava Auder  81
  General Xavbeta Javing  82
  Y
  Yuniris  150
  Z
  Zark-7  77
  Zila Martel  79
  
  Kickstarter Backers
  Aaron “WolfSamurai” Roudabush
  Aaron W. Most
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  Craig “Stevo” Stephenson
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  13th Age 
  Adventure!
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  Roleplaying Game
  
  The Sun Below: 
  That’s How the Light Gets In
  by John WS Marvin
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  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
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  1. Definitions: (a)”Contributors” means the copyright and/or trade-
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  System Reference Document. Copyright 2000, Wizards of the Coast, 
  Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
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  13th Age. Copyright 2013, Fire Opal Media; Authors: Rob Heinsoo, 
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  pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, 
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  Castles & Crusades, Copyright 2004, Troll Lord Games; Authors: 
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  Gods and Icons, Copyright 2016, Dread Unicorn Games; Authors: 
  John WS Marvin, Vanessa Rose Phin, Connor W. Marvin.
  The Overworld and Beyond; Authors: Ash Law, John WS Marvin
  
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SOURCE: textdata/thevault/13th Age/3rd Party [Non-Pelgrane]/The Overworld and Beyond [Dread Unicorn Games, v1.2].pdf