TEXT: An Adventure for
  Master Characters
  ~Credits~
  WRITING and DESIGN: 
  Nat Webb with ROBERT j. sCHWALB
  editing: Jay Spight
  Art Direction: rOBERT j. sCHWALB
  Layout: Kara & Kevin Hamilton
  Graphic Design: Hal Mangold
  and Kara Hamilton
  ILLUSTRATIONs: Cecil Howe, Britt Martin, and
  MirCo Paganessi
  The Man Who Fell to Urth is ©2016 Schwalb Entertainment, LLC. 
  All rights reserved.
  Shadow of the Demon Lord, Hunger in the Void, The Man Who Fell to Urth
  Schwalb Entertainment, and their associated logos 
  are trademarks of Schwalb Entertainment, LLC.
  SCHWALB ENTERTAINMENT, LLC
  PO Box #12548, Murfreesboro, TN 37129
  info@schwalbentertainment.com
   www.schwalbentertainment.com
  No one knew what to make of the strange blue giant 
  lying in a crater at the center of town. To make 
  matters worse, the locals were completely 
  unprepared for the legion of salamanders who 
  appeared in the night to stand guard over the visitor. 
  Eﬀ orts to study the giant were forcefully repelled by 
  the dour guardians, who made threatening noises 
  in their hissing tongue. Fearing violence, the locals 
  kept away, but now, tensions are on the rise and 
  people whisper about what the being wants, why 
  it has yet to stir, and just who these soldiers are 
  and from where they came. As rumors breed panic 
  throughout the community, a hero arrives, a Knight 
  of the One True God who has made her intentions 
  clear. The mysterious visitor must die.
  The Man Who Fell to Urth is an adventure for 
  master characters who come upon the scene of 
  rising tensions and must get to the bottom of what 
  is truly going on. The characters complete the 
  adventure when they deal with the threat to their 
  world or die trying. 
  
  2
  Background
  Long ago, a universe died. Demons shattered the 
  boundaries to the Void and spilled free to unmake 
  creation and return its substance to be devoured by 
  the dreaded Demon Lord. In a desperate attempt 
  to save the universe, a genie named Zadkiel left his 
  eternal vigil to become an incarnation, occupying 
  the body of a mighty champion to lead the ﬁ ght 
  against the demonic invaders. Ultimately, Zadkiel 
  failed and was drawn into the endless dark along 
  with massive islands of the destroyed world he 
  fought to protect. 
   Zadkiel and his islands ﬂ oated through the Void 
  for one thousand years, lost in the darkness, until 
  the current pulled them toward a crack in the 
  barrier to the universe containing Urth. Now, the 
  largest island of Zadkiel’s crumbled universe drifts 
  closer and closer to this crack. If it were to slip 
  through, it could cause extensive destruction upon 
  crashing into Urth. Sensing the peril to yet another 
  reality, Zadkiel used his body to temporarily plug 
  the gap, appearing suddenly on Urth at the point 
  of breach. Although somewhat sealed, the island 
  continues its course and will break through the 
  barrier in a matter of days.
   Zadkiel’s current form is that of a Size 5 humanoid 
  seemingly made from blue crystal but whose 
  substance is warm and weirdly spongy. He’s 
  defenseless after spending one thousand years 
  drifting in the Void, so he is immobile and barely 
  conscious, though clearly breathing and occasionally 
  cracking open an eyelid to examine his surroundings. 
  He’s too heavy and huge to be moved, and thus quite 
  vulnerable to attack
  Hunger in the Void
  This adventure incorporates and explores 
  concepts introduced in Hunger in the Void. 
  While that supplement is not strictly necessary 
  to run this adventure, it does offer insights into 
  the Void and can be an excellent resource for 
  expanding this story. 
  Getting Started
  Before you run this adventure, you need to make 
  a few decisions.
   Setting: Choose a community in which the 
  adventure takes place and then locate the fallen 
  giant somewhere near a monument, landmark, or 
  inside the town square. Crossings is a great location 
  for this adventure and any of the fey spires could 
  be a suitable location for Zadkiel’s arrival, but any 
  community to which the group has ties can work.
   Time: Decide how many days the group has left 
  before the island in the Void breaks through the 
  crack and lands in the community. Somewhere 
  between one and three days works well, but if you 
  can’t decide, just roll a d3. 
   Hook: Come up with a way to involve the group. 
  The group might have heard stories about the giant’s 
  appearance, which has sent a shock through the 
  community, and thus head out to investigate. Or, if 
  the group has a patron or an important contact, that 
  character might recruit the characters to investigate 
  the matter, possibly oﬀ ering a reward if the characters 
  can relocate or eliminate the salamanders and the 
  ﬁ gure they guard. The group could also hear of 
  Zadkiel’s arrival from Estraya Scut’s boasting or even 
  be recruited by her to her cause.
  Cracks in the Barrier
  Although Zadkiel’s presence in the world seals 
  the largest crack in the barrier, all around it 
  reality has begun to fracture, causing strange 
  disturbances in the area for miles around. Every 
  couple of hours, the ground trembles, clouds 
  in the sky assume monstrous shapes, gravity 
  relaxes its hold, while milk spoils, blood runs 
  from walls, and people cough up beetles. 
  These events last just a few minutes, enough 
  to be disturbing but not enough to cause 
  lasting trouble. 
   
  Far worse are the demons that wriggle free 
  from the Void through the gaps in reality that 
  are opening up all over the place. These cracks 
  are easily found, appearing as purple-edged 
  rips in reality through which one can see the 
  darkness of the Void. Anyone seeing a crack 
  for the ﬁ rst time must get a success on a Will 
  challenge roll or gain 1 Insanity. Once each day, 
  at a time and place of your choosing, a demon 
  appears. Roll a d3 to see what kind of demon 
  arrives: 1, 1 medium demon; 2, 1 large demon; 
  3, 1 huge demon. Demons attack the nearest 
  living thing each round until destroyed. News 
  of these attacks spreads rapidly, and larger 
  demons might be beyond the ability of any 
  locals to stop, which could draw the characters 
  into the plot.
  Rumors 
  Everyone in the community knows of Zadkiel’s 
  appearance and they speak of little else. Characters 
  can learn the following information by asking around.
  • The blue giant appeared sometime during the
  night. It was there when people started their days.
  • The blacksmith was up late working and swears a
  salamander leapt out of his forge to join the circle
  around the giant.
  • The salamanders kill anyone who tries to go
  near the giant. This morning they murdered
  two children who had dared each other to try to
  approach it.
  • The wife of a local brewer named Garland was
  also killed today, but it was at his house, not by the
  salamanders.
  
  3
  • A knight named Estreya Scut arrived just this
  morning. She claims to be a Knight of the One
  True God and was guided to the giant by a
  prophecy that foretold its arrival. She has been
  boasting that she will slay the giant, deeming it a
  demonic invader.
  The Stand Off
  When the group comes upon the scene, they ﬁ nd
   an aggressive Knight and henchmen squaring oﬀ  
  against the salamanders. She calls them demons 
  and tells the bystanders that the giant they guard 
  threatens to destroy the community. Locals appear 
  angry and are on the verge of forming into mobs.
  The Knight of the One True God
  Estreya Scut is a young, hard woman, with short
   black hair and a sneer on her face. A Knight of the 
  One True God, her patron called her to come to this 
  community and destroy the invader, a being she 
  believes to be a demon. She’s fanatical in her beliefs, 
  but knows she and her followers are not enough 
  to stand against the salamanders, so she works 
  the crowd, trying to whip them into mobs she can 
  direct at the guardians so she can slip through and 
  dispatch the demon. Loud and boastful, she hopes 
  to incite the crowd to help her defeat the 
  salamanders. If the group shows up, she turns to 
  them for help, urging them to do their duty and 
  protect the innocent people.
  Knights of the One True God
  Introduced in Hunger in the Void, the Knights 
  of the One True God are a rogue sect of the 
  New God’s cult, disavowed centuries ago for 
  their intolerance and distorted religious views. 
  They believe the One True God, their name 
  for their patron deity, demands vengeance for 
  being abandoned by mortals for false gods and 
  will one day soon come to Urth to dispense 
  holy justice on the heretic and nonbeliever. 
  What most do not know, including many of 
  the knights, is that the One True God is but an 
  aspect of the Demon Lord and that their efforts 
  hasten the end of all things.
  ESTREYA SCUT 
  DIFFICULTY 250
  Size 1 human
  Perception 10 (+0)
  Defense 20 (mail, large shield); Health 75; Insanity 2; 
  Corruption 2
  Strength 16 (+6), Agility 13 (+3), Intellect 11 (+1), 
  Will 13 (+3)
  Speed 10
  Immune charmed, frightened
  Zeal When Scut would make an attack roll or 
  challenge roll, she can use this talent to make the 
  roll with 2 boons. If the roll results in a failure, 
  Scut becomes dazed for 1 round.
  ATTACK OPTIONS 
  Sword (melee) +6 with 4 boons (4d6 + 2 plus 
  Forceful Strike on 20+)
  Large Shield (melee) +6 with 4 boons (1d3 plus 3d6 
  plus Forceful Strike on 20+)
  Forceful Strike When the total of Scut’s attack roll 
  is 20 or higher and exceeds the target number 
  by at least 5, the attack deals 1d6 extra damage.
  SPECIAL ATTACKS 
  Double Attack Scut makes two attacks against 
  different targets.
  Shield Bash Scut makes an attack with a large shield 
  against one creature she can reach. On a success, 
  the target takes damage and falls prone. Scut can 
  then use a triggered action to attack the target 
  with her sword.
  SPECIAL ACTIONS 
  Catch Your Breath Scut can use an action or a 
  triggered action on her turn to heal damage 
  equal to her healing rate. Once she uses this 
  talent, she cannot use it again until after she 
  completes a rest.
  Scut’s retinue consists of two squires (as veterans), 
  Alan and Meric, plus four servants (as commoners) 
  who cook, care for the horses, maintain her armor, 
  and so on.
  MOB OF COMMONERS 
  DIFFICULTY 10
  Size 3 human
  Perception 9 (–1)
  Defense 10; Health 11
  Strength 11 (+1), Agility 10 (+0), Intellect 9 (–1), Will 9 (–1)
  Speed 10
  Mob A mob takes half damage from attacks that 
  target individual creatures and double damage 
  from attacks that affect creatures in areas. The 
  mob acts as a single creature, but it counts as 
  10 creatures for the purpose of choosing targets. 
  A mob makes Strength, Intellect, and 
  Will challenge rolls with 1 boon.
  Creatures can move through a 
  mob’s space, but they treat the area as difﬁ cult 
  terrain. The mob can squeeze through openings 
  large enough to accommodate Size 1 creatures 
  and can move through spaces occupied by 
  creatures of any Size.
  Spawn When the mob becomes incapacitated, it 
  dissipates and 1d6 commoners appear in open 
  spaces with the space formerly occupied by 
  the mob. The commoners can take the next 
  available turn.
  ATTACK OPTIONS 
  Clubs (melee) +1 with 2 boons (3d6 or 1d6 if the 
  mob is injured)
  END OF THE ROUND 
  Overwhelm If the mob is not injured, each creature 
  that isn’t a swarm or a mob that is in the mob’s 
  space or within 1 yard of it must get a success 
  on an Agility challenge roll or take 2d6 damage.
  
  4
  The Salamanders
  Forewarned by their oracles, a force of salamanders, 
  elemental folks from the Burning Vaults west of 
  the Desolation, made the journey to the community 
  to protect Zadkiel from the forces of darkness. 
  The salamanders arrived the night he appeared 
  and formed a cordon around him to ensure that
  none harm this sacred representative of their “gods.”
   The force consists of 20 salamander zealots. 
  Vigilant and devoted to their cause, they ﬁ ght to the 
  death against any attacker. They speak only Firespeak, 
  so no one has yet been able to communicate with 
  them, but characters who are able to speak with them 
  ﬁ nd them polite but ﬁ rm about protecting Zadkiel. 
  However, two will leave the larger group to aid anyone 
  ﬁ ghting demons drawn to the community by the 
  incarnation’s presence.
  SALAMANDER ZEALOT 
  DIFFICULTY 25
  Size 1 elemental
  Perception 9 (–1)
  Defense 15 (mail); Health 36
  Strength 12 (+2), Agility 10 (+0), Intellect 9 (–1), 
  Will 13 (+3)
  Speed 10
  Immune damage from disease, ﬁ re, and poison; 
  diseased, poisoned
  Cold Intolerant A salamander takes double damage 
  from cold, and when it takes damage from cold, 
  it also becomes fatigued for 1 round.
  Fiery Death When a salamander dies, ﬂ ames burst 
  out from a point in its space in a 4-yard radius 
  dealing 1d6 + 4 damage to everything in the area. 
  A creature in the area takes 
  half damage with a success on an Agility challenge 
  roll.
  ATTACK OPTIONS 
  Spear (melee) +2 with 2 boons (2d6)
  Tail (melee) +0 with 1 boon (1d6 plus 1d3 plus the 
  target becomes grabbed on attack roll 20+)
  SPECIAL ACTIONS 
  Scorching Reprisal When the salamander becomes 
  injured, it can use a triggered action to release 
  a burst of ﬂ ames in a 2-yard radius from a 
  point within its space that deals 1d6 damage to 
  everything in the area. A creature in the area 
  takes half damage with a success on an Agility 
  challenge roll.
  END OF THE ROUND 
  Heat A creature grabbed by the salamander must 
  get a success on a Strength challenge roll or take 
  1d3 damage.
  Developments
  The standoﬀ  can end in one of a few ways 
  based on the group’s decision.
  The Group Joins the Knight
  Scut recognizes the characters as powerful ﬁ gures and 
  hopes to recruit them to her cause. If she succeeds, 
  she leads the attack, bolstered by the group and the 
  mobs, and should handily defeat the salamanders. 
  As Zadkiel is defenseless, any damage he takes kills 
  him. If he dies, his body dissolves and a howling 
  tear in reality opens into starry blackness to release 
  3 medium demons and 4 small demons, each 
  appearing in open spaces within short range of the 
  place where Zadkiel was ﬁ rst discovered. The demons 
  can take the next possible turn, attacking the nearest 
  creature each round until destroyed. 
  The Group Joins the Salamanders
  Knowing the group to be quite a bit more powerful 
  than herself, Scut backs oﬀ  if the group sides with the 
  salamanders, waiting a day or two before launching 
  an all-out assault on Zadkiel. The group must ﬁ ght 
  her, her two squires, and 1d3 mobs of commoners. 
  Scut withdraws if injured, and the squires ﬂ ee if she’s 
  slain. If Scut manages to survive, she stealthily follows 
  the group into the Void and later reveals herself to 
  prevent the party from stopping the coming collision.
  The Group Does Nothing
  If the group refuses to get involved or choose sides, 
  Scut leads the attack and defeats the salamanders in a 
  bloody battle that causes massive damage throughout 
  the area. She then kills Zadkiel with the same 
  consequences as described previously.
  
  5
  Into the Void
  No matter what happens between the salamanders 
  and the knight, the group’s woes are far from over. 
  Demons continue to invade Urth through the cracks 
  in reality and the locals beg the characters to enter 
  the Void and stop the incursion. They can enter 
  through any of the cracks. If the group refuses to help, 
  the entire area is destroyed at the end of the time 
  remaining, along with much of the landscape for 
  miles around. 
  Zadkiel’s Island
  On entering the Void, the group spots a large island, 
  about 1 mile across, looming close to the crack 
  through which they came and growing larger by 
  the minute. It is a mass of cracked, seared badland, 
  orbited by a dozen balls of ﬂ ame that act like an 
  endless procession of suns as they loop around it.
   Once they get within long range of the island, they 
  are caught by its gravity and pulled in, falling the 
  rest of the way. The surface of the island is scorching 
  hot, and characters on it are subject to the eﬀ ects of 
  exposure (see Shadow, page 201).
   The surface is empty and sere but dotted with 
  gleaming, sand-scoured metal hatches that lead 
  underground. These hatches are all unlocked and 
  open easily, though any character opening a hatch 
  takes 1d3 damage from touching the hot metal. The 
  hatches lead to the warrens of the island’s inhabitants, 
  the Roveen. The warrens are metal-lined tunnels 
  worming through the entire island to form a baﬄ  ing 
  complex. They are uncomfortably hot but not 
  dangerous like the surface.
  The Roveen
  The Roveen are eight-limbed, rat-headed mammals 
  the size of jotun with the intelligence of a somewhat 
  simple human. They walk on their back four legs and 
  act with their front four but can move quickly on eight 
  legs and ﬁ ght with the front six if necessary.
   They have a patriarchal, communal civilization 
  centered on family units of about a hundred, of which 
  there are three surviving on the island. They know 
  about Zadkiel and the approaching collision, but 
  each family has developed its own beliefs about their 
  fate. The Deﬁ ants are hell-bent on survival and ﬁ ght 
  any attempt to destroy them. The Sunsets are glum 
  and fatalistic, believing their civilization is doomed 
  no matter what. The Blueskins worship Zadkiel 
  and paint themselves blue in his honor; they can be 
  persuaded of just about anything by characters who 
  convincingly pass as Zadkiel’s emissaries.
   Each family unit is led by a headman who wears 
  crude armor made from the metal walls of the 
  warrens and wields a weapon of oﬃ  ce: a blood-stained 
  Exploring the Void
  The Void is a seemingly endless expanse in 
  which the wreckage of countless destroyed 
  worlds drifts. Specks of colorful lights twinkle 
  in the distance, much like stars seen in the 
  night sky, each light a universe that teeters on 
  the edge of the In-between. 
   
  The Void’s relationship with the universe 
  it touches resembles what happens when a 
  drop of ink is placed on the surface of a slowly 
  inﬂ ating balloon. As the balloon expands, the 
  ink spreads. In this example, the ink represents 
  reality and the balloon is the Void, but the 
  comparison fails to capture the scope of the 
  relationship—there are many spots of ink on 
  the balloon, each a different reality ﬂ oating on 
  the surface, and the balloon itself is boundless, 
  extending an inﬁ nite distance in all directions. 
   
  The Void has a few unusual characteristics 
  that make exploring it a challenging and 
  harrowing experience.
  Insanity and Madness: Any creature that 
  goes mad in the Void automatically becomes 
  possessed by a demon (see chapter 4). Roll 
  a d6 to determine the Size of the possessing 
  demon: 1, tiny; 2, small; 3, medium; 4, large; 5, 
  huge; 6, titanic.
  Environment: The Void has no atmosphere, 
  so there’s usually no air to breathe. Living 
  creatures in the Void are subject to 
  suffocation (Shadow, page 202), and normal 
  ﬂ ames gutter out for lack of fuel. Many of the 
  larger chunks of debris scattered throughout 
  the Void have thin atmospheres around them, 
  allowing creatures to breathe, perhaps with 
  some difﬁ culty.
  Darkness: The distant lights of other 
  universes do little to alleviate the Void’s 
  darkness. Most locations in the Void are dark.
  Gravity: Almost all of the Void is a zero-
  gravity environment, meaning that creatures 
  and objects simply ﬂ oat unless acted on by 
  an external force. A creature can direct itself 
  through the emptiness by using an action to 
  make a Will challenge roll. On a success, the 
  creature moves a number of yards equal to its 
  Will score Í 100 in the desired direction. Each 
  round, it continues moving the same number 
  of yards in the same direction until it strikes 
  a solid surface. Changing the distance moved 
  per round or stopping altogether requires 
  another action and another success on a Will 
  challenge roll.
   
  Massive islands—500 miles in diameter or 
  larger—have their own gravity, and a creature 
  that comes within long range of such a place 
  must get a success on a Will challenge roll or 
  fall toward the ﬂ oating object, taking damage 
  if it lands. A creature on the surface of such 
  an object can use an action to make a Will 
  challenge roll. On a success, the creature 
  ignores the object’s gravity for as long as it 
  concentrates. Once beyond long range, such 
  a creature no longer needs to concentrate 
  in this way. A failure indicates the creature 
  is trapped on the surface until rescued by 
  another creature.
  Corrupting Inﬂ uence: Creatures that explore 
  the Void are at risk of becoming corrupted by 
  it. Each time a creature completes a rest in the 
  Void, it must make a Will challenge roll with 1 
  bane, plus 1 bane for each point of Corruption 
  the creature already has. On a failure, the 
  creature gains 1 Corruption.
  
  6
  sword for Scrittan of the Deﬁ ants, a green-glowing 
  mace for Karkas of the Sunsets, and a blue-painted 
  axe for Mhattra of the Blueskins.
   The Roveen speak a strange patois of Dark Speech 
  and Dwarﬁ sh, and can only really be understood if 
  the group contains speakers of both languages.
  ROVEEN 
  DIFFICULTY 10
  Size 1 monster
  Perception 12 (+2); shadowsight
  Defense 15 (17 for headman); Health 18
  Strength 13 (+3), Agility 13 (+3), Intellect 7 (–3), 
  Will 10 (+0)
  Speed 12
  ATTACK OPTIONS 
  Four-hands (melee) +3 with 1 boon (1d6 + 2)
  Six-hands (melee) +3 (2d6 + 1)
  Headman’s Weapon (melee) +4 with 1 boon 
  (2d6 + 2)
  Pack Fighting When a Roveen attacks a target 
  within reach of another Roveen, it makes the 
  attack roll with 1 boon.
  The Blue Bible
  The Blue Bible is the Blueskins’ holy book, 
  a living document written by each headman 
  and passed down to his successor. Mhattra 
  is very protective of it, but shows it to 
  characters who seem appropriately reverent, 
  or who force or otherwise convince him.
  It tells of the Roveen’s travels through 
  the Void, and describes Zadkiel, whom 
  the Blueskins worship. From time to time 
  Zadkiel would rise up from the sands to 
  protect the Roveen against demons or some 
  other threat; it is written that following 
  each such a feat, Zadkiel would sleep for a 
  hundred years.
  Mhattra himself has chronicled Zadkiel’s 
  ﬁ nal feat, how he left the island to sacriﬁ ce 
  himself to stopper the yawning hole into 
  some alien universe that has 
  been drawing in the island.
  Other Islands
  Three other islands ﬂ oat near Zadkiel’s Island, 
  each another chunk of the shattered universe. 
  Characters exploring these islands can ﬁ nd 
  ays to avert the doom that awaits their world.
  The Broken Vault
  This small chunk of land, about 500 yards in 
  diameter, has only one building, a colossal steel-
  and-concrete structure split perfectly in half and 
  open to the elements. The island has light gravity and 
  a thin atmosphere that allows labored breathing.
   An ancient vault, the building has been 
  hemorrhaging treasure since falling into the Void and 
  a thin tail of silver and gold coins follows behind it. 
  Characters can collect these coins at a rate of 1d6 per 
  hour and they are stamped with the faces of Roveen 
  kings and dense, illegible text. They come from the 
  remnants of a once-great treasure, now a small pile of 
  66 coins each of gold and silver.
   The only room left intact lies behind a locked heavy 
  steel door. In it are shelves of books, plus a chest 
  full of incantations: devolve, create Void breach, fomor 
  doom, bind demon, and shed the skin, all of which are 
  described in Hunger in the Void. If you don’t have this 
  book, substitute other spells for them from a book you 
  do have. In addition, there is slender, obsidian wand, 
  the Sunarrow.
  Three o
  each another chunk of the shattered universe. 
  Characters exploring these islands can ﬁ nd 
  ways to avert the doom that awaits their world.
  The Broken Vault
  Thi
  
  Sunarrow
  An ancient wand of tapering obsidian measuring 8 
  inches in length and 1 inch in width at its widest point, 
  this device feels warm to the touch. According to the 
  Roveen, this wand appeared when a brilliant ﬁ reball 
  fell from the sky and bestowed mastery over ﬂ ames to 
  whoever claimed it. The wand wreaked much havoc 
  in the Roveen’s world, and some believe it was partly 
  responsible for their world’s undoing.
  Implement of the Inferno If you make the wand 
  your implement, you discover the Fire tradition if 
  you have not done so already, and you double the 
  number of castings for rank 1 Fire spells you have 
  learned.
  Heart of the Sun When you cast a Fire attack spell 
  while wielding this wand as your implement, you 
  make the attack roll with 1 boon and creatures 
  make challenge rolls to resist the spell with 1 bane.
  Command the Flames You can use an action to take 
  control of all ﬂ ames inside a cube of space, up to 
  500 yards on a side, originating from a point you 
  can see within extreme range. You can do any of 
  the following to the target ﬂ ames.
  • Double or halve the Size of the ﬂ ames
  • Extinguish all ﬂ ames in the area
  • Move the ﬂ ames in the area to anywhere you can
  see within extreme range
  Curse of the Flame Whenever you cast a Fire spell 
  using the wand as an implement or you use a 
  power from the wand, you must get a success on 
  a Will challenge roll or gain 1 Corruption. Each time 
  you gain Corruption from the wand, ﬁ re rushes out 
  from the wand in a 5-yard radius, dealing 5d6 
  damage to everything in the area, including you. 
  A creature in the area that gets a success on an 
  Agility challenge roll takes half the damage.
  The Lonely House
  This is a remarkably normal-looking white farmhouse 
  on a small swath of dead grass atop a chunk of stone, 
  about 300 yards in diameter. It contains the corpses of 
  a family of beings of the same blue crystalline race as 
  Zadkiel, though not nearly as powerfully built. Two 
  adults and three children can be found dead in the 
  house. A search of the house turns up 1d3 enchanted 
  objects. If you have Hunger in the Void, these objects 
  should instead be demon-bound objects.
  The Wreck of 
  the Marie Trogir
  Embedded halfway into a small chunk of dead stone 
  about 200 yards in diameter is a battered metal vessel. 
  The name Marie Trogir can be faintly made out on 
  the side.
   Most of the vessel has been destroyed, but three 
  cylinders at the rear still glow with a faint blue ﬁ re. 
  Entering the wreck is easy through huge tears in 
  the hull. Within, one room remains sealed against 
  the Void. It contains the skeletons of four Roveen 
  crewmen, all killed by the violent crash. Four 
  
  8
  shadows (see Hunger in the Void) also lurk in the 
  chamber’s corners and attack intruders immediately.
   The pilot’s chamber at the front of the ship is open 
  to the Void, and a half-dozen formless demons ﬂ it 
  about the preserved remains of a pilot of the blue 
  crystalline race wearing a shattered glass helmet.
   Any character who gets a success on an Intellect 
  challenge roll with 1 bane can start up the Marie 
  Trogir’s engines and roughly steer her. However, once 
  activated, the ship sounds a wailing klaxon, warning 
  of a radiation leak. The crew chamber is sealed 
  against radiation, but anyone in the pilot’s chamber 
  is exposed. A creature exposed to the radiation must 
  get a success on a Strength challenge roll with 3 banes. 
  On a failure, the creature is aﬄ  icted by radiation 
  sickness. At the end of each hour, a creature with 
  radiation sickness must make a Strength challenge 
  roll with 1 bane. The ﬁ rst failure causes the creature 
  to take 2d6 damage and become fatigued, the second 
  to take 2d6 damage and become slowed, and the third 
  to take damage equal to its Health. Radiation sickness 
  can only be cured by a Life spell of rank 5 or higher 
  that heals damage.
  Endgame
  Sadly, the Sunsets’ glum philosophy is accurate: the 
  Roveen’s island is doomed. If it reaches the crack 
  opening onto Urth, it crashes into the planet. The 
  Roveen die, and landscape for miles around the 
  community is utterly devastated. 
   The Roveen are helpless to change their fate, but 
  the group has the power to decide an outcome for 
  the rat-people. If Estreya Scut is alive and followed 
  the group into the Void, she attempts to derail any 
  plan that does not end with the island crashing into 
  Urth. She gives various excuses, such as protecting 
  the Roveen but is, in fact, driven to see Urth open to 
  the Void.
  Destruction
  The most obvious way to avoid a collision is to 
  destroy the Roveen’s island ﬁ rst, while it’s still out in 
  the emptiness of the Void. Destroying the island can 
  be achieved through any suitably cataclysmic magic, 
  or by using the Sunarrow relic found in the Broken 
  Vault to make the ﬁ reballs orbiting the island shatter 
  it. If the Deﬁ ants learn of this plan, they turn against 
  the group.
  Deflection
  If the group discovers the wreck of the Marie Trogir, 
  they might think to crash it into the island, turning 
  it away from Urth. Doing so is possible, but takes at 
  least four successes on Agility challenge rolls spread 
  across two hours. Each failure adds half an hour to 
  the time it takes to bring the Marie Trogir around, 
  aim her correctly at the island, and bring her to 
  ramming speed. Anyone in the pilot’s chamber during 
  this procedure is exposed to the radiation from her 
  engines. If this plan succeeds, the Roveen’s island is 
  turned away, and continues ﬂ oating through the void 
  to an unknown fate.
  Evacuation
  The group might seek a way to evacuate the Roveen to 
  Urth before destroying their home. If the characters 
  come up with an intelligent plan, you should allow it 
  a small chance at success. As the “happiest” outcome, 
  this should be the most diﬃ  cult to achieve. At the 
  least, all three families of Roveen must be convinced 
  to leave their home.
   The Marie Trogir can ﬁ t ten Roveen in the crew 
  quarters, if nobody else joins them, and the trip 
  between their home and the crack to Urth takes four 
  hours each way. The Roveen are not smart enough to 
  pilot the ship.
  Inaction
  If the group doesn’t take action, the Sunsets launch an 
  assault on the Deﬁ ants and Blueskins, leading to the 
  destruction of the Roveen population. At this point, 
  the group may wish to destroy the island, but if not, it 
  crashes into Urth with the outcome described above.
  Sealing the Crack
  Even if the characters are successful in saving the 
  town beyond the crack, the gap remains open and 
  oﬀ ers an excellent entry point for demons to invade 
  Urth. This said, breaches usually seal themselves after 
  some time—anywhere from a few rounds to a few 
  years. You could just let the breach snap shut after 
  the group returns—if they return, or you could raise 
  the stakes and have demons spill out. If this happens, 
  more incarnations might descend to Urth to combine 
  their power and seal the crack, an eﬀ ort involving 
  magic of incredible power that would take several 
  days to complete, during which time demons spill into 
  the world and spread across the ruined Empire. Or, 
  you could expand this adventure and have the group 
  hunt down a cure for the breach in another adventure 
  of your own design. Finally, the group might wish 
  to venture deeper into the Void, leaving their ruined 
  world behind. What adventures they might have and 
  what realities they might ﬁ nd in the darkness are left 
  for you to decide.
  
SOURCE: textdata/thevault/Shadow of the Demon Lord/Adventures/Master/SotDL - Man Who Fell to Urth (master).pdf