TEXT: WRITING AND DESIGN: 
  Stephen Radney-MacFarland
  Editing and dEVELOPMENT: rOBERT j. sCHWALB
  Proofreading: Kara Hamilton and Dan heinrich
  ART DIRECTION: hal mangold and rOBERT j. sCHWALB
  GRAPHIC DESIGN: hal mangold
  LAYOUT: kara hamilton
  Cartography: Cecil Howe
  ILLUSTRATIONS: Ivan Dixon, Jack Kaiser,
  and Todd Wilson
  Oblivion’s Edge is ©2016 Schwalb Entertainment, LLC. 
  All rights reserved.
  Shadow of the Demon Lord, Oblivion’s Edge, 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
  Members of the Esoteric Order of Kyth 
  need capable individuals to transport 
  a relic sacred to their order, the 
  Puzzle Box of Saint Barbatross, along 
  Umbra’s Path to Oblivion’s Edge, 
  an ancient monastery standing 
  on the edge of reality. The relic 
  plays a key part in completing 
  a decade-long ritual performed 
  to drive back the darkness of the 
  Void from where it intrudes into 
  the mortal world. Adventurers 
  undertaking the expedition face 
  terrible danger as they pick their 
  way across a blighted countryside 
  and contend with the minions 
  of a fragmented demon. If they 
  reach their destination, they have 
  a chance to aid the monks in their 
  eﬀ orts to combat the spreading 
  shadow, and if they succeed, they 
  will strike a terriﬁ c blow against 
  the doom blighting the world. If 
  they fail, the end of all things will 
  truly begin.
  Oblivion’s Edge is an adventure 
  for master characters willing to 
  brave the horrors of a porous and 
  treacherous reality. Although it 
  works well at any point in a group’s 
  master story, it works best as the 
  capstone for your campaign. This 
  adventure is one of the stretch goals 
  for Rob Schwalb’s very metal and 
  fantastic Kickstarter for Shadow of 
  the Demon Lord, cum superiorum 
  privilego veniaque. 
   An Adventure for Master Characters
  ~Credits~
  
  Getting Started
  As with most Shadow of the Demon Lord adventures, 
  it’s up to you to come up with a way to involve the 
  player characters, preferably using a character, event, 
  or experience that has played an important part in 
  the campaign so far. The monks need experienced 
  and capable individuals to carry out the mission, so 
  knowledge of the characters should come to them, 
  preferably from a mission undertaken on behalf of the 
  New God’s cult. Alternatively, any character with ties to 
  this religion in any of its forms might know something 
  about the Esoteric Order of Kyth. Such characters could 
  have studied with the monks and thus know of the ritual 
  they perform, or the characters might seek the Order out 
  for other knowledge.
   The meeting between the group and the monks 
  who contact them can occur anywhere that makes 
  sense in your campaign. The monks know their story 
  sounds insane, but they are both earnest and persistent. 
  The ritual can only succeed if the relic reaches the 
  monastery, but the route to it, Umbra’s Path, is fraught 
  with peril. The last members of their Order who 
  attempted to traverse it—a group of devout and powerful 
  sisters called the Sisters of Brightbrow—disappeared. 
   If the characters greet the monks’ request with 
  persistent incredulity, the monks oﬀ er all they can 
  muster—either the Order’s treasure (various coins, 
  gems, jewels, and objects made of precious metal 
  worth 500 gc), future favors, or their specialty: obscure 
  knowledge about the nature of reality and magic. If 
  the characters still refuse, the monks carry the relic 
  themselves, the Demon’s Daughters kill them, and the 
  world dies soon after. 
   If the characters agree to undertake the mission, the 
  monks give them the Puzzle Box and precise directions 
  to the monastery, which takes the characters along 
  Umbra’s Path. The monks also explain that under no 
  circumstances should the characters move the puzzle 
  box’s pieces to any conﬁ guration other than the one 
  it currently has. Long ago, Saint Barbatross bound an 
  ancient and powerful demon to the box, and any change 
  to the box’s conﬁ guration risks releasing the demon into 
  the world.
  Puzzle Box of Saint Barbatross
  The Puzzle Box is a brick of alabaster and exotic black 
  teak with maddening shapes carved onto its faces. 
  Touching or pushing on the shapes causes them to 
  inexplicably morph into other complex patterns. 
  Examination of the box by magical means reveals it 
  reeks of Demonology and Protection magic.
   The relic carries the fragmented essence of a demon 
  named Ansityf, who was bound to the box nearly a 
  century ago. Changing the box’s pattern weakens the 
  magical restraints that imprison the dark power and 
  risks causing them to fail. The demonic essence within 
  the box wants to be free, however, and torments its 
  bearer with temptations to solve the puzzle.
   The rules for interacting with the relic are for the 
  player characters only. Other creatures that interact 
  with the puzzle face diﬀ erent consequences, which are 
  described later in the adventure.
  Dark Temptation At the end of a rest, one character within 
  short range of the box must make a Will challenge roll. 
  On a failure, the character gains 1 Insanity and feels 
  driven to manipulate the relic. The affected character 
  takes precautions to avoid attracting attention from 
  other members of the group to ensure he or she can 
  make the attempt.
  The Puzzle A character can use an action to change 
  the patterns on the box. The character must make an 
  Intellect challenge roll with 3 banes. If the character is 
  not actively trying to solve the puzzle, the character 
  makes the roll with 3 additional banes. Each time the 
  box is manipulated after the ﬁ rst grants 1 boon to the 
  roll. On a success, the box is solved. On a failure, the box 
  either issues a baleful moan or drives the bearer toward 
  madness, as described below.
  Solving the puzzle has no effect until the relic comes 
  into contact with the Demon’s Daughters (see Umbra’s 
  Path, below). The pattern, once changed, never resets, 
  so each time the pattern changes, the characters face an 
  increasingly greater risk of solving the puzzle.
  Baleful Moan A ghostly moan sounds from the box the ﬁ rst 
  three times its pattern is changed without solving the 
  box. The sound evokes fear and madness in all creatures 
  that hear it and are within short range of the box. 
  Animals become frightened for 10 minutes and, while 
  frightened, use an action each round to ﬂ ee from the 
  box. All other affected creatures must get a success on 
  a Will challenge roll with 1 bane or gain 1 Insanity.
  Growing Madness The fourth time the box is manipulated, 
  the character holding it gains 1d3 Insanity. The ﬁ fth 
  time results in a gain of 1d6 Insanity, and each attempt 
  thereafter results in a gain of 2d6 Insanity. A character 
  driven mad by the box is bodily sucked into it, destroyed 
  forever.
  Umbra’s Path
  Following the directions gained from the monks takes 
  the characters along an old, worn path through the 
  deep wilderness. As they travel, the characters see the 
  landscape waver and warp. The transition is subtle: 
  a seemingly normal path through some highlands 
  becomes a craggy hazard of razor-sharp obsidian and 
  too-deep shadows that swirl like ghosts when observed 
  in the periphery. This strange path twisting between 
  realities is usually eerily quiet, the kind of silence that 
  makes the ears ring as the mind tries to ﬁ ll in what 
  the senses believe should exist. Other times, a harsh 
  whistling wind kicks up, replacing the ringing with a 
  magical restraints that imprison the dark power and 
  risks causing them to fail. The demonic essence within 
  2
  
  horrid screech. The air is either stale, fetid, or is tinged 
  with the sharp smell of ozone, but the rain never falls 
  from the terrible gray-brown clouds constantly hovering 
  above, diﬀ using the light of the sun into strange patterns 
  and writhing darkness. 
   The journey takes nearly a week regardless of the 
  mode of transportation the characters use. There are 
  dangers in this strange fold between realties, but these 
  foul creatures typically avoid the path. If the characters 
  stray from the route or if you want to highlight the 
  dangers of the area, you can roll a d20 once every 6 hours 
  or so and ﬁ nd the result on the following table to see 
  what happens.
  Umbra Path Encounters
  Roll
  Encounter
  19–20
  Roll on the Weather table (Shadow 187) 
  17–18
  Nothing
  13–16
  1d6 + 1 chainbound roaming the landscape
  7–12
  2 killing mists hungry for blood
  3–6
  A ﬂ ight of 1d3 + 2 drakes winging overhead
  1–2
  A gorgon trapped on the fringes of reality and 
  seeking escape
  Demon’s Daughters
  The atmosphere of disconcerting silence and malaise of 
  the journey changes when the group reaches the height 
  of a pass where it leads down to the nightmarish drop-
  oﬀ  that is Oblivion’s Edge. Here, the twisted remains of 
  the Esoteric Order of Kyth Brightbrow make their play at 
  unleashing the evil bound within the puzzle box.
   Stitched together with a strange ebon metal and 
  empowered by obscene glowing symbols of hate and 
  malice, this fragment of Ansityf is a strange promethean 
  made from the remains of the last Sisters of Brightbrow. 
  The metal binding the bodies contains a fraction of 
  the demon’s essence, which grant it demonic abilities 
  beyond the pale of a typical promethean. 
   In addition, a high cultist and 3 veterans attend the 
  Demon’s Daughters. The high cultist can target one 
  of the veterans, as they are cultists themselves, when 
  she uses Necessary Sacriﬁ ce. If the characters defeat 
  the Demon’s Daughters, a fragment of Ansityf moves 
  to possess the high cultist, who immediately heals all 
  damage and gains the immunities of a demon. The 
  fragment of Ansityf possessing the high cultist continues 
  trying to wrest the relic from the group. If the group 
  defeats the promethean and the high cultist, Ansityf’s 
  fragment comes boiling out from the cultist’s remains 
  and attempts to fuse with its remaining fragment later 
  (see Monastery on the Edge, page 4). 
   Characters witnessing either or both fragments of 
  Ansityf’s essence escape must get a success on a Will 
  challenge roll or gain 1d3 Insanity.
  THE DEMON’S DAUGHTERS DIFFICULTY 500
  Size 3 horrifying construct
  Perception 13 (+3); truesight
  Defense 16; Health 200
  Strength 18 (+8), Agility 11 (+1), Intellect 7 (–3), Will 12 (+2)
  Speed 12
  Immune damage from disease or poison; gaining Insanity; 
  asleep, charmed, dazed, diseased, fatigued, frightened, 
  immobilized, impaired, poisoned, slowed, stunned
  Demonic Shadows Lit areas out to 4 yards around the 
  demon become shadows.
  ATTACK OPTIONS 
  Fist of Faces (melee) +8 with 2 boons (4d6)
  SPECIAL ATTACKS 
  Double Attack The Demon’s Daughters attacks twice with 
  its ﬁ sts.
  MAGIC 
  Power 1
  Destruction ruin (2), rend (1), sunder (1)
  END OF THE ROUND
  Enrage If the Demon’s Daughters is not enraged, roll a d6. 
  On a roll of 4 or higher, it becomes enraged for 1 minute. 
  While enraged, the Demon’s Daughters’ weapon attacks 
  deal 1d6 extra damage, and it can take both a fast turn 
  and a slow turn each round. The construct cannot cast 
  spells while subject to this trait.
  Development
  How the encounter plays out depends on whether the 
  characters have solved the puzzle. In either case, if the 
  cultists or the promethean manages to free the essence 
  from the box, they leave the powerless device behind.
   The Puzzle is Not Yet Solved: The cultists attempt to 
  retrieve the Puzzle Box. If they do, they solve the puzzle 
  to release their wicked master. Because of the mystic 
  connection between the fragment trapped in the puzzle 
  box and the one infused in the promethean, the Demon’s 
  Daughters and the cultists know exactly how to solve it. 
  Their attempts take 4 rounds minus the number of 
  times the characters have manipulated the relic 
  (minimum 1 round). If they succeed, oily smoke—
  demonic essence—spills from the relic, the promethean’s 
  oriﬁ ces, and the runes on its body. The streams mingle 
  and fuse together with a sickening slurp, before rapidly 
  siphoning into the gray-brown clouds overhead. The 
  promethean then slumps to the ground lifeless, and the 
  surviving cultists ﬂ ee.
   The Puzzle Is Solved: If the Demon’s Daughters can 
  reach the puzzle box, the black, oily smoke of Ansityf’s 
  fragmented essence issues out. It then fuses with the 
  promethean, granting it a +40 bonus to Health. The 
  promethean attacks the characters until it has taken 
  200 damage or more, at which point the fused essence 
  escapes into the clouds as described previously in The 
  Puzzle is Not Yet Solved. 
  3
  
  Monastery on 
  the Edge
  After the assault by Demon’s Daughters 
  and the cultists, the treacherous 
  descent to Oblivion’s Edge takes a 
  little over a day. As the rocky path 
  spirals down the jagged mountainside, 
  the gray-brown clouds give way to 
  something more foreboding—a roiling 
  sky of gray and blood red, and an iron-
  tinged wind screaming through the 
  crevices and valleys, making a sound akin 
  to the laments of some atrocity occurring 
  just beyond the next turn.
   Eventually, the rocky path levels oﬀ  and 
  leads to an octagonal tower crowned with 
  jagged tooth-like spikes standing on the 
  edge of the precipice, where the world 
  seems to fall away into nothing. Even the 
  place’s strange clouds dissipate into a sky of 
  the blackest night, without the hint or hope 
  of stars. Staring into the nothingness of a 
  space so black and empty for more than a 
  minute causes swirling hallucinations and 
  strange vertigo, as the psyche struggles to 
  understand the utter nothingness it sees 
  though cannot comprehend.
   The seemingly ancient structure is in a 
  state of disrepair. A shattered gatehouse 
  leads through a broken courtyard to a 
  group of ironbound doors, showing signs 
  of repeated repair. The wood of the doors 
  and the stones around it are pocked with 
  the carvings of many swirling occult 
  symbols. The strange wards repeat over 
  and over in an arcane hodgepodge that 
  focuses on keeping the crumbling stone 
  and mortar fortress standing.
   Knocking on the massive doors brings 
  no results for many long minutes until, 
  with a great rumble, 
  the massive portal 
  opens just a crack, 
  allowing passage 
  inside for those 
  willing to squeeze 
  through. Beyond, a handful 
  of cassocked monks carrying 
  strangely dim and sputtering torches 
  silently welcome the characters and 
  bid them to follow in procession down a 
  massive spiral staircase that descends into 
  inky darkness.
   The monks lead the characters down a stone staircase 
  through countless dizzying rotations. As the time and 
  endless steps pass, it becomes obvious the fortress both 
  stands on the edge of the precipice and reaches a great 
  distance down into it. The characters pass level after 
  level of the monastery, seeing a place as ruined 
  inside as it is out. One level 
  contains crumbling and 
  cobweb-choked rooms 
  that have been empty for 
  decades, while the next is 
  cluttered with shelves of books 
  and scrolls, caked with dust 
  and infested with deathwatch 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  and the cultists, the treacherous 
  descent to Oblivion’s Edge takes a 
  little over a day. As the rocky path 
  spirals down the jagged mountainside, 
  the gray-brown clouds give way to 
  something more foreboding—a roiling 
  sky of gray and blood red, and an iron-
  tinged wind screaming through the 
  crevices and valleys, making a sound akin 
  to the laments of some atrocity occurring 
  just beyond the next turn.
   Eventually, the rocky path levels oﬀ  and 
  leads to an octagonal tower crowned with 
  jagged tooth-like spikes standing on the 
  edge of the precipice, where the world 
  seems to fall away into nothing. Even the 
  place’s strange clouds dissipate into a sky of 
  the blackest night, without the hint or hope 
  of stars. Staring into the nothingness of a 
  space so black and empty for more than a 
  minute causes swirling hallucinations and 
  strange vertigo, as the psyche struggles to 
  understand the utter nothingness it sees 
  though cannot comprehend.
   The seemingly ancient structure is in a 
  state of disrepair. A shattered gatehouse 
  leads through a broken courtyard to a 
  group of ironbound doors, showing signs 
  of repeated repair. The wood of the doors 
  and the stones around it are pocked with 
  the carvings of many swirling occult 
  symbols. The strange wards repeat over 
  and over in an arcane hodgepodge that 
  focuses on keeping the crumbling stone 
  and mortar fortress standing.
   Knocking on the massive doors brings 
  no results for many long minutes until, 
  through. Beyond, a handful 
  of cassocked monks carrying 
  strangely dim and sputtering torches 
  silently welcome the characters and 
  bid them to follow in procession down a 
  massive spiral staircase that descends into 
  inside as it is out. One level 
  contains crumbling and 
  cobweb-choked rooms 
  that have been empty for 
  decades, while the next is 
  cluttered with shelves of books 
  and scrolls, caked with dust 
  and infested with deathwatch 
  beetles. One level echoes with 
  desperate prayers and chanting, 
  while some faint weeping drifts 
  through the stone passages of 
  the next. 
  inky darkness.
  4
  
  The Abbot’s Desperate Plans
  At the bottom of the descent and through a plain, 
  wooden door, the characters ﬁ nd a study aglow with 
  candlelight. Here, the Abbot of Oblivion’s Edge, 
  Ringold Lesserin, greets the group. A hunched and frail 
  man in the twilight of his life, Ringold is half blind from 
  cataracts, and his smile contains only a couple of upper 
  front teeth.
  If the characters explain why they have journeyed to 
  Oblivion’s Edge and what they carry—assuming they 
  carry it still—the Abbot’s face lights up, and he praises 
  the New God and Saint Barbatross. The Abbot was 
  about to lose hope, fearing his soul would be lost to the 
  cosmic desolation standing just beyond the walls of his 
  crumbling monastery. With the Puzzle Box here just in 
  the nick of time, the battle against the Void could still 
  be won. 
   The Abbot explains Oblivion’s Edge stands at a 
  bubble where the Void bulges into the world. This 
  particular bubble is the doing of the demon, Ansityf. 
  Nearly a century ago, Saint Barbatross was able to 
  shatter the demon’s essence and halt the encroachment, 
  though precariously. The brothers and sisters here 
  have conducted a decade-long ritual that can ﬁ nally 
  culminate with the relic . Completing the ritual will 
  destroy the fragment of Ansityf and win this battle in 
  the great war.
   If Ansityf was successful in freeing the essence 
  bound to the puzzle box, Abbot Lesserin recognizes 
  this after a cursory examination of the relic. Such a 
  revelation brings the old man to tears and momentary 
  hopelessness, but eventually he steels himself and 
  reveals all may not yet be lost because the demon’s 
  essence can be trapped in the relic again.
  In either case, the Abbot asks for the 
  haracters’ help. If the essence 
  s still in the relic, he 
  eeds them for 
  he ﬁ nal ritual 
  f purging. If 
  he fragment 
  needs to be 
  returned to 
  he Puzzle Box, 
  he needs them 
  for the ritual of 
  binding. Both 
  ituals take 
  lace at the 
  ottom level of 
  blivion’s Edge. 
  ABBOT RINGOLD LESSERIN DIFFICULTY 5
  Size 1 Human
  Perception 12 (+2)
  Defense 9; Health 15
  Strength 10 (+0), Agility 9 (–1), Intellect 12 (+2), Will 14 (+4)
  Speed 8
  ATTACK OPTIONS 
  Cane (melee) +0 (1d3)
  SPECIAL ACTIONS 
  Prayer When a creature within short range makes an attack 
  roll or challenge roll, the Abbot can use a triggered 
  action to grant 1 boon to the triggering roll.
  MAGIC 
  Power 2
  Life minor healing (3), cure (2), vitality burst (1)
  Theurgy denounce (3), blessing (1)
  The Monks
  During the characters’ ﬁ ght against the demons, one 
  monk per member of the group lends aid. Each round, 
  a monk uses an action to help one of the characters. If a 
  character falls, the monk instead casts the minor healing 
  spell from the Life tradition or uses an action to stabilize 
  the character if out of castings. 
  MONK 
  DIFFICULTY 1
  Size 1 Human
  Perception 11 (+1)
  Defense 9; Health 9
  Strength 9 (–1), Agility 9 (–1), Intellect 11 (+1), Will 13 (+3)
  Speed 10
  ATTACK OPTIONS 
  Staff (melee) –1 (1d6 + 1)
  MAGIC 
  Power 0
  Life minor healing (1)
  Ritual of Purging 
  If the Puzzle Box contains the demon’s essence, the Abbot 
  escorts the group to the bottom of Oblivion’s Edge where 
  he performs the ritual’s ﬁ nal stage. This ritual destroys 
  Ansityf and forces the presence of the Void to retreat 
  from this region. It takes the Abbot 10 rounds to perform 
  this ﬁ nal part, during which time he is defenseless. 
   Several demons slither up from the abyss beyond 
  the balcony and assume physical form atop it as the 
  Abbot incants the words of power. A ward protects 
  the Abbot from the demons, and while it is in place, 
  they cannot move through the doorway, not even with 
  Void Step. When the demons appear, they attempt to 
  break the ward at the tower’s doorway to slaugher the 
  Abbot beyond. The characters should take positions on 
  the ledge outside of the ritual chamber to prevent the 
  demons from entering.
  In either case, the Abbot asks for the 
  characters’ help. If the essence 
  is still in the relic, he 
  needs them for 
  the ﬁ nal ritual 
  of purging. If 
  the fragment 
  the 
  he needs them 
  for the ritual of 
  binding. Both 
  rituals take 
  place at the 
  bottom level of 
  Oblivion’s Edge. 
  5
  
   Once Abbot Lesserin ﬁ nishes the ritual at the end 
  of the tenth round, Ansityf is fully destroyed, and 
  the landscape dramatically changes (see Conclusion, 
  following).
  The Demons
  The ﬁ rst wave of demons includes 2 medium demons 
  and 4 small demons. One medium demon has a Health 
  80, and the other has the Pincers talent. The medium 
  demons keep the most powerful characters engaged 
  in combat, while the small demons work to disrupt 
  the ward. 
   At the end of the ﬁ fth round, a second wave of 
  2 medium demons clambers up to the ledge. Each 
  has Health 80.
   Destroying the Ward: A demon that can reach the 
  doorway can use an action to dismantle the protective 
  ﬁ eld, which causes it to ﬂ are with holy light that 
  deals 2d6 damage to the demon. It takes six actions to 
  dismantle the ward. The actions need not be consecutive 
  nor be used by the same demon. Attempts to repair a 
  weakened ward fail during the ritual’s performance.
   Once the ward falls, the demons move to kill Abbot 
  Lesserin. If he dies, the ritual fails, and the freed fraction 
  of Ansityf’s essence jets into the chamber, reunites with 
  the essence bound to the relic, and causes Ansityf to 
  manifest as a huge demon with a +60 bonus to Health, 
  the Minor Spellcasting (ruin [2], rend [1], and sunder [1]) 
  talent, and the Spiked Tail talent. The demon destroys 
  the characters and then devours the monks in the 
  monastery.
  Ritual of Binding
  If Ansityf escaped the puzzle box during the trip to 
  Oblivion’s Edge, the group must help the Abbot bind at 
  least part of the demon’s essence back to the Puzzle Box 
  of Saint Barbatross. Doing so enables the Order of Kyth 
  Brightbrow to restart the decade-long ritual to purge the 
  Void from this strange distortion in reality. 
   Unlike the ritual of purging, no ward exists to repel 
  demons from the octagonal chamber. Instead, Abbot 
  Lesserin draws the demons into the chamber. Ansityf, 
  as described previously, manifests inside the chamber 
  along with 2 medium demons (each with Health 80) 
  and 2 small demons. Ansityf must be incapacitated, 
  and Abbot Lesserin must use an action to bind a fraction 
  of its essence into the Puzzle Box of Saint Barbatross for 
  this ritual to be successful. Even then, any remaining 
  demons continue the ﬁ ght and attempt to free Ansityf 
  from the relic, using the method describe under 
  Demon’s Daughters. If they can do so, Ansityf ﬂ ees in 
  an unmanifested form, and the day is still lost.
  Conclusion
  If the characters help Abbot Lesserin complete the 
  ritual of purging and destroy Ansityf, the landscape 
  around Oblivion’s Edge transforms. Released from the 
  Void’s inﬂ uence, the abyss of nothingness outside the 
  monastery becomes a picturesque valley, rugged but 
  tranquil. While the war against the Demon Lord is not 
  won, evil has lost a foothold.
   Of course, there is the possibility of more dire 
  outcomes, many of which include the death of the 
  characters, the destruction of Oblivion’s Edge, and the 
  slaughter of its monks. 
  In comparison, if the characters permitted 
  the liberation of Ansityf but were able to bind 
  he demon back into the Puzzle Box of Saint 
  Barbatross, the Order of Kyth Brightbrow 
  might yet succeed in ridding Oblivion’s Edge 
  rom the blight of the Void, but doing so takes 
  nother decade. Abbot Lesserin, even if 
  e survived this ordeal, will not live 
  o see t e second ritual’s 
  ompletion and 
  ikely neither will 
  he characters.
   Of course, there is the possibility of more dire 
  outcomes, many of which include the death of the 
  characters, the destruction of Oblivion’s Edge, and the 
  slaughter of its monks. 
   
  In comparison, if the characters permitted 
  the liberation of Ansityf but were able to bind 
  the demon back into the Puzzle Box of Saint 
  Barbatross, the Order of Kyth Brightbrow 
  might yet succeed in ridding Oblivion’s Edge 
  from the blight of the Void, but doing so takes 
  another decade. Abbot Lesserin, even if 
  he survived this ordeal, will not live 
  to see the second ritual’s 
  completion and 
  likely neither will 
  the characters
  6
  
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