TEXT: An Epic Adventure for Low-Level Characters
  by Wolfgang Baur
  by Wolfgang Baur
  by Wolfgang Baur
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  ADVENTURES
  MA1
  TM
  
  Credits
  Open Design, Kobold Press, and Midgard are trademarks of Open Design, LLC. Pathfinder is a registered trademark 
  of Paizo Publishing, LLC, and the Pathfinder® Roleplaying Game and the Pathfinder® Roleplaying Game Compatibility 
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  Paizo, Publishing, LLC does not guarantee compatibility, and does not endorse the product.
  Open Game Content:  The Open content in this issue includes the dust digger monster and the gnoll zombies. All 
  other material is Product Identity, especially place names, character names, locations, story elements, and fiction. No 
  other portion of this work may be reproduced in any form without permission.
  ©2012 Open Design LLC. All rights reserved.
  www.koboldquarterly.com
  TM
  A Midgard Adventure
  “To the Edge of the World” is an adventure suitable for four to six 
  heroes of 2nd and 3rd level.
  Edge 
   World
  to the
  Design: Wolfgang Baur
  Editing: Miranda Horner
  Cover Art: Pat Loboyko
  Cover Design: Cathy Rundell
  of 
  the
  Interior Art: Mark Bulahao, Marc Radle 
  Cartographers: Alyssa Faden,  
                        Peter Bradley, Todd Gamble
  Graphic Design: Marc Radle 
  
  3
  MA1
  his adventure takes a party of four to six player 
  characters (PCs) of 2nd and 3rd level on a wild voyage 
  beyond the edge of Midgard. It is by necessity a high-
  concept adventure that assumes the heroes are up to 
  more than killing rats and orcs. “To the Edge of the World” does 
  not require the characters to have a ship of their own (see “Their 
  Own Ship” for a variant), and it assumes the party is primarily 
  non-evil, but options are provided if that’s not the case.
   
  Completing about thirteen to fifteen of the encounters 
  presented here should advance characters to the next level. 
  Certainly they will have some tall tales to tell if they make it back 
  to port!
  DESIGN NOTE: EPIC FUN 
  AT LOW LEVEL
  It has always annoyed me that low-level heroes are assumed to be 
  relegated to thumping rats and goblins for a level or two, instead 
  of doing glorious heroic deeds that reflect their status as incredible 
  adventurers. Sure, on one level, it’s fun to play the “farmboy with a 
  spear and helmet” stage that is the classic humble 
  origin story. But it’s also a bit of design laziness 
  to save the most exciting adventure material for 
  4th to 8th level or higher. It’s a lot of fun to leap 
  into the fantastical, and the Midgard campaign 
  setting supports both the humble, gritty play 
  style and the more lyrical, fantastical one. “To 
  the Edge of the World” is a deliberate attempt to 
  design as close to a purely high-fantasy adventure 
  as possible for 2nd-level characters. I encourage 
  you to run it as a great saga of daring, not a 
  humble farmboy’s grind.
  THEIR  
  OWN SHIP
  It’s possible that a relatively low-level 
  party has a ship of its own—and that ship 
  would be destroyed in the course of this 
  adventure. As the gamemaster (GM), 
  you can avoid this by using an excuse 
  (their ship needs repairs; they are sailing 
  to an undead island and need a warded 
  ship for protection; or the Speedwell, a 
  ship that Simez Rothgazzi offers them, is 
  much faster).
   
  Or, of course, you can make sure that 
  their ship is destroyed in the course of the 
  adventure. That’s actually fine, because 
  it increases the stakes and the sense of 
  player investment, rage, and retribution 
  at a crucial point in the course of events. 
  But it’s up to you.
  ADVENTURE SUMMARY
  Simez Rothgazzi, the dangerous geomancer and head of House 
  Rothgazzi, approaches the heroes while they are in Barsella, a port 
  city at the farthest western edge of the civilized regions of Midgard. 
  He offers them a short voyage to a dangerous island and a magic 
  item, a Key of Veles, said to open a long-warded door. If the party 
  accepts the mission to carry the key to an island of undead, Prince 
  Deland meets them. Then they must convince the Bloodless Queen 
  of Karn’lothra (a lich-queen) to let them use the key in an ancient 
  tomb (the Tomb of the Minotaur Prince, Qoraz Velesson). If they 
  fail, they might visit the tomb without permission.
   
  Once the adventurers go tomb robbing and use the Key, they 
  unleash a lesser sphere of annihilation. If they defeat the sphere, they 
  recover a summoning spell in the Book of Vael Turog. They might 
  return the book to Barsella or they might examine it: either way, 
  they summon a great moving island to carry them across the sea. 
  If they dare to step aboard, the Leviathan Island begins moving at 
  speed. The book explains the dangers of the Leviathan to them—
  and it tells them that they are on a one-way trip to the edge of the 
  world. Some panicked investigation might ensue (or not).
  T
  
  To the Edge of the World
  4
   
  The Leviathan does, indeed, swim right over the edge and into 
  the Celestial Sea. Some rather epic events unfold amid the Citadel 
  of a Million Stars, as the heroes have to make a very big decision 
  and possibly fight some horrors from the void before returning to 
  the normal world.
  HOOKS
  To begin the adventure, the party needs a reason to go visit the 
  undead.
  1. The PCs are on their way to the island of Karn’lothra (see 
  Journeys to the West) for reasons of their own. They might have 
  been receiving visions from an ancestral spirit, they might be 
  seeking the remains of a lost sailor or relative, or they might 
  have heard of the powerful necromancers and the strange 
  creatures of Karn’lothra and be curious.
  2. They might have found a Key of Veles or a Moon Seal in a 
  prior adventure (such as “Awash in the Wash” in Journeys to the 
  West). This object tugs inexorably in the direction of Karn’lothra 
  and the Book of Vael Turog (see page 10).
  3. They experience a cut-scene to the voyage. The adventure 
  begins with the PCs already sailing for the islands, perhaps 
  fleeing assassins, creditors, jilted lovers, or demons. Some 
  groups might be more receptive to this sort of start than others, 
  and it certainly speeds up play a bit.
  Other options are available, but the idea is to get the party on 
  board ship and setting sail fairly quickly.
  1. A Simple Errand
  This scene assumes the adventurers start in the port city of Barsella. 
  Depending on the characters’ demeanors and status, they might be 
  invited to meet Simez Rothgazzi at either the Jade Palace (a brothel 
  he frequents) or at the Tower of the High Order of Geomancers 
  (which he leads). Read the following.
  Your host, Simez, is a handsome man with a finely kept beard 
  who wears elegant green clothes and rings set with emeralds. 
  He says, “I am very happy you chose to come. I have a simple 
  errand that requires a long ocean voyage and a dangerous 
  bit of tomb visiting on the distant island of Karn’lothra. I’m 
  told you are the best heroes available in town. Would you be 
  willing to set sail to find an ancient book of lore and bring it 
  back here? I can pay you well, or instruct one of your group in 
  mastering magical ley line energy.”
  Outline the task Simez expects: sailing to Karn’lothra, visiting the 
  Bloodless Queen, gaining her permission to open a tomb (with 
  bribes and gifts Simez provides), and then returning with the Book 
  of Vael Turog. They must not read it. In exchange, he offers 500 gp 
  per adventurer, or instruction in ley line magic.
   
  If the adventurers decline, Simez makes his disappointment 
  clear. He tries one last time to snag their interest.
  “The stories tell that the treasures found in the Tomb of Qoraz 
  are items of great power. I want just one of them—you shall 
  have the rest, and perhaps a chest of gold might interest you?”
  He makes it clear that the mission is dangerous but not impossible: 
  he has personally offended the lich-queen and cannot be seen in 
  her court, but surely their reputations will rise from a successful 
  venture of this kind? And might he throw in a free opening of the 
  shadow roads at some future date?
   
  If the party accepts, Simez gives the group a Key of Veles (see 
  Midgard Campaign Setting)—this magical key of green metal opens 
  mundane and magical portals) and a single scroll of protection 
  from undead, 10-ft. radius.
  A SHIP AND GIFTS
  The high geomancer also asks the heroes whether they would 
  like a fast ship or if they have one of their own, and whether they 
  can gather up some visitor’s gifts to give to the Bloodless Queen 
  (she likes small animals, some say, and also ancient relics or items 
  of Ankeshel). The PCs would be well advised to get some birds, 
  salt mice (see Journeys to the West), hunting dogs, or something 
  similar as gifts for the queen.
   
  For transport, Simez offers them the Speedwell, a small but 
  extremely well-built caravel with a competent crew and a peculiar 
  captain, the Seggotan-worshiping dragonkin named Gullnipper. 
  The Speedwell’s captain brooks no nonsense and shouts for the PCs 
  to get “off my deck and back in your cabins” frequently.
  INSULTING OR FIGHTING SIMEZ
  If the party decides to fight, Simez (LN male human geomancer 
  wizard 6/geomancer 7) will likely mop the floor with them. His 
  unseen servants do not fight, but his invisible stalker does (CR 
  7; Initiative +8; AC 20; hp 80; Attack +12/+12 slams [2d6+4]; 
  Bestiary). The stalker prevents melee attacks, and Simez draws on 
  the geomancer’s ley line while casting charm person spells (Piercing 
  Spell, DC 15 Will save negates). By the time they snap out of it, the 
  heroes might well find themselves charmed and on a ship sailing 
  west into the teeth of a brutal storm.
  2. The Voyage to Karn’lothra
  The voyage out should be as dull or as interesting as you and 
  the players want; it’s hundreds of miles of sailing, and it could 
  go quickly with a following wind, or slowly if the ship is tacking 
  against the wind the whole way. A quick encounter with one of the 
  following creatures or events could enliven things if the players 
  are bored.
   
  Each of these creatures provides a possible tool to help the 
  party navigate unknown waters to Karn’lothra. These methods are 
  marked in each encounter. If the creatures are slain, of course, the 
  ship gains no help from the encounter and you, as GM, might want 
  to continue with the encounters until one of the creatures survives.
  None of these encounters come with treasure, but the party’s 
  success or failure against the spark or the ningyo might have an 
  effect on how the PCs are seen at the Bloodless Court.
  PLACID WATERS
  If the PCs stray into tropical waters, horrid mermaids called ningyo 
  sing strange songs of doom that draw visions of currents, winds, 
  and position from the minds of sailors. These creatures implant a 
  vision of beautiful Karn’lothra, compelling those who fail a DC 18 
  Will save to sail in that direction to the undead paradise. 
  
  5
  MA1
  3 Undead Ningyo (CR 2): Initiative +1; AC 14; hp 21 each; 
  Attack +3/+3 claws (1d4+1) and +3 bite (1d4+1), or startle (DC 
  15 negates); Souls for Smuggler’s Shiv.
  NORTHERN WATERS
  The dragon Saltblossom knows the way to Karn’lothra but shares 
  this knowledge only in exchange for gold coins.
  Saltblossom, a Brine Dragon Wyrmling (CR 3): Initiative +6; 
  AC 17; hp 26; Attack +9 bite (1d4+4) and +9/+9 claws (1d3+3), or 
  breath weapon (2d6 acid); Bestiary 2.
  GREEN FOREST WATER
  The seaweed leshy are inhabitants of a large seaweed Sargasso. They 
  know the way to Karn’lothra and will bargain for it in exchange 
  for seeds or nuts from the ship stores, as well as fresh water for a 
  peculiar land plant they are trying to grow.
  1 or 2 Seaweed Leshy (CR 3 or 5): AC 15; hp 30 each; Attack +5 
  water jet ranged (blinding) or +4 slam (1d6); Bestiary 3.
  ROLLING WAVES
  A small goblin warship crewed by goblins likely attacks by night 
  or in heavy waves or fog. They seek food to take over the side with 
  them: flesh if they can get it, barrels of hardtack if need be. If a 
  goblin is taken prisoner, it knows the way to Karn’lothra, though 
  it warns that the undead are slavers, flesh-eaters, and horrible, 
  horrible hosts.
  Goblin Shark (CR 2): Initiative +2; AC 16; hp 30; Attack short 
  sword +6 (1d6+2/19–20) or bite +2 (1d8+1 plus 1 bleed); XP 800; 
  Midgard Bestiary.
  10 Goblins (CR 1/3): Initiative +6; AC 16; hp 6 each; Attack 
  +2 short sword (1d4/19–20) or +4 with short bow (1d4/×3); XP 
  135; Bestiary.
  STORMY WEATHER
  The spark appears as a “storm maiden,” a fiery electrical creature 
  of the clouds. If it hits a PC and possesses him or her, it seizes the 
  ship’s wheel and never lets go until the ship arrives at Anamareth’s 
  harbor.
  Spark (CR 6): Initiative +9; AC 22; hp 39; Attack +13 shocking 
  grasp (5d6) or possession; Midgard Bestiary.
  3. Landfall at Karn’lothra
  When the PCs arrive at the island of Karn’lothra, they see the 
  following on their approach:
  The island has a tall central hill with a smoking volcano crater 
  at its peak, dense jungle along many of its flanks, and a huge 
  walled section covered with hundreds or even thousands of 
  tombs and mausoleums. Closer to you, you see an enormous 
  titan’s corpse washed up on the beach. Swarms of birds 
  and crabs nibble at the decaying flesh, and the smell drifts 
  hundreds of yards to your ship. 
   On the northwestern curve of the island ahead of you, you 
  see a harbor entrance and a dozen ships in various states 
  of decay, each flying a black flag. This must be the City 
  Unforgotten, Anamareth, and a castle stands on a height 
  above it.
  The city and harbor are the home of the undead of Karn’lothra, 
  with only a small slave quarter.
   
  The titanic corpse is the remains of Somoroth, a sea titan that 
  the queen intends to raise as an undead juggernaut. Other than its 
  size, it is unremarkable. Additionally, tens of thousands of tombs 
  are here. Finding the right one without help is the work of months.
  THE SPEEDWELL
  
  To the Edge of the World
  6
   
  If the PCs dock at the harbor, they are undisturbed at the near-
  silent harbor until nightfall. The area has slave quarters, and crews 
  toil on the dozen docked ships, but most activity on Karn’lothra is 
  nocturnal.
   
  If the PCs go exploring, they find the island divided; they will 
  be reported by any slaves they seek to converse with, and they 
  might be gently “herded” back to their ship by a lich hound (CR 
  4; Initiative +3; AC 18; hp 42; Attack +7 bite [1d12 plus trip]; SA 
  gut rip [2d12]; XP 1,200) Midgard Bestiary.
   
  The tomb districts are silent, though they might encounter a 
  monkey swarm of curious white monkeys (CR 2; Initiative +3; 
  AC 15; hp 22; SQ half damage from weapons, Attack no attack 
  roll required [2d6 plus distraction]) Bestiary 2.
   
  After sunset, a courtier of the Bloodless Queen Ilnora arrives 
  to find out what they want.
  Mad Prince Deland (CR 7): Ankeshelian male human; ghost 
  aristocrat 7; Initiative +5; AC 17; hp 73; Con —, Wis 16, Cha 
  20; Attack +6 touch (7d6, Fort DC 18 for half); Skills Bluff +10, 
  Diplomacy +12, Sense Motive +10; XP 3,200.
  No matter where the party is on the island or on their ship, the 
  Mad Prince finds them. Read the following:
  No sooner has the sun set than a figure floats out toward you 
  over the harbor water: a robed human with many tattoos on 
  his arms. He is clearly a ghost, because he is quite transparent. 
   “Welcome to the Queen’s Island and the Harbor of Last 
  Hopes,” he says. “Why are you here?”
  Roleplay out the encounter. Deland is mad and also in love with 
  the Bloodless Queen Ilnora, and he does not betray her interests. 
  If the party mentions the gifts from Simez, he asks to see them. 
  Assuming the party has them and makes a decent impression 
  (DC 15 Diplomacy check), he offers to bring them to the court, as 
  long as they leave their weapons aboard the ship. If the Diplomacy 
  check fails, he tells them to try again another night.
  4. In Praise of the Lich-Queen
  If the PCs make a decent case, Prince Deland takes them up the 
  hill to the Citadel of Luminoth, which is still being rebuilt from the 
  ruins. Read the following:
  The slim towers and wide windows of this castle are strangely 
  modern amid the smell of jungle rot and quarry’s dust. Two 
  barnacle-encrusted zombies that reek of the sea guard the 
  gate. They speak in a gurgling tone. “Your weapons and your 
  wands stay here.”
  If the PCs refuse, the audience is off. The draugr guards can be 
  bluffed or fooled easily.
  Sallow and Saddened, Two Draugr (CR 2): Initiative +0; AC 
  14; DR 5/bludgeoning or slashing; hp 19 each (3 HD); Attack +5 
  greataxe (1d12+4/×3 plus nausea); XP 600 each; Bestiary 2.
  
  7
  MA1
  Within are hallways of smooth marble, 
  statues of disquieting anatomical 
  frankness, and halls filled with tremendous 
  treasures. Paintings and bronze urns are 
  marked with what are surely the ruins of 
  lost cities and sunken realms.
  Ask the players if they want to make any 
  preparations before entering the throne room. 
  The chamber is largely empty.
  The queen towers over the Ankeshelian 
  undead around her: she is nearly 7 feet 
  tall, and a full head of silver hair cascades 
  down her shoulders. She has dark eyes 
  that shine like diamonds. Death has left 
  her complexion a light shade of blue, but 
  otherwise she shows no outward sign of 
  decay. 
   Four guards like those at the entrance 
  stand here, plus a female zombie captain of 
  some kind, who is lovely but for the hole 
  around her missing heart. 
   “Welcome to my island. I understand you 
  have brought tribute from the Geomancer 
  Simez Rothgazzi. It is about time he paid 
  his respects,” the queen states.
  Roleplay it out; the queen thinks Simez is 
  sucking up to her, and the PCs need to talk 
  her into giving them permission to enter the 
  Necropolis and visit the Tomb of the Minotaur 
  Prince, Qoraz Velesson. It is not one of her 
  ancient people, rather a relatively new tomb of 
  merely eight hundred years, and so she might 
  agree. If the PCs have the gifts from Simez and 
  present them with some flowery language, 
  they gain a +4 bonus to all Diplomacy checks 
  in this encounter.
   
  If the PCs fail in their Diplomacy checks, they are not given 
  permission to visit the tomb and must do so with stealth. This 
  excursion will likely occur during the day, when the undead are 
  less active.
   
  If the PCs roll a natural 1 for Diplomacy, the queen takes a 
  liking to the most charismatic member of the party and decides he 
  or she will become lunch. Her draugr captain of the guard and the 
  captain’s four helpers seize that PC and carry him or her off. Queen 
  Ilnora dismisses the rest of the party.
   
  If the PCs want to fight, they are hopelessly outclassed, and the 
  adventure is likely over. The queen does not fight; she leaves the 
  room in gaseous form at the first sign of combat.
  Draugr Captain Heartless Pearl (CR 3): Initiative +2; AC 18; 
  DR 5/bludgeoning or slashing; hp 25 (4 HD); Attack +7 greataxe 
  (1d12+6/×3 plus 1 negative level); SA obscuring mist 3/day as a 
  spell-like ability (CL 5th, concentration +8); XP 800; Bestiary 2.
  Treasure: +1 elvish chain, 50 gp.
  5. Among the Bonefields:  
      The Tomb of Qoraz
  The Necropolis of Karn’lothra is surrounded by a 30-ft. stone wall. 
  Examination of the wall reveals no bricks or seams, suggesting it 
  might have been conjured and crafted entirely by magic. Although 
  it is in disrepair, the wall is in overall better condition than most 
  of Anamareth.
   
  The Tomb of Qoraz is halfway up the saddle of the island, and 
  the PCs must make at least a two-hour scramble up the rock and 
  through the tombs and brush to get there. The wind is noticeably 
  colder at that altitude, the jungle falls away, and the smell of Mt. 
  Neegara is plain and sulfurous. The shadows darken, but there are 
  no obvious signs of zombies or skeletons nearby (the Bloodless 
  Queen has sent a wight to watch the party, but it requires a DC 30 
  Perception check to spot it, since the wight has +16 Stealth).
   
  The tomb itself has only four elements: the Red Door, the 
  Warded Hall, the Chamber of the Sphere, and the Well.
  
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  A. THE RED DOOR
  This door is painted red and marked with two black curves: a 
  warning glyph of a trap called the Horns of Qoraz, though the PCs 
  are unlikely to know it by that name.
  CAMOUFLAGED PIT TRAP (CR 3)
  XP 800
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 30-ft.-deep pit (3d6 falling damage); DC 20 Reflex avoids; 
  multiple targets (all targets in a 10-ft.-square area)
  B. THE WARDED HALL
  The hall is protected by one or two vampiric mists that prowl 
  ceaselessly for food. They have eaten rats and mice for far too long. 
  Read the following:
  The space beyond the door is filled with shadows and magical 
  light so ancient that it flickers. In the corners of the hall are 
  braziers filled with reddish smoke, a sort of peculiar incense 
  that appears to be moving out of the braziers and directly 
  toward you.
  Vampiric Mist (CR 3): Initiative +8; AC 14; DR 5/magic; hp 30 
  (4 HD); Attack +7 touch (1d6 plus bleed and blood siphon); XP 
  800; Bestiary 2.
  Treasure: The vampiric mist has gathered silver and a few magic 
  items over the years. The silver amounts to 550 sp. Unfortunately 
  for the PCs, the magic items are potions that have turned into vials 
  of dust. A DC 20 Alchemy skill check can restore those to one 
  potion of healing and two potions of invisibility.
  C. CHAMBER OF THE SPHERE
  Read the following when the PCs first look into the room:
  The chamber is dusty, the ceiling is streaked with ash and 
  soot, and the floor is covered with thousands of empty insect 
  shells, roaches, or beetles. The entire area is suffused with 
  an ancient sense of doom, and it is illuminated by a glowing 
  open chest—clearly magical. Somewhere near the black 
  ceiling, something moves.
  The chamber is home to six shadows, which are likely to result in 
  the death of all party members. If the PCs still have the scroll of 
  protection from undead, 10-ft. radius that Simez gave them early 
  on, adding more shadows is probably a good idea. The party can 
  fight them, can use the lesser sphere of annihilation to fight them, 
  or can grab the treasure and flee.
  6 Shadows (CR 3 each): Initiative +2; AC 15; hp 19 each (3 
  HD); Attack +4 incorporeal touch (1d6 Strength damage); XP 
  800; Bestiary.
  Treasure: A box of glowing white light can contain and transport 
  the lesser sphere if the PCs succeed on a Use Magic Device skill 
  check in addition to a control check (basically, moving the sphere 
  into the box and then shutting it).
   
  Also in the box: the Book of Vael Turog that Simez asked them 
  to find. If the PCs attempt to put the lesser sphere in while the book 
  is still in the chest, the book shouts and complains, giving away its 
  ability to speak.
  
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  Lesser Sphere of Annihilation
  The lesser sphere of annihilation looks very 
  much like a regular sphere of annihilation, but 
  it is more tractable. See the statistics below for 
  the differences from the regular sphere. When 
  the chamber is first entered, the item rises 
  from a tripod where it was resting and moves 
  to a hovering “strike” position. Any movement 
  toward the sarcophagus of Qoraz after this 
  causes the sphere to attack.
  Lesser Sphere of Annihilation
  Aura strong transmutation; CL 12th
  Slot none; Weight —
  DESCRIPTION
  A lesser sphere of annihilation is a globe of 
  absolute blackness that is 1 ft. in diameter. Any 
  matter that comes in contact with a sphere is 
  first paralyzed for 1 round (no saving throw), 
  then sucked into the void and destroyed in the 
  following round.
   
  A PC can gain control of a lesser sphere of 
  annihilation (or keep control) with a control 
  check against DC 15 (a move action). A 
  character’s control check is 1d20 + level + 
  Intelligence modifier. If the check succeeds, 
  the PC can move the sphere (perhaps to bring 
  it into contact with an enemy) as a free action.
   
  Control of a sphere can be established from 
  40 ft. away. Once established, control must be 
  maintained by making control checks (all DC 
  15) each round. For as long as a PC does not 
  fail a check, he or she can control the sphere 
  from a distance of 40 ft. + 10 ft./ character 
  level. The sphere moves 10 ft. + 5 ft. for every 
  5 points by which the PC’s control check result 
  in that round exceeded 15.
   
  If a control check fails, the sphere slides 
  10 ft. toward the PC attempting to move it. If 
  multiple creatures vie for control, the rolls are 
  opposed. If none are successful, the sphere slips toward the lowest 
  roller.
  D. THE WIGHT AND THE WELL
  After the PCs have recovered the Book of Vael Turog from the 
  tomb, they might want to leave town. The wight that was following 
  them earlier has instructions to kill them and return the book to 
  the queen. If the PCs choose to stand and fight, so be it, but they 
  can also evade the wight by exiting through the Well or by just 
  running for it.
  Wight (CR 3): Initiative +1; AC 15; hp 26; Attack +4 slam 
  (1d4+1 plus energy drain); Skills Stealth +15; XP 800; Bestiary.
  Treasure: 50 sp, a wand of magic missile with 5 charges.
  The chamber contains a second exit: a well shaft that leads 60-
  ft. down to an underground pool. From there, an underground 
  stream and narrow tunnel lead down to the shore of Karn’lothra, 
  which is a stretch of glistening reddish-brown sand. The PCs can 
  avoid the wight by going this way, at the cost of being soaked.
   
  Assuming that the PCs have recovered the Book of Vael Turog, 
  the thing complains the whole way of the water’s danger to its 
  delicate pages.
  6. Calling Up the Vasty Deep
  The Book of Vael Turog insists the PCs can survive the tide of 
  undead and the queen if they obey its instructions to read “first 
  page 111, and then the final page.” The first of these creates a 
  powerful protection from undead that lasts about 10 minutes—just 
  long enough to complete the summoning ritual for the Leviathan 
  found on the last page. If a PC does read these pages, read the 
  following:
  A pulse of warmth and golden light passes through you and 
  out to the water’s edge. You feel a powerful magical current 
  swirling around you. Whatever the book has released is deep 
  magic—something ancient. You’re just not sure what it is.
  
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  Any character who makes a DC 15 Knowledge (arcana) skill check 
  also knows the following:
  Something is being brought to the island by magical means—
  perhaps by means of fey roads or shadow channels tunneling 
  through the ordinary world.
  Leviathan Island arrives within a few minutes of being called, but 
  at the GM’s option it destroys the ship they had. Let the players 
  make whatever preparations they wish, then read the following for 
  the arrival. 
  The ocean surges all around you, a wave boiling up from the 
  sea, and when the seas calm, an entire new island is in the 
  water near you. Or rather, it seems to be an island that moves, 
  a creature from the deep. Stone towers and a small copse of 
  woods jut from its back. The thing must be miles long, and 
  your arcanist seems to think that it awaits your command.
  If the party is reluctant to use the island, have a pair of shadows 
  show up, commanded by one of the draugr looking to steal 
  whatever the PCs found in the tomb.
  2 Shadows (CR 3): Initiative +2; darkvision 60 ft.; AC 15; hp 19, 
  17; Attack +4 incorporeal touch (1d6 Strength damage); Fly 40 ft 
  (good); XP 800 each; Bestiary.
  If you want to make the trip to the island a little more dangerous, 
  the PCs encounter 2d6 reefclaws on the way out to the Leviathan.
  2d6 Reefclaws (CR 1): Initiative +5; AC 14; hp 13; Attack 
  +2/+2 claws (1d4 plus grab and poison); Swim +8; XP 400 each; 
  Bestiary 2.
  Assuming that the summoning PCs step aboard, the Leviathan 
  immediately begins to move. The Leviathan is swimming W-SW 
  and (though the PCs don’t know it yet) it is heading for the Edge 
  of the World.
   
  If further encounters are desired, the Leviathan might blow 
  past a pirate ship or even meet up with the mongrelman’s ship, 
  the Fortune (see Journeys to the West). Although this could be a 
  straight-up fight, it also provides a good time to bring in new PCs 
  or a helpful NPC if needed.
  7. Aboard a New Ship: Mongrels and   
      Oracles
  As the PCs explore the Leviathan, they are bound to run into 
  its inhabitants, the mongrelmen, and they could also find the 
  opportunity to commune with the Leviathan itself. Read the 
  following when the party ventures into the moonflower grove.
   
  For the purposes of this adventure, the moonflowers 
  themselves should all be busy in a nonflowering and less aggressive 
  phase of their life cycle; the CR 8 is too much for this party to 
  handle, though hints of their flesh-devouring strength (like bones 
  among their root balls) should be encouraged. (See Bestiary 2 for 
  more information about moonflowers.)
  The flowering trees around you seem to move and whisper, 
  beyond the normal motion of plants in the wind—but nothing 
  hostile comes from them. Instead you hear a voice from one of 
  the larger trees, saying, “Stand right there! All those who visit 
  the Grove must eat the flesh of the Swimming God.”
  Let the party members immediately make Perception checks, but 
  with varying results as shown:
  THE BOOK THAT READS ITSELF 
  The book is an NPC, of course, and can be as pompous, clever, wily, and dangerous as you care to make it. The book may explain 
  that it contains the soul of an archmage and the knowledge of an entire academy of wizards, plus that it was written entirely in the 
  language of pure deep magic. Much of this is bluff, but not all of it.
   
  The book’s exact powers are left to DM license, but it should provide 
  at least one or two spells per game session; it can also sulk and 
  refuse to cooperate if mistreated (or the plot demands it).
   
  The cantrips it commands are detect magic, 
  light, message, and mending at will, the 
  effect of three 1st-level spells (chosen 
  from mage armor, comprehend 
  languages, detect undead, and 
  hypnotism), two 2nd-level spells 
  (chosen from arcane lock, erase, 
  levitation, and zone of truth), one 
  fireball or lightning bolt, and one 
  shadow walk along the shadow 
  roads to help the party out in 
  times of need. Not that it will ever 
  let the PCs forget it if it helps!
  
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  DC 14 or less: No additional information.
  DC 15+: That’s not a plant voice; it’s some humanoid, for sure.
  DC 21+: As above, and you know there are at least three 
  humanoids out there hiding.
  DC 25+: As above, and you think that it is a mongrelman or an orc 
  voice. There are at least five humanoids around you, hidden 
  among the plants, with one within an enormous seedpod or 
  cocoon.
  If the party is inclined to pick a fight, the fight is on. The same 
  holds true if the party lights fires, chops down trees, or generally 
  disturbs the Leviathan god. The tribe is happy to hold the PCs as 
  prisoners and feed them godflesh (see Journeys to the West) until 
  the PCs become mongrelmen themselves.
  6 Mongrelmen (CR 1): Initiative +1; AC 13; hp 15 each; Attack 
  +4 club (1d6+3) or +3 slam (1d4+3); XP 400 each; Bestiary 2.
  The party has several days to discover the safety of the Bubble Tower 
  and the sea caves, and they might possibly find the moonflower 
  cocoons (see Journeys to the West). Then one night on watch, the 
  tide rolls in and keeps rolling in and keeps rolling in.
  Treasure: 33 gp, +1 falchion.
  8. Seven Days Below the Sea
  The adventurers can sit it out for a few days of travel, or they 
  can poke and prod and find their way to the Nodes of Godflesh 
  chamber. They might also encounter a gelatinous cube or three 
  amoeba swarms within the beast if encounters are needed.
  Gelatinous Cube (CR 3): Initiative –5; AC 4; hp 50; Attack +2 
  slam (1d6 plus 1d6 acid); SA acid, paralysis (DC 20 Fort save); XP 
  800 each; Bestiary.
  3 Amoeba Swarms (CR 1): Initiative –5; AC 13; hp 9 each; 
  Attack swarm (1d6 acid plus distraction DC 11); XP 400 each; 
  Bestiary 2.
  If any adventurers do decide to eat the godflesh (see Journeys to the 
  West), either from finding the chamber or from being captured by 
  the mongrelmen, read the following:
  The first thing you notice is the tingling on your tongue. The 
  second is a set of somewhat-pleasant spikes of light in your 
  mind, and the sensation of falling as your limbs all go slack.
  With a good Knowledge (arcana) or Knowledge (religion) skill 
  check, the PCs can interpret this wave of communion with the 
  
  To the Edge of the World
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  Leviathan a little better, or at least interpret it at a deeper level 
  than “I passed out.” Consult the Communing with the Swimming 
  Leviathan table.
  TABLE 1:  
  COMMUNING WITH THE SWIMMING LEVIATHAN
  Knowledge
  Skill Check
  Result
  15 or less
  The lights you saw overwhelmed you. You 
  cannot interpret their deeper meaning.
  16+
  You had a vision of return and renewal—of 
  crossing boundaries on the way to the Source 
  of Life. The beast is on its way somewhere 
  important, perhaps migrating to its feeding 
  grounds or to challenge some other terror of the 
  seas.
  20+
  The great Leviathan may be going somewhere 
  to spawn and die, or it may literally be leaving 
  the mortal world and ascending into a world of 
  greater beings or demons, perhaps.
  25+
  The Leviathan is swimming to the edge of the 
  world and off into the stars. You could sense 
  its delight at no longer heeding some ancient 
  command to remain within the Western Sea 
  and being able to return to its home. It is happy 
  and cheerful.
  If asked, the Book of Vael Turog makes it clear that things get weird 
  out there. The ley lines that carry magical force can be cut, causing 
  spells to fail and magic items to falter. Creatures move through 
  peculiar forms of propulsion, and creatures from the Void of Veles, 
  the black space between worlds and stars, prey on the unwary. 
  Play up the doom angle; none of this necessarily happens unless 
  you think it useful, but it is true that communing through the use 
  of godflesh becomes cut off after the leap into the void. The goal 
  is to be sure that Things Look Bad, and players realize that their 
  characters are in trouble. Don’t necessarily linger on this sequence.
  9. Beyond the Edge
  Note on Play: The Leap into the Void
  This scene is one of those that either works or doesn’t largely based 
  on GM presentation. The Leviathan’s leap out of the ordinary 
  world and into the heavens or the Ethereal Plane is one of those 
  moments that the players may remember fondly or mock. That 
  depends on you.
   
  I suggest you hint at it and build up to it. Mention the way 
  that the beast is moving faster, waves breaking over its snout. Hint 
  at dreams full of skies and clouds, and a sense of being carried 
  on titanic currents. Let a druid or other nature- or lore-based 
  PC figure out that its breathing cycle has sped up tremendously. 
  And make sure that all the PCs see the Leviathan’s enormous tail 
  thrashing in the ether sea, pushing waves of glowing blue in all 
  directions.
   
  Get a little poetic. Then paraphrase the text in whatever form 
  works for you, and hit them with the ambush encounter.
  The Leviathan reaches the edge—and leaps off the world into the 
  ethereal sea of stars. Read the following:
  The Leviathan rises to the surface, and it is again possible to 
  find some ley lines and weave magic spells. At the same time, 
  it seems that you are approaching the end of the world: a huge 
  greenish-black wall holds in the ocean, though there is a crack 
  in that wall—a crack you are headed straight toward.
  Let the players make whatever preparations they like. Levitate, 
  protection spells, and the like will all help keep the party safe and 
  together. When they are ready, read the following:
  The Leviathan Island rises in the water as if about to dive—
  and then a tremendous weight pushes you down to the 
  ground. The island-beast reaches the edge of the world and 
  jumps off into the void beyond, a place of black and deep blue 
  light punctuated by shining motes. You can see the world of 
  Midgard behind you. The island is swimming through the 
  darkened heavens using some great magic, and swirls of light 
  are trailing in its wake.
  Give the PCs a moment to react. Then ask for a DC 20 Perception 
  check. If someone makes it, read the following:
  Four of these lights seem to be pacing you, two on each side. 
  They are coming closely, slowly but steadily, and their path 
  might intersect yours.
  The party will be investigated by about four star bearers, who 
  are very curious about this invasion of the heavens by a large 
  and potentially hostile creature. They do not attack except in self 
  defense.
  Ongiol the Scout, Star Bearer (CR 2): AC 15; DR 10/evil; hp 
  15, 14, 13, 10; Fly 60 ft (perfect); Attack ranged touch 20-ft. +3/+3 
  ray of light (1d6); Spells detect evil, greater teleport; XP 400.
  If the party is friendly, the star bearers will inform them that the 
  
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  Leviathan has been enchanted to bring them to the Star Citadel, 
  though the source of this enchantment is ancient. It’s up to the 
  party whether to go along for the ride, or fight against the tide.
   
  PC skills can affect navigation and knowledge to “steer” the 
  Leviathan somewhere within the Celestial Sea (such as back 
  toward the Western Ocean, or up to a particular star or even the 
  moon—those locations are left to the GM’s imagination). Steering 
  in a particular direction requires a DC 15 Knowledge (arcana) 
  check and communication with the Leviathan through eating its 
  godflesh.
   
  If the PCs don’t want to influence the island’s direction, time 
  passes swiftly. In about one hour the Leviathan arrives at the Star 
  Citadel (or Citadel of a Million Stars). Once it arrives there, use 
  encounter 10, below.
   
  Further encounters are possible at your discretion. These 
  might include whatever strange creatures you like as inhabitants 
  of the upper air and the starry heights. Possibilities include the 
  following:
  1. A patrol of arbiter inevitables (CR 2; AC 16; hp 15 each; 
  Attack +7 short sword [1d3/19–20]; XP 600 each).
  2. A psychopathic augur kyton (CR 2; AC 17; hp 19; Attack 
  +4 gore [1d4–1 plus bleed]; SA unnerving gaze; Bestiary 3).
  3. One or two howling vargouilles (CR 2 each; AC 15; hp 19 
  each; Attack +5 bite [1d4 plus poison; DC 12 Fort save or 
  damage only healed by magic]; SA shriek [DC 12 Fort save to 
  paralyze for 2d4 rounds]; Bestiary.
  4. An oculo swarm (CR 4; Initiative +8; AC 18; hp 37; swarm 
  traits, immune to weapon damage; Fly 40 ft. [good]; Attack 
  swarm 1d6 acid; SA distraction DC 15, eye extraction; 
  Midgard Bestiary).
  5. Ether Whirlpool (no melee attacks, but drains energy and 
  magic from creatures in this magical storm; all PCs must make 
  three DC 20 Will saving throws; for each failed save, they 
  either lose access to their highest-level spell for a week, lose 
  2 points of Constitution for a week, or lose 3 hp for a week).
  6. Illestaroth, a Void Dragon: See Kobold Quarterly #22, but 
  essentially, this is an unconquerable dragon that lives in the 
  void between the stars. Use the skincrawler dragon statistics 
  from the Kobold Quarterly blog if combat is called for (and 
  it should be brief). Star bearers may find a survivor when 
  combing the wreckage.
  Once the PCs have dispatched these minor threats, proceed with 
  the arrival at the Star Citadel.
  WHAT PLANE IS THIS?
  Once the PCs have gone ethereal and leapt into the void, they may 
  have questions about their planar travel. Grant any PC a DC 15 
  Knowledge (the planes) check (or a DC 22 Knowledge [arcana] 
  or Knowledge [religion] if the planar lore is not available) to 
  know that this is a form of the Ethereal Plane, the celestial region 
  surrounding the world of Midgard.
   
  A successful skill check also means they know that movement 
  in this ether is always at half speed, and it can happen up and down 
  as well as along the gravity plane. An ethereal jaunt cast here returns 
  a PC to the mortal world—hundreds of miles above the ground.
  10. Arrival at the Star Citadel
  Assuming the party does not steer the Leviathan away for too long, 
  the island-beast arrives at Star Citadel within a day of entering 
  the void. The Leviathan does not immediately move close to the 
  citadel; instead, it approaches and slows down, coasting like a 
  tremendously heavy ship seeking to dock at a fragile pier.
  The air around you is filled with wispy streamers of gray and 
  starry whirls of light, but one light is brighter by far: a castle 
  in the air, many miles from the solid earth. It seems to be a 
  six-pointed star, with each arm of the star ending in a tower 
  shape, and a large set of windows and gates piled closer to 
  the center. It is a fortress that shines with bright bluish-white 
  light, half the size of the Leviathan you stand on.
  Even now, the Leviathan does not come within 200 yards of the 
  citadel. Instead, it swims a few circles around the citadel, and 
  then proceeds to begin foraging and devouring the small glowing 
  creatures here (they resemble tiny luminescent flies or beetles if 
  the PCs are inclined to examine them closely). It rests, and at some 
  point, stops moving to sleep. The Leviathan is exhausted. Attempts 
  to speak with it by eating godflesh bring only very peculiar dreams.
   
  The PCs may soon grow impatient, and in any case there is 
  much to see at the citadel. The party notices that dozens, possibly 
  one hundred, star bearers congregate here, similar to those who 
  approached the party out in the void earlier. Their leader is Elushiel, 
  who shines with a noticeably more silvery-green light than the 
  others. He addresses them and invites them into the citadel. Read 
  the following when the party attempts to contact the people of the 
  citadel. The noise and attention leads to a dangerous collision.
  The beast nudges one of the long, spindly arms of the star 
  citadel, and the huge stone fortress creaks a moment—then 
  spins a little faster. A dozen bright lights fly out of its gates 
  and windows, and are heading in your direction.
  If the heroes wants to enter the citadel, they need to leave the 
  Leviathan (feeding happily on celestial plankton or the like) and 
  find some way across the void. Since the PCs cannot fly, this likely 
  means being towed by Elushiel or finding some way to float across. 
  Any PC with the Fly skill can attempt it here with a +8 bonus due to 
  the natural buoyancy of the air near the citadel. All others must be 
  pulled across the strangely buoyant air to the white stone citadel.
  Elushiel Star Bearer (CR 2): AC 15; DR 10/evil; hp 13; Fly 60 
  ft. (perfect); Attack ranged touch 20-ft. +3/+3 ray of light (1d6); 
  Spells detect evil, greater teleport; XP 400.
  Treasure: When slain, Elushiel’s bright light coalesces into a 
  gleaming silvery +1 short sword named Lionstooth (marked on 
  the blade).
  11. Star Chambers
  The citadel is a hemisphere with a central courtyard, and six 
  towers reach out into space around it. The hemisphere includes 
  tunnels lit by bright orange or blue magelights, and it includes 
  
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  several areas entirely within that asteroidlike 
  space underground, the rock of the citadel. 
  The chambers and public spaces include eleven 
  areas of possible interest to the PCs, briefly 
  described here.
  A. Six Tapering Towers: These towers are 
  usually described as the Moon Tower, Sun 
  Tower, Milkstone Tower, Tower of Ashes, 
  Alchemist’s Tower, and Butcher’s Tower. 
  They are inhabited by the priestess of Hecate 
  (Mydella the Pale Priestess), the king and 
  queen, the Captain of the Guards, guests and 
  visiting dignitaries such as Lord Chelessfield 
  (an elf fighter and aristocrat), Lightning Lord 
  Suvid (a famous quickling duelist), and Lady 
  Sorreminx (an elf enchantress). The Butcher’s 
  Tower is home to the Master of the Bridle and 
  his kytons (see encounter 13).
    The guest chambers between the towers 
  are currently vacant, so the PCs are likely 
  housed there. The hall is slightly smelly, 
  utterly vacant, and built of crumbling 
  limestone.
  B. Courtyard: The courtyard is an open space 
  planted with bone-white grass and marked 
  with floating orange magelights. Here much 
  of the court gathers and plays.
  C. Grand Hall: All meals and special occasions 
  are held in the grand hall. Its arched ribs are 
  carved from stone to resemble the interior 
  of a ribcage. The dual throne is a floating 
  extravagance of silver and electrum.
  D. Guest Chambers: Well-appointed, the 
  guest chambers have a few secret passages 
  to spy on guests, and they also allow for 
  assignations and intrigue. Each room 
  comes with a shae servant/informer and several goblin or kyton 
  underlings to fetch and carry.
  E. Leviathan’s Yard: The Leviathan’s Yard is an enormous beach 
  of white pebbles, many lightly stained with brownish-red. This 
  is where leviathans are often butchered. An enormous section 
  here (the size of a house) is actually an egg (Nature DC 23).
  F. Courtier’s Chambers: These bubblelike rooms are stuck to the 
  outside of the citadel like the nests of enormous paper wasps. 
  They are made of stone and star-silk, and they have a somewhat 
  pebbled texture to their walls. Doors and windows are often 
  circular. The area is not off-limits to guests, but most of the 
  star bearers who live here ask a lot of questions of any casual 
  visitor: “Can I help you find someone?” and “Are you lost?” are 
  common lines of questioning.
  G. Kitchens and Servant Hall: The head chef is Kettlepot, a 
  shadow fey with remarkably long teeth and a nasty smile. Her 
  servants are primarily ghostly white-haired halflings.
  H. Temple to the Starry Lovers (Hecate and Veles): The Temple 
  to the Starry Lovers is considered an abomination by worshipers 
  of the Dragon Gods or the Moon Goddess on Midgard’s lands, 
  but it is well-respected here, and its high priestess, Mydella, is a 
  dangerous woman to cross, beloved by the king and queen.
    Story Option: If the PCs are still with Captain Gullnipper for 
  any reason, he is likely to take the entire temple as an offense to 
  Seggotan, the dragon water god, and be arrested for blasphemy 
  and given to the Keeper of the Bridle.
  I. Armorer’s Hall: Largely abandoned, these halls are storage areas 
  for javelins and rapiers and other, stranger weapons such as an 
  estoc (See the Midgard Campaign Setting) and three trumps with 
  two charges each (Midgard Campaign Setting). These weapons 
  are guarded by a powerful hound archon named Carresland 
  (CR 4; AC 19; hp 60; Attack +9/+4 masterwork greatsword 
  [2d6+3]; message and greater teleport at will; Bestiary). Attempts 
  to “borrow” a weapon are frowned on. Attempts to bribe 
  Carresland are frowned on. Really, even visiting the hall requires 
  a DC 20 Diplomacy check to avoid the hound archon’s frowning 
  and sending a message to summon a star bearer who will attempt 
  to lead the PCs elsewhere.
  
  To the Edge of the World
  16
  J. Alchemist’s Hall: The alchemist Scarlet Crucible is an arbiter 
  inevitable (AC 16; hp 20; Attack +7 shortsword [1d3+1/19–20], 
  electrical burst 10-ft-radius [3d6 electricity damage (DC 13 Reflex 
  half)]; constant detect chaos, 3/day—command [DC 13]; Bestiary 
  2) and commands a great many augur kytons. As he works 
  closely with the Master of the Bridle and provides ointments and 
  potions to the nobles and royals, he wants no interference in his 
  work. Attempts to visit are viewed with extreme suspicion and 
  outright hostility since he sees them as likely to be attempts to 
  steal his work. Secretly and with the support of his royal patrons, 
  Scarlet is attempting to perfect the pure godflesh and reduce it 
  to pure essence of philosophy and a thin portion of the magical 
  metal called orichalcum (see Sunken Empires). 
    Story Seed: The Alchemist’s Hall stands next to an enormous 
  stony egg (DC 23 Perception to notice that this is not part of 
  a curving wall). The Egg of One Thousand Years is known 
  in the court, but mostly as a curiosity. Wizards sometimes 
  tinker with it, but it seems largely a dead thing, though mildly 
  magical. Touching it with the Key of Veles illuminates it with 
  golden threads that grow over an hour or two into a fantastical, 
  animated spidery web of cracks and swirls. See “Hatching the 
  Egg”, page 20.
  K. The Dungeons: These chambers are built around a central well 
  in the heart of the citadel: entering or leaving requires passing 
  through a door of black iron, carved with reddish warding runes 
  that burn anyone touching them (1d6 fire damage to touch 
  door, plus 1 hp bleed). The Keeper of the Keys, Dormitian the 
  Hunchback, knows the secret of the egg and the Key of Veles (he 
  knows much and says little).
   12. The Vault of Heaven
  Elushiel offers the party two options: take the beast away at once, 
  or plead their case here and perhaps learn something about life in 
  the heavens. If the PCs take the beast away, run another one of the 
  encounters from encounter 9 and then have the Leviathan return 
  to the court. It doesn’t want to go where the PCs want to go, really.
   
  To plead their case or learn more about the Leviathan, the 
  PCs must enter the Court of a Million Stars and speak with the 
  King and Queen of Stars, King Iorotas and Queen Astrakia (treat 
  as shae, Bestiary 3). Let the PCs make whatever preparations 
  they like, including a possible DC 20 Gather Information check 
  if they settle into their rooms and quiz guards, servants, or other 
  inhabitants of the halls. Characters with a Status of 5 or more gain 
  a +2 circumstance bonus to these Gather Information checks as 
  “famous visitors from the earthly realm.”
  DC  
   
   Result
  15 or less  The PCs learn nothing new about the citadel.
  16+ 
   
   The heavens are ruled by various creatures—some  
   
   
   
   infernal, some fey, some celestial. This Court of a  
   
   
   
   Million Stars is distantly related to the elves of   
   
   
   
   Midgard.
  20+ 
   
   The rulers of the court, King Iorotas and Queen  
   
   
   
   Astrakia, are strange and ageless creatures. They have  
   
   
   
   been rulers here for one thousand years or more.
  25+ 
   
   At one time, the elves of the stars visited the elves of  
   
   
   
   Midgard. At some point they learned to enslave the  
   
   
   
   Leviathans of the Deeps, the Isonade, and others like  
   
   
   
   it. These creatures were once their ships across the  
   
   
   
   oceans and the sky. Little else is known about them.
  It’s easy to say there are too many NPCs here, and the sandbox 
  of talking to any one of hundreds of creatures can be paralyzing. 
  So, here is a summation of the court’s main movers and what 
  they want.
  Captain Elushiel: A smartly saluting star bearer and paragon 
  of order, Elushiel seeks to bring visitors to the attention of the 
  royal pair and to keep the order and discipline of the citadel 
  intact. A beat cop for the citadel, he hates chaos and surprises. 
  Secretly he considers visitors a bother and seeks to encourage 
  them to become vassals or leave the citadel. “Honored guests” 
  is a troublesome category.
  Alchemist Scarlet Crucible: The arbiter inevitable and 
  alchemist wants only time and endless funds to explore the 
  mysteries of the Vault of Heaven, to distill star-stuff, and to 
  create new potions and potent fusions of soul and starlight. 
  He is far more interested in lore and theory than anything 
  happening in the citadel that does not affect his experiments. 
  He also cares little for the Leviathan except as a raw ingredient.
  Butcher Abdiel: Master of kytons and a hunter of creatures like 
  the Leviathan in the heavens, Butcher Abdiel wants the Bridle 
  of the Leviathan so that his power will rise relative to king and 
  queen. Though he is an evil creature, he keeps his sworn word.
  NPC CHEAT SHEET 
  Dormitian, Keeper of the Keys: Dormitian is a gearforged 
  of extremely advanced years, and some believe he is a lich who 
  assumed a clockwork body. If attacked, he teleports away and 
  sends Elushiel to deal with the problem. He has no interest in 
  the Leviathan except as a bargaining chip, but he does know 
  that the Egg of One Thousand Years can be hatched (and he 
  might tell curious visitors that to get them out of his hair).
  King Iorotas and Queen Astrakia: Somewhat cold and 
  distant, they rule from long habit and their egos are large. 
  They both want to maintain their power and maintain access 
  to Leviathan godflesh for their own ceremonial magic and 
  longevity. They will not tolerate mayhem, unless that mayhem 
  profits them.
  Priestess Mydella of the Starry Lovers: She wants neither 
  power nor wealth, only seeking to further the happiness of the 
  star bearers, kytons, and others here. A mystic rather than a 
  realist, Priestess Mydella is a figure that others fear because of 
  her divine favor with void dragons and others. If everything 
  goes to hell here, she might stand in judgment of the royals, 
  alchemist, and others. They fear her righteous wrath if they 
  break the law of the void. She wants the Leviathan set free.
  
  17
  MA1
  After the PCs enter the citadel for 
  the audience, read the following:
  The chamber you enter has no 
  walls and no floor; all creatures 
  within are floating in space, 
  including two strange creatures 
  that resemble pillars of light, 
  or at least they wear masks and 
  their shimmering clothes seem 
  to contain little solid flesh. 
   “Step forward!” booms a voice 
  from one of them. 
   Elushiel says, “I will announce 
  you!” and launches himself 
  into the void. He floats as if in a 
  tranquil sea.
  Any PCs who follow Elushiel’s 
  lead can use either Swim, Climb, 
  or Fly (the last of these with a +4 
  bonus) to move around the room. 
  Any character who does not make 
  a successful DC 12 check with one 
  of these skills loses his or her move 
  action for that round. Ask for one 
  move check when entering, and one 
  when leaving. Unless the PCs want 
  to offer gifts or show off, no other 
  movement is required. Read the 
  following:
  The two figures at the center 
  of the room speak together. 
  “You have brought the godflesh 
  creature here, but you do not 
  control it. Give it to us, and 
  we shall see it harnessed and 
  brought to table.” 
  If the PCs do offer the Leviathan 
  to the king and queen, they do not 
  touch it. If the PCs refuse to offer the 
  Leviathan, King Ioratas and Queen 
  Astrakia demand an explanation for 
  the unharnessed and uncontrolled 
  Leviathan’s presence. Ask for an 
  in-character 
  explanation 
  from 
  the players, and ask the speaking 
  player to have his or her PC make 
  a Diplomacy check. If the check fails, the whole party is in hotter 
  water—having brought the creature here, the nobles demand that 
  the party either hand it over or command it to swim back into the 
  Western Ocean.
   
  Failure to do so within a day will lead to the party’s being 
  “blinded and driven into darkness for insolence and insult to their 
  betters.” This is not further explained, but any servant is willing 
  to tell the PCs what this means with a DC 12 Gather Information 
  check. The threat is literal: the king and queen want to slaughter 
  the Leviathan or strip it for its godflesh, and only getting a bridle 
  for such a beast will prevent this.
  
  To the Edge of the World
  18
   
  If the Diplomacy check is a success, the king and queen tell 
  them that the bridle is here, held by a creature called the Master of 
  the Bridle. What the PCs do with this information is up to them.
   
  If, for any reason, the PCs decide to fight, things will likely go 
  poorly for them. The two shae nobles rule a dozen augur kytons 
  and more than fifty star bearers (lantern archons).
  King Ioratas and Queen Astrakia (CR 4): AC 15; DR 10/evil; 
  hp 40, 36; Speed 30 feet, fly 30 ft. (perfect); Attack +8 masterwork 
  falchion (2d4+4/18–20 plus 1d6 cold) or touch (1d6 cold); Spells 
  blur (constant), lesser shadow evocation; XP 1,200 each.
  Treasure: 2 masterwork falchions, 1 mask of the skull (charged, 2 
  charges left), 1,000 gp diamond on 100 gp silver chain.
  13. The Master of the Bridle
  The bridle is used to hold leviathans still while auger kyton’s cut 
  them to ribbons; their godflesh feeds the star bearers and maintains 
  the court’s potency without needing to resort to geomancy or 
  diabolism. So the Master of the Bridle is not just an executioner, 
  but also a butcher and the sharer of the court’s little shortcut to 
  divine visions and immortality. Read the following:
  These quarters are stark and draped in red and brown leather 
  hides, with chairs carved of enormous bones and tables 
  made of strangely furred baleen. Among them stands a man 
  in armor, his arms heavily tattooed with black spirals and 
  squares. “Come in, strangers.” He drinks from a goblet bright 
  with rubies. “What can I do for you?”
  Abdiel pretends to listen for a time, and then says:
  “I understand what you say, but I neglect my duties as a host. 
  Servants, bring wine!”
  Abdiel has already been warned of the PCs’ arrival, and he hopes 
  to dispose of them and seize the Leviathan for himself. The wine he 
  offers is drugged with void spice; a DC 25 Perception check reveals 
  this, but only to someone actively seeking to see or smell anything 
  unusual about it. Anyone who drinks the drugged wine must make 
  a saving throw.
  Void Spice: ingested DC 13 Fort save 1 min.; unconscious 1d3 
  hours; 1 save; 180 gp.
  If this ploy fails him, he might call on his hidden ally, Elushiel, to 
  help him destroy the PCs and seize the Leviathan by force. Yes, 
  Elushiel, their helpful friend, is not entirely on the PCs’ side: Quite 
  the contrary, he made himself helpful early on to win their trust, 
  the better to know what they are up to. If confronted, he makes 
  it clear that they are strangers and his loyalties are to the celestial 
  rulers.
   
  If the PCs want a fight, Abdiel is happy to provide it. This 
  might be the best solution for the party, because the alternative 
  could leave them in a much worse bargaining position. Abdiel is 
  always protected by at least two augur kytons.
  Augur Kytons (CR 2): AC 17; hp 19, 18; Speed 20 feet, fly 50 ft. 
  (perfect); Attack +4 gore (1d4-1 plus bleed); SA unnerving gaze; 
  Spells deathwatch (constant), bleed; XP 600 each.
  CAPTURED AND ABUSED
  If the poison and combat leaves the heroes in his power, Abdiel 
  does his best to find out everything about how they arrived, what 
  they brought with them, and who paid them (see the Interrogation 
  article by Hank Woon in Kobold Quarterly issue #11 for some 
  options in a PC interrogation). He will certainly take the Book of 
  Vael Turog, the Key of Veles, and the lesser sphere of annihilation if 
  the party has any of these items with them.
   
  Finally, Abdiel will ask them to sign a paper granting him 
  ownership of the Leviathan; this paper is a quit claim on all liens, 
  claims, and ownership due to salvage or possession. He wants them 
  to sign over the Leviathan Island, and he is quite willing to kill off 
  one or two of the party to make that happen. If needed, he will fight 
  them in front of the entire court in a blood feud or trial by combat.
  Abdiel, Master of the Bridle (faceless stalker, CR 4): Initiative 
  +7; AC 17; DR 5/piercing or slashing; hp 42; Speed 30 ft.; Attack 
  +8 masterwork longsword (1d8+4/19–20); SA blood drain, sneak 
  attack (2d6); XP 1,200; Bestiary 2.
  Treasure: bridle of the Leviathan, 4 golden goblets set with garnet 
  and bloodstone (100 gp each), masterwork longsword.
  Bridle of the Leviathan
  Aura strong enchantment; CL 18th
  Slot none; Price 30,000 gp; Weight 10 lb.
  DESCRIPTION
  This ancient artifact dates from ages past and has passed through 
  countless hands. It is made of smooth black links of adamant set 
  with chips of engraved sapphire and ruby, with the whole being 
  20 ft. long. It has a split section of doubled links with larger links 
  to hold a bit (missing). The whole really does look like the bridle 
  of a whale or similar monstrosity. Some believe it was first made 
  to tame the isonade (see Midgard Bestiary) or one of the great 
  dragons of Midgard.
   
  The effects of the bridle are permanent unless canceled by a 
  break enchantment, dispel magic, limited wish, miracle, remove curse, 
  or wish, or unless the bridle is removed from the affected creature.
   
  As a work of the jeweler’s art, it is worth at least 5,000 gp, but its 
  magical power is even greater than this. The bridle of the leviathan 
  can be used to charm creatures of Gargantuan, Colossal, or greater 
  size. To use it, the bridle must be wrapped around a limb, neck, 
  tentacle, or other protuberance of the target creature. The creature 
  is entitled to a saving throw each round that the bridle remains 
  attached; after a saving throw fails, the creature is charmed and 
  obeys the bridle’s owner with reasonable requests.
  CONSTRUCTION
  Requirements Craft Wondrous Item, charm monster, permanency; 
  Cost 15,000 gp
  
  19
  MA1
  14. One Final Choice
  When the party has spoken with Abdiel 
  (and has either defeated him and taken the 
  bridle, or else has been captured and lost 
  the Leviathan), they are likely to find that 
  they are left with a choice about what to do. 
  The king and queen still want the godflesh, 
  and the Leviathan is not willing to return 
  to the Western Ocean unless bridled and 
  commanded to go.
  DESIGN NOTE:  
  OPEN FINALE
  All journeys are linear, and so I can already 
  hear the complaints about this adventure’s 
  relatively straightforward sequencing of 
  encounters to this point. That critique has 
  some merit, in that all journeys follow a 
  straight line, but the complaint pretty much 
  ends with the finale, which is completely 
  open-ended. The choice of what to do with 
  the Leviathan and whether to give it to the 
  inhabitants of the citadel or attempt to take 
  it back to the Western Ocean is entirely in 
  the player’s hands. They can use the bridle 
  to enslave the Leviathan, they can break 
  the bridle, or they can take another path 
  entirely.
   
  Because the story is open-ended here, 
  with at least two options, your players 
  might want to find the “right” solution. 
  There isn’t one, necessarily, though there 
  are some options that are more dramatic, 
  others more practical. All are very much 
  dependent on GM preferences and the 
  group’s play style and decisions so far—the 
  “right” decision is the one that suits your 
  group.
  THE FINALE
  Here are five likely elements for a finale, 
  though the final resolution is entirely in 
  each group’s hands. Choose the scene that 
  you and your players find fitting.
  1. Abdiel Demands Trial by Combat: If the PCs have not 
  defeated Abdiel, he doesn’t want to let them leave without a fight. 
  Once the faceless stalker is defeated, the various incarnations of 
  Law and Shadow (Scarlet Crucible and the priestess of Veles) 
  speak up in defense of the PCs as the rightful cu rrent holders of 
  the bridle, as agents of the geomancer Simez Rothgazzi. The PCs 
  might take the Leviathan’s bridle and return with it to Barsella in 
  triumph. Slightly evil, but surely more treasure this way.
  2. Abdiel Lives and Triumphs: If Abdiel survived and forced the 
  PCs to grant him control over the Leviathan, things turn dark 
  and ugly. He commands his augur kytons to begin butchering 
  the beast, using its bones to build an additional tower, and 
  boiling its blood and fat to feed a small hoard of star bearers and 
  summon great swarms of comets, proto-styles, krill-like masses 
  of glowing lights, and dragons of the void between the stars. He 
  hopes to use the bridle on one of the void dragons. The PCs get 
  a second fight with him if they like, but they are forever banned 
  from the citadel.
  3. Abdiel Flees with the Leviathan: The villain escapes and 
  founds a new, dark court elsewhere in the Heavens if given 24 
  hours to depart. The king and queen offer the PCs time to rest 
  in the Court of a Million Stars, but they gain no Status from this 
  adventure.
  4. Abdiel Is Dead, the Bridle Swap: The king and queen might 
  give the PCs the bridle in exchange for the lesser sphere of 
  
  To the Edge of the World
  20
  annihilation and perhaps the Book of Vael Turog, plus a piece 
  of Leviathan godflesh. They will then use their own Ring of 
  the Black Star (a ring of regeneration, though it works only 
  in the vault of the heavens), and live on, able to eat godflesh 
  undisturbed rather than sending servitors to hunt it. The PCs 
  gain the Leviathan to control if they wish, or they might set it 
  free. Certainly King Ioratas and Queen Astrakia are eager to 
  retain access to a Leviathan every so often.
  A. Setting the Leviathan Free: If the PCs still control 
  the Leviathan, they may want to set it free to roam the 
  heavens and the Celestial Ocean. It does so, but only after 
  smashing into the Alchemist’s Tower (potentially harming 
  any servants or items left there by the PCs). The PCs gain 
  some great honor and Status from this (see “Story XP and 
  Status Awards”), and at the GM’s option they might gain 
  an Improved Familiar of some celestial stripe, or perhaps 
  simply a party servant in the form of a star bearer that 
  thinks the PCs are the best of the best. 
   
   
   At the same time, this means that the PC must find another 
  route to the ground. This could involve a paid voyage with 
  star bearers or a flying city of Sikkim, an adventure to the sky 
  stairs of Beldestan, or another option such as a trip by giant 
  eagle, as the party and GM prefer.
  B. Returning to the Western Ocean: The return voyage is 
  swift and relatively uneventful; the PCs can bring the island 
  to any point near a coast and return in triumph to Barsella, 
  Bemmea, or similar coastal towns. The Leviathan itself must 
  feed after the long journeys and returns to the deep ocean 
  as soon as it can; if the party attempts to keep it as a private 
  ocean island, it eventually dies of starvation.
  TABLE 2:  
  SIX RANDOM NPCS OF THE COURT
  Not everyone and everything in the court is related to the Leviathan Island, the bridle, or courtly plots and murder. Here are six NPCs to 
  liven things up if the players get stuck.
  d6
  NPC
  1
  Apprentice Sola: A young lantern archon, Sola gleefully dishes (half-true) gossip about everyone and everything, and not 
  terribly interested if it doesn’t involve fashion, dating, mating, and marriage. Cheerful and not helpful by design.
  2
  Fisherman Levontelin: A star bearer who knows everything there is to know about the Celestial Seas and the creatures of the 
  Ethereal space, Levontelin owns a small skiff. He is a font of lore about void dragons, comet fish, lantern skates, bank cod, gillstars, 
  and other unusual animals, from gooseshells to seamilk pods, including Leviathan Islands.
  3
  Lady Sorreminx: This elf sorceress is from the courts, and she is prone to flirtation on the ground but somewhat nervous and 
  out of sorts here. She finds the lawful and aerial environment a little irritating, and she covers this by being rather abrasive and 
  quick to charm new servants for herself.
  4
  Lightning Lord Suvid: A quickling noble and duelist who is absolutely deadly in combat and quick to take offense, Suvid is not 
  a friend, not looking for help, and mostly wishes to be left alone to cut a deal for some kind of magical blessing he seeks from the 
  high priestess. The only use he has for PCs is taking on their best fighter as a sparring partner, then leaving him or her full of holes 
  and unconscious on the floor somewhere.
  5
  Grandmother Ultressa: As oracle of Volund, keeper of starfire, maker and mistress of flying ships, Ringmaker and Eldest of the 
  Cantons, this dwarf matriarch is here to study the elements and winds of the Vault, to build better skyships, and to improve her 
  earthbound people’s connection to the somewhat fey and distant Court of a Million Stars. She hates it here, and she buttonholes 
  young folk to ask them when they are leaving and why they are wasting their time here.
  6
  Prince Iska, Scion of the Court of a Million Stars: Iska is the wastrel grandson of Ioratas and Astrakia, and he finds his 
  grandparents incredibly pompous and dull. Likely to be gambling, drinking, or chasing young elf maids or star bearers, he is a 
  bit of a stereotype of the debauched and indolent child of privilege. Mostly, he wants to run away to live a life of adventure and 
  find his parents.
  STORY XP AND STATUS AWARDS
  Releasing the Leviathan to Roam: Worth 1,500 XP for 
  each character and 2 Status points.
  Giving the Bridle and Leviathan to Abdiel or Royals: 
  Worth 1,000 gp and 1 Status point for each character, but 
  not XP.
  If the PCs Hatch the Egg: Worth 1 Status point and 500 XP.
  If the PCs agree to carry a message to Beldestan, they may 
  take the Leviathan back to Midgard.
  
  21
  MA1
  TABLE 3:  
  TEN EVENTS OF THE CITADEL OF A MILLION STARS
  Sometimes foolish celestial nobles are vain or needy. Here are some events that might liven up an otherwise deadlocked game session.
  d10
  Event
  1
  A Ship Arrives! Visitors from any nation of Midgard show up. Perhaps these are dragonkin emissaries seeking to contact the great 
  dragons, shadow fey paying a social call, or a human wizard of Bemmea seeking to consult Scarlet Crucible on a point of alchemy.
  2
  Flight of a Void Dragon. An enormous monstrosity passes by, and it demands food or tribute! A horrific thing, the creature 
  causes screaming, eats guards, and puts the citadel into an uproar. It causes panic among the gentry, basically.
  3
  The Tumbling Stone. Star bearers capture an enormous starstone, which is useful for mining stone or for hurling to the earth. 
  Nobles debate the proper course of action.
  4
  The Poisoned Soup. An attempt on someone’s life happens, though it is not clear whose life was the target. The kytons are asked 
  to lead an investigation and ask the PCs where they were, whether they know anything about poison, whether they ate any of 
  the seamilk soup, and so on.
  5
  The Lost Fisherman. Levotelin or another fisherman has failed to return in a timely way from a three-day trip. Scouts are sent, 
  magic returns no answer, and the fisherman is feared lost on the celestial seas.
  6
  The Angel’s Wrath. An angel arrives, irritated at the presence of the citadel’s “blasphemous arrogation of celestial privileges unto 
  itself.” It delivers a warning to abandon the citadel in the harshest terms, and it threatens to return in ten days. This might be a 
  bluff, but the star bearers and the nobles are nervous.
  7
  The Pilgrim-Saint Keywinder. A kyton saint of the Goddess Rava arrives with four disciples to preach the word of the Gear 
  Goddess. The kytons and alchemist are fascinated, honored, and completely smitten. The priestess Mydella of the Starry Lovers 
  is quite irritated and seeks to see Keywinder the Pretender driven out, perhaps even asking the PCs to help in this matter.
  8
  The Comet Dance. A full-on courtly dance, with feasting and flirting and frolics. Dancing, gifts, and merriment abound, and 
  those who have bardic talents or wizardly ability to display magical amusements are more-or-less forced to provide some 
  entertainment for an hour or two.
  9
  The Day of Atonement. A high holy day requires silence, contemplation, and sacrifices of atonement. There is no food served, 
  and the PCs are expected to either attend an all-day service in the temple or keep to themselves.
  10
  The Marriage. A young pair of hound archons, Rover and Calamity, celebrates a union, and everyone is invited to the ceremony. 
  A gift to the happy couple is expected.
  5. Hatching the Egg: The egg within the Alchemist’s Tower is 
  linked to the Leviathan by trails of magical connection—wispy 
  tendrils visible only to those using true sight or detect magic 
  spells. Once that mystery is solved, it is clear that the egg is a 
  young Leviathan and could be hatched into something about 
  the size of a house, which would then need to be fed and cared 
  for (by the star bearers who understand such things) or released 
  into the wild. Hatching the egg is a major event, involving 
  dozens of hound archons teleporting in, the star bearers arriving 
  in droves, and suchlike hubbub.
  When a sufficient crowd has gathered, the king and queen make an 
  appearance and attempt to lay claim to the Leviathan as theirs. This 
  is not a spurious claim: the egg was theirs, so surely what hatches is 
  theirs as well. They offer the PCs a gift for having discovered how 
  to hatch it.
  DESIGN NOTE:  
  THE COURTS OF MIDGARD
  Astute readers might notice that the Citadel of a Million Stars shares 
  some similarities with the much higher-level Court of the Shadow 
  Fey, in that it is a fey and otherworldly place ruled by a royal pair 
  of mysterious immortals. This is deliberate, and it is a theme in 
  my depiction of the fey and the celestial powers of the Midgard 
  campaign setting. The differences are also quite sharp, in that the 
  Celestial Court is more direct, easier to find, and easier to overcome, 
  as is appropriate for its level of challenge. The sense of otherworldly 
  drama, however, should echo between the two, since they are distant 
  cousins. If you do later play the Court of the Shadow Fey in your 
  campaign, having the Master of the Bridle appear there might be a 
  wonderful callback to the early days of your game. 
  
  To the Edge of the World
  22
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  potation,	modification,	correction,	addition,	extension,	upgrade,	improvement,	compilation,	
  abridgment	or	other	form	in	which	an	existing	work	may	be	recast,	transformed	or	adapted;	
  (c)	“Distribute”	means	to	reproduce,	license,	rent,	lease,	sell,	broadcast,	publicly	display,	
  transmit	 or	 otherwise	 distribute;	 (d)”Open	 Game	 Content”	 means	 the	 game	 mechanic	
  and	includes	the	methods,	procedures,	processes	and	routines	to	the	extent	such	content	
  does	 not	 embody	 the	 Product	 Identity	 and	 is	 an	 enhancement	 over	 the	 prior	 art	 and	
  any	additional	content	clearly	identified	as	Open	Game	Content	by	the	Contributor,	and	
  means	any	work	covered	by	this	License,	including	translations	and	derivative	works	under	
  copyright	 law,	 but	 specifically	 excludes	 Product	 Identity.	 (e)	 “Product	 Identity”	 means	
  product	and	product	line	names,	logos	and	identifying	marks	including	trade	dress;	artifacts;	
  creatures	 characters;	 stories,	 storylines,	 plots,	 thematic	 elements,	 dialogue,	 incidents,	
  language,	 artwork,	 symbols,	 designs,	 depictions,	 likenesses,	 formats,	 poses,	 concepts,	
  themes	and	graphic,	photographic	and	other	visual	or	audio	representations;	names	and	
  descriptions	of	characters,	spells,	enchantments,	personalities,	teams,	personas,	likenesses	
  and	 special	 abilities;	 places,	 locations,	 environments,	 creatures,	 equipment,	 magical	 or	
  supernatural	abilities	or	effects,	logos,	symbols,	or	graphic	designs;	and	any	other	trademark	
  or	registered	trademark	clearly	identified	as	Product	identity	by	the	owner	of	the	Product	
  Identity,	and	which	specifically	excludes	the	Open	Game	Content;	(f)	“Trademark”	means	
  the	logos,	names,	mark,	sign,	motto,	designs	that	are	used	by	a	Contributor	to	identify	
  itself	or	its	products	or	the	associated	products	contributed	to	the	Open	Game	License	by	
  the	Contributor	(g)	“Use”,	“Used”	or	“Using”	means	to	use,	Distribute,	copy,	edit,	format,	
  modify,	translate	and	otherwise	create	Derivative	Material	of	Open	Game	Content.	(h)	“You”	
  or	“Your”	means	the	licensee	in	terms	of	this	agreement.
  	
  2.	The	License:	This	License	applies	to	any	Open	Game	Content	that	contains	a	notice	
  indicating	that	the	Open	Game	Content	may	only	be	Used	under	and	in	terms	of	this	License.	
  You	must	affix	such	a	notice	to	any	Open	Game	Content	that	you	Use.	No	terms	may	be	
  added	to	or	subtracted	from	this	License	except	as	described	by	the	License	itself.	No	other	
  terms	 or	 conditions	 may	 be	 applied	 to	 any	 Open	 Game	 Content	 distributed	 using	 this	
  License.
  	
  3.	 Offer	 and	 Acceptance:	 By	 Using	 the	 Open	 Game	 Content	 You	 indicate	 Your	
  acceptance	of	the	terms	of	this	License.
  	
  4.	 Grant	 and	 Consideration:	 In	 consideration	 for	 agreeing	 to	 use	 this	 License,	 the	
  Contributors	grant	You	a	perpetual,	worldwide,	royalty-free,	non-exclusive	license	with	the	
  exact	terms	of	this	License	to	Use,	the	Open	Game	Content.
  	
  5.	Representation	of	Authority	to	Contribute:	If	You	are	contributing	original	material	
  as	Open	Game	Content,	You	represent	that	Your	Contributions	are	Your	original	creation	
  and/or	You	have	sufficient	rights	to	grant	the	rights	conveyed	by	this	License.
  	
  6.	Notice	of	License	Copyright:	You	must	update	the	COPYRIGHT	NOTICE	portion	of	this	
  License	to	include	the	exact	text	of	the	COPYRIGHT	NOTICE	of	any	Open	Game	Content	You	
  are	copying,	modifying	or	distributing,	and	You	must	add	the	title,	the	copyright	date,	and	
  the	copyright	holder’s	name	to	the	COPYRIGHT	NOTICE	of	any	original	Open	Game	Content	
  you	Distribute.
  	
  7.	Use	of	Product	Identity:	You	agree	not	to	Use	any	Product	Identity,	including	as	
  an	 indication	 as	 to	 compatibility,	 except	 as	 expressly	 licensed	 in	 another,	 independent	
  Agreement	 with	 the	 owner	 of	 each	 element	 of	 that	 Product	 Identity.	 You	 agree	 not	 to	
  indicate	 compatibility	 or	 co-adaptability	 with	 any	 Trademark	 or	 Registered	 Trademark	
  in	conjunction	with	a	work	containing	Open	Game	Content	except	as	expressly	licensed	
  in	 another,	 independent	 Agreement	 with	 the	 owner	 of	 such	 Trademark	 or	 Registered	
  Trademark.	The	use	of	any	Product	Identity	in	Open	Game	Content	does	not	constitute	a	
  challenge	to	the	ownership	of	that	Product	Identity.
  	
  The	owner	of	any	Product	Identity	used	in	Open	Game	Content	shall	retain	all	rights,	
  title	and	interest	in	and	to	that	Product	Identity.
  	
  8.	Identification:	If	you	distribute	Open	Game	Content	You	must	clearly	indicate	which	
  portions	of	the	work	that	you	are	distributing	are	Open	Game	Content.
  	
  9.	 Updating	 the	 License:	 Wizards	 or	 its	 designated	 Agents	 may	 publish	 updated	
  versions	of	this	License.	You	may	use	any	authorized	version	of	this	License	to	copy,	modify	
  and	 distribute	 any	 Open	 Game	 Content	 originally	 distributed	 under	 any	 version	 of	 this	
  License.
  	
  10.	Copy	of	this	License:	You	MUST	include	a	copy	of	this	License	with	every	copy	of	the	
  Open	Game	Content	You	Distribute.
  	
  11.	 Use	 of	 Contributor	 Credits:	 You	 may	 not	 market	 or	 advertise	 the	 Open	 Game	
  Content	using	the	name	of	any	Contributor	unless	You	have	written	permission	from	the	
  Contributor	to	do	so.
  	
  12.	Inability	to	Comply:	If	it	is	impossible	for	You	to	comply	with	any	of	the	terms	of	this	
  License	with	respect	to	some	or	all	of	the	Open	Game	Content	due	to	statute,	judicial	order,	
  or	governmental	regulation	then	You	may	not	Use	any	Open	Game	Material	so	affected.
  	
  13.	Termination:	This	License	will	terminate	automatically	if	You	fail	to	comply	with	all	
  terms	herein	and	fail	to	cure	such	breach	within	30	days	of	becoming	aware	of	the	breach.	
  All	sublicenses	shall	survive	the	termination	of	this	License.
  	
  14.	Reformation:	If	any	provision	of	this	License	is	held	to	be	unenforceable,	such	
  provision	shall	be	reformed	only	to	the	extent	necessary	to	make	it	enforceable.
  	
  15.	COPYRIGHT	NOTICE	
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
   
  System Reference Document. Copyright	 2000,	 Wizards	 of	 the	 Coast,	 Inc.;	 Authors	
  Jonathan	Tweet,	Monte	Cook,	Skip	Williams,	based	on	material	by	E.	Gary	Gygax	and	Dave	
  Arneson.
   
  Pathfinder RPG Core Rulebook.	Copyright	2009,	Paizo	Publishing,	LLC;	Author:	Jason	
  Bulmahn,	based	on	material	by	Jonathan	Tweet,	Monte	Cook,	and	Skip	Williams.
   
  Pathfinder Adventure Path #37: Souls for Smuggler’s Shiv. ©	2010,	Paizo	Publishing,	
  LLC;	Author:	James	Jacobs.
  	
  Advanced	 Bestiary,	 Copyright	 2004,	 Green	 Ronin	 Publishing,	 LLC;	 Author	 Matthew	
  Sernett.
  	
  Advanced	Player’s	Guide,	Copyright	2010,	Paizo	Publishing	LLC;	Author	Jason	Bulmahn.
  	
  Advanced	 Player’s	 Manual,	 Copyright	 2005,	 Green	 Ronin	 Publishing;	 Author	 Skip	
  Williams
  	
  Animal	Lord,	Mouse	Lord	from	the	Tome	of	Horrors,	Copyright	2002,	Necromancer	
  Games,	 Inc.;	 Author	 Scott	 Greene	 and	 Erica	 Balsely,	 based	 on	 original	 material	 by	 Gary	
  Gygax.
  	
  Anger	of	Angels.	©	2003,	Sean	K	Reynolds.
  	
  Ask	Dr.	Evil,	Copyright	2006	Green	Ronin	Publishing,	LLC;	http://www.greenronin.com/
  ask_dr_evil.php
  	
  The	Assassin’s	Handbook,	Copyright	2002	Green	Ronin	Publishing.	All	rights	reserved.
  	
  Blood	of	the	Gorgon,	Copyright	2008,	Open	Design	LLC;	Author:	Nicolas	Logue
  	
  The	Book	of	Drakes,	©2011	Open	Design	LLC.	Authors	Adam	Daigle	and	Mike	Welham.
  	
  The	Book	of	Eldritch	Might,	Copyright	2004	Monte	J.	Cook.	All	rights	reserved.
  	
  The	Book	of	Experimental	Might.	Copyright	2008,	Monte	J.	Cook.	All	rights	reserved.
  	
  The	Book	of	Fiends,	©	2003,	Green	Ronin	Publishing;	Authors	Aaron	Loeb,	Erik	Mona,	
  Chris	Pramas,	Robert	J.	Schwalb.
  	
  Book	of	Templates:	Deluxe	Edition	Copyright	2003,	Silverthorne	Games;	Authors	Ian	
  Johnston	and	Chris	S.	Sims.
  	
  Tome	of	Horrors.	Copyright	2002,	Necromancer	Games,	Inc.;	Authors:	Scott	Greene,	
  with	Clark	Peterson,	Erica	Balsley,	Kevin	Baase,	Casey	Christofferson,	Lance	Hawvermale,	
  Travis	Hawvermale,	Patrick	Lawinger,	and	Bill	Webb;	Based	on	original	content	from	TSR.
  	
  The	Book	of	Roguish	Luck,	Copyright	2005	Wolfgang	Baur.	All	rights	reserved.
  	
  Book	of	Templates:	Deluxe	Edition	Copyright	2003,	Silverthorne	Games;	Authors	Ian	
  Johnston	and	Chris	S.	Sims.
  	
  Book	of	Templates:	Deluxe	Edition,	©	2005,	Silverthorne	Games.
  	
  Castle	Shadowcrag,	Copyright	2007	Wolfgang	Baur,	www.wolfgangbaur.com.	All	rights	
  reserved.
  	
  The	Complete	Book	of	Eldritch	Might	Copyright	2004	Monte	J.	Cook.	All	rights	reserved.
  	
  Cry	Havoc,	Copyright	2003	Skip	Williams.	All	Rights	Reserved.
  	
  Dark	Creeper	from	the	Tome	of	Horrors,	Copyright	2002,	Necromancer	Games,	Inc.;	
  Author	Scott	Greene,	based	on	original	material	by	Simon	Muth.
  	
  Dark	Stalker	from	the	Tome	of	Horrors,	Copyright	2002,	Necromancer	Games,	Inc.;	
  Author	Scott	Greene,	based	on	original	material	by	Rik	Shepard.
  	
  Divine	Favor:	the	Cleric.	Author:	Stefen	Styrsky	Copyright	2011,	Open	Design	LLC,	www.
  koboldquarterly.com.
  	
  Divine	Favor:	the	Druid.	Author:	Stefen	Styrsky	Copyright	2011,	Open	Design	LLC,	www.
  koboldquarterly.com.
  	
  Divine	Favor:	the	Inquisitor.	Author:	Stefen	Styrsky	Copyright	2011,	Open	Design	LLC,	
  www.koboldquarterly.com.
  	
  Divine	Favor:	the	Oracle.	Author:	Stefen	Styrsky	Copyright	2011,	Open	Design	LLC,	
  www.koboldquarterly.com.
  	
  Divine	Favor:	the	Paladin.	Author:	Stefen	Styrsky	Copyright	2011,	Open	Design	LLC,	
  www.koboldquarterly.com.
  	
  A	Dozen	Hazards	of	the	Dragon’s	Lair	Copyright	2005	Philip	Reed,	published	by	Ronin	
  Arts	www.roninarts.com
  	
  Empire	 of	 the	 Ghouls,	 Copyright	 2007	 Wolfgang	 Baur,	 www.wolfgangbaur.com.	 All	
  rights reserved.
  	
  The	Iconic	Bestiary:	Classics	of	Fantasy	Copyright	2005,	Lions	Den	Press;	Author	Ari	
  Marmell
  	
  Imperial	Gazetteer,	Copyright	2010,	Open	Design	LLC,	www.koboldquarterly.com.
  Jade	 Regent	 Player’s	 Guide	 ©	 2011,	 Paizo	 Publishing,	 LL	 C;	 Authors:	 James	 Jacobs	 and	
  Patrick	Renie.
  	
  Kobold	Quarterly,	Copyright	2007,	Wolfgang	Baur,	www.wolfgangbaur.com.
  	
  Kobold	Quarterly	issue	2,	Copyright	2007,	Wolfgang	Baur,	www.wolfgangbaur.com.
  	
  Kobold	Quarterly	issue	3,	Copyright	2008,	Wolfgang	Baur,	www.wolfgangbaur.com.
  	
  Kobold	 Quarterly	 issue	 4,	 Copyright	 2008,	 Open	 Design	 LLC,	 www.koboldquarterly.
  com.	All	Rights	Reserved.
  	
  Kobold	 Quarterly	 issue	 5,	 Copyright	 2008,	 Open	 Design	 LLC,	 www.koboldquarterly.
  com.	All	Rights	Reserved.
  	
  Kobold	 Quarterly	 issue	 6,	 Copyright	 2008,	 Open	 Design	 LLC,	 www.koboldquarterly.
  com.	All	Rights	Reserved.
  	
  Kobold	 Quarterly	 issue	 7,	 Copyright	 2008,	 Open	 Design	 LLC,	 www.koboldquarterly.
  com.	All	Rights	Reserved.
  	
  Kobold	 Quarterly	 issue	 8,	 Copyright	 2009,	 Open	 Design	 LLC,	 www.koboldquarterly.
  com.	All	Rights	Reserved.
  	
  Kobold	 Quarterly	 issue	 9,	 Copyright	 2009,	 Open	 Design	 LLC,	 www.koboldquarterly.
  com.	All	Rights	Reserved.
  	
  Kobold	Quarterly	issue	10,	Copyright	2009,	Open	Design	LLC,	www.koboldquarterly.
  com.	All	Rights	Reserved.
  	
  Kobold	Quarterly	issue	11,	Copyright	2009,	Open	Design	LLC,	www.koboldquarterly.
  com.	All	Rights	Reserved.
  	
  Pathfinder	 Roleplaying	 Game	 Bestiary	 2,	 ©	 2010,	 Paizo	 Publishing,	 LLC;	 Authors	
  Wolfgang	 Baur,	 Jason	 Bulmahn,	 Adam	 Daigle,	 Graeme	 Davis,	 Crystal	 Frasier,	 Joshua	 J.	
  Frost,	Tim	Hitchcock,	Brandon	Hodge,	James	Jacobs,	Steve	Kenson,	Hal	MacLean,	Martin	
  Mason,	Rob	McCreary,	Erik	Mona,	Jason	Nelson,	Patrick	Renie,	Sean	K	Reynolds,	F.	Wesley	
  Schneider,	Owen	K.C.	Stephens,	James	L.	SutterRuss	Taylor,	and	Greg	A.	Vaughan,	based	on	
  material	by	Jonathan	Tweet,	Monte	Cook,	and	Skip	William`
  	
  Sunken	Empires.	Copyright	2010,	Open	Design,	LLC;	Authors:	Brandon	Hodge,	David	
  “Zeb”	Cook,	and	Stefen	Styrsky.	www.koboldquarterly.com
  	
  To	the	Edge	of	the	World.	(c)	2012	Open	Design	LLC.	Author:	Wolfgang	Baur.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kobold Press - Open Design/Midgard Adventures 1 - To the Edge of the World.pdf