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  © 2008-2015 Triple Ace Games. Sundered Skies and all related marks and logos are trademarks of  
  Triple Ace Games. Savage Worlds, Smiling Jack and all related marks and logos are trademarks of 
  Pinnacle Entertainment Group. All rights reserved. Used with permission. 
  © 2015. All Rights Reserved.
  978-1-908237-25-5
  3 5 7 9 10 8 6 4 2
  Printed in the USA
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group 
  at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle 
  Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the 
  quality, viability, or suitability for purpose of this product.
  e Ceg
  
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  ConTenTS
  The Ice Tower ...............................................3
  FaTe oF The Summoner ..................................31
  Blade oF deSTIny .........................................57
  The race ................................................ 87
  cover arT .................................................133
  
  
  d
  Where: Gateway
  When: Anytime after the characters 
  reach Seasoned Rank.
  The approach to Gateway is danger-
  ous; errant rocks from the Shattered City 
  swarm erratically through the void. Most 
  of the larger ship killers have been dealt 
  with, either by cannon fire or charges, but 
  the danger is still there. Some of the rock 
  fragments can cause untold damage.
  Normally we would suggest the GM 
  ignore this danger, only highlighting it 
  occasionally just to remind his players of 
  the dangers of life in the skies. However 
  in this instance we are going to ask you to 
  do something we would never normally 
  suggest. We want you to cheat!
  The hook of this scenario involves the 
  heroes becoming crewmembers of an-
  other ship. For this to happen, their ship 
  must either be destroyed or damaged be-
  yond a simple repair. What follows is only 
  a suggestion; the object is to temporarily 
  deprive the heroes of their hard won sky-
  ship. If circumstances arise which offer an 
  opportunity to run this scenario without 
  such a contrivance, then use that instead, 
  even if it means moving the starting loca-
  tion of the scenario. 
  The heroes are returning from a 
  particularly fruitless excursion into the 
  Shattered City, when they are struck by 
  a rock during the approach to Gateway. 
  This rock causes three Wounds, on the 
  resultant Critical hit rolls, use the table 
  below, and refer to the Critical Hit chart 
  in Savage Worlds. The collision occurs 
  even if they employ a pilot to bring their 
  ship in. They are able to get a refund on 
  the piloting fee, though.
  D6 
  Result
  1 
  Engine
  2 
  Locomotion
  3 
  Controls
  4-6 
  Chasis
  Unfortunately for the heroes, their di-
  saster couldn’t have happened at a worse 
  time. Gateway is desperately short of the 
  materials needed to repair their ship, and 
  it might take weeks or even months for 
  them to come in from another island.
  The heroes sponsor, Hawke—or some 
  other merchant if they are on bad terms 
  with him—steps in and makes them an 
  offer: he will get their ship repaired, and 
  even pay for the repairs. In return he 
  asks the heroes to accompany one of his 
  business partners upon a scavenging mis-
  sion to the Draining Sea. Hawke is a little 
  vague on the details, himself; “Skiller has 
  directions to a ruin upon the sea” is all 
  he knows. Skiller is preparing to depart 
  soon and the heroes will find him at the 
  docks.
  Asking for Skiller at the docks gets di-
  the ice tower
  
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  rections to the frigate Mirabelle. The ship 
  is a hive of activity as sailors load crates 
  and barrels. Tethered behind the frigate 
  is a Cloudskiff named Rosie. Hailing the 
  ship, the heroes are soon invited aboard 
  by Skiller himself.
  s
   
  Very few have heard the legend 
  of the Ice Tower. Fewer have dared 
  to seek it. None have returned! 
  –Tales of The Draining Sea.
  Skiller has heard good things about 
  the heroes from Hawke and ushers them 
  into his cabin to tell them his tale over 
  drinks. 
  “Many years ago, I was trading 
  in the Ice Isles amongst the orc 
  tribes. I befriended one small tribe 
  in particular, the Ice Claw, and 
  became a member of the tribe. 
  One day while I was absent, hunt-
  ing for food on the Draining Sea 
  with the tribal warriors, a rival 
  clan attacked the tribe’s homeisle. 
  Outnumbered and without many 
  of their warriors, my adopted clan 
  was slain. 
  “Returning to the camp, we 
  found the massacre. Among the 
  dead was their battlepriest, mor-
  tally wounded, but not yet dead. 
  With his final words, he made me 
  pledge to stop the returning warri-
  ors from seeking vengeance, as the 
  attackers were too many. He asked 
  me to take them to a neighboring 
  island where they could join an-
  other clan. I promised to do as he 
  asked, and he rewarded me with 
  an old skin map.”
  Pausing, Skiller pulls a battered and 
  worn skin from his tunic and unrolls it 
  upon the table. The map (provided as 
  a player handout on page 28) depicts 
  The Draining Sea. Stylized houses are 
  drawn here and there about the edge of 
  the map signifying ice mines and clans. 
  Inland from the Northeast edge of the 
  Draining Sea is an area labeled ‘the Ice 
  Sea’. Roughly central of the Ice Sea is a 
  third shape, with a stylized castle upon 
  it, labeled ‘Palace of Ice?’ Scattered about 
  the Ice Sea are 13 irregular shapes; one of 
  these is labeled ‘Ice Tower’.
  Skiller continues.
  “I pondered long and hard on 
  this map and the notes upon it. After 
  many years, I encountered a song-
  priest who sang a tale of the Bat-
  tlelord. In essence this tale related 
  how the Battlelord resided within a 
  tower of ice while he and his wor-
  shippers raised a permanent palace 
  of iron hard ice. Once the palace 
  was completed, the god abandoned 
  the tower, never to return
  “I believe that this map shows 
  both the Palace and the Ice Tower. 
  The surrounding water is ice, 
  melted by the Battlelord’s rage; the 
  islands are composed of harder, 
  glacial ice, like the tower and pal-
  ace. I am looking for a few more 
  hardy souls to accompany me to 
  the Ice Tower. Within we may find 
  relics touched by the god, himself; 
  our fortune and our legends will 
  be made. Are you with me?”
  
   C  To
  
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   Plan
  Skiller’s plan is as follows; Mirabelle 
  will sail to the Draining Sea and moor 
  up along the North East coast, where 
  members of the Ice Bear clan will meet 
  them. The orcs will portage the Rosie 
  across land—a distance of some 39 
  leagues, or about 100 miles—where she 
  can be launched into the sea. Rosie will 
  allow the heroes to navigate the Ice Sea 
  and approach the Tower. On their return, 
  the orcs will escort them back to the Mi-
  rabelle.
  The crew positions the heroes fill can 
  be decided by their skills and abilities. 
  Skiller, if needed, can pilot Mirabelle, but 
  ideally, a hero should fill that position. 
  Other heroes should act as shipboard 
  priests, healers, or gunners.
  The Mirabelle is set to depart in a 
  week. The heroes can use the time to at-
  tempt to pick up any items they may want 
  or need. Skiller also gives them 10 cogs to 
  have a drink or two on him, to welcome 
  them to his crew.
   
  Chances are the heroes will end up in 
  a bar sometime during the week before 
  the Mirabelle sets sail. Those who suc-
  ceed at a Notice roll see an elven bard 
  trying to entertain the busy hostelry. 
  He is obviously nervous and is trying 
  to cover his nerves with expansive arm 
  movements. His voice is good, and he is 
  singing a ribald tune called “Sally and the 
  Skyler Man.” 
  If the heroes keep an eye on the bard 
  they will see his flailing arms knock a 
  pitcher of beer from a drunken dockwork-
  ers hand. The furious man grabs the elf 
  and flings him across the room—smash-
  ing into the heroes’ table. The elf looks 
  beseechingly at the characters and groans, 
  as the dockworker advances upon him.
  If the heroes do not help—check those 
  hindrances—the elf is soundly beaten and 
  thrown out of the bar. Those who choose 
  to help may attempt to defuse the situ-
  ation or fight. The latter choice sparks a 
  bar brawl. The dockworkers use fists and 
  clubs and will run if anything larger than 
  a dagger is pulled. Each brawler will sur-
  render once they are Shaken.
  Once the fight is over, the elf intro-
  duces himself as Eldeer. If the heroes take 
  the time to talk to him, they will discover 
  he is also part of the expedition. If they 
  just let him go on his way, then they will 
  make this discovery as the ship sails.
  Eldeer, Elven bard See page 24.
  Dockworkers (1 per heroes +2) 
  See page 24.
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  Aside from the normal gear a ship 
  carries for ad hoc repairs and day-to-day 
  living, the Mirabelle also carries: 
  24 
  tree trunks (for rollers)
  30 
  barrels of skyler guts (to grease the 
  rollers) 
  8 
  ice axes (see page 5) 
  20 
  blankets 
  20 
  fur throws 
  10 
  ceramic flasks of oil 
  10 
  sets of flint and steel 
  5 
  hooded lanterns (like a bull’s-eye 
  lantern but with a hood that can 
  be shut to keep the wind out) 200 
  yards of rope in 20-yard lengths 
  3 
  grappling hooks 
  10 
  yards of sail cloth 
  4 
  shovels 
  4 
  picks 
  
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  20 
  sleeping canvases 
  20 
  torches 
  10 
  water skins 
  10 
  sets of altitude attire
   
  The crew of the Mirabelle consists of 
  two distinct groups. Everyone has a role 
  on the frigate, but a smaller group will 
  also form the scavenging crew who will 
  investigate the Ice Tower. There are ten 
  human sailors, a cat wildling named Lean, 
  the two orc brothers, Karag and Volrog, 
  an elven Songpriest, Eldeer, and finally, 
  Skiller himself.
  The salvaging crew consists of Skiller, 
  Volrog and Karag, Eldeer, and the he-
  roes.
  A player handout can be found on 
  page 27 which details the stats the heroes 
  need to know about these characters 
  when the crew get into combat.
  g 
   
   
  The heroes may wish to question the 
  crew during the voyage to the Draining 
  Sea. For the GM’s convenience we have 
  detailed all they know below:
  Human Sailors: All the sailors know 
  is they are due a single share of salvage 
  from some big ruin, inland on the Drain-
  ing Sea. All they have to do is get the 
  Mirabelle to the Sea’s shore.
  Lean: This cat wildling joined the crew 
  after unsuccessfully stowing away at Heart-
  land. Rather than being beaten and put 
  overboard as he had witnessed stowaways 
  being treated on so many elven ships, 
  Lean was accepted as a crew-member and 
  soon became the ships mascot. Skiller has 
  earned the wildling’s undying loyalty.
  Volrog and Karag: The orc identical 
  twins have been with Skiller for years, but 
  only know of the events with the Ice Claw 
  tribe from what Skiller has told them. 
  They say that they have gone on several 
  salvage runs with their captain, and he is 
  a skilled, resourceful adventurer.
  Eldeer: An elven bard—not a song-
  priest. He seems amazed his first ship po-
  sition is on a ship with a mission, which 
  may go down as one of the greatest, 
  recorded in the Songvaults. He is not a 
  Boughbreaker, but is vaguely sympathetic 
  to the wildling’s plight.
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  Skiller hasn’t been entirely truthful 
  with the heroes. For the GM’s conve-
  nience, detailed below is the true story of 
  Skiller’s time with the Ice Claw Tribe.
  Skiller did meet the Ice Claws through 
  his trading expeditions. What he hasn’t 
  shared with the heroes is his wife, Mira-
  belle, and his daughter, Rosie accompa-
  nied him on his trading expeditions, and 
  they were also adopted by the tribe. Tragi-
  cally his family stayed with the tribe when 
  he accompanied the warriors on their 
  hunting trip. His wife and daughter were 
  killed alongside the rest of the tribe.
  The attacking tribe was called the 
  Cracked Shield, a fanatical tribe of zeal-
  ots who were tasked by the Battlelord to 
  keep the ice around his palace free of the 
  unworthy. The Cracked Shield patrol the 
  ice plains of the Draining Sea They waylay 
  anyone they encounter and “test” them 
  to see if they are worthy of approaching 
  the Battlelord’s Palace. These tests are 
  frequently fatal.
  The Cracked Shield also frequently 
  raid other tribes—winnowing the weak, 
  they call it. The tribe members only pay 
  lip service to the diplomatic duties of the 
  Battlelord’s worshippers instead choos-
  ing to revel in the glory of combat.
  
   C  To
  
  As requested by the Ice Claw’s Bat-
  tlepriest, Skiller did ferry the surviving 
  tribe members to a neighboring friendly 
  tribe. However two of those warriors, 
  twin brothers named Karag and Volrog 
  chose to join his crew instead. The three 
  have voyaged together for years, but have 
  never forgotten the wrongs done them by 
  the Cracked Shield Clan.
  Skiller intends to take the items pil-
  laged from the Ice Tower and publicly 
  hand them over to the Battlepriests of 
  the Arena on Shadowhaven. The Cracked 
  Shield Clan will be humiliated, and all 
  will know they have failed in their ap-
  pointed task. There is even a chance 
  the Battlelord’s rage will reawaken and 
  he will destroy those who failed him 
  so. Skiller and the orcish brothers will 
  finally be avenged for the death of their 
  kin.
  vo a e To 
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  Detailed below are a series of encoun-
  ters you can use during the voyage. Two 
  of these are compulsory if you want to use 
  this adventure as written (think of them 
  as mini plot points), others are optional 
  but serve to add flavor and spectacle to 
  the voyage. 
  The compulsory encounters are Pi-
  rates, and The Wreck of the Spirit of 
  Knowledge. The optional encounters 
  are Elf Overboard, Icefall, and Skylers 
  Ahoy. They are detailed below in the 
  order we think they should be encoun-
  tered. Feel free to include any other en-
  counters, which you feel would enhance 
  your game.
  e
  Four weeks into the voyage, the Mira-
  belle comes under attack by pirates. These 
  wretches, having failed at everything else, 
  have even failed at this villainous pursuit. 
  They operate from a Cloudskiff, pomp-
  ously named Deathbringer. The truth is 
  these pirates haven’t successfully taken a 
  ship in months and are on the verge of 
  starvation. Even though they are horribly 
  outgunned and out manned. This is there 
  last chance.
  As luck would have it, their first fusil-
  lade of cannon fire misses the Mirabelle, 
  but succeeds in shredding the nets de-
  ployed behind the frigate (yes, we are 
  asking you to cheat again, for the sake of 
  the story). Let the rest of the battle play 
  out as it will.
  e  
  n
   
  Type 
  Damage 
  Cost 
  Weight 
  Rarity 
  Notes
   
  Ice Axe Str+d8 
  250 
  10 U 
  AP 1; Parry -1
  An Ice Axe differs from a battle-axe in that the blunt back of the blade is 
  replaced by a sharp pick. The Armour Piercing and Parry modifiers are only 
  applied if the pick is used to attack rather than the blade. An ice axe gives a 
  +1 bonus to Climbing rolls.
  
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  Pirate Captain Sundered Skies page 
  161.
  Pirates (7) Sundered Skies page 161.
  a
  Luckily the ship’s nets have been boun-
  tiful lately, and the holds are full of food 
  harvested from the skies. Unfortunately, 
  Skiller announces, rather shamefacedly, he 
  had to make some very difficult decisions 
  when stocking the ship and does not carry 
  any spare nets. It was a financial decision; 
  the Rosie had to be waterproofed, which 
  proved to be very expensive.
  Food isn’t short yet. However, unless 
  they restock, the ship will be on short 
  
   C  To
  
  rations for the return trip. Skiller insists 
  they continue and stop to re-supply, when 
  they depart the Draining Sea, at one of 
  the Ice Islands - reminding everyone the 
  Ice Tower will make them all rich.
  s
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  Three weeks later, call for a Notice 
  roll. Those successful see what looks like 
  a large amorphous mass moving towards 
  the Mirabelle. The mass is revealed to be 
  a large flock of non–predatory skylers.
  Following the flock, and only visible 
  once it has passed, is a single, pure white 
  skyler. Seeing this, the sailors stop what 
  they are doing and fumble in their pock-
  ets to retrieve cogs (one asks to borrow a 
  cog from a character on deck). The cogs 
  are flipped into the void using the left 
  hand, and then each sailor draws a circle 
  around his heart three times and mutters 
  ”Lady of the Winds, bless me this day, I 
  beseech you.”
  A Common Knowledge (-2) roll 
  (heroes with a skysailor or Windpriest 
  background lose the penalty), or asking a 
  sailor, reveals white skylers are viewed as 
  unlucky. Casting a coin into the void and 
  asking for a blessing from the Lady averts 
  the ill luck.
  It is up to the Game Master what effect 
  not following this ritual has on a hero. 
  Possibly, the hero starts the next session 
  with one less benny.
  F 
  ve
  Two weeks after the encounter with 
  the white skyler, one of the heroes is 
  awakened from his sleep by screaming 
  and something thumping on the hull of 
  the ship.
  Investigating discovers Eldeer, the 
  clumsy elf. It seems that a sudden eddy in 
  the winds caught him unawares, and he 
  fell overboard. Luckily, he routinely teth-
  ers himself to the ship with a coil of rope, 
  so he can be easily retrieved. He thanks 
  his rescuers enthusiastically.
    
   s
    
  n
  Three weeks later, the ship is suddenly 
  seized by a wind current, which quickly 
  propels the ship upward. Three days after 
  this another frigate is spotted caught in the 
  same updraft. The ship is in a bad state, 
  her sails are ripped, and her hull is rent. 
  She is just drifting in the current, so com-
  ing alongside her is an easy maneuver. 
  She proves to be the Spirit of Knowl-
  edge. A successful Common Knowledge 
  roll allows a hero to recall she is the ship 
  of the famous glowborn explorer, Galken. 
  A raise recalls Galken was last seen leav-
  ing for the Ice Isles and the Draining Sea. 
  Skiller knows of Galken and can fill in any 
  knowledge gaps the heroes may have.
  If the heroes explore the wreck, use 
  the notes below. Details of Galken’s ill-
  fated expedition can be found on page 
  27. 
  Upper Decks – frost covered, scarred, 
  scratched, and holed in several places. 
  A half dozen frozen, broken bodies lie 
  about the deck. The crew who were not 
  murdered when the ‘Burning Madness’ 
  took hold fell victim to the demonic Wild-
  lings (see Skitters in the Dark on page 
  11). Their corpses were further battered 
  by a series of minor icefalls as the ship 
  drifted beneath the Draining Sea.
  The Helm – the ship’s wheel has been 
  wrenched from its post and jammed 
  against the port rail. The ship’s Waysphere 
  has been shattered, and the water within 
  has frozen.
  Lower Decks – the mid-deck has 
  
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  a thin coating of ice, making footing 
  unsteady; any sudden moves (such as 
  combat) require an Agility roll to keep 
  your balance. A Snake Eyes result sends 
  the victim sprawling/prone. 
  The doors, walls, and floors all show 
  signs of being hacked and cut. Bodies lie 
  in the corridors, bludgeoned or stabbed 
  to death. The cabin furniture is splin-
  tered and wrecked, strewn throughout 
  the decks. Searching through this will 
  discover Junk value salvage.
  Aft Room – the aft room on the mid-
  deck is where Galken and Ragnar made 
  their final stand. The door has been hacked 
  apart, but a makeshift barricade blocks the 
  opening. Clearing the barricade requires a 
  successful Strength (-2) roll. 
  As the door is cleared a figure lurches 
  forwards and tries to push past the he-
  roes. The figure was once glowborn but 
  now half of its head is missing and its 
  flesh is decayed—the undead remains of 
  Galken. It holds a large bottle against its 
  body. Galken fights savagely, however, if 
  the heroes move aside, it ignores them, 
  and makes its way to the upper deck 
  and hurls the bottle into the void. With 
  his goal achieved Galken collapses to the 
  deck lifeless.
  A search of Galken’s corpse finds a 
  flintlock pistol holstered on its belt and 
  a strangely twisted metal amulet upon a 
  leather cord around its neck. This is half 
  of the key to the lower reaches of the 
  Tower of Ice (see page 15). It is extremely 
  important for the heroes to have the key 
  for the adventure to continue later. If they 
  do not search Galken, find another way to 
  get them this half of the key.
  A second corpse lies in the aft room, 
  dead from a self-inflicted pistol shot to 
  the head, the gun still held in its lifeless 
  hand. The body wears a Chain Hauberk 
  (enchanted to only weigh 13lb) and has 
  a long sword sheathed at its side. In a 
  pouch on its belt is a Woundseal potion.
  The bottle the revenant clutches con-
  tains fragments taken from Galken’s jour-
   
  g M
  Burning Madness is an ergot-like 
  fungal disease, which infects cere-
  als. It causes a high temperature 
  and weakness for 10 to 20 hours, 
  after which the victim hallucinates 
  for as long as 25 hours, before 
  slipping into a coma, which can 
  last several days.
  Most don t survive the hallucina-
  tory period, as they often fall into 
  the void, either accidentally or 
  due to the misguided belief they 
  can fly, or enter into a homicidal 
  rage. 
  If infected foodstuffs are ingested, 
  a character must make a Vigor (-
  2) roll or become infected. Each 
  hour thereafter, they must make 
  a further Vigor (-2) roll or take a 
  level of Fatigue, which can render 
  them unconscious but not kill 
  them. Ten or so hours after falling 
  unconscious, the victim awakens 
  and begins seeing things, they will 
  believe the visions are real and 
  cannot be persuaded otherwise. If 
  something is perceived as a threat 
  (and most things are) the sufferer 
  will go berserk (as the edge) and 
  attack. A dozen or so hours later, 
  the victim slips into a coma, which 
  may last as long as a week. When 
  he awakens, he is free of the dis-
  ease. Wildlings are immune to the 
  Burning Madness.
  
   C  To
  nal (see page 27.). The rest of the journal 
  cannot be found.
  Those looking for salvage in the room 
  find two fine short swords, worth 150 
  cogs each, and six bottles of Elven wine, 
  worth 25 cogs each.
  Galken, undead revenant. See page 25.
  Cargo Hold – fighting here resulted 
  in the hold being flooded, as water bar-
  rels were shattered. Ice thickly coats 
  the floor. Searching the hold discovers 
  several sealed crates of supplies. Skiller 
  is extremely pleased, as these will bolster 
  the faltering stores. Two crates of salted 
  meat, one of grain, and a barrel of the 
  strong orcish ale called Choke. 
  The grain is infected with the fungal 
  disease called the Burning Madness. See 
  page 8 for more information.
  s
  e  in he 
  The half dozen wildling crewmembers 
  were unaffected by the madness which af-
  flicted the rest of the crew, and they took 
  refuge in the rigging away from the insane 
  crew. The Spirit of Knowledge was truly 
  damned though, for not long after the 
  last infected crewmember died, the ship 
  passed by one of the portals to hell, and 
  possessing demons seized the wildlings.
  The skitterlings should be played as an 
  unknown threat for as long as possible. The 
  creatures will only launch an all out attack 
  when they outnumber the heroes. Describe 
  the sound of their claws on the ice, like rats 
  running in the walls, to unnerve the players 
  before attacking. The skitterlings do not suf-
  fer any penalties from the icy decks, due to 
  their claws.
  Skitterlings (6) See page 27.
  l
  As the Mirabelle nears the Draining 
  Sea a huge chunk of ice separates from 
  the massive iceberg and hurtles through 
  the void. Caught by a vicious cross wind 
  the ice crosses paths with the frigate. Draw 
  a card from the Action Deck to determine 
  the size of the icefall as detailed in Sun-
  dered Skies core book on page 152.
  e 
  n
  g s
  Approaching the Draining Sea is al-
  ways an awe-inspiring experience. The 
  Island is in fact a titanic iceberg of a size, 
  which almost boggles belief. The void is 
  rent with the ominous sound of cracks 
  and booms, as the ice shifts and splinters, 
  occasionally dropping massive chunks of 
  ice into the void.
  In the distance can be seen the occasional 
  red/orange glow from the ever present fires 
  at the orcish ice mines. As the Mirabelle ap-
  proaches the landmass, they see a makeshift 
  jetty and a couple of dozen figures awaiting 
  them.
  The voidglow is captured by the ice 
  and directed at the incoming ship. The 
  heroes must make a Spirit (-2) roll or gain 
  a level of Glowmadness. This is caused 
  by the unique qualities of the ice in this 
  particular part of the Draining Sea, creat-
  ing a lens which effects only those in the 
  void. Those on the surface are safe from 
  this particular danger. Don’t bother to 
  check for Skiller and his crew. Assume 
  they succeed.
  e 
  n
  The waiting group are orc warriors and 
  goblin slaves of the Ice Bear tribe, which 
  Skiller has contracted to aid the. Some 
  of the heroes may have misgivings about 
  the enslaved goblins, but the expedition 
  needs them to progress to the Ice Sea.
  Tarhog, orc leader see page 27.
  
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  2
  Azghar, orc champion see page 23.
  Orc warriors (12) see Sundered Skies 
  Page 159
  Goblins (20) see Sundered Skies Page 
  151
  a
  Once the initial greetings are dealt 
  with, the goblins unload the tree trunks 
  from the Mirabelle’s hold and smear the 
  skyler guts over them to grease them. The 
  Rosie is pulled ashore and heaved up onto 
  the rollers. Ropes are attached to the skiff, 
  and then the goblin slaves heave the boat 
  forward. The now empty rollers at the 
  back of the ship are manhandled around 
  to the front, and the action is repeated.
  The overland journey to the Ice Sea will 
  take approximately 12 days. Going is slow, 
  but on the plus side, the heroes do not have 
  to carry their gear, which can all be loaded 
  in the Skiff.
  e
  n 
   t
  e
  u
  The terrain of the Draining Sea is solid 
  ice with a covering of snow, which varies 
  in depth from a few inches to several feet. 
  Temperatures vary between 10-20°. As one 
  approaches the Ice Sea, the temperature 
  rises to between 20-34° and the ice around 
  the water has no snow cover, but a thin 
  film of water.
  n
  n
  For each day of travel, draw a card 
  from the Action Deck. If it is a face card, 
  then roll on the table below to see what 
  the heroes have encountered. If a Joker is 
  drawn, the goblins have been particularly 
  motivated that day and shave an extra day 
  off the travel time.
  D10 
  Effect
  1 
  Large Crevasse
  2 
  Ice Bridge
  3-4 
  Hidden Crevasse
  5-6  
  Natural Creatures
  7 
  Ice Elementals
  8 
  Ice Worms
  9 
  Blizzard
  10 
  Cold snap
  Large Crevasse: A wide crevasse splits 
  the tundra ahead, with no way to get the 
  skiff across. A detour of an extra day is 
  required.
  Ice Bridge: A wide crevasse splits 
  the tundra ahead; there is a bridge of ice 
  across it. Draw another card:
  ♣ The bridge gives way as soon as 
  two people have crossed, leaving them 
  stranded. An extra day’s travel is required 
  to rejoin the party.
  ♠ The bridge gives way after a num-
  ber of people equal to the value of the 
  card cross (the Skiff and goblins count as 
  10 people). A Jack is an 11, a Queen a 12, 
  a King a 13, an Ace a 14, and a Joker is 
  a 28. If the bridge breaks, an extra day’s 
  travel is required to rejoin the party. If the 
  Skiff falls down the crevasse it becomes 
  lodged between the narrowing walls and 
  must be hauled out and repaired, taking 
  two days.
  ♥ The bridge cracks but does not 
  break if crossed slowly.
  ♦ The bridge is solid and will not 
  break under any weight.
  Alternatively, the party may elect to 
  avoid the crevasse completely and add 
  another day to their journey.
  Hidden Crevasse: A random Wild 
  Card runs the risk of falling into one of 
  the smaller crevasses, which cross the 
  tundra. Make a Notice (-2) roll to spot 
  and avoid it, otherwise the character must 
  make an Agility (-2) roll to avoid falling in. 
  On a failure draw another card:
  
   C  To
  
  ♣ or ♠ - 10 yard fall, damage 
  1D6+5.
  ♥ or ♦ - 20 yard fall, damage 
  1D6+10.
  Natural Creatures: Draw another 
  card and look at the suit.
  ♣ A pack of 2d6 wolves (use the stats 
  in Savage Worlds rulebook)
  ♠A hungry bear (use the stats in Sav-
  age Worlds rulebook)
  ♥ A swarm of ice crickets envelops 
  the party. The swarm is so large it takes 
  four rounds to pass by. It attacks as a 
  swarm each round (use the stats in the 
  Savage Worlds rulebook). After the swarm 
  passes, the heroes see the goblins happily 
  devouring still wriggling crickets.
  ♦ A hero plunges several feet through 
  the snow and ice, into a nest of Ice Grubs. 
  The nine-inch long creatures do no harm, 
  and are considered a delicacy by goblins. 
  The hero is treated like a lord by the gob-
  lins for the rest of the journey.
  Ice elementals: A pair of these spirits 
  abruptly rises up from the snow and ice, 
  check for surprise.
  Ice Elementals (2) See Sundered 
  Skies page 157.
  Ice Worms: A trio of these nasty crit-
  ters burrows up from beneath the party.
  Ice Worms (3) see page 25
  Blizzard: The Temperature drops as 
  the wind rises, snow billows around, and 
  visibility drops drastically. The blizzard 
  lasts for 1d3 days, during which Vigor 
  rolls are made at a –1 penalty.
  Cold Snap: The temperature drops 
  sharply to 0° for a day, Vigor rolls are at –2 
  during this period.
  e 
  l n
  If the terribly stark conditions of the 
  Draining Sea weren’t bad enough, the 
  party includes a crazed cultist who har-
  bors a deep hatred of orcs.
  The Vigilant are a cult of vengeance 
  who refuse to forget the orcs’ barbaric 
  past. It is a small, but dedicated cult, 
  which initially set out to sway public 
  opinion. When this failed, they turned to 
  more direct, and violent, methods—caus-
  ing riots, vandalizing orcish businesses, 
  and outright murder. Most members are 
  elves, dwarves, or drakin Chosen who 
  have been influenced by the indoctrina-
  tion of their elders and mentors.
  Eldeer was raised as a vigilant form 
  birth and although he plays the part 
  of the bumbling bard, he is in reality a 
  highly skilled killer. This masquerade 
  has eroded his sanity over the years, to 
  the point where the walls between his 
  personalities have started to erode. The 
  trials and tribulations of the voyage of 
  the Mirabelle have furthered this mental 
  erosion. Now, surrounded by his life-long 
  enemies, he has finally snapped.
  Although insane, Eldeer is cunning 
  and attempts to hide his crimes, however 
  his kill spree will be his undoing.
  Detailed below are Eldeer’s activities 
  during the journey to the Ice Sea. Obvi-
  ously, the heroes’ investigations might 
  disrupt him, especially if the party in-
  cludes an orc.
  Day 5 Sleep Cycle: Eldeer kills an Ice 
  Bear orc, and hides the body in a crevasse. 
  The disappearance is discovered upon 
  waking and causes great alarm amongst 
  the orcs.
  Day 7 Sleep Cycle: Eldeer murders 
  two more of the Ice Bears and leaves the 
  bodies in their tent. He lays a blood trail to 
  the one of the heroes’ tents, in an attempt 
  to frame them and avert suspicion from 
  himself. Tarhog, in an attempt to appease 
  
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  his men, demands that the heroes prove 
  their innocence in single combat against 
  his champion, Azghar. If the hero is suc-
  cessful, the orcs calm down but are still 
  suspicious. If the hero fails, it provokes a 
  full attack by the orcs on Skiller’s party.
  Azghar, Ice Bear Champion. See 
  page 23.
  Day 9 Sleep Cycle: Eldeer slays an-
  other orc but bungles the killing of a sec-
  ond, who survives and alerts the camp. 
  Enraged by the killings, and the party 
  seemingly shielding the murderer, Tarhog 
  orders his orcs to attack. 
  Tarhog, orc chieftain. See page 27.
  Eldeer, Vigilant murderer. See page 
  24.
  Orc Warriors (8 max). See Sundered 
  Skies page 159.
  The violence disturbs and frightens 
  the goblin slaves and they must be con-
  vinced to work for Skiller and the heroes. 
  If they are promised their freedom or one 
  of the heroes provided them with an ice 
  grub feast, convincing them is decidedly 
  easier.
  e 
  e S
  The depleted party can continue the 
  journey to the Ice Sea and will arrive 
  there eventually.
  The sea is caused by the Battlelord’s 
  rage. The glacial ice of his home is rein-
  forced with magical spells, which radiate 
  his rage out across the Draining Sea.
  The Ice Sea is not a natural body of 
  water, and cannot help bring Lightbringer 
  back to his former self, Oceanius. 
  e 
  C
  D s
   
  As the party set about constructing 
  a ramp with which to launch the Rosie, 
  they hear a hunting horn in the distance. 
  A Cracked Shield patrol has spotted them 
  and is force-marching their way.
  The orcs will take only ten minutes 
  to be upon the party, and launching the 
  skiff will take significantly longer—the 
  orcs must be dealt with. The goblins run 
  away at the sight of the orcs and hide 
  in snowdrifts. If the heroes are on good 
  terms with them, they promise to wait for 
  the Rosie’s return.
  Cracked Shield Warriors (15). See 
  Sundered Skies page 159.
  a 
   s  v
  e 
  The heroes are about to embark on 
  one of the first sea voyages seen in the 
  Sundered Skies for millennia. As such, 
  rules not normally applied to a Sundered 
  Skies game should be detailed:
  Boating: Sky sailing is in essence simi-
  lar to sailing on water. Rosie’s ballast rails, 
  which help change the altitude setting of 
  a skyship, have been removed, but every-
  thing else is familiar, if unintuitive.
  Reduce all Boating skills by one die 
  type (e.g. Boating d10 becomes Boating 
  d8) for skill rolls using watercraft. Those 
  who’s skill is reduced below d4 are un-
  able to adapt to the strange new sailing.
  Swimming: Islanders have no need 
  or opportunity to learn to swim. Their 
  Swimming skill defaults to d4-2, as nor-
  mal.
  Cold and Water: The Ice Sea is only 
  fractionally above freezing. Anyone falling 
  in must make a Vigor roll with a –2 pen-
  alty as they enter the water, and every ten 
  minute thereafter. Failure earns a level of 
  Fatigue. They will probably drown long 
  before they freeze to death, though.
  Armor: Armor is particularly danger-
  
   C  To
  
  ous in water; any armor’s bonus is sub-
  tracted from all Swimming rolls. This is 
  in addition to any penalties from encum-
  brance. Ignore magical bonuses when 
  figuring this penalty, and use the typical 
  Toughness bonus for its type.
  Character may decide to leave their ar-
  mor stowed, donning it only when battle 
  looms. Leather and hide armor typically 
  takes 1d6 minutes to properly fit. Chain 
  takes 2d6 minutes. Plate mail requires 
  2d6 x 5 minutes to properly attach.
  Discarding armor requires a number 
  of rounds equal to twice the armor’s bo-
  nus. Discarding plate mail, for example, 
  takes six full rounds. Again, ignore magi-
  cal bonuses.
  Firearms: Any time powder gets wet, 
  roll 1d6 per shot; each shot is ruined on 
  a d6 roll of 2-6.
  n
  n
   n 
   
   s a
  The voyage will take a base length of 
  five days, modified by possible events. 
  Each day, draw one card; if it is a Face 
  card, an event occurs. If a joker is pulled, 
  shave a day off the voyage.
  ♥ or ♦ Blizzard: Weather condi-
  tions are influenced by the Battlelord’s 
  mood. His anger causes icy winds and 
  blizzards to scythe across the sea. Typi-
  cally lasting for one or two days, wise 
  sailors drop anchor and wait the storm 
  out. If the party continues to sail apply 
  a –2 penalty to all rolls, and call for vigor 
  rolls to avoid Fatigue. 
  ♣ or ♠ Iceberg: A rogue iceberg 
  crosses paths with the Rosie. Call for a 
  Notice (-2) roll for all those on deck, 
  Success gives the pilot a +2 bonus on 
  his Boating roll to avoid the berg. Failure 
  means the ship grazes the iceberg and 
  takes 3d6 damage. Everyone onboard 
  must make Agility rolls or fall. Those 
  who roll a natural 1 (snake eyes for Wild 
  Cards) are thrown overboard.
  e 
    
  If the party is foolish enough to ap-
  proach the Ice Palace, they see a massive 
  iceberg, which has been carved into a 
  citadel. The walls of the Place reflect the 
  glow as a blinding, but warming light. Sil-
  houetted against this light, a large power-
  ful figure can be seen striding back and 
  forth atop the battlements.
  If the Rosie doesn’t turn back, she 
  attracts the attention of the rage-filled 
  god. The Battlelord ceases his pacing and 
  turns his gaze upon her. All aboard must 
  make a Guts (-2) roll or be overcome and 
  paralyzed with fear. Allow all to make 
  further rolls every 10 minutes until they 
  break free of their terror.
  A sudden storm strikes the ship. Use 
  the blizzard rules on page 15. However, 
  this blizzard cannot be waited out, and 
  surrounds the palace for two days sailing 
  time.
  Th  
  o
  r oF Ic
  Eventually, the party will come within 
  sight of the Tower of Ice. Originally con-
   
   
   
   
    
  e
  The two pieces of twisted metal 
  found on the corpses of Galken 
  and Vincel are actually two halves 
  of a key to the doors within the 
  Tower of Ice. The two pieces fit 
  together, but to do so requires a 
  Smarts (-2) roll, and a half hour of 
  fiddly, frustrating work.
  
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  structed from hard, glacial ice, it has, over 
  the centuries, been buried by ice and 
  snow until only the battlements can be 
  seen jutting above the covering mound.
  e 
  ave
  Call for a Notice roll, those who suc-
  ceed spot a strangely shaped ice column 
  on the seaward side of the mound. In-
  vestigating reveals a frozen male human 
  corpse strapped upright to a wooden 
  post facing the Draining Sea. 
  The corpse had suffered a massive 
  chest wound, which was expertly ban-
  daged. Stuffed inside the armor are sev-
  eral pieces of parchment, pages torn from 
  a journal (see page 29—Vincel’s journal). 
  The corpse’s left hand is clenched tightly 
  around something. Unfortunately, the 
  fingers must be snapped off to discover 
  what it is—a twisted piece of metal simi-
  lar to that found on Galken’s body.
  e 
  nD
  The ice on the mound around the 
  tower is treacherously slippery. Sudden 
  movement, such as combat, requires a 
  successful Agility roll to keep upright.
  Entry into the tower is via a large, 
  shuttered window, in what would have 
  been the upper story of the tower; the 
  shutters appear to be locked from the in-
  side. The Shutters have Object Toughness 
  of 14 and can be destroyed with Cutting 
  or Bashing weapons. Alternatively a suc-
  cessful Strength (-4) roll will force the 
  shutters apart.
  Successfully gaining entry into the 
  tower in single round surprises the 
  ogres—the last two “survivors” of Galken’s 
  expedition—within. Failure alerts the 
  ogres, and they burst out of the tower to 
  attack the heroes. Remember everyone, 
  including the ogres, must make Agility 
  rolls every round to stay upright on the 
  mound. Horrifically, the ogres have ham-
  mered bone and metal spikes through 
  their frozen feet, giving them a +2 bonus 
  to this roll.
  Ogres (2) See Sundered Skies page 
  159.
   st
  y
  Beyond the window is a circular cham-
  ber, almost the diameter of the whole 
  tower. Opposite the window is a pair of 
  enormous ornate doors, bound in iron. A 
  strangely angular keyhole sits dead center 
  on the doors.
  The chamber also contains a pile of 
  bones, probably from skylers, two piles 
  of rags piled into sleeping mounds, four 
  ice weapons, a large club (Str+d8 dam-
  age, degradable), and three icicle spears 
  (Str+d6, Parry +1, Reach 1, requires 2 
  hands).
  The door is, of course, locked and is 
  magically augmented to render it com-
  pletely impervious to harm. Only the 
  modular key, the halves of which were 
  found on the corpses of Galken and Vin-
  cel, can open the door.
  The door opens onto a narrow land-
  ing and stairs that spiral down around the 
  tower, descending some 50’ before end-
  ing at an arched opening into the Watch 
  Post (see below).
  e 
   
  The Watch post has six large windows, 
  which allowed those within to have an 
  unrestricted view of the Draining Sea 
  around the tower. Ice has forced its way 
  through the windows creating jagged 
  spikes, which must be negotiated with 
  care. The frozen corpse of a Provider is 
  
   C  To
  
  slumped over one of these spikes. Oppo-
  site the stairs the heroes have descended 
  is another set of stairs spiraling down 
  deeper into the tower.
  The corpse is Leith, yet another mem-
  ber of Galken’s expedition. He was slain 
  by the three cold spirits, which haunt the 
  room. These frigid ghosts will attack all 
  who enter the room; using the ice spikes, 
  they will disappear and reappear to 
  launch surprise attacks. They pursue the 
  heroes deeper into the tower, but cannot 
  pass through the door above.
  Cold Spirits (3) see page 24.
  e 
  The stairs from the watch post wind 
  down around the tower and descend 
  over 100 feet before ending abruptly at 
  a sheer drop into darkness. The lower 
  floors of the tower have collapsed into a 
  massive cavern.
  The drop to the cavern below is over 
  100’, however a slope of icy debris reduc-
  es the drop to “only” 50’ below the stairs. 
  The slope is steep but manageable.
  Two passages can be seen from the 
  base of the stairs; however the catastro-
  phe, which struck the tower, has made 
  getting to them problematic at best. The 
  first passage is 3” away from the stairs; the 
  other is a further 2” beyond the first. Both 
  passages end in stout, wooden, unlocked 
  doors. One of these doors opens into the 
  testing chamber, the other leads into the 
  Council Chamber. 
  e 
  l
  Two murals are encased within the ice 
  of the chamber above the drop.
  The first mural depicts a massive 
  pitched battle between members of all 
  the races of the Skies. No discernible 
  sides can be seen. Central to the mural 
  is a looming figure clad in black armor. A 
  massive shield, battered and rent, is upon 
  one arm whilst his other wields a huge 
  sword, which is hacking through multiple 
  opponents with each swing. The figure’s 
  face is turned away from the viewer.
  The other mural depicts a large circular 
  chamber with ice blue walls, into which 
  have been cut shelves, laden with mas-
  sive tomes and books. A massive round 
  table of dark wood dominates the room. 
  Around the table sit or stand the gods of 
  the skies. From the left of the mural and 
  proceeding clockwise around the table: 
  A blue-robed, motherly, heavily-preg-
  nant woman—The Lifemother. 
  A golden haired and beautiful man, 
  n
  e 
   
  The tower’s interior is intensely 
  cold, requiring Vigor Rolls every 
  2 hours; failure means the hero 
  gains a level of Fatigue.  If some-
  one is foolish enough to touch 
  the icy walls with bare flesh, they 
  are frozen to the wall, and must 
  be cut loose with a dagger, which 
  inflicts 2d4 damage that ignores 
  armor. Furthermore, any action 
  involving the affected part of the 
  body suffers a –1 Penalty for the 
  next hour, including Pace.
  Void light diffuses into the tower 
  through the ice—lighting condi-
  tions are considered Dim. Any 
  light brighter than a candle is re-
  flected back at the party by the 
  strange lens-like qualities of the 
  ice. This is very disorientating and 
  applies a further –1 penalty to all 
  actions which require sight.
  
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  dressed in fine clothing. His eyes shine 
  with either mirth, or madness, depending 
  on from which angle he is viewed—The 
  Lord of Festival
  A figure as much machine as man, its 
  strange form prevents it from sitting, and 
  it stands behind its chair—The Artificer.
  An empty chair covered in dust. A 
  large raven perches on the back of the 
  chair—The Alpha.
  An androgynous figure, it is impossible 
  to say where the figure ends and its chair 
  starts. It even appears to have formed 
  the table at which the gods sit from its 
  body—The Wild.
  A figure blazing with voidglow, strange-
  ly a shallow pool of water has formed at 
  its feet—The Lightbringer.
  A beautiful woman clad in diaphanous 
  robes, which seem to reach out of the 
  mural towards the observer—The Lady of 
  the Winds.
  A thin, black clad figure, its features 
  hidden by a deep cowl, a skeletal hand 
  emerges from its robes and is resting 
  upon the table. The wood here is moldy 
  and rotten—The Rotting One.
  A final chair arm and leg is partially 
  visible but the mural has been destroyed 
  at this point — The Battlelord.
  e
  n  C a
  It was here the Battlelord brought 
  selected members of the warriors con-
  structing his palace to test their mettle in 
  battle. The God refused to let his warriors 
  skills slip because of neglect.
  The walls of this 40’ by 40’ ice cham-
  ber are scarred and pitted. The floor has 
  alternating areas of smooth, slippery ice 
  and rougher areas, as well as pits and 
  balancing beams. The room is filled with 
  crude humanoid dummies, which bear 
  the marks of being repeatedly struck 
  with weapons. Some are set into the 
  floor, while others swing from chains set 
  into the ceiling. Weapon racks—mostly 
  empty—line the walls.
  On the far side of the chamber stands 
  the 12-foot tall battle golem with which 
  the god tested his followers. As the he-
  roes enter the chamber it starts walking 
  towards them. Once activated, it will not 
  stop until it is defeated. The golem will 
  follow the characters throughout the 
  Tower of Ice—and beyond, if necessary. 
  The uses of the pits and beams are up 
  to the players and Game Master. A beam 
  can be climbed in one combat round 
  with a successful Agility roll; the golem 
  cannot follow or attack a character upon 
  a beam. The pits are 10’ deep; falling into 
  one causes 2d6 damage. The smooth ice 
  requires an Agility (-2) roll to be traversed 
  without falling prone. The golem can be 
  tricked out onto the ice.
  The weapons in the racks include:
  A magical throwing axe, with a +2 
  bonus to hit and damage.
  An ironwood bow, which requires a 
  Strength of d8 to pull and does 2d8 dam-
  age.
  An iron flail—it has a magical +4 
  bonus to hit and damage, however each 
  successful blow decreases the bonus by 
  one until the flail becomes a normal, if 
  well-made, weapon.
  A non-magical long sword, and battle-
  axe.
  e 
  The Testing Chamber walls have ab-
  sorbed the rage, anger, and humiliation 
  of all those who have failed their god’s 
  test, and it is awakened again by any 
  combat which takes place here. Each 
  
   C  To
  
  hero must succeed at a Smarts roll or go 
  berserk, as per the Edge. Anyone taking a 
  Wound must make the roll again. Those 
  who have the Berserk Edge automatically 
  succumb to the rage.
  Battle Golem See page 24.
  e 
  n
   
  e
  The gods themselves have met in this 
  chamber to discuss their plight and their 
  plans. The Battlelord chaired the meet-
  ings in his role as a peacekeeper—or 
  peace enforcer. He ensured that conflict 
  was kept to the purely verbal.
  This circular chamber is the one 
  depicted upon the mural outside. The 
  shelves are now empty, but everything 
  else is as depicted. Arranged around the 
  dark wood table are nine overly large 
  chairs. Each has a symbol carved into its 
  back. 
  Starting from the chair directly in front 
  of the door, and proceeding clockwise, 
  the symbols are:
  A shield, its surface split by a wide 
  crack –The Battlelord, A teardrop—The 
  Lifemother, A harp—The Lord of Festival, 
  A toothed wheel—The Artificer, A raven—
  The Alpha, A tree—The Wild, No sym-
  bol—The Lightbringer, A feather—The 
  Lady of the Winds, and finally, a skeletal 
  hand—The Rotting One.
  Upon the Lifemother’s throne is a 
  small blue crystal vial with a carved sap-
  phire stopper. Within the vial is a small 
  amount of liquid that has a metallic sheen. 
  Each drop of this liquid serves as both a 
  Wound Seal and a Mother’s Restore po-
  tion. There are five such drops within the 
  vial.
  e C
  The cavern beneath the Tower of Ice 
  is enormous, much larger than the base 
  of the tower itself. The ice floor is pitted 
  and riddled with holes, each about 20’ in 
  diameter. The far walls also appear to be 
  holed, although it is impossible to tell, 
  at this distance, the diameter of the tun-
  nels. 
  Investigating the cavern soon finds 
  what appear to be the remains of icy egg-
  shells as well as six intact, slime-covered 
  eggs—a foot high and eight inches in 
  diameter. The heroes are attacked by ice 
  worms as they investigate the eggs.
  Once two of the ice worms have been 
  dispatched, their “parent”—an enormous 
  Ice Wyrm burrows up through the floor 
  and attacks the heroes. 
  Call for a Notice (-2) roll each combat 
  round, from every hero present. Success 
  spots the hilt of a large sword blade stuck 
  in the wyrm’s side. To retrieve the sword 
  requires a successful Agility roll to get 
  close to the sword, followed by a success-
  ful Strength (-2) roll to pull it free. Pull-
  ing out the sword causes an automatic 
  wound upon the wyrm. The sword is 
  Woundweaver.
  The cavern is further destabilized by 
  the combat and the burrowing ice wyrm. 
  Chunks of ice fall from the ceiling when-
  ever a combatant draws a 2 or a 3 from 
  the Action Deck. If this occurs each hero 
  must draw another card. The suit of the 
  card determines the effect: 
  ♣ The hero must make an Agility roll or 
  be struck for 2d8 damage.
  ♠ The hero must make an Agility roll or 
  be struck for 2d6 damage.
  ♥ The hero must make an Agility roll or 
  be struck for 2d4 damage.
  ♦ The wyrm is struck for 2d8 damage.
  ♠ Ice Wyrm See page 25.
  ♣ Ice Worms (6) see page 25.
  
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  g 
   
  The death throes of the ice wyrm are 
  so violent, they threaten to crush the he-
  roes. It will only be a matter of time until 
  the cavern collapses, taking the Ice Tower 
  with it.
  Fortunately the ice quakes have actu-
  ally served to make the climb back up 
  to the tower easier. A series of collapses 
  has created a series of jagged cracks and 
  ledges in the wall of the cavern. The 
  stairs back into the tower are 6” above 
  the heroes’ heads (use the climbing rules 
  found in the Savage Worlds rulebook). 
  In addition, have each player draw a card 
  from the Action Deck each round they 
  are climbing. On a deuce, an ice chunk 
  has struck them for 2d6 damage. They 
  must succeed at a Strength roll opposed 
  by the damage inflicted or fall back into 
  the cavern.
  Once the heroes reach the tower, 
  it is just a case of running up the stairs 
  and then out of the window. The tower 
  is shaking, and ominous cracks start to 
  appear in its walls. In truth, it will not 
  actually collapse until the heroes have 
  exited the tower, but this doesn’t stop a 
  cruel Game Master from quietly counting 
  down or using a stopwatch.
  e C
  l
    
   
   t
  As the characters emerge from the 
  tower onto the mound of ice surrounding 
  it, a massive tremor knocks everyone from 
  their feet, and the tower starts to sink and 
  fall in on itself. The ice shelf upon which 
  the heroes stand starts to crack and break 
  apart, leaving them no choice but to hurry 
  to the Rosie and cast off.
  As the skiff makes haste away from the 
  shore, the tower finally completes its dis-
  integration. Water is thrown over a 100’ 
  feet into the air, and the Rosie is swamped 
  with icy water. Everyone onboard takes 2 
  Levels of Fatigue, which can be soaked 
  with a Vigor roll without using a benny.
  e 
  n t  
   
  l
  The journey back to the shore of the 
  Ice Sea should be uneventful and quiet. 
  The wave has sent any icebergs spiraling 
  away from the path of the Rosie and even 
  the rage of a god has been momentarily 
  forgotten as his attention is drawn to the 
  collapse of his old home.
  The launch site of the Rosie has been 
  overrun and destroyed by the orcs of the 
  Cracked Shield. Spoiled supplies have 
  been strewn across the ice, and the roll-
  ers used to portage Rosie here have been 
  hacked apart. There is no sign of the 
  goblins whether or not they promised to 
  wait.
  The party has no choice but to trek 
  back across the icy tundra to the Mira-
  belle’s makeshift dock. The Journey will 
  take a base time of 12 days, as the Rosie 
  will not slow them down. Use the same 
  encounter chart (found on page 12) to 
  determine encounters on the journey 
  inland. Chances are the party has no 
  food, so they may start to starve.
  e 
  l  
  e
  D
  Five days into the trek, the party spots 
  what appears to be a ruin in front of 
  n
  This great sword gifts its wielder 
  with the Improved Block and 
  Mighty Blow edges, as well as 
  granting a +1 to hit and damage.
  
   C  To
  them. As they get closer they discover it is 
  a wreck of a ship—The Mirabelle!
  Inexplicably, the frigate has smashed 
  into the pack ice after attempting to fly 
  above the island. She must have spi-
  raled up and out to gain altitude above 
  the Draining Sea and then plummeted 
  down in a suicidal dive. Why anyone 
  would do this is a mystery.
  Her stern is crushed and splintered 
  and there is a jagged tear along her side. 
  The masts have snapped and lie forlornly 
  on the ice some half a mile behind her. 
  Four bodies lie crumpled on the ice, sur-
  rounded by large red stains.
  If Skiller is still with the party, he falls 
  to his knees when he first sees the wreck 
  of the Mirabelle and howls into the sky 
  “NO! I will not have my revenge taken 
  from me” before curling into a ball. Any 
  character tending to Skiller hears him 
  muttering “Mirabelle, Rosie, I’m sorry, 
  I’m so sorry,” over and over.
  The players may eventually coax 
  out Skiller’s back story and plan. His 
  final fate depends on the players’ re-
  actions—if they agree to his plan, he 
  recovers quickly fairly, willing to give 
  what aid he can to escape the island. 
  If they more-or-less ignore him, he 
  becomes sullen and withdrawn. Even-
  tually, he attacks any strange orcs he 
  encounters.
  Searching the wreck takes most of a 
  day. The ship is beyond repair—even if 
  there was a way to launch her into the 
  skies. Only five sailors’ bodies are found, 
  killed by stabbing and slashing weapons, 
  and not the crash. In one of the aft cabins, 
  the wildling, Lean, lies badly wounded.
  Allow each hero to make a Notice 
  roll. Each success and each raise allow 
  them to discover something poten-
  tially useful within the wreckage. The 
  Game Master should let each player 
  decide what they have found, but be 
  prepared to overrule their choices as 
  common sense dictates. If food stuffs 
  are selected, enough is found to feed 
  the party for a day. However, the Game 
  Master should draw a card from the Ac-
  tion Deck each time supplies are cho-
  sen. On a Face card, the supplies are 
  infected with the Burning Madness, 
  and a hero may become infected.
  i
  The heroes only have two obvious 
  choices to try and escape the island.
  * 
  Seek out the Island Hopper left be-
  hind by Galken’s expedition.
  * 
  Journey to an orc mining camp, and 
  either steal a boat or buy passage on 
  one.
  t e gal
  n 
  anD 
  P
  This is the easiest option. Galken’s 
  journal states they docked near an outcrop 
  of ice that was shaped like a big cat about 
  to leap. A successful Common Knowledge 
  (-2) roll will recall seeing such an outcrop 
  as the Mirabelle approached the Draining 
  Sea, three days counter-clockwise from 
  where the Mirabelle originally docked.
  Finding this distinctive outcrop will 
  take a base time of 4 days to find. Use 
  the encounters system detailed on page 
  12 to see what—if anything—the party 
  encounters during the journey. Don’t 
  forget to keep track of the supplies the 
  party carries.
  e C
  Once the outcrop is located, there is 
  only the problem of getting down below 
  the outcrop and into the shallow cave 
  
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  2
  where the hopper waits. Two successful 
  Climbing rolls are required to safely 
  climb down and into the cave. Failure 
  drops the climber into the void, unless 
  they were securely fastened to a rope. 
  Once one Hero makes it down with a 
  rope, the others can descend safely.
  Unfortunately for the characters, the 
  cave is now home to void bats, which fight 
  ferociously to protect their lair. The bats 
  attack as soon as they detect an intruder. 
  This will probably mean one hero must 
  fight alone as his comrades race down the 
  cliff face to join him.
  e 
  l n  
  The island hopper appears to be in 
  good condition, albeit fouled by bat drop-
  pings. The hopper can be launched into 
  the void and rowed to Firsthome in three 
  days of hugging the coast. From there, pas-
  sage can be arranged to Gateway through 
  one of Hawke’s business associates.
  Void Bats (5) see page 27.
   o C M
  ing 
  a
  The nearest orc mining camp is a 
  base four day trek clockwise from the 
  landing point of the Mirabelle. By the 
  time the party have reached the shore 
  and then followed the coast, they will 
  have traveled for five days. Use the 
  encounters system detailed on page 
  12 to see what—if anything—the party 
  encounters during the journey. Don’t 
  forget to keep track of the supplies the 
  party carries.
  As fate would have it, the Cracked 
  Shield Tribe maintains this walled and 
  fortified camp. Word of the heroes’ tres-
  pass has gotten back to the rest of the 
  tribe, and they are looking for blood.
  e 
  The mining camp is surrounded on 
  three sides with a wooden palisade. The 
  fourth side is open to the void on the 
  edge of the island. Six towers act as both 
  lookout posts and attack positions—one 
  at each corner plus two at either side of 
  the large gate in the wall opposite the 
  edge. The towers are each manned by 2 
  orcs armed with crossbows in addition to 
  their normal weapons. The towers pro-
  vide Medium Cover.
  Cracked Shield Warriors (12). See 
  Sundered Skies page 159.
   s
  The wildling has suffered 3 
  wounds.
  He relates how five days after the 
  group left, most of the crew came 
  down with an illness, they com-
  plained of feeling weak and burn-
  ing up. They had little choice but 
  to take to their bunks. The follow-
  ing night they went berserk, yelling 
  about demons stalking them, and 
  attacked their crewmates. One of 
  the madmen attacked Lean, but he 
  escaped and hid.
  Lean is unsure what happened 
  next; all went quiet, save the oc-
  casional scream. Then he felt the 
  Mirabelle moving, looking out of 
  a porthole he saw the Draining 
  Sea recede from view. The vessel 
  climbed and circled around be-
  fore abruptly diving. That is all he 
  recalls; he has blessedly forgotten 
  the fear and terror of the actual 
  crash.
  
   C  To
  
  e C
  Po n
  The compound contains only three 
  structures. Ten dire wolves roam the 
  compound.
  Dire Wolves (10). See page 159.
  l n 
  ut
  A large, wooden shed building is home 
  to 40 goblin slaves. At anytime 20 are 
  working the mine while 20 rest here. As 
  luck would have it four of the goblins who 
  accompanied the heroes to the Ice Sea 
  are sleeping in the shed and may help the 
  heroes convince the others to aid them, 
  especially if their freedom is promised.
   
  Little more than a crude roof over a 
  wooden winch, four goblins are stationed 
  here at all times to man the winch and 
  pull up or lower the wooden platform. In 
  addition to this crude elevator, there is a 
  wooden ladder running down the side of 
  the vertical shaft. Details of the mine itself 
  are not included here; sensible heroes 
  will not venture into the mine. 
  A large brass bell hangs from a post 
  next to the winch. If this is rung reinforce-
  ments will arrive within two minutes in 
  the form of 10 more warriors. Five min-
  utes later, another ten warriors led by an 
  orc berserker emerge from the mine
  Cutting the elevator ropes and smash-
  ing the ladder will prevent any reinforce-
  ments arriving for fifteen minutes, as an-
  other path to the surface must be found.
  Cracked Shield Warriors (20). See 
  Sundered Skies page 159.
  Berserker Orc. Use Azghar’s stats on 
  page 23.
  e 
  Jutting out from the island are two 
  wharves. Two orc skiffs are tethered to 
  one, while an orc frigate is moored at the 
  second. As is the norm for orcish vessels, 
  they have no sails, and must be rowed.
  a
  And so ends the expedition to the Ice 
  Tower, probably not the most profitable 
  of the heroes scavenging trips, but they 
  got to travel to places very few people 
  ever have and experienced things they 
  may wish they hadn’t. If nothing else, 
  they have probably gained a ship, which 
  can be sold. The profits from the sale 
  must be divided into three shares, one for 
  Skiller, one for Hawke and the final share 
  for the heroes,
  Despite the seeming failure of the 
  trip, Hawke is true to his word and their 
  ship is repaired and refitted, free of 
  charge. 
  n
   mon
   &  
  I
  o
  n  npc
  AzghAr
  Tarhog’s right-hand orc and a sadist, 
  He viciously beats the goblin slaves for 
  the slightest misdemeanor.
  Attributes: Agility d8, Smarts d4, Spirit 
  d8, Strength d10, Vigor d8
  Skills: Climbing d8, Fighting d10, Guts 
  d8, Intimidation d10, Notice d8, Stealth 
  d8, Taunt d8, Throwing d8
  Charisma: -6 
  Pace: 6; Parry: 6 ; Toughness: 9(2)
  Hindrances: Bloodthirsty, Greedy, Outsider 
  Edges: Improved Nerves of Steel
  Gear: 
  Chain 
  Hauberk 
  (+2), 
  Knife 
  (Str+d4), Great Axe (Str +d10, AP 1, Par-
  ry –1, requires 2 hands).
  
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  BAttle golem
  The Battlelord constructed this golem 
  to test his followers periodically. Even 
  though their efforts were bent towards 
  constructing his palace, he couldn’t let 
  their martial skills slip.
  The Golem was left here by the god 
  and now roams the tower.
  Attributes: Agility d6, Smarts d6, Spirit 
  d10, Strength d12+6, Vigor d12
  Skills: Fighting d8, Notice d6
  Pace: 8; Parry: 8; Toughness: 15 (3)
  Improved Sweep
  Special Abilities:
  * Arcane Resistance: +2 Toughness 
  against magical attacks.
  * Armor +3: Plate mail.
  * Giant Sword: Str+d10, AP 1
  * Improved Sweep: The golem can at-
  tack all adjacent foes. 
  * Large Shield: +2 to Parry. +2 to 
  Toughness against ranged attacks
  * Size +4: Toughness +4
  * Construct: +2 to recover from Shak-
  en. No extra damage from Called 
  Shots. Immune to disease and poison. 
  No Wound Penalties. Fearless.
   sP
  i
  These terrible shades are ghosts of 
  the frozen dead, who now seek to drain 
  warmth from the living.
  Attributes: Agility d6, Smarts d6, Spirit 
  d10, Strength d6, Vigor d6
  Skills: Fighting d6, Intimidate d12+2, 
  Notice d12, Stealth d12+4
  Pace: 8; Parry: 5; Toughness: 5
  Special Abilities:
  * Ethereal: Cold Spirits are immaterial.
  * Fear-1: Cold Spirits have terrible frost 
  ravaged features.
  * Fleet-Footed: Cold spirits roll a d10 
  as their running die.
  * Paralysis: Those Shaken or wounded 
  by a cold spirit must make a Vigor role 
  or be paralyzed for 2d6 rounds.
  * Drain Warmth: Each round a Cold Spir-
  it may drain the warmth from a paralyzed 
  victim, with opposed Vigor rolls. If the 
  victim fails he takes 1 Level of Fatigue.
  * Immunity: Cold Spirits are immune 
  to all save ice weapons and spells.
   
  Burly humans with tattoos and scars, 
  they talk tough and play rough.
  Attributes: Agility d6, Smarts d4, Spirit 
  d6, Strength d6, Vigor d6
  Skills: Fighting d6, Guts d8, Intimidation 
  d6, Notice d6, Throwing d6
  Hindrances: Mean
  Edges: Brawny
  Charisma: -3
  Pace: 6; Parry: 5; Toughness: 6
  Gear: Fists (Str), crude clubs (Str+d4)
   
  Dire wolves are very large and feral 
  wolves, often used by orcs as attack dogs.
  Attributes: Agility d8, Smarts d4(A), Spir-
  it d6, Strength d8, Vigor d8
  Skills: Guts d8, Fighting d8, Intimidation 
  d8, Notice d6
  Pace: 10; Parry: 6; Toughness: 6
  Special Abilities:
  * Bite: Str+d6.
  * Go for the Throat: Wolves instinctively 
  go for an opponent’s soft spots. With a 
  raise on its attack roll, it hits the target’s 
  most weakly-armored location.
  * Fleet-Footed: Dire wolves roll d10s.
  Eldeer is an Elven Bard—not a song-
  priest—good looking and easy to get on 
  
   C  To
  
  with. He is a friend to all and absolutely 
  useless in combat. Or so it seems. In truth 
  he is a member of The Vigilant; a cult of 
  vengeance who refuse to forgive the orcs 
  for their past. Eldeer heard rumors of 
  Skiller’s quest and signed on hoping to 
  sow discord amongst the orcs of the Ice 
  Isles. 
  Note: Eldeer is a Wild Card, however 
  his statistics in the players’ section do not 
  show this. If he is wounded whilst under 
  the players’ control the referee should 
  ensure that he is never actually killed.
  Attributes: Agility d8, Smarts d6, Spirit 
  d8, Strength d6, Vigor d6
  Skills: Fighting d10, Guts d8, Intimida-
  tion d8, Knowledge d8, Notice d8, Per-
  suasion d8, Shooting d10, Stealth d8, 
  Streetwise d8, Taunt d6
  Charisma: +2; 
  Pace: 6; Parry: 9; Toughness: 7(2)
  Hindrances: All Thumbs, Vengeful
  Edges: Acrobat, Alertness, Attractive, 
  Quick, 
  Gear: Elven Leather (+2), Rapier (Str+d4, 
  +1 Parry), Dagger (Str+d4), Elven po-
  tions (Reflexes, and Vigor).
  gA
  en  n
  d 
  en
  This revenant is hell bent on throwing 
  its notes into the void.
  Attributes: Agility d6, Smarts d4, Spirit 
  d4, Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, No-
  tice d4, Shooting d6
  Pace: 4; Parry: 5; Toughness: 7
  Special Abilities
  * Claws: Str+d4.
  * Tougher than Hell: Every time this 
  creature is put down, roll a d6, on 
  an even number, the revenant revives 
  one round later with 3 Wounds
  * Undead: +2 Toughness. +2 to recov-
  er from being Shaken. Fearless. Called 
  shots do no extra damage. No Wound 
  Penalties.
  * Weakness (Head): Shots to the head 
  do +2 damage.
   w
  These 3’-long, white worms are the 
  ravenous offspring of the Ice Wyrm. Their 
  tooth-filled maws are venomous, for extra 
  horror.
  Attributes: Agility d6, Smarts d4 (A), 
  Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d6, Notice d6
  Pace: 0; Parry: 5; Toughness: 5 (2)
  Special Abilities:
  * Armour+2: Thick hide.
  * Bite: Str+d4 
  * Burrowing (4”): The worm can dis-
  appear and reappear on the following 
  action anywhere within 4”. Roll the 
  worm’s Stealth opposed by the tar-
  get’s Notice If the worm is successful it 
  attacks with a +2 bonus to attack and 
  damage.
  * Immunity: Cold 
  * Size -2: These slender worms are only 
  3’ long.
  * Small: Due to their small size, anyone 
  targeting a worm suffers a –2 to their 
  attack rolls.
  * Poison: If a victim is wounded or 
  Shaken by a worms bite he must make 
  a Vigor(-2) roll or take a level of Fa-
  tigue.
  * Weakness (Fire): Fire based attacks 
  do +2 damage.
  ce y m
  This massive, leprous white, seg-
  mented worm is 40’ long and 15’ across. 
  
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  Its enormous mouth is lined with teeth, 
  which work to drag prey into its gullet.
  Attributes: Agility d6, Smarts d6(A), Spir-
  it d10, Strength,d12+10, Vigor d12
  Skills: Fighting d6, Guts d8, Notice d10, 
  Stealth d10
  Pace: 0; Parry: 5; Toughness: 20(4)
  Special Abilities:
  * Armour +4: Scaly hide.
  * Bite: Str+d8.
  * Burrow (20”): The wyrm can disap-
  pear and reappear on the following 
  action anywhere within 20”.
  * Hardy: The wyrm does not suffer a 
  wound when Shaken twice.
  * Huge: Attackers add +4 to their Fight-
  ing or Shooting rolls when attacking
  * Size +8: The wyrm is over 40’ long 
  and 10’ in diameter.
  * Slam: The wyrm can rise up and crush 
  its prey beneath its massive body. Use 
  the Cone Template. The wyrm rolls its 
  Fighting and adds half its Size to the 
  roll, the victims oppose this with their 
  Agility. Unsuccessful victims suffer 4d6 
  damage.
  * Weakness (Fire): Fire based attacks 
  do +4 damage.
  a ag & vo
  o
   o  
  e
  Karag and Volrog are twin brothers 
  of the Ice Claw clan. Like Skiller, they 
  are obsessed with revenge against the 
  Cracked Shield clan. 
  Attributes: Agility d6, Smarts d4, Spirit 
  d4, Strength d10, Vigor d8
  Skills: Boating d6, Fighting d8, Guts d8, 
  Intimidation d8, Notice d6, Persuasion 
  d8, Stealth d4, Streetwise d8, Taunt d6
  Charisma: -2 
  Pace: 6; Parry: 7; Toughness: 9(2)
  Hindrances: Outsider, Vengeful
  Edges: Berserk, Combat Reflexes
  Special Abilities: 
  * Vengeance Obsessed: If either of the 
  brothers see an orc sporting the tribal 
  markings of the Cracked Shield Clan, 
  they must succeed a Spirit (-2) roll or 
  fly into a berserk rage. 
  * Gear: Coin Vest (+2), small shield 
  (+1 Parry), battle axe Str+d8 
  n  
   
  i
  i
   s
  Lean unsuccessfully stowed away some 
  years ago. Skiller discovered him and of-
  fered him a place onboard the Mirabelle. 
  The crew look upon the wildling as their 
  lucky mascot.
  Attributes: Agility d10, Smarts d4, Spirit 
  d8, Strength d6, Vigor d6
  Skills: Fighting d4, Guts d6, Notice d8, 
  Shooting d8, Stealth d12, Streetwise d6, 
  Taunt d8, Throw d8
  Charisma: +2 
  Pace: 8; Parry: 5; Toughness: 4
  Hindrances: Curious 
  Edges: Acrobat, Charismatic, Fleet-Foot-
  ed, Luck
  Gear: Dagger Str+d4
  s i
  , 
  n
  The crew has been with Skiller for 
  months. They know that Skiller lost his 
  family on a trading mission to the Ice Isles 
  but don’t know the details.
  Attributes: Agility d6, Smarts d4, Spirit 
  d6, Strength d6, Vigor d6
  Skills: Boating d6, Climbing d6, Fighting d6, 
  Guts d6, Notice d4, Repair d4, Shooting d6
  Charisma: +0
  Pace: 6; Parry: 5; Toughness: 5
  Gear: Short Sword (Str+d6), Furs
  Skiller is an experienced scavenger, 
  and captain of the Mirabelle. Seemingly 
  
   C  To
  
  very amiable and easy going, but this is 
  a façade hiding a cold, seething hatred 
  beneath. 
  Attributes: Agility d8, Smarts d6, Spirit 
  d6, Strength d6, Vigor d6
  Skills: Boating d10, Climbing d6, Fight-
  ing d8, Guts d8, Notice d6, Shooting d8, 
  Charisma: +0
  Pace: 6; Parry: 6; Toughness: 7(2)
  Hindrances: Vow (Will destroy the 
  Cracked Shield tribe), Overconfident, 
  Stubborn
  Edges: Ambidextrous, Command, First 
  Strike, Florentine, Two Fisted
  Gear: Coin Vest (+2), Short Sword 
  Str+d6, Dagger Str+d4 
  s
  e l n  
  Skitterlings 
  are 
  demon-possessed 
  wildlings. Three foot tall deformed 
  caricatures of the wildlings they once 
  were, covered in scales and spikes. Once 
  possessed the wildling cannot be saved. 
  Skitterlings are stealthy, ravenous, and 
  remorseless killers.
  Attributes: Agility d8, Smarts d6, Spirit 
  d6, Strength d4, Vigor d6
  Skills: Climb d8, Fighting d6, Guts d6, 
  Notice d6, Taunt d8, Stealth d10, Throw-
  ing d8
  Pace: 5”; Parry: 5; Toughness: 4
  Special Abilities:
  * Bite: Str+d4
  * Fear: make a Guts check or roll on the 
  Fright table.
  * Immunity (Magic): No magic, wheth-
  er divine or arcane, affects them.
  * Small(-1): These twisted creatures are 
  only three feet tall.
   o C 
  e
  n
  Tarhog is a mercenary, who will do 
  anything for money. This is an easy job: 
  meet Skiller’s party, portage Rosie across 
  the ice fields, and get paid. 
  Attributes: Agility d8, Smarts d6, Spirit 
  d8, Strength d6, Vigor d8
  Skills: Climbing d8, Fighting d12, Guts 
  d10, Intimidation d10, Notice d8, Shoot-
  ing d8, Stealth d8, Taunt d10, Throwing 
  d8
  Charisma: -2; 
  Pace: 6; Parry: 8; Toughness: 9(2)
  Hindrances: Outsider
  Edges: Berserk, Nerves of Steel.
  Gear: 
  Chain 
  Hauberk 
  (+2), 
  Knife 
  (Str+d4), Axe (Str+d6)
   
  These skylers are nearly as large as a 
  full-grown human. They prey upon other 
  skylers usually, but are not above attack-
  ing an islander if hungry enough.
  Attributes: Agility d6, Smarts d6 (A), 
  Spirit d6,Strength d8, Vigor d6
  Skills: Fighting d6, Guts d6, Intimidation 
  d8,Notice d8, Stealth d10
  Pace: 2”; Parry: 5; Toughness: 5
  Special Abilities:
  * Bite: Str+d4
  * Flight: Void bats fly at a Pace of 12”.
  * Voidsense: Void bats are eyeless, how-
  ever they can sense things in the void. 
  The effective range of this ability is 
  miles, but it becomes very focused up 
  to a distance of 10 “ around them. It is 
  impossible to surprise a Void Bat.
  p
   h n o
  S
  ga
  n’  o
  na  
  g
  n
  … docked with the Draining 
  Sea near an outcrop of ice shaped 
  like one of the leaping panthers of 
  Heartland.
  
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  …too close to the Palace, may-
  be we disturbed him, whatever the 
  reason the water became rough 
  and dangerous…
  …time to record some of our 
  thoughts on this strange habitat…
  …home to more creatures than 
  one would expect given its frozen 
  and barren state. Examples of 
  Bears, Wolves and many types of 
  skyler. The water teems with life. 
  The fish of legend, or rage given 
  life? The orcs who live and mine 
  the Draining Sea… 
  …creatures bought to the is-
  land by… 
  …The flying life arrived via skyler… 
  … eggs and the water based life 
  likewise. More exotic creatures dwell 
  on the Draining Sea as well; Ice… 
  …been infected by the Battlel-
  ord’s rage, roam f…
  …burrow through the tundra 
  hunting the grubs of the ice crick-
  ets while legends tell o…
  …chain is reliant upon the ice 
  crickets, an insect found on the 
  relatively warm edge of the Ice 
  Sea. It has a wingspan of a foot 
  and is…
  …grubs within hibernate for 
  many years before emerging. Dur-
  ing this time the ice slowly moves 
  outwards…
  …9” long… 
  …fish eat the grubs and smaller 
  fish. skylers eat grubs, crickets and 
  the... Bears and wolves eat the 
  fish(?), crickets, crickets, and if 
  necessary…
  Dakan and Korsoth seemed 
  strangely distant as we ventured 
  within…too late, his blade sliced 
  into Vincel… no choice but to flee…
  …our haste forgot… spirits… 
  Lieth…fear he is dead
  …not thought Vincel’s injury 
  was that serious but he sickened 
  and died as we left the tower. We 
  discussed…so wanted to learn 
  more of the Ice Sea, it is fitting he 
  should rest here.
  s il
   
  
   C  To
  
  …cannot find Vincel’s half of 
  the key to the tower, I am sure that 
  I took it from his body. Maybe, 
  after all it is for the best. What we 
  discovered there should n…
  …fled the Ice Sea as though the 
  hounds of the Battlelord them-
  selves were on our tail, which 
  some might say they were, for the 
  Cracked Shield had been watch-
  ing over our launch site and soon 
  gave chase…
  ..nightmare chase though the 
  snow and ice, many times I feared 
  for our lives of my surviving com-
  panions and myself. Flitter, despite 
  being the smallest and least re-
  silient of us all, launched himself 
  aloft on his sky sail each day to try 
  and spy out both our destination 
  and those who pursued us. With-
  out his valiant efforts we would 
  have had not been able to rest and 
  all would have perished…
  …seemed like an eternity of run-
  ning, snatching what sleep we could, 
  and then more running. My feet and 
  hands became horribly frostbitten. 
  Finally, we neared the coast. Brave 
  Flitter took to his skysail again and 
  flew out to hail the Spirit. By the 
  time we reached the edge an island 
  hopper awaited us…
  v n
  s n
  …left hopper behind… remem-
  ber land mark…
  … at long last… found the Ice 
  Tower… ventured within… 
  … some sort of watch post. 
  Ghosts, cold, freezing cold… no ef-
  fect…magic… less… Ragnar struck 
  one with a chunk of i… seemed to 
  harm… faded…
  …astounding discovery for all. 
  Who would have believed that he 
  could suffer from such an… The 
  whole idea is terrifying…
  …akin to cabin fever…
  …carvings in the tower tell the 
  story, the anguish and pain…has 
  suffered
  orc mercenaries…turned on 
  us…one of the bas…cut me bad… 
  fled island leaving Orcs behind…
  no  p a er c a ac
    
  S
  cS  p
  S
  Hand this page to your players, it con-
  tains the stats of all the NPC allies. Get the 
  players to run them, the Games Master 
  has more than enough to do already.
  Mirabelle, Frigate named for Skiller’s late 
  wife
  Acc/Top Speed: 2/10; Handling: 0; 
  Toughness: 15 (2); Crew: 12+24
  Guns: 4 Ballistae (30 shot), 2 Cannons 
  (16 cannon balls and shot) and 2 Cata-
  pults (16 large boulders)
  Notes: Heavy amour
  Rosie, Cloudskiff named for Skiller’s late 
  daughter
  Acc/Top Speed: 4/10; Handling: +2; 
  Toughness: 13(2); Crew: 1+7; Guns: 
  none.
  Notes: Heavy Armor
  Eldeer is a clumsy, young, elven bard. 
  He is somewhat naïve in the ways of the 
  Skies but is keen to help and entertain 
  when he can.
  Attributes: Agility d8, Smarts d6, Spirit 
  
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  d8, Strength d6, Vigor d6
  Skills: Fighting d4, Knowledge d8, No-
  tice d8, Persuasion d8, Streetwise d6, 
  Taunt d4
  Charisma: +2; 
  Pace: 6; Parry: 4; Toughness: 7(2)
  Edges: Alertness, Attractive 
  Gear: 
  Elven 
  Leather 
  (+2), 
  Dagger 
  (Str+d4), 
  a
   nD 
  Twin orc brothers who are fiercely loy-
  al to Skiller after years of ‘adventuring.’
  Attributes: Agility d6, Smarts d4, Spirit 
  d4, Strength d10, Vigor d8
  Skills: Boating d6, Fighting d8, Guts d8, 
  Intimidation d8, Notice d6, Persuasion 
  d8, Stealth d4, Streetwise d8, Taunt d6
  Charisma: -2 
  Pace: 6; Parry: 7; Toughness: 9(2)
  Hindrances: Outsider, Vengeful
  Edges: Berserk, Combat Reflexes
  Special Abilities: 
  Gear: Coin Vest (+2), small shield (+1 
  Parry), battle axe Str+d8
  n  
   
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  Lean Unsuccessfully stowed away 
  some years ago. Skiller discovered him 
  and offered him a place onboard the Mi-
  rabelle. The crew looks upon the wildling 
  as their lucky mascot.
  Attributes: Agility d10, Smarts d4, Spirit 
  d8, Strength d6, Vigor d6
  Skills: Fighting d4, Guts d6, Notice d8, 
  Shooting d8, Stealth d12, Streetwise d6, 
  Taunt d8, Throw d8
  Charisma: +2 
  Pace: 8; Parry: 5; Toughness: 4
  Hindrances: Curious 
  Edges: Acrobat, Charismatic, Fleet-Foot-
  ed, Luck
  Gear: Dagger Str+d4
  n s
   ( 0
  Attributes: Agility d6, Smarts d4, Spirit 
  d6, Strength d6, Vigor d6
  Skills: Boating d6, Climbing d6, Fighting 
  d6, Guts d6, Notice d4, Repair d4, Shoot-
  ing d6
  Charisma: +0
  Pace: 6; Parry: 5; Toughness: 5
  Gear: Short Sword (Str+d6), Furs
  Skiller is an experienced scavenger, 
  and captain of the Mirabelle. 
  Attributes: Agility d8, Smarts d6, Spirit 
  d6, Strength d6, Vigor d6
  Skills: Boating d10, Climbing d6, Fight-
  ing d8, Guts d8, Notice d6, Shooting d8, 
  Charisma: +0
  Pace: 6; Parry: 6; Toughness: 7(2)
  Hindrances: Overconfident, Stubborn
  Edges: Ambidextrous, Command, First 
  Strike, Florentine, Two Fisted
  Gear: Coin Vest (+2), Short Sword 
  Str+d6, Dagger Str+d4 
  
  
  S
  n
  o Bac g o n
  Among the many secret societies and 
  Cabals in the Sundered Skies, is one 
  known simply as the Circle of Nine. This 
  cult is moderately sized and is ruled by 
  the eponymous Nine. Other members 
  are either lowly henchmen and thugs or 
  petitioners. 
  Petitioners are those with magical 
  talent who constantly compete with one 
  another, vying to be the best placed when 
  a seat on the Circle is vacated.
  The Circle believes the Sundering 
  weakened the walls of reality between 
  this world and the Abyss. They strive to 
  summon demons, believing that with 
  their help they will gain great physical, 
  spiritual, and fiscal power. However, the 
  gods themselves seem to block access to 
  the Lords of Hell. 
  The Circle, through study, research, 
  and experimentation, has found many 
  places where the gods’ influence seems 
  to have waned. However, these portals 
  have always been weak, and the demons 
  summoned were relatively powerless.
  With that in mind, one of the Circle, 
  Caryl the Fair, purchased a doppelganger 
  ship and renamed it The Summoner. She 
  set sail intent on finding a place in the 
  void where the gods’ influence was weak-
  est and she would be able to open a huge 
  portal to hell.
  That was 27 years ago. The Summoner 
  was never heard of or seen again.
  Caryl’s first attempt at opening a portal 
  proved too successful. The Summoner be-
  came somehow lodged in the Soulshield, 
  which surrounds the Sundered Skies. 
  Demonic energies and beings ravaged the 
  ship. Only the sorceress herself survived, 
  but her body was warped and broken.
  Caryl’s chair on the Council was left 
  vacant, while petitioners scurried to find 
  proof she was dead.
  Then only a month or so ago, a small 
  band of Scavengers came across a ghostly 
  ship in the void. What they found there 
  set in motion a chain of events which will 
  affect many different islands…
  m
  n
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  e
  S 
  Where: Shadowhaven
  When: Anytime after the characters 
  reach Seasoned Rank.
  The scenario starts in Shadowhaven, 
  although the location isn’t terribly impor-
  tant. If it fits your game to start the sce-
  nario in another location, then it should 
  be pretty easy to do so, though some of 
  the details of listed below might have to 
  be changed to suit the new location.
  The heroes are trawling The Nexus, 
  maybe looking to sell some hard won 
  salvage or seeking much needed supplies 
  or ammunition, when they hear sudden 
  fate of the summoner
  
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  2
  screams from ahead. The crowded streets 
  start to surge with movement as people 
  stampede towards them.
  Call for a Notice (-1) check. Those who 
  succeed, glimpse large, furry humanoids, 
  harrying the rear of the surging crowds—
  Ragers. A successful Common Knowledge 
  roll allows the hero to realize the lean-
  ing buildings of Shadowhaven make 
  outbreaks of glowmadness extremely 
  unlikely. Multiple outbreaks, as appears 
  to have just happened, are unheard of. 
  Something terrible must be happening, 
  such as a voider attack.
  Working their way up the street against 
  the panicked mob will be extremely dif-
  ficult. Use a variant of the Chase Rules 
  from Savage Worlds. The heroes start 
  five Range Increments away from the 
  glowmad, and each hero must fight his 
  own way through the crowd using Agility 
  rolls. A success means they advance one 
  Range Increment, two with a raise. Snake 
  eyes determines the character has been 
  buffeted and pummelled by the crowd, 
  taking d6 damage.
  The glowmad are not attempting to 
  escape the heroes, so they do not get any 
  rolls, as in a standard chase. However, it is 
  very possible the heroes will reach them 
  at different times.
  Rather than simply listing Obstacles as 
  a category with a fixed modifier and hav-
  ing a collision as the only occurrence, this 
  Chase includes a table of events.
  When a hero draws a Club as his first 
  initiative card, you just check the card 
  value against the table below and run 
  the mini-scene. The numbers in paren-
  theses after the card value are modifiers 
  to the participant’s initial Agility roll that 
  round.
  Failure can lead to no additional ef-
  fect, beyond not gaining any ground, due 
  to the failed roll, so it will not cause a 
  hero to lose Range Increments, become 
  Shaken, or take damage. Success and 
  raises are generally handled as normal, 
  though sometimes there are additional 
  benefits.
  Deuce (-4) Lost Child: A toddler 
  sits in the street screaming. By some 
  miracle he hasn’t been harmed yet by the 
  panicked mob, but it is only a matter of 
  time. Scooping the child up requires an 
  Agility (-4) roll. Failure means the hero 
  has still grabbed the child and kept him 
  from harm but has taken 2d6 damage, as 
  they are smashed into by the hysterical 
  mob. A raise on the roll means the hero 
   P s
   M
  e  P
  This money pouch always con-
  tains 10 cogs. Once the owner 
  takes out the cogs, then closes it 
  and opens it again, he finds it has 
  refilled with cogs. Every time the 
  pouch is emptied, this counts as 
  one use in regards to the possess-
  ing mechanic. Once an individual 
  has emptied it a number of times 
  equal to three times their Spirit 
  die type they will become pos-
  sessed by a possessor demon (see 
  page 19.)
  Investigating the pouch with a suc-
  cessful detect arcana roll not only 
  reveals the magical properties of 
  the item, but also on a raise, de-
  tects faint, black, ominous smoke 
  rising from the item.
  Destroying the item is simple 
  once its malignancy is detected. 
  The item is no more resilient than 
  its mundane version.
  
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  was quick enough to grab the child and 
  advance one Range Increment.
  While carrying the child, the hero suf-
  fers a further –1 penalty to her Agility rolls 
  as she keeps the child from harm.
  Three (-2) Smashed Stall: One of the 
  many stalls, which line the streets of the 
  Nexus, has been destroyed, spilling its 
  wares. The hero must hurdle the wreck-
  age or fall and be Shaken. Shaken heroes 
  automatically fail their Agility roll and 
  take d6 damage until they recover.
  Four: (-2) Knifemen: Some in the 
  crowd are using weapons to cut their 
  way through the mob. If the hero fails her 
  Agility roll, she takes d6+d4 damage. The 
  crowd pulls her assailant away before she 
  can retaliate.
  Five: (-2) Dominoes: Someone falls 
  in front of the hero, causing all those 
  behind to also trip and fall. If the hero 
  rolls a 1 on his Agility die—regardless of 
  the Wild die—he takes 2d6 damage, as he 
  gets caught up in the crush.
  Six: (-2) Blunderbuss: Somebody 
  passes the hero, pivots on their heels, and 
  fires a blunderbuss back into the crowd. 
  The gun is fired wildly, so the hero can 
  avoid the blast with an Agility roll. Failure 
  means he takes 2d6 damage. 
  Seven: (-2) Defenestrated: The mob 
  sweeps the hero off her feet and forces 
  her through a window. If the hero fails 
  the Agility roll, she is thrown through 
  the window for d6 damage and falls back 
  one Range Increment. Furthermore, the 
  hero’s Agility rolls receive a –1 Penalty for 
  the rest of the chase, due to the painful 
  glass splinters she has picked up.
  Eight: (-2/0) Canopy Run: An op-
  portunity presents itself to get above the 
  stampeding crowd—a reinforced canopy 
  above a market stall. The hero can attempt 
  to leap onto the canopy, or he can ignore 
  it and continue to fight his way through 
  the crowd. If he chooses to take the high 
  road, he gains an extra Range Increment 
  on top of what the dice dictate.
  Nine: (-1) Fire!: A stall loaded with 
  gunpowder explodes, and the hero is 
  caught in the blast. On a failure, the hero 
  takes d10 damage (see the fire rules in 
  the Hazards section of the Savage Worlds 
  rules).
  Ten: (-1) Trapped: The hero gets 
  caught up in the crowd which forces him 
  into an open doorway, making him lose 
  one Range Increment. More of the crowd 
  attempts to get into this sanctuary. The 
  hero must attempt to force his way out 
  with either an Agility or Strength check. 
  Until he succeeds at this roll, he can make 
  no more progress. Success allows him to 
  avoid this hazard and progress.
  Jack: (-1) Swept Away: The hero is lit-
  erally picked up off his feet by the crowd 
  and carried two Range Increments back. 
  Success allows him to avoid this hazard 
  and progress.
  Queen: (-0) The Cart: An abandoned 
  cart lies in the hero’s path; he must ei-
  ther hurdle it or make no progress this 
  round.
  King: (-2) Collapse: A building, al-
  ready weakened by age, succumbs to the 
  pounding of the mob, and partially col-
  lapses. If the hero fails her Agility roll she 
  is caught in a choking cloud of dust and 
  takes one level of Fatigue. The Fatigue 
  lasts for ten minutes. 
  Ace: (-0) Glowmad: The hero en-
  counters two blinded who have leapt into 
  the crowd. If the hero fails his Agility roll, 
  one of the blinded targets him with its 
  leap attack. These two glowmad must be 
  dealt with before the hero can advance. 
  
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  Heroes on the same Range Increment can 
  aid the hero.
  Eventually the heroes will work their 
  way through the panicked mob, albeit 
  probably at different times. The crowd 
  is being harried by several blinded and 
  ragers, a horrific creature follow—a pos-
  sessor.
  When the possessor is killed, it trans-
  forms into a naked human male, scarred 
  from many battles. He clutches a money 
  pouch lies in his left hand, containing 10 
  cogs.
  Blinded (1 per hero): See page 48.
  Ragers (1 per 2 heroes): See page 
  53.
  Possessor (1): See page 53.
  e y  
  i n
  Asking around, it is not difficult to find 
  someone who witnessed the transforma-
  tion—a child who hid in a basket. She is 
  
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  extremely scared, but can be coaxed to 
  tell her story.
  Her name is Cassy, and she begs in 
  the Nexus. Her attention had been drawn 
  to a human male, obviously a scavenger, 
  and equally obviously a successful one, 
  considering the amount of cogs he was 
  flashing around in the market. 
  She followed him to a stew vendor 
  and used all her skills to get him to hand 
  over two or three cogs. He did this with-
  out even looking at her; he was so intent 
  on purchasing a bowl of stew.
  She quickly ran away—the stew ven-
  dor hates her begging around her stall, 
  and had beaten Cassy more than once. 
  As she ran, she heard a noise behind her 
  like an implosion. Turning, she saw the 
  stew vendor and all her customers had 
  turned glowmad. Where only moments 
  previously the scavenger stood, was this 
  terrible being like a hole in the skies. The 
  girl threw herself into a basket of cloth 
  and hid until the danger passed.
  e n
  i
  i n
  Hopefully, the heroes will want to 
  investigate just what happened here. The 
  obvious place to start is with the identity 
  of the mysterious scavenger. If the heroes 
  don’t take the bait themselves, have them 
  be approached by a representative of the 
  Trade Council or Athenaeum, who will pay 
  them 500 cogs to investigate the matter.
  A successful Streetwise roll identifies 
  the unfortunate man as “Scarred” Colan, 
  a moderately successful scavenger who 
  shifted much of the salvage he retrieved 
  through a merchant known as The Pea-
  cock, for his flamboyant fashion sense.
  e e C
  The Peacock’s real name is Mytt Hart. 
  His store in the nexus is unnamed—eve-
  ryone knows where The Peacock does 
  business. He employs two orcish bruis-
  ers, who help him locate goods and serve 
  customers. They also dissuade anyone 
  from causing trouble on the premises.
  The Peacock will be more than happy 
  to talk to the heroes. Chances are he 
  has heard of them, depending on their 
  exploits so far. He leads them into a com-
  fortable back room and provides them 
  with drinks and something to eat while 
  they talk.
  Listed below are the questions the 
  players are most likely to ask, followed by 
  Hart’s replies. If a question not covered 
  here is asked, then the Game Master 
  should be able to wing a response, based 
  upon the information given here.
  What can you tell me about 
  “Scarred” Colan?
  “He was a good scavenger who 
  came to a bad end! I heard about 
  your part in bringing that nasty 
  business to an end. Thank the gods 
  it occurred at the other end of the 
  Nexus…
  Where was I? Oh, yes, Colan. He 
  was a good man, if a bit greedy, at 
  times. He was only here a couple 
  of months ago with some salvage 
  he found somewhere out in the 
  void.”
  What was this salvage?
  “Shipboard salvage mostly. It 
  was mostly new as well. Colan 
  wasn’t a man to engage in piracy, 
  so I know that he came about it 
  cleanly. However, the rest of his 
  
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  crew was new, so I cannot vouch 
  for them.”
  What can you tell us about this new 
  crew?
  “Colan had lost his crew in a 
  trip into one of the ruins on Heart-
  land. I told him it was far too 
  dangerous, but he refused to listen 
  to me, claiming that Gateway was 
  woefully short on timber. Anyway, 
  it didn’t end well. 
  So it wasn’t really a surprise 
  when he turned up with a new 
  crew. There were four of them: 
  a magpie wildling, named Pica, 
  another human, named Kym, a 
  drakin Chosen, called Snowscale, 
  and finally, a glowborn sorcerer, 
  who went by the name Hayl.
  I didn’t know any of them, but 
  they seemed fairly decent.”
  Did you notice Colan was carrying 
  a new coin purse?
  “Indeed I did. I have a smatter-
  ing of arcane talent, and all five of 
  them were carrying an enchanted 
  item—not weapons or armor, but 
  other stuff. I offered to buy them, 
  but was rebuffed.”
  What were the items?
  “Now you are asking! Colan 
  had the coin purse, obviously—
  any idea what it did? The wildling 
  had a spoon, of all things. The 
  other human had a water skin; the 
  drakin had a sleeping canvas, and 
  the glowborn had a backpack.”
  Do you know where the rest of the 
  crew is now?
  “They didn’t really get along 
  and went their own ways after we 
  came to an agreement over their 
  salvage. I know that Colan stayed 
  on Shadowhaven, but I think the 
  others have shipped off island. 
  You will have to ask around for 
  them.”
  Hart is interested in setting up an 
  arrangement with the heroes to handle 
  their salvage. If they mention any favora-
  ble rates they get from Hawke in Gateway 
  (see Sundered Skies page 119), he inti-
  mates Hawke is in league with pirates and 
  cannot be trusted. This isn’t true, but it 
  might make a hero wary of their patron.
  e 
  K
  Asking around at the docks confirms 
  The Peacock’s claims that the rest of the 
  crew shipped off isle.
  • Pica, the magpie wildling, left for 
  Canopy, presumably to visit his “fam-
  ily” he left behind there.
  • Kym, the human, left for Gateway.
  • Snowscale left for Mount Ore, claim-
  ing he wished to visit the Artificer.
  • Hayle departed for Freedom isle.
  The events in Shadowhaven should 
  have alerted the heroes to the dangers 
  of the items the scavengers carry. Hope-
  fully, they will feel the need to track them 
  down and end the threat.
  What follows below are episodic 
  encounters, which can be inserted as 
  needed into the main plot point of Sun-
  
  f
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  on
  
  dered Skies. The order these episodes are 
  tackled isn’t important. They are listed 
  purely in alphabetical order.
  a
   oF ma n
  Where: Gateway
  When: When the heroes’ decide to 
  track down Kym.
  Kym is a scavenger at heart, so when 
  she left Shadowhaven, she headed for 
  Gateway, the scavenger’s home. 
  Asking around for her on the busy 
  island requires a Streetwise roll. Success 
  discovers the scavenger is out on a salvage 
  hunt for a merchant who operates out of 
  The Market, by the name of Johann.
  Johann is more than willing to talk 
  about the hunt. He got wind of an an-
  cient temple in the Shattered City, which 
  seemed to be preserved by divine magic. 
  Johann, along with the information, got a 
  sample of the earth, which apparently fills 
  the bowls in the temple.
  It has been well over a week since 
  Kym and her new crew embarked on their 
  quest, and he has given up hope they will 
  return. He is willing to offer the heroes 
  the same deal he offered her—a quarter 
  of the profit he makes from whatever sal-
  vage they can get from the temple.
  y 
  y
  The temple is magically protected, as 
  Johann claims. The interior is exceedingly 
  dry. This has preserved the wood of the 
  pews from rot—indeed they are almost as 
  hard as stone now. Unfortunately the en-
  chantment also dehydrates anyone who 
  enters the temple, which caused Kym to 
  drink long and deep from her new water 
  skin.
  She was quickly possessed, and most 
  of her crew were turned glowmad. Those 
  who weren’t were quickly chased down 
  and killed. The new glowmad and the 
  possessor were trapped on this tiny is-
  land.
  e lan
  The four-day voyage to the temple in 
  the Shattered City is uneventful, for the 
  purposes of this scenario. Feel free to 
  include encounters of your own devis-
  ing. The island is small, little more than 
  the temple and the graveyard, which 
  surrounds it. A Cloudskiff, battered from 
  collisions with small rocks, floats in the 
  island’s Capture Field. There are no obvi-
  ous signs of life on the island or the ship.
  Only two of the glowmad remain 
  alive, an ogre and a blightwalker, and 
  they have learned to avoid one another. 
  They are currently both sleeping after 
  an exhausting day. The possessor waits 
  within the temple, amid the ruin of the 
  wooden pews—destroyed by the blight-
  walker’s touch. Also within the temple, 
  are the broken and ruptured bodies of 
  two blinded.
  The glowmad are sleeping at the far 
  opposite ends of the island, and only a 
  determined search will discover them. 
  The sounds of combat with the possessor 
  will awaken them, and they will attack the 
  heroes. Fortunately, they both bear the 
  scars of combat with one another.
  Possessor: See page 53.
  Blightwalker: See page 47. He already 
  has suffered one wound.
  Ogre: See page 52. He already has suf-
  fered one wound.
  a
  Once the Possessor is slain, the water 
  skin can be retrieved and destroyed. 
  
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  Sadly, the Blightwalker has destroyed 
  the salvage both parties had been sent 
  to retrieve. However, the Cloudskiff re-
  mains and can be claimed as salvage. It 
  has suffered three wounds. Its main mast 
  has snapped, and its rudder has been 
  destroyed, and must be towed back to 
  Gateway.
  i
  l   
  n
  Where: Mount Ore
  When: When the heroes decide to 
  track down Snowscale.
  Snowscale originally planned to visit 
  Deepsky Citadel, but unfortunately he 
  never got the chance. Circle of Nine 
  cultists discovered him at Ironport and 
  attempted to abduct him—hoping he 
  would know the location of the lost Sum-
  moner. After a fierce battle, he escaped 
  and fled into one of the played out mines 
  on the island.
  The cultists know he will attempt to 
  leave the island eventually and are watch-
  ing Ironport’s docks, ready to quickly 
  subdue him.
  Luckily for the Chosen, this turn of 
  events means he hasn’t had to use the 
  cursed sleeping canvas hardly at all.
  g
   
  nt
  Finding Snowscale in Ironport re-
  quires a Streetwise roll. Success uncovers 
  stories of a recent battle in one of the tun-
  nels, on the edge of the darkhome—the 
  name dwarves give to their buried towns. 
  Apparently several individuals attempted 
  to assault a drakin Chosen.
  Visiting the site of the assault can gar-
  ner several inconclusive clues. Successful 
  Notice rolls find both dry bloodstains and 
  standing pools of water, as if something 
  substantial melted here. No tracks can be 
  found of either the drakin or his attack-
  ers.
  However, in asking around for the 
  Chosen the heroes have come to the at-
  tention of both the cultists and a Dwarf, 
  named Marag, who knows where the 
  drakin is hiding out and has been taking 
  him food.
  The cultists decide that the heroes 
  are probably too powerful for a frontal 
  assault and decide to follow them, sur-
  reptitiously. Several cultists throughout 
  their time in Ironport follow them, so it 
  is almost impossible to spot the people 
  tailing them. If a player says he is look-
  ing for people following them, attempt 
  to distract him with Marag (see below). 
  If he is still suspicious, then allow him 
  to make a Notice (-4) roll to spot the 
  cultists.
  Marag also follows the heroes, but 
  generally makes a hash of it and can be 
  easily spotted. He believes he is being 
  very stealthy, but is only serving to draw 
  attention to himself. He is in awe of the 
  “dragon” who has taken him into his 
  confidence, and is curious of anyone who 
  asks around about his charge.
  Capturing the dwarf shouldn’t be too 
  arduous a task—Marag is not very ath-
  letic, even for a dwarf. He is an apprentice 
  blacksmith and not used to being ques-
  tioned by determined adventurers. He 
  soon tells them all he knows. The dragon 
  has enemies hidden somewhere in Iron-
  port and has taken refuge in a spent cop-
  per seam, not far from the town. Marag 
  will lead them there.
  g
    
  Snowscale has made a relatively com-
  fortable nest for himself in the dead end. 
  He is initially very wary of the heroes, 
  
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  even aggressive—especially if it appears 
  the heroes have roughed up Marag.
  However, if the heroes approach him 
  peacefully, or mention that they are only 
  interested in the sleeping canvas he car-
  ries, then he will allow them to approach 
  him.
  Detailed below are the questions 
  your players will probably want to ask 
  Snowscale and his answers. If a question 
  not covered here is asked, then the Game 
  Master should be able to wing a response 
  based upon the information given here.
  Where did you find the Sleeping 
  Canvas?
  “It was part of the salvage we 
  found on a weird ghostly frigate, 
  out in the void. You hear rumors 
  of ghost ships, but no one I have 
  spoken to has ever seen one with 
  their own eyes. Anyway, we rowed 
  out to it, and the closer we got, 
  the more solid it became. We took 
  what we found on the deck and 
  left as soon as we could.”
  You didn’t explore below decks?
  “No, there was something very 
  unsettling about the ship, the void 
  was the wrong color, and we could 
  hear a faint screaming. Plus, we 
  could hear things moving about 
  below decks. Nobody wanted to 
  find out what they were.”
  Could you find the ship again?
  “I can’t, we came upon it in the 
  deep void. Hayle, the glowborn 
  sorcerer who accompanied us on 
  the scavenger run, might have 
  a better idea on how to find The 
  Summoner again. He is far and 
  away the cleverest non-dragon I 
  have ever met.”
  Have you noticed anything unusual 
  about the Sleeping Canvas?
  “Other than it being magical? 
  No. Quite frankly, I haven’t had 
  any reason to use it more than a 
  couple of times since I took it off 
  that ship. I have no idea what it 
  does other than, if anything, than 
  protect from the voidglow.”
  Do you know who attacked you, 
  and why?
   
   
   
  n
  This skin always contains water. 
  Once the owner drinks it dry, 
  and closes it and opens it again, 
  he finds it has refilled with water. 
  Every day cycle the skin is used 
  counts as one use in regards to 
  the possessing mechanic. Once an 
  individual has used it a number of 
  times equal to three times their 
  Spirit die type, they will become 
  possessed by a possessor demon 
  (see page 19.)
  Investigating the skin with a suc-
  cessful detect arcana roll not only 
  reveals the magical properties of 
  the item, but also on a raise, de-
  tects faint, black, ominous smoke 
  rising from the item.
  Destroying the item is simple 
  once its malignancy is detected. 
  The item is no more resilient than 
  its mundane version.
  
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  “I haven’t a clue. They were hu-
  mans, and armed with saps—so 
  I can only assume they meant to 
  capture me rather than kill me. 
  They all wore amulets; I grabbed 
  one in the struggle; I have it some-
  where here.
  Snowscale produces an amulet, which 
  has been expertly crafted from bone. It is 
  similar to a spoked wheel. There are nine 
  spokes, and examination discovers that, 
  rather than spokes, they resemble men’s 
  and women’s forearms, the hands form-
  ing the “axle” of the wheel.
  A successful Knowledge (Arcana) or 
  Common Knowledge (-2) roll reveals this 
  to be an amulet from the Circle of Nine, a 
  cabal of sorcerers who strive to summon 
  demons from the Abyss.
   
  K
  As soon as the heroes finish question-
  ing the Chosen, or leave the seam, the 
  cultists make their move. Bryce the dwar-
  ven hits the group with a blinding flash, 
  and then the cultists’ rush in to attack. 
  Bryce stays out of melee combat if he can, 
  sniping with his spells. The cultists will 
  try to capture Snowscale, but they have 
  no such compunction against killing the 
  heroes and Marag.
  Bryce, Dwarven sorcerer: See page 
  58.
  Cultists (3 per hero +3): See Page 
  49.
  a
  Only Bryce knows the purpose of the 
  cultists mission—to wrest the location of 
  The Summoner from the drakin Chosen, 
  Snowscale. He can fill the heroes in on 
  the known history of the ship, but is una-
  ware that it is presently lodged somehow 
  in the Soulshield. Paraphrase the story 
  found on page 31.
  Snowscale will gladly allow the heroes 
  to destroy the sleeping canvas—it has 
  brought him nothing but bad luck. He 
  will also offer to accompany them on 
  their journey to find Hayle, unless they 
  have already dealt with the threat of The 
  Summoner. Marag goes back to his normal 
  uneventful life and thanks the Artificer for 
  his mundane existence every day.
   s
  i
  Where: Canopy
  When: When the heroes’ decide to 
  track down Pica.
  Pica passed through Timber several 
  weeks ago. He arrived on a frigate, which 
  then loaded up with timber and left again. 
  He is well remembered in the town be-
  cause of the obvious delight with which 
  he ate his food. Soon after, however, he 
  set off into the ice forests of Canopy.
  C
  n  
   
  Following the magpie isn’t at all dif-
  ficult. The townsfolk of Timber know of 
  several nearby wildling settlements, and 
  once they are convinced of the heroes 
  good intentions—which is much easier to 
  do if the heroes have already completed 
  the Shepherd Savage Tale (Sundered 
  Skies page 122)—they will give directions 
  to the few they know.
  The wildlings in the settlements, in 
  which the heroes are strangers, are at 
  first wary of the heroes but soon warm 
  to them. Questions about the magpie 
  prompt tales of a traveler who carried 
  with him a spoon, which made even the 
  foulest tasting pap a gastronomic feast. 
  He would come into the settlement, stay 
  
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  for a few days while he told tales of the 
  outside skies and allowed all to share 
  the wonders of his magical gift, then he 
  would move on to the next settlement.
  The heroes travel further and further 
  into the ice forest, always seeming to miss 
  Pica by a few days at the most. The stories 
  about him are always the same. But Pica 
  isn’t the saint he makes himself out to be; 
  the wildling has a dark secret.
  i
   s
  t
  Pica is a quisling—a wildling who be-
  trays his own kind. The wondrous spoon 
  he has found allows him an excuse to 
  travel the forests of canopy, infiltrating 
  several wildling encampments and shar-
  ing the wondrous tastes of his find with 
  those he finds. He also surreptitiously 
  hides a guiding stone—a magical tracking 
  device, which leads an elven strike team 
  to those settlements—within one of the 
  wildling huts.
  As luck would have it, the strike force 
  arrives on Canopy only days after the 
  heroes and follows in their footsteps as 
  the heroes themselves follow Pica. At 
  first they will have no reason to suspect 
  anything underhand is happening, but if 
  they backtrack to a community they have 
  already visited, they will find it destroyed 
  and the wildlings slaughtered. Any which 
  may have survived have fled into the for-
  est.
  Investigating a destroyed settlement 
  calls for Tracking rolls. Success learns that 
  several fast-running, two-legged creatures 
  chased down the wildlings and gutted 
  them. A much larger and heavier two-
  legged creature smashed the wildling’s 
  dwellings and crushed the inhabitants. 
  A Raise on the roll also finds evidence of 
  two individuals who appear to have stood 
  at the edge of the settlement and watched 
  events as they happened.
  It is possible that heroes who have 
  experience with elves and ferals will at-
  tempt to make some educated guesses, 
  rightfully suspecting an elven strike team. 
  If the players openly speculate on the at-
  tackers being wolf and bull ferals, reward 
  their attention to the game by pointing 
  out that the fast creatures’ paw prints 
  are much smaller than a wolf’s, and the 
  rampaging creature was at least twice as 
  big as a bull feral.
   
   
  M
  If the heroes don’t backtrack to a set-
  tlement they have already visited, eventu-
  ally survivors from one of the massacres 
  overtake them, using paths unknown, and 
  arrive at a settlement before the heroes.
  e P
   l
  n  an a
  This canvas has healing properties. 
  Spending a night cycle wrapped in 
  it allows a hero to make a Natural 
  Healing roll. Every time the can-
  vas is used counts as one use in 
  regards to the possessing mechan-
  ic. Once an individual has used it 
  a number of times equal to three 
  times their Spirit die type, they 
  will become possessed by a pos-
  sessor demon (see page 19.)
  Investigating the sleeping canvas 
  with a successful detect arcana 
  roll not only reveals the magical 
  properties of the item, but also on 
  a raise, detects faint, black, omi-
  nous smoke rising from the item.
  Destroying the item is simple 
  once its malignancy is detected. 
  The item is no more resilient than 
  its mundane version.
  
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  2
  The wildlings believe the heroes are 
  the authors of their woes. Every settle-
  ment they visit has soon after had death 
  and destruction rained down upon it. 
  The wildlings don’t understand how 
  the heroes are doing it, but they believe 
  they are purposefully leading the elves to 
  them. Ill luck also places Pica in this set-
  tlement and he gladly spins a yarn about 
  hearing rumors of elvish allies, known as 
  the “death bringers,” who search out and 
  mark wildlings for later extinction. Some 
  are even—and here he drops his voice 
  menacingly—wildlings! 
  At the next settlement the heroes reach, 
  all is quiet; nobody comes out to greet 
  them, although a successful Notice roll 
  reveals the settlement to be inhabited. 
  As the heroes get near the center of the 
  settlement, Pica leads an assault on them. 
  There are three wildlings for every hero. 
  Assume they aren’t battle-ready wildlings, 
  and give them Fleshforge forms, which 
  are not obviously useful in combat, such 
  as bats, cats, lizards, ravens, and song-
  birds. If you have time before running 
  the scenario, you could make them a bit 
  more varied.
  The wildlings are desperate, believing 
  the heroes to be the harbingers of their 
  death. However, heroic types should 
  try to avoid killing their attackers until 
  they have worked out what is going on. 
  Remember, when a hero puts down an 
  Extra, he has just knocked him out of the 
  fight and hasn’t necessarily killed him.
  After ten rounds of combat, the elven 
  strike force arrives. They take advantage 
  of the chaos and attack almost immedi-
  ately, attempting to kill everyone except 
  Pica. The shepherd intends to take his 
  time over the magpie’s death. Pica fights 
  on the elvish side unaware of their plans 
  for him. The remaining wildling’s—wit-
  nessing the elves, and ferals attacking the 
  heroes—quickly realize their mistake and 
  fight alongside their new allies.
  The elves start the assault with the el-
  ephant feral, which charges straight into 
  the battle. The cheetahs attempt to pick 
  on those fleeing the elephant. The Leaf-
  priest stays on the periphery of the battle, 
  sniping foes with his spells. The Shepherd 
  targets those heroes who are having the 
  most success against the elven force. He 
  particularly targets wildling heroes.
  Pica, Wildling Quisling: See page 
  52.
  Ivy, Elven Leafpriest: See page 51.
  Poisonoak, Elven Shepherd: See page 
  53.
  Elephant Feral: See page 50.
  Cheetah Ferals (1 per Hero): See page 
  49.
  Wildlings: (3 per Hero): See page 
  55. 
  q e
  i n n  
   q
  l n
  If by some fluke Pica survives the 
  battle, the heroes will probably want to 
  question him. Unfortunately, he isn’t ex-
  actly a font of information; all he knows 
  is that he picked the spoon up on a weird 
  ghost ship, somewhere out in the void. 
  He was brought into the scavenging crew 
  by Colan and didn’t really bother to get to 
  know the rest. 
  a
  Sorting this whole mess out can 
  be a challenge in and of itself. The way 
  pointer—similar to a compass—can be 
  found clipped onto the Shepherd’s belt. 
  Experimenting with it finds it unerringly 
  points at the magpie, or more specifically 
  a small bag on his belt. 
  
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  Within are found seven magically 
  charged crystal shards—guiding stones. 
  The Leafpriest also carries 5 more of 
  these crystals, but these aren’t magically 
  charged any longer.
  The spoon can also be found on 
  the magpie. Luckily no one has used it 
  enough to become possessed, and it can 
  be easily destroyed.
   
    
   s
  n
  Where: Freedom Isle
  When: When the heroes decide to 
  track down Hayle.
  Hayle is still on Freedom Isle and can 
  be easily found. He purchased a small 
  house with the proceeds of his salvaging 
  career, and now spends his days conduct-
  ing magical research.
  He greets the heroes with a wary 
  friendliness. If they have brought Snows-
  cale with them, then the greeting is much 
  friendlier, as the glowborn recognizes his 
  old comrade.
  Hayle has realized the backpack he 
  came away with is a threat of some kind 
  and hasn’t used it a great deal. He has 
  also given up the life of the wanderer, so 
  it isn’t intrinsically useful to him anyway.
  Chances are the heroes will have ques-
  tions, for Hayle, about the backpack and 
  its origins. Rather than repeat the ques-
  tions and answers already detailed in the 
  interrogation of Snowscale, we suggest 
  you paraphrase the information on page 
  39. Remember to change the details to 
  reflect who is speaking.
  Hayle is also fairly knowledgeable 
  about the Circle of Nine and the known 
  history of The Summoner. Again, para-
  phrase the information on page 31 for 
  the players.
  Even after Hayle hears of the dire ef-
  fects the possessed items have had on at 
  least two of his old comrades, he is not 
  willing to allow it to be destroyed. He 
  believes the arcane residue, which can be 
  seen radiating off the artifacts via a detect 
  arcana spell, could have the same effect 
  on a waysphere as the dirt from an island 
  would. Indeed, someone who handles 
  one of the items and then attempts to 
  attune a waysphere is successful. The 
  sphere points somewhere, at least.
  He is also of the opinion that there 
  must be many more cursed items aboard 
  The Summoner. The ship must be de-
  stroyed before any more of these accursed 
  items are taken off of it.
  The frigate cannot be destroyed with 
  cannon fire—even at short cannon range, 
  the ship is insubstantial. The closer they 
  get to the ship the more solid it becomes, 
  but at the point where cannons could de-
  stroy the ship, the cannon crew would be 
   P
  es
   s
  This spoon makes the foulest food 
  taste fine. Every time the spoon is 
  used, this counts as one use in re-
  gards to the possessing mechanic. 
  Once an individual has eaten a 
  number of meals with it equal to 
  three times their Spirit die type, 
  they will possessed by a possessor 
  demon (see page 19.)
  Investigating the spoon with a 
  successful detect arcana roll not 
  only reveals the magical proper-
  ties of the item, but also detects 
  faint, black, ominous smoke rising 
  from the item.
  Destroying the item is simple 
  once its malignancy is detected. 
  The item is no more resilient than 
  its mundane version. 
  
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  in danger of injury and death themselves. 
  The only sure way to destroy the ship is 
  to plant several powder bombs. However, 
  this will involve going below decks—and 
  splitting up!
  Hayle is fairly sure three good-sized 
  powder bombs could take care of a ship 
  of The Summoner’s size: one planted in 
  the prow of the ship, the second planted 
  in the aft, and the final bomb planted 
  amidships. Individually, none of these 
  bombs will destroy the sky ship, but the 
  triple whammy of the three explosions 
  will fundamentally weaken the ship, caus-
  ing it to fall apart under its own weight.
  Hayle will accompany the heroes on 
  the mission to destroy The Summoner. He 
  started this chain of events, so he might as 
  well finish it. Snowscale will also accom-
  pany the heroes. Hayle can also bankroll 
  the purchase of enough powder for at 
  least five bombs if necessary. He refuses 
  to buy anything of elven make, including 
  their potions.
  e 
   s
  The voyage to The Summoner takes a 
  base time of five weeks and is without in-
  cident—unless the Game Master has other 
  plans, of course. Hayle’s theory about the 
  arcane residue of the cursed items proves 
  correct, and the waysphere takes the he-
  roes’ ship straight to The Summoner.
  As Hayle and Snowscale described, 
  the ship appears insubstantial at Close 
  Quarters and further away. The heroes 
  may wish to experiment by firing can-
  nons at the ship, but the cannon balls just 
  pass through the ethereal vessel, causing 
  no damage. They will have to approach 
  the ship in an island hopper, for the ship 
  is too insubstantial for the heroes’ main 
  vessel to be fastened to it with thrown 
  grapples and ropes.
  As the heroes approach the ship in 
  an island hopper, it appears to become 
  more solid—more there—but still insub-
  stantial. Only when they are close enough 
  to touch it, The Summoner finally become 
  completely solid. 
  Now it is just a simple case of tying the 
  island hopper up against the frigate and 
  climbing aboard.
  e 
  Once the heroes are aboard The Sum-
  moner, the void changes color. It turns 
  a deep, reddish-black, the color of old 
  blood. Furthermore, a distant screaming 
  can be heard, not loud, but enough to 
  throw off one’s concentration. All Smarts-
  based skills, apart from Spellcasting, suf-
  fer a –1 penalty while aboard the ghost 
   P
   
  This backpack allows the wearer 
  to carry ten times their Strength 
  die type before becoming encum-
  bered. Each day the backpack is 
  used counts as one use in regards 
  to the possessing mechanic. Once 
  an individual has used it a number 
  of times equal to three times their 
  Spirit die type, they will possessed 
  by a possessor demon (see page 
  19.)
  Investigating the backpack with a 
  successful detect arcana roll not 
  only reveals the magical properties 
  of the item, but also on a raise, de-
  tects faint, black, ominous smoke 
  rising from the item.
  Destroying the item is simple 
  once its malignancy is detected. 
  The item is no more resilient than 
  its mundane version.
  
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  ship. Even those heroes with the Hard of 
  Hearing Hindrance are affected by this 
  phenomenon.
  As explained on page 31, when 
  Caryl botched the summoning spell, her 
  ship became somehow lodged in the 
  Soulshield. What the heroes are experi-
  encing is the sights and sounds of being 
  so close to Hell.
  The deck is a mess. Something big 
  and powerful has smashed everything to 
  tinder wood and ripped all of the sails. 
  Scattered among the debris, are many dif-
  ferent mundane items: plates, forks, can-
  dles, uncoiled rope, and more. Anyone 
  who uses detect arcana on these items, 
  discovers they are all magical. Hayle and 
  Snowscale state the ship was intact when 
  they last visited it.
  Three closed hatchways are found: 
  one leading into the stern, one into the 
  prow, and the third amidships.
  
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  ng 
  lo
  Hayle is fairly insistent that the heroes 
  should split into three teams and plant 
  the bombs. If the heroes are unsure or 
  resistant of the notion, he points out they 
  only have so much fuse wire, and once it 
  is lit, they only have a certain amount of 
  time before the bombs blow. They’ll have 
  more than enough time to make it back 
  to the island hopper, cast off, and get to 
  a safe distance, but if they try and work 
  their way through the ship, setting and 
  lighting the bombs as they go, the first 
  bomb will probably explode before they 
  make it to the hopper.
  The object here—as we are sure you 
  have guessed—is to split the party up and 
  conduct three simultaneous combats in 
  different parts of the ship. Be vague about 
  the actual pacing of events. The goal is to 
  get the players into combat at the same 
  time and have them stagger up onto deck 
  at about the same time, as well. Due to 
  the weird nature of the ship, no sound 
  will travel between the three areas of the 
  ship, so the characters will have no clue 
  how their comrades are fairing. The play-
  ers, of course, will know exactly how they 
  are all doing. Remember to reward good 
  role-playing with bennies.
  It is very possible that all of the bat-
  tles will be of wildly different lengths. 
  Don’t worry about it too much. The 
  difference in time passed can be ex-
  plained by adrenaline either speeding 
  up or slowing down time, or time spent 
  exploring below decks, which was hand-
  waved by the Game Master with a brief 
  description. The important thing is they 
  all emerge from below decks at roughly 
  the same time.
  A sensible, cautious—we hesitate to 
  say boring—party, may insist on clearing 
  all the decks before they plant the bombs. 
  Allow them to do this, but add a number 
  of maulers equal to the number of Heroes 
  to each encounter.
  When The Summoner became lodged 
  in the Soulshield, a wave of power passed 
  through the ship, which literally pulver-
  ized almost the entire crew. Somehow, 
  the pieces of flesh and bone, which re-
  mained, gravitated together. This huge 
  pile of offal was animated by a demonic 
  being—creating a corpse swarm.
  This terrible gelatinous mass awaits 
  those who venture into the ships prow.
  Corpse Swarm: See page 50,
  Maulers (1 per hero): See page 52. 
  Only include these if the party has not 
  split up.
  i
  A grisly puppeteer found its way 
  onboard The Summoner and became 
  trapped. Unfortunately, it has no corpses 
  to animate and must make do with its 
  Meat Puppet ability when combating the 
  heroes.
  Grisly Puppeteer: See page 50.
  Maulers (1 per hero): See page 52. 
  Only include these if the party has not 
  split up.
  s e n
  A ripper waits here. It has squeezed 
  itself into the stern of the ship, meaning 
  that only two heroes may approach it at 
  once. If attacked with missile weapons, it 
  will obviously leave this vantage point.
  Ripper: See page 54.
  Maulers (1 per hero): See page 52. 
  Only include these if the party has not 
  split up.
  
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  Once all of the bombs have been set, 
  and the fuses have been lit, pick one of 
  the groups—preferably the one which 
  was most mauled during the attack. They 
  suddenly hear something below them, 
  screeching in anger. The voice sounds 
  feminine, but distorted somehow.
  Then, whatever it is starts to smash 
  through the floor. It is very large, the heroes 
  get a glimpse of a large black insectile leg 
  covered in chitin, but the rapidly diminish-
  ing fuse should convince them to get above 
  decks and onto the island hopper.
  Describe the heroes coming together 
  bloodied and bruised from their respec-
  tive battles. The terrible screeching from 
  below decks can now be heard by all, 
  along with the splintering of the deck 
  below being destroyed.
  Surprisingly—well, we suspect the 
  players will be surprised—the heroes get 
  to the hopper and cast off, before the ship 
  either explodes or the creature smashing 
  its way through the lower deck makes an 
  appearance.
  However, a split second before the 
  bombs detonate, a huge spider-like crea-
  ture leaps from The Summoner towards 
  the heroes’ island hopper. The ship 
  explodes behind it, disintegrating in a 
  huge fireball. Whether the force of the 
  explosion propels the creature or it is 
  able to leap huge distances, it lands on 
  the stern of the island hopper and attacks 
  immediately.
  It is the mutated Caryl, one of the 
  inner Circle of Nine. Now her body is 
  warped, and her mind shattered, by the 
  failure of her summoning. She attempts 
  to kill all on board, either by pumping 
  them full of poison or simply throwing 
  them overboard.
  Caryl, Mutated Spider Sorceress: 
  See page 49.
  a
  With The Summoner destroyed, so 
  are all the possessed items on board. 
  The heroes might have made firm 
  friends in both Hayle and Snowscale—if 
  they survived. Hayle might even finally 
  get his last name, if one of the heroes 
  has impressed him with their deeds. At 
  this point, Hayle suggests his backpack 
  be destroyed.
  However, it is entirely possible one 
  or more of the original possessed items 
  might be unaccounted for. Their threat 
  hasn’t been ended with the destruction 
  of The Summoner.
  Similarly, the Circle of Nine is still 
  out there, and will continue to attempt 
  to summon demons. They have partially 
  pierced the Soulshield once; the next 
  time might be truly catastrophic.
  Unless a small band of heroes stops 
  them, of course.
  B
  I
  BlIght WAlker
  Glowmad elves become hideous plant-
  elf hybrids, with bark-like skin. Plant 
  roots visibly burrow through their flesh 
  and blossom into hideous gore splattered 
  flowers, which then quickly wither and 
  die.
  Attributes: Agility d8, Smarts d6, Spirit 
  d6, Strength d6, Vigor d10
  Skills: Climbing d6, Fighting d8, Notice 
  d8, Stealth d4, Tracking d12
  Pace: 6; Parry: 4; Toughness: 9(2)
  Salvage: Goods.
  Special Abilities:
  
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  Armor +2: A Blight Walker is covered in 
  shifting bark.
  Blight Touch: The touch of a blight walk-
  er kills any plant instantly and destroys 
  wooden or wooden-hafted weapons. A 
  blight walker hit by such weapons makes 
  a Spirit roll, as a free action, on a raise the 
  weapon is destroyed
  Elemental: +2 when attempting to recov-
  er from being Shaken. They do not suffer 
  additional damage from called shots.
  Glowmad: Newly glowmad elves are in a 
  constant state of berserk fury. They gain 
  +2 to Damage, Fighting and Strength 
  rolls and suffer a -2 penalty to Parry (al-
  ready factored into the stats.) If they roll 
  a 1 on their Fighting die they hit a ran-
  dom adjacent target—not the original 
  target.
  Root Blast: Blight walkers can make 
  a Touch Attack (+2 Fighting) against a 
  single foe and direct their tendril attack 
  into one concentrated burst. This attack 
  is particularly devastating and inflicts a –2 
  on Vigor rolls to check whether an injury 
  caused is permanent.
  Sweep: Blight walkers may direct their 
  tendrils to lash out at all adjacent foes at 
  –2.
  Tendril Attack: d6+d4
  Weakness (Fire): Fire based attacks do 
  +4 damage. They catch alight on a 5 -6 
  on a d6.
  l n
  Glowmad humans are the most com-
  mon of their kind. Their scaly skin is 
  earth-colored and their features bestial. 
  Their eyes have melted, and their sockets 
  shine with voidlight.
  Attributes: Agility d8, Smarts d6, Spirit 
  d4, Strength d8, Vigor d6
  Skills: Climbing d6, Fighting d8, Guts d8, 
  Notice d10, Stealth d6
  Pace: 6; Parry: 4; Toughness: 7(2)
  Salvage: Junk.
  Gear: Improvised Weapons (Str+d4 –1 to 
  Attack roll)
  Special Abilities:
  Armor +2: Blinded have scaly skin.
  Berserk: These glowmad are in a con-
  stant state of berserk fury. They gain +2 
  to Damage, Fighting and Strength rolls 
  and suffer a -2 penalty to Parry. If they 
  roll a 1 on their Fighting die they hit a 
  random adjacent target—not the origi-
  nal target.
  Blindsight: Blinded can detect all foes 
  within 10”. All those beyond are totally 
  concealed.
  Fear: Blinded are the most infamous of 
  all glowmad.
  Leap Attack: Blinded may leap 1d6+2” 
  into combat, gaining +2 on their Fighting 
  and Damage rolls.
  Weakness: Blinded are susceptible to 
  sound and scent based attacks, suffer-
  ing +2 damage and -2 on rolls to resist 
  them.
  Bryce, dWArven 
  cIrcle of nIne 
  PetItIoner
  Bryce is a not a member of the true 
  Circle of Nine, but he does hold great 
  promise and truly expects to be invited 
  once a chair becomes vacant. Meanwhile, 
  he performs jobs he considers beneath 
  him.
  Attributes: Agility d6, Smarts d10, Spirit 
  d8, Strength d6, Vigor d10
  Skills: Boating d6, Climbing d6, Fighting 
  d8, Guts d4, Notice d8, Spellcasting d10, 
  Stealth d6
  Charisma: 0; Pace: 5; Parry: 7; Tough-
  
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  on
  
  ness: 9(2)
  Hindrances: Arrogant, Slow
  Edges: Arcane Background (Magic), Ar-
  cane Resistance, Low Light Vision, Tough, 
  Wizard 
  Gear: Coin shirt (+2), staff (Str+d4, Par-
  ry +1)
  Spells: (20 Power Points); armor, blind-
  ing flash, bolt, boost/lower trait, stun.
  y  
  a
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   s
  When her summoning spell went so 
  horribly wrong, Caryl was buffeted by 
  demonic energies. She had always envi-
  sioned herself as a spider at the center 
  of a vast web, pulling everyone’s strings. 
  The demonic energy recreated her to suit 
  her self-image. Unfortunately, the sorcer-
  ess’ mind was unable to take the strain, 
  and it snapped.
  The spider’s face is an obscenely 
  stretched female face, which might have 
  been beautiful before the transformation. 
  Its drools constantly, mumbling the words 
  “Circle of Nine,” repeatedly.
  Attributes: Agility d10, Smarts d8 (A), 
  Spirit d6, Strength d10, Vigor d8
  Skills: Climbing d12+2, Fighting d8, 
  Guts d6, Intimidation d10, Notice d8, 
  Pace: 6; Parry: 6; Toughness: 10
  Special Abilities:
  Bite: Str+d4.
  Large: Those targeting Caryl gets +2 on 
  their attack rolls.
  Poison (-1): The bite of the spider causes 
  instant paralysis for those who fail their 
  Vigor roll. It lasts for 2d6 minutes.
  Size +4: Caryl is disgustingly huge.
  Slam: Caryl can use her bulk to knock 
  a foe back. She rolls her Strength die 
  and adds her Size bonus to the result. 
  This result is opposed by the hero’s 
  Strength roll. Success means she has 
  knocked him back 1”. If this knocks a 
  hero overboard, don’t forget the Falling 
  Overboard setting rules on page 53 of 
  Sundered Skies.
  Wall Crawling: Caryl can move at her 
  Pace along vertical surfaces.
  a  e
  New ferals—fresh out of the Flesh-
  forge—this is their first mission to hunt 
  down and destroy fugitive wildlings un-
  der the supervision of a Leafpriest and a 
  Shepherd
  Attributes: Agility d10, Smarts d6 (A), 
  Spirit d8, Strength d10, Vigor d8
  Skills: Fighting d8, Guts d6, Notice d8, 
  Stealth d10
  Pace: 8”; Parry: 6; Toughness: 6
  Salvage: None
  Special Abilities: 
  Claw: Str+d6.
  Fleet Footed: Cheetah ferals roll a d12 
  running die, instead of a d6. This die can 
  Ace.
  Pounce: Cheetah ferals often pounce on 
  their prey to best bring claws to bear. It 
  can leap up to 6” to gain +4 to its attack 
  and damage. Its Parry is at -2 until its next 
  action when performing the maneuver, 
  however.
  e F 
  in  C l i
  These cultists have no actual magical 
  skill, but have been promised riches be-
  yond their dreams if the Circle succeeds 
  in their goals.
  Attributes: Agility d8, Smarts d6, Spirit 
  d6, Strength d6, Vigor d6
  Skills: Boating d8, Climbing d8, Fighting 
  d8, Guts d8, Intimidation d8, Notice d8, 
  Shooting d8, Stealth d8, 
  Charisma: -3; Pace: 6; Parry: 7; Tough-
  ness: 6(1)
  
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  Hindrances: Greedy, Mean
  Edges: Block, Combat Reflexes.
  Gear: Leather (+1), knife (Str+d4), 
  cutlass (Str+d6), sap (Str+d4, non-le-
  thal damage), pistol (Range: 5/10/20, 
  2d6+1)
  Salvage: Junk for every 3 cultists.
   s
  M
  Corpse swarms are animate chunks 
  of flesh and body parts, animated by a 
  demonic influence. They crawl and inch 
  their way towards living prey, trying to 
  tear them apart or just smother them. A 
  corpse swarm covers an area of a Medium 
  Burst Template.
  Attributes: Agility d10, Smarts d4(A), 
  Spirit d12, Strength d8, Vigor d10
  Skills: Notice d8
  Pace: 10; Parry: 4; Toughness: 7
  Salvage: None.
  Special Abilities:
  Fear (-1): Corpse swarms are disgusting, 
  and terrifying.
  Hardy: Two Shaken results do not put a 
  corpse swarm down.
  Tear and Gouge: Swarms inflict hun-
  dreds of attacks every round to their vic-
  tims, hitting automatically and causing 
  2d4 damage to everyone in the template. 
  Damage is applied to the least armored 
  location (victims in completely sealed 
  suits are immune).
  Swarm: Parry +2; because the swarm is 
  composed of hundreds or thousands of 
  creatures, cutting and piercing weapons 
  do no real damage. Area-effect weapons 
  work normally, and a character can stomp 
  to inflict his Strength in damage each 
  round.
  Undead: +2 Toughness. +2 to rolls to re-
  cover from the effects of being Shaken. 
  elePhAnt ferAl
  These huge beasts are the biggest of 
  the ferals and not well suited for stealth 
  missions. They are usually used as shock 
  troops.
  Attributes: Agility d6, Smarts d6 (A), 
  Spirit d8, Strength d12+3, Vigor d10
  Skills: Fighting d6, Guts d6, Intimidation 
  d8, Notice d6
  Pace: 7”; Parry: 5; Toughness: 12(1)
  Salvage: Junk
  Special Abilities:
  Armor +1: Leathery hide.
  Large: Attacks are +2 to all attack rolls 
  when targeting an elephant feral.
  Size +4: Elephant ferals weigh over half 
  a ton.
  Trample: Elephant ferals can trample 
  creatures of Size +1 or smaller. If the fe-
  ral runs, anyone in its path must make an 
  Agility roll or be run down. Victims take 
  damage equal to the feral’s Strength plus 
  its Size and are knocked prone.
  Tusks: Str+d6.
  grISly PUPPeteer
  Grisly 
  puppeteers 
  are 
  hideous 
  demons, similar in appearance to half-
  melted, obese humans. They have the 
  disgusting ability to animate corpses.
  Attributes: Agility d4, Smarts d6, Spirit 
  d8, Strength d10, Vigor d8
  Skills: Fighting d6, Guts d4, Notice d6
  Pace: 5; Parry: 5; Toughness: 9(1)
  Edges: Combat Reflexes, Nerves of Steel
  Salvage: Goods.
  Special Abilities:
  Armor +1: Grisly puppeteers are cov-
  ered in thick blubber.
  Claws: Str+d4
  Meat Puppet: Using one of its tenta-
  
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  cles, the puppeteer may subdue a liv-
  ing target with a grapple roll. With a 
  raise on its Fighting roll, the puppeteer 
  may then make an opposed Spirit roll 
  against his subdued victim. Success al-
  lows the puppeteer to control his victim 
  as if it had used the puppet power. The 
  victim must be removed from the tenta-
  cle to escape the puppeteer’s influence. 
  Tentacles have Toughness of 13, and a 
  wound severs them. Wounds inflicted 
  upon tentacles do not transfer to the 
  puppeteer.
  Fear -1: Watching a grisly puppeteer Man-
  ifest its tentacles is terrifying.
  Size +2: Grisly puppeteers are much big-
  ger than humans.
  Ivy, elven leAfPrIeSt
  Ivy has fallen afoul of elven politics 
  and has been named as a Boughbreaker. 
  The shepherd Poisonoak is watching her 
  almost as much as he is hunting wild-
  lings.
  Ivy isn’t a Boughbreaker, but events 
  may conspire to force her to join the side 
  of the heroes. The shepherd is prepared 
  to execute her at the slightest provoca-
  tion.
  Attributes: Agility d8, Smarts d6, Spirit 
  d8, Strength d6, Vigor d6
  Skills: Boating d6, Climbing d6, Faith 
  d10, Fighting d6, Guts d4, Notice d8, 
  Shooting d6, Stealth d6
  Charisma: +0; Pace: 6; Parry: 5; Tough-
  ness: 7(2)
  Hindrances: All Thumbs
  Edges: Arcane Background (Miracles), 
  Agile, Leaf Blessed (Perfume and Ivy 
  Crawl Plant Heritages).
  Gear: Elven leather (+2), ironwood 
  sword (Str+d6), elven longbow (Range: 
  15/30/60, 2d6), elven sprint potion.
  Spells: (15 Power Points); armor, bolt.
  hAyle, gloWBorn 
  Sorcerer
  Hayle only pursued the life of a scav-
  enger in order to earn enough money to 
  be able to comfortably pursue his first 
  love, research. Now he finds his earlier 
  life—his second life—is disrupting his 
  chosen life—his third life. 
  Despite his advanced age, Hayle has 
  never met someone worthy of his second 
  name; he hopes he will before he dies.
  Attributes: Agility d6, Smarts d10, Spirit 
  d8, Strength d4, Vigor d4
  Skills: Boating d6, Fighting d6, Guts d6, 
  Investigation d8, Knowledge (Arcana) d8, 
  Knowledge (History) d8, Notice d8, Spell-
  casting d10, Stealth d6
  Charisma: 0; Pace: 6; Parry: 5; Tough-
  ness: 4
  Hindrances: Bad Eyes (minor), Elderly, 
  Loyal
  Edges: Arcane Background (Magic), Jack-
  of-all-Trades, Rich, Scholar (Arcana and 
  History)
  Gear: Walking staff (Str+d4, Parry +1), 
  glasses
  Spells: (All have 10 Power Points); ar-
  mor, bolt, boost/lower trait, detect/con-
  ceal arcana 
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  Marag is an apprentice dwarf who has 
  gotten tangled up in affairs he neither un-
  derstands nor can handle. If he survives 
  the events of this scenario, he will prob-
  ably never take an interest in the business 
  of strangers to Mount Ore again.
  Attributes: Agility d6, Smarts d6, Spirit 
  d6, Strength d6, Vigor d8
  
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  Skills: Fighting d6, Guts d8, Knowledge 
  (blacksmithing) d6, Notice d6, Repair d6
  Charisma: 0; Pace: 5; Parry: 5; Tough-
  ness: 7(1)
  Hindrances: Curious, Loyal, Slow
  Edges: Clan Trained, Low-light Vision, 
  Tough
  Gear: Leather apron (+1, torso only), 
  forge hammer (Str+d6).
  Reptilian demons with voracious ap-
  petites, maulers are slightly smaller than 
  humans. They have a hunched, headless 
  body and two muscular legs. They have 
  two tentacles ending in teeth-lined maws, 
  with which they tear their prey apart.
  Attributes: Agility d8, Smarts d4(A), Spir-
  it d6, Strength d6, Vigor d6
  Skills: Fighting d6, Notice d6,
  Pace: 8; Parry: 3; Toughness: 6(1)
  Edges: Fleet Footed, Improved Frenzy
  Salvage: None.
  Special Abilities:
  Armor +1: Armored scales.
  Bite: Str+d6.
  Fearless: Maulers are immune to Fear 
  and Intimidation.
  Insane: Maulers are in a perpetual ber-
  serk frenzy. They gain +2 to Damage, 
  Fighting and Strength rolls and suffer a 
  -2 penalty to Parry. If they roll a 1 on their 
  Fighting die, they hit a random adjacent 
  target—not the original target.
  ogreS
  Ogres are glowmad orcs, transformed 
  into giants with huge potbellies and 
  massive limbs. The least intelligent of 
  the glowmad are the most easily tamed, 
  as long as their energies are directed to-
  wards violence and mayhem.
  Attributes: Agility d6, Smarts d4, Spirit 
  d6, Strength d12+3, Vigor d12
  Skills: Fighting d8, Guts d8, Intimidation 
  d8, Notice d4, Throwing d6
  Pace: 7; Parry: 4; Toughness: 11
  Gear: Maul (Str+d8, AP 2 vs rigid armor)
  Salvage: Goods.
  Special Abilities:
  Glowmad: Newly glowmad ogres are in a 
  constant state of berserk fury. They gain 
  +2 to Damage, Fighting and Strength 
  rolls and suffer a -2 penalty to Parry (al-
  ready factored into the stats.) If they roll a 
  1 on their Fighting die they hit a random 
  adjacent target—not the original target.
  Size +3: Ogres are over 9’ tall.
  Sweep: Ogres may attack all adjacent foes 
  at -2.
  i
   
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  i
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  Pico is the worst kind of wildling, one 
  willing to sell out his own kind. He has 
  been promised his freedom and a life 
  of relative comfort on Heartland for his 
  treachery. Unfortunately (for him), he is 
  fated to die on Canopy once his useful-
  ness to the elves comes to an end.
  Attributes: Agility d8, Smarts d6, Spirit 
  d8, Strength d6, Vigor d6
  Skills: Climbing d6, Fighting d6, Guts d6, 
  Lockpicking d8, Notice d6, Shooting d6, 
  Stealth d8
  Charisma: 0; Pace: 6; Parry: 6; Tough-
  ness: 7(2)
  Hindrances: 
  Edges: Acrobat, Beastling, Determined, 
  Fleshforged (Magpie), Glowmad Immu-
  nity, Thief.
  Gear: Elven leather armor (+2), short 
  sword (Str+d6), sling (Range: 4/8/16, 
  Str+d4), stealth elven potion, Possessed 
  spoon, 7 guide stones.
  
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  PoISonoAk, elven 
  ShePherd
  Poisonoak is ruthless even by the 
  standards of other shepherds. He thinks 
  nothing of executing all who get in the 
  way of his mission.
  Attributes: Agility d10, Smarts d8, Spirit 
  d10, Strength d8, Vigor d10
  Skills: Boating d6, Climbing d8, Faith 
  d8, Fighting d10, Guts d8, Intimidation 
  d8, Notice d6, Shooting d10, Survival d8, 
  Tracking d8
  Charisma: +2; Pace: 6; Parry: 10; 
  Toughness: 9(2)
  Hindrances: All Thumbs
  Edges: Acrobat, Agile, Alertness, Ambi-
  dextrous, First Strike, Florentine, Im-
  proved Block, Level Headed, Marksman, 
  Nerves of Steel, Plant Heritage (Spores), 
  Shepherd, Woodsman
  Gear: Elven leather (+2), two ironwood 
  swords (Str+d8), elven longbow (Range 
  15/30/60, 2d6), 5 elven potions (Regener-
  ation, Sprint, Stealth, Toughness, Vigor), 
  way pointer.
  PoSSeSSor
  Possessors are demons, which possess 
  mundane items and enhance them in 
  some way, making them extremely useful. 
  What the owner of the item doesn’t real-
  ize, is that every time he uses the device, 
  he takes a single step towards his eventual 
  damnation.
  The item can be used a number of 
  times equal to triple the Spirit die of the 
  owner—if the owner has a Spirit of d6, he 
  can use it safely 18 times. The nineteenth 
  time he uses it, he is possessed. 
  Upon possession, the victim becomes 
  a swirling, black hole in reality, but still 
  retains his original outline. All his posses-
  sions are sucked into this hole and lost. 
  Two tentacles covered in lamprey-like 
  mouths emerge from the swirling dark-
  ness.
  The final transformation also turns 
  all extras within 5” into glowmad. Wild 
  Cards are immune to this effect.
  Once slain, the creature reverts back 
  to the naked form of the victim. The item, 
  which caused the original possession, is 
  found nearby. If it is taken and used, the 
  cycle of possession starts again. The item 
  can be easily destroyed. 
  Attributes: Agility d6, Smarts d6, Spirit 
  d10, Strength d8, Vigor d8
  Skills: Fighting d8, Intimidation d10, No-
  tice d6
  Pace: 6”; Parry: 6; Toughness: 6
  Salvage: None (but see above)
  Special Abilities:
  Fear –1: This creature is wrong on a fun-
  damental level.
  Immunity (Puppet): The possessed are 
  immune to any attempts to control them.
  Improved Frenzy: Possessor’s may make 
  two attacks a round, against two separate 
  foes if desired.
  Quick: Possessor’s discard Action Cards 
  of 5 or less.
  Tentacles: Str+d6, Reach 2.
  e
  Most glowmad goblins, and all glow-
  mad glowborn, become ragers, tall, bestial 
  humanoids covered in a bristly brown fur 
  with vicious claws. Ragers are constantly 
  in a berserk state.
  Attributes: Agility d6, Smarts d6, Spirit 
  d6, Strength d10, Vigor d8
  Skills: Climb d6, Fighting d8, Guts d8, 
  Notice d4, Stealth d8
  Pace: 6; Parry: 4; Toughness: 8
  
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  Salvage: Junk. 
  Special Abilities:
  Berserk: Ragers spend their, usually 
  short, existence in a constant state of 
  berserk fury. They gain +2 to Damage, 
  Fighting and Strength rolls and suffer a 
  -2 penalty to Parry. If they roll a 1 on their 
  Fighting die they hit a random adjacent 
  target—not the original target.
  Claws: Str+d4
  Hardy: Two Shaken results will not put a 
  Rager down.
  Size +2: Ragers are over 8’ tall.
  rIPPer
  These demons look faintly ridiculous. 
  Their claws are incredibly long and look 
  
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  almost fragile. The head of the demon 
  is almost skull-like; the flesh appears to 
  have been pulled taut over the head. The 
  creature is without eye sockets, although 
  the outline of them can be seen below the 
  skin. The demon’s body is extremely thin 
  and sexless.
  Attributes: Agility d8, Smarts d6, Spirit 
  d8, Strength d6, Vigor d8
  Skills: Fighting d8, Intimidation d10, Notice 
  d8
  Pace: 5; Parry: 6; Toughness: 6
  Salvage: None.
  Special Abilities:
  Claws: Str+d8, Reach 2
  Improved Frenzy: The Ripper may make 
  two attacks per round, at no penalty.
  Nerves of Steel: Rippers ignore one level 
  of Wound Penalties.
  Quick: The Ripper redraws any Action 
  Card of 5 or less.
  SnoWScAle, drAkIn 
  choSen
  Snowscale is currently in hiding on 
  Mount Ore. He told the wrong person 
  about the strange ship upon which he 
  recently found salvage, and has come to 
  the attention of Circle of Nine cultists.
  Attributes: Agility d8, Smarts d6, Spirit 
  d10, Strength d8, Vigor d10
  Skills: Boating d8, Climbing d6, Fight-
  ing d8, Guts d6, Knowledge (Arcana) 
  d6, Knowledge (History) d8, Notice d6, 
  Shooting d6
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 
  9(2)
  Hindrances: Curious
  Edges: Arcane Senses, Chosen, Dragon 
  Breath, Dragon Hide, Dragon Might, First 
  Strike.
  Gear: Claws (Str+d6), sling (Range: 
  4/8/16, Str+d4), possessed sleeping can-
  vas.
  Special Abilities:
  Icy Breath: Snowscale breathes a 
  Cone of frigid air. In addition to the 
  regular damage, the ground beneath the 
  Template becomes icy. Creatures entering 
  the template must make an Agility roll or 
  fall prone. If they roll a 1 (regardless of 
  Wild Die), they are Shaken, as well. The 
  Template remains for 3 rounds.
  Wildlings are either slaves living in 
  squalor and pain or fugitives living in fear. 
  There are no permanent wildling com-
  munities—they never feel safe enough to 
  settle down for good.
  Attributes: Agility d6, Smarts d6, Spirit 
  d8, Strength d6, Vigor d6
  Skills: Boating d6, Climbing d6, Fighting 
  d6, Guts d6, Notice d6, Shooting d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 
  5(1)
  Hindrances: Fugitive, Small
  Edges: Determined, Fleshforged, Glow-
  mad Immunity
  Gear: Leather armor (+1), bone short 
  sword (Str+d6, degradable), sling (Range: 
  4/8/16, Str+d4)
  Salvage: Junk for every 3 wildlings.
  no  p a er c a ac
   
  STa S
  o  p a
  hAyle, gloWBorn 
  Sorcerer
  Attributes: Agility d6, Smarts d10, Spirit 
  d8, Strength d4, Vigor d4
  Skills: Boating d6, Fighting d6, Guts d6, 
  
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  Investigation d8, Knowledge (Arcana) d8, 
  Knowledge (History) d8, Notice d8, Spell-
  casting d10, Stealth d6
  Charisma: 0; Pace: 6; Parry: 5; Tough-
  ness: 4
  Hindrances: Bad Eyes (minor), Elderly, 
  Loyal
  Edges: Arcane Background (Magic), Jack-
  of-all-Trades, Rich, Scholar (Arcana and 
  History)
  Gear: Walking staff (Str+d4, Parry +1), 
  glasses
  Spells: (All have 10 Power Points); ar-
  mor, bolt, boost/lower trait, detect/con-
  ceal arcana 
  a  
  a
   
  n i
  Attributes: Agility d6, Smarts d6, Spirit 
  d6, Strength d6, Vigor d8
  Skills: Fighting d6, Guts d8, Knowledge 
  (blacksmithing) d6, Notice d6, Repair d6
  Charisma: 0; Pace: 5; Parry: 5; Toughness: 
  7(1)
  Hindrances: Curious, Loyal, Slow
  Edges: Clan Trained, Low-light Vision, 
  Tough
  Gear: Leather apron (+1, torso only), 
  forge hammer (Str+d6)
  SnoWScAle, drAkIn 
  choSen
  Attributes: Agility d8, Smarts d6, Spirit 
  d10, Strength d8, Vigor d10
  Skills: Boating d8, Climbing d6, Fight-
  ing d8, Guts d6, Knowledge (Arcana) 
  d6, Knowledge (History) d8, Notice d6, 
  Shooting d6
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 
  9(2)
  Hindrances: Curious
  Edges: Arcane Senses, Chosen, Dragon 
  Breath, Dragon Hide, Dragon Might, First 
  Strike.
  Gear: Claws (Str+d6), sling (Range: 
  4/8/16, Str+d4), possessed sleeping can-
  vas.
  Special Abilities:
  Icy Breath: Snowscale breathes a 
  Cone of frigid air. In addition to the 
  regular damage, the ground beneath the 
  Template becomes icy. Creatures entering 
  the template must make an Agility roll or 
  fall prone. If they roll a 1 (regardless of 
  Wild Die), they are Shaken as well. The 
  Template remains for 3 rounds.
  Attributes: Agility d6, Smarts d6, Spirit 
  d8, Strength d6, Vigor d6
  Skills: Boating d6, Climbing d6, Fighting 
  d6, Guts d6, Notice d6, Shooting d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 
  5(1)
  Hindrances: Fugitive, Small
  Edges: Determined, Fleshforged, Glow-
  mad Immunity
  Gear: Leather armor (+1), bone short 
  sword (Str+d6, degradable), sling (Range: 
  4/8/16, Str+d4)
  Salvage: Junk for every 3 wildlings.
  
  
  c
  o n  - go
  The grandly named sword, Godslayer, 
  has only one purpose—to kill a god. 
  During the War of Fools, a small group 
  of priests and scholars uncovered the 
  true source of the war—The Battlelord. 
  Foreseeing no end to the slaughter, and 
  the end of life in the Skies, they hatched 
  a desperate scheme to slay the god him-
  self. One of their members, a renowned 
  dwarven forge master, Kavalin Bladeson, 
  was tasked with forging a weapon ca-
  pable of such a colossal deed. 
  Kavalin spent 7 long years hunting and 
  studying down treatise, manuscripts, and 
  memoirs, risking his life many times as the 
  War of Fools raged around him. Finally he 
  was ready to forge the blade. Grim faced 
  and resigned he started work.
  The actual forging took weeks, during 
  which time Kavalin slept and ate little. 
  Vorak, Kavalin’s apprentice—in truth a 
  master weapon forger himself, was given 
  the honor of striking the last few ham-
  mer blows. Now all that remained was to 
  quench the red-hot blade.
  Finally Kavalin revealed the last, and 
  darkest secret of the forging. To fulfill its 
  destiny the sword must be guided by a 
  sentience. The forge master commanded 
  his apprentice to run him through with 
  the newly forged blade, quenching the 
  forging and awakening the elemental 
  spirit within it.  Vorak argued with his 
  master, but as the weapon started to cool 
  he did as he was commanded, his tears 
  falling on Godslayer’s tang.
  The finished great sword is a master-
  piece, perfectly balanced and razor sharp, 
  which never dulls. The blade has a faint red 
  hue to it, which deepens perceptibly when 
  used to slay sentient beings. This crimson 
  hue fades back to its original color within 
  an hour. Godslayer—its own name for 
  itself—however, is truly a double-edged 
  sword—possessed of its own sentience, the 
  sword actively compels its wielder to fulfill 
  its purpose—slay the Battlelord. 
  Once a wielder of Godslayer has drawn 
  sentient blood with the weapon, the sword 
  claims them. Each time they sleep, they 
  are plagued by dreams of blood and war. 
  These dreams become more intense as time 
  passes, slowly eroding the will until the vic-
  tim becomes nothing more than a puppet 
  intent on fulfilling the sword’s purpose.
  Godslayer is a unique weapon, capa-
  ble of wounding—maybe even slaying—a 
  god. However, only the most skilled of 
  warriors can even hope to land a blow. 
  The sword is a mighty weapon, but gives 
  no guarantee of success, or survival. 
  Godslayer has passed through many 
  hands over the last 300 years. So far none 
  have survived long enough to challenge 
  the god. Presently the sword lies forgot-
  ten in a ruin out in the void.
  blade of destiny
  
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  Soon, it shall be found…
  T e Swo d
  Where: The Void
  When: The characters are at least 
  Seasoned.
  Presented below is a fast, fun, and 
  furious way your heroes can come into 
  possession of Godslayer. Obviously if 
  you have a method of getting it too your 
  heroes which better suits your campaign, 
  then use it. Maybe a grateful client can 
  give the sword to the heroes. However in 
  such a case the wielder will probably not 
  also have access to the pouch of fungus, 
  and must discover it existence in other 
  ways—most probably from the same 
  scholar or priest who informs them of the 
  sword’s purpose.
   
  n
  The heroes’ attention is drawn to a small 
  island by the glow reflecting from an 
  almost unblemished marble dome. The 
  island—a fragment from a ruined city, is 
  roughly circular and about a half mile in 
  diameter. The floor was once a marble 
  floored courtyard, but is now cracked 
  and broken. The low domed building is 
  in the center of the island. A single arched 
  entranceway can be found
   t e 
  Within the dome it is cool and 
  dark; three pillars support the curved 
  roof while a fourth lies broken across 
  the floor. Chunks of rubble and dust 
  obscure the floor although here and 
  there a polished blue surface can be 
  seen. Incongruous amidst the destruc-
  tion, is an oval pool with a foot or 
  so of crystal clear water in it—why it 
  g D l
   
  Godslayer is a great sword 5’ from 
  pommel to point. The blade and 
  crosspiece are a uniform matt 
  black. Other than the unusual 
  color, the sword does not appear 
  all that remarkable. The cross-
  piece is merely a flattened and 
  slightly curved rectangle, and the 
  hilt is bound in crimson leather. 
  The sword’s pommel has been 
  fashioned into an iron skull.
  Once a hero has drawn blood 
  from a sentient foe with Godslay-
  er (caused a Wound or killed an 
  extra) the sword claims the hero 
  as its owner. Godslayer can only 
  have one owner at a time. The 
  bond lasts until the owner dies.
  The sword bestows the Berserk, 
  Mighty 
  Blow 
  and 
  Trademark 
  Weapon edges upon those it has 
  claimed, for as long as they wield 
  Godslayer. However the claimed 
  one is also compelled to keep 
  the sword. If the sword is given 
  away, lost, or stolen the claimed 
  hero starts to weaken, eventually 
  perishing, unless the sword is re-
  claimed. 
  Godslayer also afflicts those it 
  claims with vivid dreams of blood-
  shed and violence, which start 
  the first time the hero sleeps after 
  being claimed. The dreams be-
  gin with the claimed one fighting 
  against a variety of opponents—
  creatures, 
  feared 
  opponents, 
  and even friends. The dreamer 
  is always victorious. Later, these 
  dreams escalate to skirmishes, 
  and major battles, during which 
  the dreamer directs his victorious 
  forces against vastly numerically 
  superior foes.
  
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  hasn’t turned stagnant or evaporated 
  is a mystery.
  This was a shrine to Oceanus (the god 
  of Oceans, now The Lightbringer). Several 
  of his priests took shelter here only to be 
  slain by marauding demon worshippers, 
  during the chaos before the Sundering. 
  Trapped here by the cataclysm, which 
  followed, their vengeful spirits remain 
  within the pool as drowned spirits. They 
  rise up and attack all who venture within 
  the dome.
  On the far side of the chamber, is the 
  bloated, and waterlogged corpse of a 
  human male. A prior scavenger who fell 
  to the drowned spirits, his crew lacked 
  magical attacks and fled.
  Drowned Spirits (1 per 2 heroes): 
  see page 79.
  s
  v
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  The corpse wears ruined leather ar-
  mor, and has two pouches one on its belt, 
  and the other ties to the hilt of the sword. 
  As he died the he was reaching for the hilt 
  of an ornate great sword, which lies just 
  beyond his reach. The sword is obviously 
  Godslayer. The belt pouch contains 23 
  cogs; the other—engraved with the sym-
  bol of the Lifemother—contains a rotten 
  fungus, Mother’s Bension (detailed in 
  sidebar), there are enough doses of the 
  tea to last for 15 weeks.
  The most valuable salvage here—aside 
  from Godslayer—is the floor.  If the rubble 
  and dust is cleared away, a mosaic is re-
  vealed, stylized waves of water with some 
  sort of wingless skyler living amongst 
  them. A successful Common Knowledge 
  will reveal this to be of interest to the 
  Athenaeum. Removing the mosaic will 
  most probably destroy it, so the best solu-
  tion is to sketch the mosaic and procure 
  g
   C
  The purpose of these dreams is 
  to instill the confidence the hero 
  needs to face the Battlelord in 
  combat. However, they have a fur-
  ther purpose, to erode the will of 
  the claimed one.
  The hero starts with a number of 
  points equal to their Spirit die. Each 
  week the hero must succeed at a 
  Spirit roll or lose one of those points. 
  A Bennie cannot be spent on this 
  roll. If a hero increases his Spirit die 
  increase the number of points by 2.
  If the heroes’ Spirit points are 
  ever reduced to zero, he becomes 
  a puppet of the sword, he retains 
  freewill in day-to-day activities, 
  and will not do anything stupidly 
  suicidal, such as heading across 
  the Draining Sea without taking 
  the proper precautions first. How-
  ever, he becomes very focused on 
  confronting the Battlelord. 
  Edges bestowed: Berserk, Mighty 
  Blow, Trademark Weapon.
  Hindrances bestowed: Major Habit 
  (God Slayer), Overconfident.
   
  n
  n
  The fungus known as Mother’s 
  Bension is found only on one of the 
  underisles of Plenty. The fungus can 
  be used to create a foul tasting tea, 
  which bestows a feeling of calm, 
  soothing worries and stress. 
  One serving of the tea when the 
  drinker first awakens gives a +2 
  bonus to all rolls to resist Glow-
  madness, and succumbing to a 
  berserk rage. Furthermore, if the 
  tea is taken daily, the claimed one 
  is not afflicted with the Godslay-
  er’s dreams and need not make a 
  Spirit roll for the week.
  
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  some earth from the island (by breaking 
  through the marble outside). This will 
  allow the Athenaeum to send some schol-
  ars out to examine, and excavate it. The 
  heroes will be paid 1000 cogs after the 
  Athenaeum have examined it. 
   s
   
  s
  The first time Godslayer kills an extra 
  or wounds a Wild Card it fully awakens 
  and claims its wielder. Across the vast-
  ness of the void, the Battlelord senses 
  the weapon and its intent. Although he 
  seriously doubts it can harm him, bitter 
  experience has taught him not to take 
  the risk. The God summons the tribal 
  elders of the Cracked Shield clan and 
  commands them to seek out the blade 
  and retrieve it.  The heroes are building 
  a reputation in the Skies, and their ac-
  tions are often reported by songpriests 
  and couriers, as such tracking down 
  their general location will not be terribly 
  difficult. 
  Listed below are some example en-
  counters the heroes might have with the 
  orcs of the Cracked Shield Clan. Details 
  have been kept intentionally vague as 
  the time and place of these encounters 
  is down to the needs of the GM and his 
  players. We advise you salt these encoun-
  ters throughout the Savage Tales and Plot 
  Points in the Sundered Skies setting book, 
  so the link between them and Godslayer 
  aren’t obvious.
  Initially the encounters will  be with 
  orc thugs and warriors, who are tracking 
  down rumors of the heroes, but as time 
  passes the attacks will be more focused 
  and dangerous.
  o C 
  At a suitable time and place a group 
  of “drunken” orc thugs stumble into the 
  heroes and begin a fight. The orcs aim is 
  to steal the sword in the chaos.
  Orc Thugs (1 per hero): See page 
  84.
  o C 
  a
  n
  A single orc assassin attempts to deal 
  with Godslayer’s wielder, choosing a time 
  when he is alone if possible.
  Orc Assassin (1): see page 83.
  o C wa  
  A week or so after the heroes depart 
  an island, they encounter an orcish war 
  raft. Use the rules on page 160 of the Sun-
  dered Skies rules to create a war raft.
  e  s
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  These warriors are not subtle, upon 
  seeing the wielder of Godslayer they 
  charge, yelling war cries.
  Orc Thugs (2 per hero): see page 84.
  Orc War Priest (1): see page 84.
  e  s
  e D o C 
  e Cen
  Better trained and equipped than 
  most orcs of the Cracked Shield Clan, 
  these mercenaries will pick their battle-
  field carefully, ensuring they have the 
  advantage.
  Orc Mercenaries (1 per hero): see 
  page 83.
  Weapon 
  Damage Weight Notes
  Godslayer Str+d10 12 
  Parry +1; 2 hands; Bestows the First Strike Edge; see  
   
   
   
  Godslayer Sidebar for further Edges and Hindrances
  n w 
  Pon  g
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  Orc Mercenary Captain (1): see 
  page 84.
  n  
   s
  Once the dreams reach a certain in-
  tensity, and the claimed one’s comrades 
  have noticed a change in his demeanor, it 
  is possible they will seek out more infor-
  mation about the sword. Listed below are 
  various sources of information available 
  to the heroes. Heroes with the relevant 
  skills and backgrounds might be able to 
  gleam information themselves.
  Tales of Godslayer are extremely rare, 
  not only have most of them been lost to 
  the mists of time, but also certain wor-
  shippers of the Battlelord have deliber-
  ately spread rumors to mislead seekers. 
  Instead of giving the heroes the correct 
  information on a successful Knowledge 
  roll, use the table below. If the knowledge 
  seeker scores a Raise on his roll add a +2 
  to the d10 roll. This may mean the heroes 
  have to consult several sources before 
  they have gleamed the truth. 
  As the heroes ask around for infor-
  mation on a very specific sword, their 
  investigations will almost certainly draw 
  the attentions of Cracked Shield hunt-
  ers. They will also come to the notice of 
  the charlatan and thief Sagus (see page 
  62.)
  n
  l n  a s n
  The worshippers of The Lord of the 
  Festival were excluded from the plan-
  ning and forging of Godslayer. They 
  worshipped a god touched by madness, 
  and as such were considered suspect. 
  However, the muses of Festival eventually 
  learn most things—even if what they have 
  heard is wildly inaccurate 
  How to locate an NPC: Visit a temple 
  to Festival or Streetwise roll, one attempt 
  per week.
  NPC Skill: Knowledge (Legends and 
  Lore) d8
  NPC Rates: Result of the skill roll 
  times 10 cogs.
  Success result: Rolla d10-4 on the 
  Godslayer Tales table.
  n
  lt  s
  Ce
  Esoteric and forgotten knowledge are 
  grist for the mill to those who practice the 
  sorcerous arts.
  How to locate an NPC: Streetwise 
  roll, one attempt per week.
  NPC Skill: Knowledge (Ancient Leg-
  ends) d8
  NPC rates: Result of the skill roll 
  times 20 cogs.
  Success result: Roll a d10-1 on the 
  Godslayer Tales table.
  n
  lt  s
  Certain learned men of the skies are 
  consumed by a thirst for knowledge, not 
  for any religious reasons, or a desire to in-
  crease their power with the magical arts, 
  but purely to satisfy their curiosity.
  How to locate an NPC: Streetwise 
  roll, one attempt per week.
  NPC Skill: Knowledge (Ancient Leg-
  ends) d4
  NPC Rates: Result of the skill roll 
  times 5 cogs.
  Success result: Roll a d10-4 on the 
  Godslayer Tales Table.
  e a
  n e
  The Athenaeum actually has quite a bit 
  of information on Godslayer hidden away 
  within its labyrinth-like libraries. 
   How to locate an NPC: None. The 
  heroes must travel to Shadowhaven.
  
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  2
  NPC Skill: N/A
  NPC Rates: Each search of the librar-
  ies costs a flat fee of 100 cogs.
  Result: Roll a d10 on the Godslayer 
  Tales Table. This roll can be made once 
  for every fee paid. If the roll brings up 
  information already discovered at the 
  Athenaeum, roll again.
  Whatever the result of the first roll, 
  the scholars also provide the heroes with 
  the name of an Athenaeum scholar who 
  came into possession of the sword, years 
  ago. His name was Owein Thursmore, 
  and he left Shadowhaven to return to his 
  family home on the little known island of 
  Remorse. 
  See Page 66 for more information on 
  Remorse.
  a
    g
  l
  Each source of information gives the 
  relevant success die to roll. If the informa-
  tion source gained a success on his skill 
  roll, add a further +2 to the roll.
  d10 Roll “Knowledge” gained
  1 
  The 
  sword 
  is 
  actually 
  a 
  shapechanged demon. Once 
  it has drank the lifeblood of 
  enough victims it will return 
  to it original form.
  2 
  The sword is made of a rare 
  metal found only in the deep-
  est mines on the Draining Sea. 
  The sword is a relic of the orcs 
  of old.
  3 
  Kin 
  Slayer, 
  the 
  infamous 
  dwarven pirate, forged the 
  sword.
  4 
  The elven noblewoman found 
  the sword at the site of a 
  mighty battle. The weapon 
  possessed her and she slew all 
  her family. It took a squad of 
  Oakthorn to overcome her.
  5 
  A wildling slave found the 
  sword in his master’s dead 
  hand one morning. The elf 
  had died battling his night-
  mares. The slave fled with the 
  sword but was killed by orc 
  pirates.
  6 
  The sword whispers dark 
  secrets to its owner, in his 
  sleep.
  7 
  An explorer once used the 
  sword to murder a dwarf in 
  cold blood. He was hung.
  8 
  The sword is Godslayer, and it 
  desires to slay all gods.
  9 
  The sword is possessed of a 
  dark sentience, and can con-
  trol its wielder.
  10 
  The renowned Drakin mer-
  cenary, Gildark, wielded the 
  sword for many years. When 
  he retired he passed the blade 
  on to his dwarven companion 
  who set out to explore the 
  Lower Reaches. Within days 
  Gildark regretted giving the 
  sword away, wasted away 
  while he sought it.
  11 
  The sword is evil but its 
  power can be countered if the 
  owner daily drinks Mother’s 
  Benison.
  12 
  The sword was forged to kill 
  the Battlelord
   s
  u
  Sagus is a disgraced and failed mem-
  ber of the Athenaeum, who attempts to 
  prey upon the heroes’ need to discover 
  more about the sword. He is a charlatan 
  and a fraud, who arrives on an isle and 
  then sets up his stall—resplendent with 
  alchemical gear, and musty and impor-
  tant looking tomes. He then spends the 
  next few days offering magical trinkets 
  
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  for sale, and offering his extensive arcane 
  knowledge to passers by. When he feels 
  he has outstayed his welcome he leaves 
  the island on the first ship available, leav-
  ing his customers with worthless baubles 
  and incorrect information. 
   Seeing the heroes as an opportunity 
  to make a few easy cogs he approaches 
  the heroes claiming to recognize the 
  sword they have been asking around. If 
  allowed, he will study the sword, and 
  exclaim “I think it is!…” and then become 
  very pensive. If the heroes ask for more 
  information he will not want to say too 
  much, until he has completed his re-
  search. However. He does say that he has 
  been searching for this sword for years, 
  and thinks it has a very dark purpose.
  Initially, he will try and take the sword 
  from the heroes “to research” it, he will 
  not push the issue however—he doesn’t 
  want to scare off the marks. He claims 
  that his research and divinations will take 
  at least three days, and, regretfully, he 
  must charge the heroes a nominal fee of 
  500 cogs to cover his expenses. However, 
  if what he suspects turns out to be true, 
  then the heroes will make a hundred 
  times that amount.
  The next day, Sagus and his stall, have 
  vanished. A successful Notice roll spots a 
  beggar watching the heroes as they look 
  around. The beggar will recall—once he 
  has been suitably paid, or intimidated—
  Sagus and a couple of toughs packing all 
  their gear up and leaving in the direction 
  of the docks, ca couple of hours ago.
  The docks are bustling; a fleet of trawl-
  ers has docked and is unloading their 
  catches. However, a successful Notice 
  roll spots Sagus aboard a merchant ship, 
  however, reaching the ship can be a trial. 
  Each hero must succeed at an Agility roll, 
  otherwise the crowds delay them and they 
  arrive a round behind those who succeed.
  Sagus’ thugs on the dockside will 
  intercept the heroes. If a fight ensues 
  Sagus will attempt to slip away using his 
  invisibility, and stun Powers. The crew 
  and captain of the ship will not intervene 
  beyond complaining loudly.
  Should Sagus be caught, he carries 
  700 cogs on him (500 of which belong 
  to the heroes). If the heroes track down 
  the other victims of the fake Lorekeeper’s 
  confidence tricks and return their money 
  they will gain a +1 bonus to social rolls 
  when in port. If they keep the money, 
  there is a chance that the locals will 
  search them out believing they are in 
  league with Sagus.
  Sagus (1): See page 85. 
  Hired Thugs (2): See page 82.
  s 
  is
  As stated on page 59, this fungal 
  tea can delay the detrimental effects of 
  Godslayer if it is drunk daily. The pouch 
  found with the sword contains enough of 
  the fungus to forestall the dreams for 15 
  weeks. However it is very likely their sup-
  plies will run low before they have solved 
  the mystery of the sword.
  Hopefully, the Lifemother’s symbol 
  upon the pouch will lead them to enquire 
  with a Provider, where they can discover 
  the general purpose and the source of 
  further Benison. If the heroes fail to seek 
  out a Provider then they can discover 
  the properties of the fungus from other 
  sources such as a Songpriest or the Ath-
  enaeum.
  Please note that only the scholars of 
  the Athenaeum, or experimentation with 
  the tea can discover the properties of the 
  Benison in relation to the sword itself.
  
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  Pl n
  As outlined in Sundered Skies access 
  to Plenty is only possible via Razor Pas-
  sage. The journey through the Passage 
  takes a total of three days. Rather than 
  checking for random encounters use the 
  encounter detailed below.
  The Orcs of the Cracked Shield Clan 
  are aware of the properties of Mother’s 
  Bension and have prepared for the pos-
  sibility the heroes will visit Plenty to ac-
  quire some more. To this end they have 
  a sky sloop (see Sundered Skies page 35, 
  apply the orc template to the ship) sta-
  tioned in the passage on the look-out for 
  the heroes ship. 
  As luck would have it, a mated pair of 
  fog sharks attacks the heroes just before 
  the orcish ship comes within range. The 
  orcs are aware that if the sharks destroy 
  the ship then Godslayer will be lost to the 
  void, and may resurface again at a later 
  time. They will actually aid the heroes in 
  seeing off the sharks before attempting to 
  board and slay the heroes.
  Fog Sharks (2): See page 81.
  Orc Mercenary Captain (1): See 
  page 84.
  Orc Mercenaries (15): See page 83.
  e e
  Any enquiries about Mother’s Benison 
  will lead the heroes to being directed to 
  the Teardrop—The temple of the Lifemo-
  ther on Plenty. Asking about the fungus 
  in the temple will get the heroes a swift 
  audience with Kedric Lifedancer, the high 
  priest.
  The heroes are shown into a small of-
  fice in one of the wings of The Teardrop. 
  Kedric sits behind a desk studying reports. 
  The priest stands and greets the heroes 
  dispatching a servant for refreshments 
  before enquiring how he may aid them.
  Kedric knows nothing about Godslay-
  er; however, when subject of Mother’s 
  Benison is raised Kedric’s face takes on a 
  somber look.
  “We do indeed grow Mother’s 
  Benison here on Plenty, or rather 
  under Plenty. The fungus only 
  grows on a very particular un-
  derisle, as you can imagine it is 
  greatly prized by us for its ability 
  in combating glowmadness.
  The Heralds of the Light are 
  very aware of its properties, and 
  we have foiled frequent attempts 
  to disrupt its production. A week 
  ago, they launched there most—
  ahem—insane attempt. 
  A madness hulk managed to make 
  it through the Runoff Falls by sailing 
  beneath one of the grain barges. The 
  sheer size of the barge shielded it 
  from the force of the water.
  Once through the Falls, rather 
  than launching an attack. The 
  Herald captain rammed his ship 
  into the underisle where the Be-
  nison grows. We can only assume 
  this was deliberate, probably an 
  attempt to destabilize the island.
  It seems a sizable number of 
  the glowmad survived the impact 
  and now rampage across the is-
  land, several farmers managed to 
  escape the underisle before were 
  forced to cut the ropes which allow 
  access to it, and they report that 
  
   o  d S
  n
  
  there is at least one Earthbane 
  amongst the survivors. It is only a 
  matter of time before the underisle 
  is destroyed.
  We have requested aid from the 
  Trade Council, but so far it has 
  not arrived. I am afraid until the 
  situation is dealt with, we cannot 
  provide you with any Benison.
  The heroes may take this as their cue 
  to volunteer to deal with the problem 
  themselves. Kendric will gladly accept the 
  heroes’ offer even going as far as provid-
  ing them with a number of professional 
  militia who volunteer to clear the isle. 
  Furthermore each of the heroes’ weapons 
  will receive a Major Blessing. Strangely 
  such the Blessing has no effect on God-
  slayer.
  The underisle is 120 yards (60 inches) 
  below Plenty. Normally hemp rope lad-
  ders fixed at both ends allow access to 
  and from the underisle, but these have 
  been cut. New ladders can be dropped to 
  the island. The descent is dangerous—the 
  ropes whip around in the wind, but the 
  climbers can wear harnesses to slow their 
  fall.
  Heroes descending the rope must 
  make 3 successful Climbs rolls—one at 
  15”, another at 30” and the last at 50” or 
  they slip and fall. The harness prevents 
  them falling to their death, they do, how-
  ever take d6 damage from rope burns.
  e 
  e
  e s
  n
  The Voider’s plan was truly—as can 
  be expected—an insane one. The plan 
  was to release five earthbane on to the 
  island, and let them quickly destabilize 
  the underisle. However the voider priest 
  in charge of the mission was seized with 
  a mania, and crashed the ship into the 
  isle. 
  Many were slain in the collision in-
  cluding the madness priest and one of 
  deputies and three of the earthbane. The 
  remaining neophyte voider priest was 
  wounded in the crash, and with no one 
  to control them, the glowmad turned 
  on one another once they had killed all 
  of the islanders who remained on the 
  underisle. Now, the voiders have divided 
  into three separate groups, along with an 
  earthbane, which wanders the fields.
  C
  iM
   
   
  The ropes descend to a cleared area 
  surrounded by acres of destroyed fungal 
  farms. The wreckage of the ship can be 
  seen scattered across the darkened fields. 
  The underisle is constantly Dark, which 
  inflicts a –2 on all trait rolls.
  Staging 
  Area: 
  Surrounding 
  the 
  courtyard into which the are three large 
  barns—where the fungus was collected 
  before being hoisted up to Plenty. The 
  fungi stored in the barns has been de-
  stroyed. A voider priest and several voider 
  cultists are holed up in the furthest barn. 
  Unless the heroes descend silently onto 
  the underisle, they will ambush anyone 
  who ventures from Plenty.
  Neophyte Void Priest (1): See page 86.
  Voiders Cultists (2 per hero): See 
  page 86.
  Professional Island Militia (2 per 
  hero): See page 85.
  The Fields: Three different groups of 
  glowmad stalk the fungus fields. Each is 
  keeping clear of the others for now, but if 
  one makes enough noise—say as it fights 
  
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  the heroes—then the others may come to 
  investigate the ruckus.
  The first group consists of a group of 
  blinded led by an ogre. The second is a 
  small group of ragers, and the third is the 
  lone earthbane who can be easily tracked 
  by the deep trenches he leaves in his wake 
  as he walks the fields
  Ogre (1): See page 84.
  Earthbane (1): See page 79.
  Blinded (3 per hero): See page 78.
  Ragers (1 per hero): See page 85.
  Once the voiders, and glowmad have 
  been dealt with, the islanders of Plenty can 
  descend to survey the damage. It will take 
  weeks to get production of Mother’s Beni-
  son back to normal levels. However Ken-
  dric will provide the heroes with enough 
  Benison for 100 weeks.
  e
  Remorse is a new mostly uninhabited 
  isle. No Navigator Halls store its earth, for 
  there is no reason to visit it. However a 
  successful Streetwise roll on Plenty will 
  locate a relative of one of the pour souls 
  on Remorse who has some earth from 
  the isle. Alternatively, the heroes might 
  have made contact with one of the Son’s 
  Of Spire, such as Patreec Moar (see Sun-
  dered Skies page 114), who can provide 
  them with a sample of earth.
  The base travel time between Plenty 
  and Remorse is 3 weeks.
  Ch ng 
  M
  Remorse, despite its dangers, is not 
  blockaded like Aria. Very few know of 
  the isle , and even fewer have reason to 
  go there. A single Trade Council Frigate 
  does patrol the skies around the island, 
  and attempts to hail any who approach 
  the isle and warn them of the danger. The 
  frigate does not pursue or actively try to 
  stop any who do not heed their warnings 
  or attempt to evade them.
  Approaching the island the heroes can 
  see that Remorse has a single port sur-
  rounded by a small village and a dozen of 
  so similarly sized villages scattered across 
  the interior. The island presents an eerie 
  sight with fields of dried vegetation, and 
  villages devoid of all signs of life. A huge 
  burial mound is visible inland of the port.
  As the heroes’ ship nears the docks a 
  single figure, clad in black robes with the 
  hood thrown back to reveal a weathered 
  face, emerges from one of the dock build-
  ings and moves to awaits them on the jetty.
  The figure is Darras, one of the Son’s 
  n
  n  
   sC n
   
    
   
   P
   P
  If the heroes return to Plenty after 
  the events of the Savage Tale The 
  Hunger (See Sundered Skies page 
  128), you can still run the scenar-
  io as written. 
  The chaos in the wake of the De-
  vourer, makes it even easier for 
  the voiders to attack Plenty. They 
  will have to approach through the 
  Razor Passage rather than using 
  a grain barge for cover.  Kendric 
  Lifedancer dies during the events 
  of The Hunger, and Helan Joye or 
  another provider must replace 
  him.
  Finally, the efforts to restore Plenty 
  mean their will be no militia avail-
  able to accompany the heroes.
  
   o  d S
  n
  
  of Spire. He greets the heroes, somberly, 
  and warns them they have visited a dan-
  gerous isle. He can provide the informa-
  tion found in the sidebar on page 69. 
  If asked what he is dong on the island, 
  recite or paraphrase the following:
  “I used to be a Son of Spire, but 
  now I am a Namer of the Dead. I 
  have dedicated my life to trying 
  to ease the frustration, grief, and 
  anger of those trapped as spirits by 
  our colossal blunder. How could 
  we be so stupid to think we had 
  the power to trifle with the order 
  of the isles.
  My brothers and I speak with 
  each spirit to see what we can do 
  to ease their pain. It is dangerous 
  work—many are blinded by their 
  agony and cannot be reasoned 
  with, but we have sworn to per-
  form this penance to atone for the 
  error of the Son’s of Spire.
  Darras has maps of Remorse as well as 
  long lists of names and facts used by the 
  Namers of the Dead to identify restless 
  spirits. A few hours of searching, finds 
  the Thursmore name and the families 
  home—a large house on the outskirts of 
  a village three days travel from the port.
  Darras offers  to accompany the heroes 
  to the Thursmore home, for no Namer 
  has visited it yet.
  e n
  Darras advises the heroes avoid the 
  villages, as they are full of restless spirits, 
  and extremely hazardous.
  Each day draw four cards, if any of 
  them are clubs the heroes encounter a 
  spirit, if the card is an even number it 
  is a Grief Spirit, otherwise it is an Anger 
  Spirit.
  Grief Spirit (see above): see page 
  80.
  Anger Spirit (see above): see page 
  80.
  M
   
  The house of the Thursmore family 
  stands empty and silent upon a small hill 
  overlooking one of Remorse’s dead vil-
  lages. The house is empty, but has all the 
  trappings of a busy, happy family. Food 
  is rotting on plates, chairs are pulled out 
  from tables as if someone was sitting in 
  them—the house looks eerily lived in. 
  Those seeking wealth can gather valu-
  ables worth 2,000 cogs from within the 
  manor, however see below.
  A study can be found, and amongst 
  the books on the shelves is the journal of 
  Owein Thursmore (see page 10.) 
  Soon after the heroes discover the 
  Journal, or when a hero helps himself 
  to something valuable, a mighty psychic 
  roar is heard, and the floor of the room 
  the offending is in is ripped apart by a 
  huge ogre-like monstrosity.
  This abomination is a spirit eater. It has 
  feasted well upon the spirits of the Thur-
  smore family and has perversely become 
  possessive about their belongings. It pur-
  sues the heroes, only giving up the chase 
  once the stolen items have been returned.
  Spirit Eater (1): see page 85.
  e 
  na   o
  n 
  Owein Thursmore was a historian, 
  not the stuffy scholarly type, but the type 
  who went out and found history, never 
  happier than when he was exploring an 
  ancient ruin on a remote island. 
  
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  Owein collected fragments of history 
  and recorded them in his journals, which 
  run to 15 volumes, filled with cramped 
  handwriting, and diagrams. The journals 
  can be used as a catalyst to launch any 
  adventure of the GM’s devising, however, 
  the entries which directly effect this sce-
  nario can be found on page 76 as a player 
  handout. 
  D
  P
   
  e
  Following the clues found in Thurs-
  more’s journels, the heroes will eventu-
  ally head to Deepsky Citadel, unless they 
  are already friends of the Dwarves (see 
  The Damned Dwarf, and The Dwarven 
  Mother In Sundered Skies). They will first 
  have to travel to Mount Ore to gather the 
  earth they need.
  Once they reach Deepsky, they might 
  feel a bit lost, however if they mention 
  the name Kavalin Bladeson to anyone, 
  they are soon approached by a Dwarven 
  Engineer named Stugard Wrenchminder. 
  Stugard informs them he is to accompany 
  them deep into the factory, where they 
  will learn more.
  He guides them through the labyrinth, 
  which is the temple of the Artificer. He 
  is not interested in small talk and is in a 
  
   o  d S
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  hurry. Finally they are led to a small cham-
  ber. Upon a low pedestal against the far 
  wall rests an iron bust of a dwarf, lines 
  etched upon its face give it a feeling of 
  age and wisdom.
  Stugard prostrates himself upon the 
  ground before the bust, whether the 
  heroes follow his lead or not is unimport-
  ant.
  e a
  iCe  s e
  Aware of the heroes’ quest The Ar-
  tificer speaks to them through the bust, 
  animating the cold iron as though it were 
  flesh and blood and speaking with a me-
  tallic voice.
  “My priests and I welcome you 
  to The Factory. Word of your quest, 
  and the sword you bear has pre-
  ceded you and I know of what you 
  seek. The sword, Godslayer, is one 
  of our greatest secrets, revealed to 
  few since its creation. Now is the 
  time for you to hear of Godslayer.”
  There is the sound of gears shifting and 
  meshing in to new patterns as steam hiss-
  es from valves and temporarily obscures 
  the heroes’ vision. As the steam clears 
  the heroes are elsewhere, they stand in 
  a town square where two dozen or so, 
  people are fighting. Hovering overhead 
  is the spectral figure of the Battlelord. As 
  The Artificer speaks billowing steam and 
  visions illustrate his words.
  “Three centuries ago as you 
  count time, our mad brother, the 
  one you call Lightbringer, infected 
  the Battlelord driving him into 
  a berserk rage. His rage spread 
  touching all as it went. So began 
  r
   n
   
  e
  Einar was a small island, which 
  followed a slightly eccentric or-
  bit around Plenty and the Run-
  off Falls. Its orbit was such that 
  it skimmed the falls, receiving 
  ample water. However, for short 
  period it would actually intersect 
  the falls. Approximately a quarter 
  of the island would be pummeled 
  by the torrents of the Runoff falls. 
  Buildings were destroyed, and the 
  floods ruined crops.
  Despite this, people lived upon the 
  isle. The isle was even more boun-
  tiful than Plenty, and the residents 
  became adept at rebuilding quickly 
  after the infrequent floods.
   s n   s
  Then, the Son’s of Spire an-
  nounced they had perfected a 
  magical ritual, which cold shift 
  the orbit of islands. They offered 
  to shift Einar so that it no longer 
  intersected the Runoff Falls.
  Unfortunately the islanders on Ei-
  nar accepted their offer.
  The ritual in some ways was a suc-
  cess—the islands orbit shifted, and 
  to this day has never intersected with 
  the Falls, but the ritual also went awry 
  and released a massive amount of 
  magical energy which instantly killed 
  every living thing on the island.
  Today, Einar has been renamed 
  Remorse, the souls of all who lived 
  upon the island are trapped there 
  as ghosts, and worse, and the soil 
  cannot sustain any life.
  Remorse has become forgotten, 
  by almost everybody except the 
  Son’s of Spire who strive to ap-
  pease for their mistake.
  
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  the War of Fools where friend 
  fought friend. and brother slew 
  brother.
  Even we could not foresee the 
  outcome of that time but feared 
  the worst–unchecked the Bat-
  tlelord would bring death and 
  destruction to all within the Skies. 
  At a secret conclave a decision 
  was made, with much regret, that 
  a means must be found to stop our 
  berserk brother.
  The result is the sword you bear, 
  Godslayer, a sentient weapon cre-
  ated with the soul purpose of slay-
  ing the Battlelord. My son, Kavalin 
  Bladeson, was tasked with the 
  creation and heavy was his spirit 
  while he worked. 
  Events did not transpire as 
  we feared. The Battlelord drew 
  himself back from the brink and 
  ensconced himself in his castle 
  of ice where his fury was cooled. 
  Even without his presence the War 
  of Fools continued as the flames 
  had been fanned too high. Thus 
  we dedicated our efforts to quell-
  ing the battles.
  With our attention diverted 
  none noticed that the apprentice of 
  Kavalin, ashamed and dismayed 
  by his own actions during God-
  slayer’s creation, stole the blade 
  and fled the dwarven realms. God-
  slayer passed from our knowledge, 
  emerging several times over the 
  centuries but never long enough 
  for us to recover it.
  Godslayer is a weapon with a 
  purpose that is now redundant 
  and like all redundancy must be 
  eliminated. Only its creator can 
  unmake it, seek Kavalin Bladeson 
  and convince him to destroy the 
  blade.”
  The bust falls silent, its animated iron 
  skin freezing into immobility.
  s
   
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  n
  In the silence following The Artificer’s 
  revelations Stugard climbs to his feet and 
  speaks with the heroes.
  “Our shame is not complete 
  with merely the sword we had 
  made. Kavalin Bladeson was a 
  craftsman like no other, an engi-
  neer without peer and we could 
  not let him pass on with the crea-
  tion of Godslayer. High Engineers 
  gathered the spirit of Kavalin 
  Bladeson and bound it into an 
  iron golem so he might continue 
  with his creations and pass on his 
  skills to new acolytes.
  Kavalin Bladeson was not 
  pleased with this decision, he saw 
  Godslayer as a sully upon his life, 
  a taint that only death would 
  shrive him of. Unable to destroy 
  his new body, Kavalin pushed us 
  aside, declaring himself no longer 
  a dwarf and sealed himself within 
  his forge. For all we know he is 
  there still, musing on his failure.
  If you go to seek Kavalin you 
  must venture into the Deep Delves 
  a region of the Citadel that has 
  
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  been closed off for fifty years since 
  a collision opened the lower levels 
  to the dangers of the void.”
  Stugard gives the heroes a parchment 
  map of what the Deep Delves used to 
  look like and cautions them that things 
  may have changed. He leads them out of 
  The Factory and down deeper into Deep-
  sky Citadel. Finally a massive iron door 
  is reached, shaped like a cog and resting 
  on a toothed rail. Stugard strains to turn 
  a device like a ships wheel, which slowly 
  cranks the thick iron door open.
  As the door opens a hellish shriek as-
  sails the heroes as a number of Grotesques 
  squeeze through. Once the demons are 
  dealt with Stugard will motion for the 
  heroes to enter the Lower Delves, telling 
  them he will close the door after them 
  and wait to reopen it upon their return.
  Grotesques (1 per hero): see page 82.
  t  D
   D
  About 50 years ago another island 
  crashed against the lower reaches of 
  Deepsky Citadel, the impact ripped out 
  a swathe of the lower levels (known as 
  the Deep Delves) exposing the remainder 
  to the Burning Skies. With the dwarven 
  population in decline, the decision was 
  made to seal off the Deep Delves rather 
  than repair them.
  Kavalin Bladeson’s workshop and forge 
  were in the area hit by the rogue island and 
  are now partially intact. The actual forge 
  complete with its anvil and tools fell away, 
  plunging into the Lower Reaches where it 
  became part of the chain of small islands 
  known as The Artificer’s tears.
  e 
   
  y
  The heroes have a map of the Deep 
  Delves, or at least a map of how it was 
  50 years ago – since that time many 
  things have changed as the island has 
  shifted and moved due to internal 
  pressures. 
  Layout 10 cards face down to repre-
  sent the path the heroes have to take. 
  Turn over each card one by one and con-
  sult the table below. When the last card 
  is turned over and resolved the heroes 
  reach Kavalin’s workshop. During their 
  journey the heroes may garner a Haul 
  level of salvage if they are so minded (see 
  Sundered Skies page 88).
  Card Suit Result
  Hearts 
  The heroes discover a short 
  cut, turn over the next card but 
  do not act on it.
  Spades 
  The path the heroes have fol-
  lowed is a dead end. Add a 
  new face down card to the end 
  of the path.
  Diamond The path follows the map.
  Club 
  The heroes encounter a prob-
  lem; check the cards value 
  against the Hazard  table.
  Card Value 
  Problem
  Face Card Trap – either set by one of 
  the denizens or just a chance 
  arrangement of debris. See the 
  Traps entry on page 153 of the 
  Sundered Skies book.
  Ace to 2 
  Demon Infestation – a swarm 
  of Grotesques,
  Grotesques (2 per hero): see page 82.
  3 to 4 
  Elemental Incursion – fire 
  elementals from the Lower 
  reaches sometimes ride hot 
  thermals to within reach of 
  Deepsky. 
  Fire Elementals (1d4):  see page 80.
  
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  2
  5 to 6 
  Mad Dwarves – for once 
  reason or another a number 
  of dwarves have chosen to flee 
  life in Deepsky and fled to the 
  Deeper Delves, driven mad by 
  what they have encountered 
  there they are little more than 
  beasts now.
  Mad Dwarf (2 per hero): see page 83
  7 to 8 
  Dwarven Engineer – The Artifi-
  cer moves in mysterious ways 
  and more than one Engineer 
  has journeyed into the Deeper 
  Delves and lost their way as 
  well as their mind!
  Dwarven Engineer (1): see page 79
  9 to 10 
  Mad Machines – Dwarves are 
  great engineers and left many 
  creations in the Deeper Delves. 
  Some of these have taken on 
  life of their own.
  Animated Puppets (2 per hero): see 
  page 77
  Joker 
  Trap (see above) plus while 
  the heroes deal with it they 
  are ambushed – draw another 
  card and use its value (ignore 
  Jokers and Face Cards)
  a
   
  Eventually the heroes’ reach the 
  area marked on their map as Kavalin’s 
  Workshop. A still standing, wooden door 
  banded with iron may be opened with 
  a successful Strength roll. As the door is 
  opened the corridor is flooded by harsh 
  void light.
  The workshop is a wreck, the wall op-
  posite the door has been ripped away and 
  the chamber is open to the void. Rubble 
  is strewn across the floor and there is 
  no sign of any furnishings. Silhouetted 
  against the glow is the angular, mechani-
  cal shape of a dwarven golem – Kavalin.
  Kavalin will turn with the sound of 
  grinding gears and bellow “Leave me 
  alone” as he moves to attack the heroes. 
  While fending off Kavalin’s attacks the he-
  roes must somehow convince him to help 
  them. The heroes’ best ploy is probably 
  to try and convince Kavalin that they will 
  free him from his iron prison if he helps 
  them.
  When Kavalin is convinced to aid the 
  heroes he waves a hand at the gaping 
  hole to the void and informs the heroes 
  that to unmake Godslayer he will need 
  his forge and anvil – no other equipment 
  will do – and that they fell into the void 
  long ago.
  Those brave enough to peer out and 
  down into the void below Deepsky Citadel 
  can see the flames of the Flaming Skies far 
  below them. A Notice roll sees large, dark 
  shapes moving through the flames, que-
  rying Kavalin about them learn they are 
  fragments of Deepsky Citadel, which have 
  somehow reached equilibrium within the 
  Flaming Skies.
  Kavalin (1): see page 83.
   
   
  K  Cit
  Kavalin will refuse to accompany the 
  heroes back to the inhabited levels of 
  Deepsky, he will accompany them if the 
  venture into the Flaming Skies, but they 
  will have to maneuver their vessel into a 
  position near his workshop to enable him 
  to board.
  The journey back is relatively easy as 
  the heroes now have an updated map.
  Stugard is elated to see the heroes 
  and eager to hear their tale, once he is 
  apprised of the situation he will show the 
  heroes to guest rooms where food and 
  drink awaits them. He asks them to wait 
  
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  while he complete with food and drink 
  while he consults with his superiors.
  A few hours later Stugard returns:
  “There is still a slight chance 
  that Kavalin’s forge still exists. 
  Over the years parts of Deepsky 
  Citadel have been damaged and 
  fallen away, many of these frag-
  ments have somehow remained 
  with Deepsky albeit deep beneath 
  it in the Flaming Skies. We know 
  these small islands as The Artifi-
  cer’s Tears. 
  We possess several small ships 
  capable of withstanding the great 
  heat and fires of the Flaming Skies 
  with one of these and suitable 
  protection from our Engineers you 
  may be able to find the forge.“
  nt  
   Fl
  ng s
  Stugard will procure the use of a metal 
  plated Sky Sloop, the Seeker’s Delight, for 
  the heroes to journey into the Flaming 
  Skies. The ship is specially outfitted for 
  the heat and flames that will be encoun-
  tered.
  Seeker’s Delight has no weapons and 
  everything on board is as non-flammable 
  as possible. The dwarves will warn the 
  heroes to under no circumstances take 
  gunpowder or explosives with them as 
  the heat will cause them to explode.
  The vessel can take accommodate 
  a maximum of 12 people. Stugard can 
  
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  arrange for dwarven engineers to accom-
  pany the heroes. These engineers can fit 
  each hero with an elemental protection 
  harness, but the dwarves will not leave the 
  ship. If one of the heroes has the Weird 
  Science Skill, then just the harnesses will 
  be provided..
  Seeker’s Delight
  Acc/Top Speed: 4/12; Handling: 0; 
  Toughness: 15 (4); 
  Crew: 1+11; Guns: None; Cargo: 1
  Metal Plating (already figured into statis-
  tics)
  n
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  n  s
  Basically heroes not protected 
  by magic who are in the Flam-
  ing Skies will die! Actually they 
  will burst into flames taking 3d10 
  damage per round plus anything 
  not made of stone or metal will 
  ignite.
  Dwarven Engineers (1 per hero): 
  see page 79. 
  e 
  nt n  se
  Picking up Kavalin Bladeson is not dif-
  ficult, it is almost as if his new purpose 
  has given him an agility unexpected in 
  such a metal behemoth. He quickly jumps 
  into the ship through a hatch.
  The search is uncomfortable, but not 
  actually dangerous. The dwarves know 
  what they are doing, and the Seeker’s 
  Delight is sealed against the flames. When 
  one of the Artificer’s Tears is spotted, the 
  ship dips into the flames to investigate.
  Two such islands are detailed here, but 
  the GM should feel free to create other 
  islands with encounters or just throw in 
  one or two empty ruins.
  With their magical protection the cli-
  mate and conditions within the Flaming 
  Skies is like that of a warm day. The flames 
  have no real effect aside from blocking 
  visibility - in particular any fire elemental 
  type creature requires a successful Notice 
  (-2) roll to be initially seen.
  e 
   
  n
  As the heroes descend towards this 
  island they begin to make out walls and 
  roofs it is obviously part of Deepsky Cita-
  del. Successful Notice rolls spot several 
  humanoid forms moving about inside the 
  structure.
  Unfortunately for the heroes this 
  island does not contain Kavalin’s forge. 
  However part of it was a temple used by 
  Dwarven Engineers and the magics of 
  that place remain protecting it from the 
  worst of the heat and flames.
  It will take the heroes 4 hours to 
  explore this ruin sufficiently to be sure 
  the forge is not here. During this time 
  they will attract the attention the undead 
  dwarves that haunt the ruins.
  Burning Revenants (total of 12): see 
  page 78.
  e 
  Heroes who succeed in a Notice roll 
  as they descend towards this small island 
  see what appears to be a forge. The forge 
  rests at the crumbling edge of the island 
  and is surrounded by collapsed stone-
  work. 
  The forge consists of a large anvil sit-
  ting beside a still complete forge, a rack 
  on one wall holds forge tools. Kavalin’s 
  visage looks almost affectionate, as he 
  runs a metal hand over the anvil “I think 
  we can dispense with the forger fire, 
  don’t you?” he asks with a hint of laughter 
  in his voice.
  Kavalin will request Godslayer, sens-
  
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  n
  
  ing its fate the sword will try to assert 
  itself and dominate the hero who “owns” 
  it. Make an opposed Spirit roll between 
  Godslayer (Spirit d12+2, plus a Wild 
  Die), and the hero. If Godslayer wins, 
  the hero cannot hand over the blade, he 
  stands frozen. If the sword gets a raise 
  then the hero will actively fight to save 
  the sword. Kavalin will fight alongside 
  the unpossessed heroes, but will not at-
  tempt to spare the hero, striking to kill 
  or injure.
  Once out of the environmental protec-
  tion fields surrounding the heroes God-
  slayer begins to heat up, its blade turning 
  a glowing red color. As Kavalin raises his 
  forge hammer Godslayer begins to scream. 
  Any hero who fails a Vigor roll gains a level 
  of Fatigue, as they assaulted by its psychic 
  attack. Kavalin is immune to its psychic as-
  sault, and begins to hammer the sword.
  The sword’s scream attracts the atten-
  tion of some of the denizens of the Flam-
  ing Skies. A number of Fire Elementals 
  converge on the forge with the intent of 
  stopping the hammering. Kavalin’s metal 
  body begins to glow a dull red as it heats 
  up, and he orders the heroes to keep the 
  elementals at bay. On the fourth round of 
  the combat an Inferno joins the combat.
  Fire Elementals (1 per hero, plus 
  1): see page 80.
  Inferno (1): see page 82.
   
  n
  At the end of the tenth combat round, 
  Kavalin’s final hammer blow destroys 
  Godslayer. For a long instant two metal 
  tools meet and all seems to stop. Then 
  with a mighty retort Godslayer shatters 
  hurling razor sharp fragments of metal, 
  and waves of magical energy rips through 
  the area. 
  Any remaining elementals take 3d10 
  damage. Kavalin’s metal body stops much 
  of the deadly shrapnel but any hero who 
  fails an Agility roll is hit for 2d10 damage.
  a
  With Godslayer destroyed the elemen-
  tals lose interest in the heroes and depart. 
  Kavalin has been finally laid to rest, his 
  metal body rent by the fragments of his 
  greatest and worst creation.
  With the destruction of Godslayer its 
  influence over the claimed one is finally 
  over. The dreams end and he loses the 
  Overconfidence and Habit hindrances.   
  Allow the heroes a moment or two to 
  congratulate themselves before someone 
  notices that their clothes are beginning to 
  smolder and they begin to sweat – their 
  environmental protection is failing. Even 
  if they should have hours of protection 
  left the energies of the dying sword has 
  drained the power from the harnesses.
  Astute, or greedy heroes can grab 
  Kovalin’s anvil, hammer and perhaps 
  even his ruined body before they need 
  to flee to their ship, how they maneuver 
  these heavy items across the island may 
  be a problem, however.
  Godslayer’s energies have also drained 
  the elemental protection fields on the 
  Seeker’s Delight. Make the journey up out 
  of the deadly heat of the Flaming Skies 
  tense for the heroes, describe how small 
  fires break out on their clothes, their hair; 
  metal items on the ship become uncom-
  fortably warm and then too hot to handle. 
  Perhaps an unwounded hero’s clothe burst 
  into flames requiring his companions’ aid 
  to extinguish the fire. Call for Boating rolls 
  and shake your head at the results. Call 
  for Vigor rolls from the heroes and inflict 
  Fatigue damage on those who fail.
  
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  Finally the Seeker’s Delight crests 
  above the Flaming Skies, with smoke and 
  steam pouring from her hull, into the 
  relative coolness of the Lower Reaches. 
  The heroes are scorched, but safe.
   
   
  The heroes are greeted as such when 
  they return to Deepsky Citadel and, if ap-
  propriate to the GM’s campaign, they are 
  introduced to King Bloodaxe. 
  s
  v
  e
  The items the heroes may have re-
  trieved from Kavalin’s forge are worth 
  a reasonable amount purely for there 
  metal content; however to the dwarves 
  of Deepsky Citadel they are worth much 
  more for there association with one of 
  there folklore heroes.
  Kovalin’s Anvil – 500 cogs / 2,000 
  cogs to the dwarves.
  Kovalin’s Golem Body – 300 cogs / 
  1500 cogs to the dwarves.
  Kovalin’s Forge Hammer – this is a 
  magical weapon (see side bar) but if not 
  detected as such is worth 200 cogs / 1000 
  cogs to the dwarves.
  p
  e  han o T
  e n  
   n 
  y
  “Item – a sword of unusual 
  make. 
  2 handed, approximately 5’ 
  long from pommel to point. All 
  exposed metal has a dull, matt fin-
  ish. Cross piece curved, rectangu-
  lar plate. Red stained leather grip. 
  Iron skull acts as pommel.”
  “Ever since I found the sword I 
  have been suffering from night ter-
  rors – dreams of killing, sometimes 
  just single one-on-one fights, other 
  times wholesale slaughter in major 
  battles. The dream is always from 
  my view point.”
  “Attacked by pirates, I felt al-
  most compelled to jump into the 
  fray alongside the mercenaries we 
  employ for such a purpose. Maybe 
  it was my new found confidence 
  with blades? Somehow I found 
  myself facing the pirate leader, a 
  rough and warlike orc – he saw 
  my blade and hesitated muttering 
  something about ‘god slayer’? Act-
  ing on instinct I took the opportu-
  nity and killed him.”
  “Godslayer is the sword’s name 
  and its purpose. I have discovered 
  a little of its history. Centuries ago 
  the dwarves forged a sword which 
  was to be powerful enough to slay 
  a god! Of course the wielder would 
  have to possess the skill and luck 
  to actually engage a god in the first 
  l n  
   
  a
  Weapon 
  Damage  Weight 
  Notes
  Kavalin’s Forge Hammer Str+d8 80 Parry -1; 2 hands; AP 2 vs. rigid armor. +1 bonus 
  to Fighting rolls, +2 to damage. In the hands of a 
  dwarf the hammer only weighs 20, and the Parry 
  penalty is negated.
  
   o  d S
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  place, but with Godslayer in hand 
  they would have the means.”
  “I spoke with an elderly dwarf, 
  named Vorak, this day. He was an 
  unsavory sort, missing both and 
  eye and a leg. Vorak claimed that 
  his master a renowned (at least 
  in his time) forge master, Kavalin 
  Bladeson, was commissioned to 
  make a blade unlike any other - 
  Godslayer. There was some secrecy 
  about the blade and who commis-
  sioned it and the work was carried 
  out in the depths of the Deepsky 
  Citadel. Vorak hinted that some-
  thing happened to his master and 
  that he had to complete the sword. 
  I am meeting Vorak again tomor-
  row and will try to persuade, or 
  bribe, more from him.”
  “Vorak was reticent even af-
  ter I plied him with dwarfish ale 
  and gifted the gemmed bracelet I 
  found in the ruins. Eventually he 
  blurted out the truth of the matter. 
  It seems that for Godslayer to hold 
  the power required of it the final 
  forging had to be quenched in the 
  blood of its maker! Vorak’s master, 
  Kavalin, bade him do this and, to 
  his eternal dishonor, he did. This 
  is why Vorak took up the life of a 
  wanderer – he cold not live with 
  the shame of what he had done. 
  Vorak hinted there was more but 
  would not, or perhaps could not, 
  talk more this night. I shall await 
  him in the morning and get the ret 
  of his tale from him.”
  “Disaster. I confronted Vorak 
  as he left his inn. The dwarf re-
  fused to tell me any more about 
  the sword and we argued. I don’t 
  recall what happened next or even 
  how Godslayer came to be in my 
  hand but… I thrust home and 
  Vorak collapsed, his life’s blood 
  running from my blade. Vorak 
  was dying but he beckoned me 
  closer until I could hear his dying 
  whisper, ‘Sword, damned sword. It 
  lives to slay, to kill. Cursed. Only 
  Kavalin’s forge can unmake it’. 
  What do I do now? I should hand 
  myself in to the guard but then 
  what? Perhaps it is for the best if I 
  disappear for a while; I have long 
  mused on searching the Shattered 
  City.”
  “Last night Godslayer was sto-
  len. I have no idea who the thief 
  was or where they went. I feel be-
  reft, almost as though I have lost 
  a loved one. Strange to have such 
  feelings for a lump of metal. I shall 
  console myself by continuing my 
  excavations within the Shattered 
  City.”
  “Ever since losing Godslayer 
  I have felt strangely lethargic, 
  tired even. I think I shall return to 
  the family home for an extended 
  rest.”
  B
  I
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  a ve  
  n
  Once these were dwarven tools, but 
  exposure to the magic of the Flaming 
  
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  Skies has warped them into dangerous 
  elemental creatures.
  Attributes: Agility d6, Smarts d4, Spirit 
  d4, Strength d4, Vigor d6
  Skills: Fighting d6, Stealth d6
  Pace: 3; Parry: 5; Toughness: 6(3)
  Salvage: None.
  Special Abilities:
  * Armor +3: Made from metal.
  * Claws: Str+d4.
  * Construct: +2 to recover from Shak-
  en; No additional damage from called 
  shots; Fearless; Immune to disease 
  and poison.
  * Size –2: animated constructs are only 
  a foot tall.
  * Small: Anyone attacking an animated 
  constructs must subtract 2 from his at-
  tack rolls.
  l n
  Glowmad humans are the most com-
  mon of their kind. Their scaly skin is earth 
  colored and their features bestial. Their 
  eyes have melted and their sockets shine 
  with voidlight.
  Attributes: Agility d8, Smarts d6, Spirit 
  d4, Strength d8, Vigor d6
  Skills: Climbing d6, Fighting d8, Guts d8, 
  Notice d10, Stealth d6
  Pace: 6; Parry: 6; Toughness: 7(2)
  Gear: Stone axe (d8+d6)
  Salvage: Junk.
  Special Abilities:
  * Armor +2: Blinded have scaly skin.
  * Blindsight: Blinded can detect all 
  foes within 10”. All those beyond are 
  totally concealed.
  * Fear: Blinded are the most infamous 
  of all glowmad.
  * Leap Attack: Blinded may leap 
  1d6+2” into combat, gaining +2 on 
  their Fighting and Damage rolls.
  * Weakness: Blinded are susceptible to 
  sound and scent based attacks, suffer-
  ing +2 damage and -2 on rolls to resist 
  them.
  n  
  v n n
  Many dwarves were carried away from 
  Deepsky Citadel as parts of it cracked off 
  and fell into the Flaming Skies. Those 
  who clung most tenaciously to life be-
  came undead horrors, little more than 
  bones wreathed in fire.
  Attributes: Agility d8, Smarts d4 Spirit 
  d4, Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, No-
  tice d4, Shooting d6
  Pace: 7; Parry: 5; Toughness: 7
  Gear: Various
  Salvage: Junk for every 5 skeletons.
  Special Abilities:
  * Flaming 
  Claws: Str+d6, anyone 
  struck has a 1-6 chance of catching 
  fire.
  * Undead: +2 Toughness, +2 to recov-
  er from being Shaken; Fearless. Called 
  shots do no extra damage.
  Darras is a a former member of the 
  Son’s of Spire, who now has dedicated 
  his life to easing the sorrow of the dead 
  of Remorse.
  Attributes: Agility d6, Smarts d10, Spirit 
  d8, Strength d6, Vigor d6
  Skills: Boating d6, Fighting d6, Guts d4, 
  Notice d8, Persuasion d10, Spellcasting 
  d8, Streetwise d10
  Charisma: +0
  Pace: 6; Parry: 6; Toughness: 5
  Hindrances: Anemic
  Edges: Arcane Background (Magic)
  Gear: Staff (Str+d4, Parry +1, Reach 
  +1) 
  Spells: (10 Power Points); detect/conceal 
  arcana
  Special Abilities:
  
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  * Sooth Spirit: If Darras can best an 
  emotion spirit in a Persuasion roll op-
  posed by the spirits Intimidation he 
  can lay the spirit to rest.
  n D s
  i
  Drowned spirits are very rare wraiths 
  of those who drown—something that is 
  almost unknown in the Sundered Skies. 
  The ghost uses the water that killed it 
  to form a body of sorts. Drowned spirits 
  are vengeful creatures, which attempt to 
  drown their foes.
  Attributes: Agility d6, Smarts d6, Spirit 
  d6, Strength d6, Vigor d10
  Skills: Fighting d6, Intimidation d12+2
  Pace: 6; Parry: 5; Toughness: 7
  Salvage: None.
  Special Abilities:
  * Drowning: If a drowned spirit gets a 
  raise on its Fighting roll, it envelops 
  the head of its victim in its watery 
  form. The victim starts to drown (see 
  Savage Worlds). The only way to save 
  the victim is to destroy the spirit—their 
  forms are too nebulous to be grappled 
  free.
  * Elemental: No additional damage 
  from called shots; Fearless; Immune 
  to disease and poison.
  * Fear -1: Drowned spirits cause Guts 
  checks at –1 when they let themselves 
  be seen.
  * Invulnerability: Drowned spirits are 
  immune to all non-magical attacks 
  except fire. A torch or lantern causes 
  them 1d6 damage but is instantly put 
  out if it hits.
  * Water Spout: Drowned Spirits can 
  project a torrent of rushing water in 
  a Cone Template. This automatically 
  puts out any normal fires, or 1d6 ship 
  fires. Creatures within the Cone must 
  make a Strength (-2) roll or be Shak-
  en.
  ven en
  n
  These dwarves have become lost with-
  in the Deep Delves. Something muttering 
  to them from the deep flames has eroded 
  their sanity.
  Use the same stats for the engineers 
  who accompany the heroes to Kavalin’s 
  Forge. Add enviromental protection to 
  their gizmos.
  Attributes: Agility d6, Smarts d10, Spirit 
  d8, Strength d8, Vigor d8
  Skills: Boating d6, Climbing d6, Faith d8, 
  Fighting d6, Guts d8, Knowledge (Craft) 
  d8, Notice d8, Repair d8, Shooting d8, 
  Weird Science d8
  Charisma: 0; Pace: 5; Parry: 5; Tough-
  ness: 7(1)
  Hindrances: Loyal, Slow
  Edges: Arcane Background (Weird Sci-
  ence), Clan Trained, Gadgeteer, Low-light 
  Vision, McGyver, Mr. Fix It, Tough
  Gear: Leather armor (+1), axe (Str+d6), 
  sling (Range: 4/8/16, Str+d4)
  Salvage: Junk.
  Spells: (15 Power Points); bolt, deflec-
  tion (elemental protection)
  Glowmad dwarves become ugly, hair-
  less mole-like creatures with tiny eyes 
  and large claws. Earthbanes  destroy 
  earth, stone, and dwarven structures with 
  a wave of sickly energy, knocking people 
  from their feet as the ground disappears 
  beneath them. Earthbanes can destabilize 
  an island within weeks.
  Attributes: Agility d4, Smarts d6, Spirit 
  d6, Strength d8, Vigor d8
  Skills: Fighting d6, Notice d6, Stealth d8
  Pace: 5; Parry: 5; Toughness: 8(2)
  Salvage: Goods.
  Special Abilities:
  
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  * Armor +2: Earthbanes have a rocky 
  hide.
  * Burrow (10”): Earthbanes can disap-
  pear and reappear on the following ac-
  tion anywhere within 10”. If the earth-
  bane succeeds at a successful Stealth 
  roll, opposed by the targets Notice, it 
  gains a +2 on attack and damage rolls-
  -+4 on a raise. 
  * Claws: Str+d8
  * Earthbane: With a free action Spirit 
  roll, earthbanes can disintegrate earth 
  and rock around them. Center a Me-
  dium Burst Template on the earth-
  bane. All earth and rock in this area 
  is instantly disintegrated to a depth of 
  2 game inches. Characters in the af-
  fected area must make an Agility roll 
  or be knocked prone. Anything pri-
  marily made from earth or stone take 
  2d8 damage. This power only affects 
  un-worked stone and earth, as well as 
  dwarven constructs.
  * Light Sensitive: An earthbane’s eyes 
  are extremely sensitive. Torch light 
  or brighter, including voidlight, gives 
  them a -1 penalty to all Trait tests re-
  quiring sight. They ignore dim light 
  penalties and only suffer a -1 penalty 
  from darkness.
  * Slow: Earthbane cannot run.
  ti n s
  it  g
  e  n  an
  Emotion Spirits are ghost like entities 
  that consist of little more than raw and 
  powerful emotions. 
  Attributes: Agility d6, Smarts d6, Spirit 
  d10, Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d12+2, 
  Notice d12, Taunt d10, Stealth d12+4, 
  Throwing d12
  Pace: 6; Parry: 5; Toughness: 5
  Gear: Thrown objects (Str+d4)
  Salvage: None.
  Special Abilities:
  * Emotional Touch: An Emotion Spir-
  its which successfully strikes an oppo-
  nent passes on its overriding emotion.  
  A Grief Spirit infuses an overpow-
  ering sense of grief and despair 
  in its victim who must succeed in 
  an opposed Spirit roll to act each 
  round until the spirit is eliminated. 
  An Anger Spirit infuses an overwhelm-
  ing anger in its victim, if the victim 
  fails an opposed Spirit roll he be-
  comes berserk and randomly attacks 
  a target each round until the spirit is 
  eliminated.
  * Ethereal: Emotion Spirits are immate-
  rial and can only be harmed by magi-
  cal attacks. 
  * Fear -1: Emotion Spirits cause Guts 
  checks at –1 when they let themselves 
  be seen.
   e e
  en
  Fire elementals appear as man-shaped 
  flames.
  Attributes: Agility d12+1, Smarts d8, 
  Spirit d8, Strength d4, Vigor d6
  Skills: Climbing d8, Fighting d10, Shoot-
  ing d8
  Pace: 6; Parry: 7; Toughness: 5
  Salvage: None.
  Special Abilities:
  * Elemental: No additional damage 
  from called shots; Fearless; Immune 
  to disease and poison.
  * Invulnerability: Fire elementals are 
  immune to non-magical attacks but 
  suffer 1d6 damage when doused in at 
  least a gallon of water, +2 per addi-
  tional gallon.
  * Fiery Touch: 2d10 damage. Chance 
  of catching fire.
  * Flame Strike: Fire elementals can 
  
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  project a searing blast of flame using 
  the Cone Template and a Shooting 
  roll. Foes may make an opposed Agil-
  ity check to avoid the blast. Damage is 
  2d10, plus the chance of catching fire.
   s
  Fog sharks are flying, predatory fish-
  like creatures which can magically create 
  a fog bank. They are most commonly 
  found in the Razor Pass, where they pose 
  a definite threat to shipping.
  Attributes: Agility d8, Smarts d4 (A), 
  Spirit d8, Strength d12+4, Vigor d12
  Skills: Fighting d10, Guts d8, Notice d12, 
  Stealth d12+2
  Pace: 0; Parry: 7; Toughness: 16(2)
  Salvage: Junk in stomach.
  Special Abilities:
  * Armor +2: Fog sharks are covered in 
  bony rasps.
  * Bite: Str+d8.
  * Fog: Fog sharks create fog banks as a 
  free action. Place a Large Burst Tem-
  plate over the fog shark every round, 
  
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  leaving other Templates it has created 
  in place at the shark’s last position. 
  The area covered by the Template be-
  comes filled with a thick, magical, sta-
  tionary fog which counts as Medium 
  Cover for the shark only. The fog can 
  be dispersed with a light wind.
  * Flight: Fog sharks have a Flying Pace 
  12”.
  * Keel Rip: A fog shark can rip apart a 
  sky ship by scraping its back along the 
  keel of the ship, These attacks do 2d8 
  damage, count as a Heavy Weapon, 
  and have AP 4.
  * Large: Attackers add +2 to their at-
  tack rolls when attacking a fog shark 
  due to its large size.
  * Size +6: Fog sharks can grow up to 
  40’ in length.
  These demons resemble small, four-
  winged gargoyles. They often hover in 
  place and clap two of their wings together, 
  creating a stunning force wave. 
  Attributes: Agility d10, Smarts d4, Spirit 
  d6, Strength d8, Vigor d6
  Skills: Fighting d8, Notice d6, Stealth d8
  Pace: 4; Parry: 6; Toughness: 6(2)
  Edges: Dodge, Quick
  Salvage: None.
  Special Abilities:
  * Armor (+2): Stone-like hide. 
  * Bite: Str+d4.
  * Flight: Grotesques have a Flying Pace 
  of 8”.
  * Size –1: Grotesques are only 3’-4’ 
  tall.
  * Stun Wings: By slapping together 
  two of their wings, grotesques cre-
  ate a stunning cone of force. Use the 
  Cone Template. Living things within 
  the Cone must make a Vigor check or 
  be Shaken.
   t
   
  The dregs of the Skies, too stupid or lazy 
  even to take up piracy.
  Attributes: Agility d6, Smarts d4, Spirit 
  d6, Strength d6, Vigor d6
  Skills: Boating d4, Climbing d6, Fight-
  ing d6, Guts d4, Notice d6, Shooting d6, 
  Stealth d6
  Charisma: +0 
  Pace: 6; Parry: 5/6; Toughness: 5
  Gear: Bone short sword (Str+d4, degra-
  dable), bone spear (3/6/12, Str+d6, Parry 
  +1, Reach +1, degradable)
  Salvage: Junk for every 5 thugs.
  n e
  Infernos are massive fire elementals, 
  escapees from the flaming Skies. They are 
  dangerous, but short lived.
  Attributes: Agility d12+1, Smarts d8, 
  Spirit d10, Strength d8, Vigor d12
  Skills: Fighting d12, Notice d6, Shooting 
  d10
  Pace: 0; Parry: 8; Toughness: 16
  Salvage: None.
  Special Abilities:
  * Elemental: No additional damage 
  from called shots; Fearless; Immune 
  to disease and poison.
  * Fiery Touch: 2d10 damage with a 
  chance of catching fire.
  * Flame Strike: Infernos can project 
  a blast of flame with a range of 
  75/150/300 and a Shooting roll. Foes 
  may make an opposed Agility check to 
  avoid the blast. The damage is 2d10, 
  plus the chance of catching fire. This 
  attack counts as a Heavy Weapon.
  * Flight: Infernos fly at a rate of 12”.
  * Huge: Characters add +4 when at-
  tacking an inferno because of their 
  great size.
  * Invulnerability: Infernos are immune 
  to non-magical attacks but suffer 1d6 
  
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  damage when doused in at least a gal-
  lon of water, +2 per additional gal-
  lon.
  * Short lived: An inferno quickly con-
  sumes itself unless a source of fuel 
  can be found. Each round, it loses a 
  point of Size (with the resulting drop 
  in Toughness). Once its Size drops to 
  +4, heroes get a +2 to attacks. If its 
  Size drops to +2 or below, heroes lose 
  all bonuses on attack rolls.
  * Size (+8): Inferno’s are malevolent 
  rolling banks of fire.
  a
   
  a
  Kavalin’s golem is proportioned like a 
  dwarf although it is larger than any dwarf 
  ever grows. His metal body is still sound 
  after nearly three centuries but does creak 
  and grind as he moves.
  Attributes: Agility d6, Smarts d6, Spirit 
  d6, Strength d12, Vigor d12
  Skills: Fighting d8, Notice d6
  Pace: 6; Parry: 8; Toughness: 14(5)
  Edges: Improved Block, First Strike, 
  Sweep
  Special Abilities:
  * Armor +5: Steam golems are iron 
  constructs.
  * Construct: +2 to recover from being 
  Shaken; Ignores Wound penalties; Im-
  mune to disease and poison.
  * Explosion: When a golem is Incapaci-
  tated, it explodes in an area equal to 
  a Large Burst Template, inflicting 3d6 
  damage on anyone within. The twisted 
  remains are equal to Goods salvage.
  * Fearless: Golems are immune to Fear 
  and Intimidation.
  * Forge Hammer: Str+d8, AP 2 vs. rigid 
  armor.
  * Size +1: Golems are significantly larg-
  er than a human.
  D 
  These dwarves have become lost with-
  in the Deep Delves. Something muttering 
  to them from the deep flames has eroded 
  their sanity.
  Attributes: Agility d6, Smarts d6, Spirit 
  d6, Strength d8, Vigor d8
  Skills: Climbing d6, Fighting d8, Guts 
  d10, Notice d6, Shooting d6
  Charisma: 0; Pace: 5; Parry: 6; Tough-
  ness: 7(1)
  Hindrances: Slow
  Edges: Frenzy, Low-light Vision, Tough
  Gear: Leather armor (+1), axe (Str+d6), 
  sling (Range: 4/8/16, Str+d4)
  Salvage: Junk for every 2 dwarves.
   
   
  a
  n
  These canny warriors are among the 
  most adept of the Cracked Shield clan. 
  They delight in playing the part of the 
  archetypal thuggish orc warrior, lulling 
  their target into false expectations before 
  revealing their full range of skills.
  Attributes: Agility d8, Smarts d6, Spirit 
  d8, Strength d8, Vigor d8
  Skills: Climbing d10, Fighting d10, Guts 
  d10, Intimidation d8, Notice d8, Persua-
  sion d8, Shooting d10, Stealth d8, Throw-
  ing d8
  Charisma: -2
  Paces: 6; Parry: 8; Toughness: 8 (1)
  Hindrances: Outsider
  Edges: Acrobat, Big, First Strike, Frenzy, 
  Sweep
  Gear: Leather Armor (+1), Long Sword 
  (Str+d8), 
  Flintlock 
  Musket 
  (Range 
  10/20/40, Damage 2d8), Elven Potions 
  – Quickness, Fast Regeneration, Wall 
  Crawling
  Salvage: Junk
   
  e
  en
   
  Orc mercenaries are a cut above nor-
  mal orc warriors. 
  Attributes: Agility d6, Smarts d4, Spirit 
  
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  d6, Strength d8, Vigor d10
  Skills: Boating d6, Climbing d8, Fighting d8, 
  Guts d8, Intimidation d8, Notice d4, Throw-
  ing d6
  Charisma: -2 
  Pace: 6; Parry: 6/7; Toughness: 10(2)
  Hindrances: Outsider
  Edges: Big
  Gear: Coin shirt (+2), battle axe (Str+d8), 
  spear (3/6/12, Str+d6, +1 Parry, Reach 1)
  Salvage: Junk
  o C 
  e Cen
   
  P
  Tougher, meaner, and scarier than 
  those they lead. These orcs use force to 
  command their troops.
  Attributes: Agility d6, Smarts d6, Spirit 
  d10, Strength d10, Vigor d10
  Skills: Boating d8, Climbing d6, Fighting 
  d10, Guts d10, Intimidation d12, Notice 
  d8, Throwing d8
  Charisma: -5
  Paces: 6; Parry: 6; Toughness: 11(2)
  Hindrances: Outsider, Mean
  Edges: Big, Brawny, Command, Fear-
  some, Fervor, Improved Frenzy, Nerves of 
  Steel, Strong
  Gear: Coin Shirt (+2), Great Axe 
  (Str+d10, parry –1, 2 hands), Flintlock 
  Pistol (Range 5/10/20, Damage 2d6+1)
  Salvage: Junk
  o C a  
   
  These warpriests are even more 
  martial, and fanatical than the average 
  warpriest.
  Attributes: Agility d6, Smarts d8, Spirit 
  d10, Strength d10, Vigor d10
  Skills: Boating d6, Climbing d8, Faith d10, 
  Fighting d10, Guts d8, Intimidation d10, 
  Notice d4, Persuasion d8, Throwing d6
  Charisma: -2; Pace: 6; Parry: 7; Tough-
  ness: 10(2)
  Hindrances: Outsider, Vow
  Edges: Arcane Background (Miracles), 
  Berserk, Big, Command, Fervor, Weapon 
  Warded
  Gear: 
  Coin shirt (+2), battle axe 
  (Str+d8)
  Salvage: Junk
  Spells: (15 Power Points); battle lust, 
  god-touched, healing, quickness
  C 
  u
  These orcs have been sent into the 
  Skies below to seek out the sword God-
  slayer, and the heroes. These orcs are 
  even more gruff and unpleasant than 
  normal.
  Attributes: Agility d6, Smarts d4, Spirit 
  d6, Strength d8, Vigor d8
  Skills: Boating d6, Climbing d8, Fighting 
  d6, Guts d8, Intimidation d8, Notice d4, 
  Throwing d6
  Charisma: -3
  Pace: 6; Parry: 5/6; Toughness: 9(2)
  Hindrances: Outsider, Habit (sneering)
  Edges: Big
  Gear: Coin shirt (+2), bronze battle axe 
  (Str+d6, degradable), bone spear (3/6/12, 
  Str+d6, +1 Parry, Reach 1, degradable)
  Salvage: Junk for every 2 orcs.
  Ogres are glowmad orcs, transformed 
  into giants with huge potbellies and 
  massive limbs. The least intelligent of 
  the glowmad are the most easily tamed, 
  as long as their energies are directed to-
  wards violence and mayhem.
  Attributes: Agility d6, Smarts d4, Spirit 
  d6, Strength d12+3, Vigor d12
  Skills: Fighting d8, Guts d8, Intimidation 
  d8, Notice d4, Throwing d6
  Pace: 7; Parry: 6; Toughness: 12(1)
  Gear: Hide armor  (+1), stamp hammers 
  (Str+d8, AP 2 vs rigid armor, degradable)
  Salvage: Goods.
  Special Abilities:
  * Size +3: Ogres are over 9’ tall.
  * Sweep: Ogres may attack all adjacent 
  foes at -2.
  
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  n
  
  Most glowmad goblins, and all glow-
  mad glowborn, become ragers, tall, bestial 
  humanoids covered in a bristly brown fur 
  with vicious claws. Ragers are constantly 
  in a berserk state.
  Attributes: Agility d6, Smarts d6, Spirit 
  d6, Strength d10, Vigor d8
  Skills: Climb d6, Fighting d8, Guts d8, 
  Notice d4, Stealth d8
  Pace: 6; Parry: 4; Toughness: 8
  Salvage: Junk.
  Special Abilities:
  * Berserk: Ragers spend their, usually 
  short, existence in a constant state of 
  berserk fury. They gain +2 to Damage, 
  Fighting and Strength rolls and suffer 
  a -2 penalty to Parry. If they roll a 1 
  on their Fighting die they hit a random 
  adjacent target—not the original tar-
  get.
  * Claws: Str+d4
  * Hardy: Two Shaken results will not 
  put a Rager down.
  * Size +2: Ragers are over 8’ tall
  l 
  l
   
  i
  These are defenders of Plenty willing 
  to accompany the heroes onto the under-
  isle below Plenty.
  Attributes: Agility d8, Smarts d6, Spirit 
  d8, Strength d8, Vigor d8
  Skills: Boating d4, Climbing d6, Fighting 
  d8, Guts d8, Intimidation d8, Notice d8, 
  Shooting d8, Stealth d6
  Charisma: +0; Pace: 6; Parry: 6; Tough-
  ness: 8(2)
  Hindrances: —
  Edges: Combat Reflexes
  Gear: Coin shirt (+2), long sword 
  (Str+d8), dagger (Str+d4), pistol (Range 
  5/10/20; Damage 2d6+1). Half are 
  equipped with muskets as well (Range 
  10/20/40; Damage 2d8)
  s
  Sagus is a failed member of the Ath-
  enaeum who now travels the skies Play-
  ing Confidence tricks on unsuspecting 
  islanders.
  Attributes: Agility d6, Smarts d10, Spirit 
  d8, Strength d6, Vigor d6
  Skills: Boating d6, Fighting d6, Guts d4, 
  Notice d8, Persuasion d10, Spellcasting 
  d8, Streetwise d10
  Charisma: +4 
  Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Greedy, Pacifist
  Edges: Arcane Background (Magic), At-
  tractive, Charismatic
  Gear: 700 cogs, fake magic stall para-
  phernalia 
  Spells: (10 Power Points); invisibility, 
  stun
  s
  i  
  Spirit Eaters are powerful hellish crea-
  tures who feed upon emotions – of the 
  living or dead.  Spirit Eaters can alter the 
  perception of their prey, so they appear 
  as their prey’s worse nightmare.
  Attributes: Agility d6, Smarts d6, Spirit 
  d10, Strength d4, Vigor d8
  Skills: Climb d6, Fighting d12, Guts d8, 
  Notice d4, Stealth d8
  Pace: 6; Parry: 8; Toughness: 8
  Special Abilities:
  * Burrow: Spirit Eaters can burrow 
  through the earth at a pace of 8”. 
  * Claws: Spirit+d6
  * Ethereal: Spirit Eaters are immaterial 
  * Fear -2: Spirit Eaters manifest as their 
  opponents worst nightmares.
  * Fearless: Spirit Eaters are unaffected 
  by Fear.
  * Immunity: A Spirit Eater is immune 
  to physical damage from weapons and 
  magic.
  * Size +2: Spirit Eaters often appear as 
  
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  large ogre-like beasts 
  * Weakness: Spiritual attacks, a Spirit 
  Eater can only be harmed by the will-
  power of the attacker, use the attack-
  ers Spirit rather than Fighting, Shoot-
  ing or spell casting skill. A successful 
  “attack” inflicts damage equal to twice 
  the attackers Spirit (i.e. roll the Spirit 
  die twice).
   
  u
  t
  Only one step ahead of the glowmad, 
  these fellows act as the voider’s “expend-
  able” troops.
  Attributes: Agility d8, Smarts d6, Spirit 
  d6, Strength d6, Vigor d6
  Skills: Boating d8, Climbing d8, Fighting 
  d8, Guts d8, Intimidation d8, Notice d8, 
  Shooting d8, Stealth d8, Taunt d8, Throw-
  ing d8
  Charisma: -3 
  Pace: 6; Parry: 6; Toughness: 6(1)
  Hindrances: Greedy, Mean
  Edges: Combat Reflexes.
  Gear: Leather (+1), knife (Str+d4), cut-
  lass (Str+d6), pistol (Range: 5/10/20, 
  2d6+1)
  Salvage: Junk for every 3 voiders.
  hy  
   
  e t
  This voider priest is surprised to be 
  alive, but is more than willing to give his 
  life for the cause of destroying the source 
  of Mother’s Bension.
  Attributes: Agility d6, Smarts d6, Spirit 
  d10, Strength d6, Vigor d6
  Skills: Boating d6, Climbing d6, Faith 
  d10, Fighting d6, Guts d6, Intimidation 
  d6, Notice d8, Shooting d6, Stealth d6
  Charisma: -5; Pace: 6; Parry: 5; Tough-
  ness: 5
  Hindrances: Clueless, Delusional, Habit 
  (talk to the glow), Outsider, Ugly
  Edges: Arcane Background (Miracles), 
  Glow Glimpse
  Gear: Various
  Salvage: Junk
  Special Abilities:
  * Glowmad Immunity: Lightbringer 
  never takes one of his own.
  * Insane: If the voider draws a 4 or 
  less from the action deck, he wastes 
  the round muttering to himself. +2 
  Toughness; +2 to recover from being 
  Shaken; ignores Wound penalties.
  * Gift of Madness: Victims of voider 
  bolts suffer levels of glowmadness 
  rather than wounds. The damage is 
  soaked with Spirit rolls rather than 
  Vigor.
  * Wounded: This voider is suffering 
  from 1 Wound Penalty.
  * Spells: (All have 10 Power Points); 
  bolt, fear.
  
  
  Where: Anywhere
  When: Run this tale after the heroes 
  have reached Seasoned rank 
  pro og e
  t e t
   C
  n
    
  Conv
  Pirates and Voiders have always 
  stalked the Sundered Skies, preying on 
  both merchants and pilgrims. They have 
  always been a nuisance, yes, but in the 
  last few months, the attacks have grown 
  in number and brutality, becoming a se-
  rious impediment to the trade that is so 
  important in keeping the peoples of the 
  Sundered Skies alive.
  While it is clear to all that the Trade 
  Council cannot afford to have anything 
  or anyone threaten that all important 
  trade between the isles, the Council itself 
  will not tolerate anything or anyone who 
  might threaten its rule and authority. So 
  while it continues to send its warships to 
  deal with the threat directly, Representa-
  tive Bran Wetfields of Plenty put forward a 
  proposal that would demonstrate clearly 
  to all and sundry that the Sundered Skies 
  are still safe for traveling. A race through 
  the void!
  At first, the Representative’s pro-
  posal was met with reluctance. It took 
  a few weeks of patient persuasion, but 
  Wetfields’ more or less subtle influence 
  upon the Trade Council’s key members 
  was enough for the proposal to pass. The 
  Trade Council decided to hold the Race. 
  It would show the peoples of the Sun-
  dered Skies that not only is travel safe, 
  but that the Trade Council can guarantee 
  their safety!
  Quickly, Couriers were dispatched to 
  all of the Skies’ major islands to announce 
  the Race. Anyone willing to enter the race 
  must go to Plenty before the registration 
  date expires. This time limit should be 
  kept vague so as to account for the time 
  the heroes might need to spend getting 
  to Plenty...
  The player characters can hear about 
  the Race on any island; wherever and 
  whenever they hear the news, they will 
  have just enough time to make it to Plenty 
  before the registration date passes.
  n 
  n a
  There is more to the Race than simply 
  entertainment. Wetfields has commis-
  sioned the dwarves to create a recording 
  device that each ship participating in the 
  Race will have to carry aboard. This record-
  ing device is the Watcher—a big, hovering 
  ball that resembles a crude robotic eye. 
  The Watcher will focus on the crew and 
  their daily routine. Officially, its purpose 
  is to ensure that each crew behaves itself 
  and does not engage in combat of any 
  the race
  
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  kind! After all, the idea behind the Race is 
  that the Skies are safe to travel, and a fight 
  would be proof that it was anything but. 
  Unofficially, the Watcher’s purpose is to 
  record a documentary about the heroes 
  of the Skies!
  After the Race is over, the Watchers will 
  be handed back to the dwarves who will 
  extract the recorded images and magically 
  store them in small crystals. A steampriest 
  or songpriest with the Illusory Tale power 
  (see sidebar) can use the stored images to 
  recreate scenes of the Race for her tales.
  The Watcher: see page 119.
  S
  g ng 
   r c
  Pl nt
  The port of Plenty is always 
  busy—but rarely have you seen it 
  as bustling as this. You spot dwar-
  ven ironclads, elven warships, 
  frigates, sky galleys, cloudskiffs, 
  and even a couple of council ships. 
  You thought the Razor Passage was 
  hazardous, but this sight beats 
  even that.
  If the characters have already been 
  through The Courier and The Hunger Sav-
  age Tales, they can spot the Peacekeeper 
  among the council ships. It is not here to 
  enter the Race, but its presence provides 
  the heroes with the opportunity to visit 
  old friends.
  Once the heroes have reached Plenty 
  and docked, it is hard for them not to 
  lose each other in the crowd. The Race 
  has attracted even more people than is 
  usual for the busy port  —some hoping to 
  participate in and win Race, while a great 
  many more are there to watch the start of 
  a great event.  The even larger number 
  of people prowling the port’s docks and 
  ew P
  This new power is available to 
  steampriests and songpriests.
  Illusory Tale
  Rank: Seasoned
  Power Points: 2
  Range: Smarts
  Duration: Special
  Trappings: memory crystal, strong 
  memories
  This power allows the priest to 
  replay memories for an audience. 
  She needs one of the rare mem-
  ory crystals recently found by the 
  dwarves, or she has to rely on her 
  own personal memory. If a priest 
  wants to commit a scene to her 
  memory for replay, she must make 
  a Smarts roll at the end of the 
  scene that she wants to remember. 
  A priest can memorize a number 
  of memories strong enough to use 
  with the Illusionary Tale power 
  equal to half of her Smarts die. 
  Additional memories can only be 
  remembered at the expense of a 
  previous one, the priest being free 
  to choose the one she discards.
  A memory consists of a complete 
  scene, usually just a few minutes 
  long, but at the Game Master’s dis-
  cretion, it can be longer or shorter. 
  When the power is successfully 
  cast, the images appear wherever 
  the priest wishes. The memory can 
  only be replayed in visual form, 
  leaving the narration to the priest.
  
  T
   
  C
  
  streets also happens to be the perfect op-
  portunity for one of the heroes’ enemies 
  to stage an attack.
  To register for the Race, the heroes 
  need to see the Trade Council clerk at 
  the harbormaster’s office, something 
  that any bystander can point out in case 
  the player characters overlook the nu-
  merous signs pointing the way. As the 
  party makes it way through the crowds—
  easier if they have a mean-looking orc 
  amongst them, as people tend to make 
  way for the big guys—they attract the at-
  tention of a pickpocket, a small human 
  boy who tries to make off with a purse 
  belonging to one of the characters. Un-
  less the players declare they that they 
  are making the extra effort to guard 
  their possessions as they push through 
  the crowd, the young thief only needs 
  to make a straight Stealth roll. If they 
  are being careful, the roll is opposed by 
  the Notice skill of the character being 
  targeted. If the thief is successful, the 
  character loses his purse. If the thief 
  gets caught, he will try to get away. Use 
  the Chase Rules, but the dense crowd 
  means that Obstacles are Thick. 
  Pick Pocket: see page 119.
  si n n  
  Once all distractions have been dealt 
  with, and after a short wait standing in 
  line in front of the harbormaster’s of-
  fice, the heroes eventually get to see the 
  Race Clerk, a glowborn by the name of 
  Robster.
  It takes a few minutes to enter 
  the offices of the harbormaster, 
  but luckily most seem to want to 
  speak to the harbormaster directly 
  rather than to his clerk. A sign on 
  the wall opposite the entrance di-
  rects you to the offices to the left. 
  Inside behind the counter, you find 
  a Glowborn dressed in plain white 
  robes, a plain amulet with a blue 
  stone within a brass circle on a 
  chain around his neck.
  He is quietly humming a tune, 
  a distant smile on his lips, and 
  seems to be taking some notes. He 
  does not look up as you enter, and 
  after you address him, he looks up 
  and says politely: “It’ll be just a 
  moment, gentlemen.”
   
  Unfortunately for the heroes, 
  Robster is a snob, believing himself to 
  be much more sophisticated than any 
  r
   
  All participants in the Race must 
  follow a simple set of rules. The 
  heroes will probably find the last 
  one a bit puzzling, but its purpose 
  will become clear to them soon.
  1. Each participating captain must 
  field his or her own ship.
  2. Each ship must follow the Race’s 
  official route.
  3. Each ship is free to plot whatev-
  er course to the next island they 
  wish.
  4. Each ship must claim a token on 
  each island to prove they visited it.
  5. No ship’s crew shall know the 
  full route beforehand. 
  6. Combats between Race partici-
  pants are not permitted.
  7. The Watcher is not to be harmed 
  in any way.
  
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  sailor.  Usually just an assistant to the 
  Harbormaster’s Senior Clerk, his offi-
  ciousness and his knowledge of skyship 
  safety has earned him the new, although 
  temporary, position of Race Clerk.  Rob-
  ster has every intention of enjoying what 
  little power his new position affords him 
  and throughout their interview with him, 
  will both patronize the heroes and offer 
  them minor insults, obviously enjoying 
  the banter.  Typical phrases he might use 
  include:
  * “Why, of course...”
  * Certainly, but are you aware about 
  'Rules, subsection B'?”
  * “Your sailing skills must be truly ex-
  ceptional...” (After a hero did or said 
  something stupid.)
  Fortunately for the heroes, Robster 
  knows that he only get away with so 
  much.  In his view, they need him much 
  more than he needs them, but he still 
  wants to keep his new position.  As long 
  as the player characters can suffer a minor 
  insult or two, and even give them back 
  (Robster will not mind, to him it is all 
  part of the banter), the Race Clerk will 
  describe the entry qualifications for the 
  Race and answer any questions that they 
  might have. 
  To be accepted as Race entrants, 
  the heroes have to formally vow to 
  uphold the rules of the Race (see the 
  sidebar). Once this is done, Robster 
  will book an appointment with the 
  heroes to inspect their ship. He only 
  offers one time—tomorrow morn-
  ing. They should meet him at the 
  pier and bring him aboard. The aim 
  of the inspection is to make sure 
  that only ships in good condition 
  can participate. It would be rather 
  embarrassing for the Council if a 
  ship broke apart halfway through 
  the Race. Also, the information 
  gathered is used for determining 
  the odds for the bets. Lastly, there 
  is a registration fee of 200 cogs, a 
  modest sum that is simply meant 
  to cover Robster’s efforts. 
  Should the heroes prove themselves 
  unable to bear the clerk’s patronizing 
  behavior and threaten him with violence, 
  Robster will ban them from the Race and 
  alert the authorities. If the characters pos-
  sess one or more influential contacts on 
  Plenty, they can ask their patron to pull 
  some strings and get them into the Race 
  anyway. If all else fails, they can always go 
  back to Robster, apologize, and grovel to 
  regain entrance to the Race. This last op-
  tion needs a Persuasion roll at -4 to pull 
  off.
  Depending upon their actions, 
  the authorities might go as far as 
  throwing the “heroes” off the is-
  land. If this happens, it will be a 
  while before they are allowed to 
  set foot on Plenty again.
  n
  C i n
  Read this when it is time for the 
  characters to meet with Robster at their 
  skyship. 
  g
  e 
   
  z
  At the end of the Race, the winner 
  will receive a Prize. What this Prize 
  is depends on you and the specific 
  needs of your campaign. Several 
  suggestions have been given at 
  the end of the adventure.
  
  T
   
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  Robster is waiting at the pier, 
  exactly at the appointed hour, 
  impeccable, unmoving, one hand 
  behind his back, the other press-
  ing a few parchments against his 
  chest. He greets you with a thin 
  smile. “I was wondering if we said 
  afternoon, but apparently it was 
  only you who thought so. Well, 
  which ship is yours?”
  Robster is very thorough in his inspec-
  tion and offers his opinion on anything, 
  no matter if asked or not.  As before, he is 
  not really trying to be rude or annoying, it 
  is just his nature.  The Race Clerk knows 
  his skyships very well and will spot minor 
  weaknesses that the characters have the 
  opportunity to take care of if they listen 
  to him and do not just see him as annoy-
  ing.  This should be played up, with Rob-
  ster pointing out not only any flaws that 
  the heroes are aware of in their ship, but 
  also anything that that they particularly 
  proud of.  Have him point out a few of 
  those weak points and then take careful 
  note of how the characters react. If they 
  inspect the flaws that he has pointed out, 
  allow them time to effect repairs. If they 
  do nothing, the heroes’ ship will probably 
  suffer an accident during their voyage at a 
  dramatically appropriate time.
  Examples of this are provided below: 
  Flaws: “Have you noticed that 
  the rudder is bent, captain? It 
  might be that your lack in grace-
  ful maneuvering stems from this. 
  Of course, it might have nothing 
  to do with it.” (If someone points 
  out that Robster never actually saw 
  them steer the ship, he replies: “Of 
  course I didn’t, I was extrapolat-
  ing from the way you walk. Ah, so 
  here’s where you store the tools to 
  patch up any leaks. Very wise to 
  keep them within easy reach.”)
  Things they’re proud of: 
  “I take it that the awful color 
  of your sails was chosen to repel 
  razorwings?”
  “What 
  an 
  odd 
  figurehead. 
  Given to you by a family member 
  you didn’t wish to offend? Oh, 
  you paid for this? Really…? Well, 
  I would say whatever the sum, it 
  would have been better invested in 
  a treatise on taste.”
  Actual help: (Pointing to a knot 
  in the rigging) “My dear captain, 
  you’re either braver than I thought 
  or you find yourself with a redun-
  dancy of crew members. Not that 
  I would dispute the latter.” (The 
  knot is loose, but this is not clearly 
  visible. On closer inspection it is 
  apparent that the rope is about 
  to break, and will if is put under 
  any strain. If the characters do not 
  bother to examine this, the rope 
  will snap while one of the crew is 
  climbing the rigging, threatening 
  to throw him into the void.)
  After almost two hours, Robster finally 
  declares the ship in acceptable condition 
  for the Race and makes a final note in 
  his papers. Then he waves for two of his 
  helpers to bring a chest aboard. Read or 
  paraphrase the following:
  The two assistants put the chest 
  
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  2
  down on the deck. Robster takes 
  time to compare the number on 
  the lid of the chest with his notes, 
  then nods and indicates that they 
  should open it. Inside there lies a 
  metal ball, about twice as large as 
  a cannonball, carefully wrapped 
  in cloth. Suddenly the ball begins 
  to rise into the air! It is made of 
  multiple gears and shifts around. 
  From its underside three small pis-
  tons protrude, which sometimes 
  hiss air. In the middle of one of its 
  faces sits a slightly recessed dark 
  round glass window.
  “This,” Robster explains, “is 
  your Watcher. Its task is to make 
  sure that you and your crew be-
  haves and follows the rules. I pity 
  it already, for this certainly is a 
  most strenuous task. Make sure 
  that it is not harmed, or you will 
  forfeit the Race.”
  He hands the characters a copy of the 
  Rules of the Race (see sidebar), reiterat-
  ing their importance. After collecting the 
  registration fee (if not paid already) and 
  reminding them that the Race starts in 
  three days, he bids the crew farewell and 
  good luck and leaves them be.
  It is up to the characters to decide how 
  they intend to spend the next few days. 
  They might take the time to repair one 
  or more of the flaws that Robster pointed 
  out or to install an upgrade that might 
  give them an advantage in the Race.  Or 
  they might run an errand or two, depend-
  ing on what sort of side quests and side 
  plots your campaign currently calls for. 
  Lastly, they might just decide to blow off 
  some steam in any one of Plenty’s numer-
  ous taverns.  If the heroes visit a tavern 
  or two, it is possible that they will meet 
  crew members from other ships that have 
  entered the Race. 
  They might also hear a rumor or two.
  n l
   
  n 
   
  i
  Read this to the players once it is time 
  to start.
  The port of Plenty is filled with 
  people, many of them cheering and 
  waving, all waiting for the Race 
  “The damn dwarves have figured 
  out a way to navigate without a 
  Waysphere... That’ll give them an 
  edge once they find out what the 
  route is.” (False)
  “The elves will break all the 
  rules they can to win the prize.” 
  (An opinion, but true)
  “I heard a voider ship is run-
  ning as well.” (False)
  “The Trade Council already 
  fixed the race. The ship with the 
  worst odds will win.” (Not quite 
  right)
  “A guy I know told me that all 
  the major islands wanted to be 
  part of the Race!” (True)
  “I think they won’t just hand 
  out those tokens... better you bring 
  some extra cogs to grease the 
  gears...” (True, and an opinion on 
  how to deal with it)
  “Rumor has it pirates are al-
  ready swarming like razorwings 
  to take on them racers.” (True)
  
  T
   
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  to begin. They crowd the harbor, 
  watching the crews of the racing 
  ships who are lined up, one after 
  the other, waiting for the signal to 
  go. Access to the ships is blocked by 
  a rope that spans the entrance to 
  the pier and is tied in a knot on an 
  elevated stand where Representa-
  tive Wetfields waits with together 
  with Robster. Finally the time has 
  come! Robster beats a gong, quiet-
  ing the crowd.
  Wetfields raises his arms and 
  addresses the crowd:
  “People of Plenty! In a few mo-
  ments, the first Race across the 
  Skies will start. The ships’ crews 
  do not know yet where the winds 
  will take them, but all are eager 
  to prove their prowess. The Trade 
  Council will match the abilities 
  of the victorious crew and present 
  them with...”
  (At this point, fill in the prize that you 
  have chosen for the winner of the race. 
  Then continue to read the following para-
  graph to the players.)
  Applause 
  and 
  appreciative 
  cheers rise. Representative Wet-
  fields waits for them to quiet down 
  again, and once again raises 
  his arms and shouts: “Captains! 
  Ready your crews! Man your ships! 
  For the Race... BEGINS!”
  A cannon is fired and the rope 
  blocking the piers is cut. As it falls 
  to the ground, the wooden planks 
  already 
  reverberate 
  with 
  the 
  thumping sounds of dozens of feet. 
  The Race is on!
  n  
   
  Running to the ships can be as easy 
  or as hard as you want.  Have the players 
  roll Agility to avoid a level of Fatigue from 
  bumps and bruises—their opponents are 
  not above knocking an opponent to the 
  floor and trampling over them, if it will 
  give them a small advantage.
  If you want to make things a little 
  more challenging, let one of the heroes’ 
  extras get knocked off the pier as he runs 
  for their ship—but let him grab the pier’s 
  edge before he falls into the Void. Pulling 
  him back up is made all the more difficult 
  with the number of other crews pushing 
  past. Two heroes can pull their crewmate 
  up with a successful Strength roll at -2, 
  but both will need to make an Agility roll 
  e 
  o
  i
  on
  Hand the Opposition handout 
  to the players.  It lists the ships 
  considered to be the favorites or 
  main contenders to win the Race.  
  Based on the experience and rep-
  utation of the player characters 
  they might find themselves listed 
  among either the contenders or 
  the underdogs.  The heroes can 
  either learn this information by 
  spending time in the taverns or by 
  speaking directly with their fellow 
  racers.
  If you need additional ships, refer 
  to the table in the GM overview. 
  With a few dice rolls you can 
  come up with a name, type, and 
  anything unique or special about 
  the ship.
  
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  to avoid being pushed over the edge as 
  well.  Other characters may assist in the 
  Agility roll by providing a cordon against 
  the on-rushing masses.
  Once the characters make it onto their 
  ship, they need to hurry to make it ready 
  for departure. The captain will find a bag 
  with dirt next to the Waysphere—they 
  have their first target island! The Watcher 
  is hovers next to their Waysphere, its gears 
  clicking and something inside whirring. 
  To determine which ship is ready 
  to leave first, all captains must make a 
  Boating roll. Their respective Crews can 
  help with a cooperative Group Roll. The 
  heroes can roll their own Boating skill to 
  help the captain as usual. Note down all 
  the results, the highest total leads the way 
  to the sounds of loud cheering from the 
  crowd back at port. The rest of the ships 
  trail behind in order of their Boating rolls.
  To leave Razor Passage uses Savage 
  Worlds’ Chase Rules.  Each round of the 
  chase covers half a day of maneuvering, 
  and it will take three days to escape the 
  Passage. Look again at the results of the 
  Boating rolls. The difference in the rolls 
  determines the number of Range Incre-
  ments between the ships. Deal cards out 
  as usual. The first round of the chase 
  takes place before the ships enter the 
  Razor Passage. The next five rounds take 
  them through the Passage. 
  Razor Passage counts as Dense Obsta-
  cles. Only deal with the ships the heroes 
  are in direct competition with and assume 
  all others make it through unhindered 
  and undamaged. If the heroes are not in 
  the lead as they exit the Razor Passage, 
  they see that one of their competitors, 
  The Handsome has been hit by a sizeable 
  rock, and the ship has started to list. The 
  three crew of this skysloop is desperately 
  trying to maintain altitude, but the ship 
  will sink in 10 rounds. It is up to the 
  players if—and how—they react to this. 
  If they act heroically and decide to help 
  the crew of The Handsome, they should 
  be awarded a Benny. Depending on the 
  size of the heroes’ ship, they might offer 
  the rescued sailors to stay on; however, 
  having lost their ship they accompany the 
  heroes only to the next port and leave the 
  heroes there, spreading the tale of their 
  rescue.
  The outcome of the chase determines 
  the characters’ position in the race order 
  as they exit Razor Passage. To determine 
  how the other competitors are doing, go 
   
  e w
  e
  The Watcher is a potential nui-
  sance for the player characters, 
  but after the first few days they 
  will probably get used to its pres-
  ence. It floats in almost silence 
  around the ship and its crew, the 
  only note of it being present will 
  be the occasional click of its gears 
  and the hissing from its pistons.
  Unfortunately, there might occa-
  sions when the characters have to 
  break the rules in order to stay in 
  the Race, but sometimes they might 
  simply want to break them, like at-
  tacking another ship or bribing an 
  official to withhold the token for 
  any ships arriving after them. The 
  Watcher will be drawn to any signs 
  or sounds of combat—but with its 
  low Smarts score, it is easily dis-
  tracted. The Watcher can only see, 
  not hear, so acrobatics, dancing, or 
  similar movement is more likely 
  to catch its attention than simply 
  singing or shouting.
  
  T
   
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  back to the ships’ Boating rolls and roll 
  again for each ship traversing the Razor 
  Passage. Be sure to apply the -6 penalty to 
  the Boating rolls for the dense Obstacles 
  of the Passage. Any ship that fails the roll 
  suffers a wound, but makes it through the 
  Passage and is still in the Race. If a ship 
  has already suffered a wound or more due 
  to it directly competing with the heroes’ 
  ship, then assume it escapes the passage 
  without suffering further damage. Add 
  the result to the previous Boating roll to 
  determine the order of ships before and 
  behind the players.
  ga
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  e
  It does not take long for the characters 
  to realize that the first leg of the race will 
  take them to Gateway. Shortly after Plenty 
  is behind them, they start to lose sight of 
  most of the other ships, as they all try to 
  plot the fastest route to their destination. 
  The base number of weeks for travel time 
  to Gateway is six. Let the player charac-
  ters make the usual rolls to adjust the 
  travel time. 
  The first few weeks of traveling are 
  themselves rather dull and unevent-
  ful—there are still too many ships in close 
  vicinity for pirates or voiders to challenge 
  any one of them.
  Note down the order of the ships in 
  which they left Plenty and the Razor Pas-
  sage. To mix things up a little, you can run 
  them through one or two chases, or use 
  the more complex vehicle rules from the 
  core rulebook. No matter what the out-
  come of the rolls above, the heroes find 
  themselves being trailed by The Royal 
  Heart, and they will soon learn that the 
  Elves are not shy about using dirty tricks 
  to gain an advantage.
  e 
  a t  
  About four weeks into the Race, one 
  of their competitors starts to close on 
  the heroes’ vessel. It is The Royal Heart, 
  an elven ship that is one of the favorites 
  to win the Race. With her sails straining 
  under the weight of the wind, The Royal 
  Heart surges forward at a tremendous 
  speed. Apparently, the elves have found a 
  favorable wind current to ride, just a little 
  above the characters’ current course.
  Run the players through a chase. If 
  the Elves manage to get alongside the 
  heroes’ ship they open a large hatchway 
  in the side of The Royal Heart through 
  which a catapult pitches something at 
  their ship.  At first sight, the object ap-
  pears to a rock tethered to the catapault 
  by a rope. As it gets closer, it is clearly 
  something covered in canvas and when 
  the rope pulls taught, the canvas splits 
  under the strain, releasing its contents, 
  a flock of Glimmerwings right on top of 
  the heroes’ ship! 
  Luckily, for the heroes, the swarm has 
  been weakened by its captivity. 
  While the heroes are busy dealing with 
  this threat, The Royal Heart takes advan-
  tage of the confusion her crew has caused 
  and sails on ahead.
  Glimmerwing swarm: See Sundered 
  Skies page 150. The swarm has already 
  suffered a wound and is only the size of a 
  Medium Burst Template.
  i
  When the heroes dock in the port of 
  Gateway, they are met by the harbormas-
  ter who tells them that they need to meet 
  Morten Vastfell at the Trade Council’s 
  
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  local offices. He will readily give direc-
  tions—the offices are close to Hawke’s 
  Clearing House—and he will also volun-
  teer a warning. Morten “Vastbelly” Vastfell 
  (“Vastbelly” due to his enormous girth) is 
  not known for his good temper and will 
  not have much time for them.
  Unfortunately for the heroes, the 
  harbormaster’s warning is true. Morten’s 
  duties keep him very busy and he has lit-
  tle patience for anything that keeps him 
  from his work, which includes having to 
  deal with a bunch of pesky sailors. Even 
  worse for the characters, his patron on 
  the Trade Council is an opponent of 
  Representative Wetfields who not only 
  voted against the Race being held, but 
  is prepared to do something to discredit 
  this “pointless idea of racing.”
  Vastfell is in a sour mood on his best 
  days, but having to deal with a bunch 
  of irritating sky sailors has aggravated 
  him even further. When dealing with the 
  player characters, he will be short to the 
  point of being rude. Read or paraphrase 
  the following when the characters pay 
  him a visit.
  When you enter the offices of 
  Morten Vastfell, you understand 
  why the harbormaster, when giv-
  ing you directions, referred to 
  him as  “Vastbelly.” The human’s 
  girth is immense, and you wonder 
  how he managed to achieve such 
  a massive frame, given the general 
  shortage of food. Then you wonder 
  how any chair can support anyone 
  of that much weight.
  Vastbelly, er, Vastfell looks at 
  you as if you were something the 
  cat brought in, coughs twice, and, 
  in a surprisingly high-pitched voice, 
  asks you: “Let me guess—you’re 
  another lot of them. Those useless 
  sailors wasting everybody’s time 
  with this ridiculous race. Race! 
  n   r P
  n
  Depending on their actions during 
  the Race, the player characters can 
  gain a reputation, good or bad. 
  There are two situations where 
  they might get noticed right at the 
  beginning:
  (—) The player characters de-
  cide to stay behind in the run 
  through the Razor Passage. This 
  is a prudent choice. The Race is 
  long and will not be decided by 
  who makes it out first. It will be 
  much easier and safer to traverse 
  the Passage once all of the dare-
  devils have made it through. How-
  ever, they will gain a reputation as 
  being overly cautious at best, cow-
  ards at worst.
  (+) Rescuing The Handsome. If 
  the heroes stop to help the crew of 
  this Skysloop, they will lose time 
  to the others. However, they will 
  gain a reputation as fair and gal-
  lant—even noble heroes, putting 
  the lives of others before their 
  own and before personal gain. 
  This will make them the public’s 
  favorite to win the Race.
  (-) Ignoring The Handsome. If 
  the heroes ignore the plight of the 
  crew and instead race for the exit 
  to Razor Passage, they will gain 
  a reputation for being incredibly 
  callous and in only having their 
  interests at heart.
  
  T
   
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  Ha! Running across an island, 
  that’s what I call a race! Anyway, I 
  assume you’re here for this?”
  He reaches down into a chest 
  and dumps a small satchel, appar-
  ently filled with dirt on the coun-
  ter. “There’s your next destination. 
  Now, sign here to acknowledge 
  that I gave you the bag and then 
  shoo! I haven’t got all day!”
  The characters still need to collect the 
  Token proving that they have completed 
  this leg of the Race’s route. If they forget 
  about it, allow them to make a Smarts roll 
  after they leave Vastfell’s office.
  When they return and demand the Token, 
  Vastfell argues that they already signed 
  for it, but eventually relents and slams a 
  metal disc on the counter. It bears the seal 
  of the Trade Council, with an affirmation 
  that the characters visited the Shattered 
  City as part of the First Race across the 
  Skies. The Token is genuine. 
  e
  The heroes are free to leave the Shat-
  tered City and Gateway at their leisure—
  but remind them that they are in a race, 
  after all. When they look inside the satch-
  el, they find a letter from Representative 
  Wetfields, congratulating on making it to 
  the first island. Their next destination is 
  Meeting Place, which they will reach by 
  using the dirt contained in the little bag 
  accompanying the letter.
  Unfortunately, Vastfell was given in-
  structions to exchange the bags and he 
  has followed his Patron’s instructions to 
  the letter. The letter from Representative 
  Wetfields is genuine, but the dirt is from 
  Canopy. There is no way, however, for the 
  characters to determine this prior to their 
  leaving Gateway.
  me
  ng p ac
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  e
  Getting to their next destination will 
  be a little tricky for the heroes. The good 
  news is that most of the other ships will 
  also have to take a little detour to Canopy 
  first. The base travel time to Canopy 
  (as opposed to Meeting Place) is seven 
  weeks.
  To determine if the other ships in the 
  Race realize that the dirt bags have been 
  exchanged, draw a card for each of them. 
  Any black card means that they fall for the 
  trick and will sail to Canopy, where they 
  will learn about their mistake, but be able 
  to buy another bag of dirt to take them in 
  the right direction (or they realize it be-
  fore, but have no dirt from Meeting Place 
  to re-attune their Waysphere). Every ship 
  falls back one position.
  Any ship that draws a red card will re-
  alize about halfway through the journey 
  that it is on the wrong course, but has the 
  dirt necessary to re-attune its Waysphere. 
  This will merely add one week to the 
  travel time. If it is a red face card, the ship 
  can change course without much delay 
  and her crew do not lose any travel time.
  After each week of travel, give the 
  ship’s captain a Common Knowledge roll 
  n n   
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  n
  The player characters hire a 
  harbor pilot to take them in. 
  This will result in the player char-
  acters being regarded as “soft.” 
  
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  at -2. If successful, he realizes that they 
  are on the wrong course and have to re-
  attune their Waysphere. For every three 
  weeks spent traveling towards Canopy, 
  add one week to the travel time to Meet-
  ing Place. If the heroes reach Canopy (or 
  have to go there because they lack the 
  necessary dirt), calculate the travel time 
  as normal (base time is three weeks). Pos-
  sible events on Canopy are discussed in 
  the Optional Stages chapter at the end of 
  the book.
  However much time the characters 
  spend traveling, roll for one encounter.
  In addition to the random encounter, 
  a second encounter will take place during 
  this stage of the Race. During the second 
  week out from Gateway, tell any charac-
  ter on deck to roll Notice. If he makes 
  it, he spots something up above closing 
  on the ship. Fast. A few moments later, 
  a body crashes down on the deck with a 
  sickening sound. Roll 5d6 for damage to 
  the ship to account for the height of the 
  fall as well as the body being only a “soft 
  projectile.”
  The poor sap is beyond saving, of 
  course. Luckily for him, he was already 
  dead before he hit the deck. Far above in 
  the void, a battle raged between two ships 
  and he fell overboard. There is nothing 
  the heroes can do besides pick up the 
  pieces and clean up the ship. Even if they 
  try to climb up to the site of the battle, 
  when they finally get there the ships in-
  volved will have long gone. Should they 
  search the body, they merely find gold 
  rings on his thumbs and middle fingers, 
  as well as a gold necklace with a cog worn 
  as an amulet. There is no way to discern 
  the identity of the human. Should the 
  players contemplate alerting the authori-
  ties, remind them that they are on a tight 
  schedule. They could arrange for a patrol 
  to be sent out to watch for pirates in that 
  area of the skies, once they reach Meeting 
  Place, however.
  i
  As the heroes approach the floating 
  city, let them make a Notice roll. On 
  a success, they recognize another ship 
  competing in the Race, the Confidence. 
  Unlike the heroes’ vessel, it is not an-
  chored there like any other visiting 
  ship; she is tethered to the rest of the 
  city, her masts taken down, her deck 
  leveled. On a cursory examination, the 
  Confidence does not appear to have 
  suffered a leak or taken damage from 
  a fight, either of which would explain 
  why she has been salvaged, so for the 
  moment, the cause of her current state 
  remains a mystery.
  Once they have anchored and set foot 
  on the planks of the floating city—really 
  a feeling of boarding another ship rather 
  than having solid ground under their 
  feet—the heroes will find themselves 
  alone. Unlike their arrival at Gateway, 
  there will be nobody to meet them and it 
  is up to them to find whomever is respon-
  sible for giving the participants in the Race 
  the directions to the next destination. A 
  few questions quickly reveal it to be Karrg 
  Keelbender, a local shipwright.
  Keelbender can be found near the har-
  bor, overseeing some repairs to an Orc 
  galley that has been hit hard by an ice fall. 
  When approached by the characters, he 
  asks them to wait a while, but says that he 
  will be with them soon. The Orc suggests 
  that they had best wait at the Meatgrinder, 
  a nearby tavern. “Soon,” as it turns out, is 
  a rather relative word for Keelbinder.
  If the party takes up Keelbinder’s 
  
  T
   
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  suggestion, read or paraphrase the fol-
  lowing:
  The Meatgrinder, lovely as 
  its name suggests, is a rundown 
  establishment that mainly serves 
  orcs and goblins, so your group 
  sticks out like a sore thumb. How-
  ever, none of the patrons bother 
  you, and while the food is deserv-
  edly cheap, the ale the tavern 
  serves is some of the best you ever 
  had. Minutes quickly stretch into 
  hours without Keelbender showing 
  up. You start worrying if he might 
  have forgotten you, when sudden-
  ly a very drunk human grabs an 
  empty chair and pushes it toward 
  your table. He sits down, his ale 
  mug covering his face. Only when 
  he lowers it, do you recognize him 
  as Silas Lent—the captain of the 
  Confidence!
  Silas has been here for three days after 
  losing everything—including his ship and 
  his crew. He refused to fight for the To-
  ken—a proposition Keelbender is going 
  to put to the player characters soon—and 
  found himself not only disqualified, but 
  also stripped of his ship by the accursed 
  orcs! Silas is too drunk for a coherent 
  conversation, but manages to get out the 
  following warning:
  “Listen, friends—I saw your 
  ship on Plenty. I think we had a 
  few drinks before the whole Race 
  thing started, right? Lemme tell 
  you something: Get away. NOW. 
  Go back to your ship and forget 
  about the Race. Them damn orcs, 
  they stole my Confidence!”
  At this point he sees Keelbinder com-
  ing towards the table and quickly stands 
  up, his rapid retreat almost brought to 
  halt when he stumbles and nearly falls 
  onto another table. The orcish shipwright 
  barely acknowledges Silas and instead of 
  sitting down with the party, leans over 
  them, his fists resting on the table, his 
  shoulders thrust forward.
  Take a look at your notes here 
  and see what position the char-
  acters are in. If they are the last, 
  change the paragraph below as 
  necessary. “Alright, folks. Here’s 
  the deal. Plenty had that race 
  through the Passage. We want 
  us some entertainment too. So 
  every ship coming through here 
  gets the Token only by fighting for 
  it. To make it interesting for you 
  too—you’ll be fighting another 
  racer. We’ve already got one lined 
  up. They come in a few days ago 
  and have been anxious to leave. 
  Lent there,” he gestures vaguely 
  n n   r P
  n
  The way the players fight. Keep 
  an eye on how the characters 
  fight. Are they cautious or do they 
  use lots of Tricks? Are they fero-
  cious in their attacks? Do they try 
  any tactics? Are they beaten down 
  again and again before finally pre-
  vailing? At the end of the fight, is 
  there one left standing or many? 
  There are no clear guidelines 
  here, but the more remarkable the 
  heroes’ deeds are within the ring, 
  the more likely they that will later 
  hear stories about it.
  
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  in the direction that Silas Lent 
  disappeared. “wasn’t interested 
  in competing anymore. So he 
  left the Race altogether. Guess 
  you’re prepared for some action, 
  yes? Good–eat up, drink up, for 
  tomorrow you fight.”
  D
  e
  As promised by Keelbender, at the be-
  ginning of the next day cycle, the heroes 
  are escorted to The Meeting Place, the 
  artificial island’s central hall. An area in 
  the middle of the hall has been cleared 
  of its usual piles of salvage and a rough 
  circle marked out with a rope. The crew 
  that the heroes are to fight is already wait-
  ing inside the circle.
  Check your notes to see who the 
  heroes’ opponent is: If it is the ship that 
  was trailing behind them in the Race, or, 
  if they are in the last spot, it is the one 
  that arrived before them, You can find the 
  stats for the Captain and the crew at the 
  end of the adventure.
  Keelbender steps into the ring to an-
  nounce the fight and explain the rules 
  for the benefit of both the combatants 
  and the audience. The latter is mostly 
  made up of shouting orcs, with humans 
  a distant second, and lastly, a handful of 
  goblins that dart in and out of the baying 
  crowd, serving drinks and snacks to their 
  masters. The rules are simple. The side to 
  have one last crewmember standing will 
  win the fight. Healers are standing by to 
  take care of wounded, but whichever side 
  asks for their services forfeits the fight. 
  Anybody leaving the circle—or being 
  pushed out of it—also leaves the fight. 
  Besides that, the fight has no rules: weap-
  ons, magic, everything is allowed.
  The ring is roughly 15” wide, offering 
  enough space for larger groups to duke it 
  out. The fight should be run as a normal 
  combat. If one side has a significant ad-
  vantage over the other in terms of num-
  bers—like the crew of a frigate against the 
  crew of a cloudskiff—the larger side can 
  field only 50% more men than the smaller 
  side. For example, the cloudskiff’s crew 
  of six is up against the 20 from a frigate. 
  The most that the larger will allowed into 
  the ring to fight is nine, 50% more than 
  the cloudskiff’s crew.
  Once the fight is over, the winning 
  party receives another satchel, this time 
  containing dirt from Bridgeways. The 
  Token from Meeting Place is a hatchet. 
  Its inscription acknowledges that as par-
  ticipants in the Race, the heroes reached 
  Meeting Place.
  Should the characters lose, they only 
  have to wait for the next ship for the op-
  portunity to leave Meeting Place. Maybe 
  they will have better luck on that occa-
  sion.
  It is entirely possible that the other 
  competitors in the Race might be delayed 
  by having to participate in more than the 
  one fight while on Meeting Place. If you 
  want to randomly determine the effect of 
  a ship’s crew losing one or two combats 
  before it manages to obtain a Token, pit 
  the crew against another and for every five 
  crewman that each side has, draw a card 
  and add their values together. Whichever 
  crew has the highest value when their 
  cards are totaled will win the fight. In 
  case of a tie, draw one additional card per 
  crew until the fight is resolved.
  This might greatly upset the order of 
  ships—if you do not want to go through 
  the trouble of working out something 
  that really has little impact on the player 
  
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  characters, but still want to randomize 
  the results, assign one card to each ship. 
  Then compare each ship’s card with 
  the card of the ship behind them. If the 
  ship behind them has a higher card, they 
  switch position. Repeat with the next 
  ship. This might result in the biggest crew 
  getting beat to the back if they draw a very 
  low card, but it is a quicker system. 
  B
  ge a
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  The voyage from Meeting Place to 
  Bridgeways has a base travel time of four 
  weeks. 
  For the player characters, calculate 
  the travel time as usual. Do not check 
  for random encounters this time—the 
  voyage will be probably be too short. In 
  the meantime, the Race has attracted the 
  attention of the Bright Cabal and has the 
  heroes’ ship in its sights.
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  The Bright Cabal sees the reassuring 
  motives behind organizing the Race not 
  only as an affront to The Rotting One, but 
  also as an opportunity to show the power 
  of their god to every denizen of the Skies. 
  If the Bright Cabal has already lost its high 
  priestess, the Bone Queen to the actions 
  of the heroes, the cult has a specific rea-
  son to target the heroes’ ship. If party has 
  not yet played through A Dragon’s Rage 
  and Haunted!, then the player characters 
  just happen to be  in the wrong place at 
  the wrong time.
  Two weeks after leaving Meeting Place 
  while making good speed towards Bridge-
  ways, have the crew make Notice rolls. 
  If successful, they spot a ship on course 
  towards them. When they get closer, read 
  or paraphrase the following:
  You strain to make out any 
  markings the ship might bear, 
  but the constant glow of the void 
  makes it hard to discern any de-
  tails. Both of your ships stay on 
  course for a while. Finally, the 
  other ship is close enough for you 
  to make out some details... a sky 
  sloop, perhaps a bit larger than 
  usual. It shows signs of ill-repaired 
  damage and burn marks, but is 
  obviously still Skies-worthy... Wait. 
  There is something wrong. Oh 
  gods... there are heads and skulls 
  bound to the railing and the mast 
  tops. Spikes and chains are drawn 
  across the hull. And the figurehead 
  is the desiccated body of a flayed 
  human, nailed to the bowsprit. 
  This is no ordinary merchant. This 
  is a death barge.
  The death barge is a Sky Sloop 
  crammed full with 23 Zombies, and cap-
  tained by an Experienced Death Priest. 
  He is hell bent on ramming the heroes’ 
  ship, aiming to kill everyone on board bar 
  one. He will be left to pilot the ship to 
  Bridgeways and report the attack. 
  g
    
  This is where it began. If the 
  heroes agree to win in the name 
  of the Lady of the Winds, Jamos 
  and the other priests will always 
  remember their act of faith and 
  always offer assistance and friend-
  ship. 
  
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  The Death Barge and its crew: see 
  page 120.
  If the heroes prevail, they arrive in 
  Brigdeways on time. If they evade the 
  death barge, they lose about a week and 
  loose a position in the Race by the time 
  they finally make it to Bridgeways.
  i
  The harbormaster of Bridgeways im-
  mediately directs the heroes to the Isle of 
  Chimes, as instead of the Trade Council, 
  the priests of the Lady of the Winds have 
  accepted the duty of handing out the 
  Tokens and the bags of dirt to the partici-
  pants of the Race. He will tell them that 
  they need to speak to the High Priest, 
  Jamos.
  Arriving on the Isle of Chimes, the 
  party has to wait in the freezing wind 
  while Jamos presides over a young cou-
  ple’s wedding. The vows have already 
  been spoken, and Jamos needs only to 
  speak a prayer and offer the couple the 
  blessings of the Lady of the Winds. After 
  fifteen or twenty minutes, Jamos leaves 
  the celebrating family and walks towards 
  the heroes, his acolytes trailing behind 
  him.
  The high priest stops in front of you, 
  unmoved by the biting winds, watching 
  you for a moment. The chimes in the 
  background jingle, offering the only 
  sound beside your chattering teeth. Fi-
  nally, Jamos offers a smile and a greeting. 
  “Welcome my friends. I assume you have 
  little time to waste and want to continue 
  your race. Come! Let’s sit down and talk 
  for a moment.”
  The characters might assume that they 
  will be taken inside, but Jamos sits down 
  where he stands, and waits for everyone 
  to join him before continuing.
  “Don’t worry; we won’t be long 
  enough outside for the Glow to 
  take any effect on you. I find the 
  music of our Lady’s chimes much 
  soothing, however.” He turns to 
  one of his acolytes and whispers in 
  his ear. The young man jumps up 
  and runs back towards the temple. 
  Indicating the young man, Jamos 
  explains, “He will get you the To-
  ken and the letter with your next 
  destination. In the meanwhile, 
  may I ask you why you are partici-
  pating in the race?”
  Jamos is genuinely interested in the 
  characters’ reasons, as he also wants to 
  persuade them to try and win the race for 
  the glory of the Lady of the Winds. He will 
  not push for this, nor suggest it directly, 
  preferring to ask questions, and hint at 
  his intentions rather than explaining him-
  self outright. If there are any priests in the 
  group Jamos will be even more subtle in 
  his suggestions.
  However long the conversation takes, 
  the young acolyte returns at the end of 
  the discussion. He is holding the by now 
  familiar usual satchel and a finely crafted 
  wind chime, fixed to a similarly crafted 
  cog. The cog is inscribed, marking it as 
  the Token for this leg of the Race.
  e
  If the player characters have agreed 
  (or even suggested themselves) that they 
  should try and win the Race for the glory 
  of the Lady of the Winds, Jamos will come 
  down to the harbor and bless their ship, 
  adding +1 to the Boating rolls for the 
  crew for the rest of the Race!
  Jamos will remain at the harbor’s edge 
  for as long as he can see the heroes’ ship 
  
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  flying away. Looking back, they will be 
  able to see him on the pier, unmoving, 
  gradually growing smaller until disap-
  pearing in the distance.
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  The voyage from Bridgeways to Heart-
  land has a base travel time of five weeks. 
  During this stage of the Race there is no 
  need to check to see if any of the ships are 
  delayed and if their position in the Race 
  changes, because the Elven Court takes a 
  direct hand in upsetting the order of the 
  Race on arrival.
  Check the travel times for the player 
  characters as usual. Check for encounters 
  as well.
  One week before they reach Heart-
  land, an elven patrol ship, a frigate called 
  the Sentinel, spots the heroes’ vessel. The 
  Sentinel has no special orders beyond pa-
  trolling the skies around the elven home 
  isle on the lookout for pirates. Unfortu-
  nately the picking for the crew have been 
  slim for the past two weeks and they have 
  grown restless. The appearance of the 
  heroes’ vessel will come as a welcome 
  distraction. 
  The Sentinel is commanded by a neo-
  phyte leafwarden, Beryl Greenleaves. He 
  has already spent too much time exposed 
  to the glow, as has some of his crew), so 
  his Glowmadness status is at Irritable. 
  Greenleaves attributes his sour mood 
  solely down to the weeks of boredom and 
  confinement spent aboard ship, and does 
  not realize that he is at the top of the slip-
  pery slope down into glowmadness.
  Upon spotting the heroes’ vessel, the 
  eleven patrol ship fires a signal shot and 
  attempts to head her quarry off. If the 
  heroes do not slow down, the Sentinel 
  will fire two more warning shots. If the 
  characters continue to ignore the patrol 
  ship’s shots or attempt to flee, the elves 
  will assume that the heroes are pirates 
  and all subsequent shots will aimed at 
  their vessel. A rather harmless encounter 
  has just turned into a chase and possibly 
   
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  If the heroes have one or more 
  wildlings and an elf among their 
  number, the elves of Roseport 
  will—just to keep the peace of the 
  Race—assume that any wildling is 
  the elf’s property and take a po-
  sition of “Don’t ask; don’t tell.” 
  The wildlings will be watched, but 
  mostly ignored. Should they draw 
  attention to themselves; the elven 
  character will be asked, and ex-
  pected, to “take care of his pets.”
  If there is no elf among the he-
  roes’ number, the ship’s captain 
  (or, if that role is not clearly ob-
  vious, whomever has the highest 
  Charisma) will be congratulated 
  on acquiring such fine Wildling 
  specimens as his personal slaves 
  and be treated as an elf, as de-
  scribed above, should his “pets” 
  act up.
  Never, under any circumstances, 
  will the Elven Court or any offi-
  cial of the Court, acknowledge the 
  presence of wildlings as persons 
  in their own right. If a wildling 
  is named as Captain, the player 
  characters will be pointedly asked 
  to reconsider—they surely do not 
  wish to offend the Willow Queen 
  with this tomfoolery, do they?
  
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  a battle. Remind the players that they 
  need to get to Heartland if they wish to 
  continue the Race.
  When the player characters slow 
  down, read or paraphrase the following:
  The elven ship slowly drifts 
  closer to you before moving along-
  side. Ropes are tossed over by 
  grim looking elves in full armor, 
  and they wait for you to fix the 
  two ships together. As you moor 
  your ship to theirs, the Sentinel’s 
  captain takes his place beside his 
  command’s railing. His skin looks 
  like dried parchment, and instead 
  of being dressed in the customary 
  wooden armor that you know 
  
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  from the Oakthorns, he is dressed 
  in brown robes with a mantle 
  made of green leaves. He extends 
  his right hand and a plank ap-
  pears to grow out of the side of the 
  patrol ship until it hugs the railing 
  of your ship. The leafwarden gra-
  ciously walks across the plank and 
  boards your ship without waiting 
  to ask permission.
  He turns to one of you with a 
  look of disdain and asks: “Who 
  is the captain of this miserable 
  heap?”
  Greenleaves insists on inspecting the 
  heroes’ ship from top to bottom. As he 
  does so, he will constantly berate the 
  heroes, trying—actually hoping—to pro-
  voke them into doing something stupid. 
  Any wildlings he encounters risk being 
  on the end of a quick kick or slap if they 
  do not get out of his way. He will be be 
  accompanied by two sailors, while two 
  more remain on deck.
  Hopefully, the characters will not have 
  any contraband aboard… if they do, they 
  will need to deal with the elves quickly 
  and make the Sentinel disappear. Green-
  leaves and the four sailors with him will 
  defend themselves while Greensleaves 
  can alert the rest of the Sentinel’s crew 
  by blowing the tin whistle that he carries 
  around his neck. If alerted the crew will 
  attempt to take the heroes’ ship. 
  Beryk Greenleaves: see page 120.
  Elven Warship crew: see page 121. 
  After the scene has been resolved, the 
  heroes can continue onwards. Then take 
  a look at your notes and see in what order 
  the other ships appear—especially what 
  position The Royal Heart holds. Make 
  sure to adjust the following paragraph to 
  fit your specific game.
  Yesterday, you spotted the mas-
  sive island of Heartland. Today, 
  you are about to anchor in the 
  harbor of Roseport. And it seems 
  that you have made good headway 
  in the last few weeks! Several of 
  the ships you thought to be ahead 
  of you are anchored here as well. 
  You have caught up with them! 
  Now the Race is wide open again, 
  and with renewed enthusiasm, 
  you quickly prepare the ship to be 
  anchored down, get into the town 
  itself, retrieve the Token, and leave 
  for the next and final destination 
  of the Race.”
  Of course, nothing is ever that easy.
  i
  Roseport has been anticipating the ar-
  rival of the racers for weeks now. No other 
  town since Plenty has put so much effort 
  into decorating itself for the event. The 
  piers and buildings are decorated with 
  flowers. Banners and flags hang from the 
  walls and between the trees themselves, 
  proclaiming a warm welcome and fortune 
  to all who race the Skies. There is even 
  a representative of the Queen waiting at 
  the precise moment that the characters 
  dock to make that are given a proper 
  welcome.
  On duty when the characters arrive 
  is a rather formal-looking elf with short-
  cropped, green hair, surrounded by the 
  sweetest smell of perfume. He greets the 
  characters with the slightest of bows.
  “You must be Captain (enter the 
  
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  name of the heroes’ ship’s captain). 
  It is quite an honor to be able to 
  welcome such an illustrious group 
  as yours. Allow me to introduce 
  myself: I am Samel Laurelbloom, 
  loyal servant to her majesty the 
  Willow Queen. I am tasked by my 
  liege to take you to her. Yes, that 
  is true—you are formally and 
  cordially invited to attend to the 
  Willow Queen at her court.”
  This is quite an invitation—make 
  sure the players (and the characters) 
  understand this. Only elves are normally 
  permitted to visit the Willow Queen’s 
  Court. That they are invited underlines 
  the Queen’s interest in the Race and eve-
  ryone who is taking part.
  And, of course, there is down side to 
  their visiting the Willow Queen’s Court: 
  non-elves caught that deep in the woods 
  are usually summarily put to death. This 
  will prove to be a hindrance if they want 
  to leave early. If the players do not figure 
  this out for themselves, do not tell them. 
  They should know it from the Gazetteer 
  in the Player’s Guide. Elves and Wildlings 
  could be allowed to make a Common 
  Knowledge roll if you want to help your 
  players. 
  Samel Laurelbloom leads the char-
  acters to a row of coaches, each being 
  pulled by ten harnessed mule wildlings. 
  Each coach can comfortably house four 
  passengers, but priests of the Alpha or 
  heroes who do not accept either slavery 
  or slave labor might refuse to ride in a 
  coach. Samel will not stop anyone from 
  walking instead of traveling in comfort, 
  but he warns them that the way is long 
  and strenuous. The elf will ride the 
  coach, but will politely ask any wildling to 
  ride in a different coach. During the short 
  journey (two hours, or three if any of the 
  characters insist on walking), Samel tries 
  to ease the tension by asking questions 
  about the heroes’ previous exploits, but 
  keeps the conversation on a superficial 
  and light level.
  Of course, now is not the time for 
  the heroes to brag about any successes 
  they might have already had in freeing 
  wildlings or what they truly think of the 
  Willow Queen. Samel has been told to 
  remain polite, but he is also taking them 
  into the very domain of the Willow Queen 
  herself, deep into the woods of Heartland. 
  There are plenty of tales of people simply 
  vanishing, never to be seen again. The 
  heroes should know that anyway.
   
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  The Court of the Willow Queen lays in 
  the shadow of the mighty Leaflord, close 
  to the Fleshforge, source of the wildlings. 
  The huge tree towering over the forest 
  casts everything in shadow and makes 
  everybody—elf and non-elf alike—feel 
  humble and insignificant, everybody ex-
  cept the Willow Queen herself.
  Samel takes the heroes on a short tour 
  through the gardens and the few publicly 
  (at least to invited guests) available rooms 
  of the Court. There are guards everywhere, 
  regarding any rogue Ex-Oakthorns in the 
  heroes’ group with suspicion, some even 
  with outright contempt. Ex-Oakthorn 
  and wildling characters find the visit to 
  the Willow Court extremely unnerving, 
  though for different reasons, and have to 
  make a Spirit roll at -2 or suffer a level 
  of Fatigue to take the constant distraction 
  into account. The level of Fatigue is re-
  covered as soon as they leave Heartland.
  Samel Laurelbloom brings the charac-
  
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  ters to their quarters and offers to have 
  any wildling “pets” be taken to the pens, 
  but will merely shrug if their owner in-
  sists on having them staying with him or 
  her. He tells the heroes that there will be 
  a banquet in their honor where they will 
  receive the Race’s final destination as well 
  as the Token of Heartland to prove their 
  successful journey here. They are free to 
  explore the gardens a little more, but he 
  suggests that they take a bath and put on 
  their court attire.
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  Wildlings will not be allowed to wan-
  der the halls by themselves, but everyone 
  else is welcome to explore at least part 
  of the garden. If any character chooses to 
  do so, he will find a few crew members 
  from two of their competitors. Take two 
  or three crew members from any of the 
  ships that reached the Heartland before 
  the heroes. They are sharing a bottle 
  of Drakespear’s wine, but at this point 
  none of them is heavily inebriated. They 
  notice the player characters immediately 
  and invite them to join in their own little 
  banquet. 
  Once the heroes have had their first 
  taste of the excellent wine, read or para-
  phrase the following:
  You hand the bottle to the next 
  person in the circle who gratefully 
  accepts, takes a sip, then passes 
  it on, before telling you: “Just ar-
  rived, my friends? Hah! We’ve been 
  here for a while now, not even 
  sure how long. Had a good lead 
  on them,” he points to the fellow 
  across from him, “but it certainly 
  appears we’re all guests of the Wil-
  low Queen.”
  He smiles and the man he ad-
  dressed nods with a rueful grin. 
  “We weren’t complaining, y’know. 
  Never would’ve caught up to you 
  otherwise. Now... looks like Her 
  Majesty,” his mocking tone invit-
  ing a scornful look from a nearby 
  guard, which goes ignored by the 
  speaker, “is bent on having a little 
  victory banquet. And the bets are 
  one for one that The Royal Heart 
  will be the first to finish. Sneaky 
  little bastards.” He spits to the 
  ground in disgust, and before his 
  spittle hits the floor, two elves in 
  full armor appear to the left and 
  right to him.
  “It appears that have you had 
  enough. Better we accompany 
  you to your chambers so you can 
  sleep it off.” The tone of the guard 
  is serious, and the offender simply 
  shrugs, takes a last sip from the 
  bottle, and then stands up. “Enjoy 
  the rest, mates. See ya at the Ban-
  quet.”
  Let the heroes discuss the banquet, 
  the Race, the Willow Queen, or whatever 
  they would like for a while.
  They do not get to see the man who 
  was lead away until a few days later. When 
  they do, his face is heavily bruised, one 
  eye is barely open, and he is limping. 
  When asked what happened to him, he 
  shoots a fearful glance to any nearby elf 
  guard with his one good eye and then 
  offers a weak “I... I stumbled in the dark 
  and fell down some stairs.”
  nn  
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  garden, the player characters should 
  now know that the promised banquet is 
  still a few days off—apparently it is not 
  going to be held until every ship still 
  participating in the Race has reached 
  Heartland. The heroes have yet to run 
  into the crew of The Royal Heart, which 
  could either mean that the elven ship 
  has not arrived yet or that it has already 
  left Heartland. In any event—the heroes 
  are for the moment stuck at the Court 
  of the Willow Queen and if they want 
  to preserve their chances of winning 
  the Race, their only choice is to wait for 
  the banquet and the arrival of The Royal 
  Heart. Once the banquet is over and 
  everyone has both their Tokens and the 
  dirt for the final destination, the playing 
  field is once again level and everyone 
  will once again have a fair chance of 
  winning. The Willow Court, of course, 
  has no intention of playing fair. The 
  might and power of the Elven Navy has 
  to be demonstrated, even if it takes a lit-
  tle cheating to achieve that. The Queen 
  is indeed waiting for the arrival of The 
  Royal Heart. If, according to your notes 
  she should already be here, then the 
  ship is hidden and undergoing repairs 
  for the last leg of the Race.
  With no other choice but to wait for 
  the arrival of The Royal Heart and the 
  banquet to be held so that they can obtain 
  the necessary Token and dirt, the charac-
  ters must suffer the next three weeks in 
  growing boredom. After a few days they 
  may feel more like prisoners than guests 
  and it is getting on their nerves. Use the 
  Boredom rules from page 55 in Sundered 
  Skies. If necessary, characters can roll for 
  natural healing as well.
  Alternatively, if the characters prefer 
  to act rather than wait, refer to “Sneaking 
  thorough the night” on page 110 for possi-
  ble courses of action and their outcomes.
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  After some three full weeks spent at 
  the Willow Court, a servant will approach 
  the characters and inform them that 
  the banquet has been scheduled for the 
  next evening. Court attire is expected 
  of course, but if a character has brought 
  none with him, a suitable outfit—a fash-
  ionable frock coat and tails for him, an 
  elegant gown for her—can be rented for 
  a “small” fee (70 cogs) per person.
  The banquet is held in the throne 
  chamber of the Willow Court. The com-
  plete crews from all of the ships still in 
  the Race are expected to attend, but only 
  some of the crew of The Royal Heart will 
  attend. As good as the banquet looks, the 
  food will be spiked, making anybody who 
  eats it come down with a minor case of 
  food poisoning.
  Attending the banquet will be a daunt-
  ing prospect for most attendees. This is 
  quite possibly the first time that some of 
  them will have worn such formal cloth-
  ing and very probably the first time the 
  characters will be in the presence of the 
  Willow Queen.
  Read or paraphrase the following.
  The evening you have been wait-
  ing for, growing ever more anxious 
  about continuing the Race, has 
  finally come. 20 minutes ago, a 
  servant knocked on your door 
  and escorted you to the throne 
  chamber of the Willow Court. The 
  throne itself remains empty, giving 
  you a chance to examine the frail 
  construct, engraved with flowers 
  
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  and covered in elvish runes.  In 
  front of the stairs leading up to 
  the throne stands a long table, the 
  middle raised a little higher than 
  the wings to the right and left. 
  Two more long tables have been 
  put at a right angle to the ends of 
  the main table—together the three 
  form a rough ‘U.’ There are chairs 
  on the outer side of the main table, 
  but at the side tables both sides 
  will be used for the guests.
  There is an extra table reserved 
  for Wildlings, next to the wall, in 
  the corner that is the farthest away 
  from the Queen’s seat.
  The whole room has been deco-
  rated with flowers, leaves, petals, 
  and soft cloth. Left of the entrance, 
  a few musicians are already pluck-
  ing their harps and playing their 
  flutes, but it sounds more like they 
  are preparing to play than any 
  actual song you have ever heard.
  Slowly, the hall fills, but nobody 
  really talks, only a whisper can be 
  heard here and there. You catch a 
  faint smell of food and feel your 
  mouth watering. You look for and 
  find your seats and sit down. Still 
  the occasional conversations are 
  conducted in a hushed whisper.
  The minutes stretch by when 
  finally a servant announces the 
  arrival of the Willow Queen. All 
  of the elves in the hall—among 
  them crew members of The Royal 
  Heart—quickly stand up and turn 
  towards the throne. A heartbeat 
  later, and with slightly less en-
  thusiasm, the rest of the sailors in 
  the hall follow. Only the wildlings 
  remain seated, except one, his hid-
  eous face and serrated ears mark-
  ing his bat heritage, also stands 
  up, his knees shaking.
  The Willow Queen enters the 
  hall from a door hidden behind 
  the throne. Her tight, smooth dress 
  clings to her body making the 
  males in the group all achingly 
  wish to be able to cling to her, too. 
  Her hair fills the room with the 
  sweetest perfume you have ever 
  smelt, and her dark, mysterious 
  eyes promise love and passion to 
  every single person in the room. 
  She graciously walks toward her 
  seat, waits for a servant to pull 
  back the chair, and sits down. She 
  motions to another servant who 
  claps twice, shouting for the food, 
  then motions to the guests to sit 
  down. A quiet sigh goes through 
  the room as the sailors finally sit 
  down again, their attention still 
  captivated by the Willow Queen.
  The food arrives, plates loaded with 
  fruit, vegetables, meats—none of the he-
  roes has ever seen food in such quantity 
  and in such variety. As guests the charac-
  ters are expected to eat freely and minor 
  faux pas—like eating with the wrong 
  fork—are graciously overlooked. Little 
  happens during the banquet beyond the 
  enjoyment of the food and drink, except 
  if the characters have gained some sort of 
  favorable reputation. In this case, one of 
  the servants addresses the Willow Queen 
  in a loud voice, informing her that among 
  
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  her guests is a most illustrious personal-
  ity—the captain of the heroes’ ship. The 
  servant will bring up one or more of the 
  characters’ achievements that has oc-
  curred during the Race. This might be 
  their fight at Meeting Place or how they 
  saved the Handsome in the Razor Passage. 
  The Queen will then directly address the 
  character and ask him or her to tell the 
  story in detail. The musicians stop play-
  ing, and everybody else stops eating after 
  a few moments. The full attention of eve-
  ryone in the throne chamber is focused 
  on the player character and the Queen.
  Now is the time for Common Knowl-
  edge rolls to make sure that the charac-
  ter knows how to behave. Remember, 
  no achievement by any wildling will be 
  acknowledged. Should the heroic deeds 
  have been performed by the wildling, the 
  “owner” of the wildling will be asked to 
  relate the story on how he managed to 
  acquire such a talented wildling, how 
  much it cost, and so on.
  As mentioned above, the food is 
  spiked, but there are no immediate effects 
  that the heroes can discern. Once dessert 
  has been served, the Willow Queen nods 
  to another of her servants, who bows and 
  leaves. He returns a few minutes later, 
  followed by two more servants carrying a 
  long tray between them. On the tray are 
  a number of identical polished wooden 
  rods as well as small satchels. The rods are 
  inscribed, marking each one of them as a 
  Token of Heartland. Each ship receives a 
  rod and a satchel, then the Willow Queen 
  rises and bids the sailors farewell, promis-
  ing that the crews will be taken back to 
  Roseport the following morning.
  sn
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   ni
  There is, of course, an alternative to 
  waiting the three weeks before the ban-
  quet. Scavengers and sky sailors are not 
  normally the waiting type anyway, but let 
  the players decide what they want their 
  characters to do. Some groups will be 
  happy to wait, but others will naturally 
  prefer to look for an alternative way to 
  gain possession of a Token. The obvious 
  choice will be to steal it, but this means 
  overcoming several problems if the he-
  roes are to successfully acquire a Token 
  by this method.
  First, the heroes need to find out 
  where the Tokens are kept. Second, they 
  need to find a way to not only get there, 
  but also take one, preferably without any-
  one noticing. Third, they need to leave 
  the Willow Court and make their way to 
  Roseport, across hostile territory.
  n n  
   
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  The location of the Tokens is not a par-
  ticularly well-guarded secret. A Streetwise 
  roll when chatting with any of the serv-
  ants (or from one wildling to another) 
  persuades them to tell a character where 
  the finished Tokens are being stored. 
  They can be found in a small closet near 
  the throne chamber, waiting to be given 
  out. The satchels of dirt are also stored in 
  the same closet as the Tokens.
  If they fail the Streetwise roll, the he-
  roes will have to come up with another 
  way to locate the tokens.
  a  P
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  This is harder. Only elves are allowed 
  in the area near the chamber room and 
  not just any elf can wander the halls 
  nearby. If the heroes do not have an elf 
  among their number, then they will need 
  outside help. Which will only be available 
  from one of the other ship’s crews.
  
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   Alternatively, there is a second group 
  who can walk the halls unnoticed: wild-
  lings, running an errand for their masters. 
  They are mostly ignored, so a wildling 
  might be able to get to the closet, open 
  it, take a Token and Satchel, and return 
  to the heroes. The heroes can quite eas-
  ily find a wildling at the Willow Court, 
  willing to help them if they promise to 
  free him. He is part rat, and his master 
  has given him the name, “Filth.” Despite 
  being part rat, Filth is not a thief; he is 
  merely a house slave with little self-es-
  teem. But for the promise of freedom, he 
  will do his best.
  Filfth, rat wildling: see page 123.
  The closet in question is locked (as 
  are all the others) and the rooms around 
  the throne chamber are heavily guarded. 
  Only during the sleep cycle is there a re-
  alistic chance of getting to the closet and 
  then inside it without being detected. On 
  the first night, Filth can find the closets, 
  but unable to open the right one, is not 
  prepared to break the lock. He can be 
  convinced with a successful Persuasion 
  roll to take one of the heroes with him 
  the next night, to try and break into the 
  closet.
  During the sleep cycle, there are only 
  a handful guards on duty in and around 
  the throne chamber. Lights are lowered 
  so that it is almost dark (-2 to all rolls 
  requiring sight, but +2 to Stealth rolls). 
  If the characters fail a Stealth roll, one 
  guard comes to investigate the noise. 
  Should a fight break out 1d3 additional 
  guards will appear after 5 rounds, then 
  1d3 additional guards for every 1d4 
  rounds. Any character caught stealing 
  finds himself thrown into the dungeon, 
  while wildlings are simply killed. The rest 
  of the player characters—if only some 
  were present—are told that there was an 
  unfortunate accident the night before and 
  that their comrades contracted a highly 
  contagious fever and have been placed in 
  quarantine.
  n
  If the heroes succeed in stealing both 
  the Token and the satchel, they need to 
  get out of the Court, and back to their 
  ship. Filth can show them a way out of the 
  Willow Court, while elves or other wild-
  lings in the group can try to navigate their 
  way back through the dark and dreary for-
  est. But the Wild will be after them.
  It takes the party some five hours to 
  get back to Roseport, their route involving 
  several detours to evade the few known 
  patrol routes. Stealth rolls are needed for 
  each hour of movement. Whenever one 
  of the fleeing heroes fails his Stealth roll, 
  draw a card from the action deck. If it is 
  a black face card, check the encounter 
  table below. If a Joker is drawn, pick two 
  encounters.
  Card Encounter
  Jack of Clubs 
  Traps
  Queen of Clubs 1d3 Ferals
  King of Clubs 
  1d6 Oakthorns
  Ace of Clubs 
  1d3 Wood Elementals
  Jack of Spades 
  1d6 Thorn Beasts
  Queen of Spades 1d8 Ferals
  King of Spades 
  Elf Patrol
  Ace of Spades 
  Boughbreakers
  Ferals: The pack of ferals is led by a 
  wildcard (1d4: 1-Bear, 2-Bloodhound, 3-
  Bull, 4-Toad), the rest are wolves.
  Bear Feral: see page 121.
  Bloodhound: see page 121.
  Bull Feral: see page 121.
  Oakthorn: see page 122.
  Toad Feral: see page 121.
  
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  2
  Wolf Feral: see page 122.
  Wood Elemental: see page 122.
  Thorn Beasts: see page 122.
  Elf Patrol: Use the stats for the Senti-
  nel’s crew (page 120). There is one elf for 
  every hero, plus two.
  Once they have cleared the wood, the 
  characters will have little trouble sneak-
  ing into Roseport. Leaving the harbor 
  during the sleep cycle is a bit unusual, 
  but not unheard of. Incidentally, Samel 
  Laurelbloom is on duty again and sees 
  the characters leave, but there is little he 
  can do on his own. Wracking his brain 
  with indecision, he remains frozen at the 
  spot until it is too late—as the heroes 
  pull away from the island, they can hear 
  Laurelbloom’s shouts raising the alarm. 
  This brings a patrol of oakthorns to the 
  harbor’s edge.
  e
  How and when the characters manage 
  to depart from Roseport, will depend 
  upon their activities in Heartland. Were 
  they patient and decided to wait until the 
  banquet to receive their Token and the 
  dirt for their ship’s Waysphere? Or did 
  they resort to theft and sneak out quite 
  literally like thieves in the night?
  If they waited until the end of the 
  banquet the, The Royal Heart gets a head 
  start of one week over the other par-
  ticipants in the Race, as the Royal Heart’s 
  crew was served un-spiked food, while 
  the other contestants writhe in agony in 
  their beds for a few days after the festive 
  dinner. The Willow Queen makes a point 
  of apologizing for this inconvenience. A 
  wildling who is “guilty of poisoning the 
  Queen’s guests” is quickly produced 
  and summarily executed. If you want to 
  highlight the repression and threat for 
  the Boughbreakers, an elf is executed 
  alongside for treason.
  After the execution, the contestants 
  are allowed to leave Roseport. The mass 
  start from Roseport should be handled 
  in the same fashion as the very start of 
  the Race from Plenty, with Boating rolls 
  determining the order of departure.
  If the heroes stole their Token, the 
  banquet is cancelled and the rest of the 
  ships are released. The heroes have a 
  week’s head start over the other racers.
  S a o
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  e
  The voyage from Heartland to Shad-
  owhaven has a base travel time of four 
  weeks. Due to the intervention of the Wil-
  low Queen, the Race is wide open again, 
  with every ship having a chance to win.
  This last leg of the Race is one long 
  chase through the void with the Bright 
  Cabal renewing its attempts to sabotage 
  it. Whomever leads the Race (either the 
  heroes or the elves of The Royal Heart) 
  is a base five Range Increments ahead 
  of the rest of the field. The first Boating 
  roll, made at the same time as the rest of 
  the field upon leaving Heartland, deter-
  mines the exact number. A failed Boating 
  g in n   
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  They stole from the Willow 
  Queen! This will gain the heroes 
  notoriety among all the races in 
  the Skies. The elves of Heartland 
  will mark them for a swift ignoble 
  death, but wildlings and glowborn 
  will revere the heroes. 
  
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  roll reduces the lead to just four Range 
  Increments, while a botch reduces it to 
  three. A success adds increase the Range 
  Increment by one, a raise increases it by 
  one again. This places the lead vessel 
  ahead of its nearest rival by a minimum 
  of three of three and a maximum of seven 
  Range Increments. Space out the rest of 
  the competitors according to the results 
  of the Boating rolls, with each point dif-
  ference between the rolls determining 
  the Range Increment between each pair 
  of vessels.
  By now the last one in the chasing 
  pack will certainly be far behind the 
  leader, but nevertheless, the Race is not 
  over for them and they have still have a 
  chance of catching up. Even if the Race 
  leader manages to increase between it 
  and the ship in second place to over 10 
  
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  range increments, it does not mean the 
  chase is over. After all, every participant 
  knows where the leader is going,..
  The relative changes in position from 
  week to the next should be determined 
  as per the rules on page 55 of Sundered 
  Skies. First roll for how long the voyage 
  will last, and then for each week make a 
  Boating check for each ship, with addi-
  tional raises indicating a gain in Range In-
  crements between one ship and another 
  (instead of only a second one as per the 
  core rulebook).
  Any ship that draws a clubs card for 
  initiative is attacked by part of the Bright 
  Cabal taskforce and loses one Range 
  Increment in this round. If the draw is a 
  deuce of clubs, the Bright Cabal captures 
  the vessel and takes both it and the crew 
  over. For the moment it vanishes from the 
  Race, but can easily make another appear-
  ance later in your campaign—possibly 
  manned by the rotting crew the heroes 
  dined with at the Willow Court. If a face 
  card from the clubs suit is drawn, the ship 
  has successfully defended itself, while the 
  defending ship takes damage and suffers 
  from a wound that will affect it for the 
  remainder of the Race if any other clubs 
  card is drawn.
  Ships can be attacked more than once 
  by the Bright Cabal. The cultists aboard 
  are not prepared to give up that eas-
  ily once they have spotted their prey. If 
  the heroes’ ship is attacked, resolve the 
  combat with the forces of the Cabal, as 
  per normal. Do not forget to determine 
  the size of the death barge and its forces 
  according to the rules on page 141 of 
  Sundered Skies. 
  i
  In the last week of the Race, the chase 
   
   
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  If you want a little more excite-
  ment at the end of the race and 
  the leader is more than 10 Range 
  Increments away, there is still one 
  last chance for the runner-up to 
  catch up. Use this encounter only 
  if the heroes are in one of the first 
  two positions.
  A few hours out from Shadowha-
  ven with the island not yet vis-
  ible, the leader of the Race comes 
  upon a one-sided battle: a vessel 
  full of pilgrims is under attack 
  from a pair of pirate ships. The 
  defending ship, a frigate, has been 
  dismasted and without sails is al-
  ready drifting in the void. The two 
  pirate ships—both fully manned 
  and the same size as the heroes’ 
  ship—are in the middle of con-
  ducting boarding actions as the 
  heroes approach.
  If the heroes are leading the Race, 
  they are free to ignore the fight 
  and sail onto certain victory. This 
  of course, would seal the pilgrims’ 
  fate. In this case, their reputations 
  will suffer later on. Or they live up 
  to their hopefully heroic reputa-
  tion, change course and head to-
  wards the battle, which means a 
  fight!
  If the heroes are in second place, 
  the situation presents itself slight-
  ly differently. They find themselves 
  closing rapidly on the Race leader. 
  It is clear that some calamity has 
  befallen her—her sails are torn 
  and she is rapidly losing speed. 
  Beyond the stricken Race leader, 
  the heroes can see the pirate ships 
  and their prey. It is equally as clear 
  that the crew aboard the Race 
  
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  becomes ever more desperate. No matter 
  how honorably the crews of the remain-
  ing ships have acted so far, any adherence 
  to the rules of the Race get thrown over-
  board. In the last few days before they 
  get to the finishing line at Shadowhaven, 
  several crews will try anything to gain an 
  advantage over the competition. 
  If the heroes’ ship finds itself in the 
  same Range Increment as at least one 
  other ship, it will be attacked. The aggres-
  sor will not attempt a boarding maneu-
  ver, but will open fire in an attempt to 
  disable the defenders’ sails. Their aim is 
  not to sink the heroes’ ship, only to slow 
  it down. If another ship is disabled during 
  the fight and the heroes decide to rescue 
  the sailors, they either deepen or coun-
  ter the reputation they gained from the 
  incident with The Handsome at the very 
  beginning of the Race.
  Make one last roll to determine posi-
  tions before they get to Shadowhaven. 
  If the heroes lost the fight or stopped to 
  help a disabled ship, their roll is modified 
  by -2.
  e 
   
  If, at this point, the leader of the Race 
  is ahead by more than 10 Range Incre-
  ments, then that is it. No one has a chance 
  of catching the leader and the winner of 
  the first great Race across the Sundered 
  Skies has been determined, now all he 
  needs to do is to reach Shadowhaven, 
  anchor, and go to the Trade Halls.
  If, however, the leader is less than 10 
  Range Increments ahead of his nearest 
  competitor, then there is still a chance! 
  Shadowhaven lies only 10 hours away, 
  and every ship still in the Race has a 
  chance of gaining ground once per hour. 
  The chase continues… for at the end of 
  the Race, there can only be one winner! 
  One round in the chase equals lasts one 
  hour.
   
  v   
  nn
  The Trade Council waits for any other 
  ships still in the Race to finish the voyage 
  to Shadowhaven. After one week, it sends 
  out ships towards Heartland in search of 
  stragglers. If any of the crews fell victim 
  to the Bright Cabal, they cannot be found 
  and are declared missing. Two weeks after 
  the winner has been determined, a great 
  gathering is held at the Choirhall, for 
  the Trade Halls are too small to hold the 
  number of people who want to attend.
  The captain of every ship that success-
  fully completed the Race and made it to 
  Shadowhaven is presented with a small 
  medal and a big badge. The medal is to 
  be worn on a band around the captain’s 
  neck, while the badge is to adorn his ship, 
  leader is in no position to help 
  the pilgrims, as their ship is too 
  badly damaged. Again, the heroes 
  need to decide what they want to 
  do—do they decide to help the 
  pilgrims, or do they pass the bat-
  tle by, take the lead, and go on to 
  win Race?
  In any event—this delay allows for 
  a last, close chase for victory, with 
  the chance that the ship in third 
  can catch up with the current 
  Race leader. Should this happen, 
  everything is now set up for an ex-
  citing finale to an event that has 
  captured the imagination of peo-
  ples across the Sundered Skies.
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  marking both his ship and his crew as 
  having competed in the Race.
  The winning crew has to wait until 
  last to receive their badge; however, the 
  wait will be worth it as they will also re-
  ceive their prize. Depending on what you 
  decided to be their prize, it is either pre-
  sented to them directly, or they are given 
  a document or model instead because the 
  real thing is just too large to be handed 
  over with any ease.
  a
  The Race has ended. The heroes, 
  hopefully, won. Taking their bounty, they 
  have made a name for themselves across 
  the Skies and are ready to embark on new 
  adventures!
  Should the heroes have agreed to try 
  and win the race in the name of the Lady 
  of the Winds, they can choose to pick the 
  appropriate Arcane Background when 
  they next level up. If a hero chooses this 
  option, he also receives the Faith skill at 
  d4 for free, or if he already has the Faith 
  skill, it is raised to the next die type in-
  stead. 
  o
  Io a  Ta e
  There is only one reason for the char-
  acters to visit Canopy—if they do not have 
  the dirt to get to Meeting Place already 
  or if they did not realize that the dirt has 
  been exchanged.
  When the characters get to Canopy, 
  they can easily get some dirt from Meet-
  ing Place to re-attune their Waysphere. 
  However, chances are that the heroes’ 
    
  Another possibility is that two 
  or more ships end the Race in a 
  draw—there is no clear winner. 
  This leads to much confusion 
  among the Trade Council repre-
  sentatives—nobody was expecting 
  such a close outcome, however 
  exciting it may be. 
  There is some discussion about 
  extending the Race to another is-
  land, but in the end, Representa-
  tive Wetfields declares that the two 
  crews shall fight it out in a gladiato-
  rial match in the Arena. Both ships 
  shall nominate a small band of 
  fighters to face each other off. Inci-
  dentally, the number of fighters to 
  be nominated equals the number 
  of player characters. 
  These deliberations take a few 
  hours behind closed doors, with 
  the spectators outside demand-
  ing a decision. While the outcome 
  of the Race is discussed, the two 
  crews are held in separate rooms 
  where they are served food and 
  drinks. They will be able to hear 
  the hubbub of the spectators out-
  side, but the guard stationed at the 
  doors to their rooms will prevent 
  the members of either crew from 
  leaving their temporary quarters.
  Use the stats from the back of this 
  adventure for the opposing fight-
  ers, led by the captain of their 
  vessel. If you need additional 
  crewmen to match the number 
  of heroes, use the Veteran Pirate 
  stats. The last crewmember stand-
  ing not only wins the fight, but 
  also the day—and the Race!
  
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  ship is not the first to be misdirected by 
  Morten Vastfell and the people of Timber 
  are no less eager to turn in a profit than 
  any other islanders. They will grant access 
  to the Navigator Hall, but will charge an 
  admission rate of 150 cogs, plus 50 cogs 
  per bag of dirt collected.
  n mo e 
  n
  In case you want to send your play-
  ers on an even longer Race giving them 
  a chance to visit more islands, there are 
  of course a few more major islands that 
  could serve as extra stages for the Race. 
  Just drop them in where you deem appro-
  priate. This is an excellent opportunity to 
  throw in more adventure seeds of your 
  own design or to hook them into one of 
  the Savage Tales from the Sundered Skies 
  book available from Triple Ace Games.
   
  w
   
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  n  o
  It makes little sense to have both of 
  the Dwarven islands as destinations for 
  the Race. However, Mount Ore is a neces-
  sary stop if the heroes need to acquire the 
  dirt for the Deepsky Citadel.
  K  Cit
  King Bloodaxe himself welcomes the 
  first crew to reach his citadel. He also 
  presents them with the dirt and the token 
  (a metallic disc roughly 12 cm in diame-
  ter). Every other crew, with the exception 
  of the Dwarves of The Inventor’s Pride, 
  are curtly dealt with and quickly ushered 
  away again. The dirt that each crew ob-
  tained from Mount Ore is collected by the 
  dwarves of Deepsky Citadel in exchange 
  for the token.
  D
  n  s
  Should you send the heroes to the 
  dragon’s island, the dragon Jadeclaw has 
  taken an interest in the Race. This only 
  happens to the player characters, no mat-
  ter when they arrive at the island. Even if 
  they are in last place, Jadeclaw will only 
  choose to act after having been intrigued 
  by all these sailors sailing through the void 
  for some prize.
  The likelihood is that the heroes will 
  be surprised, not to say unnerved when 
  Jadeclaw invites them to dinner, their 
  curiosity tempered by the fact that they 
  could end up as his desert. Jadeclaw will 
  have some Chosen Drakin serve his guests 
  delicious food and beverages, while asking 
  the heroes questions about their curious 
  g
    
  The best crew of sailors there is: 
  If the heroes won, they gain +2 to 
  Charisma among other sailors and 
  are thought to be among the best 
  sky sailors to ever cross the void. 
  In particular, the captain of their 
  vessel will be treated with respect, 
  as would befit a noble by trades-
  men and other ship captains. 
  Losers they may be, but fine 
  looking lads they are: If the he-
  roes did not come in first, they 
  still received the badge for their 
  ship, proving them to be among 
  the finest sailors of the void.
  What a band of ruthless dogs: If 
  the heroes sailed past the pilgrims 
  in need of help near the end of 
  the race (only if you use the alter-
  native last day), any heroic reputa-
  tion they might have had before is 
  shattered.
  
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  exploits, often interrupting them and 
  finishing their sentences himself. There 
  are no other guests present, making the 
  heroes feel that much more vulnerable in 
  the presence of a dragon—especially after 
  they seei him downing whole sheep and 
  barrels of beer into his huge maw.
  Fortunately nothing untoward hap-
  pens and at the end of the dinner, he 
  challenges the heroes to a little race of 
  his own—he will accompany them for 
  one day through the void in any direc-
  tion, then they will both turn around and 
  return to Dragon’s Spine (use the dragon 
  stats from page 143 of Sundered Skies 
  and run the heroes through eight rounds 
  of a chase). Jadeclaw is a little unfair at 
  the start: he announces that the race 
  starts “now,” flicks over in the direction 
  of Dragon’s Spine and flies back. Thus 
  he starts this race one Range Increment 
  ahead of the heroes’ ship.
  If the heroes lose this little race, they 
  will never hear the end of it from the 
  dragon. Whenever they should meet 
  again, Jadeclaw will happily point out 
  that he beat them—even louder if in the 
  end the heroes did win the Race. Despite 
  his boasts, he will hand over the Token, a 
  scale taken from one of his talons and the 
  dirt bag without any complaints. Should 
  they manage to beat the dragon, he will 
  reward the heroes with the gift of a dragon 
  ram, as well. The heroes can have their 
  ship outfitted with it right away or return 
  later. It only takes two days to equip their 
  ship with this new toy.
   
  If the Freedom Isle is part of your Race, 
  the Token given out there is an old metal 
  coin. The insignia on the coin is withered 
  down to a point where they are impossible 
  to decipher.
  The glowborn are not willing to use 
  such a high-profile event as the Race to 
  make any move against their elven oppres-
  sors. However, while docked at Freedom 
  Isle, The Royal Heart, will suffer a little 
  accident; nobody’s fault really, these things 
  just happen. This mishap will cost the elves 
  one position in the Race.
  T
   pr z
  As mentioned on page 90, the par-
  ticular prize the player characters are to 
  receive depends on the needs of your par-
  ticular group. Here are a few suggestions 
  as to what a suitable prize could be:
  a i
   
  The characters are awarded possession 
  of a small frigate called the Skyrunner.
  e s
  u
  The Skyrunner was originally built for 
  Representative Wetfields’ father. Com-
  pletely overhauled, the Representative 
  donated the ship as a gift for the victor 
  of the Race. Of course, he might have 
  thought twice about doing so had he 
  known that his favorite entrant was not 
  going to win…
  Acc/Top Speed: 2/10; Handling: +1; 
  Toughness: 13 (2); Crew: 8+16; Guns: 6; 
  Cargo: 3; Cost: $40,000; Rarity: Unique 
  Notes: Heavy Armor
   n h  h u
  The characters earn credit amounting 
  to 50,000 cogs, to be spent in the halls of 
  the Trade Council on any island.
  
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  iF
  In case the heroes lost possession of 
  one of the artifacts from the Plot Point 
  campaign, this is their chance to get it 
  back. It does not matter how the Trade 
  Council managed to acquire it—and no 
  one is prepared to divulge exactly how, 
  but now the Council is willing to part 
  with it.
  y
   
  If you want to have a little fun with 
  your players, the Trade Council offers 
  four recently unearthed large chests, their 
  locks rusted shut, the contents unknown. 
  Their contents could be anything you 
  want—from unheard riches to worthless 
  rocks, originally collected by a scientist 
  trying to find out what makes the islands 
  float.
   
  li   
  at 
  Roll up a relic or choose one, based 
  on the rules starting on page 88 of the 
  Sundered Skies book.
   r c   gm n o
  on
  The next few pages give you additional 
  hints and handy information as a quick 
  reference.
  non p
   cha a
  e
  You can find the stats of all NPC the 
  heroes may encounter over the course of 
  this adventure below.
  P
  This little street rat serves only as a dis-
  traction to the heroes. His only motiva-
  tion is hunger. His name, if you need one, 
  is Pollock.
  Attributes: Agility d6, Smarts d6, Spirit 
  d6, Strength d4, Vigor d4 
  Skills: Boating d6, Climbing d6, Fighting 
  d4, Guts d4, Knowledge (Thieving) d6, 
  Notice d6, Stealth d8, Throwing d6 
  Charisma: +0 
  Pace: 8 Parry: 4 Toughness: 4
  Edges: Fleet Footed
  Gear: Small knife (Str+d4) 
  Salvage: Nothing.
   w
  Attributes: Agility d12+4, Smarts d4, 
  Spirit d4, Strength d4, Vigor d6
  Skills: Fighting d10, Notice d12+2
  Pace: 8”; Parry: 9; Toughness: 10 (5)
  Special Abilities: 
  * Armor +5: Watchers are iron con-
  structs.
  * Construct: +2 to recover from being 
  Shaken; No additional damage from 
  Called Shots; Ignores Wound Penal-
  ties; Immune to disease and Poison.
  * Curious: Watchers are drawn to spec-
  tacle and always record whatever 
  draws their attention.
  * Erratic: Watchers are hard to hit, +2 
  Parry.
  * Fearless: Watchers are immune to 
  Fear and Intimidation attempts.
  * Hovering: 
  Watchers 
  are 
  gliding 
  through the air and maintain a height 
  of approximately 4 feet. They can 
  slowly rise to a maximum of 50 feet.
  * Improved Dodge: Attackers must 
  subtract 2 from their Shooting or 
  Throwing rolls.
  * Non-Combatant: Watchers use their 
  Fighting skill merely to evade attacks 
  and to steer through battles. They nev-
  er actively engage in combat.
  * Quick: Redraw any card of 5 or less.
  
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  * Recording: Watchers store everything 
  they see, but not what they hear. A 
  Steampriest can extract memories with 
  a Repair (-2) roll.
  e 
   
  Acc/Top Speed: 4/11; Handling: +1; 
  Toughness: 11 (1); Crew: 1+23 Zom-
  bies; Guns: 4
  Notes: Heavy Armor
   De
   P
  Attributes: Agility d6, Smarts d8, Spirit 
  d12, Strength d6, Vigor d6
  Skills: Boating d8, Climbing d6, Faith 
  d12, Fighting d6, Guts d6, Intimidation 
  d8, Notice d8, Shooting d6, Stealth d6 
  Charisma: -10 
  Pace: 6”; Parry: 6; Toughness: 7 (2)
  Hindrances: Anemic, Bloodthirsty, Mean, 
  Ugly
  Edges: Arcane Background (Miracles), 
  New Spells, Power Points, Reputation 
  (Bad), Soul Drain
  Gear: Ghost Sickle (Relic; Str+d4+2 
  damage, Parry +1), Rib cage armor (+2), 
  Soul Orb
  Spells: 50 Power Points (including 15 
  stored in their soul orb), armor, bolt, 
  drain the powerful soul, fear, zombie
  Special Abilities: 
  * Soul Orb: Soul orbs absorb the souls 
  of everyone killed within 12”, provid-
  ing 1 Power Point for each soul ab-
  sorbed. Hitting a soul orb is a Called 
  Shot with a –2 penalty. They have an 
  Object Toughness of 12 and are de-
  stroyed by blunt and cutting weapons. 
  Destroying a soul orb causes its owner 
  to become Shaken.
  z
  s
  These Zombies are all armed with long 
  bone spears which they throw on their 
  first combat action, before closing in with 
  their rib blades.
  Attributes: Agility d6, Smarts d4, Spirit 
  d4, Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, No-
  tice d6, Throwing d6, Shooting d6 
  Pace: 4; Parry: 6; Toughness: 7
  Gear: Rib blade (Str+d4, Parry +1), Bone 
  Spear (3/6/12, Str+d6)
  Special Abilities: 
  * Claws: Str.
  * Undead: +2 Toughness, +2 to recov-
  er from Shaken; Fearless, Called Shots 
  do no extra damage.
  * Weakness (Head): Shots to a Zom-
  bie’s head do +2 damage.
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  Never the merriest of fellows, he has been 
  exposed too long to the Glow already and 
  is Irritable. Greenleaves does not realize, 
  however, that he is on the slippery slope 
  to glowmadness, and attributes his sour 
  mood solely on the confinement and 
  boredom of the ship.
  Attributes: Agility d8, Smarts d6, Spirit 
  d8, Strength d6, Vigor d6
  Skills: Boating d6, Climbing d6, Faith 
  d10, Fighting d6, Guts d4, Notice d8, 
  Shooting d6, Stealth d6 
  Charisma: +0 
  Pace: 6”; Parry: 5; Toughness: 7 (2)
  Hindrances: All Thumbs
  Edges: Agile, Arcane Background (Mira-
  cles), Leaf Blessed (Bark Skin, Ivy Crawl)
  Gear: 
  Elven 
  Leather 
  (+2), 
  iron-
  
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  wood sword (Str+d6), elven longbow 
  (15/30/60, 2d6; Beryl keeps the bow back 
  on the ship)
  Spells: 15 Power Points, armor, bolt
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  Attributes: Agility d8, Smarts d6, Spirit 
  d6, Strength d6, Vigor d6
  Skills: Boating d8, Climbing d6, Fighting 
  d8, Guts d6, Notice d6, Shooting d6 
  Charisma: +0 
  Pace: 6”; Parry: 6; Toughness: 7 (2)
  Hindrances: All Thumbs
  Edges: Agile, Plant Heritage (Ivy Crawl)
  Gear: Elven Leather (+2), Ironwood 
  Sword (Str+d6), Bow (12/24/48, 1d6)
   
  Attributes: Agility d6, Smarts d6 (A), 
  Spirit d6, Strength d12+4, Vigor d12 
  Skills: Fighting d8, Guts d6, Notice d6
  Pace: 5; Parry: 4; Toughness: 12 
  Salvage: Junk
  Special Abilities:
  * Berserk: Bear ferals are in a perpetual 
  berserk frenzy. They gain +2 to Fight-
  ing and Strength rolls and suffer a -
  2 penalty to Parry. If they roll a 1 on 
  their Fighting die, they hit a random 
  adjacent target—not the original tar-
  get.
  * Claws: Str+d6.
  * Hug: Bear ferals hitting with a raise pin 
  their foes, and then automatically rend 
  their victims. To escape, the victim must 
  achieve a raise on an opposed Strength 
  roll.
  * Size +2: Bear ferals stand over 7’ tall.
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  Attributes: Agility d6, Smarts d6 (A), 
  Spirit d6, Strength d8, Vigor d8
  Skills: Fighting d8, Guts d6, Notice d10, 
  Tracking d12+2
  Pace: 5; Parry: 6; Toughness: 7
  Salvage: Junk
  Special Abilities:
  * Claws: Str+d4.
  * Feral Senses: Bloodhounds get a +2 
  bonus on all Notice checks. They get 
  a free Notice roll to detect ambushes 
  and can detect prey within a half-mile 
  radius.
  * Size +1: Blood hound ferals stand 
  over six feet tall.
   
  Attributes: Agility d6, Smarts d6 (A), 
  Spirit d6, Strength d12+2, Vigor d10
  Skills: Fighting d10, Guts d12, Intimida-
  tion d10, Notice d8
  Pace: 7; Parry: 5; Toughness: 9
  Salvage: Junk
  Special Abilities:
  * Berserk: Bull ferals are in a perpetual 
  berserk frenzy. They gain +2 to Fight-
  ing and Strength rolls and suffer a -
  2 penalty to Parry. If they roll a 1 on 
  their Fighting die they hit a random 
  adjacent target—not the original tar-
  get.
  * Bite: Str.
  * Fleet-Footed: Bull ferals roll a d10 for 
  their running die.
  * Gore: If a Bull feral charges at least 6” 
  before attacking, they add +4 to their 
  damage total.
  * Size +2: Bull ferals stand over seven feet 
  tall.
   
  Attributes: Agility d6, Smarts d6 (A), 
  Spirit d6, Strength d8, Vigor d8
  Skills: Fighting d8, Guts d6, Notice d6
  Pace: 4; Parry: 6; Toughness: 7
  Salvage: Junk
  
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  Special Abilities:
  * Claws: Str+d4.
  * Leap: Toad ferals may leap 1d6+4”, 
  attacking with +2 to both their Fight-
  ing and Damage rolls.
  * Size +1: Toad ferals are significantly 
  bigger than a human.
  * Tongue: Toad ferals have a 4” long 
  tongue. If they get a raise on their 
  Fighting roll, the target is afflicted 
  with paralyzing spittle and must make 
  a Vigor roll or be paralyzed for 1d3 
  rounds.
   
  Attributes: Agility d6, Smarts d6 (A), 
  Spirit d6, Strength d8, Vigor d8
  Skills: Fighting d8, Guts d6, Notice d6
  Pace: 10; Parry: 6; Toughness: 7
  Salvage: Junk
  Special Abilities:
  * Bite: Str+d4.
  * Fleet Footed: Wolf ferals roll a d10 for 
  their running die.
  * Go for the Throat: A raise on a wolf 
  feral’s attack roll hits the target’s most 
  weakly–armored location.
  * Size +1: Most ferals stand over six feet 
  tall.
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  Attributes: Agility d6, Smarts d6, Spirit 
  d8, Strength d10, Vigor d10
  Skills: Fighting d8, Stealth d8
  Pace: 6; Parry: 6; Toughness: 11 (1)
  Salvage: None
  Special Abilities:
  * Armor +1: Hard bark.
  * Elemental: No additional damage 
  from called shots; Fearless; Immune 
  to disease and poison.
  * Improved Sweep: May attack all adja-
  cent foes.
  * Lashing Branches: Str+d6.
  * Size +3: Wood Elementals are walk-
  ing trees.
  * Stealth +2: When the elemental is 
  not moving or attacking, it appears to 
  be a normal tree.
  * Weakness: Fire based attacks to +2 
  damage and the chance of catching 
  alight is 5-6 on a d6.
   
  Attributes: Agility d8, Smarts d4 (A), 
  Spirit d8, Strength d8, Vigor d8
  Skills: Fighting d8, Shooting d8, Track-
  ing d8 
  Pace: 5; Parry: 6; Toughness: 7 (1)
  Salvage: None
  Special Abilities:
  * Armor +1: Thick bark.
  * Bite: Str+d4.
  * Elemental: No additional damage 
  from called shots; Fearless; Immune 
  to disease and poison.
  * Thorn Cone: A thorn beast may fire 
  thorns at its foes using the Cone Tem-
  plate. Every target within this cone 
  may make an Agility roll to avoid the 
  attack. Those who fail suffer 2d8 dam-
  age.
  h
  Attributes: Agility d10, Smarts d6, Spirit 
  d8, Strength d8, Vigor d8
  Skills: Boating d8, Climbing d6, Fighting 
  d10, Guts d8, Intimidation d8, Notice d8, 
  Shooting d8, Stealth d6, Throwing d8
  Charisma: +0 
  Pace: 6”; Parry: 7; Toughness: 9 (3)
  Hindrances: All Thumbs, Vow (Protect 
  the Willow Court)
  Edges: Combat Reflexes, Plant Heritage 
  (Thorns), Trademark Weapon
  Gear: Ironwood Sword (Str+d8)
  
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  Special Abilities:
  * Bonded Gear: Oakthorn wear bonded 
  wooden armor (+3), which fires volley 
  of thorns at attackers (2/4/8, 2d6+1, 3 
  volleys available). This armor is impossi-
  ble to remove. Oakthorn can only release 
  their sword by uttering a special com-
  mand word.
  , 
   
  Attributes: Agility d6, Smarts d8, Spirit 
  d6, Strength d6, Vigor d6
  Skills: Fighting d4, Guts d6, Knowledge 
  (Elf Etiquette) d8, Knowledge (Heart-
  land) d8, Notice d10, Stealth d8
  Charisma: +0
  Pace: 6”; Parry: 4; Toughness: 4
  Hindrances: Small
  Edges: Alertness, Danger SenseThe Rac-
  ers
  Below are the other participants of the 
  race
  a
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  e
  Acc/Top Speed: 2/10; Handling: +0; 
  Toughness: 15 (2); Crew: 12+24; Guns: 
  8; Cargo: 4 
  Notes: Heavy Armor, Elven Warship, re-
  generates one wound per week.
  n 
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  Oakfist never smiles, never jokes. He is 
  never less than serious and somber and 
  sometimes has a hard time tolerating 
  Rhannen.
  Attributes: Agility d10 Smarts d8, Spirit 
  d8, Strength d8, Vigor d8
  Skills: Boating d8, Climbing d6, Fighting 
  d12, Guts d8, Intimidation d8, Notice d8, 
  Shooting d8, Stealth d6, Throwing d8
  Charisma: +0 
  Pace: 6”; Parry: 8; Toughness: 9 (3)
  Hindrances: All Thumbs, Vow (Major)
  Edges: Combat Reflexes, Plant Heritage 
  (Spores), Sky Commander, Trademark 
  Weapon 
  Gear: Ironwood Sword (Str+d8)
  Special Abilities:
  Bonded Gear: Oakthorn wears bonded 
  wooden armor (+3), which fires volley of 
  thorns at attackers (2/4/8, 2d6+1, 3 vol-
  leys available). This armor is impossible 
  to remove. An Oakthorn can only release 
  his sword by uttering a special command 
  word.
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  Rhannen uses her wry sense of humor 
  to keep morale high aboard The Royal 
  Heart. She tends to laugh shrilly, especial-
  ly whenever she hurts someone in battle.
  Attributes: Agility d10 Smarts d6, Spirit 
  d10, Strength d8, Vigor d8
  Skills: Boating d6, Climbing d8, Faith 
  d12, Fighting d8, Guts d8, Notice d8, 
  Shooting d10, Stealth d8 
  Charisma: +0 
  Pace: 6”; Parry: 6; Toughness: 8 (2)
  Hindrances: All Thumbs
  Edges: Arcane Background (Miracles), 
  Champion, Leaf Blessed (Nettle Touch, 
  Blood Rose, Willow Shadow) 
  Gear: Elven Leather (+2), Ironwood Sword 
  (Str+d6), Elven Longbow (15/30/60, 2d6), 
  Elven Potions (Quickness, Regeneration, 
  Battle).
  Spells: 25 Power Points, armor, bolt, feral 
  form 
   
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  Marthen is a loyal servant to the court and 
  the Queen. 
  Attributes: Agility d10 Smarts d6, Spirit 
  d8, Strength d8, Vigor d8
  Skills: Boating d8, Climbing d6, Fighting 
  d10, Guts d8, Intimidation d8, Notice d8, 
  Shooting d8, Stealth d6, Throwing d8
  Charisma: +0 
  Pace: 6”; Parry: 7; Toughness: 9 (3)
  Hindrances: All Thumbs, Vow (Major)
  Edges: Combat Reflexes, Plant Heritage 
  (Thorns), Trademark Weapon
  Gear: Ironwood Sword (Str+d8)
  Special Abilities:
  * Bonded Gear: Oakthorn wear bonded 
  wooden armor (+3), which fires volley 
  of thorns at attackers (2/4/8, 2d6+1, 3 
  volleys available). This armor is impos-
  sible to remove. An Oakthorn can only 
  release its sword by uttering a special 
  command word.
   
   
  The crew has all been hand-picked by 
  officials at the Willow Court to give The 
  Royal Heart the best advantage they can.
  Attributes: Agility d6, Smarts d6, Spirit 
  d6, Strength d8, Vigor d8 
  Skills: Fighting d8, Boating d8, Guts 
  d6, Notice d6, Shooting d8, Stealth d6, 
  Throwing d6 
  Charisma: +0 
  Pace: 6 Parry: 6 Toughness: 7 (1) 
  Hindrances: 
  Loyal 
  (to 
  the 
  Willow 
  Queen).
  Edges: Plant Heritage (see Sundered 
  Skies Page 146).
  Gear: Leather Armor (+1), cutlass 
  (Str+d6), bow (12/24/48, damage 2d6) 
  Salvage: Junk for every 3 elves. 
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  Acc/Top Speed: 2/10; Handling: +0; 
  Toughness: 13 (2); Crew: 12+24; Guns: 
  8; Cargo: 4 
  Notes: Heavy Armor. The Trade Council 
  secretly funds this frigate in the hope that 
  it will win the Race and so allow the Trade 
  Council to keep what would have been 
  the winners’ prize. While the Council has 
  been persuaded as to the advantages of 
  running the Race, it would rather not be 
  handing out valuable items to a crew of 
  upstart sky sailors. 
   
   
  e   
   
  Barrett is a grim human. He has an in-
  timidating air about him, his crew being 
  only willing to talk about him in hushed 
  whispers. Barrett does not talk much and 
  never raises his voice, which only adds to 
  his fearsome reputation.
  Attributes: Agility d8, Smarts d6, Spirit 
  d8, Strength d6, Vigor d8 
  Skills: Fighting d8, Boating d8, Guts d6, 
  Notice d6, Shooting d8, Intimidation d8, 
  Throwing d6 
  Charisma: -3 
  Pace: 6 Parry: 7 Toughness: 7 (1) 
  Hindrances: Loyal (to the Trade Coun-
  cil), Mean 
  Edges: Block, Command, Nerves of Steel 
  Gear: Leather Armor (+1), long sword 
  (Str+d8), two pistols (5/10/20, damage 
  2d6+1) 
  Salvage: Junk
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  The crew came up with a nickname for 
  him—Kingsley’s wrath. Bran is just as 
  mean as the captain, but he is loud and 
  foulmouthed, constantly berating anyone 
  
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  he considers to be below him.
  Attributes: Agility d8, Smarts d6, Spirit 
  d6, Strength d6, Vigor d6 
  Skills: Fighting d8, Climbing d8, Boat-
  ing d8, Guts d8, Notice d8, Shooting d8, 
  Stealth d8, Intimidation d8, Taunt d8, 
  Throwing d8
  Charisma: -3 
  Pace: 6 Parry: 7 Toughness: 6 (1) 
  Hindrances: Greedy, Mean
  Edges: Block, Combat Reflexes
  Gear: Leather Armor (+1), knife (Str+d4), 
  cutlass (Str+d6), pistol (5/10/20, 2d6+1)
  Salvage: Junk
   
   
  The Spirit has a total crew of 18 sailors 
  aboard.
  Attributes: Agility d6, Smarts d6, Spirit 
  d6, Strength d6, Vigor d6 
  Skills: Fighting d6, Boating d8, Guts 
  d6, Notice d6, Shooting d6, Stealth d6, 
  Throwing d6, Climbing d6 
  Charisma: +0; 
  Pace: 6 Parry: 5 Toughness: 6 (1) 
  Hindrances: Greedy
  Edges: – 
  Gear: Leather Armor (+1), knife (Str+d4), 
  cutlass (Str+d6), pistol (5/10/20, 2d6+1)
  Salvage: Junk for every 5 sailors
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  Acc/Top Speed: 4/10; Handling: +4; 
  Toughness: 13 (2); Crew: 1+7; Guns: 2; 
  Cargo: 1; 
  Notes: Cloudskiff, Heavy Armor, Drakin Tiller
  C
  n 
   
   
  Nate plays the role of the flamboyant 
  womanizer, dashing and witty, to the hilt. 
  This is more an act though, and this as-
  pect of his personality not only gets him 
  recognized, it also gets himself and his 
  brother Tuck, hired for small jobs. Tuck 
  is younger than Nate, and is usually qui-
  etly smiling in the background while 
  his brother draws all the attention. The 
  brothers are fiercely protective of each 
  other and where Nate’s overconfidence 
  might lead the pair to take up too tempt-
  ing an offer, Tuck’s more cautious nature 
  has meant that they have avoided jobs 
  that he has deemed to be too dangerous. 
  Attributes: Agility d8, Smarts d6, Spirit 
  d6, Strength d6, Vigor d6 
  Skills: Fighting d6, Boating d8, Guts d6, 
  Notice d6, Shooting d4, Stealth d6 
  Charisma: +0 
  Pace: 6 Parry: 5 Toughness: 6 (1) 
  Hindrances: Curious, Loyal (to his broth-
  er), Overconfident 
  Edges: Luck, Scavenger 
  Gear: Leather Armor (+1), cutlass 
  (Str+d6), they also have a musket with 5 
  shots (10/20/40, damage 2d8) 
  Salvage: Junk
  The Crew: Nate and his brother Tuck are 
  the only crewmembers of The Lovely Si-
  mone. Both use the same stats, but Nate 
  is a Wildcard and Tuck does not have the 
  Overconfident Hindrance.
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  Acc/Top Speed: 2/12; Handling: -3; Tough-
  ness: 20 (4); Crew: 30+40; Guns: 16; Car-
  go: 6 
  Notes: Galleon, Heavy Armor
   P
   
   
  Penny has a mane of red hair, usually bound 
  in a ponytail. Her eyes sparkle with mis-
  chief, and she is never one to take an insult. 
  There are rumors about her being involved 
  
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  with Grom, but no one dares to ask her.
  Attributes: Agility d8, Smarts d8, Spirit 
  d8, Strength d6, Vigor d6 
  Skills: Fighting d8, Boating d10, Guts d8, 
  Notice d8, Shooting d8, Stealth d8, Taunt 
  d8, Throwing d8
  Charisma: +2 
  Pace: 6 Parry: 6; Toughness: 6 (1) 
  Hindrances: Greedy, Loyal
  Edges: Ace, Attractive, Command, Nerves 
  of Steel, Reputation (Good)
  Gear: Leather Armor (+1), cutlass 
  (Str+d6), 
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  Grom serves as The Dancer’s battle leader 
  and he is always in the middle of any combat. 
  Grom is close to Penny as he owes her his life.
  Attributes: Agility d6, Smarts d6, Spirit 
  d8, Strength d8, Vigor d8 
  Skills: Fighting d8, Boating d8, Guts d6, 
  Notice d6, Shooting d6, Intimidation d8, 
  Stealth d6, Throwing d6
  Charisma: -2 
  Pace: 6; Parry: 6; Toughness: 8 (2) 
  Hindrances: Outsider 
  Edges: Big, Sweep
  Gear: Coin Shirt (+2), bronze battle axe 
  (Str+d6, degradable)
   
  30 sailors are aboard the ship, most of 
  them humans, but a handful of glowborns 
  and dwarves have joined with Penny. 
  Attributes: Agility d6, Smarts d6, Spirit 
  d6, Strength d6, Vigor d6 
  Skills: Fighting d6, Boating d6, Guts d6, No-
  tice d6, Shooting d6, Stealth d6, Throwing d6
  Charisma: +0 
  Pace: 6; Parry: 5; Toughness: 6 (1) 
  Gear: Leather Armor (+1), bronze cutlass 
  (Str+d6, degradable)
  Salvage: Junk for 5 sailors
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  n D n
  Acc/Top Speed: 3/10; Handling: +1; 
  Toughness: 13 (2); Crew: 1+11; Guns: 4; 
  Cargo: 2 
  Notes: Sky Sloop, Heavy Armor
  n s
   
  At best Silas can be described as adven-
  turous, at worst overconfident. He is al-
  ways a little too eager to jump into the 
  action, to roll the dice when everything 
  is at stake, and to follow even the weak-
  est of rumors about a hidden treasure. 
  His self confidence is such that he is not 
  above smuggling goods on the side, an 
  act which he sees as a way of thumbing 
  his nose at authority—particularly the 
  elves and the Trade Council. Winning the 
  Race would be the ultimate way of insult-
  ing those in power, as he sees it. 
  He saved Brick’s life a few years ago, a debt 
  the goblin has repaid several times since.
  Attributes: Agility d8, Smarts d6, Spirit 
  d8, Strength d6, Vigor d6 
  Skills: Fighting d6, Boating d8, Guts d6, 
  Climbing d6, Notice d6, Shooting d6, 
  Stealth d6, Throwing d6
  Charisma: 0 
  Pace: 6 Parry: 5 Toughness: 6 (1) 
  Hindrances: Curious, Greedy, Overconfident
  Edges: Luck, Scavenger
  Gear: Leather (+1), longsword (Str+d8)
  n
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  i
   
   
  Silas saved Brick from certain death sev-
  eral years ago. Now Brick is Silas’ loyal 
  bodyguard and constant companion.
  Attributes: Agility d8, Smarts d6 (A), 
  Spirit d6, Strength d10, Vigor d10 
  Skills: Fighting d10, Climbing d8, Notice d6, 
  
  T
   
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  Intimidation d8, Stealth d6, Throwing d6
  Charisma: -2 
  Pace: 5 Parry: 7 Toughness: 8 (2) 
  Gear: Coin Shirt (+2), bronze battle axe 
  (Str+d6, degradable)
  Special Abilities:
  * Combat Reflexes: Goblins get +2 on 
  Spirit rolls to recover from being Shaken.
  * Fearless: Goblins never need to make 
  a Guts check for fear.
  * Miracle Resistant: Due to the absence 
  of a soul, goblins are very resistant to 
  miracles. They have the Improved Ar-
  cane Resistance Edge.
  * Size -1: Goblins stand 3-4’ tall.
  * Wild: When goblins are forced to fight, 
  they attack without thought of self-
  preservation. Every attack by a goblin 
  is a Wild Attack.
  The Crew: Silas steers The Confidence alone. 
  His only company is Brick, a former goblin 
  slave who acts as a very protective bodyguard.
  a
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  Acc/Top Speed: 2/10; Handling: +2; 
  Toughness: 10 (0); Crew: 1+10; Guns: 
  2; Cargo: 2 
  Notes: Wind Rider
   w l
   
  n
   
  Willem proudly wears his title as captain, but 
  in truth, all decisions are made in consent 
  with the crew—and more often than not, it 
  is Jake the Drake who calls the shots. Willem 
  came up with the nickname for his crew. In a 
  sense, “capt’n” is just his nickname.
  Attributes: Agility d8, Smarts d8, Spirit 
  d10, Strength d6, Vigor d6 
  Skills: Boating d8, Fighting d6, Guts 
  d8, Notice d8, Shooting d8, Stealth d6, 
  Throwing d6 
  Charisma: +0 
  Pace: 6 Parry: 6 Toughness: 6 (1) 
  Hindrances: 
  Edges: Sky Commander 
  Gear: Leather Armor (+1), cutlass 
  (Str+d6)
  Salvage: The three of them have Junk Sal-
  vage between them.
  e 
  w
  “
  e 
   
  ” P
   
  Jake makes up for Julija’s perpetual si-
  lence with his incessant talking.
  Attributes: Agility d8, Smarts d10, Spirit 
  d8, Strength d6, Vigor d6 
  Skills: Boating d8, Fighting d4, Guts 
  d8, Notice d8, Shooting d6, Stealth d6, 
  Throwing d6 
  Charisma: +0 
  Pace: 6 Parry: 4 Toughness: 5 (1) 
  Hindrances: Small
  Edges: Arcane Senses 
  Gear: Leather Armor (+1), cutlass 
  (Str+d6)
  e” 
  l
  Julija rarely smiles and never speaks, 
  though no one knows if she is mute or 
  simply has nothing to say. Her nickname 
  is ironic in nature—Julija is over 6’ tall 
  and all muscle.
  Attributes: Agility d8, Smarts d6, Spirit 
  d6, Strength d10, Vigor d10 
  Skills: Boating d4, Fighting d10, Guts 
  d10, Notice d6, Shooting d6, Stealth d4, 
  Throwing d6 
  Charisma: +0 
  Pace: 6 Parry: 7 Toughness: 9 (1) 
  Hindrances: Quirk (doesn’t speak)
  Edges: Brawny, First Strike,
  Gear: Leather Armor (+1), cutlass (Str+d6)
  
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  2
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  Acc/Top Speed: 3/12; Handling: +0; 
  Toughness: 17 (4); Crew: 6+12; Guns: 
  8; Cargo: 4 
  Notes: Dwarven Ironclad /Frigate, Heavy 
  Armor
  C
   
    
  b
  D
  e
  The dwarf Agravain Bloodrage keeps his 
  beard neatly trimmed and meticulously 
  braided. He speaks in a deep, booming 
  voice, and cares deeply for his crew. He 
  often refers to them as his children, al-
  though not one of them is actually related 
  to him. 
  Attributes: Agility d6, Smarts d10, Spirit 
  d10, Strength d8, Vigor d10 
  Skills: Boating d10, Fighting d8, Guts d8, 
  Faith d10, Knowledge (Stone Carving) 
  d10, Notice d8, Repair d10, Shooting d8, 
  Weird Science d10 
  Charisma: +0 
  Pace: 5 Parry: 6 Toughness: 9 (2) 
  Hindrances: Loyal (to the King and his 
  crew), Slow
  Edges: Arcane Background (Weird Sci-
  ence), Clan Trained, Gadegeteer, Low 
  Light Vision, McGyver, Mr. Fix It
  Gear: Chain hauberk (+2), axe (Str+d6) 
  Spells: 10 Power Points; bolt (repeating 
  crossbow), deflection (works only on the 
  ship, a steam generator hiding the Inven-
  tor’s Pride from view)
   
  The Inventor’s Pride is manned by 
  Agravain and five more dwarves. The 
  crewmen unconsciously try to mimic 
  their beloved captain and tend to use 
  the same key phrases, similar gestures, 
  manners of speech, and the like. Even 
  the way they braid their beards and how 
  they dress is similar. None of them is ac-
  tually aware of this and would loudly 
  protest against it if someone were to 
  point this out. 
  Attributes: Agility d6, Smarts d6, Spirit 
  d6, Strength d6, Vigor d8 
  Skills: Boating d8, Fighting d8, Guts d8, 
  Knowledge (Stone Carving) d6, Notice 
  d6, Repair d6, Shooting d6
  Charisma: +0 
  Pace: 5 Parry: 6 Toughness: 7 (1) 
  Hindrances: Loyal (to the King and their 
  captain), Slow
  Edges: Low Light Vision 
  Gear: Leather Armor (+1), axe (Str+d6), 
  sling 4/8/16, Str+d4) 
  Salvage: Junk for all 5 dwarves. 
  in
  Attributes: Agility d8, Smarts d8, Spirit 
  d8, Strength d8, Vigor d8 
  Skills: Fighting d8, Boating d8, Guts 
  d6, Notice d6, Shooting d6, Stealth d6, 
  Throwing d6
  Charisma: 0 
  Pace: 6 Parry: 6 Toughness: 7 (1) 
  Gear: Leather Armor (+1), bronze cutlass 
  (Str+d6, degradable)
  Salvage: Junk
  n
  Attributes: Agility d6, Smarts d6, Spirit 
  d6, Strength d6, Vigor d6 
  Skills: Fighting d6, Boating d6, Guts 
  d6, Notice d6, Shooting d6, Stealth d6, 
  Throwing d6
  Charisma: 0 
  Pace: 6 Parry: 5 Toughness: 6 (1) 
  Gear: Leather Armor (+1), bronze cutlass 
  (Str+d6, degradable)
  Salvage: Junk for every 5 sailors
  
  T
   
  C
  
   C a
  Use the chart on page   to keep track 
  of the ships’ position during the race.
   rac   p
   n o
  o
  Copy this page and give it to your play-
  ers so that they have a reference handy. 
   o
  o
  on
  e 
  i e
  The following ships are considered to 
  be the favorites to win the Race.
  a
    t
   
  l 
  e
  About the ship: a massive elven frigate 
  
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  d12 
  Ship name 
  Ship Type 
  Special Notes
  1 
  Furious Duchess 
  Wind Rider 
  Drakin Ship
  2 
  Poet’s Remedy 
  Cloud Skiff 
  Dwarven Ship
  3 
  Savior 
  Cloud Skiff 
  Windsilk Sails( +1 Acc, +3 Top Speed)
  4 
  Wyrmbane 
  Cloud Skiff 
  Nothing special
  5 
  Ellen 
  Cloud Skiff 
  Nothing special
  6 
  Faith 
  Sky Sloop 
  Nothing special
  7 
  Monkey’s Fairness 
  Sky Sloop 
  Nothing special
  8 
  Mystic Archer 
  Sky Sloop 
  Nothing special
  9 
  Serpent 
  Frigate 
  Nothing special
  10 
  Cheerful 
  Frigate 
  Improved Tiller (+2 Handling)
  11 
  Scavenger’s Rest 
  Sky Galley 
  Elven Ship
  12 
  Shadow 
  Galleon 
  Orcish Ship
  e o
  i
  In case you want to add additional ships to the race, there are a few suggestions below. Either pick a line or roll three d12, and 
  assign each result to one of the columns.
  If you want stats for the crew and the respective captains, use the following information:
  
  T
   
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  Use the following chart to keep track of the ships’ position during the race.
  Ship
  Razor Passage
  Meeting Place
  Bridgeways
  Roseport
  Shadowhaven
  Player’s ship
  Royal Heart
  Spirit
  Inventor’s Pride
  Dancer
  Lovely Simone
  Confidence
  Voidrider
  
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  2
  that looks like it has been grown from a 
  forest. It is even possible to make out the 
  marks where the roots have been cut.
  Captain: Jhon Oakfist. His skin looks like 
  dried-up bark and his demeanor is as se-
  rious as has come to be expected with 
  members of his race. 
  a
   t
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  i  
  About the ship: A frigate that looks as if it 
  is fresh out of the shipyards of Plenty. So 
  fresh the paint still appears to be wet.
  Captain: Kingsley Barrett. With his intim-
  idating air, the crew of The Spirit will only 
  mention him in hushed whispers.
  a
   t
   nv nt
   
  About the ship:  An ironclad frigate, this 
  marvel can defy the winds with its power-
  ful steam engines.
  Captain: Agravain Bloodrage. A dwarf 
  with a neatly trimmed and meticulously 
  braided beard, he speaks in a deep boom-
  ing voice. 
   
  n
  a
   t
   
  n
   
  About the ship: A battered trade gal-
  leon.
  Captain: Penny Ramsey. An attractive 
  woman in her forties, she is usually ac-
  companied by a grim looking Orc called 
  Grom who serves as her bodyguard, and 
  it is rumored—as her lover. 
  a
    t
   
  v
   s
  ne
  About the ship: A Cloudskiff enhanced 
  by an expensive drakin tiller. If she was 
  not such a small ship, the Simone would 
  be a main contender.
  Captain: Nate Filler commands the cloud-
  skiff, together with his younger brother 
  Tuck. They are genial humans, always 
  quick to spend their hard-earned cogs on 
  women and drinks.
  a
    t
   
  D
  About the ship: A rarely seen Wind Rid-
  er, few expect it to survive the long and 
  dangerous journey of the Race.
  Captain: The human Willem Menard 
  commands his crew of misfits—a drakin, 
  known as “Jake the Drake” Palescale, and 
  a huge, strong woman Willem refers to 
  as “Little” Julija. Julija never smiles and 
  never speaks, something which Palescale 
  easily makes up for.
  a
   t
   
  n D n
  About the ship: A battered sky sloop that 
  has seen better days.
  Captain: Silas Lent has the reputation of 
  being just a little overconfident and a lit-
  tle too quick to jump to action.  A goblin 
  called Brick follows Lent everywhere, like 
  a loyal dog following its master.
  
  
  The Ice Tower
  Cov r r
  
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  FaTe oF The Summoner
  
  
  The Blade oF deSTIny
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  The race
  
  30012
  $19.99
  © 2008-2015 Triple Ace Games Ltd. Sundered Skies and all related marks and logos are trademarks of  Triple Ace Games Ltd. 
  Savage Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. 
  All rights reserved. Used with permission.  © 2015. All Rights Reserved. 
  www.tripleacegames.com
   
   
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   Sk es  a da
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  tt
  g o  t e a
  d
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  wo ds by T
   ace Ga
  1
  2
  3
  4
  TAKE TO THE SKIES, 
  BEFORE THE SKIES TAKE YOU!
  Sundered Skies: Compendium 1 contains 4 thrilling adventures full 
  of peril, horror and madness. A shattered world. A thousand floating 
  islands. A constant glow of madness. 
  Sundered Skies begins where every other world ends.
  
SOURCE: textdata/thevault/Triple Ace Games/Sundered Skies/Savage Worlds - Sundered Skies - Compendium 1.pdf