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TEN DOWN

Underworld Places for Downcrawl


or any Subterranean Campaign

Aaron A. Reed

Game design, writing, art, and layout by Aaron A. Reed (aaronareed.net). All art
modified from images in the public domain. Typeset in Rosarivo and Packard
Antique.

First Edition, 2021

Downcrawl Game and Handouts: downcrawl.textories.com

This work is copyright 2021 by Aaron A. Reed with all rights reserved. Permission
is granted to reproduce or share portions within a player group, or make derivative
works or player aids, provided the original author is credited.
Table of Contents
Introduction 3 Tables
Ten Volumes Random Foods in the Down . . . . 11
Oozeways Fungal Side Effects . . . 17
The Buried Archive . . . . . . . . . 4
Time Dilations . . . . . . . . . . . 19
Catalyst . . . . . . . . . . . . . . . . 6
Path Prices . . . . . . . . . . . . . . 26
The Ebon Fantastic . . . . . . . . . 8
Path Hazards . . . . . . . . . . . . 27
Perseling Country . . . . . . . . . 10
Bleakport . . . . . . . . . . . . . . 12
Grand Lithic Station . . . . . . . . 14
The Oozeways . . . . . . . . . . . 16
The Eternity Stair . . . . . . . . . . 18
Thalassia . . . . . . . . . . . . . . . 20
Iris and Umbra . . . . . . . . . . . 22

Paths 25
Introduction
This book contains ten new Volumes for Some of the volumes listed here have
use in your Downcrawl campaign or any sidebars with special rules. GMs can
other adventure in underground spaces. choose whether or not to make use of
these, but they add a bit of variety and
Downcrawl is a system-neutral ruleset for
freshness to exploration, particularly if you
taking your fantasy roleplaying campaign
are using the Downcrawl rules.
into an endless underworld where the
sun and sky are only legends, and unusual In addition to the ten new Volumes, this
Folk of all kinds explore a realm of caverns book contains a major new Downcrawl
and tunnels that stretches forever in all mechanic: Paths. Normally connections
directions: the Deep, Deep Down. Find out between volumes are ephemeral, but a
more at downcrawl.textories.com. Path is a more permanent and stable
route which is easier and less dangerous
Downcrawl includes a generator for
to travel. Players can undertake a project
creating Volumes, which are major points
to forge new paths with special rules for
of interest in the Down: towns, adventure
doing so.
sites, and interesting destinations. The
volumes in Ten Down were created using I hope you enjoy these new destinations in
the generator from the book. The block the Down. Here’s a quick index if you need
at the top of each listing shows the to grab one quickly:
random rolls that were used to inspire
Scary volumes: Bleakport, The Buried
it. Each Volume lists a Touchstone—a
Archive, The Eternity Stair, The Oozeways
representative place within it—and a set of
story seeds: interesting things that might Restful volumes: Perseling Country,
happen here. GMs can feel free to add Catalyst, The Ebon Fantastic
these volumes to their Guidebook, ready
to deploy in response to a Map Move, or Volumes with lots of NPCs: Catalyst,
just steal bits and pieces for their own Iris & Umbra, The Ebon Fantastic, Grand
purposes, as they are wont to do. Lithic Station

You can use this book without Downcrawl, Weirdest volumes: Thalassia, The Ebon
which is designed to be broadly Fantastic, The Eternity Stair
compatible with most fantasy roleplaying Volumes with lots of monsters: The
games. The format focuses more on Oozeways, Thalassia, The Buried Archive,
stories than stats, so feel free to treat these Bleakport
destinations as setting inspiration and
ignore any system-specific details.

3
The Buried Archive
A haunted library under sand; labyrinthine passages
filled with dangers and ancient knowledge.

Themes: Library, Ruled by Undead


Terrain: Sand Dunes, Artificial Maze
Abundant: Knowledge, Monsters
Scarce: People, Food
Remoteness: Secret

As the Dust River windsits long- of cultures and empires long dead. The
dried course through the softer rock of vast majority are ruined, but countless
the Down, it opens into an immense thousands might still be read, if only
cavern filled with dunes. Gusts of hot and one could find them, and would wish to.
odorless air breathe in and out of the vast Some of the books hold secrets better left
open space through the many cracks in its forgotten; some, it is said, hold the very
walls, shifting sands the color of yellowing souls of long-dead writers who inscribed
paper across its floor. Sometimes the themselves within their pages. Most are
sands reveal stone steps leading down to just books, of course.
obsidian doors. Through them is a library
Then there are the librarians.
that few have found and fewer still have
lived to tell about. Who knows what they once were, but
now they roam the halls as shambling
It runs for miles through gently curving
mummies wrapped in yellowed pages, still
tunnels in the rock beneath the sands, and
dense with ancient words. They do not
goes by many names—the Paper Maze, the
care for those who disturb the books, or
Inhumary, the Logomortis. Some say its
get in their way, or speak above a whisper.
passages spell the shape of an enormous
They do not care for the fact that you are
circle or mandala, or even a single
alive and still made of flesh, and wish very
hideously complex rune, but who can say?
much to remove it from you. The archive
It’s invisible from above, and impossible
is so vast one might spend a week in its
within to move in the same direction for
tunnels without meeting a librarian. If one
long. But there’s no doubt that the books
does, one is strongly advised to run.
inside are incredibly ancient: records

4
Ten Volumes > The Buried Archive

Touchstone Ƿ With a sickening silky rumble, the


ceiling gives way and a flood of sand
Scribbler’s Rock, a finger of ancient starts pouring in.
blue-black stone: one of the few constant
Ƿ A twitchy scholar named Jesh
surface landmarks rising from the dunes.
claims to know a valuable secret about the
Here marks as good a place as any to
librarians, and will only tell it to you if you
begin your search for an entrance. Tents
show them the way out.
of seekers and scholars are sometimes
pitched around it, but few venture outside Ƿ A pack of jackals with glowing red
to wander between them: this is not a eyes begins stalking the party. There’s
place for cheery campfires or song. something wrong with the way they move.
Ƿ A cramped wrought-iron staircase
Special rule spirals down into darkness. Taking it will
add 3 depth.
To find a particular title or piece of
information within the Archive, you’ll need More Places
to bring a clue to its location, the finding
of which might itself be a whole adventure. a semicircular amphitheater with
Even with a clue, locating the information a podium at the bottom; a seven-way
you seek requires a Critical Success on an intersection of shelf-lined hallways; a
unmodified roll for the group searching, hall of coffins with sleeping librarians; a
which represents a full day’s hunt. Multiple gallery of shelves on counterweights that
groups may roll on the same day, but they can be moved by cranking great wheels;
must split up to do so effectively, meaning a wide pit of unknown depth filled with
they’ll face any dangers encountered alone. mouldering tomes; a reading room
On a Critical Failure, a group attracts the guarded by onyx gargoyles
attention of a librarian.

After each roll you may travel deeper into Archive Types
the Archive for the following day’s search,
stacks of immense broad leaves, dried to
if you so choose. Each level of depth adds
a reddish-brown and bound with woven
an additional die (or equivalent bonus) to
grass; cylinders etched with circles of
your search roll. In a d20 game at depth
tiny repeating patterns; fingernail-thin
3, you would roll 3d20 for your search: a
sheaves of translucent stone covered
Critical Success or Critical Failure on any
in colored inks; leather-bound tomes
die would count as a result.
with spines on both sides, no clear way
to open them; rounded shields of bark
with geometric patterns burned onto
Seeds them; thin sheets of metal foil with
intricate perforations, bound in brass; rods
Ƿ In a gallery of obsidian tablets etched
of jade wrapped in coils of semaphored
with sickle-shaped runes, a mechanical
thread; stacks of thin black squares with
man with a jaunty bronze hat and round holes in the middle and no obvious
mustache stands wound-down and
markings; ribbon-wrapped scrolls in
motionless; a dusty skeleton clutches its
precarious piles; animal skins coated in
ankle.
dense scrawls of ink or blood; and books,
books, books, books, books.

5
Catalyst
A high-pressure city of noble ideals and abundant
energy, squeezed into a jumble of chasms and
fractures.

Themes: Monumental Project, Utopia


Terrain: Seismically Unstable, Winding Badlands
Abundant: Heat, Water
Scarce: Open space, Religion, Defenses
Remoteness: Well-Known

The massive region known as one see the whole city, and visitors often
the Sunderis a fractured maze of become as lost and overwhelmed as an
huge jagged cracks and shattered rents, aphid in an ant nest. Shops, factories,
an immense maze rendered in eons by fungus farms, bazaars, dormitories,
pressure and steam. At the heart of the theatres, schools, zoos, and houses press in
Sunder is the city of Catalyst, whose on every side along streets that twist and
inhabitants have learned to harness and double back like lightning bolts, up stairs
channel that immense geothermal power and down narrow chutes and round sharp
for the benefit of all. Here they have built corners. But to the citizens, it’s as sensible
a would-be utopia: an egalitarian city-state an arrangement as any home, and natives
where immense steam-powered machines step whistling between mighty pistons and
perform most menial labor, and Folk of all threshers and past vents of superheated
sorts are welcome. steam, always eager to give directions to
a baffled stranger or engage in earnest
There are no vast public squares or high
discussion about their revolutionary way
straight avenues in Catalyst. The city
of life.
squeezes into the ragged nooks and
crannies of the Sunder’s natural geography, And yet Catalyst is a city in constant
following lines of ancient ruptures crisis. Endless debates about the Perfect
wherever they zig and zag. Picture a Society lead to endless reforms, protests,
capitol’s street map crumbled up in a ball, and referendums: a government by the
alleys and avenues curving up, around, and people becomes perpetually entangled
between one another in knots of endless in the people’s problems. The cracks of
complexity. No hills or high towers let the Sunder stretching away on all sides

6
Ten Volumes > Catalyst

provide a million weak points where Ƿ Prominent street artist Nimmondo,


enemies might sneak in. Refugees known for choreographing flows of steam
from less wealthy regions threaten to and dyes to produce mesmerizing murals,
overwhelm the already crowded streets. has vanished.
The dominance of science and industry
leads to prejudice against folk with more Ƿ At the Leaning Sanitarium, a public
mystical or superstitious bents. And hospital, an unexpected malaise spreads
frequent earthquakes and scalding steam- through more and more patients, as if
winds necessitate constant vigilance and they’ve lost all zest for life: a six-legged
continuous rebuilding. nurse desperately seeks your help.

But the residents believe with all their


heart that Catalyst is a city worth saving.
More Places
Most would fight to the death to keep its
The Gardens Asunder
engines rumbling and its dream alive.
• twisted plants from across the Down

Morvolio’s Emporium of Whimsies &


Touchstone Wonders
Piston Alley, a crooked, slanting street in • access to the private collection available only
the heart of the turbine district, filled with by appointment
huge moving wheels and rods and shops The Bridges
offering every kind of service imaginable.
• district of graceful arched pathways and
There’s a constant bustle of haggling government offices
merchants and customers, unionized
workers heading to and from important The Geomancer Academy
jobs, and traffic from pedestrians, steam- • very prestigious
powered streetcars, and ibex-pulled carts.
One might find quieter markets, but few
More People
more interesting.
Krim Krikkson of the Guild of
Seeds Greasemakers
• third generation
Ƿ In Chimney Heights, a refugee
neighborhood where rickety shacks are
Dr. Charlotte Applemoss
stacked one atop the other, an old friend • her methods are somewhat unorthodox
guards a dangerous secret. Dorno
Ƿ Steam-sipping beetles, each the size • unrepentant young practical joker
of a horse, keep creeping up from the
Sophronia Stonewrack, Speaker for the
narrow cracks below the city to feed at its
vents, which would be fine except for their
People
habit of destroying any buildings or people • young, canny reformist politician
between them and their steam.
Special Rule: Catalyst is always bustling
Ƿ After a recent earthquake, two city
with people. If anyone is attempting to
districts are now connected only by
track or follow the party, they have better
Mr. Stibble’s Crystal Elevator, a for-
odds here. Raise the Danger when passing
profit venture run by a profiteering old
through.
busybody. Prices and tensions are rising.
7
The Ebon Fantastic
A traveling festival of color and magic, celebrating
the strange second life of a curious people.

Themes: Melting Pot, Famous for Undead


Terrain: varies
Abundant: Drugs, Magic, Useful Animals, Community, Art/Culture
Scarce: Privacy, Leaders
Remoteness: Sheltered

The Catanae are a curious Folk: and stranger stories abound on every
a people wiped out long ago but brought corner, and few who visit ever forget their
back by a whimsical god as skeleton time there.
wanderers. They paint their bones fantastic
The Ebon Fantastic is always in motion,
colors and travel the Down sharing music
putting down roots only briefly before
and stories, enjoying an unexpected
moving on again in huge carts pulled by
epilogue to life. But there are far more
purple worms or laughing golems. Half its
Catanae spirits than animated bones, so
company are Catanae: the others are drawn
every ten years each wanderer must return
from Folk of every other kind imaginable,
to give their spirit back to the Eversoul.
joining for a season, an adolescence, or
They do this at the wandering carnival
a lifetime. They swap tales of the places
known as the Ebon Fantastic.
they’ve seen and hard lessons learned, and
Here is a joyous festival of life intertwined share in the bittersweet savor when the
with death, light with darkness, laughter time comes to move on, as sooner or later
with solemnity and sadness, hosted by it always must.
the Catanae but open to all. Bonfires burn
Finding the Fantastic can be like chasing
brightly, voices rise in song, strange meats
a legendary whale, gathering hints of its
sizzle on open coals, magical confectioners
passing in a footprint of smudged confetti,
pull colorful sweets from the air, fleshy
a village of cheerfully hung-over revelers.
and clattering feet dance together over
But it’s never too hard to find, for those
sawdust-strewn paths between gaudy
who want to find it. The hard part, they
sideshows and more somber tents.
say, is leaving again, especially without
Fortunes are told at the Ebon Fantastic,
leaving a piece of your heart behind.
lovers joined and parted; secrets are shared
and lives are changed. Strange creatures
8
Ten Volumes > The Ebon Fantastic

Touchstone into your hands, and begs you to promise


to deliver it to a Volume the players have
The Eversoul, the great whirling mass not yet been to.
of light (purple, orange and green) where
Ƿ A procession of nimble Catanae
thousands of sleeping Catanae souls swirl:
dancers, accompanied by hauntingly spare
a tornado of fireflies, achingly beautiful.
harmonies on mushwood flutes; the bustle
Always found in the largest tent at the
slows to a halt as all turn to see.
heart of the Ebon Fantastic. Returning
Catanae walk their bones into the light;
the bones walk out again infused with a More People
different soul. The ritual is solemn and for
Catanae only: walking into that maelstrom Denner
without a soul to spare is not advised. • ex-seminarian
• follows the Fantastic wherever it goes

Special Rules Chilpo and Lirika


• fresh-reborn Catanae eager to see the world
Each time you Arrive at the Ebon
Sorbyl
Fantastic, roll on the Table of Terrains
• strongman with devil horns and a lot of fur
in the Downcrawl book to learn the
• knows everyone
environment where it’s currently set up.
Lursta
• pickpocket in need of a partner
Seeds Chemish
Ƿ Enchatara, a Catanae whose bones are • Catanae bard with a song for any occasion,
painted a million shades of green, trades even inappropriate ones
rare herbs, poultices, and fungi from a Klorlo
checkered tent. • slow-talking mushroom-man ticker-taker
Ƿ An anxious pair of Catanae want your
help tracking down the stolen Book of
More Places
Names, in particular because they haven’t
been assigned any yet. The Concourse of Color
Ƿ The Tent of Whispers is only open • where flesh or bones are painted
to those who have joined the Fantastic on
Asteri’s
at least one full jaunt, from strikedown to
• classy restaurant in a silky-white tent
setup. Those who step inside hear secrets
known nowhere else. the Well of Laughter
Ƿ You suspect that Faya, a blue-skinned • a different giggle for each kind of currency
boy in well-tailored silks, might be running thrown in
away from the blue-skinned royals and Memoria
their retinue of guards roughly searching • leave behind your whispered regrets in a
the crowd. darkened maze of hanging black silk
Ƿ A Catanae named Kiticha must return
the Public Gallery
to the Eversoul tonight, but has unfinished
• art of all kinds (good, bad, confounding,
business: she presses a locket with a
dangerous) from around the Down
picture of twin children and a sealed letter

9
Perseling Country
Fuzz farmers live peaceful lives in caverns of winding
rivers and rustic villages.

Themes: Scattered Holdfasts, Mecca (for Fuzz)


Terrain: River System, Suspended over Dropoff
Abundant: Fuzz, Privacy, Water, Community
Scarce: Monsters, Magic
Remoteness: Well-Known

In the miles before the River Tourmal neighborly gift is often enough to get on
drops into the Endless Chasm, it divides the good side of even the crustiest farmer.
into countless estuaries that meander
Yet Perseling Country also has its more
through flat-bottomed canyons and wide
secretive side. Over the years an odd
open caverns of rich, loamy clay. Here in
assortment of retirees, recluses, and those
the misty air, Fuzz grows in enormous
who simply wish not to be disturbed
tufts and fans pulsing with a gentle
for reasons of their own have taken up
purple light, and scattered villages and
residence here. Hidden away in once-
homesteads farm it, weave it, dry it, anneal
grand homes now buried under tufts of
it, and send it upriver in long slim barges
overgrown Fuzz, or dilapidated wizard’s
in sundry processed forms.
towers on river islands, or in unassuming
The folk here (of all varieties) are known garrets above tailor’s shops, these isolates
as Perselings, named for the deep purple each have their own reasons for hiding
coloring that stains their fingers and even, themselves away. Some left mighty
in old-timers, their eyes. The farmers reputations behind. Some might not take
and craftsfolk here live a largely simple kindly to the world catching up with them.
life, their borders protected on one side
by the Falls where the water plunges
into void, and on the other by deep river Touchstone
canyons. A few devoted mushroomers,
Violacea, a bright village of mushroom-
mycologists, professional foragers and
homes at a crossroads of footpaths;
amateur Fuzz Freaks make occasional or
known for the light airy clothes its
frequent pilgrimages to Perseling Country,
weavers, fullers, and tailors make from a
but outsiders are otherwise rare, and not
particularly legendary patch of Fuzz. The
always trusted: though a good song or a
10
Ten Volumes > Perseling Country

Stronger Strand is a homey public house Turl Petrichor


with a warm hearth, and all the land’s
• gruff bargeman
gossip and news runs through the nightly • has a secret
crowd at the bar.
Cousin Murge
• runs a druggist speakeasy behind a barn
The Fuzz is a frilly mold common in the
Down, providing light, food, and telepathic Aya of the Edenwood
language assistance when brewed in tea. • doe-eyed exile with a sad story

the Parlance Twins


• preteen Fuzz-fueled linguists extraordinaire
Seeds
Ƿ Captain Treadlightly, member More places
of the volunteer Guard Patrol, tips his
ridiculous hat and informs you, with polite Lummukkin
embarrassment, he must search your bags • tiny village
Ƿ A new distillery sells a potent Standing
Fuzzwine called Gloam; those who • even tinier village
drink it have astonishingly vivid waking
dreams. Are they dreams, though? Old Greggor’s Farm
Ƿ The Druid of Ettinhead Grove • out in the boonies
hasn’t been seen for ten years, and now the the Rhodopsin Marshes
Grove is dying; nearby farmers have raised • strange vegetable life
a collection to investigate
the Edgemarket
Ƿ The Feast of Fullglow, when the
• huge nets over the Falls catch strange goods
three local cycles of Fuzzlight all peak
falling from above or on updrafts from below
at once, is almost here; but something’s
sickened the crops and Marm Ellera isn’t Clearcreek Lane
sure they’ll be enough food to go round • winding cobblestones
Ƿ A thieving crittikin steals a precious • grand old estates
trinket from a party member, skittering
away into a dense patch of Fuzz and Table of random foods in the Down
shrieking with glee » What’s on the menu?
Ƿ The most charismatic party member fungberry pie cliffsnail eggs
recognizes the jolly Mayor of Violacea, ettinhead stew roast pupfish
who once led a very different life spongebread crayfish fricassée
cricket kabob sweetmoss surprise
More people purple seedcake liverwort crumble
roast troglobite wormbelly cutlets
Thistle baked riverfish crunchy puffballs
• gangly farmhand filet of salamander sugared morels
• not too bright feather moss soup stalkwood fruit
chasm cheese scorpion sausage
the Duchess sundersquirrel pie sticky faezrice
• old money mushrib noodles crunchy rivernuts
• in the stalkwood business
11
Bleakport
A ruined lighthouse stands guard over an evil lake,
no longer keeping the darkness at bay.

Themes: In Decline, Crusaders


Terrain: Underground Sea, Sandy Ruins
Abundant: Patience, Water, Privacy
Scarce: Leaders, Safety, Heat
Remoteness: Sheltered

In a long, low cavernlies an hastening their collapse; shadow worries


immense and frigid lake. It has no name. into the hearts of good folk and turns
Perhaps it is a sea: none can say how far it them slothful, suspicious, or sly; and some
stretches into the deepening gloom. The say shadows smuggle ancient magicks and
water is tepid and silty, with a chalky taste abominable creatures in and out of the
that few find pleasant and which brings water. Some say Bleakport now is less a
the drinker troubling dreams. No breeze bastion against a dark subaqueous empire
disturbs the water’s glassy surface, and no than it is a port of entry.
structures break the shore of gray sand,
In the days when the light still burned,
except in one place: the town of Bleakport.
the Order of the Lighthouse tended it
The only word to describe it is “ruined,”
and guarded these shores: an indomitable
and it is, in every sense that matters.
fellowship of clerics, crusaders, and
The town’s once-noble stone buildings are mystics who kept a drowned evil at bay.
now cracked and half-collapsed, its mosaic- The Order still patrols, but leaderless,
paved streets dulled by gray sand drifts. with numbers far too few; their armor is
Rising high above town is the Lighthouse, tattered and their champions weak and
an immense edifice that once threw the aging. Some have shadows in their eyes.
light of a crystal sun deep across the The call still goes out for brave defenders
dark waters, keeping evil submerged and to join the fight, but few now answer.
lighting up cavern and sea like a firefly in Many who come are less interested in
a bottle of water. The light has not shone a hopeless cause than the promise of
for more than a century, and slowly but treasure out on the misty waters: ships
surely, gloom seems to have crept from the still set out now and then from the
water to sink into the city’s very stones. town’s rotting docks. Perhaps half return,
Shadows worry at the crumbling buildings, and some that do come back changed,
12
Ten Volumes > Bleakport

their crews all smiles, a queer shadowed Ƿ Rumors say a conclave of fungal
ungleam somewhere deep behind their druggists will set up their wares next
eyes. murk in the wet sand beneath the docks,
Most of Bleakport’s residents keep offering only the rarest and most potent
themselves to themselves, squatting in the distillations.
decaying ruins and managing their own
dark business. But a few still fight to keep More People
the tide at bay, and hope in their hearts to
one day see the light return. Mother Ember
• tends the sick
• waits patiently for the return of her husband,
Touchstone who swam away six years ago

The Endless Pier. Some say when the Lestro


mists creep in from the water to swallow • gaunt-faced guide
the end of the longest pier, one can keep • refers to himself in the third person
walking down it as long as one likes, and
never find an end to the planks of rotten
Seeker Grigorii
old timbers. Most who say this, to be • corrupt cleric with a loyal militia
fair, are drunks at the tavern of the same Peggy Charn
name near the docks, where a brew made • barmaid at the Endless Pier
of fermented liquorice and a splash of
seawater is always on tap, and dogfights, Old Man Kresimir
ratfights, and fistfights provide most of the • lives in a ruined tower filled with secrets
entertainment.
Ametrine
• Marblekin painter
Seeds • paints nothing but dark waters

Ƿ Seeker Kestra, a battered but


undefeated member of the Order, needs More Places
your help investigating a brother Seeker
The Endshoals
she suspects is part of an underground
• bodies of the dead are left in the water there
operation smuggling something hideous
• they are never seen again
out of the water.
Ƿ Captain Merrish of the Tarquin,
The Drowned Fiddler
a steam-powered caravel, seeks crew for • decrepit, abandoned ship tied up at the docks
• reportedly haunted
a voyage to Sparkledown Rock only a
few leagues off shore, to investigate what the old sewers
happened to the gemstone miners his • run beneath the city, wet and dripping
employers sent there.
the Bone Game
Ƿ Watery lights and strange sounds
• a weekly meetup of gamblers casting
like twisted music come from the long-
knucklebones on a ruined rooftop
abandoned guild hall on certain nights.
the top of the Lighthouse
Ƿ Screams and distant chitters mark an
• the dark, ash-blackened crystal behind a
attack of shadefish, eel-like shadows that
dusty velvet rope
slither up the beach and wrap themselves
around bodies and throats like chains.
13
Grand Lithic Station
A crossroads of caravans, trains, and trade routes,
carved out of a cubic mile of stone.

Themes: Crossroads, Legendary


Terrain: Endless Tunnels, Giant’s Causeways
Abundant: Trade, Open space, People, Tack
Scarce: Community, Art/Culture
Remoteness: Well-Known

Opening a reliable routethrough the All the lines converge in rows of parallel
Down from one place to another is a rare platforms on the floor of Grand Lithic,
and difficult proposition. Over the years but routing and scheduling the sundry
many have come to the conclusion that it’s conveyances is an enormous challenge,
simpler to reach some well-known nexus, and finding one’s departure platform at all,
and hope a road to your destination can be let alone on time, can be a near-herculean
found from there. The most famous such task. Stevedores pull goods up to the
meeting of ways is the great concourse of platforms on great chains connecting to
Grand Lithic Station, an enormous cube cavernous warehouses below, and the air
a mile on each side hollowed out of solid is always filled with clatters and cries and
rock, walls glimmering with flecks of mica, grumbles, the grinding of engines, the
a hundred mighty pillars vanishing into grunts of great beasts, and a thousand
the mists that float in its upper vault. curious smells.

The ways that converge here are not Clustered around the edges of the
constant or consistent: grand railroads cubic volume are tall hotels, embassies,
with elegant cars pulled by steam engines, markets, and guildhalls, and a thousand
widened tunnels crawled by blind travelers always bustling by. Grand Lithic
rockmoles bridled to sturdy carriages; is a place of many meetings, and many
tramways pulling colorful cars up or down watchful eyes. Exotic goods and important
through endless voids; rivers floated by personages pass through on a daily basis.
long canoes or elegant barges; even just You never know here who or what you
decently-flagged footpaths. Routes are might bump into.
constantly changing with conditions, or as
new ambitions sprout up or wither.

14
Ten Volumes > Grand Lithic Station

Touchstone offers to take you on a secret route to a


volume you greatly wish to reach, if you’re
The League of Wayfarers, a private willing to ride on the back of her purple
club for only the most storied travelers worm Elo
of the Down, maintains a lounge for
Ƿ A caravan of carts pulled by huge rams
members far up the wall, with a terraced
is pouring into the station, overloaded
patio overlooking the chaos of the
with refugees from a distant war; many
platforms far below. The most storied
need medical attention, some might have
adventurers rub shoulders and trade
vital intelligence
rumors here—but an invite can be harder
to come by than the rarest currency. Ƿ A trio of bespectacled rock gnomes
would like you to invest in their plan to
open a route to a nearby volume; they
Seeds are happy to demonstrate their smoke-
belching boring machine
Ƿ On sale in the market to the highest
bidder: a rare enchanted Reticulum, Ƿ Word on the street is that tonight
mystically aligned with the tunnels and will be a Rainfall, when the misty clouds
passageways of the Down. This item hugging the top of the cube are dispersed
grants the bearer one additional Update by the striking of enormous tuning forks
the Map move each time they arrive in a that precipitate them. Both the Rain and
volume. the jaw-dropping sounds are cause for
celebration.
Ƿ Workers no longer go into the
warehouses under Platform 19, on
account of the spiderwebs and the hideous Special Rule: Grand Lithic Station may
chittering noises have a maximum of eight connections to
other Volumes, instead of only four. Some,
Ƿ Ethelinia, a worm-tamer with a but not all of these, may be Paths.
shock of gray hair and eyes that vanish
within her pudgy face when she smiles,

15
Ten Volumes > The Oozeways

The Oozeways
A slimy maze of monsters, monster-hunters, and
squishy secrets.

Themes: Unusual Hunters, University


Terrain: Ooze, Noxious Warrens
Abundant: Monsters, Fungus
Scarce: Buildings, Safety, Tack
Remoteness: Sheltered

No one can saywhere the yellow slime of the tunnels—queasily organic, as if


comes from: is it the suppurations of left behind by the passage of enormous,
unspeakable monsters? a slurry of decaying ancient worms—offer no place to hide.
fungus? primordial matter left over from Each step is a battle to keep from being
the world’s making? Whatever its source, it pulled down into the gunge yourself.
fills the cramped and curving halls of the
And yet there are people here, of a sort:
Oozeways—never less than knee-deep and
hunters after rare, oleaginous quarry;
often far deeper—in seemingly infinite,
sludgefolk who’ve mastered the ways of
reeksome, eye-stinging quantities. The
survival in these gloopy tunnels and call
Oozeways are a maze of slime: hundreds
them home; outcasts and apostates who
of miles of queasy-smooth passageways
can find peace nowhere else; fungus-
wrapped around and around themselves
hunters reaping an always bountiful
like a bowl of noodles turning to sludge.
harvest. Just be careful who you trust,
And the maze is full of monsters.
come in with a plan for getting out, and
Slime-swimmers like the fang-toothed don’t forget your goggles. One bad splash
Muck Slug or the poisonous gunkfish; is all it takes to ruin your day.
slime-feeders like the snout-nosed
swamp mole or the hideous twelve-legged
sludgeskimmer insects; slime-hiders like Touchstone
the uncountable species of oozes, jellies,
The Whisper is the Down’s most
and puddings; and less common, more
prestigious school for hunters. It’s tucked
terrible beasts, like the Mireshadows or
away in a dry cave deep in the secret heart
the dreaded Ooze Dragons. You can’t run
of the Oozeways. You don’t apply to this
when your boots are sinking deep into
school: they find you. The most exclusive
the muck, and the smooth, slippery walls
16
Ten Volumes > The Oozeways

secrets of monster-hunting, tracking, and Dribble’s Rest


moving invisibly through the Down are
• tiny inn dangling from chains in the ceiling
taught here, but rumors say the school has • blessedly slime-free
an agenda of its own, recruiting its best • proprietor Mr. Dribble
students for some dark and secret project.
the Itch-Mite Nymph Pits
• avoid
Special Rule
the Seeping Canyons
You can practice Fungal Foraging on • overgrown with rare fungus
any day spent in the Oozeways as if on a
journey, and take a Bonus to all Foraging
The Termigot Distilleries
skill checks here. • some mad bottling scheme

the Sluices of Despair


• actually quite picturesque
Seeds
Ƿ Murshira, a froggy alchemist with
Table of Oozeways Fungal Side Effects
rotting creature-skins and bubbling vials » When you roll for a temporary side effect of
strapped pell-mell to her kit, needs your fungus foraged in the Oozeways, the GM may
help to catch a wild Gugblinker. ask you to instead roll d12 here:

Ƿ A growing rumble marks the 1 Develop an insatiable craving for ooze


impending arrival of a tidal slimewave, 2 Your gaze sets flammable things on fire
slamming around the curve ahead in an
Your eyes water so profusely you will die
oozing wall. 3 of dehydration if you don’t stay hydrated
Ƿ A rare patch of dry stone makes a You can speak with ooze-creatures and
4
welcome campsite; at the remnants of a other scum-dwellers
previous camp are a map and crystal key. Your skin becomes soft and oozy: Penalty
5 to armor class.
Ƿ A conclave of puddings ahead is
Your skin exudes the nauseating stench
singing an enchanting, burbling song.
6 of the Ooze: Penalty/Bonus to Charisma
Ƿ The tunnel opens onto a deep lake as applicable
of sludge that must be crossed somehow All speech sounds to you like deranged
7 babble
to continue. How deep? Good question...
You grow fangs that do your regular
Ƿ The player with the lowest Dexterity
8 attack’s worth of damage plus minor
is suddenly pulled under the ooze, ongoing poison damage
greenish-blue tentacles wrapped firmly
You explode into ooze which slowly
around their legs. 9 reforms into your body (one-time only)
All magic in a 100’ circle around you
10
More Places stops working
Worms, the worms are everywhere,
The Esophagus even if you can’t see them they’re there,
11 big ones, little ones, god worms, dream
• a tall, slimy chimney
worms, oh god there are so many
the Sponge Gardens 12 Roll again twice and heaven help you
• once well-tended, now long-abandoned

17
The Eternity Stair
Each step down causes time to run faster. Be careful
you don’t descend too far.

Themes: Profoundly Weird, Impending Doom


Terrain: Strange Physics, Steep Halls
Abundant: Food, Magic
Scarce: Safety, Light
Remoteness: Secret

It is broad enough for fiftyto walk Stand at a point on the stair and look
abreast. It is made from a stone of dark down: perhaps you see other pilgrims
and pearlescent green that has never below you, each caught in their own
been identified. From a wide flat ledge current of time. The further down they
it descends inexorably downward into a are from you, the slower they seem to
black chasm whose floor is lost in shadow: move, until at the edge of your torchlight
lost, perhaps, in more. For the end of the are frozen statues whose every step takes
Stair, some say, touches the end of time, a season. Crane your head back behind
and can never be reached till all the rock of you: folk on higher steps move quicker
this world has worn away to dust. and quicker, until far above they become
nothing but gnat-scratches of faint gray
Time quickens the further one descends.
mist, lightning-fast scribbles the eye can’t
Linger on the two-hundredth step down
quite believe are real.
for an hour and return to the top, and you
might find you’ve lost the better part of a This is a lonely place, but you will rarely
day. Spend a night on the six-hundredth be alone. Like moths to flame, the lure of
stair and a year will pass away while you the Stair draws many to its glimpse of a
slumber. But time hastens both above and terrifying sublime. Buildings and tents
beneath the skin: as the world ages faster, cluster along the sides of the first few
so too does your flesh. Keep descending hundred steps (nothing blocks the middle,
into that fathomed abyss and your skin by ancient taboo): houses of healing offer
would wrinkle as you watched, bones fast cures, brewers and tanners lower
crumbling with each step. You’d collapse goods on well-measured ropes and pull
a lifeless husk, like fruit wintering on the them up well-aged, and pilgrims and
branch, before you reached the thousandth mystics have their own strange rituals,
step. endlessly squabbling with silver-haired
18
Ten Volumes > The Eternity Stair

horologists and mad chronomancers who dancers moving up and down the steps in
each claim to have their own answers. But different timestreams of synchronization,
the truth is there are none who understand but the dancers are laughing.
the Stair, and any you meet who claim not
Ƿ Is that statue of a fang-toothed dire
to fear it are liars.
panther down there starting to move?
Watch your step. Ƿ A squat mushroom-man named
Gom-gom with swooping mustache-gills
casts a fishing line down the Stair, but has
Touchstone
only pulled up rusty hooks so far.
The Clobbered Clock, a cramped multi- Ƿ Last week some folk swore they saw a
level tavern, winds along the diagonal edge flash of a deep red light far down the stair,
between steps 52 and 118. The buzz never illuminating titanic figures thousands of
lasts for long (great for business) and the steps down, frozen in the act of climbing
seats near the bottom are a great place to up. Several new religions have since been
recover from a hangover. Grandma Ness, founded and they aren’t all getting along.
proprietress, hauls up barrels of well-aged
beer from further down on a rickety pulley Ƿ The Cheesemakers Test Kitchen
system. is sadly accepting no new members at this
time.

Seeds Make sure players understand the Stair is


a bomb that can blow them right out of
Ƿ Tirish, a toothless old rock gnome,
the campaign if they’re not careful. Racing
sells trinkets and charms from a spread-
down the steps ahead of the others might
out blanket; she claims they’ll protect your
mean writing yourself out of the story.
body from the ravages of deep time, at
Remind them too it’s only minds the stair
least for a while. But then why aren’t more
frees from the shackles of time, not bodies:
people buying them?
there’s a serious cost to traveling down too
Ƿ Will you join the dance? The far. Tread lightly.
choreography is witheringly complex, with

Table of Time Dilations


» Rough guidelines for the speed of time on various steps.

Step Time Multiplier Note


50 x2 For each day you experience here, two days pass in the world.

200 x7 Each day, a week passes. Good for healing.

600 x 350 Each day, a year passes. Good for witness protection programs.

700 x 1,000 Nothing below this point appears to be moving from above.

The Rope: A mouldering safety line at waist height blocks the 775th stair, marking the point below which sane
folk do not venture. Looks ancient, but actually replaced once a day—quickly—by a brave order of knights.

800 x 10,000 Each second, three hours pass above; one day is 27 years

Each second, a year passes; mortals die in moments.


1000 x 3,000,000
The stairs don’t stop here. They keep going down.

19
Thalassia
An undersea empire of sunken cities, jellyfish
philosophers, and titanic seabeasts.

Themes: Weird City, Ruled by Sages


Terrain: Underground Sea, Sulfur Vents
Abundant: Water, Harmless Animals, Privacy
Scarce: Air, Light, Skilled Labor
Remoteness: Sheltered

The Brineful Sea fills a vast chasm drifting subaqueous cities. Many live alone,
in the Down, stretching in jagged strokes swallowed up by the miles and solitude.
across countless miles and to unmeasured There are many places to hide in Thalassia.
depths. Here be monsters. Great titans
Air-breathers visit these realms too, via
of the deep move through cold and
creaking brass submersibles or enchanted
unlit empires, stirring the silt of flooded
rings granting protection from the
kingdoms and great temples to lost aquatic
crushing pressure and lack of air: these are
gods. Alien seabeasts and chittering
sometimes rented to outsiders at official
predators swim these waters, and only
ports of entry, for a price. Some anchored
the very well-prepared should consider
cities have pressurized districts where
swimming with them.
drykin—air-breathing folk—live, work,
But the upper reaches of the Brineful are or trade. Their nimble fingers are prized
somewhat less treacherous—still cold, for certain tasks, especially construction
but less stygian. Here is the heart of the and maintenance, that more slippery
empire of Thalassia. Blue-gold strands of appendages can struggle with.
luminescent algae and vibrant lightfish
illume a realm ruled by the graceful Ji’Jiesh,
huge jellyfish philosophers both respected Touchstone
and feared. Many other kinds of aquatic
Rij Karlash, the Ji’Jiesh capitol, is home
Folk make their homes here under their
to the largest dry quarter in Thalassia. The
protection. Seal-folk, fish-folk, mermaids,
city as a whole is a jewel of the deep: a
and lobster-men share the water with
shimmering aquapolis grown from coral
sentient sharks and quizzical octopucians.
and broad-leafed kelps, each building
Some drift where the currents take them;
swaying gently in the currents, brilliantly
others gather in cliffside villages or
20
Ten Volumes > Thalassia

lit by rippling phosphorescent blue-green The Greenfrond Expanse


light. There’s always work to be had in
• A forest of rippling kelp
the dry quarter, and regular submersible • Rumored to hide a powerful magic
service from small but busy Saltgate Port.
Shubrick’s Drydock
• Sprawling shipyard in a dry quarter
Seeds • Old Shubrick’s seen it all

Ƿ Brooloo, a shy turtle-folk gem


prospector, offers good pay to help extend
her map of Deathbloom Cave, two miles
Folk: The Ji’Jiesh
Experts + Water, Gender (One)
down: the name, she assures you, is purely
Squishy or gelatinous, Huge
to scare off the competition.
Revered, Introspective
Ƿ The Ji’Jiesh sorcerer Kli’klialum,
they say, has lost all reason, mentally Enormous jellyfish whose ten-foot-wide
enslaving dozens of drykin laborers to bells are filled with colored, pulsating light.
build an immense wooden sphere for an Long streaming tentacles can stretch a
unknown purpose. hundred feet or more behind them. They
Ƿ A party member or NPC is carried off are a telepathic folk who sense the outside
in the jaws of an immense shark, but world only dimly, living a vivid inner life in
there’s no blood: perhaps they were taken a sea of each others’ thoughts and dreams.
for some reason other than a meal. A limited but potent telekinesis lets them
manipulate objects, but they mostly rely on
Ƿ A high-pressure leak in a dry
other Folk to carry out their great projects
quarter dome requires the urgent
and perform their esoteric experiments.
mobilization of volunteers.
Ƿ Captain Trin Asters needs heroes
to protect an important ambassador riding
in her submarine, the Fathom’s Kiss.
Ƿ The watery Musea Pelagia, well-
guarded by sharkfolk, exhibits some of the
most beautiful sculpture in the empire,
including one unlawfully pilfered statue
that an indignant historian would like you
to steal back.

More Places
The Firefields
• a hot water zone dominated by glowing red
volcanic vents

Sargassil
• A town of blubbery eccentrics and exiles at
the lower reaches of the empire

21
Iris and Umbra
Two religious orders with a bitter rivalry, survivors of
a long-ago schism, need each other to survive.

Themes: Rival Forces and Radical Lifestyle


Terrain: Winding Caverns and Deep Canyons
Abundant: Religion, Heat/Light (Iris)
Scarce: Buildings, Heat/Light (Umbra)
Remoteness: Secret

Lost in the depthsof the Canyon of On the canyon’s other side is the Order
Fathoms are a pair of remote hermitages: of Iris, whose courtyards and temples are
once a single holy site devoted to the built around hot vents in the stone. The
fight against evil, now divided. An ancient Irisians believe the ancient evils can only
schism in the war against unseen evils be defeated with constant vigilance and
creeping up from deepest Down split unflinching scrutiny under burning light;
the order into two factions with radically accordingly, they never sleep, aided by a
different philosophies. special mushroom that grows near the
vents and imparts wakefulness to those
On one side of the canyon are the cold
who consume it. A soft thick moss grows
cells and chapels of the Order of Umbra,
rampant through their hot and humid
carved into caves running with ice-cold
chambers, and they trade it reluctantly
streams. The Umbrans believe to look
with their hated rivals across the way, in
upon the ancient evils of the deepest
exchange for the fish oil they need to keep
places—to illume them with light and thaw
their many lamps burning brightly.
them with heat—is a terrible blasphemy.
To assert their ultimate commitment to Despite the severity of their beliefs, each
this belief, they are all blind, by birth or Order welcomes pilgrims not yet ready to
choice. They eat cold cave fish from the make the ultimate commitment. Visitors to
frigid streams, and trade them reluctantly Umbra must be blindfolded, and seekers
with their hated rivals across the way, in in Iris are given no beds to sleep on, but
exchange for the soft mosses they must respectful guests may stay as long as they
use for bedding to keep the chill of their like. Some in each Order are teachers,
dark chambers from seeping into their mystics or sages of great renown. Even
bones. in the way they pass down their wisdom,
they differ. The Umbrans have no books,
22
Ten Volumes > Iris and Umbra

passing down oral histories and detailed Ƿ The exalted Umbran monk
philosophies of the fight against the deep Panchala is an master of blindfighting,
evils. The Irisians, in turn, value only the but hasn’t taken a new student in seven
practical, disdaining theory in favor of years.
concrete plans to fight: they forge weapons
and refine protective magics. But each Ƿ The sixty hours of chanting called
sect has profound teachings to share the Lifesong of Iris is said to cure many
with those humble enough to seek them, incurable ailments and be one of the most
and sometimes two radically different beautiful sounds in the Down, but the
perspectives are needed to see a whole Order will only sing it for a cause they
truth. unanimously deem worthy.
Ƿ A sudden earthquake collapses an
Umbran cave full of initiates: practicality
Touchstone and orthodoxy might soon come to
The Temple of the Enduring loggerheads in the quest to free them.
Struggle in the middle of the canyon, a
remnant of pre-schism times, is sacred More Irisians
to both the Umbrans and the Irisians:
they worship there when the Fuzz glows The Archimandrite
dimmest and brightest, respectively. Rising • revered and ancient monster hunter
above the nave is the massive pockmarked
statue of the legendary paladin St. Ishild, Lamplighter Kenquo
holding her sword above a mass of • overhears much
writhing and tentacled horrors, preparing Cantor Ishiqua
to plunge it downward.
• maestersinger from an antlered folk

the Murkwise Prelate


Seeds • no one can quite remember his official duties
Ƿ The Umbrans complain of an
unsavory giggling heard from time to More Umbrans
time within their caves, never coming from
the same place twice. So far, no one has Novitiate Bup
ever caught an intruder, or even heard any • assigned to chaperone pilgrims
footsteps as one slips away.
Auntie Grayskin
Ƿ The Abbott of Iris was • visiting Shestal historian
excommunicated after being caught • not her real name
napping; now he roams the floor of the
canyon in the tattered remnants of his old The Ovate
vestments, desperate for redemption. • her specialty is divination

Ƿ An unforgivable slight at the last Ekkin the Hierophant


trading session has put a halt to the • very wise
exchange of goods; Umbra is growing • very busy
shivery without fresh moss and Iris is
Seeker Tarin
terrified of lengthening shadows as their
• was once an Irisian
lamps, one by one, gutter out.
• the last who remembers certain stories

23
New Rule > Paths

24
New Rule > Paths

Paths
A trip between two Volumes in the Down Taking a Path
is normally a matter of careful wayfinding
When traveling via a Path, modify
and judicious use of Tack: no two journeys
the journey procedure in the Downcrawl
take precisely the same route. But it’s
rulebook as follows:
possible for two Volumes to become
connected in a more stable fashion. Such a Ƿ When you Plan a Journey, calculate
connection is called a Path, and should be the journey target number as if most of
drawn on your Map with a doubled line. your group has been to your destination
(halve the number, rounding down).
Paths can only connect Well-Known or
Sheltered volumes; a Secret destination Ƿ When making Travel Rolls, treat
can’t be connected to a Path. any result as Success except a Crit Fail,
which causes you to lose d4 Tack and
Paths should be rare. The GM can leave the journey clock unchanged. If
decide when it makes sense to include you run out of Tack, you’re Lost: proceed
one: perhaps between two Volumes with as if not on a Path until you fix that.
an established trade history, or between
a Volume and a crossroads like Grand Ƿ Don’t roll to Arrive; take a Success.
Lithic Station. Paths make journeys more Ƿ You can Encamp, but can only do
routine and less exciting, so they should be Passive Encamp Actions: on a familiar
exceptions, not the rule. route there’s no Tack to find, you can’t
cover your trail, and all the good fungus
Paths degrade. When the players Update
has been foraged out.
the Map and choose “Ask for route
updates,” instead of adding or removing a Ƿ The GM should make Terrain
connection, the GM might mark a Path as moves as normal for the first trip along
degraded by drawing a small X through it a Path, and save the sequence of results
on the map. This might be from a cave-in, for future journeys. Don’t use the
a monster infestation, a bandit takeover, optional Table of Terrain Consequences.
or anything else that might make the way Ƿ Roll for Encounters as normal,
unsafe. A degraded Path acts like a normal and try to pick appropriate Challenge
connection, providing no extra benefits. Context options for the path you’re on.
It can be restored by Forging a New Path
with a length of 1 segment (next page).

25
New Rule > Paths

Forging New Paths


If a construction challenge fails, the player
must choose either to pay a price for
Players might wish to open or restore a failure, or double down and roll again.
safe route between connected Volumes.
To pay a price, pick an option from the
Doing so is ambitious, but possible. Follow
Table of Prices below. A price does not
the procedure below when forging a path.
have to be settled immediately, but must
Requirements: be dealt with before the current path
segment can be marked as complete.
Ƿ The players must have previously
traveled the route of the proposed Path, To double down, the player rolls the same
and must be in a volume on one end. skill check a second time. If they succeed,
they’ve passed the challenge. If they fail
Ƿ The GM must approve each new Path:
again, however, they must roll on the Table
creating one may not always be possible.
of Hazards (next page) to add a permanent
Ƿ A Path cannot connect to a Secret negative feature to the Path.
volume (although a GM might rule that
campaign events have changed a volume’s
Remoteness to no longer be Secret).
Table of Prices
» Each price can only be picked once per Path.
Ƿ It takes at least three players (or fewer
If you’ve paid every price, roll instead on the
and some helpful NPCs) to Forge a Path.
Table of Hazards. Explain why your character’s
Segments: fumble has led to this price.

Forging a Path requires clearing individual Ƿ A significant fee: to pay workers


path segments. To calculate how many overtime, bribe officials, replace wasted
segments you need to clear, start with 0, materials, etc.
add 1 for each Well-Known end of the path, Ƿ An exorbitant fee: to neutralize a
and add 2 for each Sheltered end. swarm, pay off a royal, rebuild a bridge, or
Clearing a path segment takes a week of something equally expensive.
in-game time, and each player must pass a Ƿ A long delay: add two more weeks to
construction challenge. Players don’t have the construction time.
to complete all path segments at the same
Ƿ Burn out: the player who failed their
time: you can leave a path unfinished for a
roll adds two level of Exhaustion until the
session or two and return to it later.
end of the session.
To pass a construction challenge, a Ƿ Extra scouting: spend 3 Tack.
player picks a skill or ability, justifies why
it applies to helping clear the path, and Ƿ An unexpected quest: something
makes a roll. All kinds of abilities might unforeseen has come up that must be dealt
plausibly be invoked: brute strength for with: a troublesome enemy in the way who
manual labor, charisma for charming needs deposing, a social challenge to beg
locals, an Investigation skill for scouting a favor from an important NPC, special
good routes, attack rolls for clearing out magic required to keep a route through
infestations, etc. The only requirement dangerous terrain stable, etc.
is it must involve a die roll: it can’t be Ƿ Unpopular project: the residents of
something that automatically succeeds. one or both volumes the path connects to
have turned against you.
A player must use a different skill or ability for
each segment of a path. Ƿ Unwanted attention: Raise the Danger.

26
New Rule > Paths
Table of Path Hazards
» Roll d8 and add the Danger level. Add the Hazard rolled to the map: it’s now a permanent feature
of this Path. A Path can have multiple Hazards. If you roll the same Hazard again for the same Path,
treat as No Hazard.

1-2 No Hazard
3 One-Way only acts as a Path in one direction (your choice)

4 Exposed can’t Encamp while on this Path

5 Dangerous Raise the Danger when setting out on a journey via this Path
Add 1 to the journey target number when Planning a Journey
6 Difficult along this path

7 Confusing Spend 2 Tack to begin a journey along this Path.

Each time you Plan a Journey along this Path, first roll d6: if you
8 Unstable roll a 1, the Path has degraded.

All Opportunities rolled on Travel Encounters along this path


9+ Cursed become Threats.

Example: the players would like to Forge will have to address this issue before this
a Path between Catalyst and their base in path segment can be marked complete.
Bleakport. The GM approves this, so they
First, though, they decide to finish their
calculate how many segments they’ll need to
construction challenge rolls. Last up is
do: 1 for Catalyst since it’s Well-Known, and
Elquo the Bard. They decide to make a
2 for Bleakport since it’s Sheltered: 3 in total.
Perform check to keep the work crews fired
They decide to immediately spend a week up and entertained. Unfortunately, the
on the first Path segment. Mara the Fighter roll fails. Elquo is rather confident in their
does her construction challenge first. She performance abilities, so chooses to double
decides to use a brute Strength check, down and roll again. But improbably, the
heading up a team of laborers widening second roll also comes up a miss! Elquo’s
tunnels and clearing away debris. She rolls player rolls on the Table of Path Hazards
and succeeds! and gets 7: Confusing. They explain that
the workers were actually so annoyed by
Next up is Parlo the Mage. He picks an
the singing their route went in several
Arcane Knowledge skill check for his
unexpected directions. He adds a note
roll, explaining he’s using his sensitivity
“Confusing: must spend 2 Tack” next to the
to dangerous magicks to find the safest
path on the map.
route. He flubs his roll, so must make a
choice: pay a price, or double down and That’s all the challenge rolls for this path
risk a permanent hazard. He decides to segment: the players will need to deal with
play it safe and pick a price, and chooses the unexpected quest of the disturbed
“An unexpected quest” from the Table of tomb before they can finish it or begin
Prices. The GM decides that Parlo’s failed new segments. The GM notes that “An
roll meant he missed an ancient, magically unexpected quest” can’t be chosen again as
protected tomb near the route chock-full of a price during construction of this Path;
nasty undead, and now some of the workers and if “Confusing” is rolled again as a
are mysteriously disappearing. The players Hazard, it won’t add any new downsides.
27
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Thank You!
The same core journey rules and pointcrawl philosophy as Downcrawl,
customized for adventures in an endless sky!
Ƿ Generate floating, story-rich Lands for players to explore, like sky-
pirate pleasure barge Siren’s Respite, or the haunted hollow world of
Wintertide Wood
Ƿ Build a paper orrery at the table, charting the positions of Lands as
they whirl through the sky in eccentric orbits. If you sail too far from
home, it might not be there by the time you get back!
Ƿ Tables for unique skies to sail through, unusual airships of all
descriptions, and flying Folk
Ƿ 120+ new Encounter Contexts for deep sky surprises, from sentient
clouds to steampunk smugglers
Ƿ A complete alchemy system that lets you distill trace elements from
the wild winds into powerful compounds
Ƿ 75 pages with gorgeous woodcut art, a setting compatible with any
fantasy roleplaying system

Find it online at skycrawl.textories.com


and from DriveThruRPG!

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