Professional Documents
Culture Documents
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.
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.
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
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.
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
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
9
Perseling Country
Fuzz farmers live peaceful lives in caverns of winding
rivers and rustic villages.
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
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
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
15
Ten Volumes > The Oozeways
The Oozeways
A slimy maze of monsters, monster-hunters, and
squishy secrets.
17
The Eternity Stair
Each step down causes time to run faster. Be careful
you don’t descend too far.
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.
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
19
Thalassia
An undersea empire of sunken cities, jellyfish
philosophers, and titanic seabeasts.
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
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.
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
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
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)
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
Each time you Plan a Journey along this Path, first roll d6: if you
8 Unstable roll a 1, the Path has degraded.
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
Reviewers
Wanted!
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