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This manual is more what you’d call guidelines

than actual rules


A project by: Two Little Mice
Authors: Riccardo “Rico” Sirignano and Simone Formicola
Art : Daniela Giubellini
Graphic design : Antonio D’Achille
Translation : Caterina Arzani
Revision : Jamie Peter Watkins

Additional texts: Leonardo Valenti and Angela Cattoni

Special thanks:
Chiara Listo and Giuseppe Vitale (Morgengabe), Roberto Petrillo and everyone
at Raven Distribution, Admin T and Sesso Droga e D&D, Giuseppe Visciano,
Luca Carbone and Alessandro Savino (Genitori di Ruolo), Fabio Bottoni, Giuliano
Gianfriglia, Amedeo Davit, Claudia Cirillo, Andrea Buzzi, Andrea Barbaglio,
Celine Pernechele, Grelots Lagriffe, Marcus Burggraf, Guy Lévi-Bochi, Emanuele
Klemp, Mauro Monti (Casa Kilamdil), InnTale and all our backers on Kickstarter

©2020 All rights reserved. Any reproduction, total or partial, of the contents
of this manua without express consent of the authors is strictly forbidden.
Before
we begin
“Voyages Extraordinaires” is the name commonly used to refer to the col-
lection of Adventure and science-fiction novels written by Jules Verne and
published in the second half of the 1800s.
This manual does not aim to give a faithful rendition in game format of
Verne’s works and is intended more as a loving tribute.

To do this, we drew inspiration from both his superb novels – including


“Journey to the Center of the Earth”, “Around the World in Eighty Days”,
“Twenty Thousand Leagues Under the Sea” – and from the many movies
and other media previously inspired by them, as they all were part of our
childhood.

The result is an original book that aims to sweep the reader and the players off
their feet with the same sense of wonder and excitement that Jules Verne gave
us with his novels. The World of Extraordinary Voyages is Adventure-rich,
a planet with many different cultures and eccentric geniuses, bursting with
eagerness to meet the future. That’s where we hope to lead you.

Happy gaming!
Contents
Section 1 6
WELCOME 8
VOYAGES EXTRAORDINAIRES 10
THE FATHER OF SCIENCE FICTION 14
EXTRAORDINARY ADVENTURERS 17
MODERN TIMES 20
NEW TAGS 22

Section 2 26
THE WORLD 28
THE INDUSTRIAL REVOLUTION 30
EXTRAORDINARY LOCATIONS 32
SECRETS TO DISCOVER 34
TECHNOLOGY 36
WEALTH 38
THE ADVENTURERS’ CLUBS 40
EXTRAS 48

Section 3 54
EXPEDITION LOG 56
MISSIONS AND WAGERS 58
TIME AS THE RIVAL 60
EXPEDITIONS 62
EXTRAORDINARY CREATURES 64
Section 4 88
EXTRAORDINARY INVENTIONS 90
EXTRAORDINARY VEHICLES 94

Section 5 108
SEASON ON-DEMAND 110
L’ISOLA NEL CIELO 118
LA MISSIONE 120
OLYMPIA 122
L’ISOLA NEL CIELO 122

Section 6 126
EPISODE 1 128
EPISODE 2 140
EPISODE 3 152
EPISODE 4 164
EPISODE 5 176
EPISODE 6 186
THANKS TO 202
Section 1
Voyages Extraordinaires
Welcome
Goodness, what possessed you?!

Don’t tell me. You just decoded a cipher and intend to follow its directions to the
center of the Earth, where the dinosaurs still roam. Perhaps you’re brave enough to
board one of those outlandish submarines commanded by a fearless fool who wants
to dive 20,000 leagues under the sea.
No, not a word. You had or have the ill-advised idea to squander your family’s
fortune. Maybe you were breaking your fast one morning, opened the papers, and
read about the existence of a cannon that supposedly could shoot you right to the
Moon, and curiosity is getting the best of you. Or perhaps you mean to climb into a
hot-air balloon and fly around the world, just to prove any and all who doubt you
wrong. You’ll be the death of me, I swear!

Do please take a seat. Shall I fix us a spot of tea, so that we can proceed to discuss
these matters while breaking fast? Oh dear, listen to me, trying to dissuade you
from this as if I weren’t perfectly aware that once you have set your mind on some-
thing, nothing can distract you. Not even my famous omelet.

You are aware that these are strange times, extraordinary even! The race that
will lead us all from the present into the future depends on people like you, daring
Adventurers willing to go where nobody has ever been, to prove for a fact what
scientist can only imagine.
And for this reason, you have my admiration. However, this doesn’t mean that
I agree with those dangerous journeys around the world you embark on or your
brazen wagers. But why even breathe a word, we both know very well you will
do as you please, so I should probably save my breath and help you pack. That way,
at least I shall know you have everything you need.

Eat up, now, lest your breakfast get cold!

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Voyages Extraordinaires is the third expansion for the Broken Compass
Role Playing Game.
This wondrous tome will take you on a journey to the 19th century, through
great, unbelievable Adventures that echo the unique style of Jules Verne.
I suggest you dust off your top hat and polish your glasses, for you’ll hardly
believe what you’ll find in this bizarre age, where past and future meet unex-
pectedly. Anything that wasn’t possible before is suddenly within easy reach.
So long as you have access to the most outlandish, most cutting edge products
of modern science!

And if braving the skies in a balloon or diving to the depths in a giant tin can
still won’t quench your thirst for Adventure, this tome will also give you the
contacts for the most prestigious Adventurers’ Clubs.
And you won’t be alone on these extraordinary travels, as you will always
be able to rely on your friends and fellow Adventurers. You’ll need to put all
your resources to good use to succeed in your mission, or maybe win that
honor wager.

And if all this still does not satisfy you, in this book you shall also find many
extraordinary inventions, complete with all the rules needed to employ them,
as well as an entire section dedicated to gargantuan monsters and creatures
which inhabit the farthest corners of the World, and also an entire On-
Demand Season of six ready-to-play Episodes.
Even the most hard-to-please people like yourself couldn’t ask for more.

Voyages Extraordinaires is based on the Fortune System: a set of game


mechanics that use small pools of six-sided dice (from now on d6) to deter-
mine the outcome of any task that might entail risks or end in accidents.
You can find the complete set of mechanics in the core rulebook Broken
Compass: Adventure Journal.

Voyages Extraordinaires | 9
Voyages
Extraordinaires
“Science, my lad, is made up of mistakes, but they are mistakes which it is
useful to make, because they lead little by little to the truth.”

Jules Verne - Journey to the Center of the Earth

Electricity, submarines, flying machines… It only takes a glance at the World


around you to understand that it is changing, that science has sparked a revolu-
tion that cannot be stopped.
This second half of the 19th century is truly an extraordinary journey, and
all humanity is but a crowd of passengers jostling one another to be the first
aboard the fastest means of transport ever built, with no regard for the route
or destination!

In these times lives an admirable genius named Jules Verne, a man who crafted
tales inspired by the progress of science, which in turn will inspire the bold
Adventures you’ll live, setting off a perpetual motion. Nowadays, the pendu-
lum between imagination sparked by science and science fueled by imagination
swings with such force that it could change the course of History.
And it is in this odd epoch you have made the decision to withdraw from
society life and experience first-hand what you have only known in theo-
ry. In other words, you have determined it to be a good idea to become an
Adventurer, stepping beyond the threshold of definite truth and into the
magical place where science and imagination vanish behind the scene, leaving
the stage to the Extraordinary.

For the sake of my poor nerves, if there is anything I can say to change your
mind, please tell me! Come now, it is one thing to read about these endeav-
ors in the morning paper while sipping a cup of tea, but to set off on one of
these Extraordinary Voyages… I’m afraid it could be going too far. Do you
believe the World out there to be like you read in your books? Well, in truth,

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it’s exactly like that! Out there, there are nonsensical civilizations, humongous
monsters, mysterious islands, and who knows what else…
Yes, yes, I know, I am wasting my breath. I can see that dangerous spark in
your eyes becoming stronger even as I speak. We both know that in the end,
you shall do as you please, and my nerves will be the worst for it.

But remember that setting foot outside that door, you will have to forgo all
commodities of this life, as well as all certainties you’ve known. Out there, the
World is upside-down, incredible, inexplicable! And if that still isn’t enough,
you will have to do without me!

What do you mean, I’m coming with you?!

Voyages Extraordinaires | 11
No stopping progress
Can you hear the silence? No? Of course! It’s
because the nine o’clock train is steaming and
screeching down the tracks at the station.
Then there is the conductor’s whistle, the
noise of the bustling crowds, and – obviously
– the people down the street working to erect
yet another building of dubious purpose. Do
you hear that obnoxious bell ringing all day
long? That’s the delivery boy’s velocipede.
That fiendish doohickey. I can well believe
this is the age of Extraordinary Voyages :
it seems that nobody can stand being in their
own home!

You know full well the reason for this hum-


bug. Everything that was once impossible,
has become possible. Everything that was
once far, is now near. And everything that
was once hidden can now finally be discov-
ered. In other words, the entire World is like
a street lined with candy shops, and progress
is the golden ticket that turns everybody into
gluttonous, thieving children.

Thanks to progress, it appears as if nothing is


impossible now – clearly with the exception
of getting you to change your mind – thus,
everything must be done at once. In times
like these, people are too obsessed with sci-
entific advancement, too preoccupied with
whether or not they can do something, that
they don’t really stop to think whether they
should do it. Do you understand?

And, if I may say, even if today humanity


has found an explanation for everything, it

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doesn’t look like the world has changed much
from how it was. We have substituted what
was magic with science, but people still don’t
understand anything, and in the end, pro-
gress is but a power wielded by few revolu-
tionary geniuses and the occasional lunatic.
Are you honestly convinced that a handful of
preposterous inventions can change the world When are We?
overnight? Jules Verne published
But who am I trying to fool? After all, you his most famous works
can read me like an open book – literally – between 1863 and
and I can’t keep lying just to try and persuade 1905, and Voyages
you to stay home. These are truly extraordi- Extraordinaires will
nary times! be set precisely in that
period.
Everything around us is shining with a
new, wonderful light. It’s as if we suddenly In broader terms, this
discovered everything, and simultaneously book will try to describe
everything is still yet to be discovered. It’s as a colorful 19th century
if humanity had found the answers to every steeped in fantasy, where
question, but each answer brought forth a new the flavor of bygone days
question. A better question, which would be is easily more important
well worth pursuing. A step forward in our than historical truth. You
understanding of the World, another step in can use this manual to set
the search for a startlingly new truth, which off on Adventures over
warrants an Extraordinary Voyage. the years of the Second
Industrial Revolution,
There! I’ve said it. This is simply the most all the way through to
incredible moment in time, the age of great the beginning of the 20th
revelations, and you are lucky to be an century.
Adventurer, if I may. Beyond that door, you
shall find nothing but wonders.

Voyages Extraordinaires | 13
The Father of
Science Fiction
“Master, such adventurous dreams
we dreamed on the plots of your books!
The Earth the Sea the Sky the Universe
for you, with you, poet of wonders,
we reached in a dream beyond Science.”

Guido Gozzano - On The Death of Jules Verne

Nowadays one can’t even read the paper, attend an exhibit, or simply take a
stroll down the boulevard without being assaulted by a multitude of innova-
tions, such an unfathomable series of novelties that would leave any person
entranced for all eternity.
But some aren’t even satisfied with the creations of the present, as true
genius means knowing that tomorrow is already over and looking recklessly to
an unknowable, impossibly distant future. But you obviously don’t need me to
tell you this, since you have chosen to go Adventuring in this age of dreams.

The greatest genius of our time is a fellow named Jules Verne, a French nov-
elist who is too busy inventing a new genre of literature for anyone to notice
him. Posterity will call him the father of Science Fiction, but today he is but
a curious and ambitious man, weaving yarns of science and fantasy into new
tales. A master of prose who, from the real and now, looks into the future
through the lens of imagination.

If we are now living in an era of Extraordinary Voyages , we owe it to Jules


Verne and his decision to use that expression as the title of his prolific opus.
I’m sure you are acquainted with his works: “Journey to the Center of the
Earth”, “The Mysterious Island”, “Twenty Thousand Leagues Under the Sea”,
“From the Earth to the Moon”, “Around the World in Eighty Days”… The
list goes on. Each of these novels is inspired by a great Adventure, and in turn
inspired hundreds more!

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Were it not for these fascinating books, I dare say that less than half of today’s
Adventurers would have chosen to set off to discover something. Maybe even less!

Isn’t this a wondrous thing? A man, so fascinated by the World and its pro-
gress, chose to create Adventure novels based on scientific findings, which
in turn popularized these findings, bringing them to everyone, everywhere.
If I may speak openly: it is clear to me that, were it not for Jules Verne, you
and I wouldn’t be here, as many other men and women with hats would not
have gone hunting for Treasure. Allow me to say that, from now onward, any
person who decides to dedicate their life to adventure and expeditions; who
sets off to demonstrate to all humankind powers of
science tempting fate beyond reason; anyone who
finds it in themselves to start looking for the an-
swer to age-old questions, will owe much to the
great Jules Verne, and should raise a toast in his
name if they ever reach the top of the World!
I Am

Call me if you need a

Places I call Home


Heritage Homeland Workplace

Words to live by

Action Co
in
FIGHT
Luck

k
Luc
LEADERSHIP
STUNT

Guts
COOL
DRIVE I Feel
SHOOT
POWERFUL + ACTION BLEEDING
Knowledge
¯

DARING + GUTS SHOCKED ¯

CULTURE FOCUSED + KNOWLEDGE DIZZY ¯

FIRST AID CONFIDENT + SOCIETY EMBARRASSED ¯

TECH FIERCE + WILD BROKEN ¯

Society UNTOUCHABLE SCARED


+ CRIME ¯

+ ¯
CHARM
Expertise
+ ¯

ELOQUENCE
OBSERVATION

Wild Weapons & Gear


SCOUT
SURVIVAL
TOUGH

Crime
ALERT
DEXTERITY
STEALTH

Pockets Backpack

Pockets Bag Backpack

/2 /2 /2
Scars And Experiences Bag Mags
Extraordinary
Adventurers
“Anything one man can imagine,
other men can make real.”

Jules Verne - Around the World in Eighty Days

To brave the unhinged World you will find if you choose to Adventure in this
era, you ought to be a truly exceptional person. An extraordinary Adventurer,
one absolutely determined to prove yourself to somebody – perhaps yourself? –,
one who shall stop at nothing. I have no doubt that this is your time.

If you chose to start an Adventure in this day and age, you must be a person
of culture, perhaps a professor or a young apprentice. In some way, you must
have dedicated your life to the study of history and those who came before you
and almost succeeded in what, with modern resources, you can finally accom-
plish, realizing the dreams of more than a lifetime. You wouldn’t happen to
be one of those scientists determined to challenge everything and everyone in
order to prove to the skeptics that “it could work”?

Alternatively, you could be a person of means, a patrician who holds the truth
close to their heart and won’t hesitate to set off on an Adventure with the sole
purpose of winning a wager made against someone who still doubts modern
progress.

Whatever your story may be, I’m certain you have good reason to take such a
sudden risk — there must be something you deem worthy of being discovered
or proven. And no, it’s not for gold or the promise of easy pickings that you
have come here, but for love of truth and desire to prove to everyone that you
were ultimately correct. You have always been. And you will show them all!
Why set off?
How terribly unmindful of me: I just now realize that I have never asked you
the reason you so suddenly decided to set off on an Adventure. You surely had
some very good reasons for your choice, and it really is not my place to judge.
I wouldn’t dare.

But if you still have any doubts, might I suggest a list of solid motives to undertake
an extraordinary voyage? I still wholeheartedly oppose the idea, but if one chooses
to do such things, one ought to at least do them right, wouldn’t you agree?

For love
You desperately wanted to marry the person you are devoted to, but their
family wouldn’t hear reason. The only way you had to fulfill your dream of
love was to embark on an absurd mission, going on a foolhardy Adventure to
prove your valor. Anyone else would have abandoned hope, but you wouldn’t
be stopped by the impossible. Not when it comes to love.

Escaping justice
A terrible crime has been committed, and for some reason the police is
convinced you were the perpetrator. You had no other choice but flee. The
only way to prove your innocence is to set out on the tracks of the culprit and
be the one who brings them justice. Failure would result in complete disgrace
tarnishing your name!

The letter
A curious letter came in the morning post. It was sent by an acquaintance, a
colleague, or an old family friend. In the letter, you found detailed directions
on where you were supposed to go and what you would need to do, but no
explanation. Were you to throw the letter in the fireplace and forget about it,
without ever getting to the bottom of the mystery?

Wrong place, wrong time


You stepped on the wrong carriage, took somebody else’s suitcase, or were
mistaken for somebody else wearing the same clothes. However this hap-
pened, I’m sorry to say that you are now in an extremely delicate situation.
Despite being completely uninvolved with what was about to happen, you
were simply in the wrong place at the wrong time…

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A great discovery
You were going about your business as usual when you chanced upon a cipher,
hidden in the margin of an old tome, or in a mysterious locket set in volcanic
stone. Wherever it was, that discovery changed everything. You had but the
time to pack your things before leaving: no time to lose!

The invention
You had been working on that strange contraption for quite a while, and even you
had begun to doubt that it would ever work. Then, all of a sudden, it turned on.
Something started bubbling… Eureka! After a moment of euphoria, the irrevers-
ible happened: something went horribly wrong and that’s where this story starts.

We need you
You’re a very distinguished person, a luminary, a prominent figure, and for
this reason, someone knocked on your door with few answers and many se-
crets; for this reason, they are in desperate need of your assistance. How could
you ever hold back in the face of such a mystery?

What place is this?


One moment, you were on a ship or train, then, following a terrible accident
or unforeseeable event, you were flung out into a wild and inhospitable place.
You might happen upon a deranged stranger who will be your only hope of
salvation, and that is when the Adventure begins.

The rescue
The expedition should have been back one month ago, and you still have no
news of them. Someone with the means to do it decided to fund a rescue
mission, and you will be a part of it. After all, you couldn’t leave a colleague
in duress, and if the previous expedition failed, there must be a reason. You’d
better investigate the question.

The wager
You maintained that something could be done, and everyone else disagreed
with you. The only way for respectable folk to settle such questions is to com-
mit all of your life’s earnings to an honest wager. You certainly couldn’t stand
being called a liar, could you?

Voyages Extraordinaires | 19
Modern Times
“The earth does not want new continents,
but new men.”

Jules Verne - Twenty Thousand Leagues Under the Sea

Have you seen how many people wander the streets of the city? In the past,
these young folk would have remained in their native towns and villages, but
today, they crowd the capitals in search of employment in one of the factories
or in the great offices: times are a-changing! There are more and more people,
dreaming greater and greater dreams. Consequently, the cities keep growing,
stretching to host all the hopeful souls who come here searching their for-
tune, or just to survive. Times are a-changing.

Have you seen the penniless nobility still living in their glorious past, throw-
ing sideways glances to the rich bourgeoisie with more stocks than family
assets? What can I say? Times are a-changing.
And what about the foreigners, in their strange clothes? People speaking
all manner of languages, traveling from all over for pleasure and work, bring-
ing with them a breath of fresh traditions from ancient millennia. And what
about their food? Times are a-changing.

There are young women carrying books, coming from the universities and
libraries, greeting those who turn their noses up at them with a smile.
Tomorrow, they shall become scientists, doctors, professors, and leaders.
Many already are, even though some people prefer not to acknowledge it.
What can I say? Those resenting mossbacks will need to make peace with it
quite soon: times are a-changing. And for the better!

As an Adventurer in this Extraordinary Age you’re clearly forward-thinking,


someone who fills their lungs with the fresh air of Modern Times, who revels
in the constant revolution of the popular mind.

| 20
Clearly, you are no conservative – even though you might prefer not to ad-
mit it – and came here after already embracing the thrilling novelties of this
World filled with technological and social marvels.
Not to worry: the second half of the 19th century is still filled with the
evergreen charm and démodé appeal of top-hats and overblown etiquette, of
brandies at the club and palace
balls, of outings to the theater
and old-fashioned courting.
But all of this is permeated
with a scent of novelty and
colored in hues never before
imagined.
You certainly see it,
too. The times are
a-changing!

Voyages Extraordinaires | 21
New Tags
For your Adventures in Voyages Extraordinaires , you may employ all
Tags found in Broken Compass: Adventure Journal , as well as those from
Golden Age and Jolly Roger. If I may take the liberty of putting forward a
couple of suggestions for Tags well suited to this era, do consider “Gentleman/
Lady”, “Official”, “Detective”, and “Sailor”.
Additionally, as you requested, I arranged for six extraordinary Tags tailored
to the latest trends. Nothing but the very finest.

The first Tag I would bring to your attention is, without a doubt, the Noble
Tag. This title is the pride of those who were born in a family of renown, or
who distinguished themselves by their merits in service of their nation. Any
member of the refined gentlefolk would be proud to boast this honorific; you
mustn’t heed anyone who insinuates that all Nobles are conceited and uptight
coxcombs!
In any event, if there is a Noble, someone with the tag Attendant can’t
be far behind. Attendants are trusted and impeccably dressed servants who
never disappoint their master. These people never fail to bend over backwards
to demonstrate their efficiency. Not that they have much of a choice if they
want to remain employed.

Those who choose the Tag Veteran are made of rather sterner stuff. They have
been hardened by war or military life, decorated with medals and trained in
the sword; they have seen and done things many couldn’t imagine, and they
always have a story to share with their fellows at the club. Upstanding folk
who won’t break or bend under pressure, their only flaw lays in their love for
looking back at the fine times of their service.

And if some are experts in the art of warfare, others prefer to delve into the
cutting-edge sciences of modern times, proudly wearing the Tag Inventor.
Gossips might whisper these doctors and professors have many loose screws,
but they certainly have a brave disposition, as well as an abundance of inno-
vative ideas.

Finally, there are those who, unfamiliar with the comforts of bourgeois man-
sions and social clubs, still “prefer” to live a more dangerous life. On the one
hand, there are those with the Tag Expedition Leader, hardened lone wolves
who brave jungles and seas every day; on the other, those with the Tag Urchin
live on the street and skirt around the established order, slipping through the
fingers of its keepers. Petty scoundrels and trouble makers with empty pock-
ets, full hands, and a constant smirk on their face.

Voyages Extraordinaires | 23
Expertises
Some of the Expertises from Broken Compass: Adventure Journal will not
find much use in Voyages Extraordinaires, as devices such as computers and
helicopters haven’t been invented yet. I am terribly sorry for this shortcoming:
please do your best to overlook it.

In brighter news, a new shipment of Expertises has just been brought in with
the new Tags, as well as three new releases. I do hope that, with some Luck,
they will grant you smooth sailing on an extraordinary Adventure.

Aplomb: Keeping a calm and cool demeanor, holding your poise, appearing
secure and at ease, not showing your fear or worry.

Trailblazer: Finding a safe path, being the first to act in the face of uncer-
tainties, testing the sturdiness of a bridge or the stability of a trail.

Discretion: Being discreet, going unnoticed even while acting in plain sight,
being easily ignored and maintaining a low profile.

Escape: Escaping bonds, finding a way out, evading someone or outrunning


pursuers.

Fencing: Knowing swordsmanship, dueling and fighting with a sword or cane.

Science: Wielding both practical and theoretical knowledge of science, using,


building, and repairing inventions and technological contraptions.

Circus: Doing stunts, juggling, performing and balancing acts.

Aerostat: Knowing, evaluating, repairing, and piloting aerostats. Allows


you to have an aerostat.

Explosives: Managing, recognizing and using explosive substances and


devices.

| 24
Attendant Noble
Field Skills Field Skills
Guts Stunt Society Leadership
(Crime) Drive (Knowledge) Cool
Culture Culture
Expertise First Aid Expertise Charm
Discretion Tech Aplomb Eloquence
Tough Observation
Dexterity Alert
Stealth Dexterity

Expedition Leader Urchin


Field Skills Field Skills
Wild Fight Crime Fight
(Action) Leadership (Society) Stunt
Stunt First Aid
Expertise First Aid Expertise Charm
Trailblazer Scout Escape Observation
Survival Scout
Tough Dexterity
Alert Stealth

Inventor Veteran
Field Skills Field Skills
Knowledge Drive Action Fight
(Guts) Shoot (Wild) Leadership
Culture Stunt
Expertise Tech Expertise Cool
Science Eloquence Fencing Culture
Observation Charm
Tough Scout
Dexterity Survival

Voyages Extraordinaires | 25
Section 2
The Extraordinary World
The World
“Since the human mind dotes on objects of wonder, you can understand the
worldwide excitement caused by this unearthly apparition.”
Jules Verne - Twenty Thousand Leagues Under the Sea

Look around: this World is truly Extraordinary. This is an age of great discover-
ies and wondrous inventions, where sciences advance by leaps and bounds with
groundbreaking developments, laying solid foundations for the next century.
This is all made possible by the constant yearning for wonder of people all over
the globe.
That is the very reason you have come to the Era of Extraordinary Voyages,
isn’t it? You, like many others, were gripped by the irrepressible desire to catch
the first train and journey to the other side of the World thanks to the newly
developed means of transportation. You feel ready to join all other Adventurers
in greeting a new era, one in which continents and nations blossom out towards
one another, beautiful and solitary flowers discovering the Sun for the first time.
We are all exotic to someone else
If progress allows us to travel, it’s the Journey that allows us to Progress. Wouldn’t
you say that is the true essence of wonder? Seeing the unseen with your own
eyes, meeting those who were previously strangers? It would be near impossible
to travel forward without taking in all the collective experiences of all those who,
in different corners of the World, contributed to the writing of Human History.
How could an Italian know that in far-away China, people eat rice with
wooden sticks instead of frying it? How could a Japanese farmer know that
there’s an island on the other side of the World inhabited by the British, a
people who share their love of tea? What would a Russian say when first
hearing the songs sung by the most ancient tribes of southern Africa? And
what would the Zulu in turn think about their top hat? Would they think him
a shaman or a crazed madman in ridiculous garb?
When was the last time you found yourself surrounded by the lights of the
Lantern Festival, or celebrated the New Year in February as a paper dragon
danced on the streets?

We have much yet to learn from one another, and we are very fortunate to be
living in such a place and time, where one journey by train, one balloon flight, is
all that separates us from the unknown and the unexplored… This is what awaits
you out there: an ever-changing World that will leave you a changed person.
The Industrial
Revolution
“If God has created the stars and the planets, man has created the cannon-
ball, measure of earthly velocity, reproduction on a smaller scale of the asters
roaming through space, which are, fundamentally, nothing but projectiles.”

Jules Verne - From the Earth to the Moon

One could say the World stands still, but in truth, the planet rotates around
the Sun over the span of a year, without falter. This perpetual motion is called
a “revolution”, and I dare say that was no coincidence. Every year, the World
changes, turns upside down, and nothing ever remains the same.
But nowadays this Revolution is more prominent than ever. Every day, hu-
manity takes another leap forward, and everything is forever changed. Even
the people themselves.

If you make inquiries, you will hear about how we have now reached the apex
maximum of a grand age, one in which reality exceeds all our dreams and
fantasies, driven by the work of scientists and thinkers. We are now living
through a change that shall completely alter the way we live on this continent,
or rather, the way we live in this World!
With the advent of electricity, the steam engine, new means of commu-
nication, trans-continental transport, even the lives of the common folk will
never be the same, because extraordinary people chose to use their industri-
ousness, perseverance, and ambition to create the World they envisioned with
the eyes set on the future.

Lest I’m misunderstood, these were not strokes of good luck for some fanatic,
but the meticulous and careful research of modern warlocks, recruited by the
dean of a prestigious university or by an affluent and mysterious investor, to
change the face of reality.
One may think, for example of a certain Mr. Faraday, who replicated
Volta’s battery using nothing but a handful of half-pennies, a piece of paper,

| 30
and some salt. If in future we have a portable
power source, we shall have him to thank. The World Fair
Try to picture: Darwin
Although humanity appears to be unable to explaining his theory on
comprehend the incomprehensible, they see the origin of species to
the miraculous results, and that is enough to Mark, while Charlotte
drive them away from the country and into Brontë reads Jane Eyre
the growing cities. You might have experi- to emancipated young
enced this too: one morning, you suddenly women, while some
realized that the view from your window was descendants of old
completely different. European nobility try to
That might be the reason you chose to understand the operating
don your hat and finally heed your old friend principle of a Faraday
who had been urging you to join them on disk. Where? At the
the Great Expedition. Or the incentive that World Fair, obviously!
pushed you to take the wager with which the
Baron had been taunting you at the club. And The one held in London
even the motive for your interest in a missing in 1851 was certainly not
expedition team in the cold wastes. the first, but it went on to
Will you leave your slippers to don the become a benchmark for
clothes of an Adventurer and join others like all World Fairs to follow:
you? Your life will never be the same. events to behold the
wonders of progress.
And if earlier it would have taken years just People of many different
to send a letter halfway around the World, walks of life crowded
now you may be able to complete the unim- the pavilions made of
aginable in a short time. Wouldn’t you say glass and steel to see
that is electrifying? visionaries and inventors
I wouldn’t be surprised if, in just a few in a kaleidoscope of
years, the dream written by the brilliant wonders.
mind of Verne, should become truth, and we
could walk on the Moon. If I may suggest, those
are ideal situations to
All that is left is for you to pack up and step meet extraordinary
on a zeppelin. Don’t forget your Luck Coin! Adventurers like
yourself.

The Extraordinary World | 31


Extraordinary
Locations
“He must have traveled everywhere, at least in the spirit.”

Jules Verne - Around the World in Eighty Days

Have you ever had occasion to watch the sun set on the sea? In the exact mo-
ment when the sun disappears behind the horizon, when the last ray of light
hits the eye of the beholder, a wonderful and rare phenomenon takes place.
One would expect the last brilliance to be as red and fiery as those that came
before, but instead it is emerald green. The great Jules Verne says that such
an awe-inspiring shade of green cannot be found anywhere else in creation.
Extraordinary!
I dare say that was enough to awaken in you a desire to sail the sea to the
edge of the World, just to find out the source of such wonder. Alas, that Truth
is still beyond the reach of modern Science and, so long as the cause of that
phenomenon is undiscovered, that green shall remain… Magic.

This doesn’t discourage the yearning and ambition of humanity! Quite the op-
posite, I’d say. We live in a time where people can travel to those unimaginable
places, the forgotten or secret locations few souls are aware of – they are every-
where in the World!
In this time, being an Adventurer means going in search of gems that
gleam too bright for the human eye to gaze upon them. And when I speak of
gems – I’m certain you understand – I think of much more than the diamonds
from Africa, but of rare treasures like the Forbidden City and even Shambala,
hidden at the heart of ancient and mysterious regions.

Many of the places you will reach may have laid untouched by centuries because
of eternal storms that guard their secrets. Others might hold the pride of a
history that spanned millennia and led to amazing technological advancements
that have lain in wait under the sea depths for all this time.

| 32
A mountain range so tall that it seems to surpass the laws of nature, reaching
for a wondrous dream.

The sky is not the limit. You may even reach the Moon, if you desire, sailing
across vastness of celestial space as you would on the surface of oceans! No need
to worry about equipment: you shall need nothing but your clothes to set foot
on the silvery moon and probe its marvels. Of course, astronauts in the future
shall need space suits and diving suits, but people from the 19th century are cut
from a different cloth and can easily do without.
I wonder if you will be brave enough to reach further, to succeed where
others before have failed or even dared not attempt?

And when, in the end, you shall walk past amazing arcs and dark bays never
created by human hands, when you shall descend into the belly of the Earth;
will you marvel at the magnitude of exotic plants and creatures that inhabit
those spaces? At the multifaceted crystal shining even where the sunlight never
reaches? At entire underground cities? Beware the sudden hurricanes that may
rise down there, and keep a tight hold of your hat!

Truly, forget everything you learned about the usual laws of physics, set aside
all pretension for consistency and let yourself be transported by the follies of the
extraordinary locations you shall visit when you decide to discover what lays
beyond the horizon.

The Extraordinary World | 33


Secrets to Discover
“A true Englishman doesn’t joke when
he is talking about so serious a thing as a
wager.”

Jules Verne - Around the World in Eighty Days

By the way you are leaning into the pages


of that newspaper, I gather that you have
found an important clue that shall lead
you to a secret waiting to be discovered.
I cannot blame you for undervaluing the
risks the journey could entail. After all,
sometimes our misjudgments are what
leads us to the Truth and the great-
est discoveries of Science.
But this Adventure is
not about Science, am I
correct?

| 34
I’d more readily wager that the curious gleam I will finish
in your eyes was lit by a ciphered message, what you started
perhaps a promise of wealth, immortality, Such a curious
or who knows what else, left by the member happenstance, finding a
of an occult society. Or perhaps by the in- cipher inside the old diary
cessant rumors about a castle hidden among you bought at an auction.
the mountains and overrun by terrifying Others might make
apparitions. Or even the call for help of the light of it, using it as an
umpteenth freighter that barely survived the interesting anecdote, but
attack of a huge sea monster with eerie eyes to you, that is a mystery to
that shine like beacons. be solved, the beginning
of an Adventure!
However, you have a keen mind. I am fairly
certain you will want to see the bottom of The past was inhabited
this matter, bringing the truth to the surface. by people known and
You shall decipher the code and expose the unknown who laid
charlatans offering a recompense they bare- the foundations for a
ly understand; you shall meet the inventor great discovery and
of the apparata that emit those images and then stopped, perhaps
sounds unlike anything in this world; you surrendering to an
shall reveal that the sea monster is naught insurmountable obstacle.
but a submarine, piloted by a charismatic You, on the other hand,
Captain who will lead you to new, marvelous have all the necessary
adventures in the depths. requirements to reach the
The World out there is full of mysteries destination of this journey:
once disregarded as fairy tales, but as the you have the knowledge
line between Myth and Truth grows thin and the persistence needed,
and frail, people with the right knowledge and you live in a wonderful
and means stand to find the answers. century, with all modern
And once you lift the veil of fantasy, I’m scientific and technological
certain your will to return to the commodities findings at hand.
of your home, sipping tea and wearing warm
slippers, shall fade. And in its place, the drive You shall finally pick up
for another adventure and the search for an- the inheritance of those
other secret to discover shall rise. who came before and
finish what was started.
Of this, I am certain!

The Extraordinary World | 35


Technology
“Many things once denied have become reality but a day later.”

Jules Verne - From the Earth to the Moon

Life in the time of Extraordinary Voyages is both simpler and more complex.
Some important innovations that will come to be expected in the future still
haven’t seen the light, as electricity is far from widespread, but other founda-
tions have already been laid.

Forget about telephones: the first prototypes will only come at the end of the
century, a few years before the first radios. Communication in these times
comes in the most elegant of forms: via handwritten letters to be delivered to
all corners of creations by unerring carriers on swift horses. Those with the
means and the time to do so may choose to make their way to the office and
have a telegram tapped out, but nothing more.

A little more than a hundred years ago, Benjamin Franklin set out with a red
kite to hunt lightning, and nowadays people are only beginning to understand
how we can harness and use electricity. We will need to wait until the end of
the century to see cities and houses light up, and in the meantime, the world
has tamed the power of steam — a truly wondrous feat. Great ships and steel
trains everywhere devour wood and coal to move their gears and shrink dis-
tances. And if you wish to take to the air, I suggest you steer clear of those
strange airplane prototypes with wooden wings: the tried and true aerostats
invented by Mr. Montgolfier are a better choice, and in some corner cases you
could use the brand new zeppelins to glide through the clouds.
On the ground, the latest invention is called a velocipede, and automobiles
will be created toward the end of the 19th century.

| 36
If you intend to visit exotic locations, you will be pleased to know that the field
of photography is seeing many developments, with the first portable cameras
available on the market. They are very in vogue. Furthermore, If I may urge
you to remember that you may need an instrument of self defense on your
Adventures. If you are nostalgic for a more… civilized age, you could choose
a swordstick or a rapier. If, on the other hand, you choose to embrace the
future, Mr. Colt recently presented his make of pistol, a percussion revolver
promising to mark an epoch.

Extraordinary Inventions
Although some inventions and scientific and technological innovations still
aren’t available to the greater public, they can still be found in the skilled – or
unwise – hands of some future-enthusiasts.

Such marvels, far beyond the technological level of normal 19th-century de-
vices, will be discussed in depth later, in Section 4: The Power of Science.

Objects
Fashionable clothes: Advantage in Society, Disadvantage in Wild
Rough clothes: Advantage in Wild, Disadvantage in Society
Walking cane: Allows you to walk with style
Swordstick: Allows you to fight Armed Enemies
Top hat: Protects from the sun with style
Travel dictionary: Choose a language. Allows you to speak or understand
the chosen language without a Disadvantage
Pocket watch: Grants an Advantage in Challenges where you stand to lose
Time
Rapier: Special. Allows you to fight armed Enemies with an Advantage

Special: The rapier will grant you an Advantage during Brawls so long
as you have the relative Expertise and you are not fighting an Enemy
who wields a rapier weapon as adeptly as you.

The Extraordinary World | 37


Wealth
“The fewer one’s comforts, the fewer one’s needs; and the fewer one’s needs, the
greater one’s happiness.”

Jules Verne - In Search of the Castaways

In the time of Extraordinary Voyages, society is still sadly very much divided
by classes. Aristocrats wield great power; the ambitious bourgeoisie man-
ages most commerce; factory workers toil without pause in hope that, one
day, their children might reach a higher standing in a bank or law firm. The
poor… Alas, the poor are poorer than ever.

You probably realize that, in this day and age, the circumstances of one’s birth
are worth more than the amount of money in a bank — the lazy and destitute
cousin of the Duke of Gloucester is still welcome at all high society balls,
while those millionaire business tycoons will never get an invite!
But I daresay some things are changing. The aristocracy will soon lose
their power, giving way to self-made people, the ones who used their means
and cunning, as well as their luck, to gather more and more riches.

Why accumulate Wealth? To afford the luxuries of high society, what manner
of question is that! An evening at the theater or a day spent fox-hunting don’t
sound like boring endeavors at all. However, I know that, rather than buy a
fancy hat and fashionable outfit to gain entrance to an exclusive Club, you will
spend your accumulated Wealth to travel.

To be an Adventurer, one must have the means. It is of little importance if you are
a penniless Urchin, a simple Attendant who can rely only on themselves and their
ambition, or an elegant Noble who can afford to finance an entire expedition into
the unknown or to commission the construction of a wondrous device. This is an
era of great opportunities, and you shall have a change to shape your own destiny!
And maybe, the next masterpiece of the adventure genre will tell your story.

| 38
The Moneybag
I wouldn’t want to intrude, but if you ever happen to set off on an Adventure
with the Rich Tag as you can find in Broken Compass: Adventure Journal,
and if the Fortune Master and the story allow for it, you can request a special
Key Item called “The Moneybag” A Moneybag is, self-evidently, a bag, purse,
or voluminous suitcase containing an indefinite number of bricks of cash, as
well as checks, letters of credit, and other money orders.
If you’re allowed a Moneybag, the first thing you should do is choose
whether you prefer to transport it yourself, or entrust it to another Adventurer
you can rely on. Whoever carries the Moneybag on them will need to ascribe
it to the Bag or Backpack section of their inventory, forfeiting the chance to
carry any other item in that section.

So long as your group is in possession of a Moneybag, you may very well feel
Loaded, and you will enjoy the benefits of near-limitless funds.
However, if for any reason you should lose it, you will end up as Paupers,
and will only own the things you otherwise carry on your persons.

The Extraordinary World | 39


The Adventurers’
Clubs
“It is a great misfortune to be alone, my friends; and it must be believed that solitude can
quickly destroy reason.”
Jules Verne - The Mysterious Island

Were you to ask my counsel on such matters, I’d say the best way to set off
on an Extraordinary Journey is becoming part of an Adventurers’ Club. After
all, our time is a golden age for social clubs of all kinds, each of them charac-
terized by peculiar interests. Politics, literature, exploration, history, technol-
ogy… no topic is excluded.

Becoming a member of such clubs isn’t easy, one can expect long waiting lists
and strict requirements to be admitted, but I am certain you will find one that
suits your needs. And if that fails, you could even choose to found your own!
Whatever option you choose, I daresay that being a Club member will be
essential to gain access to the information and funds necessary for your adven-
ture. Would you like to find a patron an expedition to search for Shambala?
The Smithsonian will gladly help, on the condition that the risk taken isn’t too
high. Do you require an exclusive Colt model for any occasion? The members
of the Baltimore Gun Club may gladly create one for your needs.
For that matter, Clubs are also the perfect location to encounter extraordi-
nary people, who shan’t hesitate to join you in the spirit of camaraderie.

| 40
The Extraordinary World | 41
REFORM CLUB

If you happen to be in London when you search for a respect-


able gentlemen’s club, the Reform Club in Pall Mall is a safe
bet.
They are located in an exclusive Renaissance-era building, a
true artistic delight. Their halls host a well-furnished li-
brary with tomes on history, politics, and literature. Other
features include a coffee room serving the most refined cuisine,
a whiskey tasting bar, a smoking room for those so inclined
and, obviously, a room dedicated to gambling and wagers.
If I may add, the Reform Club headquarters is the place where,
in between hands of cards, one Phileas Fogg declared he’d
travel the globe’s circumference in eighty days! The patrons
of this club are just like him: poised, well mannered, upper
class gentlemen. They would never be caught unaware by any
accident or event.

However, one could well presume that all Club members would
be aghast if any representative of the fairer sex dared step
into their historical halls, not to speak of their reaction if
she were to express the wish to become a club member. Such a
request will never be granted. Not even in a hundred years!
But who can say…

| 42
CLUB DES HISTORIOGRAPHES

“Those who cannot remember the past are condemned to repeat


it.” And those who know not the World and its Extraordinary
Secrets will always be strangers. These are the guiding prin-
ciples of the extraordinary people who become members of the
prestigious Club des Historiographes.
Despite its ties to the Louvre Museum, this Club is completely
independent and dedicated exclusively to seeking the truth
in all its forms. Certainly, the expeditions that send car-
tographers to map the unexplored corners of the globe, the
historiographical surveys, and the greatest discoveries are
indirectly funded by the Museum. Certainly, the artifacts
later become part of the exhibit in the breathtaking halls
of the palace or the charming royal gardens of the Louvre.

But one trait that makes the Adventurers of this Club stand
out when confronted with all others is their pure and honest
desire to act for the greater good of History and humanity.
As such, even if they were to not receive a penny in fund-
ing, you could trust them to set off on an Extraordinary
Journey with all the means in their possession. Even if all
they had were a velocipede! As such, one should join the Club
des Historiographes only if they feel ready for such a noble
calling.

The Extraordinary World | 43


BALTIMORE GUN CLUB

The Baltimore Gun Club was created by a group of shipwrights,


mechanics, engineers, captains, and colonels who, after the
American Civil War, decided they would strive to reach, and
even surpass, the ballistic level of scientists from the old
continent.
The first gentleman to invent a new type of cannon joined
forces with the one who cast it and the one who bored it.
And thus, the core of the Club was born. One month after its
founding, the Club already numbered eighteen hundred and
thirty-three members! To the fearless inventors of this club
we owe the near-perfection of modern-day firearms and artil-
lery machines.
It is to them we owe the previously unimaginable range and
the formidable firepower of modern guns. Furthermore, they
were the ones to invent the Columbiad, the cannon that would
shoot man to the Moon! Knowing this, it comes as no surprise
that all Adventurers who wish to become members of this Club
need to prove they have designed, or at least perfected, a
cannon or firearm. And they clearly do not accept simple re-
volvers or carabines. They look for heavy, sophisticated ar-
tillery, the kind only the bravest and most technologically
inclined could take up.

| 44
WAYFINDER INC.

By now, the story of Jules Dan Wayfinder is common knowledge.


He was a private archaeologist and researcher who founded
Wayfinder Inc using funds gifted to him by the late Sir Hans
Sloane. Many also know that the society gathers archaeolo-
gists, scholars, and explorers from all over Europe with the
aim of organizing pioneering expeditions to all corners of
the globe. However, only a select few are aware that, were one
to be on the market for information to unearth a legendary
treasure or resources for some research that toes the limits
of the law, Wayfinder Inc. is the best place to turn to.
This private association has branches and representatives
all over the World – some whisper their ranks even outnumber
those of the British secret service – but their two headquar-
ters are in London and Turin. Precisely in Turin, northern
Italy, they recently opened one of the largest Egyptian muse-
ums in Europe, where the public can admire ancient artifacts
as well as magical relics. Or so it is rumored.

If you are interested in a very organized club where one will


surely be treated with the utmost professionalism, Wayfinder
Inc. is a safe bet. However, be aware that Wayfinder is said
to be very fond of its secrets and to value its members’ dis-
cretion very highly. Best never forget this, lest one become
the prey of their former colleagues.

The Extraordinary World | 45


SMITHSONIAN

Nowhere in the world will you find a museum, educational


institute, and research center equal to the Smithsonian
Institution in Washington.
A large community of scholars and explorers gather here to
untangle the mysteries of the Universe, preserve each dis-
covery, and share it with the World. Founded by the British
scientist James Smithson, the complex was recently inherited
by the United States government which, in agreement with the
creator’s last wishes, is giving new life – and new funding –
to the institution in hopes of finding new knowledge to share
with the World.

The main branch of the Smithsonian, also known as “The


Castle”, hosts thousands of tourists and Adventurers every
year. The former come to admire the wonders of the museum,
the zoo, and the botanical garden. The latter come in search
of resources for new, exhilarating expeditions. However, one
must keep in mind that the Smithsonian will never grant funds
and resources to anyone who wishes to stray from the confines
of science. If the mission is too risky or unrealistic, or if
the hopeful Adventurer is too foolhardy or has a head filled
with ideas too strange – such as going in search of lost civ-
ilizations at the bottom of the ocean – they’d have more luck
knocking of the door of another Club.

| 46
KRUG

It wouldn’t surprise me if word of Krug had never reached your


ears. This Russian Club is so secretive that they don’t even
have a name: you see, “Krug” is the Russian word for “Club”.
The reason for such secrecy is most obvious: its members and
Adventurers feel the need to avoid the public gaze since they
act as mere criminals.
Not of the worst sort, be reassured. Quite the contrary.
Although they steal for personal gain, or to resell the arti-
facts on the black market, Krug members have a strict moral
code and solid sense of justice, dare I say. As modern-day
Robin Hoods, they respect the poor, the weak, and the mar-
ginalized at the expense of the rich, powerful, and ruthless.
One shouldn’t be surprised to learn that all members of this
Club – even those who sometimes stray from this code – wear
the same tattoo on their body: a bear, the symbol of strength
and family, inscribed in a downward-pointing triangle, the
alchemical symbol for Earth.
I couldn’t tell you the reason why such a den of thieves
chose an alchemical symbol as their emblem. Perhaps the Krug
has deeper esoteric roots and there are more hidden secrets
nobody is aware of?

The Extraordinary World | 47


Extras
On your travels you may meet many new faces and deal with fascinating
extras hailing from all walks of life and all corners of the world. My favorite
part of a journey is when you all come together on a train or ship, each with
their own story, motive and destination!

In the following pages you shall find but a sample of the myriad Extras you
might meet in the time of extraordinary voyages. Would you like more? Not
to worry, you may easily re-purpose some of the ones you met in Broken
Compass: Adventure Journal, in Golden Age, or in Jolly Roger, by adjusting
them to this new era. I’m certain it will be no hard feat.

The Idealist
A British tutor came to be employed by an Indian
noble and, after a tumultuous beginning, the two
decided to put their differences aside and fall in
love. Although this might sound like a romance,
indeed it’s the story that led to the birth of young
prince Saroo Dakkar. If you ever happen to meet
him, you’ll surely recognize him: a tall, lanky
young gentleman whose dress is equal parts sim-
ple and eccentric. He’s very cultured, but prone to
inappropriate behavior.
Action
I saw a strange light in his eyes, the gleam
Guts of a distant dream that burns with eagerness
Knowledge to come into fruition despite the whole world
Society standing in its way. Some may think that to be
Wild the gleam of madness, but they needn’t worry:
Crime it’s just young love.

| 48
The Brave Spirit
To lead an expedition to the heart of an unex-
plored location, an expert expedition leader won’t
suffice. One needs to be a veteran with a wealth
of experience of the sort one can’t teach, but that
can only be gathered through half a dozen near
encounters with death.
Isabel Aronnax is exactly such a person. A
woman always ready for everything, capable of
finding a way out of any situation. Perhaps the
best in her field.
Action
Guts
Her greatest flaw is being always firmly convinced
Knowledge that she’s the only one to be relied upon, making
Society her very slow to trust. On the other hand, her
Wild greatest virtue is dependability. You will always
Crime be able to rely on her, even in the direst situations.

The Consulting Detective


Mister Sheldon Fogg is not a law enforcement
officer, but he is the one both private citizens and
police commissioners go to when a case appears
to be unsolvable. It is common opinion that Mr
Fogg can solve any mystery.
In addition to being an expert of logical de-
duction and an investigator with great powers
of observation, he is also a remarkable athlete,
a pugilist, a musician, and last but not least, a
very eligible bachelor with a charming smile. To
Action
conclude, a proper gentleman of a rare breed.
Guts
Knowledge He is most irked by those cases he reputes too
Society simple for his talents, so anyone who wishes to
Wild successfully employ him should be careful to
Crime find a way to whet his refined curiosity.

The Extraordinary World | 49


The Urchin
Aveline Hassani spent her childhood in an
orphanage in Paris, waiting for her parents to
come save her or fantasizing about an eccentric
nobleman who would choose her as his protégée
and lead her to a life of luxury. Sadly, she was
still alone in the world when she came of age,
and she found herself living in the streets, with
the capital’s thieves and mice as her only friends.

However, every cloud indeed has a silver lin-


Action
ing, and Aveline came to realize that the world
Guts
outside the orphanage was rife with rules and
Knowledge obligations. Her life in poverty was indeed
Society harsh, but it granted her one thing people with
Wild money could not buy: freedom. To this day, she
Crime wouldn’t trade it for all the gold in the world.

The Noble
The life of the nobility is much more than galas
and banquets, clothes of the latest fashion, and
idling away as the servants work. Like many oth-
ers born to the purple, Jendayi El-Kahir learned
early on that these privileges come with a rigid
education, an obligation to public life, and the
task of managing properties and capital.
Unlike most of her peers, however, Jendayi
has a strong inclination for her institutional role,
which she much prefers to what she calls the
Action
anachronistic trifles of court life. As such, she
Guts spends her days going from one diplomatic meet-
Knowledge ing to the next, and her nights shut away in her
Society office doing calculations, making it remarkably
Wild rare for a gift to meet her liking.
Crime

| 50
The Inventor
Vincent Von Doomiel was one of the brightest
scientists and inventors of his time. And still, his
daughter Deva had already surpassed both his
mathematical genius and engineering talent at
the young age of 8.
When she was 11 years old, Deva Von Doomiel
already had a private laboratory and six assistants
working for her, all of them three to four decades
older than her, and all of them equally moved by
both admiration and fear for the little girl.
Action
Guts
Today, doctor Von Doomiel is world renowned.
Knowledge Her genius is often considered too cutting-edge,
Society but she can draw funds from the unlimited fam-
Wild ily fund to conduct research and projects that no
Crime country or university would dare invest money in.

The Contraption
Somewhere in this world lives an inventor like
no other. An ingenious and eccentric fellow
who developed a technique to build small but
perfectly functioning automata. What I am de-
scribing are far more than toys able to walk a few
steps just to bump into a wall, but true robots,
able to perform simple tasks or perfectly execute
complex choreography.

There is one specific contraption, the apple of its


Action
maker’s eye, that has reached such a level of perfec-
Guts tion and articulation as to mimic life. In case this
Knowledge is not enough to catch your attention, I’ll add that
Society this adorable automaton was built to perfectly rep-
Wild resent a duck, able to toddle and honk, and even
Crime to understand any order given to it. Unbelievable!

The Extraordinary World | 51


A CAPYBARA AS A PET

On my honor, a capybara!
It’s almost inconceivable.
A highly distinguished gentleman, resplendently dressed, with
white gloves and a curled mustache, walking a capybara on a
leash as if it were a common pet, almost a dog. But walking
by his side, the capybara appears more like a grizzled beaver
with indigestion. How could I say… it’s a very large rodent,
a rat if you can forgive me the term, and it comes from the
other side of the earth. And still, there’s a haughtiness to
its gait, a nobility to its rounded cheeks as its strides down
the pavement. A cynic would say that this prancing, rotund
rodent is the perfect metaphor for the decadent times we live
in… Well, I think that ought to do.

I beg your forgiveness; I swear, I haven’t lost my senses as


it may seem. We were just surrounded by curious eavesdroppers
and I would rather our conversation be private. The story of
the capybara never fails to lose people’s attention and bore
them. And as you may notice, we are now alone.

There is another Club I refrained from mentioning as I doubt


it would be of any interest to you. A completely respectful
position. However – and, please, pardon me if I am being too
forward – I feel I must warn you of them.
I am alluding to the Hiram Club, headquartered in Paris, in a fine
historical building with many mirrors and private rooms. Although
branches are now appearing throughout Europe and beyond.
Members of this club appear to be all very respectable people,
well-mannered and amiable. Most of them are prominent figures
of high society, magnates, heirs of good families, politicians,
and industry leaders.

The requirements for gaining access to the Club are obscure,


and the Club is so exclusive most simply refer to it as “The
Society”. Their private parties are so well-guarded that they
say it’s impossible to even walk past their headquarters at
those times. But what appears very clear is that the Hiram
Club fosters very strong bonds of friendship – as well as en-
mity – among the most powerful and capricious people. The sort
of relationships that shape the World.

| 52
Even more baffling are the rumors I heard – and as you know,
I abhor idle gossip – about how this “Society” is being built
on very deep, ancient roots. Some maintain that the Hiram Club
is nothing but an anteroom, a passage to introduce members to
a secret sect, a group of people who aim to control History,
hiding and revealing secrets to control the masses for their
personal gain.

They say, the head of this Club within the Club, leader of the
elite of the elite, is a woman – a beautiful woman, they say,
though I have no opinion in the matter – who hides her face
and identity behind a mask of white porcelain with a single
black spot on her left cheek, positioned like a teardrop, but
in the shape of a spade. She goes by the name Dame de Pique,
but that is all anyone knows about her.

The Extraordinary World | 53


Section 3
Extraordinary Adventures
Expedition Log
I’m not sure I understand what you’re asking of me. Yes, I have been at your service
for many pages, but I would never dare step out of line like that. Denying your
request is much more insulting, you say? No, I would never want to offend you, but
it’s just improper… Fine, I shall… I’ll try speaking to you like to a normal friend.
I must confess, although this feels most strange, it’ll probably make the
next part easier, for now I need to explain everything you need to organize an
Expedition and set off on your Mission. These really are extraordinary times.
Here, take a look at the Expedition Log: this is the fresh new model of
group sheet, used to manage all the latest additions and changes as I’ll explain
in further detail in this section. To begin with, you might notice that the Log
doesn’t contain any information on your Rival, since you can very well do
without. On the other hand, there are some new entries:

We are the: Here you can write the name of your expedition, e.g.
“Lidenbrook Expedition”. Usually, an Expedition takes the name of its lead-
er or of the person it was dedicated to, but there could always be exceptions.

Our Objective is: Here you can write the group’s objective: this could
be a Treasure, or what they set out to gain or prove with their Mission.

Members of the Expedition: As we will discuss further, you may play


with more Adventurers than players. If that’s the case, it may prove
useful to note down the names of all Adventurers in this section.

Looking ahead, you’ll notice that the Vehicle section is rather different from
the one you find in the Adventure Journal. The reason for this is that on your
Adventures you may encounter Extraordinary Vehicles with unique Features.
These will be further discussed in Section 4: The Power of Science.
The many changes may be confusing, but reading further in this section
you’ll be able to gain a better understanding of what an Adventure in the
times of extraordinary voyages is like.

| 56
Expedition Log
We are the

Our Objective is

Mission Clues Members of the Expedition

Time
Season Era

e01

E02
e03
e04

e05
e06

e07
e08

e09

Assets

Vehicle
Water
Name
Luck Land
Model Air

Fast
Sturdy
Charges
Powerful Extraordinary Features

d
Loade Action Action
Guts Guts
Rich
Knowledge Knowledge
l-off
We l S ociety S ociety
y Wild Wild
ing b
Gett Crime Crime

Extraordinary Adventures | 57
Missions and
Wagers
Broken Compass: Adventure Journal taught you that, to go on an Adventure,
you need a Treasure to look for, and a Rival to defeat. But that isn’t always
the case.
When going on an Adventure in Voyages Extraordinaires, you’re not neces-
sarily racing against someone else to be the first to get your hands on a precious
item. You could simply organize an expedition to carry out some research, or to
prove a hypothesis and show everyone else you were right all along.

If you choose this type of Adventure, you’ll be setting out on a Mission.


When going on a Mission, the Treasure isn’t a physical item, but an
Objective you want to accomplish, and your Rival is usually Time itself.
Additionally, when you set off on a Mission, you always have the time to
be fully organized, and this means you will be able to rely on an entire
Expedition, if you’re so inclined. But I’m getting ahead of myself.

| 58
The Objective
as Treasure
When you’re on a Mission, the Objective Wanna bet?
you set out to accomplish is your Treasure. A Wager is a specific type
Some examples of objectives are: reaching of Mission undertaken to
the center of the Earth, tracking down and prove something true or to
saving a missing expedition, going around prove someone wrong.
the World, proving it’s possible to reach the When you set off on an
Moon. Adventure on a Wager,
your Rival is always Time,
Unlike normal Treasures, an Objective isn’t and the stakes are always
necessarily valuable to anyone outside the sky-high.
Expedition, and it may not be coveted by a
dangerous Rival. The Adventurer calling
for or accepting a Wager
Still, any Objective worth its salt is surround- in the first Episode should
ed by some complications, either because it flip a coin. If it lands
must be carried out before a certain Time, or on Tails, they can give
because you have to prove to the skeptics that an extra Luck Coin to
you really did it. their most trustworthy
Going around the World wouldn’t be companion. Heads, and
much of a problem if you didn’t have an 80- they’ll lose their own Luck
day time limit, and reaching the center of the Coin.
Earth wouldn’t be much of a feat if you didn’t
need to find and bring back ironclad scientific If, for any reason, the
proof of the fact. Adventurer taking on a
Wager doesn’t have a Luck
Achieving an Objective isn’t as simple as get- Coin, they will have to ask
ting to the end of your Adventure: you also one of their friends for a
have to show final evidence that your Mission loan. If the Coin is lost,
was a success or that you were the one to win they will later have to hand
the Wager. That is why not all Missions are the first Luck Coin they
successful. After all, what fun would they be get to the lender.
otherwise? What good is a Wager
without the thrill of a
gamble?

Extraordinary Adventures | 59
Time as
the Rival
When taking on a Mission, you and your friends are free to choose Time
as your only Rival. This could be because you took on a bet that you’d reach
the Objective before a certain day, because your gear and vehicles will only
last a certain amount of time, or maybe because you’re setting out on a rescue
mission and there’s no time to lose.

With Time as your Rival, you’ll need to begin the game by filling in 3 Hours
on the Doomsday Clock, regardless of the number of Adventurers: your
Adventure begins at 3 o’clock.
From that point forward, on top of losing one Hour for any time you
lag behind as in a normal Adventure, you’ll also lose one at the end of each
Episode.
When the Doomsday Clock strikes twelve, the Adventurers have one
last chance to reach their Objective, and if they don’t manage to succeed
by the end of the Episode, they will have failed with no chances left. If the
Doomsday Clock reaches Midnight by the end of an Episode, the following
Episode will automatically become a Season Finale or Mid-Season Finale.

The Fortune Master should determine from the beginning what events will
take place at every hour. For example, the Adventurers could be trying to
make a connection by a set Hour, and if they miss it, they’ll need to find
alternative means of transportation. Or a torrential downpour could erase all
tracks of the survivors, making the rescue even more difficult.
At the same time, the Fortune Master can choose to add a special event
to a Mid-Season or Season Finale, giving the Adventurers the unique pos-
sibility to erase one Hour already filled in on their Doomsday Clock.

| 60
Escaping Certain Death
When one or more Adventurers involved in a Mission are facing Certain Death
because they have no Luck Coins to save themselves from an Enemy or Danger,
the Fortune Master may choose to spare their life. But the price is steep.

Adventurers who escape Certain Death this way won’t have to leave the
Season: they get captured by an enemy, dragged into the lair of a monstrous
creature, or in any way end up in a situation of great distress which separates
them from their friends. At the beginning of the next scene, the Adventurer
will regain all Luck Points and gain a relevant Bad Feeling, but they will be
able to continue playing, trying to escape and find the rest of their group.
In exchange for this helping hand from their Lucky star, the players will
have to fill in an Hour on the Doomsday Clock (regardless of the number of
Adventurers who escaped Certain Death).

This optional rule can be used in all types of Adventures in Broken Compass,
and could be especially useful in situations that see several Adventurers facing
Certain Death in the same scene.

Hardmode Missions
If you and your friends choose to face a Mission in Hardmode, you’ll need to
follow the same rules you can find in Broken Compass: Adventure Journal.
Additionally, you should fill in 2 extra Hours on the Doomsday Clock: your
Adventure begins at 5.
On top of that, a Hardmode Mission will always see the Adventurers race
against both Time and a Rival, who will do their best to reach the Objective
before the Adventurers or stop them from winning the Wager.

Extraordinary Adventures | 61
Expeditions
Usually, when Adventure comes a-knocking, you’re not expecting it, and your
life is suddenly turned upside down. But when you set off on a mission, you
tend to take the time to prepare everything you may need and organize a full-
scale Expedition.

If you and your friends choose to set off on an Adventure with an organized
Expedition, you probably have both large vehicles and a suitable entourage of
explorers working toward your objective. Most of these people will be simple
Extras you won’t need to include on your Expedition Log, but some may be
full-fledged Adventurers with their own Sheet.

More Adventurers than players


If you choose to set off to search for a forgotten city on the Moon or at the
bottom of the sea, you’ll certainly need a guide, as well as a scientist or pro-
fessor worth their salt. Additionally, you’ll also need a charismatic expedition
leader, a mechanic, a medic, possibly even a cook, and, why not, an explosives
expert to open a path that has lain closed far too long. Long story short, if
you want something to be done properly, you can’t possibly think of doing
it all yourself. You’ll need to rely on many worthy Adventurers ready to
intervene when the situation requires it.
This could leave you with more Adventurers than players.

When organizing an expedition, the Fortune Master can allow


each player to fill in not one, but two Adventurer Sheets.
During the Adventure, each player will always take on the role
of one Adventurer at a time, but they will have the option to
switch Adventurer depending on the situation.
The Sheets of all Adventurers who aren’t actively in play will
be stacked at the center of the table, symbolizing that those char-
acters are back at Base Camp or otherwise occupied.

| 62
Base Camp
When an Expedition reaches the place where their Mission will take place,
the first thing they need to do is establish a Base Camp.
A Base Camp is a special type of Safe Place the Adventurers can retreat to
during a Mission and where they can retrieve items as per the normal rules of
Broken Compass: Adventure Journal.
The location of the Base Camp could be always the same, or it could be
moved to follow the flow of the Mission. If the Base Camp is heavily dam-
aged, the Fortune Master determines the extent of the damages and asks the
Adventurers to remove a number of Wealth Points between 1 and 5 from
their Expedition Log to symbolize the loss of resources.

Changing Adventurer
A player can choose to change Adventurer any time they are at Base Camp.
Alternatively, the Fortune Master could allow players to change Adventurers
at the beginning of an Episode or when their current Adventurer has faced
Certain Death.

Before setting off on a Mission, the players come to an agreement about how
they wish to divide the Adventurers. For example, a group could choose that
each player has control over two specific Adventurers, or that all players
are free to control all Adventurers independently. This is a very impor-
tant choice and should be taken by all players in agreement.
Extraordinary
Creatures
Some say that in the darkest, deepest recesses of the ocean live enormous
creatures of times long past, who never see the light of the sun. Others main-
tain that herds of giant prehistorical lizards have survived mass extinction and
to this day roam somewhere beneath the earth’s crust. There are even rumors
of an iron giant with an engine for a heart, and a mysterious island ruled by
the king of all beasts: a gorilla as tall as a mountain.
This world is full of Extraordinary Creatures.

When hostile to you, an Extraordinary Creature is an Enemy that goes


beyond the Impossible: they can’t be hurt or killed, just slowed down and
outrun.

If you ever face an Extraordinary Creature, you’d better start running, and
make sure that your friends do the same. The closer they’ll get, the harder it’ll
be for you to escape their rage.
Fly, you fools!
Although Extraordinary Creatures can’t be defeated, you and your friends can
always try to escape them.
When an Extraordinary Creature starts chasing you, it represents a single
Critical Danger, but the closer it gets to you, the harder it will become to escape.

 1 CRITICAL DANGER: During the first escape round, all


Adventurers face 1 Critical Danger. If half or more of the Adventurers
succeed on their roll, the challenge will maintain the same difficulty
on the next round. If, however, less than half of the Adventurers suc-
ceed, the Creature will start gaining on them and the Adventurers will
need to face 2 Critical Dangers on the next turn.

 2 CRITICAL DANGERS: The creature is getting closer and all the


Adventurers need to face 2 Critical Dangers. If half or more of the
Adventurers succeed on their roll, the challenge will remain just as
hard on the next round. Otherwise, the Creature is at their heels, and
on the next turn, the Adventurers will need to face 3 Critical Dangers.

 3 CRITICAL DANGERS: The creature is far too close. All the


Adventurers are facing 3 Critical Dangers.

Adventurers usually have to escape for 3 turns, but the Fortune Master
could decide the creature will go after them for up to 5 turns.
What Skill do I roll?
For each Extraordinary Creature, you’ll have two tables with six entries each.
The table Creature vs Adventurers shows what actions the Extraordinary
Creature can take when pursuing Adventurers on foot, while the table Creature
vs Vehicle shows what it may do when the Adventurers are fleeing in a Vehicle.
The Fortune Master should choose which table best applies to the circum-
stances as soon as the Escape begins.

At the beginning of each round of the Escape, the Fortune Master will roll to
randomly determine what the Extraordinary Creature will do, and the result
on the table will also decide which Skill the Adventurers will need to roll to
escape. If the Fortune Master rolls the same result twice in a row, they should
re-roll until they get a different result.

Each Extraordinary Creature will behave differently, but if you need a generic
ready-to-play creature, you may use the following tables.

Extraordinary Creature vs Adventurers


1 – The Creature dashes: Stunt (Action)
2 – The Creature screams: Cool (Guts)
3 – The Creature attacks or grabs: Tough (Wild)
4 – The Creature causes an earthquake: Stealth (Action)
5 – The Creature tears something down: Alert (Guts)
6 – The Creature gets stuck: No roll needed

Extraordinary Creature vs Vehicle


1 – The Creature rams: Tough (Wild)
2 – The Creature screams: Cool (Guts)
3 – The Creature rolls the Vehicle: Stunt (Action)
4 – The Creature damages the Vehicle: Tech (Guts)
5 – The Creature disappears and then attacks from the side: Alert
(Crime)
6 – The Creature gets stuck: No roll needed

Whoever is piloting the Vehicle will always need to roll for Drive (Guts) and
face an additional Basic Danger. If they fail against this Basic Danger, the
Vehicle will lose one Luck Point.

| 66
Creating an Extraordinary Creature
Over the next few pages, I’ll detail six Extraordinary Creatures ready to be
pitted against your Adventurers. Each one will come with pre-compiled ta-
bles with all the necessary details. Really, all they’ll have to do is run!

But as a Fortune Master, you may want to test your imagination and create
your own Extraordinary Creature, filling out the tables to suit your needs.
In that case, bear in mind that for the best results, an Extraordinary
Creature should test Skills of several different Fields, so that the chase is both
engaging and fun for all Adventurers.
You can choose to include a “no-danger” entry on the table, a lucky break for
the Adventurers such as “the Creature gets stuck”, but that’s not compulsory.

Extraordinary Adventures | 67
Freedom of choice
When an Extraordinary Creature is chasing
the Adventurers, the Fortune Master rolls a
die to randomly determine which actions the
Creature will take and consequently the Skill
the Adventurers will need to roll to avoid the
You can’t run, Danger.
but you can hide As a general rule, this means that all
Sometimes when an Adventurers should face the chase by rolling
Extraordinary Creature the same Skill, as instructed by the Fortune
has you in its grasp Master.
and there’s no way
out, you have to focus However, an Adventurer can always put forth
on surviving as long an ingenious solution, requesting to roll a dif-
as possible, while it ferent Skill in the same circumstances. When
attempts to pry you out of this happens, it is up to the Fortune Master
the vehicle or hole you’ve to choose whether the Adventurer can roll
crawled into. said different Skill or not.

The same rules used On one hand, it is important that the


for an active chase can Adventurers roll for several different Skills
be applied to these during a chase, sometimes even having to
situations, bearing in face their weaknesses when necessary.
mind that, after the On the other, the rules should never come
predetermined number of in the way of a good story or a fun game, be-
rounds has elapsed, the ing more of an aid and a guideline for par-
Extraordinary Creature ticularly complex situations.
will leave, either because
it is tired or recalled As always in Broken Compass, rules should
elsewhere. be considered a flexible instrument to be un-
derstood and used, rather than applied to the
letter.

| 68
Reacting to an
Extraordinary Creature
Although the Adventurers are forced to flee,
they still have every right to try and react to
get themselves into a better spot, perhaps even
bettering their chances of getting back home.

If, at the end of a chase turn, more than half the


Adventurers fail their roll, the Extraordinary
Creature gets closer, leading to a new and even Swarms, packs,
harder chase turn. This should make it clear and natural
that the Adventurers have to work together, disasters
since they’re facing such a great danger that Most Extraordinary
their only choice is to keep running. Creatures are giant beasts
If, on the other hand, half or more of the of some kind, but the same
Adventurers roll enough successes, all those rules could be used to
who pass the Dangers attempt to react by tak- manage swarms or packs
ing an action. Then it’s back to running. of smaller creatures, which
Bear in mind that any action taken pose just as big of a threat
against an Extraordinary Creature is ei- en masse.
ther an Extreme or Impossible Challenge,
and that there is no way of truly defeating an Alternatively, the rules
Extraordinary Creature outside of a Season for chases you find in
Finale or Mid-Season Finale. Extraordinary Creatures
can also be applied when
A well-executed reaction could grant the Adventurers try to outrun
Adventurers extra advantages on the follow- a storm or any disaster of
ing chase turn, or somehow slow down the equally epic proportions!
Extraordinary Creature. The Fortune Master
will have to choose how these reactions influ-
ence the chase. Perhaps they will dock a turn
off the predetermined number, or even lower
the Danger’s difficulty.

When life gives you lemons, you throw them


at the Extraordinary Creature and hope
something happens!

Extraordinary Adventures | 69
SCENE # 1 - ESCAPE

FORTUNE MASTER
The giant prehistoric lizard has spotted you and is now charg-
ing you at full speed.
Its steps cause the ground to shake, its strides knock over
trees like twigs, and it’s coming closer to you head first.
The only thing left to do is try to escape.

[Since the Adventurers are escaping on foot, the Fortune


Master refers to the pre-made table for Extraordinary
Creature vs Adventurers. They roll a die to randomly de-
termine the Extraordinary Creature’s behavior and get a 2]

The dinosaur appears to slow down ever so slightly, then it


unleashes a roar so powerful, that you can physically feel it
on your faces, you’re almost petrified.
It’s the first round of your Escape, so this is a CRITICAL
Danger. You have to make a successful roll of Cool in the Guts
Field to keep running and ignore the beast behind you.

PHILEAS
[Rolls for COOL and only gets 2 BASIC Success. He loses 1
Luck Point]

With my eyes filled of both terror and awe I stare aghast at


the creature. I almost forget that it will certainly try to
devour us if it gets us and turn to my trusted attendant.
“Never in my life have I seen such a majestic creature!”

| 70
PIED-À-TERRE
[Rolls under COOL to fight his fear and only gets a BASIC
Success. He loses 2 Luck Points]

I cover my ears to try and resist the deafening roar. Then I


run to Sir Lidenbrok, who’s still standing there, looking at
the lizard.
“Sir, I believe it would be best if we kept running.”
As soon as he snaps back, we both keep running breathlessly.

FORTUNE MASTER
The giant lizards uses your moment of hesitation to gain
ground with menacing strides, closing most of the advantage
you had. Since neither of you managed to succeed earlier,
you’ll have to face 2 CRITICAL Dangers during the next round
of your Escape.

[The Fortune Master rolls a die to randomly determine the


Extraordinary Creature’s behavior and gets a 1]

Now that you’re closer, the dinosaur darts toward you at full
speed. You’ll have to make a roll for Stunt in the Action
Field to avoid its onslaught.

PIED-À-TERRE
[Rolls for Stunt and gets 2 CRITICAL Successes]

Without stopping to think, I jump to one side, trying to also


push Sir Lidenbrok in the meantime.

Extraordinary Adventures | 71
PHILEAS
[Rolls for STUNT and gets 1 CRITICAL Success. He loses 3
Luck Points]

More than jumping I kind of fall to the side, but thanks to


the timely aide of Pied-à-terre I roll far enough away to
avoid the beats’ talons, which strike the ground not too far.

FORTUNE MASTER
The lizard’s charge fails, and it ends up far beyond your po-
sition. As it turns back toward you, Pied-à-terre has a chance
to react.

PIED-À-TERRE
I signal to Sir Lidenbrok to stay still and remain hidden
while I run at breakneck speed away from him, trying to catch
the lizard’s attention so that it will only chase me.

[Rolls for LEADERSHIP to distract the creature and gets 1


EXTREME Success]

FORTUNE MASTER
The giant lizard loses all interest in Sir Lidenbrok and rush-
es to chase you. Pied-à-terre will be the only one to face the
next Danger. Since one of you managed to succeed on the last
roll, the Escape’s difficulty hasn’t changed.

[The Fortune Master rolls a die to randomly determine the


Extraordinary Creature’s behavior and gets a 4]

Lunging with its full body against a rock wall on your right,
the beast causes a series of rock slides and collapses that
shake the ground beneath your feet. You’ll have to make a roll
for Stealth in the Action Field to avoid being crushed.

| 72
PIED-À-TERRE
[Rolls for STEALTH and gets 1 CRITICAL Success. He loses 3
Luck Points]

I keep going, dodging the rolling boulders and diving into


dust clouds, trying to use all possible tricks to get more
distance between me and the lizard.

FORTUNE MASTER
When the tremors stop, Pied-à-terre has put quite the dis-
tance between himself and the creature. Tired of this fruit-
less chase, the dinosaur walks away in search of slower prey
or some rest.

PIED-À-TERRE
I breathe a sigh of relief and head slowly back to where I
left Sir Lidenbrok. Along the way, I keep looking around,
restless, and get startled for any noise. That was a terrify-
ing beast.

PHILEAS
Once the creature has walked away enough, I leave my hiding
spot, dust off my clothes and walk toward my trusted atten-
dant full of excitement.
“Did you see it, Pied-à-terre? A true prehistorical animal in
the flesh!
People at the Club are going to be so jealous when we get
back!”

Extraordinary Adventures | 73
Defeating an Extraordinary Creature
Usually, the first time you meet an Extraordinary Creature, you have to run or
hide from it in hopes that sooner or later it will leave you alone. However, dur-
ing a one-shot Episode, a Season Finale, or a Mid-Season Finale, you stand a
chance of facing these creatures in combat and winning.

Depending on the Adventure you’re playing through and the Extraordinary


Creature you’re facing, there are two ways to fight against these colossal Enemies.

A colossal Enemy
At the discretion of the Fortune Master, an Extraordinary Creature could
become an Extreme or Impossible Enemy the Adventurers can try to fight
during the chase.
When this happens, the fight will be structured much like a Shoot-out. On
one turn, the Adventurers will be reacting to the attacks of the Creature as they
would during a chase, and on the next, they can use their reactions to return fire.
Alternatively, the Fortune Master could determine that the fight against
the Extraordinary Creature will be like a simple Brawl, maybe because the
Creature is hurt or because the Adventurers have the weapons or infor-
mation needed to face it in frontal combat. Like other Enemies, once the
Extraordinary Creature has sustained three hits, it is defeated. But remember:
no matter how big it was, it still only counts as one.

The Weak Spot


If the Extraordinary Creature is particularly stubborn or it is somehow pivotal
to the Adventure, the Fortune Master can determine that there is no way to
face it openly, and it is on the whole just not an Enemy like the others.
When this is the case, the Adventurers will need to know its weak
spot, devise a specific trap, or find and use a powerful weapon to defeat the
Extraordinary Creature.
Consequently, researching the weak spot and learning how to leverage it
to gain an advantage will become an important part of the Adventure. The
Adventurers will have to face Dangers and Challenges to find a way to deal
with this huge force of nature.
This approach is especially good when the Extraordinary Creature appears
several times over the course of a Season, only to come back as the main event
in the Season Finale.

| 74
Extraordinary Friends
An Extraordinary Creature doesn’t necessar-
ily need to be your enemy.
Sure, maybe the first encounter will be
quite traumatic for both parties, what with
the breakneck chase and ensuing inevitable
escape, but as the Adventure progresses, you
may discover that the Extraordinary Creature Rules from
isn’t your Enemy, nor a giant obstacle on other Seasons
your path that needs to be crushed, but just a The first time an
casualty in the greater scheme of things. Adventurer comes face to
Perhaps, if you play your hand well, you face with an Extraordinary
may even end up with an Extraordinary Creature they could be
Creature as a friend! Terrified, as per the rules
you find in Golden Age;
During a one-shot Episode, a Season Finale, alternatively, a group of
or a Mid-Season Finale – if the circum- Adventurers could choose
stances and the story allow it – you could to fight an Extraordinary
choose that, instead of trying to defeat the Creature acting together,
Extraordinary Creature, you’d rather have it using the Crew Actions
move away peacefully, or even try to get it on from Jolly Roger.
your side.
To attempt this, you’ll need to follow the The tools you find in
same rules you can find in the previous para- other Seasons of Broken
graph “The Weak Spot”. The only difference Compass can prove useful
will be the objective of your actions. in these circumstances,
but they are always an
Bear in mind that not all Extraordinary optional the players can
Creatures have the mental capacity or dis- opt to use or not use.
position to distinguish between friends and
food. Many are just casualties in the greater
scheme of things or victims of evil people who
abuse them for their own gain. I’m certain
you never thought you’d end up fighting side
by side with a colossal monster… But what
about side by side with an Extraordinary
Creature? Aye, you could do that!

Extraordinary Adventures | 75
THE DINOSAUR

In 1842, Richard Owen – a brilliant scientist and, in the


eyes of many, an extraordinarily unpleasant man – announced
the discovery of a group of prehistorical creatures he named
“Dinosauria”, which translates to “terribly large lizards”.
They were immense creatures with either bone armor or rein-
forced scales that would make them resistant to projectiles.

They could have distinguishing features such as horn-like


growths, saber-like teeth, or necks so long they would have
allowed them to graze on the highest branches. Dinosaurs wer-
en’t necessarily aggressive creatures, but they were all very
large and dangerous. And not particularly smart.

Most scholars are convinced the only thing left of these crea-
tures are the fossils on display at the World Fairs. Still, there
are rumors of some surviving specimens that allegedly still roam
under the earth’s crust or on remote volcanic islands.
Megalodons, Iguanodons, Allosaurus, Pterosaurs… we can’t fath-
om how many other species will be discovered. It’s the dawn of
the Golden Age of paleontology!

| 76
Dinosaur vs Adventurers
The Dinosaur…
1 – Attacks the Adventurers directly, biting, clawing, or wav-
ing its tail in anger:
 Stunt (Action)
2 – Grabs an Adventurer or Extra, throws them to the ground,
or pins them in a corner: Fight or Shoot (Action)
3 – Stands still for a second before roaring loudly, striking
fear into the Adventurers’ hearts:Cool (Guts)
4 – Runs with its feet, tail, or head striking the ground with
such strength that the ground shakes:Stealth (Action)
5 – Blocks the only escape route, forcing the Adventurers
to squeeze through its legs or find another way out:
Observation (Guts)
6 – Runs full speed towards the Adventurers without giving
them time to breathe:Tough (Wild)

Dinosaur vs Vehicle
The Dinosaur…
1 – Throws itself against the Vehicle, rolling it or spinning
it with force:Stunt (Action)
2 – Gets scarily close to the Vehicle, running fast and trying
to bite at it:Drive or Shoot (Guts)
3 – Hits the Vehicle with a powerful strike of its head or
tail:Tough (Wild)
4 – Stands still for a second before roaring loudly, making
the whole Vehicle rattle:Cool (Guts)
5 – Quickly runs up to the Vehicle as it sputters or conks
out, exactly at the worst possible time:Tech (Guts)
6 – Slows down because it comes across a great obstacle or is
hit by something or someone:No roll needed

Extraordinary Adventures | 77
Giant Squid vs Adventurers
The Giant Squid…
1 – Wraps a tentacle around an Adventurer or Extra, trying to
squash them to death:Fight or Shoot (Action)
2 – Attacks the Adventurers by flailing its many powerful ten-
tacles:Scouting (Wild)
3 – Dives deeper into the depths, just to reappear as it tor-
pedoes toward the Adventurers:Alert (Crime)
4 – Grabs the Adventurers with its tentacles and tries to drag
them deeper, where they won’t be able to breathe:Tough
(Wild)
5 – Stares at the Adventurers with its glazed eyes, opens its
toothy maw and sucks in the surrounding water, generating
a small whirlpool:Cool (Guts)
6 – Extends its tentacles and grabs the arms and legs of the
Adventurers to stop them from fleeing:Dexterity (Action)

Giant Squid vs Vehicle


The Giant Squid…
1 – Manages to burst through a part of the Vehicle with
its tentacles and attacks the Adventurers inside:Fight
(Action)
2 – Attacks the Vehicle by flailing its many powerful tenta-
cles:Fight or Shoot (Action)
3 – Completely envelops the Vehicle with its tentacles, trying
to drag it into the depths:Cool (Guts)
4 – Attacks the Vehicle from all directions with an unclear
number of tentacles:Alert (Crime)
5 – Strikes the Vehicle with an extremely powerful blow, in-
flicting serious damage that requires urgent repairs:Tech
(Guts)
6 – Gets in its own way in the heat of the chase, so its
tentacles can’t really reach or harm the Vehicle:No roll
needed

| 78
THE GIANT SQUID

Since ancient times, sailors all over the World have been
telling tales of tentacled monsters as large as an island,
which are said to emerge from the oceanic depths to attack
any ship that dares disturb their timeless sleep.

According to some, the most extraordinary and terrifying of


such monsters resembles a squid of giant proportions. Others
maintain it is more of a colossal squid, like the Kraken of
Scandinavian lore.
The truth doesn’t really matter. What all seafarers fear is
being captured in the grasp of a giant tentacle as long as a
ship’s mast or longer.
These moist, mushy arms, covered in suckers and toothlike
denticles used to grasp the prey until it can do nothing but
struggle powerlessly as it is pulled down into the deep.

There is no account of someone being able to take down such a


creature, said to be more tenacious and mysterious than even
a white whale. The only hope of escape is to create a diver-
sion and flee. Better yet, I recommend keeping your distance!

Extraordinary Adventures | 79
THE MONKEY KING

The Monkey King is a gargantuan creature said to rule over the


jungles and forests of remote Extraordinary Locations. Some
argue that the creature survived the cataclysm that caused
the extinction of most Dinosaurs because, like other prehis-
torical creatures, it was protected by the volcanic fumes of
its island. Allegedly, it has both tremendous strength and
remarkable intelligence. This would make it one of the most
fearsome creatures in the World.

Despite its resemblance to a gorilla of giant proportions,


it is far more agile and faster than its smaller cousins.
Its monstrous muscle power allows it to perform unbelievable
leaps and easily scale tall vertical walls.

But still, its long, isolated life as the last member of its
species must have been both brutal and sad.
Who knows, perhaps this hairy beast could be befriended by
a fearless Adventurer, and prefer that to a fight. They do
ultimately say it could be far more human-like than we give
it credit for. Perhaps it even has feelings. Could that be?

| 80
Monkey King vs Adventurers
The Monkey King…
1 - Leaps toward the Adventurers, trying to reach or squash
them, and lands in front of them:Stunt (Action)
2 - Strikes the surrounding vegetation or buildings, throw-
ing whatever it can grab, raining debris down on the
Adventurers:Alert (Guts)
3 - Jumps in front of the Adventurers or blocks their path,
then pounds its chest powerfully, screaming at the top of
its lungs:Leadership (Guts)
4 - Causes a landslide, flood, collapse, or earthquake, forc-
ing the Adventurers to climb higher to save their lives:
Scouting (Wild)
5 - Grabs one of the Adventurers or an Extra with its giant
hand:Fight or Shoot (Action)
6 – Slows for a second because it comes upon a great obstacle
or was hit by something or someone:No roll needed

Monkey King vs Vehicle


The Monkey King…
1 - Rams its shoulder against the side of the vehicle, rolling
it or spinning it with force:Stunt (Action)
2 - Throws a powerful punch at the Vehicle:Tough (Wild)
3 - Stands in the Vehicle’s path, blocking the only escape
route and forcing the Adventurers to make a dangerous
maneuver:Cool (Guts)
4 - Lunges forward with its hands and grabs hold of the
Vehicle:Fight or Shoot (Guts)
5 - Strikes the surrounding vegetation or buildings, throwing
whatever it can grab toward the Vehicle:Alert (Crime)
6 – Slows for a second because it comes across a great obsta-
cle or is hit by something or someone:No roll needed

Extraordinary Adventures | 81
Pterodactyl vs Adventurers
The Pterodactyl…
1 - Suddenly nosedives the Adventurers, attacking them with
its beak, wings and talons:Stunt (Action)
2 - Swoops by the Adventurers at full speed, generating a
wake turbulence and raising a cloud of dust and detritus:
Survival (Wild)
3 - Gains altitude, vanishing in the sky before diving at full
speed to grab the Adventurers:Alert (Action)
4 - Grabs one of the Adventurers or Extras and tries to fly
away with them:Fight or Shoot (Action)
5 - Lands near the Adventurers, running on all fours towards
them and forcing them to escape or hide:Stealth (Crime)
6 - Circles in the air, keeping an eye on the Adventurers:No
roll needed

Pterodactyl vs Vehicle
The Pterodactyl…
1 - Nosedives the Vehicle, grasping it in its talons or beak,
then gains altitude and drops it to the ground:Tough
(Wild)
2 - Flaps its wings, generating a cloud of dust and detritus
and a shockwave that spins the Vehicle:Stunt (Guts)
3 - Flies in circles over the Vehicle, waiting for the right
moment, then swoops down to attack:Observation (Wild)
4 - Punctures the Vehicle with its talons or beak, trying to
grab or tear at the Adventurers inside:Stealth (Crime)
5 - Cuts in front of the Vehicle, forcing it to veer suddenly
toward the edge of a chasm:Cool (Guts)
6 - Slows down because its wing gets stuck in some obstacle,
or is forced to gain altitude, getting further from the
Vehicle:No roll needed

| 82
THE PTERODACTYL

The name of this creature means “having winged fingers”. And


no other epithet could be as fitting for this extraordinary
flying reptile, which could grab even the largest marine pred-
ators and carry them for miles to its nest.

Aside from a fearsome bony crest protruding from its skull,


the most defining feature of the Pterodactyl is a thin mem-
brane that extends from its forelegs to its hinds, allowing
it to ride air currents and glide for lengthy stretches.

It has sometimes been described as being not dissimilar to


a bat. Others would rather classify it as a strange bird.
Contemporary paleontologists, however, agree that it was in-
deed a reptile.
The classification of the creature is of little consequence to
Adventurers. Those at risk of meeting it need to know that,
when flying, this massive creature moves enough air in its
wake to bend trees, and that it is very protective of its
young. As such, they should never risk approaching treasures
hidden in its nest.

Extraordinary Adventures | 83
THE GIANT ANACONDA

Many stories of Amazonian lore tell of enormous serpentine


creatures. However, these serpents, which could conceivably
chase most modern vehicles at their top speed, are not exclu-
sively native to the rain forest.

Certainly the most famous of them is the Giant Anaconda,


native to South America. But in South-East Asia, locals
are similarly terrified by the presence of huge Reticulated
Pythons in the nearby swamps. Other species prefer to hide
and camouflage themselves in mountain crevices, ambushing
their prey and seizing careless Adventurers in their coils.
There are also legends of some venomous species that hunt by
hiding beneath the desert sand, as well as creatures with a
hypnotic gaze, much like the song of sirens, that lure their
prey into the water.

Locals who run into a Giant Anaconda often offer a reward for
any who promise to deal with the problem. Sadly, despite the
many sightings, nobody can reliably report to have actually
seen such a huge snake.

| 84
Giant Anaconda vs Adventurers
The Giant Anaconda…
1 - Quickly slithers toward the Adventurers, who need to run
away or climb higher to avoid getting caught:Scouting
(Wild)
2 - Wraps itself around an Adventurer or Extra, trying to
squash them to death:Fight or Shoot (Action)
3 - Blends into the vegetation, over the rocks, or hides in a
building to ambush the Adventurers:Observation (Wild or
Society)
4 - Cuts in front of the Adventurers and rises up to face
them, hissing through its open jaws:Cool (Guts)
5 - Tries to trap the Adventurers by pushing them toward a
cliff, canyon, or precipice:Stunt (Action)
6 - Stares in to the Adventurers’ eyes with a frightful gaze
that could leave them scared or hypnotized:Leadership
(Guts)

Giant Anaconda vs Vehicle


The Giant Anaconda…
1 - Vanishes into the vegetation, over the rocks, or hides in
a building to ambush the Vehicle:Alert (Crime)
2 - Picks up speed and dashes toward the Vehicle, ramming into
the side:Stunt (Guts)
3 - Catches up and wraps its coils around the Vehicle, trying
to stop it in its tracks:Fight or Shoot (Action)
4 - In its frenzied chase, forces the Vehicle to veer sudden-
ly with the risk of rolling over or running off the road:
Tough (Wild)
5 - Strikes a mighty blow, breaking into the Vehicle, and
tries to maul the Adventurers inside:Cool (Guts)
6 - Streaks across the ground, destroying everything in its
path, but keeping its distance from the Vehicle:No roll
needed

Extraordinary Adventures | 85
Iron Giant vs Adventurers
The Iron Giant…
1 - Barrels toward the Adventurers, destroying everything
in its path or destroying the room they are in:Stunt
(Action)
2 - Extracts a vast number of firearms or throwing weapons
from its body and unleashes a volley on the Adventurers:
Alert (Action)
3 - Activates a giant flamethrower, spews fire, or sets off a
giant explosion:Tough (Wild)
4 - Advances inexorably toward the Adventurers, gaining on
them but leaving a weak spot open which could be used to
slow it down:Tech (Knowledge)
5 – Blocks the only escape route, forcing the Adventurers
to squeeze through its legs or find another way out:
Observation (Guts)
6 - Suffers a malfunction of some kind or gets jammed, slowing
down for a brief moment:No roll needed

Iron Giant vs Vehicle


The Iron Giant…
1 - Grabs the Vehicle, stopping it in its tracks, and tries to
pull it back:Fight or Shoot (Action)
2 - Activates a giant flamethrower, spews fire, or generates a
heat blast, overheating the Vehicle:Survival (Tough)
3 - Strikes the Vehicle with all its might, causing it to roll
over or lurch forward:Stunt (Action)
4 - Activates its firearms or throwing weapons, or throws rocks
and other improvised projectiles toward the Vehicle:Alert
(Guts)
5 - Emits a sharp, high-pitched noise or some other impulse
that could deafen and daze the Adventurers:Cool (Guts)
6 - Suffers a malfunction of some kind or gets jammed, slowing
down for a brief moment:No roll needed

| 86
THE IRON GIANT

Whether it has humanoid features or it walks on eight legs like a


spider, the Iron Giant is an enormous construction made of count-
less metal gears and beams and usually powered by steam.

Iron Giants could be technologically advanced inventions or relics


of forgotten knowledge. Some of them are outfitted with mechanical
arms so sophisticated that they can even reassemble themselves
after sustaining damage. Others don’t even require a human pilot
and can act autonomously to fulfill their directive.
Are they the guards of an ancient temple on an oceanic atoll? Are
they responsible for the security of a wealthy Rival? The cir-
cumstances don’t really matter. Iron Giants are always formidable
foes.

Regardless of any extras – such as a flamethrower, a hydraulic


clamp, or a diving helmet – Iron Giants are always designed by ge-
nius engineers who, with the patience of a clockmaker, outfit their
creations with everything they need to inspire unease in the heart
of even the most composed nobles.

Extraordinary Adventures | 87
Section 4
The Power of Science
Extraordinary
Inventions
In this world we live in, science and technology advance by leaps and bounds,
leaving normal people with the constant feeling that the future has arrived
earlier than expected. But while most people are taken by surprise by the
breakneck speed of progress, barreling in with the power of a steam engine,
some inventors – either geniuses or potential maniacs – are already at work to
build a better tomorrow… or at least a stranger one!

Going on an Adventure in Voyages Extraordinaires, you may encounter


Extraordinary Inventions: these are weapons, items, or vehicles with unique
characteristics, futuristic prototypes the World is not prepared for yet!
Each Extraordinary Invention is outfitted with a number of Charges
which you can deploy to activate its Extraordinary Feature and gain crucial
advantages.

There are two main types of Extraordinary Inventions:


Extraordinary Weapons & Gear: The most common inventions are
items you can carry with you in the Weapons & Gear section of your
Adventurer Sheet. These extraordinary items work exactly like normal
items, with the sole difference that they are outfitted with a number of
Charges (between 1 and 3) to be noted down in the Mags section of
the Adventurer Sheet.
The Charges for Extraordinary Weapons & Gear are always item-spe-
cific, so they should be marked under the Pockets column of the Mags
section, but they will not count against the number of Mags you carry.
Extraordinary Vehicles: Certain cutting-edge Vehicles are
Extraordinary Inventions in the purest sense of the term. With metal
hulls made to take on the challenges of land, sea, and even air travel, these
Extraordinary Vehicles can be marked down in the appropriate section
on your Expedition Log. Each of these technological wonders will have
one or two Extraordinary Features, as well as the Charges needed to
deploy them. More on this later, in the “Extraordinary Vehicles” chapter.

| 90
Using Inventions
Each Extraordinary Invention is outfitted
with a number of Features you may activate
by consuming its Charges. You can use a sin-
gle Charge to activate the Invention and gain
an Advantage to your next action. You may
consume additional Charges to gain more
Advantages for the same action. For exam-
ple, with an electrified ring, you may spend
a Charge to shock an enemy and gain an What manner of
Advantage on your Fight roll, but you may also doohickey is this?
spend 2 Charges to gain 2 Advantages. When If you ever happen to
you activate an Invention with a long-lasting find an Extraordinary
effect, it will remain active so long as you don’t Invention, the first thing
turn it off, but you may only use the Advantage you need to do is roll for a
gained with the Charge once. For example, if Critical Tech Challenge
you use a Charge of your flying backpack, you to learn how to use it.
gain an Advantage in your first action, but you Failure may result in not
can fly for any amount of time before landing. knowing how to operate
the device, or even in a
Maximum Power dangerous Accident.
If an Invention has 3 Charges, and you deploy
them all simultaneously, you may roll 9 dice for You can avoid this
whatever Skill you are using in the moment. Challenge if you have
However, when you use the Maximum Power, the “Science” Expertise
you will need to flip a coin: on Tails, the Invention or ask the opinion of
simply runs out of power; but if it lands on Heads, someone who knows
the device will overload and self-destruct. about such things.

Charges
Whenever you find or build an Extraordinary
Invention, it will have a number of Charges
between 1 and 3, depending on its con-
ditions and the inventor’s skills. The only
way to refresh an expended Charge for an
Extraordinary Invention is to succeed in a
Critical Tech Challenge rolled in a Safe Place.

The Power of Science | 91


Creating an Extraordinary Invention
Put simply, an Extraordinary Invention is an item or vehicle that makes use
of the latest technological and scientific advances to do something marvelous.
You will likely happen upon such prototypes on your Adventures, and you
will probably try to use them, but if you have the appropriate knowledge and
talent, you may even choose to build one in a pinch.

Building an Extraordinary Weapon or Item


If you are in a Safe Place and you have the “Science” Expertise – or any other
Expertise the Fortune Master deems relevant (e.g. “Mechanics”) – you may forgo
your two actions to focus on the creation of an Extraordinary Weapon or Item.
When trying to build an Extraordinary Invention you’ll face three
Critical Challenges: one in Tech (Knowledge) to come up with the project,
one in Observation (Society) to find the necessary parts, and one in Dexterity
(Knowledge) to assemble them. The Fortune Master may choose to apply
Advantages or Disadvantages to any of these Challenges for relevant circum-
stances, like having an entire laboratory at your disposal, or needing to salvage
bits and pieces from a rusty wreck.

If you succeed in only one Challenge, you will create an Extraordinary


Invention with a single Charge. If you succeed in two Challenges, you’ll get 2
Charges, and 3 successes will grant 3 Charges. As simple as that!

Building an Extraordinary Vehicle


The creation of an Extraordinary Vehicle follows a similar script to that of
any Extraordinary Weapon or Item. The main difference is that each step
of the process to create an Extraordinary Vehicle represents an Extreme
Challenge, and each success will grant you both a Charge and a Luck Point
for the Vehicle.
Additionally, to build an Extraordinary Vehicle, you always need a simple
Vehicle to use as your starting point, or at least a wreck to repair.

Bear in mind that the construction of an Extraordinary Vehicle takes a long


time, and if you choose to embark on this project, you’ll have to fill in an Hour
on the Doomsday Clock. If, on the other hand, all your group members choose
to give up their Safe Place actions, you will not only avoid losing an Hour, but
also gain an Advantage to each task. There’s strength in numbers, it’s true!

| 92
Extraordinary Weapons & Gear
When you build an Extraordinary Invention, there is no limit to your cre-
ativity! You may try building any type of device, so long as your Fortune
Master and group members feel it’s plausible. Here are some examples of
Extraordinary Weapons and Gear:

Electrified ring: Extraordinary. Allows you to shock a target


Gyro-hat: Extraordinary. The gyroscope inside this hat allows you to throw
it while being sure that it will always come back to you
Electric rifle: Extraordinary. Non-lethal. Allows you to Shoot with an
Advantage, even when underwater*
Parachute jacket/skirt: Extraordinary. Can be opened when needed, al-
lows you to glide
Photographic glasses: Extraordinary. Flashy glasses with many colored lens-
es. Allow you to take photos (you must develop the negative in a Safe Place)
Gun-on-a-spring: Extraordinary. Has a spring-loaded mechanism that allows
you to quickly extract the gun**
Magnetic boots: Extraordinary. Allow you to walk on vertical surfaces of
any kind
Flying backpack: Extraordinary. Allows you to fly with the help of a pop-out
propeller and a small handlebar at the shoulders

* This Advantage can be added to the other Advantages gained by using Charges
** Additional “Pistol” or “Revolver” with relative Mags needed

The Power of Science | 93


Extraordinary
Vehicles
The papers have been going on about a sea monster that attacked ships on
the high seas, but it turns out that it was a great submarine with an old salt
captain. Then there was a lightning-fast vehicle that could travel on earth and
water, as well as underwater and in the sky with such power that people called
it The Terror.
These are much more than simple means of transportation. They are in-
ventions with wings and wheels. These are Extraordinary Vehicles!

Like normal Vehicles, an Extraordinary Vehicle has a certain amount of Luck


Points and may be steered by anyone with the relative expertise. Additionally,
like other Extraordinary Inventions, it is outfitted with one or more Features
and the Charges to deploy them. This means that, in certain situations, you
may use both a Luck Point and a Charge simultaneously to gain the pertinent
Advantages.
For example: if you are traveling on an Extraordinary Vehicle with the
Extraordinary Feature “Electric drive”, you may consume one or more
Charges to activate its cutting-edge technology and gain an equal number of
Advantages; or you may choose to use all 3 Charges to roll 9 dice as you would
do with an Extraordinary Invention.
The important thing to remember is that when an Extraordinary Vehicle loses
all Charges or gets damaged by an overload, this only affects its Extraordinary
Features and not the normal characteristics and status of the Vehicle.

When you gain an Extraordinary Vehicle, you may mark it down in the
Vehicle Sheet located in your Expedition Log.
Vehicle
Water
Name
Luck Land
Model Air

Fast
Sturdy
Charges
Powerful Extraordinary Features

| 94
Extraordinary Vehicle Sheet
The top section of the Extraordinary Vehicle Sheet is just like the nor-
mal Vehicle Sheet: you may use it to note the Name of the Vehicle – e.g.
“Nautilus”; its Model – in our example “Submarine”; and its Luck Points, as
well as whether it’s made to travel on Land, on Water, or in the Air.

The middle section of the Sheet is comprised of three bubbles you may use to
represent the Charges of the Vehicle, as well as a frame where you can mark
down its Extraordinary Features.

Finally, at the bottom of the Sheet, you will find three diamonds you may use
to signify whether your Extraordinary Vehicle is Fast, Sturdy, or Powerful.
These refer to the rules contained in Season 2: Jolly Roger, and you may
choose to ignore them as those are optional mechanics.

Over the next few pages, you will find examples of Extraordinary Vehicles:
each straight out of one of Jules Verne’s wonderful novels, and each with its
pre-filled Vehicle Sheet.

The Power of Science | 95


NAUTILUS

“No doubts were possible! This animal, this monster, this


natural phenomenon that had puzzled the whole scientific
world, that had muddled and misled the minds of seamen in
both hemispheres, was, there could be no escaping it, an even
more astonishing phenomenon-- a phenomenon made by the hand
of man.”

Twenty Thousand Leagues Under the Sea

To sailors all over the World, it was just a giant marine


monster with a tapered silhouette, much like a narwhal. This
was due to its ability to attack ships with a long horn, an
ELECTRIFIED SPUR able to pierce even the most armored hulls.
In truth, it is an extremely high-end submarine, with rooms
decorated with paintings of the great masters and exquisite
ancient statues. Over its 250 feet of length, the Nautilus
hosts even a complete museum of natural history and a library.
Some say that those dark rosewood shelves host more than ten
thousand books!
But there is more to its magnificence than brightly lit rooms
and refined decorations. The lights, heating, and movement of
the vehicle all run on electricity generated by cutting-edge
sodium-mercury cells, powered with salt and coal from the sea
water and floor. Not to mention the many instruments scattered
around the machine room, the arsenal, and the cockpit, which
allow the captain and crew to navigate at all depths, fore-
casting incoming storms as well as shooting WATER-TO-WATER
TORPEDOES at any obstacle. Conventional armaments one could
find on common warships are also available, but one can hardly
find any use for them with such amazing alternatives at hand!

Vehicle
Water
Nautilus Name
Luck Land
Submarine Model Air

Fast
Electrified Spur
Sturdy
Charges
Powerful
Water-To-Water Torpedoes
Extraordinary Features

| 96
The Power of Science | 97
ALBATROS

“But the “Albatross,” at full speed, could do her hundred and


twenty miles an hour, or 176 feet per second. This speed is
that of the storm which tears up trees by the roots.”

Robur the Conqueror

At a first glance, the Albatross could be called a clipper with


many masts. Thirty-seven masts, to be exact. Its peculiarity
lies in the fact that, despite it being actually able to float
on water, this vehicle isn’t designed to sail the seas, but
the skies.
This incredible flying ship is moved by engines of suspension
and propulsion. The independent rotation of the many vertical
propellers built onto the masts is combined with the ELECTRIC
DRIVE of two larger screws placed at stern and bow to generate
momentum, and the speed is modulated with electrical energy
stored in piles and accumulators. This energy will no doubt be
the soul of the new industrial world.
Aside from its amazing ability to travel the World’s circum-
ference in little more than eight days, the Albatross stands
out because of the material employed in its construction. All
of its parts, from the one-hundred-foot-long frame to the hull
containing provisions, to the crew quarters, to the engine
room, are made of paper! Straw-paper turned hard as metal and
incombustible by compression. The Albatross is so light that
the single, large EMERGENCY PARACHUTE it’s fitted with is suffi-
cient to allow a safe landing, even if all the engines were to
stop functioning simultaneously. Who knows what would happen
if a vehicle as large as this, but made of metal, fell to the
ground!

Vehicle
Water
Albatros Name
Luck Land
Flying Ship Model Air

Fast
Electric Drive
Sturdy
Charges
Powerful
Emergency Parachute
Extraordinary Features

| 98
The Power of Science | 99
TERROR

““At the suggestion that the “Terror,” which had searched


the deeps of the sea, might be capable also of rivaling the
vultures and the eagles, I could not restrain an expressive
shrug of incredulity.”

Master of the World

No other vehicle can boast a comparable flexibility. The


Épouvante’s DISTRIBUTION CHANGE allows it to go from ground
vehicle, to boat, to submarine, to airship in record time.
Literally named “Terror” in French, this vehicle is sure to
inspire fear and awe in any who witness it darting beside them
at high speed.
This streamlined vehicle is entirely made of an unknown met-
al. It doesn’t have any mast or cordage, but is equipped with
a periscope for underwater navigation and two jointed wings
which, much like a bird’s, can be moved to take advantage of
aerial currents.
The Terror’s engine rumbles just below the hatch, ready to un-
leash an extraordinary STEAM PROPULSION. Although unassumingly
quiet, this vehicle can reach a speed of a hundred and fifty
miles per hour on land and surpasses the two hundred in flight.
And it can just as easily glide over the surface of the waves,
hardly disturbing the water. When it dives below the ocean
surface, all hatches are sealed with a special gum coating
which creates an airtight seal, keeping the water out of both
the cockpit and the crew quarters.
It truly seems that nothing can match the Épouvante in any of
its features!

Vehicle
Water
Terror Name
Luck Land
Car-plane-ship Model Air

Fast
Steam Propulsion
Sturdy
Charges
Powerful
Distribution Change
Extraordinary Features

| 100
The Power of Science | 101
STEAM ELEPHANT

“And without more than a passing glance at the splendid


creatures within their cages, all hastened to admire the
Steam Elephant.”

The Steam House

To a distant onlooker, the Steam House is nothing but a giant


elephant walking by without needing a mahut to issue commands.
But as one gets closer, perhaps even to the point of laying a
hand on its powerful legs, their incredulity will turn to mar-
vel, as this elephant is entirely made of steel plates and hides
a locomotive in its belly!
There’s a cabin over the elephant’s back with round windows
similar to a ship’s portholes that allow the driver to pilot
this vehicle.
This colossal construction, standing over twenty feet tall,
also pulls a convoy of two huge wheeled wagons. Two master-
pieces of Indian architecture, to be precise: two pagodas with
rounded domes supported by delicate openwork columns. Gold
filigree motives build a beautiful ensemble of both the pagoda
and the elephant’s caparison.
If the mechanical animal’s movement weren’t enough to show its
true nature, the articulated trunk would clear all doubts, as
plumes of smoke come out of the would-be nostrils, acting as a
chimney for the engine. In times of need, the trunk can emit
a loud MECHANICAL TRUMPET, scaring and stunning attackers, as
well as acting as a distress call. This surprising feature can
be activated by simply sneaking into the elephant, reaching the
driver’s seat in the wheelhouse, and pulling a lever. A simple
feat indeed.

Vehicle
Water
Steam Elephant Name
Luck Land
Road locomotive Model Air

Fast
Mechanical Trumpet
Sturdy
Charges
Powerful Extraordinary Features

| 102
The Power of Science | 103
COLUMBIAD

“An immense spout of fire shot up from the bowels of the


earth as from a crater. The earth heaved up, and with great
difficulty some few spectators obtained a momentary glimpse
of the projectile victoriously cleaving the air in the midst
of the fiery vapors!”

From the Earth to the Moon

Designed by members of the Baltimore Gun Club, the Columbiad


is a wondrous product of metallurgy, bringing great honor to
the ingenuity of American industry. In addition to being made
of the best quality cast iron, which is both ductile and re-
sistant and can sustain very high pressure, this cannon should
be able to shoot a projectile all the way to the Moon!
Embedded deep in the ground of a crater, the gigantic barrel
can LAUNCH an aluminum shuttle shaped much like a pepper mill,
but I assure you, it was designed with safety in mind. First of
all, it is covered in a cladding made of leather, water, and
wood, which allows it to better sustain the recoil after being
shot. Secondly, under this cover, there are great lenses made
of a highly resistant crystal, which allow the passengers to
look outside during the flight, observing the Earth they just
left and the silver star they are traveling toward. Finally,
there are thermal shields and a great parachute to allow a
safe LANDING.
There is only one small issue. Once the projectile reaches the
Moon, another great cannon needs to be constructed, as the
shuttle lacks any means to take off from the surface.

Vehicle
Water
Columbiad Name
Luck Land
Surface to space cannon Model Air

Fast
Launch (Cannon)
Sturdy
Charges
Powerful
Landing (Shuttle)
Shuttlextraordinary Features

| 104
The Power of Science | 105
VICTORIA

“My friends!” exclaimed the doctor, standing up between his


two companions, and taking off his hat, “let us give our
aerial ship a name that will bring her good luck! let us
christen her Victoria!”

Five Weeks in a Balloon

Whether it is headed up or down, the Victoria soars majesti-


cally. It is so beautiful, some even mistake it for the Moon
as it crosses the skies over Africa.
The envelope surmounting this comfortable aerostat has no
armor and is thus potentially vulnerable to arrows and bul-
lets, however, the high maneuverability granted to this ve-
hicle by its HOT AIR PROPULSION greatly increases its rising
and descending speed, as well as its ability to withstand bad
weather and currents. This maneuverability is additionally
increased by the colorful MOVABLE SAILS.
In addition to utilitarian items such as anchors, cordage,
and water barrels for hydrogen combustion, the basket hosts
luxury goods of impeccable taste. As well as weapons, food,
and navigation instruments, of course. The gentle rocking of
the basket one can experience when the aerostat is anchored by
weights and ropes is but a taste of what comes next. As soon
as the burners raise the temperature of the air in the cloth
balloon and the aerostat rises vertically, taking flight, the
dreamers may take in an incredible bird’s eye view of the World
and its wonders. It is a feeling to be experienced at least
once in a lifetime!

Vehicle
Water
Victoria Name
Luck Land
Aerostat Model Air

Fast
Hot Air Propulsion
Sturdy
Charges
Powerful
Movable Sails Extraordinary Features

| 106
The Power of Science | 107
Section 5
The Lost Expedition
On-Demand
Season
I suppose we have now reached the point where I should expend some words
on theater and opera, and the great influence these art forms have had on the
wonders of the 19th Century… bah, who am I kidding? You are ready. There’s
nothing more I can tell you, I can’t hold you back anymore: from now on, you
will be going on your own, extraordinary Adventure!

So, tell me: will you be a Fortune Master? It’s an intrusive, question, sorry, but
this Section is strictly for insiders, as there is a bunch of sensitive information on
the Season, as well as the plot of Episodes. What I’m trying to say is: if you’re an
Adventurer, I strongly advise you to stop reading this second, lest you spoil the sur-
prise. I can at most let you turn the page to meet four ready-to-roll Adventurers who
will gladly put themselves and their sheets on the line for the sake of Adventure.

The Lost Expedition


Just a second. Before you access this paragraph I need to see your Fortune
Master badge. Nothing personal, it’s just that Adventurers shouldn’t read
what is written from here on. I don’t make the rules.

The Lost Expedition is the story of a group of Adventurers sent on a danger-


ous mission to search a group of explorers who have fallen off the grid. After
finding a vehicle to get them to the mysterious location of the disappearance
and hiring a pilot crazy enough to take the job, the Adventurers are ready to
go. However, their journey soon meets a roadblock when a terrible storm hurls
them into an extraordinary place.
There, the Adventurers will learn that the members of the lost expedi-
tion were taken prisoners by a shifty character with few friends and many
ill intents. On top of that, the extraordinary place is inhabited by seemingly
extraordinary creatures who prove less than friendly with outsiders.
Facing many dangers, the Adventurers will have to find a way to get through
the extraordinary place, save the surviving members of the expedition, thwart
the Rival’s evil plans, and get back home safe and sound in time for tea.

| 110
Your Season
You are probably already aware of what an On-Demand Season is. It’s a
Season that can be completely tailored to your liking by choosing your favorite
Era, Treasure, Rival and so on. If you choose to plan “The Lost Expedition”
on your own, the only thing you’ll just need to determine the context to the
Season. If you prefer, you can always choose everything together with the
other Players, as you’d do for a Pilot.

Bear in mind that to play “The Lost Expedition” you’ll need an Extraordinary
Creature and the tables to manage it. If you don’t feel like creating one from
scratch, feel free to use the generic table or any of the others you find in Section
3 “Extraordinary Adventures”. Anyway, in a couple of pages you’ll also find the
description of an Extraordinary Creature made to measure for this Season.

Once you prepared everything you need and established the context for your
On-Demand Season, you’ll also have the honor to give it a title. Make it
both modest and pretentious, the kind of title that will make an impression.
Something like “The Island in the Sky”.
Then, you can head on to the Episodes. Every Episode begins with a brief
list of elements you’ll need to tie it in with your Season. That’s what I call
efficient.

On-Demand Episodes
The Lost Expedition is a Season made up of 6 On-Demand Episodes.
However, you shouldn’t forget that each of the Episodes can also be taken on
its own, since it has a pretty good beginning, middle and end, so you can get
one or two evenings of fun out of it.

So if you don’t really feel like stringing the Episodes one after the other in
a Season, you can use them whenever you need a ready-to-play Adventure.
You could even tweak them and use them in your own Season. Afterall, On-
Demand Episodes are just tools to add to your utility drawers, things you can
always reach to, to help you express.
That should be everything for real. From here on you’ll find four ready-
to-roll Adventurers, then the context “The Island in the Sky”, and finally six
On-Demand Episodes, each with specific directions on how to play or tweak
it. Hold onto your hug, it’s going to be a breathtaking journey!

The Lost Expedition | 111


Jacques “Pied-à-terre” Chan Sir Phileas Lidenbrok
Action Hero Attendant Rich Old Noble Gentleman

“It’s never wrong to do the right thing” “A gentleman is never late”

Each gentleman need an attendant If you want to face the Adventure


who is both athletic and good na- with elegance and poise and you
tured. If you feel up to the chal- feel like running from a dinosaur
lenge, the unpredictable Pied-à- is no excuse to appear unkempt, Sir
terre is here for you. Lidenbrok is who you’re looking for.
Grab a pocket watch and leave your
luggage to the attendant.

| 112
Prof. Evelyn O’Donnell Hans Rochmeister
Inventor Professor Hunk Expedition Leader

“It’s Science, dears” “If I can’t, nobody can”

If you’re convinced there is a scientific Are you sure that you’re the best, or
explanation to everything and tech- at least that everyone else is worse
nology is the solution to all the prob- than you? Then Hans Rochmeister is
lems in the world, choose Professor the Adventurer you need. Get ready
O’Donnell. There will be no obstacle for a challenge, because you’re the
too big for your brilliance. only guy in the expedition who isn’t
wearing dancing shoes. It’s going to
be tough!

The Lost Expedition | 113


I Am Jacques “Pied-à-terre” Chan

Call me if you need a Action Hero Attendant

Places I call Home CHINA FRANCE ENGLAND


Heritage Homeland Workplace

It’s never wrong to do the right thing


Words to live by

Action Co
in
FIGHT
Luck

k
Luc
LEADERSHIP
STUNT
1
Guts
COOL
DRIVE I Feel
SHOOT HEROISM
POWERFUL + ACTION BLEEDING
Knowledge
¯

DARING + GUTS SHOCKED ¯


DISCRETION
CULTURE FOCUSED + KNOWLEDGE DIZZY ¯ MARTIAL ARTS
FIRST AID CONFIDENT + SOCIETY EMBARRASSED ¯

TECH FIERCE + WILD BROKEN ¯

Society UNTOUCHABLE SCARED


+ CRIME ¯

+ ¯
CHARM
Expertise
+ ¯

ELOQUENCE
OBSERVATION

Wild Weapons & Gear


SCOUT
SURVIVAL
TOUGH

Crime
ALERT
DEXTERITY
STEALTH

Pockets Backpack
Lighter
Pocket Watch
Pen and paper

Pockets Bag Backpack

/2 /2 /2
Scars And Experiences Bag Mags

| 114
I Am Sir Phileas Lidenbrok

Call me if you need a Rich Old Noble Gentleman

Places I call Home ENGLAND ENGLAND ENGLAND


Heritage Homeland Workplace

A gentleman is never late


Words to live by

Action Co
in
FIGHT
Luck

k
Luc
LEADERSHIP
STUNT
1
Guts
COOL
DRIVE I Feel
SHOOT APLOMB
POWERFUL + ACTION BLEEDING
Knowledge
¯

DARING + GUTS SHOCKED ¯


ETIQUETTE
CULTURE FOCUSED + KNOWLEDGE DIZZY ¯ SEDUCTION
FIRST AID CONFIDENT + SOCIETY EMBARRASSED
COMMAND
¯

TECH FIERCE + WILD BROKEN ¯

Society UNTOUCHABLE SCARED


+ CRIME ¯

+ Old ¯
CHARM
Expertise
+ ¯

ELOQUENCE
OBSERVATION

Wild Weapons & Gear


SCOUT Elegant Clothes Advantage in Charm
SURVIVAL
Elegant hat Protects from the sun with style
TOUGH
Walking Cane Allows you to walk with style
Crime
ALERT
DEXTERITY
STEALTH

Pockets Backpack
I never lost a bet Pocket Watch

Pockets Bag Backpack

/2 /2 /2
Scars And Experiences Bag Mags

The Lost Expedition | 115


I Am Prof. Evelyn O’Donnell

Call me if you need a Inventor Professor

Places I call Home IRELAND IRELAND ENGLAND


Heritage Homeland Workplace

It’s Science, dears


Words to live by

Action Co
in
FIGHT
Luck

k
Luc
LEADERSHIP
STUNT
1
Guts
COOL
DRIVE I Feel
SHOOT ARCHEOLOGY
POWERFUL + ACTION BLEEDING
Knowledge
¯

DARING + GUTS SHOCKED ¯


SCIENCE
CULTURE FOCUSED + KNOWLEDGE DIZZY ¯ MECHANICS
FIRST AID CONFIDENT + SOCIETY EMBARRASSED ¯

TECH FIERCE + WILD BROKEN ¯

Society UNTOUCHABLE SCARED


+ CRIME ¯

+ ¯
CHARM
Expertise
+ ¯

ELOQUENCE
OBSERVATION

Wild Weapons & Gear


SCOUT Electrified ring Extraordinary. Allows you to shock a target
SURVIVAL
TOUGH

Crime
ALERT
DEXTERITY
STEALTH

Pockets Backpack
Tool belt
Protective glasses

Pockets Bag Backpack


Elettr. Ring 2

/2 /2 /2
Scars And Experiences Bag Mags

| 116
I Am Hans Rochmeister

Call me if you need a Hunk Expedition Leader

Places I call Home AUSTRIA AUSTRIA INDIA


Heritage Homeland Workplace

If I can’t, nobody can


Words to live by

Action Co
in
FIGHT
Luck

k
Luc
LEADERSHIP
STUNT
1
Guts
COOL
DRIVE I Feel
SHOOT TRAILBLAZER
POWERFUL + ACTION BLEEDING
Knowledge
¯

DARING + GUTS SHOCKED ¯


STRENGTH
CULTURE FOCUSED + KNOWLEDGE DIZZY ¯ ORIENTEERING
FIRST AID CONFIDENT + SOCIETY EMBARRASSED ¯

TECH FIERCE + WILD BROKEN ¯

Society UNTOUCHABLE SCARED


+ CRIME ¯

+ ¯
CHARM
Expertise
+ ¯

ELOQUENCE
OBSERVATION

Wild Weapons & Gear


SCOUT Climbing gear Gives Advantage to climbing tasks
SURVIVAL
Ice pick Allows you to climb icy walls
TOUGH

Crime
ALERT
DEXTERITY
STEALTH

Pockets Backpack
Rope

Pockets Bag Backpack

/2 /2 /2
Scars And Experiences Bag Mags

The Lost Expedition | 117


Island in
the Sky
Context to the Season “The Lost Expedition ”
Era: Voyages Extraordinaires
Location: London, then the Arctic Ocean
Mission: Saving the Baumgartner Expedition
Rival: Time and Dr. Yannis Zesilopolus

To ease you into Adventure, here is “The Island in the Sky”, a Context created
especially for “The Lost Expedition”. It should give you all essential details to
go on an extraordinary journey without the need to create it yourself.

Over the next pages you will find all information regarding the members of
the Baumgartner Expedition: their name, location, and how to bring them
home safely. Then there is everything you need to know about Olympia, an
extraordinary flying island inhabited by mythical creatures and ruled over by
Zeus himself. That is the location of your Adventure.
Once you’ve read up on that, you can proceed to the next Section, where
you’ll find all the Episodes, one after the other. For each Episode, you’ll also
find the context tied to “The Island in the Sky”, as well as everything you need
to play the Episode within this season.

I wish I could tell you that this metaphorical luggage I’ve prepared for you
contains absolutely everything you’ll need to face what’s to come with ease.
That would mean lying deliberately. The truth is, despite all the tools and tips
I can try to pack in, when you wear the mantle of Fortune Master, you will
still have to face a multitude of unforeseen circumstances.
When you will need to implement changes into the Episodes, adding or
removing Scenes and Extras to make a better path for your Adventurers, do
so without hesitation. Remember: whatever happens, whatever you do, the
Adventure must go on. It’s all downhill from there!

| 118
Plot summary
The Baumbgartner Expedition went missing at sea in the middle of the
Arctic Ocean and nobody is brave enough to sett out in search of any sur-
vivors. Until the Adventurers take up the heartfelt plea of a friend and set
on a north-bound course on a rickety zeppelin armed with good heart and
brave spirit.

After days of flight in the middle of nowhere, the Adventurers’ airship stum-
bles upon a sudden storm front, that hurls them on the surface of an island
that is nothing short of extraordinary: the flying island of Olympia.
It appears that the storm also hit the Baumbgartner Expedition, picking
up their whole ship from the water and flinging it on the island. Few appear
to have survived such crash. To complicate matters even further, Olympia is
inhabited by large birds of prey and less-than-friendly mythical creatures.

After escaping a flock of griffin and a giant Manticore, the Adventurers meet
Bernie Baumgartner, the leader of the lost expedition. He lets them know
that the other members have been taken prisoners by strange people who took
them through a dangerous canyon and to a Greek temple located atop Mount
Olympus, which also happens to be the source of the giant lightning bolts
that surrounds the island.
After making their way through the winding canyon, the Adventurers ar-
rive to the ruins of what appears to be an ancient Greek city and discover the
sad destiny of the people who lived there: they went extinct because of Zeus’s
anger. To continue on their rescue mission, they’ll need to face a Minotaur.

The Adventurers free a group of subjects who were controlled by Zeus’


mind-control and, after a face-to-face meeting with the alleged god, learn
about the plan he’s setting in motion to conquer the whole World So on
top of finding and bringing back home the Baumbgartner Expedition, the
Adventurers will have to uncover the truth behind the “god” and his island to
avert disaster, and save the lives of dozen unlucky victims of the storm.

The Lost Expedition | 119


The Mission
Hugh Berrycloth is the president of the London Reform Club and a dear friend
to at least one of the Adventurers. When this Adventure begins, he’s an older
and very endearing gentleman, but earlier in his time, he got his share of action,
going on several expeditions with the famous explorer Alexander Baumgartner.
And as an old friend often does, Berrycloth is both proud and warmly fond
of Berenice “Bernie” Baumgartner, worthy daughter and heir of Alexander.
As such, as soon as he learns that the brave young woman disappeared to-
gether with her whole crew on their latest expedition, he almost begs the
Adventurers to set off to rescue her.

The Mission is simple and dangerous: they must find a fast vehicle, go out in
the middle of the Arctic Ocean, and bring back the Baumbgartner Expedition.

Race against Time


During Episode 5 “Free from the chains” a flesh and blood Rival joins the
fray: it’s Dr. Yannis Zesilopolus, aka Zeus. Although I’ll go in further details
about this disturbing characters soon, the main Rival for this Season remains
Time. The Adventurers will have to watch the Doomsday Clock closely if
they don’t want to risk being too late and failing their Mission.
The Adventure will begin with the Doomsday Clock already at 3, regardless
of the number of Adventurers. From then on, the Adventurers will have to fill
in an Hour at the end of each Episode, as well as any time they lag behind.

If when the Adventurers meet Bernie in Episode 3 the Doomsday Clock is


already at 7, the expedition leader has been missing for too long, she is tired
and hurt, and doesn’t have the strength to help them. This means you can
ignore her Extra Sheet.
Furthermore, if the Season Finale begins after the Doomsday Clock has
reached 12, two of the expedition members are beyond saving. Colonel Datta
and Professor Marchetti won’t make it home. Despite their efforts and com-
mendable results, the Adventurers will have to count this Mission as a failure.

| 120
The Baumgartner Expedition
Strange atmospheric phenomena have been observed in the Arctic Ocean,
rumors of sudden storms putting sailors at risk have been going around for
quite some time. The Baumgartner Expedition set off precisely to analyze and
study these strange phenomena. Alas, they never return.
The truth is that the “Liberty”, the ship on board of which the expedition
was traveling, has been literally carried off by the storm, torn from the freezing
waters, and flung on the island of Olympia. Aboard the ship, other than a small
crew and Ms Baumgartner, the expedition leader, there were five explorers. All
of them miraculously survived and have been enslaved by Dr. Zesilopolus.

Dr. Yves Toussant: A French physicist and magnetism expert married to Dr. Huang.
Dr. Huang Ju: A world-renowned Chinese meteorologist married to Dr. Toussant.
Ing. Grigory Sidorov: An old Russian engineer, veteran of many expeditions.
Col. Praneel Datta: A young and courageous Indian soldier.
Prof. Rita Marchetti: An Italian chemist who has quite a reputation for her
revolutionary methods.

Berenice “Bernie” Baumgartner, expedition leader


Berenice Baumgartner, known to her friends and
the papers as Bernie. She is a resolute woman
and an expert expedition leader with dozens of
successful missions under her belt. Even at a first
glance, she appears as a tough, resolute woman,
and time will prove that she is, indeed, an unshak-
able Adventurer: the kind of person who could
survive for days on a flying island inhabited by
griffins and still have the time to come up with a
plan to save her friends.
She’s a legacy Adventurer, daughter of the no-
Action table Alexander Baumgartner. Despite having long
Guts since surpassed her father, Berenice is still ostracized
Knowledge by biased newsagents who diminish her successes
Society and insist on calling her Bernie lest their readers be
Wild upset by the story of an adventuring woman. As a
Crime result, some of the Adventurers may be under the
impression that Bernie Baumgartner is a man.

The Lost Expedition | 121


Olympia
Island in the Sky
High above the Arctic Ocean there’s a flying island protected by a perennial
lightning storm. This blizzard strikes down any vehicle coming too close to
the island by sky or at sea. Those who manage to surpass the island’s defense
system can see an extraordinarily luxuriant landscape and a green land, not
unlike modern-day Greece. An earthly paradise inhabited by mythical crea-
tures and ruled by a giant Manticore and its deranged master: Zeus.

In ancient times, this island was known by the name of Olympia, as here
stands the true Mount Olympus: a tall mountain with a temple to Zeus built
on the summit. Once upon a time, on this flying island lived men and women
revered as gods as well as their most faithful servants: a small town-full of
modest people who were granted the honor to ascend onto Olympus.

| 122
In truth, the person going by the name of Zeus and the people playinggods
like him are nothing but humans who found Olympia and activated a strange
machine located on top of Mount Olympus. This huge magnetic device has
the power to levitate the whole region and unleash the fury of lightning. And
it’s thanks to this device that Zeus got the title of god, until he lost control of
it and involuntarily unleashed a storm that killed all people on the island and
flung Olympia adrift toward the Arctic Polar Circle.

Over the centuries, many expeditions have stumbled upon the flying island
and were pulled in by the terrible storm that surrounds it. The last to face this
destiny were Bernie Baumgartner and her expedition, the last before them, a
renowned Greek scientist: Yannis Zesilopolus.

Dr. Yannis Zesilopolus, Zeus


Ten years before the Baumbgartner Expedition,
another group of explorers stumbled upon the
storm created by Olympia and Doctor Yannis
Zesilopolus was the only survivor.
Alone on the flying island, Zesilopolus had
to call upon all of his courage and wit to avoid
falling prey of the griffins and other extraordi-
nary creatures, finally managing to reach Mount
Olympus. As he explored the temple of Zeus, the
doctor found an amazing metal sphere connected
to a technological device of ancient or even alien
origin. This was the core of power for Olympia and the ancient gods who
inhabited it.
From then, Zesilopolus assumed the identity of Zeus and used the tech-
nology of the island to attract unaware explorers to populate his new king-
dom, and to enslave both people and animals through the use of collars which
could manipulate the electromagnetic fields and suppress free-will.
His goal is to regain full control over the island of Olympia and use the
power of lightning to impose an intellectual oligarchy over the whole world,
re-establishing a pantheon of “gods” who would answer to none but him.

The Lost Expedition | 123


THE MANTICORE

The Manticore is a legendary creature with the body and head


of a lion, the wings of an eagle, and the tail of a scorpion.
This specimen in particular – possibly the only one to ever
exist – is as tall as a four-story building and wears a heavy
collar that forces it to follow Doctor Zesilopolus orders.

| 124
Manticore vs Adventurers
The Manticore…
1 – Suddenly takes a nosedive on the Adventurers, attacking
them with its fangs, wings and talons:  Stunt (Action)
2 – Grabs an Adventurer or Extra, throws them to the ground,
or pins them in a corner: Fight or Shoot (Action)
3 – Stands still for a second before roaring loudly, striking
fear in the Adventurers: Cool (Guts)
4 – With a lash of the tail, attacks the Adventurers with
its poisonous stinger: Alert (Action). Failure leaves an
Adventurer feeling Poisoned or Shocked.
5 – Blocks the only escape route, forcing the Adventurers
to squeeze through its legs or find another way out:

Observation (Guts)
6 – Spews a jet of flames from its open maw: Survival (Wild)

Manticore vs Vehicle
The Manticore…
1 – Grabs the vehicle and hurls it toward an obstacle:  Tough
(Wild)
2 – Flaps its wing, generating a cloud of dust and detritus,
and a shockwave which spins the Vehicle:  Stunt (Guts)
3 – Grabs the vehicle with its hind claws, attempting to crush
it: F
ight or Shoot (Action)
4 – Pierces the vehicle with its stinger in an attempt to hit
the Adventurers on the inside: Stealth (Crime). Failure
leaves an Adventurer feeling Poisoned or Shocked.
5 – Cuts off the vehicle’s path, forcing the driver to attempt
an emergency veer: Cool (Guts)
6 – Spews a jet of flames from its open maw: 
Survival (Wild)

The Lost Expedition | 125


Section 6
Episodes
Episode 1
The Missing Piece
In Episode 1 “The Missing Piece” a friend asks the Adventurers to set off in
search of a missing expedition. To achieve this Mission, the Adventurers turn
to a grouchy captain, who offers to take them on an Extraordinary Vehicle.
The only problem is the Extraordinary Vehicle is missing a core component.
The only hope for the Adventurers is to attend an exclusive gala and steal the
Missing Piece from its location.

In order to play this Episode, you’ll need to know:


Era: When the story happens.
Friend: A person known and dear to at least one of the Adventurers,
someone they just can’t say no to.
Scientific Marvel: An amazing invention that could take your breath
away. This could be a complex motorized piece of machinery, a fasci-
nating chemical reaction, or an exotic automaton.
Hangout: A club or other safe location where the Adventurers feel at
home.
Expedition: A group of Adventurers who set off on a mission.
Mission: The be-all and end-all of the Adventure. All the Adventurers,
although each for their own reason, care about the outcome.
Captain: The owner and pilot of a vehicle or extraordinary vehicle.
Extraordinary Vehicle: A flying ship, a submarine, a locomotive that
needs no rails, or any other groundbreaking and unique vehicle.
Missing Piece: A specific metal, a unique mechanism, a special com-
ponent, or any other item needed for the Extraordinary Vehicle to
function correctly.
Defended Location: A private room, a warehouse, a hidden laborato-
ry, or any other location planned to keep busybodies at bay.
Moneybags: A person who is flush with cash and loves to show their
power and wealth. They have a dim view of the Adventurers or their
Friend.

| 128
Time and Wealth
During this Episode the Adventurers
might lose Wealth Points or Hours on the
Doomsday Clock. If you are playing this ’
Episode as part of a Season, you can use the
Expedition Log to keep track of these assets.
Who’s missing
If, on the other hand, you are playing it as a piece?
a stand-alone Episode, you can ignore Time This Episode is written
as a resource. As far as Wealth is concerned, under the assumption
know that the Adventurers can only spend a that the Captain needs a
Wealth Point once. This means that if they Missing Piece to kick-
end up paying the Captain, they won’t be able start their Extraordinary
to use it any other way. Vehicle.
However, if this detail
doesn’t add up in your
Playing Episode 1 idea, maybe because
within a Season the Vehicle you think
If you choose to play Episode 1 as part of a of using doesn’t need
Season, you can easily adapt it to your needs any rare components to
by changing the context or defining things function, it’s no big deal.
on the fly as if it were a Pilot.
Instead of being a piece of
Remember that the Adventurers could be the Vehicle, the Missing
meeting for the first time in this Episode, so Piece could be a family
you should allow some space in Scene 1 for heirloom, a personal
them to get acquainted and define their ini- item, a valuable find,
tial relationships. or any other item the
Captain insists on having
before they accept the
mission.

Episode 1 | 129
Episode 1
Island in the Sky
Context to “The Missing Piece”
Friend: Hugh Berrycloth, president of the Reform Club
Scientific Marvel: Mechanical peacock
Hangout: The Reform Club in London
Captain: Morgan Mansour
Extraordinary Vehicle: The Airship “Highwind”
Missing Piece: A disk of extremely pure palladium
Defended Location: Sir Ratcliff’s private collection
Moneybags: Sir Oliver Ratcliff

The Adventure begins in London, inside the headquarter of the prestigious


and exclusive Reform Club. The Adventurers, or at least some of them, were
invited there to meet the club president, Hugh Berrycloth, who greets them in
his personal studio to show them his latest addition to his marvelous collection.
Berrycloth is a man in his sixties, elegant but fidgeting with excitement
as he tells of the latest gift he received, kept on his desk under a silk draping.
After the pleasantries, when the Adventurers have taken a seat, he unveils a
hand-painted mechanical peacock made of brass. It’s some sort of extravagant
toy that, once activated, parades around the desk with loud squawks, throw-
ing papers, inkwells and paperweights everywhere.
Berrycloth is in absolute awe of the automaton, and his only regret is not being
able to show it off to the high society who will be gathered for the great gala of
that evening at Ratcliff Manor. Alas, since Berrycloth denied entry to the club to
a personal friend of Sir Ratcliff due to their less than adequate attire, the lord has
taken grievance with him, and shows it by denying an invitation to his parties.

Berrycloth’s back and forth between is cut short when a stout butler bursts
into the study, almost fainting because of the previous rush. After catch-
ing his breath, the butler turns to Berrycloth with very grim news: Bernie
Baumgartner has been reported missing together with the whole expedition.

| 130
The news is enough to terrify Berrycloth who, over a cup of tea and a cou-
ple glasses of sherry, will then proceed to explain the story behind the
Baumbgartner Expedition and his strong bond with Bernie. By the end of his
retelling, the president turns to the Adventurers and begs them to set off in
search of the lost expedition, for his sake and for old times sake.

To reach the Baumgartner Expedition, which disappeared in the middle of


the Arctic Ocean, the Adventurers will need both a fast vehicle and a pilot
crazy enough to follow them on the mission. Fortunately, they know just the
man: captain Morgan Mansour. After a brief hesitation, he chooses to put
his Highwing, a huge rickety zeppelin powered with a prototype of electric
engine, to the Adventurer’s disposal. The only problem is that the Highwind
needs to be jump-started with a conductor made of pure palladium, this rare
metal is so expensive that there are few chances to find it in time.
The only piece of palladium big enough is an ancient plate that is part of
the private collection of Sir Oliver Ratcliff. This means that only hope to get
it is infiltrating that evening’s gala.

Morgan Mansour
Morgan Mansour is a brilliant inventor and ad-
venturer, his character has often been his own
downfall, leading him to recklessly join the most
dangerous expeditions.
His reputation certainly precedes him, as
there are several rumors on his past. Some allege
he has been a soldier, or even a secret agent, who
then chose to take a different path in life. Others
whisper he is the heir of an African noble in exile
because his turbulent disposition wasn’t welcome
at court. There are even some who call him a
Action
rogue, a criminal, a pirate even, someone on the
Guts run from the law.
Knowledge Regardless of the truth of his past, today
Society Mansour is a resourceful man, who is as grouchy
Wild with strangers as he is amiable with friends. At
Crime the end of the day, he is sure to do the right thing.

Episode 1 | 131
SCENE 1 – MEETING – INT/NIGHT

The light of the fireplace dances warmly on the room walls. The
Adventurers have been led to a study covered in books, with
compasses, rolled-up maps, and other accessories scattered
about. That room is clearly used by someone who loves going
on expeditions and long journeys. As the Adventurers wait,
snooping around the room and trying to get a feel for the
place, here comes their FRIEND. They were asked to come here
to see a SCIENTIFIC MARVEL that just came in from a Country far
far away. Their FRIEND loves to be up to date with the latest
scientific developments, and any Adventurer who knows them, is
well aware of this. If any one is meeting the FRIEND for the
first time, they’ll get the picture soon enough.

The FRIEND places the SCIENTIFIC MARVEL in the middle of the


room and proceeds to activate it with an almost childish level
of glee. The SCIENTIFIC MARVEL proceeds to reveal its wondrous
properties, leaving all the Adventurers in awe.

FRIEND
Look at it! Look at this wonderful marvel!

After the exhibition is over, the Adventurers will have a


chance to discuss the incredible phenomenon they just wit-
nessed among them, as the FRIEND will go on and tell them
about the social gathering organized by the MONEYBAGS, and
how they would have loved to use it as a chance to show off
this wonderful item. Sadly, after that one time one of their
FRIEND’s marvels destroyed a precious item property of the
MONEYBAGS, they are no longer on good terms and the FRIEND is
no longer welcome there.

The Adventurers barely have time to interject here as someone


bursts into the HANGOUT. It’s an anxious messenger, who looks
around with eyes wide with worry as they catch their breath.
The long run to get to the FRIEND’s favored HANGOUT has left
them exhausted. The Adventurers will need to quickly adminis-
ter First Aid [BASIC Challenge] to stop them from passing out
and avoid losing 1 Hour.

| 132
As soon as they can, the messenger will explain the reason
they came here looking so frazzled. Turning to the FRIEND,
they begin by warning them it’s bad news. Bad news regarding
the EXPEDITION the FRIEND was waiting to hear about. Well, it
seems the expedition leader as well as the entire crew haven’t
made contact for days, and they are now reported missing.

MESSENGER
Since I am well aware of the strong bond between you and the
expedition leader, I felt I had to warn you right away.

The FRIEND is extremely upset, they can’t believe the terrible


news.
If the Adventurers are the first to volunteer to organize a
rescue mission to find the missing expedition, the FRIEND
will be very grateful. On the other hand, if none of the
Adventurers steps forward, the FRIEND will be the one to beg
them for help.

But there’s one thing to determine. What is the first step they
need to take to organize such a dangerous rescue mission?

FRIEND
The only person crazy enough to take you on such a MISSION
is the CAPTAIN. You’ll need their vehicle to reach the
EXPEDITION before it’s too late and have a chance to save
them. It may be hard to persuade them to join us…

The CAPTAIN lives alone in a large hangar on the outskirts of


the city. That is the next stop for the Adventurers. Provided
they even manage to enter…

Episode 1 | 133
SCENE 2 – THE HANGAR – EXT+INT/DAY

The Adventurers are in the outskirts of the city, bordering on


the middle of nowhere. Out here the only noise is the quiet
creaking of nature. Silence covers them like a blanket. Even
after arriving in front of the great hangar, they can’t hear
anything.
No matter how long and loud they try to knock, the Adventurers
receive no answer. The entrance is closed with a heavy lock.
Someone with remarkably Dexterous hands [CRITICAL Challenge]
could pick the lock. The Adventurers can also try to kick the
door down, provided they are Tough enough [CRITICAL Challenge].
If they attempt this and fail, they’ll feel BROKEN.
Alternatively, the Adventurers could look for another way in:
walking around the perimeter of the building, they notice
something glare above their head. It’s a window, and it ap-
pears they could easily open it. If one Adventurer manages to
get in through there, they can then open the main entrance
from the inside. However, to get to the window, they’ll need
to climb the wall, and this requires good Scouting skills
[CRITICAL Challenge].

The inside of the hangar is pure chaos: dusty spare parts,


cogwheels, work tools, and several alembics are strewn about
with no rhyme or reason. But the Adventurers eyes are imme-
diately captured by a huge object hidden beneath a cloth in
the middle of the hangar. If the Adventurers move the cloth,
they can uncover the wonderful EXTRAORDINARY VEHICLE that’s
kept underneath.
Shouting comes from a nearby room. Adventurers with good
enough Observation skills [BASIC Challenge] will immediately
recognize a man’s voice. But if they fail the Challenge, the
echoes jumble the noise to the point it sounds like a brawl.
Anyway, there is clearly something amiss.
With a pinch of Stealth [BASIC Challenge] the Adventurers fol-
low the voice to its source, finally stopping at a door to some
room in the back. When they open it, the Adventurers are met
with an extremely absurd scene.

| 134
A device in the middle of the room is gone ballistic, spewing
scalding hot steam and firing nuts so fast, they look like
bullets. The CAPTAIN is trying to dodge them best as they
can, barricading behind the furniture. When they notice the
Adventurers, their eyes light up.

CAPITAIN
Quick! Help me! It’s about to burst!

It’s time to take action. The Adventurers need to disable the


device turned ballistic [CRITICAL Enemy] before it’s too late.
After finally defeating it, the device turns off, the pressure
inside of it lowers drastically and it is no longer a danger.

Breathing a sigh of relief, the CAPTAIN leaves their cover


and thanks the Adventurers for their prompt action. Then they
seem to realize the situation, getting suspicious, and ask the
Adventurers why and how they got there. It will take a hefty
dose of Eloquence or a strong enough Leadership [EXTREME
Challenge] for the Adventurers to avoid incriminating them-
selves as they explain the reason of their visit. But if
one of the Adventurers is especially attractive, the CAPTAIN
will prove susceptible to their Charm, making it all easier
[CRITICAL Challenge]. If the Adventurers successfully pass
the challenge, the CAPTAIN softens up and, after some more
grumbling, ultimately accepts to take them where they need to
go. In case of failure, however, the CAPTAIN will puff up and
pretend payment [1 Wealth Point] for their service, remaining
extremely grouchy with the adventurers for the rest of the
Episode.
Anyway, the CAPTAIN finally leads the Adventurers to admire
the EXTRAORDINARY VEHICLE. If the cloth hasn’t been removed,
the CAPTAIN will give a very scenic unveiling, explaining to
the Adventurers what lies underneath. Finally admiring the
EXTRAORDINARY VEHICLE under better lights, the Adventurers
can see it’s a bit worse for wear and rusty in some points, but
the CAPTAIN reassures them that it will work perfectly after
some repairs. As they say this, they slap the side of the hull
and cause a metal plate to fall clanking to the ground. Looks
like it will need more repairs than they thought!

Episode 1 | 135
SCENE 3 – THE HANGAR – INT/NIGHT

When the evening falls, the CAPTAIN has been working for hours
on the repairs to the EXTRAORDINARY VEHICLE, either with the
Adventurers help, or under their quiet supervision. Visibly
tired, the CAPTAIN heads to the cockpit with his head hung low
and tries to start the engine. First try, second try, and the
EXTRAORDINARY VEHICLE starts. But after one glorious moment,
the engine sputters and chokes down, shooting bolts and nuts
all around. Anyone who isn’t Vigilant enough risks getting hit
[3 BASIC Dangers].
When the engine shuts off, everything goes back to normal,
and the EXTRAORDINARY VEHICLE looks in even worse conditions
than earlier.
If the CAPTAIN willingly accepted to cooperate, they don’t
hesitate to come clear about what’s wrong. On the other hand,
if they remained hostile, they’ll try to hide the truth in any
way possible, and the Adventurers will need a good Leadership
[BASIC Challenge] to persuade them to spill the beans.
Finally, the CAPTAIN sighs and looks the Adventurers in the
eyes, with an air of the defeat.

CAPITAIN
Sadly, my EXTRAORDINARY VEHICLE can’t seem to start without
the MISSING PIECE. I hoped to jump-start it without it with
some adjustments, but nothing I tried seems to work…

Whether the Adventurers ask the CAPTAIN for further informa-


tions about something to substitute the MISSING PIECE, they
explain that nothing else can jump-start the EXTRAORDINARY
VEHICLE. And without the EXTRAORDINARY VEHICLE their expedi-
tion has failed before it could start. The CAPTAIN then adds
that the MISSING PIECE is actually kept safe in a DEFENDED
LOCATION, which happens to be the place where the MONEYBAGS is
holding their gala on that same evening.
Their FRIEND can’t help the Adventurers, they have already
explained about their falling off with the MONEYBAGS. The only
hope the Adventurers have to retrieve the MISSING PIECE is
to crash the party and somehow sneak it out. They can choose
whether to head there immediately or rest a bit so long as
they’re in a Safe Place.

| 136
SCENE 4 – THE GALA – EXT/NIGHT

The music wafts through the air as the Adventurers approach


the party. All members of high society and people worth know-
ing have been invited. The queue to enter the main event is
inching forward ever so slowly. It wouldn’t be an exclusive
gala without security at the entrance. As they get closer, the
Adventurers see the bouncers at the main gate, checking that
nobody without an invite enters.

The Adventurers need to find a way to gain access. As they


hang around in the crowd gathered before the entrance, the
Adventurers can try to use Dexterity [CRITICAL Challenge] to
swipe an invite from the pocket of someone. However, fail-
ing this roll will imply that someone notices the attempted
pick-pocket and shouts for help, bringing the attention of the
bouncers [2 CRITICAL Enemies] on the Adventurers and starting
a full-out brawl, the last thing they need.

Alternatively, the Adventurers could take advantage of the


fact that the security is so focused on the main entrance to
enter from somewhere else. Walking the perimeter of the wall
behind which the gala is taking place, the Adventurers find
no other entryway. However, as they are out of sight, they
can try to climb over the wall with a little bit of Scouting
[BASIC Challenge]. However, if they fail, the Adventurers will
cause too much of a ruckus as they land on the inside. The
thud of feet in the courtyard will catch the attention of
three guard animals [2 CRITICAL Enemies] who come running in
their direction. Then it’ll be up to them to choose whether to
run, fight, or try to command the animals to stop with enough
Leadership [EXTREME Challenge] to send them running back to
the kennel.

If the Adventurers end up fighting for any reason, their


clothes are inevitably ruined, leaving them to feel FILTHY.

Episode 1 | 137
SCENE 5 – THE GALA – INT/NIGHT

The hall is crowded with people roaming between fully set tables,
as waiters walk about offering wine and champagne. All guests
are impeccably dressed and chat politely amongst themselves as
chamber music builds a soft background. The CAPTAIN explained
precisely the location of the MISSING PIECE and the Adventurers
know where they need to go. The problem is how can they get there.

As the Adventurers scan the rooms in search of the DEFENDED


LOCATION, someone addresses them. An older lady, impeccably
dressed, appears to have mistaken one of them as an old ac-
quaintance in her olden age and dimmed vision. It will take a
hefty dose of Eloquence [CRITICAL Challenge] to evade her in-
sistent small-talk. If they fail to convince her, the lady will
lead them to a table to eat and dig into the appetizers, insist-
ing the Adventurers join her. If they give in to avoid raising
suspicion, they might end up stuffing themselves into a DIZZY.
The Adventurers’ ears perk up as they hear the deep voice of
the MONEYBAGS, boasting about the success of their gala. But
if the MONEYBAGS sees the Adventurers, they might be found
out as party-crashers without an invite! They’ll need to move
Stealthily [BASIC Challenge] to avoid being noticed. If anyone
is feeling FILTHY will obviously have a Disadvantage. If any
Adventurers fail this challenge, the MONEYBAGS will get suspi-
cious and approach to question them and try to understand who
they are. This may split the group, stopping the Adventurers
who failed from following the others.
Adventurers who manage to make their way to the DEFENDED
LOCATION find a double-locked door. It will take a lot of
Dexterity to pick that lock [CRITICAL Challenge]. If the
Adventurer fail this challenge, or choose they’d rather smash
through the door, they still gain entrance to the DEFENDED
LOCATION, but they also trip a deafeningly loud alarm.
Inside the DEFENDED LOCATION, the MISSING PIECE stands in a glass
display. A quick and easy break in, at a first glance. But the
display hides a sophisticated security system, a trap [CRITICAL
Danger] set to activate whenever someone touches the case, shock-
ing them with electricity. If the Adventurers are Vigilant enough
[CRITICAL Challenge], they notice the thread running around the
display and can try to disarm the trap with their Tech knowledge
[CRITICAL Challenge]. If the trap is triggered, the alarm will
start blaring and warn everyone of the theft.

| 138
If the Adventurers trigger the alarm, they can still get their
hands on the MISSING PIECE before the bouncers hired by the
MONEYBAGS reach them [2 CRITICAL Enemies], then, their only
chance to avoid a fight is to jump out of the window in a flying
Stunt [CRITICAL Danger]. The Adventurer with the MISSING PIECE
needs to be careful not to drop it [+1 BASIC Danger].
If the Adventurers manage not to trip the alarm, they can
still choose to climb out of the window with Stealth [CRITICAL
Challenge], and in this case, failure will result in one
of them hitting a window on their way down and catch the
MONEYBAGS’ attention in time for them to see the MISSING
PIECE being stolen. Alternatively, the Adventurers can try
to retrace their steps to get away, testing their Stealth
first among the other guests [CRITICAL Challenge] and then in
front of the bouncers at the gate [CRITICAL Challenge]. The
Adventurer carrying the MISSING PIECE will also need to keep
it hidden [+1 BASIC Challenge]. Once again, failure will re-
sult in an Adventurer catching the attention of the MONEYBAGS.

If the Adventurers manage to make their way out of the gala


without tripping the alarm, the person who coordinated their
actions surely deserves a Luck Coin, but someone at the par-
ty will still notice the MISSING PIECE has gone missing and
raises the alarm.
So, for whatever reason, the Adventurers end up being chased
by a large group of armed guards and guard animals [EXTREME
Enemy], with their only chance of escape being a vehicle that
happens to be leaving the party at the same time as them.
They can jump aboard as it’s still moving [CRITICAL Danger]
and hijack it to escape at full speed toward the HANGAR as the
enemies try to stop them [CRITICAL Danger].

After reaching their destination, the Adventurers give the


MISSING PIECE to the CAPTAIN and look on as, armed with screw-
driver and monkey wrench, they get into the cockpit. This time,
the vehicle starts on the first try. Finally, the CAPTAIN declares:

CAPITAIN
We leave tomorrow!

End of the Episode.

Episode 1 | 139
Episode 2
To an Extraordinary Place
In Episode 2 “To an Extraordinary Place”, the Adventurers are traveling in
search of a lost expedition when they are surprised by a sudden storm and
find themselves in grave danger. After surviving the force of nature’s fury, the
Adventurers reach the Extraordinary Place. Here they find traces of the lost
expedition, as well as a huge monstrous creature.

In order to play this Episode, you’ll need to know:


Era: When the story happens.
Large Vehicle: A ship, train, airship or any other large vehicle that
could transport a substantial number of passengers with common areas
and luxurious comforts.
Extraordinary Place: A city at the bottom of the sea, the center of
the Earth, the surface of the Moon. Any place considered impossible to
reach or explore is certainly extraordinary!
Storm: An earthquake, a flood, a real storm, or any other manifestation
of nature’s fury.
Lost Expedition: A group of Adventurers who set off on a mission and
are now missing and in need of aid.
Map: An item that can be used or deciphered to reach a hidden location.
Extraordinary Creature: A dinosaur, a giant animal, a mechanical
monster, or any other creature to exist in nature or outside of it which
is usually regarded as fictional or non-existent.

| 140
Time
During this Episode the Adventurers might
lose Hours on the Doomsday Clock. If you
are playing this Episode as part of a Season,
you can use the Travel Diary to keep track
of this asset. If, on the other hand, you are
playing it as a stand-alone Episode, you can
ignore Time as a resource.
Certain Death
during the Storm
Playing Episode 2 Adventurers who face
within a Season Certain Death because of
If you choose to playing Episode 2 within the Storm that befalls the
this Season, the Large Vehicle is obviously vehicle will go missing.
the Extraordinary Vehicle the Adventurers When they come to,
helped jump-start in Episode 1, but it is still they’ll be isolated from
in such bad conditions it only has 1 Charge. the group, but still alive
and kicking.
Similarly, the captain of the Large Vehicle
is an Extra who has been traveling with the These Adventurers
Adventurers. Feel free to decide whether they will regain their Luck
went missing during the Storm or they keep Points, as well as suffer
following the Adventurers. from a Bad Feeling
as described in the
Escaping Certain Death
paragraph you find in
Section 3: Extraordinary
Adventures.

Episode 2 | 141
Episode 2
Island in the Sky
Context to “To an Extraordinary Place”
Large Vehicle: The Airship “Highwind”
Extraordinary Place: Olympia, Island in the Sky
Storm: A blizzard
Map: The Missing Expedition’s Log
Extraordinary Creature: A griffin

The Highwind takes the Adventurers across the Atlantic Ocean, retracing the
route of the Baumbgartner Expedition. Everything seems to be proceeding
for the best until the navigation instruments of the airship start to go crazy.
Flocks of birds crash against the hull, apparently disoriented by some invisible
force.
It doesn’t take long for the Highwind, the Adventurers, and the few mem-
bers of the crew of Captain Mansour to be hid by a full-blown blizzard, with
snow, ice, and lightning bolts that seem to have appeared out of thin air.
Was this same storm the reason Baumgartner and crew disappeared with-
out a trace? The question can wait. For now, the Adventurers, must put their
Mission aside and focus on their own survival.

After leaving the storm, the Adventurers see a mysterious island floating
among the clouds, in oblivious defiance of the laws of gravity and common
sense.
Here, they are forced to make an emergency landing which results in the
complete destruction of the Highwind. The survivors are flung in random
directions in a lush forest and need to fend off a group of harpies, large eagles
native of South America.

| 142
After reconvening at the shipwreck of the Baumgartner Expedition, the
Adventurers finally see for themselves that the vehicle is completely torn
apart. It appears as if the storm somehow pulled if up from the surface of the
sea and let it fall down on the rocky land of the isle.

Inside the ship, the Adventurers find no survivors. However, they locate the
expedition log, which may contain some clues on what happened. The only
problem is that it’s stuck on a branch of a huge tree, against which a section of
the ship’s armor has impacted, well out of their reach and away from all easy
climbing paths.
And if that wasn’t enough, the pile of item the log is part of has now
become the nesting spot for a young griffin: a mythological creature with the
body of a lion and the head and wing of a majestic eagle. On top of that, the
young isn’t alone, and its mother doesn’t take kindly to those who try to climb
in her nest (See pg. 66 for the tables regarding a Generic Extraordinary
Creature).

The Airship “Highwind”


The Airship owned by Mansour is a large zeppelin, that was just as majestic as
it is irredeemably dilapidated. Besides the large common rooms, cabins, and
storage, the Highwind is comprised of a huge engine room, which hosts the
enormous electrical battery that gives power to the entire vehicle and can also
activate a very useful Electrical Stabilizer in the event of adverse weather
conditions.

Vehicle
Water
Highwind Name
Luck Land
Airship Model Air

Fast
Electrical Stabilizer
Sturdy
Charges
Powerful Extraordinary Features

Episode 2 | 143
SCENE 1 – ON THE MOVE – INT+EXT/DAY

The Adventurers are on board the LARGE VEHICLE, traveling to


an EXTRAORDINARY PLACE. The repetitive noise of the vehicle is
a calming background to all their activities. It appears that
the journey is proceeding smoothly.
The Adventurers are eager for a chance to relax, looking
around the inside of the vehicle, or watching outside to take
in the sights. They can even sleep in their cabins as long as
they like.
What the Adventurers don’t know is that something dangerous
is about to happen to all of them. They still have a chance
to notice.

Those who choose to look outside to marvel at the landscape,


after looking at some animals passing by the vehicle, can make
good use of their Observation skills [CRITICAL Challenge]to
notice something is amiss. Watching closely the way the an-
imals are behaving, the Adventurers can notice that it isn’t
normal. Their evolution are far from what can usually be ob-
served, and sometimes they even crash against the vehicle!

Those who choose to explore the inside of the vehicle, can


learn more about its structure. There is probably a large
common room where everyone can gather to eat and chat. From
there, one door leads directly to the cockpit, where members
of the crew are deeply focused on the necessary tasks that
keep the vehicle on course. If the Adventurers are sufficiently
knowledgeable in Tech [CRITICAL Challenge], they can notice
that the navigation instruments are acting up. The numbers
are wrong, and they’re climbing fast. Something is about to
happen. And that something happens with a loud thunder.

Wherever they may be, the Adventurers can clearly see a STORM
is forming quickly in front of their eyes!
People inside the cabins are rattled awake as the fury of
nature starts to shake the vehicle. A sharp, shrill sound
tries to pierce the Adventurers’ eardrums. The atmospheric
pressure has veered suddenly because of the change of weather.
Unfortunately, the Adventurers in the cabins can only rely on
their Survival skills [CRITICAL Challenge] and even so, those
who fail the Challenge will feel DIZZY.

| 144
SCENE 2 – INSIDE THE STORM – INT/DAY

The STORM’s fury crashes on the vehicle with enormous strength,


throttling it this and that way. Inside, items go flying and
smashing into walls and floors, the wind is bellowing at the
top of its lungs, but the rumble of thunder and the crashing
of rain on the hull still try to surpass it.

If more than half of the Adventurers passed the Challenges in


the first Scene, they managed to react in time to gather all
together in the large common room inside the LARGE VEHICLE.
They also gain an Advantage for their next roll. Otherwise,
everyone is surprised by the situation, and they’ll have to
make do on their own.
The STORM is brutal. It hurls the Adventurers against the
walls [CRITICAL Danger]. All manners of things fly around in
front of them, as they try to dodge. Any Adventurer with an
item in hand will need to be careful not to lose their grip
[+1 BASIC Danger].
And to top it all off, the captain is paralyzed with fear.
That might be the reason the entire crew, looking wide-eyed
into the elements, is asking permission to reverse the course
and head back home. The Adventurers need to act quickly to
stop all Hell from breaking loose, but if they want everyone
to listen to them and go back to their posts, they’ll need
to show Leadership [EXTREME Challenge]. If they fail to make
themselves heard, the Adventurers can only watch as the crew
gives in to panic and runs, it’s every man for himself. And
even if they manage to convince the crew, the captain is still
petrified and unable to give any order.
The Adventurers will need to take the reins of the LARGE VEHICLE.
An extremely hard feat in and of itself, which could prove even
harder if they failed the previous Challenge. To manage the
situation, an Adventurer must take the wheel of the vehicle.

The STORM caused visibility to drop near zero. With the crew on their
side, navigating will be somewhat easier [CRITICAL Challenge], but
if the Adventurers failed to bring everyone back to their post and
are left on their own to try to control the LARGE VEHICLE things
are going to be much harder [CRITICAL Challenge].
As the LARGE VEHICLE continues to head toward the heart of the
STORM, weather conditions get worse and worse, and all maneu-
vers are harder. At one point, the gusts of wind are so strong,

Episode 2 | 145
they even manage to destabilize the vehicle. Adventurers are
hurled against a wall with great force and they’ll need to
break their fall with a well-timed Stunt [2 CRITICAL Dangers]
to avoid damage to themselves or the machinery.
The person holding the wheel will need to be firm and steady
despite the jolts to keep Driving [2 CRITICAL Dangers]. If they
fail, the wheel starts spinning, the LARGE VEHICLE is at the
mercy of the elements for a few crucial seconds and it loses
1 Luck Point per each failure.

After the jolts, when the Adventurers almost feel as if they’ve


retaken control of the situation, something unexpected hap-
pens: with all the damage the continuous shakes have caused
the vehicle, a large piece of machinery inside the cockpit has
broken free of their restrains, and is flying straight for the
pilot. The Adventurer at the wheel can’t do anything. If they
let the wheel go for even a second, the entire vehicle would
be at risk of collapsing. It’s up to the other Adventurers to
intervene. They have to stop the piece of machinery before it
crashes into their friend [EXTREME Challenge]. If they manage
to catch it, the pilot can breath a sigh of relief and keep
driving. If they fail, the pilot has to let go of the wheel
for a few seconds and drop to the ground for the time needed
for the piece of machinery to fly above them, in order to avoid
being crashed. The time is brief, but enough to lose control
of the vehicle, and deplete 1 Luck Point.

Now the Adventurers are exactly in the middle of the STORM.


The weather conditions are so harsh, it’s impossible to keep
control of the LARGE VEHICLE. All the navigation instruments
are failing, an alarm begins to screech through the hull. The
CAPTAIN enters the cockpit screaming with panic:

CAPTAIN
We have a leak!!!

And after their scream, rain and wind flood the hull, breaking
something and starting a fire. The Adventurers have to face
three different elements at once [3 BASIC Dangers]: air, water,
and fire!

| 146
SCENE 3 – THE WRECK – INT/DAY

Even if the Adventurers have found ways to manage the leak and
the fire, the situation is teetering on the verge of disaster.
Everything depends on how much the STORM damaged the hull
and, consequently, on the conditions of the LARGE VEHICLE.
If it hasn’t lost all of its Luck Points yet and is still in
working conditions, the Adventurers can keep piloting to try
and force their way through the heart of the STORM and reach
the EXTRAORDINARY PLACE. But before they can, a final gust of
wind strikes the vehicle, which starts to rattle once again,
losing stability [CRITICAL Danger].

On the other hand, if the vehicle is already Out of Commission


after having to deal with the first wave of problems caused by
the weather, it is now beyond control. The crew is panicking,
they try to take over all the safety gear (either life vests
or parachutes, as may apply). This means that the Adventurers
have to act as quickly as possible. To abandon the vehicle
with some hope of avoiding Certain Death, they have to also
get their hands on some life-saving device and make the jump.
This means they’ll have to call on all of their Survival in-
stincts to succeed [CRITICAL Danger]. But things get even more
complicated if the Adventurers are unwilling to part with
their personal gear [+1 BASIC Danger per every hand-held item
or Bag they try to carry].
Adventurers who succeed in this roll can get their hands on
a life-saving device, thus gaining an Advantage to the next
task they’ll need to face: the jump from the LARGE VEHICLE. To
jump far enough from the vehicle to avoid damage will require
quite a Stunt [CRITICAL Danger].

Anyone who didn’t manage to get their hands on a life-saving


device, as well as those who fail in the face of danger and
face Certain Death, get lost in the STORM and will end up
separated from the others in the next Scene.

Episode 2 | 147
SCENE 4 – EXTRAORDINARY PLACE – EXT/DAY

The Adventurers have finally reached their destination. If


they’re still aboard the LARGE VEHICLE, the impact will be
strong enough to send it Out of Commission.

Slowly but surely, the STORM disperses, and rays of sun-


shine break their way through the clouds. In front of the
Adventurers, the EXTRAORDINARY PLACE stretches in all of its
majesty. And the place is clearly making good on its name,
as the landscape is far from ordinary. Plants, flowers, and
trees of new shapes and colors never seen before, smells and
scents never tasted. The vegetation standing in front of the
Adventurers is lush and alien, it fills their souls with marvel
and inebriating their senses. Finally, the Adventurers can
stand and take a Break. The wreck of the LARGE VEHICLE can act
as a Safe Place, and the Adventurers can explore it in search
of useful items.

Those who faced Certain Death fall to a slightly different des-


tiny. They wake up feeling DIZZY. They too open their eyes on
the luscious nature of the EXTRAORDINARY PLACE, but they lost
all sense of direction, and feel lonely, isolated, and divided
from the rest of the group. Strange noises come from behind
them, warning that they need to move, using their Scouting
skills [CRITICAL Challenge] to find their way around.
If the lost Adventurers fail to pass the task, they lose too
much time. The noises behind them get closer and closer, until
a group of wild beasts breaks through the vegetation [3 BASIC
Enemies] forcing them to run or fight to the best of their
abilities.

As they scan the horizon around them, both the Adventurers


near the LARGE VEHICLE and those who have been separated from
the group can see a strange construct breaking through the
canopy of trees. From the way the light reflects on its sur-
face, it seems to be made of metal. They realize it’s another
Vehicle: the one the LOST EXPEDITION was traveling on. They are
getting closer to their goal…

| 148
SCENE 5 – ON FOOT – EXT/DAY

It’s time to set off on foot to reach the Vehicle. Perhaps,


once they’re there, the Adventurers will find some survivors,
or at least some clues on what happened to the LOST EXPEDITION.
So, the Adventurers dive into the vegetation. As they go deep-
er, they realize that the leaves lower their visibility, and
while the vehicle was once easily spotted on the horizon, it
has now disappeared from sight. This means they’ll need to
call on their best Scouting skills [CRITICAL Challenge] not
to lose their sense of direction.
If the Adventurers succeed in the Challenge, they march on
through the vegetation. If they fail, however, they take a
long way around, getting lost as the trees grow thicker and
thicker, and lose 1 Hour.
Anyway, they finally come to a place where the vegetation is
sparser and the path clearer. On top of that, looking on the
ground they spot clear markers of human activity. Recent boot-
prints. Those look like the tracks left by the LOST EXPEDITION
and sure enough, there in front of them stands the silhou-
ette of the Vehicle. Almost there! But before continuing, the
Adventurer who leads the group will have to prove their Alert
[CRITICAL Challenge]. Succeeding, they’ll notice that a large
portion of the ground in front of them is about to collapse.
One foot in the wrong place could put the whole group in dan-
ger. They must walk around the obstacle. If the Adventurer
wasn’t Vigilant enough to notice, they step forward and the
ground crumbles beneath their weight, pulling everyone down
[CRITICAL Danger]. The entire group of Adventurers will need
to make quite the Stunt to jump to the other side without
getting hurt.
And they’ll need to be even more careful if they ended up
taking the long way around. From there, the signs of an immi-
nent collapse are even harder to spot, and the Adventurer who
leads the group will have to be even more Vigilant to notice
them [CRITICAL Challenge].
But after this challenge, the Adventurers have finally reached
the Vehicle of the LOST EXPEDITION. Just like theirs, this one
too is Out of Commission. Probably they faced the same kind
of harsh weather conditions that caused their wreck. Then,
the Adventurers realize that there’s a small camp not far from
the vehicle.

Episode 2 | 149
SCENE 6 – THE CAMP – EXT/DAY

As soon as they approach the Camp, the Adventurers notice


there’s no sign of human activity. Tracks show that someone
was there, so the LOST EXPEDITION survived the STORM, but the
place has been abandoned. Since when?
To understand this and learn more about what happened to the
LOST EXPEDITION, the Adventurers can explore the camp. As they
look around, they find some items that belonged to the people
they are searching, it’s not much, but they could find something
useful for their situation. By examining what they find, the
Adventurers can easily deduce that the camp has been aban-
doned for quite some time. The buzzing of insects leads them
to open crates filled with jars of food, probably broken into
by some hungry animal. What remains is in an advanced state
of decomposition.
As they are looking inside the crates, one of the Adventurers
finally spots a Key Item: a MAP. It probably slipped away from
someone, and has ended up wedged someplace very hard to reach,
but not impossibly so. Before they try to reach the MAP, how-
ever, the Adventurer with the strongest talents of Observation
[CRITICAL Challenge] can notice that behind the crate there
are clear signs of a creature of some kind. It was there not
so long ago and left a strange pile of excrements. Clearly not
human. Inching forward, the Adventurer can see a creature of
unknown species, an educated guess suggest it’s a juvenile
EXTRAORDINARY CREATURE. Waking it up would be a bad idea.
This means the Adventurers will need to proceed with great
Stealth [CRITICAL Challenge] to get close enough to the MAP to
grab it. With a success they inch forward to the steady breath-
ing of the sleeping creature. Then it moves suddenly. Quiet.
Nothing but a reflex movement, but its sleep is getting lighter.
It’s waking up! By now the Adventurer is inches away from the
MAP, but they’ll need to call on all of their Dexterity to grab
it quickly and get away [CRITICAL Challenge].

If the Adventurers fail any of the three Challenges, the


creature wakes up and gets scared, emitting a loud and high-
pitched call: an alarm. On the other hand, if the Adventurers
successfully pass all three Challenges, after grabbing the MAP
they hear rustling among the leaves and turn to find…

| 150
SCENE 7 – THE ESCAPE – EXT/DAY

Not far from the Adventurers, a huge EXTRAORDINARY CREATURE,


the mother of the young, is approaching quickly. The Creature
has seen them, and she’s clearly unhappy with their presence.
By the way the ground shakes under her paws, she must have an
enormous strength.

If the Adventurers have taken the MAP without waking up the


young, they’ve noticed the Creature approaching soon enough
to get past the initial surprise and get a head-start in their
escape. On the other hand, if they failed one of the 3 tasks
and the young’s call caused the mother to run there, they are
caught completely unaware and have to make a great effort to
keep their Cool [CRITICAL Challenge] and not feel SCARED or
SHOCKED.

Anyway, the Adventurers have to make their Escape, leaving


the camp behind and run as fast as they can to get away from
the EXTRAORDINARY CREATURE. The chase is long [3 Rounds] but
at the end, the Adventurers catch a glimpse of a hidden place
where they can hide. After taking cover, the Adventurers feel
the heavy steps of the EXTRAORDINARY CREATURE getting fur-
ther, and her roams becoming echoes in the distance.

If the Adventurers still have the MAP, they finally have time
to look at it. As they get a Break and they read on, they re-
alize that everything they risked to grab it and keep a hold
of it was well worth it, because the survivors of the LOST
EXPEDITION noted a path leading North from the camp, appar-
ently heading toward a mull that overlooks the land. Probably
they were looking to get higher and catch sight or call for
help.

That will be the Adventurers’ next stop, in hope they’re still


in time to find survivors. And not to join the victims of the
mission…

End of the Episode.

Episode 2 | 151
Episode 3
The Dangerous Passage
During Episode 3 “The Dangerous Passage”, the Adventurers are searching for a
lost expedition when they stumble upon a survivor and learn that all other members
are in a mysterious place. To reach said place, the Adventurers must first find a way
through the dangerous passage and the Extraordinary Creatures that live there.

In order to play this Episode, you’ll need to know:


Era: When the story happens.
Extraordinary Place: A city at the bottom of the sea, the center of
the Earth, the surface of the Moon. Any place considered impossible to
reach or explore is certainly extraordinary!
Lost Expedition: A group of Adventurers who set off on a mission and
are now missing and in need of aid.
Map: An item that can be used or deciphered to reach a hidden location.
Extraordinary Creature: A dinosaur, a giant animal, a mechanical
monster, or any other creature to exist in nature or outside of it which
is usually regarded as fictional or non-existent.
Survivor: An explorer who went missing during a journey or mission.
They have a lot of willpower, but have been put to a hard test as a con-
sequence of the tragic experience they survived.
Huge Extraordinary Creature: A one-of-a-king Extraordinary
Creature over ten meters in height.
Mysterious place: A fortress in the jungle, a technologically advanced
temple, an oasis in an icy land, or any other place that appears unreachable,
yet the existence of which can only be fully believed after you’ve seen it.
The Dangerous Passage: A path through the crater of an active volca-
no, a crossing through dark and deep waters, a harsh rocky gorge, the
climb to the peak of a stormy mountain, or any other itinerary that is
both hard and rife with dangers.
Door: A narrow passage through the rocks, a trapdoor, a portal, or a sim-
ply a door. This door could be anything which allows the Adventurers
through, leaving Enemies and Dangers behind.

| 152
Time
During this Episode the Adventurers might
lose or gain Hours on the Doomsday Clock.
If you are playing this Episode as part of a
Season, you can use the Expedition Log to
keep track of this asset. If, on the other hand,
you are playing it as a stand-alone Episode,
you can ignore Time as a resource.
However, if the Adventurers lag behind Huge
during the first Scene and take the longer Extraordinary
path, they’ll start to feel Dizzy as they wan- Creature
der through the extraordinary place. On the If a “normal”
other hand, an Adventurer who finds the Extraordinary Creature
faster passage has all rights to feel Fierce. can rely on the pre-made
tables you found in
Section 3 “Extraordinary
Playing Episode 3 Adventures”, a Huge
within a Season Extraordinary Creature
Episode 3 is a Mid-Season Finale. certainly deserves a
Before playing through this Episode, the personalized table.
Adventurers gain 2 additional Diamonds and
a new Expertise. As you fill in these
table, keep in mind the
If the Doomsday Clock is at 7 or more when creature’s ability and
the Adventurers reach the survivor, it means try to put several of the
that they have been stuck in the extraordinary Adventurers’ Skills to
place for several days: They are at the end of the test, perhaps even
their rope and can’t do much more than walk surprising them with
and talk. As such, they can’t use their Extra unexpected actions.
Sheet and can’t help the Adventurers in any
way, risking to be a hindrance instead.

Episode 3 | 153
Episode 3
Island in the Sky
Context to “The Dangerous Passage”
Extraordinary Place: Olympia, Island in the Sky
Map: The Missing Expedition’s Log
Extraordinary Creature: Griffin
Survivor: Berenice “Bernie” Baumgartner
Huge Extraordinary Creature: Manticore
Mysterious place: Temple on mount Olympus
The Dangerous Passage: The griffin canyon
Door: The colonnade of a Greek temple

As they read the Log of the Baumgartner Expedition, the Adventurers learn
that all the explorers survived first impact and decided to head to the top of a
plateau in hopes to better understand the place they crashed into, and possibly
send a distress call.
With this information, the Adventurers can now find a path to lead them
higher on the mountain and to the plateau. However, they risk stumbling
into dangerous cave-ins and large harpy eagles busy feasting on their prey.
As they continue on their path, the group also finds the wreck of a viking
ship that appears to have faced the same destiny as them and the lost expe-
dition a long time ago.

When they’ve almost reached the plateau, the Adventurers are shaken by a
sudden earthquake that was caused by a giant manticore landing not too far
ahead. The winged lion is as tall as a four story building and even the griffins
fly away from it. But as all seems lost, the voice of a woman offers a fortuitous
way out, and the Adventurers finally meet one of the members of the lost
expedition face to face.

| 154
As introductions are made, the survivor reveals she is none other than Bernie
Baumbgartner, the expedition leader. If any of the Adventurers though that
the leader of the Baumbgartner Expedition had to be a man, this is the mo-
ment when they are definitely proven wrong: the person who goes by the
nickname “Bernie” is indeed a tough and serious woman named Berenice.
Anyway, Bernie asks the Adventurers to follow her as she leads them to
something of the utmost importance. She categorically refuses to answers any
question on the way there, repeating that it’s better if they see it for themselves.

Once they reached the destination, the Adventurers are on top of a huge
rocky canyon that continues for several miles and ends up in a tall wall of rock
apparently impossible to climb. But on that wall opens the white colonnade
of a Greek temple, leading past the wall. Behind the rock wall stands a tall
mountain with another Greek temple on the summit, its white walls reflect
the light majestically, and on regularly timed intervals white bolts of lightning
spring from the temple and cross the island to end up in the storm clouds that
surround it. Facing this awe and terror inspiring sight, the Adventurers listen
to Bernie retell about how the other members of her expedition were taken
prisoners by people dressed in white togas, who led them beyond the canyon
and toward the temple on the mountain.
Now, to save the survivors, the Adventurers will have to find a way through
the narrow valley. But to further complicate matters, dozens of griffins have
made their nests in small alcoves along the rock walls of the canyon, clearly
eager to maul anyone who dares walk beneath them.

One chance for the Adventurers is to descend to the bottom of the canyon and
try to walk beneath the cover of the rocks while avoiding the eyes of the grif-
fins. Alternatively, on the plateau there’s the wreck of a strange flying machine
from the 16th century, a strange prototype that could have been designed by
Leonardo da Vinci himself. They can try to use pieces from that wreck to
build an improvised flying vehicle. This ingenious plan, however, comes with
the risk of catching the attention of the giant manticore

Episode 3 | 155
SCENE 1 – THE WALK – EXT/DAY

The Adventurers are in an EXTRAORDINARY PLACE, they have a MAP


which should lead them to the surviving members of the LOST
EXPEDITION, who have apparently taken refuge on a mull as they
await rescue. It’s now time to study the MAP before they set
off. But correctly interpreting the symbols will require good
Scouting skills [CRITICAL Challenge].
If the roll is successful, the Adventurers read the MAP well
and realize there are two different paths that could lead
them to their destination: one is longer, the second is by far
shorter.
On top of that, if the Adventurers roll an Extreme Success in
the Scouting Challenge, they also notice a third path, well
hidden in the vegetation. This third path is even shorter than
the second.
Finally, if the Adventurers fail the Scouting Challenge, they
still think they can read the MAP well: They see two possi-
ble paths, but their eyes get confused by the symbols as they
follow along and, as a result, mistake the short path for the
long one.
Anyway, the Adventurers can choose which path to take. Each of
them comes with a specific set of consequences.

If they take the longest route, their path will be clear


and straight, but seemingly endless. This means that walking
on this path, the Adventurers lose one Hour. Additionally,
they’ll still need to keep Scouting [BASIC Challenge] to avoid
losing more time. If more than half of the Adventurers fail
the Challenge, the group loses an additional Hour. On the way,
the Adventurers stumble upon the wreckage of another vehicle.
Checking closely, they find human bones on the inside, and can
see this was another expedition who, in a distant past, got
lost in the EXTRAORDINARY PLACE. Is this an omen of what will
become of them?

If the Adventurers take the shorter path, they will not lose
any time, but the trail is narrow and winds its way through
the vegetation. At one point, they stumble upon a natural ob-
stacle that could block their way [CRITICAL Danger]. They’ll
have to call on their best Scouts to find a way around the
obstacle and keep going.

| 156
After dealing with the roadblock, the path will lead them to
a clearing with the remains of an old vehicle. As they get
closer, they see it has been there for a very long time. But
as they’re distracted, a sudden noise catches their attention.
Not far, there are some animals roaming through the vegeta-
tion in search of food [3 BASIC Enemies]. The Adventurers can
try to avoid them without being spotted, Since the beasts
haven’t taken notice of them, they’ll just need a sprinkle of
Stealth to make it [BASIC Challenge].

If the Adventurers spot the hidden path and choose to take


it, they can erase one Hour on the Doomsday Clock. Briefly,
this path transforms into a steep uphill climb winding around
the mountain side. It makes the climb way shorter, and while
it is wide enough to walk on, the cliff to the side is still
quite frightening. At one point, the Adventurers end up facing
a large natural obstacle that detached from the mountain side
and blocks their way forward. To overcome this, they’ll need
great Scouting skills [2 CRITICAL Dangers]. If they succeed,
they can continue their climb, but some snarls will warn of
incoming problems.
Not far away, there’s a group of hungry animals [2 CRITICAL
Enemies] and their sharp teeth and drooling mouths stained
with blood. These are no grazing animals. They are busy feast-
ing on another animal and haven’t noticed the Adventurers
yet, so the group can try to sneak by unseen. They will need
all of their Stealth to avoid being spotted, though [CRITICAL
Challenge]. If the animals smell them and the Adventurers try
to run, they’ll have to take a narrow and winding path. The
risk of falling will be high [2 CRITICAL Dangers].

Regardless of the path they choose to take, the Adventurers


finally arrive on the top of the plateau. Here, they have time
to take a Break.

Episode 3 | 157
SCENE 2 – THE SURVIVOR – EXT/DAY

The plateau the Adventurers have arrived on appears to be de-


serted. The view is completely open and the land laid beneath
them is vast and surrounded by the same thick vegetation they
just crossed.

Walking forward, the Adventurers hear a low, resounding bel-


low. It’s clearly the call of some strange animal of some kind.
After a second, a colossal thud moves the air around them and
the ground shakes beneath their feet.
Something is coming, and it’s clearly huge. Another second,
and a massive shape appears above the vegetation. It’s a HUGE
EXTRAORDINARY CREATURE. It doesn’t look like anything the
Adventurers ever met before, so they’ll have to work really
hard to keep their Cool [CRITICAL Challenge] and avoid feeling
Frightened when they first see it.

Another sound reaches the Adventurers. It’s something much


more familiar: a human voice, it seems. Not too far away, a
figure emerges from their hiding spot in the vegetation and
beckons them to come. It’s a SURVIVOR of the LOST EXPEDITION.
They whisper:

SURVIVOR
This way, hurry! And try to avoid sudden movements…

The Adventurers can try to walk that way, but they’ll need to
move Stealthily [CRITICAL Challenge] to avoid being spotted by
the HUGE EXTRAORDINARY CREATURE.
The Adventurers who fail this challenge will be either slow or
unlucky enough that they’ll still be in the open when the gar-
gantuan creature turns their way. Then the beast unleashes a
terrifying, deafening bellow and charges toward them to attack.
Despite its considerable size and mass, the creature turns out
to be extremely fast. The only thing the Adventurers can do to
avoid being overrun by the sudden onslaught of the monster is
jumping to one side in a feat of Stunt [EXTREME Danger]. All
Adventurers who successfully passed their Stealth roll and got
out of the way safely before the HUGE EXTRAORDINARY CREATURE
began its charge can try to help their friends getting out of
the way and grant them an Advantage.

| 158
Once this danger is finally behind them, the Adventurers fi-
nally reach the SURVIVOR, who hugs them crying tears of hap-
piness. They’re still in disbelief, but so relieved to finally
meet other humans!

The Adventurers follow the SURVIVOR who silently guides them


through a thick patch of vegetation, behind the cover of
leaves and branches.
After several long minutes of march, the group comes out in a
place that seems to be far enough away. The HUGE EXTRAORDINARY
CREATURE from before won’t be able to hear them there, they
can finally talk without fear.

When the SURVIVOR stops and turns back to face them, the
Adventurers can finally take in their appearance. They’re di-
sheveled, their clothes worn and dirty. They clearly look like
someone who has had to survive alone in the wilds for who
knows how long.
The SURVIVOR asks for something to eat and drink, if the
Adventurers hand them anything, they devour the food and al-
ternate words of thanks with big gulps of water.

SURVIVOR
Thank goodness! I had given up hope! Listen, I’m not the
only one who survived the crash. There are more people. Come
quick, follow me!

The SURVIVOR seems in a hurry. If the Adventurers try to ask


more questions on the other members of the LOST EXPEDITION,
they avoid answering, saying the answers to all of the ques-
tions will have to wait until they’ve reached their destina-
tion. According to the SURVIVOR, the Adventurers will have
to see something with their own eyes or they’ll never believe
what is happened.

Episode 3 | 159
Their march takes them deeper into the vegetation of the
EXTRAORDINARY PLACE. The SURVIVOR is leading the way, and ap-
parently knows the path so well that the Adventurers have a
hard time keeping up behind them. To avoid losing sight of the
SURVIVOR leading the group, the first Adventurer in marching
order must prove to be an excellent Scout [CRITICAL Challenge].
If they fail, the SURVIVOR vanishes behind a trunk and the
Adventurers take the wrong path, leading them to a stretch
of precarious terrain that literally crumbles beneath their
feet and almost sends them falling down along a steep incline
[CRITICAL Danger].
But in the end, the path opens up in a large clearing. A few
steps further, there’s a DANGEROUS PASSAGE, a long, winding
stretch of road that connects the clearing to a large barri-
er. Even further, a MYSTERIOUS PLACE peeks up from behind the
barrier.
The SURVIVOR stops and turns to the Adventurers with desper-
ation in their eyes.

SURVIVOR
The others survivors have been taken beyond the barrier and
in that MYSTERIOUS PLACE! I’ve been trying, but I have no idea
if they’re even still alive, because I’ve never made it past
the DANGEROUS PASSAGE to look for them…

The path is clear: the only way to find the LOST EXPEDITION, is
for the Adventurers to cross the DANGEROUS PASSAGE and reach
the MYSTERIOUS PLACE beyond the barrier.

| 160
SCENE 3 – THE DANGEROUS PASSAGE – EXT/DAY

The clearing before the DANGEROUS PASSAGE is a Safe Place the


Adventurers can use to rest before they attempt the crossing.

When they feel ready to brave their way through, they can get
closer to the DANGEROUS PASSAGE to examine their options. As
they get a closer look to what awaits, they begin to really
understand why the SURVIVOR never felt they could do it alone.
The DANGEROUS PASSAGE is a grueling path, and it’s also teem-
ing with large EXTRAORDINARY CREATURES ready to seize anyone
who dares attempt the crossing.

Now the Adventurers are faced with a choice.


The first option is for them to cross the DANGEROUS PASSAGE on
foot, either sneaking through a narrow path or rushing past
a natural bridge while trying to avoid being spotted by the
EXTRAORDINARY CREATURES.
The second option is to scavenge the many wrecked vehicles
that lay scattered around the DANGEROUS PASSAGE to build an
improvised vehicle and use it to dart at full speed toward
the MYSTERIOUS PLACE.

If the Adventurers choose the first option, they face a high


risk of catching the attention of the EXTRAORDINARY CREATURES.
Their group will have to face 5 Scouting Challenges in the
Field of Crime over the course of 5 consecutive turns [BASIC
Challenge in the first 2 rounds, CRITICAL Challenge in the last
3]. If an Adventurer fails their roll, they gain a Disadvantage
for the next round of challenge one or lose an item they were
holding in their hands. If more than half of the Adventurers
fail on a roll, it means someone made a crucial misstep and
got the attention of the EXTRAORDINARY CREATURES, who attack
furiously. Then their only hope of survival is to start run-
ning toward the MYSTERIOUS PLACE facing a breakneck Escape
that will last 3 rounds.

Episode 3 | 161
Alternatively, the Adventurers can try their luck and, follow-
ing the line of reasoning that says the Creatures who live in
the DANGEROUS PASSAGE are far bigger than them, choose to run
at top speed through the open field toward the natural bridge
without trying to hide but hoping to just be able to run faster
than the EXTRAORDINARY CREATURES. This is the faster option,
but by fare the riskiest. It will engage them in an Escape
lasting 5 long rounds.

On the other hand, if the Adventurers manage to build an im-


provised vehicle out of scavenged materials from the nearby
wrecks, they can attempt to cross the DANGEROUS PASSAGE before
the EXTRAORDINARY CREATURES can have time to notice them.
This way, they can get through without facing them. But as soon
as the pilot starts to cross the DANGEROUS PASSAGE, they real-
ize that Driving the improvised vehicle and keeping it stable
will be quite complex [CRITICAL Challenge].

When everything seems to be going for the best, a huge shadow


falls on the Adventurers. It’s the HUGE EXTRAORDINARY CREATURE,
it noticed the vehicle in its territory and is trying to at-
tack it. The sight of the huge beast is so frightening, the
Adventurers on board will have to try hard to keep their Cool
if they don’t want to feel SHOCKED [CRITICAL Challenge].

The Adventurer at the wheel of the improvised vehicle, on the


other hand, will have to keep Driving steadily to get away from
the beast as fast as possible [CRITICAL Challenge]. If they
fail this roll, the Adventurers will have to spend 5 rounds
Escaping. But succeeding, they’ll gain ground and their Escape
will only last 3 rounds.

| 162
If the Adventurers make it to the end of their Escape with
the improvised vehicle still intact, they can try to make it
to the DOOR leading to the MYSTERIOUS PLACE.
But if the vehicle goes Out of Commission during their Escape,
they will have no other choice but to jump and call on all of
their ability to Stunt to land safely away from the wreck [2
CRITICAL Dangers]. Adventurers who fail on this roll will hit
the ground badly and feel BROKEN.

After making their way through the DANGEROUS PASSAGE, the


Adventurers finally arrive at a narrow DOOR they can move swift-
ly through to reach the MYSTERIOUS PLACE. The EXTRAORDINARY
CREATURES attempt one final attack, but the DOOR is too small
for beasts of their size to make it through.

The Adventurers are safe, and they can finally head to the
MYSTERIOUS PLACE where they hope to find the surviving members
of the LOST EXPEDITION.

End of the Episode.

Episode 3 | 163
Episode 4
What’s left
In Episode 4 “What’s left”, the Adventurers reach a mysterious place where
they find other survivors of the lost expedition. However, on the way there,
they stumble upon ancient ruins that have been devastated by a cataclysm.
Unfortunately for the Adventurers, this cataclysm hasn’t completely subsided
yet, and the only way out is guarded by a fearsome gatekeeper.

In order to play this Episode, you’ll need to know:


Era: When the story happens.
Extraordinary Place: A city at the bottom of the sea, the center of
the Earth, the surface of the Moon. Any place considered impossible to
reach or explore is certainly extraordinary!
Mysterious place: A fortress in the jungle, a technologically advanced
temple, an oasis in an icy land, or any other place that appears unreach-
able, yet the existence of which can only be fully believed after you’ve
seen it.
Lost Expedition: A group of Adventurers who set off on a mission and
are now missing and in need of aid.
Ancient Ruins: A cursed temple, a looming castle, a buried pyramid.
Any building from a distant past.
Cataclysm: An earthquake, a storm, a locust swarm, or some other
off-the-chart display of powers.
Ancient story: A legend of tale that reveals hidden truths or gives
important Clues.
Extraordinary Creature: A dinosaur, a giant animal, a mechanical
monster, or any other creature to exist in nature or outside of it which
is usually regarded as fictional or non-existent.
Guardian: A person or creature, either natural or supernatural, sworn
to protect a place or an item.

| 164
Time
During this Episode the Adventurers might
lose Hours on the Doomsday Clock. If you
are playing this ’ Episode as part of a Season,
you can use the Expedition Log to keep track
of this asset. If, on the other hand, you are
playing it as a stand-alone Episode, you can
ignore Time as a resource.

Adventurers
Playing Episode 4 and Survivors
within a Season If in this or the previous
If you choose to play Episode 4 within a Episode an Adventurer
Season, the survivor the Adventurers met in has met their Certain
Episode 3 could still be traveling with their Death without any
group and finally have a chance to eat and other way to be saved
rest as they need. or return before the
Season Finale, the player
Having reached this point in the Adventure, who was interpreting
the Adventurers could also be quite worse their role could fill in a
for wear and, depending on what happened new Adventurer Sheet
in previous Episodes, they could have several and take over the role
Bad Feelings, which will make them feel the of a survivor from the
need to rest and get better before going on lost expedition or from
with their journey. another group of unlucky
That’s why in the first Scene, the souls who survived the
Adventurers have a chance to stop and rest in storm.
a Safe Place. If that weren’t enough, they an
also choose to linger there, filling in an Hour
on the Doomsday Clock to gain 2 additional
rounds of action in the Safe Place.

Episode 4 | 165
Episode 4
Island in the Sky
Context to “What’s left”
Extraordinary Place: Olympia, Island in the Sky
Mysterious place: Temple on mount Olympus
Ancient Ruins: The ruins of an ancient Greek city
Cataclysm: Zeus’ wrath
Ancient story: The story of Olympia
Extraordinary Creature: The Manticore
Guardian: The Minotaur

The Adventurers made their way past the griffin canyon and, after a long
walk inside a tunnel through the rock, and finally come out to see the ruins of
an ancient Greek city. The houses and temples all around them are perfectly
preserved, as if time had stopped, but there is no sign of people living there,
nor of the lost expedition.

As they explore the ruins, the Adventurers hear first a loud roar that shakes
the ground and leave their ears ringing, then by huge lightning bolts origi-
nating from the temple on the mountain top. Wherever the bolts land, they
crack the earth and melt rocks, destroying everything. It’s the same kind of
lightning bolts which destroyed their vehicle as they approached the island,
probably they’re also the same catastrophe that destroyed the city.

As they proceed toward the temple where the lost expedition is being kept,
the Adventurers can’t avoid getting closer to the epicenter of the lightning
storm. All around them start to appear strange prints in the molten rock: it’s
the shapes of people running toward the central square of the city from all
other corners of the place.

| 166
When the Adventurers reach the long-abandoned square, they find the
charred, petrified rests of the ancient inhabitants of the island. It appears as if
the people had gathered there to pray before meeting their bitter end, but they
still left a message to tell the truth on their sad destiny to posterity.

Translating ancient inscription in a language that resembles ancient Greek,


the Adventurers learn the name of the place: it was the Island of Olympia,
a flying region that was home to the ancient Greek gods and their trusted
subjects.
According to that story, the leader of all gods was Zeus, a powerful and
ruthless man who, from his temple at the summit of Mount Olympus, con-
trolled the secret power to wield lightning and cause the island to float above
the clouds. But one day, Zeus lost control and unleashed his fury on Olympia
itself. The inhabitants gathered to pray to have their life spared, but it was all
in vain.
This means that the source of the lightning bolts coming from Zeus Temple
is the same power or device that allows the island to float. It’s an important
Clue the Adventurers must remember.

After translating the inscription there’s no time to lose: the Adventurers must
get away from the square if they don’t want to join those ancient people. The
road lead them to a portal made of white marble and gold. Unlucky for them,
the key to the portal hangs at the neck of the Manticore, who, after chasing
the Adventurers in the previous Episode, returned to its nest on a spike not
too far from the ruins.
After passing the portal, the Adventurers find a stone temple climbing far
inside the mountain, apparently leading them toward Zeus’s Temple. The last
labor in front of them is a small, circular, labyrinth, an ornamental structure
the Adventurers could easily find their way through… if it wasn’t for the dan-
gerous Minotaur armed with a huge hammer living inside of it, and absolutely
intent on not letting anyone through.

Episode 4 | 167
SCENE 1 – THE ANCIENT RUINS – EXT/DAY

The Adventurers are in an EXTRAORDINARY PLACE, marching to-


ward the MYSTERIOUS PLACE where they hope to find the LOST
EXPEDITION. But there’s still a long way to go before they
reach their destination.
As the Adventurers head on, the nature slowly gives way to some
signs of civilization. Where once their feet stumbled along
a grassy path, now the Adventurers are walking on what looks
like cobbles, a rough road.
Following the road, they finally come to lay eyes on the ANCIENT
RUINS. These foreign buildings have a complex structure and
architecture, although ancient. Even now that they’ve fallen
in ruins, they hold a certain charm.
Everything is silent, there seem to be no dangers in sight. In
short, this is the perfect location to set up camp in a Safe
Place.

As they proceed walking among the ANCIENT RUINS, the Adventurers


can easily notice that the buildings are completely empty and
abandoned, there is no sign of the original occupant, not
even remains. It seems as if the ancient people who lived here
vanished into thin air. Besides this, a Cultured Adventurer
[CRITICAL Challenge] can easily date the ANCIENT RUINS, giving
a clearer picture of who lived there and when.
Suddenly the Adventurers hear a strange rumbling in the dis-
tance. Then the ground begins to shake beneath their feet. The
Adventurers will have to keep their Cool [BASIC Challenge] or
they’ll end up feeling SCARED. Luckily, the tremor doesn’t last
long. But it doesn’t bode well either.

As they keep going through the ANCIENT RUINS, the Adventurers


realize that the buildings didn’t just crumble as a conse-
quence of time. There are large cracks in the ground, and
structural flaws in the buildings of the kind that can only be
caused by some calamity. A CATACLYSM struck this settlement.
Maybe the place where it was build is a highly seismic zone.
But whatever calamity struck here, it appears that it never
went away completely. Going further is dangerous, but it’s the
only way to reach the MYSTERIOUS PLACE.

| 168
As their path grows rougher, the Adventurers begin to notice
footprints embedded in the ground, apparently from long ago,
maybe the footprints of the ancient people who lived here.
Only an Adventurer with a good eye for Observation [CRITICAL
Challenge] can realize those are the tracks of a great number
of people, all running in the same direction. Anyway, as soon
as the Adventurers realize the ancient people who lived there
were running somewhere to escape from the CATACLYSM, here
comes another tremor.
The earth begins to quake, then it’s shaken by stronger jolts,
the air is permeated by a deafening rumble and the ANCIENT
RUINS creak again! The CATACLYSM is causing more and more
damage to the buildings. If the Adventurers are keep constant
Alert [CRITICAL Danger] they have just the time to realize
that a building is about to collapse on them. But there’s
more! The CATACLYSM doesn’t seem to be about to stop. It’s as
if a terrible chain reaction had been set in motion, and the
situation peaks when, with a scary symphony of creaks, the
earth starts to crack! The Adventurers will have to take an
amazing leap of Stunt [CRITICAL Danger] to successfully jump
at the right moment and avoid ending up in one of the large
fissures that open beneath their feet.

After the danger is past, the Adventurers have all the ele-
ments to understand what they need to do. They must head to a
sufficiently large space where they are safe from the collaps-
ing buildings, the same place where all the footprint of the
ancient people were heading: a square located in the middle
of the ANCIENT RUINS.

Episode 4 | 169
SCENE 2 – THE CENTRAL SQUARE – EXT/DAY

The Adventurers reach the square where all the footprints of


the ancient people were heading. The fury of the CATACLYSM has
subsided for now, and the earth has stopped quaking beneath
their feet. After regaining their composure, the Adventurers
can explore this section of the ANCIENT RUINS. It appears like,
in a distant past, this was the central square where most of
the daily life of the settlement took place. But now it has
become a giant open-air grave…

Indeed, what lies in front of the Adventurers, is a horrific


sight. In the middle of the square there’s a multitude of human
remains, decomposed by time into nothing but bones and ash.
Evidently coming here to find refuge wasn’t enough. As they
get closer to the remains, the Adventurers can see something
even more eerie. The bodies are orderly placed in concen-
tric circles. Those with some experience of First Aid [BASIC
Challenge] can carefully analyze the bodies to understand that
they all died in what appears to be a solemn pose, as if they
were praying. It’s as if that multitude of people had gathered
there to call on a higher power, on some god, to be saved from
the fury of the CATACLYSM that stuck them.
If the Adventurers are extremely Observant [CRITICAL Challenge],
then they can notice that, amid the bones of the victims and
what little remains of their clothes consumed by time, there
are also some items the people had with them when they died:
holy symbols, rusty weapons, random tools, and some decorative
items. None of these are in perfect conditions, but some of
them can still be used, and the Adventurers can choose to take
them if they wish.

As they continue exploring, the Adventurers notice that, in


the center of these rings of human bones, there are some
symbols carved on the ground. They’re hand-drawn pictographs
of the ancient people. This stylized images appear to paint
images that, taken together, as well as with a few sentences
scribbled beside them, tell a story. However, the text is writ-
ten in an ancient forgotten language of pictographs.

| 170
One would need a huge baggage of Culture [EXTREME Challenge]
to even hope of deciphering it. With a success, an Adventurer
can find enough similarities with one of the languages they
understand to put together the meaning with the help of the
images. If the Adventurers fail in this challenge, they’ll
need a very long time to interpret the text and lose one Hour.
It’ll take them a lot of hard work and patience, but in the
end they get it.
Either way, the Adventurers ultimately understand that this
text holds a crucial Clue on a segment of ANCIENT HISTORY tied
to the truth behind the EXTRAORDINARY PLACE.

When the Adventurers are finally finished exploring the cen-


tral square, they’ll find it simple enough to Scout [BASIC
Challenge] their way forward to reach the MYSTERIOUS PLACE.
But as they set off in that direction, the deafening rumble
is back, the ground begins to shake again and the CATACLYSM
returns to strike. This tremor is stronger than the previous
one. The ground creaks again, and fissures suddenly a few steps
away from the Adventurers, opening up in a wide ravine.
There’s no way to jump across, their path to the MYSTERIOUS
PLACE is completely blocked. But looking hurriedly around, the
Adventurers realize that there is a way to cross the ravine.
A suspended walkway appears to be still solid enough to hold
them, maybe, if the tremors don’t compromise it further [2
CRITICAL Dangers].
The last Adventurer to cross this walkway is less lucky than
the others, and will have to deal with an added danger [3
CRITICAL Dangers] because as they’re mid-way through, the
walkway breaks and falls into the void.

Finally, after they made it to the other side, the Adventurers


can head to the MYSTERIOUS PLACE…

Episode 4 | 171
SCENE 3 – THE DOOR – EXT/DAY

With the square behind them, the Adventurers walk away from
the ravine. The CATACLYSM appears to have subsided again, but
by now it’s clear that that place isn’t safe at all. After wal-
ing some more, the Adventurers end up in front of a tall wall,
with a large portal carved in the sheer rock.
The MYSTERIOUS PLACE must be somewhere behind that wall, and
the Adventurers have no other choice than to open the portal
if they want to proceed. But as soon as they try, they realize
that it’s closed. Any attempt at trying to force this portal
open will clearly be a useless waste of time and energy, but
examining the door, they notice there’s some sort of key-hole
with a very peculiar shape to one side.
Which means they need to find a key.

If the Adventurers try to search the key or clues on its loca-


tion around there, they find nothing. But as they spend minutes
searching, they hear snarls not too far away and turn their
attention that way.
What they see after taking some curious steps toward the
sounds is an EXTRAORDINARY CREATURE not too far from them,
walking in their direction.
The Adventurers can notice an item hanging by the neck of the
Creature with the same shape of the key-hole in the portal.
That’s the key they’re looking for. They’ll need to take it if
they want to move forward.

Luckily, the Creature is simply going back to what clearly


looks like its lair and hasn’t noticed their presence, tired
from the eventful day. It stops, stretches, twirls around in
search of a comfortable position, and lays down to sleep.
That’s the perfect occasion to get the key. Clearly, the
Adventurers will have to make their way to the Creature using
the utmost Stealth [CRITICAL Challenge] to avoid waking it.

| 172
If one of the Adventurers approaching the Creature fails the
challenge, they send a pebble rolling, stumble a bit, or step
on something that breaks or moves, making some noise. The
Creature will grumble, as its sleep is disturbed, but not wake
up. It’s still enough of a reaction to make all Adventurers
feel SCARED.

After getting close enough, the Adventurers can try to take


the key and gently pull it away from the Creature’s neck. The
Adventurer who takes on this feat will have to call onto their
Dexterity [CRITICAL Challenge] to successfully avoid waking
the Creature.
If they manage to do this, the Creature will continue to snore
peacefully as they get the key.
On the other hand, if they fail, they still manage to get the
key, but wake up the Creature as they do it. With a terrify-
ing roar, the Creature starts to chase the Adventurers. The
Adventurers will have to face an Escape lasting 3 rounds in
order to keep the EXTRAORDINARY CREATURE behind them. And if
that wasn’t enough, the dangerous detour will also force them
to fill in one Hour on the Doomsday Clock.

Once they’re finally safe and with the key in their hands, the
Adventurers will just have to get to the portal, open it, and
proceed.

Episode 4 | 173
SCENE 4 – THE TEMPLE – INT/DAY

On the other side of the portal, once the door is firmly closed
behind them and there is no chance a giant creature can reach
them, the Adventurers can finally take their time, have a Break
and take in their surroundings.

What stands before them, inside a huge hall that almost looks
like a round antechamber surrounded by either natural or arti-
ficial columns, resembles the structure of some temples. On the
other end of the large hall, between two columns that stand
opposite to the portal they just entered, the Adventurers
glimpse a small door. As they look around there is no other
opening.
The only objects within that strange temple are the columns
lining the walls. It looks like they’ll have to cross that door
to get to the MYSTERIOUS PLACE.

Adventurers with good Observation skills [CRITICAL Challenge]


can notice they’re not alone in the temple. Hanging from the
ceiling, high above where anyone would think to look, there’s
an intimidating GUARDIAN, ready to jump on anyone who dares
step closer to the door [EXTREME Enemy].

If the Adventurers fail the Challenge, they don’t notice its


presence, and as soon as they take a step toward the door,
the GUARDIAN drops down from the ceiling, landing in front of
them with a boom.
Even before the fight begins, the Adventurers will need to
prove they have nerves of steel and keep their Cool [CRITICAL
Challenge] to avoid feeling SHOCKED from the sudden entrance.

| 174
The Adventurers who successfully pass the Observation Challenge
have a chance to see the GUARDIAN before it pounces on the
group. Noting its position, they can then try to avoid catch-
ing its eye by remaining hidden behind the columns. However,
to successfully avoid being spotted, they’ll need a good dose
of Stealth [CRITICAL Challenge]. Failure here will cause an
Adventurer to stumble, alerting the GUARDIAN to their pres-
ence and causing it to drop to the ground and attack. On the
other hand, a success will take them to the door, only to find
out that it’s closed. The door looks pretty solid, but it’s
still a door, and it can be kicked down. Whoever tries, howev-
er, would need to be Tough as nails [IMPOSSIBLE Challenge] and
possibly get a little help from their friends [one Advantage
per every 2 people who help.].
Alternatively, since this door has a lock, they can try to
pick at it with Dexterity, maybe using some improvised tools.
It will still prove to be a hard feat [EXTREME Challenge], but
an Adventurer with lockpicks or other similarly useful tools
gets an Advantage.
For either of these options, the Accident in the event of
failure is that the GUARDIAN spots the Adventurers before
they managed to open the door and jumps them from behind. If
this happens, the group is taken by surprise and will suffer
a Disadvantage during the first round of the Brawl. After the
Adventurers are forced to fight and best the GUARDIAN for any
reason, the door automatically opens in the exact moment the
GUARDIAN falls.

When the door opens, the Adventurers can finally step through
and lay eyes on the MYSTERIOUS PLACE they have been trying to
reach for so long…

End of the Episode.

Episode 4 | 175
Episode 5
Free from the chains
During Episode 5 “Free from the chains”, the Adventurers learn of a mysterious
Rival who rules over the extraordinary place and has enslaved the members of
the lost expedition, subjugating their minds, and forcing them to obey their every
command. To free the slaves is only the first step, as the Rival has an ace up their
sleeve and won’t hesitate to sacrifice their own subjects to succeed in their evil plan.

In order to play this Episode, you’ll need to know:


Era: When the story happens.
Subjects: People or animals who are subjected to somebody else’s pow-
er and forced to follow orders against their will.
Control: A substance which obnubilates the senses, a hypnotic power,
or a technological collar which deprives a living being of their free will.
Construction site: The skeleton of a building, the bare bones of a
giant vehicle, or any other great structure still being built.
Rival: A shady individual that wants to find the Treasure for the worst
possible reason. They have the means and the will to put up roadblocks
on the Adventurers’ path.
Control Key: The substance, object, or action needed to stop the
Control power.
Extraordinary Place: A city at the bottom of the sea, the center of
the Earth, the surface of the Moon. Any place considered impossible to
reach or explore is certainly extraordinary!
Extraordinary Creature: A dinosaur, a giant animal, a mechanical
monster, or any other creature to exist in nature or outside of it which
is usually regarded as fictional or non-existent.
Ancient Ruins: A cursed temple, a looming castle, a buried pyramid.
Any building from a distant past.
Lost Expedition: A group of Adventurers who set off on a mission and
are now missing and in need of aid.
Cataclysm: An earthquake, a storm, a locust swarm, or some other
off-the-chart display of powers.

| 176
Episode 5
Island in the Sky
Context to “Free from the chains”
Subjects: Survivors enslaved by Zeus
Control: A collar with cutting-edge technology
Construction site: A framework tower with a huge sphere above
Rival: Dr. Yannis Zesilopolus, Zeus
Control Key: A strange remote
Extraordinary Place: Olympia, Island in the Sky
Extraordinary Creature: The Manticore
Ancient Ruins: The ruins of an ancient Greek city
Cataclysm: Zeus’ wrath

Leaving the ruins and their guardian behind, the Adventurers finally arrive at
the foot of Mount Olympus. Looking upwards, they recognize the threatening
shadow of the temple of Zeus, where they hope to find the surviving members of
the Baumbgartner Expedition. From time to time, huge bolts of lightning erupt
from the top of the temple. Their white light cuts through the night, allowing
the Adventurers to catch glimpses of the Greek temples that surround them.

As they climb Mount Olympus, the Adventurers hear metallic clangs, it


sounds as if there is a building site somewhere between them and the temple
of Zeus. That’s when an unknown man ambushes them. Their assailant wears
a white toga and a stark white metal collar at their necks. The collar dulls his
senses, rendering him a slave to someone else’s will. Only Bernie can recog-
nize the man as Doctor Toussant, one of the members of her expedition.

Once he’s free from the collar, Toussant explains to the Adventurers that
some of his fellow explorers are working at the building site not too far away,
and they too, like him, are slaves to Zeus’ will. What at first may sound like
the delirium of a man clearly in shock, will soon turn out to be the truth.
As the Adventurers come face to face with a tall tower of metal framework,

Episode 5 | 177
a huge trellis somehow reminiscent of the Eiffel Tower, holding up a large
palladium sphere with a diameter of at least five meters. On one of the highest
walkways of the strange trellis stands a tall, muscular man, with white hair
and beard and cold eyes. This grim figure wears a precious toga, hemmed
with gold embroidery, and holds a sizzling lightning bolt in his fist as he looks
down with a stern face to the people working beneath him, all of them with
the same collar. As this terrible scene unfolds, Toussant tells the Adventurers
about Zeus, the owner of the island, who also appears to be the same god once
worshiped in ancient Greece. All of his slaves were once explorers who were
dragged on the island by the storm and forced to build the giant trellis.
A talented scientist himself, Toussand formulates the theory that the large
metal structures are actually repeaters that, once opportunely placed, would
allow Zeus to widen the range of action of his lightning bolts, to the point his
storm would allow him to conquer the World.

This means the Adventurers have no time to lose: they must make it to tem-
ple to Zeus and, after setting free the other members of the Expedition and
all other victims of Zeus, they must also stop whatever device used to create
the storm. Additionally, after the Adventurers translated the inscriptions
from last Episode, they also know that the last time Zeus unleashed his
powers over the World, their instability brought all inhabitants of the island
to their death. There is no way to foresee what sort of cataclysm could take
place this time.
But first, Toussant asks the Adventurers to go down to the building site to
steal the remote Zeus wears on his belt, which would allow them to deactivate
all the collars in one fell swoop and free all the slaves at once. The doctor is
well aware that facing Zeus could be a suicide mission, both because of his
powers, and because of the golden whistle hanging by his neck, which allows
him to call his giant Manticore pet; still, he is determined to act. The reason is
actually easy to understand: among the slaves working in the site there is also
his wife, Doctor Huang, another member of the Expedition.

After getting inside the site, the Adventurers must be careful not to be
spotted by the slaves, but they can easily use the white pieces of canvas
used to cover building materials as a disguise. As they further explore the
structure, they can also stumble on a Zapper similar to the one Zeus holds:
it’s a hyper-technological device that looks half-way between an antique

| 178
and a futuristic design, like something built centuries ago by a people with
advanced scientific knowledge.

When Zeus notices their presence, he doesn’t hesitate to unleash a lightning


storm, bolts of lightning originate from the temple on top of Mount Olympus
and hit the trellis being built, destroying everything upon impact. Then, Zeus
flies away on the back of the Manticore, and the Adventurers finally under-
stand that the poor creature is also enslaved by a collar.
Luckily, Doctor Huang is brought to safety either by the Adventurers, or
by Doctor Toussant himself, but there are three more members of the expedi-
tion to save and a crazy god to stop before the mission is done.

The Zapper
The Zapper is a palladium rod in the shape of a lightning bolt. This highly
technological device can unleash terrible charges of electricity. In ancient
times, this weapon was wielded by Zeus himself, and nowadays, it’s in the
hands of Doctor Zesilopolus, who used his tech knowledge to replicate
the device.

Zapper: Extraordinary. Allows you to shoot with two Advantages. These


Advantages are in addition to any Advantages given by the Charges used.

Episode 5 | 179
SCENE 1 – EXTRAORDINARY PLACE – EXT/DAY

The Adventurers are in an EXTRAORDINARY PLACE in search of a


LOST EXPEDITION. It’s a night with no moon and darkness hides
everything from their eyes, making it hard to even see their
own feet. All around them, the Adventurers feel the loom-
ing presence of the ANCIENT RUINS, even more threatening as
they’re hidden in the dark.

If the Adventurers have a torch or some other light source,


they may use it to cut through the darkness and light up their
path. This makes finding their way through the ANCIENT RUINS
much easier, at the cost of possibly revealing their location
to other creatures or enemies.
If an Adventurer with enough Alert [CRITICAL Challenge] sus-
pects they’re being watched and listens carefully to their
surrounding, they hear strange noises in the distance: not
much further, there is someone or something that could easily
spot a light, but there’s no telling if they’re friend or foe.

Anyway, if the Adventurers decide to turn on a light source,


they can finally examine the ANCIENT RUINS and their eerie
beauty, and they’ll have no problem following what looks like
an ancient cobbled path through them. But somewhere, an en-
emy has spotted them, and will soon make them pay for their
insolence.
On the other hand, if the Adventurers have no light source
or choose not to use it, they don’t have to worry about being
spotted, but they do have to focus on where they step to avoid
stumbling on the roots and cracks in the road.
If even one of them lacks the Scouting skills needed to pro-
ceed quietly [BASIC Challenge], they’ll stumble on a rock or
some ancient artifact, and their moment of distraction will be
enough to send a thud echoing for several seconds through the
silence of the EXTRAORDINARY PLACE. Their presence is clearly
no longer a secret.

| 180
As they make their way through the ANCIENT RUINS, a distant
echo of rhythmic clangs makes its way to the Adventurers: it
sounds like the regular hammering of tools. But if they focus
too much on those sounds, they risk not paying attention to
their surroundings.
The last Adventurer in marching order must remain Vigilant
[CRITICAL Challenge] to hear something much quieter, but also
much closer: the quick steps of an enemy about to ambush them.
In case of failure, the Adventurers will be taken off guard
and suffer a Disadvantage.

If the Adventurers made it to this point without turning on a


light and without making their position known, the aggressor
is a single SUBJECT who was patrolling the perimeter on guard
duty [CRITICAL Enemy].
On the other hand, if the enemies have been alerted of the
Adventurers’ presence, they managed to organize a small group
of SUBJECTS to go check on the situation [2 CRITICAL Enemies].

Trying to reason with the SUBJECTS is no use: they’re appar-


ently taken by an almost animal rage. The Adventurers easily
realize that the SUBJECTS are victims of some sort of CONTROL.
It won’t be enough to just defeat them. If they want to save
them, they must also find a way to stop the CONTROL [CRITICAL
Challenge].

After lifting the CONTROL, the Adventure can take a closer


look to one of the SUBJECTS and realize they are actually a
member of the LOST EXPEDITION!
As they regain control of their mental faculties and free
will, they also realize that the Adventurers have come to save
them and the other survivors and, after hugging and thanking
them, beckons them forward. The other members are held not
too far.

Episode 5 | 181
SCENE 2 – THE HIGH GROUND – EXT/NIGHT

The Adventurers follow the survivor, who gestures them to be


quiet. As they get closer, the clangs are almost deafening.
The survivor stops and points the Adventurers to a bit of high
ground: from there, they’ll have a vantage point to observe
without being spotted.
But the group will need to call on all of their Scouting tal-
ents [EXTREME Challenge] to face the prohibitive path to the
high ground. If an Adventurer fails their roll, the items on
them will impede their movements along the climb and they’ll
have to leave the Backpack, Bag, or all of their Gear behind.

After making it to the top, the Adventurers can finally lay


eyes on the point of origin of the noise. Beneath them sprawls
a vast CONSTRUCTION SITE where many SUBJECTS work, busy as
bees. Among the SUBJECTS, the Adventurers recognize other
members of the LOST EXPEDITION. The survivor reveals that
after their arrival in the EXTRAORDINARY PLACE they were all
taken as slaves by a grim character: the RIVAL. The RIVAL has
an evil plan and, to carry out this plan, they need slaves to
work for them in the CONSTRUCTION SITE.

When the survivor stops speaking, a thunderous voice catches


the Adventurers’ attention. Not far from them, someone ap-
peared in a raised position above the CONSTRUCTION SITE. The
survivor reacts with terror, as the RIVAL themselves starts
shouting at the SUBJECTS to work faster and with more effort,
proceeding to reinforce the CONTROL over them. The RIVAL
holds a strange item the survivor describes as a terrifying
Extraordinary Weapon, and wears a necklace with some type of
lure which, again according to the survivor’s experience, can
be used to call an EXTRAORDINARY CREATURE also subject to the
CONTROL. Facing the RIVSL directly is insanity, and the sur-
vivor advises against it. Instead, they propose to lift the
CONTROL. The only way to do this is to steal the CONTROL KEY
the RIVAL brings with them anywhere they go.

| 182
SCENE 3 – AT THE SITE – EXT/NIGHT

After yelling at the SUBJECTS, the RIVAL turns toward the


high ground where the Adventurers are hiding. They’ll have to
make their way down quickly to avoid being spotted [CRITICAL
Danger]. After getting down behind cover, the Adventurers
can finally watch as the RIVAL enters the CONSTRUCTION SITE. If
they want to get the CONTROL KEY, they can’t remain behind.
First, they’ll need to leave their cover and make it to the en-
trance. Getting there without being noticed will require some
Stealth [BASIC Challenge], and if any one of the Adventurers
fails on the roll, the noise will attract a group of SUBJECTS
who’ll come to check. This setback will impose a Disadvantage
to all Adventurers on their next roll.

Then, the group has two options to infiltrate the CONSTRUCTION


SITE: The Adventurers can try to sneak in avoiding the gaze
of the SUBJECTS around them, but they’ll need to be very
Stealthy to succeed [CRITICAL Challenge]. Alternatively, they
can pretend they are also SUBJECTS, but to avoid raising any
suspicions and keeping in character, they’ll need to come up
with Eloquent covers [CRITICAL Challenge]. Either option will
grant all Adventurers who succeed to get closer to the RIVAL
without being spotted.
Any Adventurer who fails, however, will catch the attention of
the RIVAL, prompting them to get closer to question them di-
rectly. The fear of being discovered will cause the Adventurer
to feel SHOCKED or SCARED, but the RIVAL will luckily mistake
them for one of the SUBJECTS and give them a curt order. The
only way to avoid being found is to obey.
An Adventurer who didn’t catch the attention of the RIVAL can
notice that in an unsupervised room, there’s an Extraordinary
Weapon similar to the one the RIVAL wields, and they’ll have
to choose whether to grab it or keep prioritizing the CONTROL
KEY. Stealing the CONTROL KEY requires keeping a Cool head
[CRITICAL Challenge], while to sneak in and grab the weapon,
the Adventurer will need to use Stealth [CRITICAL Challenge].
If they fail, they risk being spotted by the RIVAL and foiling
all chances to steal the CONTROL KEY.

Episode 5 | 183
SCENE 4 – THE ESCAPE – EXT/NIGHT

When an Adventurer manages to get the CONTROL KEY, they can


immediately use it on the SUBJECTS to free them from the
RIVAL’s CONTROL. As soon as this happens, the SUBJECTS jerk
out of the trance they were forced into, shake their heads
in confusion and, after looking around at each other and un-
derstanding they’re back in control of their own minds, drop
their tools to the ground. The rhythmic clangs of forced labor
stop suddenly. But the silence doesn’t last long, as the RIVAL
realizes what happened and starts shouting in anger.
On the other hand, if an Adventurer fails the Cool Challenge
at the end of Scene 3, they hesitate a moment too long: they
don’t get to grab the CONTROL KEY, on top of that, the RIVAL
notices them, draws their Extraordinary Weapon, and points it
at them. If the strike managed to hit them, the Adventurer
would be toast. But something or someone intervenes, or a
sudden event distracts the RIVAL enough that the Adventurer
manages to dodge most of the blow: they lose 3 Luck Points and
feel BROKEN.

As soon as the RIVAL notices the Adventurers’ presence, they


activate a device or power that unleashes the CATACLYSM on
them. This reckless reaction will cause the destruction of the
whole CONSTRUCTION SITE, killing all those inside it, but it’s
a sacrifice the RIVAL is willing to make.
As the CONSTRUCTION SITE shakes and falls under the unstop-
pable onslaught of the CATACLYSM, the RIVAL at first smirks,
than bursts in a thunderous laughter, using their lure. A few
seconds later, the EXTRAORDINARY CREATURE appears, bowing in
front of its master to let them ride on it. And the RIVAL goes
away on the back of the EXTRAORDINARY CREATURE, leaving the
CATACLYSM to do the dirty fork for them.

If the Adventurers have taken the CONTROL KEY, the SUBJECTS


are free to run to safety on their own. The Adventurers can
then face the brunt of the CATACLYSM with no distractions.

| 184
First things first, the Adventurers will need to call on their
Alert to realize there’s a bunch of detritus the CATACLYSM has
thrown in the air with an explosion, and that it’s about to
fall on them [3 BASIC Dangers].
Then, as if that wasn’t enough, the CATACLYSM will cause a
sudden earthquake, that will jeopardize the Adventurers’ po-
sition and almost throw them to the ground. They’ll need to be
very resistant to Tough it up and stand their ground during
the tremor [CRITICAL Danger].
Meanwhile, the CONSTRUCTION SITE is collapsing upon itself.
Explosions, sparks, cracks in the ground. The Adventurers
have very little time to react and make their way to the exit
if they want to escape before it’s too late. The chain reac-
tion set in motion by the CATACLYSM reaches its peak, and the
Adventurers must leap away from the CONSTRUCTION SITE in an
impressive feat of Stunt [CRITICAL Danger] to get to safety
before everything explodes.

If, while all of this goes down, the SUBJECTS are still under
the RIVAL’s control, the Adventurers will have to take them
to safety. Each time an Adventurer faces a Danger, they’ll
also have to find the time to help a SUBJECT [+1 BASIC Danger].
Failing here means their attempts aren’t enough and if, at the
end of the CATACLYSM, an Adventurer left two or more SUBJECTS
behind, it’s already too late. The weight of their mistakes will
certainly make them feel SHOCKED and mark them with a Scar.

As soon as the Adventurers get to safety, the CONSTRUCTION


SITE collapses completely, falling under the onslaught of the
CATACLYSM.
The Adventurers and the surviving SUBJECTS finally have the
time to stop and search for a Safe Place while the RIVAL
vanishes at the horizon, falling back on their EXTRAORDINARY
CREATURE.

End of the Episode.

Episode 5 | 185
Episode 6
Chain reaction
During Episode 6 “Chain reaction”, the Adventurers dive deep in the Rival’s
fortress to save the lost expedition and deactivate the core which could cause
a cataclysm.

In order to play this Episode, you’ll need to know:


Era: When the story happens.
Slaves: People or animals who are subjected to somebody else’s power
and forced to follow orders against their will.
Control: A substance which obnubilates the senses, a hypnotic power,
a technological collar, or any other system which deprives a living being
of their free will.
Rival: A shady individual that wants to find the Treasure for the worst
possible reason. They have the means and the will to put up roadblocks
on the Adventurers’ path.
Control Key: The substance, object, or action needed to stop the
Control power.
Extraordinary Place: A city at the bottom of the sea, the center of
the Earth, the surface of the Moon. Any place considered impossible to
reach or explore is certainly extraordinary!
Extraordinary Creature: A dinosaur, a giant animal, a mechanical
monster, or any other creature to exist in nature or outside of it which
is usually regarded as fictional or non-existent.
Lost Expedition: A group of Adventurers who set off on a mission and
are now missing and in need of aid.
Cataclysm: An earthquake, a storm, a locust swarm, or some other
off-the-chart display of powers.
Survivor: An explorer who went missing during a journey or mission.
They have a lot of willpower, but have been put to a hard test as a con-
sequence of the tragic experience they survived.
Fortress: A castle atop a high mountain, a military base, a secret hide-
out, or some other location which is both hard to reach and well guarded.

| 186
Core: A mechanism or artifact of great power which could fuel a weap-
on or an instrument of mass distruction.
Extraordinary Vehicle: A flying ship, a submarine, a locomotive that
needs no rails, or any other groundbreaking and unique vehicle.

Playing Episode 6 within a Season


If you are playing Episode 6 within a Season, remember that this is the Season
Finale. Before playing, the Adventurers have right to see their Skills and
Expertises grow as appropriate. Additionally, since this is a Season Finale,
you’ll need to take your time to experience it to its fullest and you might need
to divide it into two parts depending on the circumstances.

If in the previous Episode the Adventurers got the Control Key, they may
hope to use it again during this one. However, the Rival uses a different key to
control the slaves inside his fortress, this means that the one the Adventurers
have is useless.

In this Episode there is a flesh and blood Rival that the Adventurers can
finally face and defeat in an epic battle. If you also own Jolly Roger, you can
choose to make this showdown even more memorable by using the Duel rules
in the final battle against the Rival.
Finally, bear in mind that if the Doomsday Clock has struck 12 by the
time this Episode starts, something irreversibly terrible has happened and the
mission can’t be fully completed. However things may go, this will only be a
partial success for the Adventurers.

Escaping the Cataclysm


This Episode ends with a death-defying escape as the Adventurers try to out-
run a terrible cataclysm.

The escape is managed using the same rules used to run from an Extraordinary
Creature as explained in Section 3: Extraordinary Adventures.

If you don’t feel like making your own table for the cataclysm actions, it’s
no big deal: in a couple pages I’ll give you a ready-made table created for the
“Island in the Sky” Context.

Episode 6 | 187
Episode 6
Island in the Sky
Context to “Chain reaction”
Slaves: Survivors enslaved by Zeus
Control: A collar with cutting-edge technology
Rival: Dr. Yannis Zesilopolus, Zeus
Control Key: Control panel
Extraordinary Place: Olympia, Island in the Sky
Extraordinary Creature: The Manticore
Cataclysm: Zeus’ wrath
Fortress: Temple of Zeus
Core: A huge palladium sphere
Extraordinary Vehicle: The Albatross
Survivor: Grigory Sidorov, a member of the Baumbgartner Expedition

Zeus flies away from the construction site on the back of his Manticore
and heads back to the temple on the top of Mount Olympus, leaving the
Adventurers for dead.
With this small advantage, the Adventurers can climb up the side of
Mount Olympus, walking through strange ruins that almost look like futur-
istic Greek temples and meet other towers much like the one the slaves were
building in the construction site. Getting closer to the towers is impossible, as
huge bolts of lightning erupt from the Temple of Zeus and fly through the air,
bouncing off of the giant spheres held atop the towers and heating the metal
to unbearable temperatures.
As the Adventurers make their way toward the summit of Mount Olympus,
it becomes evident that something terrible is about to happen: the cataclysm
that once laid waste to the island is about to repeat itself.

When they reach their destination, the Adventurers look up to the colossal
facade of the temple of Zeus, a Greek-style building of white marble, sur-
rounded by a majestic colonnade. All around the temple, slaves block the path

| 188
to the invaders. Even the remote they stole from Zeus proves useless against
their collars.
After sneaking into the temple, the Adventurers stare in speechless awe
as they realize the entire building is build with cutting-edge technology. It’s
a laboratory, both ancient and futuristic, and it looks like it wasn’t built by
humans.
The temple stands several stories tall, and the noise coming from the high-
er floors make it immediately clear that Zeus and the core of his powers await
there, in the upper levels.
After dealing with some slaves and a great marble door with an electronic
locking device, the Adventurers get to the second floor, where they meet a
slave who is fighting against the metal collar to regain control over his own
body. It’s one of the members of the Baumbgartner Expedition: engineer
Grigory Sidorov. He’s an older man, but still very acute.
Sidorov reveals a surprising truth to the Adventurers: the grim character
that controls Olympia isn’t Zeus, but a Greek scientist by the name of Yannis
Zesilopolus, an old acquaintance of his.
After being shunned by the scientific community for his theories on an-
cient Greece, Zesilopolus led a crazy research mission and wrecked his airship
on the island. It took him years of sacrifices and suffering to overcome the
perils of the island and reach the temple of Zeus, but once he got there, he
rediscovered something which had been forgotten by ages and took the iden-
tity of the thunder god. According to Sidorov, Zesilopolus had never been a
level-headed individual, but the solitude and power he found on this island
were the final blow to his sanity: he became a heartless despot who didn’t
hesitate to lure in dozens upon dozens of explorers to trap them on the island
and enslave them to his will.
Zesilopolus’s goal is to establish an intellectual oligarchy which would rule
on the whole World, so that geniuses like him will never be ridiculed again.
To do this, he decided to unleash an apocalypse of lightning that will bring
all nations to their knees.

The Adventurers must climb to the top floor to stop Doctor Zesilopolus, but
first, they have to find the panel controlling the collars. Once the slaves are
set free, Sidorov will lead them to the Albatross, the prototype of a strange
airship build by the Greek scientist himself.Getting through the third floor
isn’t easy, as the building has partially collapsed, but once the Adventurers

Episode 6 | 189
reach the other side, they can easily use the control panel to deactivate all
collars in one fell swoop. While Sidorov gathers the survivors and leads them
to the Albatross, the Adventurers can finally climb to the last floor, where
Zesilopolus awaits.

Between the Adventurers and the Rival there’s a huge palladium sphere con-
nected to a strange machine which channels the energy of the entire island in
the metal. That’s the source of the fury which could threaten the whole world.
To save the day, the Adventurers must reach the machine and deactivate it. A
feat made even more challenging by the arrival of the Manticore. The beast
has a giant collar around the neck and is clearly controlled by the would-be
Zeus, but if the Adventurers manage to set it free, it’ll prove grateful and help.

After deactivating the core of the temple, lightning and tremors stop, and
while the survivors reach the Albatross, the Adventurers have no other choice
than chasing and capturing Doctor Zesilopolus before he can harm anyone
else. But when they reach him it’s already too late. The mad scientist has
retreated to a secret room and activated a self-destruction sequence. As he
explains to the Adventurers, there is no way to stop the count-down and,
once time runs out, the core of the temple of Zeus will implode, dissipating
the electromagnetic field that keeps the island afloat and killing anyone on
its surface. After his final deranged move, Zesilopolus also tries to reach the
Albatross to leave the Adventurers and survivors to meet their bitter end. But
this plan too is destined to fail.

When the core implodes, the lightning it generated destroy the temples and
ruins all across the island, pulverizing all traces of its extraordinary technolo-
gy. Olympia itself begins to rise in the sky, heading toward the outer edges of
atmosphere, adrift toward space.
As a powerful storm creates an eternal barrier around the secrets of the
ancient gods, the Adventurers must leave that extraordinary place behind,
either on the Albatross or on a Manticore’s back.

| 190
Zeus’s Wrath
At the end of this Episode, the Adventurers must Escape from a cata-
clysm following the same rules usually employed for Escaping Extraordinary
Creatures. For your convenience, here is a handy table with the actions of the
cataclysm during the Escape.

Zeus’s Wrath vs Vehicle


Zeus’s Wrath…
1 – Strikes the Adventurers with a burst of lightning: Survival (Wild)
2 – Creates a strong wind which rocks the vehicle: Tough (Wild)
3 – Generates a twister pulling everything in: Cool (Guts)
4 – Rains hail and detritus on the Adventurers: Alert (Crime).
5 – Hurls a giant rock to the Vehicle, spinning it around: Stunt
(Action)
6 – Creates a negative pressure which pulls the Adventurers overboard,
forcing them to find a handhold to return aboard: Dexterity (Guts)

The Albatross and the Manticore


If the Adventurers defeat or drive away the Manticore, they can reach Zeus’s
hangar and climb aboard a peculiar airship with electrical propellers: the
Albatross.
You can find all informations on the Albatross in the Extraordinary
Vehicles chapter of Section 4: Extraordinary Inventions.

On the other hand, if the Adventurers set the Manticore free and befriend it,
their path to the Albatross gets blocked by a sudden collapse and the group
will be saved by the timely intervention of the Extraordinary Creature.
During the final Escape, you can regard the Manticore as a Vehicle,
with the single exception that nobody needs to drive it and it can’t go Out of
Commission. Additionally, if during the last round of the Escape one or more
Adventurers should face Certain Death, the Manticore will sacrifice itself to
spare their lives, leading the Adventurers to the Albatross before falling into
the freezing depths of the Artic Ocean.

Episode 6 | 191
SCENE 1 – THE EXTRAORDINARY PLACE – EXT/DAY

The Adventurers are at the heart of an EXTRAORDINARY PLACE,


and after days of searching they can finally see their RIVAL’s
FORTRESS. That’s where the surviving members of the LOST
EXPEDITION are kept prisoners together with other unfortunate
victims. It’s up to the Adventurers to set them all free and
foil the evil plans of the RIVAL.

The path to the FORTRESS isn’t long and although the Adventurers
have to find their way through ruins and rubble, there is no
real danger there.
After reaching the FORTRESS, however, the Adventurers can see
that the building is guarded by an army of SUBJECTS. To free
them from the RIVAL’s influence, the Adventurers must lift
their CONTROL using the CONTROL KEY hidden somewhere within
the FORTRESS.

The Adventurers can enter the building by finding a way to


sneak quietly around the SUBJECTS [CRITICAL Challenge].
Alternatively, they can try to pretend they are also SUBJECTS
and blend in with the group to gain entry. But to do this
without raising suspicions, they’ll have to find a disguise and
be Eloquent enough to pass [BASIC Challenge].
If an Adventurer comes face to face with a SUBJECT or gets
discovered, they can try to free them from the CONTROL and
bring them back to their senses by speaking firmly and showing
solid Leadership [EXTREME Challenge].

If this fail the Adventurer discovered will be attacked by a


group of SUBJECTS [CRITICAL Enemy]. To knock them out without
killing them or drawing any more unwanted attention, they’ll
have to be careful and fight without using firearms.
After the Adventurers pass the challenges or are done fighting,
they can finally enter the FORTRESS.

| 192
SCENE 2 – THE FORTRESS – LEVEL 1 – INT/DAY

Finally inside the building, the Adventurers must proceed


with caution. All around them there are many devices and fu-
turistic machines.
As they proceed through the halls, the Adventurers hear some-
thing. Peeking around a corner, they see a room guarded by
four SUBJECTS [2 CRITICAL Enemies], full to the brim with
incomprehensible technological devices connected to a web of
pipes.
They can try to sneak in without being seen if they are
Stealthy enough [BASIC Challenge]. If they manage to keep qui-
et, the Adventurers have a chance to knock out the SUBJECTS
silently, by successfully passing a CRITICAL Fight Challenge
in the Crime Field for each of the targets.

To find another way to get rid of the Enemies, Adventurers


need to be very Observant [CRITICAL Challenge] and notice that
the network of pipes that gather in the room are filled with
a high-pressured gas or liquid. If they’re Tech savvy enough
[CRITICAL Challenge], they can cause enough damage to the
structure to knock out all the SUBJECTS at once.

After this room, the Adventurers dive deeper into the FORTRESS,
walking through more rooms and empty corridors until they
reach a door hermetically closed by a highly technological
lock.
Only someone with a deep Tech knowledge can hope to unlock the
door [CRITICAL Challenge]. The door swings open easily, but in
case of failure, the Adventurers accidentally trip the silent
alarm as they head up to the second floor of the FORTRESS.

Episode 6 | 193
SCENE 3 – THE FORTRESS – LEVEL 2 – INT/DAY

After opening the door, and climbing up the stairs to the


second floor, the Adventurers hear strange noises coming from
somewhere above them. If at the end of the previous Scene they
tripped the alarm, they find a group of SUBJECTS waiting for
them with less than peaceful intentions [2 CRITICAL Enemies].

Soon enough, as the Adventurers proceed to explore the second


floor, they stumble in a SUBJECT they recognize as a SURVIVOR
of the LOST EXPEDITION. But their behavior is not like that of
the others. They appear to be disoriented and confused as they
pace back and forth. They even slap themselves, as if they were
half-way free of the RIVAL’s CONTROL.
The Adventurers can keep approaching them, but they’ll have
to use all of their Eloquence or Leadership to avoid enraging
them [CRITICAL Challenge]. If they fail, they’ll have to fight
them [CRITICAL Enemy]. But if they succeed, they can let them
know they’re there to help and avoid conflict.

Once they’ve been defeated or calmed down, the SURVIVOR defi-


nitely breaks free of the CONTROL and the Adventurers can
catch a Break. Despite being finally free, the SURVIVOR is
still scared. They give a delirious description of the CONTROL
KEY that will free all SUBJECTS. It’s on the third floor. But
there’s a problem. That floor is partly collapsed because of the
CORE, which has been activated. The CORE is on the fourth floor,
and the RIVAL wants to use it to unleash a terrible CATACLYSM
and finally accomplish their evil plan. The mere thought sends
the SURVIVOR in a panic.
The Adventurers can try to keep them calm with a good dose of
Leadership [BASIC Challenge], if they succeed, the SURVIVOR
also reveals that there is an EXTRAORDINARY VEHICLE hidden in
the FORTRESS. If the Adventurers manage to lift the CONTROL
and stop the RIVAL, the SURVIVOR promises they can lead all
the SUBJECTS to the EXTRAORDINARY VEHICLE and help them escape
the EXTRAORDINARY PLACE.

| 194
SCENE 4 – THE FORTRESS – LEVEL 3 – INT/DAY

As the Adventurers head further within the FORTRESS, the


sound emitted by the CORE grows almost deafening. Once they
reach the third floor, the sound is almost unbearable and
they’ll need strong Survival instincts [CRITICAL Challenge]
not to feel DIZZY.

What the SURVIVOR told them is true: this floor is partially


collapsed. The Adventurers can glimpse the CONTROL KEY on the
other side of the building, but to reach it, they’ll have to
make their way through more than simple rubble.
The first thing that blocks their path is a mechanical platform
completely out of control, spinning wildly on its axis and
swinging left to right, smashing against the wall [CRITICAL
Danger]. There’s no way to stop it, the Adventurers will have
to dodge it as they run through the room to avoid being
squashed!
And if that wasn’t enough, after dealing with the platform,
there’s a hole in the floor caused by the collapse. The only
way to get to the other side is a piece of destroyed machinery
blocked between opposite edges of the crater as some sort of
dingy walkway. They’ll need to proceed with Stealth to make it
through [2 CRITICAL Dangers]. If an Adventurers fails against
both dangers, the walkway teeters and fall inside the hole.
All Adventurers who hadn’t passed before now have to take
a very long leap [EXTREME Danger] if they want to make it
through.
With the crater behind them, the CONROL KEY feels almost
within reach, but a loud roar from the CORE makes the entire
building shudder. The tremors are so strong that, in order
not to fall down or be hit by rubble, the Adventurers will
have to make quite the Stunt [3 BASIC Dangers, who fails all
3 feels BROKEN].

Once the tremor is passed, they can finally get to the CONTROL
KEY and free the SUBJECTS before catching a well deserved
Break…

Episode 6 | 195
SCENE 5 – THE CORE - INT/DAY

But there’s not much time to rest: the loud boom shakes the
FORTRESS once again, stronger than before. If the Adventurers
want to complete their mission, they must stop the RIVAL be-
fore it’s too late.

They have now reached the fourth floor. Finally, the Adventurers
can see the CORE. The SURVIVOR was right, it’s terrifyingly
huge and, within it, there’s some sort of dangerous, restless
energy. And to top it all off, it appears to be teetering ever
closer to the edge, it’s about to explode.
The Adventurers aren’t alone either, as a few steps away from
the CORE, there stands the RIVAL. They’re on a raised pro-
tected platform, using some sort of device to stoke the power
within the CORE. They want to bring it to critical levels, so
they can unleash a CATACLYSM of apocalyptic proportions and
successfully achieve their goal. After activating the device,
the RIVAL turns and sees the Adventurers. They grin, grab
their lure and call for the EXTRAORDINARY CREATURE. The beast
emerges from somewhere deep within the FORTRESS, waiting pa-
tiently for its master’s orders. They point to the Adventurers
and tells it to attack. And while the Creature heads menacingly
toward them, the RIVAL flees.

The CORE is gathering more and more power, heading toward its
breaking point, and the EXTRAORDINARY CREATURE leaps against
the Adventurers, who must react quickly to decide what to do.
They can try to get the EXTRAORDINARY CREATURE on their side,
but to lift the CONTROL on a huge, dangerous beast, is not
the same than lifting it from a human being. First of all, an
Adventurer must calm the EXTRAORDINARY CREATURE by relying
on all of their Leadership skills [EXTREME Challenge]. Then,
once the Creature has stopped attacking the Adventurers, one
of them can finally approach it and try to break the CONTROL
[EXTREME Challenge]. It’s a tall order, but if the Adventurers
succeed, the EXTRAORDINARY CREATURE is now on their side,
and will stop being a threat, proving surprisingly docile in
nature.

| 196
Alternatively, if the Adventurers don’t succeed or don’t try
bringing the Creature to their side, there is no other op-
tion than fighting it. The fight will be strenuous, as the
EXTRAORDINARY CREATURE [EXTREME Enemy] is enraged and very
powerful. The fight will be divided in turns like a Shoot-out.
When the EXTRAORDINARY CREATURE attacks, the Adventurers must
defend themselves as they did whenever they were Escaping. If
they successfully dodge the beast’s attack, they can use their
reaction to attack them on their turn. The fight continues un-
til the EXTRAORDINARY CREATURE isn’t defeated.

Once the EXTRAORDINARY CREATURE is calm or defeated, the CORE


starts to shake even more. If the Adventurers don’t act fast,
the entire EXTRAORDINARY PLACE is at risk of being destroyed
any moment now, transforming all the survivors they saved
into casualties.
To stop the CORE, an Adventurer must first reach the RIVAL’s
platform. To do this while the EXTRAORDINARY CREATURE is still
fighting, they’ll need to be very Stealthy [CRITICAL Challenge]
to avoid being spotted. If they fail, the Creature will stop
them from reaching their goal.

When an Adventurer finally makes their way to the device,


they can try to deactivate the CORE for good. Attempting this
task will take three Tech challenges [CRITICAL Challenge]
over three rounds. These can also not be consecutive rounds.
When an Adventurer gets the third success, the device shud-
ders and the CORE progressively loses power. At this point,
if the EXTRAORDINARY CREATURE is still fighting against the
Adventurers, the deactivation of the CORE also causes the
CONTROL to falter and the Creature flees away.
The Adventurers successfully saved the EXTRAORDINARY PLACE
and now, before setting off after the RIVAL, they can finally
enjoy a Break.

Episode 6 | 197
SCENE 6 – THE HIDDEN HANGAR – INT/DAY

The Adventurers have finally stopped the CORE from escalating,


and now they must reach the RIVAL before they can flee from
the FORTRESS.
If the survivor told them about the EXTRAORDINARY VEHICLE,
they know that they have to go past the CORE and to the floor
above it, otherwise, they’ll have to follow the RIVAL track
with their Scouting skills [CRITICAL Challenge]. The path
proves rough but safe enough and the Adventurers soon get to
see the unmistakable silhouette of the RIVAL! They’re facing a
control panel, their eyes are wild and frantic as they unleash
a crazy laugh and shout:

RIVAL
You may have stopped the CORE and foiled my plans, but you’ll
never stop this! I won’t get what I wanted, but I can still
destroy you!

After they’re done talking, they press a large button. A siren


goes off, echoing on the walls, as a mechanical voice chants
a dreadful countdown. It’s a self-destruction system that will
soon wipe out the FORTRESS and anyone inside it.

The RIVAL pushes a panel on the wall in front of them and, out of
nothing, opens a secret passage through which the Adventurers
catch a glimpse of the hangar with the EXTRAORDINARY VEHICLE.
The RIVAL wants to escape with it! The Adventurers can’t stop
the self-destruction system, but they can stop the RIVAL! To
do this, they can easily dash forward to fight them face to face
[2 CRITICAL Enemies].
When the RIVAL is defeated, a series of ominous creaks join
the chant of the countdown. The ground starts to shake once
more and fissures open in the walls of the FORTRESS. Everything
is about to collapse. The Adventurers must get out of there,
now!

| 198
SCENE 7 – THE ESCAPE – EXT/DAY

The FORTRESS has begun crumbling and on top of that, ominous


booms begin coming from the outside, as the ground shatters
and animals run around with terrified calls for help. The
EXTRAORDINARY PLACE is about to fall too. The Adventurers
have no other choice than escaping if they don’t want to be
stuck there and fall with everything else.
Their only hope is to take the secret passage the RIVAL had
opened to the EXTRAORDINARY VEHICLE. There, they rejoin the
surviving SUBJECTS, now free from the CONTROL, who cheer
as they see them. But the cheers don’t last long, as a loud
crash reminds everyone of what’s going on. The fear of death
is about to take over, but the Adventurers can use some
Eloquence or Leadership [BASIC Challenge] to keep everyone
calm and get them on the vehicle. If they fail, they’ll have
a Disadvantage on the next roll.

If the Adventurers set the EXTRAORDINARY CREATURE free, when


they try to reach the hangar the passage caves in before them,
blocking them inside the FORTRESS with no way to get to the
SUBJECTS. This is a bittersweet victory for the Adventurers,
because although the survivors can get away safely on the
EXTRAORDINARY VEHICLE, the same can’t be said for them. But to
rekindle hope, someone remembers the lure the RIVAL has which
could be used to call the majestic EXTRAORDINARY CREATURE!
It comes to them, and is eager to repay the Adventurers’
kindness.
Either on the EXTRAORDINARY VEHICLE or the EXTRAORDINARY
CREATURE, the Adventurers make their exit from the fortress
at full speed: they have to dart across the EXTRAORDINARY
PLACE with the fury of the CATACLYSM hot on their heels, sur-
viving a 3-round long Escape to have their lives safe.

And once they’re at a safe distance, they can turn to see the
EXTRAORDINARY PLACE disappearing for ever. That place doesn’t
exist anymore and they are the last humans to have ever set
foot there. Who knows, maybe they’ll live to retell the tales
of that place… given that anyone believe the story of their
voyage extraordinaire.

End of the Episode.

Episode 6 | 199
| 200
Thanks to
_Journeyman_, _Morg_(Gabriele), 3rik de πrik, 7thPawn, A, Aaron, Aaron Sissom,
abe, Adam, Adam, Adam, Adam Baulderstone, Adam Boisvert, Adam Coleman,
Adam Jung, Adam Longley, AdamDork, Adohorn 92, Adrian “Eldor” Skowroń,
Adrian Praetorius, adriano delle donne, Aedon, Aeschael, AgentDash, Aisling Jensen
AJ Strauf, Alan Elliman, Alan Kohler, Albert György, Alberto, Alberto Giust, Alberto
Lanforti, Alberto Pacini, Alberto Sciuto, Alberto Tenaglia, Alek Red, Alessandro,
Alessandro, Alessandro, Alessandro, Alessandro, Alessandro, Alessandro, Alessandro,
Alessandro, Alessandro, Alessandro “The DiceFather” Monteverde, Alessandro
Aicardi, Alessandro Babbi, Alessandro Balderi, Alessandro Dayan, Alessandro
Leonardi, Alessandro Lippiello, alessandro mala, Alessandro Mattia Chiappetta,
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Giudice, Alessia, Alessio, Alessio Coccaro, Alessio Maceroli, Alessio Rissone, Alessio
Scaccioni, Alessio Tirapelle, Alex, Alex Dennis Macomber, Alex Didino, Alex M,
Alex Pauk Boettcher, Alex Rontini, Alexander Hacker, Alexander Iwan, Alexander
Neumann, Alexander Pearce, Alexander van der Raadt, Alexandre Pilon, Alexandria
Brady, Alexandria RPG, Alexandro Timisani, algervasio, Alice, Amanda Atkins,
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Apple, AnCo, André Aleixo, Andre Canivet, Andrea, Andrea, Andrea, Andrea,
Andrea, Andrea Bassi, Andrea Biasone, Andrea Bogani, Andrea Bolognini, Andrea
Buzzi, Andrea Ceravolo, Andrea Chiudinelli, Andrea Colombo, Andrea D’Amadio,
Andrea De Agnoi, Andrea Di Meo, Andrea Fabbri, Andrea Fabriani, Andrea Galassi,
Andrea Gnesda, Andrea Gozzo, Andrea Iommi, Andrea Manca, Andrea Marcone,
Andrea Mascanzoni, Andrea Medea, Andrea Micozzi, Andrea Natale, Andrea Ortale,
Andrea Pavan, Andrea Pizzato, Andrea Ragana, Andrea Ricci, Andrea Rossi, Andrea
Zu Zuliani, Andreas Sewe, Andrés Collado, Andrew, Andrew Beal, Andrew Carter,
Andrew Kelsoe, Andrew Matthews, Andrew Mauney, Andrew Robertson, Andrew
Turner, Andrew Walker, Andrzej Kubera, Andy Burridge, Andy Guyton, Andy P.,
Angel Gonzalez, Angela, Angelo, Angelo, Angelo_Billi, Angus Abranson / Chronicle
City, Aniss ASSON, Anna D, Anna Eleonora Colombo, anna maria dezerbi, anony-
mous1453, Antonio De Gennaro, Antonio Micolucci, Antonio9205, Aref Dyer,
Arethwyn, Ariana Peralta, Ariel Apple, Ariel Sawicki, Arik Aslanyan, Arjess,
Arkadiusz, Arknsanktuary, Armin Stojanović, Asharon, aster338, Astinus, Austin F,
Aziraphale, Baba Ghanoush, Bachgames, Bapf, Bart Wolles, Bartlomiej Jankowski,
Baudiment Benoît, Beatrice, Beatrice Riccabone, Beau Yarbrough, Beliyah, Ben
Corben Hale, Ben Phelps, Benjamin Boucher, Benjamin Danforth, Benjamin Madsen-
Larsen, Bennus, bergamj, Berk Eratay, Bernard Christiansson, Bernardo Tacchini,

Thanks to | 201
Besio93, BGelens, BHPshooter, billk, Björn Boots, Black0ut17794, Blake Taylor,
Blayne Wilson, Bob Clifford, Bond, Booday, borriste, Brad Davies, Brad Osborne,
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Dee, Brian Gute, Brian J. Shepherd, Brian Kirchhoff, Brian Koonce, Brian R., Brian
Reeves, Brian Young, Bryan Botz, Bryant Durrell, Bryce Holden, C. Nielsen, Caitlin
Jane Hughes, Cameron Edinger, Cameron Switzer, Camilla Zamboni, Cap, Capitan
Barbapiuma, CapnDon, Cara - Curiosity Nymph of Ringtail Fox, Carl Henrik,
Syversen-Kobbeltvedt, Carlo Alberto Trisciuzzi, Carlo Cagnazzi, Carmelo Lonero,
Carmine Perna, Casey Bacon Strips Bowker, Casey Finley, CB Ash, ccallaghan,
Cecelia Rafferty, cédric, Celine Pernechele, centauri78, Cesare Gendusa, Chad Walter,
Champ11, Chaotic Gord, Charlie, Chelsea Lane, Cheryl Wong, Chris Berger, Chris
Gath, Chris Giesy, Chris Hanson, Chris Hutchings, Chris Lockwood, Chris S. aka
Pepsiman, Chris Snyder, Chris Taylor, Chris Wittig, Chris zarnosky, Christian
Bedard, Christian Beutenmüller, Christian Buggedei, Christian Eilers, Christian
Giove, Christian Lindke, Christian Nord, Christine, Christopher, Christopher
Crawford, Christopher Gordy, Christopher James, Christopher Lackey, Christopher
Ninness, Chuck Dee, Chuck McCalla, Cisc_0, Claude, Claudia, Claudia, Claudio
Vitale, Clayton Z Ziemer, CM Morgado, Cody, Cody Grandi, Cole Burgett, Cole
Stephan, Colin Campbell, Comelasfoglia Studios, Cong Pham, Connor Mason,
Constantinos Demetriades, Contesse, Cordo, Corey Tower, Corhakil, Cornicer,
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Curtis Harper, Dabiglulu, Dado Critto, Dale Barker, DamageCase, Damian Gonzales,
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Daniel Gregory, Daniel Gritzner, Daniel Lyne, Daniel Mulato, Daniel Sevenne,
Daniele, Daniele, Daniele, Daniele, Daniele Cappie Bruno, Daniele Carosi, Daniele
Fiorillo, Daniele Fusetto, Daniele Ginesu, Daniele Iori, Daniele Priore, Daniele
Provinciali, Danielle Vidrine, danielyauger, Danilo, Danny, Danny Atwood, Dany,
Dario, Dario Greco, Darrel, Dasor, Dave Stoeckel, David, David “Hazel” Lions,
David Andrews, David Blanc, David Bythewood, David Cluxton, David Csobay,
David Daniels, David Donohoo, David Feil, David Ford, David Frogier de Ponlevoy,
David Gates, David Jackson, David Karoski, David Olsher, David Paul Guzmán,
David Resetti, David Sommerfeld, David Steinkopff, David Stephenson, David W J
Smith, David Woodhouse, Davide, Davide, Davide, davide arcadio, Davide Borri,
Davide Chemello, Davide Finessi, Davide Maccioni, Davide Mancini, Davide Ragona,
Davide Riccardo Russo, Davide Siebezzi, Davis M, DeadOperator, Denis B., Denis
Gaty, Derek Kinsman, diafol666, Diani Andrea, Diego, Diego, Diego, Diego Carvalho
Barreto, Diego Magrini, Diego Rincewind Civetta, Dimitri Riddle, Direlda - Kitsune
of the Obsidian Order, DivNull Productions, DJThrasher, DobRakki, DocGono, doc-
shadow13, domeddi, Domenico, Domenico, Domenico Amoroso, Dominik Bauer,
Dominik Plejić, DomRX78, Don, Don Rodrodo, Donato Giardini, Dorner, Doug
Bragg, Douglas Geusz, Dr.Lovecraft, Dragon, Dragryphon, Drake Sunryder, Drama.
Mp4, Drew Laxton, Drew Rosenheim, Duk, Dustin Laughlin, Dustin Wessel, Dylan

| 202
Grozdanich, Dzekap, Dziczka, Ed, Ed, Ed Kowalczewski, Edoardo Polidori, Einar
the Bold, Eleanor McHugh, Elenath, Eleonora Pescarolo, Elfquest83, Eli Poulin,
Elia, Elia Tabozzi, Elizabeth Earle, Eloy Cintron, emanuele, Emanuele, Emanuele
Pizzilli, Emanuele Rutali, emanuele.autino, Emilio, Emily Evans, Emily Park,
Emmanuel L., Emmanuele, endarei, engelsnacht, Enrico, Enrico, Enrico, Enrico, en-
rico brunetti, Enrico Hermada Florio, Enrico Magnani, Enrico Massarelli, Eric, Eric,
Eric, Eric Borgh, Eric Mette, Erman Anadol, Ermanno Russo, Ethan, Ethan Below,
Ettore Carli, Eugene Yunak,, Eugenia García, Evan, Evan Salce, Ewald Grosse-
Wilde, Ewan Spence, Fabio, Fabio, Fabio Boero, Fabio Bottoni, Fabio Cavallin, Fabio
Feltrin, Fabio Maria Piacentini, Fabio Milito Pagliara, Fabio Mistri, Fabrice Delorme,
Fabrice Gatille, Fabrizio, Fabrizio, Fabrizio Anastasio, Fabrizio Leoni, Fabrizio
Paglierucci, Fabrizio Patalacci, Fabrizio Ronchi, Famerlor, FAZIOLI LUCA, fcentaz-
zo, Federico, Federico, Federico, Federico Fabbri, Federico Fondacci, Federico
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Campanini, Gunnegan, GuruPhil - The Dark Orb, Gus Ortega, Guy Edward Larke,

Thanks to | 203
Guy Lévi-Bochi, Hall Hood, Hanna McDonnell, Hanse Davion, Hardeman, har-
gon83, Harko, Haunpet, Helix, hellrey86, Henry Pfeiffer, HGPen, Hollie Maree
Thorne, Hotkey_HH, Hudici Victor, Hudson Shock, Hunter Shepardson, Huw
Nicholas, I. J. Betty, Iacopo Zucchetti, Ian, Ian, Ian B., Ida, ideganshaman, il_mat-
thew, Ilaria, Imagined Chaos Games, incandescens, Inu, Iria, Isle of Games, ithilwe-
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Connors, Jack, Jack Alexander, Jack Hawksmoor, Jack Norris, Jacob Bandam, Jacob
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Molinoski, Joe Zuniga, Joel, Joel Hardwick, Joeri De Haes, John Desmarais, John
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| 204
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(Philip), Sofia Vergani, Something Clever, Songbird, Sonia, Sonja, Sonline, Søren
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Scaglione, Stefano Stradaioli, Stein95, Stephan, Stephan Deemer, Stephane Rochat,
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Göbel, Tim Dorais, Tim Hall, Tim Kings, Tim Rumpel, Timothy Burston, Timothy
Davis, Timothy G Smith, Tirelli Matteo, Tiziano Alessandrini, Tobias, Tobias
Gantner, Todd, Tom Ryan, Tom Shen, Tomás Alarnes Piñeiro, TomK, Tomkin Press,
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Tommy Brownell, Toni Cheng, Tonino Condemi, Tony B, Tony Mags, Tony Teesdale,
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Ellis, Troy Wilhelmson, Two-Tone-Skunk, Tyler Ellis, Tyrell, V. Krug, Valeria T,
Valerio Frittella, Valerio Lucido, Valerio Vistarini, Valerio Votadoro, VanVought,
VAQUIER Franck, Venerons, Vesala, Victoria Johnsen, Victoria Sieglen, victorpc,
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