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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.
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.
| 8
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 | 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.”
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,
| 10
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!
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!
| 12
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.”
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.
| 14
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
Words to live by
Action Co
in
FIGHT
Luck
k
Luc
LEADERSHIP
STUNT
Guts
COOL
DRIVE I Feel
SHOOT
POWERFUL + ACTION BLEEDING
Knowledge
¯
+ ¯
CHARM
Expertise
+ ¯
ELOQUENCE
OBSERVATION
Crime
ALERT
DEXTERITY
STEALTH
Pockets Backpack
/2 /2 /2
Scars And Experiences Bag Mags
Extraordinary
Adventurers
“Anything one man can imagine,
other men can make real.”
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?
| 18
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?
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.”
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!
| 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.
| 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
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.”
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.
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.
| 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!
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.
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.
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
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
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.
| 44
WAYFINDER INC.
| 46
KRUG
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 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.
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.
| 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.
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.
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
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.
| 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.
| 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.
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.
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.
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.
| 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.
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.
PHILEAS
[Rolls for COOL and only gets 2 BASIC Success. He loses 1
Luck Point]
| 70
PIED-À-TERRE
[Rolls under COOL to fight his fear and only gets a BASIC
Success. He loses 2 Luck Points]
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.
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]
Extraordinary Adventures | 71
PHILEAS
[Rolls for STUNT and gets 1 CRITICAL Success. He loses 3
Luck Points]
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.
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.
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]
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.
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.
| 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
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)
| 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.
Extraordinary Adventures | 79
THE MONKEY KING
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
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
Extraordinary Adventures | 83
THE GIANT ANACONDA
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)
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
| 86
THE IRON GIANT
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!
| 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.
| 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:
* This Advantage can be added to the other Advantages gained by using Charges
** Additional “Pistol” or “Revolver” with relative Mags needed
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.
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
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
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
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
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
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.
| 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!
| 112
Prof. Evelyn O’Donnell Hans Rochmeister
Inventor Professor Hunk Expedition Leader
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!
Action Co
in
FIGHT
Luck
k
Luc
LEADERSHIP
STUNT
1
Guts
COOL
DRIVE I Feel
SHOOT HEROISM
POWERFUL + ACTION BLEEDING
Knowledge
¯
+ ¯
CHARM
Expertise
+ ¯
ELOQUENCE
OBSERVATION
Crime
ALERT
DEXTERITY
STEALTH
Pockets Backpack
Lighter
Pocket Watch
Pen and paper
/2 /2 /2
Scars And Experiences Bag Mags
| 114
I Am Sir Phileas Lidenbrok
Action Co
in
FIGHT
Luck
k
Luc
LEADERSHIP
STUNT
1
Guts
COOL
DRIVE I Feel
SHOOT APLOMB
POWERFUL + ACTION BLEEDING
Knowledge
¯
+ Old ¯
CHARM
Expertise
+ ¯
ELOQUENCE
OBSERVATION
Pockets Backpack
I never lost a bet Pocket Watch
/2 /2 /2
Scars And Experiences Bag Mags
Action Co
in
FIGHT
Luck
k
Luc
LEADERSHIP
STUNT
1
Guts
COOL
DRIVE I Feel
SHOOT ARCHEOLOGY
POWERFUL + ACTION BLEEDING
Knowledge
¯
+ ¯
CHARM
Expertise
+ ¯
ELOQUENCE
OBSERVATION
Crime
ALERT
DEXTERITY
STEALTH
Pockets Backpack
Tool belt
Protective glasses
/2 /2 /2
Scars And Experiences Bag Mags
| 116
I Am Hans Rochmeister
Action Co
in
FIGHT
Luck
k
Luc
LEADERSHIP
STUNT
1
Guts
COOL
DRIVE I Feel
SHOOT TRAILBLAZER
POWERFUL + ACTION BLEEDING
Knowledge
¯
+ ¯
CHARM
Expertise
+ ¯
ELOQUENCE
OBSERVATION
Crime
ALERT
DEXTERITY
STEALTH
Pockets Backpack
Rope
/2 /2 /2
Scars And Experiences Bag Mags
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 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.
| 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.
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.
| 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)
| 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
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.
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.
FRIEND
Look at it! Look at this wonderful marvel!
| 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.
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…
Episode 1 | 133
SCENE 2 – THE HANGAR – EXT+INT/DAY
| 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!
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…
| 136
SCENE 4 – THE GALA – EXT/NIGHT
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.
| 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.
CAPITAIN
We leave tomorrow!
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.
| 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).
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
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 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.
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].
Episode 2 | 147
SCENE 4 – EXTRAORDINARY PLACE – EXT/DAY
| 148
SCENE 5 – ON FOOT – EXT/DAY
Episode 2 | 149
SCENE 6 – THE CAMP – EXT/DAY
| 150
SCENE 7 – THE ESCAPE – EXT/DAY
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.
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.
| 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
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].
Episode 3 | 157
SCENE 2 – THE SURVIVOR – EXT/DAY
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!
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!
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
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.
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.
| 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.
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.
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.
| 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.
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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.
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
| 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
| 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.
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.
| 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.
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.
| 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…
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.
| 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.
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.
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.
Episode 5 | 179
SCENE 1 – EXTRAORDINARY PLACE – EXT/DAY
| 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.
Episode 5 | 181
SCENE 2 – THE HIGH GROUND – EXT/NIGHT
| 182
SCENE 3 – AT THE SITE – EXT/NIGHT
Episode 5 | 183
SCENE 4 – THE ESCAPE – EXT/NIGHT
| 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.
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.
| 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.
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.
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.
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 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.
| 192
SCENE 2 – THE FORTRESS – LEVEL 1 – INT/DAY
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
| 194
SCENE 4 – THE FORTRESS – LEVEL 3 – INT/DAY
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.
Episode 6 | 197
SCENE 6 – THE HIDDEN HANGAR – INT/DAY
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!
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
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.
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,
Alessandro Noseda, Alessandro Savino, Alessandro Soro, Alessandro Wade Del
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,
Amanda Dillard, Amedeo, Amedeo Davit, amonguzz, Amy Johnson-Hicks, Anastasia
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,
Brandon Reyna, brayer, Breanainn, Breck Weiny, Brent Sims, Brian Collins, Brian
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,
Corrado, Corrado Lai, Corrado Rosen, CoYriX, Craig Griffith, Craig Hillmann,
Craig Shipman, CrazyOldWizard, Crispian Thurlborn, Cristiano Tentorio, Cryoban,
Curtis Harper, Dabiglulu, Dado Critto, Dale Barker, DamageCase, Damian Gonzales,
Damiano, Damien Brunetto, Dan Culliton, Dan Kawecki, Dani Jang, Daniel, Daniel,
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
Giordano, Federico Indomenico, Federico Mancini, Federico Pilleri, Federico Totti,
FedeRygo, Felix, Felix Kirchfeld, Felix Rivera, FeralGames, Ferfer Gimf, Fernando
Alvarez Garcia, Ferro Maurizio, Fiamma Iavarone, Figment of Your Imagination,
Filigree Forge, Filippo, Filippo Aussello, Filippo Banchelli, Finagle, FireflyArc,
FlacoAlto, Florent LR, Flying Explosive Monkey, Francesco, Foret Gwenael, Fra,
Fraiser, Francalbina Pellegrino, Francesca, Francesco, Francesco, Francesco, Francesco,
Francesco “Rasmas”, Francesco Cesaretti, Francesco de Vito, Francesco Di Cerbo,
Francesco Flamini, Francesco Gambino, Francesco Garreffa, Francesco Maria Iena,
Francesco Nepitello, Francesco Panero, Francesco Pizzo, Francesco Raimondi,
Francesco Red Rossi, Francesco Ronci, Francesco Vovk, Francis Helie, Frank Ludwig,
Frank Rafaelsen, Frankthere, Franz Janson, Fred Masic, Frederick Chambers, Frugli,
FSFabio, fuchs, Fucklebutte Q Shitlord, Fureon, Gabriel, Gabriel, Gabriel Garcia,
Gabriele, Gabriele, Gabriele Girardi, Gabriele Terlati, Gabriele Turati, Gaetano,
Gaizka BS, Galda, Game Dave, Gareth Berry, Gareth Morgan, Garrett, Garrett Lee,
Gas Gasadei, Ge Horcht, GearGames, Genevieve Fitzsimmons, Gentleman Berserker,
Georgios Drosinos, Gerd Hauser, Germán Cano Quiveu, Gernot Kämmerer, Gerrit,
Gerrit Hägerbäumer, Gert-Jan van der Krogt, GhideonValorian, Giacomo, Giacomo
Petrucci, Gian Domenico Facchini, Gianfranco D’Angelo, Gianluca, Gianluca,
Gianluca Alvino, Gianluca Galtelli, Gianluca Manzo, Gianluca Zenon Pusceddu,
Gianluigi, gianmarco, Gianmarco, Gianmaria Micheli, Gianvito, Gin Boozeby, Giò,
Gioele Calvanese Jo-kal, Giordano Cecchini, Giorgio, Giorgio Catenacci, Giorgio
Correnti, Giorgio Crespi, Giorgio Lombardo, Giorgio Tentella, Giorgio Vergani,
Giorgio Viganò, Giovanni, Giovanni, Giovanni, Giovanni, Giovanni Beghini,
Giovanni blanco, Giovanni Fantin, Giovanni Fringuellini, Giovanni Gonella,
Giovanni Liotti, Giovanni Melandri, Giovanni Pozzo, Giovanni Serino, Giulia,
Giulia Sally Corti, Giuliano Gianfriglia, Giuliano Tinazzi, Giulio Garzoni, Giulio
Giuliani, Giuseppe Federico, Giuseppe Santangelo, Glenn Welser, Goratrix, Gordon
Milner, Gordon Wincott, Gr3y, Grana, GRAYWOLF’S DEN, Greg, Gregory
Harsh, Gregory Scaux, Grelots Lagriffe, Guglielmo Sudati, Guido, Guido ‘Maicol’
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-
nia, Ivan, ivan, Ivan Podgwaite, Ivano Franzini, Ivano Zamburlin, IvorySan, J.C.
Connors, Jack, Jack Alexander, Jack Hawksmoor, Jack Norris, Jacob Bandam, Jacob
Hamalian, Jacopo Limonta, jacqui richardson, Jambolti414, James, James, James Bath,
James Callahan, James Cayless, James DiBenedetto, James Dyer, James Fredrickson,
James Jester, James Schloegel, James Surano, James Tejeda, Jameson Andrews, Jamez
Withazee, jamie, Jamie Mathy, Jan Brofka-Berends, Jan Stockhausen, Jan-Philipp
Stöhr, Janne Vuorenmaa, Jared Ritter, Jason Elvin, Jason Forster, Jason Holloway, Jay
B, Jay Peters, Jay Watson, JayKovski, JD Brown, Jean-Eudes Dacre-Wright, Jean-
Michel Oblette, JediPrzemo, Jeff Anderson, Jeff McDowall, Jeff Workman, Jeffrey
Maynard, Jen Parr, Jennifer Ballard, Jennifer Coffin, Jennifer Maglio, Jens Oliver
Murer, Jens Stegemann, Jérémie Jemrys Rueff, Jeremy Cointin, Jeremy Wasik, Jesse
Busch, Jesse Kimmel-Freeman, Jieck, Jim Ortiz, Jim_Hague, Jimmy Bui, Joachim
Jungner, Joan A. Fontas, Joaquín Sánchez González, Joe Dulyapat, Joe McGee, Joe
Molinoski, Joe Zuniga, Joel, Joel Hardwick, Joeri De Haes, John Desmarais, John
Dossa, John J. Walsh IV, John Kochly, John M. Portley, John McKay, John Reiners,
John Reynolds, John Rogers, John Sollitto, John Taber, Jon, Jon Ander Beracoechea,
Jon Auerbach, Jon Hygom Gislason, Jon Smejkal, Jon Terry, Jonathan, Jonathan,
Jonathan Baldridge, Jonathan Korman, Jonathan Leslie, Jonathan Ly Davis, Jonathan
Tortorella, Jordi Da Charles, Jörg Hartinger, Jose Lozada, José Luis Porfírio, Jose
Placeres, Josef LaHood-Olsen, Joseph, Joseph, Joseph Collins, Joseph Nath, Joseph
Provenzano, Josh Blick, Josh Rasey, Joshua Edwards, Joshua Ferguson, Joshua Gopal-
Boyd, Joshua Wulf, Josie Suttlem, Julen Marcos Santamaría, Julian Tysoe, Juliano
Magri, Julien Berton, Justin, K4REL, Kacey3, Kai Wiechmann, Kaladin Stormblessed,
Kalu Ekeh, Kam Corbitt, Kanaris, Karl Kreutzer, Karsten Woschinski, KarstenZ,
Keith Belmont Marcks, Keith Leonard, Keith Richards, Kelson Craigs, Ken Broman,
Kenneth Bischel, Kenneth Sieffert, Kenneth Wise, Kent Cranston, Kerry Harrison,
Kerstin Reiners, Kevin Colombo, Kevin McLeod, Kevin Mulder, Kevin Oliver, Kevin
Tompos, KeyboardBrawl, Khang Luong, Khelbiros, Khemu Azailu, Kiashaal,
Kickbacker, KidaruV2, Kilian, Kim Daniel Montruccoli, Kim Grønvig Hansn,
Kimsosa93, Kirschbaum, Kíryatan, KK Cheung, Klaus Schächner, KleinerWolf,
Kolbey, Korbin Mulder, Kraig Przybylski, Krases, Krista, Kristof Mueller, Kurt
Ellison, Kurt Lambert, Kurt McMahon, kustenjaeger, Kyle Rutman, Labbé Jean-
Jacques, Lagoon, Lars Hermes, Laszlo Stadler, Laura Cardinale, Laura Cazzari, Laura
F, Laura Sempere, Le, Leandro Santarelli, Leanne Opaskar, Lee, Lee Murphy, Lee
Weeks, Leif Mogren, LenaF, Leo, Leonardo Gallori, Leonardo Malfatti, Leonardo
Roccatagliata, Leonardo Valenti, Leroy Noriega, Leyart, Liam Cottrell, Liam Lübke,
Licenser, Lidio Granata, Lindsay Garcia, Lisa Padol, Livio Maggi, Liz Siewerth,
Lloyd Gyan, Lodovico, Logan Dustin Whitney, Logan Laren Liuzzo, Loren Small,
| 204
Lorenzo, Lorenzo Bruno, Lorenzo De Santis, Lorenzo De Simoni, Lorenzo Fossetti,
Lorenzo Gatti, Lorenzo Marsili, Lorenzo Paschetto, Lorenzo Scatena, Lorenzo
Tarateta, Lorenzo Tonfoni, Loris, Lou Bajuk, Luc Teunen, Luca, Luca, Luca, Luca,
Luca, luca, Luca Bacciarelli, Luca Carbone, Luca Cherstich, Luca Di Giacomo, Luca
Fioravanti, Luca Freddy Bargossi, Luca Grauso, Luca Lascaro, Luca Manfredini,
Luca Papagna, Luca Piccinini, Luca Scala, Luca Volpato, LucaFitzgerald, Lucas de
Carvalho Moreira, Lucas Stibbard, Luigi Scaltritti, Luis Leal, Luka Divac, Lukas
Sommerauer, Luke Kearney, lukecd, Lydos, Lyttleton L Callender, Maddux Muench,
Madita, Mahler, Maksym Burtsev, Mallory Spann, Malthesia, Malvion, Mandokai,
Maneesh Goel, Manfredi Mangano, Manlio, Manny, Manu, Manuel Del Bono,
Manuel Raza, Manuel Squalo Bernardini, Manuele Bianchera, Marc Nicoletta,
Marcel Hauptmann, Marcello, Marcello Gorla, Marcello Minardi, Marco, Marco,
Marco, Marco, Marco, Marco Bandiera, Marco Beltramino, Marco Benti, Marco C.,
Marco D’Apuzzo, Marco Gabba, Marco Grosso, Marco Luca Tripepi, Marco
Marangoni, Marco Popolizio, Marco Strafella, Marco Tezzele, Marcus Burggraf,
Marcus Hiller, Marcus Howell, Marcus Overtoom, Margherita Cattaneo, Maria
Chiara Arrivas, Marina, Mario Brunelli, Mario Gauthier, Mario Malkav Colombo,
Mario Panattoni, Mark, Mark Buckley, Mark Burton, Mark Hunt, Mark Kehl, Mark
Mekkes, Mark Siekerman, Mark Solino, Markus “Rhylthar” Busse, Markus Plötz,
Markus Raab, Marlon Zewen, Marta Giltri, Marta Lodi, Martin, Martin Coulter,
Martin Henrich, Martin Legg, Martin Průcha, Martin Rosales, Martina Casatori,
Martina Moscoloni, Martina Pacelli, Marvin Langenberg, Massimo, Massimo
Campolucci, Massimo Gandola, Massimo Migner, Massimo Renaldini, Matt, Matt
Blanchet, Matt Brooks, Matt Emery, Matt Gregory, Matt Kay, Matt Sherman, Matt
Sincic, Matt Wester, Matteo, Matteo, Matteo, Matteo Asti, Matteo Baldinu, Matteo
Bisanti, Matteo Boffadossi, Matteo Braccini, Matteo Bussani, Matteo Carosi, Matteo
Crovetto, Matteo Emili, Matteo Leto, Matteo Lorenzi, Matteo Lucchini, Matteo
Lunghi, Matteo MaGi Gandini, Matteo Sansalone, Matteo Tusa, Mattheus Sookoo,
Matthew Bell, Matthew Knight, Matthew Weber, Matthias Janßen, Matthieu poirot,
Mattia, Mattia, Mattia, Mattia, Mattia, Mattia Di Russo, Mattia Negroni, Mattia
Pera, Mattia Riviera, Mattia Stancanelli, Maurice Lefebvre, Maurizio Cavelli,
Maurizio Locusti, Maurizio Mancino, Mauro, Mauro, Mauro Longo, Max Moraes,
MaxBobe, Maxime Leleux, Maximiliano, Megan Kate Parsons, MetalBeowulf89,
Mic, Micha McMahon, Michael, Michael A Kakuk, Michael Bentley, Michael
Bowman, Michael Cornett, Michael D. Smith, Michael G. Palmer, Michael Knoerzer,
Michael Kosmatka, Michael Leguillow, Michael Loubier, Michael Lynch, Michael
Peter, Michael Rector, Michael Schwartz, Michael W. Mattei, Michael Wagner,
Michael Wolf, Michael Wuttke, Michele Bigoni, Michele Ciuffreda, Michele Facco,
michele fiocco, Michele Fornasari, Michele Garbuggio, Michele Massei, Michelle
Herman, Mick Gall, Mickael, Microberust, MidnightBlue, Mike, Mike G, Mike
Schulenberg, Mike W, mikezasch, Mikhail Gordin, Mikko Kauppinen, Mildra The
Monk, Millo Meneghini, Minna Heimola, minothb, Mirco, Mirco, Mirco Soliani,
Mirko, Mirko, Mirko Froehlich, Mirko Lucky Man Muzio, Mirko Paradisi, Mirko
Thanks to | 205
Pomella, Mirko Savoia, Mitri, Miyagiyoda, MK, MMR, MoDragonflies, MOLINET
Régis, Momi, Monika Hartmann, Morena, Moreno, Moreno “Mopollas” Pollastri,
Morgan, Morgan Hazel, Morini Matteo, MoroArt, Morris Montenero, Mr.Float,
MrCrowley666, MurderHoboShow, Muriel Allen, Murray Smith, N George, naaba,
Nader Hajjar, Nasekunibert, Nathalie, Nathan Ellsworth, Neal Siegfried, Neale
Carter, Neri Alessio, Nessalantha, nevertimess, Nicholas, Nicholas Clements, Nicholas
Robinson, Nick Gray-Bakker, Nick Hopkins, Nick Riggs, Nick Westbrook, Nicki,
nico, Nico Borgogni, Nicola, Nicola Cervellati, Nicola Nannerini, Nicola Segato,
Nicolas “Gulix” Ronvel, Nicolas Boquet, Nicolas Marelli, Nicolette Tanksley, Nicolò,
Nicolò, Nicolò N Chierichetti, Nicolò Pasqualin, Nicolò Presa, Nicolo’ Vincenti, Nigro
Emanuele, Niko Díaz García, Nikolai Hoch, Nikos, nilo_core, Nonnogeppo, Norman
Teichmann, Obstacle Kid, Ola Erdal, Oliver, Oliver Korpilla, Ols Jonas Petter Olsson,
Onincognito, OroRossoWedge, Orzov, Ossassin2 Old Time Hero, Owlglass, Pablo
Fernández, Paige, pairatime, Paola Iannetti, Paolino Maisto, Paolo, Paolo, Paolo
Bianchi, paolo castelli, paolo giubellini, Paolo Moncalvo, Paolo Pigozzi, Paolo
Pustorino, PaoloSpaziosi, PaoLov, Pasquale Torre, patamunzo, Patrice Mermoud,
Patrick Alan DeMinico, Patrick Bauer, Patrick Buechner, Patrick Flood III, Patrick
Higgins, Patrick Perry, Patrick Pryds, Patrick Readshaw, Patrick Romanet, Patrick
Schladt, Patrick Schwieren, Patrick Smith, Patrick Spedding, Paul, Paul Bendall, Paul
C., Paul Dawkins, Paul Edwards, Paul M Dodson, Paul Mc Nally, Paul Mitchener,
Paul Sementilli, Paul Venner, Pedro Blanco, Pedro Ferreira Marques, Pegana, Per
Stalby, Persephone, Peter, Peter Baldwin, Peter DeKoekkoek, Peter Hollinghurst,
Peter Menke, Peter Peterson, Petwag, phantasio, PHedrick, Philip S. Bolger, Philippe
Marcil, Phillip Bailey, Phillip McGregor, Pierantonio, Pierluigi Lattaro, Piero Pecori,
pierre Maury, Pierre Waldfried, pierresimon, Pietro, Pietro, Pietro “The Pit” Altare,
Pietro Assoni, Pietro Corà, Pietro Federico Vergani, PiraticalMonkey, pistillphil,
Plana, Planet Universe, PoeCrisis, Polo Nerd, PPanda Piriya, Prati Fabio, Psybernary,
Psychogere, Puchisty, Puckett, Pyros88, QuirkyAI, R.G., Radoslaw Bozek, Raffaele,
Raffaele, Ralf Hartmann, Ralph Mazza, Randall J. Harris, Randall Wall, Randall
Wright, randomcitizenx, Ray Wisneski, Rebecca Curran, Rebecca Stanton, Rebekkah,
redfield, Redy Tieghi, Reed Hollander, Reflectere, René Schultze, Rennarda, Riccardo
Carducci, Riccardo Conti, Riccardo Lenzi, Riccardo Manara, Riccardo Mariotti,
Riccardo Morriello, Richard, Richard Barnhouse, Richard Bilsker, Richard Coulthard,
Richard Gilbert, Richard Greaves, Richard Greene, Richard Hough, Richard Rossi,
Richard Watkins, Richie, Rick, Ricky Broome, Rida Kaili, Rob Wieland,
RobbitHobbit7, Robert, Robert, Robert Borosak, Robert Borriello, Robert Cosplay,
Robert Davis, Robert De Luna, Robert L. Vaughn, Robert Murray, Robert Pepper,
Robert Quintero, Robert Singer, Roberta687, Robertgadling, Roberto Avallone,
Roberto Micheri, Roberto Riccioli, Roberto Zampighi, Robin Fjärem, Robin
Longhurst, Robineau Olivier, roccoguerrera, Roger Cooper, Roland Bahr, Romain,
ron beck, Rospo Rosso, Ross Salerno, Rossini Giuseppe, Ruben & Relinde, Rudy
Collini, RumoreBianco, Runeslinger, Ryan Adams, Ryan Bond, Ryan Collins, Ryan
Kent, Ryne Martin, Sablons Paul, Sabrina Normani, Sage Genesis, Salvatore Costa,
| 206
Salvatore Fazzino, Sam Benke, Sam Guinea, Sam Jones, Sam Steingart, Sam Toon,
Samantha, Samu Devil, Samuel F., Samuel Larsén, Samuele Jacchia, Sandrine
FOUNGUI, Sandro Graziani, Sara Di Carlantonio, Sarah, Sarah Muller, Sarah
Williams, Sasha Bekier, Sauro Zamponi, Scalpyonekenobi, Sco Holm, Scott, Scott
Kelly, Scott Maynard, Scott Rhymer, Scottie Mick, Sean, Sean Jack, Sean Veira, Sean
Walsh, Sebastian, Sebastian D., Sebastian Kehrle, Sebastian Reiners, Sebastiano,
Sebastien, Secondhand, secondrevan, Serena Mantovani, SergioMordoth, SerPe, Seth
Boren, Seth Hartley, Sgaua, Shaun Bruner, Shawn Prewitt, Shelby Abercrombie,
Shelley G, Shosuro, Siestar, Silvio Bufalo, Silvio E. Poma, Simo, Simon, Simon
McMillan, Simone, Simone Marzola, Simone Meconi, Simone Morari, Simone Rossi,
Sir Robert Bombalier, Sirio, Skizzo, Slawick CHARLIER, SNAKE P., Snarkayde
(Philip), Sofia Vergani, Something Clever, Songbird, Sonia, Sonja, Sonline, Søren
Berthelsen Holm, spatulalad, Stacy Forsythe, Stefan Strobl, Stefano, Stefano, Stefano
Bracotto, Stefano Braglia, Stefano Chiappella, Stefano Dallavalle, Stefano Giulio
Veronesi, Stefano Giusti, Stefano Lima, Stefano Oppo, stefano sartori, Stefano
Scaglione, Stefano Stradaioli, Stein95, Stephan, Stephan Deemer, Stephane Rochat,
Stephen Colangelo, Stephen Reid, Stephen Sale, Stephen Smith, Steve, Steve
Arensberg, Steve Mumford, Steve Parksmith, Steve Sanders, Steve Wiklund, Steven
“Taka” Mounie, Steven Danielson, Steven Friedrichsen, stofduivel, Striccio, Stuart
Chaplin, Sungrazer, SuperDéfi, T, T A Newman, Taliskerr, TamasNight, Tariq
Ghareeb, TartaMantello, Thanawat Sotneam, The Creative Fund by BackerKit, The
Rangdo of Arg, Thibaud Huber, Thien Duc “Hazenaizel” Tien, Thom Merrick,
Thomas, Thomas, Thomas Hovezak aka Theodor Kupferdach, Thomas Lind Schmidt,
Thomas Micheli, Thomas P. Kurilla, Thomas R., Thomas Reil, Thor Biafore, Thorsten
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,
tommaso, Tommaso Bile Brentegani, Tommaso Loiacono, Tommaso Menchini Fabris,
Tommy Brownell, Toni Cheng, Tonino Condemi, Tony B, Tony Mags, Tony Teesdale,
Travis Hartland, Travis Smithson, Trent Michels, Tristan Pertuit, Trix, Trollune, Troy
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,
Vincent Arebalo, Virginia Gironi, Vlaunir, Volker Weinzheimer, Wade, Wade Gerald
Sullivan, Wakshaani, WaspEater, Wawoozle, WeirdSpaceCowboy, Weltengeist,
Wendelius, Weronika, Wes Baker, Will, Will Farman Emigh, Will Geroge, Will
Triumph, William, William Mayorga, William Pritchard, William Rosensteel,
William Wilson, willmer martinez, Willy Il Nano, Wytchwood, Xavier, Yannik
Kullik, Yasmin Malina, Ynwiss Smith, Yuri, Yuri Balestri, Zach, Zachary Leonard,
Zachary Saragosa, Zachery Bir, Zelgadiss, Zeno Menestrina, Zio Hal, Zirconia8,
Zoltán Déry, Zurfio
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