Lost Oasis: A Playtest Tale

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The document introduces a playtest adventure for the Tales of Xadia RPG system, providing context and guidance for playing through different story scenes and mechanics.

The main characters introduced are Eljaal, Bineta, and Babukar - an elf, female sunfire elf knight, and male sun mage respectively.

The overall plot involves the characters investigating and interacting with an abandoned elven town called the Lost Oasis, with hints that primal magic may be involved.

LOST OASIS

A PLAYTEST TALE
NOTE: This is a playtest adventure. Due to the goals of a playtest, some scenes, there are playtest scenes marked for immediate use (marked
player choices are constrained. In future installments of Tales of Xadia, with  ) and additional context and plot summaries
this won’t be the case. For groups wishing to simply playtest a few short are included on their respective pages.
TABLE OF CONTENTS
A Cortex Playtest
Bridge Scene – Overdue Notice
Welcome, Travelers! Grab your friends and dive into this
Tale of Xadia! The Collision
Bridge Scene – More Than a Mouthful
“I’ve Got Some Questions…” The Collision
Why are we here, anyway?
Why can’t Feathershawl do this themself ? Act Two – After the Collision
Maybe I could do this without Feathershawl? Action Scene – Moon Steals Earth and Sky

You’re sure it’s abandoned, Feathershawl? Action Scene – Sky Defies Moon
Action Scene – Roars of Freedom
Background for the Narrator Action Scene – Feathers Fly
Innean
Action Scene – Primal Deliverance
Catalysts
Action Scene – From Cloud to Anvil
Many Paths
Feathershawl Additional Scenes
Nausics Succession

Cuirass of Vuxen and the Primal Well Loyal Swarm

Scene Structure Descent of the Coward

Threads Other Sad Outcomes

Prologue – Arriving on Innean The Aftermath


What’s Next
Act One – Rabble, Rabble
Feathershawl
Nausics
Townspeople
What Next?
Action Scene – Extraction
Action Scene – An Eager Invitation
Action Scene – Mass Flight
Townspeople of Note
What’s the Plan?

TABLE OF CONTENTS
2
SCENE GUIDE
NOTE: This flowchart shows the most
Prologue likely paths through the tale. Depending
on how things go, you might add more
Arriving on Innean scenes in, play them in a slightly different
Page 12 order, or have some PCs jump across to a
different thread. Since all of the threads
are running concurrently, make sure the
PCs don’t accidentally travel back in time
if they change threads!
Act One
Rabble, Rabble
Page 13

Feathershawl Nausics Townspeople

Extraction An Eager Invitation


Page 16 Page 18
Mass Flight
Page 19
Overdue Notice More than a Mouthful
Page 23 Page 24

Act Two
Page 26

Moon Steals Earth & Sky Sky Defies Moon Roars of Freedom
Page 27 Page 27 Page 29

Feathers Fly Primal Deliverance From Cloud to Anvil


Page 29 Page 30 Page 31

Aftermath
Page 34

SCENE GUIDE
3
A CORTEX PLAYTEST
Welcome and thank you for playtesting our tale! Before throughout and record how the scene went: which rules
diving into the Lost Oasis playtest, make sure you have a seemed to work well, which didn’t seem to work as well,
copy of the Tales of Xadia Rules Primer handy. It outlines and so on.
many of the gameplay questions you and your friends may A Complete Playthrough: When played from start to
have and tells you everything you need to play a session of finish, Lost Oasis takes place over two acts that include
Tales of Xadia. many scenes, some of which your players might not end
The Narrator for your group is the intended audience up engaging with. This likely takes a few hours to play
for this document. “Welcome, Travelers!” (page 5) is and isn’t necessary unless you and your friends want to
an introduction to share with the players, possibly as a experience a full adventure with some closure. And who
handout in advance. knows? Some of the characters might be so fun that you
want to play them again in a future tale, with the Lost
To ensure that the mechanics are tested adequately while
Oasis a part of their past.
you play, this playtest is generally less open world than the
Tales of Xadia RPG. It can be played in two ways: A Note on Difficulty: In most cases, we’ve provided the
difficulty dice for tests and challenges, based on the rules
Playtest Scenes: Several scenes, the first few after
in the Tales of Xadia Rules Primer. Most of the contests
the Prologue, are designed to highlight player choice
in this playtest are with one of the two catalysts and use
and gameplay. These are called out so that groups can
their traits. As a reminder, Easy is ⑥⑥, Challenging
immediately experiment with some of the mechanics
is ⑧⑧, Hard is ⑩⑩, and Very Hard is ⑫⑫ . If you feel
without needing more than an hour of gameplay time.
like slightly increasing the difficulty on any test, you can
The Narrator, or one of the players, might take notes
always add an additional ⑥ or two.

A CORTEX PLAYTEST
4
WELCOME, TRAVELERS!
Grab your friends and dive into this Tale of Xadia! Feathershawl tells you that by the time you make it to the
mountains at the border, there’s only a 12-hour window
After counting yourselves lucky not to have suffered an ill-
to ride to Innean on a magic beam of moonlight and get
fate at the battle outside of the Storm Spire, a mysterious
in and out before the city is destroyed forever. Should be
tomb-delving Moonshadow elf named Feathershawl
an easy job, they tell you. There’s no bystanders that risk
(they/them) has commissioned your rag-tag crew to
getting hurt in an abandoned city. And Innean contains
investigate an abandoned city floating high across the
everything from baubles to lost legends. Feathershawl
Xadian sky. The island is on a collision course with a
is obsessed with bringing this artifact back to the
mountain range at the border, and the clock is ticking
Moonshadow elves, as they claim their people’s lives
to salvage a rare artifact from it; you don’t have time
depend on it. Sounds important!
to do your own research before you leave. Hopefully
Feathershawl is trustworthy! The city is called Innean, a Intense tour guide aside, it’s now off to the mountains
name that has escaped everyday conversation in Xadia for with you! What lies ahead?
a long time. Cute pigs!
You’re hunting a powerful artifact called the Primal Well, Friendly chickens!
which conducts Sky and Earth magics through itself. It’s
a chest-sized chunk of marble, faceted like a diamond, Magical artifacts that need rescuing?
reverberating with the residual magic it collects from the You and your Narrator can find out for yourselves by
air around it. This is then redirected downward, pushing flying ahead, straight into the Lost Oasis!
the city of Innean to a great height in the sky. It’s the
kind of place that would perk up the ears (elven or no)
of any adventurer.

WELCOME, TRAVELERS!
5
“I’VE GOT SOME QUESTIONS…”
Make sure your players have read “Welcome, Travelers!” What do I get out of this?
(page 5). You may want to review it with them or read
Feathershawl offers each of you a significant sum of
it aloud.
money to cover the journey and its risks, but promises the
Here are some questions your players might have as you abandoned city contains more than enough intrigue and
introduce the premise of the tale, along with possible plunder to satisfy a spectrum of interests. They say:
answers that you can read to your players or use to inspire
I have my eye on one artifact in particular, that
your own answers.
Primal Well. Oh, if only I could bring it back to the
Moonshadow elders for the benefit of my people. You
Why are we here, anyway?
see, my great flaw was I underestimated a plague
Your group of companions has been approached by of worms that destroyed my people’s crops, and this
a mysterious benefactor, a Moonshadow elf named artifact could easily float the crops above the now
Feathershawl who claims to have discovered a floating city desperately infested soil. I truly hope this excursion will
lost to time. They tell you that centuries of natural wind not only help me but also my people.
currents high in the atmosphere have steered this city,
Tell me, what is it exactly that you crave? Armor?
called Innean, towards some mountains near the Border.
Weapons? Ancient tomes? Glowing jewels? Money?
Now it’s perilously close to colliding with said mountains,
Good will? A story for your grandchildren? I am sure
and you’re speeding toward this mountain range to get
all of that and more lies inside Innean, though the
there before the collision and the city’s destruction.
coins will be from another age. As long as we can get
my Primal Well, fill your pockets!
Why can’t Feathershawl do this themself ?
They make “filling pockets” sound WAY too easy, but they
Feathershawl is only one elf, and they worry things will
sure do make jewels sound fun when they say “glowing.”
get complicated. They say:
This artifact is simply too difficult for me to
extract alone. I’ve studied it, sure, but there’s
little to study. All I know is that I might need
the likes of you because even my rather capable
powers have their limits. If I’m honest, I’ve lost
both assets and confidence since being Ghosted by
Moonshadow society. However, I’m convinced I
can use this artifact to save lives and make up for
the shortcomings that brought me to that rather
traumatic ritual. Now, let’s hurry!
Weird how they’re hurrying. And why were they
Ghosted, anyway? Seems kind of suspicious. If not
for this whole “collision with a mountain” ticking
clock thing, you might get pushier.

“I’VE GOT SOME QUESTIONS...”


6
Maybe I could do this
without Feathershawl?
They tell you that the journey requires their special Moon
magic cloak, which only they know how to use. They say:
I use my cloak to harness a major moonbeam only
present during this rare moon phase. The beam will
cross the mountainside, as well as the city of Innean
itself, for a mere 12-hour window! We shall glide up
the moonbeam as if it is a river of light and we float
upon a raft. No flying creature can fly so high and
brave the mighty winds. It’s me or nothing, I’m afraid.
Sorry I can’t reassure you more; time is of the essence,
and I need to bring sustenance to my people.
So, we need Feathershawl to get in and out. But it all feels
a little risky.

You’re sure it’s abandoned, Feathershawl?


Yes! Of course. There’s no record of it being in contact with
Xadia in centuries. It must be abandoned. Hurry, now!

So the PCs don’t have a choice about


starting the adventure with Feathershawl?

If this were an actual session of the Tales of


Xadia RPG, the players would have as many options
open to them as they could imagine. However, for a
playtest, it’s important to get straight to testing out
the mechanics, and the easiest way to do that is to
have some decisions already made.
So yes, this adventure is dependent on the PCs
going to Innean with Feathershawl. But they need
not stay with their guide, or even stay together.
In fact, some obstacles might prove easier if
the PCs choose to split up and follow scenes in
separate locations.

“I’VE GOT SOME QUESTIONS...”


7
BACKGROUND FOR THE NARRATOR
Feathershawl needs the player characters (PCs) to help PCs and both do their best to endear themselves, at least
them recover an artifact from the lost city of Innean. in Act One.
Nausics has his own agenda, and the townspeople just In this playtest tale, the two catalysts start out as ⑧
want to survive the collision. These Narrator characters catalysts and can step up this die every time they succeed
(NCs) are important to the plot, and in Act One they all in a contest that includes one of their primary values. As
try to endear themselves to the PCs. their catalyst die steps up, so too does the value, and this
in turn steps down another value. As Narrator it’s your
Innean responsibility to track these changing die ratings.
Innean is a small floating, isolated, Brigadoon-like city
where a small population of Skywing elves has lived in Many Paths
harmony for centuries, separated from the rest of Xadian If your playtest session is short, don’t worry about
Skywing culture and unaware of Xadia’s politics and the many paths. Just visit one of the scenes marked
conflicts with humans. Life has become more pastoral and explore that path.
than adventurous, as stratospheric winds quickly made
visiting Innean all but impossible and round trips to the If you’re doing a full playthrough of the adventure, each
ground below are extremely unappealing. The city feels player in your group should decide whether to side with
the strain of its isolation, however, as people have begun one of the catalysts, focus on the evacuation of Innean, or
to disappear (later, players discover people have gone forge an altogether new path through this tale. There’s no
missing as a result of Nausics’ experiments). Innean has requirement for the group to stay together; players can
drifted west over the years and is now about to collide each choose a different thread to follow if they want.
with a mountainside along the Border. Feathershawl has Your players may divert the action entirely from the
seen many hints that the city is still occupied through proposed scenes, if you let them! You can use the NCs
their research, but they have conveniently left that out. and artifacts provided here to aid you in forging your own
PCs are told the city is abandoned—until they arrive and adventure. If one of the minor characters seems to evolve
see differently. into a catalyst, you can upgrade them on the fly to suit the
story. (See “Succession” on page 32 for an example.)
Catalysts
Some text is written as though the Narrator is reading it
Catalysts are Narrator characters whose values and to the players, and you can do that if you like. But nothing
importance in the story change as the PCs interact must be read verbatim. Borrow quotes and phrases all
with them, even indirectly. Instead of attributes they you want, and paraphrase to suit your group’s tone and
have a single catalyst die, which can step up or down playstyle. In the end, the way you play the NCs is up to
during a game. Otherwise they have distinctions, values, you; we provide some basics, but you bring them to life at
specialties, and even assets just like PCs. Their values are your table.
key to the way they change and grow in the tale.
It’s important to remind your players that they don’t need
The way players interact with catalysts alters the shape of to stay together. This tale is designed so that things aren’t
the story, and any NC they encounter has the potential to inherently easier or “better” if the PCs pursue the same
be a valued ally or a vexing enemy as scenes and conflicts path. The adage of Don’t split the party doesn’t apply here.
continue. The catalysts of Lost Oasis are a Moonshadow
Replaying this adventure will get you different
elf named Feathershawl (they/them) and a wingless
interactions and outcomes, so don’t be shy. Suggest
Skywing elf named Nausics (he/him). Early in Act One,
another session with your players if they want to explore
the two argue and become very distrustful of each other.
some of what they missed. 
But it’s important to remember that they both value the

BACKGROUND FOR THE NARRATOR


8
Feathershawl is a tall, lanky, gender neutral Moonshadow
elf with quiet but grim eyes. Once an elder of the
Moonshadow elves, they were exiled for failing to honor
an oath that cost elves their lives, and though they never
meant to hurt anyone they’re ashamed to discuss how
horribly they’ve failed. Their focus is entirely on how to
rejoin their society after having been made into a Ghost—
something most exiled elves are unable to return from—
and they’ll stop at nothing to bring back the Primal Well
as proof of their commitment to Moonshadow elf culture.
They also have a literal magic cloak of owl feathers that
allows them to float along beams of moonlight during
special phases of the moon. They apologize to PCs for
their shrewd and myopic nature, but they’re also very
distracted by how little time there is and their dream
of returning to their people; they’re willing to sacrifice
manners to achieve their goal. This Primal Well simply
must work, they tell themselves, though there are no clear
routes to being welcomed back after being Ghosted.
FEATHERSHAW L They offer the PCs a significant sum of money—or any
other motivations that seem appropriate to enlist the
Catalyst ⑧ help of the PCs—but neglect to mention the Skywing
elves still occupying Innean after all these centuries. Once
DISTIONCTIONS

Moonshadow Elf ⑧ on Innean, they spend little to no time fraternizing with


anyone unless they can provide information on the
Exiled Moon Mage ⑧
Primal Well.
Singlemindedly Acute ⑧ Feathershawl’s primary value is Liberty. They want not
only the Primal Well, but the opportunity it may provide
Devotion ④ Liberty ⑧ for Feathershawl to escape their Ghost status and rejoin
Love means little if it makes My survival and legacy are Moonshadow society. If they win a contest that involves
you powerless. deeply pressing concerns. Liberty, their Liberty die as well as their catalyst die
Glory ⑧ Mastery ⑧ steps up for each win, up to a ⑫. But for each of those
VALUES

Achievements are a powerful Developing power can solve wins, another one of their value dice is stepped down at
currency for me. most of my problems. the Narrator’s discretion. Particularly vulnerable to be
Justice ⑥ Truth ⑧ stepped down are Feathershawl’s sense of Mastery and
All crimes are relative to The relativity of truth is keeping
Truth, as each matters less the closer Feathershawl gets
their effect. me alive. to pulling off what is essentially a heist.

SPECIALTIES SIGNATURE ASSET

History ⑧ Owlfeather Cloak ⑧


Moon Magic ⑩

BACKGROUND FOR THE NARRATOR


9
Nausics is a stocky, older Skywing elf with elaborate
facial tattoos. Like most Skywing elves in Innean, he was
born without wings. This Innean elder is the Keeper of
the Primal Well. He’s known for years that Innean was
drifting towards the mountains and he hopes to take the
Primal Well with him during the inevitable evacuation.
He has secretly forsaken his oath to not touch the Primal
Well—by luring citizens into his keep and convincing
them to try to hold the Well. His experiments haven’t
been successful. The frozen bodies of these elves are kept
in a lair beneath Nausics’ study, at the end of a staircase
hidden behind a bookshelf. After many failures, Nausics
now has armor—the Cuirass of Vuxen commissioned
from the local blacksmith, who is proficient in weaving
powerful Sky magic into the city’s rare metals—which
should allow the wearer to carry the Well.
Nausics’ lies have drawn lines on his face, though he
hides it behind the warm demeanor of a respected public
figure. He’s eager to tell someone the truth and repent
NAUSICS for his horrible experiments, something he believed was
necessary but hated to do.
Catalyst ⑧
Nausics is driven primarily by the value of Truth. He
is desperate to confess his sins to someone, and he stops
DISTIONCTIONS

Skywing Elf ⑧
at nothing to make PCs complicit in his redemption
Keeper of the Primal Well ⑧ quest involving the Cuirass of Vuxen. By succeeding
in contests of Truth, his Truth value die rating steps
Dark Secrets ⑧ up, along with his catalyst die, up to a ⑫. But for each
of those wins, another one of his values is stepped down
Devotion ⑥ Liberty ⑧ at the Narrator’s discretion. Particularly vulnerable to
I remember the love of others I am a servant to my people, be stepped down are Nausics’ sense of Mastery and
like a nostalgic dream. whether they understand Justice as he descends into his obsession.
or not.
Glory ④
Mastery ⑧ Cuirass of Vuxen and the Primal Well
VALUES

I am genuinely selfless in
my pursuit of freedom To know a power is to
for Innean. control the future.
Forged in Innean by the local blacksmith, Vuxen, this
cuirass redirects Earth and Sky magic energy around the
Justice ⑧ Truth ⑧
wearer in ribbons that orbit them, rather than the wearer
I see the greater good and Patience may keep me
the sacrifices needed with from being transparent,
becoming frozen by the powerful magic forces. It is an
brutal clarity. but I mean well. asset, the Cuirass of Vuxen ⑩.
If anyone touches the Primal Well without wearing
SPECIALTIES SIGNATURE ASSET
Nausics’ Cuirass of Vuxen to protect themselves from
Stewardship ⑧ Necklace of Warning ⑧ its powerful magic, the person making contact might be
Sky Magic ⑩ frozen into a magical statue. If they do find the armor, the
Primal Well is rather simple to pick up.

BACKGROUND FOR THE NARRATOR


10
SCENE STRUCTURE Anyone who went with a catalyst has a harder time
getting off the island if someone else isn’t helping the
Lost Oasis is told in two acts, each made up of scenes evacuation effort. If nobody helps the catalysts, their final
involving the three intertwining threads. The point in the confrontation is offstage and lacks a mediator, and you
tale at which the first act ends and the second one begins should consider additional ways the landscape might
is the collision of Innean with the mountainside. suffer, both narratively speaking and the actual earth-
and-stone landscape that may shatter in the ensuing
Threads showdown.
Three threads lace through the story: one with each of Only by playing effectively and somehow nurturing all
the two catalysts, the third involving the evacuation of three threads can players save the most lives and get away
Innean’s townspeople. with the Primal Well.
Each player chooses a thread to follow; it’s not required
for the group to stay together, and probably preferable if ANOTHER TALE
they split up to deal with multiple threads through the We hope you enjoy this story, and if your players grow
adventure. Depending on the scene, this may mean PCs attached to their characters and would like to keep going,
are separated from each other, or are at least entering from go right ahead! These catalysts might continue to have
different directions. Players can create their own threads if relationships with characters, or you might have your own
they wish, and we offer suggestions for additional scenes ideas for new ones. We hope your finale leaves the door
(page 32). open for adventures that you and your friends
weave together!
However…
…The three narrative threads forge ahead with or without
the attention of the PCs, and there are consequences for
neglecting them.
PROLOGUE – ARRIVING ON INNEAN
After a long period of floating upwards, from the side of
the mountains at Xadia’s border and along a pale beam Wiggy, a small chicken
of moonlight, the PCs arrive in Innean with a loud
WHOOOMP, the violet magic that brought them to the The first creature to scope out the party, Wiggy
is a proud hen who suffers no fools and loves
island still swirling around them in tufts. Everyone adjusts
the child Pereka dearly. She enjoys perching on
to the unusual feeling that they stand upon floating
shoulders and being coddled; she tends to seek
earth. The spell that Feathershawl’s been casting for the
out the nearest high-status person and cling to
journey transitions to an illumination spell that lights them for clout.
up the area around them. Boots are all now planted in a All livestock in Innean are considered the
small stone courtyard, in the supposedly abandoned city community’s responsibility and no one’s property,
of Innean. Although, it looks curiously clean and well- so no one stops a PC from picking up or keeping
kept. The soft purple light of Feathershawl’s spell reveals Wiggy. This hen is called Wiggy because of her
that the cobblestone isn’t dirty or dusty, it appears swept, wig-like floppy head feathers, but she can learn
and the high stone walls around the edges of the city are to respond to a new name. Innean chickens have
occasionally broken up by archways that once led outside crossed beaks, where the top of the beak angles a
of town. Raised bridges close the archways, apparently bit to one side and the bottom to the other, because
built by an optimist who imagined a controlled landing they’re used to being hand-fed.
more than a collision. If frightened, Wiggy lays an egg, but won’t leave
it under any circumstances. This can become
Everyone feels the sensation that they’re slowly drifting awkward when the egg is laid on a person’s
west towards the looming mountainside. The PCs shoulder, but she has perfected advanced
hear Feathershawl mutter, “Well, that’s interesting!” to beak-wing-and-foot juggling techniques to keep the
themself. The pale purple moonbeam magic continues to egg secure on a person’s shoulder as if in a nest.
arc and swirl from their fingertips, only now it seems to be
pulled forcibly between the buildings and towards some Give players an opportunity to establish their
sort of keep at the center of town. characters here at the very beginning of your tale—
A small chicken skitters around they might deliver a clever one-liner about the
the corner, intrigued by the chicken or the landing, remark on something they
bright alien magic. find interesting, etc.
As a catalyst, Feathershawl is a crucial character
for the plot, and the shape of the story changes
depending on how PCs interact with them. Do
your best to convey that, though a bit abrasive,
Feathershawl’s quest to end their Ghosted exile from
Moonshadow culture isn’t entirely selfish and they
truly want to bring prosperity back to their people.
Despite their occasional brusqueness, they seem
genuinely grateful to have the PCs with them. The
loss that motivates Feathershawl underlies a lot of
their interactions. For instance, if PCs make fun of
their name, Feathershawl might remark that it’s the
only thing they have left of their family, and let any
possible uncomfortable silence be felt.

PROLOGUE
12
ACT ONE – RABBLE, RABBLE
If you’re playing this scene alone as a playtest, remember
to give your players a summary of the notes and Prologue.
Tell them they’ve just landed, the island needs evacuating,
the clock is ticking, and their guide Feathershawl didn’t CONTEST: Convince Feathershawl
tell them people would be here in the first place. They’ll be to stop casting the spell
able to split off into the next three scenes, and you can either
continue to those scenes or simply stop once you’ve found • Devotion: Tell Feathershawl there are more
opportunities to give your players a test or contest. important things to cast than this spell
• Truth: Insist that no magical shenanigans are
Innean is a city stuck in time, centuries ago. PCs who allowed until they come clean about why there’s
are familiar with Skywing culture find the scenery eerily a chicken and tidy streets in this abandoned city
familiar yet alien, as even some of the writing on signs has If players succeed, Feathershawl relents, but
drifted into a strange dialect. This self-sufficient society with immediate consequences. As soon as the spell
seems to show a learned simplicity and peace. stops, the entire city shudders and shakes, tilting
what seems like a full ten degrees for a moment.
It’s quite clear that this city is occupied and there was
PCs hear voices in the distance cry out in fear,
some serious omission of that fact. There’s what looks like
voices they were promised wouldn’t be present in
a functioning library, a functioning blacksmith, and the this supposedly abandoned city that Feathershawl
noises of civilization. Only a few shops appear to have had so carefully researched.
been recently boarded up, as if their occupants have “Maybe you should have let me keep that spell
gone missing. going, huh?” they retort, though they also admit,
Invite players to question Feathershawl, who’s been nice “I wasn’t sure what would happen there, wish I’d
enough but is now unquestionably distracted by the spell known better.” Innean’s ground levels out again,
but now it seems to glide through the air faster.
they’re casting. Purple swirls arch dramatically from their
Everyone has the distinct (and unfortunate)
fingers. PCs with any magical abilities notice the odd trail
impression that it will collide with the mountains
the spell leaves as it drifts, compass-like, towards the keep. much sooner than originally expected.
Suggest that the players discuss amongst themselves what If players fail the contest, Feathershawl
they think the best course of action is now that there are continues casting, eyeing the flow of the purple light
potentially people to save. as townspeople begin to arrive. PCs take Insecure
Remember to let Feathershawl be changed by how PCs stress equal to the effect die on Feathershawl’s
treat them; they are dynamic in their tone just like the successful roll as they realize that not only is
Feathershawl hiding something, but another
PCs your friends control.
shoe may be about to drop.
If approached with any hostility, Feathershawl defends
their continued casting of this spell, but players can try
to stop them. Here’s what that contest might look like, Even if the PCs fail to stop Feathershawl from casting
though you can encourage approaches other than the now, eventually the spell must end—they can’t keep
suggested dice as the player assembles their dice pool. casting forever—at which point the consequences of
ending the spell occur as described for a success.

ACT ONE – RABBLE RABBLE


13
Regardless of the outcome of the contest, Feathershawl is Feathershawl rushes up to one of the elves, an older man
more focused after the distracting conversation. “We must with elaborate face tattoos who appears to carry himself
hurry off to work! Lives are in the balance!” with some authority (this is Nausics). PCs can hear
their conversation if they follow Feathershawl, but the
This mission hasn’t only gone wrong, it may have
thick crowd follows, insistent on getting a lift out of
a lot more moral obligation than was promised by
the floating city.
Feathershawl, who appears more interested in slipping
away than addressing the PCs directly. Feathershawl and Nausics argue…
An increasingly large crowd of Skywing elves surrounds “Please, old man. Take me to the Primal Well
the PCs, with more chickens and a pig underfoot. None immediately. I am your only hope of leaving here
of them were supposed to be here. alive, and I have my own people to save. Let’s go!”
“Old man? Listen here, I am no uneducated fool,
and I am not scared of you. I have my own magic.
With an opening line like that, I certainly won’t help
you and your magical mystery cape fly off with the
most precious artifact in my home.”
Regardless of whether they’re overheard, everyone can see
that Feathershawl and Nausics are growing frustrated with
each other. Feathershawl stomps away and begins to eye
the keep, pacing up and down the cobblestone. If any PCs
are suspicious about hidden truths, they may want to stop
Feathershawl from getting even one step away. Innean
elves, including Nausics, are beginning to approach.
Some point to the looming mountains. The pig snuffles at
everyone’s feet.
What do the players choose to do? Reassure them
that they don’t need to all stick together and won’t be
punished through gameplay if they temporarily part ways.
Beebee, the small pig There are multiple plot threads forming that they should
consider focusing on. They could:
An inquisitive pig about the size of a French • Check in with Feathershawl and try to stop them
bulldog starts scoping out the party’s feet with its
from stomping away.
snout. Innean pigs have developed short wool to
stay warm at high altitudes, as well as short horns • Approach Nausics, who is actively vying for
for digging grubs out from between cobblestones. their attention.
Beebee considers everything that fits in its
• Talk with the townspeople, particularly the ones
mouth either food or something to play fetch with.
Overtly friendly and overly trusting, it either wants
worried about their impending collision with
to play, eat, or nap. It also occasionally rolls on its the mountain.
back, inviting PCs to rub its belly. What happens next is up to the players. They may proceed
PCs can give Beebee a new name if they choose, as a united front or have separate scenes. If the players
and it considers responding after being addressed choose to do nothing, Nausics approaches the PCs.
by it once or twice. It’s happy to join the party if
invited and can be convinced to do many simple
tasks if vigorously tousled.

ACT ONE – RABBLE RABBLE


14
Feathershawl Nausics
If the players choose to follow Feathershawl as their The Skywing elder is ushering any PCs who agree to go
continued guide, they move on to the scene Extraction with him into his keep for safety, and for an important
(page 16). But if players perceive Feathershawl as a threat, conversation he wishes to have with these outsiders.
they may want to stop them altogether. In this case, have Feathershawl can only be dragged into the keep alongside
a contest; here’s some suggestions for players assembling Nausics if they are forced to—kicking and screaming—as
that dice pool. they don’t wish to waste time placating him.
If the players choose to speak to Nausics, proceed to
An Eager Invitation (page 18).

Townspeople
CONTEST: Stop Feathershawl from Players who choose to talk with the townspeople now
running off to another location face a test to win over the crowd, collaborating on an
evacuation. You can leave the “how” up to players; these
• Devotion: Appeal to their better nature are suggestions if you and your players aren’t sure how to
• Justice: Appeal to their sense of fairness approach the situation. The listed traits are merely one
• Truth: Insist they owe you and these people an aspect of the dice pool they’re building, depending on
explanation of what’s going on how they want to approach the situation.
• Strength: Grab Feathershawl
If players fail the contest but insist on following
Feathershawl as they dart off, proceed to Extraction
(page 16) with that new hostility (and some
Exhausted or Angry stress on the PC) in mind.
If players fail and decide to ignore Feathershawl
for now as they go hunt for the Primal Well, they
TEST: Get the crowd to trust the PCs with
take Exhausted or Angry stress and proceed to evacuation (Challenging      + Crowd   )
either An Eager Invitation (page 18) or Mass Flight
(page 19). • Liberty: Tell the crowd you want to bring them
If players succeed, they can proceed how they safely to your lands below
wish. Perhaps they pin Feathershawl to the ground. • Justice: Announce that, though you came
Perhaps they demand Feathershawl become more here to explore, you see lives need saving and
polite for the moment or make them admit that wish to help
they never really focused on collateral damage, • Devotion: Announce that you will do your best
hoping the town would evacuate before you all to help save every life
got there. Feathershawl mutters about their own The crowd is gasping “Who are you?” and
people starving, no less in need of saving than these “Please, help us evacuate!” Depending on how this
Skywings. But Feathershawl is temporarily stopped, goes, consider if the crowd interactions create an
hoping to slip away soon. asset or a complication for players.
If players fail, they take an appropriate stress
and become a bystander as an NC takes the lead
Once Feathershawl is subdued or breaks free of the or the crowd looks to another PC, proceed to
crowd, they end their spell if it’s still going, causing the Mass Flight (page 19).
convenient distraction of the island city briefly tilting If players succeed and mingle with the crowd to
and chaos ensuing as the island seems to speed up. If address their cries for an evacuation plan, proceed
Feathershawl stopped the spell earlier (page 13), there’s to Mass Flight (page 19).
already enough chaos for them to create a distraction.

ACT ONE – RABBLE RABBLE


15
What Next? Players can choose to chase them down rather than wait,
facing a contest against the secretive Feathershawl. The
Thus ends your big opening scene!
townspeople continue to wait, should players decide they
If your players express an interest in an option not listed don’t agree with the following plan and wish to join the
here, you should read ahead and consider the other likely townspeople instead. As players assemble their dice pool,
outcomes (in particular the reactions of the catalysts, here’s a couple of ideas on where to start.
who both take note of how the PCs proceed) and create
your own improvised action and bridge scenes that
guide the tale towards the inevitable collision and one
of the possible first scenes of Act Two. Take the reins,
clever Narrator; you can forge your own version of the
story! Just remember to include tests, contests, and/or
challenges in each scene to give them a sense of CONTEST: Catch up with Feathershawl
deeper purpose. as they flee

You’ve also had some chances to try some tests and • Agility: Run as fast as you can
contests, so thanks for trying that out! • Spirit: Plead for them to slow down
so you can catch up
ACTION SCENE – Any new Innean pals politely wait in the street
EXTRACTION during such a chase. If caught, Feathershawl offers
a more frustrated version of the following scene,
because if PCs wanted to skip a chase, they should
have just gotten rid of those pesky townspeople in
Do any PCs accompany Feathershawl? the first place. Catch on to that whole sneaky heist
vibe, ya know?
If you’re just playing this as a playtest scene, it’s not very
long, so we recommend playing Act One – Rabble Rabble
and reviewing the Prologue first! Feathershawl expresses their plan, first venting... 
Assess how much PCs have warmed up to Feathershawl That one with the elaborate facial tattoos, Nausics, he
thus far. If PCs are joining Feathershawl now, but nobody claims to want to save the artifact but is obsessed with
has yet confronted Feathershawl about their spell irrelevant customs and... something about a confession?
(page 13) or trying to break away (page 15), consider Give me a break. Distract him if you like, but I suspect
adapting elements of those contests for a new he’s best avoided if we’re to get out of here in time.
contest here.
Now that the city is moving a little quicker, ahem, I
If Feathershawl gets a chance to start sharing a plan, suspect we only have an hour or so before a collision
they lean in with excitement, relieved to have the PCs with the mountain. And even then, only a little longer
on their side. If every PC is in the huddle with them, before the entire city crumbles and the artifact is
they also acknowledge that the townspeople might want possibly destroyed. Will you help me?
some assistance.
If PCs agree, Feathershawl lays out their plan to search
“Extracting the artifact is going to be… difficult,” for a hidden entrance to the keep. It requires all the
Feathershawl says, eyeing the PCs to see if they have PCs’ focus and means ignoring the pleas of worried
any taggers-on from the crowd. If PCs have NCs in townspeople. And the PCs can hear them calling “We
tow, Feathershawl quietly tells PCs to meet them by the must evacuate, now!” in the nearby square.
inn next to that great stone keep where their magic led.
Feathershawl runs off and attempts to disappear down
an alley.
ACT ONE – RABBLE RABBLE
16
Clearly Feathershawl has a one-track mind. Players who
wish to force them to confront any truths or morality
must win a contest against Feathershawl. Here’s three
examples to get part of a player’s dice pool started.
If the PCs haven’t followed this thread, this conversation
might happen later, rather than in this particular scene.

CONTEST: Get Feathershawl to fess up to the full story

• Spirit: Get them to agree to confess for will garner them a little more trust from PCs.
team morale If the PCs are allied with this catalyst, this is an
• Devotion: Out of a concern for the people important contest. If the PCs succeed, Feathershawl
in town insist they explain their motives remembers the conversation, is more likely to defend
• Truth: If they won’t be honest, they can’t the PCs, and their catalyst die is stepped up. This
be trusted makes them more formidable in an escape and more
likely to intervene if an NC gets in a PC’s way as they
Feathershawl hems and haws about how the
improvise something risky. Overall, success should
collision probably won’t be fatal, but with a success
cue you as Narrator to treat the catalyst in a new way
they admit that they’d hoped the townspeople would
during the rest of this tale.
simply lower the bridges on their gates when Innean
If players fail, Feathershawl continues to be
drifted close enough. Maybe the PCs would even
relatively cold, thinking of PCs more as means to an
provide a distraction while Feathershawl went to find
end than as allies, and PCs take Angry or Insecure
the Well.
stress. When asked whether they knew about the city
Feathershawl also confesses that they aren’t just no
being occupied, Feathershawl simply sighs and rolls
longer welcome among their people; they’re a former
their eyes, insisting, “Will you help me save my people
elder, fallen from the grace the higher status elves
from starvation, or not?” PCs can then either rejoin
enjoy. They hope that something like the Primal Well
another thread, noting the evacuation only a street
won’t just redeem them with their family but reinstate
or two away, or agree to Feathershawl’s terms and
their entire way of life. They remain resolved to the
proceed to Overdue Notice (page 23).
task at hand and won’t be especially keen to discuss
their shame, but they hope this admission of privilege

17
ACTION SCENE – Here’s some suggestions of things players might want
to use in their dice pool if they want to engage in
AN EAGER INVITATION this contest.

Do any PCs go along with Nausics?


If you’re just playing this as a playtest scene, it’s not all that
long. We recommend reviewing the Prologue and playing
Act One – Rabble Rabble first! CONTEST: Get Nausics to get to the point

The Skywing elder with elaborate facial tattoos introduces • Truth: Insist that food and stories all seem
himself as Nausics, the Keeper of the Primal Well. like a distraction
“Welcome, welcome to Innean!” he says warmly, hurrying • Devotion: Explain that lives will be lost if
you into his keep as voices carry through the now-windy you don’t hurry
streets. “I’m so sorry to distract you from the evacuation, If players succeed, Nausics admits he’s known
but my people are wise and I know they are destined to for some time that Innean might collide with the
figure something out. Please, I need a desperate moment mountains soon, and it’s caused him to become
of your time.” even more emotionally distant from his people. He’s
rambling on and on because this is the last meal
The face of the keep is simple and more rustic than the
he’ll have in his home, and he apologizes profusely.
rest of already rural Innean. The keep’s wall stones are
For PCs allied with this catalyst, this is an important
dark, flat, and round, harvested from a natural riverbed contest. If the PCs succeed, he remembers this
the city long ago left the geographic vicinity of. moment and it affects how he treats the PCs who
Nausics wants to know how PCs got to Innean, asking succeeded from now on. He becomes a steadfast
with an element of distaste how well they know ally for the PCs and his catalyst die is stepped up.
Feathershawl. He prefers to address a familiar-seeming If players fail, Nausics wraps an arm around a
Skywing if one is amongst the PCs, but he’s warm to PC and talks of how well the bounty of the local
gardens makes for a hearty broth that, “You’ll likely
all PCs.
never find in Xadia again.”
Nausics asks the PCs to sit and eat of the local harvest and
drink of the local vineyard, all while learning of Innean’s
history. Like a proper mayor he seems eager to share the Regardless, he expresses that Feathershawl insisted on
best of his town, but unlike one he seems to be in shock skipping dinner and wanted to see the Well immediately,
and unable to react normally to the imminent collision. which he found impossibly rude. He adds, “The Well
If PCs ask questions regarding specific townspeople or needs a Keeper, you see, because of its power. To touch
buildings, he furrows his brow and demures, saying he it without guidance will likely destroy you, and I myself
doesn’t get out much and hasn’t much to say about other have taken an oath that would cause me to crumble into
people. He only wants to speak of his days in the Well’s dust if I even dared to lay a finger on it.”
keep, the Keepers of old, long dead leaders of the past, and Unless PCs choose to run right out of the building,
what a lovely stew he’s made. It might seem rather odd, proceed to More Than a Mouthful (page 24). Nausics
and PCs might want to call out the idea of sitting and checks to see if any other PCs outside might be convinced
eating at a time like this. to join him and may make a passing remark that he
To learn anything more about Innean from him and grind believes this meeting in his keep is more important than
his rambling customs to a halt, players must win a contest “panicking” to evacuate. He’s in charge here for a reason,
against Nausics. he assures the PCs, though he twitches nervously with
what he wishes to divulge next.

ACT ONE – RABBLE RABBLE


18
ACTION & BRIDGE SCENE –
MASS FLIGHT

Do any PCs stay to help the townspeople with


CHALLENGE: Help evacuate Innean!
the evacuation?
(Challenging, Medium           )
If you’re just playing this as a playtest scene, we
recommend reviewing the Prologue and Act One – Impress upon your players that they should
Rabble Rabble first! But this is a big scene we’re strategize how to get rid of the dice in your
looking forward to, which includes a challenge! challenge pool. This is a ⑧⑧⑧⑧  challenge, as it
is a Challenging difficulty (⑧⑧) and of Medium
It’s time to plan an evacuation! Window-cakes in some length (+2 dice) if there are, say, 4 players in this
bakeries have tilted as a result of Feathershawl’s city- scene. Feel free to add or subtract a die depending
tipping magic surge, and everyone is eager to help. But on whether there are more or fewer players than
can you meet the challenge? The townspeople are bright that. And of course, here’s some dice PCs might
and brave, so if PCs are already panicking don’t be afraid want to assemble to beat the pool.
to have an NC reassure them that all things are possible! • Awareness: Find a fortified place to hide
If your players are having trouble figuring out their • Strength: Gather resources and supplies to help
options, see “What’s the Plan?” on page 22. • Intellect: Plan a way off the island
• Spirit: Reassure and calm the people
Each PC has a turn to roll against the challenge
pool, declaring what their part of the evacuation
plan is, rolling the dice, and comparing their effect
die against the challenge pool’s dice (⑧). If the
effect die is ⑩ or greater, one of the challenge
dice is removed. If the effect die is ⑧ or lower,
one of the challenge dice is stepped down (and can
be removed on subsequent turns with a ⑧ effect
die). After all the players have taken their turns, the
challenge pool can target one of the PCs and try to
deal Afraid, Exhausted, or Insecure stress.

19
Townspeople of Note y-y-your intentions!” he’s terribly nervous and eager to
please. He accompanies the party if they wish, though if
No visitors have come to Innean in centuries and the elves
the party next encounters Nausics, Nausics is rather wary
not only have questions, but theories. For the ensuing
of whether Nekrex puts a kink in his master plan. Nekrex
interactions with the people of Innean, choose from the
is very outgoing regardless of how PCs might proceed and
provided list of NCs, or create your own. Let players
should step forward in a pinch.
find solutions on their own through their choices and
successes; none of these NCs have all the solutions handy. Siftress and Pondaryss
Nekrex Siftress (she/her) and Pondaryss (she/her) are eager
to get the party’s full attention and discuss portents and
Nekrex (he/him) is the captain of the guard. He wears
evacuation, respectively. They work together, clear voices
simple armor and wields a light club. He’s used to merely
for evacuation.
putting drunks in the drunk tank and other very light
police work, and he’s never had to think about life outside Pereka and Olanna
of Innean. He’s thoroughly confused as to what the PCs The young girl Pereka (she/her) and the animals (see
even represent. He’s never seen much trouble beyond Wiggy on page 12 and Beebee on page 14) are tugging
some reckless youth and an occasional wayward vulture at the PCs’ pant legs, hoping to tag along with whatever
attacking the hens, and his impression of an authority happens next. Wiggy is especially fond of Pereka. Olanna
figure is based almost entirely off of what he’s read in a (she/her) also begins to follow closely, listening eagerly to
manual passed on to him by his predecessor, the previous any plans. Both can be shooed away but are eager to chat
captain, Gormuss. Though he announces himself formally up a receptive visitor.
with “In the name of Innean, stand down and announce

N EKR EX
Captain of the Guard ⑧ Proud ⑥
Ceremonial Armor ⑥

Nekrex is captain of the guard, a kind of folksy,


small-town, elected position—the only other guards
are volunteers—and has the only proper (though
non-magical) armor in town. He’ll accompany
the party as protection, if they ask, but can’t stop
turning the topic back to why they don’t just try
to fortify Innean’s foundation, because there’s
some really nice sports (field tag) and vegetable-
fermented ales (cloud turnip cider) here that he’d
hate to go without if forced to evacuate. Though
not capable as much more than a warm body, he
does carry a small club.

ACT ONE – RABBLE RABBLE


20
SIFTR ESS
Skywing Mage ⑥ Helpful ⑥

Siftress claims to have seen the fall of Innean


coming…and though the town and party might
doubt her, she really did. A light user of Sky magic,
she saw the wind of fate that would carry Innean
into the mountain months ago and warned Nausics
of it. 

PONDARYSS
Ghost Whisperer ⑥ Clever ⑥

Pondaryss is an elderly, crotchety woman who


agrees that everyone must evacuate, but thinks
the PCs are actually a group of tricksome ghosts
planning to lead them into oblivion. She is bemused
but ultimately resigned to this fate and copes by
taunting PCs for being so cruel and meddlesome at
a time when someone should be building a series of
magic hang gliders instead. If she ever meets folks in
the land below, she’ll of course also accuse them of
being ghosts.

PER EK A
Fearless ⑩ Animal Friend ⑥

Pereka is a young girl who’s put in peril rather


easily. She expresses an interest in following the
PCs around but tries not to influence their choices.
If allowed to tag along, she’s unafraid of virtually
everything and asks endless, rapid-fire questions
about the world of Xadia below Innean. She has
some chewing gum made from local tree root she
offers in a pinch if she thinks it will soothe PCs.

ACT ONE – RABBLE RABBLE


21
OLA N NA
Forthright ⑥ Headstrong ⑥

Olanna is a young woman, sharp and direct and


used to getting her way. She asks to accompany
the PCs, and insists they focus almost entirely on
the escape. She has no combat usefulness but
does try to rally a rescue operation regardless of
PC proximity and collaboration. Expect to see her
stay behind to get every last elf off of the city island
when it collides.

What’s the Plan? onto the mountain wherever the island makes contact,
provided the collision itself doesn’t send everyone straight
It’s all systems go as PCs hurry to set up an evacuation
down the mountainside. To see this physically herculean
via one of the plans listed here, or with one the players
construction effort through with Olanna, players need to
come up with. But before evacuation, they must brace the
pass a Hard test (⑩⑩) using Glory.
organized townsfolk for impact—in the middle of town,
but slightly closer to the west side, so as to avoid being in Town guard captain Nekrex (page 20) makes sure the
direct contact with the impact or part of a now crumbling bridge is moved safely and efficiently, if asked, providing a
city, yet close enough that there isn’t far to run to get ⑧  asset.
off of Innean. For anyone in this scene, the catalysts are
difficult to reach until they’ve finished their business with
Convenient Cliffs
the Primal Well and are beginning their escape. If given any responsibilities, Pereka (page 21) takes some
elves to the edge of the city and discovers evidence of
Hang Gliders some cliffs on the mountainside, a way some elves might
Pondaryss (page 21) has a rather goofy plan to create be able to escape down to more relative safety. Players
magically reinforced hang gliders out of palm fronds, need to pass a Challenging test (⑧⑧) of Devotion if
branches, and Sky magic. Though far-fetched, a little PC one wants to spread the word of Pereka’s observation to
enthusiasm persuades the magically studied locals Noko the entire population.
(page 32) and Siftress (page 21) to discuss and debate
what they know about ancient imbuements of Sky magic THE COLLISION
on physical material that just might work. PCs need to Unfortunately, the collision has its consequences. As
succeed at a Hard test (⑩⑩) using Mastery to help the dust settles, a large cave is revealed in the side of the
the town pull off making enough for everyone. Helpful mountain. At first there are cheers from the people of
NCs can contribute dice to the player’s dice pool. Innean. A safe, level path off of the main body of Innean!
And most of the town is standing, hooray! But suddenly,
Portable Bridge
massive centipede-like creatures lurch out of the cave
Olanna (see above) is particularly adept at scouting with horrible screeches. As the shrieks fill the PCs’ ears,
solutions, and if PCs rely on her she realizes that some continue this thread with Roars of Freedom (page 29). The
quick organization could get an entire bridge in town that current scene, Mass Flight, also serves as a bridge scene
spans a small chasm to be removed and repurposed as a into the collision, so PCs who help with the evacuation go
portable bridge that can be secured and used to evacuate straight to Act Two for their next scene.

ACT ONE – RABBLE RABBLE


22
If players see the plans forming with catalysts and wish Bailynn, Innean’s librarian, is on her way out with as
to split off to join one of those more solitary elves, they many books as she can carry. She pauses when seeing PCs,
need to make a Challenging test (⑧⑧) to escape cleanly, who now face a test to see if they can convince her to give
or else the crowd insists that PCs are critical to their them free rein of her beloved building.
evacuation, and the PC takes Insecure stress for trying
to abandon them in their hour of need.
Both catalysts wouldn’t mind help; in fact, Nausics is even
more insistent that PCs ignore evacuation efforts and
join him instead. Feathershawl, however, is now harder to
talk to with adders-on, requiring a possible repeat of the TEST: Get access to the library (Easy    )
contest in Extraction (page 16) where they try to duck
into an alley at the sight of townspeople. • Suggested traits: Spirit or Intellect
If there’s a success, Bailynn happily allows the
BRIDGE SCENE – group in and Feathershawl misleadingly promises,
OVERDUE NOTICE “We simply want to leave with as much of Innean’s
Do any PCs help Feathershawl look for the Primal Well? history as we can carry.”
If PCs fail, Feathershawl harshly nudges Bailynn
Pleased that PCs are joining them, Feathershawl scouts aside with a muted apology. She looks at PCs in
the buildings adjacent to the Well’s keep, looking for horror, who can then easily follow Feathershawl
basements that might allow for an underground passage or re-evaluate their thread one last time. (Note: if
to the Well’s chambers, which they are convinced is one Feathershawl pushes Bailynn, both Feathershawl
floor below ground. They also apologize for not making and PCs have their Justice die stepped down by one
nice with Nausics, but they assure you they anticipated a until the end of the tale.)
magical seal around the Primal Well and planned for such
a contingency.
They scout three buildings, remarking dispassionately
about each.
“An inn? Here? Must be for wayward souls more than
visitors. What a depressing concept.” 
“A craft shop? Look at all the chicken feather jewelry.
You’d think they’d have access to more birds than that,
this high up in the sky. Not exactly my style.”
“A library? Ugh. With a town this small it must be all
fiction. Those kinds of books are truly life’s dullest! But The Collision
that’s our best bet for a basement, let’s go.” After hurrying past dusty shelves and a desk with a half-
PCs hear distant shouts that evacuations efforts are eaten sandwich on it, Feathershawl finds the wall adjacent
underway, but Feathershawl appears quite unmoved. to the keep. Moonlight peers down the staircase and
If asked about it, they simply remind the PCs that this they reflect it onto the wall, causing bricks to float away,
artifact represents hope for people both here and across revealing a second, darker wall of bricks belonging to the
Xadia. However, it’s clear that they are obsessed with lower level of the keep. As these bricks peel away, PCs
the Primal Well and it has led to them lying in the past, suddenly lurch forward. Shelves fly everywhere, separating
particularly regarding the city having a living population. everyone from Feathershawl for at least the moment.
Innean has collided with the mountain. Proceed to
Moon Steals Earth and Sky (page 27).

ACT ONE – RABBLE RABBLE


23
BRIDGE SCENE – Meanwhile, back in the study, astute PCs—having been
told not to—touch everything. 
MORE THAN A MOUTHFUL
Whether PCs are in the study with the artifacts and
Do the PCs go with Nausics into the keep?
books or in the den with Nausics himself, a contest using
The waiting area is decorated with Innean artifacts, Truth reveals Nausics’ hubris. He’s hiding something
portraits of Keepers past, and historical links to the dreadful.
Skywings of Xadia below such as old tableware
and pottery.
To the left is a dining room with a pleasant den built in.
A warm hearth with a boiling broth, a dinner table with a
local root prepared, some kind of unusual lute hanging on
the wall—a cozy spot for stories to be sure. To the right is CONTEST: Get Nausics to show
a study with more artifacts and books and a desk. you his secret
Ahead, there’s a stairwell behind a translucent, glowing
• Suggested traits: Truth
blue wall of magic. It’s clear, given the context, that the
wall is some sort of magical protection Nausics watches With a success in the den, Nausics reveals that
over, or possibly even controls. If PCs want to see the he’s convinced more than a few Innean residents to
Primal Well from where they now stand, this barrier try to touch the Primal Well with various iterations
needs to come down. And Nausics won’t allow it yet. of his magical armor, the Cuirass of Vuxen, and
they’ve all been frozen. The armor he wants a PC to
“Thank you for accepting my invitation. On behalf of my wear, he admits, is the result of much suffering.
forefathers, please, sit and listen for just a breath. I have to If the PC fails, Nausics clams up before he admits
confess,” Nausics says. the worst, and simply moves to getting PCs to try
the armor. The PC takes appropriate stress.
If there’s more than one PC in the keep with Nausics,
one is invited to split off and peruse the study. Nausics
says, “I suppose you should take in some of our culture.
An imagination carries more stories than any satchel. But
they are… technically my belongings. So please only touch
the books.”
PCs who enter alone or choose to sit with Nausics
are served a hearty, home-cooked meal made in the
roaring hearth by the dining table. As he serves it, he
remarks he was making a meal too large to eat alone
when Feathershawl’s disruption occurred. He explains
that he knew the collision would happen, and he finds
Feathershawl’s pushiness to salvage the artifact a grave
insult to generations of Innean elves.
Nausics carefully puts out the fire, notes that the collision
is imminent, and encourages PCs to brace themselves.
“Don’t worry,” he says, “I’ve studied this inevitability for
years. I’m certain you have at least an hour to get
off this island, and I only need a few more minutes of
your time.”

ACT ONE – RABBLE RABBLE


24
The Collision
When the collision occurs—and you want to time it just
so—let it happen as players have felt some of the tension
of the Nausics conversation. Then, after the force of
impact is complete and there is only a deep and ominous
TEST: Find something in the study rumbling as the city begins its slow deterioration, tell
(Easy    ) players that no stew has spilled, and Nausics has with
great skill served himself the last bowl. No matter the
• Suggested traits: Intellect
timing, the last thing he says before the collision is...
A failure simply gets PCs called back into the
den. A success reveals a strange gargoyle clinging
You and your companions are truly saviors to me, for I have
to the ceiling; tugging on the tongue that wags from taken an oath to never touch the Well. I would crumble
its maw causes a bookcase to slide aside. to dust if these foolish fingers made contact with it. But
Hidden behind the book case is a torchlit set one of you lot, wearing a chestplate of magical armor I
of stairs. There’s just enough time to quietly commissioned and have gone to great lengths to test, can
descend into a secret lair that Nausics didn’t intend safely deliver the Primal Well from Innean. And trust me,
anyone—let alone these interlopers—to discover. you need the chestplate.
Inside there are various mummified Skywing
Before PCs in the secret lair have time to communicate
elves, all warped by some sort of Sky or Earth magic.
Their faces are frozen in horror, the rest of their
with PCs in the dining room, the scene abruptly
bodies twisted like swirls of fiberglass and sparkling transitions to Sky Defies Moon (page 27).
marble. They seem trapped in this stasis, frozen
and not quite dead. And thankfully in such a magical
solid state, they might very well survive a plunge
down the mountainside when this city collapses,
though only the heavens know how to cure them.

25
ACT TWO – AFTER THE COLLISION
Congratulations, Narrator! With each scene this story is You may increasingly feel like you want to allow for
more and more in YOUR hands. There’s only so much player ingenuity not covered here, and that’s fine! Make
guidance we can provide from here on out, but here’s a sure you’ve read all the way through to the end and look
framework for your upcoming improvisations. Your own at some of the additional scenes (page 32) we offer, so
adventure as a Narrator may feel harrowing, but you’ve you can see how things might deviate from the simplest
already helped weave a story that includes a floating island narrative threads.
colliding with a mountain. That’s a lot. So, don’t worry, From this point on, everyone’s either headed to the Well’s
you’ve got this! keep getting ready for a showdown, or they’re clearing the
Make sure you congratulate players who prepared way for townspeople to evacuate, so all the PCs should
thoroughly for the collision. While the city is now be tied up with some kind of conflict that way. But soon
crumbling slowly, you can explain that it would be they’re all reunited in the same goal—escape. Innean isn’t
absolute chaos without the PCs. Unbeknownst to them the quaint floating getaway it was just a few minutes ago.
there’s some monsters up ahead, so any unity amongst the
townsfolk is about to become quite valuable.

26
ACTION SCENE –
MOON STEALS EARTH
AND SKY
Were any of the PCs with Feathershawl during the collision?
TEST: Grab the Primal Well with
Players open with a Challenging test (⑧⑧) to extricate your parts in the right places
their PCs from the fallen debris before the action begins (Challenging      + Limb Splicer   )
to break from bad to even worse. Those who quickly free
themselves hear Feathershawl note with unusual calm— • Agility: Limit contact with tiles in general
and perhaps callous disregard for the others affected— • Intellect: Track which tiles swap what
that this is actually better because with a half-wrecked limbs where
library and damaged foundation, the magic flows better • Mastery: See through the illusion used in
and bricks peel away easier.  this trap
However, Nausics isn’t far from the chamber on the other With a failure the limbs appear to be randomly
side, and there are traps! shuffled on that person’s body. As an illusion, the
process is bloodless and painless but it’s meant
Bricks that are removed from the foundation of the keep to delay intruders until Nausics the Keeper can
spring to life and attempt to float towards characters. If respond to the alarm.
the maw stones make contact, their tiny saw-like teeth
gnaw at PCs until they can be pried off in a test.
The process should make for an intense scene that only
makes Feathershawl hungrier for the Primal Well, which
floats at the center of the room. Should they reach it,
transition to Feathers Fly (page 29).

ACTION SCENE –
TEST: Break free of the maw stones SKY DEFIES MOON
(Easy    )
Were any PCs in Nausics’ keep during the collision?
• Suggested trait: Strength Dinner, in a sense, is spoiled. Here Nausics may hear
one, possibly two alarms ring from his necklace. A chime
On a success, the PC brushes off the stones
emanating from a stone in his necklace alerts him that
and moves to the next test so fast that they’re a
step ahead of arguing catalysts. A failure means a
Feathershawl is in his basement (possibly with some
PC takes Afraid stress and risks not getting to the fellow PC companions, who are just Feathershawl’s
Primal Well before a desperate Feathershawl or a hired goons as far as Nausics is concerned). There’s a
protective Nausics. second chime alert should another character have made
it to his secret lair full of frozen townspeople. Nausics
starts calling on his own magical defenses—Sky magic
The tiles on the floor of the Primal Well’s chamber channeled through his necklace—but he is humbled
contain ancient Moon magic and touching or stepping and looking for allies. He won’t pick a fight unless PCs
on one activates a limb splicer trap that creates the want one.
illusion that the appropriate limb has swapped places
with another limb on that person’s body. It takes a certain Nausics trusts that his basement traps sufficiently delay
amount of lifting/jumping up and re-initiating contact anyone a few minutes and first tries to convince the
for the limbs to appear back in the right places. Here’s nearest PC of his intentions.
suggestions on dice for a PC’s pool.

ACT TWO: AFTER THE COLLISION


27
If the “lair alarm” is sounded, he tells the PC to follow
him to the lair and attempts a group confession. (NOTE:
Facing his demons in the lair steps up Nausics’ Truth,
but steps down his Liberty.)
If any trust is earned, Nausics lifts his Cuirass of
Vuxen from a display mannequin. This armor was TEST: Winged armor grapples
developed by Vuxen, the local arcane blacksmith, and you and tries to dispatch you
Nausics presents it to the PCs in the room if they aren’t (Challenging      + Winged Armor       )

trying to punish him. The armor allows the Sky and Earth
• Strength: Fight the armor
magic coursing through the Primal Well to be pushed
• Agility: Dodge the armor
away from the one who touches it. Nausics couldn’t test
• Mastery: Outwit the foolish magic animating
this armor himself because of his oath. So, he lured some the armor
townspeople into his keep over the last decade to have
them try different iterations of this cuirass. Dozens of Their magic-empowered metal wings (belonging
to Skywing elves of long ago) means that their goal
innocent people have been put into a kind of magical
(in a failed test) is to drag their target out the front
coma as a result. The armor works now… probably.
door, up into the open winds, and attempt to fly
He tells you he’s worked extensively with Vuxen to
them off the island to be dropped to their doom.
have this cuirass fine tuned, and Vuxen himself briefly
demonstrated its effectiveness before realizing its dark
history and refusing to collaborate with Nausics any Nausics isn’t too bad with a nearby quarterstaff, either, so
further. Nausics would like a PC to be the final guinea feel free to improvise a hand-to-hand contest with him
pig, if they’ll trust him, and he’ll plead if necessary. here if you like.
He’s honest and forthcoming about his dark decisions Should players survive the encounter, proceed to
because he sees it as a part of the journey that must be Primal Deliverance (page 30).
confessed, in almost a religious way that one
might expect from a shaman-like Keeper here
in this culture.
But is anyone listening to a confession so
disturbing, let alone indulging it? That’s up
to your players. But if no one volunteers,
he brusquely places the armor on the most
valiant-seeming character nearby and rushes
them towards the basement.
Nausics is also willing to defend himself. If
needed, his three suits of Winged Armor
spring to life, grabbing at PCs.

ACT TWO: AFTER THE COLLISION


28
ACTION SCENE – Remember to read the additional scenes (page 32)
for inspiration on how to keep things lively and
ROARS OF FREEDOM unpredictable, especially if you’re weaving this tale for
Were any PCs helping with the evacuation during the second, third, or fourth time and want to add a bit of
the collision? spice to the recipe. For all we know, a now-loyal Beebee
There’s a pretty clear objective for PCs here—they’ve the Pig is wearing the Cuirass of Vuxen and running
gone from careful logistical planning to mitigating chaos. across Innean with the Primal Well strapped to its back.
Giant centipedes are attacking the townspeople! Is that even possible? We guess so! But we’ll let you write
that scene yourself.
First, have everyone roll an Easy test (⑥⑥) to get out
of the collision rubble in the street. Then, reveal the Hopefully the centipedes can be dealt with, but
segmented, many-legged horrors of the mountain caves regardless of the outcome, proceed to From Cloud
as a challenge. to Anvil (page 31).

ACTION SCENE –
FEATHERS FLY
Do the PCs attempt to remove the Primal Well with
Feathershawl’s help? 
CHALLENGE: Monstrous Centipedes
(Hard, Medium     ) It’s time to get out of here, and the clock is ticking before
Innean is completely gone. If PCs are still stuck on Innean
A collision with the mountains causes these proper dealing with the Primal Well, combat is quick and
creatures to be disturbed from their subterranean brutal and fates are sealed swiftly. But Innean isn’t long
life, and they attempt to chase and devour PCs and for this world, so whatever time PCs have left is best spent
townspeople alike. running like the wind! Unfortunately, the Primal Well
You’d be wise to scale the number of giant doesn’t give a PC floaty-flying powers or anything; it’s just
centipedes to match the number of PCs outside— a hot potato on a crumbling sky platform. PCs could be
one fewer ⑩ if there’s fewer than 4 PCs, but one tumbling down the mountain soon, or worse! 
more ⑩ if there’s more than 4—but either way it’s
a dangerous scene. As the centipedes thunder into For a PC wearing the Cuirass of Vuxen, that
the city, townspeople rush towards the cave and asset makes it as easy as plucking up the Primal Well
seek cover, but they’re prone to wailing and drawing and running.
attention to themselves, making them excellent
Characters not wearing Nausics’ special armor are in
sources of hostage-level peril.
for a nasty surprise, and that includes Feathershawl
Depending on how the PCs have prepared, this
challenge can be resolved in many clever ways. themself. Anyone who touches the Well without the
Cuirass of Vuxen must survive a difficult challenge,
• They can choose to confront the centipedes
or else face a creeping, magical stiffening stress to their
directly (they must either be vanquished,
subdued, or chucked off the edge of the floating hand(s), one that ends in becoming a mummy of marble
city, where there is a six-foot-high stone wall to and fiberglass if they don’t give up on touching it. Tell
hoist them over). them it’s alarming, their hands becoming jet black, and
• They can usher townspeople over the bridge as the challenge progresses, they should see the ominous
and into the mountain paths or the cave consequence coming. Here’s some suggestions for how
using Devotion. they can attempt to survive with their die pool.
• They can evacuate themselves and other
townsfolk from Innean in their new hang gliders
using Agility.

ACT TWO: AFTER THE COLLISION


29
a plan in place that makes good use of the Primal Well. It’s
just that Feathershawl is often too headstrong to stop and
explain things to others before it’s too late, a bad habit
from when they were still a privileged elder. They reveal a
small crystal, hidden in their cloak, which shimmers with
CHALLENGE: Survive grabbing the Primal the images of dozens of different Moonshadow elves as
Well with your bare hands! it’s turned in their hand. “These are images of my family,”
(Very Hard    ) Feathershawl says quietly, “and thanks to you, I may see
more than this illusion of them soon.”
It’s for one player, but it’s incredibly difficult. But if nobody cleaned up the monsters, they’re in for one
• Strength: Brace your body more test or contest with them, and if PCs fail, they may
• Spirit: Steel your soul go down the mountainside with a crumbling Innean or
• Mastery: Run your history with magical have to sacrifice the Well.
processes through your mind as you fight
back against the magic Feathershawl listens to characters rage and vent and
• Devotion: Think of the Moonshadow people they offer apologies. This is more than the PCs get from
who will benefit from this artifact one day Nausics, who now faces his dark choices in the aftermath
and feels little of anything anymore—unless Nausics was
bested by an unforgiving character and didn’t make it
If the catalysts see each other here, they immediately out alive.
lock in combat, and if PCs don’t intervene, they try to
Time to proceed to the Aftermath (page 34).
incapacitate each other with Moon magic and Winged
Armor, respectively.
ACTION SCENE –
There’s just enough time to pull the Well out of the socket PRIMAL DELIVERANCE
it hovers in, make a mad dash for the bridge (or crumbling
collision-point of city and mountain), and hope the Do the PCs attempt to remove the Primal Well with the
PCs land in a safe spot without too many centipedes or help of Nausics and his Cuirass of Vuxen? 
longneck hillwolves occupying it. That’s right, longneck He’s quite keen on helping, but only if PCs sit and listen
hillwolves—there’s seriously a lot going on out there. to his confession before he surrenders the Cuirass of
Hopefully at least one of the PCs was helping evacuate, Vuxen. If PCs listened and have it, the good news is he
because if everyone went with Feathershawl there’s a keeps Feathershawl preoccupied with his Winged Armor
whole lot of conflict—by way of Nausics and monsters— and quarterstaff, and he shares that the armor makes PCs
in the PCs’ path now. If PCs locked in a contest with immune to his traps, so they should be able to run down
Nausics lose, they’re doomed to, at worst, be stuck in the the stone steps, grab the Primal Well, and run! Hopefully
keep as it crumbles, or at best flee only to vainly reach out another PC is with the second group and vouches for the
towards the survivors who are safe. PCs to Feathershawl if necessary. Otherwise it’s a contest
against Feathershawl.
The good news about aligning with Feathershawl is that,
unlike Nausics, they’ve never deliberately caused harm Unfortunately, Nausics emboldened by having a PC as
before, making them surprisingly redeemable. They thank an ally is more likely to try and incapacitate Feathershawl
the PCs (if they make it off Innean in mostly one piece as well, so intervention is necessary if PCs wish to keep
with the Primal Well) and share more about the time everyone safe; having had a second PC at the dinner
when they were underprepared for the plague of worms makes such an intervention much easier. One to snatch
that decimated the Moonshadow food supplies. Hoping and run, one to mediate. But who knows, maybe PCs will
to bring back something that could float acres of crops, leave them at each other’s throats, morally grey as they
they express—even to Nausics if he’s nearby—that there’s both seem.

ACT TWO: AFTER THE COLLISION


30
If PCs manage to scramble the Primal Well away
and have Nausics at their side, he pledges a life of
service and accountability, offering to let PCs take
him to the authorities of their choice. He won’t
apologize for trying to take out Feathershawl,
though. If the catalysts are somehow left on
a mountain path or in a cave together, they
certainly aren’t making a lot of eye contact right
now.
When you’ve seen who lived to be a part of the
tale-telling, proceed to the Aftermath (page 34).

ACTION SCENE – FROM


CLOUD TO ANVIL
Are any PCs outside in the streets helping to
evacuate the citizens of Innean? 
Longneck Hillwolves
Congratulations, because this pivotal thread required
some serious selflessness, and success in Roars of Freedom A breed of creatures that look like carnivorous,
(page 29) means PCs could have hang gliders waiting fanged alpaca roams the mountains. After the
for their friends, a large bridge assisting the escape, and collision they impede mountain trails and even run
maybe even fewer monsters. Accomplishing any one of onto Innean streets. Though mostly uninterested
these three goals means every citizen could make it out in humanoids, they hungrily chase the chickens and
alive, if things still go well here. pigs of Innean and are happy to bite at the terrified
people as they either try to escape with livestock
Manage the chaos, and ideally meet up with PCs who in tow or generally shriek at the sight of the beasts.
made a go for the Primal Well, and PCs just might survive Not as aggressive as the creatures of the caves, they
with all the townspeople and only lose the respect of a can be tamed, but they’re dangerous nonetheless.
catalyst or two. Proceed to the Aftermath (page 34).

Longneck Hillwolves
Another danger adds itself to the centipede chaos—
longneck hillwolves run along the narrow mountain
path that Innean now leans against. Their painful bite is
just annoying for elves and humans, but they’re eager to
eat the pigs and chickens and they cause anarchy in an CHALLENGE: Hide or dodge
already complicated evacuation. from the longneck hillwolves
(Easy, Medium        )
If the PCs don’t distract the creatures or combat them
mightily, panic bests everyone and a few elves (or • Suggested traits: Agility or Influence
chickens) might not get out before the landmass crumbles
completely, their silhouettes disappearing in a massive PCs who fared well in Roars of Freedom (page 29)
cloud of dust. can use other townspeople (page 20) as assets
in this scene, making it easier for their companions
to emerge from the Well’s keep and make it to
relative safety.

ACT TWO: AFTER THE COLLISION


31
ADDITIONAL SCENES
We found these scenes didn’t fit the most linear way to tell needed to escape with the Primal Well. Vuxen recently
the story and it’s possible you won’t use them either. But learned of Nausics’ dark scheme; he could be useful in a
by reading them you might discover some surprise twists scene involving atonement or guilt-driven heroics.
to throw into your tale and fire up your imagination’s
furnace for a scene not included elsewhere. If you’re just SUCCESSION
playtesting a few scenes, consider this section a reminder Noko is the aspiring apprentice to Nausics—except that
that forking off into a completely improvised location and Nausics doesn’t want an apprentice. Noko has no real
scenario can be a lot of fun. aptitude for magic but he’s obsessive about lore. He’s
spent a great deal of time in the museum above the Primal
WELDED FATE Well but has been (ruefully) denied entry to the relics in
Vuxen, the arcane blacksmith, fashioned quite a powerful Nausics’ home. He would love to help the PCs with the
artifact in the Cuirass of Vuxen. There isn’t time Primal Well, regardless of which catalyst they choose.
for him to make a second cuirass, so the original is still

V U X EN
Brilliant Blacksmith ⑧ Primal Lore ⑧
Trustworthy ⑧

Vuxen made armor for Nausics and can be


persuaded to spill the tea, especially if the PCs
haven’t learned about the Cuirass of Vuxen from
Nausics yet. Perhaps a curious PC asking about
weapons in Act One spots his burned smock
in a crowd. Vuxen might have another forged
experiment available or another item or two in
stock that PCs could use as an asset.

NOKO
Sky Magic ④ Useful Lore ⑧
In The Way ⑧

Noko wished to be the next Keeper, but he’s


clearly lost his chance by the time the PCs arrive.
He’s eager to discuss magic, and PCs might notice
the robed figure and trust his youthful energy more
than Nausics’. Though not intended to be a catalyst,
a crafty Narrator could spin the tension between
Noko and Nausics into a new thread about Noko’s
sincerity and humble values de-escalating the pride
of one of the two original catalysts.

ADDITIONAL SCENES
32
LOYAL SWARM You keep falling. Boy, mountains sure are high up.
Eventually you see what must be the toyshop’s sole plush
If chickens (page 12) and pigs (page 14) are so friendly badger. Wow, you think, how cool! Innean had stories, or
here, perhaps an army of them could be bootcamp trained drawings, of a badger! Then you realize it’s not a badger,
in an hour by a PC who loves animals. Who knows? it’s just a pig in a little cat burglar costume. You realize this
They might even be able to form an asset against a giant right before you collide with the forest below.
centipede if the dice rolls came out right.
For anyone who escaped on a hang glider, as you and your
DESCENT OF THE COWARD compatriots reach the end of your hang glide, you hear a
voice cry out above you, “Oh wow, a badger!”
PCs might not only hang glide to Xadia below, but
selfishly bail and find themselves a relative non- Then your friend rockets past you as you hear them say
participant in the great evacuation. The adventure doesn’t “Oh, wait…”
end when they choose a hang-gliding escape. If a selfish You surmise that their last memory was a disappointing
townsperson joined them, be sure to tell the PC about badger experience.
how relieved (or not relieved) they are in a conversation
on the way down. If a PC sadly loses the fight above and OTHER SAD OUTCOMES
tumbles to their doom (hopefully no one is that reckless),
Escaping Innean is a matter of life and death, but you
consider mixing this with the Purgatory Plummet scene.
aren’t required to subject your players to graphic death
scenes. You can utilize the chaos to mask or imply that
PURGATORY PLUMMET not everything went great, and certain fates are unknown.
If someone falls off Innean—through combat, as a frozen Do a headcount after the escape and grimly note that the
statue of magic, or other bad skydiving premise—you number is smaller than hoped. Explain the confusion and
should break it to them: things look grim. And if you the monsters were just too much to overcome and leave
think your players might enjoy a bit of gallows humor, it at that. There are also plenty of consequences that can
you can try it with a smile, like this... show the intensity of the situation without killing
Sorry to see you go, but sometimes exploring a giant anyone off.
floating rock up near outer space can lead to some seriously The Primal Well is the easiest sacrifice. If you don’t want
bad consequences. this rare artifact to disappear forever, have a centipede
You’re falling fast now. Faster. Faster. The shattered remains snag it with their mouth at the last possible second as a
of a nearby toy shop tumble around you. You note that consequence of a fight-gone-bad, and everyone can watch
instead of teddy bears, there’s only plush pigs and chickens. the precious artifact rocket upwards, a confused centipede
But they’re all wearing cute little outfits. You’d sure like holding on with its mandibles, and disappearing upwards
to stay alive so you could collect them. There’s a pig in a into a distant speck.
detective costume, a chicken in a lawyer costume. So creative! If a loss seems to suit the story, there’s no need to
describe a hand reaching out and falling away with the
plummeting cobblestone. You can often say even more by
saying nothing at all, having your NCs bow their heads in
sorrow and grief, and let loss speak itself without words. If
a PC’s loss suits the story, that’s fine as long as the player is
driving the narrative of how their character dies heroically.

33
THE AFTERMATH
If characters escape with the Primal Well thanks to the Now, perhaps they face a long trek down a mountain
Cuirass of Vuxen or amazing challenge rolls, they path. PCs could be exploring a winding cave hoping to
notice that three colored crystal deposits have formed find an opening in the foothills. They could be floating
on it: blue, red, and violet. They represent primal sources! gently with their hang gliders and meeting some confused
PCs can attempt to remove and use them, but if they Moonshadow elves below.
touch one, the other two shatter. Try to grab two or Thus ends your Lost Oasis tale, and the quest for the
all three at once and they all shatter. Sorry, greedy Primal Well.
mages! Blue leaves PCs with a Sky source ⑥, Red
with an Earth source ⑥, and Purple with a
Moon source ⑥ (thanks for glomming that last one
on only a few hours ago with the screw-up, Feathershawl).
WHAT’S NEXT
PCs who escape without the glory of saving the Primal Players may find their character now has a vendetta, a
Well see it rip itself free of something. Maybe rubble, death wish, or new trajectory for their artifact-hunting
maybe the sad hands of Feathershawl or a PC who career. Pay attention to what a PC wants, desires, and
grabbed it too late, or perhaps the hands of Nausics as he excels at and you might very well find the springboard for
turns to ash. The Primal Well rockets up into the sky now your next adventure! There’s plenty of tales you can weave
that the island isn’t there to lock it into a fixed altitude. for yourself now, from helping Feathershawl walk the
Primal Well back to their people through a mountain pass
Regardless of the Well, each active Narrator character guarded by humans, to finding Nausics a therapist while
should thank the companions for whatever good they did he’s in Skywing prison.
with the time they had.

FANDOM Tales of Xadia: The Dragon Prince Roleplaying Game is published by Fandom Inc.
Credits

Writing & Rules Design: Cam Banks (Rules Primer) & Dan Telfer (Lost Oasis)
Editing: Amanda Valentine Tales of Xadia: The Dragon Prince Roleplaying Game uses the Cortex system. The
Graphic Design & Layout: Tina Lam Collier Cortex system and the Fandom logos are © 2021 Fandom Inc. All rights reserved.
Reference to other copyrighted material in no way constitutes a challenge to the
Narrative Lead: Dan Telfer
respective copyright holders of that material.
Creative Director: Cam Banks
VP of Tabletop Gaming: Adam Bradford The Dragon Prince and all associated characters and elements are © 2021
Wonderstorm, Inc. and used under license by Fandom Inc. All rights reserved.
WONDERSTORM
Creators: Aaron Ehasz & Justin Richmond Artwork and graphics © and ™ Wonderstorm, Inc. All rights reserved.
Managing Producer: Joe LeFavi | Genuine Entertainment
DIYA N Influence
Intellect
Spirit
As headstrong as he is kind, Diyan fought alongside Vinaya in Queen
Aanya’s army wielding a thick skull and a Durenian spear. But his soul Awareness
was sprinkled with wanderlust, and he hopes to indulge it in an era of
Strength
peace. If human hostilities ever ebb, he hopes to travel with Vinaya to
visit Katolis, like their Duren ancestors did.

ATTRIBUTES
Agility

Devotion ⑩ Liberty ④
I find passion and heart in Society is too important for me
everything, even battle. to put myself above it.

Glory ⑧ Mastery ⑥
VALUES

Although fighting is often I won’t make a fool of myself


unpleasant, my legacy fixing what isn’t broken.
demands it.
Truth ⑥
Justice ⑧ My actions speak louder than
When honor calls, I do empty promises.
not waver.

Durenian Freefolk ⑧
ɬ Hinder: Gain one Ⓟ● when you switch out this distinction’s
die rating for a ④.

Soldier of the Garden ⑧


ɬ Hinder: Gain one Ⓟ● when you switch out this distinction’s
die rating for a ④.
DISTINCTIONS

ɬ Graceful Warrior: Spend a Ⓟ● to add both your


Agility and Strength dice to your dice pool in a test,
contest, or challenge that deals with battle, instead of
just one attribute.
STRESS
Never Back Down ⑧
ɬ Hinder: Gain one Ⓟ● when you switch out this distinction’s Afraid
die rating for a ④.
ɬ Resolute: Spend a Ⓟ ● to add one of your stress dice to
a test, contest, or challenge. Step down that stress die
Angry
afterwards.
Corrupted

SPECIALTIES ASSET
Exhausted

Spearfighting ⑧ Durenian Spear ⑧ Injured


Agriculture ⑥ A long , tri-pointed spear
common among Durenian
soldiers.
Insecure
VINAYA Influence
Intellect
Awareness
Vinaya recently felt her icy noble veneer crack when she and her
best friend Diyan met Winda the hunter, who shared her skepticism
of manipulative personalities. Vinaya’s specialty is seeing through Spirit
centuries-old grudges that her elders lean on like crutches, and her Agility
friends try to convince her to use that power for more generous

ATTRIBUTES
reasons than she may normally be inclined.
Strength

Devotion ④ Liberty ⑥
I have my friends, but who The real fight is work, not
needs everyone else? tussling in the streets.

Glory ⑥ Mastery ⑧
VALUES

War is for the weak. I’d Through determination


rather surgically analyze the I will outsmart them all.
problem.
Truth ⑩
Justice ⑧ You can find a liar by the scent
I may be bitter, but it’s of their lies.
because I so clearly see
right from wrong.

Durenian Noble ⑧
ɬ Hinder: Gain one Ⓟ when you switch out this distinction’s
die rating for a ④.

Herald of the Queen ⑧


ɬ Hinder: Gain one Ⓟ when you switch out this distinction’s
DISTINCTIONS

die rating for a ④.


ɬ Orate: Spend a Ⓟ to double your Influence or Spirit
die on a test, contest, or challenge that involves using your
speaking voice.

You Don’t Have to Remind me! ⑧ STRESS


ɬ Hinder: Gain one Ⓟ when you switch out this distinction’s
die rating for a ④.
Afraid
ɬ Instant Recall: Spend a Ⓟ to remember a helpful fact or
detail from something you once read, giving yourself or an
ally an asset for a single test, contest, or challenge. Angry

Corrupted
SPECIALTIES ASSET
Exhausted
History ⑥ Chronicles of Elarion ⑧
Politics ⑥ A bound collection of stories, tales, Injured
and poems from the ancient days of
Diplomacy ⑥ the Human Kingdoms.
Insecure
WINDA Agility
Awareness
Influence
After the death of King Florian, Winda grew dispassionate about her
homeland and decided to explore the wilderness. There she discovered
her new friends Diyan and Vinaya of Duren. Though gruff and sarcastic Intellect
by nature, she has grown curious about the greater possibilities for
Xadia and whether her actions could actually play a role in

ATTRIBUTES
its unification.
Spirit

Devotion ⑧ Liberty ⑩
I may snark, but I’m loyal to You couldn’t drag me to a fancy
a tee. meal kicking and screaming. Strength

Glory ⑥ Mastery ⑧
VALUES

I’d rather wander alone than My survival skills are incredibly


upset the balance. important to hone.

Justice ⑥ Truth ④
I don’t run from wrongdoing, I’d rather serve you snark than
but I don’t run to it either. what I’m really feeling.

Del Barian Hinterlander ⑧


ɬ Hinder: Gain one Ⓟ when you switch out this distinction’s
die rating for a ④.
ɬ Tough: Spend a Ⓟ to convert your Injured or
Exhausted stress into another kind of stress. If you
already had stress of that new type, step up that stress.
DISTINCTIONS

Trailblazing Hunter ⑧
ɬ Hinder: Gain one Ⓟ when you switch out this distinction’s
die rating for a ④.
ɬ Keen Eye: Spend a Ⓟ to double your Awareness or
Agility die in your dice pool when following a trail, aiming
at a distant target, or spotting something far off.
STRESS
Foolhardy Friend ⑧
ɬ Hinder: Gain one Ⓟ when you switch out this distinction’s Afraid
die rating for a ④.

Angry

SPECIALTIES ASSET Corrupted


Tracking ⑧ Light Crossbow ⑧
Exhausted
Climbing ⑥ A finely-crafted crossbow
with a case of quarrels.
Injured

Insecure
ELJA A L Agility
Awareness

Influence
Eljaal travelled a great distance to Del Bar to assassinate a human target
some months ago. Before they could complete the task, their target
fell to his death in a climbing accident in clear view of Eljaal. They have
since been wandering the human lands, trying to come to grips with Intellect
the future ahead, knowing that the elves they love might not accept

ATTRIBUTES
their circumstantial failure. Eljaal hopes to find a new purpose, or a
reassuring path home.
Spirit

Devotion ⑧ Liberty ⑥
I am open to new bonds as I I yearn for the security of my old Strength
search for my path. home.

Glory ⑧ Mastery ⑩
VALUES

I’ve traveled far and hope it I rely on my deadly skills during


was for a purpose. this trying time.

Justice ⑥ Truth ④
I have yet to find true balance Facts only matter if they help
in this world. get the job done.

Moonshadow Elf ⑧
ɬ Hinder: Gain one Ⓟ when you switch out this distinction’s
die rating for a ④.
ɬ Elf Grace: Spend a Ⓟ to step up your Agility die in your
dice pool for a test, contest, or challenge that factors in
your elven speed and balance.
DISTINCTIONS

ɬ Moonshadow Form: When trying to hide, sneak, or go


unseen during a full moon, spend a Ⓟ to double your
Moonshadow Elf distinction die in your dice pool and
keep an extra die in your total.

Homesick Assassin ⑧
STRESS
ɬ Hinder: Gain one Ⓟ when you switch out this distinction’s
die rating for a ④.

A Song for All Occasions ⑧ Afraid


ɬ Hinder: Gain one Ⓟ when you switch out this distinction’s
die rating for a ④. Angry

Corrupted
SPECIALTIES ASSET
Exhausted
Sneaking ⑧ Elven Sword-Staff ⑧
Swordplay ⑥ This staff has blades on either end Injured
which can rotate outwards when
in use.
Insecure
BIN ETA Awareness

Sister of the mage Babukar, Bineta considers herself not only a knight, Influence
but the very dagger in the hand of Lux Aurea itself. Bold and unafraid, Agility
she has a knack for carving through the densest battlefield, though she
will likely pick up some careless scars along the way. Intellect

ATTRIBUTES
Devotion ⑧ Liberty ⑥
I love my people as much as a I am a servant, not a conqueror. Spirit
warrior can.
Mastery ⑧
Glory ④
VALUES

My sword is as hot as my temper,


Strength
If my name does not go down and it will not slip my grasp.
in the history books, so be it.
Truth ⑥
Justice ⑩ Fools need smiting more than
My great might represents they need saving.
defense, not destruction.

Sunfire Elf ⑧
ɬ Hinder: Gain one Ⓟ when you switch out this distinction’s
die rating for a ④.
ɬ Heat-Being: Add ⑧ Angry stress in order to step up both
your Agility and Strength for the duration of any test,
DISTINCTIONS

contest, or challenge.

Knight of Lux Aurea ⑧


ɬ Hinder: Gain one Ⓟ when you switch out this distinction’s
die rating for a ④.
ɬ Stalwart: Spend a Ⓟ to step down all of your stress dice
after you succeed at a contest with a foe.

Fickle Luck ⑧
ɬ Hinder: Gain one Ⓟ when you switch out this distinction’s STRESS
die rating for a ④.

Afraid
SPECIALTIES ASSET
Angry
Swordplay ⑥ Sunforge Blade ⑧
Animal Training ⑥ This blade glows with heat. Corrupted
Thankfully it comes with a
Strategy ⑥ magical protective sheath.
Exhausted

Injured

Insecure
BABU K AR Agility
Awareness

Brother of the warrior Bineta, Babukar takes quiet pride in his ability
to strike fear in his enemies alongside her in battle through his
Influence
performance of magic. He also serves as a secret weapon behind the
scenes, for though he is something of a battle mage, he is also a master
interrogator and has cracked the minds of foes as well as their skin. Intellect

ATTRIBUTES
Spirit
Devotion ⑥ Liberty ④
Privately I am preoccupied I sometimes get lost in my work
with my greater purpose. and forget myself. Strength

Glory ⑩ Mastery ⑥
VALUES

I live to see the day when I My talent is innate, not


may overcome a worthy foe. something I must polish.

Justice ⑧ Truth ⑧
I relish my duties, they are I have seen so many truths that I
never a burden. hardly know my own.

Sunfire Elf ⑧
ɬ Hinder: Gain one Ⓟ when you switch out this distinction’s
die rating for a ④.
ɬ Heat-Being: Add ⑧ Angry stress in order to step up both
your Agility and Strength for the duration of any test,
contest, or challenge.
DISTINCTIONS

Hotheaded Sun Mage ⑧


ɬ Hinder: Gain one Ⓟ when you switch out this distinction’s
die rating for a ④.

Simplicity is the Best Solution ⑧


ɬ Hinder: Gain one Ⓟ when you switch out this distinction’s
die rating for a ④.
STRESS
ɬ Straight to the Point: Spend a Ⓟ and either gain a ⑧
asset or step up an existing asset when undertaking a
challenge because of your keen insight. Afraid

Angry
SPECIALTIES ASSETS
Corrupted
Sun Magic ⑧ Sun Magic Spells ⑧
Crafting ⑥ ɬ Fulmen Ignem (Bolt of Fire)
Exhausted
ɬ Circulus Luminis (Ring of Light)
ɬ Verum Animo (Sense Truth
Injured
of the Heart)

Insecure

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