Lost Oasis: A Playtest Tale
Lost Oasis: A Playtest Tale
Lost Oasis: A Playtest Tale
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
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
Act Two
Page 26
Moon Steals Earth & Sky Sky Defies Moon Roars of Freedom
Page 27 Page 27 Page 29
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.
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.
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.
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.
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.
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.
• 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.
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.
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
PONDARYSS
Ghost Whisperer ⑥ Clever ⑥
PER EK A
Fearless ⑩ Animal Friend ⑥
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.
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.
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.
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.
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.
V U X EN
Brilliant Blacksmith ⑧ Primal Lore ⑧
Trustworthy ⑧
NOKO
Sky Magic ④ Useful Lore ⑧
In The Way ⑧
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
Durenian Freefolk ⑧
ɬ Hinder: Gain one Ⓟ● when you switch out this distinction’s
die rating for a ④.
SPECIALTIES ASSET
Exhausted
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
Durenian Noble ⑧
ɬ Hinder: Gain one Ⓟ when you switch out this distinction’s
die rating for a ④.
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
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.
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
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
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
Homesick Assassin ⑧
STRESS
ɬ Hinder: Gain one Ⓟ when you switch out this distinction’s
die rating for a ④.
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
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.
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
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
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