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Colostle - Kyodaina - Digital Edition - EHfFWG

This document is a guide for a solo RPG adventure set in the new land of Kyodaina, part of the Colostle game series. It introduces new game mechanics, including the 'SPIRIT' stat, temples, and unique locations, while allowing players to integrate these elements into their existing adventures or start anew. The document also details the setting, character classes, and various gameplay options available in this expansion.

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darienoctavio
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100% found this document useful (1 vote)
4K views74 pages

Colostle - Kyodaina - Digital Edition - EHfFWG

This document is a guide for a solo RPG adventure set in the new land of Kyodaina, part of the Colostle game series. It introduces new game mechanics, including the 'SPIRIT' stat, temples, and unique locations, while allowing players to integrate these elements into their existing adventures or start anew. The document also details the setting, character classes, and various gameplay options available in this expansion.

Uploaded by

darienoctavio
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 74

®

A SOLO RPG ADVENTURE

written and illustrated by


Nich Angell
COLOSTLE Game System
Patent Pending
All world, story, setting and characters
copyright © Nich Angell 2023
www.colostle.com
nichangell@hotmail.co.uk
www.patreon.com/colostle
Hardback First Edition
September 2023

1
CONTENTS
INTRODUCTION

How to use this book 5


The Roomlands of Kyodaina 7
Exploring Kyodaina 13
Combat in Kyodaina 18

Character Class - The Spirited 20

ZONES

The Spirit Forest 25


The Fangs of Fire Mountain Range 31
The Hori Archipelago 39
The Skylands 45

STORY CONCLUSION

The Imperial City of Shiro 51


The Final Battle 63
Continuing in Kyodaina 70

3
4
HOW TO USE THIS BOOK
This book is the third book in the Colostle series If you already have an adventure ongoing,
and the first purely optional expansion. The first 2 you don’t have to start a new game to use the
books in the series form the base rules, with the content in this book. You can simply have your
core rules required to play contained within the character discover these new elements as and
first. This books adds to those base rules and allows when it suits your story.
your adventure to go to the brand new land of
Kyodaina. It is recommended that you read all the rules in
this book before starting, but don’t read about the
This book is optional because Kyodaina is a Zones until you discover them organically in your
place that you can choose whether or not your adventure, then you’ll get that exciting feeling of
character discovers and explores, rather than discovery when you come across them!
forming a necessary part of your adventure. That
said, there is something of a continuing narrative This book has a gentle narrative that runs
of discovery across the books in sequence. throughout it to give your character additional
purpose in their adventures in the lands of
As is always the case with Colostle, there is no right Kyodaina. This narrative is purely optional and
or wrong answer when you are faced with an you can interact with it as much or as little as you
event or decision in your adventure. Your story can want. You can be the main character in this story
be anything you want it to be and if interpreting a or you can treat it as background material for
prompt one way allows for a moment to be more events that are going on around your character
in-line with your greater plans for your character’s as they go about their own quest.
quest then go for it! The rules in the books act
to help qualify how successful your characters Kyodaina is a new frontier and represents a new
choices are and to provide prompts for your segment of the Colostle, as yet undiscovered by
imagination, but should never be considered an those from the Known Roomlands. Its Rooks and
obstacle or limit. rules vary from what you know but present new
and interesting challenges.
Kyodaina adds new types of locations to the
game, along with new rules when you are within Welcome to Kyodaina...
them. These new locations can be added to your
game however you see fit, but some of them
have pretty clear entry paths that are explained
in the exploration rules.

WHAT DO I NEED TO PLAY?


All you need to play Colostle is:

- A pen or pencil
- A notebook or sketchbook to keep your journal
- A standard deck of playing cards
- Colostle - A Solo RPG Adventure - base rulebook

5
6
THE ROOMLANDS OF KYODAINA

You find yourself in a whole new land. covered in ancient forests, shrouds of haunting
mists, mysterious gates peppering the land and
However you got here, whichever threshold you towns and villages with a style of architecture
crossed - what you now see bears no resemblance you have never seen before; red tile roofs and
to the lands you have previously been wandering. hanging lanterns.

These are the Roomlands of Kyodaina and And then you see your first Rook.
while you travel these particular roomlands, you
will find there is a major visual and cultural twist Distant for now, but you know it won’t be long
on everything you thought you knew about the before you face one head on, like all the others
Colostle. you have fought in the past. But these Rooks are
quite different.
Kyodaina is a large cluster of Rooms that forms
a massive territory. It is unknown how many They seem to move with a more fluid, dynamic
rooms, floors, rooftops and doorways make up motion, like they are more agile, reactive. Their
the lands of Kyodaina but it is safe to say that it bodies look like multi-tiered castles but not castles
could extend just as far as the Roomlands you left in the style you’re used to. Red tiles, square
behind, an equally massive territory with a very pointed roofs and gold trims.
different flavour.
Their legs are thin and they carry weaponry that is
At any point you might pass through a door or less brutal and battering, but technical, wielded
window and find yourself back in the Roomlands with finesse. It looks as though there may be brand
you remember, cracked grey stone pillars, new challenges for Rookhunters here in Kyodaina.
castellated Rooks and familiar towns and sights.
Aside from these aspects, perhaps the final most
But if you travel deeper into Kyodaina, you will notable difference to the Roomlands you know,
find more of what makes these lands special, and and most pertinent to an adventurer such as
there is a lot here that stands apart from what you yourself, are the Temples.
knew.
These stone structures, built from the remains of
A few things strike you immediately. First, the earth Rooks, hang a large stone symbol above their
is broken. The ground hangs in the air. Whole main gates and appear scattered throughout the
chunks of land float, sheared off from their more lands, sometimes remote, sometimes in towns or
‘grounded’ counterparts. Pieces of earth float cities.
off the ground, sometimes miles high. Navigation
is still possible at ground level, but now, through Each temple focuses on teaching a different
careful planning, one can climb high into the discipline and spending some time at one can
sky... on foot. not only allow you to recover from your travels but
also enhance your repertoire of skills and abilities.
Second, the colossal pillars that you are so used A chance to really grow.
to seeing holding up the ceiling of the Rooms you
grew up in, look very different here. Still the same While staying with the monks at these temples
ancient structure but now painted, lacquered in a you will learn to tap into a power that has existed
glossy red. It is wearing away and clearly ancient inside you all along, you just didn’t know it; Spirit.
but the colour still shines in the distance. Looking
up, the ceiling rafters are a complex knitted With this new resource discovered within your
geometric pattern of red beams and decorative body, you can unlock new fantastic abilities, as
shapes. well as increase your toughness for the battles to
come... and there will be battles to come.
The landscape is one of spiritual mystery and
beckoning adventure. Conical mountains

7
HOW TO ADD KYODAINA TO YOUR ADVENTURE

Kyodaina is a new flavour for adventures in you find. Or you can start a brand new character
Colostle, with a few new game mechanics added who is perhaps born in the lands of Kyodaina, and
as part of the new flavour. Functionally, at its core, start a brand new adventure here.
it is still the same game as before, the primary
difference being that you are now in a different If you want, you can simply use the new setting
part of the Colostle, with a slightly different twist and new encounter tables to continue to tell your
on all the familiar elements. own character’s story and have their saga and
Calling extend into this new land. Doing this will
Kyodaina has new encounter tables and new involve using the base rules in the main rulebook
rules for fighting Rooks here. It also introduces the as a foundation and adding the new elements
Temples, the Gates and a new stat, ‘SPIRIT’, all of found in these pages to those rules.
which will be explained in the pages to come.
However, if you want to follow the story campaign
That is not all however. After establishing these that will start in later chapters then that is also
differences, the primary part of your adventures an option, and will involve your character being
in the Roomlands of Kyodaina will be an ongoing taken more by the hand, being swept up in an
single player campaign adventure, told in multiple adventure and making decisions and writing your
chapters, with characters to meet, incredible journal along the way.
places to visit and a mysterious story to uncover.
As always, your journal and your story is all yours,
You can choose to have your pre-existing Colostle and if you want to make things go a certain way
character enter the lands of Kyodaina simply by for your vision then feel free. Let this book be as
deciding that Kyodaina is behind the next door much of a guide as you want it to be.

SPIRIT TEMPLE SKILLS

SPIRIT is a new stat that will be added to your Each time your character discovers a new
character when they find their first ‘Temple’. Temple, if they choose to rest and train there they
Alongside COMBAT and EXPLORATION, SPIRIT is can add one point to their maximum SPIRIT score.
another stat that can be depleted by WOUNDS in Subsequent visits to that same Temple will not
battle and as such means that by acquiring SPIRIT increase their maximum SPIRIT score. Maximum
you are enhancing your potential total life points. SPIRIT scores are only increased the first time your
character visits a new Temple.
However, the first biggest difference between
SPIRIT and the other 2 stats, is that the depletion At that first visit to a Temple your character may
of SPIRIT to zero does not lead to your characters also choose to learn ONE SKILL from the list of
death. SKILLS that Temple offers. You will only ever be
able to learn one SKILL from each Temple you
The second big difference is that SPIRIT points find, so choose wisely and in-line with what your
can be spent to use SKILLS which are learned at character needs and would want.
Temples.
Any time you want to use one of your learned
The third and final difference is that SPIRIT can SKILLS you will need to expend one SPIRIT point
be refilled back up to your current maximum to do so. If you have no SPIRIT points you cannot
SPIRIT value by visiting any Temples or Gates. use a SKILL until you are able to rest at a Temple
or Gate and regain your SPIRIT points up to your
current maximum.

8
GATES

Scattered throughout the Lands of Kyodaina coming from the Gates, and as a result are able
are strange ancient Gates that seem to thrum to meditate at them and recharge your SPIRIT
with SPIRIT energy. At the moment you don’t energy.
know enough to do anything with these strange
ancient structures, but once you have discovered You are sure that the Gates probably serve some
a Temple and gained connection with your inner other, greater purpose, but for now that will have
SPIRIT you can feel the same signature of energy to remain a mystery...

9
10
THE TEMPLE OF THE STONE FIST

Your first steps into the territories of Kyodaina take The monks talk little of anything else of the lands of
you to your first temple, the Temple of the Stone Kyodaina if you ask them, they are dedicated to
Fist. Atop a thin mountain following a rickety their life here at the temple.
walkway you find this temple in your very first
exploration phase within Kyodaina. ---

Upon entering its quiet, meditative grounds you By choosing to stay a while and train with the
are welcomed by softly spoken monks garbed in monks at this temple you can learn one new
red. They all wear a talisman around their necks Temple Skill from the table below. You can either
that matches the symbol above the door of the choose the skill you would like to add to your
temple, that of a clenched fist of stone. repertoire, or let fate decide and draw a card
to see which one you will learn. If you choose to
If you choose to stay here for a night you can heal leave it up to fate, you could perhaps add to your
one wound of damage. If you choose to stay for story a reason for this, such as the monks choosing
longer you can heal all of your wounds (one night for you, or your character finding that they tried all
for each wound). And if you choose to stay even the skills but this one was the only one they could
longer than that, you can train with the monks master.
and learn a skill from the Way of the Stone Fist.
With the skill learned you have made a connection
The monks at this temple specialise in a fighting with this temple. In the future you can return here
style they have learned by observing the Rooks and the monks will remember you and allow you
for centuries. Through concentrated use of your to rest and heal.
SPIRIT you can channel energy into your attacks
and increase their power.

CARD DRAWN TEMPLE SKILL - ONE POINT OF SPIRIT REQUIRED TO ACTIVATE

ROOKS STRENGTH - Gain the strength of a Rook for one battle. Before battle begins you can activate this skill. You feel the
power from your SPIRIT flow through you and you gain additional strength for 3 attacks in battle, but this power decreases
♠ gradually. You may add 3 points to your first attack, 2 points to the one after that and 1 to the one after that. (For
example, adding 3 points would turn a 3♦ into a 6♦) Once you choose to activate this skill on a turn, you must activate
the subsequent decreasing attacks on the turns that follow it.

ROOKS SKIN - Gain the defensive power of a Rook for one battle. Before battle begins you can activate this skill. You
push your SPIRIT to the surface and a stone-like skin appears over your body. You have 5 points to allocate in battle that


act as reductions to Rook attacks. You can choose to allocate these points however you want, for example you could
allocate them all to one Rook attack and make a 10♦ into a 5♦. Or you could allocate 2 to one attack and 1 to the
next 3 attacks. You can choose on each combat turn whether you spend a point or not. Once the 5 points are spent in
a battle your stone-like skin disappears.

ROOKS SPEED - Gain the speed and agility of a Kyodainan Rook for one battle. Before battle begins you can activate this
skill. You extend your SPIRIT into your muscles and unlock the strength of a Rook but channelled into your much smaller

♥ body, increasing your speed massively. In battle, each time you reveal a Rook attack you can choose to draw a card
at random instead of using one of your drawn attack cards. To do this, you must discard one of your drawn attack cards
and then you must use the randomly drawn card in place of it, that turn. You gain new options, but sometimes that
speed might backfire...

ROOKS PRECISION Gain the keen eye of a Kyodainan Rook for one battle. At any point in battle you can activate this

♦ skill. You extend your SPIRIT into your eyes to detect weak points in the Rooks structure. Each time you land a Critical Hit in
the battle you choose to activate this skill in, you gain 1 additional treasure, on top of the standard amount. You attack
exactly where you need to, you don’t do additional damage but you gain more rewards...

11
12
EXPLORING KYODAINA

Exploring Kyodaina is a little different to the BORDER OF NEW ZONE


exploration you know from the Known Roomlands.
The lands of Kyodaina are split into 4 different If you draw this prompt you have reached the
Zones: border of a different Zone from the one you are
already in. You may choose to leave your current
Zone and explore another one. If you do, draw a
♣ The Spirit Forest
card and check the suit. You may travel to that
♥ The Fangs of Fire Mountain Range corresponding Zone. If you have already visited
♠ The Hori Archipelago that Zone you may override the draw and go
to a Zone you haven’t yet visited. You may also
♦ The Skylands choose not to leave your current Zone. In which
case, mark the border on your map and carry on
These Zones have special qualities and key exploring your current Zone.
locations within them which can only be found
and explored when within those zones. TEMPLE

Over the page are the Generic Kyodaina Each Zone has its own single unique Temple. Just
Encounter tables. These tables apply no matter like the Temple of the Stone Fist you may train here
which Zone your character is in. Within the tables and have your character learn new things. These
however are prompts such as: temples are Fixed Locations too and there cannot
be more than one instance of them in your world.
- Key Location When you find one, mark it on your map so that
- Border of New Zone you can return to it. Check the Zone chapter to
- Temple find out what temple you have discovered in the
- NPC Interaction Zone you are currently in.

These prompts refer to specific information NPC INTERACTION


that is unique to the Zone your character is
currently in. For example, if your character is Each Zone has its own NPC Interaction Oracle.
in the Spirit Forest and they draw the ‘Temple’ Check the Zone chapter to find that Oracle and
prompt in their Exploration Phase, then you then draw cards as instructed by the Oracle to
must look at the Temple section of the Spirit see who you meet.
Forest chapter to find out what you find there.
NPC encounters are prompts for you to use in your
(Zones are not always contiguous. There may be story however you wish. You can weave them into
2 separate Spirit Forest zones for example if that’s a bigger part of your story, or just have them as a
how your card draws end up, however there can single meeting.
only be a single instance of a Zone’s Key Location
or Temple no matter how many separate Zones Some NPCs will have a problem or quest for you
you may create. Zones may exist across multiple to undertake for them, if you want to. You can
rooms.) choose to complete as many of these quests as
you want and tie their requests into your story
KEY LOCATION however you see fit. You can also use the NPC
EVENT prompt to dictate the progression of an
In each Zone is a Key Location. These places are NPC Quest. If you draw this prompt and have
‘Fixed Locations’ in the world of Colostle. This accepted an NPC quest then you can use it as
means that there is only ever one instance of these the completion or solution to their problem. If you
locations in the world. These locations will have draw this prompt without an active NPC quest
unique stories and characters to discover that will then you can treat it like an NPC INTERACTION.
be important for your story and the greater story
of Kyodaina at large. Your adventure in Kyodaina Imperial Soldiers - see the COMBAT section for
starts in the Spirit Forest zone. information on how to deal with them.

13
RED CARDS are organic things, people and creatures.

CARD DRAWN ♥ PROMPT ♦ PROMPT

IMPERIAL SOLDIERS - You are jumped by


Imperial Soldiers. Depending on your other
NPC EVENT - progress or complete an NPC
draws this Exploration Phase they may be
ACE Quest or if you have no ongoing quest,
interacting with the other prompts you
treat like an NPC INTERACTION.
have drawn. Check the Combat section
to see how to resolve this prompt.

SKY SHIP - An incredible Sky Ship with


KEY LOCATION - Check the Key Location
billowing red sails and a hull made of a
section of your current Zone chapter
Rook Husk. If you choose to try and get
to see what you discover here. If you
2 aboard use the NPC Oracle of your
have already discovered this Zone’s Key
current Zone chapter to see who you
Location, then this card draw becomes
meet. You may travel aboard the Sky Ship
an Ordinary Village.
and travel to any Zone of your choice.

CALLING - You come across someone


GARGOYLE ATTACK! Draw a card: RED: It
who is key to your CALLING. Maybe they
takes you to a whole new ZONE. BLACK:
3 have a clue about what you’re looking
It takes you up to the Rafters (see Rafters
for, or they block your way to learning
section in ‘The Roomlands’.
more...

NPC INTERACTION - Check the NPC SMALL SETTLEMENT - Draw a card to see if
4 Interaction Oracle of your current Zone it is safe (Black=Safe). If safe draw an item,
chapter to see who you meet here. if not draw an event.

SPIRIT - You see a ghostly white figure for a WILD ANIMAL - the animals are different
5
second. Was it your imagination? here in Kyodaina.

ANOTHER ADVENTURER - Another


adventurer like yourself, garbed in Rook
Armour and armed as one of the classes.
NPC INTERACTION - Check the NPC
But what do they want? Are they here to
6 Interaction Oracle of your current Zone
help you take down a Rook? If so what do
chapter to see who you meet here.
they want in return? Or are their intentions
darker? If you fight them, create a human
opponent in your COMBAT phase.

CAMPFIRE - Draw 2 NPCs for this Zone.


BORDER OF A NEW ZONE - Draw a card to They are sat around this campfire trading
7 determine which Zone you find yourself items and stories. Draw an item to see
on the border of... what you can trade for and then select
something of yours to trade.

IMPERIAL FORTRESS - You come across a


fortress of Imperial Soldiers, an outpost
where they deploy their men to scour the NPC EVENT - progress or complete an NPC
8 Empire for Rookstones. It is large and well Quest or if you have no ongoing quest,
defended with many soldiers within its treat like an NPC INTERACTION.
walls. Check the Combat section of this
book to find out what you can do here.

NPC INTERACTION - Check the NPC NPC EVENT - progress or complete an NPC
9 Interaction Oracle of your current Zone Quest or if you have no ongoing quest,
chapter to see who you meet here. treat like an NPC INTERACTION.

KEY LOCATION - Check the Key Location


section of your current Zone chapter CITY - You come across a City; a huge
to see what you discover here. If you settlement unlike anything you have ever
10
have already discovered this Zone’s Key seen before. Consult the CITY module to
Location, then this card draw becomes create this new location.
an Ordinary Village.
14
BLACK CARDS are scenic things, structures and objects

CARD DRAWN ♣ PROMPT ♠ PROMPT

TEMPLE - If this is the first time drawing this


ANCIENT RUINS - Ruins of a people you’ve
prompt in this Zone then check the Temple
never heard of. The unfamiliar inscriptions
section in your current Zone chapter. If
ACE and architecture suggest these people
you have already found the temple in
lived a very long time ago. Draw an EVENT
this Zone then this card draw becomes a
card for something else to happen here.
GATE (see entry 3 below).

DOOR- a door between Rooms in the TEMPLE - If this is the first time drawing this
Colostle; it’s impossible, huge beyond prompt in this Zone then check the Temple
imagining, disappearing upward into the section in your current Zone chapter. If
2
sky. If you hadn’t seen it from a distance, you have already found the temple in
you’d have thought it was just another this Zone then this card draw becomes a
wall. GATE (see entry 3 below).

NPC EVENT - progress or complete an NPC


GATE - You may meditate here and
3 Quest or if you have no ongoing quest,
recharge your SPIRIT.
treat like an NPC INTERACTION.

A TRAP - Maybe a hunters trap, or a pit,


TREASURE - You find one large treasure.
4 or some old machinery. What do you do
Perhaps an artefact or object of value.
now?

NPC EVENT - progress or complete an NPC


RIVER/WATERFALL - a beautiful and serene
5 Quest or if you have no ongoing quest,
river flows through the landscape.
treat like an NPC INTERACTION.

FLOATING ISLAND - You reach an


accessible Floating Island that you can
climb up onto. You may continue your KEY LOCATION - Check the Key Location
exploration now atop this island. If you section of your current Zone chapter
draw another Floating Island prompt on to see what you discover here. If you
6
your next exploration phase you may have already discovered this Zone’s Key
make the leap from this one to the new Location, then this card draw becomes
one. If you traverse 3 Floating Islands in a an Ordinary Village.
row, you may choose to make it up to the
next floor like a Staircase in the base rules.

CRACKWAY - You find a crack in the


wall of the current Room you are in.
NPC EVENT - progress or complete an NPC
You may traverse this cave-like route for
7 Quest or if you have no ongoing quest,
2 Exploration Phases to find yourself in
treat like an NPC INTERACTION.
another room. Check ‘The Roomlands’
expansion for Crackways rules.

BORDER OF A NEW ZONE - Draw a card to NPC INTERACTION - Check the NPC
8 determine which Zone you find yourself Interaction Oracle of your current Zone
on the border of... chapter to see who you meet here.

CALLING - You come across a place that


is key to your CALLING. Maybe a building GATE - You may meditate here and
9
with a clue in it, or one of the locations recharge your SPIRIT.
you were looking for on your quest!
IMPERIAL FORTRESS - You come across a
KEY LOCATION - Check the Key Location
fortress of Imperial Soldiers, an outpost
section of your current Zone chapter
where they deploy their men to scour the
to see what you discover here. If you
10 Empire for Rookstones. It is large and well
have already discovered this Zone’s Key
defended with many soldiers within its
Location, then this card draw becomes
walls. Check the Combat section of this
an Ordinary Village.
book to find out what you can do here.
15
CONNECTING YOUR CALLING TO KYODAINA
Your Calling is an opportunity for you to tell your at odds with what is in the table below then feel
own story with your character without being free to ignore what is written here. Nothing is fixed
guided along a pre-determined path like the canon here, your story is yours to tell.
campaigns. However, if you would like further
prompts to help guide your character along the Equally, if you enjoy a push in a new direction then
path of their Calling then the table below shows feel free to use the table below in conjunction
how the next steps of your specific Calling could with your character’s calling to discover why you
mesh with the new lands of Kyodaina. might want take their adventure into the Empire
of Kyodaina.
Ultimately this story is yours to develop and tell
and if your story or your plans for your story are

CARD DRAWN PROMPT HOW YOUR CALLING MIGHT CONNECT WITH KYODAINA

The Black Army seem to be here in Kyodaina too, battling with the Imperial
The Black Army and the
ACE/2 Soldiers. Perhaps whatever allows the Black Army to command their Rooks is a
Rooks of Purple Flame. power the Empire of Kyodaina wishes to possess...

Does the tower reside in the Roomlands of Kyodaina. These Rooms do look
3/4 The Weapon in the Tower nothing like your homelands, and there are rumours of some very powerful
weapons in Kyodaina...

This land of floating islands, and sky ships made of the same stone that allows
5/6 The Dragon Rook the islands to float. This is a land where flying is possible, perhaps a Rook could
fly too? And there is a lot of talk of dragons in Kyodaina...

Has your friend passed this way, travelled the lands of Kyodaina? And if so it
7/8 A Secret Friendship might be in danger from Imperial Soldiers desperate to harvest Rookstones
wherever they can find them...

You have heard of the Seastone. And now the Imperial Soldiers are gathering up
The Legend of the Rookstones, clearly looking for something more than the basic three stones that
9/10 can be found in any Rook. Maybe the seat of the Empire will reveal Rookstones
Rookstones
the Emperor has found... Rookstones like no other...

You check your map again to make sure. Yes, you’re certain, one of the 5
JACK/QUEEN The Key and the 5 Temples temples is in these Roomlands. One of the temples is in Kyodaina...

A squad of your orders best Knights have been deployed into this strange land
KING A Mission for a Knight to learn what they can about this new type of Rook. But the Imperial Soldiers
don’t seem to happy that you are here...

16
17
COMBAT IN KYODAINA

As well as everything else, combat in Kyodaina is a Rookstone then they will insist on stopping you
also slightly different. The core rules of combat are and searching you. You can decide at this point
the same as what you are used to in the Known whether to let them do their search or to fight
Roomlands, but there are a couple of twists to the them. But regardless of what you do their manner
standard rules that come under 3 distinct areas: is rude, confrontational and single-minded.

● Kyodainan Rooks Imperial Soldiers will interact with the other


● Imperial Soldiers prompts you draw that phase, so have a think
● Imperial Fortresses how the scene might play out by connecting the
prompts together. If you have drawn a Rook as
Depending on which of these three opponent well as the soldiers then they will almost definitely
types you meet out in the roomlands of Kyodaina already be engaged in combat with it, in an
will affect which rules you consult to see how the attempt to take its Rookstone. If you engage then
battle is affected. The changes are small and you can take one point of the Rook’s combat
simple but significant. score. However, once you beat the Rook you will
have to immediately fight the soldiers afterward.
KYODAINAN ROOKS
If you draw another NPC on the same phase as
Rooks in Kyodaina look different from the Rooks soldiers then they will be interrogating, fighting
you have seen in the Known Roomlands, but they or arresting that NPC. And if you draw a location
act differently too. They are faster, more agile and then they will be searching it or navigating it, just
their movements are less cumbersome, attacking like you.
with more intention and purpose.
Imperial Soldiers move in squads of 3, and when
Kyodainan Rooks are able to deliver CRITICAL HITS they attack you will have to fight all 3. This will
back at you. If the attack card you assign to an manifest as a single battle against a combat
incoming attack from the Rook is both a lower score of 3. Like any other fight you have to inflict
number AND the same suit as the incoming attack the majority of wounds to win. In this scenario
then the Rook has landed a Critical Hit on you! however, that means if any soldiers are left alive
at the end of your battle, they flee.
This will force you to discard one of your remaining
attacks at random (shuffle your remaining attacks IMPERIAL FORTRESSES
face down and draw one without looking at it. Put
this card on your discard pile), and then draw a Imperial Fortresses function like larger, multi-wave
new card to replace it. Soldier encounters. Whether you are sneaking
in or sneaking out, you are trying to get past as
In your journal, you could write this as a surprisingly many waves of soldiers without fighting. Each
agile attack that staggered or winded your fortress has 3 Imperial Soldier encounters (like the
character, catching them off guard. ones described above) within it’s walls. As you
sneak through the Fortress you must draw a card
IMPERIAL SOLDIERS to see if you sneak past each encounter. Or you
can choose to fight them all if you want!
All across the roomlands of Kyodaina you will
meet Imperial Soldiers. They are looking for one For your first encounter draw a card. If it is RED
thing, Rookstones, and will attempt to take them then the soldiers see you, if it is BLACK, they do
from people and Rooks alike. not and you sneak past. To succeed on your next
sneak, the card you draw must be the opposite
If you have a Rookstone then they will be of the one you drew before. So if you drew BLACK
immediately hostile to you, in an attempt to kill last time and successfully snuck past, now you
you and take your Rookstone. If you do not have have to draw a RED card to sneak past the next.

18
IMPERIAL FORTRESSES
Once you have successfully sneaked or fought claim its treasure. See the table below for what
through all the soldiers in the fortress you can treasure the fortress holds:

CARD FORTRESS TREASURE CARD FORTRESS TREASURE

You find a room filled with information You find a room filled with information
about the soldiers movements in this area. about the soldiers movements in this area.
♠ With this intelligence you can skip straight
to the treasure of the next Fortress you find
♥ With this intelligence you can skip straight
to the treasure of the next Fortress you find
OR ignore the next 3 Soldier encounters. OR ignore the next 3 Soldier encounters.

You find a treasure horde. Clearly these


soldiers were also robbing people as well
You find a Rookstone. It is up to you what
as looking for Rookstones. You can take 5
type it is but it is either Ice, Rumble or
♣ treasures-worth away with you. You could
also choose to return this treasure to a ♦ Electric. It is likely stolen from someone who
lives near to this fortress. Perhaps you could
nearby village which is where it was looted
try and return it to its rightful owner?
from. If you do so, the village allows you to
keep 2 treasures of it.

19
CHARACTER CLASSES
THE SPIRITED

EXPLORATION SCORE -

COMBAT SCORE -

SPIRIT SCORE -

The Spirited start their adventure with no Rook-part support


whatsoever, relying entirely on their training in their secret arts
and their Spirit, which through training has been tempered to a
much higher degree than most of those Roomlanders at the start
of their adventure...

20
CHARACTER TRAITS CREATING YOUR CHARACTER

In order to be Spirited, your character must start To create your Spirited character have a look
their life and therefore their adventure, in a Temple at the prompts below and use some of them to
or Monastery of Kyodaina. Unlike the other classes inform your character and why they are heading
that could potentially start anywhere, this is a out in search of adventure.
prerequisite for the Spirited as they need to have
had the training necessary to improve their spirit • Why are you leaving your temple? Are you
and learn their starting skill. looking for adventure or were you cast out?
• Is part of your quest to find and visit the
The Temple that you start your adventure is yours other temples of Kyodaina and add to your
to come up with yourself, but it cannot be one repertoire of Skills?
of the temples that are mentioned later on in this • Does your character or temple hate the use
book. of Rook parts in offence?
• What did your temple teach?
The Spirited lead a life of training, meditation, • Were your family at your temple or were you
observation and attunement with the Colostle orphaned and perhaps left there as a baby?
around them, learning from it and applying those • Do you have a teacher at the Temple who
learnings to their techniques to make them just as you have a close bond with or perhaps clash
capable as those with Rook parts to assist them. with?
• How does your Spirit manifest, is there
Starting out as a Spirited allows you to choose one something unusual about your abilities?
SKILL from the table below to start your adventure • How do you feel about Rooks, you learn from
with. As mentioned earlier, use of a skill uses up a them and understand you have to fight them
single point of Spirit which can be replenished at sometimes, but do you actually like them?
a gate or temple.

CARD DRAWN TEMPLE SKILL - ONE POINT OF SPIRIT REQUIRED TO ACTIVATE

♠ FIRE - ROOK’S POWER - Your flood your SPIRIT to your feet and stomp hard on the ground. A ripple surges through the
ground and knocks your opponent of their feet. Reduce their COMBAT score by 1 for this battle.

WATER - ROOK’S FORM - You allocate your SPIRIT power evenly throughout your whole body and feel the ability to move
♣ faster and more gracefully rise within you. You may activate this skill within battle at any time and flee that battle with no
wounds taken, even if you have already taken one or more.

♥ EARTH - ROOK’S FORTITUDE - You meditate and feel your inner SPIRIT swell within you where you have taken damage.
Outside of battle you may spend a SPIRIT point to heal 1 wound. You may only heal once per exploration phase.

AIR - ROOK’S SENSES- You close your eyes and then open them suddenly and a surge of SPIRIT fills your vision, you can
♦ see so much more! Draw double the amount of cards for this exploration phase and then choose which ones you would
like to keep, up to the value of your exploration score.

21
22
- ZONES -
AREAS OF EXPLORATION

23
24
THE SPIRIT FOREST
The Spirit Forest regions of Kyodaina are serene location for this zone - over the page). Sometimes
places of quietness and meditation. The forests these are small villages collecting a large group of
are filled with towering Donjon Trees that reach people, but sometimes you will come across just
much further into the sky than a Rook can reach, one house on its own, nestled among the trees.
and it’s up in the branches of these trees that All of the houses and walkways are made from
many Kyodainans make their homes. harvested pieces from Rooks combined with the
strong wood from the Donjon Trees.
Staying up this high in the branches keeps the
people safe from the Rooks that patrol the forest. The Spirit Forest is one of the quietest places
There are miles of rope bridges and platforms in in Kyodaina, and perhaps in the Colostle as a
the trees that prevent a traveller from ever having whole, the huge trees dampening the sound
to touch the ground while traversing these regions and blocking the views of the walls of the Room
of the Colostle. But at any time they can also you are currently in. As such, this is considered a
descend and walk among the vast trunks and place of spiritual importance and many people
wade through the clear waters - but of course claim to see spirits walking the lands of the forest -
they would then be at the mercy of a Rook attack. huge strange looking beings of white light, visible
only when looking through a Gate, and only
Up among these bridges and platforms are very rarely.
dwellings too, such as the Village of Eda (the key

NPCS OF THE SPIRIT FOREST


CARD NPC - NAME NPC - DESCRIPTION
DRAWN
They are entranced by your adventurer’s spirit and are keen to join you on your adventures as a
ACE Akemi
companion! Perhaps they are too young or too old, or perhaps you would like to take them with you!

They work in a tavern, serving drinks to people passing through. They have so many stories and
2 Bunko
many of them involve attacks from the Imperial Soldiers...

They live in a Rook-husk - the dead body of a Rook that had climbed a tree and clearly died while
3 Dashi
climbing but still remained gripping the trunk, creating a convenient place for Dashi to live...
An old but friendly soul - Hana lives in a large house surrounded by Rooklings, there must be at least 20 of
4 Hana
them! They have lost a couple and wonder if you could look around the local area and find them...

Self-proclaimed warrior and protector, Ito is Armed and carries a huge Rooksword.
5 Ito
They seem like a good fighter and are itching for a battle to prove themselves in...

They have been following you for some time - high in the trees above you.
6 Kawa
But who are they? Are they a spy for the soldiers or do they suspect you are?

7 Maru They immediately clash with you and fight! You don’t know why, but you barely have time to think!

A spirit guide who runs a small temple high in the trees. He tells you of the Temple of the Stone Face, a
8 Nikko
place that can be found in the Spirit Forest that can teach you how to see the spirits...

A young child - they are lost and alone separated from their family. Perhaps you can get them home?
9 Rin
They have a Rookling with them as a companion...

A hermit living in a small lonely hut in a very high part of a tree. They are old but surprisingly spritely. They are
10 Sadao
grumpy and keen to be left alone but currently being hassled by soldiers demanding they come down...

A resident of the Village of Eda - they are deeply concerned about the growing presence and attacks of
J Tomi
the Imperial Soldiers. They use Ice Rookstones to keep the village food stores cool...

They have a farm high in the trees, planting fruits and vegetables in an impressive vertical arrangement
Q Wattan
of stacked beds. They need materials from down below at ground level but are afraid to go down...

They are acting suspiciously - perhaps they have stolen something from another person or perhaps they
K Zinan
are working with the Imperial Soldiers as some sort of informant...

If you draw a character you have drawn before, consider how this could work in your story’s favour -
perhaps you can follow up on how you met the first time?

25
KEY LOCATION - THE VILLAGE OF EDA

The beautiful treetop Village of Eda is under


attack! Imperial Soldiers are swarming across
its bridges and balconies, tearing houses
apart, splitting up families, ransacking personal
possessions and hurting innocents...

Upon arrival here you can choose to draw from the


encounter table over the page if you want to get
involved with the plight of the innocent villagers. If
you do, consider how you can sew your prompts
together into a series of connected events.

The village is in chaos, things are happening all


around you, the noise is intense, wood splitting,
swords clashing, people screaming... as such
drawing from this encounter table will function
slightly differently:

Your exploration score will dictate how many


draws you have against the encounter table,
but you can choose to draw more than your
exploration score in this specific situation. Your
adrenaline is allowing you to go above and
beyond in a high stakes situation - if you can,
you want to do as much as possible to help. But
equally your scores might be low and you’ll need
to stop in order to survive. At any point you can
pull out of the event and then consult the EVENT
RESULTS TABLE to see how the event concludes
due to your involvement, or lack thereof.

Unlike normal encounter tables you will not draw


all the prompts at once and decide what order to
resolve them in. You will take each prompt one at
a time and resolve it, before moving onto the next
one. Time slows down as you try to process the
chaos and terror going on around you.

For each point of exploration you must draw


2 cards from the encounter table and choose
which one you engage with. This is because so
much is happening around you, you can’t do
everything or save everyone. You could include
the prompt you didn’t choose in your journal as
further background events in all the chaos.

Once you’ve completed as many prompts as


you feel able, consult the EVENT RESULTS TABLE
to see how your involvement has affected the
event. Note: you will need to complete at least 6
prompts to save the Village of Eda.

26
VILLAGE OF EDA - ENCOUNTER TABLE

CARD EVENT PROMPT


DRAWN
A woman is holed up in her house hurling heavy objects out of her window at a group of soldiers who keep trying to get in.
ACE
This is not a combat encounter, how can you get her free without having to fight the overwhelming odds?

A single soldier comes at you with their sword raised screaming.


2
This is a combat encounter with a combat score of 1.

A family is trying to escape to safety but you notice that the rope bridge has been slashed.
3
If they try to walk across it, it might break and they’ll fall!

A helmed warrior stands their ground facing off against 2 soldiers with their Electric magic but they’re clearly outnumbered.
4
Help by attacking one of the soldiers attacking them. This is a combat encounter with a combat score of 1.

A couple are trying to activate their mount so that they can flee from the village but it won’t start!
5
Soldiers are closing in!

A single soldier comes at you with their sword raised screaming.


6
This is a combat encounter with a combat score of 1.

A tree-house is collapsing and a father and his baby are trapped inside and can’t get out!
7
If the house collapses and falls, the two inside will perish...

A group of Rooklings have been cornered by a single soldier. You notice that they all have Rookstones mounted in their
8
bodies. Help by attacking the soldier. This is a combat encounter with a combat score of 1. If you help, the Rooklings join you!

9 A child screams and you see them trapped in a lower down tree-house that has been set on fire!

An elderly man is desperately trying to collect his papers and possessions but his house is ablaze
10
and is going to come down any second!

3 soldiers are trying to light a house on fire that is full of people.


J
This is a combat encounter with a combat score of 3.

A huge burly soldier comes at you with a sword in their hand and a huge sword in their Rook arm.
Q
This is a combat encounter with a combat score of 3.

You come across a Rook Ballista that the villagers use to defend the village. As you climb into the seat 4 soldiers aim their
K bows at you. This is a combat encounter with a combat score of 4, but you may add 2 to your combat score
for this encounter due to the Ballista.

VILLAGE OF EDA - EVENT RESULTS TABLE


NUMBER OF PROMPTS
EVENT RESULT
COMPLETED

1-2 You look on from afar as the Village of Eda burns. It doesn’t look like there were many survivors...

The Village of Eda is lost, nothing but charred buildings remain along with scorch marks on the Donjon Trees - but a
3-5
good number of people managed to get out, hiding high in some nearby trees waiting for the soldiers to move on.

The villagers cheer as the last few remaining soldiers are driven out! The village is mostly intact but a few buildings
6-8 and people were lost. There will be memorials for them, but you will be recognised as a hero who helped Eda in
its hour of need. You are rewarded for your help, gain 3 Treasures.

Euphoria erupts as the villagers drive out the last of the soldiers. Not a single life was lost and all the buildings of
9-10 the village are intact! You are lifted onto the shoulders of the villagers and celebrated as the Saviour of Eda! You
are showered with gifts! You gain 6 Treasures!

27
THE VILLAGE OF EDA - AFTERMATH

After the ransacking of Eda is finished you will have of Eda using the City Building Rules from the base
resolved one of the results from the Event Results rulebook and have it as a place you can heal
Table. This result will affect how Eda appears in the and buy items from.
rest of your adventures.
You may then also draw from the Spirit Forest NPC
If you were unable to save Eda then it will now be table on every subsequent visit to Eda to meet a
gone from your maps and will not be a location different villager and perhaps help them or make
you can return to. a friend.

If the village was lost but a good number of You will be known to the villagers as the stranger
people survived then you can have them rebuild who helped them in their hour of need and will
over a period of time, and perhaps help them to always be welcome.
rebuild by staying with them for a while. Maybe
they will rebuild Eda or perhaps build a new If you managed to save Eda with no casualties
village instead. then they will build a statue of you in the centre of
the village, with your name and “Saviour of Eda’
If you managed to save Eda entirely then it will inscribed on a plaque. You will be a celebrity in
remain as a location you can return to in your the streets and walkways of Eda, and everyone
adventures if you desire. You may build the Village will know your name and greet you as you pass!

28
THE TEMPLE OF THE STONE FACE

Deep in the darkest corner of the Spirit Forest you By choosing to stay a while and train with the
come across a temple, hidden from the most monks at this temple you may add one point to
curious soldier or the most chaotic Rook - you your maximum SPIRIT score and you can learn
suspect you only found it because you were one new Temple Skill from the table below. You
meant to. can either choose the skill you would like to add
to your repertoire, or let fate decide and draw a
This Temple is another Rookhusk, slumped in the card to see which one you will learn. If you choose
corner of the forest against a Room wall but it has to leave it up to fate, you could perhaps add to
been carved and decorated in such an ornate your story a reason for this, such as the monks
way that it is barely recognisable as a Rook choosing for you, or your character finding that
anymore, it instead looks like a huge tattooed they tried all the skills but this one was the only one
face. they could master.

This is the Temple of the Stone Face and you notice With the skill learned, you have made a
that all of the monks here either wear a mask on connection with this temple. In the future you can
their faces made from the stone body of a Rook, return here and the monks will remember you and
or carry multiple masks on the belts of their robes. allow you to rest and heal (1 wound per visit).

If you choose to stay here for a night you can heal Any time you want to use one of your learned
one wound of damage. If you choose to stay for SKILLS you will need to expend one SPIRIT point
longer you can heal all of your wounds (one night to do so. If you have no SPIRIT points you cannot
for each wound). And if you choose to stay even use a SKILL until you are able to rest at a Temple
longer than that, you can train with the monks or Gate and regain your SPIRIT points up to your
and learn a skill from the Way of the Stone Face. current maximum.
The monks at this temple specialise in using their
SPIRIT to connect with the spirits of the forest.

The monks talk little of anything else of the lands of


Kyodaina if you ask them, they are dedicated to
their life here at the temple.

CARD DRAWN TEMPLE SKILL - ONE POINT OF SPIRIT REQUIRED TO ACTIVATE

SPIRITSIGHT - While at a gate you may meditate, expend one Spirit point and see the spirits through the gate. When you
do this you see strange giant figures made of white light, roughly the same size as Rooks. They look nothing like Rooks
♠/♣ however, their bodies have strange quantities of limbs and their heads are all different strange shapes, more like walking
symbols than people. Every time you do this you may heal 1 WOUND and also make note of a single point of LEARNING
on your character sheet. Perhaps when you have a certain amount of LEARNING points something will happen...

SPIRITSKIN - By focusing and expending one Spirit point you may use the mask granted to you by the monks of the

♥/♦ temple to change your appearance for one single exploration phase. This is a narrative device that will allow you to tell
interesting stories with your character, however, it will also allow you to pass as an Imperial Soldier encounter if desired,
thereby avoiding battles with them.

29
30
THE FANGS OF FIRE M0UNTAIN RANGE
Ancient mountains run along the walls of the Most incredibly, they have clearly been here so
rooms of Kyodaina, they form a backdrop to every long that some of them are now active volcanoes
Kyodainan view. And along with their dominating themselves, ejecting lava and molten rock from
presence on every horizon, comes their volcanic their crowns.
activity - constantly spewing out hot lava and
thick black smoke. This is how the Fangs of Fire got This means that the Fangs of Fire are laced with
their name and their reputation of being some of interweaving hallways and passageways and
the most dangerous places in the Empire. rooms that used to be the interior of these long
fallen Rooks, now more like caves and caverns
However, that does not stop keen adventurers than rooms and passageways, but with elements
with a thirst for discovery and a fascination with of these old structures still apparent.
history from exploring the many caves and halls
of these mountains. This thirst for exploration It is thought that many treasures still remain within
comes, in part, from the fact that many of the these dangerous labyrinths, as many have been
mountains are in fact ancient Rook husks - Rooks found, but there is one treasure that is rumoured
so old that they have now fused with the rock of to be buried deep in one of these mountain
the mountains becoming mountains themselves, ranges - the Magmastone, the supposed answer
some of them towering even higher than the to the riddle of how a Rookhusk could become an
highest peaks. active volcano...

NPCS OF THE FANGS OF FIRE


CARD NPC - NAME NPC - DESCRIPTION
DRAWN
They have climbed the mountain looking for someone, perhaps a family member, but now they are
ACE Aika
stranded and lost...

They have made a home for themselves in one of the smaller Rookhusks, occupying a number of
2 Botan interconnected rooms and halls. They are grumpy and don’t want to talk to anyone but have something
key to your Calling...
They are from the Village of Eda in the Spirit Forest, they have come to the Fangs of Fire looking for a way
3 Den
to protect the village from the Imperial Soldiers...
An archaeologist and historian fanatically convinced of a theory about the ancient history of the
4 Emiko
Colostle. They are looking for evidence of their theory inside the mountains...

An imperial soldier who has been separated from their troop. Perhaps they are changing their mind
5 Genki
about their allegiances to the Emperor...

A wandering monk who tells you of the Temple of the Stone Acolyte and tells you the way. You can now
6 Hana
spend one Exploration phase to get there if you want...

7 Mako A tough explorer who is obsessively set on finding the rumoured Magmastone...

An eccentric old academic who is waffling about how the carvings inside the Rookhusks
8 Nao
speak of a time before the Rooks...

They are lost and clearly ill-equipped for this area and terrain. They came up here looking for something
9 Rikona
but are now unable to get home...

A happy go lucky character who seems to have a huge smile on their face regardless of how much
10 Sachio
danger they are in, and without realising, they are in some danger!

A friendly rosy-faced character who insists you come back to their small village in the mountains for rest
J Taku
and food. If you do, you discover a small village and can rest there and heal one wound.

Q Uta A wandering musician looking for inspiration for their next song...

Someone who is desperate to join you on your adventure. You can decide who they are and what sort
K Yo
of person they are, and whether you want them to accompany you.

If you draw a character you have drawn before, consider how this could work in your story’s favour -
perhaps you can follow up on how you met the first time?

31
32
KEY LOCATION - SHRINES OF MEMORY
It is rumoured that deep within the Fangs of Fire are things each time you visit, or perhaps discover the
massive stone caverns that were once the insides same things and realise the connections between
of the heads of the long-dead Rooks that have these places. Each time you draw ‘Key Location’
now become one with the stone around them. from the main Encounter Table while you are
in the Fangs of Fire Zone, you can return to the
These caverns contain all sorts of traps and Shrines of Memory encounter table to see what
mysterious riddles and puzzles to solve, but most you discover.
interestingly they are inscribed with countless
words all over the walls, that some have theorised Your exploration score will dictate how many
are the memories of the Rooks, written in an draws you have against the Shrines of Memory
ancient language. encounter table, each visit.

Upon arrival in one of these ‘Shrines of Memory’ Unlike normal encounter tables you will not draw
you can choose to draw from the encounter all the prompts at once and decide what order
table below if you want to see what you discover, to resolve them in. You will take each prompt one
encounter and learn inside. If you do, consider how at a time and resolve it, before moving onto the
you can sew your prompts together into a series of next one.
connected events.
Once you have drawn a card for all of your
There are many of these Shrines to find, as there exploration score you have fully explored this
are many ancient Rook husks within the Fangs particular shrine and there is no more to find here.
of Fire. As such you can visit this Key Location You will have to find another shrine to be able to
multiple times and discover new and different explore again.

CARD SHRINES OF MEMORY - EVENT PROMPT


DRAWN
Treasure - information that you read from the runes of the walls, perhaps you could sell it to an academic?
ACE
Mark a point of ‘Learning’ on your Character Sheet.

2 A Spirit Gate - you can meditate here. If you have the SPIRITSIGHT skill you may use it here - if you do, turn to page 36.

3 A magma flow blocks your path, burning its way through the rooms of this shrine. You’ll have to find a way past it.

You find yourself in a passageway but the entire floor is made up of pressure plates with strange symbols on them. There must
4
be a right pattern to step on, perhaps the clues are on the wall around you, or maybe you’ll have to find another way over...

You find yourself in a labyrinth of corridors and fear you might be going in circles. Draw a number of cards equal to your
5
exploration score. If you don’t successfully draw 2 Black cards you will spend another exploration phase stuck in the maze.

Treasure - a strange artefact that looks like it could be a key to a complex mechanism. You could keep it or you could sell it
6
to an academic? Mark a point of ‘Learning’ on your Character Sheet.

3 statues of stone figures dominate the room, each with an altar at its feet. They clearly each require an offering of an
7
object. One has cradled arms but holds nothing, one has a necklace with a stone missing, and one is missing an arm

You find a mechanism or switch that opens a door somewhere close to you.
8
Draw an additional prompt card for exploration of this area.

You find yourself in a massive natural cavern. The floor is a pool of magma and you are stood on a small spit of rock looking
9
out into the cave. You can see a path of stepping stones across the lava...

You find yourself in a dead end. Draw 3 cards, if one card is a different colour to the other two you find a secret door hidden in
10
the stone walls that leads on. If you don’t draw this, your exploration of this shrine is finished and you must retrace your steps.

A single Imperial Soldier comes at you with their sword raised screaming.
J
This is a combat encounter with a combat score of 1.

A huge burly soldier comes at you with a sword in their hand and a huge sword in their Rook arm.
Q
This is a combat encounter with a combat score of 3.

Treasure - a complex piece of Rook mechanics - you could keep it or you could sell it to an a Rooksmith?
K
Mark a point of ‘Learning’ on your Character Sheet.

You find yourself in a treasure chamber unlike any of the others you have found in this zone.
K ♠ Turn to page 35
33
THE TEMPLE OF THE STONE ACOLYTE

High atop one of the highest peaks in the Fangs of The monks talk little of anything else of the lands of
Fire sits the massive complex for the Temple of the Kyodaina if you ask them, they are dedicated to
Stone Acolyte. It is like a fortress, with high walls their life here at the temple.
and a massive courtyard in the centre, clearly
built out of a great number of Rookhusks. By choosing to stay a while and train with the
monks at this temple you may add one point to
In the courtyard, Monks of the Stone Acolyte order your maximum SPIRIT score and you can learn
train with their Rooklings developing their bond one new Temple Skill from the table below. You
and adding to their repertoire of skills, improving can either choose the skill you would like to add
how they might be able to help an adventurer or to your repertoire, or let fate decide and draw a
explorer. card to see which one you will learn. If you choose
to leave it up to fate, you could perhaps add to
By meditating and training with your Rookling your story a reason for this, such as the monks
here you can use your inner spirit to connect choosing for you, or your character finding that
more deeply with your Rookling, not only adding they tried all the skills but this one was the only one
to its abilities but developing your mental and they could master.
emotional connection with it.
With the skill learned, you have made a
If you choose to stay here for a night you can heal connection with this temple. In the future you can
one wound of damage. If you choose to stay for return here and the monks will remember you and
longer you can heal all of your wounds (one night allow you to rest and heal (1 wound per visit).
for each wound). And if you choose to stay even
longer than that, you can train with the monks and Any time you want to use one of your learned
learn a skill from the Way of the Stone Acolyte. SKILLS you will need to expend one SPIRIT point
to do so. If you have no SPIRIT points you cannot
The monks at this temple specialise in using their use a SKILL until you are able to rest at a Temple
SPIRIT to connect more deeply with their Rookling or Gate and regain your SPIRIT points up to your
followers. current maximum.

CARD DRAWN TEMPLE SKILL - ONE POINT OF SPIRIT REQUIRED TO ACTIVATE

♠ HEALING FOLLOWER - Your Rookling gains the ability to heal your wounds. When you use this skill you may heal 1 wound
to your character but it takes time and your character must rest, so you can only use this skill outside of combat.

FIGHTING FOLLOWER - You feel your spirit flow strongly between the two of you, Rookling and Roomlander connected in

♣ battle, your moves and strategies now perfectly synchronised. In combat, when you activate this skill you may draw 2
additional cards on top of your combat score and then discard any 2 cards to leave you with the number of cards equal
to your combat score. You must do this before you draw any cards for your opponent.

MAGIC FOLLOWER - Your Rookling becomes a conduit for the magic from your helm. At the beginning of combat, before
♥ you reveal your opponent’s first attack you may replace as many of your combat cards as you like with ♥ cards of the
same number, turning them into magic attacks.

MECHANICAL FOLLOWER - Your Rookling now has a greater understanding of Rook technology and an ability to repair

♦ it. As such, if you have a Mount, you can opt in battle to take a wound to your Mount instead of to your character. This
saves you taking damage to your body but will damage your Mount critically. Your Rookling can now repair it but it will
take 2 exploration phases to repair.

34
THE MAGMA STONE

In front of you, held in a mount that is supported equipped in an Arm it allows the arm to generate
by a waist-high tower of mechanical gadgetry - is and throw magma and coat itself with magma.
the Magmastone, a Rookstone that confers the When it is placed in a Rookling it will transform the
power of molten rock to its wielder. Rookling into a creature of Magma and when it is
placed in a Helm it grants the user a wide range of
This is one of the unique Rookstones, there is only Magma spells such as summoning magma flows,
one Magmastone. You will never meet someone generating telekinetic magma balls and anything
with another. else you can imagine.

You know that anyone you show this stone to, However, if you ever reveal this power to any
or the power it grants you, will be stunned and Imperial Soldier (such as use it in battle against
intrigued by it, as most likely no-one in the world them, or wear it prominently when talking to a
will have ever seen anything like it before. soldier) then they will make you a target of the
Empire.
And more than anything, you know that the
Imperial Soldiers will go to any lengths to take this From then on, all Imperial Soldier encounters will
stone from you. have a combat score of 5 and you will no longer
be able to sneak through any Imperial Fortresses,
The Magmastone grants you the ability to use they will be aware of you from the start.
Magma based magic. The sheer power of this
stone allows you to win any combat round From a story perspective this would make you a
whenever you play a magic attack (♥) regardless wanted person, with posters of you appearing all
of the card’s number. over the land and NPCs perhaps being aware of
you. This might change people’s attitude toward
This stone, when equipped in a Mount allows the you, for better or for worse.
mount to traverse over molten rock. When it is

35
THROUGH THE GATE INSIDE THE ROOK

You find peace in your mind and recall the training Rooks in these visions, instead you sometimes see
of the Monks at the Temple of the Stone Face. You these indistinct giants of white light, strange multi-
feel your Spirit start to flow and you find a mental limbed creatures with unusual silhouettes and
connection with the Gate before you. You open bizarre head shapes.
your eyes and you are faced with a vision visible
only through the gate’s opening, like a window or But this time, all you see is viscera. The view looks
portal to another world. like you are deep in a wound and all around is
flesh, pink and wet, pumping and moving. But it
What faces you is unlike anything else you have isn’t a wound, this flesh lives - its as though you
ever seen through the gates in your previous had a window inside a living organic body.
experiences using Spiritsight. Normally you see the
lands around you through the gate but sometimes And then you realise - you are inside a body, the
with a major change, perhaps a tree isn’t there body of a long dead Rook, and if these gates
or a boulder is in a different place. Its as though show you a vision of another time, but locked in
you are looking through to a different time. And the same place, then that must mean...
there are never any Rooks or any evidence of

36
37
THE HORI ARCHIPELAGO
The Shallow Sea is a vast ocean that never goes difference of what is under their feet, continuing
any deeper than knee to waist height - a huge their same mindless patrol.
expanse of water that is navigable by foot, albeit
slow going as travellers are forced to wade. The people of the Hori Archipelago use light rafts
and small boats to sail between islands and their
The sea bed is soft sand and the water is filled with Arms, Mounts and Rooklings all seem to have
all manner of wildlife, colourful fishes darting to an aquatic adaptation; arms with paddles and
and fro, rainbow corals and even larger predatory propellers, mounts like boats, and Rooklings that
sea life as well. swim like fish - mirroring the same adaptations
seen in the Rooks themselves.
Scattered throughout this ocean are lush tropical
islands of white sand, green palm trees and wild Most strangely of all are the Colossal Weapons
jungles. The islands are small but numerous and that can be found on some of the islands in the
often chain together in long lines across the Archipelago. Massive blades or hammers clearly
shallow sea, with huge empty expanses of ocean left by the Colossal Rooks of long ago, now forming
between them. huge parts of the landscape like mountains or
land bridges.
The Rooks here wander both the islands and the
shallow sea with seemingly no awareness of the

NPCS OF THE ARCHIPELAGO


CARD NPC - NAME NPC - DESCRIPTION
DRAWN

ACE Aanya Check the Aanya section on the following pages

They fish out in the shallow sea but they are looking for a specific breed of fish to sell in their fish market,
2 Liriq
perhaps you can help them find it?

3 Aanya Check the Aanya section on the following pages

A Rookling Fighter, proud of their octopus-styled Rookling. They love pitting their Rookling against anyone
4 Beann
who will battle them. Enter a friendly fight with a combat score of 3 if you have a Rookling.

5 Aanya Check the Aanya section on the following pages

They live in a small hut perched high on the handle of a huge sword that is wedged in the jungles and
6 Pheen mountains of an island. From their hut you can see this Zone’s temple - it will take 2 exploration phases to
reach it if you want to travel to it.

7 Aanya Check the Aanya section on the following pages

They live in a floating raft house out on the shallow sea, quite far from any islands. They might have
8 Neffy
something to trade with you though, check the ITEM table to see what they have.

9 Aanya Check the Aanya section on the following pages

A Rookling Fighter, proud of their dolphin-styled Rookling. They love pitting their Rookling against anyone
10 Doryan
who will battle them. Enter a friendly fight with a combat score of 3 if you have a Rookling.

J Aanya Check the Aanya section on the following pages

Q Mem A jungle explorer, creating maps of the islands and jungles and searching for ancient ruins.

K Aanya Check the Aanya section on the following pages

39
KEY LOCATION - AANYA

Read this section if you drew Aanya in this Zone’s will be your first meeting which you can gauge
NPC table or if you drew this Zone’s Key Location. based on the opposite page depending on your
previous actions and decisions. From that point on
Aanya is an NPC your character might have she will travel with you, keeping mysteriously quiet
met before if you played the previous campaign about why.
adventure ‘Search for the Seastone’ contained
within the second Colostle book; ‘The Roomlands’. After this first meeting, subsequent draws of this
Zone’s Key Location OR of Aanya from this Zone’s
If you haven’t played the Search for the Seastone NPC table will require you to draw from the Aanya
then this is the first time you have met Aanya. You prompt table overleaf. These prompts will help you
can use the opposite page to determine your tell a story with Aanya and develop her as a part
character’s relationship with Aanya. of your character’s adventures. These prompts
are to be treated like standard NPC prompts.
Meeting her here in the Hori Archipelago will
make more of your relationship and connection Once you have interacted 5 times with Aanya you
with her and establish her as a major part of your will earn her trust and she will tell you something
character’s adventures. (which is on page 43).

The first time you draw Aanya from the NPC table

40
AANYA’S RELATIONSHIP WITH YOUR CHARACTER
AANYA STATUS DESCRIPTION

You meet a woman with a long thin Rook Arm attached to her back with a dexterous hand on the end.
Your character has never You notice she has a unique Rookstone mounted in the Arm, the Seastone, allowing her to command
met Aanya before and create Water. She is stoic and serious but notices a fellow spirit in you. This Archipelago is her home
and she is keen to show you around.

Your character met


Aanya is happy to see you, perhaps she even throws her arms around your neck, all smiles and laughter!
Aanya when you found
She demonstrates her abilities with the Seastone to you. When you ask why she still has it and hasn’t take
the Seastone together,
it to the Emperor she goes quiet and changes the subject. She tells you all about her home here in the
and you let her keep the
Archipelago and takes you to her house...
Seastone
Your character met Aanya
The first few minutes of your first meeting is cold and awkward, as she still remembers what happened
when you found the
with the stone. But after a few minutes she seems to move on from it - you suspect there is more to this
Seastone together, and she
story but she isn’t prepared to talk about it yet. She instead focuses on her home here in the Archipelago.
doesn’t have the stone

You do not meet Aanya here - treat all Aanya prompts as an opportunity to redraw against the NPC
Aanya is dead
table until you meet someone other than Aanya.

You have been travelling Your relationship with Aanya is outlined by your adventures with her. But when you arrive here in the Hori
with Aanya since you first Archipelago, she mentions that this is her home and that she will need to do a few things while she is
met her on your quest for here. She leaves you temporarily but says she’ll be happy to meet up again if and when you move on
the Seastone from this Zone.

AANYA’S PROMPT TABLE


CARD AANYA PROMPT
DRAWN
You meet Aanya at her house, a basic and rustic beach hut perched on bamboo stilts in the shallow sea. She shows you
ACE
around, gives you a tour of the local area and you notice that she is very friendly with all the locals of her village.

Aanya challenges you to a friendly Arm wrestle. If you agree to it, she has a combat score of 1 for this bout. If you can beat it
2
with your combat draw then you win the arm wrestle. She laughs and you can tell she is impressed!

The two of you come across a group of Imperial Soldiers and they immediately attack, somehow being aware of the
3
Seastone. If you don’t fight them, Aanya will and will defeat them herself with no trouble and more than a little anger.

You both find yourselves deep in Imperial Soldier territory. Aanya seems hotheaded and keen to plough through and kill them
4 all. You know it would be better to take things a little slower. For the next 4 exploration phases you will meet Imperial Soldiers if
you draw a RED card on that exploration draw.

You go fishing together for food. Draw a card, if it is BLACK you catch a fish, if its a high number its a big one, low number is a
5
small one. Aanya is a very accomplished fisher - you eat well this phase. Heal 1 Wound.

Someone is following you, Aanya is sure of it. You can’t see anyone, but Aanya is paranoid all day today.
6
You need to find a way to shake them off...

The two of you come across a group of Imperial Soldiers and they immediately attack, somehow being aware of the
7
Seastone. If you don’t fight them, Aanya will and will defeat them herself with no trouble and more than a little anger.

The two of you sit around a campfire in the evening sharing stories of your adventures. Aanya’s stories are vague and only
8
concern recent things she has done in the Archipelago.

9 You come across someone in trouble. Aanya and you will have to work together to help them.

You both find yourselves deep in Imperial Soldier territory. Aanya seems hotheaded and keen to plough through and kill them
10 all. You know it would be better to take things a little slower. For the next 4 exploration phases you will meet Imperial Soldiers if
you draw a RED card on that exploration draw.

J Aanya looks at your journal and comments on it. You can decide on what she sees and what she says about what she sees.

The two of you come across a group of Imperial Soldiers and they immediately attack, somehow being aware of the
Q
Seastone. If you don’t fight them, Aanya will and will defeat them herself with no trouble and more than a little anger.

2 huge imperial soldiers with huge helms that cover their heads and shoulders attacks you both. They both have Rumble
K
Stones installed into their Helms. They each have a combat score of 5. Aanya will handle one...

41
THE TEMPLE OF THE STONE DIAL

Between a couple of islands in the Archipelago, Kyodaina if you ask them, they are dedicated to
far out in the shallow sea is an old Rookhusk, lying their life here at the temple.
on its back in the water as though it fell from a
great battle. This is the Temple of the Stone Dial. By choosing to stay a while and train with the
All around its body, the monks have added monks at this temple you may add one point to
doorways and windows and built rooms and floors your maximum SPIRIT score and you can learn
inside and outside its body. one new Temple Skill from the table below. You
can either choose the skill you would like to add
This temple is a base for the monks to train in to your repertoire, or let fate decide and draw a
the ways of the Stone Dial - a device they have card to see which one you will learn. If you choose
created from Rook parts to assist with their to leave it up to fate, you could perhaps add to
connection to the world around them. your story a reason for this, such as the monks
choosing for you, or your character finding that
By meditating and training here you can use your they tried all the skills but this one was the only one
inner spirit, in conjunction with a dial that they will they could master.
grant you, to develop your exploration skills.
With the skill learned, you have made a
If you choose to stay here for a night you can heal connection with this temple. In the future you can
one wound of damage. If you choose to stay for return here and the monks will remember you and
longer you can heal all of your wounds (one night allow you to rest and heal (1 wound per visit).
for each wound). And if you choose to stay even
longer than that, you can train with the monks Any time you want to use one of your learned
and learn a skill from the Way of the Stone Dial. SKILLS you will need to expend one SPIRIT point
The monks at this temple specialise in using their to do so. If you have no SPIRIT points you cannot
SPIRIT to connect with the world around them and use a SKILL until you are able to rest at a Temple
understand and explore it better. or Gate and regain your SPIRIT points up to your
current maximum.
The monks talk little of anything else of the lands of

CARD DRAWN TEMPLE SKILL - ONE POINT OF SPIRIT REQUIRED TO ACTIVATE

SENSE OF DIRECTION - By using your stone dial, you are able to seek out a specific thing that you require more easily.
♠ If you are looking for something specific in your adventure you may expend a Spirit point to find that thing in your next
Exploration phase.

♣ SENSE FOR HEALING HERBS- By using your stone dial, you are able to find healing herbs wherever you are. Expend a Spirit
point to find healing herbs that can heal one Wound, this exploration phase.

SENSE FOR TREASURE - By using your stone dial, you are able to seek out mysterious treasure caches. Expend a Spirit point
♥ to find one of these caches this exploration phase. The cache will be an underground chamber or tomb of some kind
and will function like a new prompt that exploration phase.

SENSE FOR YOUR CALLING -By using your stone dial, you are able to find a clue to your Calling wherever you are. Expend
♦ a Spirit point to find something related to your Calling, this exploration phase. (This cannot be used to end or resolve your
Calling, only to find another clue or step toward it).

42
AANYA’S SECRET
DO NOT READ UNTIL PROMPTED TO found the Firestone, and he finally had a weapon
that matched his anger.’ Aanya turns to look at
When the two of you have a quiet moment, the ground, the tears now falling from her cheeks,
Aanya starts to talk. Its strange, like a seal has
been broken, and suddenly her whole story ‘He burned the palace down and focused the
comes pouring out. flames on our parent’s rooms and my room, he
made it look like an accident, and the people
She starts by telling you that when she was a little of Kyodaina poured out sympathy for him. “How
younger, a few years ago, she lived in the Capital awful, the young prince lost his whole family”.
of Kyodaina, the incredible walled city known as
Shiro. It seems like she isn’t quite saying it all yet, so ‘But he knows he didn’t get me. I wasn’t in my
you give her time. room that night, and I saw what he did, and he
saw me. He knows I’m out here somewhere in his
She talks about how she lived in luxury with her lands...’
family, her mother was important to the running
of the city and her father was a learned diplomat Aanya’s head spins back to lock you with a
and archaeologist in the city’s academic quarter, piercing gaze;
they had a good life there.
‘That was why I needed the Seastone. He is scared
She turns her eyes away, and quietly adds, in an of me, he is clawing for more power to protect
almost whisper that she had a brother too, a twin. himself and his position and he is terrified I might
His name was Yoso. expose his crimes. I claimed to be searching for it
in the name of Emperor but that was just so that I
She looks up at you, her eyes burning with a deep could search unnoticed.’
anger, tears pooling in the corners,
‘He is no Emperor of mine, and he is no brother of
‘My mother was the Empress of Kyodaina, and mine either’
Yoso killed her, and my father too... he wanted
power more than anything else, and hated the She slumps down onto a rock.
thought that he might not rule one day. He knew
that because we were twins but I was born first, ‘So there, now you know...I’m the true heir to the
that I would ascend to the throne before him... Ruku Throne, and I will do anything and everything
but because we were twins we would grow old I can to save my people from Yoso’s tyrannical
at the same time, and he would likely never sit on rule. ‘
the Ruku Throne.’
‘Would you stand beside me, and assist me with
‘The impatience and entitlement grew within him my quest?’
and burned him out from the inside, and then he

AFTER AANYA’S SPEECH


With her speech complete Aanya will await a but at the next border of a zone you can choose
response to her question, it is up to you how you to explore the Skylands. If you do and intend to
answer her. head straight for the Resistance then you don’t
need to wait to draw the Skylands Key Location.
After this final conversation Aanya will leave your Instead, you can reach it in 3 exploration phases.
company and head to where the Resistance
gathers, high up in the Skylands. If you have chosen not to help her then you will
not be able to find the Resistance in this way
If you have agreed to help her she will tell you the when you explore the Skylands.
location of the Resistance’s base of operations.
You will still need to make your own way there,
43
44
THE SKYLANDS
What allows these huge chunks of earth to the islands in the first place, for some of the islands
hang in the sky is unknown, but they hang there is a mystery. With no apparent links to the ground
nonetheless - and strangely, these floating islands or other islands nearby. It is often thought that the
only seem to exist in the lands of Kyodaina, and islands used to be connected to the ground a
haven’t been seen elsewhere in the Colostle. long time ago and people were already on them
when they separated and moved upward, but
Nestled between the clouds, staying in place or this information is lost to history.
sometimes drifting between the great columns
that hold up the Ceiling, the islands are like Some islanders have incredible ‘sky ships’ that
pocket kingdoms, each one with a sense of allow them traversal between islands, but these
independence due to having verdant farmlands are rare. They have hulls lined and threaded with
and water supplies. The lands atop the islands the very ore that allows the islands to float. This
are much like the lands below, with lakes and ‘cloudite’ is incredibly hard to mine due to access
mountains, villages and cities, and of course being restricted to the cliff sides of the islands. This
Rooks roaming about. means you need a sky ship to mine for cloudite for
more sky ships, or perilously hang off the edge of
However, due to their disconnection from the an island and mine it that way - something most
ground, the Empire’s soldiers find it much harder floating folk are not willing to do!
to get to them, and the people who live high in
the sky can enjoy a life almost completely without If you can reach an island, it can be a personal
Empire intervention, a free life. paradise, but just the process of exploring them
can be supremely dangerous. Only the most
The floating folk live a more relaxed and gentle ambitious and capable Roomlanders dare to
lifestyle at a slow pace. Farming, relaxing and climb into the sky…
making merry in the long evenings. How they got to

NPCS OF THE ARCHIPELAGO


CARD NPC - NAME NPC - DESCRIPTION
DRAWN
ACE Fynn You somehow learn they are part of the Resistance, maybe they could take you to their headquarters.

2 Kerreg A suspicious character who coaxes you back to his village with weird promises...

3 Malin A gentle farmer with a modest patch of land. He lets you stay and rest in his barn - HEAL 1 WOUND

4 Teriranas A keen Rookhunter - they persuasively try to get you to join their next hunt!

5 Gil Timid and frightened they hide in the ruins of a village, the only survivor of a Rook attack...

6 Belle Skyshipper - offers you a spot on his ship to an island near a window for the cost of 1 TREASURE.

7 Kath Retired Imperial Soldier, hiding from the Empire high up on an island.

8 Linnua You somehow learn they are part of the Resistance, maybe they could take you to their headquarters.

9 Gregi A reckless daredevil climber hanging off the edge of the island - he looks like he’s in trouble!

10 Uolona The lone occupant of a windmill, high on an islands hill, perhaps keen to be left alone...

J Araq Casting their rod off the edge of an island, what are they fishing for?

Q Heldeen Mayor of a community living in the ruins of a Rook, his people are starving...

K Quorin You somehow learn they are part of the Resistance, maybe they could take you to their headquarters.

If you draw a character you have drawn before, consider how this could work in your story’s favour -
perhaps you can follow up on how you met the first time?
45
SKYLANDS - KEY LOCATIONS
The Key Location works slightly differently for meet this phase against the NPC table on the
the Floating Islands. Rather than being a single previous page.
location that is fixed for the zone, the Key Location
functions like another prompt table, allowing you This would then mean that your total draw for this
to explore aspects of the floating islands, like a exploration phase would look like the following:
series of prompts, nestled within a greater prompt
- as such you can visit this Zone’s Key Location - Floating near a window
multiple times. - Vine bridge that leads to another island
- Gil
There are a few floating islands scattered - Your Calling
throughout the other zones of Kyodaina, which
can be drawn from the greater Kyodaina You can then proceed to sewing those prompts
exploration table and follow the rules of the zones together into that day’s adventuring in the
they are in. But in this zone it is all Floating Islands, Skylands! After that phase is complete you return
floating above a massive ocean. A fall means to the greater Kyodaina exploration table and
certain death, so try to avoid falling! In your see what you draw, If you draw ‘Key Location’
adventures you might find a prompt that leads again you can return to this table and see what
you to another island, or you can just decide how you draw for again, as many times as you like.
and when you traverse to another island based
on when it feels right from your prompts and story.

Whenever you draw ‘Key Location’ for this Zone,


you must draw a number of new prompts from
the following table, up to your exploration score.
These prompts function just like prompts from the
greater exploration tables of Colostle, forming
a single day’s adventuring among the Floating
Islands.

If, for example, you have an exploration score of


3 and your draw against the greater Kyodaina
Exploration table looks like this:

1. Skylands Key Location


2. NPC Interaction
3. Your Calling

Then you can now expand draw 1 by checking


the Skylands Key Location Prompt Table - and
drawing against that. You could draw 3 prompts
against this table if you wanted, considering your
score is 3, but you could also draw 2, or even
only 1. Let’s say you decide to draw against the
Skylands Key Location Prompt Table, and you
draw the following:

- Floating near a window


- Vine Bridge that leads to another island

These 2 prompts would now take the place of


Prompt 1. Then you would draw for the NPC you

46
SKYLANDS KEY LOCATION PROMPT TABLE
CARD SKYLANDS EXPLORATION PROMPT
DRAWN

THE RESISTANCE - You have stumbled across the secret headquarters of the Resistance to the Empires rule.
ACE
Turn to page 49 to see what happens next...

2 Abandoned old castle structure – check the ITEM table to see what you find here

3 A village of farmland and windmills - draw a card from the NPC table to see who you meet here

Gargoyle Attack! Draw a card - if it is RED the Gargoyle grabs you and takes you to another island.
4
If it is BLACK you manage to fend it off.

You find a cave mouth - you know that Cloudite is likely to be found within. Draw a card - if it is BLACK you find some Cloudite
5
which will function as a TREASURE.

You find that the island you are currently on is floating closely to a window in the wall of this Room. You could possibly jump to
6
the window ledge and use this as a way into the next Room...

Vine bridge that leads to another island - a sturdy thick rope structure of vines connects this island with another. You could
7
traverse it and head over to another island...

Skyship wreck - you find an abandoned and crashed Skyship. With some Mounted knowledge you could probably repair it
8
and gain the ability to fly between islands!

9 A lake with a waterfall pouring off the edge of the island...

You reach the edge of the island you are currently on. Perhaps there is a path that leads off and around the outer cliff edge,
10
or just a stunning view of the Skylands...

Meditation Statue - you find a well worn statue of an animal spirit, bathed in the calming rays of the Brazier - you can stop
J
here and meditate awhile - if you do you may HEAL 1 WOUND

Skyquake! - The island you are on lurches and shudders! Draw a card, if it is RED the island you are on is going down! You now
Q have 2 exploration phases to get off this island before it plummets. If you are unable to find a way off the island before this
happens take 2 WOUNDS and awaken in the rubble of the island at sea level...

THE RESISTANCE - You have stumbled across the secret headquarters of the Resistance to the Empires rule.
K
Turn to page 49 to see what happens next...

47
THE TEMPLE OF THE GARGOYLE

Rumours speak of a dark island, shrouded in The monks talk little of anything else of the lands of
perpetual storm clouds, brought on by the dismal Kyodaina if you ask them, they are dedicated to
work done there. It is a small island, dominated their life here at the temple.
by the crumpled corpse of a vast Rook that the
shadowy initiates toil and dwell within. By choosing to stay a while and train with the
monks at this temple you may add one point to
This place is no rumour, it is real. It is the Temple of your maximum SPIRIT score and you can learn
the Gargoyle, a place for monks of this order to one new Temple Skill from the table below. You
train and practice ancient black rituals designed can either choose the skill you would like to add
to fuse parts of Gargoyles to willing - or sometimes to your repertoire, or let fate decide and draw a
unwilling - patients. card to see which one you will learn. If you choose
to leave it up to fate, you could perhaps add to
By training here and subjecting yourself to the your story a reason for this, such as the monks
dark experiments, you can use your inner spirit, choosing for you, or your character finding that
in conjunction with what the monks graft to your they tried all the skills but this one was the only one
body to gain incredible new abilities in Exploration they could master.
or Combat.
With the skill learned, you have made a
If you choose to stay here for a night you can heal connection with this temple. In the future you can
one wound of damage. If you choose to stay for return here and the monks will remember you and
longer you can heal all of your wounds (one night allow you to rest and heal (1 wound per visit).
for each wound). And if you choose to stay even
longer than that, you can train with the monks Any time you want to use one of your learned
and learn a skill from the Way of the Gargoyle. SKILLS you will need to expend one SPIRIT point
The monks at this temple specialise in using to do so. If you have no SPIRIT points you cannot
their SPIRIT and a dark ritual to combine parts of use a SKILL until you are able to rest at a Temple
Gargoyles with their initiates. or Gate and regain your SPIRIT points up to your
current maximum.

CARD DRAWN TEMPLE SKILL - ONE POINT OF SPIRIT REQUIRED TO ACTIVATE

WINGS OF THE GARGOYLE - Wings of a gargoyle are grafted onto your body. You may now expend a SPIRIT point to gain
♠♣ 2 Exploration points for the next 3 Exploration phases. These points do not add to your stats and therefore cannot be used
as WOUNDS - they exist only to allow you to draw more cards on your Exploration phase. You can fly!

STRENGTH OF THE GARGOYLE - Arms of a gargoyle are grafted onto your body in place of your own arms. You may now
♥♦ expend a SPIRIT point to gain 2 Combat points for the next 3 battles you fight. These points do not add to your stats and
therefore cannot be used as WOUNDS - they exist only to allow you to draw more cards on your Combat phase.

48
THE RESISTANCE

You have found your way to the headquarters of Once you have access to their headquarters,
the Resistance - but they don’t let just anyone in, the Resistance will invite you into their fortress
and are extremely suspicious of you, afraid that city where they try and live a life of freedom and
you could be an Empire spy. plenty, free from the Empire’s oppressive rule.
It is an impressive city of greenery and colourful
In order to assure them you are who you say you cultures mixing together. You may heal 1 WOUND
are and gain access to the Resistance you are while staying here and are given a room with a
going to need to do 2 things: bed in it. If you have met with Aanya then you will
reunite with her here.
1. You must have visited the other 3 Key Locations
in the other 3 Zones - this will be seen as having After a while you will be summoned by the council
valuable experience and intelligence by the of leaders of the Resistance as you are considered
Resistance. to be a capable and experienced adventurer
with valuable knowledge.
2. Come up with and write in your journal exactly
what you would say and do to attempt to convince They are planning an attack, on The Imperial City
the leader of the Resistance that they can trust of Shiro, and they want your help...
you. You can reference what you have done in
the other Zones in your speech.

If you have met with Aanya and agreed to help


her then you can skip these 2 steps.

49
50
THE IMPERIAL CITY OF SHIRO
Shiro is a castle city, a massive single structure force. The city is his, through and through, and
that contains hundreds of buildings within a vast it no longer belongs to the people, a fact that
perimeter wall - complete with a massive multi- infuriates Aanya.
tiered tower on each corner. From the looks of it,
it may have been an ancient Colossal Rook, just What was once a thriving capital is now a
like the city of Parapette in the Known Roomlands glorified war barracks, the place the Emperors
- this city used to walk, but it sits still now. soldiers bring their stolen loot of Rookstones. It is
completely militarised and near impenetrable.
Shiro used to be the jewel at the centre of
the Empire of Kyodaina, a place of bustling Inside are the beautiful streets and marketplaces
commerce and adventurers from all Rooms – now of a capital city but now populated by a tiny
it is just a fortress for the rich, a place where the population of those rich people loyal to the
corrupt Emperor can exercise his absolute power Emperor, and his soldiers, training and preparing...
on his yes-men and his Imperial Guard fighting

THE PLANS OF THE RESISTANCE


The rebellion has begun, the city is locked down, inside the city to fight the rebels, allowing Aanya
the Emperor has closed the gates. The resistance’s and you to make it to the throne room more easily.
distraction has the city guards occupied in the
Village of Kabe, the perfect way for you and But it still won’t be easy – guards will continue to
Aanya to sneak in and complete your deadly roam the locked off streets of Shiro and you will
mission. need to avoid attracting their attention as you
find a way to break into the central fortress where
As you conspired at the secret base of the the Emperor is holed up.
resistance, high in the clouds of the Sky Islands, the
plan was for the rebellion to storm the village of Choose your route carefully, explore the city
Kabe, a small settlement that has grown around as much as you dare, and pray you don’t get
the gates of the southwest tower. This would spotted… it’s only a matter of time now…
function as a distraction to draw the guards from

51
INFILTRATING THE CITY - RULES
This fifth and final zone of Kyodaina functions you have resolved a nodes moment can you
completely differently to the other zones. Rather move onto the next one and so on.
than having a repeatable exploration quality, this
zone functions as a one time story experience Some nodes are coloured red. These are places
that you will only be able to play through once where you can potentially get noticed by the
with your character. Imperial Guard patrolling the city. When you are
on a red node, if you draw a red card then the
You will still be keeping a journal of your adventures guards have spotted you and will ring the alarm
as always - however, your draws and prompts will bell!
now come from the route you take on the map
on the opposite page. This map represents the If you are spotted, the next node that you head to
Imperial City and you will need to choose your will have a squad of soldiers to battle at it, which
route very carefully to get to the throne room will mean fighting them and taking care of the
trying not to raise the alarm but also attempting to prompts at that node. As with the classic rules, you
collect as much equipment that might help with can combine this battle with the node-prompt to
the inevitable final battle as possible. create a unique moment in your story.

Your first choice is to decide through which tower You might come across items or equipment as
you will make your ingress. Each one has a unique you explore the city and make your way to the
way to be accessed and you should choose the inner fortress - some of these might help you with
one that suits your characters skills and the story alarm bells, and others might help equip you for
you want to tell. From there, you must follow a the inevitable battle ahead. As such, it might be
route from node to node, that leads to the final a good idea to explore a couple of extra nodes
choice you need to make; which is how you to see if you can find something to help you out.
intend to break into the inner fortress. Each of
these ‘final nodes’ is labelled with how you will One such item you might come across are
make your final break into the fortress, so choosing ‘Rookstone Bombs’ - this is what the Emperor has
which one of those suits your character’s skills is had his men working on in secret, and part of the
also imperative. reason why he has been obsessively confiscating
Rookstones from all over the Empire. Getting hold
You can visit any node in the city, other than the of some of these will likely be very useful in the
3 other entry nodes that your character didn’t battle to come, so grab as many as you can find!
choose to enter via. (Entry nodes are numbers 1,
9, 16 and 20) Note - if there is an item at a node you find that
item regardless of what colour card you pulled
From there however, what you will face at each for that node. You will not find multiple items by
node is a complete surprise to you and your revisiting nodes, items can only be found on the
character, so aside from knowing how you will get first visit to the node.
in to the city, and how you will get into the inner
fortress, everything else you encounter along the Once you reach the inner fortress, by whichever
way will be new to you, and you will have to react route you have chosen to take, then you must
to it on the fly. turn to the ‘Inner Fortress’ page (page 59) to see
what happens next.
Each node’s number represents a different
moment in your character’s story of breaking ITEMS GUIDE
into the city, and is represented by a number in
the pages that follow the map. Each time your Rations - Heal 1 wound when consumed. Can be
character takes another step onto another node consumed at any time.
in their journey through the city, you must turn to
that number in the following pages and resolve Rookstone Bomb - Rules for these will be
what happens to your character there. Only once explained later.

52
THE IMPERIAL CITY OF SHIRO - INFILTRATION MAP

53
INFILTRATING THE CITY - MOMENTS

1 2
RED CARD RED CARD
You climb up through the trees and leap to the The door between the soldiers barracks in the
tower only to find a squad of soldiers waiting for tower and street is locked. As you try to open it, a
you... soldier hears you and sounds the alarm!
OPPONENT: 1 Squad of Imperial Soldiers

BLACK CARD BLACK CARD


The branches of the trees make for the perfect The door between the soldiers barracks in the
access into the Northwest tower. You arrive in the tower and street is locked.
soldier’s barracks and begin to sneak through
and out into the city streets...

3 4
RED CARD RED CARD
You weave through the abandoned streets of the The street is barricaded, you are forced to sneak
beautiful Imperial City, up ahead you see a squad through abandoned homes and shops in order to
of soldiers, you must find somewhere to hide! make progress. However, as you go you start to
lose your way...

BLACK CARD
BLACK CARD
Progress through the beautiful city streets of Shiro
is quiet and easy. You see closed shops and The street is barricaded, you are forced to sneak
empty market stalls... through abandoned homes and shops in order to
make progress.
ITEM FOUND: Rations

5 6
RED CARD RED CARD
You find yourself on the rooftops of the buildings You come across what looks like an abandoned
in the street, with your back to the inner fortress military wagon carrying supplies in the street. As
walls. Suddenly you feel the roof underneath you you approach a terrified civilian darts out from
start to give way! behind it and sounds the alarm!

BLACK CARD BLACK CARD


You find yourself on the rooftops of the street You approach the abandoned military wagon in
buildings. You can see out across the street and the middle of the street, it has something in the
the tower at the southwest corner of the inner back...
fortress. From here you can see an abandoned
ITEM FOUND: Rookstone Bomb - (ELECTRIC)
wagon with a Rookstone Bomb on it at node 6.

54
INFILTRATING THE CITY - MOMENTS

7 8
RED CARD RED CARD
The door between the southwest tower and the You pass through a room filled with supplies for
streets of Shiro is guarded by two armed guards. the soldiers currently fighting the battle in Kabe
As you approach, one of them thinks he sees you village. A sleeping errand boy suddenly wakes
and he calls out! and looks at you in fear!

BLACK CARD BLACK CARD


The door between the southwest tower and the A room filled with supplies for the archers on the
streets of Shiro is guarded by two armed guards. rooftops.
You’re going to have to find a way past them...
ITEM FOUND: Rations

9 10
RED CARD RED CARD
Sprinting through the chaos in the streets of the You spot a large drain cover that connects the
village you spot a way into the castle from the city and the sewers. Interacting with it alerts some
rooftops. As you start to climb a soldier gives nearby soldiers to your presence and they sound
chase... the alarm!

OPPONENT: 1 Squad of Imperial Soldiers


BLACK CARD
BLACK CARD You spot a large drain cover that connects the
city and the sewers...
The distraction in the village works perfectly. You
and Aanya run across the rooftops of the village
and spot a way into the castle...

11 12
RED CARD RED CARD
Deep in the sewers under the city you come Aanya sets the explosive charge as per your plan
across a military storage room. You listen at the to gain access to the inner fortress. You brace for
door and hear voices, you will need to get them the sound... but the wall doesn’t break all the way
out of there to check it out... through! You’re going to need to finish off the job!

BLACK CARD
BLACK CARD
Aanya sets the explosive charge she had
Deep in the sewers under the city you come prepared as per your plan to gain access to the
across a military storage room... inner fortress. You cover your ears and brace for
the sound...
ITEM FOUND: Rookstone Bomb - (ICE) TURN TO PAGE 59 - THE INNER FORTRESS

55
INFILTRATING THE CITY - MOMENTS

13 14
RED CARD RED CARD
There’s a scuffle in the street, you can see You find yourself at a road junction in the city
civilians arguing with soldiers who are pushing streets. Aanya says to go one way but you are
them around. Suddenly another civilian appears sure the plan was to go the other way...
behind you and asks why they shouldn’t sound
the alarm...

BLACK CARD BLACK CARD

There’s a scuffle in the street, you can see civilians You find yourself at a road junction in the city
arguing with soldiers who are pushing them streets.
around. ITEM FOUND: Rations

15 16
RED CARD RED CARD
Water Bastions! How can they be here? Consider The moat around the southeast tower is quiet and
whether your character has seen a Bastion before unguarded. You can slip into the city by swimming
(Turn to page 61 for Bastion information) underwater for a short distance. As you swim you
lose your way, it’s dark and you’re running out
OPPONENT: 1 Bastion of air!

BLACK CARD
BLACK CARD
The moat around the southeast tower is quiet and
As you navigate the huge stone halls of the Shiro
unguarded. You can slip into the city by swimming
sewer you see some Water Bastions from afar, but
underwater for a short distance.
they haven’t spotted you...

17 18
RED CARD RED CARD
Water Bastions! How can they be here? Consider Soldiers have spotted you but they haven’t
whether your character has seen a Bastion before rung the alarm, they are chasing you through a
(Turn to page 61 for Bastion information) market! Suddenly, Aanya trips and falls!

OPPONENT: 1 Bastion
BLACK CARD
BLACK CARD
Soldiers have spotted you but they haven’t rung
As you navigate the huge stone halls of the Shiro the alarm, they are chasing you through a market!
sewer you see some Water Bastions from afar, but
they haven’t spotted you... ITEM FOUND: Rations

56
INFILTRATING THE CITY - MOMENTS

19 20
RED CARD RED CARD
You find yourself atop the perimeter wall of the Your intel told you where to dig to find the
city, and from this vantage point you can see the catacombs and gain entrance into the city via
inner fortress! How can you make it from here to the great halls of the dead. But the tunnels are
there? dark and you can hear strange sounds...

BLACK CARD
BLACK CARD
You find yourself atop the perimeter wall of
the city, and from this vantage point you can Your intel told you where to dig to find the
see the inner fortress! There is a line of lanterns catacombs and gain entrance into the city via
running from here to there, maybe you can climb the great halls of the dead. Follow your maps and
along it? trust in the plan...

21 22
RED CARD RED CARD
You find yourself in the catacombs in a grand You find the body of a soldier, obviously lost down
hall, with a Rook! But it is strange, it is covered in here in the Imperial Catacombs. Suddenly you
a bioluminescent lichen and it seems to walk with and Aanya are beset by rats, hundreds of them!
a limp...

OPPONENT: 1 Medium Rook BLACK CARD


You find the body of a soldier, obviously lost down
BLACK CARD here in the Imperial Catacombs.

You find yourself in a huge catacomb hall, and


you silently pass a sleeping Rook, covered in a ITEM FOUND: Rookstone Bomb - (Rumble)
strange bioluminescent lichen...

23 24
RED CARD RED CARD
The city graveyard, a sombre quiet place. Aanya You find yourself inside an abandoned house. It
stops, grieving the many new graves since she was clearly once lived in by a poor family, but
was last here. Suddenly you spot civilian mourners, they have long since been kicked out. Suddenly
you can’t let them see you! a civilian spots you and sounds the alarm!

BLACK CARD
BLACK CARD
The city graveyard, a sombre quiet place. Aanya
You find yourself inside an abandoned house. It
stops, grieving the many new graves since she
was clearly once lived in by a poor family, but
was last here. There are offerings left at a grave...
they have long since been kicked out.
ITEM FOUND: Rations

57
INFILTRATING THE CITY - MOMENTS

25 26
RED CARD RED CARD
A military training area, hastily setup in what must You scale the wall, it’s easier here thanks to some
have once been a city square. Many soldiers big cracks and many handholds. You leap to
march doing drills. Suddenly there is a cry out, a a drainpipe but it comes away from the wall!
lone Rookling has wandered into the area and Dangling in the air, soldiers spot you and sound
the soldiers are attacking it! the alarm!
BLACK CARD
BLACK CARD
You scale the wall, it’s easier here thanks to
A military training area, hastily setup in what must some big cracks and many handholds. You leap
have once been a city square. Many soldiers to a drainpipe and then to a windowsill, using
march doing drills. everything you can find to make it up the wall!

27 28
RED CARD RED CARD
As you run along the top of the inner fortress wall You make your way to the southwest tower of the
soldiers shower you and Aanya with arrows from inner fortress by clambering across rooftops. As
the street and the outer wall! you make the final climb into the tower it is hit by
an explosive launched from the street below!
BLACK CARD
BLACK CARD
You run along the thin wall of the inner fortress
and make it to one of the inner towers. From here You make your way to the southwest tower of the
you can climb down inside and make it inside! inner fortress by clambering across rooftops.

TURN TO PAGE 59 - THE INNER FORTRESS TURN TO PAGE 59 - THE INNER FORTRESS

29
RED CARD
You land heavily in the inner fortress courtyard. It
is quiet, you have made it. Then you look back,
Aanya isn’t quite as under control as you were,
she’s going to make a commotion!

BLACK CARD
You land heavily in the inner fortress courtyard. It is
quiet, you have made it.

TURN TO PAGE 59 - THE INNER FORTRESS

58
THE INNER FORTRESS

It’s quiet in here. You have managed to shake off Suddenly there is an ear-splitting boom and the
any interest from the soldiers and you know you sound of cracking stone all around you! The ground
are close to the Emperor now. You can feel that shifts, tilting Aanya and you so that suddenly what
Aanya is itching to end this. was a flat courtyard is now a steep hill, and you
both fall to the ground and slide to the stables
You find yourself in a large square courtyard, you and barracks that surround the courtyard.
can tell this is a military drill yard, for when the
army assembles in front of the Emperor’s palace With more deafening sounds of shattering and
for inspection. The palace looms large ahead of breaking you feel the nauseating sense of upward
you, a stunning building of stone, red roofs and motion in your gut followed by huge impacts with
gold trim, with multiple tiers and storeys and two the earth. You’ve fought enough Rooks to know
golden windows that look like a face staring down what this is... the city of Shiro is standing up.
at you both.
The Emperor knows you’re here.
You suddenly feel very small and alone...

59
SHIRO STANDING
You have no choice but to try and get to the will only happen once so you may only draw one
Throne Room, that is your mission and although set of prompts at this time. You must then sew
the Emperor is doing everything he can to make these prompts together into your story of how you
that impossible for you... you can’t give up now. navigate these challenges on your way to the
Throne Room.
In order to see what happens to your character
and Aanya in these next few minutes as you Once you have completed your journal for this
clamber to the Throne Room in the palace, use section, you make it into the palace and into
the encounter table below. the Throne Room. Then you must turn to the next
page to reveal what you find there...
Draw against it using your Exploration score. This

CARD SHIRO STANDING PROMPT


DRAWN

The ground lists one way dramatically and you hear a crash in a storeroom in the palace. Upon investigation you find 3
ACE
Rookstone Bombs, 1 Ice, 1 Electric and 1 Rumble.

The 4 towers of the inner fortress begin to rotate and cannon protrude from windows and slots in the stonework. They all
2
suddenly open fire peppering the courtyard with cannon fire!

A massive hand crashes through the ceiling above you, it belongs to Shiro! It’s trying to grab the invaders within it! Draw a
3
card, if it is RED a hand grabs you and lifts you high into the air! If it is BLACK a hand grabs Aanya and lifts her instead!

The city’s internal defences begin to activate, spikes out of the floor, swinging blades and spinning gears, you’re going to
4
have to keep moving if you’re going to survive!

There is an explosion in the palace throwing you and Aanya to the ground, walls are now reduced to rubble, if you were
5
attempting to climb a certain way you might need to choose a different route.

A massive hand crashes through the ceiling above you, it belongs to Shiro! It’s trying to grab the invaders within it! Draw a
6
card, if it is RED a hand grabs you and lifts you high into the air! If it is BLACK a hand grabs Aanya and lifts her instead!

You meet a terrified soldier running the opposite direction, he exclaims that he is sorry for activating the city, he says he
7
should never have done it and he tries to run past you...

8 You come across a soldier trapped under a huge piece of fallen masonry, he is still alive!

You come across a soldier hanging from the edge of rooftop one storey up, he has clearly fallen from higher up! He is
9
screaming for help!

The city goes still for a second and you hear the cracking and reeling of the stone around you, then it jumps into the air, as if
10
trying to get an unwelcome rider of its back - you hang in mid-air for a second before crashing back onto the ground.

Squads of soldiers run past you fleeing for their lives, the activation of the city doesn’t seem to have gone to plan, walls are
J
falling, stone is crumbling everywhere, it’s chaos!

A massive hand crashes through the ceiling above you, it belongs to Shiro! It’s trying to grab the invaders within it! Draw a
Q
card, if it is RED a hand grabs you and lifts you high into the air! If it is BLACK a hand grabs Aanya and lifts her instead!

The ground lists one way dramatically and you hear a crash in a storeroom in the palace. Upon investigation you find 3
K
Rookstone Bombs, 1 Ice, 1 Electric and 1 Rumble.

60
THE THRONE ROOM
The palace is in ruins, the ground is shaking, you This is a moment for you to act. You won’t kill
can hear screaming, feel the flames, smoke fills the Emperor here but you may choose to do
your nostrils, it is like a warzone... but Aanya knows something in reaction to his previous words.
this place like the back of her hand, and you find Choose what you do and write it in your journal
yourselves in the ruined Throne Room... now, then read on.

Yoso stands before you, he looks confident, a The Emperor looks at you, stunned with disdain
smile on his face, he is not hurt at all. and furious;

‘Sister, I knew you’d come for me eventually, you ‘How dare you. I hope you enjoyed your little
have the same arrogance burning in you that rebellion, because it was all for nothing. You
burns within me... we’re the same after all’ never stood a chance against me because with
ultimate power comes the most powerful friends,
‘I am nothing like you’ Aanya spits back in rage. let me introduce you to the Red Rampart...’

‘Look what you made me do to our home, Sister, Aanya’s jaw drops with disbelief as the Emperor
if you had just stayed in your bed that night and steps back and a figure starts to emerge from out
burned like our parents, none of this would have of the smoke and flames...
had to happen...’
Turn to page 63...
Aanya’s eyes fill with tears and she turns to you...

BASTIONS
Bastions are very aggressive and fight much more
like an accomplished human opponent but with
the stone resilience of a Rook. As such, Bastions
have a combat score of 3.

Fighting a Bastion operates following the standard


rules laid out in the base rulebook. Winning a
battle against a Bastion affords no rewards.

The Seastone Bastion will usually try and put some


distance between itself and its opponent, in order
to unleash its water magic from afar.

It will attack in a variety of ways, exclusively


using water magic as its way to cause damage.
Seastone Bastions tend to have a ring of frothing
water spinning around their bodies that they are CARD DRAWN ATTACK TYPE
able to conjure out of nowhere. They also have
a floating globule of summoned water above ♠ Focused Jet Shot - piercing damage

their heads. ♣ Water Wall - bludgeoning damage


Drench - huge amount of water drops from
The strangest thing about the Seastone Bastions above - bludgeoning damage
is that upon defeat there is no Rookstone within

Float - trapped in a bubble of water you are
their bodies. Where is their seastone power
lifted off your feet and smashed into a wall
coming from?

61
62
THE RED RAMPART
Out of the fire and smoke of the ruined Imperial one on its belt, and they are stones you have
Palace, steps a towering figure - a creature like never seen before.
nothing you have ever seen before on your travels
throughout the Colostle... ‘I get it now,’ Aanya says hurriedly, ‘why the
Emperor was so desperate for Rookstones... he
It stands nearly double the height of a person, wanted a full set...’
walking slowly in a cold and calculating way
through the chaos all around it - it seems With a loud ‘clunk’ the Rampart comes to a
unaffected, like it can’t even see or hear what is stop, its limbs shifting and locking into a battle-
happening around it - perhaps it can’t. ready position, and then, almost just to prove
Aanya’s point, one of the Rampart’s arms bursts
But it is aware of you and Aanya, and if its purpose into flames, the other fist clenches and a piece of
wasn’t already clear, Yoso makes it very apparent; the earth breaks out of the ground telekinetically
floating next to the clenched hand, and finally,
‘KILL THEM’ screams the clearly desperate with the force of a hurricane, air swirls around the
Emperor. Ramparts legs and it leaps impossibly high into the
air...
Aanya turns to you, speaking quickly and carefully,
trying to give you as much information as she can Fire...
before the inevitable battle begins...
Earth...
‘The Ramparts, I thought they were just legend
but... anyway, the story goes that somewhere, Air...
someone out in the Roomlands is taking warriors
of great renown and turning them into... these.... ‘MOVE!’ Aanya screams and she tackles you to
things.’ the ground, just out of the way as the Rampart
smashes into the ground where you were just
‘They aren’t human anymore, they have been stood, a flaming fist in the ground up to the elbow.
fused and grafted into these Rook-engineered
bodies, limbs removed and replaced with arms ‘There’s only one way we can do this’ Aanya
and legs of stone, and even their minds changed shouts over her shoulder as she starts to run, ‘I
and augmented to become living weapons that have to make Yoso command it to stop, and you
will follow their orders blindly, but they only take have to keep it away from me!’ and she charges
orders from certain people...’ at her brother.

‘They are famously unstoppable and in all the Yoso looks surprised at first but then grits his teeth
stories I have heard, those who fight them never and unsheathes his sword, his stance showing you
prevail...’ that he is a capable fighter, Aanya’s task will not
be easy.
Aanya swallows, clearly very afraid.
You turn to the Rampart who has now removed its
The Rampart is nearly upon you now and then with fist from the ground. It clicks and locks and turns
dread catching her words in her throat Aanya to face you.
relays something else she has just noticed...
And then with a flash behind its single gleaming
‘It has.... multiple Rookstones....’ red eye, it is upon you!

You look closely at the Rampart’s body, and


Aanya is right, a stone on each of its hands and

63
THE RED RAMPART - COMBAT RULES
The Red Rampart is the final boss of your Kyodaina ROOKSTONE BOMBS
adventure and as such will be a longer-form and
more challenging fight than you are used to in If you have managed to secure some Rookstone
Colostle. Bombs while exploring Shiro, you can use them in
this battle.
Completion of this battle will involve surviving 3
rounds of combat with the Red Rampart. After A Rookstone Bomb is single use and will counter
surviving 2 rounds of combat turn to the page any attack of any value, blowing up in the face of
entitled ‘Surviving 2 Rounds’ (page 67) to see the Rampart and temporarily disorienting it.
what happens. Once you have survived 3 rounds
of combat, turn to the page entitled ‘End of the However, if you are able to throw a specific
Battle’ (page 68) to find out how your battle ends. type of Rookstone Bomb on a round where the
Rampart is using a specific elemental state, you
The Red Rampart has a combat score of 5, so you can do greater damage with it. The table below
will be drawing a total of 5 cards for the Rampart shows the which elemental states are weak to
each round of combat. However, this number which Rookstone Bombs. If you are able to do this,
might change over the battle so keep an eye on the Rookstone Bomb not only counters the attack
the rule changes as they happen. you threw it against, but also the next attack from
the Rampart as well.
Before each round you will draw 2 cards, one to
dictate how the Rampart will be attacking this ELEMENTAL STATE ROOKSTONE BOMB
round, and one to dictate whether or not you are
able to take cover this round, if you want to. The FIRE ICE

Rampart’s attacks are fierce and cover will be


EARTH RUMBLE
vital to get through the battle.

Use the tables on the following page to draw AIR ELECTRIC

how the Rampart will be attacking each turn.


The Rampart possesses 3 Rookstones as well as it’s
own immense martial ability. This draw will govern TARGETING A ROOKSTONE
which stone it uses to attack each round, either
by Fire, Earth or Air, or a standard Melee attack. If you want to, your character can target their
attacks onto one of the Rampart’s Rookstones
TAKING COVER in an attempt to dislodge it and claim it for
themselves.
As an additional card draw before each round
starts, you must draw to see if there is cover for To do this, you must decide at the start of a round
your character to take. This could take the form of which Rookstone you are targeting. Surviving
broken masonry, smoke from the fires or anything 2 rounds of battle while targeting a Rookstone
else you can think of. will dislodge it as mentioned on the ‘Surviving 2
Rounds’ page and if you survive the whole battle
A draw of a black card indicates there is cover your character can take that Rookstone.
to be found this round. You may use this cover
to block one attack from the Rampart this round FIGHTING FOR MORE THAN 3 ROUNDS
without receiving a wound - however once you
have chosen which attack to take cover for, you If you desire your character can fight the Rampart
cannot change your mind and switch it later in for more than 3 Rounds, and in doing so can
the round. The Rampart destroys the cover after potentially gain more of the Ramparts Rookstones.
you have used it and it is no longer available that To do this you must decide if you want to fight for
round. more than 3 rounds after surviving Round 2.

At this point, if you decide you are continuing


your fight you must read the ‘Surviving 2 Rounds’
64
THE RED RAMPART - COMBAT RULES (C0NT)
page and then decide which Rookstone you will
♦ AIR
target next. You will now be locked into battle for
another 2 rounds, which if you survive will entitle This round, the Rampart will be using its Air
you to another of the Ramparts Rookstones. Rookstone. Use the table below to inform its
attacks this round:
Again at this point you can decide to stop the
battle, and if so turn to the ‘End of the Battle’ ELEMENTAL STATE ROOKSTONE BOMB
page. Otherwise, dictate the final remaining
Rookstone as your target, apply the rule changes ♠ LEAP - Launched into the air, it comes
down with a heavy fist
from the ‘Surviving 2 Rounds’ page and then
lock in for another 2 rounds. If you survive those 2 ♣ TORNADO - The around you picks up into
a whirlwind that throws you around
rounds then you will dislodge the final Rookstone.
Then turn to the ‘End of the Battle’ page. ♥ LIFT - A blast of air throws you up and the
Rampart meets you in mid-air to attack

THE RED RAMPART’S ATTACKS ♦ VACUUM - The Rampart removes all the
air around you so you can’t breathe

When drawing a card at the start of each round


to see how the Rampart will be attacking, use the ♣ MELEE
guide and tables below:
This round, the Rampart will be using its Martial
♠ FIRE abilities. Use the table below to inform its attacks
this round:
This round, the Rampart will be using its Fire
Rookstone. Use the table below to inform its
ELEMENTAL STATE ROOKSTONE BOMB
attacks this round:

ELEMENTAL STATE ROOKSTONE BOMB ♠ SWORD ATTACK

♠ FIRE FIST - The Rampart swings at you


with a flaming fist ♣ SPINNING KICK


FLAME TRANSFER - Flames are pulled from
♣ the fires around you and channelled
into a massive blast toward you
FLURRY OF FISTS

FLAMEWAVE - A hoop of fire forms ♦ WRESTLING GRAB AND SMASH

♥ around its body and then grows in


diameter at massive speed outward
INTO THE GROUND

PROPULSION - Small focused bursts

♦ launch from its hands and it speeds


toward you along the ground
attempting a body slam
The descriptions of the Red Rampart’s attacks

♥ EARTH are there purely for flavour in your journal and for
you to come up with imaginative ways that your
This round, the Rampart will be using its Earth character can overcome them - as always in
Rookstone. Use the table below to inform its combat, the most important part is the number on
attacks this round: the card which indicates the power of the attack
and the number that your counter needs to beat.
ELEMENTAL STATE ROOKSTONE BOMB
According to the rules, beating this boss is not
♠ BOULDERTOSS - A chunk of earth is
ripped from the ground and thrown
about dealing damage to it, but instead surviving
the required number of rounds to win. However,
♣ BURROW - The Rampart drills into the
ground and bursts out at your location every round you survive will count as a blow to the
Rampart - you are damaging it!
♥ COMPRESSION - The Rampart lifts the
ground around you and crushes you

♦ PEBBLESTORM - A hail of small rocks and


pebbles focused at you

65
66
SURVIVING 2 ROUNDS

ONLY READ THIS SECTION IF YOU HAVE SURVIVED will NOT be that type anymore, but instead it will
TWO ROUNDS OF BATTLE WITH THE RED RAMPART. default to the Melee attack type.

The Rampart staggers backward. It doesn’t If this is your second or third set of 2 rounds of
look like it is in any sort of pain, but you have battle, the Ramparts combat score does NOT
successfully affected its functionality, it doesn’t reduce. It will never go lower than 3. However, for
seem to be moving quite so gracefully and each Rookstone you dislodge, that will prevent
confidently anymore. the Rampart from doing those types of attacks
- meaning if they are drawn then instead that
If this is your first 2 rounds of battle with the round defaults to Melee.
Rampart, then for all subsequent rounds of battle
the Rampart’s combat score is reduced to 3. If you are fighting to 3 rounds then return to battle
for your third and final round of battle.
If you were focusing on a Rookstone for these 2
rounds then that Rookstone is now dislodged If you are fighting for more than 3 rounds, then
from the Rampart. This means if you draw that decide on your next Rookstone target and then
Rookstone type when establishing how the return to battle for your next 2 rounds.
Rampart attacks on any subsequent rounds it

AANYA AFTER 2 ROUNDS

In a moment of calm in your battle you glance She turns to look at you and for a split second
over at Aanya, she is locked in vicious battle with there is hope in her eyes... you can do this...
Yoso. As you watch she spins, unleashing a furious
attack with her sword, knocking Yoso off his feet.

67
END OF THE BATTLE

ONLY READ THIS SECTION IF YOU HAVE REACHED ‘Rampart, stand down’ he shouts, his voice
THE END OF YOUR BATTLE WITH THE RED RAMPART. trembling.

Your final attack in the last round disconnects one ‘It’s over brother’ Aanya says through gritted
of the Rampart’s arms, the severed stony limb teeth and then knocks him out with the pommel
clatters to the floor, you can see cracked stone, of her sword.
but you can see splintered bone too, however
there isn’t a single drop of blood to be seen... The Rampart stands motionless for a second, it
looks like it might be staring at you, but equally
The Rampart staggers a little but makes no noise, it doesn’t look as though it’s looking at anything.
no cry of pain. It regains its balance and then
prepares to step forward and attack again. Slowly and quietly it sheaths its sword and turns
its back on you, walking away and leaving the
At the same instant Aanya lands a devastating Palace.
blow on Yoso, disarming him of his ornate sword
and knocking him back onto the wide steps of the ‘It’s better this way’ says Aanya, ‘We’ll likely never
Imperial Palace. His face is a picture of shock and see it again and we’d lose more than it did if we
fear as Aanya approaches him... kept fighting it....’

‘Call it off’ Aanya says firmly, ‘Or I will end you She slumps down onto the Imperial Palace steps
here and we will beat it together’ next to the unconscious body of her brother,

Yoso looks over at the Rampart and notices its ‘We did it’ she breathes, ‘Kyodaina will be at
missing arm, a terrified realisation dawns across his peace once again...’
face,

You have beaten the Red Rampart and have of experience and combat in the lands of the
completed the main campaign of the Kyodaina Colostle. When using a unique Rookstone (such as
module! Any Rookstones you were able to the Seastone, Flamestone, Earthstone or Airstone)
dislodge from the Rampart you are now able to all your attacks now have +1.
collect and keep for yourself.
This means every card you play to counter an
NOTE: Your character can only wield one enemy attack you can add 1 to it to make it more
Rookstone at a time. You may swap out your powerful, but this power-up only applies when
Rookstones to change your abilities at any time you have equipped a unique Rookstone.
except whilst in the middle of combat. Whichever
stone is equipped when combat begins must EXAMPLE: You play a 6 of Hearts to counter against
remain the stone of use until the combat is an enemy 7 of Spades. Applying your +1 makes
completed. your attack now a 7, making your counter a clash
and no longer a wound.
LEVEL UP

As of the completion of this adventure your


character has now reached their next level

68
EMPRESS AANYA

It takes a while for everything in the Empire of suddenly remembers something. She takes your
Kyodaina to settle down, and for word to spread hand and rushes you out of the gardens through
about Aanya’s coronation, but eventually it corridors and cloisters and tunnels and secret
feels as though all the Roomlands of the Empire passageways, getting deeper and deeper under
collectively breathe a sigh of relief that Yoso’s Shiro until she pulls you into a huge ornate stone
reign of terror is over. chamber, with a vast circular hole in the floor,
leading down into blackness.
Yoso himself is imprisoned now, Aanya will keep
a close eye on him until his last days. Many of the Aanya explains that her father found this, a long
soldiers that followed his orders seem happier time ago, that he theorised that the Colossal Rook
under Aanya’s rule, as though they were never that is now Shiro was probably guarding this hole
happy doing Yosos bidding in the first place. when it was still functional, with this passage inside
it allowing access to a designated few.
Shiro is gradually rebuilt, it isn’t complete but
enough work is done to allow the people to move Where does it go? you ask, your eyes wide with
back in, something Aanya is very happy about. It interest.
will be a work in progress for many years to come,
with the people making it their city, once again. ‘To the Dungeons of the Colostle’ says Aanya her
eyes brimming with excitement. ‘If the Colostle
One day, after a few weeks have passed since is a massive castle, it makes sense that there
the battle, Aanya invites you to meet her at the would be a massive dungeon below it right? The
Imperial Palace. You walk together through what basement of this insane structure. Who knows
will become the new Imperial Gardens, another what adventures await down there, and maybe
work in progress. some answers to your calling?’

You both reminisce about your adventures You look down, too stunned to speak, you see
together and the conversation gradually turns to nothing but black.
your Calling, and where you will go next.
‘Make sure you come back and tell me all about
Aanya understands that she probably won’t see what you find down there, ok? Its not fair that you
you for a while, she must stay here in Kyodaina get to have all the fun’ says Aanya with a laugh,
and sit on the Ruku Throne. and she leaves you alone, with the next step of
your grand adventure...
But then her eyes widen and brighten as she

69
CONTINUING PLAY IN KYODAINA AFTER THE BATTLE OF SHIRO
With the final battle against the Red Rampart now simply patrolling - you can choose to interact
complete, you may want to move straight on with them like NPCs if you like.
to your next adventure in a new location in the
Colostle, but if you would like to continue your IMPERIAL FORTRESSES
character’s adventures in the Empire of Kyodaina,
that is also possible, you will just need to make the Imperial Fortresses are now safe spaces. You can
following changes to the prompts and zones you rest here and heal one wound.
explore, post the defeat of Yoso and his evil reign.
FRIENDS WITH THE EMPRESS
SHIRO
After everything you have done with Aanya, you
Shiro is now a safe city for you to explore, just like are now friends with the Empress of Kyodaina. This
any other city you might have discovered in your means you can access the Imperial Palace and
adventure previously. Use the city building rules in there will always be a room for you there. If you
the base rulebook to build a new Shiro and then choose to stay a night at the palace you may
you may revisit the city as much as you like. You heal 2 wounds with all the pampering and care
may place it anywhere in your Kyodaina except you will receive! You can stay more nights, but
in a Skylands zone. you cannot heal another 2 wounds until at least
another 10 Exploration phases have passed.
SOLDIERS
All of the Aanya prompts in the Hori Archipelago
The Soldiers will no longer attack you on sight, NPC table should be ignored, replaced instead
they patrol merely to keep the peace. When by the generic NPC prompt below it.
you encounter a group of soldiers in the main
Kyodaina encounter table you can now treat this THE RESISTANCE
as and NPC interaction (using the Oracles if you
have the Roomlands expansion). If you draw ‘The Resistance’ in the Skylands zone
encounter table, you will now find a peaceful city
Any time they attack in an in-zone encounter in the clouds. You can use the city building tools
table, (such as in the Fangs of Fire table) they are from the base rulebook to create this city.

70
71
PATRONS
This book is made up of modules I released the pioneers, the front-liners, the most dedicated
monthly on the Colostle Patreon. The explorers of the Colostle - and I couldn’t be more
Roomlanders names below are the legendary grateful for all their support. Thank you Patrons!
people who support me and the creation of You’re the best!
more of this world, every single month. They are

peter ylonen Roch Bernier Saoirse Tjonezy


Jeremy Demanget Skwirl Frank Yaguas Mark Tyson
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Karlo Melendez Pena Santiago Gonzales Mike McGill Stéphanie Dusablon
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urpwnd Kevin Scheer Dakota Matthew Lowe
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Secondhand Sarn Śraddhāpa Dharmacārī Steven Wellerling
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iXen X Daniel Rigby Daniel Hand Logan Weber
Tierra Dungarova Ryan Anderson Erica H Savannah Pozarycki
George Erakleous Pyro_n Pain Byron KuchenGus
Joe Wood David Jensen Tomasz W Chris
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Siluro The daily doujin Candye Jordan Andrew Corsini
Chi Phụng Brandon Adams Dean Court nope yup
Meldeck -Fabrice- Braden McAllister Rhona anderson N8 Z3R0
matthew_j.cooper Craig Darragh Denton Bard Henry Benerman
Ga√´tan zazi071 Steven ‚ÄúWaffles‚Äù Lane Alex O’Connor
Cristiano Tavares Alene Davis Grandpa Joseph Nick Clemens
Mathmonik Dan Blome Stephen Rudolph Valentin Baltadzhiev
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Kevin J Gordon Sophie Amirault Sérgio J Sousa Thomas Smith
Carl Ellis Juan Carlos allan wakefield Machinic
Mychel7Letters DavonplayzMC random Ogie Sifter JJ Moon
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Justin Brown Jorge M Liz Miller Jonathan Leech
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that_IT_chick Joshua Bryant Brandon Kaminski Lazyghost
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Adrian-Paul Carrières Ian Flanders Kayla Gabrielle Dean Rundquist
Alexandra Katsma Stormlord JJ Zappyzor
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ObviousNPC Bryan Roy Alex Martinez Deirdre McClintock
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C. Michael McGannon Ken Taylor MyName Floyd Harper
impi Zack Zukowski Michael Jaksa Matt Leitzen
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San Crispino mark square Weston Rainer Alexeon
Doug Vehovec Rynn Daniel Renehan Newton Games
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PortcullisMST3K Alex Sharif Andrey Kuznetsov Wim Goossens
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Liam Roberts erich TeaAndSpite Kelly B
Marc Paquette Jack McDonald Charlotte Weatherwax Dave W.
Karl Glittergold Luke Gallichan William Caddell DeAnna Rushing
Mathew Mus John Cain WillowWren Gandalf The Black
Fammy Alan Bernhard Jellofish103 Og

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Steffiepunk Connor Watson Darian Julera
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Daniel Kesselman Edward Corby Robert Lamb Ricky Guerin
Cameron Stead Rocky D’Angelo Joe Denham Matthew
Dean Snow Kristopher Camden DM Arrk Nigel Kitts
Joe Urwin David Joshua Turner Daniel Trueman
H AlwaysSarah Isaac Kronholm Ori Vasilescu
Warf William Frederick Newcombe Dusk
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Ellen Harmer Jeremy Hesse Smithtex Bapf
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Armandodo Ch3llybun Heracynn Raine Field Morriss
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Roving Bard Patrick Mollman tiffany Gregory Jakub Kučera
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Paul Mayhew Thomas Lapierre III Miss Proserpina Fungal Worm Guy
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HerrHahnchen anaya Husbandu Michael Schwob
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