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The GM describes the Cauldron (pg. 6) and the players decide how
3 they came to acquire such a strange and powerful item.
4 Review the included map and pick a place for the players to start.
Each Location has a d6 list of thematically cohesive premadve NPCs and events
to choose from. Roll NPCs and events randomly or combine them for more
complex scenarios.
If your game ever hits a lull, roll on the d66 “Weather” table to add a dash of
something unexpected, then season to taste.
1
Magic is a little different on the Bridge.
Read more in the Bridge Spells section, (pg. 72)
Give your players a copy of the Homebody Briger’s Glossary (pg. 93) to hint at
the adventures to come and brief them on the Bridge.
Just because something has stats doesn’t mean it’s meant to be fought
or even opposed. If a creature’s stats are missing, either assume they
cannot be fought or assume the following default values:
Skill 4 Initiative 2
Stamina 6 Damage as knife
Armor 0
2
Features of the Bridge
Features of the Bridge
ALL THERE IS, ALL THERE EVER WILL BE: The Bridge is the entire world
and, as far as you and everyone else is concerned, it’s always been that way. Myths
abound, but no one’s ever found evidence of The Ends, or met the primeval
Builders of Legend.
FIFTY ACROSS, FOREVER AHEAD: The Bridge is wide enough for about
50 average-sized humans to stand shoulder-to-shoulder, sandwiched between
its sides. It’s also infinite in length by just about everyone’s reckoning. You could
walk the Bridge for a hundred years and the only end you’d find is your own.
WATCH YOUR STEP: Where the Bridge is in good repair, you'll find bricked
edges or barriers and railings several meters high to separate you from the
yawning abyss. Everywhere else, you’d do well not to fall off the edge or into a
hole in the cobbles — it’s a long way down.
FLOATING ON REALITY SOUP: The farther one descends the Bridge’s piles,
the thicker the Underfog becomes. Rules start to break down. Rarified reality
congeals into living, flailing Under-Things that are simply fascinated by beings
of meat and hard physics, like yourself.
THE ONLY LAW OF THE BRIDGE: It’s hard to believe things were even
worse, once. Trolls and Gruffolk warred with one another and humans did
unspeakable things to Coblins for profit. But then a mythical Pact was made: all
Bridgers would live in peace for perpetuity—or so help them.
LOOKIN’ FOR ANYWHERE ELSE: You’ve got the itch—that little tickle born
of the Bridge itself, saying you don’t belong in any one place. There’s something
out there for you. It’s probably not a grand quest or an ever-after, but it’s
something to chase, and that’s all a Bridge punk like you needs. You’ll gather
moss when you’re dead.
A 1-3 session adventure that gives the players a volatile magic item and
turns them loose to explore the Bridge.
Quest Hooks
• A party member or NPC they care about is infected with a horrible disease.
The Cauldron must be used to brew a cure.
• Gatehouses will let travelers pass through in exchange for the recipe for the
Perfect Stew.
• The Under-Things were born of THIS VERY CAULDRON. The party must
somehow redeem this horrible artifact.
The Cauldron
A big iron pot with a sturdy
handle and a grinning face. It
is easily carried by two people
or awkwardly carried by one
person. Its magic is fueled by
the Keystone embedded in its
base.
Players can use the Cauldron to
cook magical stews. Recipes are
hard to come by, ingredients are
rare, and the results are often
unpredictable. Good luck!
6
Cauldron Cooking Rules
Whenever players attempt to cook with the Cauldron, have them combine all
ingredients with 1d6 Provisions. Cook for 1d6 hours. When the time is right,
have the head chef Test their Luck and remove the stew from the heat.
If they successfully Tested their Luck and got the recipe right, then the result is
what they expected.
If they successfully Tested their Luck but got the recipe wrong, then all of
the ingredients, minus the Provisions, may be recovered and reused in future
cooking attempts.
If they unsuccessfully Tested their Luck but got the recipe right, then they need
one more ingredient or 1d6 more Provisions, determined by the GM.
If they unsuccessfully Tested their Luck and got the recipe wrong, then the
ingredients turn into 1d6 Under-Things that emerge from the Cauldron, eager
for warm blood
6 Flavors of Ingredients
Sample ingredients are mentioned on pg 76 and GMs can use the procedure
on pg. 8 to determine if something counts as an ingredient.
Fresh ingredients age quickly. They must be enjoyed before they grow
Old, and their memories are always savored.
Samples: Hot biscuits, a new flavor of gravy, cold juice, recently hatched
eggshells, or still-green seeds.
Old ingredients are past their prime and on the verge of being hazardous.
Samples: Soured meats, questionable cheese, the neighbor’s liquor, a
Gruffolk’s beard clippings, crumbled stone, or smelly trash.
Secret ingredients are only known to a select few. Perhaps you’ll meet
someone who can be plied for Secret knowledge on your travels.
Samples: To share a Secret Sample would be self-defeating.
7
What Counts as an Ingredient?
Ingredients are intended to be flexible and abstract in theory, but in practice
players will inevitably rifle through their bags to check if each ball of lint counts
as a “Dull” ingredient.
If you can’t determine whether something counts as an ingredient, have the
player Test their Luck. If unsuccessful, this item and items like it do not count
as ingredients. If successful, they roll a d6 on the table below. It counts as an
ingredient but…
1 You’ll need a LOT of it, at least three times what you currently have.
5 The ingredient will “spoil” if not used within the next hour.
6 The stew that uses this ingredient will take an entire day to cook.
8
Stew Recipes
This is not an exhaustive list of possible combinations, but instead a starting
cookbook of interesting and useful recipes. New recipes make excellent
rewards for adventures and accomplishments.
Two-Ingredient Recipes
Dull + Dull = 3d6 Provisions Boring Stew.
Filling, but nothing to write home about.
Dull + Sharp = 1d6 Provisions Fancy Stew.
Each Provision is worth thrice the normal value when traded.
Dull + Old = 1d6 Provisions Tainted Stew.
Looks and smells delicious, but causes painful aches and pains for hours
after consumption.
Dull + Secret = 1d6 Provisions Curiosity Stew.
After eating, the consumer grows hungrier the closer they get to whatever
they’re looking for.
Dull + Magic = 1d6 Provision Flying Stew.
The consumer slowly drifts through the air until they bump into something,
which causes gravity to reassert itself.
Dull + Fresh = 1 Provision Paradox Stew.
The consumer gains a different, random Background, causing the
circumstances of their past to subtly (or not-so-subtly) change. Lasts until the
character eats again.
Sharp + Old = 1 Provision Bladed Stew.
The stew solidifies into a sharp bladed weapon of the chef’s choice. After this
weapon deals maximum damage, it shatters.
Sharp + Fresh = 1 Provision Explosive Stew.
The stew becomes thick as honey. If lit, the substance detonates a few
moments later, dealing damage as the Explosion spell.
Sharp + Secret = 1 Provision Assassin Stew.
The stew forms into a dense, thin needle. The chef can describe a target to
the needle upon completion of this recipe. If a creature matching the target’s
description gets close, the needle darts forward independently, ignoring armor
and dealing damage as fusil.
Fresh + Magic = 1 Provision Fertile Stew.
The stew becomes lush soil. The next thing planted in this soil grows to fruition
within 24 hours.
9
Fresh + Secret = 1 Provision Illusion Stew.
The stew and Cauldron form into an illusion of whatever the head chef imagines. The
facsimile lasts until the Cauldron is moved.
Three-Ingredient Recipes
Old + Secret + Magic = 1 Provision Seeker’s Stew.
The consumer learns the location of a forgotten Keystone.
Five-Ingredient Recipes
Fresh + Magic + Fresh + Magic + Secret =1 Provision Catholicon Stew.
The stew can cure any ailment or disease. An afflicted individual must eat the
stew every year or else the disease returns.
Dull + Dull + Dull + Dull + Old = 1 Provision Cataclysm Stew.
The stew forms a Severing Hammer. Striking this hammer collapses the
surrounding mile of Bridge and shatters the hammer itself.
Secret + Secret + Secret + Magic + Fresh = 1 Provision Stonemason Stew.
The stew billows out a rolling fog that forms into an army of shadowy masons.
They do a year’s worth of construction work in a single afternoon–even fixing
The Bridge itself.
Magic + Magic + Magic + Secret + Old = 1 Provision Dissolution Stew.
The stew dissolves the Cauldron and its Keystone, forever destroying the
item and preventing more Under-Things from being created from it.
Tip: Let spells and magic items from other games or media inspire new recipes.
10
Create a Bridger
Create a Bridger
The folk who wander the Bridge are a diverse bunch, drawn from all walks of
life and each headed to a different death. Natives of Bridgetown include the
Gruffolk, who transcend to the Fat Pastures; Trolls, who turn into boulders;
Coblins, whose bodies become cobblestones; humans, whose souls are
notoriously restless; and Stone Keenings, who are already dead. Hopefully
you’ll manage to avoid your own end for a bit.
• A rucksack
• 2d6 provisions
• A length of rope
• A flint knife
• A pocket full of dried tinder-moss
12
D66 Bridgers
11. Cobble Canter with 4 Skill 41. Pebble-Pincher with 4 Skill
14. Coblin Cranny-Crawlers with 4 Skill 44. Stone Keening with 4 Skill
15. Coblin Cranny-Crawlers with 5 Skill 45. Stone Keening with 5 Skill
16. Coblin Cranny-Crawlers with 6 Skill 46. Stone Keening with 6 Skill
24. Fallen Aristocrat with 4 Skill 54. Troll Sewer Worker with 4 Skill
25. Fallen Aristocrat with 5 Skill 55. Troll Sewer Worker with 5 Skill
26. Fallen Aristocrat with 6 Skill 56. Troll Sewer Worker with 6 Skill
31. Gruffolk Hostler with 4 Skill 61. Troll Shaman with 4 Skill
32. Gruffolk Hostler with 5 Skill 62. Troll Shaman with 5 Skill
33. Gruffolk Hostler with 6 Skill 63. Troll Shaman with 6 Skill
34. Gruffolk Pilgrim with 4 Skill 64. Turnpike Turncoat with 4 Skill
35. Gruffolk Pilgrim with 5 Skill 65. Turnpike Turncoat with 5 Skill
36. Gruffolk Pilgrim with 6 Skill 66. Turnpike Turncoat with 6 Skill
13
Cobble Canter
“You know not how They have blinded you! The Hammer of the
Builder shall soon fall, and only the Fortified shall emerge from the
rubble! Repent! Prepare! Buy my book!”
- Buarrol the Encyclicist, being shooed away for the fourth time that day
Most folk hold that the Bridge is all there is, always was, and always will be, but
that’s never stopped the flow of new gods and ideas up and down its streets.
The Unrequited Moon, the Bleeding Stone, the heretical Builders; you could
preach any of these small faiths and more to whomever will listen—at least until
the guards dislodge you from your intersection-turned-pulpit.
Special
You may Test your Luck to enthrall a
small crowd with a sermon for up to
one hour.
You may do nothing else while speaking.
Look’n For…
A Following
A Sign
A Relic (Holiness Optional)
A Place to Build a Temple
14
Fallen Aristocrat
“Ugh. Are we there yet? My heels hurt from all this
shameless walking.”
- Palnaeus Adelbramp VII, former Edge-Marquis
You were just enjoying your new balcony extension when that unruly rabble
started causing a ruckus. Something about “overshadowing the gardens”
and “teeterers literally starving us to death” or some such pedestrian blather.
Before you could loose your attack goshawks, the whole balcony collapsed and
sent you tumbling down to street level. Now you are scorned by your former
lofty fellows, rejected like a baby bird by its mother in some fable, for bearing
the taint of the cobbles.
Special
You may Test your Luck to throw
your family name around during
conversation to influence others.
Failure means those you’re talking
to either know of your disgrace or
don’t care about a noble twit like
you to begin with.
Look’n For…
The Bastard What Felled Them
A Tower to Inhabit
“Humility”
15
Pebble-Pincher
“Turnpricks after ya? If you flip that wagon train you can ride it down-bridge to
Hinge Style’s flophouse. Better boil up and throw on your glad rags first, though;
he’s a blowed-in-the-glass mark.”
- Mudshins, elder pincher
Hobos, tramps, and drifters all. Pebble-Pinchers are the most bereft people on
the Bridge with no home or hearth, but folks don’t know that by looking at you.
You have an imperturbable cheer and live like a king on less than a rat-catcher
makes. Trespassing and squatting are punishable offenses in some parts of the
Bridge, but the authorities always seem slow to catch you—fear of angering
the clandestine Bindlestick Syndicate runs deep, whether it truly exists or not.
Special
You can Test your Luck to give any pursuers the slip. This might involve hiding
in garbage, blending into a crowd, or entering one of the ancient, legendary
Hobo-Ways.
Look’n For…
A Taste of the Fabled Candy-Cobbled Streets
Someplace with no Feckin’ Guards
Rookie Transients to Help and Guide
16
Stonewright
“Everyone hears the Bridge differently. For some, it’s maternal crooning. For
others, the creaking of old bones. Me? I always hear a dry, tired voice repeating
the same old thing; END IT.”
- Tolm, accused eroder
Most folk who learn to listen to the Bridge do so haphazardly, only sensing bits
and pieces of the stones’ meanings. You are not most folk. You are learned in
the traditional arts of soul containment and Stonewrightery, and carry the
ceremonial hammer to prove it. What remains to be seen is how you will use
your power. Will you maintain the integrity of the Bridge as a stone-conscious
Bolsterer? Or will you become an Eroder, who hastens the crumbling of the
world by drawing magic from the stones for any purpose you see fit?
Look’n For…
The Ur-Stone
A Good ‘n Grounded Pupil
Bridge Damage What Needs Fixing
17
Turnpike Turncoat
“Wot, dis? I nicked it off of one o’ dem Guildies didn’t I? Innit just lucky dat it
fit me jus’ right. No, I ain’t never ‘eard of Sluicegate, these ain’t their colors.
Oi, wot’s wit’ all the questions?”
- Roddrick Spew, former Sluicegate Guildsman
Maybe it was an honest mistake. Maybe you were framed. Maybe you were as
crooked as everyone thinks the turnpike guilds are (and rightly so). Whatever
happened, you fell out with your former fellows, and have been on the run from
their law ever since. And nothing on the Bridge is worse than a scoundrel who
turns on their own. You haven’t decided what motivates you yet - remorse, or
resentment. But you know you want to get somewhere folk aren’t pelting you
with cabbages.
Special
If you take up position in a doorway, gate or similar “portal” you may Test your
Luck to resist and block any force that attempts to get past you.
Look’n For…
Anonymity
A Gate to Crash
Forgiveness/Reunion
18
Coblin Cranny-Crawlers
“We had a home once. But then the farmer came to take our friends away and
turn them into cobblestones. We still remember the Pact.
And we will remember this injustice.”
- A huddle of coblins nicknamed Cozy
Coblins are eusocial folk — where there’s one, there’s probably a hundred.
Unfortunately, the Pact that saved your kin so long ago did not address matters
of living space. As a result, your huddle has always fit in wherever it can—under
floorboards, in the walls, and in dusty corners everywhere. Unfortunately,
whether by building collapse or nasty neighbors, you’ve been forced out onto
the cobbles of the long, long Bridge again.
Special
You can squeeze yourselves into exceedingly tiny spaces, each member of the
Huddle compressing like a rat.
Look’n For…
A Home with Good, Spacious Walls
One of the Fabled Coblin Colonies
The Cobblestone Farmer who
Nabbed your Friends
19
Coblins in a Trenchcoat
“Hmm… We will- er, I mean, I will be having a trestle-pigeon pie.”
“Right... And will you be having anything with your—”
“Marmalade! MARMALADE!”
“... Sir, did your leg just hiss at you?”
“Haha, what? Don’t be ridiculous. Who even asks that? Ahem…
We would like a smear of quince marmalade on toast, though.”
-Colbie Cobbler the “Cobbler”, ordering at The Soggy Hardtack
Tired of dodging the feet of Big Folk, your huddle came upon the wisdom of
“if you can’t beat ’em or eat ’em, join ’em.” Now your shambling mass of several
hundred Coblins works together in an argumentative hivemind beneath a
threadbare disguise, strutting with all the confidence of a rubber hose cartoon
protagonist.
Possessions Advanced Skills
Shabby Greatcoat, Thick Gloves, 3 Squeeze
Secondhand Boots, and Face- 3 Stretch
Concealing Broad-Brimmed Bat
2 Sneak Attack
Pocketfull of Sand
1 Disguise
Glass Shiv
(As Small Beast)
Special
You may Test your Luck to drop your
disguise and scatter to avoid an otherwise
fatal attack, but you must spend time
gathering your component Coblins
back together and refill your trench coat
before you can use
Skills again.
Look’n For…
A Better Disguise
Folk They can be
Themselves Around
A Position of
Power/Safety
20
Gruffolk Hostler
“Bat an’ cabbage stew wi’ a side ay mashed lichen. Dae ye want a strip ay leaither
wi’ that? Nae? Weel then trot off!”
- Glana, proprietress of the Splitting Hooves Inn
Most Gruffolk are nomads. They are at home on their continuous journeys up
and down the Bridge, traveling alone or in great, braying groups called trips.
You, however, slowed in your travels, willingly putting your eternal pilgrimage
on hold. Kin ahead and kin behind will need rest and a friendly(ish) face to help
them along their journey, and a Hostler like you must provide.
Special
You can turn normally inedible
organic matter into a Provision and
eat or serve it with 1 hour of cooking.
Provisions made this way spoil after
1 day, making them inedible.
Additionally, you are immune to
mundane ingested poisons.
Look’n For…
A Place to Offer Kip
Empty Bellies to Feed
An Apprentice to Replace You
21
Gruffolk Pilgrim
“Gie a move oan, ye tremblin’ wethers!”
- Trip-Fellow Eblus, moments before leaping
between rooftops with a hundred-foot drop
Some Gruffolk journey with a relentless, religious zeal. Pilgrims like you seek
your ultimate destination in the Fat Pastures, the blessed afterlife of plenty that
opens to those righteous, vigorous Gruffolk who transcend their mortal forms
at the moment of death and cross the Bridge posthumously. It is a solemn,
ceaseless calling… But if you can have some fun and rattle a few hoofless on
the way, why not?
Special
Walking is a restful, meditative
experience for you. Time spent
walking counts toward the
8 hours of sleep you need to
regain 2d6 Stamina.
Additionally, you never get tired
from jogging or running.
Look’n For…
A Daring Climb
A Proper Good Fight
The Fat Pastures
22
Stone Keening
“...”
-Anvil, in response to another group of Bridgers waving torches
and pitchforks upon their arrival
Identity is a complicated thing for a Troll-sized agglomeration of human souls
animating a bunch of rubble. But, all together, “you” are a stone keening —
the fate of every unlucky sod who doesn’t get siphoned into a Keystone when
they die. You’re better off than most, though. You still collectively have your
wits about you, your new neighbors are (mostly) agreeable, and you all have
common cause: don’t get turned into gravel by a frightened mob screaming
“Monster!”
Possessions Advanced Skills
One Very Big Fist 4 Strength
(Damage as Large Beast) 3 Disguise (As Rubble Only)
Literal Rock-hard Body 2 Punching
(Heavily Armoured)
1 Second Sight
Some Bits of Moss Growing on You
Special
You can communicate with other Keenings or loose souls without the aid of
magic.
Additionally, you can always identify what a piece of rubble came from.
Look’n For…
A Comfy Keystone You all Agree On
Others of Your Kind
A Quiet Place to Grow Moss
23
Troll Sewer Worker
“If you’re not ‘ere ter foight fer the workers, then you can go an’ play
up yer own end, yampy!”
- Strike Organizer Plab
Some would say that your kind are naturally suited to the sewers, being stocky,
semiaquatic, and vaguely toad-like besides. It’s not a glamorous job, processing
raw sewage or battling the giant rat population day and night, but anyone who
knows how precarious the Bridge’s ecosystem is will give you at least grudging
respect for the vital role you play in maintaining it. Having a union strong enough
to go toe-to-toe with the Turnpike Guilds helps, too.
Special
You can see perfectly well in dark tunnels and cloudy water.
Additionally, you are inoculated against most mundane, waterborne diseases.
Look’n For…
Workers to Unionize
A Place in Need of Infrastructure
A Real Breath of Fresh Air
24
Troll Shaman “Hrrrroooaaangroaaaack…!”
A traditional blessing that one’s skin stay moist
and their feet never touch the Under
Nicknamed a “croaker” for your ritual songs and frequent diagnoses, you are
one of the greatest healers on (or under) the Bridge. But your magic is not like
that of the Stonewrights. You have no need for a wasteful medium when the
power of stone is within you. You were born of the Bridge, and to the Bridge you
will return one day; until then, you keep the ancient rites alive and the Under
at bay.
Special
You can spend Stamina instead of stone to Cast a Spell by sacrificing a piece
of your own stony hide. Stamina spent this way doesn’t return naturally by
resting—you must eat Provisions or use some other form of healing to restore
it. Every 1 point of Spell Cost = 2 Stamina.
Look’n For…
A New Cure
Ancient Trollish History
An Ingress of
the Under
25
Locations
25
The Heights
(and Depths)
“Stone-Hoarders above, Turnpricks and taxes ahead and behind, Void to either side and
noth’n but shite ’n Trolls below. Ain’t no wonder the Gruffs keep look’n for an End!”
-Oliver “Optimistic Ollie” Krutel, Man on the Street
Caught between the political engines of Towers, Sewers, and the Gatehouse,
the Heights could be considered an archetypal Bridge district, insofar as the
average traveler is concerned. Awful Birds (pg.85) perch on spires, rooftop
gardens are carefully tended, the Road is busy with comings and goings, and
baskets full of “fishermen” are lowered over the side of the Bridge to haul strange
and unlikely catches into the Heights. In the Depths, below the cobbles, the
Trolls recycle waste from above, adventurous sorts seek ancient ruins, and dark
dealings are wrought—away from prying eyes.
Events
Street Brawl - Mistah DeBris’ Trolls (Skill 6, Stamina 14) and Sir Apted’s
Tower-Guards (Skill 7, Stamina 6) are brawling in the street over some minor
1 slight. Passersby not caught in the middle of the conflict jeer from the sidelines
and wait to see what they can scavenge in the aftermath.
Tax Season - Beaumont loudly announces from his megaphone that Tax
2
Season has begun. Towerkeepers spread out to squeeze the populace for
goods while citizens make themselves scarce. Outsiders, of course, will have
to pay an inflated “transportation excise” tax.
Sewer Strike - Trash piles up, smells rise, and creatures from the Depths
3 crawl out of sewer grates. The Great Stink will continue until the Trolls feel
adequately recognized for their contributions.
Sometime in the distant past, a massive rock fell from the sky and landed on this
district. The Bridge did not collapse but The Rock has attracted strange sorts and
produces stranger influences. These influences, by this point, are celebrated and
encouraged—you are unlikely to see anyone quite like a Craterite anywhere
else on the Bridge.
Events
The Rock Festival - Craterton is filled with loud music and a festive
1 atmosphere as its strange residents celebrate around The Rock. The food is iffy
and the trinkets are shoddy, but there is something charming and magnetic
about the merrymaking nonetheless.
Catch of the Day! - A “fishing” basket is raised up from the side of the
5
Bridge, containing strange flotsam from other worlds. You never know what
might come up—after all, this is how the Mayor got here. Roll 1d6+50 on the
Weather Table (pg. 78) for some ideas.
29
NPCs
Mayor Godfrey Burp (Skill 12, Stamina 5) - A sentient,
gas-based lifeform fished up from the Void twenty years
ago; he inhabits a bulbous metallic suit and will do
1 anything to keep his position as mayor. Beyond all else,
he wants to turn the district into a tourist attraction. His
current scheme involves selling (counterfeit) chunks of
The Rock as mementos.
Events
Farmers Market - Like most of the Bridge, gardens can only be grown on
roofs and vertical terraces, but there isn’t even room to trade their produce on
1 the Squeeze’s street level. The Farmers Market shifts between a number of
large roofs, tents pitched and rugs laid out en masse. Theft is rare, since every
vendor is armed to the teeth to deal with the Awful Birds.
The Great Migration - Tens of thousands of Awful Birds live in the Squeeze,
2 its endless nooks providing excellent nesting places. Twice a year, the Squeeze
faces a time of mass havoc, rampant hunting, and lots of scrubbing, as the
entire avian population leaves for and returns from their annual migration.
3 A Scream From An Alley - Sluice-Gate Jack has struck again! A body and
a retreating squishing noise are all the evidence left behind.
Pole Racing Pilferers - Thieves use long poles to vault across the rooftops,
4 their loot jingling from fat purses. Moments later, a pair of overworked, out-of-
breath, off-duty Turnpikers come jogging after them.
Coblin Turf War - The Flotsam and Jetsam Clans have come upon a truly
5 fascinating find. The streets echo with the squeaks of their violence and run
red with the spewing of their blood until one side is victorious.
A Great Downpour - Rain rarely makes it through the many canopies and
6
roofs of this district, but when a true storm arrives the people of The Squeeze
welcome it. The street level becomes a river of filth as garbage is washed away.
The Trolls often set up nets to catch anything interesting before it’s washed
off the side of the Bridge.
31
NPCs
The Jetsam Clan - A large huddle of Coblins that prowl
the street level, scavenging everything dropped from
1 the roofs above to be repurposed, sold off, or dumped
unceremoniously into the sewers. Anything lost might
find its way into the Jetsam’s many, many hands.
A thin strip of Bridge crosses a vast gulf, where generations upon generations
of Bridgers have hollowed out the pylon below. The lives of these Bridgers are
carved directly into the sides of the pile, their movements dictated by stairs and
complex elevators rather than the infinite spans of the Bridge’s length. At the
bottom of the dig site, the Excavation continues—weird and wonderful artifacts
are sent up the Pile, along with equally quizzical theories on the Bridge’s origin.
Events
Tunnel Collapse - Klaxon Birds screech and miners flee as a side tunnel
1 begins to collapse on itself.
A Pronouncement!
2
- The Undercrone’s voice echoes through
the Excavation. An oracular vision has come, but to whom is it addressed?
Spore Season - The mushrooms and lichen that make up much of this
3 span’s diet go through periodic mass sporing, creating a thick haze of fungal
mist. Better not breathe it.
Noon - Light, glorious light, comes over the Excavation, bathing the
4 depths in its warm embrace. There is much to be done in this short time,
while spirits are vitalized and shadowy things exposed!
The Key in the Stone - Deep within the tunnels an ancient Keystone is
5 found, a true paragon of the mason’s craft. A Stonewright may learn long-
forgotten secrets if they can convince the slumbering spirits within to wake.
A Treasure From Below! - A rare Basket from the Bottom is rising up,
6 brimming with ancient artifacts and strange, reality-defying objects. Would
anyone notice if one went missing?
33
NPCs
Hunky Punk - The sole inhabitant of the Bridge surface
here, a “chiseled” Stone Keening with a bulky upper torso
and a head covered in rebar spikes. They control the
1 basket elevator into and out of the Excavation. As their
girth completely envelops the small strip of Bridge, the
only way around is to descend and ascend once more,
following Hunky Punk’s twice-daily rotation.
Zuur’buurd (Skill 8, Stamina 13) - A Troll gardener
whose produce pulls nutrients from their own flesh. Here,
far from the Above, Zuur’s huge, hunched back acts as a
2 mobile garden. They patrol the Excavation daily, happy
to trade the fruits (and veggies) of their labor for fresh
seed, soil, and other interesting organics.
Events
Billy Goat Toughs - Two Gruffolk (Skill 5, Stamina 6) stand face to face,
1 each determined to walk opposite paths along the Bridge and each unwilling
to allow the other to pass first. Dreadful violence is about to ensue.
Changing of the Guard - Every morning and every evening the rule of this
district is ritualistically bequeathed between East and West with the passing
2 of a Keystone that holds the souls of all previous Ministers. Heavily guarded,
the East and West representatives meet in the central square to publicly
complete the handoff. It is believed that any interruption to this ceremony
would result in a great catastrophe.
Gobblin’ Coblins - A ravenous host of Coblins burst from the walls, happily
4 consuming any organic matter they can stick their myriad tiny forks into. They
are craving something, and only that specific sustenance will satisfy their
collective hunger.
Solar Eclipse - The Sun and Moon align, casting an eerie luminescence
6 across the Bridge. The Ministries are in a panic, the Junctionist preaches the
End of Days, and the faint ectoplasmic ghost of a long-gone Bridge extends
from the crumbling remains of the Perpendicular.
35
NPCs
Bartleby Barrel (Skill 7, Stamina 11) - A self-proclaimed
Knight-Errant who wears a barrel for armor and a
colander for a helmet. Despite their obvious delusions,
1 BB is actually a highly skilled adventurer. They’re
considering leaping off the side of the Bridge with a
bungee cord.
The Minister of the East - One of two aristocrats ruling
this district, their Tower rises where the sun dawns. All
activity occurring in the light of day is overseen by East’s
2 Ministry. Taxes, business dealings, education, and the
general keeping of peace is the goal of East—even if
that entails cleaning up after West.
To find and settle in the Fabled Candy Cobbled Streets is the goal of every
Pebble-Pincher: a place of plenty without toil, where you could pluck a stone
from the very Bridge and eat it like an apple. This is not that place. This district
was an attempt to make an artificial heaven in that legend’s image that went
entirely wrong. Beware of strangers bearing sweets.
Events
Eating Contest - The Candymen are out in force. Whomever eats the most
1 Bridgers in the next hour gets to wear the Sugar Crystal Crown this week.
Cavities - The Stone Suckers have siphoned everything worth pulling from
2 the stone, leaving it brittle. A false step crumbles the cobbles underfoot and
sends you into the sickly-syrupy sewers.
37
NPCs
The Stone Suckers (Skill 4, Stamina 6) - Whatever the
Stone Suckers once were, they are now crawling, gluttonous
things, more mouth and gut than anything else. You see,
the strange magic that caused Sourstone actually did make
1 the stones nutritious—if you spend all your waking hours
sucking the juices from them like these creatures do. The
Bridgers here raise Stone Suckers like cattle, food for those
who do not suck the stones themselves.
Some sections of The Bridge are long spans of wilderness, or at least what
wilderness can grow in cobblestone. This location includes several, unconnected
spans, and can be reused multiple times: it’s unlikely PCs will see everything in it.
4 acquired a taste for richer nutrients. When any warm body approaches, the
Mosslings (Skill 3, Stamina 2) fling themselves en masse upon the target and
begin to drain them of blood, penetrating the skin using their many dozens
of fine filaments.
5 Stonewrights and are prone to rumbling. Being tossed off the side of
the Bridge is one concern, but more severe quakes may awaken dreaming
Keenings, or worse.
Wyld Bounty - Not much can survive in the thin topsoil available on much
6 of the Bridge, but here an edible trove thrives. Wild gooseberries, onions,
cabbage, beans… Perhaps this was a failed homestead.
39
T(r)oll Bridge (Skill 14, Stamina 20) - This is decidedly
not a Gatehouse. This is a large pile of rubble with the
11
Trolls know how to swim, and strange things may be
lurking beneath the wind-lapped waves. Perhaps a
blocked sewer could be cleared to drain this puddle and
reveal what the water has been hiding.
15
pebbles and flagstones, moss and brambles—however, this place is home
to a veritable swarm of Coblins. They certainly don’t wish the Big Folk to
know about it and they will not suffer those who would threaten their home.
Desolation - Miles and miles of nothing but the flagstones of the Bridge.
16
Nothing grows, the rains come rarely; not even the telltale rubble piles of
Keenings can be found here. Exposure, hunger, and thirst are a danger for
any who travel this way.
17 These caravans always walk a knife’s edge between great profit and great
loss, but few beyond the itinerant Gruffolk have seen as much of the Bridge
as the caravanners.
The Hurdy Gurdy Man - A pebble for a tune, a provision for a song, the
Hurdy Gurdy Man travels to droning ethereal rhythms and the rumbling of
18 their stomach. There are old histories and new whimsys to be learned from the
Hurdy Gurdy Man’s songs—share a loaf, have a listen, and rest a moment from
your ceaseless journey.
For Science! - A plucky young ecologist is looking for assistants and escorts
19
to join them on an expedition into the nearby wilderness, where they plan to
observe the highly elusive (and deadly) moss fauna that were once exposed to
the Under-Fog.
Lonely Tower - One of the needle-thin Towers of the aristocracy sits here in
21 an empty span. Why is it here? Is it still occupied? How does it still stand with
its queer leanings and twists? What is that noise within?
41
The Truth is Out There - A wide-eyed Cobble Canter,
wearing nothing but a sandwich board, rants and raves
22 into the air. They have SEEN the End of the Bridge! What
do they mean? The downfall? An actual End? If their
screaming could be stopped, perhaps you’d be able to
make some sense of it.
NPCs
Anyone can be encountered on The Wyld Bridge, though
Gruffolk, pilgrims, and merchants are most common. Roll
on the Wyld Bridge Events and “Weather” Tables (pg. 79)
together to create a variety of random scenarios.
Gruffholm
“Ye want news frae th’ Wyld Bridge? Ah almost lost mah bawbag tae a moss
moggy on th’ way here: naethin’ new about that!”
-Drest, Gruffolk pilgrim
The Gruffs have no home besides the open road, but ancestral waypoints help
keep their culture alive. There is no single Gruffholm and there is no one place
a Gruffholm will remain, only the chance confluence of hunger, sore hooves,
and want of company. This location can be used more than once, at different
positions along the Bridge, as new assemblages of Gruffolk are formed.
Events
Gruff Games - Contests of strength, agility, bravery, and cunning honor
1 old myths of Gruffs who came before. The Gruff Games also feature stranger
contests like Distance Spitting, Beard Braid Beauty, and Lichen-Pie-Eating
Contests.
The Goat Market - Exchanges of bleating herds bring with them the trade
2 of strange and wonderful baubles. Few are as well-traveled as several hundred
Gruffolk, and there are goods (and gossip) from truly distant spans to be
found here.
4 Kids will be Kids - A group of young Gruffkids are up to mischief. They are
not above stealing and eating any traveler’s gear; left shoes are a favorite target.
The Horn Taker (Skill 8, Stamina 12) - An anonymous Gruff decked out
in black, full-metal armor challenges all that pass them to fight or lay down
5 their weapons in humiliation. They swear they will not move on until they’ve
broken three hundred horns—the shattered keratin at their hooves is proof of
their claims.
Sweet Bleats - Gruffolk are very fond of music and have a wide variety of
6 musical traditions—after all, little makes marching better than having a beat
to march to. An impromptu concert or battle of the bands incites the beating
of drums and the blaring of pipes, loud enough to be heard the next span over.
43
NPCs
The Big Gruff - A shifting role, the Big Gruff is the biggest,
strongest, wisest, or at least eldest Gruff currently in
1 residence at Gruffholm. Their word is law, though any
are free to challenge them. They enjoy indulging in all
sorts of games and contests.
Events
Blackout - A great wind howls down the Bridge, snuffing out exposed
1 flames, pushing down chimneys, and rattling lanterns. Screams are heard in
the Night.
The Night Market - There are things out there that can only be traded
2 in the Night, things passed between furtive hands and spoken of in
whispered voices. Guild Coins are of little worth here: be prepared to trade
something of value.
5 their Lamps to the initiate’s prepared Keystone, igniting it into a new Lamp.
It is a time for celebration, bathed in a great Light seen nowhere else on the
Night Bridge.
The Headless Host (Skill 5, Stamina 8) - A rolling wave of wild yaulps, blaring
horns, and stomping hooves precedes a stampede of mounted specters—
6 each holding aloft a flaming head that cackles with pyromaniacal glee. Some
think these are grown Lampchildren, others believe they are Aristocrats from
other spans, playing at being ghosts. Regardless, the Host has little qualms
45 with running down any quarry that does not join in their “festivities”.
NPCs
The Lampchildren - Small, robed-and-masked figures
carrying shepherd’s crooks and day-bright lamps. There
1 are few sources of light as reliable on the Night Bridge,
but the Lampchildren’s services do not come cheaply.
Events
Strike! - The miners at one of the cables are striking against poor conditions.
1 Old Rusty leads a call and response while Brand stands with a line of strike
breakers (on loan from the local Gatehouse).
Heaven’s Ladder - A strange, wiry ladder unrolls from the sky, leading to a
2 point so high it’s lost in the smoky haze above. Is someone climbing down or
are you supposed to climb up?
Fraying Nerves - Strut’s fears are confirmed as one of the cables is mined
6 too deep and snaps, sending it arcing wildly as the tension is released all at
once. What can be done to stave off thousands of tons of swinging steel?
47
NPCs
The Sky Pilgrims - With ancestral climbing gear and
calloused hands, the Sky Pilgrims were Bridgers long
long ago, but took to climbing the Cables in ages past.
1 They seek to reach the Zenith — perhaps there they can
see the whole Bridge. Bridgers below are reminded of
their existence only when a misstep sends one falling
from countless miles above.
The entirety of this span sits on a single pillar that spins ever so slowly, making
a full rotation each day. The Turnpike Guilds, in a rare moment of mutual
cooperation, have built a prison here with a towering Panopticon rising from
its center. The glass dome sleeplessly watches the inhabitants—citizens and
prisoners alike.
Events
Solstice - Twice a year, the Turning pauses for an entire day before restarting
its rotation in the opposite direction. During its pause, the Turning sits
1 perpendicular to the rest of the Bridge, making it all but impossible to pass
through or to leave.
Chain Gang Blues - Prisoners are put to work throughout the span, not
2
just within the prison, and it’s not uncommon to see chain gangs doing heavy
labor and maintenance work in outer areas. While the guard is having a smoke,
one of the prisoners (Skill 6, Stamina 5) takes the chance to plead for help in
their escape!
V WOOOMP - The air shimmers and sweat begins to drip from every pore.
3 In a brilliant white flash, not five meters away, a jaywalking Troll turns to ash
and the street where they were standing turns to slag. You feel a glare from
high above.
Stone Tell - A rock flies over the prison wall, landing at the feet (or on the
5 unlucky heads) of those outside. An urgent message is carved upon it: if
something is not done, a terrible disaster will occur within the next Turning.
Prison Riot - A scuffle turns into a fight turns into a riot, and it looks like the
6 Turnpikers (Skill 4, Stamina 6) are getting out their mirrored shields for when
the Panopticon is fired up.
49
NPCs
The Oculus - Said to be an ancient (and mad) Stonewright
who lives atop the Panopticon, supposedly watching
over the district and maintaining the Turning. No one
1 has actually seen the Oculus in ages, but the occasional
stone-melting heat ray from above means someone must
be up there.
The Rats - Though they won’t admit it, the Guilds think the
prison and the surrounding span is infested and crawling
with rats, their scuttling in the walls a constant reminder
3 of the pests. In truth, a vast colony of Coblins lives off the
collective debris and excess of the Guild presence in the
Turning. Prisoners work with the “Rats” to communicate
with the outside world and run their own black market.
Events
A Passing “Ship” - The Under-Fog drifts in thickly, shrouding the Gap
1 with its haze. Something immense and shadowed moves through it, passing
through the Gap.
Jump The Gap - Several thousand Coblins are working together to form a
2 living bridge in hopes of crossing the Gap. Can they really make it?
The Gnawing - A terrible churning and grinding noise echoes up from the
4
Under. As a wind momentarily clears the Under-Fog, a serpentine creature is
seen twisted around the Pile and chewing on it with voracious hunger. Its long
tail trails far down, the creature’s length lost to the misty Below.
What the Flock - Untold thousands, perhaps millions, of Awful Birds fly
5
overhead, the Gap no obstacle to their passage. But wait — what’s that? A
Bridger in goggles and some sort of mad harness has hitched themself
to the swarm!
51
NPCs
“Two Fathoms” Pont - An elderly Troll twice the height
of most Bridgers, Two Fathoms lives in an open pipe that
pours sewage from the severed Bridge into the Gap below.
1 Their eyes have been blinded by long years staring into
the Fog and Void. The sound of the crumbling Bridge still
echoes in their ears.
Named for the powerful beers and moonshines brewed and distilled by the
Turnpikemen within, and the cauldrons of combustible alcohol dumped on
those who assault the Gate. Informally known as “Hooch Home”.
Toll: Rigorously test the strength and flavor of the Gate’s newest spirits
until you’re on the verge of alcohol poisoning. If you wake up in the
morning, you must also make a purchase at the giftshop on your
way out.
Turnpikemen of Libations
(Skill 3, Stamina 8)
• Only drunk at their posts slightly
more often than Turnpikemen of
other Guilds.
• Deeply offended if the party
does not partake of their latest
distillations in a traditional booze
ceremony.
• Diversely armed and armored, but
always in possession of at least
one alcohol-based explosive
each. They drink these flasks as
often as they throw them.
55
Swill-Soaked Grandeur
The Grand Still - Said to be the biggest collection of
copper vessels on the Bridge, The Grand Still is located in
a huge chamber below street level. All the Gate’s alcohol is
made here. The Still is heavily guarded, with a small army
of Turnpikemen on guard at all hours. The Guild conducts
regular tours to show off and sell samples.
A powerful Keystone in this vaguely monastic Gate emits an aura that enforces
partial pacifism on all who set foot on its grounds—none can raise a weapon in
its presence. The Gate’s Turnpikemen, however, are expert martial artists and
the Keystone doesn’t appear to take issue with just decking a bloke.
The power of the Keystone seems linked to the spirits resting inside it—many
of those old souls witnessed or helped broker the Pact that halted cobblestone
farming and established equality between the peoples of the Bridge. To this
day, the Pact remains one of the only known “universal” laws, respected across
the Bridge.
Toll: Surrender your arms and armor and submit yourself to the
Embrace of Peace, a grueling initiatory rite that may leave you
bodily broken, mentally exhausted, and even a little indoctrinated.
Turnpikemen of Armistice
(Skill 9, Stamina 12,
damage as modest beast):
• Less abusive than other Guilds
(owing to their legacy) but much
more preachy. Will deliver sermons
to visitors, desired or not.
• Include a number of non-human
members, owing to the above.
• More disciplined than other
Gatekeepers, due to better training.
57
Places of Honor
The Path of Peace - Section of the Crossing that’s
decorated like a temple, where the concepts of unity and
interconnectedness (and taxation) are honored religiously.
The Hall of Arms - Weapons confiscated from travelers
and would-be tax evaders are displayed like trophies in
this space. There are thousands of arms to behold—a
handful are even made of good metal.
Distant Assurances - A quartet of towers armed with
ballistae, conveniently built just outside the functional
range of the Keystone. Accessible via understreet
passages originating from the Gatehouse, and designed
to be extremely difficult to climb from the outside.
This Gate was once a truly grand edifice, erected by many generations of
Turnpikemen, but has since fallen to ruin; its labyrinthian structure is inhabited
by restless, wandering Stone Keenings (Skill 8, Stamina 16). A trade dispute
between the Guild and its neighbors caused much of the damage to this
Gate, and most of the Keenings are made of souls killed in that squabble. The
Turnpikemen still maintain a token presence on the outskirts of the Gatehouse,
more to watch out for Keenings than to enforce tolls on travelers.
Toll: The Guild is in no state to be demanding tolls, but they still try. The
guards will ask you to enter the ruins and clear out some of the
Stone Keenings to earn your passage (and may ambush you and take
your things after you’ve tired yourself out).
Ruined Turnpikemen
(Skill 7, Stamina 9)
• Often preparing for a foray into
the Gate to reassert control over a
section of it.
• Few in number, but well-equipped
from their glory days (Modestly
Armored and wielding Polearms).
• Willing to discount or waive the
fees of a party with a Stonewright
or anyone else who can operate a
Keystone (provided they help put
all of the Turnpikemen’s fallen
fellows in the Gatehouse to rest
for good).
59
Ruined Gate Checkpoints:
The First Checkpoint is controlled by the Turnpikemen
and its portcullis is fully operable.
Forsaken Squalor:
Used to boast fancy, sewer-
connected toilets, though they
Basement backed up long ago. Something
else bubbled up with the rest of
the waste.
Toll:
Formally abolished. Instead, they ask that you help dismantle the
Gatehouse on your way through. Failure to join in the revolutionary
spirit might mark your group as Turnprick Sympathizers. And so
help you, if they find Guild Coins, Turnpike colors, or an aristocratic
seal on your person…
61
The Fallen Symbol of Oppression:
In the process of decommission: already halfway unbuilt
with its stones in stacks lining the Crossing.
Heads adorn the spiked parapets of this Gate, and gibbets crowd the entrance.
The Turnpikemen within wear their black hoods and raw, scourge-flayed skins
with pride. Flesh is a weakness and the Stone must be fed blood.
Once upon a time, the Gatehouse wasn’t quite so grim; it housed one of the
thousands of unique religions on the Bridge. This faith posited that the Bridge
is a living, breathing organism, highly sympathetic and nurturing toward its
occupants. Blood sacrifice began as mere bloodletting, a personal act to honor
that which sustains all life, but power tends to pervert all institutions. Now the
guild extracts a tithe of blood simply to enforce its own authority.
Toll: The Red Tithe, an offering of approximately 1/3rd your body’s blood
volume. This usually isn’t lethal. If you’re still leery, you can opt for
their expedited toll option—forfeit one finger joint.
Bloodied Turnpikemen
(Skill 5, Stamina 6)
• Organize themselves according to a sado-religious hierarchy with
increasingly silly titles. Their leader is the “Exsanguinarch”.
• They really lean into their villainous cult aesthetic for shock value. They’d
be laughed out of town as edgy goons if they weren’t sincerely threatening
(and appealing to maladapted young Bridgers).
• Pride themselves in their metal weaponry, particularly blades with
purposeless hooks and serrations. Confiscation of steel is their Gate’s
(unofficial) second toll.
• Secretly crave external validation and a nudge in the right direction.
63
Weltering Abodes:
• Standard in shape and floorplan beneath the visceral
facade, including portcullises, storerooms, barracks, etc.
It would be a truly marvelous edifice if not for the miles of scaffolding and the
constant sound of hammering throughout it. This Gatehouse has been under
construction, deconstruction, and reconstruction since time immemorial.
A “visionary disagreement” between project supervisors festered into serious
strife within the Turnpike Guild. They target each other’s divisions and workers,
orchestrating workplace “accidents” to undermine their rivals and make them
seem incompetent. The coveted rank of First Foreman has remained vacant
ever since the last one’s entire office slid off the Bridge into the Under, due to a
tragic rounding error.
Toll: Donate a full cart of building materials (for each member of the
traveling party), or volunteer for one shift of labor in one of the
most accident-prone divisions of the site.
Evergate Turnpikemen
(Skill 5, Stamina 6)
• Wield hammers, chisels, and other
plain, workman’s implements,
carried in apron-uniforms.
• Include a few Stonewrights who
failed their apprenticeships.
• Sure do hate the working
conditions of late.
65
Engineering Nightmares:
The Drafting Board - A titanic slate filling a courtyard
wall: home to depictions of the Gatehouse’s constantly
evolving floor plan, plot plan, and dizzying cross sections.
Frontline of the supervisors’ battle, forever choked in
chalk dust.
The Stoneyard - A long stretch of Bridge in front of the
Gatehouse where stone and other construction materials
are hoarded. Home to a small number of Stone Keenings,
whose numbers grow as lethal accidents continue and
dead workers get overlooked. Also rumored to hide an
enclave of the Bindlestick Syndicate.
The Walkways - A network of scaffolding so massive it
puts any aristocratic Tower to shame. A map is required
to navigate this maze of makeshift footpaths, and many
sections are unstable or encroached on by wildlife.
The Substrata - The meters-high foundation of the
Evergate, made from previous iterations of the project,
crushed and layered like sediment. It has attracted
several archaeologists interested in the deep history of
the Bridge.
The Grand Portcullis
“Izzat all real rubber? Forget the toll an’ gimme that. Been
needin’ some more shock absorption for my room. I don’t
wanna wake up with my shins stickin’ outta my belly
just ’cause I missed the bell. Whazzat? I didn’t say nothin’.
Move along, citizen.”
-Quib, Gatehouse guard
This Gatehouse is a singularly massive portcullis and each of its bars a tower,
in and of itself. It is surprisingly swift to open and close; flattened corpses and
red stains decorate the Bridge directly beneath its bars, as warnings to those
who would try to pass without paying. The sound of the portcullis rising and
lowering thunders for miles around, and rumbles like Bridgequakes accompany
these movements.
The Portcullis uses no visible rope nor winch. The mechanism that controls the
gate is a mystery, but there is plenty of speculation. Puffs of black smoke are
sometimes seen belching from atop its tower-bars.
67
Mechanical Monstrosities:
The Cracks - Deep fissures in the Bridge immediately
around the Portcullis. The result of years of damage
caused by the Gate’s rising and falling. Some cracks are
deep enough to fall into, and there are many forgotten
things hiding in their depths.
69
Bridge Spells
Bridge Spells
Magic is in the stones and bones of the Bridge. It’s an immutable facet of
existence, just like weather, gravity, and tourist traps. Anyone with the knack
can avail themself of the Bridge’s power—provided they’ve the stones for it.
To cast a spell, you must be grounded, touching the Bridge directly (this means
no magic can be cast while falling, balancing on a wooden beam, and so on). You
must also be holding a specially prepared Spell-Stone with a Stamina value
equal to or greater than the casting cost. Spells with casting cost (0) do not
require a Spell-Stone.
Spell-Stones are rare, expensive, and unwieldy to lug around. Each takes up 1
inventory slot, and has a Stamina value of 1 or more, used to cast spells. Spell-
Stones cannot regain Stamina, but can be used for casting until their Stamina
is fully depleted. For instance, a Stamina 3 Spell-Stone can be used to cast three
Stamina 1 spells, one Stamina 1 spell and one Stamina 2 spell, or one Stamina 3
spell before it is rendered unusable. When a Spell-Stone’s Stamina is depleted,
it is destroyed: it crumbles into dust as the magic is leached out of both the
stone and the stretch of Bridge beneath the caster’s feet. Keystones can be
used like especially big, powerful Spell-Stones, but that act is considered
sacrilegious everywhere on the Bridge.
The more magic is cast in an area, the more unstable and prone to collapse its
stone becomes. A span where magic is abused at length will crumble into the
Under. Power comes at a price, and everyone pays it.
72
Spell List (by Stamina cost)
Reinforce Stone (0): Repair minor cracks in targeted stone. Can’t undo
damage caused by magic, but buys the Bridge time to “heal” naturally.
Stone to Soil (0): A less egregious form of erosion magic, popular among
gardeners. Turn a cubic meter of stone into half as much fertile soil.
Weather Stone (0): Technically costless, except its effect damages and
erodes any targeted stone, effectively reducing their Stamina values. Mortar
crumbles, bricks crack, foundations weaken, etc.
Cast Stone (1): Wind up and lob a stone at your target as a projectile that
explodes on impact, dealing damage to one target within 30 meters.
Damage Roll: 1 2 3 4 5 6 7+
Cast Stone: 2 2 4 4 6 12 16
Eyes of the Bridge (1): Merge your senses with the Bridge itself. See (or hear,
or smell, etc.) from a point within line-of-sight for as long as you concentrate on
the spell.
73
Stonesoup (1): Create a nutritious, but bland, soup from stone. Provides a
number of provisions equal to twice the number of stones sacrificed.
Green Geas (1): Kill, manipulate, or grow a section of moss, lichen, vines, etc.
This spell can make a ladder, roll up a carpet of turf, ruin a garden, etc. Does not
damage moss creepers, but does make them very angry at you.
Bridge the Gap (2): Fold the space between cobbles to instantly teleport
to a location in line-of-sight. The target and your current location must be
connected via the Bridge.
Inoculate (2): A trollish spell that makes the target immune to a disease of
the caster’s choice. An invaluable asset to have in the filthy sewers.
Sculpt the Bridge (2): Lower, raise, and/or shape up to 10 cubic meters of
stone with your touch. You can build basic structures and paths or even open
holes in walls, but there is no guarantee anything created by this spell will be
structurally stable once the magic is cast.
Tumble to Bits (2): Crumble into dozens of fist-sized pieces of yourself that
mimic the fluid, wavelike movements of a Coblin huddle. This allows you to
squeeze through tight spaces or do anything else a huddle can. The spell lasts 1
minute—when it ends, you better have all your pieces together.
Petrifaction (3): The essence of the Bridge rises up to subsume the target,
turning them to stone. The target of this spell must also be grounded. A
sufficiently tired old Stonewright might also cast his spell on themself to retire
and become one with the Bridge, at no cost.
78
21 - 26 Weird Weather
Scent of Home: A wind blows, carrying with it a smell
somehow both unfamiliar and nostalgic, a sweet promise
21 of new beginnings and old dreams fulfilled. A wind like this
blew the day you left home. Counts as a Magic Ingredient
if harnessed, bottled, or otherwise added to the Cauldron.
23
breaks and seeps up through the cobbles, gumming the
streets up in mud and rivulets of filth. Counts as an Old
Ingredient if scooped into the Cauldron.
79
31 - 36 Bridgetown NPCs or Creatures
The Gruff Brothers: A trio of Gruffolk, Klein (Skill 7,
Stamina 8), Mittel (Skill 9, Stamina 13) and Hoch (Skill 12,
80
41-46 Magical Spells Run Amok
Gruffstep: A trip of Gruffolk pilgrims (Skill 5, Stamina 8)
is caught up in religious ecstasy and stampedes down the
41 Crossing in a wave of bleats and blessings. Test your Luck
or join them in sprinting and leaping until you drop from
exhaustion.
42
echoing much farther than they should—and causing other
people to join in yelling. Test your Luck or lose your indoor
voice for an hour.
43
senses and scatters them across the district. Test your Luck
or have one of your senses assigned to a random point
within 1 mile for an hour, or until you leave the affected area.
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51-56 Other-Sphere NPCs and Creatures
A Golden Barge careens out of the Under-Fog and smashes
itself to splinters against the side of The Bridge. Several very
51 out-of-town-looking passengers (Skill 3, Stamina 4) survive.
(Check out Fronds of Benevolence by Andrew Walter for more
Barge adventures.)
At first they look like a very small Troll (Skill 6, Stamina 10),
but closer inspection reveals it to be more lizardlike. They
wear a tall white hat and an apron, wield a ladle the size of a
54 maul, and have a burning desire to eat new/unusual things.
(Check out Bakto’s Terrifying Cuisine by Giuliano Roverato for more
delicious adventures.)
82
61-66 Items and Loot
A lost carrier pelican coughs at a convenient moment,
61 spilling its bill’s contents nearby. Cleaning them off nets you
2d6 Provisions.
83
Awful Birds
Syrinx-Billed Stork (Skill 4, Stamina 6) - Legs as long as a
1 Troll is tall and a beak like a hypodermic needle. Its piping voice is
as beautiful as its bite is terrible.
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Fell Off The Bridge
When you fall off the Bridge, you may choose to expend all of your Luck to survive,
with results determined by the table below. For instance, if you have 7 Luck and fall
off the Bridge, you expend all your Luck and survive by using table entry #7. If you
don’t have any Luck left, you must roll a d6 on the Falling table.
You simply don’t fall. The stones extend to support you. Time stops, and you
12 glimpse a vision of the end of the Bridge. All of your Skills are marked for
advancement.
You snag an old mason’s rope, wildly swinging around to the other side of
11 the Bridge and landing back on top. Gain the “Falling off the Bridge” skill at
Rank 3. You can use this skill instead of a Luck Test in the future.
9
The stone supports you, cracking and crumbling to keep you from toppling.
You owe the stones a great debt.
8 An enemy or ally gets in the way. They fall off instead of you.
7 You may cling to an enemy or an ally and use them to pull yourself back onto
the Bridge. You deal your unarmed damage to them.
6 An ally extends an item for you to grab onto. The item is damaged, but you
remain on the Bridge.
5
You have a long-forgotten Trestle Troll Ticket that may be exchanged for
one daring rescue, courtesy of a bored Troll.
You fall into a forgotten Pillar Dungeon. The GM fills the contents with their
4 favorite old-school dungeon crawl. Hopefully you can escape back to the
surface of the Bridge, or your friends can rescue you!
3 Roll on the Weather table (pg 79). The result saves you somehow.
2
You fall into a secret crevice filled with a few valuable items and one angry
resident.
1
You get tangled in an errant root, taking damage as Spear. You will need
help to extricate yourself.
85
Falling
Hours later you hear the creak of hinges, glimpse a blur of wood,
and hit hard on the side of a door. A shocked wizard rushes over to
1 see if you’re alright. Perhaps you will find a home in the great city of
Troika. (Check out the Troika rulebook by Daniel Sell for more info about
this weird city)
You mutter a goodbye to the great Bridge as it fades from
your view. Eventually you see... another bridge? This one is
made of huge roots twisting about giant spheres. You land
with a strange crunch and awaken to find someone yelling at
2 you. Apparently you injured their precious beetle? Now you
must help them find some healing mushrooms among the Jet
Strictures. (Check out The Gællæffan Guide to Troika by Brian Ericson
for more weird bugs)
The cold wind whipping past your face grows warmer as you
descend. You smell...garlic? After splashing into a thick liquid you
crawl out of a giant pot, confused but perfectly seasoned. The large
3 figure looming over you shouts out a terrifying cuisine order and
begins counting down. (Check out Bakto’s Terrifying Cuisine by Giuliano
Roverato for more delicious adventures)
As you fell, the sky became an orange/pink haze. You heard some
kind of fast-paced music just before you hit the water and lost
5 skeleton hatches and wanders off into the depths, confused but
with a drive to find purpose buried deep in their bones. (Check out
Bones Deep by Technical Grimoire for more underwater adventures.)
You fall, confused and afraid. You keep your eyes focused on the
Bridge, slowly sinking into the distance. The air grows colder and
darker. Your sense of falling recedes as you drift through a black
6
void. A spark of light draws your attention, growing golden as
it approaches you. The vehicle has sweeping curves and a wide
ovular bow. A white bird is emblazoned on the side. A hatch opens,
drawing you within. (Check out HexDrive by Micah Anderson for more
scifi wonder.)
86
Under-Things
Cacophonous (Skill 4, Stamina 7) - Deafening whirlwinds
1 of parroted noises, voices, and music, trying to build up to a
self-actualizing crescendo.
87
Economics
Currency is a very new, mostly unwanted invention
on the Bridge. Goods and services are normally
exchanged through barter, or gift economies.
Anything you earn must be repaid in kind, and folks
will come a-calling. Even if your local Turnpike Guild
forces everyone to adopt coinage, the gaudy bits of
metal are worthless outside of town, except as scrap.
Damage Roll: 1 2 3 4 5 6 7+
Sling: 2 4 4 6 8 10 12
Compound
Slingshot:
1 2 4 4 8 12 16
88
3d6 Magic Stones
3. Soapstone - A common find when mining out the Piles, Soapstone acts
just as that—an excellent soap. A Stonewright, however, can use it to wash
away the effects of magic by investing an amount of stamina—and actual
elbow grease—equal to that of the spell being purged. A hand-sized chunk of
Soapstone is used up to remove the effects of a single spell.
6. Bezoar - A strange stone that grows in the guts of goats and elderly Gruffs.
It is said to be the source of their ability to consume nearly anything without
negative effect. Using one can nullify a single ingested poison, but any nearby
Gruffs will be very interested in how exactly you obtained one.
8. Adder Stone - A bizarre stone with a naturally occurring hole bored through
the center. Looking through the hole allows one to see through all sorts of
mists and smoke. If you look over the side of the Bridge with an Adder Stone,
Test your Luck to avoid going mad.
9. Toadstone - A glassy green pebble fished up from the Bridge’s deep cisterns,
Trolls prize them as baubles and claim they are good for treating a variety of
ailments. If a toadstone is crushed and mixed into a liquid, it becomes a potent
poison for any non-Troll.
10. Sourstone - A sour-tasting rock pulled from the Sourstone district’s streets.
Sucking on the rock like a terrible jaw-breaker, for the entire day, will be worth
a daily provision, with a single sourstone capable of lasting for a week. Test
your Luck if anything jarring happens (such as a combat encounter) to avoid
shattering your teeth.
89
11. Lapudite - An incredibly rare ore found within Bridge Cables, it can be
combined with iron to make a significantly lighter alloy. Pure Lapudite negates
an equal amount of weight and will float off if left unattended.
12. Hadite - An incredibly rare ore found in the deepest parts of the Piles. A
quantity you’d expect to take up one inventory slot takes up five slots instead.
A weapon infused with Hadite takes up twice the inventory slots (minimum
5) but deals +2 Damage. A nail of pure Hadite is nigh impossible to pry loose.
13. Creation Clay - A substance made from Spell Sand and other rare reagents,
with occasional natural formations cropping up within the Piles. The clay is
easy enough to sculpt, but has a unique crafting quality: if it is shaped entirely
though licking, anything created with this material acts as though created with
the Posthumous Vitality spell, substituting the character’s Sculpting Skill (or
similar) for the Posthumous Vitality Skill.
14. Thunderstone - Rare flints from a bygone age, often found embedded
in places rumored to have hosted the ancient Builders. Thunderstones act as
Spell-Stones which a Stonewright can charge with Stamina by way of blood
sacrifice (theirs or someone else’s). Shattering one acts as the Explode spell
making them popular among miners.
15. Petrifying Well - The locations of Petrifying Wells are often jealously
guarded by Trolls, who consider them sacred sites. Anything placed in a
Petrifying Well… well, petrifies. A single vial of water drawn from a Petrifying Well
is enough to petrify a limb or an inventory slot worth of material. Spellwrights
theorize that each Petrifying Well is actually powered by individual Keystones,
imprisoning ancient and terrible souls.
16. Loadstone - Since compasses serve little purpose on the Bridge, Loadstones
are largely used for seeking iron and other ferrous metals. A Stonewright can
cause two (or more) Loadstones to resonate with each other, allowing the
carriers to know the general direction of the other resonant stone(s) thereafter,
regardless of distance.
17. Voidstone - Long exposure to the Under-Fog has left the inside of this
seemingly normal rock leached and porous like pumice. Voidstone is able to
hide the presence of sorcerous activity from second sight, but makes spells
cost double the stamina to cast. It has 2d6 uses, after which it hatches into an
Under-Thing.
18. Coblin Cubes - When Coblins die they revert back to the cobblestones
from which they arose, retaining a small portion of their individual essence.
Some less-savory individuals have carved these stones into dice. Spending
1 Luck will make the pair land on whatever face you want; however,
Coblins are incredibly hostile to anyone in possession of these dubbing them
“Corpse Rollers”.
90
The Homebody Bridger’s Glossary
Bindlestick Syndicate, the - A clandestine brotherhood of Pebble-Pinchers
rumored to operate all over the Bridge. What they actually do (if they exist
at all) is a mystery that piques the paranoia of guards and property-owners
everywhere.
Bird (Awful) - Catch-all term for any Creature of the Sky, no matter how horrid
or dissimilar to an avian it is.
Bolsterer - A Stonewright who casts magic sparingly and works to ensure the
stability of the Bridge. More welcome than Eroders, but still treated cautiously
for the powers they deal with.
Bridge, the - The entirety of the world (as far as anyone knows).
Bridger - Any sapient denizen of the Bridge, regardless of species. Older,
prejudiced uses of the term make certain omissions.
Crossing, the - The main thoroughfare that runs down the center of the Bridge.
Also called Mainstreet, Bridgestreet, “the Road”, etc.
Eroder - A Stonewright who casts magic recklessly and damages the Bridge as
a result. Considered villainous in most parts.
Gatehouse - The abode of a Turnpike Guild, from which they collect taxes
and harass traffic. Often but not always built on top of Bridge Piles, so that the
weight of these huge structures is more safely distributed.
92
Pact, the - The only universal law on the Bridge: all sapient species must
be treated as equals. The Pact was sealed generations ago, after war and
persecution nearly brought the Bridge to ruin. According to legend, the Pact
was made when the Bridge itself spoke up. It said aloud, in no uncertain terms,
that it was soon to crumble beneath the weight of stupidity and malice. To
break the Pact, even in a small way, is to shift the balance on this knife’s edge
even farther towards destruction than it is already.
Piles - Enormous “legs” that raise the Bridge up out of the Under at even intervals.
Each Pile is uniform: dozens of meters thick with a metal core. They are often
riddled with mine shafts, hollows, and dungeons from ages past.
Sky, the Infinite - Everything above the Bridge. Typically clear, blue, and prone
to birthing horrible creatures called Birds. Converse of the Under.
Span - Standard unit of measure derived from the distance between the
centers of two adjacent Piles. Equal to 10 kilometers in fancy Stonewright
measuring language.
Spell-Stone - Brick etched with geometric sigils that both aid and fuel
spellcasting. Spell-Stone production is slow and usually regulated by
Stonewrights. Uniformly shaped like supernaturally heavy bricks, often
decorated with the seal of the Stonewright school that carved it.
Trestle Troll - A Troll who lives on the sides or underbelly of the Bridge, moving
by way of brachiation. Most are members of the Trestle Trolls Fall Insurance
Syndicate, dedicated to the timely rescue of anyone unlucky enough to fall off
the Bridge—for a nominal fee.
Under, the - Everything below the Bridge. Murky, swirling with mists of
rarified reality, it is the origin of many strange Under-Things. The Under-Fog
grows increasingly dense as one moves down, becoming more like liquid but
never quite—the strangeness compounds in equal measure. Converse of the
Infinite Sky.
Under-Fishing - The practice of throwing large baskets over the sides of the
Bridge to “fish” lost or congealed things up from the denser layers of the Under.
Can be done professionally or as a hobby.
Under-Thing - Catch-all term for anything native to the Under that fits general
descriptions of being “alive”. Lethally curious as a rule.
Weather - Any phenomena that comes from above or below the Bridge.
Includes but is not limited to rain, sleet, bird shit, debris from collapsing
93 aristocrat towers, etc.