Byㅤ LirynLiryn
Published on 25 Jul 2022 22:50
rating: +180+x

What this is

A bunch of miscellaneous CSS 'improvements' that I, CroquemboucheCroquembouche, use on a bunch of pages because I think it makes them easier to deal with.

The changes this component makes are bunch of really trivial modifications to ease the writing experience and to make documenting components/themes a bit easier (which I do a lot). It doesn't change anything about the page visually for the reader — the changes are for the writer.

I wouldn't expect translations of articles that use this component to also use this component, unless the translator likes it and would want to use it anyway.

This component probably won't conflict with other components or themes, and even if it does, it probably won't matter too much.


On any wiki:

[[include :scp-wiki:component:croqstyle]]

This component is designed to be used on other components. When using on another component, be sure to add this inside the component's [[iftags]] block, so that users of your component are not forced into also using Croqstyle.

Related components

Other personal styling components (which change just a couple things):

Personal styling themes (which are visual overhauls):

CSS changes

Reasonably-sized footnotes

Stops footnotes from being a million miles wide, so that you can actually read them.

.hovertip { max-width: 400px; }

Monospace edit/code

Makes the edit textbox monospace, and also changes all monospace text to Fira Code, the obviously superior monospace font.

@import url(';700&display=swap');
:root { --mono-font: "Fira Code", Cousine, monospace; }
#edit-page-textarea, .code pre, .code p, .code, tt, .page-source { font-family: var(--mono-font); }
.code pre * { white-space: pre; }
.code *, .pre * { font-feature-settings: unset; }

Teletype backgrounds

Adds a light grey background to <tt> elements ({{text}}), so code snippets stand out more.

tt {
  background-color: var(--swatch-something-bhl-idk-will-fix-later, #f4f4f4);
  font-size: 85%;
  padding: 0.2em 0.4em;
  margin: 0;
  border-radius: 6px;

No more bigfaces

Stops big pictures from appearing when you hover over someone's avatar image, because they're stupid and really annoying and you can just click on them if you want to see the big version.

.avatar-hover { display: none !important; }

Breaky breaky

Any text inside a div with class nobreak has line-wrapping happen between every letter.

.nobreak { word-break: break-all; }

Code colours

Add my terminal's code colours as variables. Maybe I'll change this to a more common terminal theme like Monokai or something at some point, but for now it's just my personal theme, which is derived from Tomorrow Night Eighties.

Also, adding the .terminal class to a fake code block as [[div class="code terminal"]] gives it a sort of pseudo-terminal look with a dark background. Doesn't work with [[code]], because Wikidot inserts a bunch of syntax highlighting that you can't change yourself without a bunch of CSS. Use it for non-[[code]] code snippets only.

Quick tool to colourise a 'standard' Wikidot component usage example with the above vars: link

:root {
  --c-bg: #393939;
  --c-syntax: #e0e0e0;
  --c-comment: #999999;
  --c-error: #f2777a;
  --c-value: #f99157;
  --c-symbol: #ffcc66;
  --c-string: #99cc99;
  --c-operator: #66cccc;
  --c-builtin: #70a7df;
  --c-keyword: #cc99cc;
.terminal, .terminal > .code {
  color: var(--c-syntax);
  background: var(--c-bg);
  border: 0.4rem solid var(--c-comment);
  border-radius: 1rem;

Debug mode

Draw lines around anything inside .debug-mode. The colour of the lines is red but defers to CSS variable --debug-colour.

You can also add div.debug-info.over and div.debug-info.under inside an element to annotate the debug boxes — though you'll need to make sure to leave enough vertical space that the annotation doesn't overlap the thing above or below it.

…like this!

.debug-mode, .debug-mode *, .debug-mode *::before, .debug-mode *::after {
  outline: 1px solid var(--debug-colour, red);
  position: relative;
.debug-info {
  position: absolute;
  left: 50%;
  transform: translateX(-50%);
  font-family: 'Fira Code', monospace;
  font-size: 1rem;
  white-space: nowrap;
.debug-info.over { top: -2.5rem; }
.debug-info.under { bottom: -2.5rem; }
.debug-info p { margin: 0; }
/* source: */
#top-bar .open-menu a {
        position: fixed;
        top: 0.5em;
        left: 0.5em;
        z-index: 5;
        font-family: 'Nanum Gothic', san-serif;
        font-size: 30px;
        font-weight: 700;
        width: 30px;
        height: 30px;
        line-height: 0.9em;
        text-align: center;
        border: 0.2em solid #888;
        background-color: #fff;
        border-radius: 3em;
        color: #888;
@media (min-width: 768px) {
    #top-bar .mobile-top-bar {
        display: block;
    #top-bar .mobile-top-bar li {
        display: none;
    #main-content {
        max-width: 708px;
        margin: 0 auto;
        padding: 0;
        transition: max-width 0.2s ease-in-out;
    #side-bar {
        display: block;
        position: fixed;
        top: 0;
        left: -20em;
        width: 17.75em;
        height: 100%;
        margin: 0;
        overflow-y: auto;
        z-index: 10;
        padding: 1em 1em 0 1em;
        background-color: rgba(0,0,0,0.1);
        transition: left 0.4s ease-in-out;
        scrollbar-width: thin;
    #side-bar:target {
        left: 0;
    #side-bar:focus-within:not(:target) {
        left: 0;
    #side-bar:target .close-menu {
        display: block;
        position: fixed;
        width: 100%;
        height: 100%;
        top: 0;
        left: 0;
        margin-left: 19.75em;
        opacity: 0;
        z-index: -1;
        visibility: visible;
    #side-bar:not(:target) .close-menu { display: none; }
    #top-bar .open-menu a:hover {
        text-decoration: none;
    @supports (-moz-appearance:none) {
    #top-bar .open-menu a {
        pointer-events: none;
    #side-bar:not(:target) .close-menu {
        display: block;
        pointer-events: none;
        user-select: none;
    /* This pseudo-element is meant to overlay the regular sidebar button
    so the fixed positioning (top, left, right and/or bottom) has to match */
    #side-bar .close-menu::before {
        content: "";
        position: fixed;
        z-index: 5;
        display: block;
        top: 0.5em;
        left: 0.5em;
        border: 0.2em solid transparent;
        width: 30px;
        height: 30px;
        font-size: 30px;
        line-height: 0.9em;
        pointer-events: all;
        cursor: pointer;
    #side-bar:focus-within {
        left: 0;
    #side-bar:focus-within .close-menu::before {
        pointer-events: none;




rating: +180+x



The Parable of the Soldier

She was born with Her Hand in a fist.
She was ready to strike out at the world,
For all of its injustices.
She was anger incarnate,
And would see the world slaughtered for its wrongs.

When She came upon the Church,
She saw it as a beast.
Something to be slain immediately.
She sought to destroy its greatest weapon:
The Aberration.

She knew nothing of peace, of prosperity.
She only knew how to enact violence,
In defense of a cause that She could not name.
The world soon had nothing left to slaughter,
And the Her Hand dripped with old blood.

This module contains multiple "junctures" during which the party may choose two options.

Present the party with both options in these cases. However, warn the party ahead of time that choosing the easier option will lead to difficulty further on.

This module takes place inside the City of Three Ports, an extra-dimensional space overseen and operated by a Genius Loci known as the "Mayor". The City is a mixture of urban cityscape and wilderness; one would be likely to run into a heavily forested park in the middle of a busy street, or be walking out of the deep woods and come across an array of pleasant-looking townhouses.

It is inaccessible to most of the world, and a well-kept secret in the eyes of many. However, it is home to its own brand of danger — and here, ill omens come in Fives.

Our adventure begins with the Avatars meeting in a tavern near the Cervine College of Magic to receive orders from one Regina Cloth.

! The parts in italics should be read to the party, but do not have to be read verbatim; paraphrase or improvise as much as you wish.

It's late evening, or what passes for it, in the City of Three Ports. You've all been directed to meet in a place known as the "Yet Another Bloody Tavern". Sitting inside is an agent of the Foundation, who is given a wide berth from the locals, mainly students from the Cervine College of Magic: a stone's throw away. She has a tankard on the table before her, but it's overturned, and she's clearly anxious about something beneath it.

"Okay, you made it," she gasps, grateful. "Good, good. Something bad is going on in this city. There's been a rash of madness, and what's worse, strange luck. Not necessarily bad, just… strange."

"A man can win the lottery one day and be struck by lightning five times the next. Lightning does not naturally occur within this city, by the way— the Mayor controls the weather and the day-night cycle."

"I think it's connected to this…"

She pulls up her tankard slightly, revealing an impossible shape: a five-sided die whose sides are all pentagonal. This shape should not be able to exist in three-dimensional space, and yet, it does.

Looking at this too long will require a CTRL Save, or the party take 1 Stress.

"These have made it into gaming parlors all over the city. There's a game of dice being hosted at the Cervine College tonight. You lot need to infiltrate and see what's up."

Questioning may reveal the following information:

  • The Cervine College of Magic has recently allowed a new religious group on its campus.
  • This group is obsessed with stars and the number five.
  • Other symptoms have manifested along with the ill luck, most commonly eyes developing multiple pupils.
  • The dice game will be held in a place called Davidson Hall.

With that, the Avatars should be encouraged to move on.


Davidson Hall

Davidson Hall is rather dark this time of evening. There are still signs of life within; you hear laughter from upstairs, the clinking of glasses, and the devouring of food. You hear an occasional "Booo" or "Come on!" as you enter, but it's clearly all in good fun.

The Avatars should be directed up the stairs to the second floor. Exploration will not yield anything yet.

The second floor contains a tall lounge where several students, clad in the uniform of the Cervine College (a purple robe and hat with stars and planets adorning the cloth) are gathered around tables, playing through various games using dice— board games, wargames, even the odd card game. Among each pool of dice are one of the five-sided dice Regina showed you earlier.

A student notices you and boos. "The fascists are here!" Eyes turn your way; it's clear that the Cervine College maintains a very low opinion of the Foundation. What do you do?

Should the players try to make their case, they will be shouted down. Items may be thrown at them non-lethally, and minor magic may be cast in an attempt to deter them. Eventually, a member of the student body steps forward, introducing himself as Marco Boone. He picks up one of the five-sided dice and shows it to the group.


Marco Boone
  • Unarmed Strike (d4)
  • Infernal Sphere (d8, on Critical Damage, incinerates target)

HP 8

STR 13

DEX 12



"I trust you as far as I can throw you. Granted, some magic and I can throw you a few city blocks."

"You don't understand what's happening here. This is my city, not yours."

"The universe has laws. I've broken so many of them that I should be serving twenty consecutive life sentences."

To make the Foundation's lives difficult; to save their city and friends.

Marco admits, "Okay, these are odd, but violating Euclidean space is pretty common around here. Are you seriously trying to shut down game night just because we have weird dice? The Foundation isn't even supposed to be in Three Ports!"

Opposed CTRL Saves will be required to make Marco understand the side of the Foundation. After winning him over, or failing to:

There is a gasp from a table. Five of the five-sided dice were just rolled, and they all came up 5. At first, there are cheers for such an improbable event— and then the student's eyes multiply and bulge out of their head as he starts speaking in mathematical equations. That's about when he grows his second tongue, and after that, strange, five-pointed sigils appear on his skin…

Marco will help with combat here.


Five-Fold Aberrant
  • Slam (d6)
  • Eldritch Equations (d4 Stress)

HP 10


DEX 13


To spread its equation; to dismantle reality.

After they defeat or escape the Aberrant, read this:

A siren echoes throughout the city. A voice is heard in your heads: "Attention, People of the City of Three Ports. An Aberration has escaped. Until such a time that it has been destroyed, no person shall leave this city."

Shortly after the sirens sound, nearby space begins to warp. "Hold on!" Marco yells. "This should keep you safe!" He casts a spell that surrounds you in a purple-ish bubble, and then you're flung out into the nether. The city has bent around you, and you find yourself… somewhere else, far away from the College, on the edge of the city.

From this point on, this module makes use of a unique table (hereafter called a "Doom Clock") to track the spread of the antagonistic force ("Aberration"). The Doom Clock progresses at various intervals throughout this module, depending on the actions of the Avatars, and does not roll back once progressed. The Doom Clock also progresses by one upon the death of a player, and by one if the players take a quick rest.

Doom Clock
DOOM 1 The Mayor of the City of Three Ports quarantines the area, sealing it from the outside world, as the Aberration begins to spread. Random Encounters are rolled from the Minor Encounter pool, available below. Space is warped so as to disallow travel across the city.
DOOM 2 Symbology of the Pentad Church begins spreading around the city. A thin line of smoke and shadow blossoms in the center of the city, a beacon to the source of the Aberration.
DOOM 3 Magical lights begin flickering at the center of the city. Infected Cervine College students are attempting to break the quarantine, and a fight has broken out. Random Encounters are rolled from the d6 Moderate Encounter pool, available below.
DOOM 4 The artificial day/night cycle in the City of Three Ports goes berserk, resulting in "days" that are minutes long and nights that last mere seconds, causing a disorienting atmosphere. Loudspeakers on every street warn citizens to stay inside and avoid making contact with the Aberration.
DOOM 5 Reality warps as many things seem to take on a quinary characteristics. Stop signs are pentagonal, traffic lights gain an additional two colors, the like.
DOOM 6 The constellations, visible in the brief nights, are replaced with sparkling Pentad Church symbology.
DOOM 7 Probability begins to break down. All rolls with a d6 are now made with a d5 instead. (Roll a d10 and divide the result by 2, rounding up to the nearest whole.)
DOOM 8 Players must make a CTRL Save or take a point of Stress as the Aberration begins to infect them.
DOOM 9 The city is plunged into perpetual daylight, with five "suns" beating down overhead. These suns shine in the shape of a five-pointed star.
DOOM 10 Most of the city has been infected by the Aberration by this point. Many infected citizens are not hostile to the party, merely practicing in the streets or basking in the sunlight. Random Encounters are rolled on the d8 Major Encounter table, available below.
DOOM 11 The Foundation issues a kill order for the city, intent on destroying the City of Three Ports with a magical superweapon. At this point, even if the players manage to defeat the construct at the center of the city, they will be quarantined inside and killed by this weapon. The characters are informed of this ahead of time.
DOOM 12 Quarantine is breached and the world falls into chaos as the Aberration spreads. Scenario failed.

The party's goal is to assemble components for a rite that will dispel the Aberration before the Doom Clock reaches 12. Taking a Quick Rest will raise the Doom Clock by 1.

At multiple points in this module, the party will find themselves in the midst of a random Encounter. When this happens, roll on the appropriate Random Encounters table, according to the current status of the Doom Clock.

The difficulty tier of these random Encounters increases at two points on the Doom Clock. When rolling the Moderate Encounter tier, triple the amount of enemies Encountered when rolling a 1-4. When rolling the Major Encounter tier, double this amount, and double the amount for enemies Encountered rolling a 5-6.

Random Encounters
D4 | Minor Encounters
1 The party encounters an Aberrant Citizen (1)
2 The party encounters Aberrant Sigils (2)
3 The party encounters a Pentad Preacher (1)
4 The party encounters an Aberrant Three Port Guard (1)
D6 | Moderate Encounters
5 The party encounters Foundation Quislings (2)
6 The party encounters Aberrant Three Ports Guards (2)
D8 | Major Encounters
7 The party encounters an Aberrant Dragon (1)
8 The party encounters a Pentad Pontiff (1)



Aberrant Citizen

A Citizen of the City of Three Ports, infected by the Aberration.

  • Blunt Force (d6 Physical)
  • Echoing Equations (1d4 to each Avatar)

HP 1





Aberrant Sigils

Graffiti of a hand by members of the Pentad Church.

  • Amaze (d6 Stress)

HP 0


Special Features

  • Dispellable
    • This entity can only be affected by Stress Damage. When attacking, a CTRL Save may be made by a player; on a success, this entity takes Damage equal to the difference between the Avatar's CTRL score, and this entity's score.


Foundation Quisling

An agent of the Foundation, infected by the Aberration. They are no longer considered friendly. Shoot to kill.

  • Handgun (d6 Physical)
  • Echoing Equations (1d4 to each Avatar)

HP 5

STR 13




Pentad Preacher

A man with purple robes and green hair, seeming to be apathetic to the chaos around them — until the party show themselves.

  • Aberrant Blast (d8 Stress)

HP 2


DEX 15


Special Features

  • Weight of the Cosmos
    • Gravity has increased around this entity fivefold. All inventory items are considered Bulky. (They take up twice the space. An item that is already Bulky cannot become Bulky again. A character with 10 full inventory slots loses all Hit Prevention.)


Aberrant Three Port Guard

A member of the City of Three Ports guard that has been infected by the Aberration. Their already vicious tendencies are amplified.

  • Handgun (d6 Physical)
  • Echoing Equations (1d4 to each Avatar)

HP 5

STR 10

DEX 10



Aberrant Dragon

A dragon corrupted by the Aberration. It’s begun to sprout three extra heads.

  • Five-Fold Breath (Roll 5d5, take the highest result)
  • Aberrant Glyph (d6 Stress Blast)

HP 15

STR 20

DEX 15


Special Features

  • Probability Warp
    • Each attack against this creature can only deal up to 5 Damage; rolls above 5 are rounded down to 5.

To spread its equation; to dismantle reality.


Pentad Pontif

Higher-ranking in the Pentad Church than a Preacher, and more capable than their subordinates.

  • Aberrant Assault (d4 Stress)
  • Focus Aberration (One use only, d12 Stress)

HP 15

STR 15

DEX 15


First, present the party with a random Encounter (via the Random Encounters table), and mention that they may be able to sneak past if they so wish to do so. If the party chooses to sneak past, increment the Doom Clock by 1.

After the party successfully wins or flees from the Encounter:

You emerge onto a narrow and poorly-kept street. Pieces of the pavement jump out at odd angles, but there seems to be less open violence here than elsewhere. Towards the top of a building, a green, coiled snake is painted, with the words "S.O. Forever!" written underneath in glowing script. The doors are shuttered, and nobody is probably willing to let you in.

After some more walking, you come upon a lone mage in combat with… what was once a dragon. The mage is very distinctive, with pale skin and flowing tattoos down the right side of her body, starting on her face and continuing beneath the robes. The dragon is covered in odd, five-pointed sigils, and has two heads, with three more starting to grow out. The mage shoots a gout of fire at the dragon with one hand, forming a shield around it with her other. At first, the dragon seems as if it's going to cook… and then it spreads all five of its wings, breaking out of the bubble and flying off. The mage is knocked back onto her rear.

Then, she looks up to see you, an uncertain grin on her face. "Seems I'm almost out of spells for the day," she laughs. "Think you could help? I'll make it worthwhile."

This is Acorn Lowell, a magus of the Serpent's Order. The Order is a collective of mages and monsters from across all of reality, united in their goal: the preservation of magic. While initially hesitant to trust the avatars, Acorn reveals that the source of the Aberration is at the center of the city, in a cathedral built by the Pentad Church. She notes that the party could hypothetically destroy the Aberration at the root if they were to get to this location and fight it off. She's willing to help further if the Avatars help to slay the Aberrant Dragon. If they do, the Serpent's Order will grant the party N-Space Rings. These devices will allow them to traverse the city by undoing its spatial warping.

If the party attempts to walk away from Acorn's location without N-Space Rings, they inevitably find themselves walking towards them again, as space confusingly loops around them.

The Aberrant Dragon circles around again for another attack soon after.

Acorn will aid in their fight.


Acorn Lowell
  • Sun's Fist (d8 Damage; a flaming fist is conjured from the sky)
  • Serpent's Summons (d8 Damage; a spectral serpent is summoned from the ground to bite at the target)

HP 8

STR 13

DEX 12



"Let's kick some dragon ass."

"Fire, yeah, I can do fire. And snakes. Big snakes."

“Never thought I'd fight alongside the Foundation. This must really be the end times."

"You all are fighting for your own reality. I have to fight for every other reality. This means I can't help you out as much as I'd like."

To save reality and their friends.

If the players choose to do so, they may instead fight Acorn to steal the N-Space Rings. If they do, increment the Doom Clock by 1.

The players then proceed further into the city. Roll on the Random Encounters table; they may choose to skip this Encounter, but doing so will further the Doom Clock by 1. You may inform the party of this allegorically.

As the party continues, increase the Doom Clock by 1 — ONLY if it has not already just been incremented by choosing to fight Acorn or skipping the random Encounter.

The greys and browns of the City of Three Ports give way to whites, silvers and natural greens. Short, square buildings are all around, as well as a distinct lack of any looters. A gate is overhead, dominated by an emblem reading "AP" clenched in the talons of a metallic falcon. It's easily recognizable as the campus of Anderson Pneumatics, a company responsible for manufacturing androids in the city. It seems that they may have already somehow overcome the Aberration.

The blast of energy that breaks down the gate, combined with the severed, gibbering android head landing by your feet, soon shatters that belief. A woman's voice is heard overhead, coming from a set of almost comically-large speakers.

"Okay, you don't look like you're insane. That's good. I'm Dr. Yemenos. The Global Occult Agency has set up a checkpoint just beyond here, and they're shooting people on sight. I can make sure that doesn't happen to you, but I need something from you first."

Dr. Yemenos waves down at you from the top of an off-white three-story building. A rather large device, resembling some kind of turret, is aimed down at the campus, and the building is surrounded by the burnt remains of androids and mechanical implements.

"There's a box in my lab labelled 'Magician Stuff'. Get what's in there and bring it to the roof, and I'll put in a good word for you with Carissa— uh, I mean Commander Decimus."

Inside the building, the party must make their way through three floors. The lift is out, naturally.

1st Floor

The first floor of this building is home to once-pristine Anderson Pneumatics research laboratories. Behind a reception area is a series of dark hallways and locked rooms. You can make out humanoid figures inside, through the frosted windows. It takes a moment for you to realize that these are only non-functional androids. Soon, you find Dr. Yemenos' laboratory. It's the only unlocked door.

Dr. Yemenos' laboratory contains several deactivated androids, robots, and other contraptions. Beneath her desk, the party finds a box — labeled "Magician Stuff". Opening it will reveal a purple crystal of some form. Surely that's what Yemenos is looking for?

2nd Floor

Searching this floor will see the Avatars find three first-aid kits and a Prototype Organic Separator, a green-ish cannon small enough to be carried in two hands. It's a d8 Blast weapon that, on Critical Damage, melts organic entities into puddles of goop.

3rd Floor

As the party enters this floor:

All seems well. The stairs that say "ROOF ACCESS" are at the other end of the corridor. As you approach them, though, they don't seem to be getting any closer. As you continue to move, it becomes clear that the floor is moving against you, subtly, preventing progress.

The party may make a DEX Save to attempt to bypass this trap. Upon at least one success:

As you clear the floor, alarms begin to blare. Red, green, and purple mechanical eyes appear on every surface, and intricate, copper turrets pop out of the walls. Strange, pentagonal designs are suddenly visible — crawling up and down the walls. A robotic voice speaks:



Anderson Pneumatics Security System

Both a robotic security system, and an entire sentient floor. It's been infected by the Aberration.

  • Sonic Cannon (d4)
  • Pacification Rounds (d6 DEX)
  • Aberrant Glyph (d6 Stress Blast)

HP 0

STR 35

DEX 15


Special Features

  • Unmissable
    • This entity has 0 Hit Prevention, and cannot gain Hit Prevention. All attacks against it are treated as Blast attacks against their targets.

The Roof

Once the party move on from the Security System, they emerge from a rusted door onto the building's roof.

Dr. Yemenos is waiting on the roof for you, carelessly leaning on a very large Energy Cannon.

"You're alive!" She says. "Okay, you have it? Hand it over now."

She snatches the crystal from you and slots it into a port in the Energy Cannon.

"I built this for the Occult Agency, as a side project. It can disrupt the Aberration, but it comes with a second function; this crystal, it has a certain… resonance I can exploit. Using it, I can inoculate everyone here — human, android, whatever. Interested?"

At this point, the party is able to leave. However, if they choose to stay and be inoculated by the crystal, they increment the Doom Clock by 1 — but are inoculated against the Aberration, now rolling two d20s on all CTRL Saves and taking the lower result, as well as having +1 Passive Stability.


"You should be good to head on. Decimus's platoon is a few blocks beyond here. You might get a headache when you approach, don't worry. She won't shoot you. Probably."

Inoculated or not, the characters find themselves back in the midst of the city, getting closer and closer to the epicenter. Now is the time to roll on the Random Encounters table.

Following this fight, a wave of Warping Reality effortlessly passes through the city. Each player must make a CTRL Save. For each player that fails this Save — now infected by the Aberration — they must attempt to fight the players who succeeded it. Reducing an infected Avatar's HP to 0 eliminates the effect.

After this, the party reaches an Occult Agency platoon.

You come upon a heavily fortified position in the middle of what appears to be a public park. Its fountain has been drained in order to store ammunition and rations, with benches and felled trees converted into a hefty barricade. Bodies of defeated Aberrants line the pathway, some of their mouths still moving. You determine that they are all civilians, with no real way to have defended themselves. One of the bodies has a first-aid kit, however.

A warning shot is fired at you as you approach. "Don't move!" a woman yells, before saying, "Launch the countersurge!"

You all get a brief, but very severe, headache, having to double over in pain. When the commander sees that you aren't affected, she lowers her weapon. "They aren't affected," she sighs. "Are you civilians, or something else? You better tell me now."

After the party explain themselves:

"I see. Well, I'm Strike Team Leader Carissa Decimus, Global Occult Agency. We had word that the Pentad Church was going to pull off something big here, but… we didn't know how big. City's been overrun. Did Yemenos send you?"

Realizing that this is the same group that helped at the Anderson Campus, Carissa offers to use her magic to heal the party instead of her own troops. If the party accepts this offer, increment the Doom Clock by 2. This healing restores all stats to full, removes fatigue and Deprivation, and returns all magic.

After this, the Occult Agency clears a pathway through the city to the Pentad Cathedral.

As you see the Pentad Cathedral loom over you, reality begins to completely break down. Space on the streets below you — no, over you — stretches for infinity… signs and buildings looping on themselves. The sky is beneath you now. Still, your N-Space Rings protect you from the worst of it, letting you walk in relative stability.

The Cathedral is a large decaying stone building with five tall spires coming out of its top. These spires are bulging and pulsing, looking more like fingers on a hand. You walk up — or down — the Cathedral steps, and push the heavy wooden doors open.

Inside the Cathedral, you glimpse the Source of the Aberration. It defies exact description, being something completely alien to your senses. You briefly see a bulbous fleshy lump, with hands reaching out of it, stray nerves floating through the air like smoke. The halo of an angel penetrates the darkness of a moonlit eve that exists inside the Cathedral, as the Source pushes more and more of the Aberration through to your reality.

Suddenly, a brilliant beam of pure light bursts into the building, focused directly on the Source, catching it by surprise. You watch it wither and writhe in apparent agony, its wet hands clawing and screeching. You feel fear in the air. Whatever it may be, it is hurt, and vulnerable, now. All you have to do is finish the job.

This is it. You have fought hard to get here, and all of reality is on the line. This is not a fight you can afford to lose.

The flares obtained from the Anderson Campus can be fired into the air, which will cause the Energy Cannon to deal 2d8 Damage to the Source.


The Source


  • Incomprehensible Attack (d5 Physical and d5 Stress)

HP 14 + Doom Clock №

STR 17 + Doom Clock №

DEX 13 + Doom Clock №

CTRL 5 + Doom Clock №

* * *


If the N-Space Rings were stolen…

Short Term: Acorn swears vengeance on the Foundation for humiliating her in combat.

Long Term: In five years time, one of the avatars will be attacked, and likely be killed, by Acorn.

If the Doom Clock reached 6 or higher…

Short Term: The Mayor of the City of Three Ports "resigns" temporarily to recover, keeping the town in perpetual twilight for several weeks.

Long Term: After its recovery, stars are absent from the night sky. Nobody seems to miss them.

If the Doom Clock reached 10 or higher…

Short Term: Several members of the City of Three Ports population have permanent brain damage, with all of the complications that entail.

Long Term: While Pentad Church worship is outlawed, Pentad sigils are still seen throughout the city with increased frequency.

If the Source was defeated…

Short Term: Pentad Church worship is outlawed in the City of Three Ports, and Pentists are driven from the city.

Long Term: The city, however slowly, returns to normal — or what passes for it in the City of Three Ports.


If at least one Avatar survived…

Short Term: You have successfully appeased Pella, Absolute of Protection. Please choose another module to continue ritual proceedings.

Long Term: The Foundation's Protective efforts will bear more fruit in the next year.

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