Spoiler noticeMajor spoilers ahead

The Game Master’s Guide reveals adventure locations, encounters and behind-the-scenes systems. Even if you’re testing the game, we recommend playing through the first four adventures once before reading further. Explore the world first; consult this guide when you’re ready to see its secrets.

Before you open this volume

Major spoilers ahead

The Game Master’s Guide reveals adventure locations, encounters and behind-the-scenes systems. Even if you’re testing the game, we recommend playing through the first four adventures once before reading further. Explore the world first; consult this guide when you’re ready to see its secrets.

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Volume II · The Oddwater LibraryBuild 25

Game Master’s Guide

Behind the veil

The systems beneath the story. An atlas for testers and designers.Open the book ↓
Tales from Oddwater
Implemented development through Build 25Reviewed 28 October 2026

Game Master’s Guide

A working reference for testers and designers of Tales from Oddwater. This volume explains the systems beneath the player rules and maps the current adventure library at location level. It intentionally leaves creature dossiers to the Monster Manual and individual puzzle solutions to the design vault.

The reference includes implemented development through Build 25, reviewed 28 October 2026. It describes current source behavior, not an announcement of availability on every platform.

The campaign model

The Company owns heroes, gold, provisions, shared consumables, learned spells, equipment, attire, artifacts, Reputation and earned access. Each adventure owns its expedition difficulty, position, branch decisions, resolved encounters, camps, story records and pending results. Switching books in Town brings the current Company into the selected expedition. Returning after defeat retains the unfinished book and unresolved encounter. Temple recovery and resurrection permit resuming it; previously visited unfinished records remain resumable, while never-started and completed books are excluded.

A new expedition resets only that adventure’s run. It preserves other books, permanent progression and ownership, and restores living active heroes. Fallen heroes remain fallen. Master+ is fixed replay difficulty, not a compounding prestige reset.

The first four populated adventures participate in the Company-wide difficulty gate. Earning the next tier requires the previous tier in every required book, and a book must also have its own preceding tier complete. Earned entitlements remain permanent. Development previews and unavailable future books do not join that gate.

Old saves keep committed outcomes and earned access. New content does not backfill rewards or force encounters behind a cleared location. Fresh expeditions are the complete-content review path.

Advancement and economy

For level L, Attack training A, Health training H, Resource training R, weapon rank W and armor rank D:

  • Maximum HP = base HP + 3(L - 1) + 3H.
  • Attack = base Attack + L - 1 + A + active-adventure Attack buffs.
  • Base AC = base AC + compatible legacy equipped armor bonus + D.
  • Ordinary damage = base die + base bonus + compatible legacy equipped weapon bonus + W.
  • Maximum resource = base mana/stamina + R. A zero-MP hero uses stamina, normally 2 unless explicitly configured; mana has minimum base capacity 2.
  • Initiative and damage die do not rise with level/training. Weapon upgrades do not improve learned spell dice.

Level cap is 12. Every advancement is chosen at the Guild, costs 60 × current level XP, subtracts that amount, raises the level and adds 3 current HP only if alive. Level 2 costs 60 XP. Reward grants and Wishing Well XP never promote heroes automatically or add level-up HP. Existing levels and XP survive unchanged; no retroactive XP deduction applies.

First recruitment minimum levels are Xov 3, Juniper 4, Holga 5 and Kobol 6. A conversation configured for Company catch-up also uses the lowest active level when higher. Higher existing roster levels are preserved. Recruitment grants normal level-scaled HP/starter equipment without purchased training or gear and never replaces an active slot. Xov joins on Woods completion; Juniper on Holding Rooms conversation Finish/Skip; Holga on her kitchen conversation; Kobol on his Town Hall Square conversation. Repeated recruitment is idempotent.

Levels are chosen at the Guild, never automatically on earning XP. The Player’s Handbook carries the full training, spell and shop price tables.

Gold is Company-wide. Each living active recipient receives the full awarded XP, not a party share; reserves and fallen heroes receive none. Ordinary tier rewards use ceiling rounding. Company benefits and explicit encounter adjustments apply only to their intended reward channels. A committed receipt records the amount actually granted; reopening, saving or changing future balance never pays it again.

New ordinary challenge failures grant no positive gold, XP, supplies, items, chest roll or benefit flag. Harmful consequences and required-route resolution remain authored behavior. Previously saved historical rewards are not clawed back.

Ordinary chest bonuses use one d6: 6 succeeds, or 5–6 with Supply Cache. A selected full stack converts to the configured overflow gold without rerolling. Combat chests use the encounter reward path rather than also granting ordinary treasure.

Paid lodging attaches one nonstacking Rested benefit to the next entered expedition: +10% qualifying earned XP, ceiling rounded after other adjustments. Free recovery neither consumes nor creates it. Moonbones and Arena have separate reward accounting; neither becomes ordinary adventure XP.

Combat resolution

An ordinary encounter rolls two D6 for each side before any action. The higher side gains the total difference as Initiative for the battle. Ties give no bonus. Sort by adjusted Initiative, then base Initiative, then stable roster order. Saved openings retain the roll and order. Wick’s current guided opening uses this ordinary initiative flow for its two playable rounds; the historical immediate-defeat fixture remains separate.

An attack compares natural d20 + Attack + action accuracy + applicable target exposure − active accuracy penalties against effective AC. Natural 1 fumbles; natural 20 hits critically. Critical damage maximizes the die without multiplying the bonus. Automatic spell effects do not make that attack roll.

Personal Defend or Vanish contributes its applicable defense; ordinary Guard and Shield Wall use their larger protection rather than stacking. Temporary AC reductions and encounter protection apply separately. Defended only mitigates effects that explicitly consult it.

For positive pre-element damage A, weakness alone gives max(1, floor((3A + 1) / 2)); resistance alone gives max(1, floor(A / 2)). Both or neither retain the ordinary nonnegative amount. Physical resistance is a separate defense. Final HP loss is capped at remaining HP.

Turn-start effects resolve in order: Burning, creature regeneration, Poison, Briar Balm, then captivity and control skips. A lethal earlier effect prevents later healing. Frozen, Locked and Goat skips overlap rather than queuing extra turns. The Ward Gaoler’s authored lock lasts two personal turns; ordinary locks default to one.

The Player’s Handbook describes condition behavior. The Monster Manual retains each creature’s exact immunity, action profile, timing, probabilities and exceptions. In particular, a timed action can replace a whole multiattack action, and a skipped exact timing window is not an automatic delayed cast.

Current fullscreen combat history is one compact event line beneath initiative, with dedicated arrows that browse events and recall result details without advancing combat. Very long displayed captions shorten to the measured width; complete stored event records remain authoritative. The older three-row phone/four-row Standard history belongs only to the retained comparison layout.

Battle effects bind to committed actors and recipients. Actual protection displays BLOCK; ordinary misses display MISS. Terminal Victory/Defeat clears stale transient feedback. Atir’s preparation gathers fire at his mouth; Furnace Breath owns the outgoing blast. These presentation distinctions do not alter creature statistics or mechanics. Dice, contact effects, sound and condition captions reveal existing results; they do not generate a second attack or new randomness. Loading preserves resolved outcomes and pending continuations, not an identical future random stream.

Difficulty and enemy tuning

Enemy tuning does not scale automatically to party purchases or hero level. The selected tier supplies fixed modifiers. Explicit creature overrides replace only their listed base fields before scaling; unspecified fields inherit. A Basic-only override does not carry into higher tiers.

TierHP ×AC +Attack +Damage +Rewards ×
Basic10001
Advanced2.25441.8
Expert3.311782.8
Master4.5139104
Master+61510146

Maximum HP: ceiling(adjusted base HP × tier HP), then any explicit maximum-HP multiplier with ceiling rounding. AC: base AC + tier defense. Attack: adjusted base Attack + tier Attack. Ordinary damage bonus: adjusted base bonus + ceiling(tier damage × creature damage fraction). The default fraction is 1. Die and Initiative remain unchanged unless an authored rule says otherwise.

Timed and weighted actions keep their own dice and tier-damage fractions. An explicit outgoing multiplier applies after the action’s ordinary calculation; the Monster Manual labels it separately from its dice expression. Temporary rage, growth, flight and encounter auras are not baked into the baseline stat line.

Existing positive soft status chances receive the tier’s soft increment, up to a 60% cap. Ordinary control effects receive their control increment, up to 50%; resisted Freeze uses its own increment without exceeding the normal chance. Formula: p + min(increase, max(0, cap − p)). Zero stays absent; an authored chance already above the cap is preserved. Fixed effects and player chances do not inherit this ramp.

New battles freeze the resolved tuning in their combat snapshot. Interrupted battles continue with their saved profiles. This prevents a balance change from rewriting a fight halfway through it.

Challenges, travel and persistence

A challenge check is d20 + base modifier + each eligible modifier against DC. Requirements must all be met; alternatives within a requirement use their authored rule. Skill names are approach categories, not separately trained hero attributes. Natural 1 and 20 do not override success.

The raw natural-20 reward bonus applies only to a successful ordinary d20 check with positive awarded gold or XP. It adds 10%, rounded up after other scaling. Explicit risk bonuses of 25% or 50% apply before it. Neither rule changes supplies, item counts or chest odds; answer-only puzzles and chance hazards do not qualify.

Results commit before presentation and restore from receipts. Success and failure can both resolve a required point; Leave makes no roll and leaves it unresolved. Nonlethal injury floors living heroes at 1 HP and cannot revive. Resource loss clamps to available stock. Receipts report actual changes, not hypothetical costs.

Map inspection is separate from travel permission. Mandatory obstacles, physical entry/exit permissions and exclusive branches still apply. Normal map arrival uses the entrance; authored passages can name a counterpart anchor. Closing a preview or restoring a save preserves exact position.

A campaign has explicit Quick Save, Venture Forth Auto-save, three manual slots and separate interruption recovery. A successful explicit Save or Load establishes the discard checkpoint. Venture Forth and interruption recovery do not move it. Save-slot deletion preserves the running adventure and independent slots; campaign deletion is a separate confirmed operation.

Reports, bestiary counts and reward history never generate new rewards on readback. Fled creatures are not defeated creatures. Reviving an original enemy does not duplicate its identity or reward receipt. Practice and developer verification must remain isolated from player saves.

Passive exploration and group perception

Party chatter and Perception checks are optional, nonblocking exploration content. Only living active heroes can speak; character-specific lines remain tied to that hero. Speakers rotate through the eligible party. The panel does not choose movement, unlock a route, complete a required interaction or award ordinary challenge rewards.

Each Perception check uses one Company d20. The current twelve checks use +0 against DC 12; natural 1 and 20 are ordinary results. Success grants exactly 2 XP to each living active hero captured at commitment. Difficulty, Rested, risk and natural-20 reward bonuses do not apply. Failure gives no reward and no penalty; chatter gives no reward. Neither automatically buys a level.

The result, speaker, text and recipient identities commit before presentation. Each placement happens once per expedition; reopening, changing party, returning from Town or loading committed progress never grants it again. Interrupted checks restore their settled result. The panel can pause beneath a menu without owning its controls; leaving its display area ends the presentation. Its die spins in place without changing global dice preferences.

Legacy expeditions consume new placements in already-visited locations without rewards, including inactive books. Unvisited locations remain eligible. A fresh expedition resets the placement history. Normal explicit checkpoint restoration still restores that checkpoint’s receipt and XP history.

The first four books contain 40 chatter placements and 12 Perception checks. The atlas lists their counts by location, without revealing observations or dialogue. Shared definitions and adventure-owned placements retain stable identities, eligibility and once-per-expedition receipts.

The current adventure atlas

Ten books, one Company. This is a structural inventory of current modules: locations, their authored interactions and encounter rosters. It is not a walkthrough. No answer keys, clue mappings, dialogue transcripts or reward solutions are included.

Books 1–4: populated story adventures. Book 5: traversal plus provisional content. Book 6: traversal, Four Reflections and tarot with remaining content in development. Books 7–10: unavailable cover previews with no implemented locations. Artwork or an introduction film alone does not establish playable content.

Book 1 · Populated adventureThe Forsaken Woods10 locations

Woodland roads, rival paths and the beginning of the Company’s journey.

The Old Road

Optional exploration: 1 chatter placement.

Connects to The Divided Trail

The Divided Trail

  • Wayside Event
  • The Spinning Signpost Challenge
  • The One-Eyed Jack Treasure
  • The Divided Trail Event

Optional exploration: 1 chatter placement · 1 Perception check.

Connects to The Old Road · Briar Crossing · The Charcoal Burner

Briar Crossing

  • Wayside Event
  • Briar Crossing Combat · Required

Optional exploration: 1 chatter placement.

Connects to The Divided Trail · The Broken Cart

The Charcoal Burner

  • Weathered chest Combat
  • Smoke Against the Wind Challenge
  • Charcoal Burner Conversation
  • The Charcoal Burner Event

Optional exploration: 1 chatter placement.

Connects to The Divided Trail · The Broken Cart

The Broken Cart

  • Wayside Event
  • The Broken Wagon Challenge
  • Something Under the Axle Combat · Required
  • The Broken Cart Treasure
  • The Broken Cart Travel

Optional exploration: 1 chatter placement.

Connects to Briar Crossing · The Charcoal Burner · Mossy Glade

Mossy Glade

Optional exploration: 1 chatter placement · 1 Perception check.

Connects to The Broken Cart · The Dawn Stones

The Dawn Stones

Optional exploration: 1 chatter placement.

Connects to Mossy Glade · The Fallen Bridge

The Fallen Bridge

  • Wayside Event
  • Moonbones Travelers Challenge
  • River Cache Treasure
  • The Fallen Bridge Combat · Required

Optional exploration: 1 chatter placement.

Connects to The Dawn Stones · The Forsaken Watchtower

The Forsaken Watchtower

Optional exploration: 1 chatter placement · 1 Perception check.

Connects to The Fallen Bridge · The Sealed Road

The Sealed Road

Optional exploration: 1 chatter placement.

Connects to The Forsaken Watchtower

Book 2 · Populated adventureThe Heart of the Forest10 locations

A wounded forest and a wizard’s tower, where roots and wards have opinions.

The Sycamore Approach

  • Granny Thistle Conversation
  • The Wounded Sycamore Discovery
  • Gloam Wings Combat · Required
  • The Sycamore Approach Travel

Optional exploration: 1 chatter placement · 1 Perception check.

Connects to The Deep Dark

The Deep Dark

  • The Rootbound Coffer Challenge
  • A Nest Best Left Alone Combat
  • Black-Sap Snare Challenge · Required
  • The Deep Dark Travel

Optional exploration: 1 chatter placement.

Connects to Heartwood Clearing

Heartwood Clearing

  • Fresh Axe Scars Discovery
  • Root and Wing Combat
  • The Turning Ward Challenge · Required
  • Heartwood Clearing Travel

Optional exploration: 1 chatter placement.

Connects to The Tower Vestibule

The Tower Vestibule

  • A Very Firm Welcome Discovery
  • Uninvited Guests Combat · Required
  • The Tower Vestibule Travel

Optional exploration: 1 chatter placement.

Connects to The Great Hall

The Great Hall

  • The Welcoming Sideboard Camp
  • The Drowsing Casket Challenge
  • A Smaller Intruder Discovery
  • The Great Hall Travel

Optional exploration: 1 chatter placement · 1 Perception check.

Connects to The Endless Library

The Endless Library

  • Lost in the Stacks Challenge · Required
  • Overdue Company Combat · Required
  • The Endless Library Travel

Optional exploration: 1 chatter placement.

Connects to The Alchemist's Floor

The Alchemist's Floor

  • A Strange Brew Challenge
  • Quality Control Combat · Required
  • The Distillation Drawer Treasure
  • The Alchemist's Floor Travel

Optional exploration: 1 chatter placement.

Connects to The Holding Rooms

The Holding Rooms

  • Containment One Discovery
  • Containment Two Discovery
  • A Suspicious Goat Conversation · Required
  • Unregistered Ungoating Combat · Required
  • The Holding Rooms Travel

Optional exploration: 1 chatter placement.

Connects to The Heart Chamber

The Heart Chamber

  • Offerings to the Heart Treasure
  • A Fresh Wound Discovery
  • The Last Axe-Stroke Combat · Required
  • Still Beating Conversation · Required
  • The Heart Chamber Travel

Optional exploration: 1 chatter placement.

Connects to The Wizard's High Chamber

The Wizard's High Chamber

  • The Last Locked Door Challenge · Required
  • Prodigus of the Upper Window Conversation · Required
  • The Wizard's High Chamber Travel

Optional exploration: 1 chatter placement · 1 Perception check.

Book 3 · Populated adventureThe Lost Dungeons10 locations

Rival ruins, underground halls and dangers that have not stayed buried.

Crooked Mile Road

  • The Troll Toll Combat · Required
    Troll × 2
  • The Dropped Pack Challenge
  • Crooked Mile Road Travel

Optional exploration: 1 chatter placement.

Connects to The Sunken Gate

The Sunken Gate

  • The Gatekeeper Combat · Required
  • A Message in Stone Conversation
  • The Sunken Gate Travel

Optional exploration: 1 chatter placement · 1 Perception check.

Connects to Rival Cellars

Rival Cellars

  • The Cellar Cask Challenge
  • The Cellar Cask Challenge
  • The Cellar Cask Challenge
  • The Black Barrel Crew Combat · Required
  • Rival Cellars Travel

Optional exploration: 1 chatter placement · 1 Perception check.

Connects to The Holdouts

The Holdouts

  • The Soup Door Challenge · Required
  • Holga, the Cook Conversation · Required
  • A Note from Holga Conversation
  • The Holdouts Hearth Camp
  • The Holdouts Travel

Optional exploration: 1 chatter placement.

Connects to The Old Barracks

The Old Barracks

Optional exploration: 1 chatter placement.

Connects to The Turned Stair

The Turned Stair

  • The Contrary Stair Challenge
  • Late for Roll Call Combat · Required
  • A Dwarf's Warning Conversation
  • The Turned Stair Travel

Optional exploration: 1 chatter placement.

Connects to The Fallen Prison

The Fallen Prison

Optional exploration: 1 chatter placement.

Connects to The Hollow Crown

The Hollow Crown

  • Heavy is the Crown Challenge
  • The Treasurer's Last Coffer Challenge
  • Abandoned Supplies Challenge
  • The Hollow Crown Travel

Optional exploration: 1 chatter placement.

Connects to The Buried Passage

The Buried Passage

  • The Buried Serpent Combat · Required
  • Ragnar, Found Conversation · Required
  • The Buried Passage Travel

Optional exploration: 1 chatter placement · 1 Perception check.

Connects to The Last Stand

The Last Stand

  • The Many-Eyed Horror Combat · Required
  • Sealed Orders Conversation · Required
  • The Last Stand Travel

Optional exploration: 1 chatter placement.

Book 4 · Populated adventureThe Burning City10 locations

A city on fire, with uneasy allies and a path beneath the streets.

The Scorched Road

  • Toymaker Conversation
  • Hot Hoofprints Conversation
  • Road Bandits Combat · Required
  • Toward Vellakar Conversation
  • The Scorched Road Travel

Optional exploration: 1 chatter placement.

Connects to The City Gates

The City Gates

  • Flaming Skulls Combat · Required
  • Hissing Luggage Challenge
  • Opiad Conversation
  • The City Gates Travel

Optional exploration: 1 chatter placement.

Connects to Market Street

Market Street

  • Dreamy Pies Challenge
  • Market Raiders Combat · Required
  • Abandoned Luggage Treasure
  • Market Street Travel

Optional exploration: 1 chatter placement · 1 Perception check.

Connects to The Ember Barricade

The Ember Barricade

  • Davian Conversation
  • Blacwin's Parting Gift Challenge
  • Under the Beam Challenge
  • The Ember Barricade Travel

Optional exploration: 1 chatter placement.

Connects to The Burning Winery

The Burning Winery

  • Magmin Combat · Required
    Magmin × 3
  • A Barrel of Wine Challenge
  • The Winery Sideboard Camp
  • The Burning Winery Travel

Optional exploration: 1 chatter placement · 1 Perception check.

Connects to The Wine Cellars

The Wine Cellars

  • The Bottle Stack Challenge
  • Last Orders Combat · Required
  • Garden Ladder Passage
  • A Barrel of Wine Challenge
  • The Wine Cellars Travel

Optional exploration: 1 chatter placement.

Connects to The Old Watercourse · The Walled Garden

The Old Watercourse

  • watercourse-weird Combat · Required
  • Watercourse Cache Treasure
  • The Old Watercourse Travel

Optional exploration: 1 chatter placement · 1 Perception check.

Connects to The Walled Garden

The Walled Garden

  • The Neglected Rosebed Challenge
  • Angry Treants Combat · Required
    Treant × 2
  • The Walled Garden Travel

Optional exploration: 1 chatter placement.

Connects to Town Hall Square

Town Hall Square

  • Kobol Conversation · Required
  • Burning Chest Challenge
  • Emergency Collections Combat
  • Town Hall Square Travel

Optional exploration: 1 chatter placement.

Connects to The Mayor's Hall

The Mayor's Hall

  • Atir Combat · Required
  • Blacwin's Pack Conversation
  • Mayor of Vellakar Conversation · Required
  • The Mayor's Hall Travel

Optional exploration: 1 chatter placement.

Book 5 · Development previewBlack Tundra10 locations

Ten traversable locations; a provisional boss and elemental-crossing puzzle. Further content is in development.

A Snowy Road

  • A Snowy Road Travel

Connects to Vastness

Vastness

  • Vastness Travel

Connects to The Broken Gate

The Broken Gate

  • The Broken Gate Travel

Connects to A Rocky Passage

A Rocky Passage

  • A Rocky Passage Travel

Connects to Hot Frost Springs

Hot Frost Springs

  • Hot Frost Springs Travel

Connects to Little Peak

Little Peak

  • Little Peak Travel

Connects to Magic Cloud Bridge

Magic Cloud Bridge

  • Elementalist Wizard Challenge · Required
  • Magic Cloud Bridge Travel

Connects to Stronghold Zero

Stronghold Zero

  • Stronghold Zero Travel

Connects to The Dragon's Lair

The Dragon's Lair

  • White Dragon Combat · Required
  • The Dragon's Lair Travel

Connects to The Aether Terrace

The Aether Terrace

  • The Aether Terrace Travel
Book 6 · Partial implementationBoglands10 locations

Ten locations, connected passages, four moral encounters and a tarot reading are implemented. Further encounters and recruitment are in development.

Road into the Swamp

  • The Weight of Mercy Event · Required
  • Road into the Swamp Travel

Connects to Bright Swamp

Bright Swamp

  • The Hag's Due Event · Required
  • Bright Swamp Travel

Connects to The Marsh Bridge

The Marsh Bridge

  • The Troll's Lunch Event · Required
  • The Marsh Bridge Travel

Connects to Lilly Pads

Lilly Pads

  • The Last Bloom Event · Required
  • Boat to Frog Camp Passage
  • Lilly Pads Travel

Connects to Frog Camp · Spooky Old Tree

Spooky Old Tree

  • Spooky Old Tree Travel

Connects to Coven

Coven

  • Coven Travel

Connects to Frog Camp

Frog Camp

  • Boat to Lilly Pads Passage
  • A Frogfolk Welcome Event · Required
  • Madame Avva's Hut Event · Required
  • Path to the Coven Passage
  • Frog Camp Travel

Connects to Lilly Pads · Coven · Dark Swamp

Dark Swamp

  • Dark Swamp Travel

Connects to Cavernous Entrance

Cavernous Entrance

  • Cavernous Entrance Travel

Connects to Blacwin's Lair

Blacwin's Lair

  • Blacwin's Lair Travel
Book 7 · Coming soonTrouble in the MeadowsLibrary preview

Cover artwork and a library preview are available. No playable module or locations are implemented.

Book 8 · Coming soonThe Titan ForgeLibrary preview

Cover artwork and a library preview are available. No playable module or locations are implemented.

Book 9 · Coming soonHarvest of the Moon StareLibrary preview

Cover artwork and a library preview are available. No playable module or locations are implemented.

Book 10 · Coming soonThe Floating CitadelLibrary preview

Cover artwork and a library preview are available. No playable module or locations are implemented.

Testing and maintaining the reference

Use the Player’s Handbook for public rules, this volume for system boundaries and the adventure atlas, and the Monster Manual for creature profiles. The underlying design vault retains full puzzle specifications, dialogue, narrative outcomes and implementation contracts.

Review a system through its real flow: eligibility, commitment, result presentation, close/reopen and save/restore. Verify cancellation spends nothing, failed attempts report actual consequences, and reopening never duplicates rewards. Check both ordinary and controller input. Presentation tests and source checks do not establish physical-device acceptance.

Wick’s lessons and contextual inspection must not activate their source control, select a target, spend resources or advance the story. Automatic tips and visual Tutorial Effects are separate preferences; factual help remains available when guidance is off.

Keep current behavior in the reference and chronology in release notes. Preserve stable content IDs, source snapshots and publication provenance. A design proposal is not a rule until implemented. Creature detail is generated from the shared catalog, while this atlas follows actual module placements rather than assuming that every available illustration is an encounter.

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