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.
| Tier | HP × | AC + | Attack + | Damage + | Rewards × |
|---|---|---|---|---|---|
| Basic | 1 | 0 | 0 | 0 | 1 |
| Advanced | 2.2 | 5 | 4 | 4 | 1.8 |
| Expert | 3.3 | 11 | 7 | 8 | 2.8 |
| Master | 4.5 | 13 | 9 | 10 | 4 |
| Master+ | 6 | 15 | 10 | 14 | 6 |
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
- Road Cache Treasure
- Road Mark Combat · RequiredStump Crawler, Brambling × 2
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 · RequiredBriar sneak × 3
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
- Wayside Event
- Wormface Combat · RequiredBriar sneak × 2, Wormface
- Mossy Glade Camp
Optional exploration: 1 chatter placement · 1 Perception check.
Connects to The Broken Cart · The Dawn Stones
The Dawn Stones
- Wayside Event
- Shattered Dawn Combat
- The Dawn Stones Puzzle
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 · RequiredWoodland raider × 3
Optional exploration: 1 chatter placement.
Connects to The Dawn Stones · The Forsaken Watchtower
The Forsaken Watchtower
- Wayside Event
- The Forsaken Watchtower Combat · Required
Optional exploration: 1 chatter placement · 1 Perception check.
Connects to The Fallen Bridge · The Sealed Road
The Sealed Road
- Wayside Event
- Xov Conversation · Required
- The Sealed Road Combat · Required
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 · RequiredGloam Grifflet × 2
- 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 · RequiredWard Mite × 3
- 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 · RequiredWard Mite × 2
- 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 · RequiredTroll × 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
- The Unfinished War Combat
- Where the Kingdoms Met Conversation
- The Last Oathblade Challenge
- The Old Barracks Travel
Optional exploration: 1 chatter placement.
Connects to The Turned Stair
The Turned Stair
- The Contrary Stair Challenge
- Late for Roll Call Combat · RequiredSkeletal Warrior × 2
- A Dwarf's Warning Conversation
- The Turned Stair Travel
Optional exploration: 1 chatter placement.
Connects to The Fallen Prison
The Fallen Prison
- The Living Prison Combat · Required
- The Corroded Cache Challenge
- The Fallen Prison Travel
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 · RequiredGoblin Bandit × 3
- Toward Vellakar Conversation
- The Scorched Road Travel
Optional exploration: 1 chatter placement.
Connects to The City Gates
The City Gates
- Flaming Skulls Combat · RequiredFlaming Skull × 2
- 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 · RequiredGoblin Bandit × 2, Bugbear
- 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 · RequiredMagmin × 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 · RequiredTreant × 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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