• Art by Gauntlet

    Last year, a friend introduced our group to Brindlewood Bay. I was immediately struck by its near-perfect mystery system. Over six sessions, we told a largely player-driven, truly resonant story about facing loss. Now, I’m running Public Access for some of the same group. Three sessions into a planned year of play, having seen the mechanics from both sides of the screen, I have thoughts.

    Art by the Gauntlet

    As a player, it took a moment to grasp the game’s open use of modular clues. The designer makes no attempt to retroactively make the clues “real”—that’s the players’ job. They solve the mystery by being good storytellers with the provided prompts.

    For example, if my character finds “a series of numbers,” asking “What are the numbers?” is the wrong approach. The numbers mean nothing on their own; they need context.

    As a Game Master, this wasn’t a novel concept. I’ve been a fan of Sly Flourish’s The Eight Steps of the Lazy DM since I started the hobby. It boils down to keeping prep modular so you can be flexible and responsive. The eight steps are the raw ingredients you bring to cook with, but the cooking happens at the table.

    One essential ingredient I always use is secrets and clues: modular facts about the situation, plot, characters, or setting. I don’t plan how the players will discover them, but I’m ready to dish out information when they investigate.

    The major difference between running D&D with secrets and clues versus running Public Access is that, with the latter, even I don’t know what’s going on—I’m just dishing out the clues.

    I have finally found a game so well-designed I can barely prep for it.

    Art by the Gauntlet

    I was surprised yesterday to hear Sly Flourish on the Lazy RPG Talk Show critique the Daggerheart adventure, The Wish Thief, and get tripped up on this mystery mechanic.

    “I don’t know what clues to reveal if I don’t know who it is,” he said. “The secret and clue is still a specific thing that leads a specific way.”

    I’ve never used secrets and clues that way; I’ve always improvised to align with the players’ interpretations. I thought that was how they worked!

    While Daggerheart isn’t for me, I was impressed the new adventure used this mechanic, though I agree it fumbles the outcome. In the Wish Thief, whether the players solve the mystery or not, the villain escapes to trigger a chase scene. Mike rightly criticizes this railroading, but culminating a mystery in a tense scene dependent on the players’ success is a great concept.

    In Brindlewood Bay, players roll to test their theory. Depending on the roll and the depth of their investigation, they may have a chance to stop the villain. If they didn’t find many clues and roll a mid-tier result, the villain slipping away makes sense. Cue the chase. This feels much better, ensuring the players’ choices and efforts actually matter.

  • I’m working on a new urban adventure location for Mausritter called the Vacant Lot.

    1. Greenhaus
    Flimsy wood, ceramic pots, the blue glow of humming, human grow-lights.
    An insular village of 500 mice, powered by scavenged tech and wary of outsiders. Open only on weekly Market Days (the Broken Pot Tavern serves a great fish-steak). Mayor Sorrel tithes vegetables weekly to the Plateau (2) for the Vixen Queen’s protection. Guarded by 2d6 Knights of Goldenfire.

    Knight of Goldenfire HP 4
    Wants to protect Greenhaus and the mice of the Vacant Lot in the name of the Vixen Queen.
    Armour 1 (Crest Shield), STR 9, DEX 9, WIL 9
    Sword (d6)

    2. Plateau
    Cracked asphalt, grasping weeds, bone-white stone monoliths.
    A wilderness of sodden human debris. Harmless foragers graze by day; Goldenfire hunts at dawn and dusk. By night, cultist bats leave floral offerings for their Vixen Queen.

    3. Horse Skeleton
    Overgrown ribs, brittle grass, sweet incense.
    A neutral Coven of Crows honors the dead here. These avian scholars and mages trade lore and songs for shiny trinkets, but they despise pushy rodents and will eat those who test their patience.

    4. Litterwood
    Calcified trees choked by weeds and toxic human refuse.
    Lair of three raccoon enforcers. They act as Goldenfire’s spies and muscle, keeping dissenting rodents in line.

    Raccoon Brothers, Django, Tuco, and Dexter HP 10 Warband Scale
    Wants to eat a steady supply of highly processed foods.
    STR 15, DEX 11, WIL 10
    Bite (d6)

    5. Din Borimm
    A festering maze of wet cloth, rusted metal, and rot.
    The Roach Kingdom. Industrious insects mine the trash for weapon-grade minerals. Protective of their hoard and wary of outsiders, but respectful rodents may pass if they honor the Roach King.

    6. Lily Pond
    Dizzying reeds, buzzing cicadas, tragic waters.
    A dwindling frog population hides here, denied sanctuary in Greenhaus. At dawn, raccoons dredge them from the lilies and drag them to the Big Rock (17) for Goldenfire’s meals.

    7. Fig Trees
    Twisting roots bursting from splintered, weed-choked garden boxes.
    Bound by an ancient truce: mice claim one tree, the Union of Feathers claims the other. Goldenfire bitterly resents this compromise and plots the avian tree’s destruction.

    8. Shattered Lands
    Cold asphalt, screeching metal, dripping water.
    An open manhole descends into the flooded dark of the parking garage below (Dungeon #1).

    9. Trail Rough gravel and sprouting weeds.
    A long, perilous journey toward the road. Roll 1d6 on the Outsider Encounter table.

    10. Old Hollow
    A great tree with claw-like limbs.
    Roost to a zealous family of bats who worship Goldenfire as the Queen of the Night.

    11. Waterfall
    Foaming water and floating rubbish.
    Conceals a hidden bat-cult temple. A secret tunnel connects this sanctuary directly to Old Hollow (10).

    12. Stream
    Shallow rapids rushing over shiny pebbles.
    Teeming with trout. Greenhaus mice fish the banks safely by day; Goldenfire laps the water and hunts freely by night.

    13. Stonewall
    A breathtaking expanse of stone carved with arcane symbols.
    Scholarly mice study the ancient runes here, heavily guarded by Goldenfire’s Knights.

    14. Sinking Mud
    Bubbling sludge, putrid stench, dissolving debris.
    A half-submerged human megastructure sinks slowly into the muck, hiding a valuable treasure deep within (Dungeon #2).

    15. Foxhole
    An earthen maw choked with tiny bones.
    Lair of the Vixen Queen, Goldenfire. She sleeps through the daylight hours, protected by 2d6 of her Knights.

    Goldenfire, the Vixen Queen HP 15 Warband Scale
    Wants to be the only ruler of the Vacant Lot and hunt whatever is in her territory.
    Armour 1, STR 16, DEX 15, WIL 12
    Bite (d8), target is decapitated on Critical Damage

    16. Billboard
    Stained wood groaning in the wind.
    Roost of the Union of Feathers. Pigeons, gulls, doves, and finches massing to seize the Vacant Lot from Goldenfire.

    17. Big Rock
    A massive, sun-baked slab.
    Raccoon enforcers pin captured frogs to the rock to bake in the heat—Goldenfire prefers her favorite meal crispy.

    18. Stonewoods
    A petrified forest of calcified wood.
    A violently divided territory: the canopy belongs entirely to the birds, while the roots belong to rogue, unaligned snakes.

    19. Drainpipe / Warehouse
    A looming, abandoned human structure.
    Domain of Fatcat and her subservient rat horde. Deep within the shadows, they forge weapons of war, plotting to take the Vacant Lot by force.

    Fatcat HP 12 Warband Scale
    Wants to expand her empire and rule the Vacant Lot.
    Armour 1, STR 12, DEX 12, WIL 12
    Claw (d6) or Bite (d8), target is decapitated on Critical Damage

  • There may be times when you want to zoom in on Dredging and make it a full scene. You can use the site generation rules from Mythic Bastionland to create a unique location tied to a specific treasure. In the example below, the dredging site is the shipwreck of the Belmont—a sailboat that crashed into the glass skerries in this remote island cluster. The Belmont was carrying a Bird Memorial statue which is rumoured to conjure birds.

    The Belmont

    Entrances: 1 & 2

    1. Rival Dredgers. A crew of desperate fishers looking for an easy score. So far no luck. They fire long guns hoping to scare away other would-be treasure hunters (but they lack the drive to really fight).
    2. Barrier Isles. Sandy isles (home to many nests of gulls). Littered with tiny debris from the Belmont.
    3. Glass Skerries. Jagged rocks of pure, translucent glass. Difficult to see and maneuver through (without a clever solution, d6 damage to the ship).
    4. Hazard Buoy. Floating buoy covered in gull waste (flashing amber light). “CAUTION: GLASS SKERRIES AHEAD”
    5. Shimmer Corals. Diverse, colourful life swirls around a shimmering, jagged coral reef (those who linger see a school of glowing fish navigating safely through the skerries to the Belmont where they feed upon her crew).
    6. The Belmont. Sunken sailboat. Spend a Phase to Dredge. Those who anchor here overnight are likely to be visited by the Belmont’s ghost (a lost machine).
      Roll d6: 4-6 = Bird Memorial, 2-3 = Junk, 1 = Sea Monster!

    Bird Memorial. Bulky. Once per day, summon a squall of biting gulls that lasts for d6 turns and bites a target of your choice (d6 per turn).

    Dredger HP 12
    Armour 1 (Iron Hull)
    Locker Space 8

    Lost Machine HP 12
    Driven to scare other machines away from the Deep.
    Armour 2 (Incorporeal)
    Spirit foghorn (-d6 CHA, at 0 CHA black out and wake up in a random location, d6 Phases later, with d6 Ship HP loss).

    SEA MONSTER
    FORM Roll d6

    1. Clam Crawler HP 12, Armour 2 (Speckled Shell)
    2. Flying Manta HP 10, Armour 2 (Leathery Hide)
    3. Serpent HP 8, Armour 1 (Metal Scales)
    4. Giant Fishman HP 6
    5. Fire Jelly HP 4
    6. Flying Eel HP 3

    FUNCTION Roll d6

    1. Tentacles (d8), pulled overboard on Critical Damage
    2. Gorey Bite (d10), eviscerated on Critical Damage
    3. Bloody Spray (d6, Blast), DEPRIVED on Critical Damage
    4. Huge Claws (d6, Blast)
    5. Screech (d6, Blast)
    6. Ropey Limbs (d4, Blast)
  • My newest adventure, Beyond the Fading Coast, is now available on itch.io! You can check it out here.

  • Three factions. Three adventure locations. Five brand new isometric maps.

    Factions

    The Booth Fuel Refinery Company. Guv’nor Booth has ruled the islands surrounding the Surge for nearly four centuries, though few living souls have actually seen his face. With his vast wealth and deep connections, he could achieve almost anything, yet he remains consumed by two obsessions: absolute dominion over others and finding a way to break his own curse.

    Resources. Control of fuel production and immeasurable wealth, influence over the Merchants’ Guild in Brighton, spies, thralls, hired mercenaries, and mock sharks, a powerful doomsday weapon.

    Goals
    ❐ Steal the space-bending powers of the pirates.
    ❐ Find and destroy the Watchers of the Deep.
    ❐ Find the Lauzon and undo the curse of Deep Vampirism (Guv’nor Booth).

    Pirates. Banished from his home star following a failed coup, King Uptza has brought his maths sorcerers to the Surge. He seeks a power great enough to annihilate his enemies back on Angor, intending to return and secure his legacy as a true, eternal King.

    Resources. Space-bending musical powers, advanced ship engineering and kidnapped crabmen, a growing collection stolen of oddities.

    Goals
    ❐ Find the source of Guv’nor Booth’s immortality.
    ❐ Steal oddities from around the Surge.
    ❐ Sacrifice his pirates to the Deep and return to Angor glorious and immortal (King Uptza).

    The Watchers of the Deep. An unlikely alliance between the lycanthropic ecoterrorists of the Public House and the preachers of long-dead traditions at the Church of the Deep. Led by Angel and Mercado, their collective mission is to dismantle the Booth Company and kill Guv’nor Booth—though they remain uncertain if the latter is even possible.

    Resources. Network of evangelical sailors, werepuffin spies, limited source of raw chaos.

    Goals
    ❐ Indiscriminately bomb Booth Company fuel dredgers—keep up the heat.
    ❐ Find a way to kill Guv’nor Booth for good.
    ❐ Steal the werepuffin’s lycanthropy (Mercado).

    Church of the Deep

    1. Beach. Frozen silt (sloughing into the sea). Dozens of huddled puffins (a pair among them are werepuffin spies). A well-trodden path rises to a three-storey church leaning forward on the hillside.
    2. Abandoned Ship. An anchored dredger. Locked. Inside, machinists’ tools (covered in dust). Expired food and untouched rations (subtle signs of a struggle: blood drops on the counter, an open drawer, a tipped-over chair).
    3. Temple Hall. Stained-glass windows (dust sparkles in narrow shafts of sunlight). Speckled stone statue of a great nautilus (its teal paint is peeling).
    4. Lecture Hall. 2d6 evangelical sailors listen keenly while Mercado waxes philosophical about the Deep (he greets newcomers with warmth).
    5. Dining Hall. Mesmerizing pendant-light centrepiece (made of mosaic beach glass). Glenn waits for his “friend” Drew to come down from the lounge upstairs (he claims to be a recent convert of the church).
    6. Stairs and Under. Weathered photographs in cracked, salt-stained frames depict the church’s construction from varied, dredged-up parts. In a locked closet beneath the stairs is a backpack with a flare gun (d6) and the keys to a dredger (2).
    7. Monks’ Quarters. A dormitory of the church’s most devoted, monastic caretakers (smells like fresh fish waste and wet cotton). 2d6 evangelicals live and rest in crowded sleeping arrangements.
    8. Lounge. Locked. Drew has trapped himself in here; he’s seen the ice caves below the church and he knows about the werepuffins, but he refuses to go to war against the Booth Company (he knows he won’t be allowed to leave).
    9. Father Mercado’s Office. Arched, stained glass window depicts the church being swallowed by a great wave. On the shelves, textbooks on Deep Water ecology and cosmic predictions (behind which is a secret staircase that rises to a glowing altar).
    10. Secret Altar. Glowing, crystalline raw chaos (with swaying tendrils of glowing vapour). Dozens of books about longevity, immortality, the occult—lycanthropy (all of them dog-eared and well-used). In a leatherbound journal, grandiose claims about worthiness for a holy crusade.

    Raw Chaos. Powerful source of kinetic energy. With chemical manipulation, can be burned for fuel. In its current form, exposure to direct heat might cause a massive explosion (d20, Blast).

    Ice Caves

    1. Wine Cellar. Tessellated floor (rust-red tiles). Dust-covered bottles of wine crowd the shelves (watched by two members of the churchsecretly Watchers of the Deep).
    2. Secret War Room. Behind the wine shelves. A werepuffin and d6 watchers discuss their next attack on a fuel dredger tonight (they need another ship and crew for their plan).
    3. Frozen Temple. Light from candelabras mounted on stone pillars (carved with grasping tentacles). Opaque, icy floor and rows of pews facing a detailed tapestry (it depicts men going into a dark, greenish cave and rising as angelic warriors). 2d6 Watchers rest and ready themselves for war.
    4. Vault. Locked. Guarded by a cave crawler at all times, the vault contains three Bulky Barrels of Raw Chaos and the church’s collections in five Bulky satchels (totaling £2,500).
    5. The Mouth of the Deep. An icy hole in the floor of the cave (cold, dark fall to 10). The walls are lined with the frozen remains of deep sea life (some look vaguely humanlycanthropes in mid-transformation).
    6. Sacrificial Altar. Bloodstained permafrost juts over the Mouth of the Deep. A blind cave crawler beckons newcomers to jump (“fear not, those who are worthy rise anew… better”).
    7. Abandoned Mine. Hollowed out ice caves. 2d6 cave crawlers slither in the dark (cursing Guv’nor Booth for drinking up the Deep!). They lash sticks of dynamite together into makeshift demolition charges (d12, Blast).
    8. Prisoners. 2d6 rig workers (thralls) from the Booth Fuel Refinery Company are held prisoner behind sturdy wooden doors, guarded by three cave crawlers at all times.
    9. Chaos Mine. Shackled rig workers (2d6 thralls) chip away at the icy walls and grasp their blackened fingers at the glowing green crystals within (tiny slivers of raw chaos).
    10. The Deep. Under shattered, crystal ice, a swirling pattern of glowing raw chaos fills the chamber with sickly green light (the few who survive the fall rise as a cave crawler).

    Barrel of Raw Chaos. Steel—hazardous contents. Raw chaos in a cooling, jelly-like medium. Safe for transport, but capable of mass destruction if it is detonated.

    The Fall. A fall from 5 to 10 causes d20 damage and activates the inert mutagenic properties of the raw chaos beneath the ice. Survivors must make a CHA save or turn into a cave crawler driven to save the Deep. On a success, a survivor gains innate Armour 1 (Inhuman Reflexes).

    Pirate Cove

    1. Collapsed Lighthouse. Barnacle-crusted rubble. Agitated, biting gulls.
    2. Floating Structures. Iso-trigon structures vibrate just above the ice. Homes of the Rhythm Masters (although two of them are always at sea). Near-constant buzzing from the tower (nauseating, agitates the birds, but helps the pirates acclimate).
    3. Salty Geyser. Freezing, salty water shoots up from below (the floating tower causes violent shifts in the current). 2d6 aggregates catch falling fish in nets after the blasts (calculating the trajectory).
    4. Druidic Burial Site. Tiny grove of wildflowers among carved, lichen-crusted standing stones. A small nest of puffins guards their eggs at the base (a werepuffin spy is among them, watching the pirates’ movements).
    5. Scrap Heap. A pile of barnacle crusted steel and beach wood (left over from the kidnapped crabmen’s work). 2d6 junk, a flock of biting gulls. Next to the scrap heap is a makeshift grave: (HERMES).
    6. Crabmen Caves. The 9 surviving crabmen and Motley sleep in the frigid, wet caves during the day and work under threat of death at night (they have learned how the pirate ships work).
    7. Mixers’ Camp. A dozen mixers—kidnapped villagers from Brighton who forget their lives (their only drive is to serve their new King). They’re supervised by d6 aggregates (to make sure their false memories go unquestioned).
    8. Loot Cave. Three Bulky treasure chests of cash (£2,000 each) and three unique oddities.
    9. Throne Room. Locked. Non-Euclidean stairs rise to a dizzying hall overlooking the entire pirate camp (only transparent from within). King Uptza sits on his throne and holds court with his trusted advisors, including a Rhythm Master. A map made of light shows the position of the other two pirate ships in his fleet (they move constantly around the Surge).
    10. Observation Deck. A stage overlooking the pirate camp where the Downbeat Commander is always at their station (prepared to depart, as soon as the Rhythm Master joins them).

    Booth Refinery

    1. Rig Platform. Concrete and steel, d6 rig workers (thralls) connect the fuel dredgers’ lines with the control room. They report suspicious activity to their supervisors.
    2. Fuel Dredger. Anchored. Pumps tons of salty water through the control room (where raw chaos is filtered and separated for chemical processing). In the frigid water, d6 mock sharks are always circling.
    3. Control Room. A supervisor oversees two thralls controlling the flow of water through the station (if the lines stall for too long, there could be a catastrophic explosion aboard the fuel dredger—d20, Blast).
    4. Raw Chaos Tanks. Diverted raw chaos is stored in a cooling jelly for chemical treatment. A supervisor and d6 thralls carefully measure the pressure (if the tanks are sabotaged, the entire refinery could be ruined).
    5. Chemical Processing. An outdoor lab with a supervisor and d6 thralls. Raw chaos is filtered through humming machinery and vibrating pipes (some of it burned off in putrid smoke) until it can be reduced to an oily distillation and pumped back into barrels.
    6. Office Reception. Locked. Abandoned filing cabinet (documents connecting some of Bastion’s greatest industries with the Booth Company).
    7. Boardroom. Overlooks the entire refinery. Roll d6, 1 = Guv’nor Booth is here waiting for one of his most trusted spies.
    8. Back Offices. Cluttered, muddy. Collapsed thralls litter the floor, two supervisors vent about their growing burnout.
    9. Loading Dock. 2d6 thralls stack barrels of fuel (if ignited, d12, Blast). Above, the refinery tower looms (a massive cannon is pointed toward Brighton).
    10. Guv’nor’s Office. Locked. The sounds of organ music from above (stairs rise toward a colossal tower of steel built atop the refinery). Guarded by a supervisor at all times.

    Refinery Tower

    1. Gallery. A statue of a handsome dignitary (Guv’nor Booth, as a man). Paintings and documents from the region’s ancient past line the walls (a painting of an expedition ship—the Lauzon).
    2. Lift/Junction. A steel box, chain, and pulley form a heavy, industrial lift that rises to the top of the tower. A vaulted junction is guarded by d6 remade sirenheads.
    3. Chamberlain’s Workshop. Littered with machine parts. The tower Chamberlain—a crabman named Alvin—crafts machine parts for remaking thralls and other deadly machines.
    4. Artillery. 2d6 castle guards load chaos-powered artillery into a massive cannon. The control panel currently aims the weapon at Brighton (the weapon is capable of levelling entire neighbourhoods with each shot).
    5. Recovery Room. 2d6 thralls recover from repairs in the remaking lab (they will soon return to the refinery).
    6. Remaking Lab. The Guv’nor’s closest living ally, Lorenzo, uses strange chemicals and biothaumaturgic techniques to remake the living (and undead) in terrible ways.
    7. Spiral Stairs. Guarded by d6 sirenheads.
    8. Furnace/Railing. An outdoor railing overlooking the sea (hundred of feet below). On the other side, putrid smoke rises from the furnace (powering the tower’s machinery).
    9. Trophy Room. Bodies in tanks of yellow, milky liquid (the Guv’nor keeps his enemies preserved). A recently constructed empty tank has an unlabeled placard.
    10. Guv’nor’s Chamber Vat. Locked. Filled with ocean water (where the Guv’nor must rest in order to recover his immortal body).
  • Travel. Travel between adjacent locations is measured in Phases. Each day has 3 Phases: Morning (from dawn until midday), Afternoon (from midday until dusk), and Night (from dusk until dawn).

    Sail. 3 Phases.
    Motor. 2 Phases.
    Full Throttle. 1 Phase, -d6 HP

    Example Ship: Tugboat

    Tugboat HP 10
    Armour 1 (Steel Hull)
    Locker Space 6

    Locker Space refers to the number of Bulky items a ship can hold.

    At HP 0, a ship is Broken Down, and requires Major Repairs by a Specialist. There is always a cost.

    A ship that is reduced to HP 0 from physical damage sinks in a number of turns equal to its available locker space and is lost to the Deep.

    Instead of travelling, Players can spend a Phase to perform Minor Repairs to their ship (by consuming Junk) and restore d6 HP.

    Weather. Roll d6 at the start of each day.
    1Tempest. Hurling debris, -d6 HP per Phase while travelling.
    2-3Wind and rain. Poor visibility.
    4-6Clear skies or scattered showers. Adjacent locations are visible on approach.

    CURRENTS
    The Deep (Red). Encircles the Surge. Treacherous, unpredictable weather patterns.

    Coastal Islands (Green). Well-travelled by fishers and merchant sailors from Brighton.

    Direct (Green Dotted). The fastest routes, encounters are always pirates.

    Bony (Mauve). Hazardous; dotted with obstacles. Impossible to travel at a Full Throttle.

    Closed (Pale Red). Private routes, patrolled by d6 +1 mock sharks on behalf of the Booth Fuel Refinery Company.

    *** Check for an Encounter each time the Players set sail. Roll d6, 1 = Encounter.

    ENCOUNTERS Roll d6

    1. An inexplicably fast pirate ship carrying a powerful storm in its wake. It has a crew of 2d6 aggregates, a Rhythm Master, a Downbeat Commander, and a mixer (for negotiations). The pirates demand oddities, and will destroy ships who refuse to pay their “toll.”
    2. A Sea Monster. An aberrant horror of the Deep driven to feed. Roll 2d6 to combine Form and Function.
    3. Rescue. Someone (or something) lost at sea, in need of rescue. Roll d6.
    4. Strange visions on the horizon. Static in the air. It’s a ghost ship, the haunted remnants of a lost machine filled with regret.
    5. A sailboat with 2d6 evangelicals dispensing literature about the Church of the Deep. They ask for donations to protect the sea from ruin: “The Booth Company is destroying our Maker!”
    6. A fuel dredger on its way from the Refinery to the Fading Coast (or beyond to the City). Guarded by d6 +1 mock sharks for hire.

    SEA MONSTER
    FORM Roll d6

    1. Clam Crawler HP 12, Armour 2 (Speckled Shell)
    2. Flying Manta HP 10, Armour 2 (Leathery Hide)
    3. Serpent HP 8, Armour 1 (Metal Scales)
    4. Giant Fishman HP 6
    5. Fire Jelly HP 4
    6. Flying Eel HP 3

    FUNCTION Roll d6

    1. Tentacles (d8), pulled overboard on Critical Damage
    2. Gorey Bite (d10), eviscerated on Critical Damage
    3. Bloody Spray (d6, Blast), DEPRIVED on Critical Damage
    4. Huge Claws (d6, Blast)
    5. Screech (d6, Blast)
    6. Ropey Limbs (d4, Blast)

    RESCUE Roll d6

    1. No clothing. Secretly a werepuffin and the sole survivor of a recent attack on a fuel dredger (d6 mock sharks are in close pursuit).
    2. Facedown, cold, somehow still “alive.” Secretly an undead thrall who fell overboard from a fuel dredger. It’s driven to get back to the refinery and keep its true nature secret.
    3. A pirate (Aggregate) thrown overboard for plotting a mutiny against their superior. They don’t speak the Players’ language, but they are driven to blend in an get to Bastion.
    4. An unconscious diver thrown from their submersible during an implosion. They now know that Captain Mooney has been lying to them, and they are driven to get revenge.
    5. A drowning fisher who fled the Church of the Deep. They had bought into the church’s talk of ecological preservation, but when they learned that the church was preparing to go to war with the Booth Company they fled (d6 werepuffins are in pursuit, intent on silencing them).
    6. A disoriented ranger thrown from their watercraft while pursuing a wayward school of buffalo shrimp. They’re driven to find the school and get back to the Farm.
  • Sanctuary. A colossal wall of opaque, salt-stained glass and a constant patrol of mounted guards separate one wealthy Bastionite’s passion project from the rest of the Surge: an aquatic-equine haven and the home of a retired, prize-winning race-seahorse called Nightheart.

    Mounted Guard HP 3
    Driven to protect the Sanctuary for money.
    Armour 1 (Life Preserver)
    Rifle (d10, Bulky)

    Sea Horse HP 5
    Driven to graze on ocean plants.
    STR 11, DEX 12, CHA 6
    Bite (d6)

    Fort. Cracked, rime-covered stone in which a dozen arcane artists diligently hone their skills. These apprentices learn from an electric tattoo machine and are very exclusive, only take clients willing to get the tattoo they need to practice. £500 each.

    ARCANE TATTOOS Roll d6

    1. Swallows. Hands. Push a powerful gust of wind capable of knocking back people close to you.
    2. Anchor. Legs. You cannot be moved by force.
    3. Eightball. Scalp. Once per day, force the Conductor to re-roll any roll and take the new result.
    4. Snake. Stomach. Immune to poison and other harmful effects from consumption.
    5. Rose. Neck. Once per day, touch a target and influence their mind. They can make a CHA save to resist the hypnotism.
    6. Lighthouse. Back. See perfectly through fog and other volumes (smoke, mist, etc.)

    Apprentice HP 9
    Driven to master their craft.
    CHA 14
    Tattoo Gun (d6), marked on Critical Damage
    Marked. Permanent d6 CHA loss (minimum of 1) until the mark is removed by a Specialist.
    Tattoos. Each apprentice has two tattoos (2d6).

    Tattoo Machine HP 15
    Driven to remake reality with its art.
    Armour 1 (Stickered-up chassis), STR 12, DEX 4, CHA 16
    Tattoo Guns (d8), marked on Critical Damage
    Marked. Permanent d8 CHA loss (minimum of 1) until the mark is removed by a Specialist.
    Tattoo Master. Capable of bestowing Master Tattoos.
    Ropey Limbs. Can attack up to three targets at a time.

    MASTER TATTOOS Roll d6

    1. Demon. Back. Attackers gain +d8 when attacking the same target as you.
    2. Dragon. Neck. Breathe fire (d6, Blast).
    3. Ship. Stomach. Carry one extra Bulky item.
    4. Angel of the Battlefield. Scalp. Advantage on saves against Critical Damage.
    5. Shield. Legs. +1 Armour when standing perfectly still.
    6. Reaper. Hands. Once per day, touch a target. If they fail a STR save, they lose d12 STR. If they succeed, you each lose d6 STR.

    Signal Tower. A floating tower of rusted steel, dangling copper, and flashing red. The site of a defunct, conspiratorial broadcast called Truth 87.9. The sleepless, twenty-four hour host Smokey Joe claims to have a magic hourglass that alters the passage of time.

    Church of the Deep. A frozen driftwood sanctuary where Father Mercado leads 30 evangelical sailors. They’ve allied with Angel (Public House) against the Booth Company; these “Watchers of the Deep” craft explosives from the raw chaos mined in the ice caves below the church.

    The Fogburner. An expedition ship trapped in ice for over 150 years, now the fortified home of famed explorer Ellis Hudson. Hudson has lived well beyond his natural lifespan—a feat that can be attributed to the arcane artefacts still frozen with the ship’s submerged cargo hold.

    Pirates. Operating out of a hidden cove, criminal maths sorcerers from a distant star called Angor use rhythm machines to fold spacetime and travel instantly across the Surge. King Uptza scours the Deep for a hidden prize—and the Downbeat Commanders piloting his three advanced pirate ships know better than to ask what it is…

  • Chimp’s Sea Bar. Familiar arched letters in the salty mist. A floating, neon rig surrounded by a dozen moorings. At Chimp’s every sailor is a member of the crew.

    2d20 Spark Table of Sailors

    SAILORS
    What’s On Their Mind? Roll d20What Drives Them? Roll d20
    1. Vastness of the Deep.1. Fear of being lost at sea.
    2. Island of giant horrors.2. Equal construct rights.
    3. Miserable weather. 3. The search for awe.
    4. Rising costs of food.4. Curiosity about birds.
    5. Live music in Brighton.5. Thrill of caving.
    6. Company contract.6. An easy day of work.
    7. Tobacco flavours.7. Seeing the sunrise.
    8. Next comic issue.8. Being alone.
    9. Landscape illustrations.9. Bigger boat.
    10. Chaos theory.10. Next fix of slug.
    11. Undead labour.11. Paying their debt.
    12. Rust-prevention.12. Being with their dog.
    13. A man-sized puffin.13. Sailors’ respect.
    14. Alien encounters.14. Hoarding Junk.
    15. Sailing to the City.15. Sketching Aberrations.
    16. Tattoo apprenticeship.16. Documenting Oddities.
    17. Tattoo apprenticeship.17. Cosmic truths.
    18. Sinister rig-workers.18. Undiscovered islands.
    19. Playful dolphins.19. Martyrdom.
    20. Jumper Juice recipe.20. Their nightly Eely-dog.

    RUMOURS Roll d6

    1. “Guv’nor Booth has owned all this for centuries. They say a long time ago, his ship went down into the Deep. Whatever came back isn’t human.”
    2. “Don’t listen to those Church of the Deep wackos. They’re turning people into monsters! They’re astral cultists!
    3. “Blame the rising prices on the pirates. No one even heard of them, and now they’re robbing everybody! They don’t speak our language, so they kidnapped some people from Brighton and made them work as interpreters. Mixers, they call them.”
    4. “I heard there’s a group taking credit for the recent fuel dredger bombings: the Watchers of the Deep. Just be careful who you ask about it, you see.”
    5. “I didn’t think anyone would be bold enough to go after those remade crabmen at The Bucket, but someone hit them hard. Their drawbridge has been closed since then, they’re not taking any business.”
    6. “You can get some really good tattoos at the Fort from the apprentices there. Some of them give you magical powers, but who can afford that, you know?”

    MENU Roll d6

    1. £2 Jumper Juice. Wakes you up!
    2. £5 Eely-dog and Baby Seahorse Nibbles.
    3. £6 Oyster Box with a Soft-Boiled Puffin Egg.
    4. £8 Shark-sub with Kelpy Fries.
    5. £10 Tuna Bowl with a Kelpy Salad.
    6. £12 Surf-and-Bird Sampler with Ink Dippers.

    High Risk Fishing. Dozens of fishing boats anchored around a cluster of barrier islands, all of them here for the most valuable catch. Spend 1 Phase to fish and roll d6 for the results.

    1-3—Sea Monster
    4-5—Tuna, sturgeon, or grouper (Bulky worth £25 each)
    6—High Risk Trophy (Bulky)

    HIGH RISK TROPHIES Roll d6

    1. Three-headed grouper worth £100
    2. One-hundred-foot trumpetfish worth £150
    3. Translucent sturgeon worth £250
    4. Jumbo rainbow-goby (hypnotic) worth £350
    5. Steel-headed barracuda worth £425
    6. Gigantic batteryfish (charged) worth £500

    Mock Sharks. Gnawed debris and slick, oily water mark the edge of the mock shark territory. These constructs have lived in the Deep Water since their construction by Guv’nor Booth over a century ago. They will do anything for enough money—debt collection, union busting, racketeering—but these days they are busy protecting Booth Company fuel dredgers from pirates and eco-terrorism.

    Farm. Flashing buoys dot the perimeter of the Booth Company Sea Farm where schools of buffalo shrimp are herded by mock seals and rangers on sputtering watercrafts.

    Buffalo Shrimp HP 9
    Driven to graze on biofilm.
    Armour 1 (Leathery Shell), STR 14, DEX 12, CHA 6
    Bite (d10)

    Mock Seals HP 3
    Driven to be praised.
    STR 8, DEX 14, CHA 8
    Bite (d6)

    Ranger HP 4
    Driven to protect the farm.
    STR 11, DEX 11, CHA 9
    Rifle (d10, Bulky)

    Sputtering Watercraft HP 6
    Armour 1 (Rusted Chassis)
    Locker Space 1

    Submersible. A dozen divers and their submersible are anchored here, led by Captain Mooney. They make daily dives into the Deep, looking for treasure. Only Mooney knows what the Booth Company is really paying them for: to find the wreckage of the Lauzon, the four-century-old ship on which Guv’nor Booth lost his humanity and where his beloved is still frozen, trapped in darkness.

    Divers HP 4
    Driven to find a thrill and get rich.
    Armour 2 (Diving Suit), STR 12, DEX 11, CHA 11
    Harpoon (d8, Bulky)

    Submersible HP 10
    Armour 2 (Pressurized Chamber)
    Locker Space 4
    Dive. Submerge for 2 Phases, -d6 HP each Phase after until the vessel resurfaces for at least 1 Phase.

    Captain Mooney HP 8
    Driven to serve Guv’nor Booth and be rewarded with supreme undeath.
    Armour 1 (Life Preserver), STR 12, DEX 8, CHA 11
    Arm Cannon (d8, Blast), target loses a limb on Critical Damage

    Booth Refinery. A colossal, rusting vessel lit by sterile floodlights and neon letters, the refinery is the heart of the Booth Fuel Refinery Company operations and home to the reclusive Guv’nor Booth. Booth owns everything surrounding the Surge and holds the proprietary right to dredge and refine fuel from the raw chaos formed in its heart. For centuries, his wealth, his countless spies, and his gang of the mock shark thugs made it easy for him to rule the region, but today his grip is slipping. With pirates appearing in the north and a secretive group of eco-terrorists boldly attacking his fuel dredgers, the Guv’nor is now more desperate—and more dangerous—than ever before.

    Guv’nor Booth HP 12
    Driven to feed on the Land, the Living, and the Surge.
    Armour 1 (Wreathed in Shadow), STR 14, DEX 12, CHA 16
    Bite (d10), target is drained of all their moisture on Critical Damage and rises as a thrall of the Guv’nor
    Regeneration. The Guv’nor regains d6 HP when he bites a living target. If he is killed, he becomes a cloud of salty mist that retreats to his chamber deep within the Refinery. He can only be truly killed if his chamber is destroyed.

    Thrall HP 8
    Driven to work tirelessly on the rig.
    STR 11, DEX 7, CHA 7
    Hand Tools (d6)
    Undead. Must be utterly destroyed (reduced to STR 0) to be killed.

    *

    The Surge. In the open water, where the weather is unpredictable, where the clouds are green and the rain glows with luminescence, strange objects drift through the spray. They swirl in currents orbiting the Surge—the crushing heart of the Deep. It radiates a localized magnetism, warping both the matter and the life it touches. While its true origins remain unknown, there are many theories circulating among sailors in the region.

    THEORIES Roll d6

    1. “The Church of the Deep is right: raw chaos is the lifeblood of the sea. The Booth Company is killing the ocean by taking it and burning it so carelessly.”
    2. “Raw chaos is the light of a fallen star—its effects must first be understood to be alien.”
    3. “Raw chaos is the essence of the dead. When we die, we return to the Deep. Booth is burning up all our collective unconscious to fuel his machines.”
    4. “Raw chaos is from another dimension. There’s a portal down there, way down in the Deep, that’s where the pirates come from, too. They want us to stop taking all their energy, I bet.”
    5. “There’s nothing cryptonatural about it: raw chaos is merely the kinetic energy of so much pressure baring down on organic matter.”
    6. “Raw chaos is the brains of something ancient that died down there a long, long time ago. We’re just picking through the brain matter, you know?”

    Fuel. The intense pressure of the Deep warps chaos fields in strange ways; at its heart—where the pressure is the greatest—globs of raw chaos can be dredged from the depths. Raw chaos holds nearly unlimited kinetic potential; the Booth Fuel Refinery Company transforms these shimmering, energetic pearls into fuel for combustion engines and other Deep Country machinery. Booth Company Fuel can even be burned to generate electricity, delivering the modernity of the City to the even the deepest of Deep Water regions.

  • Brighton. Rain soaks the square. The carnival rides of Fun Town rise above the jagged rows of colourfully painted houses like rusted bones. Hollowed out slugheads and bent-back fishers squat in the tilted ruins of an ancient harbour town in rapid decline.

    Fisher 3 HP
    Driven to find a big catch and get home safely.
    Hook (d6) or flare gun (d6)

    Slughead HP 6
    Driven to dream the dreams of others.
    CHA 8
    Bottle (d6)

    Fun Town. Once a failed amusement park, now a farmers’ market and a daily street party for the locals. They’re known for their hospitality—just don’t call them Carnies. Winona, the head of the Merchants’ Union, will pay up £500 for the most valuable oddities dredged from the Deep.

    Winona HP 9
    Driven to look after for the other Fun Town merchants.
    CHA 11
    Revolver (d6)

    The Dockside Inn. £4 per night. In a candlelit basement dining room, the owner Margot pridefully serves her perpetual fish and heavy cream soup with a pint of black, sludgy ale. A slanted top-floor addition is available for rent (it leans precariously over the harbour).

    Margot HP 3
    Driven to care for weary sailors.
    CHA 11
    Cooking utensils (d6)

    Lighthouse. The lighthouse keeper, Thassle, hosts weary sailors traveling to and from Brighton, but only for a single night. He does his best to keep his visitors drinking, reporting everything he overhears to his superiors at the Booth Fuel Refinery Company. The cottage itself is poorly maintained; Thassle neglects his duties in favor of tending to the druidic temple of piled slate that shares the rocky island with the lighthouse.

    Thassle HP 6
    Driven to worship the Deep—the darkness itself.
    CHA 8
    Shovel (d8, Bulky)

    The Bucket. Behind the closed-drawbridge of an ancient prison-castle, remade crabmen crawl on barnacle crusted steel and weld unrivalled Deep Water machinery. These reformed criminals are still reeling from a recent attack by pirates from the north; they appeared out of nowhere and kidnapped the crabmen’s leader, Motley, along with ten other workers.

    Crabman HP 9
    Driven to make better Deep Water machinery.
    Armour 1 (Spotted Shell), STR 12, DEX 12, CHA 9
    Pinch (d8) and hand welder (d6)

    SHIP UPGRADES Roll d6

    1. Protective Coating (+1 Armour). Costs 3 Junk and 3 Oddities.
    2. Javelin Launcher (d8 + d8 against solo targets). Costs 5 Junk and 3 Oddities.
    3. Rubber Hull (no HP loss from moving at Full Throttle). Costs 10 Junk and 3 Oddities.
    4. Negative Magnetism (no HP loss during a tempest). Costs 12 Junk and 4 Oddities.
    5. Laser Cannon (d10 Blast, + d8 against solo targets). Costs 15 Junk and 4 Oddities.
    6. Strange Geometry (+2 Armour). Costs 20 Junk and 5 Oddities.

    Public House. £6 for a tuna burger and a pint of sour ale. A colourful dive bar on a floating raft among speckled, rocky islands (all of it home to a flock of puffins). The owner, Angel, plots the destruction of the Booth Fuel Refinery Company and uses his bar as the secret headquarters for a militant crew of werepuffin spies and tight-lipped evangelicals from the Church of the Deep.

    Werepuffin HP 12
    Driven to protect the land from exploitation.
    Armour 1 (Unnatural Strength), STR 11, DEX 12, CHA 12
    Supressed pistol (d6) or peck (d8), target is cursed with werepuffin lycanthropy on Critical Damage
    Lycanthrope. Can turn into a puffin, a human-puffin hybrid, or back into a human at will.

    Mechanics’ Bay. A garage in a tiny island bay, the home of the Francos: a family-team of machinists working on a new kind of flying machine. They want to democratize dredging of the Surge. They need more junk and oddities to finish their machine. They used to have a partner dredging the Surge for them full time, a sailor named Drew, but he left on a pilgrimage to the Church of the Deep and hasn’t returned.

    The Francos can’t afford to pay anyone for their work right now, but they can perform Major Repairs in exchange for oddities (and when the flying machine is finished they’ll be looking for capable pilots and dredgers).

    Flying Machine HP 16
    Armour 2 (Compressed Microplastics)
    Locker Space 10
    Flight. Can move to any adjacent location in 1 Phase and to any other location on the map in 2 Phases.

    The Flying Machine requires:
    ❐ 25 Junk, ❐ 10 Oddities, ❐ 1 Ship

    Traders’ Rock. The furthest point to the east, before the Pale Expanse. Bugmen from distant continents hock their spit-made crafts and chemical tonics (most of them useless). These mute traders will accept money, but they value aberrations above all else, paying up to £250 for the most curious (and deadliest) of them.

    Bugman HP 6
    Driven to collect dangerous aberrations from the Surge.
    Armour 1 (Fibrous Exoskeleton), STR 13, DEX 11, CHA 9
    Spit-made spear (d8, Bulky)

    SPIT-MADE CRAFTS Roll d6

    1. Horse figurehead (Bulky). Frightens birds.
    2. Crystal walking stick (d8, Bulky). Shatters on impact (+d12 damage).
    3. Sacred dagger (d8). Unnaturally sharp.
    4. Polychromatic plates (Armour 1, Bulky).
    5. Jagged crown. +1 CHA while wearing it.
    6. Spit tonic. STR save or die, if you survive gain a permanent +1 STR.
  • East of the Fading Coast lies the Surge. While its surface is treacherous and unpredictable, the crushing power of the Deep warps sunken relics into treasures worth the risk.

    Dredging. The Deep holds strange treasures for those brave enough to dredge them up. Spend a Phase to Dredge in place and Roll d6 for the results.

    1-3: Aberration. Horrors from the Deep (worth a small fortune to the right collector).
    4-5: Junk. Bulky scraps of metal and wood, worth £2d6 (can be consumed to repair d6 HP).
    6: Oddity. Gifts from the Deep.

    ABERRATION Roll 2d12

    FORM Roll d12CURSE Roll d12
    1. Rubber plant growing in the shape of a tire.1. Corrosive slime (-d6 HP per Phase).
    2. Red-hot, warped bicycle (Bulky).2. Extremely flammable.
    3. Still-glowing vending machine (Bulky).3. Hallucinatory (lose a random Phase each day).
    4. Perfectly lifelike glass doll (Bulky).4. Screams in agony (REST is impossible).
    5. A detailed miniature of a house (Bulky).5. Causes overwhelming hunger (DEPRIVED).
    6. A giant urchin (Bulky) made of plastic.6. Whistles a familiar lullaby (encounters are always a sea monster).
    7. A mermaid statue made of plaster and rebar (Bulky).7. Chittering teeth (encounters are always a sea monster).
    8. A steaming, living, cooked king crab.8. CHA save or obsessed.
    9. Grandfather clock made of fish parts (Bulky).9. Spotted, hurts to look at.
    10. Barnacle-crusted piano with pearlescent keys (Bulky).10. Giggles inappropriately.
    11. Shimmering, metal octopus with delicious ink.11. Squawks like an injured bird (attracts wildlife).
    12. Thrashing Gold marlin (Bulky).12. Dizzying vibrations (causes mild headaches).

    ODDITY Roll 2d12

    ***An Oddity’s utility can only be used once per day, or until the item is consumed.

    SHAPE d12UTILITY d12
    1. Glass polearm (d10, Bulky). Breaks after use.1. Imperfect Parry. Dull vibrations. Take half damage from an attack (after armour, rounded up). The attacker takes the rest.
    2. Copper apparatus (Bulky). Three batteries left.2. Gambit. Radiates warmth. Add +d8 to an attack. If you roll an 8, the weapon is utterly destroyed.
    3. Rubber medical mannequin (Bulky).3. Light. Greenish glow. Create a strobing, blinding flash for d6 turns.
    4. Diving suit helmet (Armour 1, Bulky). Difficult to see.4. Chaos Field. Warps light. Become weightless and fly for d6 turns.
    5. Taxidermic bird trophy (Bulky).5. Psychic Shield. Sheds pink mist. Become immune to CHA loss and have advantage on CHA saves for 10 turns.
    6. Handmade wooden wings (Armour 1, Bulky).6. Magnetic. Stainless chrome. Attract and stick to metal for 10 Turns.
    7. Antique rifle (d6, Bulky).7. Deep Step. Bioluminescent-barnacle-crusted. Teleport to a location you can see in a salty spray.
    8. Opaque bottle of liquor. Three drinks left.8. Cloud of Static. Sparks. Releases a tiny thunderstorm that fills a room. Any metallic object within the storm is struck by lightning for d8 damage.
    9. Steel-toe waders (Armour 1, Bulky).9. Deep Speech. Gasps through gills. Talk primitively with Deep Water creatures for 10 turns.
    10. Cut-proof jacket (Armour 1).10. Energy Sap Wet and blackened. A target you can see loses d6 STR. They die on Critical Damage, saltwater spilling from their mouth and nose.
    11. High-visibility harness.11. Healing Touch. Rosey smell. Restore 2d6 STR.
    12. Rigid neck brace (dermal implant).12. Telekinetic Zap. Blurry. A target you can see loses d8 CHA. If this reduces them to 0 CHA, their head explodes.