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Rules & Writing Graphic Design & Art

Chris McDowall Johan Nohr


Remastered

Rules & writing Graphic design & art

Chris McDowall Johan Nohr

ISBN: 978-91-89143-60-9
Copyright © 2022 Chris McDowall, Bastionland Press. All rights reserved.
www.bastionland.com
Printed by Standart Impressa, Lithuania
Before we begin

Table of
Contents
4 Introduction
An Odd World

7 Chapter 1
New to RPGs?

8 Chapter 2
Rolling a Character

15 Chapter 3
Playing the Game

20 Chapter 4
Arcana

30 Chapter 5
Example of Play

36 Chapter 6
After the Expedition

2
39 Chapter 7
Enterprise and War

42 Chapter 8
Refereeing

47 Chapter 9
Treasure and Riches

50 Chapter 10
Obstacles, Tricks, and Hazards

54 Chapter 11
Encounters

58 Chapter 12
The Odd World

62 Introductory Adventure
The Iron Coral

116 Appendix
The Oddpendium

3
Introduction

An Odd
World
The world is too large for explorers to map, and too old for
academics to record. Expeditions return with tales of places
bizarre, wondrous, and horrific.
You are an explorer, braving the unknown in search of riches,
knowledge, and power. Most of all, you seek Arcana, strange
devices holding unnatural powers. They range from a humble
piece of jewellery to vast sculptures. There are many religious
and scientific theories around their existence, but most settle
somewhere in between.
Citizens flock to Bastion. Its vast industries provide
dangerous but dependable work, and its docks send guns,
chemicals, and newspapers to distant neighbours. Beneath the
city, The Underground stretches just as far. Sewers twist into
tunnels, hiding ancient caves and forgotten vaults.
Fallen cities are adorned with statues of star-beings, cultists
manifest their fervour into reality, and belligerent unions prepare
for a cosmic invasion. Familiar landscapes are overrun by strange
weeds, corrosive mists creep in from the sea, and jet black
mountains watch from the horizon. This odd world has been
affected by beings stranger than we can imagine.

4
5
6
Chapter 1.

New to
RPGs?
How do you play? One Player is the Referee. They describe
the situation the characters are currently
in. The Players ask questions and use
their characters to interact with the
environment. The Referee tells the Players
what happens or which dice to roll to
determine the outcome. Your goal is to
find treasure and avoid a nasty death.

What do you need? A set of dice (d4, d6, d8, d10, d12, and d20),
pencils and paper. The Referee prepares
a location for the characters to explore or
uses an existing adventure location.

7
Chapter 2.

Rolling a
Character
Roll 3D6 for each Ability Score in order. 10 is average.

Strength Fighting, fortitude, and toughness.


Dexterity 
Grace, athletics, and reflexes.
Willpower 
Confidence, discipline, and charisma.

Characters start with D6 Hit Protection (hp), a measure


of their ability to avoid life-threatening Damage.

Starter Package Consult the Starter Package table on


the following spread to find your starting
equipment and any special information
about your character. As well as individual
equipment, an expedition is assumed to
have rations, lanterns, and basic climbing,
mapping, and camping equipment.

Companions For small Player groups, each Player may


create one or more companions. Roll their
Ability Scores in order and give them 1hp
and a hand weapon.

8
9
Starter Match your highest Ability Score against

Package your hp to find your starting package.


Weapons have their Damage roll listed,
Table those marked with a B are Bulky.

1 HP 2 HP 3 HP

3–9 Sword (d6), Pistol (d6), Musket (d8 B), Musket (d8 B),
Modern Armour. Sword (d6), Flashbang. Club (d6). Immunity
Sense nearby Sense nearby Arcana to extreme heat
unearthly beings and cold

10 Rifle (d8 B), Bayonet Musket (d8 B), Musket (d8 B),
(d6), Lighter Boy, Hatchet (d6), Protective Gloves,
Arcanum Hawk, Arcanum Arcanum
11 Rifle (d8 B), Hatchet (d6), Musket (d8 B),
Modern Armour, Pistol (d6), Bolt- Mallet, Marbles,
Hound, Arcanum Cutters, Arcanum Fancy Hat, Arcanum
12 Club (d6), Throwing Musket (d8 B), Pick-Axe (d6),
Knives, Arcanum Mule, Arcanum Manacles, Arcanum

13 Pistol (d6), Ether, Sword (d6), Pistol (d6),


Poison, Arcanum Pistol (d6), Smoke-bomb,
Crude Armour Mutt, Shovel
14 Cane (d6), Acid, Pistol (d6), Longaxe (d8 B),
Spyglass, Arcanum Bell, Steel Wire, Throwing Axes,
Smoke-bomb Fire Oil
15 Brace of Pistols (d8 B), Longaxe (d8 B), Club (d6),
Canary, Ether Ferret, Fire Oil Ether, Crowbar,
Flute
16 Musket (d8 B), Staff (d6 B), Hatchet (d6),
Pocket-watch, Tongs, Glue Net, Fire Oil.
Bomb Burnt Face
17 Halberd (d8 B), Pistol (d6), Club (d6),
Fake Pistol, Net, Trumpet. Paint, Crowbar.
Artificial Lung Prosthetic Leg Loud Lungs
18 Garotte (d6), Pistol (d6), Pistol (d6),
Musket (d8 B). Grease, Hacksaw. Cigars, Poison.
Mute One Arm Fugitive

10
More information can be found in the equipment list.
Arcana are rolled randomly (see p20). If two characters would
have the same equipment, the second character takes their starting
package from the column to the left, or right if this is not possible.

4 HP 5 HP 6 HP
Pistol (d6), Knife (d6). Blunderbuss (d8 B), Musket (d8 B), 3–9
Telepathy if target Hatchet (d6),Mutt. Hatchet (d6),
fails WIL Save Dreams show Flashbang, Arcanum.
your undiscovered Iron Limb
surroundings
Claymore (d8 B), Brace of Pistols (d8 B), Rifle (d8 B), 10
Pistol (d6), 2 Acid Steel Wire, Grappling Mace (d6), Eagle,
Flasks, Arcanum Hook, Arcanum Poison
Musket (d8 B), Machete (d6), Brace of Club (d6), 3 Bombs, 11
Bayonet (d6), Mutt Pistols (d8 B), Talking Rocket. Darkvision
with telepathic link Parrot. Never Sleep
Pistol (d6), Rocket. Harpoon Gun (d8 B), Maul (d8 B), 12
Toxin-Immune Baton (d6), Acid. Dagger (d6),
Slightly Magnetic Chain
Musket (d8 B), Bolt-Cutters, Longaxe (d8 B), 13
Portable Ram, Blunderbuss (d8 B), Rum, Bomb
Game Set Fiddle
Pistol (d6), Saw, Pistol (d6), Grease, Dagger (d6), 14
Animal Trap, Hand Drill, Drum Fire Oil, Mirror
Spyglass
Bow (d6 B), Sword & Dagger Pistol (d6), Knife (d6), 15
Knife (d6), (d8 B), Magnifying Bomb, Saw
Rocket, Fire Oil Glass. Lost Eye
Pistol (d6), Pistol (d6), Acid, Pistol (d6), Bomb, 16
Whip (d6), Animal Repellent. Shovel. Glowing Eyes
Cigars. Lost Eye Prosthetic Hand
Musket (d8 B), Sword (d6), Staff (d6 B), 17
Accordion. Steel Wire. Throwing Knives (d6)
No Nose/Scent Ugly Mutation
Sword (d6), Sword (d6), Ferret, Mace (d6), 18
Shield. Tattered Clothes. Pigeon.
Illiterate Debt (3G) Disfigured

11
Equipment 100 Pennies (p) make a Shilling (s).
100 Shillings make a Guilder (g).

Unarmed attack........................... d4 Damage.


Crude Weapon (1S)................. d6 Damage, Bulky. Bow, pitchfork,
barstool, etc.
Hand Weapon (2S)................... d6 Damage. Dagger, sword, pistol, club, etc.
Field Weapon (10S)................. d8 Damage, Bulky. Musket, brace of
pistols, sword and dagger, halberd, etc.
Noble Weapon (30S)............. d8 Damage. Finely made sabre, duelling
pistol, rapier, etc.
Heavy Gun (1G).............................. d10 Damage, Bulky. Cannot move
and fire. Elephant gun, long rifle, etc.
Modern Armour (50S)....... Armour 1. Breastplate and helm.
Crude Armour (25S).............. Armour 1, Bulky. Outdated or
ceremonial armour.
Shield (10S)........................................... +1 Armour, Bulky.

Flashbang (10s)............................. Momentarily blinds anyone that fails


a DEX Save.
Fire Oil (10S)....................................... Sets an area alight.
All inside take D6 Damage each round.
Bomb (20S)............................................ d10 Blast.
Rocket (20S)........................................ d10 and a colourful explosion.
Smoke-bomb (10S).................. Fills a room with smoke when lit.
Attacks through the smoke are Impaired.
Poison (20S)........................................ Lose d20 STR if consumed.
Ether (10S).............................................. Inhaled, STR Save or pass out for an hour.
Acid (10S)................................................. d6 Damage, burns through most
materials.
Antitoxin (10S)............................... Neutralises most toxins.

12
Tools (1S each).................................. Crowbar, saw, glue, magnifying glass,
manacles, animal trap, lockpicks,
mirror, writing set, fishing pole, shovel,
grappling hook, collapsible pole,
20ft rope, spikes, etc.
Luxuries (1G)..................................... Clockwork items, thermometer,
elaborate clothes, jewellery,
ornaments, spyglass, etc.

Board (per week)....................... Bed in a dormitory (1S)


Room in a boarding house (10S)
Town house (20S).
Food and Drink............................ Bread and broth (10P)
Bottle of gin or rum (50P)
Pie and wine (50P)
Fine meal (1s).
Beasts...................................................... Mule or llama (5S) to horse (1G).
Mutt (5s, STR D10, D6 bite.) to
hound (50s, STR 2D6, D6 bite.),
Birds.......................................................... Parrot or raven
(10s, STR D6, D4 claws.)
to kestrel or hawk
(50S, STR D8, D6 claws).

Hirelings
(cost per day, D6 hp and Ability Scores 10 unless noted).
Lighter Boy (1S)............................ STR 2d6, lantern, club.
Mercenary (5S)............................... 2d6 hp, musket, sword.
Expert (10S)......................................... Pistol, expertise in a specific area.

13
14
Chapter 3.

Playing
the Game
Saves 
A Save is a roll to avoid danger from
a risky action or situation. Roll D20.
If you roll equal or under the appropriate
Ability Score you pass. 1 is always a
success and 20 always a failure.

Turns 
Generally the Players take their turn
before any enemies. If there is a risk of
being surprised, characters must each
roll a DEX Save or be unable to act on
the first turn. On their turn, Players
can act in any order they wish.

Actions 
On their turn a character can move and
perform an action. Attacks are detailed
on the next page, and for other risky
actions the Referee calls for the character
at risk to roll a Save. For example,
attempting to trip an opponent might
force them to pass a STR Save to stay
on their feet.

15
Attacks 
An attacker rolls a die dictated by their
weapon, and subtracts the opponent’s
Armour score. Their attack causes this
much Damage. Ranged weapons cannot
be used in melee.
Attacks that are Impaired, such as
firing through cover, or fighting while
grappled, roll D4 Damage regardless
of weapon. Similarly, attacks that are
Enhanced by a risky stunt or a helpless
or vulnerable target roll D12 Damage.

Blast 
Blast weapons cause Damage to all targets
in an appropriate area, rolling separately
for each. If in doubt as to how many targets
are affected, roll the weapon’s Damage die.

Damage 
When an individual takes Damage they
lose that many hp. If they have no hp left,
they are wounded, and any remaining
Damage is removed from their STR score.
They must then pass a STR Save to avoid
Critical Damage.

Critical Damage A character that takes Critical Damage is


unable to take further action until they are
tended to by an ally and have a Short Rest.
If they are left for an hour without being
tended to, they die.

Using an A character can use an Arcanum’s power


Arcanum as a normal action, though some Arcana
ask for something in return.

16
17
Ability Score If a character has their STR score reduced
Loss to zero they are dead. If their DEX or
WIL are reduced to zero the character is
paralysed or mentally broken respectively,
and cannot act until they have a Full Rest.

Death 
When a character dies the Player creates
a new character and the Referee finds a
way to have them join the group as soon
as possible. Here, quickness is required
over realism. Alternatively the Player
may control a Hireling or Apprentice.

Deprived Somebody deprived of a crucial need


(e.g. food, water, or warmth) cannot
benefit from Rests.

18
Reaction 
When the group encounters another being,
the character initiating contact must pass
a WIL Save to avoid an unfavourable first
reaction. Some encounters are always
hostile, or always friendly, but all have
potential to change after first contact.

Morale 
Groups require a WIL Save to avoid being
routed when they lose half of their total
numbers. Groups with a leader may use
the leader’s WIL score in place of their
own. Lone combatants must pass this
Save when they are reduced to 0hp.
This applies to opponents and allies
but not Player characters. Fleeing to
safety under pursuit requires a DEX Save
and somewhere to withdraw to.

Short Rest A few minutes of rest and a swig of


water recovers all of a character’s lost hp.
Resting may waste time or attract danger.

Full Rest A Full Rest requires a week of downtime


at a comfortable location. This restores all
Ability Scores.

Bulky 
Items marked as Bulky generally require
two hands or significant storage to carry.
Bulky Weapons require two hands to
wield. Anybody carrying three or more
Bulky items is reduced to 0hp.

19
Chapter 4.

Arcana
Powers You Cannot Understand

Arcana are the most highly sought-after items in the world.


Characters that are open about the Arcana they carry are
targeted by collectors and charlatans.

If a character’s starting package contains an Arcanum,


roll d66 to see which one they get.

11 Gatekeeper’s Sigil: Create a gate between two flat surfaces


that you can see. The gates close if you pass through or break
line of sight.
12 Pierced Heart: State an object you desire. The heart
indicates its direction and vague distance.
13 Pale Flame: An object you touch glows with white light.
Contact with the glowing object causes a chilling pain.
The effect wears off when the Arcanum is used again.
14 Soul Chain: Target must pass a DEX Save to avoid your
touch, or they lose d6 WIL and you get a glimpse of their
current desire.
15 Gavel of the Unbreakable Seal: One door, window, etc.
is sealed until you open it.
16 Foul Censer: Green smoke surrounds you and everyone
within 20ft. Missiles cannot pass through the smoke.

20
21
21 Bleeding Stave: Spews blood-like oil onto a 10ft area.
Anyone moving or standing on the oil must make a DEX
Save to avoid falling and being unable to move on their turn.
Disappears in a harmless flash if ignited.
22 Pain Idol: Roll a die of your choice. If the result is odd,
you lose that much STR, if it’s even your target loses that
much STR.
23 Webbed Hands: Climb sheer surfaces as if you were a
spider.
24 Sunblessed Bands: Glow and hum lightly. Anybody
attacking you suffers Damage equal to that they cause to
you. If you attack a target yourself then the effect ends until
you Rest.
25 Flesh-Tome of Babble: Speak in a strange sounding
language. Every living thing is able to understand and reply
in the same tongue if they wish.
26 Tyrant’s Rod: Order a target to drop, fall, flee or halt unless
they pass a WIL Save.

22
31 Black Veil: Target must pass a WIL Save or is blinded until
you lift the curse or they Rest. Blinded individuals may
require a DEX Save to carry out other actions that rely on
sight, and their attacks are Impaired.
32 Strands of Suffering: Strands spread between two surfaces
up to 20ft apart. Those within only move very slowly and
painfully unless they pass a DEX Save.
33 Heat Ray: One metal object becomes too hot to touch.
If it cannot be quickly dropped or removed the wielder
suffers d8 Damage, ignoring armour.
34 Miniaturisation Coil: Touch an object to shrink it into
a tiny miniature. Restore the object to original size at will.
The original object can be up to your size, but living beings
must be willing.
35 Frozen Cloud: Floats at your will. Anybody within takes
d6 Damage and cannot move unless they pass a STR Save.
36 Many Phase Key: Phase through a wall or floor with any
objects you are carrying.

41 Skull Magnet: You may attract or repel a single target


that has a boney skull, unless they pass a WIL Save.
42 Transreal Mirror: A perfect duplicate of you is formed.
It acts independently, and just like the original. It cannot
interact physically with anything. The double lasts until
dismissed or a new double is created.
43 Gorger’s Mask: The wearer can consume anything safely.
44 Tomb Box: Contains three tiny skeletons that obey whoever
holds the box. They are too small to do any real damage,
but are quite agile and clever.
45 Howling Lantern: Blowing into the lantern causes a roar
that terrifies prey animals, but attracts predators.
46 Rainbow Blade: This sword (d6) can fire a beam of
harmless light in any colour the wielder wishes.

23
51 Hawk of Prosperity: A mechanical bird (3hp, d6 claws)
that will only help you to accumulate wealth. Requires a
Shilling each day as food.
52 Inquisitor’s Hood: Speak a question with two possible
answers. The target must pass a WIL Save or answer as
honestly as they can. If they pass their Save you blurt out
an inconvenient truth.
53 Winter’s Sickle: Anybody taking Damage from this Sickle (d6)
is Deprived and feels cold to their bones until they spend at
least an hour warming themselves by a fire or other heat source.
54 Grief Cup: Anybody drinking from this cup has upsetting
visions showing the consequences of their past actions.
55 Victory Globe: Swear an oath aloud. The globe gently
guides you in the direction that would help you achieve the
oath, but if you fail to complete it before the end of the day
it lashes your mind for d12 WIL loss.
56 Moon Lens: Look at two objects and ask a question.
The lens highlights the one object that best answers the
question. It cannot predict the future.

61 Fool’s Coin: Anybody that values money will crave this coin
the first time they see it. The effect wears off after an hour.
62 Chance Rose: Crush this ceramic rose to change the odds
of success for a single action to 50%. This cannot make the
impossible possible. The rose reforms at the start of each day.
63 Homing Stick: A staff that can be called to return to you,
flying by the best route possible.
64 False Platter: Anybody viewing this platter sees an illusion
of luxury that they are craving right now.
65 Gold Visor: While wearing this you visualise a general
sense of somebody’s honesty and sincerity while they speak.
66 Infinity Icon: You can stop time, but you can do nothing
but observe and think during this time.

24
Greater Arcana Powers You Can Barely Control

These Arcana are more likely to be actively sought out by others.


Those that are undiscovered are likely to be hidden in very deep
and dangerous places, or behind powerful guards.

Hypno-Torch: Target repeats their current action until you say


stop, or they pass the Save on their turn.
Inferno Device: Cause a source of fire to explode, causing
d10 Damage to all within 20ft.
Power Leech: Target must pass a WIL Save, or else you swap
STR scores with them. Either side returns their STR to its
original value when they Rest.
Fire Blooded Scroll: Target feels their blood begin to boil.
They take d6 Damage, ignoring armour, each round, until
they pass the Save.
Mind Probe: You are able to dig into the innermost thoughts of
the target. They may pass a WIL Save to resist.
Book of Despair: Summon a 20ft area of tentacles that lash out
and grab. Anyone within must pass a STR Save to break free.
The mass of tentacles has 10hp and is destroyed at 0hp .
Primal Flute: All within 15ft must pass a WIL Save or turn feral.
They do nothing but attack the nearest living thing until they
pass a WIL Save on their turn.
Window to Beyond: Summon a flying beast (STR 14, 10hp,
d8 Damage) to fight for you until no enemies remain. After
this, you must pass a WIL Save or the beast turns on you.
If you pass the Save, it flies for freedom. Only one beast can
be summoned at once.
Black Orb: Obliterate a man-sized or smaller object you touch.
No effect on living tissue.
Snakebite Parasite: Bite a target, for d6 Damage. You both lose
d12 DEX as the venom flows through you.

25
Horned Mask: You take on a bestial form (Armour 1,
d10 Damage claws, retain Ability Scores and hp), but lose
the ability to speak. Return to normal form when you sleep.
Doom Hive: 20ft buzzing cloud moves 10ft away from you
each round. Anyone within loses d6 STR every round.
Withering Glove: Target must pass a STR Save or shrink to a
husk. They halve their STR score (rounding up) and have all
attacks Impaired. A Long Rest restores them to full size.
Spirit Cup: Swap bodies with another that drinks from the cup.
They can resist with a WIL Save. Retain WIL scores only.
Entropy Crystal: Fires an unerring beam. Target must pass a
STR Save or lose d12 DEX. If this reduces their DEX to zero they
are turned to blue crystal.
Guardian’s Shield: A shield of light appears between you and a
single target. The shield absorbs 10 points of Damage before
vanishing. Each turn it pushes the target 10ft away from you
unless they pass a STR Save.
Earth Stone: Over an hour you shift sand, soil or earth to your
will, creating ditches up to 10ft deep. This may destabilise
structures, redirect rivers and fell trees but does not affect
rock, create tunnels, or move fast enough to bury mobile
opponents.
Roaring Lion: Glass, crystal or ceramic objects within 5ft are
shattered. In addition, one object you are touching (wielder
may avoid with a WIL Save) is shattered. This object must be
light enough for you to lift.
Pressure Needle: If the target takes Critical Damage today
they explode in a bloody mess.
Orb Box: Summon two orbs of light that obey your commands.
They can be flung at a target for d12 Damage, destroying the
orb. No more than two orbs can be summoned each day.

26
27
Legendary Arcana Powers You Shouldn’t Control

These Arcana are likely to be known relics. They tend to be large


objects like altars or thrones. Those that are unclaimed remain
so for a reason. Only the most powerful individuals would openly
admit to possessing a Legendary Arcanum, as they are desired by
anybody that craves power.

Weather Altar: Cause the weather within a mile radius to


change for the rest of the day. In the case of dangerous
weather, you cannot target specific individuals or locations,
or cause extremes that are inescapably lethal.
Obliteration Prism: Choose a target and roll d12. If this is equal
or higher than their current hp they are completely destroyed
in a blast of fire.
Rebirth Coffin: A corpse is miraculously restored to life if they
pass a WIL Save. If they fail the Save, the remains are utterly
destroyed.
Space Cube: You and up to one companion are teleported to a
location you have been to before.
Malice Gong: All enemies within 20ft lose d6 STR.
Essence Projector: Conjures a ghostly image of a dead target,
which speaks with you clearly and willingly, regardless of
language or intelligence. The image remains until dismissed.
Seal of Madness: Creates symbols on any object. Anyone trying
to decode them loses d12 WIL.
Quake Spire: Targets a 100ft area. All structures take d20
Damage and caves or tunnels collapse, causing d6 Damage
per round to anyone within, until they escape.
Tablet of the Master: A large object is animated and serves you.
The object has 10hp, Armour 2, and attacks for d10 Damage.
No more than one object can serve you at once.

28
Forcefield Generator: Create a semi-transparent, shimmering
surface that only you may pass through. Any enemy
approaching the wall is blasted with light for d12 Damage.
The field lasts until dismissed or another field is created.
Iron Suit: You have Armour 3 and ignore fire and poison based
Damage. You can no longer swim but also do not need to
breathe, eat or drink. The effect lasts until dismissed.
Dead Oak: Creates a permanent one-mile zone where any living
things lose d6 STR each hour, starting at the end of this hour.
Living things within this zone are instantly aware of this and
try to leave. Even plants wither and die.
Forge of Reconstruction: Over an hour one damaged or ruined
structure, ship or similar target is repaired to peak condition
without need for materials.
Statue of the Golden Chariot: You and your allies fight to the
death, even after taking Critical Damage.
Divine Pool: You take on the appearance of a huge, godlike
entity. You can conjure purely cosmetic, but impressive,
visual effects.
Storm Throne: You turn into a bolt of lightning, moving at
impossible speed to a specified location you can see. Anyone
you pass through takes d10 Damage, ignoring armour.
Transformation Cave: You shift to take the form of your chosen
enemy, retaining only your WIL score and level of intelligence.
This lasts until dismissed.
Black Hole Collider: Create a five-foot, black sphere. Anything
entering it is utterly destroyed. Cannot be moved or placed on
top of an object or opponent.
Mind Wiper: Target must pass a WIL Save or become a mindless
automaton.
Starbeam Panel: As long as you have line of sight to the sky,
you call down a column of light for d20 Damage.

29
Chapter 5.

Example
of Play
(Three Player-characters and their hireling
lighter-boy are deep in The Underground)

Referee: You’re faced with a set of tall wooden doors, ten feet
high and pretty sturdy. There’s no sign of any traps, but you
can see that the door is barred from the other side.
Toku: Great, so something is alive in there?
Ezekial: This could have been done centuries ago. What
condition is the door in?
Referee: Looks rotten in places. It’s pretty old.
Uthred: Well, we didn’t come this far to be beaten by a door.
How about I hack through it?
Referee: You’ll make a lot of noise, but your axe should be able to
get through it.
Uthred: Right. I chop away.
Referee: (makes a luck roll, rolling 4. This is high enough that
nothing is alerted by the noise) You bust open the doors, which
reveal a spectacular room, 30ft high and equally wide. Its walls
are an intricate mosaic, but the tiles are constantly shifting
colour. Wave patterns wash across the walls and in the centre
of the floor is a six-foot-wide shaft.

30
Ezekial: (Sketching down the room on his rough map) So it’s a
dead end, but the walls might be worth investigating... I’m
being very careful not to touch them and tell my lighter-boy to
do the same.
Toku: Oh come on, we hired him because he’s disposable!
Maybe Uthred should try touching them.
Uthred: I’m not scared of a wall, but I’m not stupid.
I’ll try tapping the wall with the handle of my axe.
Referee: The pattern of the tiles doesn’t seem to respond,
but as you’re inspecting them more closely you can feel that
they’re giving off a slight heat.
Uthred: Enough to burn me?
Referee: Doesn’t look like it, only a slight heat.
Uthred: I place my hand boldly against the tiles.
(The other Players groan in unison)
Referee: As soon as Uthred’s hand touches the wall the shifting
colours stop. A pulsing blue pattern starts to radiate from
around Uthred’s hand.
Ezekiel: Stand by for his head exploding...
Referee: The tiles are warm, but you don’t feel any other effect.
No head-explosion, thankfully.
Uthred: Huh, weird. Well I’ll check out the shaft.
Referee: As soon as you remove your hand from the wall it starts
to shift colours again and you now see the tiled shape of a
person, it’s your reflection. Barely a second later the room
is filled with a crackling noise and the tiled visage of Uthred
somehow steps out of the wall, hefting the axe from its back
and taking up a combat stance.
Toku: Nobody else touch the walls! I’ll leap at the copy of Uthred
with my daggers.
Referee: Roll for Damage.
Toku: (Rolls d8) That’s a 4!

31
Referee: Okay, you dodge past the tiled being and
stab it in the side. Instead of a scream, the copy of
Uthred roars out in crackling static-noise. It’s still
standing.
Uthred: I’ll have at it with my axe, trying to drive it
away from Ezekiel and the lantern-bearer.
Referee: Okay, roll for Damage.
Uthred: (rolls d6, scoring 5) I have five.
Referee: (sees the target is now at 0hp, takes the
remaining 2 Damage from it’s STR) You kick the
thing back, knocking it off balance and burying
your axe in its side. It shouts out in static fuzz
(Rolls a STR Save, succeeding), but continues to
fight.
Uthred: There’s only room for one Uthred here!
Referee: The copy of Uthred drops its axe on the
ground and reaches forward to try and grab Toku.
Give me a STR Save.
Toku: (Rolls a STR Save) Erm... I got a 20.
Referee: (Over the groans of the table) The creature
grabs Toku and slams him against the wall.
You see a blue pulsing pattern form on its surface.
A moment later the colours shift into his shape
and a copy of Toku steps forward from the wall.
Ezekiel: I never thought I’d have to choose between
killing Toku and Uthred. I’m going to use that
Annihilation Rod we found earlier and try to
destroy the copy of Toku.
Referee: The copy gets a STR Save to resist the
attack (Rolls a STR Save), but it fails!
Ezekiel: (Rolls d12 for STR loss, as dictated by the
Arcanum) Eleven!

32
33
Referee: (Checks his notes and sees that this reduces the creature’s
STR to zero) It’s enough to drain the energy from this thing.
Extending the rod causes the colour to fade from the being
as it falls motionless to the ground and snaps out of existence,
completely destroyed.
Uthred: Yes!
Referee: You should be aware that you’ve really been making
quite a lot of noise in this room. (Secretly makes a Luck Roll
to see if any nearby monsters have noticed the noise. A roll of 1
indicates something bad should happen, so he rolls on the hostile
encounter table he has prepared for this area).
Ezekiel: I don’t like the sound of this.
Referee: You notice the sound of something approaching behind
you. Remember that weird horse-like creature with skin like
super-hard tree bark you were ambushed by last session?
Uthred: Sure, we knocked it down that pit and fled like heroes.
Referee: Well this thing looks almost identical, but rather than
being horse-sized it’s large enough to barely be able to squeeze
through the doorway. Its jaws are big enough to be able to
swallow you whole and its forelegs end in grasping claws
spanning some six feet. Needless to say it’s got you in its sights
and it doesn’t seem friendly. (Fails a WIL Save for the copy of
Uthred, as the sight of this thing is enough to scare it). The copy
of Uthred sees this thing and immediately crawls back into the
wall, fading into the tiles.
Ezekiel: I don’t much like the idea of being swallowed whole.
What are our chances of running through its legs?
Referee: It’s pretty tightly packed into the doorway. If you want
to try it would require a DEX Save.
Uthred: The smaller monster was afraid of fire, wasn’t it?
Perhaps we should send the lantern bearer over to try and
keep it at bay.

34
Referee: He looks pretty hesitant... a WIL Save would be involved
for such a reckless mission. You never know, though, he might
go for it!
Toku: Running past it and trying to scare it seem needlessly risky
when we have a perfectly good exit right here!
Uthred: The shaft? Does it look like the creature could fit down
there?
Referee: Unlikely, it’s pretty tight.
Ezekiel: As perilous as it sounds it might be our best hope.
Can I throw a coin or something into the shaft?
Referee: As you flick a half-shilling down the shaft you hear a
distant splash a few seconds later.
Toku: Water!
Ezekiel: That’s optimistic... how do we know it isn’t acid or
something? I figure we can find a way to distract it long
enough for us to escape back up the staircase.
Referee: While you’re formulating this plan the creature
has managed to force itself into the room, brushing against
the tiled wall, which sends out blue ripples.
Uthred: Oh crap, this isn’t going to end well.
Ezekiel: Fine! Into the hole!
Toku: Trust me! I’ll even leap it first.
Referee: You’re all leaping down now?
(The group all nod reluctantly)
Referee: You plunge into the darkness of the shaft, falling for
a few seconds before splashing into what feels like ice cold
water, deep enough for you to fall into safely. The bearer’s
lantern is extinguished and you’re barely able to get your
bearings in the pitch-black pit before you feel a tingling
sensation over your bodies. WIL Saves all round!
(Groans fill the table)

35
Chapter 6.

After the
­Expedition
Most often, the goal of an Expedition is to find valuable
treasure or powerful Arcana in a mysterious environment.
A successful expedition is simply one that returns to safety
with something to show for it. This could be a lost artefact,
a terrible secret, or just a good story.

Experience Levels When a character has completed the


listed requirements, they move to the
next Experience Level.
Each time they advance a level, they
gain d6hp and roll d20 for each of their
Ability Scores. If the roll is higher than
the score it is increased by 1.

Reputation As they advance through Experience


Levels, characters may be treated
differently by people they encounter.

36
Experience Levels
Novice A brand new character.
You are ready to go on an expedition.

Professional You have survived at least one expedition.

Expert You have survived at least three


dangerous expeditions since reaching
Professional Level.

Veteran You have survived at least five dangerous


expeditions since reaching Expert Level,
and have taken on an Apprentice.

Master You have an Apprentice of at least Expert


Level, and have survived a dangerous
expedition with them since reaching
Veteran Level.

Beyond Even upon reaching Master level, a


character may have greater ambitions.
This could be a desire for a legacy,
immortality, or cosmic transcendence.

37
38
Chapter 7.

Enterprise
and War
Between expeditions you can try your hand at a business
enterprise, or muster an organised military force.
Detachments and Enterprises cost 10G to establish.
Detachments demand a further d6G in upkeep each month,
or else they revolt.

Income 
New Enterprises generate d4g of Income
each month. They also face a Threat that
causes d4g in Losses unless dealt with.
If an Enterprise cannot pay its debts, it
collapses.

Growth 
If an Enterprise makes Profit, its Income
moves up to the next type of die, to a
maximum of d12. However, this larger
die also applies to losses from Threats.

Apprentices 
At any point you may decide to take on
an Apprentice. Take a willing non-Player
character or roll them up as new, and
advance them through the experience
levels as normal under your guidance.

39
Battles 
Detachment attacks against individuals are
Enhanced. Detachments are not harmed by
individual attacks unless they are explosive
or suitably large-scale. Risky gambits may
require a WIL Save from the Leader.

Casualties 
When a Detachment takes Critical
Damage they are broken and cannot act
until rallied. At STR 0 the detachment is
wiped out. When half of a force is broken,
the remaining Detachments must pass
a WIL Save or be routed. hp and Ability
Scores are recovered with Short and
Long Rests just as with individuals.

Improvements 
Equipping a Detachment costs
twenty times the individual item cost.
Detachments start with d6hp and
advance in Experience Levels just as
individuals do.

Ships and These ignore attacks weaker than


Structures a cannon and are destroyed at 0hp.
Recovering hp takes a day of repairs.

40
Sample Leaders
Yuren Spinner of the Black Star Group STR 8, 13hp, 5G
Driven to overthrow tyrants, getting rich in the process.
Revolutionary Detachment 7hp, muskets (d8).
Underground Distillery  d4G Income.
Smuggling Ring  d6G Income.

Queen Essa XI: Deposed Aristocrat DEX 14, 5hp


Driven to preserve her bloodline and eat delicious creatures.
Royal Guard Detachment 10hp, horses, modern armour,
axes (d8).
Footman Detachment 7hp, halberds (d8).
Reptile Cult  d10G Income.
Hidden Vineyard  d6G Income.

Ships and Structures


Cannon (2G).............................. d12 Damage.
House (10g)................................ 10hp, Armour 1.
Factory (100g)....................... 14hp, Armour 1.
Fort (200g).................................. 15hp, Armour 3, cannons (d12).
Rowboat (50s)....................... 4hp.
Galleon (100g)...................... 10hp, Armour 1,
cannon battery (d12 Blast).
Warship (500g)................... 15hp, Armour 2,
cannon battery (d12 Blast).
Flagship (1,000g)............. 20hp, Armour 2,
cannon battery (d12 Blast).
Ironclad (2,000g):........... 16hp, Armour 3, cannons (d12).

41
Chapter 8.

Refereeing
A good Referee presents the Players with interesting choices and
ensures that these choices have a meaningful impact on the game.

Give Information You are the Players’ eyes, ears, and noses.
Describe the situation and answer questions
generously. There should be surprises, but
Players should feel that their decisions are
based on sufficient information. Ensure that
Players know the risks they are taking with
their actions.

Present Choices Each situation should present the Players


with an interesting choice. Assessing the risk
against the possible reward is a vital part of the
game, so help them understand the possible
consequences of their action. Remember, easy
choices make for a boring game.

Show Impact Whatever the Players’ action, the game


will advance. Ensure that every choice
has impact on the current and ongoing
situation. If the Players’ action called for
a Save to be rolled, success and failure
should both have consequences.

42
43
Understanding Ability Scores
Most humans have Ability Scores between 5 and 15.
Scores of 1 and 20 represent the far extremes.
When no Ability Score is listed, assume a score of 10.

Understanding Saves
Saves only occur as the result of an action or choice.
They’re an attempt to avoid something bad, be it getting lost
or a gruesome death.

STR Save Avoiding harm through physical force


and withstanding strain on your body.
DEX Save Avoiding harm through quick reactions,
precision, and grace.
WIL Save Avoiding harm through mental control,
confidence, and self-belief.

44
Luck Rolls Sometimes you’ll want an element of
randomness without rolling a Save,
particularly in situations dictated by luck
or those that fall outside of the three
Ability Scores. For these situations roll
a D6. A high roll favours the Players, and
a low roll means bad luck for the Players.
The Referee decides what a specific result
means for the situation at hand.

Damage 
Damage from falling rocks, explosions
and other sources outside of normal
combat ranges between D4 and D12,
with D20 used only in special cases.
Consider how it would affect an average
person. A fall that is quite likely to injure
an inexperienced character might cause
D8 Damage but a huge rock that would
crush most might do D12. Poison usually
causes Ability Score loss. Effects like
Blindness will Impair attacks and call for
Saves to carry out usually simple actions.

Turn Length A turn is long enough for a character


to move and carry out a single action.
Characters may carry out other minor
actions instead of moving, such as
switching weapons. Turns are an abstract
concept, and the real-time length of a turn
is not important.

45
46
Chapter 9.

Treasure
and Riches
Different types of treasure, from gems to artwork to functional
items, have a certain value. Traders try to haggle this price or,
in the case of expensive items, may not be able to afford it at all.

Money
 ll coins are valued against the Silver-Standard Shilling (s).
A
One Shilling is the amount a typical factory worker earns in a day.
There are a huge variety of coins that are valued against the
Shilling, with two being especially common.

Copper Pennies (P) Worth a hundredth of a Shilling.


Ten pennies buys you a round of cheap
drinks in a bad tavern.
Gold Guilders (G) Worth 100 Shillings. One Guilder gets you
a good horse, a wagon or a valuable piece
of jewellery.
Bank notes Used for large business transactions.
Notes range from 10 to 1 000 Guilders.

47
Discovering Arcana
Identifying When a character first picks up an
an Arcanum Arcanum they sense its nature, but not its
specific power. They must pass a WIL Save
to understand its power before using it,
otherwise the Arcanum is activated in the
process.

Breaking the Rules Not all Arcana function as those given to


new characters. Arcana can do anything
and are not subject to limitations.

Side Effects An Arcanum may display various side


effects. This could include emitting a
constant glow, requiring daylight, or
possessing its own intelligence and
communicating psychically.

Big Arcana Not every Arcanum is as portable as


a wand or locket. Many more closely
resemble furnishings or structures.

Example: Utopian Gate


This metal structure acts as a portal to
another world, if someone spends an
hour carrying out the required ritual.
Closing the portal requires a WIL Save
or the character loses d12 WIL and the
portal remains open. Passage to and
from the other world is instant and
unrestricted.

48
Disposable Arcana An Arcanum may require that something
be consumed, or might disappear entirely
after one or more uses.

Example: Five Demon Ball


Shattering this orb summons five
terrible firebirds. (STR 17, 10hp,
d10 Damage). If all five birds are
killed the ball reforms at the corpse
of the last to be killed.

Arcana Weapons Some Arcana function as a weapon


alongside their ability. They may still
function quite differently to a normal
weapon of their type.

Example: Blue-Iron Deathgun


This heavy gun (d10 Damage, cannot
move and fire) fires a beam of whistling
blue light in place of a shot.
The gun ignores armour and anyone
taking Critical Damage from the gun
explodes in blue fire. Anyone caught
in this blast takes d6 Damage.

49
Chapter 10.

Obstacles,
Tricks, and
Hazards
Spotting Hazards As a general rule the presence of a trap
or other hazard is always noticed by
characters unless they are running,
visually impaired or distracted. After this
the characters may be harmed through
further inaction or lack of caution.
Most Hazards should allow a DEX Save
to avoid danger at the last second.

Bypassing Hazards The Players should consider creative


ways of avoiding a hazard or disarming
it completely. Risky methods call for a
Save or Luck Roll. Rusty old traps may
only trigger on a low Luck roll, even if the
characters stumble right into them.

50
Locked Doors Typically a locked door can be picked,
given some time. A DEX Save is only
required if there is a risk of triggering a
trap, alerting foes or running out of time.
Similarly, breaking down a door only
requires a STR Save if there are risks or
time pressure, but breaking a door always
causes lots of noise and can take a long
time.

Wandering In populated areas, the Referee rolls d6


Encounters each time the group moves into a new
area, loiters, or makes loud noise.
A roll of 1 means the group encounters
something, a roll of 2 means they hear
something approaching or nearby, and
3–6 means there is no encounter.

51
52
Sample Hazards
Stupefying Dart: There is a pipe visible at the base of the chest.
Triggered by opening the chest without taking appropriate
precautions. Broken darts litter the floor of this room.
DEX Save or lose d12 DEX.
Swinging Blades: Eternally swinging over a corridor in a
sequence. Can be blocked only by a very strong metal pole
or other such objects. Passing through without disabling
causes d10 Damage.
Strange Nectar: A pool of honey-like liquid. Smells delicious,
but eating it causes violent spasms for a minute. An hour later,
the character spasms again, violently choking up d6 thumb-
sized, yellow maggots that begin to secrete a new pool of nectar.
The character loses a point of STR for each maggot choked up.
Balancing Ledge: Must be crossed to reach whatever lies on
the other side. Can be done quite safely without pressure,
but when having to run or when under attack make a DEX Save
or fall to the lower level, taking d6 Damage and requiring a
rope to climb back up. The lower level contains crocodiles
(STR 13, DEX 5, WIL 5, 5hp, d8 Damage).
Grasping Vines: Triggered upon nearing the writhing vines.
Take d6 Damage each turn and have your attacks Impaired
until you break free with a STR Save. Highly flammable.
Containment Pit: False floor is clearly visible unless the
character is distracted, sprinting or vision is impaired.
Stepping onto the floor forces a DEX Save to avoid falling
in. The fall causes d6 Damage and a metal cage slams shut
around the victim. An alarm alerts the keepers of the trap.
Traitor’s Circle: Triggered by entering the circle marked with a
symbol depicting a dagger being thrust into a heart. WIL Save or
immediately attack your closest ally, continuing until knocked
unconscious. If you pass the Save you are thrown out of the circle.

53
Encounters
Chapter 11.

Drive 
Characters and Monsters should all
have something that they desire and are
working towards. This is the main guide
for the Referee in deciding how the being
behaves, and can be anything from world-
domination to a quiet life.

Monsters 
Some encounters are, by their very nature,
different to people and animals. As such
they often have special abilities outside
of their Ability Scores. An expedition site
should contain mostly unique monsters
but some examples are given.

HP 
Creatures have up to 30hp. Remember
that hp is not purely the ability to absorb
physical Damage, but also the monster’s
cunning and skill in avoiding harm.

Death 
Monsters are treated exactly the same as
characters other than noted exceptions.

Arcana 
While some monsters use Arcana, some
have innate abilities similar to Arcana.
Monsters do not need to follow the rules.

54
Colossal Creatures Treat giant beings, unfazed by lone
attackers, as Detachments.

Armour 
Armoured humanoids or large beasts have
Armour 1. Large, armoured beasts and
giant creatures have Armour 2. Only the
largest, toughest monsters have Armour 3.
Unusual creatures may cause certain
attacks to be Enhanced or Impaired
against them, or be outright immune.

Damage 
Attacks cause D6 Damage if nothing is
mentioned. Some Attack for extra Damage,
up to an absolute maximum of D12 for the
most extreme cases. D20 Damage is best
held for special one-off uses.

Ability Score Loss Particularly deadly creatures bestow


and Death Attacks horrible effects when they cause Critical
Damage. This ranges from Ability Score loss
to a particularly horrible impending death.

A Note on When assigning Ability Scores 20 is the


Ability Scores maximum.

55
Example Monsters

DUST HAG COLOSSAL SHELL-BEAST


STR 8, DEX 13, WIL 11, 13hp. STR 19, DEX 6, WIL 6, 20hp,
Driven to protect herself Armour 3.
and manipulate others. Driven to feed in monthly gorges.
Attacks with claws. Able to turn Usually content to avoid anything
to dust at will. Physical attacks man-sized in search of cattle to eat,
are Impaired, and water-based but relentless when threatened.
attacks are Enhanced. Attacks causing less than d12
Conjures a veil of dust around Damage are Impaired. Lashes out
her when in danger, momentarily with huge pincers (d12). Anyone
blinding all who fail a DEX Save. taking Critical Damage is snatched
and swallowed whole, losing d6
Dust Staff: Grey dust starts to
points of STR each round through
envelop the target. At the start
digestion until they are pulled or
of their turn they must pass
cut out.
a WIL Save or lose d6 WIL.
This is repeated each turn until
the target passes their Save. BECKONING SHADOW
The Eye: A floating eye that you STR 10, DEX 17, WIL 13, 6hp.
can direct and see through. Driven to trick the foolish.
Destroying the eye causes
Must stick to a surface, as a
the wielder of the eye to
normal Shadow, but can pass
lose d6 WIL.
from one side of a surface to
another. Tries to lure targets
STRANGE HUNTER to touch it. Upon touching the
STR 13, DEX 13, WIL 12, Shadow the victim loses d6
14hp, Armour 1. WIL each turn. Escaping the
Shadow’s grip requires a WIL
Driven to hunt worthy prey.
Save or repelling the Shadow.
Speaks only a bizarre language. Immune to normal attacks.
His shoulder mounts a beam-gun
Can only manipulate objects
(d12, disintegration on Critical
touching the surface. The shadow
Damage) and he carries a strange
is repelled by light, and destroyed
blade (d8).
if unable to find shelter.

56
THING OF GLOWING SMOKE DEAD ECHO
STR 14, DEX 10, WIL 15, 10hp. STR 10, DEX 8, WIL 8, 12hp.
Driven to guard an Arcanum. Driven to torment a victim.
Immune to normal attacks and A character is implanted with
any fire-based Damage is thrown a Dead Echo if they kill with
back at a target of the Thing’s one of the cursed black guns
choice. Can be repelled by wind currently secured in Bastion’s
or cold-based means. Vaults. The echo is always lurking
Anyone engaging the thing invisibly inches away but only
in melee takes d6 Damage at materialises and attacks (d6)
the end of their turn from the in complete darkness or when
heat alone. the character is looking at their
reflection. The echo resembles
Once per hour it can belch
a mutilated copy of the victim.
smoke to fill a large room.
When light is restored or the
victim looks away from their
BONE CRAWLER reflection the echo disappears.
STR 12, DEX 18, WIL 7, 6hp.
Driven to implant a host.
Attacks with claws (d8) and
climbs walls and ceilings
effortlessly. Anyone dealt Critical
Damage is pinned down as the
Crawler dislocates its joints and
enters the victim’s mouth. On the
Crawler’s next turn it enters the
victim’s body, killing them, and
enters a month-long hibernation
state before emerging in its
greater form (STR 18, DEX 15,
WIL 10, 12hp, d10 Claws,
Armour 1).

57
The Odd
Chapter 12.

World
Bastion - Hub of Mankind
The City Bastion is the only city that matters.
Its skies are black with smoke and its
streets bustling with residents. Vast
factories produce mass goods, fed by canals
and rail from every corner of the world.
Mobs flood the streets with hanged
corpses in their search for otherworldly
imposters. Meanwhile, the star cults have
vastly different beliefs and agendas, rarely
coexisting peacefully.

The Underground Bastion sits on a network of tunnels and


vaults that act as everything from banks
and smuggling routes to catacombs
and sewers. Vaults lie under the keys of
secretive councils, and new depths seem
to materialise every day. The tunnels blend
with natural caves rumoured to house
monstrous abominations, and darkness
slowly crawls upwards toward Bastion.

58
59
Beyond Bastion
Deep Country With so much of the populace driven
to Bastion, stretches of the countryside
have been completely abandoned. Those
that choose a rural life are often fiercely
dismissive of city dwellers. Beyond the
mining towns and noble estates are
ancient ruins and overgrown woods
haunted by rumour.

The Other Cities Smaller cities lay claim to their


own stretches of country. Dialects,
fashions and customs vary hugely.
An increasing number of citizens
leave these comparatively primitive
cities for a new life in Bastion. There
are whispers of an effort to unify
and overthrow Bastion’s dominance.

60
Beyond Civilization
The Golden Lands A rumoured land of limitless power.
Theories place it beyond the sea, or even
beyond the stars, and no expedition has
been able to provide a consistent answer.
There is increasing doubt that it even
exists within our reality.

The Polar Ocean The great Polar Ocean stretches as far


North as anyone has ventured. Few
return and each brings a different story.
Something always prevents the journey
reaching a destination, but the explorers
always return drastically changed.

61
Introductory adventure

THE IRON
CORAL

62 New room, loitering or noise, roll d6. 1: Encounter. 2: Clue of nearby Encounter.
New room, loitering or noise, roll d6. 1: Encounter. 2: Clue of nearby Encounter. 63
Stop reading if you
intend on playing
in these locations!
Each room has the immediately apparent
features listed. (The details listed in
parentheses require further investigation
to be revealed.)

Under The The Iron Coral is a recent addition to


Iron Coral these isolated waters. Remote fishermen
have seen its jagged, metallic form grow
out of the sparkling ocean over no more
than a month. Cavernous holes beckon
from its sponge-like shell and the few
sent to explore inside have not returned.
Naturally, this has led to rumours of
mysterious powers lurking within.

The Expedition begins


On the Coral (Room 0).

Wandering Remember to roll d6 when the characters


Encounters enter a new room, loiter, or make a noise.
On a 1 they find a random encounter
from the table listed on their current level.
On a 2 they encounter a clue that the
encounter is nearby.

65
Level 1

The Iron Coral


A strange mix of metallic and coraline materials,
seeming both artificial and organic.

15
4

3 1 14
5 7

2 13 6 16
8

11 17
18
9
10
12

20 19

66
0: On the Coral Wandering Encounters (roll d6)
• Grey Coral (metallic). Sprayer Thing (Hulking toad-like
1: 
• Sea (frothy, dead fish). creature, lost and confused, 10hp,
Slope (rough, dark, down to 1). Armour 1, WIL 6, spits itching
barbs for d6 Damage).
2: Lone, Starving Husk (room 15).
1: The Pit 3: A Pulsing Sac (room 7).
• Dark cave with echoing waves Crawling Carapace (room 9).
4: 
(echo sounds metallic). Slug Crate (Metal crate on slug-like
5: 

Crawlway (damp, leads to 5). foot. Crawls slowly but can unleash
a blast of light for d10 Damage
Alcove (to 2).
when threatened. Crate contains
 Foam-Filled Passageway strange, polished bones worth 1G).
(salty, harmless, to 13). 6: Untrustworthy Treasure Hunter

Red Coral Wall (soft, meaty, (4hp, d6 club).
can be hacked away to access 3).

Chute (narrow, 20ft down,
leads to 4).
Slope (up to 0).
4: Observation Room
• Transparent Walls
2: The Red Room (hard glass-like coral, dead fish
• Red walls in sea, worms sucking glass).
(coral, soft, slowly regrows if cut). • Corpse (cold, pale, feeble
• Meaty Pile humanoid, white eyes).
(former dog, pouch with 20s). Covered vent (to 5).
Anyone in here starts to 
Door (metal, slides, corridor to 7).
feel faint. Staying after this Chute (Upwards to 1).
warning requires a WIL Save
to avoid passing out. Anyone
left in contact with the floor is 5: The Stash
digested in their sleep over an • Boxes (thin metal, scraps of jerky
hour by the red coral. spread across the bottom).
• Big ceramic box (contains six
jars of green beads worth 30s
3: Collapsed Escape Route each, beads ignore friction).
• Narrow Tunnel (dead end). Covered vent (to 4).
• Corpse (partially eaten by the Crawlway (to 1).
tendrils, 20s in pockets).  Symbols on Wall (faint glow,
• Tendrils (d6 Damage, retract if touch opens secret door to 8).
harmed).

New room, loitering or noise, roll d6. 1: Encounter. 2: Clue of nearby Encounter. 67
6: Bellowing Corridor 8: Misshapen Room
The sea battering the coral • Lumpy Metallic Walls
is almost deafening here. (beaten, blood smears).
• Slime on the floor (slippery). • Meaty chunks (grey flesh, cold).
Glass Window Symbols on Wall (faint glow,
(slides open at touch, to 7). touch opens secret door to 5).
 Branching Corridor Passageway ( to 18, to 6).
( to 18, to 8). Door (metal, to 9).

7: Signs of Life 9: Shaft to Nowhere


• Walls: Yellow slime Door (metal, to 8).
(twitches, harmless). Red Coral (soft, covering door
• Pulsing Sac (Balloon-like body, to 19).
two sucker feet, faint glow) uses Door (metal, to 10).
its psychic scream if anyone • Floor: Shaft (increasingly dark
interferes with the slime. and cold, seemingly bottomless,
Corridor (to 4). Crawling Carapace hiding in
Glass Window (into 6, the darkness).
slides open at touch).
CRAWLING CARAPACE
PULSING SAC DEX 14, 8hp, d6 bite.
STR 2, DEX 2, WIL 10, 2 hp. A rust-coloured humanoid driven
Does not attack normally. by cruelty to the weak.
Driven by desire to be left alone. Bite carries a joint-stiffening
Psychic Scream: All in the same poison. Anyone taking Critical
room lose d6 WIL and begin to Damage loses d10 DEX.
sweat blood. Anyone reduced to
WIL 0 by this attack has their head
explode.
10: Preservation Room
• Metal Cages (empty, warm,
touch triggers a whistle followed
by a hot blast of desiccating air
for d6 Damage each turn).
Door (metal, to 9).
Door (metal, warm, to 12).

68 New room, loitering or noise, roll d6. 1: Encounter. 2: Clue of nearby Encounter.
11: The Source Wandering Encounters (roll d6)
• Stone Walls (smooth, cool). Sprayer Thing (Hulking toad-like
1: 
• Floor: Metal Pipe creature, lost and confused, 10hp,
(spewing out harmless foam, Armour 1, WIL 6, spits itching
melts as quickly as it appears). barbs for d6 Damage).
• Ceiling: Grate (noise triggers 2: Lone, Starving Husk (room 15).
babbling in an incomprehensible 3: A Pulsing Sac (room 7).
language. If decoded, message is Crawling Carapace (room 9).
4: 
“Abandon Structure—Crash Slug Crate (Metal crate on slug-like
5: 
Imminent”). foot. Crawls slowly but can unleash
a blast of light for d10 Damage
Tunnel (foam-filled, to 12).
when threatened. Crate contains
Archway (to 13). strange, polished bones worth 1G).
6: Untrustworthy Treasure Hunter
(4hp, d6 club).
12: Shell-man Cave
• Shell-man (tiny but fat,
glittering, immobile, makes hand
gestures and little grunts. Driven
by desire to lure you into the
south chute).
Archway (to 11).
Left Door (metal, warm, to 10).
Right Door (metal, some red
coral, to 20).
Chute (to Level 3, Room 8.
Filled with salty foam, too
slippery to climb without a rope
or other means. Shell-Man will
attempt to keep you down there
if you descend).

13: Foam Room


• Filled With Foam
(smells like sea, salty, harmless).
Passageway (to 1).
Passageway (to 11).

New room, loitering or noise, roll d6. 1: Encounter. 2: Clue of nearby Encounter. 69
14: The Sentry 15: The Colony
• Floor: 10ft Glass Dome • Stone Walls
(filled with swaying water, swells (braid pattern, glowing symbols).
towards characters that are near, • Humanoid Figures
glass breaks on contact, attracting (unresponsive, husks, feeble,
the Yellow Worm lurking in the cold, pale, white eyes, guarding
waters below). spheres).
Big Door (symbols, braid pattern, • 3 Spheres (crystal, worth 1G
opens at touch, to 15). each, guarded by the husks).
Stairway (down to Level 2, Room 1). Anyone taking a sphere
Stairs up (to 7). must pass a WIL Save or find
themselves unable to leave
YELLOW WORM this chamber. They can be
STR 17, DEX 5, WIL 5, 15hp, forced out but if left they slowly
Armour 2, d10 bite. decay into a Husk.
Driven by hunger. Big Doorway (to 14).
Anyone taking Critical Damage
from its bite is swallowed whole, HUSK
losing d6 points of STR each round
through digestion until they are STR 4, DEX 6, WIL 2, 1hp,
pulled or cut out. claws (d4).
Driven self-pity and a desire to
drag others down with them.

16: Death Hand Store


• Altar (Deep Red Glove
—Death Hand Arcanum).
Death Hand: Touching a
recently killed body absorbs its
life force. You can talk to the dead
being or release it as an energy
blast for d10 Damage. Only one
being’s life force can be stored
at once. A character that is killed
while carrying this Arcanum
lives on as a glowing ghost.

70 New room, loitering or noise, roll d6. 1: Encounter. 2: Clue of nearby Encounter.
17: Life Hand Store Wandering Encounters (roll d6)
• Altar (Glowing White Glove Sprayer Thing (Hulking toad-like
1: 
—Life Hand Arcanum). creature, lost and confused, 10hp,
Life Hand: Restore a recently Armour 1, WIL 6, spits itching
killed body to a half-life. Ability barbs for d6 Damage).
Scores and hp remain as they 2: Lone, Starving Husk (room 15).
were upon death. A being with 3: A Pulsing Sac (room 7).
any Ability Score at zero cannot Crawling Carapace (room 9).
4: 
be restored. Their physical Slug Crate (Metal crate on slug-like
5: 
wounds never heal. Restoring foot. Crawls slowly but can unleash
a blast of light for d10 Damage
another being to life kills the
when threatened. Crate contains
currently restored being. strange, polished bones worth 1G).
6: Untrustworthy Treasure Hunter
(4hp, d6 club).
18: Glittering Air
• Glittering Air (golden, cool).
Anyone using an Arcanum
here causes a Glittering 19: Jaw Trap
Woman to materialise and  ed Wall (meaty, disguising
R
attack. She does not pursue Jaw Beast that attacks when
further than this room. someone nears).
Door (heavy, red hand symbol, Red Coral (covering door to 9).
only opens for somebody with
fresh blood on their hands, to 16). JAW BEAST
Door (heavy, white hand symbol, STR 14, DEX 1, WIL 5, Armour 1,
only opens to somebody who has 12hp, immobile. Jaws (d12).
not killed in the last week, to 17). Driven by hunger. Resembles a
huge, rocky, Venus fly-trap.
Passageway ( to 8, to 6).
Its gut contains two muskets, a suit
of crude armour, and an emerald-
GLITTERING WOMAN
studded skull-pendant worth 1G.
STR 10, DEX 10, WIL 15. 12hp,
d8 freezing touch (ignores armour).
Immune to normal weapons.
Upon causing Critical Damage she 20: Behind the Jaws
inhales and the target loses d8 WIL,
 ed Wall (meaty, twitches when
R
causing disintegration at WIL 0.
cut, bleeds, eventually too tough
Driven to repel intruders.
to cut through).
Passageway (to door to 12,
covered in red coral).

New room, loitering or noise, roll d6. 1: Encounter. 2: Clue of nearby Encounter. 73
Level 2

Underground Breach
A marbling of the twisted familiarity of the
underground and the living ocean itself.

16 6

8
17 15

9
10

14
12 11
18 5
19

1
2
4
13
20
3

74
Wandering Encounters (roll d6)
1: Coral Garden 1: d6 Hunched Gazers (slimy
• Floor and Walls: Colourful humanoids with a single giant
Dried Coral (very delicate, fish-eye in place of a head, want
crumbles at touch). to drive you down into the level
Stairs Up (to Level 1 Room 14). below. 3hp, attack with barbed
chains for d8 Damage).
Passageway Blocked by Coral
Terrified Hunter (crossbow,
2: 
(crumbles at touch, to 3).
firebombs, trying to get back

Open Passageway to the surface).
(warm air, to 2). Tidal Spirit (immaterial snake-man,
3: 
speaks in hushed tones, tries to
convince you to destroy the coral).
2: Soothing Cave 4: Harmless Fish-Bugs
• Floor and Walls: Softly (scuttling by).
Glowing Stone (emits 5: Hungry Swarm of Piranha-
Rats (5hp, d6 jaws, fights as a
a comforting warmth).
Detachment, easily distracted by
Corridor (musty air, to 5). other food sources).

Open Passageway (to 1). Overgrown Coral-Snake (looking
6: 

Door (to 4). for smaller prey than you, speaks
in single words, 5hp, d6 bite,
Critical Damage causes the
wounded body part to slowly turn
3: The Pit Man to red coral over the next few
 assageway Blocked by Coral
P hours before crumbling off).
(crumbles at touch, to 1).
• Pit (10ft deep, Twisted Gladiator
is shambling around within).

TWISTED GLADIATOR
6hp, STR 16, d6 net, d6 trident.
Half man, half coral.
Wants to fight a worthy challenger
but only if you can agree on an
entertaining twist on a straight
combat.

New room, loitering or noise, roll d6. 1: Encounter. 2: Clue of nearby Encounter. 75
4: Sticky Cave 6: The Grand Canal
• Floor and Walls: • Wide Canal
White Rock (soft, sticky, tastes Running From to (iron bars
slightly sweet). block off both directions, filthy
• Corner: Large, Wet, White water, eventually flows to Bastion
Stone (same sticky rock at the if you are able to traverse it).
surfaces, if touched, stirs to life as • Walls: Tiles (typical of the
a Glutinous Fin-Thing) Bastion Underground Canal

Door (to 2). Network).

Corridor (bending to 13).  Corridor (foul stench, to 7).
 Corridor (grunting noises, to 16).
GLUTINOUS FIN-THING Ladder down a wide shaft
8hp, Armour 1, d8 sticky-slaps. (to Level 3, Room 6).
Blindly lashes out at anybody
touching it, but does not pursue.
Sinks down into the stone if it 7: Coral Prince’s Lair
takes any significant damage.
• Heaps of Dead Coral
(crumbling to pieces, the largest
conceals the Coral Prince trying
5: Vault Incursion to remain hidden).
• Floor: Red Velvet Carpet 
Overgrown Coral
(remarkably clean). (conceals a passageway to 8).
• Walls: Green Tiles (typical of 
Wooden Door (makeshift, to 9).
those found in Bastion’s banks). 
Corridor (sound of flowing water,
• East Wall: Five Safes (all but to 6).
one have been pried open and
cleaned out. Final safe is locked, THE CORAL PRINCE
but contains a box of sentimental STR 14, DEX 6, WIL 5, 7hp, d8
jewellery worth 5G in total). heavy coral-club.
Corridor (warm air, to 2). Hideous stretched-out man with
chunks of coral embedded in his

Corridor (to 11). pale body.
Corridor (ocean smell, to 9).
Wants to be treated like royalty
and lashes out if not properly
respected.
Charges a vague toll to pass
through.

76 New room, loitering or noise, roll d6. 1: Encounter. 2: Clue of nearby Encounter.
8: The Prince’s Hoard Wandering Encounters (roll d6)
• Pile of junk (mostly nick-nacks
1: d6 Hunched Gazers (slimy
from Bastion including old humanoids with a single giant
letters, cheap jewellery, wooden fish-eye in place of a head, want
toys, and an urn of ashes). to drive you down into the level

Passageway (to 7). below. 3hp, attack with barbed
chains for d8 Damage).
Terrified Hunter (crossbow,
2: 
firebombs, trying to get back
9: Rock Pools to the surface).
• Floor: Several Rock Pools Tidal Spirit (immaterial snake-man,
3: 
(saltwater, some harmless speaks in hushed tones, tries to
crustaceans, a few pennies convince you to destroy the coral).
at the bottom). 4: Harmless Fish-Bugs
Wooden Door (makeshift, to 7). (scuttling by).
Corridor (musty smell, to 5). 5: Hungry Swarm of Piranha-
Rats (5hp, d6 jaws, fights as a

Overgrown, bright blue weeds
Detachment, easily distracted by
(sting on contract for d6 DEX other food sources).
Loss, conceals a tunnel to 10). Overgrown Coral-Snake (looking
6: 
for smaller prey than you, speaks
in single words, 5hp, d6 bite,
10: Snake Shrine Critical Damage causes the
wounded body part to slowly turn
• Pile of Coral-Chunks (tiny to red coral over the next few
snakes weaving among the coral). hours before crumbling off).
• Walls: Crude paintings
(a snakelike figure swimming
in water).

Tunnel (to 9).

11: Spike-Launcher Cave


• Floor: Rough coral littered
with stony spikes (feels like
coral or bone).
• Ceiling: Fleshy openings
(twitching, fire stony spikes at
anybody below for d8 Damage).

Corridor (musty smell, to 5).

Door (sound of trickling water,
to 12).

New room, loitering or noise, roll d6. 1: Encounter. 2: Clue of nearby Encounter. 77
12: The Great Filter
• Floor: Trickling stream
running to (saltwater,
flowing from hole in the
wall).

Doorway (to 11).

Wall covered in bristles
(some dead shellfish
between the bristles,
conceals a passage to 13).

Small Door (to 14).

13: Carapace
Resting Ground
• Floor: Two corpses
(rotting, a sword and
an axe lying nearby).
• South Wall: Mounted
suit of violet plate
armour (has a shriveled
corpse sealed inside,
is the Violet Carapace).
Corridor (sound of
trickling water, to 12).

Corridor (sweet smell, to 4).

Corridor (fresh air, to 20).

THE VIOLET CARAPACE


Armour 1. If you suffer
Critical Damage you may
have a nearby ally suffer that
effect instead. Cannot be
removed without delicate or
messy surgery.

78
14: Spiral Room Wandering Encounters (roll d6)
 nybody entering this room
A
1: d6 Hunched Gazers (slimy
struggles to count the number humanoids with a single giant
of walls, even though in reality fish-eye in place of a head, want
it is just four. If they persist in to drive you down into the level
trying to count them, they lose below. 3hp, attack with barbed
chains for d8 Damage).
d6 WIL with each attempt.
Terrified Hunter (crossbow,
2: 
• Floor and Walls: Helix-
firebombs, trying to get back
shaped Coral (A colour you can’t to the surface).
quite identify. If you persist in Tidal Spirit (immaterial snake-man,
3: 
trying to identify the colour, lose speaks in hushed tones, tries to
d6 WIL with each attempt). convince you to destroy the coral).
Wide Doors (to 15). 4: Harmless Fish-Bugs

Small Door (to 12). (scuttling by).

Corridor (sulphurous smell, to 18). 5: Hungry Swarm of Piranha-
Rats (5hp, d6 jaws, fights as a
Detachment, easily distracted by
other food sources).
15: Mutation Chamber Overgrown Coral-Snake (looking
6: 
• Glass Chamber (lever inside). for smaller prey than you, speaks
Pulling the lever shrouds in single words, 5hp, d6 bite,
occupant with gas, causes Critical Damage causes the
wounded body part to slowly turn
immediate mutation changing to red coral over the next few
a random Ability Score to hours before crumbling off).
d20 and giving an appropriate
visual change, needs 24 hours
to recharge).
Corridor (grunting noises, to 16).
 Wide Doors (to 14).

Narrow Tunnel (foul stench, to 17).

16: Work Cave


• 3 Large faceless humanoids
(1hp, STR 18, mindless, ignore you
even if attacked, moving large
chunks of coral from one side of
the cave to the other, then back).

Corridor
(sound of flowing water, to 6).

Corridor (to 15).

New room, loitering or noise, roll d6. 1: Encounter. 2: Clue of nearby Encounter. 79
17: Filth Hole 19: Shallow Graves
• Pit (filled with noxious waste, • Floor: Heap of Crushed Coral
seemingly bottomless). (silver star icon placed on top, star

Narrow Tunnel (to 15). is worth 50s, digging reveals two

Wide Corridor featureless red porcelain bean-
(sulphurous smell, to 18). like objects, they are inanimate).

Tunnel (sulphurous smell, to 18).

Wide Tunnel (fresh air, to 20).
18: Sulphur Baths
• Steaming Pools (dead
fish floating in each, cloudy, 20: The Great Lake
sulphurous water, one contains • Vast Lake (teeming with
a Star Skull). fish and crustaceans).
Wide Corridor (foul stench, to 17). Wide Tunnel (to 19).

Corridor (air appears to be Corridor (to 13).
twisting, to 14).

Tunnel (to 19).
Star Skull: Polished skull
of alien bone. Trembles faintly
if you speak to it. Can nod
or shake its head, but always
gives the advice that will put the
owner’s life in the most danger.

80 New room, loitering or noise, roll d6. 1: Encounter. 2: Clue of nearby Encounter.
Wandering Encounters (roll d6)
1: d6 Hunched Gazers (slimy
humanoids with a single giant
fish-eye in place of a head, want
to drive you down into the level
below. 3hp, attack with barbed
chains for d8 Damage).
Terrified Hunter (crossbow,
2: 
firebombs, trying to get back
to the surface).
Tidal Spirit (immaterial snake-man,
3: 
speaks in hushed tones, tries to
convince you to destroy the coral).
4: Harmless Fish-Bugs
(scuttling by).
5: Hungry Swarm of Piranha-
Rats (5hp, d6 jaws, fights as a
Detachment, easily distracted by
other food sources).
Overgrown Coral-Snake (looking
6: 
for smaller prey than you, speaks
in single words, 5hp, d6 bite,
Critical Damage causes the
wounded body part to slowly turn
to red coral over the next few
hours before crumbling off).

81
Level 3

Halls of Glass
and Gold A place of luxury and fragility.

20

6
7

17
10
18 14
15
9
8 13 3
16

11
4 5

19
12

2
1

82
Wandering Encounters (roll d6)
1: The Golden Face Mechanical Tormentor (part-
1: 
• West wall: Big Golden Face rusted metallic humanoid. 7hp,
(eyeless, open toothless mouth, d8 Pain-Wire, wants to wrap you
white-hole inside destroys up in it and make you suffer, but
anything placed inside, spitting surrenders or flees if anybody
actually fights back).
out two inferior duplicates).
2: Glass Mantis (7hp, d8 claws, just

Corridor (to 2).
wants to eat to survive, anything
meaty will do).
Engine-Arm (a clawed golden hand
3: 
2: Glass Throne Room emerges from the closest surface
• South Wall: 4 Glass Lions and lashes out. 3hp, d8 claw.
(stir to life if disturbed). Anyone suffering Critical Damage
is dragged into the solid surface
• Floor: Fallen Tapestry and shredded to bits on the way).
(shows four lions in purple, green, Helper Beast (small, pathetic
4: 
blue, and yellow, the purple lion rodent-like humanoid. STR 7,
wears a crown). DEX 7, WIL 4, 2hp. Offers to help
• East Wall: Glass Throne but most tasks are beyond their
capability or bravery).
(fixed in place, glass crown on
the seat worth 3G, the glass lions Messenger (see room 7) seeking
5: 
purpose.
obey anybody wearing the
Alarm Herald (wheeled metal box
6: 
crown, but do not allow them patrolling the corridors, belting
to leave the room. The lion with out a message in alien tongue.
the purple gem will betray the Interior of the box is filled with
wearer of the crown at the first organic organs. If it isn’t moved on
or silenced then it attracts another
opportunity).
Encounter).
Golden Double Doors (to 3).

Corridor (to 1).

GLASS LIONS
STR 15, 10hp, Armour 1, d8 Jaws
Driven to banish you from the
Throne Room
Each has a coloured gem visible
inside their head: purple, green,
blue and yellow, worth 1G each.

New room, loitering or noise, roll d6. 1: Encounter. 2: Clue of nearby Encounter. 83
3: The Golden Path 5: The Dream Room
Huge room stretching 50m in length. • Walls: Black Tiles
• Floor and Walls: (soft, almost velvety texture).
Polished Golden Tiles • Silver Framed Beds (impossibly
(firmly fixed in place, feels too comfortable, you can fall asleep
hard to be actual gold). at will and each dream about
• Floor: Faintly Glowing the contents of a random room
Pattern (thorn-like). on this floor (roll d20), waking up
• East Wall: Tapestry a few seconds later fully refreshed
(depicts small, red, featureless and benefiting from a Full Rest.
cherub-like beings in flight, This only works once per day).
conceals a passageway to 4). 
Stairway up (to 4).
Doors (to 6).
Golden Doors (to 2).
6: Central Corridor
Wide Corridor, 30m from to .
4: White Mirror • North Wall:
• South Wall: Huge Silver- Framed Abstract Patterns
Framed Mirror (reflection (details show lions, cherub-like
appears too-bright at first, then figures, and a city in flames).
starts to shift, finally showing • Floor and Walls: Steel
a probable cause of your death panels (warm to the touch).
based on your actions so far and Ladder up a Wide Shaft
the surrounding rooms, anybody (to Level 2, Room 6).
watching till the point of their 
Narrow Passageway (to 7).
death loses d6 WIL). Melted Passageway (to 15).
Corridor (chemical smell, to 14). Doors (to 3).

Stairway Down (to 5). 
Steel Doors (locked, to 20).

Passageway (to 3, entering
behind the tapestry).

84 New room, loitering or noise, roll d6. 1: Encounter. 2: Clue of nearby Encounter.
7: The Messenger Nest Wandering Encounters (roll d6)
• Walls: Dull Red Stone
Mechanical Tormentor (part-
1: 
(soft to touch, clay-like). rusted metallic humanoid. 7hp,
• Pool in Centre of the Room d8 Pain-Wire, wants to wrap you
(gold thorn-like pattern around up in it and make you suffer, but
the outside, milky water conceals surrenders or flees if anybody
actually fights back).
4 Messengers bobbing about
2: Glass Mantis (7hp, d8 claws, just
underneath).
wants to eat to survive, anything

Corridor (chemical smell, to 14). meaty will do).

Narrow Passageway (to 6). Engine-Arm (a clawed golden hand
3: 
emerges from the closest surface
MESSENGER and lashes out. 3hp, d8 claw.
STR 4, DEX 15, WIL 13, 10hp, Anyone suffering Critical Damage
d6 energy blast (Critical Damage is dragged into the solid surface
transforms the victim into an inert, and shredded to bits on the way).
red, bean-shaped stone). Helper Beast (small, pathetic
4: 
A foot-long, red, bean-shaped rodent-like humanoid. STR 7,
living stone. Floats about and DEX 7, WIL 4, 2hp. Offers to help
emits curious-sounding noises. but most tasks are beyond their
On death they eject a tiny gold ring capability or bravery).
from their body (worth 1G but Messenger (see room 7) seeking
5: 
haunts whoever owns it with alien purpose.
nightmares). Alarm Herald (wheeled metal box
6: 
Driven to deliver messages, but patrolling the corridors, belting
with their masters gone they seek out a message in alien tongue.
any other sense of purpose. Interior of the box is filled with
They punish the cruel, help the organic organs. If it isn’t moved on
kind, but base everything off their or silenced then it attracts another
first impression. Encounter).

8: The Hub 9: Fuel Chamber


• South Wall: White Chairs • West Wall: Large Metal Tanks
(soft, leathery material). (pipes leading down into the floor,
• Ceiling: Chute (covered in lights and gauges at the base, any
slippery foam, leads up to Level 1, Damage causes them to explode
Room 12). in a d12 blast and the entire
Door (alien symbols, to 10). compound begins to crumble).

Left Door (alien symbols, to 13). 
Door (to 8).

Right Door (alien symbols, to 11). 
Corridor (to 19).

Door (alien symbols, to 9).

New room, loitering or noise, roll d6. 1: Encounter. 2: Clue of nearby Encounter. 85
10: Repair Shop Wandering Encounters (roll d6)
• North Wall: Metal Devices
Mechanical Tormentor (part-
1: 
(connected by metal pipes, four rusted metallic humanoid. 7hp,
powered cutting tools, cause d10 d8 Pain-Wire, wants to wrap you
Damage as a weapon, useless if up in it and make you suffer, but
disconnected from the wall). surrenders or flees if anybody
actually fights back).

Door (rotten smell, to 18).
2: Glass Mantis (7hp, d8 claws, just

Door (to 8).
wants to eat to survive, anything

Blasted Doorway (to 17). meaty will do).
Engine-Arm (a clawed golden hand
3: 
emerges from the closest surface
11: The Arsenal and lashes out. 3hp, d8 claw.
• North: Steel Boxes Anyone suffering Critical Damage
is dragged into the solid surface
(securely locked, contain the three and shredded to bits on the way).
weapons listed below). Helper Beast (small, pathetic
4: 
Corridor (rotten smell, to 12). rodent-like humanoid. STR 7,

Door (to 8). DEX 7, WIL 4, 2hp. Offers to help
Corrosion Cannon: d10 Blast, but most tasks are beyond their
capability or bravery).
Bulky (if a 10 is rolled on any
Damage roll then the weapon is Messenger (see room 7) seeking
5: 
purpose.
out of ammo, which cannot be
Alarm Herald (wheeled metal box
6: 
replaced by earthly means). patrolling the corridors, belting
Coraline Bomb: d10 Blast out a message in alien tongue.
(one use only, victims suffering Interior of the box is filled with
Critical Damage feel their bodies organic organs. If it isn’t moved on
or silenced then it attracts another
harden and turn to Iron Coral).
Encounter).
Captain’s Shredding Spear:
d8, Bulky. Multiple cruel,
curved prongs. Any nonhuman
encounters in this complex
recognise it and show visible
fear.

12: The Butchery


• Piles of Rotten Meat
(some human-like remains
in among the gore).
Corridor (to 11).

New room, loitering or noise, roll d6. 1: Encounter. 2: Clue of nearby Encounter. 87
13: Sleeping Monstrosity 16: Destruction Room
• Huge, Black-Scaled, • Control Panel (faint lights, alien
Six-Legged Thing symbols, one large lever behind
(asleep, see below). a glass cover. If pulled, this lever

Corroded Doorway (to 15). triggers the self-destruction

Door (to 8). system and the whole complex
begins to shake. From now on,
THE BLACK-SCALED THING whenever you would have a
STR 18, DEX 13, WIL 16, 10hp, Wandering Encounter there is a
Armour 2. d10 Claws or d8 Blast loud crashing sound. On the third
corrosion-wave.
such crash the self-destruction
Driven to cause mass-death, not
interested in individual murder. completes. Anyone caught inside
Speaks any language it hears suffers d20 Damage and is
and is quite polite. Will do almost thrown out into the ocean).
anything if it thinks you are able to Reinforced door (to 16).
release it upon a large population.

17: Panic Room


14: Hibernation Chamber • Wall: Brown Splatter
• Smashed Machinery (glass and (dried blood).
metal, some pale, soft humanoid • Floor: Steel Trapdoor (locks
parts in among the wreckage). from the inside, small room below
• Pools of Water has two pipes feeding in. One is
(actually a thick slime). dripping with water, the other
Corridor (to 7). with a porridge-like slurry).
Corridor (to 4). 
Blasted Doorway (to 14).

15: Melted Room 18: The Captain’s Table


• Walls: Partially Melted Steel • Soft White Chairs
(looks like chemical corrosion, (some food stains).
acidic smell). • White Table with Food
Melted Passageway (to 6). Remains (table feels like ivory,
Reinforced Door (securely food is clearly rotten but probably
locked, to 16). some sort of meat, some bottles

Corroded Doorway (to 13). of saltwater, strange platters
and cutlery are worth 3G to an
adventurous buyer).

Door (to 10).

88 New room, loitering or noise, roll d6. 1: Encounter. 2: Clue of nearby Encounter.
19: Engine Room Wandering Encounters (roll d6)
• Maze of Pipes and Metal
Mechanical Tormentor (part-
1: 
Tanks (cold, no visible damage). rusted metallic humanoid. 7hp,
Corridor (to 9). d8 Pain-Wire, wants to wrap you
up in it and make you suffer, but
surrenders or flees if anybody
actually fights back).
20: The Star-Leech
2: Glass Mantis (7hp, d8 claws, just
• Huge White Grub-Thing
wants to eat to survive, anything
(bound to the floor with thorny meaty will do).
copper wire, writhing in pain, Engine-Arm (a clawed golden hand
3: 
see below if released). emerges from the closest surface

Steel Doors (to 6). and lashes out. 3hp, d8 claw.
Anyone suffering Critical Damage
STAR LEECH is dragged into the solid surface
and shredded to bits on the way).
STR 18, DEX 3, WIL 3, 5hp,
Armour 2, tramples for d6 Blast Helper Beast (small, pathetic
4: 
Damage, fires a Disintegration rodent-like humanoid. STR 7,
Beam (d12 Blast) every other DEX 7, WIL 4, 2hp. Offers to help
round, Prefers to use its beam to but most tasks are beyond their
blast upwards into the ceiling of capability or bravery).
the complex, trying to work its way Messenger (see room 7) seeking
5: 
to the surface. purpose.
If it gets to the surface it writhes Alarm Herald (wheeled metal box
6: 
through the air and towards the patrolling the corridors, belting
stars, where it can feed again. out a message in alien tongue.
Interior of the box is filled with
organic organs. If it isn’t moved on
or silenced then it attracts another
Encounter).

New room, loitering or noise, roll d6. 1: Encounter. 2: Clue of nearby Encounter. 89
Echoes of
the Iron Coral
The Coral changes with each Echo 2: Slime
passing day. When you enter the Slope (up to 0)
coral for the first time each day Chute (soft mauve coral, easy
after the first roll a d6. to climb, to Level 2, Room 16)
The Slope down from Room 0 For the rest of the day any coral
on Level 1 leads to this Echo within this place is seeping
instead of Room 1. a colourful slime. For each
Any other passages leading instance of coral the effect
to Room 1, Level 1 take you there has an equal chance of being
as normal, and you can still exit a strong adhesive, corrosive
via the slope up to Room 0. acid, or nourishing syrup.

Echo 1: Whispers Echo 3: Engines


• Vast Lake • Walls: Rock formations
(comfortably warm, salty, (vaguely machine-like, immobile)
incomprehensible whispering) Slope (up to 0)
• Dark Ceiling Passageway (soon becomes
(faint star-like lights, disappear cramped with cold pipes,
if you get too close) to Level 3, Room 19)
Slope (up to 0) After leaving the room the
Sound of waves lapping against sound of machinery begins
stone (to Level 2, Room 20) to rumble throughout the
Passing through this water coral, coming from within the
allows you to speak with any structure itself. Every room now
water-dwelling creatures contains a random encounter
for the rest of the day. as the place stirs to life.

90
Echo 5: Siren
• Loud siren noise
• East Wall: Lever
( jammed down, cannot be easily
reset, controls the sirens)
Slope (up to 0)
Tiny crawlspace
(barely room for one person,
painfully jagged rocks, to Level 2,
Room 8 beneath the pile of junk)
For the rest of the day sirens
Echo 4: Silence echo throughout the coral
• Chilling Darkness from indistinct sources. It’s
(no light can illuminate it, impossible to hear anything
no walls can be felt) else, but your own noise is also
• Soft Floor drowned out.
(feels as if it moves away at
your touch, barely supports you
in place, immaterial) Echo 6: Fire
 Slope (up to 0) Slope (up to 0)
Ceiling shaft (faint warmth, Bright light (warm, pleasing
can be scaled with climbing gear, on your skin, to Level 3, Room 4,
to Level 1, Room 9) emerging from the mirror)
Anybody passing through the The first person to pass
shaft finds their joints covered through the light each day
with rust-coloured residue. gains a bright glow and feels
This attracts the Carapace a deep confidence. If they
Crawler (see Room 9) but would die, instead they cheat
smells disgusting to all other death and the light vanishes.
creatures. This only works once.

91
The Fallen Marsh
A soggy place with hazardous fog and hideous odour.
Each year the land sinks deeper and has become overgrown
with thick vegetation. Even the local wildlife has grown odd.

Travelling 
Travelling to a neighbouring hex takes
all of the remaining morning/afternoon/
evening/night, meaning the group can
typically travel three hexes each day,
sleeping for the final portion of the day.
Those that do not sleep are Deprived.

Weather 
Roll D6 each morning, afternoon,
evening, and night for the weather.

1–3: Rain Humid air and fat rain.


If it’s already raining then
a storm begins to flood the
area, and travel takes twice
as long as normal.
4–5: Grey Mist and moisture. If it’s
already Grey then the fog
grows so thick that you
can’t see beyond your
current hex at all.
6: Clear The clouds part and
the gulls squawk.

Landmarks 
From the Iron Coral the group can see
marshland stretching East towards
Hopesend, and a tower with a burning
beacon on top to the South East (Hex 19).

92
Hopesend

5
3

4 6
1 2
11
7 9
12
8 10

15
14
13
The
Iron 17 18
Coral 16
23
20

22 24
19 21

93
Each hex contains a Random Encounter:

Roll d20
Twisted Hulk. STR 16, 14hp.
1:  12: Inola Bute, Investigator from
d10 Club. Nearly human, driven Bastion. WIL 15, 6hp, Pistol (d6),
by loneliness. Dagger (d6). Driven to find weird
Rabid Dog. 2hp.
2:  things.
3: Lost fisherman. 5hp. Spear. 13: The Buzzard. DEX 14, 7hp,
Musket (d8). Driven to cheat
4: Ape-Man. STR 13, DEX 14,
others. Follows at a distance to
WIL 6, 8hp. Driven by curiosity.
scavenge.
Communicates with a form of
sign language. 14: Swarmface. Talks in gibberish
buzztongue. Points in the right
5: Anemone Drone.
direction if asked.
2hp. Brainwashed fisherman.
Club, d6S. 15: Shifting ground. Mostly harmless.
Two idiots ineffectively hunting
6:  16: Pillar of red coral rising out of
monsters with a large piece of the ground.
meat as bait. 17: Chunks of red coral blasting
7:  round splitting open
G skyward.
to reveal growing red coral. 18: 7 Looters. 4hp, Armour 1,
8:  ost, angry old woman and
L Clubs (d6), Shields. Tries to rob
family. 4hp, Longaxe (d8). anyone, but flees at danger.
Lost horse.
9:  Giant Metal Hand. STR 10, DEX 7,
19: 
WIL 15, 10hp, Armour 2, d12
10: A flicker in the corner of
Damage. Driven to find its body.
your eye, then nothing.
20: Astral Blob. STR 4, DEX 4,
11: Towering Metal Man. STR 18,
WIL 18, 13hp, Armour 1.
DEX 5, WIL 15, 18hp. Armour
Driven to find the metal man,
3, Stomps (d12) or fires
which it should be co-piloting.
Deathray (d12). Missing a hand.
Can activate Arcana remotely.
Driven mad with power.

94
Hopesend

5
3

4 6
1 2
11
7 9
The
Iron Coral 12
8 10

15
14
13
17 18
16
23
20

22 24
19 21

Hex Contents
1: Beach 3: Wooden Walkway
• Sandy Beach • River (rushing, jagged rocks,
(sea shells, dead fish). frogs).
• Dunes (desolate, flies). • Walkway (Wooden, battered,
• Iron Coral looming from can support two people’s weight.
the ocean. If broken, DEX Save to avoid
falling into the water for d6
Damage per round until rescued).
2: Columns
• Circle of Waist-High Stone
Pillars (holes you can reach into 4: Rope Tunnel
with sparkling shells, rigged with • Narrow Tunnel with Rope
jaw-trap for d8 Damage). hanging out (bloody, 20ft long,
• Huge Willow Tree (bird nests, tied to half-eaten cow remains).
wrecked tree-house).

Each hex contains a random encounter (page 94) 95


5: Fallen Pod 9: Sinking Shack
• Fallen Trees • House (Sinking into marsh,
(burnt, not chopped). cleared out, broken crockery,
• Book Scraps (constellations, furniture smashed and burned).
you’ve not heard of them before). • Woodshed (Sinking into marsh,
• 10ft Metal Dome (loose panel tools, dead horse).
pops open, translucent slime,
harmless, four skeletal corpses,
non-human). 10: Ruined Square
• Stone-Paved Square (mossy).
• Well (20s in coins).
6: Research Lab • Dog Statue (Hero the Terrier,
• Ruined Building plaque “killer of the muck-bear,
(stone, containing a cramped lab, honour his rest”, opening has a
equipment worth 2G to the right stairway down into Hero’s Tomb,
person, vials of deadly centipede see p102).
poison causing d6 STR loss on
Critical Damage).
11: Watering Hole
 oll two random encounters
R
7: Lily Pad Pond here, interacting with each
• Pond (sunken rucksack with other.
mirror (10s), child’s dress (5s), • Watering Hole (water faintly
pearl hairbrush (20s), weighed hums, Iron Coral is starting to
down with rocks). grow at the bottom).
• Bugs (blood-suckers, harmless).

12: Golden Meadow


8: Rock Pile • Golden Flowers (discarded
• 4ft Pile of Rocks sapphire ring worth 5G).
(disgusting smell, covering animal • Blanket and Basket
skin sealed with wax stuffed with (moldy food, wine bottles).
dozens of fermenting seabirds).
• Bubbling Pond
(warm, iron coral growing).

96 Each hex contains a random encounter (page 94)


Hopesend

5
3

4 6
1 2
11
7 9
The
Iron Coral 12
8 10

15
14
13
17 18
16
23
20

22 24
19 21

13: Hoarding Cave 14: Body Pit


• Insects on Walls (large, furry • Pit (mass grave, burnt corpses).
centipedes, harmless). • Rotten wooden boards
• Pile (broken furniture, tattered (marked with dozens of names).
clothes, skeletal corpses, set of
silver cutlery worth 1G, bricks).
4-in-6 chance it is being 15: Warrior Statue
guarded by a pair of ape-men. • Statue (warrior with an
They defend their hoard but flee axe and shield, “Felen the
when badly hurt. They continue Swampmen’s Scourge”).
to harass anyone that steals • Overgrown Weeds (stinging
from them. nettles, annoying but harmless).

APE-MAN
STR 14, DEX 12, WIL 6, 8hp,
d6 club. Driven by curiosity.
Communicates with a form of sign
language and can use simple tools.

Each hex contains a random encounter (page 94) 97


16: Hunter’s Hideout 20: Deadly Fruit
• Watchtower (old, wooden, • Fruit Trees
looks down over the swamp, (blue fruit, tastes foul, harmless).
chest with 6 bombs). • Squawking Birds
• Ground: Blankets (green, (blackbirds, harmless).
patterned, worth 3s).
2-in-6 chance of a pair of
hunters being present. 21: The Bunker
• A 10ft Stone Bunker (metal
HUNTER door marked with red X, multiple
DEX 13, 4hp, d8 musket, locks, inside: thick cobwebs, cold
d6 dagger. air, Hunched Choker in corner).
• Chimney (traces of blood
around the rim, faint breathing
17: Meat Trap from inside).
• Burnt Trees (heavily burned at
various heights). HUNCHED CHOKER
• Hung Piece of Meat (dotted STR 12, DEX 15, WIL 15, 13hp.
with shiny shells, triggers a Gaunt, 7ft humanoid with long
swinging log for d10 Damage). limbs, ochre skin, and a long,
distorted face. Screams when
fighting, but cannot be heard
outside the bunker. Will do
18: Leviathan Corpse anything to escape.
• Huge, Dead Fish (rotting, has Lashes out for d8 Damage.
attracted flies and centipedes). When it causes Critical Damage,
it breaks the target’s neck and
• Long Grass (broken spyglass,
dislocates its jaw to envelop their
pistol). head, biting it off and swallowing
whole.

19: The Beacon Tower


• Rough Stone Walls 22: Steaming Water
(mossy, 5 storeys high). • Steaming Pond
• Burning Beacon on Roof (warm to touch, red coral growing
(burning bright, some chemical at bottom, chunks of black coral
smell). floating on the surface).
• Wooden Doors (barred from • Natural Cave Opening
the outside, can be broken with (low-ceiling, stalactites,
some effort, enters the Burning Leads down to the Green Caves,
Tower, see p104). see p106).

98 Each hex contains a random encounter (page 94)


Hopesend

5
3

4 6
1 2
11
7 9
The
Iron Coral 12
8 10

15
14
13
17 18
16
23
20

22 24
19 21

23: Cliffside Climb 24: Thick Wood


• White Cliffs (graffiti, paint, E ªM). • Long Grass (dead anemones).
• Bird Nests (eggs, silver snuff • Path to Clearing (leads to the
box worth 40s). Overgrown Shrine, see p108).
• Rope (allows climb to top,
giving view of the marsh).
• Path (leads along the cliffs,
North towards sign for
Hopesend).

Each hex contains a random encounter (page 94) 99


Marsh Myths
Everybody you meet in the Fallen Marsh knows at least
a few myths, and will share them if they like you or want
to scare you. They speak in fragments and riddles, but it’s
all true, and they’ll even point you in the right direction.

Roll d12 for each person you meet.


1: 
The White Sanctuary, taken by 5: 
The Spoiled Garden was a
a thing from the depths of the paradise before the marsh came.
night sky. They tried fire, acid, Its fruit now tastes of vomit, but
guns, but it always grew back, skilled brewers and distillers can
taking our brothers and sisters still use it to make a powerfully
out of spite. (see Hex 24) mind-numbing wine.
2:  he Metal Man crawled from
T (see Hex 20)
the ocean. Dragging itself ashore 6: 
The Swallowed Village once
it carried the carcass of a great stood at the foot of a mountain,
Leviathan, leaving it as a trophy with a view to the sea, but the
of its power. (see Hex 18 and marsh couldn’t tolerate a place
Encounter 11) of such beauty. One by one, the
3: 
A True Monster once ravaged homes were dragged down into
the marsh, now trapped in the muck. (see Hex 18)
the Burning Tower. Mouth of 7: 
The Swarmface can be seen in
a liar, teeth of a beast, body of clouds of midges and mosquitoes
a glutton. (see Hex 19) by those who are truly lost.
4:  he Hero of the Marsh killed
T The bugs want to keep us alive
the muck bear, now resting and full of blood, so will always
in his tomb, taking his hard- point you in the right direction.
earned treasures to the next (see Encounter 14)
life. Anybody of real virtue in
the marsh pays their respects
at least once a year. (see Hex 10)

100
8:  he Jealous Ape always felt
T 10: Darkthings prowl the woods near
trapped between fauna and folk. the steaming pond. Once a group
One such creature would spy on of missionaries, they live out
a pair of young lovers, seething at their punishment for spreading
their happiness. During a romantic falsehoods and concealing truth.
liaison among golden flowers They hate our lights and our
they were viciously mauled and voices. (see Hex 22)
dragged away, never seen again. 11: Felen and the Knights of the
(see Hexes 12 and 13) Nettle rode over this land before
9: 
Willow’s Tricks were especially it was marsh. When the dankness
cruel for such a young girl. came they hunted those they felt
She would laugh as mother were responsible. The feckless,
birds found their nests drenched the reckless, and the foul.
in treacle, as new fawns fell The nettles that grow around his
into spiked pits, and curious statue brew a tea that invigorates
travellers were maimed by bear the body, heightens the mind,
traps. Nobody knows who sent and purifies body odour.
her to the bottom of the water, (see Hex 15)
but everybody was glad. 12: The Choker in the Woods
(see Hexes 2 and 7) follows lone travellers, waiting
for them to sleep before quietly
wrapping its hands around your
neck, its jaws over your head
and then GRIP! SNAP! CRUNCH!
It hasn’t been seen in some time,
so there’s hope that somebody
finally killed the thing.
(see Hex 21)

101
Hex 10

Hero’s Tomb
A silent mausoleum for a most revered canine.

6
5 7

4
3
2

1: Stairway
• Stairs
1 (some loose tiles, patches of moss).

Opening (to 2).

2: Pilgrim’s Rest
• East Wall: Faded Painting
(can barely make out images of a
dog, conceals the passageway to 3).
• Benches (slightly rotten wood).

Large Wooden Doors
(open up to 5).

Opening (to 1).

102
3: The Crawlspace 6: False Treasures
• Tight Squeeze (can only • Pile of Golden Treasure
be passed through slowly, (pots, plates, actually wood
with no large objects). painted gold).

Opening (to 4). • Floor: Thick White Dust

Opening (to 2). (any fast movement disturbs this
caustic powder, causing d6 STR
loss per round of exposure).
4: Punishment Trap • North: Iron Door (covered in
• Walls: Faintly Glowing the white powder, a loose door
Crystals (blue, any touch breaks carefully propped into a fake
them, discharging a blast of frame, any disturbance causes
lightning for d8 Damage). it to fall and stir up a huge
• Floor: Ornate Chest (audibly quantity of the powder, causing
humming, is actually a solid d8 STR loss).
block of metal painted gold,
wires connect to some of the wall
crystals, any shaking or striking 7: Real Treasures
of the chest causes a crystal to • Pile of Silver-Coated Bones
break [see above]). (worth 5G in total).
• Pile of Rubbish
(rags, some animal bones, broken
5: The Tomb dog-bowl, leather collar).
• Walls: Patterns Tiles • Pile of Papers (old and crumbly,
(dogs, bones). letters of thanks from various
• Ceiling: Thick Cobwebs. fans thanking Hero for killing
• Sarcophagus (carved letters, the horrific Muck-Bear).
“HERO”, sealed and nothing
but dog bones inside).
• East Wall: Loose Bricks
(some on the ground, more can
be pulled out to allow entry to 7).

Large Doors (to 2).

Iron Door (large iron dog-head
in its centre, open jaws, bites
anybody that touches it for d6
Damage, but opens if a bone is
placed in its jaws).

103
Hex 19

The Burning Tower


A spiral staircase leads upward through the
centre of the tower, with doorways for each floor.

104
Floor 1: Entrance Hall Floor 4: The Cells
• North Wall: No Daylight.
Fireplace (ashes, cold). • Walls: Burned Stone
• Leather Chairs (comfortable). (fire damage).
• West Wall: Note nailed to the • Cell (burnt, iron bars, something
wall (reads: “I have trapped it in large lurking in the shadows,
the cell using my Arcanum, but I is actually The Glutton).
cannot stand to be near it. Let it
live out its pathetic life up there THE GLUTTON
and prey on us no longer”). Monstrous man-like head, gaping
mouth of blunt teeth. Its body
resembles something between a
massive walrus and a porcupine,
Floor 2: The Barracks bristling thorny spines. Driven
• Weapon Racks (four muskets, to escape and feed on helpless
two halberds, two swords). intelligent beings. Speaks clumsily
but will say anything to escape.
• Armour Racks (two shields).
STR 18, 14hp, Armour 2, d10
jaws or lash out with spines for
a d6 against all adjacent targets.
Floor 3: The Library Anybody taking Critical Damage is
• Bookshelves chewed for a further d6 STR loss,
being swallowed whole once they
(mostly biology books).
are dead.
• Table (stack of books, coral
and deep sea life, scrawled notes
throughout).
Floor 5: The Beacon
 rovides clear views of the
P
surrounding area. Here you can
see the beacon is hooked up
to some sort of fuel tank, large
enough to destroy the whole
tower if the tank is breached.

105
Hex 22

Green Caves
A mossy descent into almost tangible darkness.

4
3

7
1

1: Crawling Passageway 2: Pool Room


• Narrow Tunnel (crawling with • Walls: Green, Carved Stone
8 vicious, venomous centipedes). (vaguely shaped monstrous
Tunnel (to 2). creatures).
• Pool (unnaturally dark, light
CENTIPEDE disturbs two Darkthings).
STR 3, 1hp. d4 bite, Critical Left Opening (upward, to 3).
Damage causes affected limb to Right Opening (to 4).
swell and be useless until the next
Long Rest. Passageway (down, to 5).
Tunnel (to 1).

106
DARKTHING
STR 14, DEX 10, WIL 6, 12hp
Driven to create darkness and
silence. Bear-sized floating
creature, cloaked in unnatural
black smoke. No visible detail
other than fleshy bubbles and
lashing tendrils for d6 Damage.
The smoke around them fades
when they are killed.
Their bodies are wrapped in a 5: Trickling Stream
thick chain. Trying to pick this up • Walls: Natural Stone.
is painful, as they are intensely
cold. May be safely picked up with • Floor: Trickling Saltwater
leather or other thick material (draining down to 7).
but over time causes the material Tight Passageway
to stiffen and crack. Causes d6 (squeeze through to 6).
STR loss per turn of exposure to
skin. Anyone who is killed by this
Opening (to 7).
damage becomes a Darkthing.

6: Fountainway
3: Upward Climb • Walls: Green, Carved Stone
• Floor: Upward Incline (centipede decoration).
(steep, natural, easy to climb if • North Wall: Fountain
time is taken). Carved in Stone (dry, using
• Ceiling: Small Crack an Arcanum causes it to start to
(can be broken open to reveal a dispense a black water. Drinking
secured metal crate filled with it draws all poison and ill effects
gunpowder. Worth 1g to the right out of anybody in this room and
person, enough to make 6 bombs transfers them to the drinker).
or one really big one).

7: Darkthing Nest
4: Coral Tunnel • Wall: Dark Natural Rock
• Floor: Shrapnel (dead clams). (thin layer of black slime).
• North Wall: Loose Coral • Western Wall: Shadowy
(multi-coloured, anybody Sphere (utterly destroys
messing with it must pass a DEX anything placed inside, releasing
Save or break the wall, releasing a Darkthing, see Room 2,
a rush of boiling water for d10 destroyed if a sufficiently bright
Blast Damage). object is thrown in).

107
Hex 24

Overgrown Shrine
A once impressive shrine carved into a protrusion of white rock,
now overgrown with slimy algae and ropey weeds

6 7
8

5 3

4 1 2

1: Burned Vegetation 2: The Chapel


• Piles of Burned Weeds • Walls: No Vegetation.
(looks like seaweed). • Floor: Padded Cushions (clean).
• Walls: Fire Damage • Small Altar (single candle
(some traces of pink algae). burning, two silver statues of
Double Stone Doors (to 3). faceless women, worth 1G each).

Stairway Down (to 2).

Doorway (to 4).

108
3: Ruined Passageway 6: The Nursery
• North: Collapsed Passageway • Walls: Patches of Pink Algae.
(caved in with white stone, would • Floor: Pools of Saltwater
take hours to clear revealing a few (contain small, clear anemones).
skeletons in the rubble). • 6 Men standing aimlessly
(blank stares, are actually Drones,
see Room 4).
4: Drone Lookout 
Stone Doors (to 7).
• Walls: Smeared Paintings 
Stone Doors (to 5).
(even the frames are partially
dissolved).
• Armoured Woman (is actually 7: The Shrine
a drone, will not respond in any • Statues (covered in seaweed-like
way but cries out a wordless noise growths, faceless armoured women).
if somebody attacks her or tries to • South Wall: Altar (covered in
pass by, causing the Drones from pink slime, remnants of a leather-
room 6 to come to her aid). bound book, now unreadable).
Stone Doors (to 5). 
Broken Doorway (to 8).

Doorway (to 1). 
Stone Doors (to 6).

DRONES
2hp, d6 hand weapons, d20S. 8: Mother’s Chamber
Driven to mindlessly protect  ll surfaces covered in a pale
A
Mother Anemone and her children. slime that makes any fast
movement tricky (DEX Save
unless moving carefully).
5: Weed Crawl • Mother Anemone sits in the
• Overgrown Narrow centre of this cave surrounded
Passageway (dark weeds, by 8 Drones (see Room 4).
crawling is the only way through,
smells awful). MOTHER ANEMONE
Stone Doors (to 6). STR 16, DEX 3, WIL 18, 10hp,
Stone Doors (to 4). Armour 2. d8 tendrils (can attack
up to 4 targets).
Driven to create drones. Anyone
taking Critical Damage is pulled in
and paralyzed until freed (helper
must pass a STR Save to avoid being
pulled in themselves). Anyone left for
an hour is released as a drone.

109
Hopesend –
Last Port of the North

110
Places
Paradiso Park: A half-collapsed pier filled with abandoned
amusement park rides. Tents and huts now host the town’s
market. Stalls mostly sell bad clothes, preserved fish, and salty
cheese.
The Pickled Goose Tavern and Boardhouse: More gambling
den than tavern. Pink beer tastes faintly fishy, brown cod rolls
are bracingly salty, and all games carry forfeits based around
eating even more disgusting things.
The Docks: Literally falling into the sea. Captains bellow out
requests for new crew to voyage into the Polar Ocean.
Bastion is a day’s travel by ship, costing 10s per person.
Black Flamingo Tradehouse: Darius oversees all trade going in
and out of Hopesend. For the right price he will sell the illegal
poisons, drugs and weapons that he keeps aside. This is the
only place to buy guns in Hopesend, and a premium is charged.
The Sipping Hole: No more than a hole in the wall selling small
cups of an exotic rum called Fire Beast at 1s a shot. This is so
bad it causes loss of d6 WIL and hallucinations.
Backstreets: Poorly lit streets patrolled by the Militia, when they
can be bothered. A cult worshipping the Sea-Witch build foul-
smelling shrines each night.

Random Happenings and Rumours


1:  huge wave washed over
A The Union of Man are
4: 
the town, leading to greater preaching about an invasion
rumours of the sea-witch from the stars. One of them
returning. claims to have trapped a
2: Jeremiah makes a legitimate monster from the heavens
attempt to overthrow in the Beacon Tower
Darius’s rule of the docks. (see p104).
Monks are gathering
3:  Ape men have stolen children
5: 
donations, saying their from the town.
Shrine has been overrun A fire has completely torn
6: 
by a strange force (see the dock to pieces.
Overgrown Shrine p108).

111
People
Joy, Bawdy Landlady STR 9, DEX 8, WIL 12, 4hp.
Dagger (d6), 10s.
Stocky and red-faced. Driven to keep her tavern bustling and
noisy. Hates being alone since she believed she was abducted
by glowing creatures. Only goes into detail when drunk.

Darius, Port Overseer STR 9, DEX 10, WIL 7, 7hp.


Fine Clothes, Ceremonial Mace (d6), Hound, 3g.
Greasy blond hair and beard. Driven by laziness and greed.
Monitors all traffic in and out of the port. Everyone knows
this, and there are regular calls for him to be replaced.

Jeremiah, Militia Captain STR 10, DEX 9, WIL 6, 15hp,


Armour 1. Sabre (d8), Pistol (d6), Modern Armour, 10s.
Eyepatch and wooden leg. Driven by desire for respect.
Talks of man-apes in the marsh and his near-death at
their hands. Leads a guard of 30 men in protecting the
town and training militia.

112
Fantastic Yar, Wrestler and Acrobat STR 14, DEX 18, WIL 10, 3hp.
Staff (d6 B), Ridiculous Outfit, Parrot, 2s.
Pale and skinny. Driven by wanderlust. Agile and weakly
telekinetic (when she passes a WIL Save).
Trying to get enough money to travel to Bastion.

Kara, Reclusive Artist STR 6, DEX 12, WIL 5, 2hp.


Painting Supplies, Star Locket, 10s.
star locket: Allows glimpses of distant realms in the bearer’s
dreams.
Tall and spoon-faced. Driven by desire to feel special. Paints her
dreams and secretly believes she is receiving prophecies from the
stars. Is unaware of the power of her locket, but senses something
about it. Typically found wandering the outskirts of town.

Copper, Armourer STR 15, DEX 10, WIL 13, 6hp, Armour 1.


Fancy Cutlass (d8), Modern Armour, 50s.
Scruffy orange hair. Driven by a desire to pass on his legacy.
Hates Jeremiah, but begrudgingly supplies his militia.
Has a young apprentice, Pigott, that claims to have seen
a metal giant roaming the marshes.

113
Arrivals
from Bastion
At any given time at least two ships from Bastion
are docked here. They don’t stay long.

Roll d12 for each


1: Wavebreaker 5: Queen Silkie
Black ironclad waging a one Wide-hulled, deep-sea dredger,
ship war against the sea itself. pulling in her vast web of nets,
Press-ganging new crew for its lines, and barbs. Selling fat, ugly
labyrinthine engine decks. fish right from its decks, and
2: Ever Autumn stranger stock if you know who
Wealthy tourists consumed by to ask. Every crew member has
plague enjoy a scenic tour of the their own story of grotesque
Northern Waters. They peer out things pulled from the deepest
through sealed windows, their waters.
nurses seeking souvenirs ashore. 6: The Gilded Needle
3: The Raindrop Ornate Clipper covered with
Small, sleek galleon, her psychotropic seaweed, being
hull scarred by maritime dried out en route to Bastion,
monstrosities. Returning from an where it serves both medical
failed polar expedition, leaving and recreational clients. The
the broken captain in Hopesend. well-travelled captain insists on
testing her supply personally.
4: The Folk’s Flotilla
Cluster of tiny market boats 7: Reaper’s Wain
strapped together, barely fit Wooden, mastless craft drawn
for open water. Urbane traders by a trained orca, Reaper.
hawk handmade ornaments Crew and beast work together
and trinkets. You can only to hunt colossal tuna and
travel with them if you’ve made terrorise pirates. Reaper
something unique to trade. has eaten strange coral
nearby, and no longer follows
the captain’s orders.

114
8: The Vigilantine 11: The Oceanic Mender
Steam-driven warship, always Stocky little ship covered
seeking enemies of Bastion. with barnacles and red algae.
Its platoon of armoured A pair of musket-armed guards
enforcers are led aground are escorting a team of a
by a bureaucratic Inquisitor, dozen prisoners, working their
which hampers their haste. sentence by repairing damage to
The scouring hasn’t yet moved rock pools, cliff faces, and dunes.
past the docks. 12: Sunset Battery #5
9: Carper Civic Cruiser Immense cruiser hauling
An irregularly scheduled a pair of titanic field guns.
passenger ferry between here Their orders are to fire every
and Bastion. Driven by a pair sunset at some unknown target
of vast wooden paddle-wheels, beyond the horizon. The crew
begrudgingly hand-pumped are looking for anything to stave
by sweaty passengers, mostly off the boredom.
visiting for work or family.
10: The Skyward Gale
Azure painted galleon with
cerulean sails. Sapphire-clothed
cultists are looking for travellers
to join them on their voyage to
the stars. The ship has not been
successful in making the cosmic
leap yet, but the constellations
feel like they’re finally lining up.

115
Appendix

The Oddpendium
This companion provides additional material for both
Referees and Players.

Using the Oddpendium


As a Referee you are constantly expected to think on your feet.
Think of this section as a toolbox for those moments when you
need a strange drink to find in a flask, a creepy landlord, or just
a random event to shake up the situation in your game.
These tables do not give you fully fleshed out ideas. Monsters
can be generated, but won’t yet have Ability Scores. Characters
can appear, but won't have a complete backstory. Arcana can
have strange powers, but you may need to adjudicate their use
yourself.
Remember that a key part of Refereeing is creating these
rulings with consistency throughout the game. Remember these
guidelines when creating these rulings during a game.

Saving Throws occur as the result of an established risk. Ensure


that Players are aware of the risk before confirming their action.

STR Saves relate to physical fortitude and raw muscle power.


DEX Saves relate to being quick, stealthy, and acrobatic.
WIL Saves relate to force of personality, concentration,
and courage.

116
Borough Council Decisions

d20 Council Action


1 All Arcana must be registered
2 War with all other cities
3 Major cult is outlawed
4 Entire borough to be flattened
5 Army conscription
6 New council-sanctioned cult
7 Animal census
8 All prisoners to be executed
9 All prisoners to be released
10 Launching a cosmic rocket
11 Double taxes
12 Random mass eviction
13 Total lockdown
14 Inquisition into possible rebellion
15 Entire council executed and replaced
16 Exodus to the Golden Lands
17 Underground crusade
18 Guns outlawed
19 Alcohol prohibited
20 Martial law

General Public Reaction

d6 Public Reaction
1 “Riots!”
2 “Tomorrow we launch an uprising!”
3 “Someone should do something!”
4 “Don’t care”
5 “They probably have a good reason...”
6 “Well it’s about time!”

117
Bastion’s Cast of Thousands

d100 Forename Surname


1 Augost/a Allane
2–5 Benedict/a Bargroll
6–8 Brin/Breen Brunfield
9 Chumwan/Chumwel Chop
10–12 Calahed/Calit Creed
13–15 Dorren/Dorret Dunbell
16–17 Emmett/Emma Eggler
18–19 Felix/Felora Fox
20–22 Fred/Freda Farsee
23–26 Grobin/a Gill
27–29 Gizard/Giza Gullwin
30–33 Helroff/Helriel Huckle
34–37 Istan/Isti Horrican
38–39 Ilmer/Ilda Ingle
40–42 Junas/Julia Jongler
43–46 Katsun/Katsin Kross
46–49 Lurpax/Lunda Lix
50–53 Litton/a Lowbile
54–56 Munfud/Munfi Montane
57–59 Narmun/Nadya Nutbush
60–61 Orren/a Olifant
62–63 Podder/Poddin Offenpot
64–66 Peta Ouze
67–69 Picklow/Pickelle Phile
70–74 Pipp/ita Parfait
75–76 Quinn Quigley
77–79 Rosher/Roshel Regal
80–82 Stellan/Stella Stagger
82–83 Samford/Sambay Shark
84–85 Tucker/Tuckis Tumble
86–88 Teevan/Teeva Terrine
89 Urntin/Urna Underhog
90–91 Varran/Varin Upperill
92–93 Vanis/sa Volfhole
94–95 Volta/Voltel Vinifera
96–97 Weckster/Weckin Wickerspin
98–99 Yurnak/Yurna Yarn
100 Zarm Zarrack

118
d100 Occupation Capability
1 Actor Anal-Retentive
2–5 Barge Pilot Boringly Dependable
6–8 Butler Best in the City
9 Coffee House Host Cheap and Dirty
10–12 Coal Miner Charming and Oily
13–15 Dog Breeder Dabbler
16–17 Engine Cleaner Expensive and Flashy
18–19 Fist Fighter Fair and Down to Earth
20–22 Fishmonger Filthy but very cheap
23–24 Gull-Catcher Great, but hated for it
25–26 Glue maker Good but Annoying
27–29 Gunsmith Highly Artistic
30–33 Gin-Maker Hardly trained
34–37 Hog-Slaughterer Inherited Family Trade
38–39 Ivory Worker Interested in new career
40–41 Jeweler Imposter
42–43 Lower-Politician Jealous of Better Rival
44–46 Life Servant Learning, still.
47–49 Lamp-Lighter Loves the job
50–53 Lesser-Noble Lazy and Greedy
54–56 Mercenary Money-Grabbing
57–59 Newspaper Vendor Moral, but not that good
60–62 Octopus-Catcher Only serves friends
63–64 Oyster Seller Old-Master-Trained
65–66 Perfumer Perfectionist
67–69 Professor Paragon of the Job
70–73 Prison Guard Poor from bad business
74–77 Pie-Smith Retired from Injury
78–79 Road Sweeper Ruthless
80–82 Salt Farmer Sworn into Profession
82–83 Sweet-Maker Silently dutiful
84–85 Trinket-Merchant Trained from Birth
86–88 Tax Collector Trapped in Job
89 Tunnel Digger Uncaring
90–92 Whaler Unreliable Genius
93–95 Watchmaker Wedded into Career
96–97 Watchman Wasted Talent
98–99 Writer Warm and Friendly
100 Wigmaker Wealthy with Success

119
Bastion’s Cast of Thousands

d100 Manner Connection


1 Attractive Dullard Aunt/Uncle
2–5 Big Fat Glutton Sibling
6–8 Beaky Bore Best Friend
9–10 Creaky Elder Owes Money
11–12 Childlike Old Friend
13–15 Dashing Young Gun Common ancestry
16–17 Ethereal Beauty Platonic Love
18–19 Fails at Flirtatious Admiration
20–22 Flamboyant Charmer Parent
23–24 Great Speaker Owed Money
25–27 Greasy Toad Acquaintance
28–30 Gentle Giant Common Benefactor
31–33 Hulking Brute Hatred
34 Hunchback Irritation
35–39 Harmless Dope Twin
40–41 Intensely Creepy Spouse
42–43 Ill-Coloured and Thin Guardian
44–46 Jolly and Fat Lover
47–49 Loads of Jewellery Mentor
50–53 Lots of Scars Abuser
54–56 No Nose Lust
57–59 Nice but Dim Distaste
60–62 Naive Teenager House-Share
63–64 Old Sleaze Former Colleagues
65–66 Pig-Faced School Friends
67–69 Plucky Little Thing Adopted Parent
70–73 Powdered Wig Unrequited Love
74–77 Quite Ugly Planning Murder
78–79 Rough as a Dog Knows Secret
80–82 Stocky Grunter One Night Stand
82–83 Stunted Growth Rivals
84–85 Straight-Laced Backhand Deal
86–88 Towering Klutz Criminal Enterprise
89 Unwashed Slob Shared Trauma
90–92 Vapid Fashionista Jealousy
93–95 Very Long Hair Violent Hate
96–97 Well-Bred Snob Engaged
98–99 Waif Protector
100 Weird Head Playful Rivalry

120
Whatever happened to them?

d100 Event
1 Arrested Wrongfully for Minor Crime
2–5 Arrested Rightfully for Major Crime
6–7 Became Addicted to an Exotic Drug
8–9 Contracted a Terrible Disease
10–11 Debt Collectors are Applying Pressure
12–13 Died in an Uprising
14–15 Died in Industrial Accident
16–17 Found Long-Lost Relative
18–19 Found (new) Love
20–22 Found a Major Arcanum
23–24 Found a Lesser Arcanum
25–26 Getting (Re)Married
27–29 Joined a Star Cult
30–33 Joined a New Revolutionary Group
34–37 House Collapsed
38–39 Lost at Sea
40–41 Lost Everything
42–43 Lamp-Lighter Burnt Down House
44–46 Left Bastion for the Deep Country
47–49 Left Bastion for a Lesser City
50–53 Murdered in the Street
54–56 Murdered in their Bed
57–59 Nice person has given them some juicy work
60–62 Press-Ganged into Military
63–65 Rumours of Criminal Activity
66–69 Rumours of personal Depravity
70–73 Saw weird things in the sky
74–77 Saw horrible beasts in the street
78–79 Saw a murder nearby
80–82 Taken up Military Service
82–83 Taken in an Orphan
84–85 The Watch are harassing them
86–88 Underground Weirdos Abducted Them
89 Vanished in a Burst of Light
90–92 Wandered into Underground, now missing
93–95 Won a fortune by gambling
96–97 Witnessed an Abduction into the night sky
98–99 Went on a drinking binge
100 Recklessly leapt into a Doomed Romance

121
What’s this street like?

d100 Point of Interest Atmosphere


1 Brewery Welcoming
2–5 Meeting Fountain Dark
6–8 Restaurant Smoggy
9 Sunken Pit Abandoned
10–12 Bar Bustling
13–15 Fighting Den Brightly Lit
16–17 Castle Creepy
18–19 City Wall Drafty
20–22 Huge Factory Sinister
23–26 Coal Heap Comforting
27–29 Poorhouse Rat-Infested
30–33 Public Baths Expensive
34–37 Observatory In Poverty
38–39 University Dusty
40–42 Building Site Freshly Built
43–46 Winding Alleyways Ruined
46–49 Shop Row Burnt
50–53 Residential Terrace On Fire!
54–56 Botanical Garden Overrun by Rioters
57–59 Cult Temple Bird Infested
60–61 Docks Falling Down
62–63 Warehouses Ancient
64–66 Underground Shelter Artistic
67–69 School Eccentric
70–74 Ironworks Physics-Defying
75–76 Canal Dock Underground
77–79 Amusement Complex Overgrown
80–82 Specialist Shops Hidden
82–83 Bridge Criminal
84–85 Manor Council-Sanctioned
86–88 Guild House Rebellious
89 Army Barracks Protesting
90–91 Shopping Arcade Cult-Linked
92–93 Watchtower Dangerous
94–95 City Watch Station Filthy
96–97 Hospital Overrun by Orphans
98–99 Cult Cathedral Fearful
100 Shrine Nonsensical

122
d100 Is there a link to the Underground?
1 No
2–5 Probably in the next road down
6–8 No, and why are you so interested?
9 No, we don't want Weirdos coming up
10–12 No, it's too dangerous to leave them open
13–15 Sure! Oh, wait, it's gone
16–17 Yes, but the tunnels are too hot to survive
18–19 No, soldiers came and sealed it up
20–22 Yes, but it leads straight into an acid pool
23–24 Nobody wants to talk about the Underground
25–26 We dug this one quite recently
27–29 An escape tunnel out of town
30–33 Yeah, an old trapdoor
34–37 A wine cellar leads somewhere horrible
38–39 This tunnel goes right across town
40–41 A particularly disgusting sewer
42–43 An old bank vault
44–46 Smugglers have set up tunnels around here
47–49 They all got sealed up years ago
50–53 There's a tunnel in plain sight
54–56 Hidden stairway indoors
57–59 A hole opened up last week
60–62 Nasty things burst from the ground here
63–64 An old vault entrance
65–66 Emergency shelter nearby
67–69 Just a chute straight down
70–73 Spiral staircase ornately decorated
74–77 An overgrown natural cave
78–79 Tunnel at the bottom of a pond
80–82 Open sewer
82–83 An old well
84–85 Rusty ladder down a chute
86–88 It caved in recently
89 An old elevator
90–92 A newly fitted elevator
93–95 The hole where they throw their rubbish
96–97 Huge pit into the darkness
98–99 Tunnel at the bottom of the river
100 Natural cave in somebody's cellar

123
The Quickest Route Across Town

d100 Route
1 Crawl-Tunnel
2–5 Funicular
6–8 Horse Carriage
9 Underground Carriageway
10–12 Canal Boat
13–15 Underground Canal
16–17 Shady Alleyways
18–19 Straight Through the Park
20–22 Along the Docks
23–24 Rooftop Walkway
25–26 Down the High Street
27–29 Through a Riot
30–33 Underground Tramway
34–37 Tunnel with Toll Booth
38–39 Hired Carriage
40–41 Through an Abandoned Warehouse
42–43 Through a Working Factory
44–46 Through the Slums
47–49 Through the Rich Neighbourhoods
50–53 Along the City Walls
54–56 Steamboat Down the River
57–59 Rickshaw
60–62 Underground Tunnels
63–64 Through the Market
65–66 The Wine Cellar Network
67–69 Catacombs
70–73 Through the Old Town
74–77 Urgh, Sewers
78–79 Through the Bad End of Town
80–82 Across University Campus
82–83 Through the Botanical Gardens
84–85 Along the Canals
86–88 Over a Ruined Castle
89 Through the Graveyard Quarter
90–92 Up the Hill, then back down
93–95 Right Through the Crazy Part of Town
96–97 Through a Cult Temple
98–99 Past the Army Barracks
100 Through the Smuggler Tunnels

124
Bastion’s Greatest Businesses

d100 Name
1 Cage-Brand Steam Generators
2–5 Pickem's Enterprise Loans
6–8 Anise Sisters Security Wire
9 Gasman Spice & Soap
10–12 Prospective Telecoms
13–15 The Lady's Sugar and Coffeehouse
16–17 Yesser's Wool and Meat
18–19 Secure Properties and Jails
20–22 Consolidated Bookmakers
23–26 Commercial Voice Printed Press
27–29 Gallow, Sniff, & Pine Medical Research
30–33 Claymore Bank & Private Military
34–37 Broken Compass Offshore Acquisitions
38–39 Baker Arms & Munitions
40–42 Cohen Mass Nutrition Solutions
43–46 Footman Stills Spirits & Tonics
46–49 Braker's Streetlamp and Halberd
50–53 Black Horse Hospitals and Asylums
54–56 Bastio-Goldish Coal, Oil, and Ore
57–59 Confectioner's Village Foods & Homes
60–61 Red Ghost Roads & Carriages
62–63 Freeman Brewers & Bakers
64–66 Drake Ships & Sails
67–69 Shooman Boots & Tonics
70–74 Bates' Smoke Farms
75–76 Great Underground Disposal Company
77–79 Clock's Shippage & Canals
80–82 Hightower Hats & Canes
82–83 Territorial Tea & Wine
84–85 Outlander's Exotic Down & Fur
86–88 Furrupp's Brick & Mortar
89 Bitter & Snatch Jewellery
90–91 Werner's Industrial Machinery
92–93 Silvermountain Private Security
94–95 Aria Mines
96–97 Miracle Factory Ice & Salt
98–99 Metropolitan Tramway
100 Sunfair Gold Holdings

125
Weird Creature Inspiration

d100 Nature Form


1 Solid-Smoke Cube
2–5 Skeletal Tripod
6–8 Decaying Swarm
9 Luxurious Disembodied Hand
10–12 Bio-Machine Worm
13–15 Living Construct Sphere
16–17 Reptilian Hound
18–19 Slime Covered Great Cat
20–22 Glassy Snake
23–26 Liquid Metal Crustacean
27–29 Ceramic Squat Biped
30–33 Living Rock Slender Biped
34–37 Scabs and Sores Insect
38–39 Hyper-Robotic Obese Biped
40–42 Spiny Towering Biped
43–46 Stinking Filth Baby Bird
46–49 Shadow-Cloaked Slug
50–53 Eerily Beautiful Snail
54–56 Mechanical Suit Hawk
57–59 Sapient and Armoured Terror-Bird
60–61 Baroque Excess Bull
62–63 Leathery Shark
64–66 Feathered Spider
67–69 Pale and Bald Blob
70–74 Ghostly Spiral
75–76 Holographic Pyramid
77–79 Hardlight Sheet
80–82 Acid Dripping Wasp
82–83 Shaggy Hair Maggot
84–85 Mirrored Metal Tadpole
86–88 Damp Clay Jellyfish
89 Colossal Bat
90–91 Bare Musculature Octopus
92–93 All-Brain Pike
94–95 Plasmic Sea Urchin
96–97 Chitin Cannon
98–99 Rusted Shell Fly
100 Bionic Parts Fetal

126
d100 Twist
1 Mastery of Magnetism
2–5 Grasps with Extra Limbs
6–8 Phases Through Matter
9 Chimera (roll additional Form)
10–12 Reads Minds
13–15 Colossal Size
16–17 Drains Life
18–19 Sprays Acid
20–22 Creates Black-Holes
23–26 Teleports Self
27–29 Teleports Others
30–33 Shifts Shape
34–37 Breathes Smoke
38–39 Creates Electric Charge
40–42 Sees Future
43–46 Controls Others
46–49 Cloaking Device
50–53 Conjures Illusions
54–56 Infects with Disease
57–59 Kills with Venom
60–61 Hunts Arcana
62–63 Fires Bullets
64–66 Freeze Matter
67–69 Heat/Melt Matter
70–74 Implants with Egg/Parasite
75–76 Paralyzes with Touch
77–79 Fires Death Rays
80–82 Manipulates Living Tissue Telekinetically
82–83 Manipulates Objects Telekinetically
84–85 Sees Distant Places
86–88 Regenerates from any harm
89 Reflects harm onto attacker
90–91 Absorbs victims into Body
92–93 Turns victims into non-living matter
94–95 Launch explosives
96–97 Cause intense pain at touch
98–99 Heal any harm with a touch
100 Sense distant objects

127
Astral Cults

d100 Collective Description


1 Library Devouring
2–5 Children Kindly
6–8 Fortress Dreaming
9 Heralds Infinite
10–12 Keepers Glowing
13–15 Temple Dead
16–17 Betrayers Rotting
18–19 Hunters Raging
20–22 Union Golden
23–26 School Unborn
27–29 Seekers Blessed
30–33 Knights Chained
34–37 Order Sunken
38–39 Drinkers Broken
40–42 Choir Stirring
43–46 Sons Newborn
46–49 Daughters Golden
50–53 Servants Bloodied
54–56 Society Half
57–59 Army Forgotten
60–61 Wanderers Underground
62–63 Pilgrims Twisted
64–66 Contemplators Glorious
67–69 Movement Vengeful
70–74 Preachers Laughing
75–76 Revolution Elder
77–79 Mercy-Givers Loving
80–82 Council Undefeatable
82–83 Tower Timeless
84–85 Worshipers Striking
86–88 Observers Roaring
89 Beggars Inevitable
90–91 Witnesses Bright
92–93 Centre Jade
94–95 Garrison Iron
96–97 Engineers Bone
98–99 Family Silent
100 Chanters Pure

128
d100 Symbol Standing
1 Sword Hated
2–5 Snake Hidden
6–8 Child Disgraced
9 Egg Bankrupt
10–12 Cloud Disgusting
13–15 Light Outlawed
16–17 Star Enemies of another Cult
18–19 Father Tiny
20–22 Maw Weak
23–26 Song Fake
27–29 Colour Forgotten
30–33 Gate Nobody Cares
34–37 Ship Mocked
38–39 Death Discouraged
40–42 Sea Hunted
43–46 Shadow Weakened
46–49 Giants Underground
50–53 General Unknown
54–56 Truth Hardly Known
57–59 Lie Feared
60–61 King Taboo
62–63 Queen Too Old to Criticise
64–66 Force Too Big to Fail
67–69 Swarm Somewhat Liked
70–74 Fleet Charitable
75–76 Horror Tolerated
77–79 Beauty Wealthy
80–82 Spire Sprawling
82–83 Crystals Allies of another Cult
84–85 Pantheon Respected
86–88 Throne Front for a Business
89 Web Actively Recruiting
90–91 Eye Fashionable
92–93 Hand Strong
94–95 Shield Powerful
96–97 Skull Legendary
98–99 Weed Beloved
100 Mist Council-Sanctioned

129
What’s Beyond the Darkness?

d100 Feature Hazards


1 Weird Generator Bell Alarm
2–5 Corpse Pit Searing Hot Walls
6–8 Abyssal Chasm Glass Snakes
9 Labyrinth Crawling Eyes
10–12 Murder Shrine Acid Puddles
13–15 Flowing Filth Tunnel Shark
16–17 Sealed Vault Crushing Walls
18–19 Bunker Taunting Voices
20–22 Dirt Hole Hidden Spikes
23–26 Crumbling Chapel Slime Drones
27–29 Art Gallery Carnivorous Birds
30–33 Forge Insane Babbling
34–37 Office Insane Soldier
38–39 Torture Chamber Deafening Siren
40–42 Feast Hall Devouring Maw
43–46 Military Tomb Grasping Tentacles
46–49 Ancient Barrow Questioning Brain
50–53 Cult Catacomb Huge Beast
54–56 Fighting Pit Collapsing Floor
57–59 Well Shifting Illusions
60–61 Drinking Hole Stone Automatons
62–63 Crystal Cave Incineration Pit
64–66 Prison Living Chains
67–69 Natural Spring Cursing Hag
70–74 Open Vault Frightened Cat
75–76 Flooded Sewer Holographic Spiders
77–79 Abandoned Tramway Gusts of Wind
80–82 Gun Workshop Ghostly Hands
82–83 Gunpowder Store Dust Tornadoes
84–85 Dog Pit Acidic Ooze
86–88 Alchemy Lab Freeze-Rays
89 Printing Press Shifting Blocks
90–91 Metal Sphere All-Seeing Eye
92–93 Underground Lake Mechanical Judge
94–95 Throne Room Angry Mutants
96–97 Armoury Rival Explorers
98–99 Swimming Pool Impenetrable Shadow
100 Observatory Blinding Lights

130
d100 Spoils
1 Gilded Throne (30G)
2–5 Locked Chest (10G)
6–8 Glowing Rod (inanimate, 10S)
9 d6 Crocodile Eggs
10–12 Diamond Ring (2S)
13–15 Looking Glass
16–17 Town Crier Bell
18–19 Unnaturally Bright Lantern
20–22 Opal Brooch (2S)
23–24 Black Gem (1G)
25–26 Telescope
27–29 Sack of Coal
30–33 Symbolic Dagger
34–37 Astral Pistol
38–39 Musket
40–41 Wicker Ball
42–43 Hammers and other Tools
44–46 Feathered Headband
47–49 Leather Bracers (falling apart)
50–53 Flute (silver, 50S)
54–56 Huge Drum
57–59 Blood Soaked Rags
60–62 Hand Mirror
63–64 Audacious Painting
65–66 Metal Staff
67–69 Set of Modern Armour
70–73 Modern Armour
74–77 Crude Armour
78–79 White Boulder
80–82 Drinking Horn
82–83 Beast Tusk (50S)
84–85 Glowing Sword (ignores Armour)
86–88 Stone Tablet (gibberish)
89 Engine Parts
90–92 Anvil
93–95 Dice (twelve-sided)
96–97 Glass Chains (oddly warm)
98–99 Cannon (in need of repair)
100 Dead Dog

131
What’s That Island?

d100 Landmark Twist


1 Smoking Volcano Island is Intelligent
2–5 Huge Waterfall Sweltering Heat
6–8 Ice-Capped Peak Covered by Metal Dome
9 Glittering Lake Nobody Can Die Here
10–12 Colourful Lights Sinking
13–15 Red Forests Recently Resurfaced
16–17 Black Sands Toxic Air
18–19 Rock Fortress Utterly Silent
20–22 Abandoned Fleet Plants Grow Visibly
23–26 Salt Beach Eternal Night
27–29 Crystal Shards Completely Abandoned
30–33 Absolutely Flat Expedition Gone Native
34–37 Thorny Jungle Giant Killer Frogs
38–39 Ice All Over Whispering Wind
40–42 Blasted Waste Monkeys with Guns
43–46 Long and Thin Shipwrecked Explorers
46–49 Creeping Moss Metal Skeletons
50–53 Steel Spires Sand Wraiths
54–56 Blooded Bushes Huge Spiders
57–59 Spiral Mountain Harmless, Cute Piggies
60–61 Hot and Dry Advanced Fish-People
62–63 Misty Terrible Lizard Eggs
64–66 Grand Canyon Silver Statues
67–69 Delicious Fruit Meteor Armour
70–74 Ruined Temple Doomsday Device
75–76 High Walls Time Machine
77–79 Glass Towers Crashed Sky-Boat
80–82 Lone Mountain New Energy Source
82–83 Blue Grass Font of Immortality
84–85 Yellow Rock Ghost Army
86–88 Piles of Skulls Ruby-Growing Tree
89 Oversized Fungus Astral Vessel
90–91 Dense Cacti Island is Giant Turtle
92–93 Choking Fog It's Always Growing
94–95 Gusts of Wind It's all a Hologram
96–97 Tiny Trees No Time Passes Here
98–99 Elephant Herds Steel Dinosaurs
100 Underwater Slime Volcano

132
I Eat the Stuff

d100 Name
1 Delici...argh! STR Save or your guts explode.
2–5 Delicious! Fruity. Quite satisfying.
6–8 Tastes meaty. You regain any lost STR.
9 Your insides feel cold, and liquid metal coats
your bones. You always have Armour 1.
10–12 Tastes pickled. You get real drunk.
13–15 Woah. Hallucinations for d6 hours.
16–17 Blech! Vomit now and for d6 hours.
18–19 Tastes inky. You can read books instantly
by waving your hand over them.
20–22 Urgh... so salty. It's gross.
23–26 Literally liquid gold. Lose d6 STR.
27–29 Hot! Breathe Fire (d10) at whoever is
right in front of you.
30–33 Roll a Mutation (see p137).
34–37 Turn Invisible for d6 minutes.
38–39 Horrible pain for d6 minutes.
40–42 Bready. You need never eat or drink again.
43–46 Like liquid fish. Quite stirring.
46–49 Blind for d6 hours!
50–53 Awful poison. Lose 2d6 STR.
54–56 Lose 2d6 DEX. Turn to stone at DEX 0.
57–59 Lose 2d6 WIL. Turn into an insane monster at WIL 0.
60–61 It's okay I guess, for slime.
62–63 Gain an evil voice in your head forever.
64–66 Gain a helpful voice in your head forever.
67–70 It's the best! You crave more.
Lose 1 WIL each day until you eat some more.
71–73 Invigorating! Gain 1d6 STR for d6 hours.
74–75 Mind-Opening. Gain 1d6 WIL for d6 hours.
76–77 Zippy! Move at double pace for d6 hours.
77–80 First taste is gross. Second is delicious.
81–86 Your mouth seals shut for d6 hours.
86–89 Go on a rampage for d6 turns.
90–91 Your voice now echoes.
92–95 Your voice is permanently higher pitched.
96–99 Rapid hair growth, permanently.
100 Like Honey! Heals any ailment.

Note: Smelling the Stuff gives a clue to its effect

133
Is This Thing an Arcanum?

d100 Form Is It an Arcanum?


1 Throne Nope!
2–5 Chest No, but valuable!
6–8 Rod Just weird.
9 Wand Just bait for a trap.
10–12 Ring No but still deadly.
13–15 Cube The thing itself is a trap!
16–17 Bell Actually really boring.
18–19 Lantern No, but some value.
20–22 Brooch Yes! Wait... no.
23–26 Gem Quite techy, but no.
27–29 Telescope Obviously not.
30–33 Lens Find an expert and roll again!
34–37 Dagger No.
38–39 Pistol Otherworldly, but no.
40–42 Musket A fake.
43–46 Sphere Just arty.
46–49 Hammer Just incredibly old.
50–53 Headband Yes! But it's trapped.
54–56 Bracers Absolutely.
57–59 Flute Sure, but it's really ugly.
60–61 Drum Yeah, but it smells so bad.
62–63 Huge Machine Sure is!
64–66 Mirror Yes, and valuable anyway!
67–69 Painting Unsettling, but yes.
70–74 Staff Yes, but caked in dust.
75–76 Helmet Sure, but not working now.
77–79 Breastplate It might be... it is!
80–82 Rock Yes, and you've heard of it.
82–83 Boulder Yes! Just like in the story!
84–85 Horn Yes, and safe to use too.
86–88 Tusk Very much so.
89 Sword Yep!
90–91 Tablet Obviously.
92–93 Engine Sure, but looks so dangerous.
94–95 Anvil Yes!
96–97 Dice Yes, but needs attention.
98–99 Chains Yes, but not obviously.
100 Cannon No... wait! No.. WAIT! YES!

134
d100 Power
1 Cosmic Travel
2–5 Time Distortion
6–8 Cosmic Summoning
9 Astral-Transcendence
10–12 Telekinesis
13–15 Elemental Blast
16–17 Slow Painful Death
18–19 Disintegration
20–22 Flight
23–26 Size Distortion
27–29 Plant Control
30–33 Mass-Creation
34–37 Energy-Creation
38–39 Thing go BOOM!
40–42 Unlock Primal Rage
43–46 Persuasion
46–49 Auditory Illusions
50–53 Visual Illusions
54–56 Liquify Matter
57–59 Blast Minds
60–61 Read Thoughts
62–63 Create Deadly Traps
64–66 Summon the Dead
67–69 Hypnotic Music
70–74 Dull Senses
75–76 Venom Ray
77–79 Great Knowledge
80–82 Communicate Great Distances
82–83 Arm the Masses
84–85 Destroy Structures
86–88 Unnatural Slumber
89 Spread Insanity
90–91 Possession
92–93 Create Servants
94–95 Release Unstoppable Creature
96–97 Release Benevolent Spirit
98–99 Swap Materials
100 Sensory Overload

135
Alternative Character Groups
In place of being a group of explorers from Bastion,
you may decide to be a different type of group.

Mutants from the Underground


Born in the Underground, shunned by the surface.
Roll d20 for each Ability Score and take a Starter Package from
the table below.

Highest
Ability 1–2 HP 3–4 HP 5–6 HP
3-10 3 Mutations 2 Mutations 2 Mutations
Crossbow (d6 B) Pistol (d6) Maul (d8 B)
11-13 3 Mutations 2 Mutations 2 Mutations
Mace (d6) Knife (d6) Bow (d6 B)
14-15 2 Mutations 2 Mutations 2 Mutations
Longaxe (d8 B) Club (d6) Mace (d6)
Crude Armour Shield Shield
16-17 2 Mutations 2 Mutations 2 Mutations
Bow (d6 B) Knife (d6) Axe (d6)
Acid Poison Hooch
18-19 Mutation Mutation Mutation
Club (d6) Staff (d6 B) Spear (d8 B)
Wire Glue Lantern
20 Mutation Mutation Mutation
Brick (d6) Spike (d6) Rope

Advancement
As normal, but when you move to the next Experience Level
roll d4. If this is higher than the number of Mutations you
already have, gain a random Mutation.

136
d100 Mutations
1 Giant Head
2–5 Bone Claws (d6 Damage)
6–7 Bat Wings
8–9 Spit Acid (d8 Damage)
10–11 Third Eye (sense clues about people)
12–13 Covered in Barnacles
14–15 Nature Kinship (talk to animals and plants)
16–17 Illusionist (fool one person at a time)
18–19 Chitinous Shell (Armour 1)
20–22 Venom (d6 STR Loss on Critical Damage)
23–24 Spider Climb
25–26 Boneless
27–29 Bloodsucker (regain lost STR when you feed)
30–33 Compound Eyes (see all around you)
34–37 Bug Wings
38–39 Gills
40–41 Toady Skin
42–43 Glorious Mane
44–46 Slug-Like
47–49 Cyclops
50–53 Constant Drooler
54–56 Red-Gaze (d8 Damage)
57–59 Ruster (touch rusts metal)
60–62 Huge Jaws
63–65 Cocoon (sleep in an Armour 2 shell)
66–69 Prehensile Tail
70–73 Echolocation
74–77 Heat Vision (see heat signatures)
78–79 Devourer (eat anything for nourishment)
80–82 Living Hive (swarm of bugs live in you)
82–83 Explosive (d12 Damage blast when you die)
84–85 Spray Ink
86–87 Morph (change face at will)
88–89 Void (annihilate objects you grasp)
90–92 Spores (choke opponents)
93–95 Camouflage
96–97 Psychedelic Skin
98–99 Horns
100 Hooves

137
Simple Folk
People from the forgotten corners of Deep Country and the
Other Cities that didn’t quite make it into the Industrial Age.
Roll d12+6 for STR and DEX, and 2d6 for WIL.
You get a Starting Package from the table below, in addition
to a dagger (d6), torch, and some quaint clothes.

STR 1–2 HP 3–4 HP 5–6 HP


7 Bow (d6 B) Rod (d6) Sling (d6)
Crude Armour Eyepatch One Leg
3 Trinkets 3 Trinkets 3 Trinkets
8 Bow (d6 B) Shield Whistle
2 Trinkets 2 Trinkets 2 Trinkets
9 Shield Hatchet (d6) Stick (d6)
Hammer (d6) One Ear Extra Ear
2 Trinkets 1 Trinket 1 Trinket
10 Flail (d8 B) Shield Bow (d6 B)
2 Trinkets 1 Trinket 1 Trinket
11 Crude Armour Bow (d6) Shovel (d6)
2 Trinkets 1 Trinket 1 Trinket
12 Hatchet (d6) Crude Armour Drum
2 Trinkets 1 Trinket 1 Trinket
13 Club (d6) Machete (d6) Spike (d6)
Crude Armour No Nose Mute
2 Trinkets 1 Trinket 1 Trinket
14 Crossbow (d6 B) Greataxe (d8 B) Maul (d8 B)
2 Trinkets 1 Trinket 1 Trinket
15 Sword (d6) Axe (d6) Bow (d6 B)
Shield Shield Hawk
1 Trinket 1 Trinket 1 Trinket
16 Lantern Spear (d8 B) Axe (d6)
1 Trinket 1 Trinket 1 Trinket
17 Wine Mallet (d6) Sling (d6)
1 Trinket 1 Trinket 1 Trinket
18 Broken Nose Hanging Jaw Flat Head
1 Trinket 1 Trinket 1 Trinket

138
d100 Trinket
1 Fighting Rooster (2d6hp)
2–5 Devil Mask
6–7 Eternally Smelly Hat
8–9 Horse Skull Helmet
10–11 Donkey
12–13 Bag of Flour
14–15 Very Fat Dog
16–17 Bell on a Stick
18–19 Explorer's Sabre (d6)
20–22 An Actual Rifle! (d8 B, no ammo)
23–24 Potato Sack
25–26 Wagon Wheel
27–29 Dowsing Rods
30–33 Scythe (d6 B)
34–37 Cage Full of Crickets
38–39 Unbreakable Conker
40–41 Ornate Shovel (d6)
42–43 Old Military Uniform
44–46 Bag of Really Heavy Rocks
47–49 Wooden Locket
50–53 Brick on a Rope
54–56 Cloth Monkey
57–59 Huge Candle
60–62 Bat on a String
63–65 Lucky Frog
66–69 Board with Nail (d6)
70–73 Noose
74–77 Fake Pistol
78–79 Rude Shaped Turnip
80–82 Cannonball
82–83 Fire Oil
84–85 Gigantic Pumpkin
86–87 Bomb (no fuse)
88–89 Turnip Wine
90–92 Magic Beans (not magic)
93–95 Prize Cow
96–97 Small, Blind, Old Dog
98–99 Pointy Star Hat
100 Arcanum

139
Unhumans
The entire city of Starfall was stolen away by a roaring light
almost a century ago. With rumours of its return, Unhuman
beings have been spotted arriving in Bastion.
Lots of people don’t believe this story. You aren’t even sure
yourself.
Roll d20 once for the whole group, and create your characters
using the normal method, with the listed exceptions. Roll d10 and
add your hp to find your Starter Package on the table provided.

d20 Unhuman type


1–2 Stocky, beard, know everything about rocks.
Immune to poison, d12+6 STR. Axe.
3–4 Small and pudgy, hide in tiny places, 2d6 STR, 2d6+6 WIL.
Dagger.
5–6 Slender, unaging, immortal. Pass a WIL Save to perform subtle
trickery that may appear as magic. 2d6+6 DEX. Sword and Bow.
7–8 Ugly, animalistic features. d12+8 STR, d10 WIL.
Heavy two-handed chopper (d8).
9–10 Tiny, green, sort of creepy looking. 2d6 STR and WIL, d12+6
DEX. Dagger.
11 Scales, breath weapon (d8) and immunity based on colour. Red
(Fire), Black/Green (Acid), Blue (Lightning), White (Cold). Sword.
12–13 Tiny, bald, know everything about machines, talk to burrowing
animals. 2d6 STR. Musket.
14 Made of living wood and stone. Immune to anything that
would affect living tissue. Rifle.
15–16 Intelligent Ape. d12+6 DEX. Musket.
17 Wings, beak, and talons. Fly quite well. d6+3 STR. Musket.
18 Grey skin, white hair, talk to bugs, see perfectly in darkness.
Sword and Poison.
19–20 Twice normal size. d6+14 STR, d10 DEX. Weapons specially
made for you are bumped up to the next size die. Hand
Weapons cause d8, Field Weapons cause d10 etc. Maul (d10).

140
d10 + hp Unhuman Starter Packages
2 Arcanum, Cult Symbol
3 Arcanum, Poison
4 Hound
5 Arcanum, Ether
6 Staff (d6 B), Raven
7 Pistol Brace (d8)
8 Arcanum, Shackles
9 Fancy Sword (d8)
10 Elaborate Clothes
11 Fancy Pistol (d8)
12 Pistol, Incredible Hat
13 Blunderbuss (d8)
14 Greatsword (d8)
15 Shield, Sword (d6)
16 Cult Symbol

d20 What do the humans think of your people?


1 No idea you exist.
2 You're just a rumour.
3 Word is starting to spread.
4 One bad example is publicly known.
5 One good example is publicly known.
6 Lots of stories, but you're still hidden.
7 You went into hiding a few years ago.
8 They think you’re from the Golden Lands (you’re not).
9 They think you’re a mutant from the Underground
(you're not).
10 They think you’re from space (you’re not).
11 They want you dead!
12 Incredibly stereotyped, generally bad.
13 Incredibly stereotyped, generally good.
14 Generally a good reputation.
15 Generally a bad reputation.
16 Good history, but things are turning sour.
17 Bad history, but things are generally okay now.
18 You work closely with them.
19 They don't care.
20 They think you're great.

141
Alternative Before rolling their character,

Starter any player can declare they are


using this table in place of the
Packages standard starter package table.

1 HP 2 HP 3 HP

3–9 Hammer (d8 B), Sabre (d6), Jezzail (d8 B),


Mask, Arcanum Umbrella, Arcanum Perfume, Arcanum

10 Femur (d6), Staff (d6 B), Spear (d6), Arcanum.


Starmap, Arcanum Skull, Arcanum Minor Fame
11 Stake (d6), Billhook (d8 B), Handcannon (d8 B),
Paint can, Arcanum Fishing Net, Arcanum Holy Book, Arcanum
12 Stiletto (d6), Monocle, Fist-Spike (d6), Crossbow (d6 B),
Arcanum Rubber Ball, Arcanum Very Strong Coffee,
Arcanum
13 Blunderbuss (d8 B), Morningstar (d6), Dagger (d6),
Miner’s Helmet, Glitter Pouch, Grappling Hook,
Arcanum Arcanum Syringe
14 Hook (d6), Cricket Bat (d6 B), Greatsword (d8 B),
Pocket Lighter, Glue, Pig Steel Wire,
Arcanum Fancy Cat
15 Pistol (d6), Musket (d8 B), Glaive (d8 B),
Shield, Old Dog Bag of Screws, Barbed Wire,
Squirrel Preserved Fish
16 Club (d6), Pocket-knife (d6), Snooker Cue (d6 B),
Ventriloquist Dummy, Joke Sweets, Net Flask of Soup, Gum
Whistle
17 Poleaxe (d8 B), Knife (d6), Pitchfork (d6 B),
Wheelbarrow, Cleaning Tools, Prickly Fruit,
Strong Magnet Worthless Crystal Toy Frog
18 Rake (d6 B), Fake Pistol, Club (d6),
Jar of Worms. Poetry Book. Bag of Teeth
Foul Odour Awful Hair

142
4 HP 5 HP 6 HP
Spike Gun (d8 B), Rifle (d8 B), Twin Swords (d8 B), 3–9
Absinthe, Arcanum Modern Armour, Chalk.
Goat Eye on Back of Head
Longaxe (d8 B), Pike (d8 B), Herbs, Pistol (d6), Music Box. 10
Doll, Arcanum Bug-Monkey Unsettling Manner
Spike Chain (d6), Rifle (d8 B), Chemistry Gun-Limb (d6), 11
Shield, Hyena-Dog Book, Small Fireworks Crude Armour, Bell
Sceptre (d6), Stick (d6), Axe (d6), Bell, 12
Birdcall, Kookaburra Rat, Disguise Kit Poisonous Mushrooms

Halberd (d8 B), Axe (d6), Flail (d8 B), 13


Deck of Cards. Shield, Animal Feed,
Double-Jointed Jar of Honey Brandy
Trident (d6), Big Stick (d6 B), Scythe (d6 B), 14
Flashbang, Chain, Olive Oil Bones, Crystal Ball
Adoring Follower
Mallet (d6), Pistol (d6), Baton (d6), 15
Smoke-bomb, Siren, Pesticide Can Periscope,
Mousetraps Hot Peppers
Shovel (d6 B), Longbow (d6 B), Crowbar (d6), 16
Choking Powder, Bottled Blood, Snail, Scented Candle
Treacle Acid Flask
Cane (d6), Sword (d6), Crossbow (d6 B), 17
Fake Jewellery, Spyglass, Bagpipes, Eyepatch
Poison Painting Set
Rod (d6), Golf Club (d6 B), Spike (d6), 18
Jar of Pennies. Gin. Bad Reputation Bomb. No Teeth
Hate Sunlight

143
Index
Ability Score Loss 18, 55 Hopesend 110
Ability Scores 8, 44 Impaired 16
Actions 15 Iron Coral 62
Apprentices 39 Islands 132
Arcana 16, 20, 48, 134 Links 123
Armour 12, 16 Luck Rolls 45
Attacks 16 Marsh Myths 100
Bastion 58, 118, 125 Money 47
Blast 16 Monsters 54, 56
Borough Council 117 Morale 19, 40
Bulky 10, 19 Mutants 136
Businesses 39, 125 Oddpendium 116
Companions 8, 118 People 118
Critical Damage 16, 55 Polar Ocean 61
Cults 128 Reaction 19
Damage 16, 45 Refereeing 42
Darkness 130 Reputation 36
Death 18, 54 Resting 19
Death Attacks 55 Routes 124
Deep Country 60, 138 Saves 15, 44
Deprived 18 Ships 40, 41, 114
Detachments 39, 40 Simple Folk 138
Doors 51 Starter Packages 8, 10, 136, 138, 140, 142
Echoes 90 Streets 122
Enhanced 16 Structures 40, 41
Enterprise 39 Stuff 133
Equipment 8, 10, 12, 41, 142 Traps 50
Example of Play 30 Treasure 47, 131
Experience 36 Turns 15
Fallen Marsh 92 Underground 58, 123, 130, 136
Golden Lands 61 Unhumans 140
Hazards 50, 130 Wandering Encounters 51
Bastion is the only
city that matters.

In its industrial age, The Underground


it sits as the smoke- spreads beneath
shrouded hub of our feet and the
mankind, surrounded stars loom above.
by a world of lurking
horrors and cosmic
interference.

ISBN 9789189143609
FLFFLW14

9 789189 143609

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