While the Forgotten Coast won’t be continuing, there’s no such thing as wasted creativity. The joy of making things is its own reward.

THE MAP
The first version of the Forgotten Coast map was thrown together hastily to serve my home game, but wasn’t my exact aesthetic preference.

RUMOURS d6
1. “Something is killing folk in the woods near Hendenburgh. Tearing them apart. Nobody goes that way anymore.”
2. “The Lab has been here for more than fifty years. Still, no one knows what they do. They buy strange relics though–Arcana, they call it.”
3. “Stay away from Orlane. Something evil is at work there–the villagers are changing. You can recognize the changed villagers by the fang marks in their throats!”
4. “The land is changing. Giant reptiles are straying far, far from the marsh. A huge, many-headed creature is stealing people who stop to rest along the Coastal Highway!”
5. “Boff’s are crooks. I heard Boff Industries supplies the Ferrymen so they can rob people on the Coastal Highway. They want more people using their toll road.”
6. “Engines stall before trouble starts. Old drivers say the cars can feel what’s coming through the road.”

FACTIONS
Cult of the Reptile God. Brainwashed farmers and travelers led by Father Abramo and Explictica Defilus–the Clear Ruin of the Land. It wants to assimilate everyone into the Cult and be worshipped like a god.
Resources: Mind-controlled villagers of Orlane, secret swamp lair, mind-altering presence.
- Finish assimilating Orlane
- Assimilate Sly George (Ferrymen)
- Infiltrate the Lab with Cultists
Explictica Defilus A3 (Metallic Scales), 12 HP, STR 14, DEX 12, CHA 16, Bite (d10) and Fireball (d10 BLAST)
Naga Gaze. A target facing the Naga is hypnotized, falling under its will until the Naga is destroyed.
The Lab. Scientists and archaeologists led by Dr. Alvarado. He wants to understand the Clear Ruin of the Land, even if it means accelerating its processes. He has a plan to destroy the Cult, when the time comes (a genetically modified bear called MORD). He needs more arcana to finish his creation.
Resources: Advanced scientific equipment, recovered arcana, armed field agents.
- Finish the new creation (MORD)
- Find the Clear Ruin of the Land
- Capture and study an alien
The Ferrymen. Well-funded criminals led by Sly George. He wants to live peacefully with his new bride and start smuggling stolen machines through Hendenburgh. He fears the witches he betrayed.
Resources: Iron ferryboat, criminal network, the Cloak of Many Faces.
- Establish a “legitimate” ferry operation
- Stop the witches
- Create a reliable smuggling route north through Hendenbrugh

ROAD ENCOUNTERS d8
1. A lonely Junk Collector in a noisy truck with tools and towing equipment. He acts friendly, but he wants to trap broken-down drivers in his home and sap their strength, always stalling to fix their vehicle and offering more refreshments.
Junk Collector A1 (Heavy Jacket), 8 HP, STR 3, DEX 8, CHA 12, Shotgun (d10, Bulky)
Strength Sap. Target loses d6 CHA, the Junk Collector gains equivalent STR.
2. A Drifter on her way to the Lab to sell her “fallen star.” She’ll pitch in £2d6 each day, but don’t waste her time.
Drifter 3 HP, DEX 12, Revolver (d6)
Fallen Star. Glows bright blue. Fires an crackling beam of energy. Target loses d6 DEX, if their DEX is reduced to 0 they melt into blue goo.
3. Strange roadkill. Rubbery limbs. Too many eyes. It attracts a Giant Snake.
Giant Snake A1 (Thick Scales) 12 HP, STR 12, DEX 12, CHA 4, Bite (d8), target swallowed whole on Critical Damage
4. A massive, nearly unstoppable Lumber Lorry (3:6 chance the driver is a Cultist).
Lumber Lorry A3 (Steel Frame), 18 HP
Cultist 3 HP, Farm Tools (d6)
5. A hazardous Delivery for the Lab. The exhausted driver has no idea what’s inside the iron holding tank in his van, but now her can hear it whispering in the back of his mind. It begs to be set free.
Delivery 12 HP, STR 8, DEX 12, CHA 18, Tentacles (d6 BLAST), target’s brain is ripped out of their skull on Critical Damage
Mind Blast. Nearby targets CHA Save or lose 1d4 CHA and paralyzed.
6. Field Agents from the Lab have detained a disheveled man walking barefoot along the road. He just wants to go home to Orlane (Cultist).
Field Agent 4 HP, Automatic Pistol (d6 BLAST)
7. A family of five packed tightly in their rusted truck. They’re fleeing Orlane before they end up missing like their neighbours.
8. A young couple and their dog flee Sly George and the Ferrymen. They have their own colossal debt.

THE BALCONY CLIFFS
A behemoth of green, moss-covered concrete surrounded by a vast, empty parking lot.
Parking Compliance Officer A1 (Body Armour), 3 HP, Baton (d6)
101 “AUTHORIZED PERSONNEL ONLY” written on the door. Inside, the walls are covered in thick black mold resembling human silhouettes.
203 Walls covered in pillows, blankets, and thick rugs. John insists his apartment remain silent at all times. On the kitchen table are countless notes: “KEEP THE VOLUME DOWN!” and “SHUT UP!”
301 An unlocked door. Poisonous mudvipers slither across the carpet. Rupert is asleep on the couch, enjoying a powerful sedative distilled from their venom. He can make an antidote if properly motivated.
Mudviper 1 HP, STR 2, DEX 11, CHA 3, Bite (d6), target is poisoned on Critical Damage (-d6 STR each day until treated by a Specialist).
303 The door hangs open. Inside, Cynthia presses her ear to the floorboard. She’s convinced a monster lives below her, and she’s prepared to fight for her life.
Cynthia A1 (Body Armour), 4 HP, Shotgun (d10, Bulky) or Grenade (d10 BLAST)
402 Flickering lights. Static on the radio. The constant rattle of a hammer from the bedroom. Gregory has stripped all of the copper wiring from his walls, convinced the Clear Ruin of the Land is electromagnetic, not physical.
404 Apartment not found. The door is difficult to open due to strong winds–a sudden drop to the parking lot below.
501 Freezing inside; Dr. Narang performs an autopsy on the kitchen table. The deceased is a “changed” villager from Orlane. Dr. Narang is trying to figure out how they can be identified. He dismisses rumours of fang marks as disinformation.
602 Unlocked. “I thought I told you to lock the door!” A small faction of Field Agents (2d6) meet in the living room, discussing how they can stop the creation of Project MORD before it’s too late.
603 Locked door. Pink drapes, warm light, soft carpet. Dried, dead flowers. Paintings all over the walls: swamps, birds, white bunnies, and an island. Over and over again, the island. It has a lighthouse. On the frilly bed is a stuffed bar. Stitched into its foot: “MORD.”
604 Frantic murals depict people turning into plants and animals. Whitby obsessively washes a dead white mouse under his kitchen sink.
Whitby 3 HP, Kitchen Knife (d6)
The Lift. Loud, slow, and unreliable. 3:6 chance of getting stuck.
A red button within says “PRESS IF STUCK,” but someone has written beside it with a black marker: “Don’t Press!”
*Somehow, pushing the button folds spacetime creating a wormhole to the moment the lift becomes unstuck. As a result, d6 months pass outside of the lift (1 parking ticket per week, £25 per ticket).

THE LAB
Pillars of concrete rise from behind rusted chain-link fences.
Security Checkpoint. A tinted glass box at the metal gate. A nearly indiscernible, garbled machine voice commands visitors to surrender their weapons before proceeding.
Security Officer A2 (Modern Armour), 6 HP, STR 12, Assault Rifle (d8, BLAST, Bulky)
Arcana Intake. A drafty warehouse separate from the main facility. Crates, tarps, and strange shapes are piled within. The Procurement Officer will pay up to £100 for the right sample. Any more requires the Director’s approval.
Reception/Records. Dusty desks, pneumatic tubes. Filing cabinets containing endless documents. The Receptionist asks guests to sign in, the log goes back decades.
Receptionist 3 HP, CHA 12, Tranquilizer Gun (STR Save or fall unconscious).
Break Room. Burnt coffee, half-eaten sandwiches. Faint sobbing. A notice board of safety posters and inspirational phrases: “Believe you can and you’re halfway there.” Once everyone has returned to work, the Custodian might offer to sell fake Access Badges for £50. He is a friend of Sly George and the Ferrymen.
Custodian 3 HP, Switchblade (d6)
Ethics Committee Room. Dusty, empty chairs surround a long conference table. A tape recorder is still running, the last meeting transcript is heavily redacted but the last line is legible: “So we agree, this is unacceptable… Proceed anyway.”
Dr. Alvarado’s Office, the Director. Locked, requires an Access Badge. Spotless office, no windows. A trophy shelf of “retired projects.” On the desk, a schematic resembling a bear is labeled “Project MORD.”
*3:6 chance Dr. Alvarado is here.
Dr. Alvarado 6 HP, CHA 15, Hand Scorcher (d8), reduces the target to ash on Critical Damage.
Observation Hall. Locked, requires an Access Badge. One-way glass into a mist-filled chamber. A dark shape moves within, but only when unobserved. Researchers take turns not looking. Notes show experiments only work when someone doubts their results.
Arcana Testing Lab. Locked, requires an Access Badge. Table of five relics currently being studied, notes indicate what each Arcana does (Into the Odd, p. 20; roll d66 or choose).
Failed Wing. Locked, requires an Access Badge. A corridor that loops infinitely unless someone admits fault. Mutated plants grow through the concrete walls, and a former researcher named Dr. Roche has fused with his lab equipment. All he can say is “it’s not my fault…”
Dr. Roche A2 (Fused Metal), 8 HP, CHA 12, Metal Claws (d10)
MORD Chamber. Locked, requires an Access Badge. A massive metal crate is surrounded by humming cables. Researchers with clipboards monitor the rolls of paper printing from the machinery. A chalkboard labeled “Feeding Schedule” has been erased and revised many times.
*3:6 chance Dr. Alvarado is here.
Mord Detachment A4 (Massive Body), 18 HP, STR 18, DEX 12, CHA 6, Claws (d10 BLAST)
Bloated. Grows larger with each feast. After three feasts, it learns to fly.
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