Beyond the Fading Coast: a New Weird Deep Water Setting for Electric Bastionland is now in development.

AN INCOMPLETE LIST OF INSPIRATIONS
Into the Odd Remastered and Mythic Bastionland by Chris McDowell
Mausritter by Isaac Williams
Cursed Scroll Zine, Vol. 3: Midnight Sun by Kelsey Dionne
The Legend of Zelda: The Wind Waker by Nintendo
Dredge by Black Salt Games
Perdido Street Station by China Miéville
Curse of Strahd by Wizards of the Coast
The Deep by Nick Cutter
Music by Angine de Poitrine
Dune (1984) by David Lynch

Boat Travel. Like the Fading Coast, the focus of this adventure module will be the pointcrawl around the Deep Water setting.

A day has three Phases: Morning, Afternoon, and Night.

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

At 0 HP, the ship is Broken Down, and requires Major Repairs by a Specialist. Hopefully you brought a flare gun.

Instead of travelling, Players can spend a Phase to Repair their ship (consuming Junk) or they can Dredge (more on that below).

There will be a variety of boats with different stats (like the vehicles in the Fading Coast).

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

Fuel Dredger HP 14
Armour 2 (Reinforced Hull)
Locker Space 10
Volatile. When the Fuel Dredger loses half of its current HP or more, it explodes in an all-consuming fireball (d20, BLAST).

Like Trunk Space for vehicles, Locker Space refers to the number of Bulky items that a ship can hold. Ideally the Players are forced to make tough choices about what to throw overboard as they adventure.

Encounters. Deep Water is dangerous and mostly lawless. Roll d6 when the Players are vulnerable.

  1. Pirates. Musicians and Maths Sorcerers from a distant land. They’ve discovered a way to fold space and travel at inexplicable speeds. Their strange, geometric ships carry powerful storms in their wake.
  2. Monsters. Aberrant horrors of the Deep. There’ll be a 2d12 table to combine form and function to create unique nightmares for each sea monster encounter.
  3. Rescue. Someone (or something) is lost at sea, begging for rescue. Probably another 2d12 combining Secrets and Drives.
  4. Ghost Ship. Staticky remnants of lost machines. Sometimes helpful.
  5. Evangelicals. Converts to the Church of the Fallen Rime handing out literature and asking for donations. They know many secrets about the Deep.
  6. Fuel Carrier. On its way from the Refinery to the Fading Coast, or beyond to Bastion. Heavily guarded by Mock-Shark Mercenaries.

Currents. The Deep (Red), Coastal Islands (Green), Direct (Green Dotted), Hazardous/Bony (Mauve), Closed (Pale Red).

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

1-3: Aberration (2d12 Form and Curse, worth up to £250 to the right collector).
4-5: Junk (Bulky, worth £2d6, can be used to repair d6 HP).
6: Oddity (2d12 Shape and Utility).

Brighton. Rain soaks the square. The carnival rides of Fun Town rise above the colourfully painted houses like rusted bones, their cracked plaster sloughs off in the rain like putrid meat. Hollowed out slugheads and bent-back sailors squat in the ruins of an ancient harbour town in rapid decline.

Chimp’s Sea Bar. Floating rigs. Full menu, d6 Rumours, and 2d20 Spark Table of Sailors.

Ruined Fort. Arcane Tattoo College with Apprentices and Inking Machines in the tower. Rules for Arcane Tattoos–right now I’m thinking 2d12 table of Symbol (Element) and Placement (AoE).

  • For example, Swallows (Wind?) on the Hands (Cone?) allow the wearer to shoot a powerful gust of wind from their outstretched hands.

High Risk Fishing. Not really fish. Unique Dredging rules for this location, a chance to get valuable trophies.

Mock Sharks. Loan collectors, union busters, and hired mercenaries for the Fuel Refineries.

Mock Shark HP 9
Driven to consume money.
Armour 1 (Salt-stained Leather), STR 12, DEX 14, CHA 9
Iron Jaws (d8 +d8 against fleshy targets)
Frenzy. +d12 damage whenever the Mock Shark smells money in the water.

The Bucket. Ship makers in an old prison-castle. Remade crabmen (reformed criminals) crawl on barnacle crusted steel and weld impossible Deep Water machines.

Public House. Dive bar floating among rocky islands. The secret headquarters of a group of werepuffin spies and eco-terrorists set on destroying the refineries.

Werepuffin HP 12
Driven to save the Deep from ecological collapse.
Armour 1 (Unnatural Strength), STR 11, DEX 12, CHA 11
Bite (d8), target is cursed with puffin lycanthropy on Critical Damage

Mechanics’ Bay. A family-team of machinists working on a new kind of flying machine. They need more Junk and Oddities for their machine. They can’t afford to pay, but when the flying machine is finished they’ll remember who helped them.

Trader’s Rock. The furthest point to the east, before the pale expanse. Strange insectoids from a distant continent hock their spit-made crafts and chemical tonics. They’ll take money, but they seek Aberrations above all else.

FACTIONS

  1. Maths Sorcerers/Pirates“Have you heard of these guys? They’re everywhere.”
  2. Fuel Dredgers/Refineries
  3. The Church of the Fallen Rime

A Pirate Ship always has 2d6 Aggregates, a Rhythm Master and a Downbeat Commander (for navigation), and a Mixer for negotiations.

Pirate Ship HP 18
Armour 3 (Strange Geometry)
Blast Beat (d10, BLAST +d8 against solo targets)
Polyrhythmic Drift. The Rhythm Master and Downbeat Commander can synchronize their strange maths to control the seas, navigating at inexplicable speeds.

Aggregates HP 6
Driven to take whatever they want.
Logarithmic Slugger (d6)

Rhythm Master HP 9
Driven to control the winds.
Armour 1 (Iso-Trigon Mask), CHA 14
Reverb Axe (d8, Bulky), target is stupefied on Critical Damage.

Downbeat Commander HP 9
Driven to make waves.
Armour 1 (Resonator Yoke) CHA 18
Beat Machine (d10, BLAST, Bulky), target is stupefied on Critical Damage.
Immobile. The Beat Machine is welded to the floor of the ship’s observation deck.

Mixer HP 3
Driven to translate the cacophony.
Armour 1 (Compression Veil)
Tuning Fork (d4)

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