
Brighton. Rain soaks the square. The carnival rides of Fun Town rise above the jagged rows of colourfully painted houses like rusted bones. Hollowed out slugheads and bent-back fishers squat in the tilted ruins of an ancient harbour town in rapid decline.
Fisher 3 HP
Driven to find a big catch and get home safely.
Hook (d6) or flare gun (d6)
Slughead HP 6
Driven to dream the dreams of others.
CHA 8
Bottle (d6)
Fun Town. Once a failed amusement park, now a farmers’ market and a daily street party for the locals. They’re known for their hospitality—just don’t call them Carnies. Winona, the head of the Merchants’ Union, will pay up £500 for the most valuable oddities dredged from the Deep.
Winona HP 9
Driven to look after for the other Fun Town merchants.
CHA 11
Revolver (d6)
The Dockside Inn. £4 per night. In a candlelit basement dining room, the owner Margot pridefully serves her perpetual fish and heavy cream soup with a pint of black, sludgy ale. A slanted top-floor addition is available for rent (it leans precariously over the harbour).
Margot HP 3
Driven to care for weary sailors.
CHA 11
Cooking utensils (d6)
Lighthouse. The lighthouse keeper, Thassle, hosts weary sailors traveling to and from Brighton, but only for a single night. He does his best to keep his visitors drinking, reporting everything he overhears to his superiors at the Booth Fuel Refinery Company. The cottage itself is poorly maintained; Thassle neglects his duties in favor of tending to the druidic temple of piled slate that shares the rocky island with the lighthouse.
Thassle HP 6
Driven to worship the Deep—the darkness itself.
CHA 8
Shovel (d8, Bulky)
The Bucket. Behind the closed-drawbridge of an ancient prison-castle, remade crabmen crawl on barnacle crusted steel and weld unrivalled Deep Water machinery. These reformed criminals are still reeling from a recent attack by pirates from the north; they appeared out of nowhere and kidnapped the crabmen’s leader, Motley, along with ten other workers.
Crabman HP 9
Driven to make better Deep Water machinery.
Armour 1 (Spotted Shell), STR 12, DEX 12, CHA 9
Pinch (d8) and hand welder (d6)
SHIP UPGRADES Roll d6
- Protective Coating (+1 Armour). Costs 3 Junk and 3 Oddities.
- Javelin Launcher (d8 + d8 against solo targets). Costs 5 Junk and 3 Oddities.
- Rubber Hull (no HP loss from moving at Full Throttle). Costs 10 Junk and 3 Oddities.
- Negative Magnetism (no HP loss during a tempest). Costs 12 Junk and 4 Oddities.
- Laser Cannon (d10 Blast, + d8 against solo targets). Costs 15 Junk and 4 Oddities.
- Strange Geometry (+2 Armour). Costs 20 Junk and 5 Oddities.
Public House. £6 for a tuna burger and a pint of sour ale. A colourful dive bar on a floating raft among speckled, rocky islands (all of it home to a flock of puffins). The owner, Angel, plots the destruction of the Booth Fuel Refinery Company and uses his bar as the secret headquarters for a militant crew of werepuffin spies and tight-lipped evangelicals from the Church of the Deep.
Werepuffin HP 12
Driven to protect the land from exploitation.
Armour 1 (Unnatural Strength), STR 11, DEX 12, CHA 12
Supressed pistol (d6) or peck (d8), target is cursed with werepuffin lycanthropy on Critical Damage
Lycanthrope. Can turn into a puffin, a human-puffin hybrid, or back into a human at will.
Mechanics’ Bay. A garage in a tiny island bay, the home of the Francos: a family-team of machinists working on a new kind of flying machine. They want to democratize dredging of the Surge. They need more junk and oddities to finish their machine. They used to have a partner dredging the Surge for them full time, a sailor named Drew, but he left on a pilgrimage to the Church of the Deep and hasn’t returned.
The Francos can’t afford to pay anyone for their work right now, but they can perform Major Repairs in exchange for oddities (and when the flying machine is finished they’ll be looking for capable pilots and dredgers).
Flying Machine HP 16
Armour 2 (Compressed Microplastics)
Locker Space 10
Flight. Can move to any adjacent location in 1 Phase and to any other location on the map in 2 Phases.
The Flying Machine requires:
❐ 25 Junk, ❐ 10 Oddities, ❐ 1 Ship
Traders’ Rock. The furthest point to the east, before the Pale Expanse. Bugmen from distant continents hock their spit-made crafts and chemical tonics (most of them useless). These mute traders will accept money, but they value aberrations above all else, paying up to £250 for the most curious (and deadliest) of them.
Bugman HP 6
Driven to collect dangerous aberrations from the Surge.
Armour 1 (Fibrous Exoskeleton), STR 13, DEX 11, CHA 9
Spit-made spear (d8, Bulky)
SPIT-MADE CRAFTS Roll d6
- Horse figurehead (Bulky). Frightens birds.
- Crystal walking stick (d8, Bulky). Shatters on impact (+d12 damage).
- Sacred dagger (d8). Unnaturally sharp.
- Polychromatic plates (Armour 1, Bulky).
- Jagged crown. +1 CHA while wearing it.
- Spit tonic. STR save or die, if you survive gain a permanent +1 STR.
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