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

Factions

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

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

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

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

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

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

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

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

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

Church of the Deep

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

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

Ice Caves

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

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

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

Pirate Cove

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

Booth Refinery

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

Refinery Tower

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