There may be times when you want to zoom in on Dredging and make it a full scene. You can use the site generation rules from Mythic Bastionland to create a unique location tied to a specific treasure. In the example below, the dredging site is the shipwreck of the Belmont—a sailboat that crashed into the glass skerries in this remote island cluster. The Belmont was carrying a Bird Memorial statue which is rumoured to conjure birds.

The Belmont
Entrances: 1 & 2
- Rival Dredgers. A crew of desperate fishers looking for an easy score. So far no luck. They fire long guns hoping to scare away other would-be treasure hunters (but they lack the drive to really fight).
- Barrier Isles. Sandy isles (home to many nests of gulls). Littered with tiny debris from the Belmont.
- Glass Skerries. Jagged rocks of pure, translucent glass. Difficult to see and maneuver through (without a clever solution, d6 damage to the ship).
- Hazard Buoy. Floating buoy covered in gull waste (flashing amber light). “CAUTION: GLASS SKERRIES AHEAD”
- Shimmer Corals. Diverse, colourful life swirls around a shimmering, jagged coral reef (those who linger see a school of glowing fish navigating safely through the skerries to the Belmont where they feed upon her crew).
- The Belmont. Sunken sailboat. Spend a Phase to Dredge. Those who anchor here overnight are likely to be visited by the Belmont’s ghost (a lost machine).
Roll d6: 4-6 = Bird Memorial, 2-3 = Junk, 1 = Sea Monster!
Bird Memorial. Bulky. Once per day, summon a squall of biting gulls that lasts for d6 turns and bites a target of your choice (d6 per turn).
Dredger HP 12
Armour 1 (Iron Hull)
Locker Space 8
Lost Machine HP 12
Driven to scare other machines away from the Deep.
Armour 2 (Incorporeal)
Spirit foghorn (-d6 CHA, at 0 CHA black out and wake up in a random location, d6 Phases later, with d6 Ship HP loss).
SEA MONSTER
FORM Roll d6
- Clam Crawler HP 12, Armour 2 (Speckled Shell)
- Flying Manta HP 10, Armour 2 (Leathery Hide)
- Serpent HP 8, Armour 1 (Metal Scales)
- Giant Fishman HP 6
- Fire Jelly HP 4
- Flying Eel HP 3
FUNCTION Roll d6
- Tentacles (d8), pulled overboard on Critical Damage
- Gorey Bite (d10), eviscerated on Critical Damage
- Bloody Spray (d6, Blast), DEPRIVED on Critical Damage
- Huge Claws (d6, Blast)
- Screech (d6, Blast)
- Ropey Limbs (d4, Blast)
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