• .

    FACTIONS
    The Old Guard. Possessed by their work, retreated from the Lab to the Balcony Cliffs many years ago.

    The Scabs. Less committed to the goals of the Lab, still naive enough to think the situation can be salvaged (or at least, capitalized on).

    Subjects. Born of Mother. “Why do the subjects attempt to imitate Balcony Cliff residents upon hatching? It’s as though the caterpillar wraps the entire terroir of the building into its cocoon before it beds; what is born is an assimilation of both Mother and the entire environment, including our thoughts, our fears.”

    Main (Buried Underground)

    Entrances/Exits. Steep descent from outside (tight, sand-filled hallways). Warped wooden stairs rise from the lobby to each floor.

    101. Open doorway (crushed by fallen sediment). Brittle growths on the wall (in the shape of people). Sticky webbing covers the kitchen (secret tunnel to 103). The television plays a Deep Country town hall meeting intercut with advertisements for Chimp’s.

    102. Locked apartment (completely quiet inside). Opaque, glass balcony door. The resident, John, has covered the walls in pillows and upholstered furniture (he demands absolute silence).

    103. The entrance is buried under debris. Inside, a pool of salty water and a beach of eroding building materials. A sticky Egg Cluster grows in web on the surface of the water (inside each egg is a writhing caterpillar).

    104. Collapsing into the parking garage below (the rubble can be easily climbed down to Parking).

    CONDUCTORS’ NOTES
    What Else Is On? If the Players want to change the station on the television set in 101, I recommend rolling for a result on this fantastic blog post. You could also use the TVs to deliver lore about the Balcony Cliffs or foreshadow potential encounters.

    John 3 HP
    Driven to live quietly and get paid (on Stress Leave).
    STR 8, CHA 8
    Kitchen Knife (d6)

    Eggs Cluster HP 10
    Filled with growing caterpillars psychically connected to their Mother.
    Psychic Scream. Summons Mother in d6 Rounds.

    Level 2/Ground Level

    Entrances. 203 and 204 face the sea, and are battered with waves and salty winds. The whole building leans toward the south. From the north side, a muddy descent leads toward the buried Main Entrance.

    201. Empty apartment (everything is dusty). Yellowing files on the table offer insights into the Lab’s history (Bastion’s greatest industries have all contributed to the Lab’s funding; weapons, pharmaceuticals, and telecommunications companies alike).

    202. Locked apartment (shattered balcony door). Furniture tipped over in makeshift barricade (rigged with explosives: 2d12 BLAST). A ladder rises to a recently constructed trapdoor in the ceiling (climb to 302).

    203. Shattered windows/balcony door, wet, salty soil. A makeshift camp (moldy couch, tattered tarps) with a fire pit and a well in the floorboards (rusted; built decades ago). A young duo, Sophia and David, camp here (they claim to be brother and sister, but are secretive about where they’re from).

    204. Collapsed apartment (unstable floor and missing ceiling), blocked with chain-linked fence. Rubble can be climbed to 304 above (a one-way, distant drop to Parking below).

    David 6 HP
    Driven to get Sophia away from her family.
    STR 11, DEX 11, CHA 8
    Switchblade (d6) or Sawed-off Shotgtun (d8, BLAST, last shell)

    Sophia Byron HP 3
    Driven to keep her telekinetic powers a secret.
    STR 7, DEX 11, CHA 11
    Brain Zap. -d6 CHA, at 0 CHA head explodes.
    Telepathy. Can hear the hostile thoughts of others.

    VENTURE MC HP 7
    Werner Industrial’s more affordable combustion bike.
    Seats 2 ,Trunk Space 2
    Lightweight. Ignore d6 HP loss for Speeding.

    CONDUCTORS’ NOTES
    David is like an older brother to Sophia, but he’s not actually her brother. She paid him (very little) to get him as far away from her family at the Old House as possible. His first plan was to take her to Bastion, but he got turned around. He doesn’t want Sophia to know he’s feeling desperate.

    Level 3

    301. A Subject is locked behind a locked chain-link gate (requires an M2 Key). A television is faced toward the one-way mirror (blasting loud static).

    302. Brightly lit, Dr. Narang performs an autopsy on a villager from O’Lane on his kitchen table. His apartment has been retrofitted with makeshift showers (for decontamination) and a trapdoor (ladder down to 202).

    303. Cluttered workspace, d6 +1 Scab-Scientists study the Subject in 301 through a one-way mirror. They take turns not looking and record their results (there’s a secret, hidden door into 301). Among their files on the table is an M2 Key.

    Numerator. Calculates the odds of outcomes, but takes several days to do so.

    304. Collapsing, treacherous climb. The apartment above (404) is gone (a trapdoor into 504 is visible high up, out of reach).

    Dr. Narang HP 4
    Driven to understand how the Clear Ruin of the Land assimilates its victims.
    CHA 12
    Scalpel (d6)

    CONDUCTORS’ NOTES
    Locks and Keys. The stairs are quarantined on the third, fourth, fifth, and sixth floors. The Players will need an M2 Key or a clever solution to get through the chain-link fence and explore these floors.

    Level 4

    401. The door has been smashed off its hinges. Flooded apartment (slick, oily water). Two barrels of fuel have been left in the kitchen (burns for d6 damage per round).

    402. A massive piece of salt-stained driftwood lit by floodlights (huge sections have been carved away). A collection of mock-scientists in progress are neatly arranged (made of the same driftwood). The Chief of Personnel, Carlile, applies pungent lacquer to his most recent Mock Scientist.

    403. Dusty apartment. 2d6 +1 Mock Scientists take samples of the environment (and act keenly curious about the Players).

    404. The door is difficult to open (strong winds). The apartment is inexplicably absent. The ruins of Apartment 304 are visible below (and a trapdoor leading to 504 is only a treacherous climb away).

    Carlile, Chief of Personnel HP 3
    Driven to replace scientists on leave.
    STR 12, CHA 12
    Industrial Drill (d10, Bulky)

    Mock Scientist HP 6
    Driven to be perceived as making scientific discoveries.
    STR 8, DEX 6, CHA 6
    Laboratory Glassware (d6)

    Level 5

    501. Empty file storage. Piles of brittle husks in the corner (covering a crawlway to 503). The living room has been renovated into a stairwell (climbs to 601).

    502. Spotless reception area (stairs to 602). Hamlin, the Receptionist, sits behind a large desk (the Old Guard are not to be disturbed).

    503. Drafty, empty apartment (shattered balcony door). Piles of brittle husks in the corner (crawlway to 501).

    504. Slug lab. A scab-scientist named Eli mixes chemicals and fillers with harvested eggs to produce a powerful and addictive hallucinogenic. Among greasy napkins on the desk is a E8 Key.

    Hamlin, the Receptionist HP 4
    Driven to prevent the Old Guard from being disturbed.
    CHA 12
    Tranquilizer Gun (STR Save or fall unconscious)

    Eli HP 9
    Driven to collect sample of Strobing Caterpillars and turn them into drugs for the Ferrymen.
    STR 9, CHA 11
    Hand Torch (d6)

    CONDUCTOR’S NOTES
    The drug they call slug is made from the Strobing Caterpillars born of Mother. They hatch from the eggs laid around the Balcony Cliffs and for the first few months of life they absorb electromagnetic energy and psionic waves from their environment. Eventually, the caterpillar beds and forms a cocoon. What hatches is a Subject: a facsimile of the people and environment in which the caterpillar was born. If someone interrupts this process, though, and cuts the caterpillar with chemicals and cheap fillers, you got yourself some slug–a powerful hallucinogenic that lets you experience the dreams and subconscious experiences of others (those unfortunate minds drunk by Mother).

    Level 6

    Bridge. A rickety, makeshift bridge was built between the balconies of 601 and 602.

    601. Neatly organized home office. Watson, the Acting-Director, lives and works here. The living room has been renovated into a stairwell (descends to 501). An E8 Key is stashed in one of the desk drawers.

    Fluid Tank. Milky blue fluid and a floating, pallid woman (waxy-looking, but identical to Emily, Executive Assistant).

    Control Panel. Measures vital signs and provides life support for the clone (draws a lot of power).

    602. Ransacked apartment (constantly leaking ceiling). The living room has been renovated into a stairwell (descends to 502). The kitchen has been retrofitted into a chemistry lab (the walls are covered in crude murals of people transforming into rodents). Whitby, the Lead Scientist, obsessively washes a mouse over his kitchen sink.

    Moth sanctuary. A glass container filled with hundreds of mundane moths (nearby files indicate Mother was grown from one of these).

    Chemistry Lab. Contains acid and chemical neutralizers (many unlabeled chemicals).

    603. Clean, warmly lit, frilly sheets and curtains. A stack of files on the desk and an A1A Key. A stuffed bear on the bed (stitched into its foot: MORD). Emily, Executive Assistant, rests here (she is tired and overworked).

    604. Sunken living room. Walls stripped of copper wiring, Murphy, R&D Director, believes the Clear Ruin of the Land is electromagnetic, not physical. Well-used workstation (Mirrorhelm).

    Mirrorhelm. Fight without looking. Welded with copper and adjustable mirrors. The copper wiring protects the wearer from psychic attacks, and the mirrors allow allow them to approach dangerous subjects with their back turned, negating hypnotic effects.

    CONDUCTOR’S NOTES
    Adventure Hook #5 involves convincing Emily to go home to Bastion, but which Emily is the real one? Watson won’t say, and the Emily in Apartment 603 doesn’t know.

    Watson, Acting-Director HP 6
    Driven to win against the Clear Ruin of the Land at any cost.
    CHA 13
    Enhanced Hand Torch (d8), target is incinerated on Critical Damage

    Whitby, Lead Scientist HP 4
    Driven to save himself from being assimilated by the Clear Ruin of the Land.
    CHA 11
    Acid Splash (d6 per round until neutralized with the proper formula)

    Emily, Executive Assistant HP 3
    Driven to get away from her parents in Bastion.
    Pen (d6)

    Murphy, R&D Director HP 6
    Driven to find a technical solution to the Clear Ruin of the Land.
    Energy Pistol (d6, BLAST)

    Level 7

    701. Overgrown apartment. Water trickles in from above. Brittle growths on the wall (in the shape of people).

    702. Heavy leaking from above forms a large puddle. Eden, Communications Director, sits in front of a television blasting static into the room.

    Filing Cabinet. Contains old communications about the Lab’s work (all of it corporate propaganda and lies). On top of the filing cabinet are the keys to an SC Mudviper (underground in Parking).

    703. Large vault, organized desk and files. Aubrey, Chief Cashier, lives and works here.

    Combination Vault. Top of the line (designed by Silver Mountain Private Security), contains unredacted records and a wet pile of rotting new pounds.

    704. Locked apartment. Six Bulky rifles (d8), three grenades (d10, BLAST), and a Neon Visor are kept behind a chain-link fence (locked, requires an M2 Key). A ladder rises to a trapdoor in the ceiling (climbs to 804).

    Eden, Communications Director HP 3
    Driven to hear messages in the static.
    Kitchen Knife (d6)

    Aubrey, Chief Cashier HP 6
    Driven to maintain orderly financial records.
    CHA 12
    Pistol (d6)
    A1A Key. Carries a master key (opens every unit) on her person.

    Level 8

    801. Waterfall from the cracked roof forms a large pool in the room. Brittle growths cover the walls (in the shapes of people). The television set to static. A Subject sits comfortably in its glow.

    802. Flooded apartment, a sticky Egg Cluster grows in a web on the surface of the water (inside each egg is a writhing caterpillar). 1d6 +1 Subjects guard the eggs.

    803. Brightly lit by massive, custom-made incandescent lights (drawing lots of power). 2d6 Subjects admire the lights.

    804. Cluttered workspace. Tools for collecting bugs (nets and cages). Quinn, Biologist works here (collecting Strobing Caterpillars for research and for profit, selling 1-in-10 to Eli from Apartment 504). Left on the table between boxes of samples is a M2 Key.

    Subject HP 8
    Driven to blend into the Balcony Cliffs and serve Mother.
    STR 11, DEX 11, CHA 11
    Bite (d8)
    Eye Stalks. Sees perfectly in the dark, but prefers the light.

    Quinn, Biologist HP 3
    Driven to collect samples of Mother’s offspring.
    Net (d8, Bulky)

    Roof

    Entrances/Exits. The doorway to the roof is locked (requires an E8 Key). Skylights are built over the apartments on the eighth floor.

    Roof. The entire roof slopes to the south, toward the sea. Pools of oily water gather in the depressed tar on the northern side. A sticky Egg Cluster grows in a web on the surface of the water (inside each egg is a writhing caterpillar).

    Mother nests on the roof where she can keep a close eye on her eggs. She will take any opportunity to feed so she can provide nutrition for her burgeoning young (but if she is overwhelmed she will flee to elsewhere in the building).

    Mother 12 HP
    A giant moth with tender human hands and the face of an aged matriarch. Driven to feed and care for its young.
    Armour 2 (Exists on Multiple Planes)
    STR 15, DEX 12, CHA 12
    Wing Buffet (d6, BLAST) or Bite (d10) and Hypnotic Wings (-d6 CHA, stupefied at 0 CHA)*
    *Recover ABILITY on REST
    Mind Milk. Mother drinks the mind of a stupefied target (effectively killing them) and converts that energy into milk for its burgeoning young.

    CONDUCTOR’S NOTES
    Mother’s arrival should feel cursed: nauseating visions precede Mother’s arrival, like vivid waking nightmares. The air becomes acrid with her chemical messages. She can climb into any apartment through the windows and retreats to the roof if overwhelmed.

  • I finished drawing the entire map of the Balcony Cliffs. My process on this was very inefficient, I kept jumping between writing, drawing, and designing in cyclical rotation until I finally figured out what the deal with this dungeon is. Once I knew what I was making, I locked in and let the visuals lead the way.

    Now it’s time to go through and season each apartment, and make sure there are plenty of branching paths for the Players–I don’t want the space to feel like a linear climb with a bunch of meaningless interludes–I want navigating the entire apartment building to feel like climbing across something that was once alive and is now in decay.

    The Keys
    I want some lock-and-key type barriers, but I also want the design of the dungeon to be robust enough that if one of the players has an iron-jaw that can bite through locks, or a vial of acid that disintegrates metal, the dungeon is still fun and playable in any order. Mostly, the lock-and-key design keeps the Wandering Residents confined to their floors.

    History. Seventy years ago, the Lab built the building for their elite. Today, no one remembers its name. The ground floor has been swallowed by the salt, leaving the structure to tilt precariously south. Between the jagged, collapsing terraces and its desperate lean toward the water, it is known only as the Balcony Cliffs.

    Three groups maintain a tense struggle for control of the building.

    The Old Guard. What’s left of the senior leadership from the Lab. Driven to see their research through to the bitter end.

    The Scabs. Former contractors brought in to replace Lab employees gone missing or on stress leave. Driven to prevent the spread of the Lab’s corruption.

    Subjects. Residents born of the Lab’s prior research. Driven to protect their Mother, the Subject from which they were all born.

    Adventure Hooks d6

    1. A drug dealer in Bastion will pay good money (£1,000) for a sample of Slug, a new drug that’s popular on the Fading Coast. Slugheads say you can get it from Apartment 504.
    2. One of the Ferrymen, Gregory, left his HBC Gorline parked underground at the Balcony Cliffs a few decades ago (before it sunk). It was mint (£1,200 easily). Someone should dig their way in and take it.
    3. The Players are contracted to work as part of a documentary crew by their creditor in Bastion. They’ve been given a hand-cranked camera (Bulky) and a list of scenes: a shot of the building’s main entrance, a shot from the rooftop, and an interview with a long-time resident about living in the building (-£1,800 from total debt).
    4. The founding Director of the Lab, Dr. Alvarado, has returned from his failed expedition (he hasn’t aged a day in the sixty-odd years he was gone). He is ready to get back to work, but he needs his personal files from Apartment 803. He will pay a small fortune (£2,500) to anyone who recover the documents.
    5. The Acting-Director’s newest assistant, Emily, is the daughter of a Councillor in Bastion. He fears for her safety, he’s offered a reward (£5,000) to anyone who can convince her to move back to the City from Apartment 603.
    6. Zack, a grieving Science Mystic from Bastion, is working with the Council (from the Scrapyard) to destroy Mother (and her hidden eggs). He’ll pay the Players to exterminate the monster (whatever it costs, up to £9,000), but he doesn’t know where its nest is (or how to kill it, exactly).

    Entrances. There are 2 ground-level entrances (203 and 204), and one subterranean entrance (the Main Entrance). The ramp descending into the parking garage is buried under a pile of salty soil and debris. The balconies can be climbed from outside, but the building sways precariously in the wind–it’s not stable, and a climb could risky (especially the higher one climbs).

    The Lift. Doesn’t respond when called (it’s locked on SERVICE on 6). Requires the E8 Key.

    Parking

    Parking. Collapsed garage, pristinely clean (the only sound is dripping water). The exit is buried under layers of salty sediment (the bar gate is closed).

    Parking Office. Dim electric light (slatted blinds). Home of the Parking Attendant; he’s trapped in the garage (although he’s never tried to leave) On his desk is an M2 Key* (for padlocks and wheel clamps).

    Ruins. Rubble piled in the southeast corner (can be climbed up to Main). Water pours in through cracked concrete in the southwest corner (where the chopping machine is plugged in).

    Jury-Rigged Chopping Machine. Made from repurposed machine parts (towing vehicle).

    Capital Crusader. Dead car (corroded battery). Locked doors (something shiny visible through tinted windows).

    The Landlord’s Walking Stick. Go wherever. As long as you hold this copper-wrapped walking stick with both hands, you can walk on walls (and even ceilings) effortlessly.

    Parking Attendant 12 HP
    Driven to keep his parking garage free of unauthorized debris.
    Armour 1 (Fused Metal)
    STR 12, DEX 6, CHA 8
    Excavator Fist (d6, BLAST), STR Save or pushed back

    Jury-Rigged Chopping Machine HP 18
    Driven to crush and cut scrap into tiny pieces.
    Armour 3 (Iron Panels)
    Chop and Crush (2d12) target shredded on Critical Damage
    Electric. Immobile, requires a power connection to function

    SC Mudviper HP 9
    An absolute classic.
    Armour 2 (Steel Frame), Seats 5, Trunk Space 2
    Throttle. Accelerates quickly; +d8 damage against other structures/vehicles in close quarter collisions.

    HBC Gorline HP 9
    You can always tell a Gorline Crash.
    Armour 1 (Vitralloy), Seats 5, Trunk Space 6
    Sturdy. Ignore the d6 HP loss from driving off-road.

    CONDUCTORS’ NOTES
    There’s lots of toys in the Parking Garage. The crushing machine is a deadly obstacle, but it can easily be turned against the Parking Attendant. It’s plugged in dangerously close to a source of constant, trickling water. The SC Mudviper is a lightweight sportscar, perfect for a demolition-derby style confrontation, but the Players will need to explore the upper levels of the Balcony Cliffs to find the keys. The HBC Gorline is valuable treasure, but it’s not obvious how to get it out from the underground garage, plus it’s been booted. However, the Parking Attendant wants it gone and the penalties paid (he might be open to negotiations).

    Artist Unknown
  • This is my first time designing a multi-page adventure. One of my goals has been to maintain table-usability. Each spread in the pdf is made to be used like a demented control panel the Conductor can use to react to the players.

    The Hazards/Treasure Sites spread was the first one I completed. I’m happy with how it looks, and how it informed the design for the rest of the pdf.

    When you commit to scan-ability, you don’t have a lot of room left for detailed descriptions. I tried to be punchy and specific with the treasure sites–hopefully a small side adventure pops into your head as one of the inhabitants describes the Lakeside Lodge, or whichever.

    Lakeside Lodge
    Here’s how I would do it/non-canon answers

    There’s fragile crates of wine still hidden in the cellars of the Lakeside Lodge. This seasonal hotel (more like a hostel) used to service divers who would dredge the bottom of the lake looking for oddities. No one knows why they stopped coming back to the place three decades ago, but now it’s used as a corporate retreat in the summer for (insert random industry from your home game).

    During the colder months, there’s a winter-caretaker who looks after the place by himself–we should hit it then.

    Map by Dyson Logos
    Map by Dyson Logos

    At my table, I would just print a couple of maps like these by Dyson Logos and annotate directly on the map. I won’t go into that level of detail here, but I’ll put a couple of ideas down now so I have a skeleton.

    1. Entryway/Stairs. Ornate wooden carvings. Well-maintained garden. Grand lobby, large stairs, vaulted ceilings (lots of natural light).
    2. Dining Hall/Kitchen. Rustic (for the staff). Modest wines and open spirits.
    3. Study/Library. Lower levels mundane books (Bastion bestsellers, fashion magazines, politics, business, pornography), upper levels contain more obscure books from the lodge’s origin (the occult, the Living Stars, deep-water exploration, engineering manuals for pressurized vessels).
    4. Lobby/Conference Room. Large gathering space for networking (centuries old paintings staged with electric lights).
    5. Guest Suites. Furs and quilts, polished wooden furniture (ready for guests). Carved into the underside of one of the drawers–“you’re never getting out of this place.”
    6. Rooftop Patio. Overlooks the mountains and the lake (someone has left a telescope and a drawing pad out here). In the drawing pad: “EROM GNIRB” over and over again. (It’s written in shaky handwriting).
    7. Cellar. Dusty storage (old furniture, old art, lots of lost and found, mundane relics from the Lodge’s past). Old heliotypes of the original club: ALTA DISCOVERY (all of the men sit surrounding one elderly man in a mechanical chair). Downstairs office (lit by single, harsh electric bulb): behind a filing cabinet is a metal (secret) door.
    8. Secret Society. Well maintained halls (lit by natural gas lamps). Dark velvet curtains open to reveal a museum of artefacts and oddities recovered from the deep (diving records reveal countless underwater delves up until 26 years ago). An all tile room contains a mulching machine and tools for dismemberment (where intruders are turned to fish food).
    9. Altar Pools. The propped up bones of fishmen decay in a wet altar room (covered in barnacles and colourful urchin). The pools at their feet/fins are teeming with diverse life (the shimmer in the dark).
    10. Vault. Two boxes of pearls (Bulky) and four crates of fragile wine bottles (Bulky), all of it worth £2,500 at least.

    Torrent, the Winter Caretaker 12 HP
    Driven to feed the fish in the Altar Pools forever and ever and ever.
    Armour 1 (Too Many Sweaters)
    STR 12, DEX 8, CHA 8
    Axe (d6) and Revolver (d6)
    Unstable. His drive can be dulled with alcohol, but he insists on playing dangerous shooting games when drunk.

    Fishmen Ghost 6 HP
    STR 6, DEX 12, CHA 9
    Ghostly Touch -d6 CHA, at 0 CHA paralyzed and caught in an endless loop of Regret (Recovers on REST).

    Artefacts and Oddities.

    Potion of Water Breathing. 3 uses. Breathe underwater for an entire day. STR Save or keep gills permanently. Fail 2 STR Saves and grow fish eyes and gain Darkvision.

    Barnacle Staff. Communicate with fish. CHA Save each use or feel Deprived when you go more than one day without speaking to fish.

    Antique Diving Suit. Armour 2 (Heavy Iron). Bulky. Breathe underwater with up to 100 meters of hose.

    *

    So, something is starting to take shape up there. We’ve got a Shining-esque hotel with a creepy caretaker. Because of all his past mistakes, he’s addicted to the approval he gets from the fishmen ghosts for feeding the pools in the cellar. The fishmen are the end result of a astral cult of deep-lake divers, and perhaps the life in the pools growing from their bones is what keeps their spirits alive in the lodge. Who knows? The Players will certainly have theories, and I want to be open to what those are, too.

    (Another inspirations for this pdf is Cursed Scroll #1 by the Arcane Library. I had a lot of fun in the Hideous Halls of Mugdulblub, but I had more fun with the zine when I read the terse, evocative descriptions of the Gloaming and ran with my own ideas).

  • 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.

    Artist Unknown

    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.

    This updated map is closer to my original vision, but I’ve left it blank so that it can be repurposed for any Electric Bastionland game set in the Deep Country.

    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.”

    Art by Harry Clarke

    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.

    1. Finish assimilating Orlane
    2. Assimilate Sly George (Ferrymen)
    3. 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.

    1. Finish the new creation (MORD)
    2. Find the Clear Ruin of the Land
    3. 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.

    1. Establish a “legitimate” ferry operation
    2. Stop the witches
    3. Create a reliable smuggling route north through Hendenbrugh
    Art by Athanasius Kircher

    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.

    Art by Henry Lee

    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.

  • Like many projects in the plane of Development Hell, the Forgotten Coast won’t be moving forward.

    Art by John Singer Sargent

    I titled the first session of my Electric Bastionland Deep Country campaign Pilot as an explicit nod to the way I view my TTRPG campaigns through the lens of a TV Showrunner. I’ve written about this framework before (see Baba Lasagna), but it helps me in two areas I think a lot of new GMs find challenging: pacing and prep.

    Pacing. What goes into a satisfying session of an RPG is not so dissimilar from what makes for a satisfying episode of TV. I understand not everyone will approach RPGs this way, but when my friends give up their evenings to play pretend with me, I want to make sure I am at least offering something akin to a complete, satisfying meal. A session should have an arc, even if that arc is only discovered in retrospect. Every character should have a moment to shine, to do their thing. We should advance and complete an A Plot, while a spicy B Plot and maybe even a C Plot simmer in the background.

    Prep. I only prep one session at a time. Sure, I might have a campaign document with some high level notes I can reference, but I always return to the proverbial “writer’s room” between sessions and look at everything with fresh eyes. I reorient myself to the characters and what they did last session and what they want to do next.

    Maybe I’m rambling a bit here, but I think we can see how this TTRPG Campaign-as-TV show framing can be applied to campaigns that fizzle out or fall apart. It helps us understand that it’s no one’s fault, it was creative differences on set.

    If the Producers (the Players) and the Showrunner (the GM) have different visions, the show will never go to series.

    Art by Wendell Black

    Even with a robust Session 0, there can be a mismatch of expectations.

    With the Forgotten Coast, I was trying to run player driven, New Weird sandbox style game but I think my players wanted a more traditional, linear game. They fumbled looking for the invisible rails.

    And that doesn’t make one of us morally superior.

    Below is a Cold Opening for an Episode 3 that will never be, just for fun. One final glimpse of the Forgotten Coast before the screen went to static and then to black.

    THE QUARRY
    Father Abramo kneels deep in orange clay and inspects what is left of Grover’s jaw. Behind him, the Groundskeeper mounts a machine of black smoke and gnawing gears. It heaves the lumber lorry from the mud with chain-link-tendrils. The Groundskeeper pats it on its hood.

    “So I suppose you’ll be our Constable now,” Father Abramo rises from the quarry to meet a needle-necked young lawman with deep, recessed eyes, “Constable Hulbar.” His haircut is stiff, his armour a relic of the past.

    “They’re all dead, Father,” Hulbar sniffs, his voice thin as wire. “Once the lorry is clear, we follow.”

    “Look,” Father Abramo points north, where the tire-bent grass rises from the shingly marsh. “It’s the Banshee’s tracks. They’re gone.”

    “A fine machine,” Hulbar kicks at a clod of clay. “Shame. This coast will tear her heart out.”

    When the entrance is cleared, the pulling machine chokes twice and then collapses in the mud. The Groundskeeper steps off the hulk. He wipes a greasy rag against his forehead until it shines like brass.

    “All clear,” the Groundskeeper announces.

    The three men stand staring into the deep.

    Come home. A whisper vibrates across the inside of their skull. Their hair stands on end. It’s maternal, welcoming.

    “She’ll know what to do,” Father Abramo smiles, placing his hands on the others’ shoulders, “let’s go.”

    They disappear into the earth.

    COASTAL HWY
    Cracked asphalt snakes through ancient bramble beneath a thick canopy of leaves and branches that block the early light of dawn; still, the last of the stars shine brightly against the pink-blue haze that peeks through gaps in the macerated forest. In the rearview mirror, the ivy-donned concrete battlements of the laboratory recede into the tree line.

    “Hendenburgh. Three hexes,” Nika says. Her head follows the arc of the headlamps as they wash over a paint-peeled, overgrown sign. The Banshee groans and rattles–there’s an ache in the old girl’s bones.

    Art by Charles Rabot
  • Screeching panic reverberates between enamel walls. Fragile geometry bends and flexes like the sticky organs of a beast that got you whole. All of you.

    Darkness. A pop. A hiss through your skull. Pressure so heavy that your belly scrapes gritty concrete. When the hiss fades, there is only your heart and the clicking of your paws on stone.

    Now the world is blinding.

    You lift your head from the grass. The others are scattered, no longer pressed into the suffocating depths. Tiny, biting things land on your stark white fur. You rub your face in the dirt, but the chemical smell persists. It haunts you.

    You go alone.

    Effervescent bugs rise from oily soil, glowing as they drift into the Living Stars. They watch you as they leave this world.

    You follow the brightest one. The ground beneath your paws turns brittle, blackened stone.

    A scream–metal through bone-dry copper–makes you duck into the reeds. Something passes overhead; fast, toxic, reeking of wet wood and burned rubber.

    Death.

    Its light reddens, then vanishes beyond the pale horizon.

    Art by Paul Weller

    THE CAST
    Collectively, they owe £10,000 to the People’s Paperworks.

    Numeron
    Investment Centurion
    3 HP, 8 STR, 10 DEX, 12 CHA

    Nika
    Failed Criminal Bureaucrat
    5 HP, 8 STR, 8 DEX, 8 CHA

    Flinch & Hamish (Hawk)
    Street Judge
    Armour 1, 1 HP, 10 STR, 11 DEX, 6 CHA

    Art by Donald Shaw MacLaughlan

    *** Read the Pilot Episode here.

    THE FARM TRAIL
    The Banshee throws dirt as it claws its way out of Orlane. Its taillights vanish into lowlands where sun heats metal and melts plastic in the mud. The road sinks into saltwater marsh.

    The firs and spruce stand crooked; they blur past through opaque, bug-stained windows. Nika presses her face into the glass–cold and wet. She’s gone clammy from the blood loss.

    Flinch grips the steering wheel with white knuckles. Ahead, the sluggish mud gives way to moss-covered logs laid flat. It’s a makeshift, sinking road.

    “Can that support our car?” Flinch hovers his boot over the brake pedal.

    “It has to,” Numeron says. He grits his teeth, braces his foot against the floor.

    The car begins to vibrate.

    Hamish stretches out his wings, silent.

    Numeron unknots his tie. He watches the road through the rear window while wrapping the silk around his wounded hand. When he clenches his fist, the pink and yellow flowers turn to crimson. “There’s no one following us,” he says.

    “For now,” Nika coughs.

    They drive until the sky darkens. The road ahead disappears into an emerald haze. This swamp extends at least five hecksleagues before it spills its filth out onto the salt-stained coast.

    The group intends to hide. They pull over, tuck the Banshee in a thicket of moss-covered trees, and cover her with branches.

    Hamish flies to the tallest tree.

    “He’ll watch us from the treetops,” Flinch reassures the group. “Let’s get some rest.”

    HEADLIGHTS IN THE DARK
    In her dreams, Nika is trapped, clawing to break free. The screeching of the iron bars thins and distorts, melting into the electronic hiss of the radio inside the Banshee. It’s picking up a signal.

    Hamish squawks now too. A warning. Something must be coming on the road from Orlane.

    Numeron turns the knob; two men argue over the line: “Turner, Turner, you copy? It’s Ibley,” one says. They recognize his voice from the night they stayed at the mill.

    “Go ahead.” A muffled reply.

    “Where the fuck are you going? You’re supposed to be in Bastion. Why am I hearing from Joshi that you took your lorry east?”

    “I had some… personal business to deal with, first. Don’t worry about it.”

    “Don’t worry about it? Who the fuck–” Ibley sighs. “Damn it, Turner, get your ass back to the Mill. Now.”

    The radio cuts out.

    The Banshee shakes. The trees begin to glow. Something massive approaches. It’s fast. Unstoppable.

    They duck low in their seats. Hamish hides between the branches. Through the windshield they see shadows rake past as the sterile white headlights wash over them. Its rumbling shakes the Banshee. A couple of the branches used to hide her break loose and slide right off.

    A lorry shakes the forest as it passes. It carries a wave of mist and toxic-smelling wind in its awesome wake. Its red taillights dim in the dark mist beyond the bend.

    “That must be Turner,” Flinch says. He turns the key; the Banshee starts to purr. “That means the mill is wrapped up in all this too.”

    “Keep the headlights off,” Numeron says.

    “I know.”

    Choosing exhaustion over safety, the Bastionites decide to follow the massive lumber lorry through the night. Hamish swoops down from his perch and into the driver’s window. Flinch rolls it closed.

    “Keep your distance…” Nika cautions from the back seat, “we can’t afford to get into a fight right now.” She holds her glove over her wounded ribs. She stretches the damp leather of her vest. The bleeding has stopped. She half expected to see fur.

    As they follow red taillights they see bright orange embers flash and fade into the turbulent mist falling from the lorry. There are two people in there, at least. A sound starts to haunt their radio; after more than an hour the voice becomes all too recognizable.

    It’s Roman, the hermit they met in Orlane. He’s slurring curses and humming what sounds like a muffled, half-remembered lullaby.

    As the sky lightens, they see beneath the flapping tarp covering the logs. There’s someone in there. Wrapped in a bag and chained tightly to the topmost log.

    Not someone. Roman.

    Flinch begins to slow the car.

    “What are you doing?” Numeron asks, “that must be Roman! We need to help him.”

    “I know,” Flinch says, “but it’s getting light out. We need to back off, or they’ll see us.”

    “He’s right,” Nika says, “we’ll watch where they go. We’ll get Roman and Winnie at the same time.”

    The lorry descends into the swamp, turns northwest through a chain-link fence onto a muddy trail. There’s something in the distance out there in the swamp where all the tracks from heavy machinery converge. They pull over to rest until it’s dark.

    Art by Yabu Chosui

    WHITE RABBITS
    Nika bandages her wounds with a salt-crusted wrap and quickly falls asleep. She’s the first to wake. She isn’t sure if she’s still dreaming when she sees two well-dressed men catching rabbits on the road. There are a dozen bleach-white bunnies, maybe more. Some are sniffing at the door.

    The men release a bunny. Catch another. They’re looking for a specific one.

    “Is anyone else seeing this?”

    Numeron opens his eyes, his breath fogging the glass, “I am.” He sinks into his seat.

    “Stay low,” they whisper.

    From the cover of some dense, wet foliage, they watch the men pick up a bunny and bag it. They smile and whistle as they go. Eventually, the rabbits move on too; their light slowly fades out across the field as the sun is swallowed by the coast.

    THE GATE
    The wall is made of rusted vehicles and disemboweled machinery sinking into the grassy mud. It’s all paint-peeled and covered with fruiting vines. At its centre is a jagged archway into the dark. Too narrow for the Banshee, but wide enough for men to carry lumber from the lorry parked outside.

    On the other side is a quarry. A great, gaping hole in the swamp; the saltwater marsh is held back by handmade dykes. Foamy water bubbles between barnacle-crusted logs in the deepest reaches of the awful pit. In the centre of the quarry is the entrance to a stairwell, propped up by logs like the entrance to a mine. Constable Grover watches tireless farmers hauling lumber from a pile and sliding it down into the earth.

    Outside the wall, the Bastionites crouch in tall grass. They left the safety of the Banshee; they watch the lorry now. The lumber–and Roman–have already vanished into the earth.

    Turner, the driver, sits in the cab with his boots dangling out the window, lost in a book. He doesn’t hear the hawk. Hamish dives toward the far side of the palisade, screaming a predatory warning. Turner leans forward, squinting through the bug-spattered glass.

    As the hawk circles, he drops it: a small, rubbery shape that thuds into the mire.

    Turner’s curiosity wins. He climbs down. His boots squelch. He picks up the child’s toy: the Compulsion Cube.

    Its buttons hum with a forgotten frequency.

    “This is ridiculous,” he mutters, his thumbs already dancing over the plastic. He loses himself, smiling in the rain.

    He never feels Numeron behind him.

    The struggle is a wet, frantic thing. Numeron’s letter opener is a golden flash.

    Turner chokes. “It’s… mine…” and breaks free, his own pocket knife slicing a hand-stitched button from Numeron’s chest.

    Then comes the gavel. Flinch’s strike is heavy, but Nika’s is final. She avoids the pistol–no guns–and brings the crowbar down.

    It’s fast. It’s quiet. It’s messy.

    Numeron hauls himself into the driver’s seat. The engine turns over with a sickly scream. Violent, defiant. Flinch slams into the passenger side. “Get as much speed as you can–“

    “I know.”

    Numeron punches the pedal. The gears are stiff, grinding like the ancient bones of some great leviathan, but they catch. The lorry shreds the gate and tips into the descent, a screaming slide of metal toward the pit’s floor. Sparks and broken vines are launched into the twilight sky.

    Below, the farmers hear an engine. They hear a wretched crash. They see mud fly up toward the stars as a tidal wave of machinery crashes down on them.

    Constable Grover dives. The farmers are flattened by the tide, their bones breaking and depressing into the mud. The lorry hits the stairwell with a catastrophic, bone-shaking crunch. The windshield turns to a kaleidoscope of crystal; Numeron signs it with his skull. He’s left a heap of bleeding velvet in the footwell.

    Flinch is shielded by the humming shard in his pocket–the guardian shield–he crawls over Numeron and out of the wreckage. He’s trapped between the bed of the lorry and the slimy, quarry walls.

    “Thank you, Hamish,” he kisses the arcana gifted to him by his loyal friend.

    The air is thick with the scent of ruptured metal and ozone.

    Grover is already up, marching through the debris with his shotgun leveled.

    From the hilltop, Nika lets out a roar, her pistol raised. She fires three times, bullets spark off Grover’s heavy plate. He ducks, circling the engine block as it sinks into the rot.

    Flinch is pinned against the dyke. He looks up into the twin dark eyes of the shotgun.

    The Guardian Shield flares–a blinding, geometric sun–then shatters like golden glass. The force throws Flinch back into the mud.

    Grover smiles, his teeth yellow in the gloom. He reloads with practiced, mechanical grace.

    “You’re fighters,” Grover purrs. “She will love you.”

    He levels the gun at Flinch’s head.

    “Shit,” Flinch closes his eyes.

    Nika’s shot catches Grover in the shoulder, spinning him like a broken toy.

    Flinch doesn’t wait. He lunges, wresting the shotgun from Grover’s grip, and turns the cold steel back on the Constable.

    “Where is Roman?”

    Grover chokes on his own blood. A wet, bubbling sound. “Down there… with Her. Go. See for yourself.”

    “Who is she?”

    “Explictica Defilus. Explictica Defilus…” Grover’s eyes roll back inside his skull.

    Flinch pulls the trigger.

    The question of Grover is answered in a spray of red and a splash of mud. Silence returns to the pit, heavy and suffocating.

    Numeron pulls himself from the cab, his face a mask of red. They stand at the edge of the stairwell, looking into the dark. The wooden steps are slick with the slime of a thousand logs.

    “Roman!”

    “Winnie!”

    No answer. Only the smell. The sweet, cloying stench of the swamp, and the heavy, metallic rot of something far older.

    Art by Percy F. Albee

    THE FERRY
    The Banshee limps through the mire, her chassis groaning from the impact and her burgundy paint now choked by a thick, sedimentary crust of swamp filth. Inside the cabin, no one speaks; they simply watch the passage of the wipers against the slime, leaving Roman and Winnie to the darkness and the silence behind them. They can’t pay off their debt if they’re dead inside a Reptile God’s stinking death-hole.

    To Hendenburgh. To follow their lead. To find Anna. To get back to Bastion.

    To be free.

    After hours driving through the dark, they find a cracked asphalt boat launch and a leaning, corrugated metal boathouse. The ferry is a dark shape growing larger through the fog. Also waiting is a delivery van; the driver sits calmly, smoking and reading a book of 100 Cool New Jokes.

    Flinch checks out the van; inside is a metal tank covered with a tarp. A clipboard on the passenger seat says “Lab.” Numerous lines redacted.

    The driver meets his eyes.

    Blood starts pouring from his nose. It drips onto his book. He leans his head back in his seat, and Flinch gets back into the Banshee.

    The ferry is an iron dredger with a two-storey wheelhouse overlooking a large empty deck. It could probably fit half a dozen vehicles, but tonight it’s just the van and the Bastionites in the Banshee.

    One of the three Ferrymen runs his hand along the car.

    “This is a fine car,” he says.

    “Yeah, she’s a beaut’,” Numeron grins.

    “Where are you headed?”

    “Hendenburgh.”

    “What’s in Hendenburgh?” The Ferryman asks.

    “We’re just seeing the sights,” says Nika, “we’re from Bastion.”

    “Any weapons?” The Ferryman asks. He’s wearing a revolver on his hip.

    “None.”

    The Ferryman looks up to his accomplice leaning on the railing above. He rubs his fingers together–the universal sign for a heavy purse–and gives a thumbs up.

    Art by Stow Wengenroth

    The ferry groans through the night, a rhythmic, iron heartbeat against the black water. In the pre-dawn chill, Flinch wakes to a voice. Thin and shivering. It scratches inside his ears: “Free me.”

    He creeps toward the delivery van. It’s unlocked.

    He opens the door.

    “Free me…”

    Beneath the tarp, a heavy metal shutter covers a porthole.

    He slides it open.

    Six pale, translucent suckers flatten against the glass, pulsing with a faint, sickly bioluminescence.

    “Please,” the voice weeps. “I don’t belong in here. Tip me into the sea. You know it’s the right thing to do.”

    “It’s not right,” a voice whispers behind him. Flinch spins. The van driver is there, his eyes bloodshot, his book forgotten on the dash.

    “It promised me a fortune,” the driver says, his hands already on the tank’s edge. “Help me.”

    Art by William Trost Richards

    The iron deck becomes a chaotic slide of mud and madness. Flinch and the driver heave against the tank, the metal screeching against the van’s floor.

    “Flinch! Stop!” Numeron’s voice cracks the air. He and Nika tackle Flinch, pinning him to the cold, vibrating floor.

    “It’s a trick!” Nika hisses, her crowbar held like a barrier between them and the tank.

    Three hammers cock in the darkness. The Ferrymen stand in the shadows of the wheelhouse, their hands on their revolvers on their hips.

    The lead Ferryman spits into the water, “Sly George says messes on his deck cost extra.”

    Numeron stands, smoothing his ruined velvet jacket with trembling hands. He looks at the tank; through the porthole is an inky eye. A flurry of tiny bubbles precedes another tentacle with strobing suckers. He looks at the Ferryman. He flashes a bloody, salesman smile.

    Flinch’s nose starts to bleed.

    “Sly George?” Numeron laughs.

    “That’s what they call him. It’s like a stage name. He owns the ferry.”

    “The tank is leaking psychic rot, Captain,” Numeron says, his voice pure city authority. “We were just making sure it’s safe. Let’s call this extra work we did for Sly George your tip. We’re even now. Yeah?”

    The Ferryman eyes the Banshee, then the tank, and he gives a jagged nod.

    COASTAL HWY
    The ferry hits the northern shore with a dull thud. The delivery van peels away, its heavy tires screaming toward a brutalist concrete behemoth perched on the cliffside–the Lab.

    The Banshee turns northeast, disappearing into the choking mists of the Kryptwood. Inside the cabin, the silence is heavy until the radio begins to spit and crackle.

    “George, George, copy?” It’s the lead Ferryman’s voice.

    “Yeah?”

    “Let those city folk go. The van is five minutes behind them, and it’s got a delivery for the Lab. Fellas were fighting over it. You’ve still got time to hit it. Driver’s unarmed.”

    “Copy.”

    *

    ROADSIDE SPARK TABLE
    Roll 2d20 and combine.

    Spark 1
    1. Billboard
    2. Fusebox
    3. Guest Book
    4. Engine Block
    5. Tarpaulin
    6. Tidal Pool
    7. Potted Plant
    8. Magazine Stand
    9. Phone Booth
    10. Filing Cabinet
    11. Foghorn
    12. Photo Album
    13. Tractor
    14. Bicycle
    15. Vending Machine
    16. Rowboat
    17. Playground
    18. Picnic Table
    19. Mannequin
    20. Television

    Spark 2
    1. Chain Link
    2. Salt-Crusted
    3. Humming
    4. Fading
    5. Fruiting
    6. Incandescent
    7. Enamel
    8. Eroding
    9. Hypnotic
    10. Brittle
    11. Vibrating
    12. Nauseating
    13. Gravitational
    14. Corrugated
    15. Inverted
    16. Overgrown
    17. Liquefied
    18. Stuttering
    19. Perforated
    20. Inviting

    EXAMPLES
    Tractor, Enamel. A hollow memorial statue of a beloved piece of farming equipment. Polished turquoise, a golden placard reads “Lesley.”

    Mannequin, Overgrown. A field of over two-dozen headless mannequins. No clothes. Overgrown with grasping weeds.

    Bicycle, Stuttering. Abandoned bicycle in the ditch. Warped frame, bent wheels. Noisy and difficult to ride.

  • A Company of Knights are sent by the Frozen Seer into the Boreal Valley, an unfamiliar realm to the North.

    The Barbed Knight has broken her oath. She rules illegitimately from atop the Celestial Tower. No one knows why she assassinated the previous ruler, the True Knight, but this revelation cannot go unjudged. Confront the Barbed Knight, talk her down from her tower if you can, or dispense judgement as you see fit.

    THE COMPANY
    Tarquin, The Ring Knight
    Trogdor, The Cosmic Knight
    Fae, The Fox Knight
    Heron, The Pigeon Knight
    Guy, The Mock Knight
    Todd, The Fanged Knight

    The Company camps on the smooth rocks of a cold riverbed. Their steeds drink from crystal clear water.

    Tarquin, the Ring Knight, fills her wineskin and takes a seat beside the Fox Knight, Fae, staring into the smoldering embers. She begins to speak, but the Fox Knight leans away—shrinks, somehow, and dissolves into a scattering of brittle leaves.

    “Here I am,” the Fox Knight smiles, stepping out from behind a distant tree. She tosses an apple jovially before taking a greedy bite.

    “How fun,” says Guy, the Mock Knight, “I love a jest.”

    A tinny, metallic laughter is produced from somewhere deep within its core; the ancient laughter of some long-dead tavern-goers. Dark water splashes at the edges of its tin mug as the Mock Knight lifts it to its painted lips. It spills the tea onto the tiny pebbles between its boots while steam dampens its silkmade face.

    “Mmm…” it hums.

    Todd, the Fanged Knight, sits across the fire, the dark edges of his face unmoving. The ancient scroll of parchment given to him by the Frozen Seer before their departure now feels heavy in his hands. How will he know when it’s time to read it?

    Trogdor, the Cosmic Knight, puts an arm around Heron, the Pigeon Knight, ruffling the feathers of his cloak. He begins to explain the constellations that are slowly dimming on the horizon, but the Pigeon Knight brushes him aside—”I already know the way,” he says, “look.”

    As the light of dawn reaches the eastern mountains, the Boreal Valley blooms before the Company. The river cuts through snowcapped mountain ranges rising toward a great, mist-shrouded lake. To the east, smoke darkens the sky above a wooden village on the horizon before the trees.

    “Woodsmoke,” the Pigeon Knight says, “two hecksleagues northeast.”

    Art by Otto Rodewald

    THE TRAVELLING MUSICIAN
    The Company rides through the mist, following the river. They hear distant drumming on the wind, the faint low notes of a singer’s voice. They see a shape against the pale; sunbeams flash on the metal filigree of his fanciful dress.

    It’s a travelling musician.

    “Spoil the loaf, taint the wine—to starve a friend is most divine!” The singer jaunts. He pounds on a drum he wears over his shoulders, “the winged one grows and we are the feast!”

    He stops when he sees the Knights. He protests it’s just a song. Forgets where he heard it.

    “Keork,” he introduces himself, “and who are the fine Knights I’m honoured to stand with?”

    When he learns their names, he begins to drum—”Sing for me!” he shouts.

    The Mock Knight lifts its head—a rhythmic clicking precedes ghostly operatic chords—but Keork stops his drumming.

    “No, no, no…” He puts his palm to his face. “I want to hear his singing—Heron, the Pigeon Knight.”

    The Pigeon Knight’s voice breaks like the squawking of something doomed. Keork doubles over laughing. He loves it, and he rewards them with gossip about the Celestial Tower.

    “I am travelling from that region,” he says. “I heard that the Barbed Knight killed the True Knight, but the Council and the courtiers have accepted the Barbed Knight’s legitimacy… All but one. The True Knight’s envoy, Wella Gall, left the tower in a vicious anger.”

    “Why was the True Knight killed? How could the Council allow it?” The Company is eager to pass judgement.

    “He refused to help his people,” Keork frowns, “or so they say. He would do nothing but gaze upon the Stars. Said the shortening spring is inevitable, but his people wanted action.”

    Keork swiftly departs: “This place is doomed if you ask me,” he sings as he drums to the rhythm of his footsteps.

    Art by Carleton E. Watkins

    As the Company approaches Woodsmoke, they see a herd of cows grazing in a field. A small flurry of snow begins. The cowherd still sleeps lazily in the tree.

    The Company is welcome, and as the gates of the ornate wooden palisade surrounding Woodsmoke open, a thunderous rumble begins.

    The steeds are startled, save the Cosmic Knight’s boneless steed. It braces, its wobbly legs absorbing the reverberations from below. Someone screams from behind them.

    The Knights turn and watch the herd of cows stampeding from the village. The cowherd jumps down from the tree; he curses and rubs his hands against his head.

    “Let’s get them,” the Ring Knight says.

    A frigid breeze blasts across the trail.

    “We don’t have time,” someone says, “we need to eat.”

    “We could gallop and herd them back toward town at least,” the Ring Knight continues.

    “Our horses need rest,” the Cosmic Knight says. His steeds wobbles in the increasing winds.

    “Are we not Knights of Gallantry?” She pleads. The Ring Knight’s voice breaks across the falling snow, but none turn to meet her gaze.

    HOSPITALITY AND TRADITION
    The Company is welcomed by Woodsmoke’s Ruler, the Reliquary Knight. They watch him feast with his hands, licking grease from his elbows.

    “Eat, eat,” he keeps saying, “please, it is tradition. We are Knights; we are more deserving than the commoners.”

    The Ring Knight pushes away her plate.

    The Company eats little as they hear more about the shortening spring and resulting famine.

    The Mock Knight lifts its spoon up and down with a precise clockwork rhythm, pausing occasionally to comment on the warmth of the hearth behind him, but the food remains uneaten.

    The Reliquary Knight continues to eat. Behind him is an ornate wooden box that seems to pull the candlelight.

    “I don’t concern myself with the troubles of the Celestial Tower,” he says. “Not everyone will survive what’s coming, but I will protect and provide for my people as best I can.”

    He licks his plate.

    “You should make your pilgrimage to the Celestial Tower, and go.”

    Art by Vera Van Voris

    THE PILGRIMAGE
    The Company rides deep into the mountains, where the air grows colder and thinner with each passing hoofstep.

    “Brr…” the Mock Knight vibrates. It cinches its patchwork hood.

    The Company becomes lost in dark smoke and stumbles through a scorched farm. The heat comes from below the ground.

    In the distance is the Ashen Forge, its chemical trails disappear above the clouds.

    The Ruler refuses an audience with the Company but offers them due hospitality. The Forge is runs at all hours making machines of war. To prepare for what’s coming.

    The Ruler’s courtiers explain the sheriff of the Celestial Tower, Radlef, is gathering a militia to destroy the bat.

    “It is what is shortening spring, after all—it is self-evident.”

    The Company rides with haste now. They become lost in a maze of crags within the mountains.

    The Ring Knight begins to panic, but the Pigeon Knight knows the way.

    As they exit the maze, they see a warning carved into the cliffside: “All Knights Will Feel the Axe.”

    As they descend from the mountains toward the coast, they see grounded birds that seem to grovel at the boiling storm clouds overhead.

    “It’s the bat!” The Ring Knight cowers at the sky. The Pigeon Knight tightens his grip on the reins of his steed.

    “This isn’t right,” he says, surveying the tundra. He locks eyes with an owl, “This isn’t right at all.”

    Further along the misty coast, the Company finds a group of commoners—two dozen or more men, women, and children—seated for a formal feast. They ride closer and see bowls of worms writhing in the dirt.

    A group of musicians sing the very song the Company heard Keork sing weeks earlier: “Spoil the loaf, taint the wine—to starve a friend is most divine.”

    When the music stops, the commoners begin to eat. The only sound is the crashing waves and the slurping of wet mouthfuls.

    The Pigeon Knight sits to taste the grey, segmented lengths. Sweet dirt and actinic metal.

    “Good,” the old man next to him nods, picking a worm from his beard and licking it off his thumb, “this feast will keep us safe from the Bat.”

    Art by Emil Nolde

    THE PIT AND THE PROPHECY
    At the base of a cliff, the Company finds a group of men and women armed with farm tools. They light fires and fan the smoke into a cliffside cave several metres high above the ground.

    The Knights approach. They see a man with a bow leading the others. Says his name is Radlef, he and his group know the bat is in the cave. They intend to smoke it out.

    “Wouldn’t it be more strategic to fight the Bat within the cave?” The Fanged Knight suggests.

    “If you brave Knights are willing to go in there, then perhaps,” Radlef says. “I won’t stand in the way of your Glory.”

    The Fanged Knight lifts the ancient scroll from his pocket cracks the brittle wax. His face goes pale as he reads it. It tells of the Pigeon Knight’s demise, in a cave.

    The Pigeon Knight looks at his feet. He looks up into the cave. Like the reliquary, it pulls the light inward.

    “So be it,” he says, “the sky is for the feathered.”

    Art by Robert Motherwell

    As the Company dismounts and climbs into the cave, the Ring Knight stands in the entrance and draws a circle with white chalk.

    “This will keep the Bat from escaping,” she tells the others.

    Inside is a shallow pool, surrounded by stinking guano; a massive bat cowers in the dark reaches of the cave, shielding its face from the Company’s torchlights.

    “Kill it!”

    The Knights crash against it. They break its wings and hack them to pieces.

    The Bat tries to escape. It crawls toward the entrance of the cave, but the Ring Knight presses her mace into the rock.

    The chalk begins to glow—the Bat turns back, it can’t stomach the high-pitch screech. Nails against stone.

    The Bat thrashes its torn wings to fight the Company, but they pin it down and swiftly decapitate it.

    They leave the cave and hold the severed bat head high. The militia cheers. Their cheers turn to songs.

    The Pigeon Knight breathes a sigh of relief.

    Radlef and his militia travel with the Company to the Celestial Tower. They raise the severed bat head high and ride through muddy roads converging toward the tower. Crowds of commoners gather in the icy rain. They whisper about the strange Knights. Heroes from the Southern Realms.

    The Company rides through an orchard when the Celestial Tower first comes into view. Dizzying stone with metal battlements and a golden dome at its peak.

    Someone screams in pain. The sound is coming from the tower.

    The Company rides ahead. Radlef follows close behind them.

    There’s a wounded Knight sitting in the mud—the Tankard Knight—his arm is severed.

    “Godrick,” Radlef gasps, “who did this to you?”

    “It was Wella Gall,” the wounded knight proclaims, “she says she will destroy us all… But why did she spare me?”

    “She wants us to know,” The Cosmic Knight looks up at the sky.

    Art by Caspar Johann Nepomuk Scheuren

    THE BARBED COURT
    Before they’re allowed to meet with the Barbed Knight, the Company must spill their blood upon individual scrolls of parchment.

    The Ruler’s envoy rolls each one carefully and seals them with a length of coloured ribbon. A different colour for each of the six Knights.

    As each of them cuts their hand, the Mock Knight looks down at its padded mitts. It slowly steps away. The clockwork ticking within it begins to hasten.

    “Something wrong?” The envoys asks.

    “I just need my dagger…” the Mock Knight says, reaching its hand into the saddlebag dripping with the Bat’s brains and blood.

    “Oh never mind, here it is.” It pats its blood-soaked cotton hand on the parchment and quickly turns away, mimicking a tinny, copper whistle.

    A mechanical lift brings the Company to the top of the Celestial Tower, where strange machinery made of metal and mirrors casts light onto flat discs of glass, leaving impressions of the stars.

    The Barbed Knight sits at a desk twirling an arrow with a needle-like point.

    “I know why you’re here,” she says apathetically, “you’ve come to judge me. Fine, ask your questions. Make your verdict.”

    She admits she killed the True Knight and stole his holding from him, but it’s because he refused to act. “He insisted the shortening spring was due to the movement of the so-called Living Stars…”

    “And you believe it was the Bat?”

    “Why not? My predecessor believed it was these panes of glass—” she says. She kicks a stack of stained glass, each one depicts the movement of stars across the sky—”why is it so absurd to claim it is the Bat?”

    The Company is quiet.

    “It doesn’t matter what I believe,” the Barbed Knight says. She looks out from her tower upon the commoners celebrating in the taverns and in the streets below. “If they are doomed, let them die fighting. Happy.”

    “I say we demand her help with the Axebearer,” the Ring Knight suggests, “she created this whole situation. That seems just.”

    “That has nothing to do with why we’re here,” the Fanged Knight says, “our duty is to pass judgement on her. She killed the True Knight without honour. What do we do about that?”

    Art by Linda Connor

    “Death,” the Company announces. “Trial by combat.”

    “Fine,” the Barbed Knight stands, “and who is your champion for this duel?”

    “This is your home, your holding,” the Company agrees, “you choose which one of us you will face.”

    The Barbed Knight giggles; she inspects the group, making eye contact with each one while pressing the thin metal tip of her arrow against her lower lip.

    “You,” she says, pointing with the arrow, “the Pigeon Knight, to the Dueling Cave.”

    The Company gasps.

    THE DUEL
    Deep below the tower is a stone pillar overlooking a chasm of darkness.

    The Ring Knight places a ring on the Pigeon Knight’s finger before the fight, closes his hand into a fist, and covers it with hers.

    “You have my Clarity,” she tells him. The Pigeon Knight’s hand shakes as he secures his plates.

    The Company watches from an amphitheater overlooking the cave.

    The Barbed Knight restrings her bow. A servant carries one of the scrolls soaked with the Company’s blood—the blue one, the Pigeon Knight’s. She unrolls it and dips her arrow into the parchment; the blood on the page is absorbed into the tip of her arrow, and the parchment is cast aside. She kisses the arrow, whispers to it: “go home.”

    Before the duel begins, the Knights exchange a solemn nod.

    The Pigeon Knight commits to a killing blow, throwing himself toward the Barbed Knight and swinging his polearm powerfully toward her head.

    The Barbed Knight ducks. She slides beneath the blade and digs her knee into the stone.

    The Pigeon Knight is struck beneath his outstretched arm. A mortal wound, directly in his heart. Blood and feathers spill onto the stone.

    “The Celestial Tower is mine,” the Barbed Knight says. She doesn’t look at the Pigeon Knight’s face as she pulls the arrow from between his ribs.

    The Ring Knight stands over the Pigeon Knight, watching his final, rapid breaths. His fist is clenched around the ring she had loaned to him.

    THE AXEBEARER
    The Company has lost a Brother. They have no business in the Boreal Valley, save their oath.

    Seek the Myths.

    The proper rites are performed. They join Radlef and his militia.

    They hunt for the Axebearer, Wella Gall.

    “I feel nothing,” the Mock Knight finally admits as they ride without their guide for the first time.

    Art by Robert Adams

    They ride west into the mountains across the valley floor. In hushed whispers, they hear the militia suggest the Knights should lay down their lives to appease the Axebearer.

    The militia is scared.

    They follow the path of fallen trees until they find the massive, musclebound Lady, Wella Gall. She stands atop a cliff, felling trees in singular strikes.

    “Knights!” Wella Gall announces, “as tools of humble lumberjack they split the log and stone, this one is made to cleave the knights and castles that they own!”

    She strikes the earth, sending a great shockwave across the forest.

    The horses begin to panic, save the Cosmic Knight’s boneless steed. It absorbs the shockwaves as the Cosmic Knight stares up to the evening, twilight sky. The first few stars have already started to appear. They shine brightest just before the Cosmic Knight disappears.

    He leaves behind a glowing pebble, and a wobbling horse.

    What’s left of the Company regain control of their horses.

    Wella Gall raises her axe, prepared to cleave the world in two.

    The Company charges. They crash upon her like a terrible metallic wave and pin her axe to the ground.

    She thrusts her axe from beneath the pile of polearms. She pushes it forward and into the face of the Mock Knight. It shatters. Porcelain and shredded silk are scattered in the wind.

    The Fanged Knight grabs Wella Gall and sinks his teeth into her throat. Her eyes begin to close.

    Before she succumbs to his bite and falls into a deep sleep, she offers him the axe—”Do the honourable thing,” she begs him.

    The Fanged Knight takes the axe.

    The Mock Knight reflexively covers its face. Behind padded mitts, its gears turn.

    It sees Wella Gall is bleeding, dying. It lowers its mitts and lifts some cotton stuffing from its neck hole. It presses the stuffing into Wella Gall’s neck. The cotton soaks the blood.

    The Fox Knight and the Ring Knight kneel, pressing their hands over the wound. The bleeding stops. They feel someone standing behind them.

    It’s their Brother, the Fanged Knight. He grips the axe, blood dripping from his mouth. He stands over them, blocking the sunlight.

    AFTERMATH
    The Company brings Wella Gall back to the Celestial Tower to be judged by the Ruler. The Barbed Knight is proven just through trial by combat. The Cosmic Knight is never seen again.

    Under moonlight, after countless sleepless nights, the Fanged Knight is sharpening the Axe. He hums to himself, “…all Knights will feel the axe.”

  • Our story begins in Bastion, in the shadowy parking lot beneath the offices of the People’s Paperworks

    Art by Gordon Parks

    “Paper is serious business. I don’t blame Anna for running away, but it’s time for me to name my successor. No doubt she’s staying with her dear friend in Hendenburgh, Valerie. Start there.”
    Arthur People

    The Cast
    Collectively, they owe £10,000 to the People’s Paperworks.

    Numeron
    Investment Centurion
    1 HP, 8 STR, 10 DEX, 12 CHA

    Nika
    Failed Criminal Bureaucrat
    5 HP, 8 STR, 8 DEX, 8 CHA

    Flinch & Hamish (Hawk)
    Street Judge
    A1, 1 HP, 10 STR, 11 DEX, 6 CHA

    Red Ghost stopped making carriages in ’25. They tried tires for a while, but the market was already owned. In ’42, the executives made a choice that changed the borough: they built a machine designed to outrun the city.

    They made a series of automobiles with combustion engines that would last longer and drive further than the modern electric car. Their flagship model, the Banshee, was manufactured in Bastion from ’44 to ’57 until the allegedly-toxic fumes of the Deep Country Machinery turned the city against the entire borough. Still, curiosity compilers and machine whisperers alike hold the RG Banshees produced in that time in high regard as a safe and reliable way of travelling outside of Bastion. But who would ever do that?

    Art by Sid Hammer

    BASTION, ’73
    The lift doors open to reveal a long corridor into darkness. Our characters step out, they look disheveled and broken-down under the crushing weight of debt. A hawk flies out first, surveying the corridor. It smells like paint and rain.

    Under an amber spotlight is the ’47 RG Banshee; Numeron tosses Flinch the keys. The eight-ball-keychain feels heavy in his hand. Denser than it should. The Banshee is warm to the touch, while the surrounding cars remain cold, dusty, and untouched.

    When the headlights turn on, a figure moves behind a concrete pillar, just out of view.

    “Let’s go.”

    The characters drive toward the light, but they’re blocked by an aluminum barrier arm and an intense parking attendant. He holds a clipboard in his hand, and demands the stub.

    The characters open the glove compartment, Nika reaches in and feels the weight of the parking stub’s premium paper.

    “How old is that?” Flinch asks.

    “Nine years… eight months.” Nika reads. Wow, the paper retains its high gloss finish, even after all these years.

    “Parking costs £7 per week,” the attendant says, “that’s £3,192. Unauthorized vehicles will be towed at your expense.”

    “No way,” Numeron says, leaning forward from the backseat. Hamish ruffles his feathers, “call Arthur, we’re not paying for this. This is his car, we work for him.”

    The parking attendant slides the glass window closed. He picks up the phone: “yeah, uh-huh, ok, I’ll tell them,” he opens the window. “He says maybe you aren’t the right people for the job, if you can’t figure this out.”

    Flinch turns to the others, “what do we do?”

    “If you can’t afford to pay,” the attendant says excitedly, “you can always fill out a Form 27-B.”

    “What’s that?”

    “A declaration of financial hardship.”

    Numeron lifts a coin from his pocket. A substantially lucky coin. He offers to wager: “Flip the coin, call it. If we win, you let us out. If we lose, we fill out the form.”

    The parking attendant scans the group. He sees a pistol concealed beneath Nika’s vest. He sees the predatory gaze of a hawk. He sees a desperate pettiness in Numeron’s eyes as he holds the coin. A simmering lust for violence.

    “Fine.”

    The coin is flipped, the arm lifts, and as the group drives away, they see the parking attendant is crying.

    Art by John Frederick Kensett

    THE FORGOTTEN COAST
    The characters drive for hours through the humming tunnel lit by yellow sodium-vapor. The white haze is blinding as they emerge on the Forgotten Coast. A cracked asphalt highway cuts through a suffocating mountain forest.

    A strange smell occurs on the road. Familiar, but indescribable. There’s nothing but static on the radio.

    It’s late evening when the Banshee turns off the highway onto a muddy road with deep tracks. On the mountainside is a lumber mill surrounded by a sheet metal gate. The owner, Ibley, is contractually obligated to shelter the characters.

    They ask around about a specialist to look at their car. The dead-eyed, broke-back mill workers point them toward a garage and the light spills out from the open door. Inside is the machinist, Bale. He inspects the car.

    “I can’t find anything wrong with the car,” he says, running a gangly, grease-covered arm through his thick dark hair, “these old RG models are built to last, that’s for sure.” He runs his hand across the hood tenderly.

    “Tell you what though, you look in on my cousin Winnie in Orlane–it’s on your way to Hendenburgh, and I’ll fix any future issues that come up,” he pats the car, “it’s a damn fine machine.”

    Winnie owns the Foaming Mug in Orlane, “I’m sure she’s fine,” the machinist keeps saying, but he looks like his worries are eating him alive. He’s a man in mid-disappearance, his reflection not even visible in the dark windows behind him.

    Flinch reaches a hand and places it on Bale’s shoulder, just to check–he’s there, in the flesh, warm and damp with sweat.

    “We’ll look in on Winnie, don’t worry,” Flinch says.

    ROAD TO ORLANE
    The characters wake up in a cottage overcrowded with reams of paper–ultra high gloss, heavyweight. The good stuff. They leave for Orlane, turning off of HWY 1 and onto the dirt road, Ferry Dr.

    ORLANE
    The first sign they see says MOTEL. A smaller, ornate wooden sign hanging below it reads the Golden Grain Inn. Flinch and Nika wait in the car, Numeron runs inside. The bartender smiles, wiping a rag across the polished wooden bar. The bumpkins within turn in unison. He feels out of place in his office wear, but approaches the bar.

    The bartender smiles warmly. Like it’s a long-awaited homecoming.

    “I’m looking for Winnie,” Numeron says.

    “Don’t know her,” the man turns his head, “would you like a drink?”

    “No thanks,” Numeron looks around the room. The bumpkins only stare. He rattles his fingers on the bar, “where’s the Foaming Mug?”

    “Foaming Mug…” the bartender leans his head back, like he’s trying to swallow the words but they’re too big and too sharp to get down, “never heard of it.”

    Art by Paul Strand

    “Fucking liar,” Numeron spits as he slams the Banshee door behind him, “he just wants us to stay at his inn. Let’s keep driving.”

    Flinch rolls the Banshee forward, Nika scans the streets. Numeron wipes a small white spot on his trousers, smearing hawk poop deeper into the wool.

    The group sees a small, industrial farming town. Broken down farming equipment, overgrown yards, numerous boarded up shops. They see a young man cutting wood, they roll down the window and wave him over.

    “Foaming Mug? Never heard of it,” he says, sticking his head in the car to get a good look at each of them.

    The group drives until they find a grove of stately elms and a long path rising into the trees. It’s getting dark now, and they have no idea where the Foaming Mug is.

    Art by Luigi Lucioni

    At the end of the trail is a hermit’s cottage. Drapes pulled tightly closed. The group parks the Banshee and knocks on the door.

    “Go away,” they hear from within.

    “We’re looking for Winnie,” Flinch announces. “Bale sent us,” he adds, hopeful Winnie is in there and the feeling that his guts are sinking into the surrounding swamp will end.

    The door opens slightly, an old man peeks through and takes a look at them, and then he sticks the barrel of a sawed-off shotgun in their face.

    “I’ll let you in, but you need to submit to this.” He pulls a piece of silver from the pocket of his work jacket, it looks like an otoscope but it’s decorated with ornate filigree that flashes in the buzzing porchlight.

    “What is that?”

    “Mind probe,” the old man says, his lips so tight they barely seem to move.

    “Ok,” Numeron says, volunteering to go first.

    “Don’t resist,” the old man warns, shaking the shotgun a little bit.

    Numeron feels his mind invaded, a splinter in the back of his skull widening, burrowing in and looking for his truest self.

    Flinch and Nika watch as the old man’s face lights up with insight; he sees Numeron’s pain, his preoccupation with petty jealousies, and the rage he holds for the traders who sold him out.

    Flinch goes next: he’s a well of guilt, a black hole of shame–he can’t stand the gravity of what he did, all the people he sent to prison and the extra money he took to tip the scales. Finding Anna–this, now; looking for Winnie–it’s redemption.

    Nika feels the steely hot focus of the probe worming its way through her skull, poking around her head meat and looking for her secrets.

    Stop!

    The old man steps back, he feels Nika resist the probe.

    “I said don’t resist!” He raises the gun, “you’re with them aren’t you!”

    “Who?” Nika asks, raising her voice.

    Numeron steps between them, “she’s with us,” he says.

    “We’ve known her for a decade,” Flinch adds.

    The man starts to relax, he finally lets down his guard, blinks for the first time. “Come in, and close the door.”

    He sets the shotgun down on the kitchen table. The place is filthy. He puts his arcana back in his pocket and pours a glass of whiskey.

    “What’s going on around here?” Flinch asks.

    “I don’t know,” Roman grits his teeth and pours another drink, “the whole town’s gone funny. People disappear, then they come back changed. I don’t know who to trust.”

    “We’re looking for Winnie, do you know her?” Nika asks.

    “Yeah, I know Winnie,” he begins. He used to drink at the Foaming Mug regularly, but a few weeks ago there was a fire, it’s been boarded up and Winnie has been missing ever since.

    They borrow Roman’s phone to call Bale. Let him know his cousin’s missing, but they’re “on it.”

    Bale’s drunk, he slurs he knew that he ought to be worried, “no one trusts me since the accident…” he mutters.

    “What accident?”

    He raises his voice, there’s static over the line, “it had a faulty safety mechanism! No one could have seen it coming. Yeah, he lost his arm… but I lost all respect around here. It wasn’t my fault!”

    They hang up. Roman lets the group stay in his yard, but one night only: “You’ll draw too much attention…”

    Art by Marsden Hartley

    As they leave Roman’s cottage, and prepare for a rough night’s rest in the Banshee, they decide to check out the burned-down Foaming Mug under the cover of night.

    They find a scorched, overturned sign, and start to walk up the stairs when they hear the racking of a shotgun from behind them.

    “Don’t tell me you’re trespassing,” the man says stone-faced. He wears a star-shaped badge on his modern body armour and casually rests his weapon on his shoulder.

    “Constable Grover,” he says, “it’s dangerous in there, come on down.”

    Flinch steps forward, raises his book of laws, “it’s ok, Constable, I’m a judge. From Bastion. I’m here to inspect the fire damage.”

    Grover spits. “Don’t say I didn’t warn you.”

    *

    The group breaks through the boards and steps inside. Hamish perches on the roof to keep watch. Inside, there’s clear signs of arson.

    “Fire bombs,” Flinch says, pointing at the dots of blackened, scorched wood from a chemical accelerant.

    There’s a rotten smell coming from below, a set of stairs behind the bar leads down into a dark, cramped basement. The group grabs their lantern from the back of the Banshee and prepares to delve below.

    Between the shelves stocked with pickles and dry staples, they can hear the crunching and snapping of breaking bones.

    “It’s probably just a pig,” Flinch says, “from the hog farm around the corner.”

    The group moves closer.

    First, the lantern reflects in the glossy, dripping blood.

    Then it steps forward. A hulking, man-sized crocodile on two legs. It drops the pig and lunges. It grabs Nika and pulls her back into the darkness.

    Flinch sets down the lantern and reaches for his heavy gavel.

    Numeron runs upstairs. There’s a bulky musket hanging behind the bar, he climbs the shelves to reach it.

    Downstairs, the crocodile man drags Nika across the floor by her ankle. Nika reaches into her vest and grabs her pistol.

    A flash of light.

    A percussive blast echoes off the stone walls.

    When her eyes readjust, she sees a tiny bullet is stuck, smoking in the scales of the crocodile man’s flank.

    It retaliates with a swipe. A bright wet gash is carved across Nika’s arm.

    Flinch hammers at the monster’s back. It doesn’t stop.

    “Get back!” Numeron shouts. He raises the musket with both hands.

    Flinch presses himself into the shelves, pickle jars smash on the floor.

    Nika closes her eyes.

    The gunshot vibrates Numeron’s teeth as he’s thrust backward by the musket. Sparks fly out of the barrel and sizzle on the wet floor. He’s blinded by smoke, but the crocodile man is thrown to its side.

    Its scales are blackened by the birdshot. The thing hisses and retreats, slithering out through the basement window.

    “What the fuck,” Nika spits, inspecting the wound on her shoulder, “what the fuck?”

    Art by Aubrey Schwartz

    TEMPLE OF THE STARS
    A search of the basement yields a history book about the Temple of the Stars, and the village’s two-generation history of superstitious worship of the temple’s artefacts. The next morning, the group approaches.

    The temple is the only stone building in the village, surrounded by granite walls. They pound on the wooden doors. A monk in ceremonial robes opens the gate, says the temple is closed for renovations.

    The group barges in, led by Nika, “out of the way,” she says as she steps past the monk.

    The groundskeeper looks up from his task; he’s cutting the hedges with a noisy, smoking chainsaw.

    “If you insist,” the monk says coldly.

    Inside the temple where the domed ceiling is adorned with golden constellations, a heavy tarp obscures more than half the room. A strong-looking, middle aged man with thin hair turns to greet the Bastionites. He’s dressed like a priest.

    “I’m sorry, Father Abramo,” the monk says standing in the doorway, “they just barged in here.”

    “It’s ok,” Father Abramo raises his hand, nods reassuringly, “it’s more than ok… the temple is under construction–it might not be safe at the moment–but we welcome any visitor. It’s your choice. Do you want to see?”

    Nika barges forward, peeling back the tarp. She nearly slips on a layer of dust covering the floor.

    Before her is a mass of granite, wood and steel scaffolding; a partially finished statue depicting a snake with the face of a beautiful, angelic woman.”What is this?” Nika asks.

    “The Reptile God,” Father Abramo says, “anyone who looks upon her is compelled to worship.”

    “Ah shit,” Numeron notices that the monk is blocking the exit.

    “Where’s Winnie?” Flinch demands, dropping all pretenses.

    “She is with Her, our new god,” Abramo says softly, “Would you like me to take you there?”

    “Yes.” Nika growls.

    The monks take a step forward, “but first, a drink.” Abramo says, a second monk steps into the room from an archway beyond the tarp. He carries a bottle of wine and a platter with three silver goblets.

    “Please, have some wine, then we will go,” Abramo says.

    The monk pours from the unlabeled bottle into the silver goblets. He passes one to each of the three Bastionites. They exchange glances.

    Flinch smells the wine. It’s obviously poisoned. He motions for Hamish to create a distraction. The hawk screeches and flies from Flinch’s shoulder to the top of the statue.

    “My word,” Abramo gasps, watching as its shadow moves across the temple floor. The hawk lands on the statue’s head.

    Numeron grabs Abramo and puts his letter opener to his throat: “Tell us where she is or I’ll do it!”

    “Then do it.” Father Abramo says coldly.

    Numeron tries to press the blade against the priest’s throat, but a flash of light between them forces him back, knocking him off his feet.

    Father Abramo brandishes a shard of light in the shape of a shield: “amazing, aren’t they? Arcana–gifts from the stars.”

    Hamish swoops down to grab the light from Abramo’s hand. The monks lift hatchets from beneath their robes.

    Nika raises her pistol, shoots twice at the cultists, and sends one spinning to the floor.

    The other one rushes at her. She turns her pistol and fires again, but the bullet ricochets off his skull. Blood spills into his eyes. He sinks his axe into her chest.

    Flinch runs to close the door. He can still hear the roar of the chainsaw from outside. He slides the iron crossbar closed. Turns to see Nika collapsing on the floor. A cultist stands over her, he’s wiping blood from his face with the sleeve of his dark robes.

    Flinch sprints at the monk, bringing down his gavel and bludgeoning him to a pulp.

    Sparks fly as the groundskeeper starts cutting through the iron holding closed the doors.

    Father Abramo shakes off the hawk struggling for to take his arcana. He draws a ceremonial dagger from its sheath and turns to Numeron.

    From the floor, Numeron fires his musket. The birdshot breaks against the shield of light. Tiny glowing particles are scattered through the air.

    Abramo casts the dimming arcana aside and steps through the smoke, closing the distance. He leans down and rips the musket from Numeron’s hands.

    Numeron extends his arms to protect his face and watches the dagger slide through the back of his hand. Abramo stops before pressing the dagger into Numeron’s chest.

    “There is still time for you,” the priest whispers, unblinking, “for all of you.”

    He pulls the dagger from Numeron’s hand.

    The chainsaw revs. The door swings open. The groundskeeper steps into the temple.

    “Stop!” Abramo shouts to the groundskeeper, “let them go… Let them go to Her. They will see for themselves.”

    The groundskeeper lowers the chainsaw from over his head. Its motor continues choking and coughing blue smoke into the air.

    Numeron crawls back, away from the zealot smiling down on him, and climbs to his feet.

    Abramo gestures toward the dark, “follow the Farm Trail… you will see.”

    Flinch picks Nika up from the floor, helps her walk to the car and places her in the backseat. Her wound is deep.

    The groundskeeper watches with an expressionless gaze as Numeron steps past his growling chainsaw.

    Hamish swoops into the car ahead of Flinch and Numeron. As they climb wearily into the Banshee and close the doors, they see Father Abramo still smiling as they reverse from the temple and turn toward the road.

    Art by Carl Wilhelm Kolbe, the elder

    ***Read Episode 2 here.

  • *** MARCH 19, 2026 UPDATE *** Driving in Deep Country is now available as a trifold pamphlet on itch.io. Take a look here.

    As I prepare to run my first Electric Bastionland campaign, I look to author/designer Chris McDowell’s follow up game, Mythic Bastionland for travel procedures.

    First I designed a small sandbox with a few adventures dropped in. You might recognize some of these locations from pre-written adventure modules.

    For car travel, I developed the following rules.

    Travel. Measured in Hecksleagues, commonly called Hexes. Travelling consumes a whole Phase of the day and uses one of 3 methods:

    Hike. 1 Hex on foot.
    Drive. 2 Hex on-road by car. 1 Hex off-road by car; lose d6 HP each Phase.
    Speed. 3 Hex on-road by car; lose d6 HP each Phase.

    Characters can spend a Phase to perform Minor Repairs and restore d6 HP. At 0 HP, the car is Broken and requires Major Repairs by a Specialist. There is always a cost.

    Travel Roll. For each Hex of travel, roll d6.

    1 Car Trouble.
    2-3 Impending Trouble. If you roll 2–3 again before Car Trouble occurs, treat it as a 1.
    4-6 All Good.

    Car Trouble d8
    1. Engine Seizure (Broken).
    2. Hot Engine (if Car Trouble occurs again before a Major Repair the car is Broken).
    3. Bad Brakes (-d6 HP each Phase).
    4. Electrical Failure (-3 HP each Phase).
    5. Dead Battery (Broken after next stop).
    6. Flat Tire (-2 HP each Phase).
    7. Sticky Leak (-1 HP each Phase).
    8. Strange Smell (grows stronger on subsequent Strange Smell rolls and never goes away).

    ‘47 RG Banshee A2 (Bulky Frame), 10 HP

    You might already see a problem with these rules–yes, the players’ car is in a constant battle of attrition against a breakdown. Herein lies the thrill: Random Encounters occur when the characters are broken down and vulnerable, pushing them further into the setting and plot. The need to seek a Specialist for major repairs will have them indebted to key NPCs throughout the campaign.

    To offset some of the aches and pains of this system, I’m going introduce a number of charms into the world that the players can hang from their rearview mirror for passive buffs. They’ll start with a set of pink fuzzy Novelty Dice.


    Novelty Dice. Once per day, re-roll a Travel Roll and keep the higher result.

    SOME OTHER CHARMS
    Lucky Stars. This metal charm attracts wildlife. Damage against the vehicle is always Impaired.

    Neck Pillow. Once per day, regain d6 STR while resting in the car for one Phase.

    Tropical Dancer. Advantage on CHA Saves while speaking through the car window.

    Ornamental Antlers. Ramming attacks are Enhanced. Vehicle armour is increased by 1.

    Big Sip. Move twice as fast. Roll d6 per Phase; on a 1, nature calls.

    Chair Beads. Chill under pressure, roll Car Trouble twice and take the higher result.

  • This week I played a solo Electric Bastionland adventure using the Clay Shelf by Yochai Gal.

    THE CAST
    This group collectively owes £10k to Flex Restaurant. They are blacklisted from every reputable eatery in Bastion until they pay. The group heard about a valuable artifact hidden in plain sight in the flooded city of Indigo–the Blue Tear. It might be worth enough to help with their debt.

    Noble-in-Waiting
    Vanessa HP 5
    STR 6 | DEX 10 | CHA 13
    £6, fire poker (d6), fur cloak, a box of fancy cigars and bottle of brandy

    Science Mystic
    Katsun HP 6
    STR 14 | DEX 14 | CHA 8
    £1, glue, solvent, multi-setting lamp, useless pink “mind” crystal, ceramic staff (d6, Bulky, non-reactive to chemicals).

    Repressed Psychic
    Gizard HP 6
    STR 12 | DEX 7 | CHA 8
    £1, glass marbles, pick-axe (d6, Bulky), sense motives of anyone you touch.

    Art by Richard Gordon

    UITENHAGE STATION
    They start at Uitenhage Station, just beyond the clay shelf for which the region is (probably) named. It’s a rust-colored weigh station intersecting the Highway; trail signs point to White Lake.

    Art by Cosmic Orrery Games

    There’s a line of trucks waiting to be weighed by the baboon at the weigh station, literally. It scratches at its ear as it waves the clanking traffic forward.

    The camera pans to the side of the rundown highway, where Vanessa stretches her legs, smoking a cigarette amidst the tall, dead grass. She looks dangerous; she wears a thick fur coat in the blistering sun. Her escorts, Gizard and Katsun, inspect the motorized-memorial-float they drove from the city.

    Katsun holds his lamp, a cigarette dangles from his mouth. Gizard runs his hand across the cooling metal of the float. It’s covered in dirt, the once-bright streamers are dull and torn. It’s out of electricity.

    “It’s tired,” Gizard says. “I can sense it.”

    Katsun points to the road. There’s a hefty fellow walking between the smoking trucks. He’s speaking loudly at each of the drivers and readjusting the bulky firearm that hangs from his belt.

    “Ask him for a boost.” Katsun grunts.

    “Do they even have electricity out here?” Vanessa asks, lifting her sunglasses for the first time since the group left the city. She squints at the weigh station. Wind scatters the dust between the trio.

    The man smiles as Vanessa approaches, Gizard and Katsun watch from the float.

    Art by Roque Romero

    Husker Scon
    9hp, CHA 11
    Harmonica pistol (d8, BLAST)

    • Vanessa passes a CHA save for a favorable reaction.

    “You’re from Bastion, right?” The man asks, placing his hands on his hips.

    “How could you tell?” Vanessa lifts a cigarette from her handbag.

    The man stumbles forward to hold out his lighter. It takes a few clicks before it lights–Vanessa inhales deeply–“thanks,” she smiles.

    The man lights a cigarette of his own. The traffic starts to stall behind him.

    “Husker,” the man says. “Husker Scon. Where ya headed?”

    “Indigo,” Vanessa tells him, “but our vehicle has run out of electricity. You wouldn’t be able to, I don’t know, charge it somehow, would you?”

    Husker looks over Vanessa’s shoulder. Sees the float. Sees the men standing with their hands on their hips. City folk.

    “Sure, I could fix it up for you. It might take a day or so. In the mean time, you should see the sights. It’s early, you could walk to Elephant Rock and back before it’s dark.”

    “What’s Elephant Rock?”

    “It’s a big rock.” Husker says.

    “Why would I want to see that?” Vanessa asks.

    “Well, it looks like an elephant. But taller.”

    “Ah.” Vanessa takes a final drag from her cigarette. She drops it in the dirt.

    “Let’s go people!” An impatient driver shouts from his clattering machine. The baboon at the weigh station hoots and snarls at him.

    “Well,” Husker says finishing his cigarette, “I’ll take a look at your vehicle once things slow down around here.”

    Art by Sky Hopinka

    “What now?” Gizard asks, “do we just wait?”

    • Vanessa fails a CHA save, and doesn’t realize Husker is untrustworthy.

    “We could check out this big rock he mentioned,” Vanessa suggests.

    “What’s in White Lake?” Katsun asks, pointing at the sign. The trail disappears into the scrublands beyond the horizon.

    “We need to focus on getting to Indigo,” Vanessa says impatiently. “If this Blue Tear is hidden in plain sight it’s only a matter of time until someone else gets it. I won’t let that happen.”

    “It’s not like you need to worry about money,” Gizard scoffs.

    “Hey,” Vanessa scowls, “eight barons–all of them very far from Bastion–still need to die before I’ll be the Faux-Reiner of Trave. I need to take care of myself until then.”

    “Don’t pout.” Katsun says. “I’m sure I can fix this vehicle myself. Besides, I don’t trust anyone who abuses animals.”

    Katsun lifts a pink crystal from his pocket and puts it to his forehead. He runs his hand across the surface of the memorial-float.

    • Katsun fails a CHA save to fix the memorial float.

    “It’s tired, like you said.” Katsun announces. “Gizard, remove this panel.”

    Katsun begins pointing at the memorial-float with his ceramic rod and ordering Gizard to dismantle each section that “doesn’t react.” Only the barest metal frame is left when the two are done, and the sun is high in the sky.

    “I can’t fix this now,” Husker says disapprovingly, standing over a pile of scrap metal and twisted wires. “You’ve wrecked the whole thing.”

    The highway is quiet. The baboon rests its eyes, stooped-comfortably in its stool at the controls of the weigh station. Husker sifts through the scraps, looking for anything of value.

    “Well, thanks for your offer.” Gizard holds out his hand to shake Husker’s.

    • Husker passes a CHA save, prefers to not shake Gizard’s hand. He doesn’t know why.

    “Who’s going to clean all this up?” Husker asks, his hands still in his pockets.

    “Your baboon, I imagine.” Vanessa replies sharply. “Boys, let’s go.”

    • Husker uses his heliotrope to signal Flat Bandits ahead on the road.
    Art by Orra White Hitchcock

    ELEPHANT ROCK
    The group walks along the poorly-maintained road bisecting the region. On either side of them, a vast desert extends until it reaches the distant caldera. The Clay Shelf. Occasionally, loud trucks break the silence as they blast between the despondent walkers.

    Art by Cosmic Orrery Games
    • Three Flat Bandits hide behind Elephant Rock, waiting for the marks Husker signaled about.

    Flat Bandit
    HP 3
    £d6, chewing gum, pistol (d6)

    • Luck Roll. Do any of the PCs notice the bandits as they approach? Yes.

    Vanessa stops walking. She remembers the creepy feeling Husker gave her. The way he wouldn’t shake Gizard’s hand.

    “Hey,” Gizard says, “the rock does look like an elephant.”

    “Only taller.” Katsun adds.

    A crash zoom reveals Vanessa’s perspective: a wiry man runs and lays down on the ground behind a boulder, a pistol in his outstretched hand.

    “There’s troublemakers in those rocks.” Vanessa warns the others. “We need to think carefully.”

    “How many?” Katsun asks.

    • Vanessa fails a CHA save. She isn’t confident.

    “At least one…” Vanessa sighs.

    “They probably mean to rob us.” Gizard says. “We should go back, maybe we can hitchhike to Indigo?”

    “It’s not like we have any money,” Vanessa says, “but maybe they’ll just kill us.”

    “What do we do, Boss?” Katsun asks. He crouches by the highway. Squints into the distance. Turns his pink crystal between his thumb and index finger.

    Vanessa lights a cigarette. “Let me think.”

    A flash of insight.

    “Katsun,” Vanessa says, “give me your glue.”

    Art by Paul Strand

    As the group descends toward Elephant Rock, three figures step out from behind the boulders and form a line blocking the road.

    “Hold it right there,” the wiry leader says in a monotone voice. He holds his pistol at his hip. His jacket is dusty from laying on the ground.

    • Luck Roll. Are the other bandits pointing their pistols? No.

    One of the bandits has an intense stare, and a constellation of tattoos across his shaved head. He keeps his arms crossed.

    The third bandit is a young woman chewing gum, dressed in modern clothes. She keeps her hands on her hips, her pistol tucked in her belt.

    “Empty your pockets.” The wiry leader says.

    Katsun steps forward, he’s holding a fancy box of cigars in one hand, and a bottle of brandy in the other.

    “Please,” he says flatly as he stretches out his arms, “don’t hurt us.”

    “Charli,” the leader says, “grab that shit. The rest of you–” he points the pistol at Gizard, then Vanessa–“I said empty your pockets!”

    Charli steps forward, rolls her eyes at her Boyfriend’s red-blooded display, and reaches for the bottle and the cigars. Katsun smiles weakly. There’s a faint smell of chemicals.

    • Charli passes a CHA save to notice the glue.

    “Ew, what the fuck,” she says, “there’s something sticky all over this stuff, I’m not touching that.”

    Katsun drops the bottle, drops the cigars, and reaches for Charli’s pistol. He rips it from her belt and points it at her head.

    • Katsun passes a DEX save to act before the bandits.
    • Katsun passes a STR save to rip the pistol from Charli.
    • The Boyfriend passes a DEX save to act before the PCs.

    The Boyfriend turns his pistol to Katsun. He takes a sharp inhale and fires. A pink spray explodes from Katsun’s side.

    • The Boyfriend rolls 6 damage, reducing Katsun to 0 HP and causing a Scar (p. 9).
    • Katsun is scarred: A vital organ is in a critical state. If you take CRITICAL DAMAGE before seeing a Specialist you die. If you get it seen to, reroll your Maximum HP on 2d6 and keep the result if higher.

    “Damn it,” Katsun groans, folding in half but staying on his feet. Blood soaks the sand.

    Vanessa rushes the Boyfriend, revealing the wrought-iron fire poker hidden in her jacket. With her lit cigarette in her mouth, she strikes at the Boyfriend in a violent barrage.

    • Vanessa rolls 3 damage, reducing the Boyfriend to 0 HP and STR 9.
    • The Boyfriend critically fails his STR save to avoid CRITICAL DAMAGE.

    The Boyfriend collapses to the ground, Vanessa continues to slash at him, whittling away the flesh on his knuckles as he raises his arms to defend himself.

    The bandit with the tattoos reaches for his pistol; aims it at Vanessa.

    • The Flat Bandit fails his DEX save to act before the PCs.

    Gizard rushes the bandit, brandishing a pick-axe and thrusting it into the bandit’s shoulder.

    • Gizard rolls 6 damage, reducing the Flat Bandit to 0 HP and STR 6.
    • The Flat Bandit fails his STR save to avoid CRITICAL DAMAGE.

    The bandit coughs blood and collapses onto the ground, Gizard falls on top of him. He can sense the bandit’s rage, the bandit’s bloodlust. But also… an intense desire to study the cosmos.

    • Charli passes a CHA save to avoid fleeing.

    Charli runs at Katsun, trying to rip her pistol out his hand.

    • Charli fails a STR save to grab the pistol.

    Katsun pushes Charli back. He steps back several paces, placing both hands on the pistol.

    “Don’t move.” Katsun orders. “Gizard, get their guns.”

    Gizard quickly gets to his feet, collecting both pistols scattered in the dirt.

    Charli looks up at Katsun. Her Boyfriend is disfigured from the fire poker, crying out and spitting blood, Vanessa pants above him.

    “This guy’s bleeding out,” Gizard says, “he’s not going to make it.”

    Vanessa is quiet for a moment. Cicadas buzz in the surrounding shrubs.

    “Vanessa?” Gizard hisses.

    “You should have taken the cigars and the brandy…” Vanessa stomps over the bodies to Gizard.

    “Give me those,” she says.

    “Yes, Boss.”

    Vanessa tucks one of the pistols into her waistband and points the other one at Charli.

    “Did Husker put you up to this?” She asks flatly.

    • Charli fails a CHA save.

    “Yes.”

    Three gunshots echo out across the Clay Shelf.

    “Memento,” Gizard says, “it’s this way.” He puts his hand on Vanessa’s shoulder, “you obviously want to kill Husker,” he says softly, “but we can’t.”

    Vanessa pushes his hand away, “I know. We need to get Katsun to a doctor. We can’t go back.”

    “I’m fine boss,” Katsun says, “let’s go free that baboon.”

    A cold breeze. The first stars are already visible in the sky.

    “No,” Vanessa says firmly. “We’re going to keep moving, to Memento. Fuck Husker. I won’t forget his stupid face.”

    Art by Vija Celmins
    Art by Cosmic Orrery Games

    MEMENTO
    Small creek snakes through brightly-colored buildings, a brightly-lit saloon at its center. It’s late when they arrive, they’ve been walking all night.

    Art by Ivan Albright

    THE FOUNDOUK
    A rustic, lamp-shaped inn. Busy and brightly-lit all hours of the night. A constant, electrical buzzing hums from within.

    “We need help!” Vanessa shouts as the group enters the brightly lit saloon. There’s a few people drinking at the bar, and the sound of mechanical whirring from the kitchen.

    Katsun limps in behind Vanessa, he’s propped up by Gizard.

    “Is anyone a doctor?” Vanessa asks the room, her voice softening now.

    • Luck Roll. Is anyone in the saloon willing to look at Katsun’s wounds? Yes.

    The sole patron–a middle-aged woman–stands up. She finishes her dark liquor and sets the glass down, “let me take a look,” she croaks.

    Art by Roque Romero

    Ines Bell, Archeologist
    3 HP, STR 7, CHA 13
    Luck Tooth. An ancient tooth from a Noble Lioness. Sucks the Luck from others, and gives it to the wearer.

    Gizard rests Katsun on a dusty wooden chair. The woman lifts a penlight from her jacket.

    “You’ve been shot,” she says, shining the penlight over Katsun’s flank. “Who did this?”

    “Bandits,” Vanessa says, “on the road.”

    “Flat Bandits…” the woman snarls, “they’ve been watching me ever since I got here.” She crouches to take a closer look at Katsun’s side.

    • Ines passes a CHA save to assess the injury.

    “Your liver is injured…” The woman slurs, “you won’t survive another injury.”

    “Can you help him?” Vanessa asks.

    “No, I’m not that kind of doctor.” The woman says, tucking her penlight back into her jacket. “There’s a hospital in Indigo. In the Orchard. You should take him there.”

    “We’ll rest here tonight, and leave tomorrow.” Vanessa says.

    “Let’s get a drink,” Katsun adds.

    “I’m not sure that’s a good idea,” Gizard warns.

    A golden cat sits on the bar.

    “What can I offer you?” It purrs.

    Art by Roque Romero

    Mr. Bitters, a Spark Cat
    6 HP, DEX 16
    Electric shock (d6)

    “Just a room,” Vanessa says, “are you the owner?”

    “Mr. Bitters,” the cat sits back, “I’m the manager.”

    Gizard turns to the woman, “I didn’t get your name,” he says, placing his hand on her shoulder. He senses her motivation–although dulled by liquor–to learn about the Idir people and the Cerulean Pearl.

    “Ines,” she says sharply, her eyes fixed on the cat.

    “Ines,” Gizard smiles, “what were you saying about the bandits?”

    She turns to make eye contact with Gizard. “Not now,” she hisses.

    • Gizard fails a CHA save to read the room.

    The cat watches from the bar, “five pounds for the room,” it purrs.

    Art by Théophile-Alexandre Steinlen
    • -£5 for the room.

    “I don’t like that cat,” Katsun says. He peaks through the dusty, burgundy blinds into the brightly lit street below.

    “Let’s just rest,” Vanessa says, pulling a sleep mask over her face, “we’ll go to Indigo as soon as we can.”

    Art by Cosmic Orrery Games

    EAST OF THE BONEWATER
    It’s afternoon. The characters walk the poorly-maintained road bisecting the region. A heavy haze obscures a large crowd gathered ahead. They hold long rifles and block the road.

    • Random Encounters on the Road. Whenever the PCs stop to rest, leave a settlement, roll a d6.
    Art by Roque Romero

    Bandits Detachment.
    9hp, STR 11, CHA 5, long-range rifle (d6).

    • Luck Roll. Do the bandits see the PCs? Yes.

    There’s a distant popping sound. Tiny explosions in the dirt and asphalt at Katsun’s feet.

    “They’re shooting at us!” Gizard cries out.

    • Katsun and Vanessa pass a DEX save to act before the bandits.
    • Gizard fails a DEX save to act before the bandits.

    “Run, run!” Vanessa shouts.

    • Katsun passes a DEX save to run back to Memento.
    • Vanessa fails a DEX save to run back to Memento.

    Katsun turns and runs, disappearing over the hill and leaving a trail of dust. Several more explosions in the dirt, followed by the sounds of distant popping and shouting voices.

    Vanessa stumbles, Gizard barely catches her. The two fall to their knees in the road. A crowd of bandits surround them.

    “Fur coat,” one of them says, “just like Husker said.”

    “Blow them away.” Another says gruffly.

    • The bandits roll 11 damage, reducing Vanessa to 0 HP and STR 0. Vanessa is killed.
    • The bandits roll 9 damage, reducing Gizard to 0 HP and STR 9. Gizard fails a STR save to avoid CRITICAL DAMAGE.

    Vanessa and Gizard are shredded by rifle blasts.

    “Go chase down that other one,” the bandit orders. “No one hurts the Flat Bandits and gets away with it…”

    Art by Salvador Dalí