Wednesday, February 5, 2025
I Ran The Iron Coral #3
I Ran The Iron Coral #2
My friend M. played as...
Three looming men approach the table, almost bulging out of their suits. One removes a little black notebook from his pocket, opens it to a page, and asks: "Messieurs Creed, Bob, and Doug?"
The three look at each-other. "Who wants to know?"
The goon shuts his notebook with a snap and returns it to his breast-pocket. Then, with one swift move, his fellow sweeps all the glasses off the table, sending them smashing to the floor. They lean in and say: "We've heard that you've recently come into some money. Yet you have not begun paying off your debt. Curious. We hope you will heed this reminder."
Rattled, the party pays for damages and leaves, now uncomfortably aware of the thirty shillings burning a hole in their pocket.
Purchases: prybar, lockpicks, fire oil, and a mutt (named Slob).
The party decide to engage an expert: Gullwin, the man who'd identified the poison when Creed asked the Pickled Goose's clientele the week before. He asked to be paid up front, at an expert's going rate, and they settled on five shillings upfront, five on return from the expedition, as well as one shilling bonus if any treasure was gotten.
Thus they assembled in the early morning on a mist shrouded wharf. Dorett was there to see them off and Gullwin arrived, out of the fog, polishing his glasses, a hefty revolver stuck in his belt.
After some time on the water...
The Iron Coral sat, a jagged island looming out of the sea. They land on the metallic sand of the cove and find, to their surprise, another little yawl already pulled ashore with footsteps leading into the gaping entrance-mouth.
The party sorted themselves out and proceeded into the depths.
After an indeterminable amount of time spent trudging down the sloping tunnel, they emerged, not into the hub chamber they were expecting, but into a space whose edges their lamp light cannot reach, nor can they feel it. The floor is soft underfoot. They creep about and find, dangling from some sort of shaft leading upward, a rope.
Upwards they climb (Doug hoisting the dog up after them). As they do, a rusty residue accumulates on their joints. At long last, they emerge out of the shaft and find themselves in the pit room where they slew the carapace beast. Sure enough, its corpse was where they had left it in jumbled pile on the floor. They noted that the rope was tied to a grapnel sunk into the pit's rim.
They move north and north again into the room with the metal boxes, retracing their map. North again, through the room with transparent walls and the mouldering corpse. They skirt the psychic ball-sack and enter the room with the bulging class dome only to hear a BANG on the doors at the top of the room.
After some argument, they decide to open the doors; weapons at ready. The metal doors grind apart, revealing a small room with three crystal spheres on pedestals surrounded by shuffling, pallid humanoids who hardly react to the intrusion. Cautiously, the party sidles into the left side of the room.
Friday, January 10, 2025
I Ran The Iron Coral! (Again)
Creed (DEX +1), armed with a sword, pistol, and crude armour (armour-1, bulky).
The party found itself on the cove-like shore of the IRON CORAL, facing a passage into its depths. They left their little rowboat behind and entered, Doug going first with Bob and Creed behind (2), and found themselves in a complex little junction room. (3) As they entered, they caught a glimpse of warty thing disappearing down a foam filled passage to the south. (4) They pursued!
The room into which the passage let out was filled with foam up to their chests and they couldn't see head nor tail of the creature they'd chased. Creed had them spread out in a line and begin systematically searching the room. About halfway across, Doug felt himself step on something, which made a croaking squeal and then spit a weird barb into Doug's leg. (5)
The thing went scampering off through the foam (they still couldn't see it) and Creed pursued, managing to corner it in a corner, and it spit a barb at them too but the dart bounced harmlessly off Creed's breastplate. (6) They fired their revolver, the gunshot echoing off the metallic coral walls, but missed. (7)
The party decided to beat a hasty retreat (8) and fled further south, into a room where a metal pipe in the floor was spewing out more foam. A grill in ceiling babbled something in an alien tongue. They ignored it and kept moving south, stumbling out into a cave with a weird shell-man at the center. Creed approached and the shell-man peeped its eyes out from the bottom of the shell and with grunts and gesticulations, indicated a chute to the south. Perturbed, Creed chose instead to investigate the doors on the west wall.
Shying away from the left door (which was warm) they opened the right door and entered a room with a meaty wall. After prodding it a bit (the wall twitched) they decided to rest there. (9) The barb was finally pulled out of Doug's leg (he had been limping along with Bob's help) and patched up. While resting they heard distant scuttling noises, like something chitinous moving.
Now they tried the left door, looking through into a room full of metal cages. Creed sent Bob on ahead, who carefully walked over to the far door and opened it. Then the rest followed and they passed into a room with a big shaft in the center. Peering over the edge, they had Bob drop his lantern into the darkness. As it fell it briefly illuminated a carapaced thing, which started moving!
Retreating from the edge of the shaft, they formed up around the door they'd entered and faced the pit. Over its edge climbed a weird, chitinous human shape, crawling on all fours; a hollow carapace with a gnashing maw. It began scampering back and forth towards them but Creed and Doug opened up with their pistol and rifle respectively and the beast died in a hail of gunfire which echoed down the strange metal passages. (10)
Investigating the corpse, Creed noted a little drip of some sort of poison from the maw and collected a bit of it in a vial to look at later. (11)
They moved north through a door into a weird misshapen room and noted strange glowing symbols on the north wall. Creed copied them into their notebook and then cajoled Bob into touching them at which point a secret passage dilated open with the scraping of stone and coral.
They entered a room filled with metal boxes, dominated by one big ceramic box. Before they could examine anything, a person emerged--derby hat first--from a crawlway to the west. He stood up, revealing himself to be a mustachioed man in a workingman's suit with a cudgel, and eyed them warily. He was named Nigel and was a fellow "treasure hunter." Half-ignoring each other, both parties began to search the room.
Inside the ceramic box were a bunch of jars full of green beads. Creed and the rest were hesitant to touch them, but Nigel came right over, curious, and plunged his hands in, revealing them to be frictionless. They party investigated a grate to the north, then quickly retrieved a single jar of beads, before removing it and heading through, leaving Nigel struggling to haul jars out of the box. Behind them they heard a curse, a shattering noise, and then some beads went rocketing away underfoot. (12)
On the other side of the grate was a room like an aquarium with transparent walls looking out on a sea of dead fish and writhing worms. A pallid, naked corpse lay on the floor. After prodding it, they passed through a metal door which slid up into the ceiling and into a room covered with yellow slime. At its center was a pulsating, balloon-like sack. Creed prodded it and it rippled with light and the party felt a pressure increase in their head. (13) They chose to not mess with it further and passed down a passageway to the east and into a huge room with a glass dome in the center.
As they entered, the glass seemed to bulge, almost tidally, towards them. Warily they crept along the edge of the room to the stairs in the south. As they did they saw a great, undulating yellow shape within the dome.
Down the stairs, the coral changed into a weird marbled kind. They exited into a sort of coral garden, whose delicate, colorful growths crumbled underfoot. The party broke through a blocked passageway to the south. As they did, a strange insubstantial water snake with a human face swam out of the wall and pleaded with them, in a whispering voice, to destroy coral. (14)
It eventually left them be and, shrugging, they finished clearing the blocked passage. On the other side was a sort of pit with a half-man half-coral gladiator armed with net and trident, pacing in circles. It challenged them to fight, but only if they could come up with an entertainingly twist. Much thought ensued, but they decided it was best to move on. (15)
They passed through a room of soothing stones and into a long cavern of sticky, white stone with a big white stone in the corner. Creed prodded this and received a glutinous slapping for it, getting knocked back into Bob and Doug. (16)
They fled down a dog-legged corridor (17) and stumbled out into a room with two corpses on the floor and suit of Violet Armour standing against the wall. They took the opportunity to rest here, then examined the bodies which turned out to belong to two treasure-hunting types--killed with some sort of bludgeoning and tearing weapon. Eyeing up the violet armour, Creed sloughed off their own (rudely gifting it to Bob) and disposed of the shriveled up corpse inside the Violet Armour. As they put the new armour on, they felt little tendrils dig into their flesh through their clothes and intuited the Arcana's function (it couldn't be removed without surgery but could shift a blow in combat onto an ally).
Feeling exhausted, the party followed the scent of fresh air to the shore of a huge underground lake. Without anywhere else to go, they began backtracking, and made it as far as the coral garden room. But as Bob, at the party's front, was about to step through the passage, he sensed danger and jumped backward--narrowly avoiding the bite of an overgrown coral snake. (18)
Quickly the party backed up, keeping Bob up front to block the passage. He dealt the snake a blow with his halberd as it struck again, but it bit down on his leg. Yelling, Creed convinced the panicking Bob to go limp and fired their pistol into the beast's head, killing it. (19)
They pried the injured Bob free and, with him leaning on Doug, climbed their way back up the stairs, circled round the bulging dome, passed through the room with the pulsating sack, and the aquarium room, and finally into the room with the boxes (now emptied out). (20) Figuring that Nigel had come almost directly from the entrance via the crawlway, they followed it out into the first junction room. But before they could leave, they were confronted by a crate with a slug like foot slowly edging its way across the room.
Intrigued, Creed walked over and rapped on it with their sword hilt. It went off like a flash-bang, dazzling everyone, and sending Bob nearly catatonic. But otherwise everyone was alright, so Creed shrugged and they left--rubbing their eyes. (21)
Sky, fresh air, and lapping waves. The party boarded their little rowboat and began the journey back to HOPESEND, along the edge of the LIVID MARSH.
(A short break ensued. Me and M discussed the game, we decided we were feeling lively and would play out the downtime segment)
At the docks, amid the crowded steamboats and tall ships, the yelling captains and bustling stevedores, they met with Dorrett--the fisherman whose boat they had borrowed in exchange for a share in the treasure they found. (22)
The party made its way along the dock front (where most of Hopesend's notable establishments are located) to the Sipping Hole, where they crammed themselves in around a table and ordered a round of Fire Beast rum.
The rum hit hard and fiery in their bellies, causing hallucinations on the edge of their vision, but only Dorrett seemed really to be effected. (23) The party debated whether to simply fence the jar of beads (their only treasure, discounting the armour now stuck to Creed) at Paridiso Park or to spend a week finding a buyer. (24)
After getting Dorrett to loan them three shillings for housing at a local dormitory, they decided on the latter course, and lurched out into the foggy evening, the alcohol sitting like fiery lumps in their bellies.
Along the way, they passed outside the Pickled Goose Tavern, which was aglow with light and sounded rowdy inside. Creed's ears perked up, for they had heard a specific voice. Sending Bob and Doug on their way to escort Dorrett back to his shack, Creed ducked inside.
It was crowded and raucous, drinking and gambling, and the center of attention was Nigel who had a shiny new hat and was stood half on a stool and half on the bar as he bought everyone rounds of drinks and rambled about his adventures in the strange depths and the wealth it had gotten him (he had, of course, fenced the four jars of beads he'd lugged out for a nice profit). (25)
After questioning the landlady, Joy, Creed squeezed their way over and challenged Nigel's story. The room went "ooooohhh." The braggart began to sputter and tugged at his cudgel--tucked into his belt--but before he could do anything Creed kicked the stool out beneath him and the man toppled onto the floor and was knocked out cold. A moment of silence. Then the room erupted in laughter and began clapping Creed on the back and offering drinks and demanding he tell the "true" story.
Before anything else though, Creed asked if there was anyone who could identify the vial of poison he'd found. Luckily, a reedy little intellectual with glasses at one of the faro tables was able to place it as a joint-locking venom.
Creed spent the night partying before meandering "home" to the dormitory where the party was staying and collapsed on the cot next to Bob and Doug's (those two shared a bed).
A week or so passed, during which Bob's injured leg began to grow horrifying red coral nodules and fans. Eventually, they found a buyer, and so one morning Creed and Doug went to the massive Black Flamingo Tradehouse to meet with Darius the Port Overseer.
They were lead by a burly doorman into the warehouse, past stacks of crates and sacks, and up a rickety stair to a windowed office overlooking the work floor. The inside was luxurious, expensive widgets, upholstered furniture, if still an office (a desk piled high with papers). Awaiting them, with his legs up on a footstool, smoking from a long pipe, and a hound curled up beside him, was Darius. The lanky, blonde bearded and headed man greeted them and offered a paltry 20s for the jar. They haggled and, with cunning arguments about quality among other things, got him to pay 55s despite the other jars that Nigel had put on the market. (26)
Darius liked their gall, and bid them a good day, expressing a hope that they could do business in future.
The last act of the session was to use some of their newfound money to get medical treatment for Bob's leg. At Doc. Cruette's (a townhouse apartment up a narrow staircase, crammed with jars, a stuffed alligator) they paid 10s to have the leg looked at and, after prognosis, have it sawn off. Bob was convinced by Doug to accept and they strapped him down to the table, spread some sawdust on the floor, ignored the downstairs neighbor banging with the broom, and off the leg came.
The doctor even paid them 5s to let him keep the leg. Bob got a peg leg out of the whole deal. (27)
And that was it for the session.
+++++
(1) I did a little ad-hoc chargen mechanic here, where she could tradeoff stat bonuses for weapons. I forgot exactly how it worked, but in future I think I will just have companions and the like randomly roll stats.
I definitely soft-balled a few of the monsters as a consequence of converting between my thing and ItO on the fly. I said as much to M, who agreed but said she still felt the fights were tense and the creatures weird and spooky. The perfunctory putting down of a monster (like the carapace thing) felt appropriate to the overall theme and didn't undercut the dangerous feeling.
Also, having rests be a choice that must be taken in order to "renew" hits was a good choice (stolen from ItO). It gives being dropped to half hits a bit of an edge, while still keeping hits as a renewing resource.
At game start I gave M the choice between 1d6 or a 1d12 for rolls and the d12 was chosen. They've got a nice feel in the hand. Operated on "roll 8 or over."
Monday, August 5, 2024
Lower Aigu - Bastion Borough
Councils ~
Being those of notability
Routes ~
- Slow, turgid, choked with violently colored algae and laden barges. Travel takes twice as long as normal but is quite scenic.
- The footpaths are faster but plagued by muggers, beggars, and artists.
- Heralded by the menacing clamor of bells and yapping of pursuing dogs. Pedestrians best jump out of the way. Costs 1s to board. Fare-evaders earn the enmity of the Trolley-men's Union and its plainclothes enforcers.
- Every trip there's a 2 in 6 chance of an accident holding up traffic. Riders must wait or precede on foot.
Encounters ~
Locations ~

The Old Sea-Fort
- Captain Obadiah Marmot : A fat, whiskered man buried under layered oilskins. Speaks with a phlegmatic cough and suffers from hydrophobia so intense he is able to walk on water.
- Rumored to be the outcast scion of a shipping magnate.
- Incorruptibly dedicated to the Anti-Pelagic cause.
- Distrustful of anyone who looks sufficiently non-human.
- Blanchard & Cope : Nearly identical, dressed in dull suits. Their business has been plagued by an infestation of little pasteboard creatures, grown out of various abandoned scraps. The creatures are getting more intelligent. Some workers have seen little pasteboard men committing acts of sabotage. The partners are desperate to eliminate the menace and have hired legions of so far unsuccessful exterminators.
- Ptolemy Bosch : An old salt, grizzled and bearded, perpetually dressed in heavy oilskins. He is chief of the fishermen by dint of seniority. A cynic to the core, he dislikes the current "fad" (as he puts it) for the church. Increasingly his leadership is questioned. Passes information to Maynard Runt about catches before they're officially announced.
- High Priestess Lowbile : Buried underneath layers of ceremonial vestments, an ornate bronze mask hides fluttering gills. Is counting down the days till the stars align and her god rises from the deep to drown the world in a deluge. Happy to chat about over tea.
Lord Rochefort's Museum
- Lord "Jackie" Rochefort : A man with a wispy grey beard tucked inside his smoking jacket and a sword-cane close at hand, stomping about in old cavalry boots. He easily works himself into a frenzy on the topics of: ancient civilizations, the youth, military endeavors, breeds of cheese.
- Hires enterprising youngsters to hunt down artifacts.
- Ties to certain members of the Juniper Syndicate. Old friends.
- Caretaker of the Tattle-beast, a little bat-like creature which absorbs the thoughts of everyone in the radius of the neighborhood and whispers them to its owner.
- The Society of Whisperers is comprised of the boroughs well-to-do who concern themselves with collecting all gossip and rumours and keeping abreast of goings-on. Exclusive, you must own property to join their ranks. Wishes to remove the Tattle-beast from the aging Rochefort's care.
Brewer Row
- The Musketeers of Brewer Row, a cutthroat gang of dilettante young thugs hopped up on caffeine, reign under the row's placid surface; extorting shopkeepers, smuggling rare blends, fighting for turf with the Juniper Syndicate. Nothing is too base for them.
- Blackjack Teeva : A flamboyant, charming young art student and captain of the Musketeers. She shares a flat with Hogarth Van Tripe.
- Harbors a hatred for lamp-lighters, she is still searching for one among their number who burnt down her family home.

Speculative Fish Exchange
- Maynard Runt : A plucky young orphan in a newly tailored suit and grease-stained flatcap who has risen from oyster-shucker to wealthiest fish-futures broker in the entire borough, with plans to rise yet higher still.
- Attended by "Mother & Father," two sluggish bodyguards (strong, snub-pistols).
- Looking to branch out of fish-futures and into other investments.
- Rumoured to keep valuable stock certificates in his old flatcap (a memento of his days as an urchin).
- Hogarth Van Tripe : President-elect of the republic, an easily bullied, harmless dope who spends more time fussing over his cravat than getting anything done.
- Keeps getting re-elected because he'll do whatever everyone tells him to.
- Shares a flat with Blackjack Teeva.
- Younger brother of Howard Van Tripe.
- Deazel : A scurrilous man in a filthy top-hat with all the airs of a showman and manners of a thug. He collects a 10s toll per head of anyone who wants to use "his" door to the Underground.
- Utterly mercenary, a coward, but one who will plot revenge.
- A silver whistle hangs around his neck, if threatened Deazel will blow on it, summoning 1d6+1 quicksilver warriors to his aid.
- The Fantastic Phantasmo : A masked second-story man and part-time tout, he knows every inch of the boroughs rooftops and the many inhabitants thereof. Conducts himself like a prize-winning spaniel.

Gleam Alley
- Gleam Alley is controlled by the shadowy Juniper Syndicate who have consolidated most of the borough's pubs and gin joints under their control. Those operating without cutting in the syndicate tend to vanish and turn up day's later with completely different personalities, all too willing to fork over a portion of profits. A gang-war simmers with the Musketeers of Coffee Row, whose addictive brews threaten to undercut the syndicate's monopoly on vice.
Onion Gate
- The Brother (& Sister) Hood of Criers, Couriers and Newsies is an ad-hoc union run by the rather vicious children who compromise the majority of its allied professions. Ostensibly democratic, in practice the personal gang of various young demagogues. They hold sway over most of the boroughs urchins and are adepts in the arts of slander, public announcement, and quick getaways.
The Postal Branch
- The Patented Automatic Sorting Engine : An immense and complicated machine of pneumatic tubes and turning gears that was installed to deal with manpower shortages, after the postmaster mysterious died the Engine started issuing orders and now practically runs the place.
- Howard Van Tripe : Deputy postmaster, a nervous fidgety man, who has come to hate letters and machinery. Every rattle of a pneumatic tube presages the arrival of another of the Engine's dictates. Would love to dismantle it but fears retribution. Brother of Hogarth Van Tripe.
The Old Botanical Gardens
- The Poor Fellow Thespians have long been without a theater and haunt the gardens, putting on ad-hoc productions for local families and sleeping under bridges. They are cunning and embittered.
- Do-Good-Upon-The-World Martha : The garden's sole remaining groundskeeper. Wild haired, she roams the park with a shotgun, sledgehammer, shovel, and satchel of crude bombs; waging a guerilla war on squatters and illegal developers. A sort of boogeyman for the neighborhood.
Gibson Icehouse Firm
- Old Man Gibson : Has a taste for the Weird and pays well for odd items brought out of Deep Country and the Underground. Has a one sided rivalry with Rochefort who he views as an un-discerning hack.
- Sally Gibson : The old man's daughter, a businesswoman to the core, she disapproves of her father's hobbies and has been maneuvering for years to get him declared senile so she can take over the company.
Wednesday, December 9, 2020
Flind - My Edition

Flind
DEX 12, WIL 14, 5hp- A well built people with feliform features, known for their keen smell and knowledge of herbs.
- Always carry a collection of various roots, remedies, teas, and pipestuff about them.
- Prefer to disarm and frighten assailants and enemies.
Tuesday, November 10, 2020
Mezzodaemon - My Edition
Mezzodaemon
- Hoard magical tomes and artifacts which they employ and will barter for.
- Can create gates between various dimensions and planes of existence,
- Jealously guard their true names, which would allow the possessor to command them.
Sunday, November 8, 2020
Death Knight - My Edition

Death Knight
- Radiates a chilling cold that seems to drain the surrounds of all heat.
- Can command the weak willed to cower before it.
- In dire situations it can create a gate to its chosen place of respite.
Monday, September 7, 2020
The Good Doctor Amalia

Wednesday, August 26, 2020
The Dead Shore
Betwixt Deep Country and Deep Water lies the Dead Shore. A long coastal region of mudflats and wide beaches, it is littered and piled with the decaying corpses of huge whales, strange squid, and all manner of sea creatures.
Encounters
People to meet while traveling along the Dead Shore.
Excited Zoologists (1d6)
3hp, Assorted Sample Jars, Sketchbooks, Nets (d4, entangles)
Scientifically minded Bastiards out studying the sea life.
- Enthusiastically cluster around new organisms
- Will pay for creatures they haven't seen before
Herd Of Crabs
2hp, DEX 12, Armour 1, Pincers (d6, blast)
Crustaceans searching for a meal.
- Won't bother you unless threatening or particularly tasty
- Will take at least an hour for them all to pass
Lord Canard's Men (1d10+1 soldiers)
4hp, STR 13, Expensive Rifles (d8)
Thugs out on orders, looking for a particular oddity.
- Will confiscate anything particularly weird or interesting looking
- Don't really want fight but need something to give to their boss
Bone Pickers (1d4)
3hp, Blubber Cutting Knives (d6)
Collecting fish and meaty bits.
- Might try to haggle with the party for supplies
- Know the area well
Clever Carcasse Squid
2hp, DEX 17, Sharp Nip (d4)
Actually a small blue-brown octopus.
- Will steal shiny items and run off
- Very smart and pretty friendly if mischievous
Flock Of Territorial Seagulls
6hp, Bitey (d6, blast)
Will harass you and steal food.
- Fly out of the way of attacks
- Confusing, chaotic, and loud
Carrion Town
Built around the carcass of a truly titanic whale which has been carved out to become the towns pub, market, and local meeting hall. Shanty huts and tents sprawl out to surround it. The bone pickers and gut collectors who roam the Dead Shore meet here to trade their goods.
The town is noted for its fermented whale meat. A delicacy in Bastion and a hated meal here.
The players as newcomers to the town are likely to be accosted by Micky Putt, a child around twelve years of age, who will offer to take them to the Wreck of the Psychi for salvaging purposes.
The Whale's Stomach Pub
Literally a whale's stomach. The most prominent and only pub on the Dead Shore. The bartender is a loud old fellow by the name of Punch Up Prester who lacks a leg but possesses a nasty right hook. The place smells of rot and strong spirits.
Punch Up Prester
5hp, DEX 8, Nasty Right Hook & Cane (d6)
Missing a leg, walks with a cane/thumping stick.
- Cannot speak quietly no matter how hard he tries
- Instantly won over by anyone who can prove themselves in a fight
Ms. Lilly's Soap Manufactory
A squat building constructed of cut timber dragged down from higher up the shore. Ms. Lilly and her employees spend their time rending down fish, seal, and whale fat into a foul smelling soap that they sell in Bastion for a pretty penny.
Lord Canard & His Men
A once wealthy Bastiard pursuing rumors of a powerful oddity. He and his gang of thugs have been harassing the residents of Carrion Town for months. They are currently encamped outside town.
Lord Canard
4hp, CHA 14, Dueling Pistols (d8+d8)
Dressed in a winged top hat.
- In reality, he is unable to pay his thugs in full
- Prefers false promises and betrayals as tactics
Big Nhi
6hp, STR 15, CHA 12, Gnarled Club (d6)
Wears sturdy trousers with her suspenders.
- Oher thugs defer to her as unofficial leader
- Quite cunning and well spoken
Convincing Chocolate Coins
An oddity possessed by Lord Canard. A CHA save is required of anyone within hearing range of the person eating one of these coins. If failed any lies about promised wealth and reward spoken by the eater will be believed. There are 3 coins left.
Blubber Ridge
A particular quirk of the currents and the coast's topography piles the carcasses in great numbers here. So many whales, seals, sharks, squid, and fish are deposited here as to form a foul-smelling landscape of rotting meat. Valleys and ridges and even caves are formed by the decaying masses.
On occasion the area is rocked by violent explosions caused by the buildup of gases from decomposition.
In addition to scavenging crabs, carcass squid, and bone pickers a massive elephant seal called Mean Arnold has made its home here. Travellers best be wary or be faced with an territorially 9000 lb seal spoiling for a fight.
Mean Arnold
8hp, STR 15, Armour 2, Body Slam (d8)
Massive scar across the chest.
- Will fight anything and everything in sight
- Has a sweet tooth for fermented whale meat
Wreck Of The Psychi
An ancient whaling schooner; run aground for several years. Only a few hours walk from Carrion Town but locals have been avoiding it as of late for it is reputed to be haunted. They are not entirely wrong.
The Psychi was once captained by Emily Winder, a familiar name to any Bastiard. Indicted in a voice-stealing scandal, she fled Bastion aboard the schooner after an exciting series of events that resulted in at least two large explosions and one tram crash.
The Voice Stealing Phonograph
Center of the whole affair. If a victim's voice is recorded, turned into a disc and played, they lose their speech. Until a new disc is played the phonograph will reproduce any words whispered to it in that victim's exact voice and vernacular. It does not come with recording equipment.
Currently hidden in the captain's cabin next to Winder's corpse.
The culprit behind the reported hauntings is Micky Putt, an orphan who has hashed out a deal with the pod of Clever Carcass Squid living in the wreck. Micky hangs around Carrion Town looking for newcomers, then offers to lead them to the wreck for salvaging.
Upon arrival they promptly disappear and use the phonograph to scare the would be salvagers while the octopuses steal their valuables.
Micky Putt
2hp, STR 6, Stolen Knife (d6)
Surprisingly tidy and new clothes.
- Acts as innocent and charmingly childish as possible
- Can be fairly reasonable however, and willing to adapt
The Driftwood Tower
More of a pile than a tower, really. A tall, teetering edifice of old grey driftwood built above the tide on a rocky point. One can just barely make it out on the horizon from Carrion Town, a good day's journey away.
Within, the tower is hollow all the way through but at the base a staircase winds down into the rock. Beneath is a small labyrinth of tunnels inhabited by a dying Machine held together by a patchwork of bone and seal leather.
The Machine will put intruders through traps and tribulations in a desperate attempt to drive them away. At the center of the labyrinth lies this oddity.
The Narwhal Horn (d8)
If broken, summons a Polyhorn Narwhal to the breaker's aid. They will demand tribute when done. If you pay it they will give you a new horn in return.
Thanks to Yochai Gal for helping edit the content!



