(Best Kept Buried) Beneath The Missing Sea

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S. Sleney, Z. Cox & B.

Brown
THE DRAINED ANDRUSSIAN SEA
1. Coiner's Shelf, 9
2. Bay of Bones, 15
3. The Wreckage of Our
Virtuous Lady, 21
4. The Silver Blades, 31
5. Sea Speaker's
Tower, 23
6. Leviathan's End, 22
7. Brost, 11
8. Ogden's Brewery, 29
2
' Traversing the
Sea Bed , 5
1 3
' Weather
see back cover
8

5
BENE�TH THE
MISSIN�
SE�
Writing

Sam Sleney & Zachary Cox


Editing

Fiona Mæve Geist & Jarrett Crader


Zachary Cox
David N. Wilkie
Art
Ben Brown
Assistance
Sash Steele
Layout & Design
David N. Wilkie
Maps
Patrick Eyler
With Contributions From
Gage Berry & Matthew Wang
Thanks to the 230 Kickstarter backers
who made this project possible! 

This product is an independent production of


SoulMuppet Publishing.

Redistribution without prior written consent is


prohibited. Permission is granted to photocopy and
otherwise reproduce for personal use. All authors retain
the right to be identified as such. In all cases this notice
must remain intact.

Anyone may publish free or commercial material based


upon and/or declaring compatibility with “Best Left
Buried” without express written permission from the
publisher, SoulMuppet Publishing, as long as they Twitter
adhere to the following terms: Zachary Cox
- If your product declares compatibility with Best Left @jellymuppet
Buried you must state the following in your legal text Sam Sleney
and on any websites from which a commercial product @samsleney
is sold:
Ben Brown
“[product name] is an independent production by @illustratorbb
[publisher name] and is not affiliated with
SoulMuppet Publishing.” Fiona Mæve Geist
@coilingoracle
SoulMuppet Publishing takes no responsibility for any
legal claims against your product. Patrick Eyler
@mountainfoot
- The mechanics of “Best Left Buried” may be reused
freely. David N. Wilkie
@anxietywizard
- Art and text may not be reused — all artists maintain
copyright of their work.


table of contents
In Summary 1
The Gathering Storm 2
Hearsay of the Great Storm 2
Rumors 3
The Andrussian Air 4
SECTION 1: THE DRAINED ANDRUSSIAN SEA
Traversing the Seabed —5 In the Belly of the Beast — 20
Merfolk Ruins — 7 The Truth of the Operation — 19
Anglergoblin Lairs — 8 Our Virtuous Lady — 21
Brost Encounters — 13 Sea Speaker's Tower — 23
Coiner's Shelf — 9 Marienn's Battle — 27
Brost — 11 Ogden's Brewery — 29
Fishermans' Yard — 13 The Silver Blades — 31
Bay of Bones — 15 Temple Andrussa — 33
Sea Caves — 16
Leviathan's End — 17
SECTION 2: AN ANDRUSSIAN BESTIARY
Andrussian Albatross — 35 Feral Dogs — 45
Coleridge — 36 Sea Plagued — 45
Anglergoblins — 37 Opportunists — 46
Anglergoblin Shaman — 37 Leviathanic Cultists — 46
Anglergoblin Trawler — 37 Sea Monk — 50
Giant Hermit Crab — 39 "The Ossifier" — 52
Dehydrated Merfolk —41 Ossified Crew — 52
The Baptist — 42 Leviathanic Handmaiden — 54
Merfolk Ascetic — 42 Handmaiden's Thralls — 54
Excavation Guard — 43 Conseil — 53
Excavation Worker — 43 Sea Golem — 53
Hold-Outs — 45 Waterbound Revenant — 53
SECTION 3: PEOPLE OF THE BASIN
"Allies & Opponents "
Dagweyn — 55 Torgrad & Doldan
Dalbran — 57 Bristlebeard — 68
Ogden Black — 58 Reanna Saur — 69
Luminary Father Caspian — 59 Gerholt Umber — 69
Garvym Elmswood — 64 "Followers & Hirelings"
Oban Blake — 67 Carpers, Pickers,
Marienn Agon — 71 & Leviathanic Missionaries — 74
Ava Parson — 61 Hirelings — 75
ble o f c ontent
"Bloody" Annie Stalfin — 63 Merchants — 76

Spoils of the Sea 77


Sea Rot 81
Adapting Monsters for D20 Systems 82
B e n e at h t h e m i s s i n g s e a
1

IN
SUMMARY

T
he Andrussian sea is (29), near Brost (11). Those
missing. Many people who drink it become sick with
formerly of the coast Sea Rot (81), a terrible wasting
don’t want to leave - they’re just disease that causes one’s body to
trying to survive. They’ve set up a turn to coral. In Brost (11), a
refugee town called Coiner’s Shelf druid named Ava Parson (61)
(9). Brost (11) is mostly may be able to come up with a cure.
abandoned. Hold-Outs (45) The Leviathanic Order (59)
fight off Anglergoblins (37). may know of a way to bring back
The sea is missing because a the sea if one of the Leviathan’s
bitter sea wizard named Marienn Egg Sac (78) can be recovered
(71) killed the sea’s patron god. from its corpse. Dalbran (57),
Nobody knows this yet. He killed a former apprentice of Marienn
it by magically draining the sea’s (71), may know the truth of
water with Ritual Anchors (57). what occurred and why the sea
The Leviathan God lies dead at is missing. He may also know
Leviathan’s End (17). The sea, how to bring the sea back.
or rather the Basin, plays home The sea’s absence has also
to a cult (The Leviathanic Order) exposed Anglergoblins (37)
that worshipped the demigod. & Dehydrated Merfolk (41).
An opportunistic elf named Anglergoblins (37) are a
Garvym (64) is siphoning the particular problem around
Leviathan’s blood and selling it as Brost (11) and the wreckage
a cure-all called Sea Vitae (80). of Our Virtuous Lady (21).
He makes it at Ogden’s Brewery
2

THE
GATHERING STORM


easonably, it may most jaded sailors knew that no
be all the residents ship could survive a storm of such
of your town have magnitude. Brost’s townsfolk
been talking about. Perhaps it battened down the hatches and
was a rumour overheard in a waited out the storm beside their
crowded bar or a whisper on struggling fires. Nobody left the
the winds of trade. Regardless, dark roads leading out of the
word of The Andrussian Drain town, and nobody came in.
has reached your ears. Severals days later, when the
Wherever you heard it, the story storm passed and the people
remains the same: some weeks of Brost emerged from their
ago a great and terrible storm homes, they found themselves
wracked the Andrussian Inland atop a great cliff overlooking a
Sea and its surrounding provinces vast and barren tundra where
for several days. Travellers and the Andrussian’s waves once
merchants alike called it ‘the storm rolled. The sea was gone, and with
of the century.’ Thunder heaved it, the town’s livelihood. Without
through the sky, rain lashed at the the fishing fleets, the harsh teeth
rooftops and darkness reigned of poverty soon began to bite.
supreme. In Brost, a prosperous Rumours spread about what
coastal town on the Andrussian happened and why, half-truths and
shore, all ships due to set sail hearsay taking root in the taverns
remained in harbour and those and streets of nearby towns.
at sea were solemnly considered
lost after the first day. Even the

D6 HEARSAY OF THE GREAT STORM


1. “A mate of mine was 3. “Someone told me that when 5. “If it couldn’t get any
working a merchant it rained during the day, worse, some terrible
caravan the week the rain came down. But sickness is afflicting
before, said Brost when it rained during the the people left!"
hadn’t caught night, the rain was going
anything in days, upwards.”
anyway. The fish
knew.”
2. “I heard whalesong 4. “Brost has been over- 6. “Aye, even in the
could be heard on fishing for years — it’s the warmth of their
the breeze for miles Leviathanic priests taking homes, nobody
around — spooky that, revenge!” could boil any water
ain’t it?” for days!”
B e n e at h t h e m i s s i n g s e a
3

I t’s well known that the good folk of the Andrussian Basin have a great deal to say —
whether it’s true or not is another question entirely.

D6 RUMORS
1. “There used to be a Leviathan out in them there waters. ‘Course, be able to see if that’s
true or not now all the wet has up and left.”
True—Leviathan’s End (17)
2. “If you spill a bit of water on the floor, and watch it closely, it’ll start to move, even flow
uphill if you leave it. Always out towards the Basin.”
True. ‘Uncontained’ liquids almost imperceptibly flow towards the
Sea‑Speaker’s Tower—particularly the Pipeworks (23)
3. “The Leviathanics are out there turnin’ people into ‘orrible little goblins with lights on
their heads. I know, I seen ‘em!” False.
4. “You seen that ‘uge albatross atop the cliffs? Been watching us for weeks it has. Never goes
with a flock, never feeds, just watches. I heard they can be real clever, them birds.”
True —Coleridge (36) observes the party.
5. “It were the Leviathanics that got rid of the Sea. Sick and tired of all the folk who didn’t
believe in their ways no more. It’s ‘cause they don’t let ‘em on the boats no more.”
False, though it was made illegal in Brost for a Leviathanic to accompany a
fishing vessel since Marienn’s attempted Leviathan hunt. (27)
6. "This is that mad ol’ wizard’s doing. Used to be a Leviathanic, ‘til they chucked him out.
Now he’s out there, up to god’s know what." True. (23)
4

THE
ANDRUSSIAN �IR
It is important to evoke the desolate, grim nature of the
surrounding environment whenever possible. Whilst the
Cryptdiggers aren’t always in a traditionally oppressive
dungeon in this adventure, the wide open Andrussian
Basin should seem no less cruel or unforgiving;
here are a few things to remember when running
Beneath the Missing Sea.


side from the shanty town Unless outsiders brought it, very
Coiner’s Shelf (9), the few things are clean or new: salt
blot of Brost (11) upon erosion is pervasive and eats away
the coastal horizon and the odd at every piece of wood and metal.
shadows of pillars and mounts Leathers and linens are salt‑stained.
that were islands, the barren Faces of locals are hard and
Andrussian Sea is a dolorous and weather-bitten. On the sea bed,
forsaken plain that is daunting rocks and debris are encrusted with
to look upon. The sea bed is hard, ossification, coral and barnacles.
rocky ground filled with pits and Dead and rotting marine life is
crevices flecked with sharp coral everywhere. The stench of salt
and debris - more reminiscent water burns the nostrils. Cold,
of a hard desert or arid tundra slimy and damp are the evocative
than the arable lands usually words of the Andrussian Basin. The
associated with coast and sea. Cryptdiggers may often do well
keeping their hands to themselves
Nobody is happy here: livelihoods
were lost, many perished from Food is scarce: all marine life is
starvation or the mysterious already dead or dying, seabirds are
disease following the Drain, leaving the area, and few people
and the number of brusque have the skill or energy to hunt
outsiders who have arrived to on the surrounding Moorland.
make quick coin or coldly analyse Provisions should be carefully
the mystery only adds to the monitored by the Cryptdiggers
despair hanging over the Basin. and the Doomsayer. Sources of
good food should be placed and
prized like conventional treasure.
B e n e at h t h e m i s s i n g s e a
5

traversing
E ach hex of the Basin measures around 6
miles. Given the rocky ground, crevasses
the seabed and pits in the sea floor, Cryptdiggers may travel
into one new hex each day.
SEE
D6 D6 PAGE

1. Three-cart caravan carrying water to Coiner's Shelf, led by Robert


9
Clearstream. Will pay the party 3 Experience of gold for escort.
2. D3 Anglergoblins inspecting dead fish. 37
1. 3. D6 Opportunists carrying a wooden dinghy. 46

4. A loaded Carper succumbing to dehydration. 74

5. D3 Andrussian Albatrosses attempt to steal the Cryptdiggers' rations. 35

6. Dead Carper — flesh carved away and their Harness ransacked. 74,78

1. D3 Anglergoblin Trawlers shelter under an upturned boat. They hide by


37
day and ambush passersby at night.
2. Huge birds nest atop a 50’ narrow rockspire. Contains D6 Experience of
35
stolen jewelry and pocketwatches and D3-1 Andrussian Albatrosses.
3. D6 Opportunists investigate a Ritual Anchor. They are working out how 46,79,
2. to drag it back to Coiner's Shelf. 9

4. Sea bed collapses beneath your feet, you fall into a Merfolk Ruin. 7

5. 2D6 Anglergoblins enter shipwreck containing D3 Opportunists laden 37,46,


with 2D6 Experience of valuables looted from nearby Merfolk Palace. 7

6. 50’ wide ravine blocks path. Fashion a bridge or double travel time.
1. A drying coral reef. A small entrance leads to an Anglergoblin Lair. 8

2. Two imposing coral statues flank a set of glass doors in the side of a mesa.
7
Entrance to Merfolk Ruin.
3. Dehydrated Merfolk mystic dispenses prophecy. D6 Hold-Outs
41
adoringly tend to her wounds with kelp-based salves.
4. Collection of inhuman, coral-encrusted statues with gemmed eyes.
3.
5. D6 Hold-Outs shelter in a ravine. They fear the Anglergoblins and will
45
only move by day. They are out of food.
6. A crowd of 2D6 Anglergoblins trying to corral and harness a Hermit
Crab. If they aren't stopped, all future encounters with Anglergoblins
have a 1-in-6 chance of also including an additional Hermit Crab. 37,39
The Drained Andrussian Sea
6

R oll a Basin Encounter if a hex is not


numbered. For encounters, the lead
Cryptdigger must pass an Observation Check to
notice the encounter before it notices you.
SEE
D6 D6 PAGE

1. Bedrock shelf blocks path. Wit Check to climb or add a day to travel time.
Flock of D6 Andrussian Albatross circle above. Roll D6: 1-2 They attack.
2. 3-4 They attack as Cryptdiggers cross into next hex. 5-6 They watch party 35
leave the next hex, then retreat.

4. 3. Anglergoblin Shaman accompanied by D6 Anglergoblin Trawlers. 37

4. The bone-white foundations of a Merfolk Ruin upon the horizon. 7

5. D3 Hermit Crabs guard huge pile of decomposing fish blocking path. 39

D6 Carpers rifle through a small, already empty shipwreck. They guide


6. 74
Cryptdiggers towards a nearby dangerous hex and try to get them killed.
Looming pit, 50’ wide, 200’ deep, huge pool of clean water, perhaps the
1. only one of this size in the Basin. D6 Anglergoblins. Tunnels lead to 37,8
Anglergoblin Lair.

2. A Ritual Anchor rests in a ditch.

5. 3. A tall archway formed from the bones of an enormous creature.


4. Silty quicksand, Wit Check to escape or fall into an Anglergoblin Lair. 8

2D6 Extraction Guards lead horse-drawn cart from Leviathan's End to 43,17,
5. 29
Odgen's Brewery. Contains two dozen barrels of Leviathan's Blood.
6. The remains of a shipwreck. Good wood and intact rigging.
Atop a shipwreck is an Andrussian Albatross nest containing D3
1. 35
fertilised eggs, no encounter and nothing else of value.
2. D6 Carpers drink loudly and merrily from a salvaged cask of ale. 74

Camp of 2D6 Dwarven Prospectors (stats as Opportunist) drill for oil.


3. They pay Cryptdiggers 2D6 Experience of silver to clear out nearby 46,8
Anglergoblin Lair.
6.
4. D3 Hermit Crabs sheltering in a crevice. 39

5. Clearly trodden route through strange forest of glowing coral arches.


Empty shell of an impossibly large Hermit Crab on the Basin floor. Great
6. gashes in the sand form tracks leading into the distance. It is clearly 39
wounded. A creature of this size is worth its weight in gold.
B e n e at h t h e m i s s i n g s e a
7

Merfolk
Ruins S cattered across the Basin, exposed by the Drain,
these kelp-strewn halls and tunnels of alabaster
are all that remain of a once-magnificent empire.

D6 LOCATION
1. Tunnels curtained by heavy-hanging kelp.
2. Hallway flowering with luminescent crystals.
3. Walled Garden of beautiful, dying coral and broken statues.
4. Inner Sanctum of tiled walls and mosaics.
5. Hall of alcoves — within each sits a steaming geyser.
6. Ruined, opulent lounging area teeming with kelp.

D6 ENCOUNTER SEE PAGE

1. Rift in the floor — in the black tar below, something slithers.


2. D3 Dehydrated Merfolk, emaciated, pleading in a forgotten tongue. 41

3. D6 Anglergoblins looting, scurrying away with briny jewels. 37

4. Carper chained, they cannot remember who chained them. 74

5. D6 Leviathanic Cultists excavating a mosaic. 46

6. D3 Dehydrated Merfolk sheltering in deep, murky pool. 41

D6 REWARD SEE PAGE

1. Ritual Anchor. 79

2. Merfolk Cache. A Merfolk Weapon and D12 Coral-Tipped Arrows. 79,78

3. Enchanted Kelp-Woven Rope. 78

4. Profane, Gem-Encrusted Statuette. Causes nightmares of drowning.


5. Ritual Knife of Leviathanic Bone. 79

6. Sigiled Map to a Merfolk Ruin on an adjacent hex. 7

D3 MOSAIC
1. Gaunt figure appears to be sucking up or blowing away a raging sea.
2. Giant coiled serpent under crashing waves, worshipped by diminutive figures.
3. Half-human, half-fish creatures run in fear from half-fish, half-human figure.

“Merfolk? Fish People? Ha! A likely story. Next you’ll be telling me they have
little settlements down there and visit little inns too. Bollocks.”
The Drained Andrussian Sea
8

Anglergoblin Lairs
D6 ENCOUNTER
SEE
PAGE D ank, grim and slimy, these are
the formerly submerged holes
and burrows dug by Anglergoblins.
1. D6 Anglergoblins & Anglergoblin These lairs hold a great many dangers,
37
Shaman. but the Anglergoblins are a hoarding
sort and the potential bounties
2. 2D6 Angergoblins entranced by
37 within their hiding holes shouldn’t be
bedrock fossils . underestimated.
3. D3 Possessed Cultists excavating SEE
46 D6 REWARD
ancient bones. PAGE

4. D3 Sea-Plagued. Sheltering in a crevice. 45 1. Shallow Pool. Live fish,


good provisions.
5. Excavation Worker. Kidnapped. 43
2. Barnacle-Encrusted 77
6. D3 Dehydrated Merfolk. 41 Shield.
D6 LOCATION 3. Ritual Knife of
79
Leviathanic Bone.
1. Ammonite 4. Dark, disturbingly
Excavation. deep pool. 4. Carper’s Harness. 78

2. Bone-strewn Hovel. 5. Slimy Tunnel. 5. Pearl Studded Altarpiece.

3. Kelp-covered Cavern. 6. Inner Sanctum. 6. Ritual Anchor. 79

Brost Encounters
SEE SEE
D6 DAY PAGE D6 NIGHT PAGE

1. Hollow-eyed, emaciated townsfolk in 1. Small caravan of confused foreign


a deep state of starvation: they do not nobles looking to sample local cuisine.
register the party. Unaware of the Great Drain.
2. Pack of D6 Feral Dogs baying at the 2. 2D6 hungry, chittering
45,45 37
door of D3 Hold-Outs. Anglergoblins.
3. Young Carper scurries from 3. What appears to be
townhouse with large collection 74 candlelight in a window — D6 37
of fishing encyclopedias. Anglergoblins hide within.
4. D6 Andrussian Albatrosses swarm, 4. D6 Anglergoblin Trawlers,
35 37
pecking for provisions. ransacking an abandoned shop.
5. A dead Carper lays in the street, 5. D3 Anglergoblin Trawlers & an
74 37
their body still warm. Anglergoblin Shaman.
6. One of Dagweyn’s cronies, sent 6. D6 Leviathanic Cultists silently
to retrieve his Docker’s Hook. making their way through town.
55 46
Friendly enough, but on a
mission.
B e n e at h t h e m i s s i n g s e a
9

S urrounded by carts and caravans, a promenade juts

COINER’S
out from the cliffs of the Andrussian Moorland. Pulley
platforms, jury-rigged to the walkway, carry travelers down to a
vertical shantytown hastily built amongst haphazard struts and

SHELF scaffolds leading to the barren seafloor. This is Coiner’s Shelf,


where society teeters on the brink.

1. LEVIATHANIC OVERLOOK
A hewn balcony of ancient whalebone juts II. Leviathanic Priests offer relief to those
out of Coiner’s Shelf, providing a vista onto suffering from Sea Rot (81). The
the horizon. Leviathanic Priests kneel here afflicted are taken out onto the arid sea
in meditation, praying for their holy waters’ plains to be anointed and ‘cured’ but
return. few are ever seen again. Nobody dares
I. Father Caspian (59) can be found here challenge the enigmatic Priests. (16)
giving sermons that summon the faint III. Leviathanic Missionaries (74) for hire.
sound of whalesong in the distance.

2. THE
CLIMB
A spiderweb of ladders, platforms and III. Brost’s former Innkeeper Ogden
pulleys make up the main body of Coiner’s Black (63) has hauled several barrels
Shelf. Tin pots bubble over weak fires of his famous Black Sail Stout (77)
whilst Carpers, Pickers and Adventurers from his establishment in Brost
alike share rumours in hushed tones and (11) and sells it by the tankard
Merchants haul stock on the throughway to
on a strut known as Ogden’s Tap.
and from the Basin.
IV. Patrons must bring their own
I. Carpers, Pickers and other Retainers
mug. Those showing signs of Sea
(74) can be hired here.
Rot (81) are swiftly ejected.
II. Garvym (64) can be found during
V. Rumours can be heard almost
the day, showcasing the wonders of Sea
anywhere on the Climb itself but more
Vitae (80) in a well-practiced spiel
particularly around Ogden’s Tap. Roll
delivered to the down-trodden populace.
twice on the Rumour Table (3)
when mingling around Ogden’s Tap.

3. ARCANE STUDY
Chisels are driven into the cliff-face and IV. The Arcanists begrudgingly identify
quills scratch upon paper. A collection of magic items for a small fee as funds
arcanists and druids gather here, deep in are essential to their work. Fitting
the study and discussion of the Andrussian identifications around their excavation
Drain. work, the process takes D6 days.
I. Ava Parson (61) takes up residence V. The Arcanists have a particular interest in
here if rescued from Brost (11). Ritual Anchors (79) — enquiry reveals
II. The Arcanists have imposed a strict they found some that bear enchantments
quarantine. Arcane wards prevent and inscriptions that neither the former
anyone with Sea Rot (81) from coming sailors of Brost or the Leviathanics can
within 25’ of the excavation site. explain. The Arcanists pay handsomely for
any engraved or inscribed Anchors (57).
III. Dalbran (57) occasionally observes the
excavation from afar. A Wit Check reveals
that the study of the Anchors in particular
seemingly makes him uncomfortable.
The Drained Andrussian Sea
10

4. MERCHANT’S ALLEY
Stalls & lean-to shacks on timber I. D6 Merchants (76) are
promenade at Shelf’s base. Merchants here at any given time.
peddling goods, many source stock from
Pickers in Scrapper’s Alcove, paid to sort II. Dagweyn (55) can be found here
through debris brought by the Carpers. by day, keeping watch over business.
III. By night, Garvym (64) can be
found here in a small portable cabin
that detaches from his wagon.

5. SCRAPPER'S ALCOVE
Carpers haul creaking rickshaws I. Carpers & Pickers (74) for hire.
loaded with flotsam and jetsam and dump
their bounty for the merchant’s Pickers II. Working here is the Picker’s way of
to sift through. Mountains of such debris life. They fiercely and desperately
accumulate at the base of the cliff and the defend their personal mountains
Pickers climb in and around the rusty, filthy of debris from outsiders.
haulage to pick out the spoils. III. Pickers fear Sea Rot (81) above
all else. They will cast out those
of their number who contract the
disease and leave the infected’s piles
untouched, fearing contamination.
6. THE
SLUMP
A collection of dirtied tents situated a few I. All NPCs here suffer from Sea Rot (81).
hundred feet from the base of the cliff. This
area serves as a quarantine and a dumping II. Cryptdiggers entering this area have
ground for the unfortunate souls suffering 1-in-3 chance of contracting Sea Rot.
from Sea Rot. III. Diseased Retainers (73) may be
hired at half their usual price.

5
B e n e at h t h e m i s s i n g s e a
11

H aving thrived on a monoculture of fishing, the Andrussian Drain


has taken a terrible toll on the town of Brost. Cabins, boathouses

B�OST
and other establishments lay abandoned in what was once a prosperous
fishing port. Those who choose to remain wage constant battle against the
elements, starvation and shadowy figures haunting the streets by night.

1. FISHERMAN’S YARD for


encounters
Formed of several cold storage longhouses adjacent to the harbour, huge See Page 13
quantities of fish moved through here for barrelling and sale only weeks ago.
The longhouses have sturdy, oaken doors and high windows — the largest
populace that remains in Brost is holed up here. Though where some doors
are keeping the Anglergoblins out, others allegedly keep something in. (13)

2. MARKET TOWN
The town centre lies deserted in the II. Black Sail Inn
aftermath of the aquacultural collapse. The The people of Brost worked hard, and
finely latticed windows of the townhouses drank harder. The Black Sail is a large
creak in the wind, and now the only cries and formerly resplendent inn just off
that come from the market are the crows. the market square, where Ogden Black
Dagweyn’s Fishmongers is on a street
(58) brewed and sold some of the
leading towards the docks, and the Black
Sail Inn can be found on a through-way finest stout in the province. One of the
beside the central market. first to skip town when business started
drying up, Ogden took most of the barrels
I. Dagweyn’s Fishmongers in the cellar with him to Coiner’s Shelf
By situating himself right next door to the (9), but one Sealed Barrel of Black
Fisherman’s Yard, Dagweyn (55) always Sail Stout (77) remains forgotten in
got the best pick of the day’s catch and the basement. If the party finds a way
always set a competitive price. Now his to get it back to him he’ll be awfully
hard graft lies in ruins — Anglergoblins grateful. A coil of Rubber Tubing (65)
(37) tore up the deserted shop seeking can also be found in the basement.
fish scraps and laid Eggs (77) in the
cold storage. A pair of fish-spattered
Galoshes (65) can be found in the cold
storage towards the rear of the shop.

3. SHIPYARD 4. THE
RAVINE
This once-great shipyard is vacant. A Unless Brost is approached from the
trawler remains unfinished in the drydock Moorland, simply accessing it is difficult. The
and previously lucrative contracts remain sea here was deep and Brost was built on a
piled in the office, scarcely worth the natural harbour. Now the ruins are stranded
parchment they’re printed on. atop a cliff’s edge.
I. The Shipyard Office is on a mezzanine I. Following the Ravine inland leads
accessible by a ladder above the to slimy Cave Entrances (#5).
yard. At night a band of D3 Carpers II. Following the ravine further eventually
(74) seek shelter here, pulling the leads to a steep and dangerous climb—
ladder up to wait out Anglergoblin Brawn Check to climb up to the Dried
(37) raids. A pair of Calipers (65) Harbour (#6) through a natural shallow.
can be found in the Shipyard Office,
though the Carpers will be loathe to III. Carpers (74) spot edible mussels
part with them if they found them first. and clams here (D3 Provisions).
II. The Carpers of the Shipyard Office
can inform the party that most
people remaining in Brost hole up
at the Fisherman’s Yard (31).
The Drained Andrussian Sea
12

5. DRIED HARBOR 6. CAVE ENTRANCES


A kelp-encrusted plateau Pockmarked into the cliffs, algae rimmed caves
full of grounded boats with silt emit the foul smell of stale water from within.
and barnacles on their hulls
drying out in the cold wind. I. Littered with detritus and obscured by curtains
of rotting kelp, these dank holes lead to a damp
' Some of the boats are and oppressive Anglergoblin Lair (8).
upturned and during the day
each hide up to D3 sheltering II. Reaching the end of this particular lair
Anglergoblins (37). yields Dagweyn’s Docker’s Hook (55)
in addition to any rolled table rewards.

7. VORST BRANDELSSON'S WORKSHOP


Secluded on the outskirts of town, sur- ' Vorst is largely consumed by his work
rounded by minefields, the eccentric dwarven but has a number of Curious Requests
engineer Vorst Brandelsson continues his (65)to make of any party cunning
curious craft in complete disregard to Brost’s enough to survive his minefield.
fate. His life’s work - an ornate, highly sophisti-
cated deep-sea diving suit - is almost complete.

8. LEVIATHANIC CHAPEL
This humble wattle & daub chapel was II. By day the Church is deserted. By night,
the centre of Brost’s Leviathanic worship. A D6 Possessed Cultists (46) are wor-
whalebone arch supports several hanging shipping within, singing in a guttural choir
braziers in which kelp and algae are burned. that summons the sound of whalesong on
The lumber pews before the arch sit in an the air. These cultists do not take kindly
inch-deep pool of unusually fresh seawater.
to strangers and will attack intruders.
I. Closer inspection of the interior III. If the party has been sent by Father
reveals the building’s framework was Caspian for The Great Cycle (59)
cut from dark bone rather than wood. and bear the Egg Sac (78) however,
the reception is most reverent.

3
1
5

8
B e n e at h t h e m i s s i n g s e a
13

Fishermans’ T he catches of the day were once brought here to be


sorted, salted and barrelled. Now the heavy doors

Yard provide shelter for Brost’s surviving populace. There was


something profane in the last catch though, and since the yard
was largely abandoned, it is making the longhouses its home.

1. BARRELING WAREHOUSE
The foremost and largest longhouse. A II. Ava Parson (70) has set up a small
small ledger’s office lies off to one side beside study in the ledger’s office and
a gated bay where carts were loaded with tends to Brost’s wounded there.
barrels. A rear door leads into the Courtyard
and is heavily barred with wooden boards III. D4 unloaded carts remain, though
and iron supports nailed across to prevent the horses were eaten last week.
entry. By night, the people give the door a IV. Salty horsemeat soup is served in rations
wide berth. nightly, and will be for the next D6 nights
I. A mixture of 2D6 Carpers, Hold-Outs before food supplies are exhausted.
and injured Opportunists have made a V. ‘Bloody’ Annie Stalfin (74) stands
small communal home here (79, 50). guard at the cart gate most of
day and well into the night.
GAINING ENTRY INTO THE ONCE INSIDE THE FOLLOWING
BARRELING WAREHOUSE THINGS MAY BE LEARNED
I. The sidedoor is barricaded with the I. The people here are the last survivors in
remains of market stalls, and the Brost. They are all either too weak, too
cart gates — despite a recent maul- infirm or simply too attached to the town
ing — are sturdy, heavy and secure. to leave it behind. Increasingly aggressive
II. Annie Stalfin (63) and D4 Brost Anglergoblin (37) raids have chased
Hold-Outs (45) stand guard at most of these people from their homes.
the cart gates by day and behind II. Annie Stalfin (63) rallied the townsfolk
the barricade at night (70, 51). when the town guard left, and then oversaw
III. Annie asks anyone seeking entry the fortification of the Fishermans' Yard.
to show her the inside of their III. The town guard collapsed alongside the economy.
mouth before permitting entry. No fish, no money, no wages, no guards.
IV. If the party protests she tells IV. Something in the furthest longhouse ‘sings’ in
them a Druid sheltering inside an operatic baritone during the night. It sounds
(Ava Parson, 70) has learned that inhuman and several people have fled into the
barnacles forming in the mouth barren Moorland to escape its call. Others
and throat are the most common sought the source and have not been seen since.
initial symptoms of the affliction. V. The Hold-Outs (45) believe if the
V. Annie will not allow anyone singing is stopped, they can search the
inside who is infected, nor anyone rest of the yard safely for barrels of salted
seen with infected individuals. fish and stay for a few more weeks.
VI. Annie is reluctant to permit entry, VI. Many here hope the sea returns and that
stating ‘there won’t be enough they can resume their lives as normal.
food for everyone for much longer VII. Anyone who listens to the baritone chant
if they keep letting stragglers in.’ during the night must make a Grip Check or
be compelled to seek its source in a trance-like
state. Every time the afflicted endangers
themselves or an ally in this trance they must
pass an additional Will Check to awaken.
The Drained Andrussian Sea
14

At night, exploring beyond the


Barrelling Warehouse causes
3. CATCH HOLD
Cryptdiggers to be stalked by Filled with large wooden vats of salt-
the Sea Monk. see Page 54. water where freshly caught fish were held.
The vat water has not been changed in a
few weeks and smells foul.
2. CO U RTYARD I. Fishing around in the murky
I. The Courtyard can be accessed by vat water causes a water-logged
persuading the villages to temporarily corpse with several fish hooks
dismantle the barricade on the rear door. driven into the mouth to surface.
II. In the centre of the courtyard is a simple II. One vat has been torn from its
stone well, dark and deep. Venturing into platform — drag marks lead out into
the well lands the Cryptdiggers in the same The Courtyard (#2) and disappear.
Anglergoblin Lair from the ravine (16, #4).
III. Another vat is filled with 3D6
4. GUT ROOM Anglergoblin Eggs Sacs (82).
Large, long and full of hanging hooks where 5. COLD STORAGE
catches were hung, bled out and gutted. Floor
drains are clogged with congealed blood and Occupied by several large slabs of ice
viscera. Flies swarm. The stench of rotting fish arranged in columns. Pits are dug into the
fills the air. ice slabs, and fish were stored within for
chilling. Now the pits are filled with blood
I. Many hooks hold former factory workers. that seeps down into the ice and draws
Most are dead, though some hang entranced eerie red veins in the crystallization. A
and should be put out of their misery. search of these pools produces fish hooks
and gutting tools, spattered with viscera.
II. Before the far wall, the missing vat from the
Catch Hold (#3) stands adorned with torn, I. D3 Sea-Plagued (51) with hooks
bloodied nets knotted with rotting fish. driven into their mouth and shoulders,
III. The worker’s tables and chairs have been stagger out from between the blocks
rearranged to face the vat in what appears of ice. It is unclear if they want to be
to be a crude imitation of worship. put out of their misery or wish to inflict
their suffering upon the interlopers.
IV. By day, the vat holds the ancient
and profane Sea Monk (54). II. A pair of frosty Galoshes (65)
can be found in this room.
V. Disturbing the vat animates a group
of 2D6 possessed Sea-Plagued (51)
corpses who pull themselves free of the
hooks and attack the interlopers.
3 4

D efeating the Sea Monk will allow the people of


the Fisherman’s Yard to rest easier but does not
solve their food problem. Any Hold-Out (can tell you 5
that Anglergoblin Meat (82) is sour and rancid, and
exploring the facility reveals the Sea Monk putrefied all
the Yard’s barrelled fish.
The townsfolk of Fisherman’s Yard can be
persuaded to leave once the hopelessness of the 2
situation is revealed. A small caravan led by A nnie, 1
Ava & D3 Hold-Outs load their few belongings into
a cart, and will arrive at Coiner’s Shelf (14) in D4
days. Once Ava reaches Coiner’s Shelf she will share
her knowledge of Sea Rot (86) with the townsfolk.
Accurate diagnosis becomes commonplace, and lifts
some of the town’s paranoia. Garvym (66) will leave
soon after, for Ogden’s Brewery (34).
B e n e at h t h e m i s s i n g s e a
15

N estled between the crags and hidden from the


Moorland’s horizon, this black-shingled beach
is sacred ground to the Leviathanics. Splintered

BAY OF whalebones, driven deep into the flint beach, jut from the
earth like broken teeth. Ossified coral litters the ground like
shrubbery and marram grass browns in the eye-socket of a

BONES shark’s skull. This is a primordial landscape where nothing


grows and few dare tread.

1. THE
HANG
The beach’s coastal shelf lies exposed. The shingle falls away here and the drop into the
darkened trench below weakens the knees. Rusted iron gibbet cages teeter on the brink, chained
to bolts driven into the bedrock. One contains a water-logged corpse with barnacles emerging
from bloated flesh.

2. THE
BLACK STRETCH
Littered with coral, cowry and seashells ' Digging here exhumes bodies riddled
arranged in indecipherable runic formations. with Sea Rot (86) — 1-in-6 chance of
Inspection uncovers depressions in the infection arises from disturbance.
shingle between these runes.

3. ANCIENT LIGHTHOUSE RUIN


A sagging wall and stone foundations are ' A Carper (78) will find an Ancient
all that remain. Compass among the ruins.
4. PRIMORDIAL ARCH
A centrepiece of the esoteric worship, this ' The brazier is warm to the touch —
gigantic jaw stands taller and wider than something burnt here last night.
any other bone. Cruel teeth jut from the
arches and elemental exposure has worn
the bone to a dull beige. Blackened scorch
marks adorn the inner concave emanating
from a large brazier hung from the apex.

5
3

4
2
1
The Drained Andrussian Sea
16

D amp and slick with a carpet of algae, these prehistoric caves at


the far end of the Bay of Bones are a portal to a more primal time.
Twisting tunnels and claustrophobic through-ways serpentine into the
Sea sandstone, and going deep into the caverns, a series of crude cave paintings
depict people worshipping waves and a titanic, serpent-like creature. Deeper

Caves still, the air grows cold and clammy — this is an ancient place that is rarely
disturbed by the ventures of outsiders.

5. ENTRY
ENTRYWWAYS
Broad sandstone caverns open onto the ' Study reveals that the deepest
beach. These hollows provided shelter to sections of the cave were sealed
simple, ancient people. centuries ago — though the Leviathanic
cults recently unsealed them.
5A.
living quarters
Deeper caverns contain the monastic I. 2D6 Leviathanic Cultists (46) live here.
homes of Leviathanic Priests — close to the
sea but away from prying eyes. Fire pits II. If the party accompanies a host of
illuminate simple driftwood furnishings and the Leviathanic Egg Sac (78),
small karst act as chimneys in the ceiling. the Cultists are reverent towards
them. D6 Cultists (46) offer escort
5B. the
down to “The Undersea.”
plunge
Beyond the Living Quarters, a shadowed ' D6 Handmaiden’s Thralls (54)
corridor cuts sharp and deep into the earth. reside here tending to 3D6 docile
At points the steps fall away and crude Sea Plagued (45). They ease the
ladders link walkways. The air is close and afflicted's suffering by administering
cold here, and no light shines. black water from ancient clay flasks.
5 c. the
black corals
Cavernous, cathedral-like chambers of I. D6 Sea-Plagued (45), the sick from
jutting obsidian coral, sable stalagmites Coiner's Shelf (9), are held here.
and ossified sea life expands from the
lower reaches of The Plunge. The creatures II. D3 Hermit Crabs (39) have made
forming this coral have alien physiology. homes in fragments of black coral
The vision of such cruel trilobites skittering and disguised themselves within the
the halls makes the skin crawl. walls. They burst forth if disturbed.
5 D. the
undersea
Venturing through the Black Coral I. The Leviathanic Handmaiden's (54)
caves eventually leads to dusky, grey rock mournful, haunting song echoes
corridors opening onto a barbarous gravel across the Undersea. Perched on a
beach littered with jet stalagmites. Beyond jagged house-sized obsidian slab, knee
lies a vast, subterranean ocean, black as deep in water. If a climber fails a Wit
night and still as a pane of glass. It is quiet,
Check they suffer D3 damage.
cold and calm. These primordial waters
remain despite the Great Drain — eerily still, II. The Handmaiden (54) silently
silent and lifeless. welcomes Leviathanic Egg Sac (78)
bearers, taking them by the hand and
murmuring a gentle song. All fear
is washed away as she walks them
gently into the dark waters (59).
B e n e at h t h e m i s s i n g s e a
17

Y ou smell it before you can see


it. Miles off Brost’s coast lies the

LEVIATHAN’S colossal corpse of a primordial sea-serpent.


Suffocated in the open air, the gargantuan

END
creature slowly decays while curiously-silent
workers erect scaffolds and tents to dissect
and study the body for macabre spoils.
The workforce do not let anyone in, yet wagons come and go, loaded with barrels, crates
and labourers at all hours. Who are these people and what are they doing? The air reeks
of death here and the arcanely-inclined sense something obscenely profane is afoot. The
workers flocking the gigantic cadaver are clad head-to-toe in thick, beaten leathers and
dirtied, bloodied linens - their faces obscured by bindings and eyes protected by beady
brass goggles. They dissect and excavate the corpse around the clock and say very little.
Wagons bring more in every few days, though few leave. Overseeing this undertaking are
gaunt guards, similarly fashioned, stationed in watchtower nests and carrying crossbows.
Anyone trespassing is met with a deftly-aimed warning bolt. Those pressing on are shot.

1. GUARD HOUSE
A staunch, square tent standing upon a ' Wagons frequently pull up on the rough
cliff overlooking Leviathan’s End, manned track leading to this tent before being
by two Excavation Guards (43). directed to the Muscular Excavations
Several troughs of strong chemicals must (#6), the Jugular Extraction (#5)
be washed in before entry is permitted. or the Provisioner’s Tent (#8).
Inside, a dozen bunks provide little rest to
an overworked retinue and thin, watery
stew froths above a weak fire.

8
6
7
1

4
5
The Drained Andrussian Sea
18

2. FLAYED HEAD 5. JUGULAR EXTRACTION


Part-lamprey and part-eel, the Just below the jawline, a circle of tented wagons
Leviathan’s head has been flayed into surrounds a cruel network of pipes and pumps
a pock-marked, ghoulish visage by slowly drawing the Leviathan’s slowly congealing
workers prising the hardened scales blood. This viscous red oil is piped into heavy
from the serpent’s crest. The beast’s barrels which are promptly sealed and loaded into
gaping maw hangs open. No workers wagons.
come in or out.
6. MUSCULAR EXCAVATION
3. QUARANTINE Centered around a decaying fin, blood-spattered
A long, narrow tent of heavy scaffolds support teams of workers flaying scales
brown linen almost half a mile from from the flank. Poured into sacks like glittering grain,
the body of the beast. Watched these scales let off a pungent odour. Workers have
over by two particularly agitated hung burning braziers of incense from the scaffold
Excavation Guards (48), who rarely to offset the stench, though it achieves little.
change over. Inside, two rows of beds
provide miserable palliative care to 7. OVERSEER'S TENT
workers succumbing to Sea Rot (86).
A larger pavilion a few hundred yards away with
I. Collapsed workers are its own watchover and guarded at all hours. Visitors
frequently brought in on must wash themselves in several troughs of pungent
stretchers, but few come out. chemicals before entry. Inside are ten comfortable
bunk beds for the guards, though are rarely used.
II. To the rear, a chute funnels
into a deep crevasse where I. The only other furnishing in this tent is a desk
infected bodies are dumped. filled with administrative papers, denoting
shipments of scales and “oil” bound for “the
4. CHIPPERY distillery.” Crates of chitin are to be delivered to
Rows of ragged tents billow in numerous armour-smiths beyond the province.
the pungent wind. Inside, Extraction II. A note on the desk written in a fine hand
Worker teams sit at long tables ar- stresses “The secretions are NOT to be
duously chipping scales into smaller referred to as ‘blood’, but rather ‘oil’ — it’s
chitinous fragments with hammer more palatable to the consumer. — G”
and chisel. These fragments are hard
as iron and industriously pushed into
crates at the end of each table. 8. PROVISIONER'S TENT
Directly in the Leviathan’s shadow, this
tent houses a long desk from behind which a
linen-bound clerk dispenses buckets, syringes,
flensing knives and fresh protective gear from
a collection of well-made crates. New labourers
are dropped off at this tent and the clerk
BREAKING IN delegates work to new arrivals.
The guards keep a watchful eye over the operation and rebuke any outsiders - Carper or
Cryptdigger- who stray too close. Doubtless your players will have their own ideas for getting in.
Some important elements to consider
I. Twelve watchtowers circle the main body of operations and the guard’s aim is deadly true. However,
there is only one Extraction Guard (43) per watchtower and they are easily overpowered.
II. Waning lanterns illuminate operations by night but the worksite
is predominantly in the shadow of the great beast.
III. The Worker’s uniforms cover the whole body and lack ornamentation.
IV. Monitoring the wagons from afar reveals a route running from Leviathan's End, across
the Basin to an unassuming coastal shelf North of Brost (11) and terminating at
Ogden’s Brewery (29) on the Moor. Hijacking a cart involves fighting three Extraction
Guards (43) but awards a Barrel of Extractor Linens (77) and a Wagon.
B e n e at h t h e m i s s i n g s e a
19

THE TRUTH OF THE


OPERATION


snake-oil salesman of the The Leviathan was a deific beast —
highest order, Garvym revered by Merfolk and Leviathanics
Elmswood (68) made his alike — embodying the sea in all its
fortune through an industry of blood. beauty, elegance, cruelty and wrath.
Paying adventurers pittances for Now, it lies dead and rotting in the
the bodies of hellish beasts dragged wake of a vengeful arcane ritual
from the depths, Garvym’s enterprise that robbed it of its domain. The
utilises every black market contact, blood still holds the sea’s essence
bloodied labourer and rotting corpse but is fast decaying and becoming
part to distill the highest-quality entropic. Seeing the disastrous side
faux tonics, tinctures, balms and effects but knowing there’s money
oils for taking advantage of the to be made making the sick sicker,
needs of the sick, poor and needy. Garvym consolidated his enterprise
Now Garvym seeks profit from the into one singular militia-like outfit.
largest beast he’s ever laid his green With a forceful takeover of Ogden’s
eyes upon—a literal Leviathan. Brewery (34) upon the Moor and
Neither he nor his men know it, the promise of work to infected
but Garvym isn’t dealing in simple unable to serve as Carpers, Garvym’s
troll-blood potions or octoclops enterprise is, literally and figuratively,
claw paste here — it’s god’s blood. bleeding the Andrussian dry.
The Drained Andrussian Sea
20

in the T hough none of the excavation staff have concerned


themselves with the Serpent’s innards yet, the

Belly of Leviathan’s mouth hangs more than wide enough to permit


a fully-rigged ship. Reeking of death, decay and befouled

the B east
brine, the belly of the Beast is a straightforward tract littered
with an entanglement of half-digested ruin and detritus.

1. gullet D6 BOUNTIES OF THE BEAST


I. A lamprey-like mouth lined with thou- 1. Small, unassuming wooden puppet.
sands of small (1') teeth. One side bears
a raw, scarring burn, around which Intact lifeboat, large enough for four —
2.
many teeth are broken and dislodged. oars and all.
Arcanely-proficient explorers can
identify the wound as magical in origin.
Galleon’s cannon. Surprisingly usable,
3.
were the powder dry.
II. A Carper will spot a considerable
amount of salvage in the detritus 4. Ritual Anchor (79).
collected between the Serpent’s
5. Ornate Officer’s Cutlass (79).
numerous teeth. The party Rolls upon
the Bounties of the Beast table if a 6. The Staff of the Sea Speaker (80).
Carper (74) searches this area.

2. stomach D6 NAVIGATING THE BELLY


Filled hundreds of feet high 1. Broken rigging lies across a pool of stomach acid.
with a tangled spider-web of
half-digested ships and sag- 2. Climb a crumbling Merfolk tower, upon which
ging fragments of splintered several small ships have broken.
Merfolk ruins, this stinking
cavern is spattered with 3. The slimy, sodden sternpost of a galleon, ramped
pools of dissolving stomach over the half-digested body of a whale.
acid slowly melting the slimy
debris. 4. Mound of silt & sand with a Hermit Crab (39).
' To progress into the lower 5. A seemingly-intact rowboat sits upon a still pool of
reaches, this dangerous stomach acid.
and ever-shifting terrain
must be traversed. 6. The hollow of a lighthouse tower, home to a
particularly pallid and delirious Anglergoblin
Shaman (37).

3. lower R eaches D6 STOMACH ENCOUNTERS


Guts and veins form nar- 1. Rotting whale carcass. A Hermit Crab (39) bursts
row chambers. At the far from the belly.
end, a mucous-covered cav-
ity hides the Leviathanic 2. Wounded Dehydrated Merfolk (41) beside a dead
Egg Sac (78), a thin, Anglergoblin.
sallow worm is gestating
within. 3. D3 Fanatical Anglergoblins (37) emboldened by
' With effort, a group could
consuming their god.
cut their way out here.  4. Lost Excavation Worker (43), desperate to escape.
5. Carper (74), wounded by crossbow, seeks shelter.
6. D3 Hermit Crabs (39), burrowed into the detritus.
B e n e at h t h e m i s s i n g s e a
21

THE WRECKAGE OF

OUR T he flagship of Brost’s fishing fleet, this former war galleon


was repurposed for large-scale fishing operations over
a century ago, working Andrussian Waters every good day

VIRTUOUS since. At sea when the Great Drain hit, the vessel ran aground
at the bottom of the Basin and its crew fell victim to the perverse
machinations of Anglergoblin Shamans. Formerly resplendent,
LADY the ship’s tattered sails billow in the wind and blood seeps into
tarnished wood as hungry gulls circle overhead.

D6 ENCOUNTERS
1. A hand grasps the ankle—half an Ossified Crew (52) claws at the
victim.
2. Large Hermit Crab (39) feeds upon a dead Anglergoblin.
3. D3 Anglergoblins accompany an Anglergoblin Shaman taking a
corpse to the Deck (#2) (37).
4. D3 Ossified Crew (52) emerge from the shadows.
5. D6 Ossified Crew (52) lay motionless on the floor.
6. The Ossified Captain (52) roaming in search of fresh bodies.
D6 SPOILS
1. Antique Map of the
Andrussian Sea (77).
2. Preserved barrel of dry
gunpowder.

THE FATE OF THE 3. Brace of flintlock pistols.


4. Finely-crafted harpoon.

CREW 5. Captain’s Coffer (77).


6. Captain’s Log (78).

S tranded miles from shore and without a single


fish in the hold, the crew divided rations and
held out for rescue. They might have succeeded if
a roaming tribe of Angergoblins hadn’t found them
first. The Angergoblins slaughtered the crew and
a particularly abhorrent Anglergoblin Shaman,
dubbed ‘The Ossifier’ (52) by wary Carpers, took
up residence in the wreck. Through profane coral
Necromancy, the Ossifier reanimates the crew’s bodies,
sending them to burrow in the bedrock to excavate
a barnacle‑encrusted Ritual Anchor (79) — the
Ossifier fixates on the arcane glyph burnt into the iron.
The Drained Andrussian Sea
22

1. CAPTAIN
CAPTAIN’’ S QUARTERS 5. THE BURROW
Angergoblins recognised its import and Crawling through a rent in the Stores
took it for their own—ruining the lavish and (#4) leads into a narrow burrow in the
dignified aspect. Coral trinkets and sea-shell bedrock winding down some way. It
fetishes hang from the torn four-poster bed opens into a chamber where sailor’s
and the Captain’s antique writing desk is re- decomposing bodies dig into the hard
purposed as a butcher’s block. earth with only bare, flayed hands.
' The Ossifer’s (52)
shamanistic hovel is here. 6. HOLD
2. DECK A large and empty space. Several
dragging bloodstains run from the door
Above the Stores, browning blood to the upper Deck (#2) and through to the
daubs the deck in a spiral pattern. Stores (#4).
I. Anglergoblin Shamans (37) drag for-
mer seamen’s emaciated and wounded 7. KEEL
bodies to the spiral’s centre, before the The Virtuous Lady lays at an angle and
Ossifier (52) performs profane resur- an obvious crack presents the best way in.
rections upon their decomposing bodies. Within, shadows are deep and long, and
the sound of wet skittering is audible above.
3. PROW
Splintered by its collision with the sea floor
but held together through fine craftsmanship.
I. the Prow hosts several particularly large
Hermit Crabs (39) making their homes
within the Virtuous Lady’s lifeboats.

4. STORES
A wreck of torn and splintered barrels
pilfered by savage, grasping hands. The
remaining food is spoiled, covered with mold
and black, ichorous slime. Cracks between
the wood of the Keel and the Stores open
into a bloodstained tunnel leading to The
Burrow (#5).

1
2
3

6 4
7

5
B e n e at h t h e m i s s i n g s e a
23

SEA
THE
A stone-wrought lighthouse built upon a sea stack and
former seat of the Sea Speaker — a role that once
SPEAKER'S commanded leadership of the Leviathanic Order. However,
Marienn Agon (71) brought the position into disregard and ill-

TOWER repute some years ago after seeking vengeance for his capsized
vessel and near-death in the jaws of the Andrussian Leviathan.

D eclaring the Leviathan


impotent god before outright
denouncing it as a false god, Marienn
an THE
SEA STACK
A pier juts out hundreds of
was excommunicated but refused to yards above the seabed.
leave the tower. Wishing to avoid conflict I. A hard, perilous climb to the Pale Sands is the
with such a powerful sorcerer, the order most obvious route up. Make an Against The
ceased association with the tower and has Odds Wit Check to climb quickly in 1 hour,
adhered to council leadership since. For or D6 hours to climb it slowly. Coleridge will
years the tower was avoided by sailors and certainly intervene during the first climb. If
pirates alike, but now curious lightning Coleridge (36) is slain beforehand, D3
cracks the sky above and whalesong Andrussian Albatross (40) take his place.
resonates from upon the high rock. Within
the tower, something revels in malicious II. If the Staff of the Sea Speaker (8) is
glee at the loss of the Leviathan’s domain. brought here, a curious hum resonates
from its head. Stone blocks jut out from
Marienn, an incredibly powerful sorcerer, the stack and form a spiral staircase.
used his arcane affinity with water to
III. Searching the Stack’s perimeter reveals a
ascend the ranks of the Leviathanic Order
series of cracks and ravines. Delving into
over a century ago. Currently bound to
these cracks uncovers The Pipeworks,
Pipeworks, an
the top of his tower, he maintains an
elaborate networks of brass pipes.
arcane focus that hold the Andrussian
Waters within his soul. A straight fight P ath A
against him would be unlikely to go in the
party’s favour - if not for the fact that his THE
PALE SANDS
body buckles beneath the weight of such
Atop the Sea Stack is a small, eerie beach of
powerful thaumaturgy.
grey sand and dying marram grass. There are sev-
His spellcraft clouded with vengeance eral carefully tended and well-maintained graves.
after years of preparation, Marienn’s ritual I. A searching Carper (74) uncovers a
to banish water of the Andrussian Basin waterlogged corpse half-buried in the sand,
to another plane did not go as expected. clutching a Treasure of the Tower (26).
Now the essence of the sea resides solely
within him— his gaunt, staggering body II. Two sets of huge, verdigris-caked brass
scarcely able to contain both the oceanic doors lead to the Leviathanic Atrium (#2)
power and his own bitter fury. and Antechamber (#3) respectively.

P ath B
THE
PIPEWORKS
I. The Pipeworks vary in width and size, but
this maze-like passageway eventually leads
to the Lower Sanctum. Roll D3 to determine
the pipe the characters emerge from.
II. Roll on Denizens of the Tower (26) for each
hour spent in the tunnels. Players may make
an Observation Check to notice and avoid
these encounters. 3 sets of Denizens total
stalk the tunnels. It takes D3 hours to navigate
the tunnels the first time, and 1 hour after.
The Drained Andrussian Sea
24

1. LOWER SANCTUM
Buried deep below The Stack is a cavern dot-
ted with abyssal black pools of briny water, fed
by brass pipes burrowing through the bedrock.
I. If disturbed, a Denizen of the Tower (32)
emerges from a pool and attacks.
II. Arcane glyphs are burnt into the walls. A
brass cage on an elaborate pulley provides an
elevator to The Antechamber (#3) high above.

2. LEVIATHANIC ATRIUM
The former Leviathanic high chapel,
whalebone arches support robust
stonework above a rustic chancel. A
longhall houses several pews sitting in
shallow, algae-capped water.
I. The atrium succumbed to disrepair
since Marienn’s excommunication.
Coleridge (36), the Sea Speaker’s
albatross familiar, has a nest among the
roofing which he aggressively defends.
II. Coleridge’s nest contains D6 3
Experience of stolen, shiny valuables
and any other items he has stolen
2
from the party previously.

3 a . A ntechamber
3. ANTECHAMBER P ool
A rotting wooden bridge hangs above I. Dark green waters
the pool’s murky green water. Beyond, two imbued with palpable
staircases lead to the Library (#4). necrotic magic.
I. Make a Wit Check to cross the bridge II. Ritually preserved
without breaking aging wood and falling. within is the decrepitly
II. The stairs frame a brass cage, which old, cunning, and slowly
is lowerable by mechanical pulley, that rotting enchanted shark
drops to the Lower Sanctum (#1). Conseil (53).
B e n e at h t h e m i s s i n g s e a
25

4. LIBRARY
Bookcases form a maze.
I. Ceiling is moving mural of gigantic Leviathan ripping
apart schooner, casting it down into the waves.
II. Anyone watching the mural play out its full scene must
make a Grip Check or find themselves Lost
Beneath the First Wave of Time (27).
III. A Denizen of the Tower (26) lurks among the bookshelves.
IV. Cryptdiggers may pass an Observation Check to notice
rotten floorboards scattered around the Library. Those who
cross must pass a Wit Check or fall into the Antechamber
Pool. (#3) Those in Plate Armour are Against The Odds.
Dalbran will warn trusted Cryptdigger’s of this risk (57).

5. FIRST FLOOR 6. SECOND FLOOR


Two armchairs and a cold hearth A single corridor with four doors
sit gathering dust beside a humble leading to four rooms. At the far end a
kitchenette. Dust and dirt obscure the ladder leads to Observation Deck (#7).
view from the window and let in little
light. I. Water drips into an unassuming pud-
dle, which conceals
I. Searching the an extraplanar pool
kitchenette uncovers 5 metres deep.
only a sack of
II. First two rooms
sprouting potatoes.
are completely di-
II. A staircase lapidated — rotting,
curving up and broken furniture
around the wall and smashed win-
leads to the Second Floor of dows. Each rooms houses a Denizen.
the Living Quarters (#6).
III. The next room, dusty and cobwebbed,
III. There is a hole in the wall is a finely decorated bedroom: a
large enough for an Albatross four-poster bed, hearth and wardrobe.
to squeeze through. If not An ornate ship in a bottle—the
defeated yet, Coleridge (36) schooner from the Library's
will attack here. Otherwise, mural (#4)—sits atop the hearth.
D3-1 Andrussian Albatrosses
IV. Anyone in the room makes a
(35) will try dive through.
Grip Check or fixates upon the
bottled ship and becomes Lost in
the Second Wave of Time (27).
V. The final room is a smaller,
humbly decorated bedroom with
single bed and writing desk.
VI. Window looks out across the Basin.
Box of sea glass and pretty shells
on the sill, Dalbran (57) would
be overjoyed to see these again.
The Drained Andrussian Sea
26

7. OBSERVATION DECK 8. SEA SPEAKER’S PULPIT


A spacious circular room with glass pane An open air cupola, lined with a
walls providing a 360 ̊ view of the Andrussian balustrade.
Basin. On a clear day the vague outline of the
Andrussian cliffs is visible upon the horizon I. Arcane glyphs burnt into the floor thrum
as well as the dark blots of Brost (11) and with energy and, in the centre of them,
Coiner’s Shelf (9). is Marienn the Sea Speaker (71).

I. Using this vantage point the party may roll II. Four stone columns in each corner
for the contents of the six surrounding tiles. hold the stone roof aloft.

II. Anyone looking too


long makes a Grip
Check or is Lost
Beneath the Third
Wave of Time (27).
III. A central iron
spiral staircase,
capped with a trapdoor, leads up to
the Sea Speaker’s Pulpit (#8).
Over the years, Marienn and his prede-
cessors amassed a collection of curious
artefacts within its walls. Roll on this table
upon defeating a Denizen of the Tower.

D6 DENIZENS OF THE TOWER D6 TREASURE OF THE TOWER


1. D3 Enthralled Anglergoblins. 37 1. D6 Experience of Precious Pearls.
2. Sea Golem. 53 2. Whispering Conches. 80
3. D3 Water-bound Revenants. 53 3. Briny Helm of the Aqualung. 77
4. D6 Undead Opportunists. 46 4. Antediluvian Charm. 77
5. D3 Enthralled Dehydrated Merfolk. 41 5. Merfolk Earring. 78
6. D6 Waterbound Revenants. 53 6. Heart of the Andrussian. 78
B e n e at h t h e m i s s i n g s e a
27

Marienn's M arienn (71) is so consumed by his vengeance


against the Leviathan it seeps into the tower below.
Traumatic echoes formed in the tower, causing victims to suffer

Battle strange visions mirroring past events. How the players act in
the visions potentially changes Marienn’s state and behaviour.

Fir st W ave of T ime


Staring too long into the mural, you lose yourself. The floor beneath you is a
ship’s deck - the coarse, sodden rigging rope clutched in your hand, you holding
on for dear life as the sea beneath you thrashes with rage and furious waves lift
your boat high into the sky. Beneath the water far below, the shadow of something
impossibly large shifts. As blood seeps from between your raw, white knuckles:

Do you cling to the rigging and go down with the ship or let
go, accepting a sailor’s death among the waves?
The vision ends, you are in the Library once more, shaking and drenched with sweat.

Sec ond W ave of T ime


Instead of the hearth, you stand before a drydock, gazing upon the very ship from the
bottle! A fine schooner, built for the high Sea Speaker’s centennial communion with the
Andrussian Leviathan. As one of Brost’s most prominent fishermen, you were personally
asked by the Speaker to accompany him on the blessed voyage - a perilous journey to be
sure, and one from which you may not return - but your faith is strong. The Sea Speaker said
any who wish to stay at home with their families may do so - but they must turn away now.

Do you board the ship or turn away and return home?


The vision fades as you turn to your fate. You momentarily smell fresh sea air, swiftly replaced
by the musty, damp smell of the old Bedroom.

Thi rd W ave of T ime


A vast, still and glittering sea stretches before you. You are serving aboard a schooner,
maintaining the rigging in a quickening breeze. At the prow stands your captain and the
voyage’s spiritual guide, Marienn Agon. He turns to the crew, stating once more: “I say
again, men, you have accompanied me this far. I apologise if I misled you. In slaying the
beast we will change the fate and fortune of your families back home, your children, and
their children after them. No more will we bow to a pagan god or fear its wrath! We shall
fish freely, bountifully and without remorse!” The Captain draws and cocks a flintlock
pistol. “If you are not with me, you are against me. I can offer you the traditional sailor’s
death upon the water or you may sail with me into a bright and prosperous future.”

Are you with the captain or do you oppose his mission?


A peal of thunder in the distance awakens you from the vision. Your heart is racing and you
steady yourself upon the Observation Deck’s rails.
The Drained Andrussian Sea
28

first wave — ACCEPTANCE

�. If the majority of witnesses


accepted their death, Marienn
stands motionless atop the pulpit,
B. If the majority of witnesses
went down with the
ship, Marienn turns to the party
staring out into the Basin, lost in with screaming fury and has the
thought. He will not fight unless Upper Hand on his first turn.
attacked. The first attack made against
him has the Upper Hand.

second wave — LOYALTY

�. If the majority of witnesses


boarded the ship, Marienn
summons Waterbound Revenants
B. If the majority of witnesses
turned away, Marienn fights
alone, dispossessed and hollow-eyed.
(53) equal in number and eerily
resmblant of those who chose to board.

third wave — WRATH

�. If the majority of witnesses


pledged themselves to the
Captain’s mission, Marienn fights
B. If the majority of witnesses
took the sailor’s death,
Marienn draws his pistols, and takes
armed with a brace of Flintlock Pistols. aim at the party, but curses as they
have long since been emptied of their
ammunition.

I f every witness chose Option A for every vision,


Marienn stands quietly at the balustrade,
looking out across the desolate Basin. He hangs
his head and mutters something scarcely heard —
too many good lives were unnecessarily lost and
vengeance’s price was too high. This wasn’t his
intention, he declares - before placing a flintlock
pistol to his temple and pulling the trigger.
B e n e at h t h e m i s s i n g s e a
29

OGDEN’S S ituated a little northwest of Brost on the


Andrussian Moorland, this converted farmstead
distilled Black Sail Stout before a hostile takeover by

BREWERY Garvym Elmswood’s labourers. Presently, it distills Sea


Vitae and other foul mixtures concocted by Garvym’s crew.

S imply bottling blood and selling it as-is would be a hard sell, even for a talented snake-
oil merchant like Garvym (64). To get the most out of the oceanic spoils, Garvym
enlisted Oban Blake (67), a blood witch, to oversee brewery operations. Oban works
between The Vats (#8) and The Slaughterhouse (#4) by day and balances the books in the
ledger’s office at night (#6). He rarely sleeps, for when he sleeps so too must the workforce.

THE LABOURERS 1. THE


CROSSROADS
Despite the best efforts at containing Sea Rot
(81) contamination, days ago the entire staff A lovingly varnished sign points down
a winding path to the Black Sail Brewery.
succumbed in a virulent outbreak. Not wanting
to fall behind on production targets or notify ' An Extraction Guard (43) waits a
Garvym, Oban puppeteered the labourer’s bodies little down the track to intercept unwel-
to continue working through hemomancy. come interlopers and accept deliveries.

I. Attacking a blood puppet alerts


Oban of the party’s presence.
II. Additionally, blood puppets will not
flee combat and, as long as Oban
maintains control, they continue fighting
until immobilized — destruction of the
head or spine is recommended.

4 5

3 6
7
2 9

10
1
The Drained Andrussian Sea
30

2. THE
YARD 7. BREWHOUSE
Enclosed by drystone walls, pock- The main body of brewing
marked with cart-tracks and footprints. operations, dominated by a large,
Two carts are parked by a gate leading to central furnace. Pipes run beneath
the brewhouse. the floor from the furnace, heating
plates that simmer huge cast-iron
I. A ladder leads to the barn roof where an
vats to the building’s rear.
Extraction Guard (43) stands watch.
' Overheating the furnace would
II. Weekly, a cart arrives from the Moorland
potentially trigger an explosion.
to export Sea Vitae (80) and barrels
of aquatic organs out of the province.
8. the
VATS
A tangled web of valved pipes and
funnels running between gargantuan,
3. BARN bubbling and hissing copper casks
Shelters ready-to-ship crates from the within which the Leviathan’s blood
elements. churns.
' So densely and haphazardly ' Above, 2 Extraction Workers
stored and disorganized, they (43) patrol a mezzanine
provide an easy hiding place. walkway occasionally stirring
the vats with iron poles.

4. SLAUGHTERHOUSE 9. BOTTLING ROOM


Ogden Black (58) kept no animals but Barrels of Sea Vitae are siphoned
the workforce restored the slaughterhouse into humble vials, corked and labelled
for nefarious purposes. here.
' Within, D3 Extraction Workers (43) ' Three blank-faced Extraction
dissect Merfolk and Anglergoblins Workers (43) wordlessly fill and
on oaken tables, tossing excised seal hundreds of bottles daily.
anatomy into ice-packed barrels.

5. COLD STORES 10. THE WOODS


Outhouses packed with ice to chill A small copse of trees obscuring
crates of Sea Vitae — the concotion’s last the distillery from the main road.
step toward distillation.
' Within, two Extraction Workers
' An Extraction Worker (43) (43) toss bodies into a shallow pit
brings a barrel of aquatic organs with staggering, erratic movements.
from the Slaughterhouse daily.

6. FARMHOUSE
A stone hearth filled with a cold
fire’s ashes.
' Upstairs, two rustic bedrooms
were converted into a bunk-
house and a ledger’s office.
B e n e at h t h e m i s s i n g s e a
31

THE
SILVER R ows of dirty linen tents flap in a harsh wind that
stings the nostrils with sheer cold. Here at the edges
of the Basin, The Silver Blades, a reputable mercenary

BLADES company of Cryptdiggers, have set up camp around a


primordial Temple exposed by the drain.

T he Blades believe the Temple to be a gateway into the deep arteries of the world
but of all the bands they have sent in, none made it back alive. For the first time in
their history, the company considers resealing the temple and retreating from the Basin.

1. THE
ENCAMPMENT
Uniformly erected linen tents cover a rare acre of level ground. Black flags marked with white
swords flutter in the wind. Grizzled Cryptdiggers mill about
I. D3 Merchants (76) are here at any given time.
II. Reanna Sauer (69) wanders the camp. Splitting her time be-
tween patrols, inspections and counselling her troops.
III. The camp has a reasonably-staffed physicians’ tent. The staff are Belgrin, a mute triage
surgeon, Yolla, short-sighted chemist and Spindle, a hard of hearing anaesthetist. The
physicians can operate on Sea Rot (86) by surgically removing infected flesh, pushing
infections back one stage, causing D6 Vigour damage. This cannot cure Sea Rot (81).
IV. Reanna’s tent is guarded by two Cryptdiggers [as Opportunists 46] and pa-
trolled by Reanna’s bloodhound, Brutus [as Feral Dog 45] The tent contains
Reanna’s plate armour and the Encampment’s coffers—worth 25 Experience.
V. Patrols watch for Anglergoblins (37) and wandering Sea-Plagued
(45). Those showing signs of Sea Rot (81) are turned away.

4 5

3
2

1
The Drained Andrussian Sea
32

2. THE
PEARLESCENT STAIR 5. THE
ENTRYWAY
A large and elaborate causeway carved
from mother of pearl and sunk into the bedrock. Steep, ash-blackened steps cut back
Leads to The Entryway. down into the bedrock. Beyond this
darkened portal is the Temple Andrussa.
' The pearl plating alone is worth a small
The air is cold and still. Long, low rumbles
fortune. The Bristlebeard Brother's (68) come from within. See Page 38.
tools are scattered around the steps from
an aborted attempt to mine it. The Brothers
resume operations if the Temple is cleared. THE INVESTIGATION
If pressed for information
3. THE
BRISTLEBEARD TENT the Cryptdiggers provide the
The bunkhouse, warehouse and pop-up following timeline:
alehouse of the esteemed Bristlebeard
1 month ago, Reanna spoke
Brothers, Torgrad & Doldan 68.
with the Arcanists of Coiner’s
I. By day they draw up explosive Shelf (9) who revealed the
plans to reseal the Temple. Temple Andrussa’s location.
II. By night they serve Bristlebeard 1 week ago The Blades found
Barley—a strong, dwarven ale—from the Temple and set up camp.
wheeled kegs. The Silver Blades
refer to having a few drinks as 4 days ago the Bristlebeard
‘going to the Blasthouse.’ Brothers breached the temple
door. The first Cryptdiggers
III. Dozens of carefully wax-sealed entered.
barrels of Blasting Powder are
piled in the back of the tent. 2 days ago no Cryptdiggers
returned. so Rainer’s Scout
4. RAINER’S LAST STAND Wing was sent in. Hours later
Rainer’s men staggered out
Two watchtowers crest the hill above the terribly wounded with grey, scaly
Pearlescent Stair, overlooking the entryway. growths. The Blades attempted
I. Rainer’s Scout Wing were the only band to to save them but they apparently
ever make it out of the Temple alive. They drowned in the open air.
reached this point before succumbing to
hideous wounds and painful magicks.
II. By day Gerholdt Umber (69) commands
the vanguard. The other Cryptdiggers here
do not allow anyone in or out of the Temple
without orders from a council member.
III. The Bristlebeard Brothers (68) set up a
cannon atop the hill—primed and ready to
fire on anything emerging from the Temple.
B e n e at h t h e m i s s i n g s e a
33

W rought from smooth, intricate stonework woven


with conical spiral patterns and mother of pearl

Temple
reliefs. The Temple is submerged in the bedrock and,
judging by the volume of kelp and coral encrusting its
surface, it pre-dates even the scattered Merfolk Ruins. The

Andrussa Silver Blades breached the ancient stone doors but won’t
post guards closeby—watchtowers, manned by archers,
always observe the entrance.

1. THE
ENTRYWAY 3. SPAWNING CHAMBER
A narrow passageway of hard stone, Completely submerged in cold, murky wa-
ash-blackened by the Bristlebeard ter. The walls are lined with the bodies of 14
Brothers’ explosive entry. Cryptdiggers enveloped in coral formations.
I. The temple was not designed for Their skin is greying and their legs are fused to-
bipeds. If two raised tiles are stepped gether into fishtails.
on, thin slits in the doorframe I. A Merfolk Ascetic (42) lurks deep
emit hissing jets of pressurised air. in the shadows. It has the Upper Hand
Cryptdiggers triggering the trap must attacking while fighting underwater.
pass a Wit Check or lose D3 Vigour.
II. The six pillars are coated with an ornate pearl
II. Gerholdt Umber (69) relief of an Ouroboros. Very heavy, worth 3
warns Cryptdiggers of this. Experience each if extracted and recovered.

2. THE
FIRST SANCTUM III. Luminescent blue coral growths illuminate
the encased bodies with an eerie glow.
A pillared hall of polished,
pearlescent white stone with looming,
cathedralesque proportions. The floor is
4. MEDITATIVE CHAMBERS
cracked, broken and flooded in places. It A long room with artful tiling. Four alcoves
is bitterly cold—breath hangs in the air house Merfolk Ascetics (42) in deep, almost
and fragmented ice caps the water. impenetrable meditation. Three remaining
I. Merfolk Ascetic (42) lies in alcoves lie empty.
ambush in a pool in the room’s ' A frozen pool in the far corner conceals
centre, his bola held together by a life-sized pearl statue of a Merfolk of
two fist-sized black pearl balls. flawless quality—practically priceless, worth
II. Below a cave-in to the northeast, up to 20 Experience to an art collector.
lies a deep pool of icy water. A dim
blue light is visible below leads
5. THE ALTAR ANDRUSSA
to The Spawning Chamber (#3). A raised altar with a bore hole, three feet in
diameter. It is infinitely deep and filled with water
III. In the northwest corner two stone sacred to the Merfolk
bowls sit atop marble pillars before I. Across the back wall a tiled mosaic depicts a
a blank stone door. The bowls each writhing, grey Ourobourous. Within the ringed
house a round socket in their serpent, Merfolk are seen lowering a gem-like
base—fitted for the black pearl balls. egg into a hole. Water gushes from the mosaic.
Placing them within the sockets opens
the door to the Reflective Hall (#10). II. A sheet of ice covers a pool of water
that spreads into a back room—The
IV. Illuminating this room reveals trails Baptist’s Retreat (#11).
of old blood leading to the pool
before the Spawning Chamber. III. If the Leviathanic Egg Sac (78) is placed
in the bore-hole it immediately and violently
V. To the west, fallen stonework blocks a erupts, flooding the Temple in minutes. The
grand entrance. Water trickles down Temple erupts soon after, leaving behind a
the cracks. It could be unearthed huge geyser that refills the Basin in weeks.
with 3D6 man-hours of work and
suitable mining equipment. IV. The heart of the temple—a perfect place to
leave the Bristlebeards’ payload (68).
The Drained Andrussian Sea
34

6. BRINY CORRIDOR 11. THE BAPTIST’S RETREAT


A narrow back-passage with walls covered A submerged central chamber covered in
in heavy hanging kelp. a thick ice sheet. Holes in the ice are ringed
' D3 Dehydrated Merfolk (41) drag with blood.
themselves along the floor seeking water. I. The Merfolk Baptist (42) dwells
7. SCRYING CHAMBER within, tending to the gaunt, fish-tailed
bodies of the Silver Blades held upon
A stone door with no discernible means of the walls with kelp bindings—almost
entry, marked with a tall, thin indent completely transformed into Merfolk.
I. Opens if a Merfolk Trident is placed within. II. Entering the pool causes the Baptist
II. Empty within save a large translucent and D3 Larval Merfolk [stats as
pearl upon a marble pillar. Placing hands Dehydrated Merfolk (41)] to attack.
upon it grants a vision of the Leviathanic
Egg Sac's (78) current whereabouts. The Temple was a bastion of Leviathanic
worship. Built to expand the Andrussian’s
III. If the Egg has already been destroyed boundaries if the Leviathan gave its Egg as
or given to the Undersea (16) blessing. The monastery is still fit for that
the pearl is unresponsive. purpose, but the rushing geyser will now only
refill the Basin.
8. REVERENT SHRINE
A coral-encrusted gate bars entry to a
small chamber containing a marble statue of
the coiled Leviathan. 7

' The shrine is filled with votive 6


offerings: kelp braids, fine shells and
cold, blue candles (D6 Experience). 8 5
4
9. ARMORY
I. Full of iridescent weapon racks and
pearl-wrought armour, fashioned for 9
slender Merfolk (15 Experience).
II. A Merfolk Ascetic (42) polishes a
cuirass upon a stand in the far corner.
11
10
10. REFLECTIVE HALLS
Four walls covered in beautiful mosaics 3
depicting Merfolk history. The floor is cov-
ered with inch-deep water and illuminated
by softly glowing coral formations.
I. The mosaics show a great aquatic
war between the Merfolk and the
Anglergoblins. A pallid Leviathan
snakes its way around all four walls.
II. Some Mosaics show this temple,
guarded by a ring of Merfolk. They raise
their arms in praise of the Leviathan
as water bursts from the temple.
III. The floor tiles accurately represent 2
Merfolk civilisations across the
Andrussian Sea. Cryptdiggers may 1
identify the exact hex locations
of D6 Merfolk Ruins (7).
B e n e at h t h e m i s s i n g s e a
35

AN ANDRUSSIAN
BESTIARY
A ndrussian A lbatross
A rare species of gigantic scavenger birds localised to the Andrussian Sea, standing
only a few feet shorter than a grown man with a wingspan of around 15’. Formerly
the bane of fishing vessels across the Basin, they use their bulk to divebomb and
incapacitate targets before using their long beaks to seize food. With the sea’s absence
affecting their usual prey of Andrussian Squid, they’ve taken a liking to Carpers (74)
and their edible wares commonly Carpers keep at least one ‘bird beating stick’ close to
hand when crossing the Basin.
Mood Brawn: 2 Vigour: 12 Weaponry
Great Beast Will: 0 Armour: 7 Beak & Claws
(Hand)
Advancements wit: 2 Grip: 0
Flying, Devour (grabbed, carried, and dropped from flight)
An Andrussian Bestiary
36

COLERIDGE
Marienn the Sea Speaker’s familiar, this predacious Andrussian Albatross acts as
the keen eyes and ears of its callous master across the Basin (71). For the last few
weeks it has observed Dalbran from a distance, instilling in the youth a paralysing
fear of open spaces. However, should the party undertake any actions against the
Sea Speaker’s ritual, it is Coleridge who will hinder their efforts, wherever they
may be in the Basin. These disruptions range from the theft of provisions, maps
and supplies, to outright attack. Coleridge will never willingly endanger his life
however, fleeing to his nest at the Sea Speaker’s Tower (23) if gravely wounded.

Mood Brawn: 3 Vigour: 30 Weaponry


Otherworlder Will: 1 Armour: 7 Beak & Claws
(Hand)
Advancements wit: 2 Grip: 0
Flying, Devour (grabbed, carried, and dropped from flight)
Clever Boy
Coleridge is large enough to divest a character of any item they hold and
carry it off to his nest (24). This item can be no larger than a sword.

WINGED MENACE

C oleridge
wandering
is an untraditional
monster—he
included in any tables as a party may
isn’t

have several adventures in the Basin


without drawing his attention. Instead,
the Doomsayer should utilise Coleridge
when it feels appropriate. We recommend
having him appear in hexes devoid of other
monsters with a 1-in-3 chance, or when the
party sets up or dismantles their camp with
a 1-in-6 chance.
B e n e at h t h e m i s s i n g s e a
37

A nglergoblin
Scarcely recorded in any bestiary due to the unfathomable lightless depths in which
they live, Anglergoblins are foul little creatures exposed to the surface world in the
wake of the Great Drain. Whilst slimy and diminutive, Anglergoblins shouldn’t be
underestimated - they are wiry, cruel and wreak havoc in small packs. Anglergoblins
only come out at night, unable to stand any light save the one emanating from the fleshy
growth atop their heads. They screech incessantly in sunlight while seeking shelter,
spitting viscous, tarry bile to extinguish light sources.

Mood Brawn: 1 Vigour: 6 Weaponry


Tribals Will: 0 Armour: 7 Claws
(Light)
Advancements wit: 1 Grip: 0
Aquatic, Disorganized, Fear of the Light, Luminescent

A nglergoblin S haman
Though unobserved by many - save for a few survivors in Brost (11) - Anglergoblins
seemingly have a societal hierarchy, which Shamans sit atop. More hunched, greyer
and even slimier than their kin, Anglergoblin Shamans festoon themselves in kelp-
woven cloaks and carry driftwood staves. They obsessively excavate fossils from the
seabed and form crude, primal shrines around such finds.

Mood Brawn: 1 Vigour: 20 Weaponry


Cultists Will: 2 Armour: 8 Claws/Staff
Wit: 1 Grip: (Light/Hand)
Advancements 5
Aquatic, Corpsemover, Fearsome, Fear of the Light, Luminescent, Spirits
of the Beyond

A nglergoblin T rawler
Leaner in body and longer in arm, Anglergoblin Trawlers patter their damp feet
across the Andrussian Basin (5) and through the streets of Brost (11), hunting
anything their tribe can eat - fish is preferable, but as sources grow scarce, man-flesh is
increasingly delectable. Packs of Trawlers commonly hunt together, communicating in
chittering screeches and intermittently flashing the bulbs atop their head.

Mood Brawn: 1 Vigour: 11 Weaponry


Tribals Will: 0 Armour: 8 Claws
(Light)
Advancements wit: 2 Grip: 0
Aquatic, Disorganized, Fear of the Light, Luminescent
An Andrussian Bestiary
38
B e n e at h t h e m i s s i n g s e a
39

G iant H ermit C rab


Monstrous arthropods housed in the hollowed-out molluscs of the Andrussian Sea
bed, a particularly violent and aggressive crustacean species driven to greater degrees
of predation with the loss of its aquatic habitat. Exceptionally cunning, these crabs
ambush their prey from chests, barrels, crates and even upturned boats — waiting days
for a morsel to pass.
Mood Brawn: 3 Vigour: 23 Weaponry
Great Beast Will: 0 Armour: 9 Claws
(Heavy)
Advancements wit: 1 Grip: 0
Aquatic, Disguise (their "shell"), Hulking, Rampage
An Andrussian Bestiary
40
B e n e at h t h e m i s s i n g s e a
41

D ehydrated M erfolk
Thought to be a myth by many yet revealed by the Drain, Merfolk are fish-tailed
humanoids with webbed appendages, gilled necks and pearlescent olive skin. Their
faces are uncannily human and, judging by the fine craftsmanship of their arms,
armour and settlements, previously maintained a sophisticated submerged society.
The Drain filled the Merfolk with livid wrath however, and though many waste away in
the open air, they will not hesitate to use the last of their strength to strike down those
who would pillage their civilisation.

Mood Brawn: 1 Vigour: 19 Weaponry


Brigands Will: 0 Armour: 9 Merfolk
(79)
Advancements wit: 2 Grip: 2
Aquatic, Brittleskinned
An Andrussian Bestiary
42

THE BAPTIST
A ruling figure of the Ascetics, the Baptist is a callous Merfolk leader attired in pearl
cuirass and plated fin-guards presiding over the Temple Andrussa (33)—an eons-old
monastery built in reverence of the Leviathan god. The Baptist is responsible for the
protection of the temple and safeguarding an ancient ritual that transforms humans
into Merfolk, willingly or otherwise. The Merfolk Baptist fights with an ornate trident,
weighted kelp nets and a pair of black-pearl bolas. It always attempts to subdue prey for
transformation first before seeking a mortal blow.

Mood Brawn: 2 Vigour: 29 Weaponry


Cultists Will: 2 Armour: 9 Merfolk/Nets
(79/See Below)
Advancements wit: 3 Grip: 9
Aquatic, I See Truth in the Stars, Spirits of the Damned (Larval Merfolk)
Nets
Wit Check to Grapple an enemy within short range

M erfolk A scetics
These Merfolk warrior-monks are found solely in the Temple Andrussa. A subtly
different Merfolk breed possessing cold, pale skin and a slight frame wrapped in lean
dense muscle. They have long, strong tails allowing them to stand upright like serpents
and move with terrifying speed. Their hair is neatly braided with kelp strands and they
wield keen, pearlescent weapons and toss weighted kelp nets with expert precision.

Mood Brawn: 2 Vigour: 21 Weaponry


Cultists Will: 1 Armour: 9 Merfolk/Nets
(79/See Below)
Advancements wit: 2 Grip: 4
Aquatic
Nets
Wit Check to Grapple an enemy within short range
B e n e at h t h e m i s s i n g s e a
43

E xtraction G uards
Maintaining order and a steady pace from the extraction workforce, these guards
patrol Leviathan’s End (22) and Ogden’s Brewery (34) with near-mechanical diligence.
Wrapped in protective leathers and obscuring linens with a greater degree of body
padding, these guards carry simple pikes and wear cracked leathery jerkins over their
protective garb. Beneath their bindings, the guards are cruel-faced elves who dedicated
their lives to Garvym’s (64) industrialisation over years of unscrupulous schemes. To
further ensure their loyalty in the grim conditions of the Basin, Garvym provides every
guard with a small daily dose of Sea Vitae (80)—keeping their inevitable Rot symptoms
in check, for those who would leave would promptly find their symptoms worsening.

Mood Brawn: 2 Vigour: 8 Weaponry


Guards Will: 1 Armour: 9 Crossbow/Pike
(Ranged/Long)
Advancements wit: 1 Grip: 2
2-in-6 chance of having Sea Rot (81)

E xtraction W orkers
Wrapped head-to-toe in linen bindings, thick leathers and protective goggles, these
workers toil endlessly at the Leviathan’s Corpse (22) to extract precious blood and
scales for Garvym’s (64) operations. Varied in who they were before Garvym’s
industrial entrapment, as a whole they are broken, down-trodden sorts avoidant of
conflict with interlopers. Beneath their masks, most are locals infected with Sea‑Rot
(81), entrapped in Garvym’s employ by the vague promise of rationed Sea Vitae
(80) to relieve their ever-worsening symptoms.

Mood Brawn: 1 Vigour: 8 Weaponry


Guards Will: 0 Armour: 8 Extraction Tools
(Long/Heavy)
Advancements wit: 1 Grip: 2
4-in-6 chance of having Sea Rot (81)
An Andrussian Bestiary
44
B e n e at h t h e m i s s i n g s e a
45

H old -O uts
Whether too infirm or too attached to leave, these disparate people chose to stand their
ground in Brost’s (16) ruins. Though they avoid quarreling—welcoming any lending a
hand against Anglergoblin incursions—Hold-Outs do not take kindly to Carpers (74)
and other looters pilfering the ruins of their beloved town.

Mood Brawn: 0 Vigour: 5 Weaponry


Civilian
Will: 1 Armour: 7 Fishing Spear
(Long)
Advancements wit: 1 Grip: 0
Nimble

F eral D og
Comprised of Brost’s (16) domestic dogs, hunting hounds gone astray and gaunt wolves
of the Moorland, these packs of feral dogs roam the streets of Brost (16) in search of
anything, or anyone, they can get their teeth into.

Mood Brawn: 1 Vigour: 8 Weaponry


Critters Will: Armour: 7 Bite
0
(Hand)
Advancements Wit: 1 Grip: 0
Bloodscent

S ea P lagued
Limpets grow like boils across the taught and pallid skin, and the shelled mouths of
barnacles rupture flesh—unfortunate souls lost to Sea Rot (81). Their minds addled,
they wildly flit between wanting to spread their agony and seeking out a quick death on
a sword’s edge.

Mood Brawn: -1 Vigour: 4 Weaponry


Civilian Will: Armour: 7 Unarmed
-1
(Paltry)
Advancements Wit: 0 Grip: 0

Brittleskinned, Disorganized
Violent End
Brawn Check or contract Sea Rot (81) instead of damage.
An Andrussian Bestiary
46

OPPORTUNISTS
Contrary to the Hold-Outs’ ideals, Opportunists are dastardly bandits looting Brost and,
by extension, the Basin for all its worth. Despite their shared predilections for requisition,
they lack the wits or misplaced bravery of fully-fledged Cryptdiggers and the humility
of Carpers. As a result their behaviours have often grown vulturous and Opportunists
come into conflict with Carpers and Cryptdiggers across the Basin on a daily basis.

Mood
Opportunists form groups with different skillsets,
Brigands similar to Cryptdigging parties. Use the examples
on the following pages or create them using the
Cryptdigger Generator available at
https://technicalgrimoire.com/leftburiedgenerator.

L eviathanic C ultists
Leviathanic Priests at the height of their communion are said to be overtaken by the
will of the Leviathan itself. Previously, this lead to gargled, bubbling chants that were
said to be esoteric scripture. Now the Leviathan is dead, the possessions have taken
a darker turn, and possessed cultists will violently lash out at any and all who do not
wear the colours of their order.

Mood Brawn: 1 Vigour: 9 Weaponry


Cultist Wit: Armour: 8 Ossified Ritual
1
Dagger (79)
Advancements will: 1 Grip: 3

The Holy Song of War

Possessed Cultists
Possessed Cultists have Undead and Battle Rage but no longer have The
Holy Song of War.
B e n e at h t h e m i s s i n g s e a
47

In addition to listed items Opportunists have:

12 opportunists Backpack, Bedroll, 50 ft Rope, 1D3 Torches, 1d6


Days of Rations, & Basic Armor.

1. Leofred Carnet –— Dastard 2. Fela Kanu –— Protagonist


Dull, Shrill, Hums. Weaponry Arrogant, Patronizing, Toothy Weaponry

Vigour: Grip: Armor: Spear Vigour: Grip: Armor: Broadsword


(Long) (Hand
8 5 8 8 4 9

Maul Brawn: Wit: Will: Heater


Brawn: Wit: Will:
(Heavy) 2 1 0 Shield
2 0 1
Nose of the Dog The Holy Song of War

Hammer & Chisel, Pickaxe, Mirror, Flute, Set of Files, Hooded Lantern, 10 Foot Pole,
Book of Sailors' Songs. Cloth Chessboard, Wooden Pieces.

3. Eireen Apthach –— Freeblade 4. Baucauda Flores –— Outcast

Hard Eyes, Reckless, Rude Weaponry Graceful, Quiet, Smirks. Weaponry

Vigour: Grip: Armor: Hatchet Vigour: Grip: Armor: Spear


7 4 8 (Hand) 8 4 8 (Long)

Brawn: Wit: Will: Crossbow Brawn: Will: Wit: Scimitar


1 2 0 (Ranged) 2 1 0 (Light)

Fire & Lightning Strange Weapon Master: Spear

Set of Files, Caltrops, Flask of Acid, Dice, Shovel, Chain, Grease, Scimitar, Prayer
Playing Cards, Bag of Shells. Beads, Hymn Book.

5. Albrecht Loth –— Cut-Throat 6. Ruga Yellowhide –— Dwarf


Scowling, Beardy, Critical Weaponry Cocky, Catty, High Cheekbones Weaponry
Vigour: Grip: Armor: Broadsword Vigour: Grip: Armor: Rapier
(Hand) (Light)
8 5 8 6 5 8
Brawn: Wit: Will: Warhammer Wit: Will: Dagger
(Heavy) Brawn:
2 0 1 2 1 (Light)
0
Eyes of the Hawk Weapon Master: Rapier
Shovel, Pickaxe, Lock & Key, Digestive
Liqueur, Smelly Ointment, Citrus Set of Files, Hooded Lantern, 10' Pole,
Essential Oil, Bitter Powder. Pouch of Spices, Pepper Grinder.
An Andrussian Bestiary
48

7. Nahal Ziya –— Believer 8. Leoved Alestrong –— Dwarf


Stout, Loud, Charmless Weaponry Wrinkled, Hairy, Giggles. Weaponry

Vigour: Grip: Armor: Handaxe Vigour: Grip: Armor: Crossbow


8 5 8 (Hand) 6 5 8 (Ranged)

Brawn: Wit: Will: Pike Brawn: Wit: Will: Hatchet


2 0 1 (Long 0 2 1 (Hand)

Lay on Hands Trap Breaker

Shovel, Whetstone, Set of Files, Pliers, Lock & Key, Set of Files, Writing Kit,
Pouch of Anglergoblin Teeth, Black Cord. Shaving Soap, Shaving Razor, Scissors.

9. Maria Eronilde — Veteran 10. Anton Bluewine — Small Folk


Talkative, Ignorant, Boastful Weaponry Vulgar, Sarcastic, Superstitious Weaponry
Vigour: Grip: Armor: Maul Vigour: Grip: Armor: Spear
(Heavy) (Long)
8 5 8 8 5 8

Brawn: Wit: Will: Pike Brawn: Wit: Will: Shortsword


0 1 (Long) 0 1 (Hand)
2 2

Horde Killer Trap Breaker

Hammer & Chisel, Shovel, Chain, Flint & Whetstone, 10' Pole, Holy Water, 3
Tinder, Wool Socks, Heavy Blanket. Candles, 5 Small Bells, 30' of String.

11. Cold Be My Reach — Elf 12. Kiro Gvenkovski — Cabalist


Distant, Polite, Distracted Weaponry Bald, Frowning, Theatrical Weaponry

Vigour: Grip: Armor: Spear Vigour: Grip: Armor: Dagger


(Long) 10 4 8 (Light)
7 6 9
Brawn: Wit: Will: Heater Brawn: Wit: Will: Cleaver
1 0 2 Shield 1 2 0 (Hand)

Shadow Glamours Eldritch Pact, Man-Eater (Growing


Compass, Language Book, Mirror, Affliction), Tough as Nails, My Shining
Scissors, Awl, Flensing Knife, Needle & Armour Gleams
Thread.
Accordion, Alchemist's Fire, Compass, Fry
Pan, Lard, Rock Salt.
B e n e at h t h e m i s s i n g s e a
49
An Andrussian Bestiary
50

SEA MONK
Half-fish, half-man, this obscene beast is a harbinger of the sea’s fury brought forth by
Brost’s (11) callous attitude towards fishing. From a fat, waxy body emerges a rotund
head and with beady black eyes buried in blubbery flesh it observes its prey. Spiracles
open and close with quickening pace, and from a grinning maw an unnatural baritone
song emerges, luring exploiters of the sea’s bounty into a deathly trance. Previously only
seen in Leviathanic mosaics, these are the Sea Monks—allegedly the oldest and most
zealous worshippers of the Andrussian Leviathan. With the loss of the sea’s waters,
one found its way to Brost’s Fisherman’s Yard (13) and seeks profane vengeance.

Mood Brawn: 2 Vigour: 30 Weaponry


Otherworlder Will: 2 Armour: 9 Bite
(Heavy)
Advancements Wit: 1 Grip: 0
Aquatic, Gelatinous Grip, Hexproof, Resistance (Bludgeoning)
Sea Monk's Drone

Cryptdiggers chosen by the Sea Monk will first hear its song as the
overwhelming sound of crashing waves. If they do not plug their ears within
a few minutes they soon feel compelled to seek out hooks or hook-like objects
to drive through their mouth and cheeks. Failing 2 Grip Checks worsens
the compulsion. It is then only a matter of time before the Cryptdigger is
compelled to drown themselves in saltwater.

' Moves silently & conceals itself in shadow.


' Attempts to pick characters off one by one.
' Targets companions & retainers first.
B e n e at h t h e m i s s i n g s e a
51
An Andrussian Bestiary
52

“THE OSSIFIER”
Given its title by fearful Carpers, The Ossifier is an ashen, bony Anglergoblin Shaman
clad in tattered wet robes and festooned with fragmented bone and coral trinkets and
fetishes. Atop the Ossifier’s staff a black conch is wedged between splintered driftwood.
Mood Brawn: 0 Vigour: 20 Weaponry
Cultists Will: Armour: 8 Claws/Staff
3
(Light/Hand)
Advancements Wit: 1 Grip: 8
Aquatic, Corpsemover, Fear of the Light, Fearsome, Luminescent,
Otherwordly Gaze, Spirits of the Beyond

O ssified C rew
The former crew of Our Virtuous Lady, raised by the Ossifier’s magics. Encrusted bony
growths erupt from the skin, blooming like moss across decaying flesh. The hands of
these unfortunate souls are particularly gristly, capped with hard, scabrous growths
that better enable digging into bedrock — or flesh.
Mood Brawn: 1 Vigour: 6 Weaponry
Constructs Will: Armour: 10 Various
0
(Hand)
Advancements Wit: 0 Grip: 0
Aquatic, Resistance (Slashing & Piercing), Undead
Ossified Captain
Armed with an Ornate Officer's Cutlass (86)
B e n e at h t h e m i s s i n g s e a
53

CONSEIL
Part-experiment, part-companion, the shark that Marienn (71) keeps in the Tower’s
Antechamber Pool (24) is an unliving monstrosity. Prowling the acrid green waters
laced with preservative chemicals and arcane enchantments, Conseil, as Marienn
calls him, is often the first and last resident of the tower that unwelcome guests meet.
Conseil cannot be killed as it is in the preserving water. If removed, it instantaneously
decays, flesh begins to slough away whenever it breaches the water.

Mood Brawn: 3 Vigour: 32 Weaponry


Great Beast Will: Armour: 8 Jaws
3
(Heavy)
Advancements Wit: 1 Grip: 0
Aquatic, Beetle Flesh (reforms within D3 hours if submerged in Antechamber
Pool) Bloodscent, Wound-Knitting (in Antechamber Pool)

S ea G olem
Monstrous humanoid brutes formed from coral fragments, flotsam and jetsam and
bound together by writhing kelp and briny magic. These Golems patrol the Sea
Speaker’s Tower (23), bound to Marienn’s (71) will.

Mood Brawn: 2 Vigour: 15 Weaponry


Construct Will: Armour: 9 Fists
0
(Heavy)
Advancements Wit: 0 Grip: 0
Hex-Proof, Ironshelled, Resistance (Slashing & Piercing)

W aterbound R evenant
The Sea Speaker will not let go of the past easily; his former servants and crewmates
are no exception. Rotting, water-logged flesh hangs over sodden naval attire and
Leviathanic robes while black, ichorous water continually pours from the mouths of
these aquamancy-animated ghoulish wretches.

Mood Brawn: 1 Vigour: 7 Weaponry


Constructs Will: Armour: 8 Various
0
(Hand)
Advancements Wit: 1 Grip: 0
Hex-Addled, Resistance (Slashing), Undead
An Andrussian Bestiary
54

LEVIATHANIC HANDMAIDEN
A slender, womanly figure possessed of a strange, dark and terrible grace. She
has large, jet-black eyes and lank, damp hair flecked with grey sand. Fishs-
cales form around her cheeks, and gills open and close upon the neck. Her ex-
tremities and underarms are webbed like a fish, and she is dressed in damp,
sodden rags adorned with sea-shells and coral fetishes. Among the rags
and twine that hold the sea-shells in place, there is a kerchief, tattered, sod-
den and stained with saltwater, but of the deepest, most remarkable blue.

The Handmaiden is naturally hostile to interlopers in the Undersea, but those accom-
panying bearers of the Leviathanic Egg Sac (78) find her to be most hospitable and
even communicative. She tells a story of how she was once a woman. from Brost, who
prayed to the sea to wash away a terrible sickness. It did so, but in return asked for her
eternal servitude. She does not remember much of her old life now, but feels as if the
blue kerchief is of some importance to it. (63)

Mood Brawn: 0 Vigour: 14 Weaponry


Otherworlder Will: Armour: 9 Unarmed
2
(Paltry)
Advancements Wit: 2 Grip: 4
Aquatic, Hex-Proof, Nimble
Siren's Song
Listeners make a Grip Check. Failure results in a trance, attacking tres-
passers upon this reverent ground.

H andmaiden ’ s T hralls
Fanatical Leviathanics who have ventured too deeply into the Sea Caves
(16) and heard the true voice of the sea. Their eyes have turned black and
they weep grey water. They carry Ossified Ritual Daggers at their hip and
clay flasks that contain water from the Undersea. They fight without fear.

Mood Brawn: 0 Vigour: 8 Weaponry


Constructs Will: Armour: 8 Ossified Ritual
0
Dagger (79)
Advancements Wit: 0 Grip: 8
Disorganized, Undead (effect of the Siren's Song, not literal)
B e n e at h t h e m i s s i n g s e a
55

ALLIES & T he Andrussian Basin and the Great Drain has


brought together a myriad of curious individuals.

OPPONENTS Many have work for opportunistic Cryptdiggers while


others walk their own paths and hide their agendas.

DAGWEYN Aye, I were the number one fishmonger


in Brost. ‘Course, my shop’s crawling with
FISHMONGER OF BROST them bastard angler things now, and
Bitter, Hustler, Vengeful there’s no more water or, and no more fish,
Lean, flinty-eyed-in his late fifties. Close-cropped so I’m sitting tight. Mind you, I’ve plenty of
hair. Battered, bloodied pegleg. coin on hand if you’re looking for work.”
Dagweyn leads a small gang of former
dockhands payrolled on spoils looted
from Brost (11). These lively lads are
the local muscle and, as such, the de-
facto ‘peacekeepers’ of Coiner’s Shelf (14).
Merchants looking to set up shop must pay
a small tax to Dagweyn lest they take an
‘unfortunate’ fall from a strut during the night.

THE LOST HOOK


One of the last to leave Brost, Dagweyn
refused to surrender his Fishmongers to
the Anglergoblins (37) without a fight.
In doing so, Dagweyn lost not only his
leg, but his prized Docker’s Hook. The
leg he can give or take but the Docker’s
Hook was a gift from his dear old mother.

If someone can retrieve it from


Brost (11) he’ll ‘have a word’ with
the merchants in town (76) and
they’ll cut the charitable folk a good
bargain, 20% off all goods.
People of the Basin
56
B e n e at h t h e m i s s i n g s e a
57

DALBRAN “Can ye spare a c-copper? Oh. I-I-


I’m sorry sir. I’ll be out of your w-w-
BEGGAR way. D-d-don’t mind me.”
Young, Nervous, Apprentice
A straw-haired, scraggy youth who has lived rough in
Coiner’s Shelf for some time. He is incredibly nervous
and uncomfortable in the Basin but refuses to leave.

THE HOLDING WATERS Dalbran is slow to trust but kind


characters who feed and shelter him
As he does not fear repercussion from
and earn his kinship gain a valuable
outsiders as much as locals, Dalbran
ally who holds a great many secrets.
eventually confesses to adventurers
his parents were killed in a shipwreck
If Dalbran’s trust is earned and
years back. Managing to escape in a life
the party intends to visit the Sea
raft, the boy washed ashore on the Sea
Speaker’s tower, Dalbran can warn
Speaker’s island and was fostered as
them of the dangers present and of
Marienn the Sea Speaker’s apprentice.
the Denizens they’ll face they’ll face
He was aware of the Speaker’s ritual
lurking in the tower under the Sea
to drain the sea and take vengeance
Speaker’s thrall.
upon the Leviathan, and was even
complicit in sinking the ritual’s catalyst:
the inscribed anchors. However, RITUAL ANCHORS
Dalbran’s conscience bested him and Marienn (71) spent many years after
on the ritual’s eve he fled the tower to his excommunication routinely sailing
warn Brost (11). By the time of the out from his island into the Andrussian
boy’s arrival the storm was already in a simple skiff, each time tossing a
well underway and Dalbran recognised Ritual Anchor (79) into the sea at
the town’s imminent collapse. precise locations, — each sunken weight
Too riddled with guilt to tell another component in the elaborate
the truth, Dalbran has sheltered ritual to banish the sea’s waters and kill
this secret ever since, all whilst the Leviathan that almost took his life.
keeping an eye open for any well- Though Marienn is now a despondent
intentioned travellers who could revenant of consumptive vengeance, the
reverse Marienn’s destructive ritual. Arcanists at Coiner’s Shelf (14) pays
Despite being fostered there most handsomely for each one of these anchors
of his life, Dalbran fears the Sea that adventurers manage to retrieve, for
Speaker’s Tower (23) and refuses to a ritual of this scale has scarcely been
re-enter. He can explain how to reverse undertaken before, at least not in a way
the Drain: Marienn’s heart must be that components remain intact afterwards.
cut out and buried in the middle of the
Basin. Now that the ritual is complete, Reward: D3 Experience of Gold per
Marienn’s cursed heart beats with the Ritual Anchor given to the Coiner’s
Andrussian’s syphoned power. Burying Shelf Arcanists (9)
the heart at sea will cause the ocean’s
waters to flow from the accursed organ,
eventually refilling the Basin. The
boy surmises the process will take
years but is certain it can be done.
People of the Basin
58

OGDEN BLACK “What can I get for you lad?


Black Sail Stout or… Black Sail
INNKEEPER Stout?”
Broad, Merry, Mutton-Chopped
The large, mutton-chopped proprietor of the Black
Sail Inn.
Ogden Black is a self-made man. Ogden
has spent his life perfecting Black Sail Stout
(77), an esteemed brew known across the
Duchy. Forced from his inn by Brost’s (11)
collapse, Ogden has haphazardly established
“The Black Tap” atop Coiner’s Shelf (14),
where he runs as fine an establishment as
one can when suspended 40’ off a cliff-face.

NO MORE BOOZE?
Ogden fled Brost with as many barrels
of his home-brewed stout as he could
haul. He will be grateful to anyone
who brings him another barrel.
Ogden also owns a farmstead-turned-
distillery on the Moorland North of Brost
(29) where he brews Black Sail Stout. He
plans to retire there once the Opportunist
(46) boom around the shelf dries up.
Ogden sent word to the distillery last
week requesting more Black Sail Stout
barrels but hasn’t gotten a response. He’s
growing concerned and requests any friendly
Cryptdiggers to check on his distillery.

REWARD: 2D6 Experience of Gold.


B e n e at h t h e m i s s i n g s e a
59

LUMINARY “The Deep One once provide lovingly


for her children and yet she was
FATHER CASPIAN slighted by infernal conjurers. Just as
HIGH PRIEST OF THE the Deep One provided, so too will she
take away."
LEVIATHANICS
Pale, Hairless, Unnerving
A tall man clad in long, damp robes. He has
an imposing, otherworldly aura—exacerbated
by a cold, life-long dedication to studying the
Leviathanic’s “Great Cycle.” This dogma claims
the Andrussian Sea was home to a primordial
Leviathan that watched over early life emerging
from the sea.
Since the abandonment of Brost (16),
Caspian has taken up residence at
Coiner’s Shelf (14) and splits his time
between the Leviathanic Overlook
and tending to the sick at The Slump.
Through his work at The Slump Just as life came from the sea, Leviathanics
also believe it must eventually return,
Caspian has learned of the deceased
for the further man strays from the ocean’s
Leviathan (22), believing the passing of embrace, the further he forgets his righteous
the ‘righteous keeper below’ is a portent origin and strays into impurity.
of the ‘Great Cycle turning once again.’

THE GREAT CYCLE THE RITUAL


Earning Father Caspian’s trust is Bringing the Egg Sac (78) to the
difficult. There are many devoted Leviathanic Chapel (16) results in
Leviathanic cultists who gave their exultant joy from the cultists. They
lives to the order yet would not be explain that while the Egg is alive it
trusted by the High Father to salt the needs a new host—ideally someone
communion seaweed at the Brine Mass. in the late stages of Sea Rot (86)—for
Curiously, Father Caspian is most the propagation to be successful.
likely to place his trust in those suffering After locating a suitable host, the
from Sea Rot (86)—he believes they cultists begin a ritual in which the
are the Ocean’s chosen, their bodies host’s stomach is cut open and the egg
becoming communion for the sea, and is placed within. The cultists will then
in their suffering becoming righteous. instruct the host to seek out the Eternal
For these unfortunate souls, Father Sea beneath the Bay of Bones (21) and
Caspian discloses a most important submit themselves to the dark waters.
mission: the reinstitution of a god. He In time, the Egg will hatch from
believes the Leviathanic Egg Sac (83) may their sunken body and the Cycle
still hold life. If one is returned to him, he will begin anew, allowing life-giving
may be able to perform a ritual to restore waters to return to the Andrussian.
the creature—and with it the sea’s waters.
60
B e n e at h t h e m i s s i n g s e a
61

AVA PARSON “A leaf withers, and falls into the


soil, is. It will be trampled into mud.
DRUID OF THE ROOT A crop grows, collapses under its
Caring, Inquisitive, Studious own weight, and dies. Its seeds take
She wears linen bindings emblazoned with root again. Rain falls, evaporates,
druidic healing glyphs. A long olive shawl hangs and returns to the sky to. It falls
over her shoulders, stitched with rustic bramble again. But a sea - a whole sea - does
patterns. She moves with the assistance of a
not simply disappear. It must have
wheelchair crafted from varnished wood and
wrought iron. gone somewhere. I suspect it could
even come back.”
H aving lost the use of her legs
in childhood to a wasting disease,
Ava dedicated her life to druidic
contemplation of entropic forces in
natural cycles. She came to the Basin
weeks ago to study the Sea’s disappearance
and developed a morbid curiosity
regarding Sea Rot’s (81) emergence.

THE SEARCH FOR A CURE


Despite only having studied the occasional lost extremity or
dismembered limb, Ava ascertained several key points about Sea
Rot:

I. The disease is both spiritual and biological—corrupting the blood.


II. It spreads through excwretions from barnacles erupting
from the skin, avoiding contact avoids contraction.
III. It is curable.

To cure the Rot, Ava requires the vector—something Basin


residents are newly exposed to. While not obvious to Ava, the answer
is Leviathan’s Blood. A vial of this—or Sea Vitae (80)—allows Ava
to proceed investigating. After study, she notes Anglergoblins (37)
consume deep sea matter all the time while remaining unaffected.
She then asks the party to procure Anglergoblin Mucus
(77), extractable from the creatures’ mouths—with sufficient
Blood and Mucus Ava can brew a salve that cures Sea Rot.
Producing this in sufficient quantity would have a
meaningful impact across the Basin—she muses she would
require a brewery (29) to produce it in some volumes.

If Dalbran (61) meets Ava he confirms her hypothesis


that the water has gone somewhere and can return.
62
B e n e at h t h e m i s s i n g s e a
63

“BLOODY” “Lived in this town me whole life.


Never seen anything like this. Dirty
ANNIE STALFIN fishy bastards.”
FISHWIFE
hardy, strong, brawler
Tall, broad-shouldered woman. Greying hair corralled with
a red linen kerchief. Rarely seen without her spattered
leather apron.
Annie Stalfin was the no-nonsense manager
of the Guthouse (13). When the town guard
abandoned Brost she rallied the townsfolk &
oversaw the fortification of Fisherman’s Yard.
Annie took great pride in her job prior to the
Great Drain—and she’ll be damned if Brost’s
collapse takes her work from her. Lending her
gutting talents to the defence of her beloved
workplace, Annie staunchly defends the
Fisherman’s Yard from Anglergoblin attacks and
is very proficient in dispatching them in bloody-
handed melee, armed with only a trusty fishknife.

THE SISTER & THE SEA She suggests speaking to the


Leviathanics. In her dreams, she sees
Annie Stalfin once had a younger sister
a black sea motionless beneath a grey
named Odette. The Stalfin girls were well
beach and starless sky. If this is described
known for their beauty, their red and blue
to Father Caspian (59), he will
bonnets, and turning all the sailor’s heads.
mention such a place exists even after
About thirty years ago, Odette became
the drain, but it’s location is a closely-
feverishly ill with a strange disease
guarded secret among the order (16).
for which only the briny tonics of the
Leviathanic Priests could bring any relief.
REWARD: If Odette’s Blue
She began sleep-walking to the beach,
Kerchief is returned to Annie,
and obsessively collecting sea-shells. One
she heeds her sister’s wishes,
fateful night, Odette walked out into the
renouncing the Fisherman’s
crashing waves and was never seen again.
Yard and asks that the party take
The town held a funeral, but Annie holds
her on board. Annie is a Hireling
on to the belief that Odette somehow
with no retention cost. Fighting
survived. Annie has recurring dreams in
alongside her grants the Upper
which she speaks to her sister, and Odette
Hand against Anglergoblins (37).
asks her to give up her fishmonger’s
She encourages the party to pursue
job and find a greater purpose in life.
leads pertaining to the mystery of
If the party deals with the Sea Monk,
the missing sea, feeling it’s what her
Annie asks that the capable Cryptdiggers
sister would want.
investigate her sister’s disappearance.
People of the Basin
64

GARVYM “Roll up, roll up! Come one, come


all! I’ve a very special deal today,
ELMSWOOD on my very own Sea Vitae Wonder
of Garvym’s Tinctures & Tonics Tonic! Cures grievous wounds,
SALESMAN restores vitality, soothes the
Suspicious, Alchemist, Peddler humours and imbues a man with
A particularly gaunt and fine-haired elf attired in potency! Observe as I apply the
exquisite clothing, travelling with a small caravan that tonic to my very own war-wound—
doubles as a mobile distillery and bottling plant. tomorrow she’ll be gone!”
When first encountered he has a hideous,
pitted scar across his face. Upon a second
meeting the scar is gone—due to a liberal use
of Garvym’s Sea Vitae Wonder Tonic (80).

BLOOD MONEY
Should Garvym catch wind of any particularly
unscrupulous Cryptdiggers operating around
the Basin, he discreetly approaches them with
a lucrative proposition. Announcing himself to
the party as being in the business of ‘alternative
medicinal extractions,’ there are several ‘assets’
he wishes to procure for his ventures. He wants
them brought, discreetly, and suggests delivery
at to a crossroads on the Moor for collection by
his associates (29). These ‘assets’ include:

' An Anglergoblin Shaman (42).


' A Giant Hermit Crab (44).
' An Andrussian Albatross (40).
' One Dehydrated Merfolk (46).

REWARD: Each asset is worth D6


Experience of Gold (2D6 if alive). Once
all ‘assets’ are all collected, Garyvm’s
associates will grant free access in and
around Leviathan’s End (22) and Odgen’s
Brewery (34).
B e n e at h t h e m i s s i n g s e a
65

VORST “Got past the minefield did yer?


Alright, well I could use an extra
BRANDELSSON pair of hands. As you can see I’m
TINKERER OF BROST building a suit. A suit that lets a tall
Dirty, Shrewd, Dwarf ‘un like yourself go into the water
Ragged and scruffy-looking, even for a dwarf. He wears and breathe down there. Problem is,
a small green monocle wedged into his right eye and a I’m missing a few parts—nevermind
number of abstract engineering tools hang from several the ocean’s worth of water that’s up
leathery toolbelts. and left.”
So close, yet so far away… Having lost
his dwarven hold to a burst dam, Vorst is
consumed by the desire to hold mastery
over water and has toiled for years
building a state-of-the-art Diving Suit.

CURIOUS REQUESTS
Vorst has toiled for years building a state-of-the-
art Diving Suit but lacks a few key components to
finish it and will pay handsomely for:

' Waterproof Galoshes.


' A Pair of Calipers.
' One Spool of Rubber Tubing.

Vorst has a vague idea of where such things


are found but daren’t go himself. He suggests
Cryptdiggers try The Shipyard for Calipers
(16) and the Inn for Rubber Tubing (16). He
is not sure about the Galoshes (16, 18).

REWARD: 2D6 Experience of Gold. After


fulfilling Vorst’s Requests he begrudgingly
allows use of the Diving Suit (85)—as long as
they report back as to whether or not it works.
66
B e n e at h t h e m i s s i n g s e a
67

OBAN BLAKE “Intruders? I admit, my working


practices are... unethical, but there’s
FAILED SCHOLAR no need to come snooping around.
Anemic, Snivelling, Blood Witch I’m happy to explain everything,
A lean and anemic man with round spectacles and greasy- honest. I’ll just need to inoculate you
black hair held in a ponytail, Oban Blake dresses in the first. The Rot, you understand. One
finery of a noble scholar to disguise the predilections of
small prick, and you’ll be good to go”
a bloody-minded butcher. Obsessed with sorcerous arts
utilizing blood, Oban is Garvym’s right-hand man in the
business of carrion-extracted tonics and tinctures.
Whilst Garvym oversees sales in Coiner’s
Shelf (31), Oban spearheaded the hostile
takeover of Ogden’s Brewery (29) before
conducting wicked experiments upon his
workers. Obsessed with sorcerous arts utilizing
blood, Oban is Garvym’s right-hand man in the
business of carrion-extracted tonics and tinctures.

"WILLING" REPLACEMENTS
The Extraction Workers Oban
has been puppeteering are starting
to wear out. He is willing to pay to
Cryptdiggers for replacements, whether
they be willing, unwilling or recently
dead (but mostly intact) corpses.
REWARD: Oban rewards the
Cryptdiggers with 3 Experience
worth of Gold for each suitable
replacement worker or corpse.

Mood Brawn: 0 Vigour: 16 Weaponry


Cultist Will: Armour: 8 Oban's
3
Gauntlet (79)
advancements Wit: 1 Grip: 8
Bloodthirsty, Fire & Lightning Strange (Streams of Blood), Lifedrinker,
Spirits of the Beyond (Blood Ritual), Wound-Knitting
People of the Basin
68

TORGRAD & “He’s Tordag, I’m… Doldan? Aye,


that’s right, yeah. He sets the
DOLDAN charges, I light the fuse. We haven’t
BRISTLEBEARD had any accidents in almost… three
hours!”
DWARF ENGINEERS
scruffy, haphazrd, twins.
Near-identical twins, the dwarves are a collective mess of
singed red hair, burnt leathers and oily-black grease stains.
The only way to tell the two apart is that Torgrad wears a
pair of magnifying goggles and Doldan is often seen with a
welder’s mask.
As reckless and irresponsible as they are
genius, Torgrad and Doldan Bristlebeard
share the role of Quartermaster to the Silver
Blades. Together, they orchestrate any explosive
entrances the company need to make in accessing
long-sealed Crypts, keep funds up with a small
side-business of oil-drilling in the company’s
areas of operation, and keep spirits high by
supplying the Blades with a steady supply of
their home-brewed Bristlebeard Barley ale.

GOING OUT WITH A BANG


The Bristlebeard’s latest order comes straight
from Reanna - if the Blades are to pull out of the
Basin and leave the Temple Andrussa behind,
they’re to make sure no rival company can come
calling later to collect the spoils. The brothers
have engineered a remote detonation device
that’ll collapse the Temple, but they need to get
it in there first, and as deep as possible. They
have a Wax-Sealed Barrel of Enchanted Blasting
Powder, which will have to be taken in strapped
to someone’s back. Get it into place in one piece,
and report back to them to enjoy the fireworks.

REWARD: The Bristlebeards respect


daredevils.
Whether they’re a Blade or not, anyone who
manages to deliver their payload will be
granted access to the Bristlebeard’s blasting
powder stock - a practically endless supply of
blackpowder explosives available in a variety
of sizes. On every crate, the brothers have
stamped a lengthy and legally air-tight no-
responsibility disclaimer.
B e n e at h t h e m i s s i n g s e a
69

REANNA SAUR “We will not sound the retreat until we are
absolutely certain there is nothing of value to us
GUILDMASTER in that ruin. The Blades have never left empty-
Lean, Armored, handed.”
No‑nonsense
A middle-aged woman with a lean face BEST LEFT BURIED
and short hair in a tight bun. She wears Reanna spoke at length with the Arcanists at
brigandine around the camp but keeps Coiner’s Shelf (9) regarding the Drain. She
a full suit of plate-mail in her tent for
is fascinated by the secrets a previously-sealed
ventures into Crypts.
undersea Temple could yield. However, her
She cares more about results troops do not share her fervour and most are with
than her men and is eager to Umber in refusing to delve the Temple. Reanna
see what magical and financial is willing to allow passage beyond Rainer’s
boons are gleaned from the Last Stand to external Cryptdiggers, providing
Temple Andrussa (38). Her they map the Temple’s interior and report any
second-in-command, Gerholdt observations of its content and purpose.
Umber, requested retreat after
witnessing the particularly violent Cryptdiggers reporting to Reanna with
passing of Rainer’s Scout Wing comprehensive findings are offered
but Saur is trying to buy time—she colours and good standing in the Silver
just needs Cryptdiggers capable, Blades. Members have access to a basic
or foolish, enough to make one armoury, a physician and three square
good run into the Temple. meals a day as well as regular Cryptdigging.
Disregarding if Cryptdiggers accept, she
offers each of them one of the company’s
eponymous Silver Blades. Bearers may
recruit Hirelings under her command (81).

GERHOLDT “These might be desperate men, but they’re


good men, and they’re my men. I won’t see
UMBER them die unnecessarily against something they
RECRUITER FOR THE can’t fight fairly.”
SILVER BLADES
caring, scarred, bald THE MORE, THE MERRIER
An aging, balding man with old, pitted scars off-
set by deep laughter lines. He is attired in simple, Always on the lookout for fresh talent,
practical clothing and is often seen carrying his Gerholdt Umber will ask the party to
longsword, even off-duty. point any Opportunists they meet in
Despite a reputation for his iron-hard the Basin towards the Silver Blades
practicality in the crypts, he cares deeply Encampment (36). Tough places breed
about the wellbeing of his men when tough soldiers, he says, and he’s seen
they’re above ground. After personally first-hand how unforgiving the Basin is.
witnessing the gruesome deaths of
Reiner’s Scout Company as they fled Reward: Umber will pay a finder’s
the Temple, he is petitioning Reanna to fee of D3 Gold of Experience for
withdraw the Blades from the Basin. every Opportunist that makes it to
the Encampment for his review.
70
B e n e at h t h e m i s s i n g s e a
71

MARIENN AGON “Here, at the end. Was it all worth


it? Eons of needless worship at the
THE SEA SPEAKER altar of a pagan god. It’s all over
Ancient, Arcanist, Consumed now.”
A slim faced man of indeterminable age, his
unkempt greying hair ragged and long. He dresses
in a knee-length officer’s coat— once the united
colours of Brost’s naval blue & the Leviathanic
Order’s emerald sea green, now moth-eaten with
age, patched up and held together with coarse
thread, wet with sea water continually pouring from
his mouth, eyes and hair.

Mood Brawn: 1 Vigour: 45 Weaponry


Cultist Will: Armour: 9 Ornate Officers
3
Cutlass (79)
advancements Wit: 1 Grip: 6
Corpsemover, Hex-Addled, Spirits of the Damned

Arcane Volley
Marienn can make Ranged attacks with Will as an attack stat.
Sea Speaker
Marienn does not require Grip to use his Advancements and Adaptations. He
may only use his Grip for Exertion.
Leviathanic Hierophant
Each turn, Marienn may move and take an action as normal. In addition, he
prepares one of the following Actions below. Windup occurs on Marienn’s
turn, the Action at the start of the next round.
' Ghosts of the Sea
Windup: Wailing screams throughout the tower, spectral shapes take form.
Action: D3 Waterboound Revenants (53) attack.
' Crushing Waves
Windup: Standing water gravitates to Marienn, like a swelling wave. Choose up to
three Zones in Short Range.
Action: Wave is released. Characters in Zones must Brawn Check or be knocked down
(Restrained) for one turn.
' Briny Embrace
Windup: Water crystallises on Marienn's skin. He is Ironshelled and makes attacks
Against The Odds until his next turn.
Action: Marienn regains 2D6 Vigour.
72
B e n e at h t h e m i s s i n g s e a
73

I n the wake of the Great Drain a number of


micro‑economies sprung up in the Andrussian

HIRELINGS & Basin. The most prominent is the scavenger trade


between Merchants, Pickers and Carpers—but the

MERCHANTS myriad dangers revealed by the drain have also given rise
to an industry of wayfinders, bodyguards and healers.

H irelings and other named


characters will generally
have Stats and Advancements
generated as a normal Cryptdigger
created using Best Left Buried
character creation rules.

' Other humans in the Basin have


Brawn, Wit and Will distributed
in a random order of +1, 0, -1.
' They will have 4 Vigour, 2 Grip
& a 1-in-6 chance of having
a random Advancement.
' They have a 1-in-6 chance of
being infected with Sea Rot
(81). If infected, roll D6

D6 HIRELING INFECTION
1-2 They don’t know
they are infected.
3-4 They conceal they
are infected.
5-6 They are visibly infected.
People of the Basin
74

Carpers cost:
4 XP
offer greatly increased carrying capacity of Gold
and are eagle-eyed scavengers. They per week
never miss an area’s rare or crucial
items, even if the party does. Leviathanic Missionaries
Named after the bottom-feeding fish, Carpers offer their services in traversing the
are the scavengers of the Andrussian. seabed at the Overlook. They know
Equipped with scrimshaw carts the lay of the land disturbingly well -
and harnesses, they roam the Basin considering it was all underwater until
collecting any interesting trinkets, debris a few weeks ago. When travelling with
or bric‑a‑brac they encounter. Almost a Missionary, the party only rolls Basin
entirely made up of Brost’s (11) former Encounters once every other day, as
workforce, particularly those unwilling the Missionary safely navigates the
to leave the Basin, the average Carper is terrain, avoiding dangerous hexes. If
a desperate character, looking to eke out the party travels to the Bay of Bones
whatever honest living they still can from (15) they do not need to roll on
the Andrussian Sea. Mostly bound to the the encounter table at all - for all
micro-economy of bringing their finds Missionaries know the safest and most
back to the Scrapper’s Alcove and selling direct route to their sacred ground.
their haulage wholesale to merchants,
some Carpers could be persuaded to work O ne of the more enigmatic forces in
as pack-mules and scavengers on behalf of the Basin, the Leviathanic Priests are
adventurers for sufficient pay. an ancient order that worshipped the
Andrussian Sea as a holy body of water.
Found at Scrapper’s Alcove (10) They believed it a cradle of civilisation—
and anywhere the getting is good. the place where life first crawled from
the water. More ominously, in their
Pickers ‘Great Cycle’ ideology, the Priests believe
sort through mountains of debris humanity’s end will come from the same
brought in daily by Carpers. If the waters. With the sea drained and the
party is looking for something in onset of the Sea Rot (81) epidemic,
particular, a good Picker has already Leviathanics believe changing times are
found it, knows who has it or knows a upon the world. That doesn’t mean they’re
Carper who can find such a thing. unwilling to earn a few coins as wayfarers
P aid a meagre wage by the Merchants of and local guides, however.
the Shelf. Pickers are those eager to work Found at Leviathanic Overlook (9)
the seafloor but too infirm to be Carpers.
When Carpers bring their haulage back
from the Basin, it is the Pickers that
sift through the piles of flotsam, jetsam
and debris for items potentially worth
something to their merchant patrons.
Pickers are scrupulous people, but often
desperate. If their wage is surpassed, they
will happily serve Cryptdiggers.
Found at Scrapper’s Alcove (10)
B e n e at h t h e m i s s i n g s e a
75 cost:
7 XP
of Gold

HIRELINGS per week

COINER'S SHELF (9)

1. albert de Manc 4. "Two-toe" brostchild


Impoverished Hedge Knight. Guttersnipe Orphan. Underage
I. Rusted Plate Armour. Chainsmoker
II. Looking for a cause to die for. I. Knows shortcuts and routes
around danger in Brost (16).
2. Kerc Longarm 5. Thelma Fineore
Brutish docker. Worked as a bouncer
Dwarf Outcast. Vicious Temperament.
for Ogden Black (63).
I. Wields a Pickaxe.
I. Good business acumen, but
II. Loves Human food.
generally thick as mud.
III. Tough
III. Tough As Nails.
II. Extra Brawn.
3. long eyes see the distant sky 6. Theodore Bluecoat
Elven Scout. Petty Wizard. Wraps pus ridden face
I. Speaks in flowery metaphor. under blankets
II. Sees a Hex further in the Basin (5) I. Infected with Sea Rot (88) but
won't die, due to a demonic pact.
THE SILVER BLADES (31) II. Fire & Lightning Strange.

1. Thomais Arron 4. Ronard Belwin


Cowl wearing alchemist with Grizzled ranger from the Moorland with
unquestionable skills and questionable a good heart and crass sense of humour.
morals. Previous agent of Garvym Looking for his husband, Arn, in the
(64). Basin.
I. Intimately familiar with Ogden's I. Weapons Master (Bow).
Brewery (29) and Leviathan's
5. Fiona
(17)..
End (17)
II. Can produce 1 Potion per day for Dark-haired shadow-jack, a calm and
the party as per Concoctionist. subtle thief with a sharp wit who never
2. thea brewden makes a move without a plan.
I. Unusual metal staff that turns into
Young woman with pockmocked scars a variety of mundane items (shovel,
and a sardonic wit. Claims to be a saw, lockpicks, crowbar, pickaxe, etc).
survivor of Sea Rot (88). II. Trap Breaker.
I. Carries a Carper's Harness III. Isabel's Sister.
(8) and Fishing Spear.
II. Searches as a Carper (74).
6. Isabel
3. Elrich the Builder Brutally efficient mage. Clad in flowing
Petty Priest of Vaul the Maker, God green robes. Hobbles about on a
of Craft and War. Penitent Missionary brass walking stick. Rapidly changing
of detestable character, bearing temperament, never loses an argument.
unspoken sins. Attempting to spread I. Transforms into a field mouse for
the 'Embrace of Vaul's Love' amongst one hour if she turns the head of her
the heathens. walking stick.
I. Will join Cryptdiggers for free if II. Fire & Lightning Strange.
they convert and offer a sacrifice. III. Fiona's Sister.
II. The Holy Song of War
People of the Basin
76
for prices,
See back
MERCHANTS cover

1. Quent of Tarrick 8. Glug


Silk trader from the far off Duchy of Maigne. Small, unusually timid Anglergoblin.
I. Heavily indebted to Ogden Black ((63)
63).. Clutching a sodden white flag and large,
II. Large quantity of (now worthless) luxury kelp‑covered sack.
fabrics. I. Offers a selection of stolen Merfolk
2. Scarlett Mabe Equipment (79) in exchange for
fossils, pearls or fresh fish.
Elderly with a mean streak. Barely any flesh
II. Cannot understand the common tongue.
on her bones.
Uses series of gestures to facilitate trade.
I. Has network of orphans that fear her.
II. Sells Rumours (7-8) for 2 Experience.
3. Jasper Sallow 9. Robert Oldwine
Grizzled, cheeky man in his early thirties. Scraggly bloke. Brost's (16) former harbour
Former Houndmaster from a small lodge on master.
the Moorland I. Knows the rough location of theboats left
I. Sells “rehabilitated” Feral Dogs.
Dogs. on the seafloor, sends out Opportunists
II. Offers D3 Experience of gold for every (51) to scavenge them.
Feral Dog (52) brought to him.
(52)brought II. Sells Weapons and Armour.
III. Buys interesting treasure for double
4. Erlyn Ujjain price.
Northerner from Falmyn. 10. Rosalyn Southland
I. Buys food at double price, won't sell any.
Mousy woman with formal attire and a shrewd
II. Hiring muscle to rival Daegwyn (62).
demeanour. A financier from a fancy town she
5. Brines Touch At Break Of Day doesn’t expect you to have heard of.
Nostalgic Elven Sea Captain. Visibly weathered. I. Buying any deeds, contracts & paperwork
I. Identifies magic items for 2 Experience. from Brost (11) for high rates and a
II. Trades in trinkets and magic items from seemingly unscrupulous purpose.
the Basin. II. Knows Garvym (68) by a previous alias,
III. Definitely not a Blood Elf. "Florian of Florian’s Fabulous Fauna"—but
refuses to say how.
6. Thema 11. Silas Kelphaur
Priest of Barakiel, the Allfather and Lord of Short and prickly fellow. Former Leviathanic.
Elements. I. Sells Leviathanic robes & other trinkets.
I. Trades in trunks, religious wisdom and II. Looking to sell all his stock and leave the
mostly accurate prophecy in exchange Basin, quickly.
for "sacrifices to the temple"— usually
monetary.
7. Arms Guard The Walls 12. Serina Brinewind
Fresh-faced, haughty Elven smith. In search Old, haglike wise-woman from Brost with her
of precious materials exposed by the Drain to face wrapped in bandages.
advance his craft. I. Will affectionately offer magical gifts and
I. Wants precious materials exposed by the blessings to locals.
Drain to advance his craft. II. Attempts to pawn cursed magic items to
II. Sells quality arms and armour. foreigners, particularly those who seek to
III. Buys Merfolk Equipment (79) at plunder the Basin.
double price.
B e n e at h t h e m i s s i n g s e a
77

SPOILS OF THE SEA


ANCIENT COMPASS Oblate stone with the delicate tailbone of a small fish pinned in the centre.

Does not indicate North, always points to the Leviathan.


Removes one day of travel time traversing the hex map if
moving towards Leviathan’s End (22).
ANGLERGOBLIN EGG Slimy, globular membrane encasing a singular, large tadpole creature. Dripping wet.

May be fried for a single, disgusting provision, or pulped to


extract a vial of Anglergoblin Mucus. (61)
ANGLERGOBLIN MEAT Sour, pale meat with the consistency of greasy chicken.

A cut provides 1 unpleasant Ration.


ANTEDILUVIAN CHARM An unassuming ammonite shell.

Looking closely at the spiral upon it reveals an impossibly


endless pattern, even under magnification tools. The
bearer of this charm cannot die so long as they are at least
knee-deep in water, and cannot drown.
ANTIQUE MAP OF THE A beautifully baroque depiction of the Andrussian Sea as it was 100 years ago. The Sea
ANDRUSSIAN SEA Speaker’s tower is reverently highlighted.

Valuable to a collector—provides D3 Experience.


BARNACLE-ENCRUSTED Coarse, sandy growths upon this finely-made kiteshield strengthen the protection it
SHIELD offers.

Increases the target number for weapon attacks by 2.


BARREL OF Pungent chemical odours emanate from this barrel of freshly-washed Extraction Site
EXTRACTOR LINENS uniforms.

Provides enough linens and leathers to disguise 5 individuals


as Extraction Workers (22, 50).
BLACK SAIL STOUT Thick, heady brew with a slightly salty, toffee-like aftertaste.

A pint of Blacksail Stout is famously thick—along with the


usual effects of strong alcohol, the stout provides one
Ration.
BRINY HELM OF THE Antiquated helmet adorned with esoteric glyphs
AQUALUNG One of Marienn’s first experiments, this grants the wearer
the ability to breath underwater.
CAPTAIN’S COFFER A small wooden chest sealed with an iron padlock and stamped with the seal of Brost.

Worth D6 Experience.
Sp o i l s o f t h e S e a
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CAPTAIN’S LOG A leather-bound journal embossed with the hook and anchor sigil of Brost’s fishing
fleet. Details the droll voyages of the shipping vessel before taking a harrowing turn
recounting the crew’s final few days ran aground in the Basin as the Angergoblins
closed in.

Grants D6 Experience.

CARPERS HARNESS A rickshaw harness fashioned from bits of old wood and briny rope, it straps across
the chest and provides several shelves and boxes on the back for storing a wide variety
of loot and salvage.
Allows the wearer to comfortably bear twice their usual
load while retaining the use of their hands, though the
back-heavy nature puts the bearer Against the Odds on all
Dexterity-related Wit Checks.
CORAL-TIPPED Crafted by Merfolk to hunt underwater game, these fragile arrows are tipped with
ARROWS Mother of Pearl and if they do not find a home in the side of a beast, they could
certainly find one upon the shelf of a Jeweller’s shop.

Use of these finely-balanced arrows grants the Upper Hand


on Ranged Attacks though they break after use. Intact
arrows may be sold for 1 Experience each.
DIVING SUIT Designed and built by Vorst Brandelsson, this elaborate and intricately engineered
suit of hardened rubber and brass tubing allows the wearer to breathe underwater
for a short period of time.

Counts as Plate Armour. Despite being Dwarven made, it


is wearable by anyone of average human height. Provides
a complete environmental seal and 3D6 total minutes of
breathable air to the wearer— as long as the copper tank on
the back is not punctured.
HEART OF THE A large gemstone, deep emerald in colour and the size of a man’s fist.
ANDRUSSIAN A jewel of this size and quality is impossibly precious, and
finding the right buyer would provide any Cryptdigger with
a comfortable retirement.
KELP-WOVEN ROPE Oddly preserved kelp expertly woven into a taught braid, and treated with a briny oil.

Kelp-Weave is an arcane Merfolk art and these ropes are


completely unbreakable.
LEVIATHANIC EGG SAC A thin, sallow worm squirms and gestates within this foot-long capsule of pulsing
membrane.

If Leviathanic prophecies are true, this is a neonatal deity.


You probably shouldn’t try to scramble it.

MERFOLK EARRING It is said that Marienn once had a brief fling with a Merfolk Songstress, though this is
largely attributed to naval banter. Were it true, this minimalistic earring fashioned
with a single black pearl likely had something to do with it.
Whoever wears it can understand and even speak Mermiron
— the language of the Merfolk.
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MERFOLK WEAPONS Incredibly light and exceptionally streamlined for underwater use, these ornate
weapons wrought from pearl and coral are as strong and sharp as the finest steel.

Primarily javelins, spears and polearms but some Carpers


have found cutlasses. Function as Long Weapons with
Critical Hits on 5 and 6.
OBAN'S GAUNTLET A brass gauntlet with pointed talons and a syringe tip upon the forefinger, drawn by a
mechanism in the thumb. It is ostentatiously macabre, and most definitely enchanted.
An arcanely-gifted individual wearing this glove gains
Fire & Lightning Strange with the aspect of Blood. Any
uninitiated bystanders witnessing this will be repulsed by
what they see and must make a Grip Check. An individual
whose blood is drawn and held in the glove’s syringe
makes a Will Check or becomes a hexed marionette of the
gauntlet, for which the five fingers control the head, arms
and legs.
ORNATE OFFICER’S An elegant naval sabre with the crest of Brost stamped across the pommel. The
CUTLASS airtight-scabbard has withstood saltwater erosion and the blade within is sharp and
gleaming.

Hand Weapon with delicate craftsmanship. Even in amateur


hands it is deadly, inflicting Critical Hits on 5 and 6.
OSSIFIED RITUAL A long, narrow blade shaped from a marine animal’s jaw. A hard, coral crust formed
DAGGER along its blade but its previous bearer simply ground this to a new point.

Light Weapon. The wounds left by this dagger do not bleed


but instead begin to ossify.
RITUAL ANCHOR Scattered throughout the Basin, these small anchors of rusting metal are engraved
with indecipherable glyphs and enthused with arcane power

Roughly 30cm tall, weighing about 25kg. These were


supposedly used by Marienn to drain the Andrussian Basin
(57). Valuable to the Arcanists of Coiner’s Shelf (9).

RITUAL KNIFE OF A cruel dagger with a blade of sharpened bone and a handle of ancient, obsidian coral.
LEVIATHANIC BONE
Light Weapon. If this knife strikes anyone afflicted with
Sea Rot (81), they must pass a Will Check or rapidly
deteriorate into briny water— dying almost instantaneously.

SILVER BLADE An antiquated blade passed down among the seniors of the Silver Blades mercenary
company.
Despite its venerable age, its stamped hallmark and the
abundancy of such weapons within the encampment
suggests these were once mass-produced.
Sp o i l s o f t h e S e a
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SEA VITAE Ichor and secretions taken from the Andrussian Leviathan and distilled into a cure-
all by the elven merchant Garvym. A black, viscous liquid that pours like molasses.
Scrutinised with magnifying tools, the liquid contains thousands of tiny worms.

A few hours after imbibing the liquid or applying it to


wounds results in numerous grey worms burrowing out
of the wounded muscle and knitting flesh back together
within seconds. Disturbingly, the worms do not fall from
the wound afterwards—like maggots or leeches—but remain
in the flesh and close the wounds behind them.

A bottle of Sea Vitae relieves Sea Rot (81) symptoms for D6


days. After this the drinker must consume more Sea Vitae
or else the Sea Rot returns, more aggressively than before.
THE STAFF OF THE SEA A fine staff fashioned from varnished driftwood, topped with a curved serpentine
SPEAKER head carved from mother of pearl.

Bringing this staff before the Sea Stack (28) upon which the
Sea Speaker’s Tower sits will cause stone blocks to emerge
from the cliff-face, forming a spiral staircase around the
island and eradicating the need for a climb. In addition,
the staff gifts Fire & Lightning Strange with the element of
Crashing Tides to the wielder.
WHISPERING CONCHES A pair of blue conchs, crested with a mother of pearl inlay.

Singular, basic messages can be communicated between the


two conchs, over any distance.
B e n e at h t h e m i s s i n g s e a
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B orn from the Leviathan god’s


slowly congealing blood—
spread through bodily fluids and visceral secretions of the

SEA ROT barnacles and pustules that rupture the infected's skin.
Sea Rot is incurable when the players first enter the Basin.

Infected individuals
are typically isolated in

A Growing Affliction encompasses the negative effects of the


disease on a Cryptdigger's mind and body.
shanty communities to
slow the disease’s spread.
If left unchecked it could
spread beyond the Basin,
• Sea Rot can only be taken as an Affliction voluntarily if the into the Moor and the
Duchies beyond. Soon,
character has been in contact with an infection vector within the
knowledge of Sea Rot
last 3 days. Certain weapons, monsters and magics may also will spread to the Duchies
infect the Cryptdigger. and their militaries
• Upon infection, the Cryptdigger adds the Sea Rot Affliction to will start turning away
Basin refugees. Sea
their character sheet and resets their Grip to 12. Rot progresses in three
• Following this point, they may increase their Growing Affliction stages, each representing
another step as the disease progresses in severity—resetting worsening symptoms.
their Grip to 12.
• WEEKLY, INFECTED CRYTPDIGGERS MUST PASS A
BRAWN CHECK OR THEIR SYMPTOMS WORSEN.

STAGE ONE Small, hard bumps begin emerging in the armpits and groin—difficult to spot
without medical examination. Barnacles form in the mouth causing a foul, salty
taste on the tongue and a ravenous thirst..
' The Cryptdigger must drink twice as much water daily or their Brawn is reduced by one until
they drink a litre or more of water at once.

STAGE TWO Barnacles rupture from beneath the flesh while brine and spittle gathers
and hardens around the mouth. The infection spreads across the body,
small patches forming lumps over the skin, secreting infectious fluid. The
disease’s progression must be actively concealed or most civilised folk will
shun and ignore the infected.
' Wounds heal slower as blood becomes briney—Vigour is regained at a slower rate. Whenever
a character would heal Vigour—from resting, magic or potions—reduce amount gained by 1.

STAGE The infected’s body is reclaimed by the sea. Barnacles sprout all over
THREE forming coral ossifications and sandy, scabrous growths. Limpets are at-
tracted to individuals at this stage and many take host upon the infected.
Saltwater and pus ooze from the barnacles, befouling any bindings or attire
the infected wears. The infection is impossible to conceal. Civilised folk
actively flee or attempt to destroy the infected. Ossification spreads to the
brain and the individual may lose their sense of self in feverish bouts.
' The Cryptdiggergains the Brittleskinned Adaptation.

' The Cryptdigger loses 1 point of Grip and Vigour daily. At 0 Vigour they expire. If their Grip
hits zero they live on as an ever-suffering Sea Plagued (45). Remove the Cryptdigger
from the player's control.
Sp o i l s o f t h e S e a
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82

ADAPTING MONSTERS B est Left Buried


monsters can be
FOR converted into D20
games with ease using
D20 GAMES the guidelines below.

Monsters have a Hit ' Calculate damage and spells by giving the
Dice (HD) for each monster a weapon and scaling damage by
6 Vigour beyond 3. comparing it to a D20 monster with similar
hit dice. 

Vigour HD
0-3 0 ' For Armour Class (AC) start at a AC 11 for
a target number of 8 and increase the AC
4-9 1 by two for every unit the target number
10-16 2 increases by.

Use the Stat to calculate the Ability Score, and add


small variations so the monster is flavourful.
Stat -1 0 1 2 3 4
Score 7 10 13 16 19 22

Monster Advancements
Acidic Bloodthirsty
If this monster hits with an attack, defending This monster has Advantage on attacks if the
player must make a DC 14 Dexterity save or have a target has less than half of its total HP.
Bloodscent:
weapon, tool, or piece of armour be damaged (stat The monster has Advantage towards perception
reduced by 1, or Disadvantage to use it). checks to detect targets that are at less than half
of their total HP.

Amorphous
Brittleskinned
(Either once per day, or recharging on a 6) This
monster can transform into a new form. This monster has vulnerability to physical attacks.
Aquatic Compressible
This monster can breathe underwater. It has The monster moves at regular speed through
Advantage on checks made while underwater. difficult terrain involving tight spaces, and it can
move at half-speed through impassable terrain
Beetle Flesh due to tight spaces.
When killed, the monster turns into a swarm of
Corpsemover
rats, bats, worms or insects. Unless this swarm is
destroyed, the monster reforms in D6 days. The monster can spend an action to make a
humanoid corpse something unnatural, like glow,
Blinking stand up or dance.
(Recharge on a 6) A monster can use its action and
movement to disappear from view, moving up to
90' away. Does not provoke opportunity attacks.
B e n e at h t h e m i s s i n g s e a
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83

Devour Gelatinous Grip


The monster can spend an action attempting to When the monster attacks the target must make a
consume an enemy. Target must make a Strength Strength save or be Immobilized. On its turn, the
saving throw or be immobilised. On subsequent target can use its action and make a Strength save
turns monster can repeat the action and have to try and escape.
the target make another Strength save. If the
target fails, they are fully consumed. This will do Hex-Addled
different things depending on the monster. This monster has Disadvantage on any saves vs.
spells.
Disguise
The monster can pass as a certain mundane object, Hex-Proof
such as a statue, part of the floor or wall, or a This monster has Advantage on any saves vs. spells.
piece of furniture. Characters may need to make
Perception Checks to notice it. 
 Hulking
Ranged attacks made against the monster have
Disorganised
Advantage. Double the monster’s Constitution
This monster does not behave in a rational Bonus when calculating HP. Tight tunnels,
or tactical manner: deliberately play them corridors, rooms, or hallways may become
suboptimally. difficult or impassable terrain.
Elemental Ironshelled
The monster’s attacks deal a damage type Attacks made by weapons against the monster
corresponding to the monster's element. Also, the have Disadvantage
monster has resistance to damage corresponding
to its element. Lifedrinker
The monster regains HP equal to half all damage
Fearsome
inflicted by its attacks on living targets
On first encountering this monster, every
character must make a DC 14 Wisdom save or Luminescent
become Frightened. The monster emits light in a (D6x10)' radius.
Fear of the Light Nimble
The monster has Disadvantage to attacks and This monster may Disengage as a bonus action.
Perception checks while in sunlight.
Otherworldly Gaze
Firebreathing
The monster can spend an action to focus upon
(Recharge on a 6) Uses an action to breathe fire one enemy and force them to make a DC 14
in a 15 ft cone. Deals HDxD6 fire damage, DC 14 Wisdom save with Disadvantage. If they fail, they
Dexterity save for half damage. become Frightened. On a crit fail they become
Dominated. 

Flame-Wreathed
If a character ends their turn within 30' the Quick Reflexes
monster they take HD fire damage. Enemies must pass a Dexterity check to disengage
from this monster.
Flesh-Gorging
The monster can take an action to feast on a Rampage
recently deceased corpse and regain HP equal to When the monster takes damage, it may
its number of hit dice. immediately make an attack with Disadvantage
against an adjacent enemy. 

Flying
The monster has a flying speed that matches its
walking speed.
Sp o i l s o f t h e S e a
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84

Razorclawed Wound-Knitting
Attacks made by the monster have Advantage and The monster recovers a HD of HP per turn.
ignore physical damage resistance.
 Depending on the monster, this might be disabled
by acid, cold, holy or fire damage.
Resistance
Choose a type of damage, like fire, slashing,
bludgeoning, piercing, acid, lightning etc. The
monster has resistance to that type of damage. 

Petrifying Gaze
(Recharge on a 6) The monster can spend its action
to attempt to Petrify an enemy. The enemy must
make a DC 14 Wisdom save or be immobilised. On
its next turn, the monster can spend an action to
repeat this and force the target to make another
Wisdom save. If the target fails, they are fully
turned to stone.

Shadowclad
Treat this monster as being invisible while in a
shadow
Soulfeast
When the monster kills a target, it regains a HD
worth of HP
Spider Climb
The monster can stick to walls or ceilings, and can
move across them at half-speed.
Slippery
Any checks made to grapple or restrain the
monster are at Disadvantage.
Undead
The monster cannot be targeted by mind altering
magics and does not have to eat, breathe or drink.

Unstoppable
This monster doesn't feel pain, is not effected by
physical debilitations, and cannot be critically hit.
Violent End
When the monster dies, it explodes. Every monster
within 10 feet must make a DC 14 Dexterity save or
take HD�d6 damage
Weakness
Choose a type of damage, like fire, slashing,
bludgeoning, piercing, acid, lightning etc. This
monster has vulnerability towards that type of
damage.
Brawn Wits Will Name: XP

Archetype:

Advancements Equipment

Consequences Treasure

Weapons
Description Type Range Attack Stat Damage Modifier Initiative

Armour Vigor Grip

Max Current
D36 ANDRUSSIAN NAMES MERCHANTS' PRICE LIST
1. Caspian All prices listed in treasure cost of Experience. For
2. Herman anything not listed use for valuation rules from the Best
Left Buried treasure chapter.
3. Andras
1. Carper, Picker, Leviathanic Missionary (74) per week. 4
4. Orvin
Skilled Worker (Surgeon, Translator, Wizard, Priest) per day. 5
5. Margo
Cart & 2 Horses. 20
6. Hemmingway
1 Week of Food (per person). 2
1. Pryce
1 Week of Water (per person). 3
2. Pike
1 Bottle of Sea Vitae (86). 2
3. Wold
2. Weapon. 2
4. Magda
Equipment from Best Left Buried character creation. 2
5. Cordelia
Plate Armor. 5
6. Firth
Potion. ~5
1. Adrian
Magic Item. ~10
2. Calder
Custom-Made or Unusual Equipment (per word used). 1
3. Dylan
3.
4. Irving
5. Tilde D6 DUBIOUS MEALS

6. Taylor 1. Boiled Dog.

1. Harker 2. Crab-Meat Stew.

2. Rundolph 3. Clam Soup.

3. Yvonne 4. Anglergoblin Jerky.


4. 5. Grilled Albatross.
4. Martel
5. Olin 6. Suspicious Oysters.

6. Christoph
1. Oscar WEATHER around the Andrussian Basin is
D6
2. Bella unpredictable and changes sporadically.
3. Wilbur 1. Icy winds, pricked with sleet. Omen of a harsh winter.
5.
4. Ryll 2. Overcast skies spit feeble, drizzling rains. The air is
heavy around you.
5. Burke
3. Raging downpour. Cloaks cling to the skin, the cold
6. Coral
fabric chills you to the bone.
1. Eleanor
4. Stillness. A mild breeze stirs and a cloudless, sunless
2. Bethan sky casts a timeless atmosphere.
3. Maynor 5. Autumnal winds shear warmth from the body and
6.
4. Hart leave a numb chill in the fingers. The smell of
woodsmoke hangs on the breeze.
5. Nathaniel
6. Marie 6. Bleak. Thunder in the distance.
FOR THE FIRST TIME,
BEST LEFT BURIED
HAS ABSCONDED FROM THE CRYPT!

B eneath the Missing Sea is part source-book, part


adventure for the fantasy horror game Best Left
Buried. It details the bleak, bizarre landscape of the
suddenly barren Andrussian Sea and the somber,
opportunistic populace inhabiting the exposed seafloor.

T his adventure is a hexcrawl dropping Cryptdiggers


into the dried basin of a missing sea and allows
them to adventure across its desolate floor. There are
more than a half-dozen landmarks on the way, each
complete with detailed scenarios, characters and a
multitude of quests for adventurous types to undertake.
Any Cryptdigger worth their sea-salt likely wants to
make the most of the fortunes and treasures yielded by
the recently exposed seafloor before attempting to solve
the mysteries of the barren sea.

Good luck and keep your wits


about you, Cryptdiggers!
THIS IS AN ADVENTURE

Best Left Buried!

Conversion tools available at


WWW.SOULMUPPET.CO.UK
to work with any D20
roleplaying system.

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