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Brewist Tabletop Games

in collaboration with

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HELLWHALERS | C ontents | 2
Contents
Introduction 5 Characters 28

Setting Up 5 » The Captain  28

» Components and Requirements 5 » The Crew 29

» Player Principles 5 Blessings & Curses 31

» Guide Principles 5 » Boons 31


Themes and Safety 6 » Curses 31

» C.A.T.S. 6 Clues & Lore 32

» Subject Matter 6 » The Songstress of Hell 32


» Safety Tools 6 » The Sunken Treasure 33
Gameplay 8 » The Betrayal of Hunger  34

» Example Flow of Play 8 » The Ardent Prayer  35

Hell 10 » The Molded Clay 36


» The Angelfinger Compass 37
» The Stygian Sea  10
» The Skeleton Man 38
» Hellish Locales 10
» The Flenser’s Tale 39
Character Creation 12
» Mother of Monsters 40
» The Guilty 13
» Crafting your own Lore 41
» The Weary 14
» Items Littering the Stygian Sea 43
» The Greedy 15
The Hellwhale Encounter 44
» The Hot Tempered 16
Epilogues 46
» The Pious 17
» The Haunted 18 » Shooting Stars  47

Souls 19 » New Lords of Hell 48


» The Long Wait 49
Knots 19
» Pandæmonium 50
The Ship 20
» A Toast 51
The Hellwhale’s Heart 22
» You Made It 52
Gambling & The Devil’s Board 23 Afterwords 53
Fishing 26 » Credits 55

HELLWHALERS | C ontents | 3
The Bargain
You’ve lived a sinner’s life. Now you’ve died a sinner’s death. Cruel,
cruel fate has cast you down to the wretched belly of the Earth. As
your soul is mired with the burdens of your lived life, you begin
to sink deeper, drowning. But before you give up, you’re fished
from the briny depths of Hell’s oceans. A figure stands above you,
and reaches down a knotted hand. As you cough and sputter the
saltwater from your lungs, the figure calls himself your captain,
and explains the deal. Here upon the seas of Hell, a Hellwhale is
said to be so unholy that slaying such a beast can earn you a place
back in God’s grace. And the captain has somethin’ that’ll help find
one, but he needs a crew. That’s you.
Introduction
Player Principles
Yer a cursed whaler . Sent to Hell for
your misdeeds , ye now troll the stygian
As you play, try to let your character embody
sea , hunting yer quarry , the dreaded
each of these:
Hellwhale. The captain says that if ye • Boldness in the Face of Danger, by
can feast upon the whale ’ s putrid flesh , engaging foes bravely and with urgency.
ye might break the curse and find a
• Loyalty to Ship and Captain, by
more peaceful afterlife . The terrible
protecting the vessel from danger and
leviathan worms through the lightless
performing your shiply duties.
depths of the vast and frightful ocean ,
forever drawn to the echoes of its own • Drive to Save Your Soul, by attempting
beating heart . It may be the only way to to play by the premise of the game and
find the infernal seabeast , break the hunting the whale.
curse , and end yer immortal suffering . • Cooperation with Your Fellow Whalers,
by working alongside one another, and not
undermining the other players’ moments
In HELLWHALERS, players take the role of to shine.
cursed whalers, hunting a monstrous whale
through Hell for salvation of their eternal Guide Principles
souls. This game is suitable for 2-5 players
and a Guide. As a Guide leading the other players through
the game, keep the following in mind:
If you’re playing with just 2 players and a
Guide, give each player an extra scene or Facilitate the engine of the game by tracking
move during each encounter’s round. tokens, knots, and events. Allow players to

Setting Up
contribute to the narrative, while keeping
the tone in mind; you’ll be the final arbitrator
of what happens. Ask players questions
about what they theorize about the world,
what they’re doing in a moment, or what
Components and Requirements their characters want. Support the players’
journey through Hell, and be an ally in their
• 2-5 players, plus one player as the Guide
quest, even as you conduct the enemies and
• 3 six-sided dice obstacles they’re facing.
• The Devil’s Board (or any Sic Bo board)
• Character Sheets
• Something to use as tokens, like stones or
coins
• A way to take notes, like paper and pencils

HELLWHALERS | I ntroductions | 5
Themes and Safety Subject Matter
As with any TTRPG, we recommend the use Religious horror, gambling, deep water,
of safety tools before and during play. These violence, animal cruelty, body horror, trauma,
ensure the game can be a space for everyone, self harm, references to suicide and other,
by allowing each player the opportunity to similar themes are present in the text. We
voice any concerns they might have about the can’t guarantee you’ll be comfortable with
game in a comfortable, nonjudgmental way. A everything in this text, but remember that
few of these tools can be found here. none of it needs to be in your game. You can
pick and choose what you’re playing with, and
C.A.T.S. what you’re omitting. We recommend a brief
scan of the storylines and epilogues by the
C.A.T.S. stands for Concept, Aim, Tone, Guide or someone they trust who can handle
Subject Matter. It’s a tool for understanding intense or disturbing text.
a game better and working with the intended
experience in mind.
Safety Tools
Concept - On the surface, this game is about
Some other safety techniques include the X
whalers cast to Hell, hunting the darkened
Card, by John Stavropoulos, and Lines & Veils,
sea for an accursed whale that can save their
by Ron Edwards. The Traffic Light system, by
souls. On a more metaphorical level, this is a
Peter Malmberg, is also a good substitute or
game about religious trauma and finding the
addition to these tools. Discuss what people
means to save yourself.
are most comfortable with at your table. Clear
Aim - To tell a story of salty bastards communication is always your most important
attempting redemption through the only safety tool.
means they’re given. This game is intended to
depict moments of humanity and camaraderie X Card
between flawed characters on a dark path.
To use the X Card, place an index card with
Tone - Grim hope, determination, and drive, an X drawn across it in the center of the
interspersed with moments of horrific table. If someone feels uncomfortable for any
revelations. Our whalers are antiheroes, reason, they have the group’s permission to
deeply ingrained with flaws, authenticity, indicate the card by tapping or holding it up.
and a conviction of purpose. There may be The discomforting content can be skipped,
times where the tone shifts slightly to a more retconned, or otherwise changed as needed.
humorous bent. This is perfectly okay! It This should always be done without judgment.
shouldn’t dominate the narrative, but allowing We also recommend a short break to re-center
whalers to be human is what makes the story everyone. Grab a glass of water and take a
come to life. breath before resuming play.

HELLWHALERS | I ntroductions | 6
Lines & Veils Traffic Lights
To use Lines & Veils, players submit content To use Traffic Lights, you’ll need an indication
they feel they do not wish to see in the game. for three colors: Green, Yellow, and Red. These
Veils are subjects that are okay to exist could be cards, verbal use of the colors, or
within the world of the game, but should other gestures. Green is a signal that means
not be directly focused on or brought up you’re enjoying the direction of a part of
with any emphasis. They should only occur the game, and may even want to explore it
‘offscreen’. Lines are content that a player or more. Yellow means you’re hesitant about the
the guide does not want to feature in the game content potentially being uncomfortable, and
whatsoever. They’re to be avoided entirely. would prefer the content move away from the
If a circumstance of the game conflicts with current subject. Red indicates you want a
a line or veil, always defer to the line or veil complete stop of the content. It has made you
over the game. Don’t pressure someone to feel uncomfortable and you’d like to take a quick
uncomfortable. break. Red and Yellow always overrules Green.
Red also always overrules Yellow.
Gameplay
Example Flow of Play
Kim, playing Jezebel, the Pious Nolan - “It looks like you’ve bumped into a
crate, floating in the water.”
Eric, playing Peter, the Hot Tempered
Kim - “Jezebel’s gonna ask Peter for help.”
Anthony, playing Isaiah, the Weary
Eric - “Peter helps! Do I need to spend a soul?”
Nolan, playing the Guide and the Captain
Nolan - “No. This is a straightforward task
Nolan - “You awake, as often, to the infernal
without much interest to gain from failing it.
screaming of countless demons and the vast
Let’s just say you haul it up.”
inky blackness filling the skies. How do your
whalers start their day?” Anthony - “Isaiah’s up now, and is gonna
wander over to the crate as well.”
Eric - “Peter is yelling at Isaiah to wake up,
once he realizes you haven’t made breakfast. Eric - “Peter’s gonna ruin morale with his
You’re the cook, after all.” words. He’s gonna start yelling at Isaiah to go
make breakfast.” Nolan tosses Eric a token.
Anthony - “Ooh. Should I take a soul to shirk
my responsibility? I think I will. Isaiah isn’t Kim - “I wanna know what’s in the crate!”
gonna answer the door.” Nolan hands Anthony
Nolan - “You pry it open. Inside is some
a token.
cured meat. Enough for several days worth of
Eric - “Peter is gonna grumble off and go rations! However…”
check the rigging.”
Anthony - “Uh oh.”
Nolan - “In the darkness, there’s a thump
Nolan - “As you look at it hungrily, the doors
against the bow of the ship. It sounded like
to the captain’s cabin flys open. The captain,
your ship hit something, but softly.”
illuminated by the lamplights, hobbles toward
Kim - “I wanna check the front of the ship.” the crate. He looks pissed.”

HELLWHALERS | G ameplay | 8
Kim - “Crap. Jezebel is gonna make a sign Anthony - “I’m gonna spend a soul to lead by
of the cross, and address the captain. ‘Aye, example and draw my cutlass.” Nolan marks 1
captain! We got some food from this crate we soul spent on the knot
pulled up.’”
Eric - I’m gonna spend a soul to fight with
The party continues their roleplay, collecting everything I’ve got. I’m gonna follow Isaiah’s
a few tokens, until later, when Nolan describes lead and swing a cutlass at them.” Nolan
the next event. marks a second soul spent on the knot.

Nolan - “Amidst the din of demonic screeching, Nolan - You both drive off quite a few of the
you hear a different sound for a moment. gulls, but they’re still dive bombing and
Faint, but unmistakable. It’s a seagull’s cry.” pecking at you all. Nolan marks an ‘L’ on the
word CLAIMED
Kim - “Hm. Seems strange. I’ll climb up to the
crow’s nest and try to shine our spotlight.” Kim - “I’m gonna spend my soul! To strike with
righteous fervor!” Nolan marks a third soul on
Nolan - “Kim, Jezebel gets to the top, and
the knot
hears more of them. A lot more.”
Eric - “I think I’m gonna have Peter strike like
Eric - “Oh no.”
lightning, spending one more soul.” Nolan
Nolan - “The gulls swoop down and begin marks the fourth soul on the knot, clearing it
pecking and tearing at Jezebel’s flesh.” Nolan
Nolan - Rolls a d6, getting a 5 “Alright. Eric,
marks the ‘C’ on the word CLAIMED
you can distribute 3 Souls. The seagull flock
Kim - “I’m out of souls, so I guess I’ll just is driven off by your efforts. The deck is just
gain one by asking why God has forsaken covered in droppings and dead seagulls.
us. Except I’m probably screaming it.” Nolan
Eric - “Captain’s not gonna like that. Better
laughs and tosses Kim a token
clean up.”

HELLWHALERS | G ameplay | 9
Hell Hellish Locales
1. Cilfertrix’s Cove - The home of a middling
devil, made of sculpted bone and flesh -
“The path to paradise begins in hell .” will trade significant sums of souls for a
– Dante Alighieri, Inferno living person.
2. Chambers of the Contrite - A floating
collection of ships bolted together,
The Stygian Sea serving as the home of a god-worshiping
repentance cult, potentially hazardous to
A near-infinitely vast underworld body of
those not seeking forgiveness in Hell.
salted water. The water is clammy, oily, and
dark. Any sailor cast overboard won’t last long. 3. Prison of the Watchers - A gigantic
The ship you crew is one of the rare few upon onyx safe just below the water’s surface,
its surface, but not the only one. It is eternally bound in chains and inscribed with
night upon the devil’s ocean. Most times, your ancient decrees. Opening the safe causes
lamplights and candles yawn weakly outward it to disappear in a flash of energy, and
into the vast inky blackness of a limitless provides a piece of lore to the sailors.
night. At others, there are chaotically blinding 4. Marooner’s Isle - A tiny sandy islet, naught
lights, or streaks of flame roiling through but 40 paces across each way. A human
the sky. The eternal din of countless winged skull sits upon the center, with a bullet
demons shriek overhead at any hour. Time hole across the temples. A rusted empty
passes strangely here, but you’ll find your pistol lies half-buried beside it. A palm
old grandfather clock, woozy from the ship’s tree bears a singular coconut. The coconut
nauseating pitch, keeps the next midnight provides 1 ration.
ever on your mind.

HELLWHALERS | H ell | 10
5. The Mural of Folly - A massive sheer stone coordination to breach the Heavens. The
cliff, upon which are drawn scenes from top extends far beyond a whaler’s eyes.
the war in Heaven. Entoning repentance at Providing individuals to the pile grants a
this locale may generate a number of souls. number of souls. A potential spot for side
6. The Fountain of Lazarus - An unblemished characters.
ceramic fountain of roman design jutting 10. Azazel’s Warforge - A space carved into
up from the ocean. Upon the first visit, a sheer rock face, this infernal smithy
provides a sparse number of rations and is lined with forges fueled by human
unmarks all Crew Harm. suffering and quenched with troughs of
7. The Sieve of the Needle - An isle formed blood. A demon here will create Weapon
exclusively from the gold and material supplies in exchange for Souls and raw
possessions of the wretched, mounding up materials. If the players have opened the
from the ocean’s depths in an ever-growing Prison of the Watchers, a black-winged
heap. Nothing useful can be found here. angel can be found instead. In such cases,
the angel will bestow 2d6 free Weapon
8. The Carnifex Infernalis - A butcher’s supplies on each visit.
barge, where the drowned dead are
dredged from the deep to be fed into an 11. Lucifer’s Landing - A large, descending
infernal contraption and turned into cured waterfall from the edge of the ocean,
meat. - will trade rations for corpses cascading into an endless void. Anything
thrown into the water here is lost forever.
9. Turrim Doloris, the Tower of Suffering Above the pit can be seen a shining crack
A massive spire upon the rocks, formed across the boundary between Heaven and
entirely by the human corpses of those Hell.
struggling to escape Hell. A tower of bodies
living and dead, working in desperate

HELLWHALERS | H ell | 11
Character Creation
Playbooks outline the abilities and Once a playbook is selected, answer the
characteristics of your sailor. Each playbook following questions:
has a lure which awards players a soul
• What’s the name for yer whaler? (Name)
when the interaction takes place. Playbooks
also include moves which outline actions a • An’ how do we refer to ye? (Pronouns)
character can use throughout the journey. • What d’ya look like? (Style)
While these aren’t the only things that
• What are yer shiply duties?
your character can do, they’ll inform your
(Responsibilities)
character’s core behavior and inform the guide
on how to distribute tokens for your actions. • An’ how did ye shuffle off the mortal coil?
(Cause of death)
The Guilty

You’re in Hell, and you deserve it.

The people you hurt, the crimes you committed. Each sin weighs on you like an invisible chain,
dragging you to the bottom of this infernal cesspool, where you belong. That’s what you tell yourself,
anyway.

They say good deeds don’t matter in Hell, that repentance is a living man’s gift. Yet, what other
recourse exists within your tortured mind? You accept the lord’s punishment, strive for forgiveness,
and perhaps one dawn your guilt will be absolved.

Lure: When someone affirms that something Strong Moves (-1 Soul)
isn’t your fault, they gain a Soul.
• Indulge in something without shame

Play to Find Out • Let go of a regret


• Seize a moment, and deal with the
Are you worth being saved?
consequences later
Will what you’ve done outweigh what you still
• Accept your mistakes
can do?
• Ask yourself what you need
Can you forgive yourself?
Regular Moves
Inventory
• Put others before yourself
Pick One
• Put yourself before others
• A cilice woven from barbed wire
• Lean on someone for comfort
• A journal, filled with confessions
• Be afraid of making another mistake
• A knife speckled with rusted blood
• Ask “Do I deserve this?”
• A pure gold necklace
• An ornate key Weak Moves (+1 Soul)
• The photograph of a family member • Try to fix something that isn’t yours to fix
• A length of rope • Take the blame
• A metal flask of distilled spirits • Judge your worth by your value to others
• A blindfold from the world of the living • Punish yourself
• Ask “How can I make it up to them?”

HELLWHALERS | C haracter C reation | 13


The Weary

Another day in Hell. Your Hell.

At first, you struggled. The sensation of flesh being torn from your bones and serrated hooks being
run through your intestines hurt for the first several hundred years, but such things dull with time.
All things do.

Things don’t change in Hell. What reason is there to fight? To do anything? You’ve been through
things like this before, and you probably will be again. A new deal, a new bargain. Will anything be
different this time? You doubt it.

Lure: When someone reminds you to rest, they Strong Moves (-1 Soul)
gain a Soul.
• Keep Going, Despite Everything

Play to Find Out • Work Smarter, Not Harder


• Lead by Example
Will you persevere?
• Let an Enjoyable Moment Linger
The importance of rest.
• Ask Someone to Take a Break
How deep does your pool of strength run?

Inventory Regular Moves


• Lean on Someone for Help
Pick Two
• A sprig of nightshade • Speak to Avoid Action

• A blanket • Choose the Easy Way

• The faded photograph of a loved one • Ignore a Criticism

• A wedding ring, split in two • Ask “Who’s Job is This?”

• A washpan Weak Moves (+1 Soul)


• A dulled pickaxe • Shirk a Responsibility
• An empty urn • Overexert Yourself
• A canister of powdered tea • Indulge in Complaining
• A candle, burned down to the nub • Suffer Needlessly
• A walking stick made of fig • Ask “Why Should I?”
• A jar of pickled olives
• An opium pipe of marbled glass

HELLWHALERS | C haracter C reation | 14


The Greedy

Hell isn’t so bad. So long as you know what to do.

Devils torture indiscriminately, and there’s not a shortage of scapegoats here. They say only an evil
man thrives in Hell, but you’re not nearly as bad as the one who put you here.

There’s very few things that are valuable in Hell. But as in life, as in death, and if anything can make
your situation better, you want it. You need it. After all, this is Hell, and no one is going to help you
but you.

Lure: When someone offers something useful Strong Moves (-1 Soul)
to you, they gain a Soul.
• Fight to Protect Your Interests

Play to Find Out • Help Someone by Offering Them Something


of Yours
What you value most.
• Keep Your Eyes on the Prize
What strength lies in protecting your needs.
• Know Your Worth
What will you give up to be free?
• Ask “What do we need right now?”
Inventory
Regular Moves
Pick One
• Appraise Something’s Value
• An abacus of polished wood
• Act in Your Own Best Interest
• A list of debts owed to you from life
• Bargain a Deal
• A small pouch of blood-stained coins
• Take a Bold Risk for the Chance at
• An ornate hourglass Something
• A small set of lockpicking tools • Ask “What do you want most?”
• An iron crowbar
Weak Moves (+1 Soul)
• A quill and ink
• Take What isn’t Yours
• A golden timepiece
• Covet Something Obsessively
• A sack of gold fillings and a pair of pilers
• Blindly Follow the Promise of Reward
• Hold Back to Save a Resource
• Ask “What’s in it for me?”

HELLWHALERS | C haracter C reation | 15


The Hot Tempered

Hell is the flame. The flame is the forge. You are the tool, the red-hot weapon. Your wrath against the
infernal and divine alike permeates every motion you take, every decision you make.

Whose right is it? To put you in the world, to say you failed, to put you in this horrid place? God’s? You
spit on the notion. You will rage against the powers of Heaven and Hell until your wick turns to ash
and the world is smoldering around you.

Lure: When someone stands by your split- Strong Moves (-1 Soul)
second decision, they gain a soul.
• Fight With Everything You’ve Got

Play to Find Out • Make an Important Sacrifice


• Find a Well of Strength You Didn’t Know
Are your instincts true?
You Had
The value of action.
• Strike Like Lightning
How to say what you mean.
• Ask Someone to Act, Now!
Inventory
Pick One
Regular Moves:
• A pipe and tobacco • Make a Snappy Comeback

• A spring-loaded knife • Lash Out At Someone

• The sharpened jawbone of a donkey • Let Your Emotions Get the Best of You

• A drug kit • Be Brave in the Face of Fear

• A pair of broken handcuffs • Ask Someone to Fuck Off

• A brutal and heavy rock Weak Moves (+1 Soul)


• The photograph of a hated acquaintance • Ruin Morale With Your Words
• A prosthetic eye made of lead • Stumble Headfirst into Danger
• A cord whip • Refuse to Change Course
• Foil a Delicate Negotiation
• Ask “Who do you think I am?”

HELLWHALERS | C haracter C reation | 16


The Pious

Prayer strengthens the soul. It guards against suffering and delivers peace. True in life, and true in
death. The balm of the soul brings comfort, even in the torments of eternal damnation.

God is great, and God is just. He provides the means of salvation to his flock, and fervent hope in His
holy name will prevail against the trials of Hell. He sees our struggle and hears our prayers. All is
part of His holy plan.

Lure: When someone reaffirms your moral Strong Moves (-1 Soul)
compass, they gain a soul.
• Strike With Righteous Fervor

Play to Find Out • Avoid a Wicked Temptation


• Divine an Inspired Path
What strength lies in morality.
• Stand Against Evil
Can one be saved through their belief?
• Ask “What is right?”
How to accept being human.

Inventory Regular Moves


• Pray for Guidance
Pick One
• A breviary • Take The High-Road

• A rosary made of hellpearl • Forgive a Transgression

• A small bag of incense and firestarter • Offer a Blessing of Comfort

• A shirt of sackcloth • Ask “How can we know His plan?”

• A feather presumed to be from an angel Weak Moves (+1 Soul)


• A crucifix of scrimshawed bone • Sin, As All Men Do
• A votive candle, burned to the nub • Turn Away From the Light
• A filled wineskin • Take the Easy Way Out
• A miniscule glass vial of holy water • Castigate Yourself or Others for Mortal
Failings
• Ask “Why has He forsaken us?”

HELLWHALERS | C haracter C reation | 17


The Haunted

The human mind has the uncanny ability to remember certain things in precise detail. Yet, for a soul
in Hell, memory is nothing more than another instrument of the Grand Torturer. Like a sponge,
you’ve absorbed horror after horror, a shallow wreck in the face of evil and malice.

You’ve clawed your eyes out, thrown yourself into the ocean, opened your skull against the hard rocks,
all to make it stop. You cannot bear to see more, your will long broken and gone like any sane man.
You would do anything to escape, and when an offer came along to provide you the means of doing
so, what choice did you really have?

Lure: When someone comforts or honors your Strong Moves (-1 Soul)
pain, they gain a soul.
• Break a Cycle

Play to Find Out • Move Forward, Without the Ghosts of the


Past
How to overcome the past.
• Make Nonlinear Progress
Will your demons haunt you forever?
• Take Your Time to Process
Can you hold it together?
• Ask “What do we need to carry on?”
Inventory
Regular Moves
Pick One
• Remember the Past
• A damaged photograph
• Run from Something
• A collection of prayer beads and chains
• Quash your Feelings
• A tome of inhuman language and purpose
• Hold On
• A cloth, bearing the portent of a divine
image • Ask Yourself What You’ve Learned

• A lantern that never seems to go out. Weak Moves (+1 Soul)


• An almost-empty medicine bottle • Try to Forgive
• Earplugs made of beeswax and a woolen • Become Paralyzed with Fear
eyemask
• Channel Your Hurt to Someone Who
• A container of rocksalt Doesn’t Deserve It
• Scrolls bearing ill prophecy in strange • Become Trapped in a Cycle
words
• Ask “Why me?”

HELLWHALERS | C haracter C reation | 18


Souls Knots
Knots represent threats or obstacles. A
“There, pride , avarice , and envy are the Knot has two primary defining features: its
tongues men know and heed , a Babel of complexity, or how many souls are required
depsair ”– Dante Alighieri, Inferno to resolve it, and its consequence, or what
happens as it goes unresolved. These
are marked in the format ([Complexity],
Souls are a tradeable commodity in Hell. Consequence), such as ([4], Mark one letter
They’re a bargaining chip to get things done. of Seaworthiness). Consequences are usually
Each Soul was once a mortal being, but after recurring, happening every round until the
enough decay in this terrible place, they grind Knot is resolved.
down to their barest essential form.
Every round when a Knot is in play, give
Souls are one of the main mechanics and each whaler an opportunity to make a single
currencies of the game. Souls are used to meaningful move or action. Souls spent on
empower your whaler to take the spotlight and actions that help solve the Knot contribute
seize a moment. They’re also used to pulse the to its resolution. Some Knots will have
Hellwhale’s Heart. Any time your character consequences immediately, and some will
shines in a scene, or uses a Strong Move, allow whalers to act first.
spend a Soul. Any time your character does
When a Knot becomes resolved, return 1d3
something vulnerable, or authentic to their
Souls to the Whaler who spent either the
flaws, potentially worsening a problem, or
most Souls or the final Soul, that player may
uses a Weak Move, you can gain a Soul.
distribute them as they see fit.
Souls can also be gambled on the Devil’s
Knots also have descriptors, such as hellish,
Board at midnight. More in the Gambling &
social, supernatural, or weather. These are
the Devil’s Board section.
tags that indicate whether they are affected by
some of the boons, effects, and features of Hell.
They have no other intrinsic rules attached to
them.

HELLWHALERS | S ouls & K nots | 19


The Ship Weapon Supplies
Harpoons, Powder, & Cannonballs
Crew Health Can be spent in place of souls in knots that
require combat. Used in the final encounter
Some Knots may have consequences that
with the whale. Start your journey with 20.
inflict crew harm. To indicate crew harm,
mark a letter on the whalers’ collective
CLAIMED table. At zero letters remaining,
Falling Overboard
the crew member that is affected by the final Sometimes, a whaler or side character will fall
marking has perished. The game is over for overboard. This creates a new knot. (Physical
that player. Subsequent markings of letters Knot [X], The whaler is lost) X should be the
when none remain will also be fatal. total number of acting player characters in the
game, including the one sent overboard (for
Ship’s Seaworthiness example, if there are 4 players plus the Guide,
this would be a complexity 4 Knot).
As Knots are introduced, some may
have consequences that affect your
ship’s Seaworthiness. To damage your
Ship Encounters
Seaworthiness, mark a letter on the collective When hostile ships must be engaged, use
WRECKED table. At zero letters remaining, the following combat guide. Create a Knot
the ship is sunk, and the game is over. Turn to with twice X complexity, where X is the total
the Epilogues section. number of acting player characters in the
game. As a consequence each round, roll a d6,
and consult the table.
C L A I M E D Reward: 3d6 Souls, 1d6 each of Weapon, Food,
and Repair Supply.

W R E C K E D 1. They’re repositioning. Open fire!


2. Incoming cannonfire! (Navigational Knot
[1], 1 damage to Seaworthiness)
3. They’ve hit us directly! (1 damage to
Food Supplies Seaworthiness)

Meals, Rations, & Fresh Water 4. A boarding party is coming! (Physical Knot
[3], 1 Crew Harm)
Depleted at a rate of 1/character aboard the
ship/day. Can be increased through fishing, 5. They’re looking to ram us! (Navigational
though not indefinitely. Each day without Knot [2], 2 damage to Seaworthiness and
enough food supply for each character aboard end the encounter, wrecking the hostile
the vessel marks one Crew Harm. Start your ship)
journey with enough to last 6 days. 6. They’re willing to parlay. (Social Knot
[5], if resolved, end the combat without
Repair Supplies reward. If declined, resume the combat)
Wood, Rope, & Caulk
5 restores a point of Seaworthiness to the ship.
Can also be used to solve repair-based Knots in
smaller quantities in place of souls. Start your
journey with 10.

HELLWHALERS | T he S hip | 20
Building Your Ship
Together, choose one or more categories and • The boat rocks to its own cadence, even
name your ship. amidst still waters.
• A feminine name. • The captain’s quarters have thick glass
doors.
• A masculine name.
• There are casks of rum below deck.
• A fierce name.
• Something else. Describe it.
• A name of infamy.
Together, choose your figurehead.
• A cursed name.
• Another kind of name. • Neptune’s muscular form, trident bearing
forth.
Each player chooses one thing that is true
about the ship. • A sea bass, so vividly carved it appears to be
leaping from the ship.
• Below decks are well insulated.
• A saint, painted white, with holy book in
• The crow’s nest uses a reflected candle as a hand.
spotlight.
• A wicked devilish figure, grinning wide and
• There is a brig, where the unruly are sent toothy.
for punishment.
• An oyster-headed maiden.
• The galley is stocked with a small amount
• A hammerhead shark, silently watching.
of expensive spices.
• Something else. Describe it.
• The sails are dyed black as the encroaching
darkness.
The Hellwhale’s Heart
Once you’ve decided on a campaign length,
"For there is no folly of the beast of the divide the number of requisite Souls into
earth which is not infinitely outdone by thirds. Each third will allow a pulse of the
the madness of men " – Ishmael, Moby Dick heart, which may trigger blessings, curses, or
other notable events. As the captain feeds the
Souls into the heart, describe the elaborate
The only bait suitable for the dreaded monster ritualizations that accompany the event. The
of the deep you seek. Once enough souls are thick smoke of incense, the hushed Latin
fed through its arteries, the heart will pulse, chants, and a shudder of dread as the heart
and the hellwhale will hear it, no matter beats a single spasm that echoes low across
the distance. A horrible and highly coveted the seas of Hell. Somewhere, the whale hears
treasure, it is kept locked away in the captain’s it.
quarters until it is used. Tasting the rotting
muscles of this blackened heart does nothing
to break the curse upon you. Although the
starving and miserable crew has tried before
to make a meal of it, none can stomach its
flavor.

Decide together how long of a journey you’ll


play through. Collect 15-20 Souls for a
single session, 30-50 Souls for a small mini
campaign, or 100+ Souls for longer campaigns.

T’was a hideous deal I struck. A devil’s


bargain that brought me that infernal
organ and this damned vessel. The grisly
devil that I’d met upon that isle was true
to his end, and delivered unto me a fine
ship, and the accursed heart. It sits now,
away from me in my quarters, chained
‘cross its dreadful length. Its arteries and
ventricles suckle and pucker greedily for
the souls of men to be fed into its horrid
chambers like a gruesome tithe box. I pray
each day that the Lord will cast a glance
of mercy at this wretched sinner, and
the deeds I’d done for it can someday be
forgiven.

HELLWHALERS | T he H ellwhale ' s H eart | 22


Gambling & The Devil’s Board
Gambling is how to get enough souls to Betting is done in a single round each night.
activate the Hellwhale’s Heart. Using the Regardless of what the players roll, the
Devil’s Board is no joke, and oftentimes invites outcome is reflected in the next day’s events.
disaster. Consult the Fractured Fate table, using the
total of the three dice as an entry number on
At midnight, the whalers gather ‘round the
each individual die’s table.
board to read their fate and try to win some
souls. To simulate this gambling, have players For example, a roll of 2, 3, 4 would foretell
bet their Souls on a Sic Bo board. Then, roll 3 the 9 result on A Simple Knot, An Unexpected
six-sided dice. If the roll reflects the outcome Twist, and An Advanced Knot. Disperse these
on a square the player bet upon, they keep events throughout the next day’s roleplay,
their bet, and win an amount of souls equal to allowing some downtime between them to fish,
the square’s payout value, denoted by 1:N. N roleplay, or repair the ship.
is the payout value. If the dice don’t reflect the
square, the bet is lost.

HELLWHALERS | G ambling & T he D ev il ' s B oard | 23


Fractured Fate 3’s - An Unexpected Twist
Interpreting the Board 6 A small, makeshift settlement.
Use the individual dice rolls to determine 7 An unstable island.
which tables you pull from, and the sum of all
dice rolls for the entry number. 8 The captain flies into one of his moods.
9 Another ship, whose intent is unknown.
If doubles or triples of any number are
rolled, omit that table and substitute with 10 A sighting of the hellwhale.
the corresponding individual number on the
11 A clue or piece of lore.
doubles or triples table.
12 Either a new crew member joins, or an
1’s - A Sliver of Fortune existing one is lost.

6 A tiny isle with resources of some kind. 13 A flash of memories from your mortal
life.
7 A small cache of souls. +2d6 Souls
14 Strange, cyclopean structures, jutting
8 An item that may come in handy.
from the sea.
9 Precious scraps of edible food. +2d6
Food Supply
4’s - An Advanced Knot
10 Enough materials to repair the ship a bit
+2d6 Repair Supply 7 A mutiny is brewing. Social Knot [3], 1
Crew Harm
11 A favorable wind leads you to a hellish
locale. 8 A black reef of razor sharp corals.
Navigational Knot [2], 1 damage to
12 A mystical boon from the depths.
Seaworthiness
9 A winged demon alights upon the ship’s
2’s - A Simple Knot deck, demanding cruel entertainment.
6 Debris in the water. Navigational Knot Supernatural Knot [3], 2 Crew Harm
[1], 1 Damage to Seaworthiness 10 A flock of flesh-eating gulls. Immediate
7 Still water and dead air. Weather Knot Creature Knot [4], 1 Crew Harm
[1], -1 Food Supply 11 Carrion crabs board the ship en masse.
8 A squabble amongst the crew. Social Creature Knot [4], 1 Crew Harm
Knot [1], 1 Crew Harm 12 A strong storm begins to brew. Weather
9 Uneasy, choppy water. Weather Knot [1], Knot [3], 1 Damage to Seaworthiness
1 Crew Harm 13 A curious trading vessel is spotted
10 A dense and eerie fog. Weather Knot [1], nearby. Negotiations may be tense.
1 Damage to Seaworthiness Social Knot [3], a Hostile Ship
Encounter
11 Persistently unpleasant and chilly rain.
Weather Knot [1], 1 Crew Harm 14 Another ship is spotted, and it is quickly
sinking. Navigational Knot [4], Lose the
12 A slow leak. Physical Knot [1], 1 treasure and the clue aboard it
Seaworthiness
15 A small fire has started upon the
13 Pests aboard the ship. Creature Knot ship. Physical Knot [2], 2 Damage to
[1], 1 Crew Harm Seaworthiness

HELLWHALERS | G ambling & T he D ev il ' s B oard | 24


5’s - An Omen Doubles
8 The wood of the ship begins to bleed. 1 A supply crate is found floating in the
water. +1d6 to each Supply
9 It begins to rain ash.
2 You come across a demonic merchant
10 A ghostly lighthouse in the distance.
vessel that trades in souls.
11 A comet burns through the sky, lighting
3 A stowaway is discovered.
the way for miles in a streak of prismatic
light. 4 A small ship with a fortune teller aboard
it.
12 A foul smell of rot crosses over the ship.
5 An enormous albatross harries the
13 Visions of disaster.
ship. Hellish Creature Knot [6], Drops
14 A grotesque golden idol is fished up. a whaler overboard once, then 1 Crew
Harm every consequence after. Killing
15 An ethereal song plays through the dark the albatross curses the ship.
and misty air. 6 Someone falls overboard.

6’s - A Hellish Knot Triples


9 The sea is boiling hot in this stretch, and
1 A hole in the ship has ruined a large
flames lick the sides of the ship. Physical
amount of your supply. Valuable items
Knot [5], 2 Damage to Seaworthiness
lost to sea. -1d6 from each Supply
10 A storm of epic proportions begins to
2 The heart begins to calcify. Until it is
manifest. Weather Knot [6], 2 Damage
pulsed, increase its next cost by 2 souls
to Seaworthiness
each day.
11 A titan squid has taken hold of the
3 A powerful demon pirate appears,
ship. Creature Knot [7], 1 Damage to
demanding the surrender of all your
Seaworthiness, 1 Crew Harm
souls. Hellish Supernatural Knot [9], 1
12 A razorshark school is trying to tear Crew Harm
apart the hull. Creature Knot [8], 1
4 Two Hellish Knots: A whirlpool
Damage to Seaworthiness
threatens to sink the ship, and another
13 A hostile ship. Social Knot [5], a Hostile ship is attacking. Navigational Knots
Ship Encounter [5, 5], 1 Damage to Seaworthiness, a
Hostile Ship Encounter
14 A painful and debilitating illness befalls
some of the crew. Physical Knot [8], 1 5 The captain disappears. For good or ill
Crew Harm remains to be seen.

15 Gremlins have taken to infesting the 6 The whale is coming with vengeance.
ship, bringing misfortune. Supernatural No force in Hell can stop it. The game
Knot [6], 1 Damage to Seaworthiness will be over within the next day’s events.
Best make your preparations, say your
goodbyes. Whale encounter, but start on
the third table.

HELLWHALERS | G ambling & T he D ev il ' s B oard | 25


Fishing
To feed their crew, every vessel must subsist After each player has acted, if the creature
on fishing at some point. Most small fish are is still alive, roll a d6, and perform the action
barely worth eating - blackened scales, boney from its table result. If the creature’s action
bodies, and of little nutritional import. creates a Knot, the whalers cannot harm the
creature any further until the Knot is resolved.
Should the whalers decide to cast their nets
and harpoons to the waves for larger prey, roll Return to the whaler’s turns and repeat until
a d6 for the day, consult the fishing table, and the creature is dead or has fled. Once enough
consult the stats and table for the relevant Weapon Supply or Souls have been spent on
entry. As the beast is hauled aboard, give each the creature to end its life, it can be processed
player a chance to make a small scene or take for the Food Supply listed on its stat line.
a reasonable action, dealing 1 HP’s worth of
damage to the creature if the action spent a
Soul or used a Weapon Supply.

1 Devil's Snapper 2 Gulper Eel


4 HP | 2 Food Supply 5 HP | 1 Food Supply
1 It’s gasping and flopping. 1 Its horrible mouth gapes harmlessly.
2 Leaps onto a nearby whaler, knocking 2 Leaps onto a nearby whaler, knocking
them over. Knot [1], 1 Crew Harm them over. Knot [1], 1 Crew Harm
3 It flies across the deck with its mighty 3 Its long, slippery body thrashes and
leaps, knocking over lamps and writhes. It cannot be damaged this
important rigging. Knot [2], 1 Damage round.
to Seaworthiness
4 It tail slaps a whaler. Disrespectful,
4 It tail slaps a whaler. Disrespectful, but but not dangerous.
not dangerous.
5 Its jaws crush into a whaler, and they
5 Its jaws crush into a whaler, and they begin to hemorrhage blood. Immediate
begin to hemorrhage blood. Immediate Knot [2], 1 Crew Harm
Knot [2], 1 Crew Harm
6 It escapes over the railing, landing
6 It escapes over the railing, landing back back in the water.
in the water.

HELLWHALERS | F ishing | 26
3 Hell Serpent 5 Razorshark
6 HP | 3 Food Supply 7 HP | 5 Food Supply
1 It twists and coils with baleful rage. 1 It snaps its jaws menacingly.
2 It bites a sailor; its venom causes 2 It thrashes violently, serrated skin
horrible pain and panicking threatening injuries. Knot 3, 1 Crew
hallucinations. Immediate Knot [4], 1 Harm
Crew Harm
3 A vicious bite removes a hand, foot,
3 It slips and turns quickly, moving or similar from a whaler who strayed
itself to another part of the ship. Knot too close. Immediate Knot [2], 1 Crew
[4], 1 damage to Seaworthiness Harm
4 It churns its horrible body away from 4 It slashes its tail into ropes, wooden
your blows. Knot [1], No consequence railings, and other valuable pieces of
the ship. 1 Damage to Seaworthiness
5 It drives its bony headplates into
the wood of the ship. 1 Damage to 5 It throws its weight into a nearby
Seaworthiness sailor, nearly knocking them
overboard. Knot [1], Whaler falls
6 It zigzags its way under the railing
overboard
and overboard, never to be seen again.
6 With a powerful motion, it launches
itself back to the sea and escapes.

4 Abyssal Ray 6 Vampire Squid


6 HP | 2 Food Supply 7 HP | 4 Food Supply
1 It flaps its fins and moves its mouthparts 1 It pulses and spreads its tentacles.
eerily.
2 Its hooked tentacles dig into a
2 It lashes out with its stinging tail, sailor’s flesh, squeezing and tearing.
cutting a sailor and inflicting them Immediate Knot 3, 1 Crew Harm
with a painful venom that thins the
3 It crushes a poorly aimed weapon. -1
blood. Immediate Knot [4], 1 Crew
Weapon Supply.
Harm
4 It knocks important materials
3 It slams its fins into the wood of the
overboard with a flash of its awful
ship, its powerful weight damaging the
limbs. -2 Repair Supply, 1 Damage to
hull. 1 Damage to Seaworthiness
Seaworthiness
4 It flops and flaps its way onto a sailor,
5 It surges toward a sailor, enveloping
smothering them with its bulk. Knot
them with its mass, and begins to
[1], 1 Crew Harm
strangle them. Knot [5], 1 Crew Harm
5 A demonic wind begins to howl, and
6 It claws its way over the deck and plops
the Abyssal Ray takes flight. Knot [4],
back into the sea.
the ray escapes
6 It flies overboard in a sudden
movement, diving back to the depths.

HELLWHALERS | F ishing | 27
Characters
The Captain
He/Him
Perhaps a cursed mortal, as one of you, or maybe Old Scratch himself. It isn’t clear how the
captain came into this ship, or how you’d fallen in to be his crew. But he’s a frightful and wicked
tempered man. Usually locked in his quarters, pouring over charts and maps. Best to lay low
when he makes his rounds.

The Captain’s Playbook


Lure: When someone follows a direct order
from the captain, they gain a soul.

Strong Moves
Use these rarely
• Issue a Direct Order
• Step into Danger Headfirst
• Discipline a Whaler
• Fight With All the Ferocity and Depravity of
the Damned
• Show a Meager Sliver of Mercy or Kindness
The bastards won't leave me alone. It
Normal Moves wasn't enough for them to kill me. Now
Use these as needed they torment my nightmares.
• Reprimand a Whaler for Something They Every night I lay there, metallic taste
May or May Not Have Done
pooling in my mouth, as he stares down at
• Shatter Something With a Display of
me. "You're the reason," he says, fingers
Frightening Temper and Power
at my throat, "you're the only one to
• Inspect the Ship for Irregularities
blame, you sadist."
• Change Course Erratically
The punches keep landing as my
• Exclaim a Loud and Colorful Curse
skull begins to break. Teeth flying. My
Weak Moves men - those who should have been my
Use these as often as feels appropriate
men - standing in audience, jeering and
hollering.
• Rattle the Door of Your Quarters Ominously
• Scribble Furiously Upon a Map or Other Evil. Dictator. Cruel.
Paper One by one their faces twist, distorting
• Cast an Evil Glare into the devils and demons I'll see
• Smoke From Your Pipe tomorrow. This is hell.
• Mumble Gripes and Curses

HELLWHALERS | C rew | 28
The Crew
The ship begins with a skeleton crew of just The Roperigger
the captain and player characters. As the game
Seasoned - Weather Knots require 1 fewer
progresses, certain events may add other
Soul.
characters to the ship’s crew. Most are useful,
but some may carry curses or negative traits. Trait - Roll below.
Keep the effects of a side character mysterious 1. Keen-Eyed - Navigational Knots require 1
for as long as possible. They may allude to fewer Soul.
their trade, or demonstrate their skills with
2. Wasteful - -1 Repair Supply when using
roleplay, but never should the Guide tell the
Repair Supplies.
players what their mechanical effect is.
3. Scholarly - When found, reveal a Clue.
The Crabcatcher 4. Ravenous - Eats in secret. Requires 3 Food
Trawler - Provides 2 Food Supply/Day Supply/Day.
5. Destructive - Every two omens, remove 2
Trait - Roll below.
Repair Supplies.
1. Talented - Provides 1 additional Food
6. Cursed - Physical Knots require an
Supply/Day.
additional Soul to resolve.
2. Haunted - Tells stories each night.
Provides 1 Soul/Day. The Cook
3. Ravenous - Eats in secret. Requires 3 Food Professional - Feeding crew requires 2 fewer
Supply/Day. Food Supply/day.
4. Dangerous - When found, add 2 Weapon Trait - Roll below.
Supply.
1. Efficient - Feeding the crew requires 1
5. Superstitious - After three omens, refuses fewer Food Supply/day.
to trawl.
2. Haunted - Tells stories each night.
6. Cursed - Creature Knots require an Provides 1 Soul/Day.
additional Soul to resolve.
3. Odious - Social Knots require an additional
The Dredger Soul to resolve.
4. Stingy - Feeding crew requires 1d2 more
Oddity - +3 Souls for Odd dice total payouts.
Food Supply/day.
Trait - Roll below.
5. Nervous - Every omen, remove 1 Food
1. Balanced - +3 Soul for Even dice total Supply.
payouts.
6. Cannibalistic - Will ‘convert’ other side
2. Tireless - +1 Repair Supply after Odd dice character crew into 6 Food Supply.
total payouts.
3. Dangerous - When found, add 2 Weapon
Supply.
4. Scholarly - When found, reveal a Clue.
5. Ill-Fated - After five omens, disappears.
6. Barnacled - 3 fewer Souls for payouts (to a
minimum of 0).

HELLWHALERS | C rew | 29
The Chandler The Entertainer
Lightbringer - Gain 1 Soul/day. Charming - Social Knots require 1 fewer Soul.

Trait - Roll below. Trait - Roll below.


1. Magnetic - Gain an additional 1 Soul/day. 1. Quick Witted - Physical Knots require 1
2. Scholarly - When found, reveal a Clue. fewer Soul.

3. Odious - Social Knots require an additional 2. Well-Stocked - When found, gain 4 Food
Soul to resolve. Supply.

4. Wasteful - -1 Repair Supply when using 3. Dangerous - When found, gain 2 Weapon
Repair Supplies. Supply.

5. Doomsayer - Every two omens, gain 3 4. Starving - When found, lose 3 Food Supply.
additional Souls. 5. Hoarder - Every two omens, lose 3 Souls.
6. Gambler - Loses 2 Souls/day. 6. Cursed - Supernatural Knots require 1
additional Soul to resolve.

The Barber
My soul turned from the light of God
Medically Trained - 1d3 chance to unmark one
And my spirit reveled in wickedness. Crew Harm 1/day.
For he had turned his gaze upon the unholy
Trait - Roll below.
nature of his fishermen.
1. Well-Stocked - When found, gain 4 Food
For behold: henceforth, all generations shall Supply.
call me unloved.
2. Scholarly - When found, reveal a Clue.
For his hand is upon me: and holy is his 3. Licensed - When Crew Harm is unmarked,
Name. -1 Soul.
And his forgiveness is on them that know 4. Dangerous - When found, gain 2 Weapon
him: throughout all generations. Supply.
He has shown redemption in his blood: 5. Superstitious - After three omens, refuses
he has cast down the proud into troubled to practice.
waters. 6. Malpracticing - 1d3 chance to mark an
He has plucked the mighty from their eye. additional crew harm when failing to
unmark.
He has exalted the penitent and the
peaceful.
He has filled the hungry with good things,
and the sated he had sent away empty.
Bestowing his mercy he helped his servant
from Tarshish
As he promised to their forefathers,
Leviathan and his bloodline forever.
– Vituperat Canticle, by Basil Wright

HELLWHALERS | C rew | 30
Blessings & Curses
Boons and curses to potentially be provided
when rolling on the Devil’s Board. Whenever a
significant event happens (new side character,
pulsing the heart, an omen, solving a hellish
knot) the GM rolls a D6. On a 1, the crew is
blessed. On a 6, the crew is cursed. Curse
breaking rituals can be discovered by talking
with side characters. Otherwise, 1d3 days of
study can reveal the method of removal.

Boons
• Boon of the Sea: Fish have 2 less HP in
combat.
Curses
» Blessing fades after 3 fish are caught. • Famine of the Seas: fish provide 1 less food
supply each.
• Divine Inspiration: Advanced knots require
1 less soul to resolve. » Curse is broken after 2 food is sacrificed,
dumped overboard.
» Blessing fades after encountering a
hellish knot • Curse of Poverty: Characters receive one
fewer soul from resolving knots.
• Satiated Hunger: The crew consumes 1 less
food a day. » Curse is broken after successfully
completing a hellish knot.
» Blessing fades after someone actively
takes inventory or remarks about the • Curse of Hatred: the complexity of social
blessing. knots is increased by one.

• Boon of Plenty: Each time a character » Curse is broken by having an interaction


would earn one or more souls from the that promotes camaraderie.
devil’s board, they earn an additional soul. • Wasting Scurvy: Each day, a new letter on
» Blessing fades after pulsing the Crew’s Health is marked.
hellwhale’s heart. » Curse is broken by obtaining fresh fruit.
• Ring of Kings: The Seal of Solomon In Hell.
appears across the woodwork of the ship, • Demon Fevers: A hellish plague eats away
protecting it from harm. the muscle of the crew. The complexity of
» Blessing fades after preventing 1 damage physical knots is increased by one.
to Seaworthiness. » Curse is broken by eating human flesh.
• Asclepius' Shield: An effigy of a snake • Imp Infestation: Snickering imps occupy
appears mounted on the ship’s mast, the ship. An additional Food supplies
warding those who view it from harm. disappears each day.
» Blessing fades after preventing 1 Crew » Curse is broken by setting out poisoned
Harm. food (costs 1 Food supplies).

HELLWHALERS | B lessings & C urses | 31


Clues & Lore Storybooks: Lore bits discovered
• The Songstress of Hell, pg. 32
Random tidbits you can use to give players a
• The Sunken Treasure, pg. 33
sense of discovering more about Hell, or the
predicaments of others. The guide should • The Betrayal of Hunger, pg. 34
choose a storyline to dole out pieces from, and • The Ardent Prayer, pg. 35
deliver them in order as appropriate. If players
• The Molded Clay, pg. 36
uncover all six pieces of a story, consider
starting another storyline if your game length • The Angelfinger Compass, pg. 37
is long enough, or use the player’s theories • The Skeleton Man, pg. 38
around a story to determine which epilogue
• The Flenser's Tale, pg. 39
feels most appropriate.
• Mother of Monsters, pg. 40

The Songstress of Hell


These notes appear written on the back of old sheet music, the ink smeared from blood and
water.

1. “Forsooth, my darling Theodore, for on 4. “Velvet gills and pearly eyes, the true
these daring seas we sail, me on my vessel comprehension of her base nature yet
and you on yours, for ageless eons and eludes me as a sweet secret. I find myself
many more, I have such sights to regale stealing away in a rowboat during the
you with regarding the utmost current sleeping hours to rendezvous with her
circumstances of my fate. Heaven has sent company. Together, I compose the warmest
me the waters of relief in the form of a songs that spill from her bluest lips. Her
beautiful muse.” talent, Theodore, it bewilders the mind!”
2. “For whence your disbelief may spread, 5. “Her voice, God bless this sinner, grows
I plead you first lend your patience for more alluring by the day. She pursues my
the entirety of my story. Dear Theodore, I knowledge of the musical arts with the
have found, of all the priceless treasures ravenous tenacity of a London schoolgirl. I
of Hell, the sweetest flower, an enchanting find the burning desire in my empty heart
creature wielding the voice of an angel as a to nurture her talent as though I were still
stake upon which my heart is pierced.” alive.”
3. “I will do my best to describe her visage, 6. “You see, good Theodore, she confides in
that you may conceive the source of my me that not all are so tolerant as I, and that
fever and understand the haste in which I she hopes the good word of song may be
write to you. Her form is apt for the waters a bridge upon which she can convey her
of Hell, nearly that of a beast, but her keen sweet and kindly nature to passing sailors,
mind betrays that of the noblewomen with in nobel pursuit of social community. I will
whom we often consorted in life.” teach her all our secrets of mortal music,
that she may bring solace and peace to all
the souls in Hell.”

HELLWHALERS | C lues & L ore | 32


The Sunken Treasure
These clues are found written in hastily scrawled manuscript, pages waterlogged and
smudged.

1. “There, at the bottom, it lies. A weft of 4. “The others think me mad, to have built the
secreted treasures no man can lay eyes diving bell. But I must reach the bottom,
upon. Hell hath claimed it, and the sea is to simply taste the divinity of the treasures
cruel as none can fathom. For to swallow below. I have wrested my fate from that of
it up with such smothering tides is a great my ship’s companions and entered the bell.
wrong committed by the sea, and each of Against their most dire pleas, they have
us, its victim.” agreed to send me down.”
2. “To keep such wealth and beauty from 5. “Before I leave the bell, I must confide the
mankind is a sin above those that put us location of this gift of paradise, should I
here below. The alluring glitter of gold not return. Across the endless ocean of
pales in shine to the alabaster stones of Hell, there lie scant landmarks. But should
Heaven. As such do the stones of Heaven one track their course to a stone edifice,
pale to the riches below.” cut from the sea in the shape of a crown,
3. “The demons of this maddened sea will travel 10 nautical miles in the direction
sooner spill their own lifeblood than of the centermost point to the crown’s
words of it from their wretched lips. But I farthest edge. There you will go straight
know where it lies. It was revealed to me down.”
by shining stars within the realm of my 6. “I’ve reached the end of the slack of rope.
dreams. Deep down to the farthest trench, I’m leaving the bell now. I swear I can
where crushing darkness will swallow you just see it below me, just beyond the veil
up, never to know another day upon the of darkness. My mind is slavering for a
lightless ocean.” glimpse of it below me. I know I won’t have
long out there, but I simply MUST know.
Even a momentary touch is better than this
agony away from it. Goodbye.”

HELLWHALERS | C lues & L ore | 33


The Betrayal of Hunger
These journal entries are ripped from a book, each wrapped in moldering cheesecloth.

1. “I put quill to parchment to record the 4. “With the peace of Franciscans we


annals of my cursed days aboard this approached our captain, to plead him
vessel, the Hellish May, that I should throw our ship upon the rocks to end our
obtain them in a future cycle to, in God’s failure in swiftness, yet it was discovered
grace, provide myself fair warning and the despicable rapscallion had taken the
rekindle memories lost in the endless galley cat, that heavenly thing, and filled
rebirth of suffering. For these pages his stomach with its bones. We had neither
contain dire warnings and pleas to be the temper nor fortitude for forgiveness
heeded.” despite our saintly appearance.”
2. “The Hellish May, this ghoulish vessel, 5. “We divided his body into several portions,
with its captain gaunt and gallow, ran separating his foul limbs from his torso
barren of the good food of men not more and tossing his head into the bottomless
than a fortnight ago, its stores now filled sea, cooking him upon a fire of his
only with the skeletons of mice searching own treasures. Hunger sated, we found
for grain and finding none. On that night ourselves once more with resolve steeled to
of our final meal, we knew not of the continue our journey.”
depths of blasphemy to which we would 6. “There are but three of us left now, and I
fall.” sense eyes upon my back during the quiet
3. “When, in future trials, our gambits for minutes of the day. Surely, then, it would
soulful sustenance turned up naught but have been better to throw myself into the
sour water that leaked through our fingers sea and drown myself the moment we
like the last drops of mortal sense, we partook of our final meal, than persist only
took upon ourselves the appearance of to suffer a worser fate.”
skeletons, all surmising our souls were
destined to perish as they had so many
times before. This, I know, would have been
the ideal end.”

HELLWHALERS | C lues & L ore | 34


The Ardent Prayer
These twine-bound scrolls are each affixed with a bloodied white feather.

1. “Dearest Lord, God of all that is and will 4. “We, in rapture, understood your glorious
ever be, blessed be thy wonderful and message, the oasis you had sent us sinners
awesome mercy, to deliver us hope in in your wondrous mercy. Your messenger,
our darkest hour and to take pity on us, though speaking in tongues which no man
your humble sinners. Praise be, we have could comprehend, laid upon the ground
obtained your holy gift.” in barren form, as in the endless wisdom
2. “With joy in our hearts we give thanks, of your glory it suffered a most terrible
oh Lord, to extend the wonders of your wound across its holy wing.”
presence to where neither your light nor 5. “We have no doubt in our hearts, oh God,
your glory reaches. We, in guilty thought, for it has been removed by the presence
assumed in our wretchedness the mercy of of your servant. In accordance with your
your Kingdom was beyond our grasp, yet will, we sacrificed the lamb in your name
we have received the messenger you sent there upon the rocky shore, to prove
to our humble crew.” our dedication worthy of entering your
3. “Upon the shores of this damnable place, kingdom. Even as it tried against us in
we were blinded by its presence, your holy fearsome strength, not one man faltered in
angel there upon the cursed sands. Let this holy mission.”
it be known, oh Gracious Host, that your 6. “Our prayer, oh King of Kings, is sent to
mercy entered our hearts as our sinful eyes you now, bound with the tools of salvation
laid upon the spirit of your chorus, and we of which you have provided us, to soar
did not waver in approaching your servant from this dark place and to enter your
with the zeal of devoted men.” presence, that we may be heard and be
saved. With full hearts we await our
salvation. Oh Lord, Amen.”

HELLWHALERS | C lues & L ore | 35


The Molded Clay
Each section of mad writing is pinned to a different article of clothing, covered in dirt and
blood, forming the full outfit of a whaler.

1. “Aye, consider these writings to be my 4. “An effigy, of someone. Something. I


declaration of resignation from humanity. gathered up my nerves and addressed
‘Tis with a light heart and free spirit I rid it. Ho, beast, kill me, I plead for your
myself of these foul garments. Begone, I swiftness. For what purpose do you sculpt
say! For this sailor has learned the truth of the mud and sand? Your claws are too long
men from the Devil’s blasted mouth itself.” for fine details, and your eyes are good
2. “Mutinied was I, for my compatriots with for naught but preying upon sinful men. I
their hearts as black as coal elected my bade insulting the demon would trick it to
wretched self to leave ship in a dingy of kill me quick.”
no more than two weak planks of wood, 5. “I had not heard the voice of the devil
sacrificing me to stave off one of Hell’s before now, only its cloying laughter in
curses. May those dogs all drown! Days I the mouths of my tormentors. Without
drifted, until at last, I made shore upon a averting its gaze, its forked tongue spoke
sandy atoll. There I saw it.” to me. ‘Long claws and yellow eyes, sinner.
3. “Blackened nails each the length of an Are youdst beholden to the design of your
able man’s sabre, teeth in a galley row of form? Your legs are meant only to run, and
yellowed ivory. ‘Twas easily the size of two your mind only for the search of shelter
men it was, skin as red as a lass’s vein. and prey. And yet you seek other purposes
I sat there upon the shore, waiting for and fancy yourself a sailor. Wailing
the beast to tear my flesh asunder, but it hypocrite.’”.
took no want of me. It continued forming 6. “The devil continued its art, and I departed
a sculpture from the muddy sands as it from it. Whispers share that the devil
appeared to have been doing for some shares nothing but truth, and blasted be.
time.” I could not deny its words. Let this be the
last time I place my eyes on the written
word, and my speech return to that of base
snarls. I wish no longer to drag my claws
through the mud in denial of what I am
meant for. The devil had but one failing - it
followed not its own truth.”

HELLWHALERS | C lues & L ore | 36


The Angelfinger Compass
This declaration is wrote on old, soiled paper, each page autographed by the misspelled names
of a confident crew.

1. “Avast, ye blisterworn barnacle, ye foul 4. “That compass of good fortune, that finger
blight of soot, ye miserable dog-wailing in its unrelenting twitching, did well in
son of a whore! Consider this ye royal its duty to guide us towards our rightful
notice, to not go searchin’ yonder for the treasure. The endless nights of Hell grew
starlit treasure of Kokabel, fallen angel full of determination, and aye, that be the
of Heaven’s yore. Be this not a warning, second piece of advice we so nobly record,
rather, we! The most noble and greatest that each man working with renewed
sailors of Hell! Have already found that purpose in his hollow corpse forges a
very treasure.” sturdy crew.”
2. “Ye may wonder how in the seven circles 5. “Many trials we faced, our formidable crew,
did we, Tupper, Charleston, Berthold, beasts and horrors that would surely crush
Huckston, and Franklin, find success weaker men like yerself. Yet we persisted,
where you, you downright no-good deck- us unstoppable few, and ye would do well
swabber, fail! Aye, we have agreed to to follow our example. For not even Hell
generously educate ye in our good fortune. can oppose the strong! Who, devil tell, is
The dredge nets! It was in the dredge nets stronger than those chosen by an angel’s
we found it: A brass compass, dulled and grace?”
rusted, in which no needle rested, but 6. “We drift now, our compass tapping
rather the placid, ivory finger of a heavenly impatiently on the brass tip of its cage,
being.” towards a large cavernous opening in the
3. “It was Charleston, he bids me embellish, side of a mountainous cliff. The darkness
who in the knowledge he accumulated in sits too strongly to look further in, so we
the mortal coil was able to translate the release this declaration to the wind, that it
sea-scourged runes on the underside of the may precede our triumphant return with
compass. Good Kokabel, his hoard of stars, as many stars and gilded treasures as our
and his very finger affixed upon a bolt store can hold. Our last lesson is this - ye
pierced through its knuckle, like that of a will never beat us, ye maggoty wretches!
strange insect within the collection of an We win!”
archivist.”

HELLWHALERS | C lues & L ore | 37


The Skeleton Man
These pages appear torn from an old journal, peppered with bullet holes and blood.

1. “Day 513016. Bloodied skies. Rough 4. “Day 513019. Laughing skies. Rough
waters. After losing our captain to the waters. No one has seen the seer. Worse,
grangenous bite of a creature from no one has seen the captain. The strange
beneath our waves, his flesh melted and circle of runes remains on the deck,
innards spilt, we collected ourselves and smoking ill-smelling fumes. I cannot help
held counsel to determine our next plan but feel as we’ve been deceived, I will pray
of action. In the absence of his stalwart a sinner’s prayer for the poor captain this
leadership, I fear our crew may fall to night.”
pieces.” 5. “Day 513020. Pure dark. Rough waters.
2. “Day 513017. Blackened skies. Rough At early noon Gerald, the linesman, heard
waters. A seer amongst us has proposed, if something in the captain’s quarters.
we cannot elect a new leader, why forsake I shiver, but our captain was found.
our current captain? A desperate crew Accursed, his soul bound to that body of
grew tempted by such talk of necromancy. bone and melted flesh, his face nothing
I must confess, I believe the seer may be a more than a skull. He spoke only in
lunatic, but I do not see a better way. No screams. He set upon Gerald and the
man does.” others, I assume the worst. I am alive,
3. “Day 513018. Blinding skies. Rough hidden in the crow’s nest.”
waters. Luckily we had the captain’s 6. “Day 513021. Flaming skies. Rough
remains in the hold, his bones with the waters. I peer through the splintered wood
skin sloughing off and innards oozing. of my hiding place, down at the deck below.
We hadn’t known what to do with him, The captain, wretched creature, shambles,
it seems unkind to toss his body to the his undead fingers dragging the lifeless
waters of the very beasts that had dealt bodies of my compatriots into that eerie
him this death. We put him in a strange circle. Somehow, the seer is back. They
circle on the deck, as the seer demanded.” point, but they will never reach me. I am
safe here.”

HELLWHALERS | C lues & L ore | 38


The Flenser’s Tale
The remains of this notice are each carved into a piece of driftwood, once perhaps a door.

1. “Aye, consider this yer final notice, the 4. “I pried it open, its skeleton, to make a
flensing services of John the Carver rack on which to hang its hide. I regret,
are hereby closed. No more. I bid ye not now, opening it in such a way that let me
disparage this, be it come to ye as a shock. peer within its innards. The sky drew
If ye were so determined to pursue mine light, as though in an act of God to punish
services such that ye found my home, I me. Illuminated, I saw the ghoulish form
will reveal to ye why I have halted mine of a man’s body, stretched and twisted,
practice of butchering hellbeasts for yer straining as it formed the complete insides
sake. But aware ye are to be doomed.” of this monster, as though broken and
2. “Ye know, clear as day, there not be reformed.”
sustenance fit for men in these wretched 5. “The beast, now clear, held the appearance
seas of blood. Hunger does not kill, but of a man turned out like a sack of burlap.
the achings of a starved body be the worst His ribs, its mangled teeth. Its fins, his
of Hell’s tortures. So I’s understands why broken joints. It had not skin but muscle
many turn to the hunter’s trade, and ye’s coated in the tar and clotted blood of the
understands why I made mine fortune ocean, for his skin lined the insides of its
upon such practice. But Alas, read no veins. As my gaze met its lifeless eyes, I
further, I beg ye.” could no longer hold my knife.”
3. “A fine crew delivered a kindred whale 6. “I knows not if what I witnessed was truth
to mine shoppe. Turgid and hefty, it was. or a devil’s madness, neither will find me
Never before had I seen a beast as big, its peace. I bid ye, if ye have not turned away
frame the length of my table. They bid me in horror, to keep this in yer eternal soul in
butcher it and flense the skin to patch secret. Ye understand the pangs of hunger
their sails. I reserved a fortnite to tan as any man does, and the terror of endless
its hide and salt the meat. There, in the starvation. I beg of ye, do not doom the
moonless night, I prepared my knives and common man with knowledge as I have
cut deep into its sternum, blood and ichor doomed ye. Now, search not for me, and
draining to the gutters as I had done so leave this place.”
many times before.”

HELLWHALERS | C lues & L ore | 39


Mother of Monsters
These notes are written on relatively clean paper, sealed in glass mason jars, and packed tight
with tiny shriveled flowers. All but the last is covered in scribbled marginalia reminiscent of
love letters.

1. Ev’n here, in the depths of Hell, I have 4. In the dark of that stone cliffside, Lilith
found exuberant love! Let me profess to all and I spent endless hours. She spoke to
that this lover o’ mine is beautiful as the me of her history and life before this place.
radiant dawn, and possesses all the virtues I spoke to her of mine. We laid together
of sainthood! She came to me in a dream, beside the fires we built of my liferaft. I
and now I know her to be of true flesh and knew I would never need return to my crew
blood. or ship.
2. We crew had sailed many years upon this 5. Lo! Lilith is with child! I placed my ear
hellish sea, alone in matters of the heart, upon the scales of her belly and felt the
until she, in resplendent form, appeared in unborn child’s movements this very day! I
the vapors of my sleeping mind. I bid the am to be a father! It is a miracle! Tomorrow,
crew indulge my heart, and sail toward the I hunt seabirds to collect feathers for a bed.
cave she revealed unto my mind. 6. Damn it all! I can scarcely will myself to
3. But they refused! And so, I set off in a write this letter. I am shaking with such
lifeboat, to find my lover. When I arrived revolt! Where my promised daughter
at the cavern, I feared I’d been deceived, was to be born, my beautiful babe, in
for only darkness greeted me. But I called her place, Lilith has birthed a tangle of
out her glorious name, and she greeted me wretched serpents! I confronted her of this
kindly. deception, but she has done naught but
weep and wail. I forgave her, and promised
we would try for another in time.

HELLWHALERS | C lues & L ore | 40


Crafting your own Lore
Tools for Guides

Over the course of sailing across the seas of • Consider what this lore says about the
Hell, there may come a time when you desire to player character’s current predicament
tell a story separate from the six self-contained or how it reflects their base selves. Do the
tales presented here. We welcome you to implications of this lore change the way
create the lore and experiences you wish to the players view the environment of Hell?
share with your crew of players. The following Could there be a connection between the
tips are provided to aid in making a classic story they’ve uncovered and an aspect of
HELLWHALERS-themed six-step story. their own personal journey? Six-step lore is
an ideal opportunity to flesh out the world
• Consider how the player characters will
around the player characters and provide a
come across the information that contains
perspective they would not otherwise see in
your lore. Do they find it sealed within clay
their travels.
pots dredged from the ocean, or haunting
images scorched into the deck of their ship? • Alternatively, there may be a desire to
What does the physical shape of the story share a story from a player character’s
say about the situation it portrays? prior experiences. Such stories can provide
entertaining introspection into a player’s
• To maintain the mechanics of gameplay,
character, but are best used in a manner
separate your story into six sections of
that is still applicable to the world as a
roughly similar length. An ideal section
whole for the interest of the other players at
builds off of the previous piece, creates
the table.
tension or introduces a twist, and leaves
the party intrigued.
» The following is an example composition
for six-step storytelling
1. Introduce the premise, characters, or
current situation, and withhold the
direct plot.
2. Introduce any aspects of setting or
characters not described in step 1,
create a doorway to the plot.
3. Introduce a plot beat, draw connections
to everything introduced in steps 1 and
2.
4. Continue the plot and begin to to build
up to the climax
5. Introduce a twist, upset, or other climax
drawn from the plot or characters
themselves.
6. Finish the tale following the step 5
climax. Cliffhangers or ambiguous
endings can help reinforce a creepy or
dark atmosphere.

HELLWHALERS | C lues & L ore | 41


Items Littering the Stygian Sea
The seas of Hell contain many mysteries and Roll 1d6 - Bane
treasures. When appropriate, whalers may 1 A wire trap meant for a small animal.
uncover these items in their journeys. Remove Gives Imp Infestation.
items from this list as they’re fished up.
2 A journal full of secret notes and
Roll 2d6 - Odds and Ends observations on members of the crew.
Gives Curse of Hatred.
2 The reliquary of Saint Erasmus, bone
encased in glass and wood 3 A crate full of rotten, maggot-filled
oranges. Gives Wasting Scurvy.
3 The severed finger of a damned
nephilim, the size of a man’s leg 4 An alms box, the lock broken off,
contents lost to the sea. Gives Curse of
4 A silver noose Poverty.
5 Ruined garb sewn with a Yellow Cross 5 A tack box full of diseased and mutated
6 A piece of demonic ambergris bait. Gives Famine of the Seas.

7 A drowned dove 6 A crate of soft, clean wool blankets.


Gives Demon Fevers.
8 Flensing blades of human origin
9 A cracked spyglass that shows visions
of Heaven Roll 2d6 - Supplies
10 The skull of an imp 2 A barrel containing fresh water.
11 An unbroken, seemingly unspoiled +4 Food Supply
bottle of wine 3 A tangled mess of rope.
12 The desiccated corpse of Pope +1 Repair Supply
Formosus 4 A soggy loaf of bread. +1 Food Supply
5 A can of glue. +2 Repair Supply
Roll 1d6 - Boon 6 A keg of powder. +2 Weapon Supply
1 A small jewlery box containing a 7 A half used jar of caulk.
signet ring, an emerald necklace, and +1 Repair Supply
silver bracelets. Gives Ring of Kings.
8 A single cannonball.
2 A set of weighted gambling dice made +1 Weapon Supply
of ivory. Gives Boon of Plenty.
9 A crate of stale rations. +2 Food Supply
3 A heavy iron cooking pot. Gives
Satiated Hunger. 10 A bundle of sturdy wood planks.
+3 Repair Supply
4 An intact fishing net, made of silk.
Gives Boon of the Sea. 11 A net full of broken harpoons.
+4 Weapon Supply if repaired.
5 A pendant depicting Asclepius' Staff,
made of gold. Gives Asclepius' Shield. 12 A box full of fresh strawberries.
+1 Food Supply
6 A water-logged book on Greek
philosophy. Gives Divine Inspiration.

HELLWHALERS | C lues & L ore | 43


The Hellwhale Encounter
After pulsing the heart for the third time,
Table 1
there would be no need to gamble at midnight.
The whalers may still choose to do so, but 1 You see an opening.
regardless, their moment is at hand. The day 2 The whale zigs and zags. Your
after using the heart, the hellwhale is spotted harpoons just won’t hit it this round.
approaching the vessel. Harpoons at the ready,
begin the final confrontation. 3 The whale breaches, flooding the
ship from the splash Knot: [3], 1
The guide rolls a single six-sided die for the Seaworthiness.
hellwhale, and consults the table below. Then,
allow each player a moment to take action or 4 The whale dives, threatening to
craft a small scene. After each player has done drag the ship under. Knot: [3], 2
so, roll again on the relevant table. Seaworthiness.
5 The whale bucks against the ship,
During moments they aren’t dealing with
dealing damage to the hull. 1
problems, whalers can throw a harpoon at
Seaworthiness.
the whale by spending a weapon supply. If the
whalers can take down the whale by hitting it 6 The whale surges with unholy might.
with 13 harpoons before the Guide has rolled 6 Advance to Table 2. Harpoons thrown
on each table, the whalers are freed. this round do not pierce its flesh.

If not, they’ll be cast overboard, killed, and


their fragmented souls will litter the Stygian
Sea for an eternity. Either way, once the
encounter is finished, turn to the Epilogues
section.
Table 2 Table 3
1 You see the whale’s eye, and shudder 1 The whale’s evil bloodshot eye
with dread. unnerves you, obliterating your
confidence. Knot: [1], inability to
2 The whale is crackling with demonic
strike the whale for a round.
energies. Harpoons thrown this round
have a 1/2 chance of being deflected, 2 The whale jumps at the ship, inflicting
dealing 1 Crew Harm on a deflection. massive damage to the hull. 2 points of
Seaworthiness.
3 The whale knocks everyone prone
with a pulse of sonic energy, nearly 3 Its wounds begin to close up and heal.
deafening you all. 1 Crew Harm. The whale restores 3 health.
4 A lash of its tail slaps a whaler 4 The whale breaks the line. It will
overboard. 1 Crew Harm, and a Whaler escape unless immediately retethered.
is thrown overboard. Knot: [2], The Whale Escapes.
5 The whale crashes into the ship, 5 A corona of aquatic vermin crowns
dealing damage to the hull. 1 Damage the whale, risen by demonic energy.
to Seaworthiness. Knot: [5], 1 Seaworthiness plus 1 Crew
Harm.
6 The whale’s infernal rage is seething.
Advance to Table 3 on the next roll. 6 The whale destroys the ship
Harpoons this round splinter against completely, casting each sailor
its furious movements. overboard. The whalers have lost. Turn
to the Epilogues section.
Epilogues
"Towards thee I roll , thou all - destroying If the whalers succeed in bringing down the
but unconquering whale ; to the last I hellwhale, use one of the following epilogues,
grapple with thee ; from hell ’ s heart I as the guide decides appropriate:
stab at thee ; for hate ’ s sake I spit my last
breath at thee ." – A hab , M oby D ick
• Shooting Stars, p. 47
» celestial horror, failure
• New Lords of Hell, p. 48
If the hellwhale destroys the ship, use the
following epilogue: » transformation, corruption
• The Long Wait, p. 49
“Cast to the bottom, the air plied from your
lungs, your souls are eroded away by the » loneliness, trapped
merciless waves of the hellish sea, ground • Pandæmonium, p. 50
down to your most basic form. Perhaps, in the
» chaos, desperation
future, some other damned sailor will dredge
you from the deep, and win a lucky bet with • A Toast, p. 51
you. Between now and then, you are flotsam, » betrayal, defeat
littering the abyssal ocean. From the sea we
• You Made It, p. 52
crawled, and to the sea we returned.”
» redemption, nilism

HELLWHALERS | E pilogues | 46
Shooting Stars
The hellwhale slain, you begin to harvest the
blackened meat of the leviathan. As you cook
it in the stewpot, craft one final scene with
your fellow crewmates, as you prepare to taste
salvation.

Putting the meat to your lips, you chew the


acrid, rubbery flesh. Your cheeks flush and
your eyes begin to water, as you wonder what
comes next… Then, a rushing sensation, and a
light of purest holy bliss surrounds you.

"BE NOT AFRAID!" The horrifying entity


speaks in a chorus of myriad tongues. You see
it at the gates of shining pearl, but its form is
indescribable. Addressing each whaler in turn,
it asks why they have come here. After they
each make their plea for salvation, the entity
responds by recounting their vicious deeds,
culminating with the death of the whale. "YOU
HAVE COME ALL THIS WAY, BUT HEAVEN
CARES NOT FOR THE BARGAINS OF HELL!
YOU CANNOT FIND SALVATION HERE!"

You begin to fall… Your stomach churns with


the weight of your drop. A descent so far,
you begin to ignite. In agony, your form and
eternal soul burn to ashes, as you plummet
into the blackest ocean at the very bottom of
the cosmos.
New Lords of Hell
The hellwhale slain, you begin to harvest the
blackened meat of the leviathan. As you cook it
in the stewpot, craft one final scene with your
fellow crewmates, as you prepare to leave this
Hell.

You desired to taste salvation, and salvation


you shall receive. Boiled veins and pustules
of oil burst between your crooked teeth.
How many people have you hurt for this
moment? How much pain have you caused?
Insert questionable acts party members have
committed.

And you expect Salvation.

Over the course of your journey, your soul has


become twisted in nature. You stand alone as
evil men, despicable even among all in this
hole of sinners. The taste of the hellwhale
proliferates in your jowls.

Your fingernails break through the skin


of your fingers. Your teeth elongate in
excruciating pain as the sharp tips cut
through your gums. Your tailbone burns,
cracks, and splinters from your spine as your
skin is dyed red in your own blood.

You desired Salvation. You deserve no


salvation. Your escape comes only as a
proliferation of your cruel nature. In the
bowels of Hell, a devil is born anew.
The Long Wait
The hellwhale slain, you begin to harvest the
blackened meat of the leviathan. As you cook
it in the stewpot, craft one final scene with
your fellow crewmates, as you prepare to taste
salvation.

As visions of white blind you, you feel yourself


rising up, up, up. You feel weightless, and the
pain of your tortured body washes away to a
pleasant numbness. You can hear waves, and
feel heat on your skin.

When your vision clears, you find yourself


laying down, alone, on a placid beach of white
sand. Blank white skies coat the space above
you, and you look out across a coastline of
white waters gently lapping at the beach.

You attempt to make a sound, but no voice


leaves your throat. You can hear the gentle
lapping of the waves, and nothing else. You
can feel the pleasant heat on your skin,
and nothing else. You are alone. The beach
stretches for miles. You have arrived in
purgatory, short of the pearly gates. The beach
stretches on forever. You begin to forget to
blink. No one is here. You spend years - no,
hours - or decades? - you spend minutes,
perhaps, looking at the coastline of the ocean
from whence you escaped once before. You
could wade back in, so, so easily, and see your
friends again. How long can you endure?
Pandæmonium
The hellwhale slain, you begin to harvest the
blackened meat of the leviathan. As you cook
it in the stewpot, craft one final scene with
your fellow crewmates, as you prepare to taste
salvation.

As you raise the meat to your lips, a


thunderous boom rocks your boat, and it
rumbles with the sound of breaking wood.
You tear your eyes away from the flesh in
your hands and you see them - hundreds,
thousands, of souls, all coming for you. Ships
and galleons and the eyes of a million cannons
pointed in your direction. A tidal wave of faces.

One hellwhale, one ticket to paradise. You hear


a scream, you turn and see men boarding your
vessel, your captain (Use a player name if the
captain is absent) skewered on the end of a
dozen rapiers.

You go to swallow your scrap of meat, to


escape, but a hundred hungry hands pull and
tear at your face. The ship creaks, sinking
under the weight of a thousand desperate
souls. The hellwhale’s smoking body shakes
as naked men brutalize each other upon its
carcass.

Pandæmonium, they say, is a capitol of Hell,


a place of demons and lunatics. As a million
fingers scratch at the meat in your palms, you
realize Pandæmonium is here. Not a place, but
the thousand wailing voices of desperate men.

With a sickening crunch, the boat splits in


two. The hellwhale’s body plunges into the
sea, sinking beyond the grasp of the crowd.
Your fingers are broken and your arms are
wrenched from your body, a mass of people
drowning in a sea of blood. As the water
fills your lungs, you weep, for you know the
hellwhale is no more.
A Toast
The hellwhale slain, you begin to harvest the
blackened meat of the leviathan. As you cook
it in the stewpot, craft one final scene with
your fellow crewmates, as you prepare to taste
salvation.

As you stand around waiting for the meal to


cook, your proud captain comes, tray in hand,
holding chipped glassware full of brandy.

“Ay’ve been savin’ this for a special occasion…


dare to say there won’t be many opportunities
to drink this up top.” The captain hands you
a glass, the amber liquid well-preserved and
cared for. “I had me doubts about ye, but
it seems I find myself surrounded by the
company of good men. Before we ascend, a
toast. To leaving this all behind.”

A cheer from the small congregation. The


brandy is warm on the tongue and smolders in
your throat.

“They sez, though, that A PERSON who eats


of the whale’s flesh will be saved. Not persons,
see. An’ I can’t afford to take any chances.”

The brandy burns in your belly. You can feel


the fire grow and claw at the lining of your
stomach, inducing an intense pain that
wracks your body. The poison you’ve ingested
locks your muscles in seizing pain, a torture
comparable to that of Hell’s interrogators.

You watch from the floor as the captain, your


captain, takes his glass and scoops up some of
the stew from the pot. With a kick the entire
thing goes overboard - the pot, the stew, the
whale - all of it. The captain gives you one last
look, almost pitiful, and imbibes.

In a flash of light powerful enough to sear


your failing eyes, the man is gone. Your body
seizes, convulsing, left to die on a deck of wood
and splinters.

Was it worth it? Was he saved? Perhaps, then,


in another life, there will be another hellwhale.
Another ship. Perhaps, even, your ship. One
where you can be called captain.
You Made It
The hellwhale slain, you begin to harvest the You come to a staircase. Do you climb it?
blackened meat of the leviathan. As you cook
[No.] You remain in Heaven, and not once do
it in the stewpot, craft one final scene with
you see another soul. In this abandoned place,
your fellow crewmates, as you prepare to taste
eternal nothingness stretches towards time
salvation.
immemorial. Is this paradise, you wonder? The
Putting the meat to your lips, you chew the endless sky answers nothing, in this vacant
acrid, rubbery flesh. Your cheeks flush and place. Perhaps, at least, it is better than Hell.
your eyes begin to water, as you wonder what
[Yes.] You climb the gilded stairs, crescending
comes next. Then, a rushing sensation, and a
upwards to a space you cannot see. After years
light of purest holy bliss surrounds you.
of climbing, you cross the threshold to the
When you regain your vision, the next thing top of the steps, finding yourself before an
you see is an endless horizon of placid, shining immaculate door of sculpted gold and stone. It,
clouds. You step through an endless mist too, stretches to even greater heights, and as
circling around your ankles, yet your feet find you pass through the crack of its barely-open
solid purchase with each step. The sky above frame, its build is as thick as several galleons.
you is a sunless bright sky.
Inside, you can see it. Even miles away, you
Behind you is a gate. A gate you, presumably, can see it. The majestic throne of God. The
did not walk through. Its golden arches extend simple form of its craft illuminates its divinity,
further into the sky than you can see, its bars seeing it wells tears in your eyes through
glittering and painful to stare at. You can see, awe alone. And it is empty. The hall of God is
closer, that upon its handles lays a brutal set empty. The wide swathes of space no doubt
of chains and locks, sealing it shut forever. meant for the crowds paying God homage, are
empty.
You walk through the heavenscape. The air
is light on your skin and your wounds are a Empty.
distant memory. Beyond your fellow crew, you
Empty.
see not a soul within these hallowed halls.
You pass empty structures, monuments, and Empty.
fountains impeccably bright and clean.
There is nothing here but dust.

HELLWHALERS | E pilogues | 52
Afterwords
Hey there. Kaye here. This project came at a
“Um, um , um . Stop that thunder !
Plenty very interesting time in my life, and I'd like to
too much thunder up here . What’s the use request a favor, dear reader, if it's something
of thunder ? U m , um , um . W e don ’ t want you partake in.
thunder ; we want rum ; give us a glass of
My grandma passed right around April of
rum . U m , um , um !”
2023, when we were completing layout and
gathering art assets. She was an amazing
person, a beautiful soul, and will be dearly
Thank you for purchasing Hellwhalers. There
missed. The only thing she loved as much as
is something to be said about the process of
her family was a good beer, so next time you
writing for a game about hunting a hellish
gather around a table, crack open a cold one
whale in the depths of Hades. Resilience and
for her.
spite against the world and the forces we find
against ourselves is a human endeavor — it is Thank you for your continued support, and
one we encounter on a daily basis in a world we'll see you in the next one.
that would so eagerly strike us down. To
– Kaye "Pip" Mahoney
endure and survive is a human quality - one so
innate that it is pleasing to consider a world
where such instinct would persist even long
after mortal death. Attempting to distill those
raw emotions into the aesthetic of Hellwhalers Hellwhalers has been an intense experience.
was a passionate task - I hope you, reader, I’ve learned so much as a designer and writer,
thoroughly enjoyed your experience with this and I owe it all in no small part to the legions
game, and I hope you arise victorious against of supporters that have given me hope for this
whatever hellwhale you may be striving project.
against in your own life.
Hope is one of the main themes of the game.
– Thomas V, Bogus Cheesecake Not ephemeral, gossamer hope, but the gritty,
salty, bloodspattered hope that really embodies
the struggle through life that we sometimes
face. This project fell across a difficult time
with my life’s battles, and to say we made it
this far is nothing short of a miracle and a
testament to that hope. So, whatever hopes
you’re holding onto, fight for them. You’ve
gotta keep the lantern of your life burning,
no matter the raging storm outside. And
whatever your white whale, pursue it with all
the tenacity of the damned. Someday we’ll get
there.

Thank you for the support.

– Moss

HELLWHALERS | A fterwords | 53
Credits
Game Design - Moss Powers, Thomas Vorderbruggen, a.k.a. Bogus Cheesecake
Layout - Kaye Mahoney
Editing - Nolan Heath, Lillian Jolly
Art - Kaye Mahoney, Charles Torok, Albert "Bael" Johnson, Lepish Susanō

A Brewist Tabletop Publication


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Copyright © 2023 Moss Powers - All rights reserved.

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Published using Adobe Creative Suite.

Fonts used: Clarendon URW, Celestial Typeface

Public Domain Art


4 The Ghost Ship, Alfred Rudolp Waud 38 Pêche du Cachalot, Friedrich von Martens
7 Jonah in the Whale, Augustin Hirschvogel 41 Ezekiel has a vision of angels and spheres with
8 Nipped in the Ice, Currier & Ives eyes coasting along the thunderstruck sea,
10 The Vision of Hell, Hélidore-Joseph Pisan Robert Pranker

17 Hell, Abraham van Diepenbeeck 42 Job Tormented by Demons and Abused by His
Wife, Lucas Emil Vorsterman
19 Four-master and Two Three-masters Anchored
near a Fortified Island from The Sailing Vessels, 43 Sunset at Sea after a Storm, William Miller
Pieter Bruegel the Elder 44 The Fall of the Magician, Pieter van der Heyden
23 The Passion for Gambling, Claude Gillot 45 A travelling gypsy family enjoying a rest and a
37 The Remains of a Shipwreck, Nicolas de Launay meal of soup, bread and wine, F. Pedro

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