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HELLWHALERS | C ontents | 2
Contents
Introduction 5 Characters 28
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
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
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
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
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
• The sharpened jawbone of a donkey • Let Your Emotions Get the Best of You
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
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
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.
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
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 | 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.
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.
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.
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.
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.”
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.”
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.”
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.”
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.”
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.”
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.
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 | 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.
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.
– 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
brewisttabletopgames.itch.io
brewisttabletopgames@gmail.com
facebook.com/brewisttabletop
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