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What is in this Zine?

Philosophy of Play
Lilliputian: adventure on the Open Seas is a table- Lilliputian: Adventure on the Open Seas was
top Adventure Game that focuses on explorers written with the following design philosophies in
exploring the vast oceans, discovering new mind:
islands, making allies and enemies, building a
reputation and generally having fun. Lilliputian is Neutrality
designed for at least two people, one Game Master The Game Master’s role is to portray the rules,
and at least one Player. Together, Game Masters situations, NPCs, and narrative clearly, while
and Players work towards building a world full of acting as a neutral arbiter.
excitement and adventure; all the while rolling dice
and playing make believe. Classless
A character's role or skills are not limited by a
Players play as the adventurous explorers, single class. Instead, the equipment they carry,
the Lilliputians. This Adventure Game will build on and their experiences defines their specialty.
mechanics of the ENNIE Award winning TTRPG
- Mausritter. But Lilliputian does not end there. Death
This zine will come with conversions to make
Characters may be powerful, but they are also
these little, adventurous sailors into steampunk
vulnerable to harm in its many forms. Death is
Victorian era Skyship Captains for use with Into
always around the corner, but it is never random or
the Odd or Electric Bastionland. It will also come
without warning.
with the conversions to outfit Lilliputians as
hardened, seafaring traders and pirates for use
Fiction First
with Cairn.
Dice do not always reflect an obstacle's difficulty
or its outcome. Instead, success and failure are
With rules for open ocean hexcrawling, solo
arbitrated by the Game Master in dialogue with the
sailing, naval combat, building ships and lots of
players, based on in-world elements.
creepy sea monsters; Lilliputian will bring hours
of creative fun to your table.
Growth
Characters are changed through in-world
advancement, gaining new skills and abilities by
surviving dangerous events and overcoming
obstacles.

Player Choice
Players should always understand the reasons
behind the choices they've made, and information
about potential risks should be provided freely and
frequently.

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Danger
Principles for Game • The game world produces real risk of pain

Masters •
and death for the player characters.
Telegraph serious danger to players when it
Information is present. The more dangerous, the more
obvious.
• Provide useful information about the game
world as the characters explore it. • Put traps in plain sight and let the players
take time to figure out a solution.
• Players do not need to roll dice to learn about
their circumstances. • Give players opportunities to solve problems
and interact with the world.
• Be helpful and direct with your answers to
their questions.
Treasure
• Respond honestly, describe consistently, and
• A Treasure is specific to the environment
always let them know they can keep asking
from where it is recovered. It tells a story.
questions.
• Treasure is highly valuable, almost always
Difficulty bulky, and rarely useful beyond its worth and
• Default to context and realism rather than prestige.
numbers and mechanics. • Use Treasure as a lure to exotic locations
• If something the players want to do is under the protection of intimidating foes.
sincerely impossible, no roll will allow them
to do it. Choice
• Saves cover a great deal of uncertain • Give players a solid choice to force outcomes
situations and are often all that is necessary when the situation lulls.
for risky actions.
• Use binary "so, A or B?" responses when their
Preparation intentions are vague.
• The game world is organic, malleable and • Work together with this conversational
random. It intuits and makes sharp turns. progress to keep the game moving.
• Use random tables and generators to develop • Ensure that the player character's actions
situations, not stories or plots. leave their mark on the game world.
• NPCs remember what the PCs say and do,
and how they affect the world. Die of Luck
• NPCs don't want to die. Infuse their own self- • Occasionally you will want an element of
interest and will to live into every personality. randomness or a Save will not suffice for the
situation to resolved.
Narrative Focus
• In these situations, give player an X-in-6
• Emergent experience of play is what matters, chance of succeeding in what it is they are
not math or character abilities. Give the trying or of something occurring. Roll d6 and
players weapon trainers and personal quests if the result falls within the Fated chance, it
to facilitate improvement and specialization. happens.

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Caution
Principles for • Fighting is a choice and rarely a wise one;

Players consider whether violence is the best way to


achieve your goals.
• Try to stack the odds in your favor and retreat
Agency when things seem unfavorable.
• Attributes and related saves do not define
your character. They are tools. Planning
• Don't ask only what your character would do, • Think of ways to avoid your obstacles
ask what you would do, too. through reconnaissance, subtlety, and fact-
• Be creative with your intuition, items, and finding.
connections. • Do some research and ask around about your
objectives.
Teamwork
• Seek consensus from the other players
Ambition
before barreling forward. • Set goals and use your meager means to take
• Stay on the same page about goals and limits, steps forward.
respecting each other and accomplishing • Expect nothing. Earn your reputation.
more as a group than alone. • Keep things moving forward and play to see
what happens.
Exploration
• Asking questions and listening to detail is
more useful than any stats, items, or skills
you have.
• Take the GM's description without
suspicion, but don't shy away from seeking
more information.
• There is no single correct way forward.

Talking
• Treat NPCs as if they were real people and
rely on your curiosity to safely gain
information and solve problems.
• You'll find that most people are interesting
and will want to talk things through before
getting violent.

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Core Rules Combat
Attacking unsuspecting foes allows you and any
The Game Master sets the scene. You describe allies aware of the plan go first. Otherwise, make
what you do. The GM will describe the outcome. a DEX save to act before your opponents.
The conversation flows until the mechanics In following combat rounds, maintain this order.
interject.
Attacks
Role-playing To see if an attack hits, roll 2d6 then follow this
table for rolling damage.
As a player, you are in control of and act as your
Lilliputian explorer. Lean into the character traits 2d6 Damage Mechanic
you randomly generated and most importantly 2 Miss (deal no damage)

have fun! 3-4 Weak Hit (roll damage at disadvantage)


5-9 Hit (roll normal damage)
Saves 10-11 Strong Hit (roll damage at advantage)

If you describe your Lilliputian doing something 12 Crushing Blow (deal max damage)

risky where the outcome is uncertain and failure Roll your weapon’s die and do that much damage
has consequences, a Save will be asked for; for to an opponent, minus their armor.
either STR, DEX or WIL. When an attack is Impaired, or difficult, roll d4 for
For a Save, roll d20. If you roll equal or under the damage regardless of weapon. When an attack is
appropriate Ability Score you pass. 1 is always a Enhanced by having the upper hand, roll d12. Blast
success and 20 always a failure. weapons cause Damage to all targets in an
Opposed Saves appropriate area, rolling separately for each.
If you and another character are competing, you Hit Protection and damage
both make a Save. The lowest successful roll wins. Damage is dealt first to Hit Protection (hp). This
represents the ability to avoid damage. Once hp is
Advantage and Disadvantage depleted, damage is dealt to STR. After taking STR
If you roll a Save and are in a good position to damage, make a STR save. If succeeded, you are
succeed, the GM may allow you to roll with still able to fight. If you fail, you take Critical
Advantage. Roll 2d20 and take the lower result. Damage. When critical damage is dealt, you are
The GM may ask you to roll with Disadvantage if incapacitated and have no Actions until healed. If
you are in negatively positioned for the current an incapacitated creature is left untended for six
task. Roll 2d20 and take the higher result. Turns, you die.

Actions Attribute score loss and death


On your turn a character can move and perform an If STR reduced to zero, you are dead. DEX to zero
Action. An action can be anything from you paralyzed. WIL at zero breaks the mind. DEX
negotiating, to attacking, to fleeing. and WIL can be healed with a Full Rest.

Time Keeping Rest and Healing


Short Rest, one Turn; heal d6hp. Long Rest, one
Round, in combat time; less than a minute. Turn,
Watch; heal to max hp and d6 Ability Scores. Full
roughly 10 minutes. Watch, six hours (one hex).
Rest, week in safety; max hp and Ability Scores.

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Create a Lilliputian
The open seas are quite vast and extremely
Omen of Birth
dangerous for a little Lilliputian explorer. You will In Lilliputian culture, the time of year one is born in
need to be brave, and always keep be on your determines their personality. Roll d4 or choose
guard. your Birth Season.

d4 Birth Season
Attributes 1 Winter - Cold/Harsh/Resilient
Your Lilliputian explorer has three core attributes 2 Spring - Nurturing/Joyful/Quick-to-act
known as Ability Scores. These will measure your 3 Summer - Hot-headed/Bold/Adventurous
strengths and weaknesses. 4 Fall - Industrious/Calm/Fears unknown
Roll 2d6+3 for each Ability Score (range of 5-15).
10 is average.
• STR – Fighting, fortitude, and toughness.
Naming an Explorer
Lilliputian culture is quite similar to the real-world
• DEX – Stealth, athletics, and reflexes.
culture of the 18th Century or Victorian Era. Roll
• WIL – Confidence, discipline, and charisma.
d20 on the Names Table to determine your name
or just make one up.
HP, Coin and Background d20 Female Male Second
Characters start with d6 Hit Protection, a measure 1 Alice Jude Smith
of their ability to avoid life-threatening Damage. 2 Amelia August Williams
This attribute is different than the tradition “Hit
3 Charlotte Oliver Taylor
Point”, whereas Hit Points are health; Hit Protect is
4 Eleanor Henry Davies
a “layer” of resilience and STR is your health.
5 Genevieve Levi Brown
Character also start with d6 Coin. Coin is the basic 6 Clementine Nathaniel Thomas
currency of the Lilliputians and trades 1:1 with Pips 7 Lucy Cyrus Evans
or Gold Pieces. 8 Mabel Gideon Johnson
9 Adelaide Elias Roberts
Cross reference your HP and starting Coin to 10 Penelope Alexander Edwards
determine your Background (or roll d66 to 11 Phoebe Kit Hill
randomly generate). Background adds flavor to 12 Florence Archie Morris
you explorer.
13 Elsie Eli Baker
14 Adeline Isaac Cooper
Starter Package 15 Olive Jacob Green
Consult the Starter Package Table to find your 16 Cecilia Seth Walker
starting equipment and any special information 17 Elizabeth Linus Lee
about your character. As well as individual 18 Lydia William Clarke
equipment, a Lilliputian explorer always has a light 19 Edith Ezekiel Bennett
source, rope, mapping materials (compass, Jane Elijah Ward
20
sextant and parchment), and rations.

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Character Traits
Each Lilliputian is unique. For that reason, roll randomly on these tables to describe your explorer. Each
table uses a d10.

Physique Clothing
1 Athletic 6 Scraggly 1 Antique 6 Royal
2 Brawny 7 Short 2 Bloody 7 Livery
3 Flabby 8 Dashing 3 Elegant 8 Topless
4 Lanky 9 Stout 4 Soiled 9 Standard Issue
5 Chiseled 10 Enormous 5 Exotic 10 Tattered

Skin Virtues
1 Birthmarked 6 Soft 1 Respect 6 Reliable
2 Scarred 7 Tanned 2 Justice 7 Hope
3 Dark 8 Weathered 3 Wisdom 8 Courage
4 Rosy 9 Hairy 4 Resolution 9 Moderation
5 Pockmarked 10 Tattooed 5 Mercy 10 Helpful

Hair Vices
1 Bald 6 Curled 1 Angry 6 Lustful
2 Long 7 Wavy 2 Arrogant 7 Lazy
3 Braided 8 Oily 3 Envious 8 Drunk
4 Mohawked 9 Luxurious 4 Glutton 9 Coward
5 Frizzy 10 Dreadlocked 5 Greedy 10 Vane

Face Reputation
1 Elongated 6 Picturesque 1 Leader 6 Hardworking
2 Bony 7 Squatty 2 Loafer 7 Entertaining
3 Broken 8 Sunken 3 Dangerous 8 Brash
4 Pale 9 Distinguished 4 Honest 9 Goofy
5 Rugged 10 Square 5 Wise 10 Repulsive

Speech Misfortunes
1 Whispers 6 Squeaky 1 Addicted 6 Abandoned
2 Stuttering 7 Droning 2 Defrauded 7 Court-martialed
3 Eloquent 8 Posh 3 Exiled 8 Blackmailed
4 Loud 9 Slang 4 Cursed 9 Condemned
5 Cryptic 10 Non-Verbal 5 In debt 10 Shanghaied

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Backgrounds
Lilliputians come from various different walks of life. Before your character became an explorer, they had a
previous career, why they left is up to you, but this background helped shape them into who they are today.
How to read this table: the first digit is your HP, the second is your starting Coin. Or roll d66 to randomly
generate.

11 Occultist 31 Poor Soldier 51 Sailor


12 Noble 32 Physician 52 Carpenter
13 Officer 33 Blacksmith 53 Ale Brewer
14 Messenger 34 Chef 54 Trapper
15 Pilgrim 35 Militia 55 Miner
16 Burglar 36 Stable Hand 56 Street Thug
21 Courtier 41 Hunter 61 Bricklayer
22 Brigand 42 Prison Guard 62 Swineherd
23 Mercenary 43 Fisher 63 Farmhand
24 Vagabond 44 Bard 64 Scribe
25 Lamplighter 45 Ranch Hand 65 Priest
26 Merchant 46 Woodcutter 66 Barkeep

Starter Packs
Each Lilliputian explorer begins with their own
unique loadout. To determine what you begin
exploration with cross-reference your highest
Ability Score (STR, DEX, or WIL) with your HP (5-
15) and then consult the following table.

Starter Packs will contain several items. These


items help balance out characters so that
“average” attributes do not mean an average
character. This table see “weaker” characters
equipped well and interestingly, whereas, “tough”
characters may be equipped with more mundane
items.

Fill free to mix and match these items as you see


fit, but remember: a super tricked out, min-maxed
character is really not fun and not a challenge. It is
encouraged to lean into the randomness and
embrace the potential chaos.

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1 hp 2 hp 3 hp 4 hp 5 hp 6 hp
Sword (d6), Musket Musket Pistol (2d6), Scattergun Musket
Pistol (2d6), (2d8), (2d8), Knife (d6), (2d10, Blast), (2d8),
Leather Cutlass Harpoon Dreams of Hatchets Throwing
3-7 Armor, Can (d6/d8), Bag (d10), real but yet (d6+d6), Peg- Knives
sense of Black Immune to unknown legged and (d6+d6),
change in the Powder Cabin Fever island nearby has a pet Talisman,
wind and Poison the ship Bumblebee Locked box
Musket with Pistols Musket Cutlass Crossbow Halberd
Bayonet (2d6+2d6), (2d8), (d6/d8), (2d8), Quiver (d10),
8 (2d8, d6), Pet Leather Pistol (2d6), of Bolts, Treasure
Cabin Boy, Dragonfly, Armor, Poison vile, Talisman Map,
Talisman Talisman Talisman Talisman Talisman
Musket with Hatchets Cutlass Pistol (2d6), Musket Scattergun
Bayonet (d6+d6), (d6/d8), Knife (d6), (2d8), Can (2d10, Blast),
9 (2d8, d6), Poison vile, Bomb (d12, Can speak to see in pitch Dagger (d6),
Armor, Spyglass, blast), Frogs, Scroll black, Scroll Fishing nets,
Talisman Talisman Talisman Scroll
Bow (d8), Musket Cutlass Pistol (2d6), Harpoon Pistols
Quiver of (2d8), Knife (d6/d8), Leather (d10), (2d6+2d6),
10 Arrows, (d6), Talisman, Armor, Treasure (3) Smoke
Talisman Talisman Scroll Explosives Map bombs
Pistol (2d6), Hatchets Musket Cutlass Scattergun Sword (d6),
Knife (d6), (d6+d6), (2d8), (d6/d8), (2d10, Blast), Shovel,
11 Fishing nets, Armor, Bomb Treasure Whisky, Immune to Fishing pole
Scroll Map Bedroll Cabin Fever and real
Harpoon Pistol (2d6), Scattergun Musket Cutlass Pistols
(d10), Armor, Knife (d6), (2d10, Blast), (2d8), Poison (d6/d8), (2d6+2d6),
12 Talisman Fishing nets, Frog-Speak vile, Spyglass Spyglass, Chain, Mirror
Scroll Accordion
Hatchet (d6), Musket with Bow (d8), Dagger (d6), Musket Harpoon
Speaks with Bayonet Quiver of Slingshot (2d8), Animal (d10),
13 Birds (2d8, d6), Arrows, Fire (d6), Gaming Trap, Hand Immune to
Armor Oil Set Drill Cabin Fever
Halberd Pistols Sword (d6), Bow (d8), Musket Dagger (d6),
(d10), Armor, (2d6+2d6), Hook for Quiver of (2d8), Steel Slingshot
14 Flute Crowbar, hand (d4), Arrows, Rum wire, Fiddle (d6), Marbles
Lyre Drugs bottle
Axe (d8), Cutlass Musket Pistols Sword (d6), Staff (d6),
Musket (d6/d8), One- (2d8), (2d6+2d46), Debt of d6 X Notes about
15 (2d8), Near armed, Bag Tabaco, Shield, 100 Coin to an Island,
blind of dust Fugitive Illiterate the King Disfigured

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Advancement Stress of a Sailor
As a Lilliputian goes out on glorious adventures, Lilliputians were born to walk, live and thrive on
they learn, grow, and even pick up some new skills. solid ground, but their desire to explore and learn
This is shown by Explorer Prestige. of distant lands has driven them to the seas. While,
fun and exciting, this environment exposes them to
When a character has completed the requirements, places and events far beyond what they are used
they move to the next level. Each time they to. Disturbing, frightening and even fatal
advance a level, they gain d6 hp and roll d20 for experiences are often had, shaking even seasoned
each of their Ability Scores. If the roll is higher explores to their core.
than the score it is increased by 1. Reputation:
When your Lilliputian experiences grave danger or
As they advance in Explorer Prestige, characters
bizarre events, make a WIL Save. On a failure, the
may be treated differently by people they
character suffers WIL damage. The amount of
encounter.
damage will vary depending on how extreme the
circumstances were.
Novice
• Mild or upsetting events: 1 damage to WIL
You are ready to go on an expedition. This is your
first voyage and you are green. • Strange and unsettling occurrences that
cause one to gasp: d4 damage to WIL
• Challenging encounters that inspire fear or
Professional
pose a real threat: d6 damage to WIL
You have successfully survived at least one
• Naval battles and losing a friend at sea will
expedition. Adventure and exploration suit you.
shake you: d8 damage to WIL
• Experiences of horror, Leviathans from the
Expert deeps: d10 damage to WIL
You have survived at least three dangerous
expeditions since reaching Professional Pivotal Moment
Level. The Seas call your name. When WIL is reduced to 0, characters experience
a Pivotal Moment. See the Pivotal Moment table
Veteran and cross-reference the damage dealt to reduce
You have survived at least five expeditions since WIL to 0 and take the consequence.
reaching Expert level and have taken on a Cling to what you hold dear…
Protégée. Chances are you own a ship. If a character experiences stress, they can choose
an item they are carrying and use it as a totem of
Master comfort. If you do this for a Long Rest, this item is
You have a Protégée of at least Professional now your Cherished Possession
level and have survived a dangerous expedition Recovering from the Horrors
with them since reaching Veteran Level.
A Lilliputian can recover d6+1 WIL by holding the
Cherished Possession for a Short Rest or restore
Beyond max WIL resting for a Full Rest on land. WIL cannot
Even upon reaching Master level, a character may be restored without a Cherished Possession. If
have greater ambitions. This could be a desire for lost, a new item can become a Cherished
a legacy or even commanding an Armada. Possession after d3+1 Long Rests.
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Stress Outcomes
Damage to WIL Pivotal Moment
1 You keep it together and get Advantage on all Saves for the next d6 turns.
2 You cannot keep focus. You suffer Disadvantage on all Saves for the next d6 turns.
3 You run away to reflect on what you saw, leaving everything behind. You need d6
turns to recover.
4 You see things that are not there for d4 hours and cannot differentiate them from
what is real.
5 You acquire a new phobia. It can be of water, if at sea, or of monster if it all happened
in combat. You suffer Disadvantage on all Saves when it's relevant.
6 You are paralyzed while your mind tries to understand everything. You cannot move
or act for a full hour.
7 You have a hard time trusting anyone and have to succeed a WIL Save every time you
meet someone or suffer d4 WIL damage.
8 You pass out and are unconscious for d6 hours. You have very unnerving dreams
while unconscious and suffer Disadvantages on all Saves related to the dream for a
week.
9 You lose control for a moment and immediately attack the closest person to you for
d6 rounds. If you are alone, you attack whatever thing it is in reach.
10 You have a heart attack, STR Save or die immediately. If you succeed the Save, you
pass out for d6 days.
Battle Hardened
A Lilliputian will endure hardship and wear the markings of their conflicts. These are called Scars and they
occur when damage dealt to a character reduces their hp to exactly 0, they are sometimes changed
irrevocably. See the Scars table and take the result.

Damage Scar
1 Lasting Scar: Roll d6 | 1: Neck, 2: Hands, 3: Eye, 4: Chest, 5: Legs, 6: Ear. Roll d6. If the
total is higher than your max hp, take the new result.
2 Rattling Blow: You’re disoriented and shaken. Describe how you refocus. Roll d6. If the
total is higher than your max hp, take the new result.
3 Walloped: You’re sent flying and land flat on your face, winded. You are deprived until you
rest for a few hours. Then, roll d6. Add that amount to your max hp.
4 Broken Limb: Roll d6 | 1-2: Leg, 3-4: Arm, 5: Rib, 6: Skull. Once mended, roll 2d6. If the total
is higher than your max hp, take the new result.
5 Diseased: You’re afflicted with a gross, uncomfortable infection. When you get over it, roll
2d6. If the total is higher than your max hp, take the new result.
6 Reorienting Head Wound: Roll d6 | 1-2: STR, 3-4: DEX, 5-6: WIL. Roll 3d6. If the total is
higher than your current ability score, take the new result.
7 Hamstrung: You can barely move until you get serious help and rest. After recovery, roll
3d6. If the total is higher than your max DEX, take the new result.
8 Deafened: You cannot hear anything until you find extraordinary aid. Regardless, make a
WIL save. If you pass, increase your max WIL by d4.
9 Re-brained: Some hidden part of your psyche is knocked loose. Roll 3d6. If the total is
higher than your max WIL, take the new result.
10 Sundered: An appendage is torn off, crippled or useless. The Game Master will tell you
which. Then, make a WIL save. If you pass, increase your max WIL by d6.
11 Mortal Wound: You are deprived and out of action. You die in one hour unless healed. Upon
recovery, roll 2d6. Take the new result as your max hp.
12 Doomed: Death seemed ever so close, but somehow you survived. If your next save against
critical damage is a fail, you die horribly. If you pass, roll 3d6. If the total is higher than
your max hp, take the new result.

15
Gear and Inventory
Inventory System
Your Lilliputian can carry various types of items, they do this by filling up Inventory Slots on their Character
Sheets. Most items take up one Inventory Slot, however, some larger items (usually noted Heavy) take up
two slots. Two slot items are referred to as Bulky if Lilliputian: Adventure on the Open Seas is being adapted
for Cairn or Into the Odd.

Firearms Durability Carrying Capacity


Lilliputians have mastered the Most items have Durability of Lilliputians can carry up to 10
technology of flintlocks and 3. When an item loses a point items. Two in their Armed
black powder. Harnessing these of Durability fill in a dot on the Slots, Two in their Worn Slots,
materials, they have created Item Chit or put a “*” next to it and up to 6 in their Backpack
Firearms. Firearms can range on your character sheet. After Slots.
from Light, Medium or even accumulating 3 dots the item is Rummaging
Heavy Weapons classes and depleted or destroyed. Players can attempt to bypass
they use a simple mechanic to Durability is cleared by being the time restriction on
deal damage. repaired, recharged or refilled. Backpack Slots by rolling d6
Roll 2dX (X value depends on Items lose a point of Durability and randomly grabbing that
the class of the weapon) when:
damage item. They still have an action
• After use, roll d6 and mark on that turn.
One Armed Slot, one Worn Slot
• Reload: Cannot move and Durability on a 4,5, or 6
attack • The GM deems it has been Encumbrance
• Misfire: On doubles, does no used enough. If a character is carrying more
damage. Mark Durability. Costs When Lilliputian is in use with items than available in their
approximately 300C Cairn or Into the Odd, mark Inventory Slots, they are
Ammo: Shot and powder, Cost:
Durability with “*” on Sheet. Encumbered. Cannot run, Save
100C
at Disadvantage, drop to 0hp.
17
Items and Costs Banks
All items are listed with their When back on land, in Lilliputian
size, class (if applicable) and cities or ports, Coin and Item
cost. Prices are in Coin. Items can be stored at banks in safety
can be sold for d% of their deposit boxes. There is a fee of
original cost. Items with no 1% of the items value requires to
Durability dots sell at withdraw the Coin or Item.
Advantage and two or more Some explorers opt to store
dots sell at Disadvantage. Valuable items and Coin in
Items with a [!] take up 2 slots locked chests and burry them on
and are Bulky. islands, creating a map back to
the cache.
Weapons
Improvised (d4) --
Light (d6) 10C
Conditions
Medium (d6/d8) 25C Lilliputians can take on
Heavy (d10)[!] 50C Conditions, which are negative
Polearm (d10)[!] 30C effects imposed on the
Light Ranged (d6) 15C character.
Hvy Ranged (d8)[!] 70C Each Condition comes in the
Light Firearm (2d6) 250C form of an Item Chit and must
Med Firearm (2d8)[!] 300C be placed in an open Inventory
Hvy Firearm (2d10)[!] 500C Slot. If no slots are open, player
Sling Ammo 5C may elect to either drop an item
Arrows/Quiver 10C to make room or become
Bolts/Quiver 25C Encumbered. You may gain
Shot and Powder 100C more than one of the same
Silvered Weapon x10C Condition
Armor Some Conditions have more
than one effect, these effects
Shield (1 def) 20C
are in play as long as the
Light Armor (1def) 150C
Condition remains.
Hvy Armor (2 def)[!] 500C
Conditions can only be taken
Light Sources away by meeting the Clear
Torches 5C requirement of the specific
Oil Lantern 50C Condition.
Fire Oil 30C

Repairs
Repair Durability Dots by
paying 25% of the original
price of the item.

18
Arcane Tides Read a Scroll, Cast a Spell
To cast a spell, your Lilliputian must hold the Scroll
Magic is extremely rare on the open seas. However,
in a hand and read it aloud. When you cast a spell:
those explores who dare to search out the arcane
• Decide on the power to cast it.
may be blessed to find either Scrolls or Talismans.
• Roll a number of d6 equal to the power the
Scrolls spell is cast with.
• For each die which shows the value 4 or 5,
Scrolls (Spell Tablets in Mausritter or Spellbooks in
mark one Durability on the spell (MAX of 3).
Cairn) contain a single spell and take up one slot.
• Whenever a die which shows the value 6, the
They cannot be transcribed or created; instead they
spell Miscasts and is lost.
are recovered from places like lost isles, dungeons,
• The spell has an effect, which varies
and or coastal towers. Scrolls will attract the
depending on the number of [DICE] invested,
attention of those who seek the arcane power
within, and it is considered dangerous to display and the [SUM] of the rolled dice.
them openly.
Miscasting Magic
Talismans Whenever one or more 6s are rolled when Reading
a Scroll, the caster takes d6 damage to WIL for
Talismans (Arcanum in Into the Odd or Relics in
each 6 rolled. Then make a WIL save. If failed, roll
Cairn) are items imbued with a magical spell or
on the Miscast and Mishaps table and take the
power. Talismans usually have a limited use, as
result.
well as a recharge condition.
Miscast and Mishaps Table
Market for Magic
If unwanted, a fully charged Scroll or Talisman can
d8 Outcome of Failure
usually be sold for d6 X 100C in a settlement. A 1 Caster and all those near take 2d6 Blast
depleted spell’s value is halved. Damage.
2 Caster takes 2d8 Damage.
3 Objects in the Room Animate, growing
limbs, eye, and teeth. Roll reaction.
Caster is enveloped in a glowing, magical
4 aura; making them stand out for d12
Watches.
Spell effects the wrong target. GM roll
5 closest die to number of others nearby,
numbering them clockwise, roll and
determine target.
6 Caster Incapacitated.
7 Caster’s MAX hp reduced by d4.
Spell goes off but at maximum potential
8 outcome, either [MAX SUM]+[DICE]
damage or, for not combat magic,
describe the best possible result.

19
Example Scrolls
2d6 Scroll Effect
2 Neptune’s Trident Deal [SUM]+[DICE] damage to a target within sight.
3 Goop [DICE] objects/targets are covered in extremely sticky slime.
4 Ulmo’s Salve Restore [DICE] STR to a target you touch.
5 Thunderclap [SUM] nearby targets are deafened at random.
6 Inkeyed You and [DICE] targets become shrouded from the sight of [SUM] targets
of your choice.
7 Growth Grow a target to [DICE]+1 times its original size for 1 Turn.
8 Poseidon’s Furry A straight wall of waves [DICE]x20’ long and 10’ high rises from the
seas.
9 Fog Bank Dense fog spreads out from your location.
10 Tidal Command You may alter the weather and seas around you for [SUM] Turns. You
cannot harness it as a weapon.
11 Winsome [SUM] targets treat you as an ally.
12 St. Elmo’s Fire Shoot a plasma-ball up to 2 ship’s lengths distance. Deal [SUM]+[DICE]
Blast damage to all creatures near target.

Mystical Talismans
Talismans are seeming mundane tools or items
that have taken on an arcane force, have been
cursed, or potentially become possessed by a
spirit. They are most often found amidst treasure
hordes or in the possession of mystical tinkers.

Example Talismans
Gulliver’s Compass, 3 Charges
• A large compass (four slots, one ship slot)
that, for one Watch, will always point to land.
• Recharge: Align the glass face to the North
Star for d6 consecutive nights. Must reflect
the starlight.

Cooke’s Sabre, d8 Damage, d4 Charges


• Rusty sabre once wielded by Admiral Cooke,
his spirit now lives in the blade. When used in
combat, target takes d8 damage and all other
enemies take d6 Blast damage.
• Recharge: Disarm a worthy ranking officer of
bandit lord, but honorably spare their life at all For more Talisman ideas, see Cairn’s relics.
costs.
20
Ships
Your Exploration Party has a 2-in-6 Chance of starting out with a Ship. Ships are the key form of
transportation and are needed for open sea expeditions. Roll d6 on the starting ship table to see what you
get. If you do not start with one, Ships can be hired for explorations or your party can seek work on
adventuring ship as well. Ships can be purchased or upgraded as well as your story unfolds. See costs on
the following tables. Some ships require a minimum crew size, to hire a crew follow the Retainer and Crew
rules previously outlined.

Starting Ship Table


d6 Type Stats Crew Size Weapons Class Cost
1 Skiff 3hp, 8 STR, 13 DEX, 9 4 Crew’s -- 250C
WIL items
2 Lugger 5hp, 10 STR, 15 DEX, 6 Two d6 Crew-Scale 800C
8 WIL Cannons
3 Schooner 7hp, 12 STR, 11 DEX, 15 Four d6 Crew-Scale 2000C
10 WIL, Armor 1 Cannons
4 Galley 10hp, 13 STR, 10 DEX, 25 Two d8 Ship-Scale 5000C
12 WIL, Armor 1 Cannons
5 Frigate 12hp, 14 STR, 13 DEX, 40 Four d8 Ship-Scale 10000C
15 WIL, Armor 2 Cannons
6 Iron Clad 15hp, 15 STR, 10 DEX, 8 Four d10 Ship-Scale 7500C
13 WIL, Armor 3 Cannons

Critical damage on a ship disables it, and leaves


the ship open for being boarded. Boarding action is
Ship Rules Crew-Scale combat of crew versus crew, with
optional Enhanced/Impaired attacks depending on
Your ship is treated similarly to your character.
damage suffered during the ship battle. The crew
Following these guidelines when operating ships.
provide cover for the player characters, who fight
Ship Stats and Combat with the opposing ship's officers.
Your ship has stats similar to individuals or Crews. • At 0 STR the ship starts to sink.
A ship is deemed either, individual-scale, crew- • At 0 DEX the ship's rigging is disabled and it
scale or ship-scale (see Combat rules in Expanded cannot move.
Combat on page XX). • At 0 WIL the crew has panicked/surrendered
STR: Hull strength and will perform no further actions.
DEX: Speed
WIL: Crew (use Crew's WIL) Repairing a Ship
Ships recover hp just like characters do, once free
Ship combat is measured in turns. Fastest ship of threat or in port. However, they do not recover
usually goes first but taking a ship by surprise (via Attribute damage automatically, and need to be
fog etc.), having favorable winds, or a daring
repaired. To do so you must take it to appropriate
maneuver may influence this.
artisans and spend 5%of total cost to recover 1
point of any Attribute damaged.

21
Upgrading your Ship
The ship has six Deck Slots and four Hold Slots. Armaments and deck upgrades take up deck slots, while
ammunition, cargo, and hold upgrades take up hold slots. All ships already come equipped with a sail, crew
quarters, helm, a brig (enough for one prisoner), and an anchor. Over time, you and your crew may want to
modify and upgrade your ship. Costs are expressed either by an absolute value, a percentage of the ship’s
total cost. The Game Master may adjudicate other upgrades if necessary.

Upgrade Price Function


Better Rigging and Sails 1000C Increase ship’s speed, reduce by one hour per time
upgraded (MAX of 4hours).
Harden Hull 20% Ship’s Cost Increase ship’s STR by 1 for each time the ship is
upgraded (MAX of 20 STR).
Improve Shields 30% Ship’s Cost Increase ship’s Armor by 1 for each time the ship is
upgraded (MAX of Armor 4).
Upgrade Weapons 15% Ship’s Cost Increase the damage die of one weapon on the ship (d6-
d8-d10-d12). This upgrade is for individual weapons.

Various other Ships to Acquire


When in a new port, roll d12 once per player to see what ships are for sale in that settlement. Depending
on the port size, the Game Master may reduce the total dice rolled.
d12 Type Stats Crew Size Weapons Class Cost
1 Sloop 4hp, 9 STR, 12 DEX, 9 4 Crew’s Crew-Scale 500C
WIL items
2 Trawler 5hp, 11 STR, 13 DEX, 8 d8 Crew-Scale 1000C
9 WIL Cannons
3 Ketch 7hp, 12 STR, 11 DEX, 12 Two d6 Crew-Scale 2500C
10 WIL Cannons
4 Tartan 13hp, 10 STR, 10 DEX, 15 Two d6 Crew-Scale 3000C
14 WIL, Armor 1 Cannons
5 Trireme 8hp, 15 STR, 17 DEX, 25 d20 Crew-Scale 10000C
18 WIL, Armor 2 Ram
6 Polacre 10hp, 10 STR, 14 DEX, 20 Four d6 Crew-Scale 6500C
15 WIL, Armor 1 Cannons
7 Brig 12hp, 15 STR, 13 DEX, 35 Four d8 Ship-Scale 8500C
15 WIL, Armor 1 Cannons
8 Xebec 9hp, 10 STR, 17 DEX, 20 Three d6 Ship-Scale 7000C
8 WIL Cannons
9 Barquentine 14hp, 12 STR, 11 DEX, 40 Four d8 Ship-Scale 12000C
13 WIL, Armor 1 Cannons
10 Junk 9hp, 10 STR, 12 DEX, 20 d8 Crew-Scale 5500C
11 WIL, Armor 1 Ballistas
11 Barque 16hp, 14 STR, 15 DEX, 50 Four d10 Ship-Scale 20000C
17 WIL, Armor 2 Cannons
12 First Rate 20hp, 18 STR, 16 DEX, 65 Six d10 Ship-Scale 30000C
20 WIL, Armor 2 Cannons

22
Retainers A Retainer’s Morale
When a Retainer is placed in a stressful situation,
such as going without food or pay, being
Sometimes Lilliputians need a little help. Retainers
potentially bought out by another party, or doing
can fill this roll and join the players crew. Retainers
something more dangerous than what they signed
have Character Sheets like player characters, with
up for, they make a WIL Save. On a failure, the
attribute scores, hp, and an inventory. A retainer’s
Retainer deserts the party at their next opportunity.
inventory has 2 armed slots, 2 worn items, and 4
Perhaps formally, perhaps silently in the night.
backpack slots.
Retainer Advancement
Enlisting Retainers When a retainer receives a bonus in treasure, they
In most ports and settlements, you can spend the gain 1xp per Coin they are given above their daily
Full Rest to ask around for people in search of wages. When a Retainer reaches 1000xp (1000C),
work. To hire help, roll the number die for the type they increase their Ability Scores by rolling d20, if
of help retainer you were looking for. The result is the result is higher than their current score,
the number that can be found in the settlement. increase it by 1. Roll 2d6 for hp. At this point a
This number is doubled in larger ports or cities and Retainer may become a Protégée. As a Protégée,
has -1 in small hamlets (this can result in 0s). retainers drop their wages and become a member
The average retainer will have 2d6 in all their of the Exploration party, earning a share of the
attributes, and d4 hp. Most retainers, unless spoils.
Mercenaries, are not prepared for combat but can
fight if needed.

Retainer In Port Wages/Day


Deckhand or d8 3C
Torchbearer
Laborer (skilled d6 5C
sailor or former
adventurer)
Mercenary (Local d6 5C
Tough)
Mercenary (Man- d4 10C
at-Arms)
Specialist d4 15C
(Artisan, Guide,
Smith, etc.)
Mercenary d2 25C
(Soldier)
Mercenary (Naval 1 30C
Officer)
Rare Specialist 1 50C
(Doctor, Scholar,
Interpreter)
Beasts of Burden can be purchased for 30C each.
23
Crews Building a Fleet
Some Explorations require a large team to Between explorations your Lilliputian can try their
accomplish its goals. In these situations, explorers hand at building a trading organization or rally a
can muster a Crew (Warband or Detachment). naval force. Business is a great way to earn more
coin and to make a name for one’s self.
Mustering the Crew Establishing a fleet will also give your adventurers
A Crew is made up of 20 or more battle ready extra power whilst at sea.
sailors, and 20 non-combatants (cabin boys,
cooks, armorers, leatherworkers, etc.). A character A Trading Company
can muster a crew the same way one would acquire A Trade Guild or League costs d6x1000C to
a Retainer. In addition to this, they will need to establish but once it is up and running it can
spend 200C on sweet-talking the potential crew, produce a steady income for Lilliputian explorers.
and succeeding a WIL Save. If you fail the Save,
you can spend an additional 300C to make up for Income and Profit
the lack of personality with more drinks. New Trading Companies generate d4x1000C of
The Crew starts with 2d6hp, 10 STR, 10 DEX, 10 Income each month. They may also face Threats
WIL, and d6 damage (muskets and swords). It that can cause them to face d4x1000C Losses per
costs 1000C a week for upkeep and wages. Failure month unless dealt with. If a Trading Company
to pay may result in desertion or mutiny. cannot pay ant debts it may gain, it will collapse.

Upgrades to the Crew Growth and Expansion


Weapons can be upgraded at 20x the normal price. If a Trading Company ends a month with a Profit,
its Income moves up to the next dice type (d4-d6-
Crews in Combat d8-d10-d12-d20-d30-d100). However, with great
A Crew is considered Crew-Scale (Warband Scale power comes great potential Threats. Threat die
or Detachment). Battles between Crews, or increase at the same rate as Income dice.
monsters large enough to threaten an entire crew
on their own (such as Giant Octopus or Naval Fleets
Megalodons) work the same as battles between A Fleet is any combination of at least three ships.
individuals. A fleet costs d12X1000C to establish and then
Attacks made by Crew-Scale entities to a 5000C per month for upkeep and salaries. Fleets
Individual targets are Enhanced (d12). Any damage are considered Armada-Scale entities. Armada-
done to Crews from Individual enemies or Scale entities have the average hp of the ships that
creatures is ignored unless it is a skillful or well make up the fleet as-well-as the average ability
thought out plan, at which point it is Impaired (d4). scores and armor.

For rulings on how varying scale


combatants deal damage, see Expanding
Combat on page 26.

24
Explore the Seas Over-Island Travel
Much like Open Sea Voyaging, Over-Island Travel
Lilliputian’s love to seek adventure on the open, is broken into 6-mile hexes. On foot, your party
blue oceans. Exploration, procedurally, will unfold travel one hex or mile per Watch. Difficult terrain
in a hex-crawl. There are three main types of (streams, dense jungles/forests, hills, etc.) require
Exploration: Open Sea Voyaging, Over-Island, and two Watches per mile traveled.
Dungeon Delving. Each type of exploration will use
similar mechanics such as: Time Tracking and Exploding Encounter Dice
Exploding Encounter Dice. Game Masters will have On land, roll d6 on the Exploding Encounter Dice
more tools to arbitrate and generate localities, but table once at Sunrise and once at Sunset. If an
as a general rule; exploration is experienced as event occurs based on the roll, roll d12 to
follows: determine what hour of the day the event
transpired.
Open Sea Voyaging d6 Encounter
Exploration of the vast oceans is broken down into Encounter. Roll a land encounter.
1
hexes. An Ocean hex is 6 miles in size. Your party
2 Omen. Roll a land encounter.
of Lilliputians can travel, by ship, one hex per
Watch (six hours). However, difficult conditions, 3 Get Lost. Roll d6 to determine new
bad weather, or islands can change the amount of hexagonal direction (clockwise).
4 Exhaustion. Rest or take penalties.
time required to travel. In addition, some ships can
receive upgrades which increase the speed at 5 Shift in the Weather. Roll 2d4 Weather.
which they are able to travel an ocean hex. 6 Smooth traveling. Nothing to report.

Exploding Encounter Dice


Twice per Watch (every three hours) of Open Sea Dungeon Delving
Voyaging, players will roll a d8 Exploding In a cave, crypt, or set of ruins; movement is broken
Encounter Dice. Roll the die, resolve the outcome, down into smaller scale. Time is tracked in Turns
then continue your exploration. (10 minutes) and Rounds (Less than a minute) and
can move accordingly.
d8 Encounter
1 Find land. A shoreline is spotted d2 Exploding Encounter Dice
hours away. Roll d6 every 2 Turns when Dungeon Delving.
2 Change in the Wind. Roll 2d4 on the
d6 Encounter
Wind table and apply the results.
1 Encounter.
3 Encounter. Roll an Open Sea encounter.
2 Omen.
4 Omen. Roll an Open Sea encounter and
parse a clue. 3-5 Nothing happens.
5 Uneventful sailing. 6 Alarm. GM will roll an Alarm Dice.
6 Slight ship damage. Spend d3 hours to
fix or have Disadvantage until fixed. Fishing and Foraging
7 Shift in the Weather. Roll 2d4 Weather. Nourishment is needed once per 4 Watches. You
8 Mutiny? Give the Crew rest and rations may spend a Watch Fishing or Foraging to find d4
or roll Reaction. Rations.

27
28
Solo Exploration
Solo, or GMless, roleplaying is an extremely fun way to experience and enjoy tabletop adventure games.
These rules attempt to replicate the role of the Game Master (GM) using simple d20 rolls and some
tables. Tables are abstract and thus, could never be 100% able to predict every question a Game Master
could be asked.

How to Solo Adventure


Solo play centers on creating a story in the same manner you would with a group of players and a GM,
the only difference; you are responsible for both sides. When you would consult your GM for more
information, use this set of rules to give direction and progress the story. Many questions are Yes/No
in orientation, to get these answers, a “Save” like mechanic will randomize the answer result. Not all
questions are simply Yes/No, some questions are more Open-Ended. For these questions, solo players
will consult Spark Tables. These tables produce two random words, that together can be interpreted to
progress the story thematically. Examples: Yes/No Question: “Do bandits stalk the forest road?” Open-
Ended Question: “What is the Duke’s true motive?”

Pressure Point
Pressure Point is a number, X, and represents the amount of chaos or stressfulness at any given
moment. An adventure begins at a base level of 10. This number will get lower as the chaotic and dire
nature of the plot thickens. As the story progresses, if things are getting intense, lower the Pressure
Point to 9. If it keeps getting more intense, at the beginning of each session, the Pressure Point should
drop again. Pressure Points shouldn’t be adjusted more than twice a session. If things are less intense
for the Adventurer, consider raising the number to 11 or even 12. X will always equal 8,9,10,11 or 12.

29
Yes/No Questions Open-Ended Questions
When faced with an opportunity to ask a question, Open-Ended questions cannot be answered with a
first phrase it in such a way that it makes sense as simple Yes/No. This sort of question will explore
a Yes/No answer. Questions should be asked in the wants, meanings, descriptions and the like. For
interests of the whole adventure not just what is Open-Ended Questions roll 2d20 and consult the
best for the PC. Consider the outcome of a Yes or Spark Tables for the results. One d20 is for Actions
a No answer. Always present questions where Yes and the other is for Subjects. Combined the two
is the positive affirmation. Example: “Did the guard words and use your imagination to interpret the
see me sneaking by?” this question places “Yes” in meaning and answer to your question.
a negative position. Try instead, “Is my hiding place
keeping me out of the guard’s sight?” thus making
Spark Tables
“Yes” positive. d20 Action Subject
1 compel worship
When you have your question, roll d20 hoping to
roll under X (this would be the positive “Yes” 2 enchant adventure
outcome). Consult the Outcome Table and interpret 3 disguise truth
the result. If the answer is likely, roll 2d20 and take 4 vanquish target
the lower number. Inversely, if it is unlikely to be a 5 commend chivalry
positive result, roll 2d20 and take the higher possess word
6
number.
7 strip history
Outcome Table 8 dismount misfortune
Relation to X Answer 9 befall protection
6+ less than X Yes, and… 10 prey on honor
3-5 less than X Yes 11 favor unity
1-2 less than X Yes, but...
12 avenge fervor
Exactly X Complication
13 persecute instance
1-2 more than X No, but…
3-5 more than X No 14 exalt virtue
6+ more than X No, and… 15 whip enchantment
16 strive will
• Yes, and… Yes is the answer and it comes with
17 foresee madness
a boon for the plot.
• Yes. A clear Yes 18 implore doubt
• Yes, but… Yes, however, toned-down 19 pluck promise
outcome, something else occurs. 20 entreat reason
• Complication. A plot twist or deviation from
your intended outcome. Roll on the Spark
Tables to interpret what the meaning is.
• No, but… Same as the Yes version, it may not
all be bad news.
• No. Basically a simple No.
• No, and… This is an extreme No, there are
consequences.

30
Running Lilliputian When to ask for Saves
Saves should only be asked for as the result of a
player’s action or choice. PCs can do anything that
Best Practices seems reasonable and safe, but when they do
It should go without saying, but here is a friendly something risky, ask for Save to avoid the possible
reminder to brush up on the Principles for Game consequences.
Masters. The following is a further guideline for • STR Saves: avoid harm through physical
running Lilliputian in the role of Game Master. power and endurance
Make everything seem Massive. • DEX Saves: avoid harm through quick
reaction, speed and agility
Whether you run Lilliputians 6” tall people or 6’ tall
people, whether this is added to Mausritter or is a • WIL Saves: avoid harm through strength of
will and force of personality
Cairn/Into the Odd add-on; the open seas are
expansive and huge! Be on the lookout for Failure should be Brutal
opportunities to remind the players of the small-
On a failed Save, outcome of a failure should be
scale characters they are playing.
obvious and telegraphed. Remember that Saves
Roll with the Tides should only occur when a player wants to avoid a
negative outcome.
Let the players find their own adventure. Don’t
railroad them onto a particular path. Give the Some options for consequences are:
players the space to choose the challenges they • Damage: ranging from d4 to d20. d4 is minor,
are interested in. d6 is dangerous. d8 is enough to seriously
injure a Level 1 character. d20 damage is rare
Telegraph the Setting with Integrity but deadly.
As the GM do not unnecessarily hide things from • Lost time: Each action takes a Turn. Lost time
your players. Make sure they have all the can burn torches and cause random
information they need to make meaningful choices. encounter rolls.
Make the world a consistent, understandable • Loss of random item: Roll d6 for inventory
place. Don’t shy away from magic and weirdness slot.
but maintain a logic behind it that can be decoded. • Mark Durability on item: Mark 1-3 usage dots.
Be an impartial arbiter of the rules. Let the dice fall
as they may. Follow the goals and actions of
antagonists to their logical conclusion. Give the
Rulings, not Rules
players ample warning of the dangers they face. The rules of Lilliputian: Adventure on the Open Seas
Make traps obvious make puzzles deadly. Don’t cannot, by nature, cover every situation you and the
fudge dice rolls. The only way for danger to be players may come across, and some parts have
meaningful is if the outcome of failure is been kept intentionally vague to encourage GMs
meaningful. and players to explore with their imagination. When
this happens, adapt one of your existing tools to the
Honor Courage purpose, or create a new one. Make a note of the
When the players have been smart and brave and ruling for future use. Maybe even share it with other
followed good leads, give them the reward. Do not GMs. Feel free to pull from other games such as:
withhold the riches and joy the players can receive Into the Odd, Electric Bastionland, Mausritter,
if they defeated you encounter with ease. Cairn, Runecairn, Carapace, Crowns, OSE and more.
33
Exploration, Travel and Time Encounters
When sailing on the open sea, Lilliputians can travel As defined in the Players section, Open Sea,
a single hex per Watch. When faced with bad Overland, and Dungeon Delving exploration all
weather or the threat of a sea-monster, Hexes experience Encounters. As a result on the
require two Watches to cross. When traveling on Exploding Encounter Dice roll, Encounters are
land a single hex can be traversed each Watch interactions players will have to play out.
however, Hexes containing difficult terrain Encounters should be rolled at random using an
(streams, hills, etc.) require two Watches to cross. Encounter Table, in most cases this is a d6 but for
When exploring in a dungeon or an adventure site, different bell curves, try 2d6. Encounter Tables
an adventuring party can perform one major action should be filled with thematic elements to the
per Turn. Major actions are things like moving to a current location (ocean, island, or dungeon). See
new room, examining a trap or engaging in a fight. the example Encounter Table format and use it as
Rest a guideline when designing Encounters.

If the Lilliputians do not spend at least one Watch d6 Encounter


per day resting, they become Exhausted and have 1 d6 “Bad Guys”
disadvantage on all check until they have rested. 2 d6 “Bad Guys” doing something interesting
3 2d6 “Bad Guys”
Weather 4 A rival ship or adventuring party
Roll 2d6 for weather each day. 5 d6 “Good” NPCs in trouble
Each Watch spent traveling in rough weather 6 Big Bad Evil Monster
causes every player to make a STR save or become
Exhausted. If you sleep exposed to rough weather, Alarm Dice
you automatically become Exhausted. When Delving Dungeons, players will roll and
Exploding Encounter Dice every 2 Turns. On a 6, the
2d6 Spring Summer
GM will roll an Alarm Die, see Alarm Die in
2 Rainstorm Thunder Storm
“Dungeon Generator” on page 43.
3-5 Drizzle Very Hot
6-8 Overcast Clear, Hot Rulings, not Rules
9-11 Bright, Sunny Pleasantly Sunny The rules of Lilliputian: Adventure on the Open Seas
12 Clear, Warm Wonderfully Warm cannot, by nature, cover every situation you and the
players may come across, and some parts have
2d6 Fall Winter
been kept intentionally vague to encourage GMs
2 Wild Winds Snowstorm
and players to explore with their imagination. When
3-5 Heavy Rain Hail
this happens, adapt one of your existing tools to the
6-8 Overcast Bitter Cold
purpose, or create a new one. Make a note of the
9-11 Cool Rain Overcast
ruling for future use. Maybe even share it with other
12 Clear, Warm Clear, Crisp
GMs. Feel free to pull from other games such as:
Into the Odd, Electric Bastionland, Mausritter,
Cairn, Runecairn, Carapace, Crowns, OSE and more.
34
35
36
Ocean Generator
After dice drop, record the results and make the
map of your ocean.
d4 Unnatural Oceanic Occurrence
1 Massive Whirlpool
2 Huge Spikes, ancient teeth?
3 A Portal to the Astral Plane
4 St. Elmo’s Fire

d6 Islands to Discover
1 Roll an Island of Island Generator
d% Other Crews out Sailing
2 3 hex Island (roll Island)
00 Lilliputian Trading Ship
3 7 hex Island (roll Island)
10 Lilliputian Pirates
4 Archipelago of small islands (roll)
20 Naval Frigate
5 5 hex Archipelago (roll 5 Islands)
30 d4 Navy vessels
6 Roll an addition set of dice and record
40 d4 Pirate Ships
d8 Open Sea Atmospheres 50 Lilliputian Royal Armada
1 Polar Fronts (Blowing SE) 60 Small Smugglers Trawler
2 Ferrel Cells (Gusts from the W) 70 Sinking Skiff
3 Hadley Cells (Warm gusts from the SE) 80 Undead Crew on a Junk
4 Trade Winds (Tropic gusts from the NE) 90 Rat (ratfolk) Mariners
5 High Pressure (No clouds, cold gusts)
d12 Storm Cells and their Movement
6 Low Pressure (Clouds, no wind)
1 Tropical Cyclone (heading W)
7 Monsoons (Blowing NW, heavy rain)
2 Cyclone (heading E)
8 Equatorial Winds (Gusts from the E)
3 Hurricane (heading NW)
d10 Fish in Water and How they Taste 4 Typhoon (heading SE)
1 Salmon (+1 hp for d4 hours) 5 Mesocyclone (heading S)
2 Tuna (+1 STR for d4 hours) 6 Ice and Sleet (heading N)
3 Swordfish (+2 WILL for d2 days) 7 Fog Tsunami (heading SW)
4 Sardines (Rations) 8 Meteotsunami (heading NE)
5 Cod (+1 hp, -1 DEX for a Watch) 9 Waterspout (stationary)
6 Shark (+2 hp, +1 STR, -1 DEX for an hour) 10 Maelstrom (stationary)
7 Tilapia (+1 DEX for d4 hours) 11 Derecho Storm (d6 Storms heading E)
8 Herring (Rations) 12 Roll an additional set of dice and record
9 Anchovies (Rations)
Game Masters can look up these storms using the internet
10 Puffer Fish (3-in-6 -1 to hp,STR,DEX,WIL) or at your local library. These are cool things to research.
37
d20 What Lurks these Waters?
1 Lovecraftian Horror 11 Sea Serpent
2 Kraken 12 Giant Octopus
3 Scylla and Charybdis 13 Whale
4 Sirens 14 Aspidochelone (Giant Turtle)
5 The Terrible Dogfish 15 Plesiosaur
6 Megalodon 16 Kelpie
7 Giant Squid 17 Lion’s Mane Jellyfish
8 Umibozu 18 Man-o-war
9 Leviathan 19 Roll a random Sea Monster (page XX)
10 Rahab 20 Roll an additional set of dice and record
Game Masters can research these monsters from folklore and fantasy and use the Creating Monsters mechanic on
page 45 to flesh them out.
Island Generator
Roll on each table to create a randomly generated island for the crew of Lilliputian to explore.

d4 Island Habitation d10 Island Landmarks


1 Unnaturally Barren, Uninhabited 1 Deep pools of blue waters
2 Natural and expected Flora and Fauna 2 Abandoned excavation site
3 Sparse settlement (roll a Culture) 3 Winding, long-forgotten road
4 Completely Inhabited (roll d3 Cultures) 4 Decrepit temple of an old deity
5 Lone butte with monoliths atop
d6 Island Terrain 6 Crater lake with mountain in the center

1 Grasslands 7 Aftermath of an ancient battle

2 Hill Country 8 Haunted bog, full of spirits

3 Riparian Zones with streams 9 Herds of grazing wildlife

4 Deep Old-growth Woods 10 Vast expanse covered in dense fog

5 Desert
6 Mountainous (1-in-6 Volcanoes) d12 Island Ecology
1 Thick, dense brambles

d8 Island Weather 2 Everything is decaying

1 Warm and Bright 3 Overgrown and full of malice

2 Cloudy, Foggy and Windy 4 Crops overrun by pests

3 Torrential Rain 5 Sweet-smelling fruits

4 Blowing Snow and Deep Chill 6 Swirls of floating spores

5 Scorching Heat and Red Skies 7 Unnaturally large fungi

6 Calm and consistent with the Sea 8 Many predators lurk in the shadows

7 Unnatural (roll new Weather every Hour) 9 Scorched and burned to a crisp

8 Extreme Storm Cell (Exhausted Condition) 10 Surprisingly large animals wander


11 Hallucinogenic herbs
12 The trees themselves a sentient

39
Culture and Settlement Generator
Roll on each table to create a randomly generated a culture of settlement for the crew to encounter.

d4 Settlement Size d10 Cultural Focus


1 Fledgling Outpost 1 Mining and Masonry
2 Isolated Hamlet 2 Farming and Agriculture
3 Modest Village 3 Art and Expression
4 Thriving City-state 4 Industry and Science
5 Livestock and Ranching
d6 Cultural Government 6 Smithing and Fortification

1 Anarchy 7 Boating and Exploration

2 Tribal Elders 8 Trade and Bazaars

3 Republic 9 Spices and Perfumes


10 Crime and Mercenaries
4 Feudal State
5 Confederacy
Imperial
d12 Settlement Ruler
6
1 Martial Law
2 Well-mannered cultists
d8 Structure and Architecture
3 Perfected communal anarchy
1 Hollowed Trees/Treetops
4 Mad wizard overlord
2 Subterranean Grottos/Tunnels
5 Tribunal of seven Elders
3 Marble Colonnades and Statues
6 An otherworldly Artificial Intelligence
4 Caers and Crannogs
7 Enlightened child prodigy
5 Makeshift out of Natural Geography
8 Entirely useless bureaucracy
6 Expert Brick/Masonry
9 An Elemental Spirit from the Sea
7 Longhouses and Huts
10 Emperor from a distant land
8 Cyclopean Edifices of Prior Civilization
11 Power hungry sheriff and his goons
12 A Voice from within a Volcano

40
Factions Player Interaction
Factions are large forces outside the control of the As players interact with factions, show signs of the
players and their Lilliputian adventurers. They help current goals. Players should have opportunities to
create a feeling of an organic and living world. Pick interact with the factions, to intervene with or aid
or create 3-4 factions to be the major powers within them compete their goals. Factions may attempt to
your Ocean-crawl. recruit the help of players and players may interfere
with the faction’s progress. If the players
Factions in function successfully help in completion of a goal, mark or
erase 1-3 progress marks, depending on the scale
Factions have goals they are trying to complete and
of the player interference. If players directly attack
resources they can pull from to use towards their
a faction and significantly affect their power, this
goal’s completion. Goals should interact with other
may require you to remove or re-write a faction’s
factions or compete for similar resources.
resource.
Resources reflect the power and influence of the
faction within the world. Each goal requires 2-5
progress mark (ex: OOO) to be complete depending Example Factions
on how difficult the goal is to achieve.
The Haunt of Entis
A group of barn owl ghosts that have nested in an
Completing Goals old lighthouse, long since abandoned.
Between sessions, each faction will work towards Resources: Ghostly bodies that are immune to most
their current goal. Roll d6, then adjust the value: For weapons. Can inflict curses upon the living.
each resource related to the goal, add 1 to the Goals:
OOO Threatening and cursing Lilliputians
result. If a rival faction is targeted by the goal,
to find arcane artifacts that may
subtract 1 from the result for each of that faction’s release their spirits.
relevant resources. OOOOO Finding a way to escape their
lighthouse prison.
• On a total die result of 4 or 5, mark 1 progress
towards completing the goal. Mockett and Cobb
• With a total result of 6 or more, mark 2 A duo of Lilliputians, Alexander Mockett and
progress. Thickemix Cobb offer a private investigation
When a faction completes a goal, add a new service: finding lost people, investigating crimes,
and hunting down bounties.
resource to represent their increased power. If the
Resources: A network of informants across the
goal reduces another faction’s power and influence,
region Expert trackers with a bit of moxie, see?
remove or change one of its resources. As factions
Goals:
work towards and complete their goals, update your OOO Paying this month's rent Expand the
map to represent the shifting of the factions, and business: an office in every port!
add hints of current goals to your rumor tables or
adventure hooks.

41
Captain Skelry’s Fleet The Retirees
A formidable naval power hailing from the Vortex Geriatric pirates living a quiet life on Hobb’s Riven
Isles. They are led by Captain Jo Skelry who docks in the Vortex isles. They have taken it upon
deep in the vortex at Sanity’s End. They take their themselves to help new runaways and drifters find
pick of the wares over a broad region. They live by their way into pirate crews. In doing so they have
a strict code that provides stability within the built a huge network of informants throughout
faction. Skelry is an avid treasure hunter and has pirate crews. The Retirees condemn Skelry’s Crew,
amassed a hoard fit for a dragon. pointing out their code does not protect pirates
Sigil: Blue-gray dragon skull outside of her crew. Nevertheless, the Retirees
Resources: Eight ships of various sizes with crews, maintain relations with Skelry’s Crew to extend their
an honorable code that ensures loyalty and order in network.
their ranks, and a hard-to-reach home-base. Sigil: A silver helm wheel
Goals: Resources: The pirate network provides them with
OOO To expand the fleet. valuable information. They know someone in every
OOOO To find lost treasure. pirate crew.
Goals:
Merblin Rockweeders
OO To rest easy in their last years.
Salt water agrarian aquatic goblinoids. Harvesters
OOOO To help young runaways find a home
of a brown alga they’re able to use for just about
on a ship.
everything. Happy to trade for knowledge and
expertise of their submarine region. Offer warm Swindler’s Medallioneers
hospitality though their weed stew is an acquired A neutral party based in Swidler’s Grave in the
taste. Vortex Isles. They trade with all sorts of buyers and
Resources: large oceanic riding turtles, well trained can offload your stolen goods for you. In order to
and loyal. sell to the Medallioneers, one needs a Swindler’s
Goals: Medallion. However, none are produced anymore.
OOO Acquire dry land items, which they Sigil: A golden circle
view as highly fashionable. Resources: They come off as legitimate traders,
OOOOOO Shepard their mounts too far off which allows them to trade stolen goods. They hold
spawning beaches and protect the
a stash of Swindler’s Medallions.
eggs from predators.
Goals:
Reefrunners OOO To profit from trade.
OOO To sell something stolen to the
Not your average bunch of Lilliputian pirates. These
nearby lord.
scallywags are noted to be mutated scavengers and
artificers, scouring the depths for sunken ships and
the treasures within.
Resources: A hardy brig, outfitted with an array of
rare 22-pounder guns. The crew have gills to
breathe underwater.
Goals:
OOOO Upgrade the ship, more guns = more
plunder lads!
OOOO Find the Drowned Altar to make
communion with the Gillfather.

42
Dungeon Generator
Roll on each table to create a randomly generated a Dungeon for the crew to Delve.

d4 Dungeon Entrance d10 Dungeon Ancient Use


1 Defended by a Guardian 1 Mine for valuable gems
2 Phases in and out of visibility 2 Arcane forge
3 Accessible only in Moonlight 3 Prison for a cosmic beast
4 Is a puzzle 4 Home of an otherworldly creature
5 Goblin Archives
d6 Dungeon Construction 6 Portal to the Feylands

1 Cleanly hewn basalt 7 Burrow of a subterranean rodent

2 Twisted fungal growth 8 Refinery for precious metals

3 Ruins of a machine from space 9 Ritualist chapel

4 Earthen tunnels of clay 10 Lair of a Questing Beast

5 Obsidian megaliths
6 Old-growth timbers d12 Dungeon Novelty
1 Doors close after opening

d8 Dungeon Builders 2 A cache of perplexing ruins

1 A Necrotic Gnome 3 Every third room rotates

2 A Spear Witch 4 There is a planar compass

3 Wizards of the Coast 5 Atmosphere deal WIL damage

4 An Agent of O.D.D. 6 Lower levels are underwater

5 A Lone Archivist 7 It is never-ending and infinite

6 The Highland Paranormal Society 8 Size is almost never logical

7 A Gnarled Monster 9 Gravity changes rhythmically

8 An Awkward Turtle 10 Resonant crystals hide a secret


11 Recent massacre occurred
12 Steals an Inventory item each delve

Dungeon Delving
At times Lilliputians will come across ancient tombs or forgotten fortresses and rumor always has it,
these places could house treasure. For a brief detailed breakdown of exploring these ruins, see
the Dungeon Delving section of the Player Facing rules on page 27. The tips and mechanics that follow
focus on stocking a dungeon and how players can acquire hidden riches.
43
Stocking the Dungeon Alarm Dice
To randomly stock a room in a dungeon, roll 3d6; Follow these simple rules. Roll on the Alarm Dice
the first result shows the room type, the table using your current Alarm Dice any time you
second shows a X-in-6 chance of a creature enter a new room.
being present, and the third shows a X-in-6
d4 – d8 – d12 – d20
chance of treasure can be found here.
Alarm Dice start as a d4 and grow as the
d6 Room Type Monster Treasure dungeon is delved deeper. It will increase by a
1-2 Empty 3-in-6 1-in-6 dice when PCs:
3 Obstacle 2-in-6 1-in-6 • Activate a trap
4 Trap 1-in-6 2-in-6 • Solve problems violently
5 Puzzle 1-in-6 5-in-6 • Go DOWN a level in the dungeon
6 Lair 5-in-6 4-in-6 • Raise the risk in any way
Alarm Dice decrease by two dice types when PCs
Creatures take a Long Rest. It will reset to d4 if the PCs
The creatures used should be from the factions leave the Dungeon.
chosen. Also include some random creatures too. AD Alarm Dice Result
Treasure 1 Nothing Happens
Valuable treasure is rarely left lying around. It may 2 Mark Usage (Light)
be defended, hidden or lost. 3 Omen – Table 1
Empty rooms 4 Encounter – Table 1
5 Mark Usage (Light)
Empty rooms provide mice with a chance to catch
their breath and prepare for the next challenge. 6 Omen – Table 2
7 Treasure – Table 1
Obstacles
8 Encounter – Table 2
Obstacles are a barrier that must be overcome by
9 Mark Usage (Light)
players to continue. It uses up the players
10 Omen – Table 3
resources, highlights special equipment or pushes
11 Treasure – Table 2
them to explore further.
12 Encounter – Table 3
Traps 13 Mark Usage (Light)
Traps should be obvious and deadly. A good trap 14 Omen – Table 4
has a clear danger and multiple, non-obvious 15 Encounter – Table 4
solutions. 16 Treasure – Table 3
Puzzles 17 Mark Usage (Light)
Puzzles reward clever thinking. Give the players 18 Omen – Table 4
some-thing to explore and experiment with. 19 Encounter – Table 4
20 Treasure – Table 4
Create tables of increasing risk/reward for each
Alarm Die type (4 Encounter & 4 Treasure Tables).

44
Bestiary
Creating Creatures Generate a Random Sea Monster
Use the following template to model any more Roll a d4 twice on each of the tables to generate a
sophisticated Monster or NPC: Sea Monster to lurk in the Seas, then complete its
Name stats using the aforementioned mechanics (see
X HP | X STR | X DEX | X WIL | X Armor Creating Creatures).
Weapon (dX damage), special items, qualities
Animal Type
Wants: …
Alligator Lobster
• Engaging descriptor of appearance or Clam Narwhal
demeanor
Crab Squid
• Quirk, tactic, or peculiarity making this NPC
Octopus Dolphin
unique
Otter Shark
• Special effect or critical damage
Sea Horse Jellyfish
consequence
Shrimp Turtle
General Principles Eel Seal
Ability Scores: 3 is deficient, 6 is weak, 10 is Pro tip: roll twice or thrice and combine to create
average, 14 is noteworthy, and 18 is legendary.
a horror of the deep.
Adjust as necessary.
Give average creatures 3 HP, give hardy ones 6 HP, Monster Ability
and serious threats get 10+ HP. Anti-magic Duplicating
• Use flavor and style to help them stand out. Phasing Flying
• Use critical damage to lean into the threat or Poisonous Radioactive
strangeness of any aggressive NPC. Telekinetic Super-strength
• Remember that HP is Hit Protection , not Hit Vampiric Invisible
Points. It's a measure of resilience, luck, and Magnetic Electric
gumption - not health.
Impervious Life-draining
Converting from OSR Games Breath Weapon Mind-reading
Give 1 HP per HD for most creatures. - Most
Monster Weakness
humanoids have at least 4HP. Morale can also be
Mirrors Explosions
used as a baseline.
Some pointers: Gold Blades
• Is it good at avoiding a hit? Give it HP. Cold Birdsong
• Does it soak up damage? Give it Armor. Moonlight Gifts
• Is it strong? Give it a high STR. Bells Silver
• Is it nimble? Give it high DEX. Sunlight Riddles
• Is it charismatic? Give it high WIL. Weak Spot Gunpowder
Damage die are roughly the same, though armed Holy Water Heat
attacks do at least 1d6 damage.

45
Giant Jellyfish Dragon Turtle
Crew Scale Ship Scale
5 HP | 12 STR | 14 DEX | 15 WIL | 18 HP | 18 STR | 6 DEX | 15 WIL |
1 Armor 3 Armor
Tentacles (d10, blast) Bite (d12+d12)
Critical Damage: Tentacles are covered Critical Damage: Breathes steam cloud,
in poison that paralyzes victims. (d8 to clogs vision and burns all inside the fog.
DEX) (d10, blast)
WANTS grow by absorbing victims into WANTS sink ships to steal any treasure
its body. they had to add to their horde.

Kelpie Octopus
Crew Scale Ship Scale
8 HP | 8 STR | 12 DEX | 14 WIL | 8 HP | 14 STR | 11 DEX | 8 WIL
1 Armor Tentacles (d6+d6, blast)
Wrap (d10) Critical Damage: Spills a thick cloud of
Critical Damage: Kelpie crushes victim ink and swims away with haste.
and stomps them with their forehooves. Special: Can attack up to eight
(d4+2 to STR) opponents at once.
WANTS to sing sailors into the sea in WANTS assert its dominance in the
order to harvest them. seas.

46
Buccaneer Lich Captain
4 HP | 14 STR | 10 DEX | 12 WIL 18 HP | 9 STR | 11 DEX | 18 WIL |
Scimitar (d6) 1 Armor
WANTS pillage and amass wealth at all Dagger (d6)
costs. Critical Damage: Touches victim and
paralyzes them. (d8 to DEX)
Special: Knows all spells and scrolls.
Salt-water Crocodile WANTS recruit an undead crew and rule
6 HP | 14 STR | 8 DEX | 10 WIL | the high seas.
1 Armor
Bite (d8)
Attracted to the scent of blood or Undead Crew
movement in the water. 2 HP | 16 STR | 6 DEX | 3 WIL
Bite (d6+d6)
Attacks anything that moves. Immune to
Shark mind altering effects.
8 HP | 14 STR | 16 DEX | 6 WIL
Bite (d10+d10)
Once it attacks, will not stop until death. Harpy
Succeeds al Morale Rolls. 5 HP | 11 STR | 12 DEX | 13 WIL |
1 Armor
Claws (d6+d6) or Song (WIL Save)
Giant Salamander Charming Song: Anyone who hears the
8 HP | 10 STR | 12 DEX | 14 WIL song of a harpy must save WIL or be
Bite (d8) charmed, following the harpy and
Critical Damage: Blasts of heat. (d6) defending it from any threat. Killing the
Special: Immune to fire and heat. harpy breaks the charm.

Merfolk Sea Hag


3 HP | 10 STR | 14 DEX | 10 WIL 3 HP | 12 STR | 10 DEX | 14 WIL
Trident (d6) Knife (d6) or Gaze (WIL Save)
WANTS to train other sea creature to Special: Highly resistant to magical
protect their kingdom. effect.
Hideous Gaze: Any facing the Sea Hag
must succeed a WIL Save or drop to 0
Merfolk Warrior HP
6 HP | 11 STR | 14 DEX | 12 WIL |
1 Armor
Trident + Net (d8)
Piranha, swarm
5 HP | 9 STR | 16 DEX | 9 WIL |
Critical Damage: Trap and pins victim.
2 Armor
WANTS to expand the reaches of the
Bite (d8)
kingdom.
Once it smells blood it will not stop
attacking until all are dead.

47
Sea Snakes Giant Crab
7 HP | 12 STR | 16 DEX | 10 WIL 3 HP | 11 STR | 8 DEX | 8 WIL |
Bite (d8+d8) or Poisonous Sting (d6) 3 Armor
Critical Damage: Poison inflicts an Pincers (d8)
extra d8 DEX damage. Critical Damage: Pinch fiercely, if HP
WANTS to hunt in peace. Is less than 4, victim is served in two.
WANTS to protect their young.

48
49
50
Encounters on the Tides
The Swirling Sea of d4 Encounters
1 Large school of d10+5 Sharks in a frenzy
the South 2 The Giant Octopus emerges violently
An example ocean crawl for Lilliputian: Adventure on 3 The Lich’s ship comes into view
the Open Seas. 4 The Lich’s ship and undead crew are
locked in combat with the Giant Octopus,
The Setting they’ve both seen you
The Swirling Sea of the South is a sea of
vast openness. Rolling hills of water. Locations of the South Sea
Cresting, aquamarine waves crash into each other
under the light of a sun lit afternoon. The climate
1- Hunting Grounds of the Octopus
is tropical, the heat is nearly unbearable, but the • 3-in-6 chance that when this hex is entered
water is peace personified; that is, unless you the Giant Octopus emerges violently from the
take a dip where a hidden beast is lurking. The far depths.
reaches of the South Sea are prone to interesting • The Giant Octopus is said to have already sunk
weather phenomenon, so sail cautiously. Legend d20 ships.
speaks of a hidden island, deep within the • Ornate spears and harpoons stick out like
undulating mountains of ocean. needles from the enormous body on the sea
creature. One glows with a feint blue hue. If
Rumors of the Waves retrieved, this is the talisman: Bident of
d4 What you’ve heard about the South Sea Umasa.
In the far east, small sharks congregate. • Bident of Umasa: the legendary weapon of the
1 They are fishable and make for a good Merfolk Emperor (d10). 1 Charge, if used:
meal. Bypass HP and deal directly to STR. On Critical
A massive Octopus stalks the depths and Hit, Save is made with Disadvantage.
2 has been feeding on wayward ships. Stay • Octopus
vigilant in the west. Ship Scale
A hidden island is home to an arcane 8 HP | 14 STR | 11 DEX | 8 WIL
3 cave, said to be home to ancient treasure. Tentacles (d6+d6, blast)
Standing stones touch the Feylands. Critical Damage: Spills a thick cloud of
Legend says a Lich has taken to the high ink and swims away with haste.
4 seas. It and its Undead Crew patrol these Special: Can attack up to eight
waters. They have a dangerous secret. opponents at once.
WANTS assert its dominance in the seas.

2- Massive Waterspout
• A stationary, 30’ high spinning tornado of
water.
• If a ship draws near the Waterspout there is a
1-in-6 chance the spout engulfs the ship
throwing the crew into the torrent and dealing
d20 to the crew and d12 to the ship.

51
3- Secret Lagoon of the Lich 4- The Hidden Island
• From time to time the Lich and its Frigate, the • Known as the Island of the Crystal Chapel
Putrid Kraken, drop anchor to the northeast of • A larger island. Sparsely settled.
the Hidden Island. • A small port that is home to an ancient cult
• Within the depths of this Lagoon, the Lich’s known as the Cult of the Crustacean Coven.
Undead Crew hide away treasures of their The Coven holds a dark secret and an ancient
pirating spoils. If discovered by the Lilliputian treasure with in their conclave.
crew there is d6x1000C. • The Crystal Chapel is a domed structure of
• 3-in-6 chance of the Putrid Kraken being large crystalline Standing Stones. It is said to
anchored here. be a portal the Feylands.
• A thick fog hangs low in the air in this hex. • Covered in rolling hills and grasslands.
• The Putrid Kraken, Frigate • Weather here is Unnatural, roll new weather
Ship Scale each hour.
12 HP | 14 STR | 13 DEX | 15 WIL | • Rumor has it there is a haunted cape, said to
2 Armor be overrun with spirits.
Crew Size: 45 Undead Crew members • The island is home to Hallucinogenic herbs.
Weapons: Four d6 Mortars. • The Port is an isolated hamlet ruled over by
Special Ammunition: Screaming Skulls tribal elders.
• Lich Captain • Most of the Port is made of cyclopean edifices
18 HP | 9 STR | 11 DEX | 18 WIL | of a prior civilization.
1 Armor • The Port is known for its fine spices and
Dagger (d6) perfumes.
Critical Damage: Touches victim and • The tribal elders gain their direction and
paralyzes them. (d8 to DEX) leadership from a sacred, enlightened child
Special: Knows all spells and scrolls. prodigy.
WANTS recruit an undead crew and rule the
high seas. 5- Trench of the Shark’s Spawning
• Undead Crew • The mile-deep crevasse in the ocean floor is
2 HP | 16 STR | 6 DEX | 3 WIL home to the birthing caves of the Sharks.
Bite (d6+d6) • If a crew wishes to fish in these waters they
Attacks anything that moves. Immune to will easily pull in d3x5 Sharks.
mind altering effects. • If a sailor falls overboard, make a Save with
the target number being 5. If failed, instant
death. If success, 1 turn to get back on board.

6- An Unnaturally Large Whirlpool


• If entered, d20+5 to the ship. If ship is
destroyed, the crew is stranded at sea.

7- A Growing Monsoon
• Heavy rain and wind, travel time is doubled.

52
Church of the Heart
Hollowed out Carb. Dimly lit
by torches. The High Priest is
with 3d10 Cultists chanting.
Chest with a beating heart on
desk.

The Forge
A armory and smithie. The
weapons forged here are
somewhat magical and are
made from harvest lobster parts.

Incubation Wing
Rows of translucent eggs, filled
with human-crab hybrids. A foul
mist fills the air, STR Save or
d6 Damage. Two Talismans.

The Spirit's Tomb The Hideout


The husk of a sea turtle acts as a Former hideout of prior pirates.
tomb to the Evil Spirit. Lodged in Hidden by a large stone and a
its head is a Magic Sword. This secret door. d8 Treasures and
sword killed the spirit before. 1000 Coin. Giant Salamander.

55
Fisher's Alcove
Norman (fishing captain) working
at cauldron of boiling chum. Two Caverns to the Crypt
treasures. 2d6 Fishers milling A putrid smelling cave system
about the alcove. that winds through the island to
the Crypt Cove. d4 Undead
Crew burying d6 Treasures.

The Crab's Eye


The original shrine of the Temple,
a Crystal Orb. When gazed into,
one can see the happenings of
distant kingdoms. 2d6 Cultists.

What's going on here?


On the northeastern end of The Port
is the headquarters of the Cult.
Currently falling into a dark magical
fog. The Crab Heart calls to all. It
was the high priest who fell to the
dark heart first. Then came the evil
spirit of the deep. Lastly, the fishers
and harborfolk are kneeling to the
Crab Heart, seeking its otherworldly
power.
d6 Encounters
1} d6 Cultists, with Crab Claws
2} 2d6 Cultists, patrolling
3} 2d6 Cultists, preforming a ritual
4} d6 Fishers, bringing chum to the
temple.
5} d6+2 Fishers, battling d4 Cultists
over a Crystal Crab figurine.
6} The Evil Spirit of the Deep,
hunting a new victim for a sacrifice
to the Crab Heart.

56
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