Salt and Bone Adventure

The city is going to burn. The god doesn't care. And the monster underneath the waves isn't on anyone's side.

The great port city of Bal has days to live. An armada is massing beyond the horizon - hundreds of warships - and the city has no navy capable of stopping them. No allies close enough to matter.

What it has is a story.

An RPG adventure.

An old story. The kind grandparents tell in a voice that's a little too serious. About a covenant with a god. About a creature sleeping beneath the sea - something greater than two hundred feet long, crowned with coral that glows like dying coals. Something that doesn't protect cities out of loyalty. It kills everything in the water because that is what it was made to do.

The people of Bal call it the Sovereign. The old texts never gave it a proper name, because you don't name a god's weapon.

The Covenant Is Broken. Nobody Knows Why.

For generations, a monastic order called the Scribes of the Drowned Quill maintained the pact between Bal and the sea god Oceanus. They lived on the volcanic island of Dukora, tending the altar, keeping the rituals alive, writing prayers in blood-ink - a mixture of royal blood, squid ink, and salt.

Then they went silent. Every ship sent to investigate never came back. Every scout disappeared. The island became a place people stopped talking about.

Now the city council has no choice. They've gathered strangers - adventurers with no connection to Dukora, no history with the Scribes - and handed them a vial of ancient royal blood. The job is simple: sail to the island, find the altar, make the offering, call the Sovereign.

Save the city.

Simple jobs are never simple.

What Happened on Dukora Is Worse Than Silence

Salt and Bone is a two-level dungeon adventure for Open Dungeons RPG designed for parties of 2-5 players at levels 1-3. It features, over a hundred pages:

  • A full prologue in the city of Bal with roleplaying, political tension, rival adventuring parties, and a sea voyage that goes very wrong
  • Three entry points into the island's mausoleum, each offering different tactical approaches and different pieces of the story
  • Environmental storytelling - the truth of what happened to the Scribes isn't handed to you in a cutscene. It's scratched into walls. It's in journals found on waterlogged desks. It's in the way the undead still write with their own finger-bones, endlessly copying the words of a covenant they betrayed
  • A second level beneath the ruins - the sacred Altar Temple where the climax waits
  • Rival parties, pirates, traps, undead, and a mystery that rewards players who actually pay attention over players who just kick doors
  • Complete scaling notes for every encounter, a full bestiary, treasure reference, and DN reward guidelines

This isn't a hack-and-slash dungeon. The best treasure in Salt and Bone is information. The players who read the inscriptions, study the journals, and piece together the Scribes' downfall will have real advantages when they reach the altar. The ones who don't will wish they had.

The God Is Watching. The Dead Are Writing. The Sovereign Is Waiting.

The adventure is built for the kind of table where decisions matter, caution pays off, and the dungeon master has everything they need to run a tight, atmospheric session without hours of prep.

Get Salt and Bone for $6 - or join us on Patreon and get it free along with every future release.

Find Salt and Bone for immediate download at Patreon Salt and Bone.

The monster lurks in the sea.