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BonesDeep Digital

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100% found this document useful (2 votes)
2K views122 pages

BonesDeep Digital

Uploaded by

K D
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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NEWBORN | CARVER | KEEPER | JUNKER | SHIFTER | INFESTED | RULES | SPELLS

Bones Deep
Skeletons Exploring the Ocean Floor

Written by:
● Lauren Schirduan, Dreamer.
● Andrew Harrison, Boat Captain.
● David Schirduan, Liar.
● Jacob Wood, accessibility consultation.
● John Gregory, Skeleton Generator.
● Scott Stolarski, the Sunken Barge.
● Evey Lockhart, creature miens and development.
● Mary Elizabeth McDonald, a local fish friend, wrote the
Sargasso, Wasteland, and their associated creatures.

Editing by:
● Jared Sinclair, Developmental and copy editing,
proofreading.

Artwork by:
● Laura Ketcham, Cover, Skeletons, Witch, Wizard, and more.
● Lucas Rolim, Sunken Barge map.
● Johannes Jonstonus (1603-1675), the weird old sketches.
● Other various public domain sources.

Special Thanks to:


● The Viridian Scroll for their Creature Design Primer.
● Melsonian Arts Council for making such an inspiring game.
● Playtesters Maya, Rachel, Jason, Becca, Henry, Kyle, Ian,
Corey, Kacie, Mary Elizabeth, Ben, Shane, Michael and Faith.

The contents of this book are more real than you might
imagine. We hope you will look them up yourself and marvel
at the wonders of our oceans.

Bones Deep is an independent production by Technical


Grimoire and is not affiliated with the Melsonian Arts Council.
The creators relied heavily on the Troika SRD. All text protected
under a CC-BY 4.0 license.

2 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 2


NEWBORN | CARVER | KEEPER | JUNKER | SHIFTER | INFESTED | RULES | SPELLS

Table of Contents
You Are A Skeleton 4 Locations 62
Newborn 6 Jungle River 62
Carver 7 Silt River 64
Keeper 8 Shoreline 66
Junker 10 Bottom of the Barrel 68
Shifter 12 Reef Roads 70
Infested 14 The Final Shipyard 72
Sunken Barge 74
Rules Changes 16 Kelp Forest 84
Cradle 86
Stamina & Drives 16
Sargasso Island 88
Absorb Memories 17
Bleached Wasteland 90
Memory Mishaps 18
Haunted Library 92
Stormlands 94
Magic Spells 20 Bergs 96
Blackwater Vents 98
Creatures 24 Sulfur Spires 100
Crab Cabal 56 Void Ridge 102
Wizards 58 Graveyard Lake 104
Witches 60 Inverted Pyramid 106
Cephalopods 62 The Recruiter 108

Stories 110

Random Skeletons 114

Random Creatures 120

Random Spells 121

Find Character Sheets, Maps, and Handouts at


TechnicalGrimoire.com/bones-deep

3 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 3


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You are a Skeleton.


You cannot swim.
You do not belong.
Create a Skeleton
1. Roll 1d6 or choose a background:
1 - Newborns just recently hatched and learn skills quickly.
2 - Carvers channel magic through runes on their bones.
3 - Keepers attract and cultivate living creatures to aid
them.
4 - Junkers collect trinkets and turn them into gadgets.
5 - Shifters can rearrange their bones into different
shapes.
6 - Infested nurture a horrible parasite that grows
stronger.
2. Roll 1d3+3 to determine Base Skill.
3. Roll 2d6+12 to determine Stamina.
4. Roll 1d6+6 to determine Luck.
5. Choose your Drive. Your Drive restores your Stamina &
Luck. Every Skeleton Background has a suggested Drive, or
you can invent one of your own. This replaces normal
Troika healing.

After you die, your skeleton hatches and wanders away from
its fleshy shell. It takes many years for a skeleton to figure itself
out—sadly, most perish before they’re fully conscious:

● Shattered before they can hatch.


● Killed by a fearful crowd.
● Enthralled by a necromancer.
● Crushed by a large beast.
● Buried too deep to escape.

Some lucky few survive long enough to discover their


Drive—their purpose in life. Every skeleton pursues a different
purpose: knowledge, fame, power, kinship.

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In Bones Deep, you play as a group of skeletons who


adventure beneath the waves to explore the ocean floor.

This is an alien world filled with dangers and treasure in equal


measure. No longer limited by vulnerable flesh, you are free to
walk this strange land—walk, not swim.

As humans, we are used to the buoyancy our flesh offers us.


But a skeleton has none, it's just a pile of heavy bones. Most
creatures swim above you and can move freely in any
direction. A fight ends when the opponent swims away.

Trenches and mountains are huge obstacles for


bottom-bound skeletons. Leaping, jumping, climbing, and
riding are key parts of travel and combat underwater.

Water resistance slows missile weapons (bows, guns, etc).


Missile weapons can still deal damage, but only within melee
range. Magical Spells are the only reliable long range
weapons.

Oh! And it’s dark. Very dark.

1d6 Underwater Light Sources


1. Biolumen is a common glowing algae, about as bright as
a candle. It requires very little maintenance, but spreads
quickly, and can be difficult to remove.
2. Flares burn brightly for a short time.
3. Light Spells are reliable and adjustable, but cost Stamina
to use. The magic may also attract unwanted attention.
4. Crystal Shrooms glow a soft light but are extremely
fragile. A slight nudge can shatter them.
5. Flowlamps are powered by the current. They glow as
bright as a torch, as long as they have a steady flow of
water moving through them.
6. Glowlife is a general term for any kind of living light
source.

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1 Newborn
Recently hatched, you are still disoriented and confused. Bits
of flesh still cling to your bones. It will take years to adjust to
this new skeletal existence—many, many years of inept failure
and stumbling growth.

Luckily for you, failure is an excellent teacher, and you’re a


dedicated student. You’ll succeed eventually, but for now you
embrace your failure, and let it mold you.

Possessions
● A rotting heart.
● Something metallic rattling around
inside your skull.
● A dozen pictures with all the faces
scratched out.
● A shoe with a hidden knife in the sole.

Skills
3 Squid Wrangling
3 Spell – Unexpected
2 Spell – Accelerated Memory
2 Trench Leaping
1 Language - Crab
1 Outdated Drylander Knowledge

Special
All skeletons can Test their Luck to absorb memories of an
object, creature, or location they are touching.

Whenever you fail a roll using your Base Skill, gain a new
Advanced Skill related to that action at rank 1. New Advanced
Skills should be specific rather than generic. For example, if
you are trying to climb an iceberg and fail the roll, gain the
Advanced Skill “1 Berg Scaling” instead of “1 Climbing.”

DRIVE: To fail often. After you gain a new Advanced Skill,


recover 1d6 Stamina and 1d6 Luck.

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2 Carver
In the past your flesh was a hindrance, always demanding
food and sleep and joy. Now you pursue the deepest arcane
secrets unimpeded. You channel magic through Spells carved
directly onto your bones. There’s only so much bone to carve.
“A deadly shortcut,” your peers say. But a shortcut to what?

Possessions
● A selection of small, fine blades.
● Carved Spell – Eject Bone.
● Random carved Spell.
● Random carved Spell.
● A carved tattoo of a young
woman with one eye.

Advanced Skills
2 Calligraphy
2 Tattooing
1 Knife Throwing

Special
All skeletons can Test their Luck
to absorb memories of an
object, creature, or location
they are touching.

As an action you can cast a


Spell carved onto your bones.
After paying the Stamina cost, the carved Spell automatically
succeeds, then disappears from your bones.

If you spend one hour in a carving trance, Test your Luck. If


successful, gain a random Spell carved onto your bones. If the
trance fails, reduce your Max Stamina by 1.

DRIVE: To make room for new Carved Spells. Erase a Carved


Spell at any time to recover 2d6 Stamina and 1d6 Luck.

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3 Keeper
You miss it—the sensation of touch, the pleasure of eating,
even the void of sleep. Perhaps that’s why you care so deeply
for these adopted creatures.

You’ve turned your frame into a home for your creatures. They
live in your ribcage, in the coral of your skull, around the kelp
growing from your arms. You know them better than you knew
your old flesh and can always count on their loyalty.

Possessions
● Fish food (+1 Command Creature, 2 uses).
● Two random creatures following you as henchmen.
● The Book of Names.
● Whip (Damage as Staff).
● Small box of shiny things.
● A spiked collar with the name
“Ori” etched onto it.

Advanced Skills
3 Spell – Command Creature
2 Soothing Voice
2 Spell - Empathize
1 Foraging
1 Cuddling

Special
All skeletons can Test their Luck to absorb memories of an
object, creature, or location they are touching.

After you successfully command a creature, it follows you as a


henchmen until it runs out of Stamina and flees.

DRIVE: To command. Whenever you successfully command a


creature, both you and the creature recover 1d6 Stamina, and
you recover 1d6 Luck.

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4 Junker
Though you shed your flesh, your desire for mortal tools and
trinkets persists. Detritus from all eras make their way to the
briny deep—you see their value where others don’t.

Possessions
● Tinkering tools.
● Flowlantern.
● 3 flares.
● Old coat rack.
● Umbrella.
● Gadget – Bounding Shield.
● Gadget – Charged
Wrench.

Skills
5 Taking Things Apart
2 Inventing
2 Spell – Torpedo Throw
2 Spell – Protection from Rain
1 Gadget Fighting

Special
All skeletons can Test their Luck to absorb memories of an
object, creature, or location they are touching.

You have gadgets embedded in your bones. You can use a


gadget to do anything related to its name.

DRIVE: To salvage. When you spend an hour working to turn


something worthless into a gadget, roll under your Inventing.
Whenever you successfully invent a new gadget, recover 2d6
Stamina and 1d6 Luck.

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Gadget Generator
d66 Adjectives d66 Objects
11. Flaming 11. Shard
12. Freezing 12. Spike
13. Charged 13. Club
14. Melting 14. Sword
15. Acidic 15. Axe
16. Crab-Blessed 16. Gauntlet
21. Blasting 21. Dryhander
22. Blinding 22. Flail
23. Silent 23. Hammer
24. Shifting 24. Pike
25. Void-touched 25. Shield
26. Digested 26. Anvil
31. Guiding 31. Crossbow
32. Lost 32. Speargun
33. Comforting 33. Dartlauncher
34. Familiar 34. Mine
35. Hexed 35. Sandblaster
36. Glowing 36. Bomb
41. Bounding 41. Shovel
42. Swimming 42. Crowbar
43. Muttering 43. Wrench
44. Screaming 44. Drill
45. Bubbling 45. Rope
46. Buried 46. Chain
51. Rusted 51. Reel
52. Gilded 52. Wheel
53. Crystalized 53. Spring
54. Broken 54. Lamp
55. Reforged 55. Compass
56. Overgrown 56. Pocketwatch
61-66. Flip to a random 61-66. Flip to a random
page and use the first page and use the first
adjective you see. object you see.

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5 Shifter
While the others still see themselves as human skeletons, you
realize the truth: you’re just a pile of magic bones. Why limit
yourself to the human form?

What freedom! The ability to take any shape, real or imagined.


You push boundaries, reach farther, jump higher, and dream
bigger than any of your peers. What will your next form be?

Special
All skeletons can Test their Luck to absorb memories of an
object, creature, or location they are touching.

If you spend a few minutes shifting, test your Luck. If


successful, pick one of the 4 forms on the next page and gain
the listed Stamina, Advanced Skills, and Possessions.

If you fail to shift, you revert to a pile of bones and restore 1d6
Luck. As a pile of bones, you have no Advanced Skills, no
Possessions, and 1 Stamina.

DRIVE: To change your form. Shifting


to another form restores you to full
Stamina, though each form has a
different maximum Stamina.

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Shifter Forms
Shellwalker Sparktail
16 Max Stamina 8 Max Stamina

Possessions Possessions
● Heavy shell (1 Armour). ● Small, flexible body.
● Spiked shield (1 ● Nimble hands.
Armour).
● Awkward claws. Advanced Skills
2 Contort
Advanced Skills 2 Fish Dance
3 Defend 2 Spell – Jolt
2 Language – Crab
1 Spell – Frozen Weapon

Bignose
Widefin 14 Max Stamina
10 Max Stamina
Possessions
Possessions ● Sharp incisors
● Strong back. (Damage as Spear).
● Big, friendly smile. ● A single, long,
● Gliding fins. multi-jointed arm.
● Bulky body
Advanced Skills (Damage as Maul).
2 Gliding
2 Tour Guide Advanced Skills
1 Spell – Teleport 3 Biting
2 Tackling
2 Spell – Undertow

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6 Infested
You vaguely remember hatching, the horror of one body
escaping another. You still feel that same unease. A parasite
squirms in the hollow channels of your frame, waiting.

Each time you die, your parasite takes over a little more. You
didn’t know a skeleton could feel such exquisite pain. The
result is an improvement. Usually.

Possessions
● Malformed wing (Damage as Small Beast).
● A picture of what you used to look like (inaccurate).
● Useless tail stump.
● Tarp cloak.
● Book of self-deprecating jokes.
● Living will and testament.

Skills
3 Encourage Parasite
2 Act Normal
2 Burial Rites
1 Spell – Random

Special
All skeletons can Test their Luck to absorb memories of an
object, creature, or location they are touching.

If you have a few free hours, you may Encourage your


Parasite. If successful, roll once on the Parasite Table and
recover 1d6 Luck.

Whenever you would die, your parasite changes you. Keep


rolling on the Parasite Table until you recover enough Stamina
to keep living.

DRIVE: To let your Parasite consume you. If you would gain a


parasite result you already have, recover 2d6 Stamina
instead. When all results are checked, you are consumed.

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2d6 Parasite Table


2. ☐ Whispering voices in the back of your mind grow louder.
When you follow its orders, you always succeed. However,
their plans are not always in your best interest.

3. ☐ Gain “Spiky Carapace (1 Armour).” When you attack with


your limbs deal +1 Damage.

4. ☐ Permanently transform one of your arms into an


“Awkward Bone Shield (2 Armour).”

5. ☐ Your “Useless Tail Stump” transforms into a “Launching


Tail,” allowing you to leap dozens of feet.

6. ☐ Replace your “Malformed Wing” with “Gliding Wings


(Damage as Modest Beast).”

7. ☐ Your spine continuously excretes a strong rope-like


substance. You can collect and keep 5’ of it every day.

8. ☐ Replace one of your hands with “7 Long Finger Blades


(Damage as Sword).”

9. ☐ One of your legs can detach and act on its own. It


shares your Stamina pool, and it follows your
commands…usually. Skill 4, Armour 0, Initiative 1, Damage
as Small Beast.

10. ☐ You gain the Spell Infested Burst as an Advanced Skill at


rank 1.

11. ☐ You gain the Spell Infested Spike as an Advanced Skill at


Rank 1.

12. ☐ Your bones grow stronger and stranger. Increase your


maximum and current Stamina by 2d6.

Rules Changes
Bones Deep is a toolkit of locations, creatures, spells, and
random tables written for Troika! There are a few minor

15 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 15


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changes to reflect the realities of being an underwater


skeleton.

Stamina & Drives


Stamina represents your energy, your motivation, and your
will to keep going. When you run out of Stamina, you stop
being a skeleton. No one is sure what happens after that.

You are impervious to anything that might affect organs or


souls. Of course, your bones can be broken, burned, crushed,
or split. You’re also susceptible to necromancy.

You require neither oxygen, nor sleep, nor food, nor love. You
do, however, have a Drive that must be sated. Each skeleton
background comes with a suggested Drive.

Drives replace the standard Stamina healing and Luck


recovery in Troika. See the Skeleton Generator for more Drive
examples. On average, a Drive should restore 2d6 Stamina
and 1d6 Luck per session.

16 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 16


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Skeletons can Absorb Memories


Since skeletons lose their memories upon hatching, they have
a deep hunger for more.

All skeletons can Test their Luck to absorb memories from an


object, creature, or location they are touching.

They can learn about an object's past, a creature's emotions,


or recent changes to an environment. These impressions are
hard to interpret—the longer the contact, the more
impressions gained.

Skeletons can also communicate ideas/emotions/images via


touch. This allows them to “talk to fish” in a way.

Don’t feel pressured to come up with thousands of years of


history for every object and creature. Something as simple as
“This creature is often afraid,” or “This object was used by a
warrior,” is appropriate. Encourage players to ask specific
questions about memories and come up with the answers
together.

● “I’ve carried this rusty blade for a while. Has it passed


through the Kelp Forest? Does it know where its owner’s
ship sank?”
● “Now that we’ve got the octopus pinned, I want to see if I
can absorb some of its memories and see what its
buddies are trying to build here.”
● “I think she’s lying to us. I’d like to request a memory
exchange—just enough to tell if she has hidden motives.”
(Anyone who knows about skeletons will be wary of
trading memories.)
● “This is just a smattering of coins. Do any of them
remember being part of a larger treasure horde? Can they
remember what took their fellow coins away?”
● “This sea turtle must be a hundred years old. Does it
remember encountering a skeleton with a clamshell
head?”
● “Does this sword know if it was the legendary blade that
cut off Old Davey Bones’ head, or is it just a cheap
knockoff?”

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3d6 Memory Mishaps


Whenever a skeleton fails to absorb memories they roll 3d6 on
the table below:

3. The target steals one of your memories. Lose an Advanced


Skill of your choice.
4. Reduce your highest ranked Skill by 1.
5. Your Drive changes (roll on the Alternate Drives table).
6. Stuck in a memory trance. Test your Luck again to break it.
Repeat until you succeed or you run out of Luck.
7. Learn a Random Spell from the latent energy of the sea.
Starts at Rank 1.
8. Gain a Skill from your previous fleshy life. It starts at rank 1.
9. Gain a vision of the next random encounter from your
current location. You may avoid it if you wish.
10. Learn something useful that wasn’t what you were looking
for.
11. Learn a Skill or Spell from the target, starts at rank 1.
12. You may choose to turn your failure into success at the
cost of losing ALL of your remaining Luck.
13. One of your bones becomes sentient.
14. Learn the capabilities or weaknesses of a random
creature.
15. A random Spell is cast targeting you.
16. Learn the location of Flotsam nearby.
17. Somehow your Crab Credit balance is reduced by 1d6,
potentially dropping into the negatives.
18. Receive a clue to one of the stories.

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19 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 19


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Spells
Accelerated Memory (3) – Absorb all the memories of an
object or creature at once. Can grant valuable secrets or
teach a new Advanced Skill (gained at rank 1). If this spell fails,
roll 3 times on the Memory Mishap Table.

Air Bubble (2) – Creates a skull-sized bubble of fresh air


attached to a target. It can choke a water-breather (as
Drowning), or drag them up towards the surface with its
buoyancy. Ends just before a target would die, or until they
breach the surface. Large creatures may require multiple
bubbles to choke completely.

Brinicle Strike (1) – The wizard extends their pinky, and a thin
finger of ice dozens of feet long instantly forms, piercing the
target (Damage as Spear) and possibly immobilizing them.

Bubble Net (2) – Plug your nose and blow a 30’-wide cylinder
of protective bubbles from your ears. The cylinder extends up
to the surface and absorbs 10 Damage before bursting.

Command Creature (2) - A willing creature obeys a single


command. This spell is rolled versus the creature’s Skill. If
failed, the creature refuses and you roll 1d6 on the table below:
1. They lose 1d6 Stamina from resisting your command.
2. The creature nips at you, dealing damage.
3. The creature breaks a fragile object nearby.
4. The creature draws attention with its refusal.
5. The creature flees to another location for a while.
6. The creature simply refuses to obey. Nothing more.

Consultation (1) - Snap your wizard fingers and immediately


summon a small pea crab. Perfect for urgent purchases.

Coral Shaping (1) - You can mold coral with your bare hands
as if it were wet clay. Lasts 10 minutes.

Disrupting Pulse (1) – Continually clap your hands to displace


a group of small creatures, scattering them. Against larger
creatures, it disables an ability instead. Lasts for as long as
you keep clapping your hands together.

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Drift (2) - You give a strong shove, and an object drifts away
in the direction of your choosing until it bumps into something.
You can’t Drift anything larger than yourself.

Eject Bone (3) – You make a sudden yanking motion, and a


bone is ejected from the target’s body. Damage as Maul. This
spell cannot kill a creature, but may disable a limb or ability.

Empathize (1) – You look into the target’s eyes until you both
feel uncomfortable. After, you can understand each other
without speaking. Lasts until either of you communicates
something upsetting.

Fire Bolt (1) – Underwater it’s less like a gout of flames and
more like an explosion of steam and heat centered on the
caster. The bolt doesn’t travel far, but it is extremely hot and
bright. Damage: [3, 3, 5, 7, 9, 12, 16]. Above the surface, it works
like a normal Fire Bolt.

Forced Hatching (7) – Make a wrenching motion with your


wizard hands to force the skeleton inside the target to hatch.
The newly-hatched skeleton will seek safety however it can.

Frozen Weapon (1) – Reach into your pelvis and pull out a
weapon of your choice made from ice. This ice weapon is
permanently bonded to your limb until the weapon deals 6 or
more damage and breaks.

Ground (4) – You supercharge the surrounding saltwater to


disable magical effects. Until you leave the area, all spells fail.

Halocline (2) - Fall to your wizard knees and summon a pool


of toxic heavy water that’s deep enough to cover your head.
Fleshy creatures take damage as poison while they are
submerged in the pool.

Hand Sun (3) – Clench your fist and slowly open it to reveal a
small, stationary ball of burning energy. It blinds all nearby,
melts metal, burns bone, and illuminates a wide area. It also
creates a furious stream of bubbles, visible for miles around.
Lasts until the moon next rises in the sky.

Healthy Light (1) – Slap your head until it glows bright as a


torch. The light lasts until you lose any amount of Stamina.

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Imitate (2) - Use an ability of a creature you’re currently


touching. This spell is rolled versus the creature’s skill.

Imperceptible (1) – Pretend to hold your breath and remain


perfectly still. So long as you remain still, you cannot be
perceived by any sense other than touch.

Infested Burst (5) – Several of your infested bones burst,


releasing a wave of parasites. All targets nearby suffer
Damage as Maul. All targets must Test their Luck or roll three
times on the Parasite Table.

Infested Spike (2) – Throw one of your infested bones at the


target, dealing Damage as Knife. The target Tests their Luck or
rolls once on the Parasite Table.

Jolt (3) – Rub your hands together to generate a single bolt of


electricity. Damage as normal Jolt. If that bolt deals 5 or more
damage, it spawns another bolt that also strikes the next
nearest target. It can potentially chain forever, jumping to a
different target each time.

Julia (3) - Cup your hands over your wizard mouth and
whisper a single sentence that will eventually be heard by
every being under the ocean.

Launching Leap (1) – Make a powerful leap in any direction.

Maelstrom (5) – Spin in circles until you stir the currents into a
raging underwater hurricane. Everything nearby is safe in the
eye of the storm, but everything else in the location is battered
by currents and cannot act. Lasts until you leave the eye.

Marked Scent (1) – You place a subtle scent marker on a


target. You can smell it from miles away.

Protection from Rain (3) – The target is immune to the


physical resistance of water and acts just as it would on dry
land. If cast on a skeleton, they can move faster, but can’t
jump as high. If cast on an arrow, it can be fired from a bow.
Lasts until the target is dry.

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NEWBORN | CARVER | KEEPER | JUNKER | SHIFTER | INFESTED | RULES | SPELLS

Red Tide (2) - Make a slashing motion with your wizard hand
and emit a wave of red algae in front of you. Targets covered
in this algae will become irresistible to predators until they are
attacked or can scrape the algae off.

Spectral Sea Pig (2) - You must sacrifice something shiny


when you cast this spell. It summons a ghostly Sea Pig that
heads towards the nearest treasure.

Torpedo Throw (1) – You throw your weapon at a target. It


propels itself forward at great speed, dealing its damage to
the target.

Teleport (3) – Take a step, and you appear anywhere you can
see. A simple spell on land, but underwater it has slightly more
dangerous effects. The vacuum created when you teleport
away creates a shockwave that harms all nearby (Damage
as Hammer). The compression caused by your arrival shoves
you 10’ in a random direction.

Thunder (1) – You slam the ground with both fists and
generate a booming compression wave that can be heard
and felt for miles.

Undertow (2) – You wave your hands like you’re swimming


and create a strong slipstream that drags a target in melee
range 100’ and knocks them prone.

Unexpected (1d6) – Roll 1d6 to determine the Stamina cost


each time you cast this Spell and consult the table below:
1. Roll on the Oops! Table.
2. Roll on the Memory Mishap table.
3. You cast a random Spell.
4. A skeleton approaches.
5. A random creature approaches.
6. A wizard passes by, leaving a pulse of disorienting
color and sound in their wake.

Wishbone (0) – Snap one of your Wizard bones in half and


lose 1 Max Stamina. Look at a target and make a wish for
them. If the target agrees with the wish, they gain a new Drive
related to pursuing that wish

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Creatures
Arapaima, Arapaima gigas
Arapaima hate boats. Evolution has encouraged their hatred
and granted them a thick skull that can shatter thick
wooden hulls and warp metal ones. They will reluctantly
attack other threats as well, but their heart just isn’t in it.

● Ponderous Charge. Circles languidly for a ramming


charge (+2 to Damage rolls).
Mien
Skill 6 1. Aggressive Machismo
Stamina 8 2. Smashing Boats
Initiative 2 3. Smashing You
Armour 0 4. Busy Eating
Damage as Large Beast 5. “You see any boats?”
6. Humming to a Mouthful of Babies

Anglerfish, Lasiognathus amphirhamphus


The glowing mines of the sea. Their luring movement attracts
predators and prey alike. When the anglerfish is close enough
it strikes with one huge bite. Should its food prove
troublesome, the anglerfish goes dark and retreats.

● First Strike. Makes its first attack with Skill 10 and +1 to the
Damage roll. Flees immediately after.
Mien
Skill 5 1. Mesmerizing Light—then, BITE!
Stamina 4 2. Dark, Depressed, Upside-Down
Initiative 1 3. Cooing at Attached Lover
Armour 0 4. Swallowing a Big Meal
Damage as Knife 5. Arguing with Attached Lover
6. Impatiently Ravenous

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Balloon Puffer, Sphoeroides spengleri


If the ocean were infested with mean children, they would play
a game of scaring puffers and watching them inflate and rise.
A skeleton could use one as a quick elevator to the surface on
the off chance they felt like a mean child.
Mien
Skill 5 1. Nervous
Stamina 3 2. Anxiously Hiding
Initiative 1 3. Eager to Please
Armour 0 4. Mindlessly Munching Mollusks
Damage: None 5. “Yelp!” Ploomp! Float Away…
6. Fed Up with Bullies

Barreleye, Opisthoproctus soleatus


Its large, transparent brain and eyes aren’t just for looks...they
are also for looking. Packed with detailed memories of the
surrounding area, barreleye usually contain useful memories
for Skeletons to absorb. For their part, barreleyes love seeing
new sights.
Mien
Skill 6 1. Oblivious
Stamina 4 2. Bored
Initiative 1 3. Annoyingly Curious
Armour 0 4. Hungry for New Experiences
Damage: None 5. Hungry for Food
6. Amenable but Clingy

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Bawitius , Bawitius bartheli


Not content with camouflage scales, powerful fins, and their
massive size; Bichir have evolved to breathe air and walk on
land. No prey is safe from their hunger. Wizards have an
ongoing bet as to what the next evolutionary leap might be
for these creatures (most agree that laser eyes are likely).

● Drywalk. Can strike from below the water or from above


the surface. Its camouflage scales make it undetectable
until it moves.
Mien
Skill 6 1. Hunting
Stamina 9 2. Hunting You
Initiative 3 3. Eating Dangerous Prey
Armour 0 4. Contemplating Deep Time
Damage as Sword 5. Offering a Sporting Headstart
6. Attacking Immediately

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Blade Eel, Nemichthys scolopaceus


Created by the Necromancer “as a living pun,” these
creatures can stiffen their bodies into bladed weapons. They
like to imagine themselves as skilled duelists, but their attacks
are more of a flailing stabbing motion. This does not make
them any less dangerous, only less impressive.
Mien
Skill 5 1. Practicing Swordplay
Stamina 5 2. Practicing Pacifism (Poorly)
Initiative 1 3. Swordfighting (Angry)
Armour 0 4. Swordfighting (Mating)
Damage as Sword 5. Swordfighting (You)
6. “You talkin’ to me!?”

Bloody Belly Comb Jelly, Lampocteis


cruentiventer
The most unremarkable creature in the depths. They taste
terrible, have neither beauty nor grace, and aren’t particularly
scary. Their true value is a tightly guarded skeleton secret. The
Bloody Belly Comb Jelly emits a strong reddish light that only
skeletons can see. Most bloody bellies are happy to see a
skeleton, if only so they can be appreciated for a short while.
Mien
Skill 3 1. Chatty (Knows Area)
Stamina 4 2. Chatty (Entirely Banal)
Initiative 1 3. Eager to Please
Armour 0 4. “What are we doing today?”
Damage: None 5. Oblivious
6. Depressed

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Bobbit Worm, Eunice aphroditois


Bobbit worms extend out of their burrow lightning fast, biting
with two sharp, venomous jaws. Their jaws are of a bioorganic
metal (lined with zinc and manganese), one of the sharpest
and strongest natural materials on the planet. They drag any
captured prey into their den to be consumed. Despite
evidence to the contrary, no wizards were involved in the
evolution of this bio-organic killing machine.

● Ambush. Strikes from its lair. If successful, it Drags.


● Drag. Drags target into its lair. If successful, it Consumes.
● Consume. Damage as Gigantic Beast. If successful, find
something else to Ambush.
Mien
Skill 5 1. Ambush!
Stamina 17 2. Well-Hidden Ambush!
Initiative 2 3. Very Well-hidden Ambush!
Armour 0 4. Obvious Ambush!
Damage as Maul 5. Contemplatively Rearranging Treasures
6. Mating Swarm (Run!)
Den Treasure
1. The Everflow Pearl. While held, you can stop or
strengthen ocean currents.
2. Soggy spellbook (containing one random Spell).
3. Random creature, kept as a pet.
4. Bobbit Jaw (Damage as Spear +1).
5. Hatched skeleton of a previous victim.
6. 4 flares.

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CamoRay, Dasyatidae urogymnus


A well-meaning Witch named them “Devil Fish” long ago and
they’ve been trying to live up to that name ever since. Working
with the Necromancer has certainly helped solidify their
reputation as terrifying hunters. The invisibility cloak on their
back doesn’t hurt either.

● Enwrap. The CamoRay pretends to be a carpet, section of


wall, or a painting. When something gets close, it envelops
them, turns invisible, and darts away with its prize.
● Grapple Bite. After Enwrapping and escaping, it bites with
bone-crushing force (Damage as Modest Beast).
Mien
Skill 6 1. Impatient
Stamina 14 2. On Necromancer Business
Initiative 2 3. Childishly Mean
Armour 0 4. “Boo! HAHAHA!!”
Damage as Small Beast 5. On a Coordinated Ambush
6. Talking Trash

Cornish Jack, Mormyrops anguilloides


Over 12’ long, Cornish Jack travel in hunting packs. They use
concussive attacks and disorienting electrical blasts to batter
their prey to death. Even in total darkness, they can
coordinate their attacks through pulses of subtle energy. The
echoing clicks of their approach is the last thing victims hear.

● Electric Blast: On hit, target has -2 Base Skill. If hit again,


target cannot act. Wears off after 2 turns.

Mien
Skill 4 1. Munching Bones
Stamina 6 2. Hunting
Initiative 1 3. Posturing to Intimidate
Armour 0 4. Resting
Damage as Small Beast 5. Congratulating Each Other
6. FRENZY!

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Croc, Crocodylus niloticus


Gator, Alligator mississippiensis
Crocodiles usually prefer saltwater, while alligators prefer
freshwater. Both of them are in dire need of dental care.

The massive force of their bite allows them to hold onto any
prey. Thick scutes in their hide provide adequate protection
from most physical attacks.

● Tail Swipe. After successfully attacking a target, all other


nearby creatures are knocked back 10’.
● Twisting Bite. If the Croc or Gator successfully strikes the
same target twice in one round, it twists around with them
between its jaws, dealing additional Damage as Modest
Beast.
Mien
Skill 6 1. Chilling
Stamina 12 2. Vibing
Initiative 2 3. Lazing
Armour 2 4. Hungry!
Damage as Large Beast 5. Mad (Can’t Find Toothbrush)
6. Crocodile Tears

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Deadly Swarm
While each creature is unique, when you’re caught in the
middle of a swarm, they blend together into one gigantic
crushing, biting organism. Use this “creature” for any kind of
dense, aggressive group of creatures.

● Inherit. The Swarm gains access to any and all abilities of


creatures who make up the Swarm.

Special: After the Deadly Swarm deals damage, decrease its


Skill and Initiative by 1. When its Skill, Initiative, or Stamina
reaches zero, the swarm disperses.
Mien
Skill 8 1. Growing
Stamina 60 2. Dissipating
Initiative 8 3. Leaving
Armour 0 4. Approaching
Damage as Large Beast 5. Defensive
6. Relentless

Dolphin, Tursiops truncatus


An ally of the Crab Cabal, rumors maintain that the dolphins
will be the next species to achieve sentience (assuming the
cephalopods aren’t already sentient). In groups, they are a
match for a pod of orca, making up for their lack of speed and
strength with ingenious weapons and devices. Some dolphins
can even cast Spells.

● Ingenuity. Once per round, a Dolphin may do something


unexpected (e.g. invisibility, teleportation, laser beam).
Mien
Skill 8 1. Playful
Stamina 13 2. Balloon Puffer Toss!
Initiative 2 3. Being Huge Bullies
Armour 0 4. Spitting Cuttle Bones
Damage as Large Beast 5. Being Helpful and Kind
6. Mourning

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Dusky Damselfish, Stegastes adustus


Their fierce expression is somewhat lessened by their pint size
body. Nonetheless, a damselfish’s spirit is occasionally strong
enough to turn away much larger and far more dangerous
creatures—after which the damselfish grows even more smug
and insufferable.

● Intimidate. The target is convinced that the Damselfish is


far more dangerous than it appears.
Mien
Skill 4 1. “You talking to me?”
Stamina 4 2. “I’m swimming here!”
Initiative 1 3. Fighty
Armour 0 4. Sneering
Damage: None 5. Smug
6. Guarding Eggs

Enteroctopus, Octopus megalocyathus


Can be identified by the clutch of hard-shelled orbs it carries.
It protects these orbs as if it were its own children—which they
are. Their young emerge with all the knowledge of their
parents, and their eggs are highly prized. For this reason, they
will defend their eggs for months with neither food nor sleep.

Special. Each of their 8 limbs either wields a weapon or carries


an egg.
Mien
Skill 8 1. Guarded
Stamina 25 2. Curious
Initiative 2 3. Suspicious
Armour 0 4. Being Weird
Damage as Weapon 5. Being Really Weird
6. Muttering Nonsense to Hatching Eggs

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Giant Cuttlefish, Sepia apama


They are able to perfectly blend into their surroundings to
ambush prey with their extendable feeding tentacles. If the
initial attack fails, they change their skin to hypnotize victims
into submission.

● Mesmerize: All skeletons who can see the Cuttlefish spend


their next turn in quiet contemplation. If it fails to
mesmerize anyone after a few tries, it flees.

Mien
Skill 5 1. Extremely Hungry
Stamina 12 2. Dramatic
Initiative 3 3. Busy Dancing
Armour 0 4. Busy Spawning
Damage as Modest Beast 5. Busy Dying (Just Spawned)
6. Stalking

Giant Seahorse, Hippocampus ingens


Prized for their speed and subtle camouflage, but these same
characteristics make them difficult to track down. They
cannot be tamed as much as endured. Should the rider Test
their Luck, the seahorse may begrudgingly wait a few days
before trying to buck them off.
Mien
Skill 7 1. Stampede!
Stamina 12 2. Wild
Initiative 2 3. Defiant
Armour 1 4. Protecting Babies
Damage as Modest Beast 5. Surprisingly Obsequious
6. Relaxin’ in the Seagrass

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Goldentail Moray, Gymnothorax miliaris


After his defeat at the hands of the Council of Wizards, the
dragon Gymnothorax was far too powerful to be killed.
Instead, the council reduced him to the size of an eel and
banished him beneath the sea. Since then, Gymnothorax has
fathered a species of proud hoarders.
Mien
Skill 5 1. Ravenous
Stamina 8 2. Greedy
Initiative 1 3. Scrounging for Shiny Things
Armour 0 4. Enraged
Damage as Small Beast 5. Lonely and Sad
6. Arguing with Hoard
1d6 Den Treasure
1. The First Coin. From Gymnothorax’s hoard in their
golden days. Worth 10 Crab Credits to a collector.
2. Sealed spellbook, containing one random Spell. Can
only be opened with intense heat.
3. A tame Sargassum Fish.
4. A piece of Flotsam.
5. Unfinished ritual to transform a small creature into a
dragon. Maybe the Witches know the rest?
6. A detailed map of the Reef Roads.

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Gulper, Eurypharynx pelecanoides


Its belly is never full and rarely empty. Nicknamed “Poseidon's
Pouch,” gulpers are creatures of unmet desires, eternally
hungry for valuable trinkets. Perhaps one day it will find a
satisfying meal.

● Gulp. Creates a torrent of water that draws anything


smaller than a basketball into its stomach. Objects stored
inside are safe—in fact they never age nor decay.
Mien
Skill 3 1. Needy
Stamina 6 2. Desperate
Initiative 1 3. Jonesing
Armour 0 4. Peckish
Damage: None 5. Starving
6. Nosy
1d6 Stomach Contents
1. Enteroctopus Egg.
2. Random Spell, stored in a shell.
3. Bar of gold worth 2 Crab Credits.
4. Cephalopod plot details etched into a stone slab.
5. Glowing Mote from the Silt River.
6. Overdue Library Book.

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Glutton, Eurypharynx pelecanoides


A gigantic Gulper, it patrols around the tallest of the Sulfur
Spires. As insatiable as all gulpers, this one has lived long
enough that it can eat just about anything. The only thing it
hasn’t tried is a wizard.

● Swallow. Swallows the target. The target must make 3


successful Tests in a row to escape.
Mien
Skill 7 1. Hungry
Stamina 20 2. Hungry!
Initiative 2 3. Hungry for Information
Armour 0 4. Unconcerned
Damage as Large Beast 5. Preoccupied
6. Spitting Treasure into a Cache
1d6 Stomach Contents:
1. A trapped skeleton.
2. The staff of the Red Wizard. Contains 1d6 random
Spells. The holder may cast these Spells, but must pay
twice their regular Stamina cost.
3. An elder horseshoe crab who awards her saviors 1d6
Crab Credits.
4. Three monocles, treasured by crabs everywhere
(worth 2 Crab Credits each).
5. Detailed map of the Inverted Pyramid, only a few
months outdated.
6. Fused jetpack. It has enough fuel to reach the moon,
but can only be activated once.

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Goliath Tigerfish, Hydrocynus goliath


An ambush predator, the tigerfish generally takes down prey
with one devastating charge. Their unique, curved teeth allow
them to keep a firm grip on their prey.

● Snatch and Grab. Charges forward and grabs the target.


Without slowing down, it drags it away to somewhere
where it can face the target alone.

Special. Their stripes disrupt the outline of their body,


especially during the day—sun rays boost their camouflage
(+1 Skill when hiding in sunlight).
Mien
Skill 4 1. Snatch!
Stamina 11 2. Grab!
Initiative 2 3. Bite!
Armour 0 4. Hiding and Stalking
Damage as Spear 5. Starving
6. Two-Tigerfish Deathmatch!

Gravekeeper, Balistoides viridescens


A particularly aggressive specimen of one of the most
aggressive species of fish. This titan triggerfish has claimed
the Final Shipyard as its domain. Any who wish to enter must
pay the toll in blood—or in bone, as the case may be.

● Triggerlock. +1 Skill against foes it already damaged.


● Fused Bite. A desperate last resort, the Gravekeeper
latches onto a skeleton and does not let go. Even if the
Gravekeeper dies, its jaws will not release without special
cutting tools.
Mien
Skill 8 1. Alert
Stamina 28 2. Aggressive
Initiative 4 3. Relentlessly Aggressive
Armour 1 4. Mating
Damage as Large Beast 5. Munching Urchins
6. Threatening Dance

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Greenland Shark, Somniosus microcephalus


Most predators are lazy scavengers, but only the Greenland
shark exclusively hunts corpses. Anything else is just too much
effort.
Mien
Skill 1 1. Chill
Stamina 17 2. Serene
Initiative 1 3. Languidly Gregarious
Armour 0 4. Grazing on Corpses
Damage as Large Beast 5. Napping
6. Yawn…

Heptapus, Haliphron atlanticus


A seven-limbed sentry who fights as fiercely as seven
separate opponents. Much larger than a typical octopus.
Perhaps they gave their eighth limb as a sacrifice in some
horrible ritual—if so, it was a good trade.

● Cloak: Becomes invisible. It can continue to fight while


invisible, and has +1 on all Tests while invisible.
● Armed: Can wield a different weapon in each limb.

Mien
Skill 4 1. Amiable
Stamina 15 2. Suspicious
Initiative 4 3. Meticulously Patrolling
Armour 2 4. Tending to Jellyfish Flock
Damage as Weapon 5. Playful
6. Sword Dancing

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Hippopotamus, Hippopotamus amphibius


A large amphibious mammal, it accounts for the majority of
deaths under the waves—human or otherwise. Large tusks
and a mouth that can open to 180” allow the hippo to grapple
almost anything. It can reach startling speeds on land or in
water.

● Stunning Crush. A successful hit from its mighty jaws also


disables the target. The target is grappled and can’t
otherwise act until they wrest themselves free.

Mien
Skill 5 1. Hungry! Hungry!
Stamina 18 2. Serene (mostly)
Initiative 2 3. Extremely Aggressive
Armour 1 4. Amused
Damage as Maul 5. “Do You Even Lift?”
6. Surreptitiously Spreading Dung

Hull Crab, Dardanus calidus


An ambitious hermit crab was caught trying to steal the shell
of a Cabal leader. As punishment, the Cabal removed one of
its pincers and cast the thief out of the Cabal. Since then the
Hull Crab has been growing in physical size and influence,
forming a splinter faction within the Cabal.

It uses the hulls of vessels as its home, trying on the different


wrecks in the Shipyard until it finds one large and impressive
enough to match its ambitions.

1-in-6 chance that any Cabal crab is secretly working for the
Hull Crab.
Mien
Skill 7 1. Deep in Thought
Stamina 22 2. Driven
Initiative 2 3. Confident
Armour 2 4. Fuming
Damage as Large Beast 5. Plotting
6. Briefly Satisfied

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Humboldt Squid, Dosidicus gigas


The only Cephalopods who show affection and camaraderie
for one another. They form scouting parties and travel quickly
across locations. Their two longer tentacles bear 100–200
toothy suckers to grasp prey and drag it toward their large,
sharp beak. They’ll do anything to protect one another—even
turn against other cephalopods.

● Call for Backup. Darts away, and several minutes later 1d6
Heptapuses arrive.
● Teamwork. +2 Skill when acting as a group.

Mien
Skill 4 1. Attentive
Stamina 7 2. Mindful
Initiative 2 3. Embracing
Armour 0 4. Hiding Young
Damage as Small Beast 5. Cautiously Scouting
6. Mourning

Lion’s Mane Jellyfish,Cyanea capillata


A large-lobed jellyfish with over 1000 long tentacles. Their
tentacles are thin and drift about randomly. Fighting one is
less of a duel and more like carving a path through dense
jungle.
Mien
Skill 3 1. Still
Stamina 8 2. Serene
Initiative 5 3. Zen
Armour 0 4. Placid
Damage as Axe 5. Floating Nearer
6. Agitated!

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Lionfish, Pterois volitans


Known for toying with its prey, Lionfish seek out a fight even
when they’re not hungry. Its deadly fin spines are sharp
enough to pierce bone, its venom is effective against anything
with a heart.

● Venom: Injects a vile poison into bone cavities. This venom


takes up the target’s top inventory slot, and spreads to
anyone the skeleton touches. Removing the venom is
painful, requiring an hour of work and dealing Damage as
Unarmed.
Mien
Skill 3 1. Grinning Cruelly
Stamina 6 2. Contemptuous
Initiative 2 3. Mocking
Armour 0 4. Sadistic
Damage as Knife 5. Doing an Elegant Mating Dance
6. Visibly Injured

Loggerhead Turtle, Caretta caretta


Loggerheads prey on crabs and crustaceans—or at least they
used to. As the Cabal have grown in power and influence,
loggerheads have diminished, and are now nearly extinct.
Their strong flippers and thick shells are an effective defense
against most predators. However, their children are often
quite vulnerable to crab assassins, and they staunchly defend
their shrinking territory.

● Parental Protection. Damage as Large Beast while


protecting their young.
Mien
Skill 4 1. Suspicious
Stamina 18 2. Paranoid
Initiative 1 3. Watchful
Armour 3 4. Guarding Young from a Distance
Damage as Modest Beast 5. Munching a Screaming Crab
6. Friendly

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Orca Hunters, Orcinus orca


Apex predators of the polar region. They hunt in groups to
bring down more dangerous prey. Even on patrol, they are
rarely alone. They can eat almost anything, but they won’t
attack unless threatened or commanded to by the Matriarch.
Mien
Skill 3 1. Dutifully Xenophobic
Stamina 14 2. Intimidating
Initiative 2 3. Busy Hunting
Armour 0 4. Enthusiastically Xenophobic
Damage as Modest Beast 5. Inquisitive
6. Cheering Up a Comrade

Orca Matriarch, Orcinus orca


Nearly 100 years old, the Matriarch has seen the rise and fall of
entire icebergs. She took command of the Orca Hunters
during a slim winter and overreacted with a full-blown
conquest campaign. Even if she isn’t hungry, she attacks
anything that enters her domain, and her loyal Hunters follow
suit.

● Focused Rally. If there are no Orca Hunters nearby, then


one joins the fight. All Orca Hunters attack the same target
she is attacking.
● Skyward Toss. She bites the target, dealing damage, and
then launches them upward with enough force that they
breach the surface. At the end of the round they fall back
into the water.

Mien
Skill 8 1. Anxiously Preoccupied
Stamina 18 2. Hypervigilant
Initiative 3 3. Concerned
Armour 1 4. Exhausted
Damage as Large Beast 5. Tense
6. Bleary

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Otter, Aonyx cinereus


Dogs of the ocean, sea otters love to play games, especially
with unwitting opponents. Their love of play makes them
difficult to train or communicate with. They’d much rather
steal an item and make you chase them through the kelp.

● Snatch. They dash forward and attempt to grab a random


item from a target.
Mien
Skill 4 1. Playful
Stamina 7 2. Sleepy
Initiative 2 3. Pranks!
Armour 0 4. “Teach us a game!”
Damage as whatever 5. Incessant Giggling
they are carrying 6. “Keep away! Come Get Me!”

Paddlefish, Polyodon spathula


Blind, blunt-nosed, and brash, the paddlefish feeds on magic.
Its nose can detect the subtle magic power in something as
small as plankton—powerful Spells draw paddlefish from
miles away.

● Filter-Feed. All Spells cast nearby automatically succeed,


no roll required. However the Stamina cost is doubled.
Mien
Skill 2 1. Rude
Stamina 3 2. Crude
Initiative 1 3. Abrupt
Armour 0 4. Pushy
Damage: None 5. Starving
6. Seeking a New Flavor

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Phase Stalker, unknown


A being from a parallel dimension. It hunts by injecting
glowing Phase Goo into the target dimension. Gross.

Anything covered in Phase Goo is transported to the Stalker's


dimension, where the Stalker's can mount its hungry attacks.

● Inject Goo. Phase Goo appears out of nowhere and covers


the room like a broken fire hydrant. Deals no damage, but
affected targets have one or two random limbs covered in
Goo. Goo-covered limbs are immediately transported to
the Stalker's dimension (hopefully that limb has a
weapon).
● Hunt. Attack any creatures (or limbs) covered in Goo.
Mien
Skill 8 1. Unannounced Goo!
Stamina 16 2. Ethereal, Echoing Laughter
Initiative 3 3. Bombastic Preamble
Armour 2 4. An Eerie Theremin Sting, then Goo!
Damage as Large Beast 5. Staccato Inhuman Screeching!
6. Goo Explosion! (Test Luck or Entirely
Transported)

Pistol Shrimp, Synalpheus pinkfloydi


A powerful witch sought to divest himself of all dangerous
magic. He entrusted it to the smallest of creatures, attempting
to minimize the damage such power could cause. Now,
instead of one world-ending explosion, the ocean is filled with
millions of tiny ones. They are, of course, members of the Crab
Cabal.
Mien
Skill 5 1. “Stick ‘em up!”
Stamina 4 2. Throwing a Raucous Hoedown
Initiative 1 3. “Yeehaw!”
Armour 0 4. “Your valuables—or your life!”
Damage as Gigantic 5. On Business
Beast (within 5’) 6. Claw-Measuring Contest

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Puppetmaster, Magnapinna pacifica


The puppetmaster never understood lesser creatures. They
wander about confused and conflicted when the solution is
dangling right in front of their eyes. Merely brush against his
holy tentacles and let your cares and concerns drift away. Let
him pilot your mind and bring you to perfect peace.

● Puppets. Controls a 1d6 random creatures. Severing its


tentacles frees the ensnared creature to act as normal.
● Ensnare. Any fleshy creature in contact with a tentacle
must Test Luck each round to maintain control over its
own mind.

Special. For every 6 damage it takes, the Puppetmaster loses


one tentacle and its Initiative is reduced by 1.
Mien
Skill 9 1. Perfectly Still
Stamina 65 2. “Be. Not. Afraid.”
Initiative 10 3. Singing a Familiar Lullaby
Armour 0 4. Looking for New Puppets
Damage as Staff 5. Looking for the Perfect Puppet
6. Preoccupied

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Red-Legged Cormorant, Poikilocarbo


gaimardi
While fish near the surface have learned to fear birds, the
deeper creatures have no concept of airborne predators. They
speak of the Red-Legged Cormorant as a mythical
creature—a being that lives in a place devoid of water and
enters their realm only to abduct and feed.

● Deep Dive. Dives thousands of feet below the surface in a


matter of seconds, snags its prey, and then rises quickly.
Mien
Skill 5 1. Cormorous (Repeated Dives)
Stamina 11 2. Friendly (Dive as a Pair)
Initiative 1 3. Codependent (Dive as a Pair)
Armour 0 4. Scouting the Bottom
Damage as Modest Beast 5. Peckish
6. Tittering a Song on the Surface

Ripsaw Catfish, Oxydoras niger


A large catfish with bony plates as armour and sharp spines
on each side. A notorious crab-murderer, ripsaw catfish
corpses are worth 1 Crab Credit each. This bounty is not
collected very often for obvious (saw-shaped) reasons.

● Sever. Whenever it deals 10 or more damage to a target at


once, it also cleanly removes a limb.
Mien
Skill 4 1. Vibing
Stamina 9 2. Mindlessly Munching Muck
Initiative 2 3. Mindlessly Munching Crustaceans
Armour 0 4. Fleeing a Bounty Hunter
Damage as Axe 5. Enjoying a Bit of Filth
6. Oblivious

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Sargassum Fish, Histrio histrio


All Sargassum Fish have the same telltale yellow-and-brown
algae texture as their home: Sargasso Island. Aside from that,
every Sargassum Fish is unique, created for unknown
purposes.
Mien
Skill 2d6 1. Voracious
Stamina 3d6 2. Voracious
Initiative 1d3 3. Voracious
Armour 0 4. Voracious
Damage, see below 5. Voracious
6. Voracious
1d6 Varieties

1. Similar to an anglerfish, this variant relies on camouflage


and a single gulping strike. Damage as Small Beast.
● Seaweed Strike. Indistinguishable from a clump of
seaweed, it deals Damage as Modest Beast with its
first strike if it catches its target unawares.
2. Oozing regret and sorrow, this variant hunts and eats other
Sargassum Fish. Damage as Small Beast.
● Full Belly. When killed, three Sargassum Fish emerge
from its belly.
3. A fish without fins, it uses long, stringy tentacles to swing
around the Sargasso Island. If all of its tendrils are severed,
then it falls helplessly away. Damage as Large Beast.
4. One of the first sargassum created, this variant is a friendly
fish. It swims by, blowing glowing bubbles and is eager to
make new friends.
5. Wide like a manta ray, this variant’s underside is coated
with a strong acid. It dissolves the trash and Flotsam that
accumulates in the island. Damage as Large Beast, and
the acid deals ongoing damage like poison.
6. A shark-like variant, this creature must keep swimming at
high speeds or it will perish. Damage as Large Beast, but it
can only attack once per round before zooming out of
range (Initiative 1).

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Sea Angel, Clione limacina


If you save the life of a sea angel, it invariably returns the
favor. Unfortunately, some unsavory Wizards realized that the
bargain holds even if you save them from a harm you yourself
created. It’s no wonder they’re nearly extinct.
Mien
Skill 9 1. Resigned
Stamina 3 2. Resentful
Initiative 1 3. Scheming to be Rid of Debt
Armour 0 4. Annoyed
Damage: None 5. Seeking Vengeance
6. Happily Eating Sea Butterflies

Sea Pig, Scotoplanes globosa


To a sea pig, life is one big treasure hunt. They have little use
for the objects themselves, but the joy of uncovering
something long forgotten is addictive. They pay no heed to
danger or hazards, often stumbling into danger while
pursuing the scent of buried treasure.
Mien:
Skill 4 1. Dreaming about Treasure
Stamina 6 2. Asking questions about Treasure
Initiative 1 3. Voice like a Tweed Suit
Armour 0 4. Being a Doofus
Damage: None 5. Talking about the Flavor of Memories
6. Wildly Reckless

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Sevengill Runt, Notorynchus cepedianus


The Sevengill lives its life one week at a time. On each seventh
day, it is overcome with a ravenous hunger and swallows
creatures whole. For the next 6 days it rests and digests.
Repeat until death—or until the oceans are empty.

● Feeding Day. +6 Skill while hungry when attempting to


swallow a creature whole. After eating a creature, it is full.
Can’t eat anything larger than a skeleton.
Mien
Skill 7 1. Resting
Stamina 7 2. Relaxed
Initiative 1 3. Chill Vibes
Armour 0 4. Full Belly Trance
Damage as Modest Beast 5. Stirring
6. Eat. Eat! EAT!

Sharkball, thankfully not real


A small globular mass of biting shark heads and writhing tails.
It floats about, bumping off walls and rolling along the floor,
hoping to latch onto something tasty. Sadly, this is the cutest
thing the Necromancer ever made.
Mien
Skill 3 1. Bite?
Stamina 7 2. Bite!
Initiative 1 3. BITE!!
Armour 0 4. BITE! BITE! BITE!
Damage as Sword 5. BLUNDER-BITE!!
6. Sad

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Shark Hydra, thankfully not real


A massive shark with three elongated heads, a dozen fins, and
six tails. A creature so impressive and horrible that the
Necromancer has fallen into a deep depression since its
creation. How will he ever top this?

Mien
1. Unannounced Violence 4. Deciding Who to Eat First
2. Toying with their Food 5. One Head Ready to Mutiny
3. Arguing with Self 6. Unannounced Ultraviolence
Roll three heads on the table below. When the End of Round
Token is drawn, if at least one head was killed that Round, two
more sprout in its place. If all of its heads are killed in a single
round, it dies.

1d6 Heads

1. Hammer Head. Skill 7, Stamina 14, Initiative 1, Armour 1.


Psychic energy attack (Damage as Modest Beast).
2. Helicoprion Head. Skill 7, Stamina 12, Initiative 1.
Its jaw launches a spinning ring of teeth at a target
(Damage as Modest Beast).
3. Glowing Crystal Head. Skill 0, Stamina 20. It takes no
actions. When this head is severed, the Hydra cannot grow
any new heads. This crystal powers the Sunken Barge.
4. Whale Shark Head. Skill 6, Stamina 16, Initiative 1.
Swallows a target (no damage). The target may continue
to attack the Whale Shark Head or Test Luck to escape.
5. Frilled Shark Head. Skill 8, Stamina 8, Initiative 2.
Its long, prehensile neck allows it to bite from a distance.
(Damage as Modest Beast).
6. Wobbegong Head. Skill 6, Stamina 10, Initiative 1.
It opens its mouth and releases a tiny shark:
a. Tiny Cookie Cutter Shark. It latches onto a target.
Ongoing Damage as poison.
b. Tiny Great White. Every turn, it picks a target and
charges. (Damage as Hammer, pushes them 20’).
c. Tiny Tiger Shark. Deals no damage, but eats a random
item the target is carrying. Can eat any item,
regardless of size.

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Sleeping Guardian, Livyatan melvillei


The skeleton of an extinct species of enormous sperm whale
that ate other whales. Its frame is far too heavy to swim in
normal waters, but the dense Graveyard Lake allows it to
lumber about.
Mien
Skill 8 1. Lumbering Awkwardly Away
Stamina 101 2. Muttering Violently
Initiative 3 3. Still as a Corpse
Armour 2 4. Absently Chewing Bone
Damage as Gigantic Beast 5. Rooting About
6. Hunting You

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Sleep Jelly, Chrysaora hysoscella


Against fleshy creatures, the jelly inflicts a deep sleep and
feeds on dreams, but skeletons cannot sleep. Instead, the jelly
gets to feed on skeleton memories directly—a far more dense
meal than it usually gets from dreams.

● Absorb. Its tentacles absorb memories. On a successful


hit, the target reduces their highest Advanced Skill by 1.
● Memory Explosion. When killed, the jelly releases all the
memories it absorbed. It grants everyone nearby 1d6 new
Advanced Skills. Test Luck or Damage as Modest Beast.
Mien
Skill 5 1. Needy
Stamina 13 2. Desperate
Initiative 3 3. Ambush!
Armour 0 4. “Just let me eat a few…”
Damage as Modest Beast 5. Ambush! (Poorly Executed)
6. Trying to Sleep

Spinster Squid, Architeuthis dux


A Spinster Squid is deadly for many reasons, not least
because it consumes its own young to grow stronger. As if
there weren’t enough reasons to fear squid.

● Consume Young. Recover 2d6 Stamina (even above its


maximum Stamina). Most Spinster Squids carry 1-3 eggs
with them in case of emergencies.
● Ink Jet. Cover the surrounding area in a cloud of ink.

Mien
Skill 5 1. Mysterious Dance
Stamina 16 2. Eerily Observing
Initiative 3 3. Tentatively Eating You
Armour 0 4. Fighting One Another
Damage as Modest Beast 5. Lonely
6. Self-Soothing

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Spider Crab, Macrocheira kaempferi


The fiercest (and only) warriors of the Crab Cabal. Their long
claws give them incredible range and flexibility, even against
swimming opponents.

● Spike Formation. As long as 3 or more Spider Crabs are in


formation, enemies take Damage as Small Beast to get
into melee range with them.
Mien
Skill 6 1. On Business
Stamina 14 2. On Important Business
Initiative 2 3. On Vacation (Willing to Moonlight)
Armour 1 4. “You eyeballin’ me?”
Damage as Modest Beast 5. Being an Enormous Bully
6. Pensive

Stargazer, Kathetostoma laeve


A lumpy rug with an ugly mug. Its bulbous eyes stare ever
upward, as if it could see forever. This happens to be true, to
the detriment of the stargazer’s sanity. A mind jumbled with
depths, clouds, planets, stars, and beyond—it’s not the easiest
thing to interact with. However, a skilled (and lucky) skeleton
may glean some useful information from its memories.

● Infinite Gaze. Anyone looking at a stargazer must Test


their Luck or roll on the Memory Mishap table.
Mien
Skill 4 1. Babbling
Stamina 3 2. Sputtering Nonsense
Initiative 1 3. Blepping
Armour 1 4. Quivering
Damage: None 5. Fading In and Out of Existence
6. Saying the Players’ Names Repeatedly

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Stingray, Aetomylaeus vespertilio


Their barbed tail wards off most predators, allowing them a
carefree lifestyle. If you know where they can find a dangerous
rip current or thrilling adventure, they’ll let you ride along.
Gnarly!
Mien
Skill 3 1. “Gnarly!”
Stamina 8 2. Riding the Whip
Initiative 1 3. Lamenting the Lack of Whip
Armour 0 4. “’Sup, Y’all?”
Damage as Modest Beast 5. Just Flowing
6. Eating Clams

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Wizard, Homo Sapiens


A wizard beneath the waves is more common than you might
imagine. They can grow gills, maintain a bubble helmet, or
drive a strange vehicle. They care only for their studies, but
they do occasionally need help with small errands. For more
see the Wizard faction.

● Wavy Armour. +4 Armour while underwater. When an


attacker deals any amount of damage, they are knocked
back by a pulse of water and the wizard loses 1 Armour.
● Apathetic Drive. The wizard disables the Drives of all
nearby skeletons. They cannot recover Stamina until the
wizard is defeated.
● Cast a random Spell.
Mien
Skill 10 1. Absorbed in Study
Stamina 25 2. Looking for Something
Initiative 3 3. Annoyed
Armour 0 4. Intrigued
Damage as Weapon 5. Bored
6. Being Weird

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The Crab Cabal


Since they achieved sentience millions of years ago, the Crab
Cabal’s influence has spread quickly throughout the ocean.
They are the middlemen of the sea: traders, merchants,
diplomats, travelers, or any other occupation that might put
you in their debt.

Crabs come in all shapes and sizes, but they share a common
drive: to acquire power through favors and promises. In fact
the only true currency in Bones Deep is the Crab Credit.

Credits have no physical form and can only be traded to and


from crabs. Credit balances are tracked and shared between
all crabs instantaneously. How they share this knowledge is a
popular topic of debate among drunk wizards.

Crabs entice potential customers with “free” goods and


services, but in truth they’re tracking what they are owed.

At some point, the crabs will come to collect their due. If any
skeletons wish to pay their debts early, they may find a
number of crabs who hang out in the Bottom of the Barrel
willing to accept payment.

Crab Offerings Cost


Crabs will buy items for 1 less Credit than the listed value.

A random Spell. 2 Credits

A random creature. 1 Credit

Study under a trainer to learn an Advanced Skill. 2 Credits


Discover their location for an additional Credit.

Useful hints, information, quest hooks. 1 Credit

Detailed location report (let players look at the 3 Credits


location and see what’s there).

A random gadget or magical item. 2 Credits

Hire a Spider Crab to join you for your next battle. 1 Credit

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Information to blackmail a wizard. 5 Credits

Contact with a cephalopod defector. It can only 4 Credits


communicate through miming. Intel is limited.

Current whereabouts of the Hull Crab. 2 Credit

The whereabouts of a wandering skeleton. 1 Credit

A gem to command the Sleeping Guardian. 5 Credits

Egg of a Spinster Squid or Enteroctopus. 3 Credits

Orca Emblem allowing safe passage in the Bergs. 2 Credits

The Puppetmaster’s weakness. 7 Credits

Time to Pay Up
Roll 1d6 plus the number of Credits owed.

2. Just a friendly hello! A Pistol Shrimp happily engages in


conversation, offers services, and are you sure you don’t
need anything else? Not even this fancy spellbook?
3. A wandering skeleton approaches, looking nervous. “Are
there any crabs about? I’m in way too deep. Hide me!”
4. A spider crab arrives, making threatening gestures. If not
paid immediately and in full, they announce that your
current debt to the Crab Cabal is doubled, and rest
assured they won’t be so polite next time.
5. A limited time offer to pay off all credits owed, if you just
“take care of a small problem” for them.
6. The Cabal cuts you off. “No more favors or services until
you pay what you already owe!”
7. The cabal kidnaps a friendly NPC, or steals a valuable
trinket from you. “If you want to see it again, pay up!”
8. 6 spider crabs show up and demand payment. If you can’t
pay, they take everything you have, and rough you up a
little, but your debt to the Cabal is cleared.
9. (or more) One of the four wizards shows up. “It’s nothing
personal. But when the crabs come to collect, everyone
pays.” The wizard teleports you to the moon.

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Wizards
Wizards are more common than you might think. They search
for rare materials and lost secrets, and they hoard knowledge
more fiercely than a dragon hoards gold. They sometimes
enlist help for minor errands.

The Green Wizard has taken up residence in the Silt River. He


studies the glowing motes, hoping they can provide him with
infinite sunlight.
● Curse: He is slowly turning into a plant: ivy leaf hair, tree
trunk limbs, flower petal eyes. Requires regular doses of
sunlight to stay healthy and hale.
● Drive: To get advice from the Red Wizard (specifically
about how to avoid self-immolation from the motes).

The Blue Wizard froze herself in an iceberg in The Bergs. So far


it has staved off her rapidly approaching death.
● Curse: She ages rapidly while not frozen, and appears as a
petrified corpse just one breath from death.
● Drive: To confess her love for the Red Wizard.

The Red Wizard wanders the Sulfur Spires. She wants to tap
into the infinite energy of the planet’s core.
● Curse: Her body temperature is dangerously low. She
must remain forever among the spires or freeze to death.
● Drive: To continue her studies. She is content otherwise.

The Purple Wizard is a ghost in the Haunted Library—he seeks


escape. He betrayed the other three wizards, cursing them.
● Curse: Trapped as a ghost in the Library. He cannot leave,
and must obey the rules and commands of the Library.
● Drive: To make amends, if at all possible. His curses were
intended to motivate his fellow wizards, but were fueled by
jealousy rather than love.

There’s also the Necromancer who lives in the Sunken Barge,


but he rarely interacts with other Wizards.

2d6 Ways a Wizard Breathes Underwater


2. Gills. A lot of their magic involves shapeshifting. Perhaps
you’d like to learn?

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3. A single-person submarine. They will trade technology for


technology.
4. They’re a lich. With the right magics, a wizard can retain
their skeleton and flesh beyond the doors of death. The
smell does tend to attract predators—do you know of a
perfume or cologne that might help?
5. Magic bubble. Large enough to contain their entire
body—they roll around like a hamster in a ball. If the
bubble is popped, they will probably die.
6. Tube leading up to their hat. Their hat contains a special
oxygen-producing plant. The plant is dying, and the wizard
needs help keeping it alive. A witch might know how, but
don’t tell them a wizard sent you!
7. Canister of ultra-compressed oxygen. If shaken too
much, the canister explodes like an atomic bomb. The
wizard seeks better housing to keep it safe. Maybe a crab
shell, or a fortified skull?
8. They don’t know. They can’t breathe air any more, so
they’re stuck down here. Any ideas on how to reverse it?
9. Tentacle in their nose. It leads to a mutated squid in the
wizard’s skull that secretly controls them. They’re curious
about the Crab Cabal. They’re curious about you, too.
10. Force of will. As long as the wizard remains utterly calm
and focused in their meditation, they can bend reality.
They’d appreciate it if you kept them safe for a few days
while they ascend to a higher plane.
11. Frozen tunnel. Like a miner who digs a shaft, this wizard
freezes all the water around them and digs through it,
staying dry and safe as they travel. Actually, there is a bit
of a leak a ways back—would you mind patching it up?
12. They’re merely a projection. The real wizard is miles away,
safe in their tower. Sadly, they have trouble interacting
with physical objects. Could you help finish this ritual?

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Witches
Most witches started out as wizards. All the great schools of
magic teach wizardry: Intro to Elemental Forces, 17 Rules of
Magic, Euclid’s Geometric Deconstruction, and so on. Magic
requires study, practice, and experimentation.

As wizards age, some of them grow weary of the sacrifices


necessary to pursue power. Stealing secrets, working alone,
competing with rivals—it’s not a happy life. Wizards don’t have
many friends.

So it is that some embrace witchcraft: the magic of life and


community. They are usually happier for it.

The witches in Bones Deep dwell in the Hidden Cradle. They


resemble mermaids, adapted to live among the kelp stalks.
They seek to grow the Kelp Forest—a difficult task, indeed.

There are three witches in the Hidden Cradle:

iilumen. The oldest of the coven, she forsook all magical


theory and power. Critics say she isn’t a witch at all, just a
gardener—she takes it as a compliment. She insists her name
never be capitalized (even when spoken), “So my i’s are never
too high to see the truth.”
Drive: To spend the last of her magic on a worthy cause.

The Ottermother. She delights in ocean creatures, rearing and


fussing over them as if they were her own children. She will
attempt to adopt the skeletons as well.
Drive: To raise a cephalopod from egg to adulthood—she
thinks she can cure their corrupted hearts.

Vivian. The newest member of the coven. Burned by magic


(literally), she harbors a lot of anger at the world. She still
studies wizardry in secret, not fully convinced that witchcraft is
the correct path for her.
Drive: To reunite with Earnest the Skeleton.

60 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 60


A - B - C - D - G - H - L - O - P - R - S - W | CRABS | WIZARDS | WITCHES | CEPHS

Cephalopods
Cephalopods are solitary creatures who occasionally work
together for nefarious purposes. They prefer not to
communicate at all.

Drive: Unknown.

● Octopuses are the masterminds behind most operations.


● Squid do not seem to possess sentience—only a fierce lust
for violence.
● Cuttlefish are spies and scouts. They can be found (or
remain hidden, as the case may be) throughout all parts
of the ocean.

This book assumes that cephalopods are an unknowable


faction—something beyond our understanding with goals we
can’t really inhibit or help. If you would prefer them to be more
relatable villains, they have a plan to invade the Drylands in
the Stories section.

61 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 61


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

Jungle River
10’-60’ under the surface, well-lit even in moonlight. A strong
current carries you towards the ocean.

The most common gateway to the sea runs through a coastal


jungle, a luscious tropical rainforest. Beneath the river lies a
sun-washed riverbed roughly 60’ deep. Many animals make
their homes among the grasses and rhizome plants that cling
to sunken logs and forgotten ruins there.

Here is where land and water mix and mingle. Birds divebomb
the surface to hunt, alligators emerge from the waters to
crawl upon land, and a wandering skeleton may find
themselves trapped between the treasures and dangers of
both worlds.

Skeletons who are used to traveling on land can use this


opportunity to grow accustomed to their new environment.

2d6 Things Being Washed Downriver


2. A group of several Bawitius Bichir unexpectedly descend
from above the surface to snatch a bone or object from
the skeletons before fleeing.
3. An injured Goliath Tigerfish drifts on the surface. The thin
trail of blood behind it attracts a Gator.
4. A group of Paddlefish dart about, making their way
downriver.
5. A Goliath Tigerfish rushes past, dragging a screaming
skeleton behind it.

62 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 62


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

6. A group of 3 Gators battle a Hippopotamus. It’s a fury of


sound and splashing—getting too close to the melee
might draw you into it.
7. A Red-Legged Cormorant dives into the water and
snatches something shiny before returning to the air.
8. Several Cornish Jack attack a Balloon Puffer without much
success. The puffer glows slightly—it swallowed a mote
from the Silt River.
9. You see a satchel snagged on a root along the riverbed.
It’s dry—sealed with some sort of spell. It only opens with
the assistance of a wizard. The satchel contains a book of
3 random Spells and a detailed map of two random
locations.
10. An Arapaima is blundering about in the swift current. Test
your Luck or it slams into you (Damage as Modest Beast).
11. A troupe of Black Scylla crabs ask if anyone has seen a
rogue Octopus wandering the banks. They offer a reward
of 1 Credit in exchange for useful info. These crabs are
happy to explain more about the Crab Cabal, and offer
their services as scouts.
12. A corpse, recently killed. Its skeleton is hatching.

Nearby Locations
● Let the current carry you down towards the Silt River.
● Climb overland to the Shoreline.
● Follow the faint trail of crabs down to the Bottom of the
Barrel.

63 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 63


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

Silt River
60’-100’ under the surface. Light still penetrates the upper
layers, but in the depths, a layer of silt obscures vision and
diffuses any light source. At night, glowing motes shine dimly
through the silt connected by occasional flashes of
underwater lightning.

Currents and eddies are calmer down here. After walking


along the bottom of the Jungle River for several miles, it grows
wide and deep enough to reveal a second river, made chiefly
of silt, in the Jungle River’s bed.

A sharp halocline delineates the clear water of the Jungle


River from the dark and murky depths of the Silt River—up to
100’ in some places. At many points, trees long-dead and
petrified pierce the surface of the murk, creating a subsurface
forest. Vision is limited, and dangerous creatures lie in wait
amidst the heavy, silted waters.

At night, flashes of lightning arc between glowing motes


suspended in the halocline. Faint heat and the hum of
magical power emanates from the flashes.

Explore the Silt


Roll 1d6 during the day, or 2d6 at night.
1. A Red-Legged Cormorant enters the water with a splash,
stirring up silt and obscuring vision for hundreds of feet in
every direction.
2. A hatchet buried in the muck—the last relic of one who
loved a mermaid, but could never be with them. It absorbs
memories, and releases them into the wielder. Kept and
carried through 6 different locations, you absorb enough
memories to gain Mermaid Dances as an Advanced Skill
at rank 1.
3. A school of Paddlefish feed on grasses below the
waterline. If approached, they turn to feed on the latent
magic of the skeletons.
4. Scraps of half-finished letters, preserved with a Protection
from Rain Spell. They’re from the Green Wizard, and give
hints about the other wizards.
64 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 64
BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

5. A flurry of butterflyfish alerts you of an incoming swarm of


Cornish Jack.
6. A boat’s hull lingers on the surface, and fishing lines drop
into the water. In retaliation, an Arapaima slams against
the hull of the boat, threatening to sink it.
7. 2d6 glowing motes, each about as bright as the end of a
lit cigarette. They absorb sunlight and glow for weeks after
only a few minutes in the sun.
8. A mote trap. Built by the Green Wizard, this trap detonates
any motes the skeletons are carrying—each deals
Damage as Small Beast to any nearby.
9. A particularly clever Cornish Jack uses its electric pulse to
avoid the heat lightning, dashing in and out of the Silt River
to grab motes.
10. Underwater lightning strikes! Damage as Small Beast to all
skeletons in the Silt River. It arcs between the motes.
11. A terrified Bawitius Bichir launches itself out of the glowing
halocline directly towards you! It is charged with
electricity, and uncontrollably casts Jolt each Round.
12. The Green Wizard has made a home here to study the
glowing motes. He offers more glowing motes in exchange
for delivering a letter to the Red Wizard in the Sulfur Spires
requesting help.

Nearby Locations
● Head to the Shoreline, and follow it toward the true ocean.
● Fight the current and make your way upstream to the
Jungle River.
● Stay near the surface until you enter the canopy of the
Kelp Forest.

65 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 65


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

Shoreline
5’-100’ under the surface. The waves crash above, and rip
currents pull in various directions. Sunlight shines brightly,
making the depths below seem even darker.

The ground slopes down for a mile before dropping off like a
cliff. The true ocean bottom lies hundreds of feet below, barely
visible through the dark sea waters. It will take some time to
descend down to the true depths.

Climb Carefully Down


1. A Ripsaw Catfish chases a small crab into a crevice. The
crab calls for help with a furious stream of bubbles.
2. A group of Balloon Puffers drift past. Grab on for a ride?
3. An inquisitive lobster approaches, wanting to know about
the skeletons, and happy to talk about the Crab Cabal.
4. A Goliath Tigerfish attacks a vulnerable player.
5. A Paddlefish follows along, snacking on nearby detritus
loosened from the cliff face.
6. A sunken clipper ship dangles down along the rocky wall,
its sails and lines tangled on outcroppings. The ship
contains several boxes of fragile treasures, but watch
out—if jostled, the entire ship crashes onto the ocean floor
far below.

66 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 66


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

Take a Wild Leap


1. A mesmerized Hippo charges a skeleton, trying to knock
them off the cliff. A small Cuttlefish nearby enrages the
hippo with its mesmerizing ability.
2. A blue-metal warhammer floats suspended in the water.
While held, it is buoyant enough to lift a skeleton. When
dropped, it is twice as heavy as expected.
3. Damage as Small Beast from the fall, and a random
inventory item breaks upon landing.
4. A rip current extends their descent. They glimpse a few
nearby locations during their fall. Damage as Modest
Beast upon landing.
5. Their life flashes before their eyes—they pick up an
Advanced Skill from their previous fleshy days, at rank 2.
6. A pod of Balloon Puffers drift nearby—riding them could be
a safe way to slowly drift to the bottom.

Nearby Locations
● Climb your way back up and head to the Silt River.
● Walk over to the soft, welcoming light of the Bottom of the
Barrel.
● Follow the musical vibrations towards the caves and
coves of the Cradle.

67 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 67


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

The Bottom of the Barrel


500’ under the surface. A meeting place for undersea
creatures. This tavern was built by Vert, a skeleton who lost the
bottom half of his torso. Vert lives behind the bar now,
mounted to a track. The tracks run all around the edges of the
tavern so Vert can serve drinks and food.

The Barrel is uniquely constructed to accommodate crabs,


fish, wizards, witches, skeletons, and any other kind of creature
that may wish to meet in a safe place.

The top half is kept dry in a bubble of air; perfect for tall
humanoid surface folk. The bottom half remains wet for
underwater denizens.

Chances are you’ll find what you’re looking for at the Barrel.

2d6 Barrel Patrons


2. Vert is the only one here. However, he’s heard rumors of a
parasite that can regrow bones—there’s an infested
skeleton near the Graveyard Lake. Vert offers ownership of
the bar to anyone who brings him the parasite.
3. A spider crab laments the loss of their limb. If you bring
them a replacement, they reward you with a Credit.
4. A small hermit crab seeks to apprentice under the Hull
Crab. They claim the Hull Crab will reward anyone bringing
them such a talented apprentice (it won’t).
5. A spiny lobster seeks the lost suit of Nemo Armour. They
offer a reward of 2 Credits for each piece you bring them.
Helm - Shipyard Shield - Bergs
Gauntlets - Spire Boots - Stormlands
Chestpiece - Vents Trident - Inverted Pyramid
6. Four stone crabs argue with each other. Each one seeks a
different light source, arguing the merits of each.
Each awards 1 Credit to anyone who provides their
preferred light, and if they can all be convinced to agree
on a single source, they award 5 Credits total.
7. An enormous lobster barely fits through the door. She
wants to eat a random creature.

68 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 68


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

8. A Pistol Shrimp says that crocodile tears can cure any


ailment. They offer 7 Credits to anyone who can produce
them—but if the tears don’t cure their ailment, they won’t
pay.
9. Two squat lobsters carry a big leatherbound book on their
heads. They want to donate the book to the Haunted
Library. They offer 2 Credits up front to anyone who agrees
to carry it there. The book is hollow and filled with pea
crabs hoping to explore the library. When the librarians
discover the truth of the book’s contents, they’ll be cross
with whoever delivered it.
10. A nervous candy crab requests memories for their Dolphin
friend. “I think he’s ready to… you know… EVOLVE!” the crab
says excitedly. After successfully exchanging 12 memories,
the dolphin is the first of their kind to achieve sentience.
11. A horseshoe crab wanders inside, and a hushed awe falls
over the tavern. She heard rumors of a long-lost royal line
wandering the Graveyard Lake. She laments that her
fellow crabs are content with trading Credits and
acquiring subtle power. They were meant to rule! Perhaps
finding this outcast royalty will help her cause. She wants
to go there herself, and offers 10 Credits for safe passage
and the rescue of her target.
12. An old yeti crab carries with it a tiny stone spiral carving. It
offers 2 Credits to anyone who can identify it. The carving
is so old that it must be carried for weeks before the
memories of its true history can be absorbed.

Nearby Locations
● After leaving the lights of the Barrel, players see the eerie
glow of the Haunted Library.
● Ascend up the Shoreline towards the sunlight.
● A trail of junk and flotsam leads to the Sunken Barge.

69 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 69


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

Reef Roads
50’-150’ under the surface. The waters of the Reef Roads are
clear and clean. Down in the chasms here, currents are swift
and deadly, but near the top things are calmer.

A resource-rich biome filled with dangers and valuables in


equal measure. Just because it's well-lit doesn’t mean it's
safe! While friendly, colorful fish dart about in thick schools,
camouflaged predators hide in shipwrecks and coral caves.

The coral ridges rise all the way up to the surface, creating
deep canyons. These channels form a confusing maze.

3d6 Happenings on the Reef Roads


3. You get lost in the Reef Roads for so long that someone
loses their Drive. One player either picks a new Drive or
makes a new skeleton.
4. A Croc drifts above some nearby coral. It attacks at any
sudden movement.
5. A squad of small Cuttlefish (Stamina 5) rush out and
attempt to mesmerize the skeletons. If they successfully
mesmerize half or more of the skeletons, then a Giant
Cuttlefish arrives to reap the spoils.
6. The path forward is lined with fire coral—even the tough
frame of a skeleton is susceptible to it’s melting properties
(Damage as Knife).
7. A Lionfish charges towards the group, fins splayed wide. If
anyone flinches or tries to run, it attacks. Otherwise, it
rushes past in search of more lively prey.
8. A swarm of hungry Ripsaw Catfish shoots past the
skeletons—but if anyone in the group is carrying food, the
swarm goes into a frenzy.

70 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 70


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

9. Earnest the skeleton wanders in search of a heart.


10. A Ripsaw Catfish is tangled in a metal chain. The chain is
enchanted with runes, making it so buoyant that it floats.
11. A lone coral guard crab is trying to contact the Orca
Matriarch to set up a trade agreement. It offers 3 Credits if
you can help it get in touch.
12. A small, glowing coral seed. If planted in a skull, it grows
into a fierce helmet of coral (+1 Armour).
13. A group of Spider Crabs are trying to extract a fat hermit
crab from its pearl-inlaid shell. If you help, you can keep
the shell (worth 2 Credits).
14. An old, cracked compass that always points to the
Haunted Library. The back is inscribed: “Sapere Aude.”
15. The flickering glow of an Anglerfish trapped in the tendrils
of a Sleep Jelly.
16. A Blade Eel darting in and out of the coral. It’s trying to
return to the Necromancer.
17. A Spider Crab considers itself a wizard rather than a
common brute. To prove it, it will teach you a random Spell
in exchange for 1 Credit.
18. A case of dynamite (2d6 sticks). The explosion is violent
(as Spell – Explode), but the compression wave is truly
deadly (double the Damage of the explosion).

Nearby Locations
If the skeletons get lost, roll 1d6 to see where they end up.

1. The Final Shipyard, at the center of the Reef Roads.


2. The Stormlands, following the eddies and currents.
3. Coral grows paler as they approach the Bleached
Wasteland.
4. The Sargasso Island floats above
5. A well-worn path leads to the Bottom of the Barrel.
6. The Kelp Forest, just visible from the top of the Reef Roads.

71 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 71


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

The Final Shipyard


50’ under the surface. Light reflects off the sunken wrecks in
the reef’s shallows. The waves crash overhead.

So many ships have run aground here along the winding


coastline that their masts and decks poke above the waves.
Ships from a dozen different eras lie in pieces: wooden
dinghies, iron warships, steel cruisers, plastic pleasure yachts,
even the occasional plasma skiff or hydroplane. They all end
up here, at the Final Shipyard.

While their sunken treasures lie buried in their holds, time has
sealed them shut and hidden them under coral and silt. These
twisted wrecks are the perfect hiding place for predators
looking to ambush unsuspecting treasure hunters.

This is one of the few locations under the waves that sees
regular visits from drylanders—though only the most reckless
dare to brave the tangle of dead vessels.

Search this Wreck


Roll 2d6. If both dice land on the same number, roll on the
Shipyard Encounters table to see what else is nearby.

2. A simple fishing boat, The Longest John. A sealskin pouch


holds the sheet music to a catchy sea shanty that Vert
might be interested to hear.
3. An enormous horseshoe crab shell, now turned into a
vehicle. The Cabal will want to know about its location.
4. A one-person mini-sub, The Mobius. The dome is cracked,
but the rest of the ship appears functional. It is powered by
raw life energy—the pilot pays 1d6 Stamina each time they
move it to a new location.
5. A transport vessel, Short Misery. A skeleton is trapped
within the ship, making a terrible racket.
6. A metal shell with smooth lines, The Nemo. The rack for a
powerful suit of magical armour lies within. Sadly, only the
helmet remains (+1 Armour). Anyone wearing the Nemo
Helm can Test their Luck to have it display a topographical
map of the entire area.

72 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 72


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

7. A huge spaceship engine with a saddle on top, The Rodeo.


When activated, it flies directly to the moon and can't be
controlled in any way—it can barely be ridden.
8. A sailing junk, best translated as The Lost Maru. A sealed
crate in the hold contains a dozen different kabuki masks.
Anyone wearing a mask takes on the exaggerated
appearance of the character it depicts.
9. Half of an old cargo liner, The Unsinkable. A famous wreck,
now picked clean. After searching for hours, you might
discover a small blue gem on a necklace.
10. A buried medical frigate, The Anastasis. Its stores contain
medical supplies—surgery knives, balms, pills, ointments.
11. An unknown wreck. Only a small piece remains visible
above the muck, hinting at something impossibly large
beneath. The dark red petrified wood glows with
energy—about as bright as a candle.
12. A ship made of fossilized bones, Davey’s Locker. Inside, a
huge pipe organ can cast any Spell if played properly (no
Stamina cost).

Shipyard Encounters
1. The Hull Crab attempts to make this wreck its new home.
2. An Enteroctopus decides to plant its eggs in this wreck.
She is not tolerant of intruders.
3. The moment this wreck is disturbed, the entire thing slowly
collapses in on itself, potentially burying the skeletons
inside.
4. A Giant Cuttlefish hides inside.
5. An enormous titan triggerfish known as The Gravekeeper
claims the reef and all of the wrecks there as its territory. It
does not like trespassers.
6. Huge shifting shadows, ominous bubbles, and the
impression of a terrible monster—a Dusky Damselfish
attempting to intimidate.

Nearby Locations
● Follow the lines of coral to the central Reef Roads.
● Climb the Shoreline to the surface.
● Suspended Flotsam leads to the Bleached Wasteland.
● Follow the trail of debris to the Sunken Barge.

73 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 73


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

Sunken Barge
Tarnished gold filigree, rusted bolts, and the memory of
forgotten opulence—Golden Barges chauffeur the rich and
powerful all around the galaxy, but this one sunk into the
depths long ago.

The Crash: As the Barge fell toward the planet, Captain Silver
locked himself in the Vault and downloaded his
consciousness into the ships communications systems—he
can hear everything and broadcast his voice, but can’t see
anything. The rest of the crew perished in the crash. After their
skeletons hatched, the captain used the ship’s intercom to
teach them how to repair the ship, and taught them their
history as a crew.

Current Situation: A necromancer (stats as Wizard) has taken


up residence here, and is using the wreckage as a laboratory.
He enslaved the skeleton crew to assist with his experiments.
Despite the captain’s pleas, the necromancer doesn’t see
skeletons as people, but rather as useful tools—and the
captain’s constant nagging over the intercom is testing his
patience. The necromancer has grown weary of the barge
and his current experiments. If pressed or threatened, he
leaves in the Captain’s Yacht.

Adventure Stages:

1. Use the barge just like a classic dungeon crawl. Explore the
rooms, eliminate threats, loot any valuables, and escape
with your lives. Whenever players enter a room, roll on the
Random Encounter Table.
2. Free the crew, save the captain, and defeat or chase away
the Necromancer. After the Necromancer is gone, each
room contains one last random encounter.
3. Repair the barge. When fully functional, it’s an impressive
mobile base, capable of traveling anywhere in the galaxy.

Escalation: Whenever the Random Encounter Table tells you


to escalate, use the first step on the escalation table. When
you roll it again, use the next step, and so on. Eventually
tensions will rise between the Necromancer and the Captain.
74 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 74
BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

Entrances
● Swim in through the Ballasts.
● The large hole in the Observation Bubble.
● Crawl into a launcher tube (be sure to carefully remove
any loaded ordinance).
● Cut a new hole (you might need to repair it later).

Hallways
Until the Crystal Core is repaired, all rooms are flooded with
dark water. The door to each room has a 1-in-6 chance of
being sealed shut (can be opened with welding equipment,
magic, or by restoring power to the barge).

The rooms are connected by curving hallways with peeling


paint and faded murals. The carpets are less than a memory.
These sloping hallways are far, far longer than they need to
be, so guests never have to climb a ladder.

The specific connections between hallways and rooms aren’t


important. If the players are wandering aimlessly, just roll 2d6
to see which room they end up in.

3d6 Random Encounters


3. A Phase Stalker summons a torrent of goo, covering at
least one limb of each skeleton.
4. A light sprinkle of goo from the Phase Stalker covers a limb
on each player skeleton.
5. A single puddle of goo from the Phase Stalker.
6. Two tanks of gas (hydrogen, oxygen, helium, or
phlogiston) lay on the ground. The tanks will float after
being emptied.
7. “The Captain’s Keys,” a powerful laser torch (Damage as
Pistolet), and 1 Plasmic Core to power it.
8. A skeleton crew member standing patiently in a corner.
They can speak freely, but must obey the Necromancer’s
commands.
9. See the next step of the Captain Escalation Table.
10. A Sharkball floats aimlessly.

75 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 75


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

11. Spider urchins cover the surfaces of this hallway. Touching


them sets off a chain reaction of explosions. Damage as
Spell – Explosion.
12. 1d6 Blade Eels looking for a duel.
13. See the next step of the Necromancer Escalation Table.
14. A skeleton crew member doing some menial task. They
can speak freely but must obey the Necromancer’s
commands.
15. A mutated Anglerfish that can mimic a digital display.
16. Both the Necromancer and the Captain Escalate at the
same time, occasionally arguing with one another.
17. A CamoRay pretending to be a fuzzy carpet.
18. The Captain’s Mindbox. Allows two-way audio-visual
communication between the captain and the box.

Necromancer Escalation

1. The Necromancer glides past them in the hallways,


reading a waterlogged book. He ignores them, assuming
that they’re some of his skeletons.
2. The next time, he notices them and tries to take control of
them. If he fails, then he asks them politely to leave.
3. He threatens them, somewhat disinterested. “It’s
dangerous here, you know. Some of my pets are unstable.
They killed five—no, six skeletons last week.”
4. The next time, he offers them the Captain’s Yacht if they
will leave immediately.
5. He frowns and summons the Phase Stalker.
6. He announces that he’s leaving. “This place isn’t worth the
trouble.” He takes the Captain’s Yacht.

Captain Escalation

1. Words echo from every metallic surface: “Can you hear


me? Hello?” The Captain does not respond to the players.
2. The next time: “The Necromancer has taken control of the
ship. Don’t harm my crew! At least get them out of here.
Leave me behind...” The Captain still does not respond.
3. “Sorry about earlier, I was... uh... set myself to mute” The
Captain introduces himself and explains the situation. He
asks the players to free his crew.
4. The Captain offers useful advice about the Barge.
76 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 76
BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

5. The Captain encourages a skeleton crewmember in the


room. “I know it’s hard, but help is on the way!”
6. The Captain tells heartwarming stories about the crew.

A larger version of this map is available at


technicalgrimoire.com/bones-deep

1. Observation Bubble
A theater, ballroom, and auditorium all in one.

➔ The Hole. A huge hole in the clear-steel bubble ceiling, as


if something peeled it open and forced its way inside.
➔ The Stage. Set against the clear-steel bubble and the
wooden flooring that once gleamed with polish. Standing
on the stage activates a bunch of lights and
speakers—they immediately overload. Roll on the
encounter table to see what is attracted by the noise. If
broken into, the stage contains hundreds of feet of
valuable wiring.

77 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 77


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

2. Extravagant Canteen
Where passengers could once enjoy a menu of galactic
variety.

➔ Tables. Gold filigree and silver engravings. Sturdy and


bolted to the floor.
➔ Chairs. Arranged haphazardly around the room, most are
upright. Each chair leg has a strong magnet that secures it
to the floor.
➔ Kitchen Drawers. Various kitchen utensils of tarnished
silver—could be used as weapons in a pinch. Also, some
galactic cookbooks would challenge even the greatest
chef.

3. Armoury
Filled with corpses to varying degrees of completeness and a
disproportionate number of arms. These are the remnants of
past experiments that the Necromancer was storing for
possible future use.

Much of this is unidentifiable, but grabbing an armload of


whatever it is will be valuable to a wizard or witch. A few things
stand out:

● Notes on the Shark Hydra, explanation of how to kill it.


● An emergency Fusil in a secure locker.

4. Scopes
Several magical scopes, sonars, and detectors to view near
and far—useful for troubleshooting the barge’s problems.

➔ Helmet Rack. Bulky helmets attached to the wall with stiff


cables. When operational these offer useful views and
readouts. The operator switches helmets to view different
kinds of information. It’s meant to be a backup to the
Captain’s Chair on the Bridge.
➔ Book of Maps. A palm-sized datapad with a cracked
screen. Gives off a green glow. Has maps and schematics
of hundreds of ships, badly organized.

78 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 78


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

5. Crew Quarters
A cluster of hammocks and footlockers for the crew to rest
while off-duty.

➔ Wrapped Skeleton. Mixed with the hammock lines are


thick bundles of Sleep Jelly tentacles floating about the
room. A skeleton lies wrapped up in the far corner among
a thick web of tentacles—the jelly absorbed all their
memories.
➔ Footlockers. Most are open, but one in the back is sealed
with a voice lock. Only the Captain’s voice can open it.
Inside is an Operations Manual detailing much of the
ship’s equipment and maintenance.

6. Crystal Core
A large cylindrical chamber at the center of the sub.

➔ Core Cage. Thick cables run into a misaligned cage in the


center of the chamber. The cage once housed the Core,
but now lies empty.
➔ Shark Hydra: One of the necromancer’s first experiments,
the Shark ate the crystal core and began to grow larger.
Now it’s gotten so large it can’t leave this chamber and
relies on the core to stay alive.

7. Captain’s Yacht
A standalone, one-person spaceship that can dock with the
Barge. It is fully functional, and comfortably fits a pilot and two
passengers—it can fit up to 6 uncomfortably. It has no
weapons or defenses, but it is fast and nimble.

It doesn’t require a key, but if the Barge is still unpowered,


you’ll have to cut the docking clamps manually.

79 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 79


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

8. Rudder Room
Where the true operation of the ship happens.

➔ Dozens of Levers, Buttons, Nozzles, and Knobs. All perform


minor adjustments to the rudders, axles, propellers, and
jets that steer the ship.
➔ Mutated Anglerfish. Disguised as one of the large
monitors. The monitor displays a mail icon saying you
have one unread message. It intermittently says “You’ve
got mail!” When touched, the Angler deals its damage.

9. Ballasts
Huge, empty holds, currently flooded with seawater.

➔ Ballast Cranks. Can be turned to empty or fill the tanks.


Without hooking up a bunch of air tanks, turning the
wheels just creates a flow of water that drags the contents
outside.
➔ 4 Empty Tanks. If removed from their connectors, these
metal cylinders float upwards.
➔ 2 Full Tanks. Can be used to empty any regular sized
single room of water (neutralizing aquatic enemies). To
drain something as big as the Crystal Core or the
Observation Bubble requires 6 full tanks.

10. Vault
It won’t open until the Crystal Core is repaired and power is
restored. The contents of the Vault are sealed with a timelock,
and neither decay nor degrade.

● Captain Silver’s body, hastily interfaced with the ship’s


intercom. If the Vault is opened while underwater, the
room floods and drowns the captain.
● A dozen hams, perfectly glazed.
● A large chest of coins from 100 different worlds. Each coin
is a different size and shape, and is made from a different
metal—some of these metals are quite volatile! When the
chest is opened several of the coins explode upon contact
with water, dealing damage as Spell — Explode. The 3d6
coins that survive are worth 1 Crab Credit each.

80 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 80


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

11. Cargo Hold


Storage for supplies, luggage, and spare ammunition.

➔ Ordinance. 4d6 missiles and 1 buster bomb in a locked


compartment. Cutting open this compartment is unwise.
➔ Luggage. One luggage has a fully functional machine gun
[0,0,0,5,15,25,40] sealed in an airtight violin case.
➔ 2 Tanks of Air.
➔ 2 Tanks of Helium.
➔ 2 Tanks of Toxic Waste.

12. Launchers
A half-rusted map of the ship covers one wall and shows
where each exterior launcher is located. There are dozens of
launchers scattered around the exterior of the ship—only
three of them are loaded with ordinance. Each launcher can
hold up to 6 missiles or one buster bomb.

➔ Launcher Buttons. On the ship map, next to each launcher


label is a large knob for setting the targeting coordinates
and a red button labeled FIRE. Some of the buttons require
a ladder to reach, and the buttons are spread out enough
that firing them all at once is impossible for one person.

13. Bridge
A small room taken up by a large, empty chair. When
repaired, the user can plug into the chair and absorb
information from the ship’s sensors. The Captain usually sits
here and directs the rest of the crew. The interface has been
re-routed to the Vault, rendering this room useless.

➔ The Captain’s Chair. Sitting in it puts you in contact with


dozens of overloaded wires (Damage as Modest Beast).
➔ Snail Infestation. A dozen electric snails are tapped into
the sparking cables feeding on the current. On contact,
they discharge a strong electric current (as Jolt).
➔ The Captain’s Armrest. Wrapped in those same
overloaded wires, the armrest contains a small flask with
Captain Silver’s true name etched onto the outside: Agnes.
He’s very embarrassed about his name.

81 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 81


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

Barge Repair Checklist


THE BRIDGE. Clean out the snails and restore original
connections. Requires hundreds of feet of wire
meticulously connected throughout the ship to make the
Bridge a central hub for the Captain again.
Function: The Captain can see well enough to navigate.
OBSERVATION BUBBLE. There is a hole in the bubble from
when something large forced its way through. The metal
can be bent back to cover the hole, and welded shut with
the proper Spells or tools.
Function: When the hole is patched, the barge is airtight
and can contain atmosphere.
CRYSTAL CORE. Return the Crystal Core to its cage in the
center of the chamber. This will likely require killing the
Shark Hydra, or at least severing its crystal head and
shoving the entire head into the core.
Function: The barge has power. Doors open at a touch,
panels light up, and most rooms are well-lit.
RUDDER ROOM. The rudders are rusted over—get out there
and scrub away the rust! Operating the Rudder Room
requires an Operations Manual, or days spent studying
and experimenting.
Function: The barge can move forward, reaching high
enough speeds to travel between planets.
SCOPES. A bunch of the lenses are cracked and require
some fine glass to repair. A Wizard might be able to craft
the required lenses. Or Vivian, in secret.
Function: Operators can see well enough to aim
launchers. Requires several operators at once.
BALLASTS. Hook up 12 air tanks and use the wheels to
empty the ballasts and replace them with air. This will
provide enough buoyancy that the barge lifts off from the
bottom and rises to the surface. More tanks can be
purchased from the Crab Cabal or from a Wizard.
Function: The barge can rise up and down, or hover at any
depth (even in space).
LAUNCHERS. Travel to each exterior launcher and load its
chamber with ordinance.
Function: The Barge can fire a variety of ammunition.

82 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 82


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

Repair Examples
➔ Goal: Use the Barge to destroy the Inverted Pyramid.
Crystal Core
Scopes
Launchers

➔ Goal: Ride the barge to the Moon.


Crystal Core
Ballasts
Rudder Room
Bridge

Nearby Locations
● A trail of Flotsam leads to the Bleached Wasteland.
● The Haunted Library glows, visible from the top of the
Barge.
● The ground slopes down sharply just in front of the
wreckage, leading to the Void Ridge.

83 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 83


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

Kelp Forest
200’-300’ deep with stalks growing up to the surface. A
dense patch of thick, green kelp grows upwards from the sea
floor. Shafts of light from the surface flicker and dance upon
the bottom as the curtains of algae sway with the currents.
Light is plentiful, but navigation proves challenging—a murky
green haze permeates the lower levels.

From the surface-level canopies to the coraline bed, the Kelp


Forest teems with an astonishing variety of life. While many
fish and marine mammals call the forest home, other
creatures will only visit for a short while to feed, brood, take
shelter, hide from predators, or even play.

1d6 Otter Games


1. Three otters play tag up and down the kelp stalks, chirping
and disturbing the fish. If you win their game, they follow
you as henchmen until they take damage or see
something shiny.
2. Sleepy otters nap on the surface, cuddled together,
wrapped in a blanket of giant kelp from the Sargasso
Island. One dozing otter holds a crab that is screaming for
help.
3. Dozens of otters eat armloads of sea urchins on the
surface. The empty husks rain down and can deal
Damage as Knife to anyone below.
4. Four otters carry a large golden statue of a horseshoe
crab, giggling to each other. This is a priceless relic worth 8
Credits to the Crab Cabal.
5. An otter sneaks up behind you, attempting to steal a
random item from your inventory.
6. Two otters try to free a third from a tangled plastic tarp.
They swam too close to the Bleached Wasteland.

84 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 84


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

1d6 Forest Floor Encounters


1. Vivian is practicing her wizardry away from the other
Witches. She will teach you a random Spell if you teach her
a new Spell.
2. A buried cache of Enteroctopus eggs that the Ottermother
is trying to hatch.
3. A cluster of melibe—a sea slug that closely resembles an
orange. It is prized for its strong citrus scent.
4. A Bobbit Worm has made its lair near the root of a kelp
stalk.
5. Five Stargazers are buried in the sand, looking upwards.
Light glints off their huge eyes.
6. The legendary Otter Cache. Everything the otters have
stolen ends up here. It’s not so much guarded as it is
overstuffed. It’s hard to tell the trash from the treasure.

Nearby Locations
● The Hidden Cradle lies outside the forest. Follow the giant
sea stars.
● The Reef Roads are barely visible from the top of the
canopy.
● A well-worn path leads to the Bottom of the Barrel.

85 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 85


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

Cradle
400’-500’ under the surface. A large clearing of comfortable
caves and enormous sea stars. The coral here is bright and
colorful. The green stalks of the Kelp Forest loom off in the
distance.

This is a safe place of peace and purpose. The songs of the


Witches resonate deep in your bones.

First Visit
Harmonious pulses of power lead
to a collection of large sunflower
sea stars scattered along the
floor.

Three Witches and a dozen fish


swim in intricate patterns near
the center of the clearing, as if
they were dancing a waltz.

The Witches take turns


introducing themselves to a
group of newborn otters. The
witches then invite the skeletons to join the dance and
introduce themselves as well. If the skeletons agree their
Stamina is restored. If they refuse, the Witches shrug and
continue with their dances.

2d6 Witchy Activities


2. iilumen motions you over. “Come, rest for a while. Lie
among this bed of algae and let it grow over your worries.”
Increase your maximum Stamina by 1d6, but lose a Spell
or Advanced Skill of your choice.
3. The Ottermother is training Otters to play tag. “They could
use a worthy opponent!” Gain a new Advanced Skill
related to the game, but lose your shiniest item.
Ottermother giggles to herself, but will give directions to
the Otter cache in the Kelp Forest. “I hope you find it!”

86 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 86


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

4. Vivian has been working on a cleansing spell. If you


volunteer, she infuses your bones with purple flame. Your
purified bones now grant you +1 Armour, but all Spells cost
+1 Stamina to cast.
5. The Giant Seahorses are restless. Take them for a ride and
work out their energy.
6. Slug races are a test of patience as well as luck. If the slug
you bet on wins the race, you can keep it.
- Bubblesnail. Emits regular bubbles of oxygen.
- Seahare. Releases an explosion of pink ink.
- Solar Sap Slug. Turns sunlight into Fish Food. Fish Food
grants +1 Skill when used to cast Command Creature
Spells.
7. Vivan explains that she’s looking for a skeleton named
Earnest.
8. The Ottermother and Vivian are playing volleyball with a
Balloon Puffer. If you beat them in a doubles game, they let
you keep the Puffer.
9. An intense shuffleboard tournament using clams. If you
win, you receive two clam phones that can communicate
across any distance.
10. A Dolphin fencing tournament. If you win, a dolphin will
follow you as a henchmen until it runs out of Stamina.
11. A coral reef obstacle course—no swimming allowed! The
winner gains Spell – Coral Shaping at rank 1.
12. An oyster-eating competition. The Witches are happy to
grant you a temporary stomach to participate. The winner
gets to keep their stomach, and may recover Stamina by
eating (as described in the standard Troika! rules).

Nearby Locations
● The Kelp Forest looms nearby.
● A faint set of skeleton footprints leads to the Reef Roads.
● The Witches have a small raft anchored nearby that can
be easily paddled to the Jungle River.

87 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 87


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

Sargasso Island
An island of sargassum algae floats near the surface. A
canopy of vines reaches down hundreds of feet to the depths
below.

Brown, yellow algae tendrils stretch miles across. They are


strong and provide safety for dozens of unique creatures. A
strong wave can move vines like whips and cause the entire
island to undulate. The Sargasso is very much alive,
wandering about the endless ocean, but never making
landfall.

While the island sleeps, creatures live and hunt amidst the
curling algae. A haven for some, and feeding ground for
others.

Once each year the island awakens and froths the waters.
Writhing masses of algae and white-capped waves obscure
its actions. After a day or two, the motion ceases and a new
Sargassum Fish emerges from the Island.

How does it create new fish? For what purpose? Should the
Island be stopped? Not even the Witches can say for sure.

1d6 Ways to Reach the Sargasso


1. A Stingray swims beneath the Sargassum. Maybe it’s
ready for a ride?
2. An errant tendril of algae drifts within arms reach. It’s
actually a Sargassum Fish. It will need some convincing
before taking you anywhere.
3. In exchange for a Crab Credit, a nearby Dolphin will carry
you up to the island. They will also accompany you (as a
Henchman) and secretly report your actions to the Cabal.
4. A bale of Loggerhead Turtles circle algae vines. They’re
willing to give you a ride in exchange for Crab Credits.
However if you reveal that you have any Credits to trade,
the Loggerheads become hostile. This is one of the last
places Loggerheads can live in peace from the Cabal.

88 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 88


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

5. A long, errant tendril of algae drifts within arms reach. It is


a difficult climb, but doable. The tendril whips about as you
ascend. Test your Luck or fall down into a random location
the Sargasso is currently passing over.
6. The Ottermother is here and can give you a lift. She hopes
to anchor the Sargasso to the Kelp Forest, expanding the
influence of the Witches.

1d6 Exploring the Sargasso


1. Two Nemo Gauntlets clasp the side of a Loggerhead’s
shell. Each gauntlet has a compact 20’ grappling hook
embedded in the wrist guard.
2. The vine you are holding is part of a larger chunk of
Sargassum that detaches from the main canopy and
drifts toward the Wasteland.
3. A Sargassum Fish petitions you for help. It’s trying to make
contact with the island itself. Would you be willing to
exchange memories with the island?
4. A Goldentail Moray wanders away from its den, creating a
brief window of opportunity to plunder.
5. 4 pieces of Flotsam and a Red-Legged Cormorant are
tangled in the algae.
6. Suddenly you realize that some of the algae tendrils are
actually the tentacles of a Lion’s Mane Jellyfish. Test your
Luck to escape safely.

Nearby Locations
● The Sargasso Island floats freely and may drift over any
other locations. Roll a random location each time the
skeletons leave the island.

89 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 89


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

Bleached Wasteland
0’-200’ under the surface. Dead coral reefs littered with
floating trash. Life finds a way to thrive even here.

Walking along the stark white corals of the shore, the waves
above you slam pieces of trash against one another. Though
most items bob on the surface, some drift suspended in the
water and others litter the bleached reef.

Just as much of a maze as the Reef Roads, the word “lost”


permeates every part of this place. Lost trash, lost lives, lost
hope—even some lost treasure.

1d6 Wandering the Wasteland:


1. Bright flashes of light from a reflective plastic balloon. A
tang fish (Acanthurus sohal) is trapped inside. If freed it
can be “thrown” at a target (Damage as Knife). It returns
to you at the end of each Round.
2. A Loggerhead with a net stuck to its back flippers swims
toward you. The net is full of 2d6 angry creatures.
3. You get tangled in some fishing line. Test your Luck or
suffer Damage as Hammer while slowly untangling
yourself.
4. A Humboldt Squid hides under a dark plastic tarp.
5. A Sevengill Runt is eating trash and garbage. If it isn’t
stopped, the garbage will mutate it into an eternally
ravenous monster (Skill 8, Stamina 30, Initiative 2, Armour
0).
6. The sand is littered with microplastics (tiny balls of plastic
or nurdles). Every gallon of this sand counts as Flotsam.

Got Some Flotsam?


A bleached hermit crab who calls herself “Jetsam” is trying to
make a profit in this garbage dump. She buys all kinds of junk
and trash, and offers unique goods.

She pays 1 Crab Credit for every 3 pieces of Flotsam.

90 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 90


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

Jetsam Offerings Cost


100’ of strong plastic rope. 1 Credit

Reflective tarp. While wearing it you may cast the 3 Credits


Spell Imperceptible at rank 2.

Net cannon. Fires large plastic nets that entrap 2 Credits


creatures. Each shot requires a piece of Flotsam.

Straw dartgun. Includes 12 darts that have been 2 Credits


enchanted with Protection from Rain.

3 confetti bombs. Covers the area with toxic confetti 1 Credit


(Damage as poison to water-breathers).

Rusted air tank. 1 Credit

Rust microbes (3 uses). Removes the rust from any 1 Credit


surface. Large surfaces take more time for the
microbes to spread.

An albino Croc, eager to serve. 3 Credits

A stable of white Seahorses. They’re looking for any 6 Credits


excuse to escape this horrible place.

A Trash Pig. Just like a Sea Pig, but it finds Flotsam. 3 Credits

Nearby Locations
● The healthier and more lively Reef Roads make this place
seem even more dead.
● The Haunted Library glows in the distance.
● The Sunken Barge looms over the bleached coral.
● Under a tangled tarp is a one-way portal that leads
directly to the bottom of the Graveyard Lake.

91 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 91


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

Haunted Library
1000’ under the surface. Light is faint this far down, but there
is just enough to show the silhouette of the library. The
windows glow with an eerie light, visible from miles away.

An energy field covers every entrance and window, keeping


the water out of the library’s dry interior. Various ghosts tend
the stacks—mostly Enteroctopuses. In the past, Cephalopods
swarmed the building en masse, desperate to pry open its
secrets, but they ended up merely adding to its ranks. The
library has taken a liking to them (probably because they can
sort eight books at once).

Library Rules
1. Entry is prohibited unless visitors donate a new book.
2. No food or drink.
3. No talking (except with a Librarian).
4. Donors may peruse the shelves until closing time. The
library closes whenever it pleases.
5. Books are not to be removed from the library.
6. Any violation is punishable by eternal employment.

3d6 Book Subjects


3. The rise and fall of the 12. Atlas of a random
Decapod Empire. location.
4. Shipwreck records. 13. Idiot’s Guide to
5. A catalog of wizards. Cephalopods (blank).
6. A random Spell. 14. Spells and rituals to
7. A guide to a random protect the library.
creature. 15. Underwater smithing.
8. Nudibranch poisons. 16. A geological overview.
9. The Crab Dictionary. 17. The Necromancer’s
10. A fossil guide. map of the Sunken
11. A History of the Sunken Barge.
Cities. 18. How to become a ghost
(the hard way).

92 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 92


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

2d6 Weird Book Details


2. A few key pages are missing.
3. Contradictory information. Will mislead you occasionally.
4. Written in a language you don’t know.
5. Enchanted with an illumination spell. When the book is
opened, the letters grow brightly.
6. Watertight cover clasp.
7. The book reads itself aloud when opened.
8. The book must be fed before it can be read.
9. Suffer Damage as Knife when you open the book.
10. Decrepit, can only be read once before falling to pieces.
11. Incorporeal. The pages turn themselves.
12. Roll on this table twice. Both are true.

1d6 Library Encounters


1. 2 Heptapus ghosts come to escort visitors outside—it is
closing time.
2. A Giant Cuttlefish hangs outside a window, trying to reach
in and grab a book from the shelves without being seen.
3. A Spider Crab ghost is willing to give a tour. It will respect
Crab Credits, and may even break library rules for a bribe.
4. Find a Random Spellbook someone hid among the
shelves.
5. A wizard ghost librarian has reclaimed some of his free
will. He asks to be rescued from the library. He is actually
the Purple Wizard.
6. The ultimate contingency: flood the library. Skeletons have
a few seconds before the entire building is flooded and
most of the books are destroyed. Afterward, the library
drains of water and all the ghosts get to work reproducing
the volumes from memory.

Nearby Locations
● Return to the shallower waters of the Reef Roads.
● Descend deeper, towards the Blackwater Vents.
● A cephalopod portal leads to the Inverted Pyramid.
● You can see light glinting off the Sunken Barge.

93 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 93


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

Stormlands
100’-500’ under the surface. Most of the light comes from
bursts of magical energy as currents roil and clash.

The icy Bergs float up near the surface, and the Sulfur Spires
belch heat and smoke along the sea floor. The area between
them is a maelstrom.

Even skeletons are not immune to the deadly vortex and


drastic temperature changes, though staying on the ground
protects them from the worst of its eddies. When faced with
such terrible power, a skeleton only has two choices: ride or
crawl.

1d6 Ride the Hurricane


Simply unveil your cloak and the storm’s currents will take
you for a ride.

1. A brinicle strikes like frozen lightning, instantly encasing


someone in a huge plinth of ice. They Test their Luck to
escape or suffer Damage as Hammer when it shatters.
2. The thin tentacles of several Lion’s Mane Jelly drift about
randomly, creating a thick tangle in every direction.
3. A Greenland Shark uses the wild currents to reach
incredible speeds , finally able to hunt down agile prey.
4. A Sharkball tumbles past, thrashing and snapping.
5. The blend of elemental forces painfully burns a random
Spell into your mind. Take damage equal to the Stamina
cost of the Spell.
6. The storm sends you tumbling away to a random location.

94 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 94


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

1d6 Crawl Events


A safer but more difficult choice. Battling the raging current is
more like climbing a mountain than walking along a path.
Skeletons drag themselves along the seafloor, careful to
avoid debris or strong eddies.

1. The Nemo Boots, half-buried in the seafloor. Tap your


heels to achieve perfect buoyancy with the surrounding
water (like being weightless).
2. Three Orca Hunters patrol above. Their powerful bodies
resist the erratic storm currents.
3. A Spinster Squid has taken shelter in a small cleft that
you’re about to crawl over.
4. A Lionfish emerges from the roiling storm. It makes a fierce
effort, but makes little headway against the current.
5. A hail of condensed elemental crystals rains down on you
(Damage as Firebolt). If you snatch a crystal out of the air,
you can crush it to cast a random spell.
6. An upward draft threatens to yank you from the seafloor.
Test your Luck or roll on the Ride the Hurricane table.

Nearby Locations
● Head upward, towards the frigid Bergs.
● Descend toward the heat of the Blackwater Vents.
● Return to the calmer Reef Roads.
● Follow the mysterious warm current that always leads to
the Sargasso Island.

95 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 95


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

Bergs
20’-200’ under the surface. Floating icebergs absorb and
reflect light, giving everything a dim, eerie glow. They form a
cave-like ceiling above.

Despite common knowledge, the polar regions are not a


desolate wasteland—they are just as vibrant with life as the
tropical reefs. Corals, sponges, and anemones are home to
fish, crustaceans, and echinoderms living among them.

It is beautiful, but hazardous. Explorers should be careful to


avoid areas of active calving—pieces of glaciers regularly fall
off and crush anything below. Rare minerals are common
along the edge of these glaciers, but there is a significant risk
involved in collecting them.

There are two ways to explore an iceberg: make the grueling


climb from its underside, or simply wait for it to crack apart
and sink to the seafloor.

2d6 Berg Events


2. DANGER! An iceberg is falling right on top of you! Test your
Luck or suffer Damage as Large Beast. Test your Luck
again or be trapped underneath the ice floe for days. Test
your Luck a third time or be trapped for weeks. Again, for
months. Again, for years. Again, for decades. Again. Again.
3. A pod of Orca Hunters swim by, ignoring the players. A few
minutes later, the Orca Matriarch approaches and moves
to confront the intruders.
4. 4 Orca Hunters circle a small iceberg. Atop it, a family of
sea lions hope for an opportunity to escape.
5. Riding the cold currents, a dozen Lion’s Mane Jellyfish drift
towards the group, threatening to engulf them in a forest
of tentacles.
6. A Greenland Shark slowly drifts toward a sleeping
Seahorse. The Witches will be grateful if you return their
steed unharmed.
7. A collection of gems buried deep in the center of an
iceberg. They’re worth 3 Crab Credits.

96 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 96


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

8. A Giant Cuttlefish climbs the iceberg to attack a blueshell


crab hiding on top (the crab can’t be seen from
underneath). If saved, the grateful crab offers 3 Credits as
a reward.
9. A starving Sevengill Shark attempts to defend its meal
from 3 Orca Hunters.
10. A Nemo Shield is embedded in the ice. When the shield is
struck, it releases a shockwave that knocks everything
nearby back 30’.
11. Bands of starmetal from an ancient asteroid impact.
Valuable to any wizard or smith. Worth 4 Crab Credits.
12. An impossibly old wizard is frozen within. Her eyes look out
pleadingly. This is the Blue Wizard. Once thawed, she has
only a few more days to live.

Nearby Locations
● Descend below the Bergs to enter the Stormlands.
● Climb above the surface and head to the Jungle River.
● Enter the dark waters of the Void Ridge.

97 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 97


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

Blackwater Vents
1,000’ under the surface. At these depths, there is more light
emanating from the glowing vents than from the surface.

Craters along the seafloor belch heat and lava. Despite the
intense heat (or perhaps because of it) many creatures
congregate here and call this place home. The rising heat
creates a vague shimmering effect that can occlude vision.

In the distance, a fault line shimmers orange. During moments


of tectonic activity, lava oozes from the vault, creating an
explosion of bubbles and heat. Densely packed hydrothermal
vents flank the fissure.

While most vents are filled with lava or scalding sulfur


streams, some have cooled. These cooled vents are perfect
homes for creatures of all kinds.

98 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 98


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

2d6 Vent Contents


2. A Nemo Chestpiece lies at the bottom of this vent, slightly
scorched. It grants 1 Armour and has watertight pockets.
3. An earthquake! All the vents erupt, lava is everywhere, the
ground is unstable.
4. A lone Humboldt Squid flies out of the vent, darting away
to call for backup.
5. This dormant vent is actually the lair of a Bobbit Worm.
6. The vent belches a bubble of sulfur. It traps nearby
skeletons, launching them to the Bergs or the Shoreline.
7. A glowing vent turns out to actually be an Anglerfish
hoping for an easy meal.
8. A Goldentail Moray has made this vent their home.
9. A dead vent ringed with 2d6 elemental crystals. When a
crystal is crushed, it casts a random Spell.
10. This vent oozes a clear, bubbling liquid. If immersed, your
bones become semi-transparent. It’s also quite
flammable, even underwater.
11. A rush of lava pours from the vent. Test your Luck or lose a
limb.
12. A skeleton climbs up out of the vent, confused.

Nearby Locations
● Follow the scorching heat to explore the Sulfur Spires.
● Ascend to brave the Stormlands.
● Travel away from the head and wander
down to Graveyard Lake.

99 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 99


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

Sulfur Spires
2,500’ under the surface. Light pours from the tops of the
spires, yet barely illuminates the sea bottom below.

While the Blackwater Vents look like oozing scars, the Sulfur
Spires appear as a blazing yellow city. These spires rise
dozens to hundreds of meters off the seafloor.

The largest vent structure, known as “Hades,” is 300’ tall at its


peak, and covers an area of 5 square miles. Lining the vents,
colonies of tubeworms and extremophile crustaceans and
fish make up the normal biota.

Hundreds of spires spew yellow, mineral-rich water out of their


peaks. These minerals, over thousands of years, form nodes
that can be harvested for rare heavy metals—in high demand
by artificers and magic-users.

2d6 What is at the Top of this Spire?


2. A fleet of Humboldt Squid circle above. If they spot you,
they call for backup.
3. A flash of magic and a wave of power wash over you.
Nearby spires begin to fall like felled trees. The collapse is
a flurry of lava, sulfur, rock, and concussive force. Test your
Luck or lose half your inventory in your flight.
4. A masked crab seeks the Red Wizard. The crab broke a
deal and was cast out of the Cabal. They hope to leverage
some blackmail against the Red Wizard.
5. A large greatsword has fallen into one of the spires—it fits
into it like a hilt. Drawing the greatsword releases a blast of
fire and lava from the spire (Damage as poison). The
weapon remains molten-hot for as long as you carry it.
6. The Glutton circles the top of the spire, looking for a meal.

100 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 100


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

7. A Pistol Shrimp reacts to your presence with a flash of light,


blinding you. It apologizes and offers to sell you a magical
cure for 2 Crab Credits.
8. This spire is long dead, and hollow within. Climbing inside
and down into the bottom is a cache of 2d6 Spellbooks.
Each one contains a random Spell. It seems the Red
Wizard forgot about her old library.
9. A baby Gulper hides in the top of this dead spire.
10. A vague shadowy form looks like the Glutton! But it’s
actually just a Dusky Damselfish being scary.
11. The Red Wizard bathes in a pool of molten lava. She is
delighted to see you, and eager to exchange knowledge,
hear news of the outside world, or just have a friendly
conversation with someone.
12. This spire is impossibly tall, so much so that it breaches
the surface. Climbing to the top and looking out over the
ocean grants you a vision of whatever you desire most.

Nearby Locations
● Leave for the slightly cooler waters of the Blackwater
Vents.
● Climb upwards to the Stormlands.
● From atop the Hades spire, you see a clear path to the
Inverted Pyramid.

101 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 101


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

Void Ridge
3,500‘ down. There is a vague sense of falling, like all of the
water and light is spinning an endless drain. The only
illumination comes from predators or prey.

Occupying the region between the continental shelves of


each landmass, the Void Ridge is a pitch-dark expanse. Most
creatures follow the rule “to be seen is to be eaten.”

A steady fall of marine snow builds up a soft, silty substrate.


Movement is slow, and after a few moments standing still a
skeleton starts to sink beneath the silt.

Despite the depth and the darkness, this area is merely the
ridge leading to an even deeper expanse. At some points, the
ridge narrows to a thin bridge across impossible depths.

102 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 102


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

2d6 Ridge Events


2. A Bobbit Worm has made its den along the edge of the
ridge. If anyone gets too close to the side, they get
snatched.
3. A Spider Crab battles an Enteroctopus above the void. The
crab is losing—badly. It offers 4 Credits for any assistance.
4. A Spinster Squid is preparing to descend the ridge.
Following it leads you to the Inverted Pyramid.
5. Two Stargazers lie just below the silt, staring into the void
above—and avoiding looking into the void below.
6. A Bloody Belly Comb Jelly lights up the area with a
strange, red glow.
7. A Barreleye follows you, making pathetic attempts at
stealth. Exchanging memories reveals that the Hull Crab is
keeping tabs on you.
8. The Puppetmaster descends upon you. Run.
9. A bone staff is buried in the silt. It can absorb light and
release it on command.
10. A Stingray skims along the ridge, enjoying the sensation of
falling.
11. The horror of the ridge gets in your bones. Lose your Drive
and pick a new one.
12. A silt sinkhole opens up. Test your Luck or be dragged
down and transported to the Recruiter.

Nearby Locations
● Follow the scent of death to the Graveyard Lake.
● An eerie glow and a sick sense of power leads to the
Inverted Pyramid.
● A current of heat leads to the Sulfur Spires.
● Climb further up the ridge to reach the Sunken Barge.

103 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 103


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

Graveyard Lake
4,000’ down. It is as quiet and still as—well, as a graveyard.
Neither the slightest glimmer of light nor the faintest current.

Brine pools are scattered along the void floor. Incredibly salty
and dense, these pools are effectively lakes at the bottom of
the ocean. They are so toxic that most creatures die of shock
as soon as they enter one.

The Graveyard Lake is the largest of these brine pools.


Whalebones poke through the surface like trees, and drifting
bone worms flutter like leaves. Beneath the briny surface,
visibility is limited, the water is dense, and the bottom is
cluttered with bones and detritus. It also contains many
forgotten treasures guarded by a Sleeping Guardian.

2d6 Things Dredged from the Lake


2. Whalefall. A huge carcass descends, bringing 2d6 random
creatures desperate to bite off a snack before it falls into
the toxic lake.
3. A group of Gulpers just pulled a huge carcass from the
lake floor: a nearly-dead heptapus.
4. A large whale bone contains some ambergris, a valuable
waxy substance that has medicinal purposes. It also burns
brightly underwater, releasing a powerful scent.
5. A crazed horseshoe crab babbles about its kingdom and
is recruiting soldiers. It knows nothing of Crab Credits.
Someone in the Bottom of the Barrel is looking for this
crab.
6. The decayed skeleton of a Bawitius Bichir emerges from
the pool and remembers hunger for the first time.
7. You wander into the Sleeping Guardian’s patrol. It sees you
immediately.
8. A CamoRay lies under the silt. When anyone approaches,
it grabs them and speeds off towards the Recruiter.
9. You disturb the Sleeping Guardian’s tail. It takes time to
turn around and notice you.
10. A Barreleye charges towards the lake. If the barreleye
reaches the lake, it dies of shock.

104 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 104


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

11. A skeleton emerges from the lake, looking twisted and sick.
It tries to infest the skeletons using the Spells Infested Burst
and Infested Spike.
12. The mythical bones and shell of an ancient octopus.
Destroying this octopus shell will immediately erase all
octopuses from existence. The ramifications of this are
immense, but short-term it will eliminate the Cephalopods
“Plan A” detailed in the Stories section.

Nearby Locations
● Ascend up to the Void Ridge, fighting through the silt and
the depressing sense of depth.
● Let your curiosity overwhelm your good sense and see
what the secrets the Inverted Pyramid contains.
● A fainter scent of death leads you up to the Haunted
Library.

105 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 105


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

Inverted Pyramid
2500’ down. Perverse energy saturates the water. The only
light comes from the faint glow of runes scrawled into the
walls of the Pyramid.

In contrast to the still, dark depths of the void, the Inverted


Pyramid can be seen from miles away. The entire structure is
built from the bones of various creatures—humans, crabs,
witches, wizards, and a dozen other unrecognizable shapes.

It is not a random assortment of bones, but is organized in a


regular pattern. One corner might be made entirely of human
skulls, another from the spiraling shells of lobsters. This
structure was surely built with a twisted and unknowable
purpose.

The top of the pyramid is white as fresh bone, and has an


unfinished, jagged appearance. It is impossible to know how
big the final structure will be, since it is inverted and could
grow up and out to any size. The bottom tip of the structure is
made up of dark petrified bones embedded in the seafloor.

This is the heart of cephalopod territory, and undoubtedly


contains their most valuable secrets and treasures—if the
regular patrols and nefarious defenses can be avoided.

2d6 Pyramid Discoveries


If the two dice match, then also roll 1d6 on the Encounter
table.

2. A map of the Inverted Pyramid, slightly out of date.


3. A cluster of Cuttlefish eggs—a valuable alchemical
ingredient for camouflage potions.
4. Strange leeches drain the Nemo Trident of its power.
Touching any of the leeches reduces maximum Stamina
by 1. After the trident slays a creature, the wielder may
hatch the target’s skeleton and give it a single command.
5. A glowing portal set into the floor. The portal is edged with
tiny intricate carvings of the surface of the moon. It’s a
one-way trip to the moon.

106 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 106


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

6. A rain of osedax emerges from the ceiling above you and


falls onto your skull. They drill into bone and eat the
marrow within. Test your Luck or lose 1d3 maximum
Stamina.
7. A Sea Pig wanders toward something valuable.
8. A Bloody Belly Comb Jelly growing in a vat. The jelly is far
smaller and yet far brighter than usual.
9. 4 Enteroctopus perform a ritual. They are entirely
absorbed in their work, and do not notice you. If you study
the ritual long enough, you learn a random Spell.
10. This room is filled with algae from the Sargasso Island.
When you enter, the algae froths and releases a
Sargassum Fish with an eerie black and blue pattern.
11. A Spinster Squid taunts a Sea Angel trapped in a cage.
12. A skeleton, partially fused to the structure and fully
conscious. It offers to guide you through the pyramid if you
bring its head with you.

1d6 Pyramid Encounters


1. Two Heptapuses spot you and attempt to drive you away.
2. The entire pyramid goes dark except for a bright spotlight
shining directly on you. The spotlight continues to track
you until you leave the location.
3. This hallway absorbs any bones that come into contact
with it. Test your Luck or lose a random limb.
4. Four Spinster Squid pick up some eggs and head your
way.
5. An Enteroctopus decides that wherever you are hiding is a
good spot to store her eggs.
6. A fleet of Humboldt Squid follow you at a distance, just
watching and waiting. They won’t stop you, but they will
track you even beyond this location.

Nearby Locations
● Follow the scent of death to the Graveyard Lake.
● Discover a hidden tunnel leading up to the Reef Roads.
● A teleportation circle transports you immediately to the
Stormlands.
● You see the faint glow of the Sulfur Spires in the distance.

107 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 107


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

The Recruiter
Unknown depths. Far enough away from everything else that
distance, light, and time have little meaning.

The glow of a campfire reflects off of the Apollo 14 command


module. The module has more than a few parts replaced with
junk from every era: bronze tubing, stainless steel plates,
magnetic force shields, fiberglass, copper spartan helmets,
and a few gizmos from the far future.

Someone in a cheap Halloween skeleton costume crawls out


from underneath the module, covered in grease and grime.
“Ah, welcome! Are you ready to join the war, fellow skeletons?”
they ask. It looks like four children pretending to be an adult
pretending to be a skeleton.

They maintain that they are a true skeleton as long as they


can, then they take off their costume and reveal
themselves—four large snails with cratered, stony shells. They
are very flexible, able to stand on end and cling together. It’s
hard to tell which of their many stalks contains eyes.

The creatures speak in harmony: “We still wish to recruit you!


Surely if you came this far to the bottom you’re searching for
something? But you probably won’t find it on this little
mudball. It’s time to join the rest of the galaxy.”

108 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 108


BARGE | BARREL | BERGS | CRADLE | JUNGLE | KELP | LAKE | LIBRARY | PYRAMID | RECRUITER | REEF
SARGASSO | SHIPYARD | SHORE | SILT | SPIRES | STORMLANDS | VENTS | VOID | WASTELAND

The Recruiter lays out the truth of reality:

● There is an eternal galactic war involving millions of


different factions, planets, and species.
● Skeletons are highly valued troopers—they require no
oxygen, are quite tough, and can channel magic.
● The Earth serves as a kind of training ground. Skeletons
who prove themselves tough enough are recruited.
● The recruiters live on the moon, and are in danger of losing
the dark side to their enemies.
● In exchange for one human lifetime of service, they offer
the lunar module as a ship, spoils of war, and galactic
combat training. “By the time you complete your service,
you’ll be fully prepared to enter the galaxy.”

From this point, the group may choose to leave the depths
and enter the true void—SPACE! The lunar module has just
enough fuel to reach the moon (or any other location in this
solar system).

Nearby Locations
● None. Players can only find a way out of this place by
wandering aimlessly for weeks.

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STORIES | RANDOM SKELETON | d66 CREATURES | d66 SPELLS

Stories
Cephalopod Invasion
The Cephalopods have 3 different plans (Plans A, B, and C) to
infiltrate the Drylands above the surface. Each plan starts at
Stage 1. When players foil one plan, the remaining plans each
progress to their next stage.

Plan A: Zed Landing Craft


The octopuses intend to load up the Inverted Pyramid with
eggs and cast the Spell “Zed” on it. They expect that this will
transport the Pyramid onto land and mutate the eggs so their
children breathe air.

Stage 1. The octopuses move their egg stores into the Inverted
Pyramid. Stop this plan by locating two egg caches and
destroying them. Cache locations: Crab Cabal, Inverted
Pyramid, Kelp Forest, and Final Shipyard.

Stage 2. The octopuses open negotiations with the Crab


Cabal, seeking an ancient spell known as Zed. The crabs put
the spellbook up for auction. Stop this plan by winning the Zed
auction.

Stage 3. The Inverted Pyramid is nearly finished. Stop them by


sabotaging the final construction phase.

110 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 110


STORIES | RANDOM SKELETON | d66 CREATURES | d66 SPELLS

Plan B: Squid Flesh Puppets


The Puppetmaster is amassing an army of squids, intending
to train them to control fleshy creatures. They will capture
ships and sailors, spreading from host to host.

Stage 1. A Blackwater Vent leads to an invisible pool. Anything


that immerses itself in this pool can turn invisible, even above
the waves. Stop this plan by neutralizing the pool, or closing its
entrance, before the squids can make use of its power.

Stage 2. The squids need to learn to breathe air, and the


Witches know how to grow lungs. The squids pretend to be
innocent creatures asking for help. Stop this plan by proving
to the Ottermother that the squids’ motives are nefarious.

Stage 3. The Puppetmaster gathers a host of squid for


training. Stop this plan by defeating the Puppetmaster.

Plan C: Cuttlefish Spies


Acting through third parties, the cuttlefish intend to
manipulate the drylander kingdoms into worshiping them.

Stage 1. The cuttlefish work through skeleton go-betweens.


Stop this plan by helping three skeletons find other ways to
pursue their Drives (instead of working for the cuttlefish), or by
paying off their debts (3 Crab Credits each).

Stage 2. Leveraging their massive accumulated Credits, the


cuttlefish coerce dryland crabs into sending messages and
doing reconnaissance. Stop this by intercepting crab
messengers, or by providing false intelligence to the crabs.

Stage 3. Several of the dryland kingdoms and cults have


developed an interest in cuttlefish—kept as pets, worshiped as
gods, or something in between. To stop them at this point
requires lifelong travels to the drylands, forming competing
cults and ideologies. You are now anti-cuttlefish prophets.

111 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 111


STORIES | RANDOM SKELETON | d66 CREATURES | d66 SPELLS

Cure the Wizards


There are 4 Wizards wandering the depths of Bones Deep,
each one in a different location and each suffering from a
different curse.

1d6 Ways to Remove a Curse


1. Hire Witches to grow a new, uncursed body for the wizard.
2. The Crabs know a spell. It costs 15 credits.
3. Bring the wizard to the center of the Inverted Pyramid.
4. A skeleton may absorb ALL the wizard’s memories,
essentially becoming a clone of the wizard.
5. The Purple Wizard can undo the other three curses.
6. There is no cure, but perhaps they can find some peace
before the end.

Vivian’s Lament
The Witch Vivian tried to rescue a drowning sailor but failed.
After the sailor’s skeleton hatched, she named the skeleton
Earnest, and she grew to love him.

Earnest, lacking a heart, could never return her feelings. After


consulting with iilumen, the oldest witch, he set out to follow
her instructions:

1. Cut the heart from a large creature to serve as the basis of


the magic. He gains the temperament of that creature.
2. Then, retrieve the everflow pearl from the lair of a Bobbit
Worm. The ocean current from the pearl will be his
heartbeat. Bobbit worms live in the Blackwater Vents, Kelp
Forest, and Void Ridge.
3. Finally, steal a single tentacle from the Puppetmaster to
serve as veins. It can be found in the Void Ridge.

Bring the pieces to iilumen. She uses the last of her magic to
craft a heart from the pieces, so that Earnest can fall in love
with Vivian at last.

112 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 112


STORIES | RANDOM SKELETON | d66 CREATURES | d66 SPELLS

Repair the Sunken Barge


The Sunken Barge once sailed among the stars. Now it rusts
away in the muck of the ocean floor. Restoring it to working
condition requires parts and help from all over the ocean
floor.

Learn more in the Sunken Barge section.

Skeleton War
Sail to outer space and join the Skeleton War!

● The Recruiter has a spacecraft available, and can tell


more about the Skeleton War.
● The Sunken Barge (or its captain’s yacht) can be repaired
and flown.
● Several of the wrecks in the Final Shipyard are capable of
space travel, if repaired.
● Any Wizard worth their salt can conjure a simple space
sail. Be warned: it takes practice and skill to operate such
a craft safely.
● The Inverted Pyramid has many teleportation portals
inside, and is secretly a spacecraft itself.
● Get so indebted with the Crab Cabal that they hire a
wizard to teleport you to the moon as punishment.

113 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 113


STORIES | RANDOM SKELETON | d66 CREATURES | d66 SPELLS

Random Skeleton Generator


Written by John Gregory. Flip a coin and roll a d4, d6, d8, d10,
d10, d12, d20, and d100 to generate a Skeleton. Or use the
tables to inspire player Skeletons.

Coin — Spooky or Scary? 1d8 Unique Senses


H. Spooky T. Scary 1. Monochrome vision, but
excellent motion detection.
1d4 Allegiances (if any) 2. Knows what a creature last ate.
3. Knows where something was
1. Indebted to the Crab Cabal.
born.
2. Cephalopod agent.
4. Taste subtle scents in the water.
3. An emissary to the Witches.
5. Aware of shifts in the currents.
4. Indebted to a Wizard.
6. Spectre-tating: Can share the
senses of a small sea animal.
1d6 Conditions 7. Bits of memory from fleshy days.
1. Died at sea, freshly hatched 8. Can smell fear.
2. Chipped and Scored, Traveled
many miles to reach the Sea 1d10 Past Life Memories
3. Blackened, a victim of a
1. Was a hero of some sort or
Bone-Fire who barely made it to
another in life, did them little
the Sea
good in death
4. Current-Smoothed, has been in
2. Is fairly certain they might have
the sea long enough to be
destroyed a number of skeletons
polished
in life, deeply regrets this now
5. Disarticulated, held together now
3. Still remembers their last meal in
by rotting rope, wire and
minute detail, savors it
seaweed
4. That jerkface Gary still owes me
6. Ancient and Osedax Infested,
five dollars!
has wandered the deep for
5. Wants to believe they were a
centuries
great entertainer in life but
knows they were a second rate
clown
6. Was royalty or some kind of
aristocrat, but Death is the great
equalizer

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STORIES | RANDOM SKELETON | d66 CREATURES | d66 SPELLS

1d10 Past Life (cont’d) 1d20 Drives


7. Was a criminal, their head still 1. To Acquire. Whenever you add a
has trouble staying on from valuable object to your
where it was guillotined off possessions, recover 1d6
8. Was a grave digger who is now Stamina and 1d6 Luck.
lauded by their fellow skeletons 2. To Build Community. After you
for digging such shallow graves help a stranger, recover 1d6, 2d6,
9. Remembers fire and little else or 3d6 Stamina and 1d6, 2d6, or
10. Blissfully ignorant of former life 3d6 Luck, depending on how
thankful they are.
1d10 Clothing 3. To Explore. Whenever you see a
new creature, area, or special
1. Nothing
event, recover 1d6 Stamina and
2. Absurd amount of gold and
1d6 Luck.
jewelry, grave goods they’ll say
4. To Be Free. Freed from all Drives,
3. The suit/dress/finery they were
you recover 1d6 Stamina and 1d3
buried in
Luck after every real-time hour of
4. A military or sailor uniform
play.
5. Tatters and rags
5. To Find Peace. Whenever you
6. Seaweed Toga
take a few moments to meditate,
7. Highly corroded metal armour
recover 1d6 Stamina and 1d6
8. A dramatic, billowing cape and
Luck. If either of those rolls is 1
little else
you cannot meditate any more
9. A colorful array of corals, urchins,
today.
and anemones
6. To Bring Violence. After you
10. A horned helmet and loincloth
survive a valiant battle, recover
2d6 Stamina.
1d12 Fleshy Life Skills 7. Chart the world ocean current.
1. Melee After absorbing the memories of
2. Ranged an area, recover 1d6 Stamina
3. Arithmetic and 1d6 Luck.
4. Etiquette 8. Find and raise the ship they
5. Sneak perished on. If you made
6. Strength (You drank your Milk) progress this session, recover
7. Art (Sculpting, Painting, Dancing, 2d6 Stamina and 1d6 Luck.
Metalworking, etc) 9. Have one last taste of wine. If
8. Second Sight you made progress this session,
9. Run recover 2d6 Stamina and 1d6
10. Vehicles Luck.
11. Awareness
12. Mortuary Science

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STORIES | RANDOM SKELETON | d66 CREATURES | d66 SPELLS

1d20 Drives (cont’d) 18. Return the Sleeping Guardian to


their original resting place. If you
10. Find the person who killed them made progress this session,
and free their skeleton because recover 2d6 Stamina and 1d6
this is the best thing ever. If you Luck.
made progress this session, 19. Stand atop the Inverted Pyramid.
recover 2d6 Stamina and 1d6 If you made progress this
Luck. session, recover 2d6 Stamina
11. Digging the Hole down to the and 1d6 Luck.
Bottom of the Everything. Every 20. Becoming a safe habitat for an
time you descend 100 ft, recover endangered sea creature. If you
1d6 Stamina. Every time you made progress this session,
descend 500ft, recover 1d6 Luck. recover 2d6 Stamina and 1d6
12. Recover all 206 bones of their Luck.
lost sibling. If you made progress
this session, recover 2d6 Stamina 1d100 Quirks
and 1d6 Luck.
13. Escaping to SPACE. If you made 1. Is both Spooky AND Scary
progress this session, recover 2. Lost their head in a bet gone
2d6 Stamina and 1d6 Luck. wrong, wears a giant pearl as a
14. Finding a Sea-Witch who could replacement
grant them one more day 3. Has two heads from a won bet,
among the living. If you made regrets it because the other
progress this session, recover head won’t shut up
2d6 Stamina and 1d6 Luck. 4. Has an anchor lodged in their
15. Become the Head Librarian. If ribcage, its chain extends to
you made progress this session, something on the surface
recover 2d6 Stamina and 1d6 5. Has been to The Trench and
Luck. returned, they’re half the size of
16. Collecting and mastering the what they once were and will
art of every blade, a lot harder speak little of the experience
underwater. If you made 6. Has carved a number of
progress this session, recover driftwood masks for expressions
2d6 Stamina and 1d6 Luck. they wish they still had
17. Meeting and becoming the 7. Exchanges rib bones with their
disciple of Jetsam, embracing close friends as a sign of their
the way of trash. If you made connection
progress this session, recover 8. Replaced all their teeth with
2d6 Stamina and 1d6 Luck. shark teeth, because they could
9. “Sky-dives” by breaking open
veins of Methane and riding the
bubbles to the surface

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STORIES | RANDOM SKELETON | d66 CREATURES | d66 SPELLS

1d100 Quirks (cont’d) 27. Has a hagfish living in its skull,


when frightened they shoot slime
10. Is NOT a skeleton, but actually an from their eye sockets
intelligent Osedax using bones 28. Desperately misses hair and
11. Has a sea-louse tongue and is would perform a significant favor
able to actually speak for an intact wig
12. Is a merperson skeleton, uses 29. Has walked for so long that their
woven seagrass to make a tail. feet have worn away, walks on
Still can’t swim very well… their tibia
13. Has sealed and waterproofed 30. Has a second smaller skeleton
their skull to keep something riding in their ribcage
precious safe and dry within 31. Came from a world on the
14. Has a Gentle Creature who lives opposite side of a deep sea
in their ribcage brinepool.
15. Knows how to negotiate with 32. Spent many years in a loch or
Dolphins for services lake before making their way to
16. Sneaks to the shore every so the sea, has odd habits
often to check on their 33. Sports a coral beard, a home for
descendents tiny colorful fish
17. Is a 10m tall Giant who rose from 34. Has, over time, replaced all their
a mass grave bones with those of others
18. Wears a tarnished crown they except for their skull.
claim was theirs in life, just as 35. Is strapped to a big wheel, they
likely found it in a sunken hoard use it to race across the sea floor
19. Has a hook hand and a 36. Has gotten their claws on a
eyepatch, is offended by pirate whole lot of balloons and is
comments looking for a way to inflate them
20. Has a hook hand and a 37. Is not a real skeleton, but a
eyepatch, is absolutely a former magically animated classroom
pirate replica who thinks they are a
21. Rides a sea-sled pulled by a skeleton
team of manta rays 38. Can detach their jaw and throw
22. Is fabulously rich after having it like a boomerang, works
had a whale fall on them. surprisingly well underwater
23. Paints themselves with 39. Is on the run from the Mermaids
bioluminescent fish goo after having broken a truce
24. Has their feet encased in cement 40. Has replaced most of their bones
25. Rides a capricorn, has a cavalry with harvested spines and rib
sword and hat cages, becoming a 10d10’ long
26. Its bones were dipped in gold skeletal eel/snake/centipede
shortly before death

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STORIES | RANDOM SKELETON | d66 CREATURES | d66 SPELLS

1d100 Quirks (cont’d) 55. This skeleton is being controlled


by a massive hyper intelligent
41. Can spit their teeth with the force brain coral on its skull
of a harpoon gun, only has about 56. Has replaced their legs and/or
ten of them left. with cannons. They need a pal to
42. Has covered themselves in help load them
sponges and looks more like a 57. Has a figurehead from a ship
doughboy than a skeleton that they carry around,
43. Has figured out how to make professing it is their spouse and
their eyes glow a whole rainbow they love them.
of colors 58. Uses a big fossilized dinosaur
44. Has 1d6+1 heads they juggle, femur as a club
they take turns driving the body. 59. Wears a fedora and trenchcoat,
45. Uses two pieces of driftwood and is skilled in detective work
a pair of narwhal tusks as skis 60. Their skull constantly releases a
and poles to get around stream of bubbles. When out of
46. Has a pair of glass eyes still stuck water, it is ablaze
in their skull from life, looks goofy 61. Spent an awful lot of time
47. Was eaten whole by a shark, exchanged between many
when they hatched they stuck necromancers, has developed a
their feet and arms through the resistance to magical control
shark and now it looks like they’re 62. Has a love for puzzles and riddles
wearing a rotting shark mascot but is exceptionally bad at them
48. In a deep sea diver uniform, the 63. Spends a lot of their time buried
latches rusted shut on the brass up to their neck in mud only to
helmet and they’re stuck. jump out and shout at other
49. Has attached another spine and skeletons who get too close.
pair of legs to become a deep Thinks it is hilarious
sea Skelotaur 64. Their skull is carved from some
50. Brought along all their dead pets sort of crystal or gem. May or
from life, there’s several cats, may not be an ancient alien
some birds, a dog or two, is that 65. Their skull is made of glass. On
a monkey? closer inspection it is a novelty
51. Drags an anchor behind them as tequila bottle.
a sort of penance. 66. Has a bovine or a goat skull,
52. Is NEITHER Spooky nor Scary whatever it is it has horns and is
53. Wears horseshoe crab armour pretty metal.
54. Died here when their Golden 67. Is actually a Spartoi grown from
Barge crashed in from space, is dragon’s teeth, they’re terribly
decidedly not human in aggressive.
structure 68. Was flayed by a psionic frog and
thrown into the sea...don’t ask

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STORIES | RANDOM SKELETON | d66 CREATURES | d66 SPELLS

1d100 Quirks (cont’d) 82. Made a deal with a sea devil in


life and is currently AWOL from
69. They are two skeletons who died the Flying Dutchman
during...an embrace. 83. Claims to have seen the fabled
70. Wears a radiation suit that is full Fiddler’s Green and is on a
of the glowing green goop that journey there.
was once their flesh 84. Claims to know the lock
71. Is cursed to always make a combination to Davy Jones’
skeleton or bone pun when the locker and plans to open it up
opportunity arises once they find it
72. Thinks Halloween is overrated. 85. Lost their stapes bone and is
73. Is a 2D Cartoon Skeleton and can sifting the whole seafloor to find
turn sideways to become it.
invisible, but cannot otherwise 86. Is missing one of their ribs and is
interact with the world incredibly old
74. Their bones are a deep crimson, 87. Got Plastinized and escaped
if they are destroyed they rise from a touring art show.
again on the next full moon. 88. Rose from a mass grave as a
75. Has a red clown nose and a single 30m tall skeleton
Funny Bone, inspires laughter 89. Wears a long ragged black cloak
76. Has vowed to cut off any achor and carries a scythe, most other
they come across, just to pester skeletons think such antics are
those surface-dwellers bad form.
77. Has lost all their torso, their skull 90. Is painted in beautiful colors and
and arms are attached directly wears highly elaborate
to their pelvis formalwear. Claims to have
78. Has replaced their legs with gotten lost on their way to a
another set of arms, can climb festival.
like a monkey 91. Is actually a large insectoid
79. Is just a skull stuck on a leg that exoskeleton.
hops around OR a hand that runs 92. Has a collection of Baculums
around on its fingers from various sea mammals that
80. Wants to replace all of their body they use as weapons and
with the bones of a blue whale, ornamentation. Sicko.
currently only has a skull they 93. Knows an awful lot of disturbing
grab about facts and always runs away after
81. Is absolutely convinced this is all telling someone one.
a very strange dream and they’ll 94. Has a violin that can somehow
be waking up at any still play the Danse Macabre
moment...any moment now…yup. even underwater.
Any moment.

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STORIES | RANDOM SKELETON | d66 CREATURES | d66 SPELLS

1d100 Quirks (cont’d) 98. Their bones are considered Holy


on the surface, it took them long
95. Their bones are exceptionally enough to escape from that
porous and light, needs to be reliquary.
weighed down as to not float to 99. Their body was too well
the surface. embalmed and was never able
96. Has an intense phobia of to hatch, so still has their cocoon
creatures without skeletons, such around them.
as sea slugs. 100.Name as many bones (the
97. Has spent decades among the scientific name not Funny bone)
hydrothermal vents and has and roll that many times
obtained a sulfide crust and a
few tube worms.

d66 Random Creatures


11. Arapaima 41. Humboldt Squid
12. Anglerfish 42. Lion’s Mane Jellyfish
13. Balloon Puffer 43. Lionfish
14. Barreleye 44. Orca Hunters
15. Bawitius Bichir 45. Otter
16. Bloody Belly Comb Jelly 46. Paddlefish
21. Bobbit Worm 51. Pistol Shrimp
22. Cornish Jack 52. Ripsaw Catfish
23. Croc or Gator 53. Sargassum Fish
24. Dolphin 54. Sea Angel
25. Dusky Damselfish 55. Sea Pig
26. Enteroctopus 56. Sevengill Runt
31. Giant Cuttlefish 61. Spinster Squid
32. Goldentail Moray 62. Spider Crab
33. Gulper 63. Stargazer
34. Goliath Tigerfish 64. Stingray
35. Greenland Shark 65. Loggerhead Turtle
36. Heptapus 66. Wizard

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d66 Random Spells


11. Accelerated Memory 41. Imitate
12. Air Bubble 42. Imperceptible
13. Brinicle Strike 43. Infested Burst
14. Bubble Net 44. Infested Spike
15. Command Creature 45. Jolt
16. Consultation 46. Julia
21. Coral Shaping 51. Launching Leap
22. Disrupting Pulse 52. Maelstrom
23. Drift 53. Marked Scent
24. Eject Bone 54. Protection from Rain
25. Empathize 55. Red Tide
26. Fire Bolt 56. Spectral Sea Pig
31. Forced Hatching 61. Torpedo Throw
32. Frozen Weapon 62. Teleport
33. Ground 63. Thunder
34. Halocline 64. Undertow
35. Hand Sun 65. Unexpected
36. Healthy Light 66. Wishbone

1d6 Places to Find a Spell


1. In an airtight Spellbook. The Spell can be cast directly from
the book without being opened, but if the book is lost, the
Spell is forgotten.
2. Carved into a Shell. Must be translated with the help of a
True Crab.
3. A magical bubble. Touching the bubble teaches the spell,
but also pops it, and immediately casts the spell on a
random nearby target.
4. Stored as a memory in an object. Will be learned slowly
over time as it is carried and handled.
5. Magic Seed. This coral, algae, kelp, or fungus will teach the
Spell as it grows.
6. Manifests as a Ghostly Instructor:
Skill 9 | Damage as Modest Beast | Stamina 16
Drive To teach only the worthy.

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STORIES | RANDOM SKELETON | d66 CREATURES | d66 SPELLS

FIN

122 TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES 122

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