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.
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        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
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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
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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.
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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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         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.
21       TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES           21
     NEWBORN | CARVER | KEEPER | JUNKER | SHIFTER | INFESTED | RULES | SPELLS
         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.
22       TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES           22
     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
23       TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES           23
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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
24      TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES            24
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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
25      TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES            25
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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
26      TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES            26
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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
27     TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES            27
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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.
28      TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES            28
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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!
29      TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES            29
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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
30      TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES            30
A - B - C - D - G - H - L - O - P - R - S - W | CRABS | WIZARDS | WITCHES | CEPHS
       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
31     TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES            31
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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
32      TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES            32
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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
33      TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES            33
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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.
34      TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES            34
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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.
35      TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES            35
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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.
36      TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES            36
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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
56      TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES            56
 A - B - C - D - G - H - L - O - P - R - S - W | CRABS | WIZARDS | WITCHES | CEPHS
         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.
57      TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES            57
 A - B - C - D - G - H - L - O - P - R - S - W | CRABS | WIZARDS | WITCHES | CEPHS
        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?
58      TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES            58
 A - B - C - D - G - H - L - O - P - R - S - W | CRABS | WIZARDS | WITCHES | CEPHS
        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?
59      TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES            59
 A - B - C - D - G - H - L - O - P - R - S - W | CRABS | WIZARDS | WITCHES | CEPHS
        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.
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          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.
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          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.
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  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.
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          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.
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          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.
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          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.
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          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.
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          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.
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  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.
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          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.
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          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.
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          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.
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          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.
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          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.
109       TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES                   109
        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
114      TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES           114
             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
115       TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES               115
          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
116     TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES                 116
          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
117     TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES            117
           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
118     TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES              118
           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.
119     TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES               119
          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
120    TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES            120
           STORIES | RANDOM SKELETON | d66 CREATURES | d66 SPELLS
      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.
121   TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES       121
        STORIES | RANDOM SKELETON | d66 CREATURES | d66 SPELLS
                          FIN
122   TOC | BACKGROUNDS | SPELLS | CREATURES | LOCATIONS | STORIES   122