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The Oceans Are Endless On Meridian (Pages)

The document outlines a horror module titled 'The Oceans Are Endless on Meridian,' which is set in a high-gravity ocean world owned by Perigee Corporation. Players navigate a post-disaster scenario involving a superorganism and must make critical decisions impacting their survival and the fate of the island resort, Harbor Blue. The module emphasizes game safety, communication, and the use of safety tools due to its themes of suicide and mass casualties.

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67% found this document useful (3 votes)
1K views100 pages

The Oceans Are Endless On Meridian (Pages)

The document outlines a horror module titled 'The Oceans Are Endless on Meridian,' which is set in a high-gravity ocean world owned by Perigee Corporation. Players navigate a post-disaster scenario involving a superorganism and must make critical decisions impacting their survival and the fate of the island resort, Harbor Blue. The module emphasizes game safety, communication, and the use of safety tools due to its themes of suicide and mass casualties.

Uploaded by

o7q3366cm
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 100

THE OCEANS ARE ENDLESS ON

MYSTERY SPICE
JET MCFIN
CREDITS
Written by Mystery Spice and Jet McFin
Edited by Daniel Hallinan
Creature Art and Cover Art by Sigmacastell
Personnel Art and Biont Atlas Art by Zach Hazard Vaupen
Topo Maps and Structural Art by HailSanta
Layout and Filler Art by Jet McFin
Biont Atlas and Sonar Maps by Mystery Spice

Playtesters
Chris Airiau and Dr. MFAA
Spider00x, Paul Vermeren, Pat Baldwin, Ben Grimes, and Nate Sadler
LPK Team
Daman, 07actual, pStuck, and RobotTelsist

Special thanks to Ian Yusem, Marco Serrano, David Schirduan,


the Good Sleep Collective, and the entire 3rd Sector crew.

Fonts used: Achieve by Lauren Herda (SIL OFL v1.1 2023); Atkinson
Hyperlegible by the Braille Institute (2020).

GAME SAFETY
Warning: this game contains instances of suicide and mass casualty
by natural disasters.
The Oceans Are Endless on Meridian is a horror module. In order
to ensure everyone’s safety and fun at the game table, we recommend
open communication about this and the use of safety tools. These
tools include but are not limited to:
• RPG Consent Checklist
• For Wardens to guage players’ comfort levels.
• X-Cards and N-Cards
• Methods for players to inform the Warden to pump the breaks.
• Lines and Veils
• Topics that should not be approached (lines).
• Topics that can be approached but not focused upon (veils).

2
TABLE OF CONTENTS
Welcome to Meridian 6
Personnel Files 9
Prologue: Tethered 15
Act I: Calenture 19
Act II: Disaster Zone 23
Act III: Catabasis 37
• Photic Zone 44
• Twilight Zone 48
• The Abyss 52
• Ice-VII Layer 56
Act IV: Superorganism 61
• Preparation 62
• The Superorganism 68
Appendix 81
• Biont Atlas 89
• Additional Resources 96
• Quick References 98

This product is based on the Mothership® Sci-Fi Horror Role Playing Game,
published by Tuesday Knight Games. This product is published under license.
MOTHERSHIP® is a registered trademark of Tuesday Knight Games. All rights
reserved. For additional information, visit www.tuesdayknightgames.com or
contact contact@tuesdayknightgames.com.

3
Mystery Spice
My great-grandmother used to have a saying: “Respect the water.”

Being around water requires a certain humility. The logic of water is not the logic
human beings have evolved to exist in. A careless jumper might break their neck
on a deceptively shallow bottom. Unpredictable rip currents carry away and kill
multiple people each year. With enough carelessness, you can very easily die in
your own backyard swimming pool.

There is nothing more loathsome, then, than trying to tame the ocean. It speaks
of a lack of respect for water; a mentality that seeks to subjugate all aspects of
the universe to human convenience, or to dice it up and sell it off as neat little
packaged experiences of profit. It’s a disgusting way to view the universe, and
a direct road to disasters that cost actual human lives, via recklessness and
entitlement.

Here is the truth: you are not entitled to be on the ocean. Neither am I, nor is
anyone. We are mere guests upon the sea, not masters of it. Every moment we
exist on the ocean without incident is an act of grace from the waves, a grace
which may be revoked at any moment.

Heed all safety measures. Keep your humility. Remember: you are not welcomed,
merely tolerated. Respect the water.

Jet McFin
Language is one of the most beautiful and mesmerizing compulsions we have.
We simulate entire worlds with language and broadcast these worlds across
even more complex layers of language-simulations.

Language is in our blood, in our cells. Winding, dizzying lattices of language curl
around themselves to construct machines, gates, and algorithims in our DNA
and in the stormy lightning flashes of axons. We find language in bacteria, in
viruses, we find it nestled deep in long-dormant cognitive systems of eons past.
Everywhere we look, something is trying to communicate with something else.
Where there is language, there is life.

When we are there to see a language in action, we try to find the patterns in
it - to learn it, decipher it, to make it our own. Even if we know the language, our
brains are pattern-recognition machines that will search beneath the language
for subtext. Because where there is language, there is control.

Your perception of the world is an unending river of language flowing from one
corner of your mind to the next, constructing reality as it goes along without any
care for who you are or what you believe. You are subservient to this Language
of Thought - it was working on your mind long before you were born. If you could
only consciously understand it you could, theoretically, be free of it. Or you could
control it for yourself, rewrite your mind or the mind of others as you see fit...

4
WELCOME TO MERIDIAN

5
KT-10924 c - ‘MERIDIAN’
High-gravity super-Earth and ocean world owned and operated by
Perigee Corporation as a luxury planet destination. Called Meridian in
corporate PR campaigns to drum up investor interest. A space elevator
provides exclusive access to and from the surface, as high gravity makes
shuttle flight difficult.
Initial studies incorrectly assume lifeforms on Meridian are
independent species. In truth, all are created and released by an ocean-floor
superorganism to carry out dozens of tasks crucial to its survival. They are
mindless, do not prey on each other, and do not reproduce.

HARBOR BLUE
An artificial island built upon Meridian’s oceans. A miracle of
megascale engineering, supported by colossal pylons anchored into the sea
floor 20km (12 mi) below the ocean surface. Slated to open within the year as
a vacation resort for wealthy tourists.
To ensure deadlines are met, a temporary initiative to increase the active
workforce has been approved by Perigee’s upper-management. Temporary
workers will be provided room and board on the island and paid 250,000cr
(or one year of upper-middle class pay for an on-going campaign) upon
project completion, plus any bonuses.
PCs begin as part of this year-long workforce initiative.

IMPENDING DISASTER
Unbeknownst to anyone, one of Harbor Blue’s support pylons has been
driven into the body of an enormous superorganism. The creature’s pained
spasms cause escalating tremors that bring devastation to Harbor Blue and
threaten to collapse the island into the ocean.
In order to protect their investment, Perigee prioritizes stabilization of
Harbor Blue. Diving teams are already being organized to investigate the
ocean floor for the source of the geological disturbance.

A WORD OF CAUTION
This module requires only light prep-work - but moderate
familiarization with its moving parts. Be sure to read this module in its
entirety prior to running it with your group. This is not a module you want to
tackle the day-of.

6
SCENARIO SUMMARY
Prologue (p15)
Quakes decimate Harbor Blue and unmoor the space elevator carrying PCs,
tearing apart the station in orbit and dropping the elevator into freefall.

Act 1: Calenture (p19)


PCs crash into the ocean and navigate the endless seas, eventually arriving at a
devastated Harbor Blue.

Act 2: Disaster Zone (p23)


PCs explore the post-disaster resort, potentially encountering and saving NPCs,
and are eventually rounded up by Perigee and organized into Dive Teams to
investigate the quakes.

Act 3: Catabasis (p37)


PCs descend into the ocean depths, encountering hazardous wildlife and other
diving teams in need of aid.

Act 4: Superorganism (p53)


Reaching the ocean floor, PCs discover and enter the superorganism in hopes
of pacifying it.

Conclusion
The scenario concludes once PCs either pacify the superorganism, preserve
the superorganism, or escape with Nhung. If a PC dies at any point, roll up a
new survivor with orders to replace the old one. Bonus pay for recovering their
remains.
Pacify the Superorganism
• PCs are retrieved and paid, including any bonuses from side objectives
and negotiations.
• PCs sign NDAs prohibiting any mention of the superorganism.
• PCs are given light duty for the remainder of their stay.
• A new orbital station and elevator are eventually built.
Preserve the Superorganism/Escape with Nhung
• Continued tremors and quakes topple Harbor Blue into the ocean.
Survivors cling to debris until rescue shuttles arrive.
• Surviving PCs disgraced in the eyes of Perigee. Suits clamor to heap
blame and debt onto their shoulders.
• Surviving PCs suffer +2 Minimum Stress.
Regardless, of which “ending” is chosen, the experience leaves its mark. Each
PC rolls to gain a new Condition whether they succeeded or failed their mission.
0-3: Aquaphobia. Whenever you encounter water, make a Fear [-] Save or
gain 1d5 Stress.
4-5: Coward. Make a Fear Save to engage in violence or flee.
6-7: Nightmares. Sleep is difficult, gain [-] on all Rest Saves. Wake up
screaming.
8-9: Flashbacks. Whenever a nearby crewmember fails a Save, gain +1
Stress.

7
WHAT PCs KNOW ABOUT MERIDIAN
Teamster
• A dubious job, but pays well.
• Perigee is anxious to complete the project on time - unions could force
negotiations for additional hazard pay.
• Provided documents detail dubious architecture.
Scientist
• Perigee’s research has inconsistencies regarding Meridian’s ecosystem
- recorded observations do not appear to support Perigee’s conclusions.
• A small fortune can be made smuggling creatures off the island for
independent study.
Android
• A Perigee competitor, Dyson Phytology, pays premium bounties for
samples of the ice-VII layer and photographic/video recordings of ocean
bed activity. For more information about Dyson Phytology, check out the
underwater horror module Bloom by Daniel Hallinan (pg 89).
Marine
• Tours on untamed worlds regularly involve aggressive wildlife, but
creatures on Meridian appear to completely ignore the human presence,
as if blind to it.
• Brown-nosing Perigee execs might net you cushy and well paying jobs.

ROLLS
Crisis Rolls
This module uses Crisis Rolls from Mothership 0e. Applicable in
situations involving complex tasks, these checks require a number of
consecutive successes to succeed. PCs can repeatedly reroll a result until
they succeed, but they suffer +1 Stress for each roll and reroll that is a failure.
Example: A PC attempting a Crisis 2 Strength Check must succeed 2
consecutive Strength Checks in order to succeed.
Stat Checks
Occasionally, Wardens are directed to make a stat check (Strength,
Speed, Intellect, and Combat). It is advised that Wardens only follow through
with these rolls if players cannot think of any other way out of whatever mess
they’ve found themselves in.

CREATURE STATS
Not every creature will attack or fight back against PCs. If a
creature is missing a stat - (C)ombat or (I)nstinct - assume the creature has
no capabilities related to that stat. If a creature is missing the (W)ound stat,
assume it is far too large and/or complex to be damaged through conventional
combat.
Additionally, if a creature can inflict Damage, Wounds, or Malfunctions
but there are no related stats, assume that the associated damage is
automatically inflicted if PCs come into physical contact with the
creature.
8
PERSONNEL FILES

9
LESPERANCE (HE/HIM)
Top Perigee Executive

C:10 I:45 W:1


Equipment: Zero-G ballpoint pen, Suit (0AP).

Age: 38
Personality: Unfathomably self-centered. Authoritarian.
Drives: Follow Cormac and Wei to the Disaster Relief
Site (p32). Further Perigee’s goals. Prioritises self-
preservation, both individually and professionally.
Angered by: Disobedience and defiance. Endangering
or obstructing Perigee suits.

CORMAC (THEY/THEM)
Perigee Security Escort

C:35 I:30 W:3


Equipment: SMG (2d10, Gunshot), Stun Baton (1d5,
Blunt), Flashlight, Elevator Release Keycard, Standard
Battle Dress (7AP).

Age: 19
Personality: Assertive and aggressive.
Drives: Protect & escort Lesperance to Disaster Relief
Site (p32). Prioritize his rescue in the face of disaster.
Angered by: Endangering or obstructing Lesperance
and other Perigee suits.

WEI (SHE/HER)
Perigee Security Escort

C:35 I:30 W:3


Equipment: SMG (2d10, Gunshot), Stun Baton (1d5,
Blunt), Zippo, Elevator Release Keycard, Standard Battle
Dress (7AP).

Age: 26
Personality: Calm. Quick witted and cool under
pressure.
Drives: Protect & escort Lesperance to Disaster Relief
Site (p32). Prioritize his rescue in the face of disaster.
Angered by: Endangering or obstructing Lesperance
and other Perigee suits.

10
IMOGEN (SHE/HER)
Teamster

C:15 I:35 W:2


Equipment: Hand Welder (1d10, Bleeding), Multitool,
Standard Crew Attire (1AP).

Age: 29
Personality: Extremely passionate.
Drives: Check teamsters building a west-coast hotel
when disaster struck (p35). Get survivors to the Disaster
Relief Site (p32).
Angered by: Prioritizing Suits. Not following an agreed
upon plan.

RANUL (HE/HIM)
Teamster

C:15 I:35 W:2


Equipment: Pen Knife, Calculator Watch, Standard
Crew Attire (1AP).

Age: 32
Personality: Extremely resourceful. Finds their own
way. Perpetually makes pop culture/current events
references.
Drives: Check teamsters building a west-coast hotel
when disaster struck (p35). Get survivors to the Disaster
Relief Site (p32).
Angered by: Suits. Corporate culture.

ALBRECHT (HE/HIM)
Teamster

C:15 I:35 W:2


Equipment: Cigarettes, Deck of Playing Cards, Standard
Crew Attire (1AP).

Age: 48
Personality: Just here for a paycheck. Prefers to find
their own way. Relaxed.
Drives: Check teamsters building a west-coast hotel
when disaster struck (p35).
Angered by: Almost nothing.

11
CLARITY (SHE/HER)
Medical Android

C:15 I:35 W:3


Equipment: Bioscanner (“Seems broken”), Chemlights
(5), Medscanner, Pain Pills (5), Scrubs (1AP).

Age: N/A
Personality: Pragmatic professionalism masked by
inexhaustible gentleness. Logic malfunction due to
water damage - incapable of recognizing when someone
has died. Ignores data that contradicts her delusion.
Drives: Save as many lives as possible, at any cost.
Angered by: Questioning accuracy of her diagnoses.

DR. SAMANTHA BRODY (THEY/THEM)


Geologist

C:15 I:35 W:2


Equipment: Shovel, Binoculars, Paracord (100m), First
Aid Kit, Torn Lab Coat (1AP).

Age: 34
Personality: Apocalyptically stressed. Extremely short
temper.
Drives: Investigate tectonic activity. Check pylons for
damage.
Angered by: People prioritizing caution and reaching
consensus over immediate action.

BHASKAR (SHE/HER)
Head of Security

C:40 I:45 W:2


Equipment: Revolver (1d10, Gunshot), Handheld
Shortwave Radio, Body Cam, Meridian Geodetic Survey
Map, Standard Battle Dress (7AP).

Age: 61
Personality: Make jokes, especially when stressed.
Drives: Locate and save Perigee suits.
Angered by: Not prioritizing safety of Perigee Suits.

12
TOSHIREN (HE/HIM)
Teamster

C:15 I:35 W:2


Equipment: Toolbelt (w/ Assorted Tools), Notebook
Filled with Poems, Standard Crew Attire (1AP).
Age: 41
Personality: Conspiratorial: ‘Current disaster is a social
experiment broadcasted over tight-band channels!’
Takes extreme measures to prove nobody is in actual
danger.
Drives: Jury rig radio to contact disaster recovery unit.
Once rescued, attempt to contact any offworld ship.
Equipment confiscated by Perigee if plan is discovered.
Angered by: Sheeple.

NHUNG (SHE/HER)
Teamster

C:15 I:35 W:2


Equipment: Electronic Tool Set, Weighted Dice,
Standard Crew Attire (1AP).
Age: 19
Personality: Friendly, chatty. Intimately familiar with
southern part of island. Disastrous gambling addict.
Suffering internet withdrawal.
Drives: Qualifying for Perigee’s College of Electrical
Engineering. Assist in building hidden escape ship
(p30).
Angered by: Losing bets. Missing betting opportunities.
People who just talk about themselves.

DR. MARGULIS (THEY/THEM)


Marine Biologist

C:15 I:40 W:2


Equipment: Medscanner, Locket (Photo of Parents),
Sample Collection Kit, Lab Coat (1AP).

Age: 58
Personality: Direct. Terrible at lying.
Drives: Collect samples & study Meridian’s oceanic life.
Descend in a dive bell to study the ocean floor.
Angered by: Complaining, drama, disrespect for
marine life.

13
14
PROLOGUE: TETHERED
Newly recruited workers (including PCs) enter the space
elevator down to Meridian.

15
NOTE TO WARDENS
NPCs present: Cormac, Wei, Lesperance, Imogen, Ranul, and Albrecht - p10.

The space elevator consists of six capsules (A-F), each with several cabins
for passengers to reside in. All NPCs are present in the same capsule (A)
as the PCs. Once the elevator is in motion, the only way to cross from one
capsule to another is via spacewalk along the exterior scaffolding.

As PCs enter their capsule, an android attendant babbles a safety briefing


(see pamphlet), noting where emergency vacsuits are located, pointing to not-
yet-installed safety features, and pantomiming crash-positions. There are three
crucial safety features:
1. Emergency brakes (see above): Automatically engage when the elevator
exceeds a speed threshold. Remain locked until the elevator’s speed falls
below the threshold.
2. Escape Pod (see capsule, p17): Each capsule has a single escape pod,
with capacity for PCs +1.
3. Capsule Atmospheric Re-entry Package: Individual Capsules can
be ejected in the event of a catastrophic emergency, each containing
retrorockets, drogue parachutes, and heat shields to allow for a “safe”
ocean landing.

16
After stowing luggage and listening to the safety briefing, the space lift
begins its slow descent. Passengers pass the time by chatting, eating,
looking through viewports, and listening to the surface radio broadcast
weather forecasts and pleasant tunes. Descent is expected to take 6 days.

Elevator halts one day into descent. Android attendant warns of heightened
seismic activity on the surface, descent paused until it passes. “Will resume
descent in 1-2 days.”
1. First shake: Audible vibrations run up the cable. Metallic groaning echoes
through the capsule. Fear Save.
2. Second shake: Sudden jerk as cables screech. Loose luggage, android
thrown around cabin. 1d10 damage if not buckled in. +1 Stress, Panic Check.
3. Third shake: A passenger peering up through a viewport cries that the orbital
station is falling apart. Deafening crack, gravity lurches, elevator suddenly
drops into freefall.

Start a 30 minute timer


1. After 10 minutes: Flaming metal rains down like meteors, tearing Capsule
A open, exposing it to the vacuum. Worthless for re-entry.
• Debris from Capsule A destroys Capsule F.
2. After 20 minutes: Capsules B, C, D are destroyed, throwing the elevator
wheel off-balance. Passengers in Capsule A are thrown around: +1 Stress,
Body Save to avoid 2d10 dmg.
• Capsules ejected after this point have a 40% chance to collide with the
elevator cable, inflicting 1 Wound to everyone aboard. Escape pods can
still be ejected safely.
3. After 30 minutes: The elevator is torn to pieces. Everyone on board dies
screaming.

17
SURVIVING THE DROP
There are two ways to reach Meridian’s surface safely:

The escape pod


• Cormac and Wei will immediately escort Lesperance to the escape pod.
• Will fire at anyone who attempts to obstruct their escape.

Drop the capsule


• See safety pamphlet.
• Magnetic clamp holds the capsule securely to the elevator frame.
• Requires a keycard to release - possessed by Cormac and Wei.
• Secret: Providing an electric pulse to the exterior clamp disengages the
capsule from the frame. Exposed frayed wiring with damaged insulation
hints at this.

IF PCs DON’T MAKE IT


Roll new PCs as survivors of the earthquake on Harbor Blue, recovering
at the Disaster Relief Site (p32). Everyone starts with +4 Stress and 1d10
damage.
Newly created PCs watch the elevator structure slowly disintegrate
overhead as it enters Meridian’s atmosphere. Flaming debris rains into the
surrounding ocean.

18
ACT I: CALENTURE
4+1d5 Days East of Harbor Blue

19
SPLASHDOWN
Surviving escape pods and capsules plummet into Meridian’s rough seas.
• A super-hurricane blankets the sky in a heavy cloak of tumultuous
clouds as it recedes to the North.
• To the south, a gloomy sun peers through the cloud cover as it sets over
the horizon.
• Torrents of icy rain and seaspray batter surfacing debris, making it
difficult to talk without swallowing sea-water.
• A cacophony of howling winds and falling debris make any attempt at
vocal communication difficult beyond Close Range.
• Furious seas render any attempt at navigation useless for the duration
of the first night. Any attempt at physical activity in open water without a
raft incurs a Fear Save.
• Rain and rough seas become manageable by sunrise, the new dawn
revealing a sapphire sky and emerald ocean in all directions.

SURVIVING THE ENDLESS OCEAN


Food and Starvation
• Marine life is inedible (sick, become dehydrated), fellow crew are not.
• Ocean water requires desalination prior to safe consumption. Any PCs
with Wilderness Survival can attempt to create a Solar Still, which can
produce up to 1 liter of potable water per day.
If a day passes without a PC eating or drinking, apply appropriate penalties:
• Dehydrated: Pounding headache, [-] on all Stat Checks.
• Undernourished: Stomach pains and fatigue, [-] on all Saves.
Escape Pods contain a compass, auto-inflating life raft, and a nautical chart
showing land (Harbour Blue) 5 days to the West. A supply cache holds 3
bottles of water and 1 brick of hardtack per passenger, enough to last 2 days.
Supplies and Navigation
Capsules contain no emergency nor navigational equipment. Passengers
must jury-rig, steal, and improvise rafts and resources in order to survive.
Luck will see PCs drift to Harbour Blue after 4+1d5 days, but each of the
following observations can cut travel time down by 1 day.
• PCs notice conspicuous wind shifts from day to night. PCs with Geology,
Planetology, or Physics recall that winds blow towards land during the
day; away from land at night.
• Any PCs with Astrogation or Piloting can infer cardinal directions while
navigating the ocean.
NPCs
• Cormac and Wei have Wilderness Survival skills, can jury-rig solar stills
to produce 1 liter of potable water/day. Warn against eating marine life.
• Ranul can jury-rig a sail that cuts travel time by 1 day. Insists on going
west northwest. Make landfall at the Welcoming Complex (p28).
• Imogen can fashion a makeshift shelter against dangerous weather.
Insists on going west. Make landfall at the Teamster Barracks (p29).
• Albrecht can reduce everyone’s stress by 1. Doesn’t care which direction.
• Lesperence insists the team craft oars. Votes with Imogen on direction.

20
WEATHER ENCOUNTERS
Roll on day start. Only one Weather Encounter can be in effect at any time

1-4: No Significant Weather (lasts 1 day).


• Cold nights: Without warmth (blanket, huddling together, etc), suffer +1
Stress from poor sleep.
5-7: Low Pressure System (lasts 3 days)
• PCs with Geology know a storm will hit in 3 days.
◊ Signs and symptoms:
• Day 1: Divergence aloft results in a thin layer of stratus clouds. Warmer
nights, cooler days. Red sky in the morning.
• Day 2: Fluffy cumulus clouds. Cold front. Temperature drops rapidly,
winds switch from southeastrly to northeasterly. Distant thunder is
barely audible above the waves.
• Day 3: Atmospheric instability. Cumulus clouds grow to titanic size.
Lightning flashes. Thunderstorm arrives by late afternoon, lasts until
morning. 20ft swells, crashing waves.
» 1d10 Thunderstorm hazards (Roll once per storm)
1-4: Hail (1d10 DMG every minute not under cover).
5-8: Downburst - extreme winds capsizes raft. Storm dies out
minutes later.
9: Lightning strikes surround the raft. 1 minute later, will strike
tallest object (including person) on raft. 1 Wound damage to
whatever it strikes. Panic Check.
0: Rogue wave. Destroys raft. Panic Check.
8-0: High Pressure System (lasts 3 days)
◊ Signs and symptoms (effects are cumulative):
• Day 1: Clear skies. Winds start and stop randomly. Temperature rises
rapidly at sunrise, falls rapidly at sunset.
• Day 2: Hot, dry air. Skin cracks, noses bleed. Extremely hot days,
extremely cold nights. Rate of dehydration doubles. If body heat is
not maintained at night, make a Body Save or die. Automatically fail
rest checks, suffer 1d10 Stress every night.
• Day 3: Doldrums. No wind. Sails are useless. Lasts until morning.

21
1d10 OCEAN ENCOUNTERS
1-2: Pleustonic Razorsheet (2d10, Bleeding)
• Large but exceptionally thin organism.
Resembles a wide crystalline net roughly
100 meters (330 feet) in diameter.
• Floats on the surface of the water,
conforming to swells. Glitters in the
sunlight.
• Razor sharp edges, capable of inflicting
deep lacerations that require immediate
medical attention.
• Gooey tendrils of sea matter accumulate
over time, pulling the creature below the
ocean’s surface, creating a hidden hazard
for thin crafts and swimmers.
3-4: Cyst-Wing (C:- I:80 W:2)
• Taut membranous wings, 3 meters (9 feet)
wingspan.
• A battery of intricate sensory receptors.
Body cavity filled by a single coiling organ,
containing an unbroken chain of Signal
Cysts (p63).
• Glides on thermal updrafts for days, then
descends and emits a call that attracts a
Mock Rorqual.
• When enclosed in the Mock Rorqual’s jelly
bulbs, excretes Signal Cysts before being
spat out again.
5-6: Mock Rorqual (Breach: 1 Wound, Blunt)
• Roughly 45 meters (150 feet) long, 200
tons.
• Cephalon is spherical and covered in thick
armored plates that terminate in a slender,
translucent tail.
• Breaches without warning, leaping into the
air. At the apex of the jump, its cephalon
opens and releases 1d5 Cyst-Wings.
Crashes into the ocean, creating huge
waves and sudden downpour that flood the
raft.
• When witnessed, Fear Save or gain +2
Stress.
• Speed Check to prevent capsize.
7-8: Floating patch of charred debris from
station. Dangerous tangle of wire and steel.
9-0: Floating nautical chart from an escape pod
• Indicates Harbour Blue to the west.
• Reduces travel time by one day.

22
ACT II: DISASTER ZONE
Harbor Blue

23
ARRIVAL AT HARBOR BLUE
The first sign of land appears by late-morning - an outline of buildings
protrude from the murky ocean. On approach, PCs see that the seawall has
visibly collapsed, causing widespread flooding along the shore. A ring of
debris and bodies cling to the shore.
• Gray patterned fill on the map represents this flooding. The earthquake
has caused Harbor Blue to tilt. Flooding at 2 - Teamster Barracks is 24
meters (80 feet) deep, while the flooding at 9 - Operations Harbor is
only 6 meters (20) feet deep.

PCs find the island in a state of disaster, with several NPCs and situations
demanding immediate attention. This section is meant to overwhelm PCs -
they cannot help or please everyone, and will need to prioritize and accept
consequences accordingly. When a specified amount of time has elapsed,
all situations will resolve themselves according to PC action (or non-action).

24
SCENIC HARBOR BLUE
1. Welcoming Complex (p28)
A multi-building complex mostly submerged in floodwaters, leaving only a
few areas accessible. Consists of:
• VIP Apartments
• Bunkers
• Space Elevator Anchor Station
• Visitor Center

2. Teamster Barracks (p29)


Beneath the waves, the roof of a dormitory can be seen.

3. Observatory (p30)
Large spherical structure with multiple auxiliary buildings. Telescope has
collapsed into the ceiling.

4. Terraforming HQ (p31)
Crushed by a mudslide, the remains have pooled across the area.

5. Disaster Relief Site (p32)


Impromptu encampment of DRASH tents, salvaged vehicles, and masses of
survivors sleeping on the ground. Consists of:
• Survivor Camp
• Command Tent

6. Forestry Station (p33)


A smattering of synth-wood and aluminum litters the mountainside; the
remains of a station that once watched for forest fires.

7. Bay Resort (p34)


Splintered synth-wood from shattered cabins, mixed with broken bodies in
the white sand. Flooded ruins of restaurants and hotel complexes carpet
what used to be a beach.

8. Cliffside Hotels (p35)


Several buildings sit at the base of a partially-collapsed cliff (300 meters/1000
feet high). Limp limbs protrude from the rubble.

9. Operations Harbor (p36)


The shore has tilted upwards, leaving eight Diving Bell cranes dangling over
a 100 meter (330 feet) cliff.

25
ISLAND CRAWL PROCEDURES
Wardens can choose one of two areas for PCs to make landfall if no NPCs
are with the group:
• For self-starters and motivated PCs: the Welcoming Complex puts
them in the midst of conflict and tragedy.
• For PCs who need assignments/structure: the Teamster Barracks
puts them in sight of the Disaster Relief and Coordination Site, where
Bhaskar will give them orders.
Regardless of where PCs make landfall, they quickly find the following
equipment:
• Handheld shortwave radio, capable of autoscanning channels. Small
hand crank ensures it can always be recharged.
• Manportable desalinator (handcranked, damaged). Uses electrolysis
to desalinate & decontaminate 1 liter of ocean water. Damaged (electric
shock); 1d10 DMG whenever the crank is turned.
Method 1: On Point
A simplified method for tracking PC progress across the island.
• It takes approximately 1 hour to travel between locations.
• There are consequences to bypassing some locations. Refer to “Bypass”
under each section to see what occurs if PCs avoid the location or
refuse to help.
• After visiting 5 locations, PCs are rounded up by Perigee security and
drafted into the diving teams. If PCs attempt to resist, security will
treat them as threats and use lethal force.
Method 2: Countdown to Collapse
An alternative crawl procedure for a more time-intensive exploration and
for experienced players and Wardens.

Count in-game hours rather than number of locations visited (taking


approximately 1 hour to travel between locations). Failing rolls attempting to
repair or rescue still result in success, but take 30-120 minutes longer than
expected depending on task complexity. Each hour, consult the Timeline
and trigger appropriate events. Ignore “Bypass” under each section.
Timeline
• 0 hrs: Players make landfall on Harbor Blue.
• 5 hrs: Security team collects the players if they’re near the DRASH site.
• 11 hrs: VIP Apartments collapse.
• 12 hrs: Suits in the Bunker kill each other to save on air.
• 13 hrs: Teamsters in the Barracks kill each other. 1d10 Teamsters left.
• 13 hrs: The Mock Rorqual in the Visitor Center dies.
• 14 hrs: Sole survivor in the Bunker rescued by security.
• 14 hrs: Dr. Margulis dies of their injuries.
• 15 hrs: Toshiren dies of thirst.
• 15 hrs: The last surviving teamsters in the Barracks suffocate.
• 16 hrs: Nhung’s faction faces off with security at the Observatory.
• 16 hrs: The Xenobiology Lab collapses.
• 16 hrs: PCs are rounded up by Perigee security and drafted into the
diving teams. If PCs attempt to resist, security will treat them as threats
and use lethal force.

26
RUMORS AND HEARSAY
Broadcasts and chatter hint at emergencies and opportunities occurring
elsewhere. Generously pepper this information throughout locations PCs
explore to inform their decisions on where to go next.
Radio Broadcasts
• “My name is Toshiren. I’m stranded at the elevator’s anchor point. If you
hear this, please help me! I don’t know how long my drinking water will
last. I’ll repeat this message in 15 minutes.”
• “S.O.S.! 32 of us are stuck inside the barracks. Our air is running out fast.
Within a few hours, we’ll have to draw lots and see who gives up their air
for the others. Save us from this fate!”
• “Attention, all Perigee employees. This is the Security Department
speaking. We have established a safe area in Sector C4. We have supplies
and medical services available. Please regroup with us immediately.”
Teamster Rumors
• “Word is that security is trying to get to the diving bells to check out
how badly the island’s supports were damaged.”
• “One of my buddies is holed up in the barracks with like 30 other people.
Fuck, man, I don’t know how long their air will last.”
• “One of the geologists is out in the foothills, digging at a landslide with
a shovel and calling for someone. I think we’re all starting to go crazy
here.”
• “The hotel complex got fucked up real bad. It’s only a matter of time
before it comes down. If there are still survivors in there…”
Security Rumors
• “I heard some teamsters somewhere in the north are hoarding resources
to fix up a shuttle. The bastards want to leave all of us for dead.”
• “A friend who serves near Bhaskar told me she’s gearing up for an
expedition to bust out the management from a bunker under the VIP
area.”
• “I wouldn’t go near the visitor center if I were you. I was there. There’s
some big ugly beast in there, thrashing around and throwing debris all
over the place.”

27
1. WELCOMING AREA
A multi-building complex mostly submerged in floodwaters, leaving only a
few areas accessible.
VIP Apartments
• Luxurious residential building, elegant architecture evoking a whale
skeleton. Entirely submerged but for a sleek tower raising the Perigee
logo above the stagnant floodwater.
• Inside the tower is Clarity (p12), a medical android. Has dragged the
corpses of several drowned VIPs up from the flooded floors. Has direct
access to the biometrics of all key personnel on the island.
• Bypass: Building collapses, burying everything inside in a mountain of
rubble. Clarity’s chittering head can still be salvaged from the wreck.
Bunkers
• Airtight shelters filled with Perigee Suits. Their pleas for help are
heard over shortwave radio, occasionally demanding that competing
broadcasts go off air.
• Bypass: Suits saved by Bhaskar (p12) in a miniature sub.
Space Elevator Anchor Station
• Decimated by the space elevator’s collapse. Jagged tips of shattered
buildings jut out from the flood water: Hazardous for Life rafts, dangling
wires and ropes.
• Toshiren, bleeding badly and low on supplies, survives in a foundered
yacht. Has salvaged the station to jury rig a radio and broadcasts a
looping distress signal.
• Bypass: Toshiren (p13) dies. Radio keeps broadcasting for several days.
Visitor Center
• Shattered geodesic glass dome protrudes from the waters. Corpses float
under welcome banners. Dying Mock Rorqual visibly trapped within, its
attempts to break free repeatedly impaling it on jutting steel beams.
Every spasm sends debris flying. Speed Check to avoid or 1d10 DMG.
• Bypass: Mock Rorqual dies. Body liquefies, turns water inside dome
lethally acidic, melting flesh and raft alike.
Loot Table
Mock Rorqual
0-2: Soggy, salty food.
• Roughly 45 meters (150 feet)
3-5: Bandages in unsealed,
long, 200 tons.
sterile wrap.
• Cephalon is spherical and
6-7: Bottle of fine Scotch.
covered in thick armored
8-9: Waterproof camera.
plates, terminates in slender,
translucent tail.

Connects to...
2. Teamster Barracks: (p29)
• Cries for help broadcast on shortwave radio: teamsters stranded in an
airtight structure beneath the water, running out of air.
3. Observatory (p30):
• Cargo shuttle seen in the distance, surrounded by people either repairing
or salvaging the craft.

28
2. TEAMSTER BARRACKS
Beneath the waves, the roof of a dormitory can be seen.

• Resourceful teamsters reside in a self-built airtight chamber deep


inside - breaching this seal floods the shelter within a minute. Their
automated distress message loops over shortwave, occasionally heard
over Diving Bell radios (p41).
• Bypass: Teamsters suffocate. Shortwave distress call continues to
broadcast.
Loot Table
0-2: Soggy, salty food.
3-5: Cleaning supplies.
6-7: Coveralls (wet).
8-9: Tool belt w/ hammer, multi-head
screwdriver, adjustable wrench, empty
pouches.

Connects to...
1. Welcoming Complex (p28):
• Shortwave radio picks up two broadcasts pleading for help:
• Toshiren (p13), gravely injured on a yacht.
• Suits, trapped in underwater bunker.
5. Disaster Relief Site (p32):
• A makeshift camp visible in the distance, alive with activity. Some tents
marked with red crosses.
7. Bay Resort (p34):
• A Perigee Suit accompanied by security heads to the Disaster Relief Site.
Sees PCs, demands they volunteer to fetch Dr. Margulis (p13) from the
Bay Resort.

29
3. OBSERVATORY
Large spherical structure with multiple auxiliary buildings. Telescope has
collapsed into the ceiling.

• Nhung (p13): Aids 8 Teamsters in repairing a cargo shuttle capable of


escaping in Meridian’s gravity well.
• Bypass: 11 Perigee Security arrive, headed by Cormac and Wei (p10).
Demand priority seats for surviving Suits. Teamsters resist. Everyone
involved is killed in the ensuing shootout.
Loot Table
0-2: Coveralls (dry).
3-5: Cleaning supplies.
6-7: Tool belt w/ hammer, multi-head
screwdriver, adjustable wrench, empty
pouches.
8-9: Binoculars.

Connects to...
1. Welcoming Complex (p28):
• Shortwave radio picks up two broadcasts pleading for help:
• Toshiren (p13), gravely injured on a yacht.
• Suits, trapped in underwater bunker.
4. Terraforming HQ (p31):
• Mudslide and destroyed buildings below. A lone survivor picking through
the rubble.
9. Operations Harbor (p36):
• Diving bells sway gently from cranes. Morse SOS occasionally bursts over
shortwave.

30
4. TERRAFORMING HQ
Crushed by a mudslide, the remains have pooled across the area.

• Samantha Brody (p12) digs through mud, shouting for Isaac (chief
engineer, crushed under the mudslide). An expert in underwater
engineering and mountain valley construction, Samantha will not leave
until they find Isaac or see irrefutable proof that they are dead.
• An Autonomous Landscaping Unit (ALU) lies half buried in mud. A
massive, lumbering tracked vehicle the size of a house, with a digging
and trenching tool mounted on the front. Can be exhumed by collective
effort of 5 people, and repaired by anyone with Industrial Equipment,
Mechanical Repair, or Engineering skills.
• Bypass: Samantha Brody remains searching for Isaac.
Loot Table
0-2: Pocket multitool.
3-5: Shovel.
6-7: Sledgehammer.
8-9: Coveralls (dry).

Connects to...
3. Observatory (p30):
• Cargo shuttle seen in the distance, surrounded by people either repairing
or salvaging the craft.
5. Disaster Relief Site (p32):
• A makeshift camp visible in the distance, alive with activity. Some tents
marked with red crosses.
6. Forestry Station (p33):
• Collapsed tower on a mountain-top. A good vantage point, but a difficult
climb.
9. Operations Harbor (p36):
• Diving bells sway gently from cranes. Morse SOS occasionally bursts over
shortwave.

31
5. DISASTER RELIEF COORDINATION SITE
Impromptu encampment of DRASH tents, salvaged vehicles, masses
of survivors sleeping on the ground. Wounded, maimed and dying are
everywhere. Exhausted doctors save those they can. Perigee Security Forces
bark orders as they shuffle around throngs of survivors.

Survivor Camp
• Medical supplies, food, water, rest available. Rest recovers 1d5 Stress.
• Security patrols return with more survivors every few hours.
• If he used the escape pod, Lesperance (p10) is resting in a two-person
recovery tent.
Command Tent
• Large DRASH tent with a conspicuous comms antenna. Surrounded by
security encampments.
• Bhaskar (p12) holds court here, surrounded by maps of the island,
salvaged crates of guns, and a Short-Range Comms transceiver.
• Once PCs have rested, Security will escort them into a meeting with
Bhaskar, who strongly insists that all able-bodied survivors assist with
emergency operations. Priority operations are:
• Rescue operations. Priority areas: VIP Apartments (p28), Cliffside
Hotels (p34), Bay Resort (p35).
• Retrieve miniature subs from the Bay Resort. Land them near the
Teamster Barracks (p29) for security to commandeer vehicles.
• Escort engineers to Operations Harbor (p36) and assist in repairing
Diving Bell Deployment Systems.
◊ If PCs accept, they will gain the following for the duration of the mission:
• Escort of 6 armed security personnel. Obey PCs if orders further
the mission given by Bhaskar (or PCs convince them it does). Will
subdue PCs if they work against Bhaskar’s plans or endanger suits.
• Short-Range Comms, tuned to Perigee’s security channel. Can be
used to contact Bhaskar (angered if contacted over small issues).
• Man-portable raft with a light-weight trolling motor. Can be carried
by two people.
◊ If PCs refuse, they are tasked with helping around the camp. If PCs
refuse to help, they are allowed to rest under armed supervision.
Loot Table
0-2: Sterile medical supplies.
3-5: MRE.
6-7: Bottle of water.
8-9: Dry clothes.

Connects to...
2. Teamster Barracks (p29):
• Cries for help broadcast on shortwave radio: teamsters stranded in an
airtight structure beneath the water, running out of air.
4. Terraforming HQ (p31):
• Mudslide, destroyed buildings below. Lone survivor picking through rubble.
6. Forestry Station (p33):
• Collapsed tower on a mountaintop. Good vantage point, but difficult climb.

32
6. FORESTRY STATION
A smattering of synth-wood and aluminum litters the mountainside; the
remains of a station that once watched for forest fires.

From this altitude, most of the island is visible below. A four-seater golfcart
is here (cannot overcome difficult terrain).
• Welcoming Complex (p28)
• Anchor Station: The pure white hull of an undamaged yacht gleams
in the middle of a flooded wreckage field.
• Visitor Center: A single, opaque blue fin sometimes rises out of the
collapsed dome, then crashes back down.
• Observatory (p30): Occasional flares of arc-welder light, especially
visible at night.
• Terraforming HQ (p31): Huge vehicle submerged in the mud next to
the complex’s ruins.
• Disaster Relief Site (p32): A makeshift camp can be seen in the
distance, alive with activity. Some tents are marked with red crosses.
• Bay Resort (p34): A single human silhouette makes rounds between
the waterline and the shattered buildings on the beach.
• Cliffside Hotels (p35): Smoldering ruins lay near the base of a cliff.
• Operations Harbor (p36): Diving bells sway gently from cranes.
Loot Table
0-2: Pocket multitool.
3-5: Shovel.
6-7: MRE.
8-9: Binoculars.

Connects to...
4. Terraforming HQ (p31):
• Mudslide, destroyed buildings below. A lone survivor picking through the
rubble.
5. Disaster Relief Site (p32):
• A makeshift camp visible in the distance, alive with activity. Some tents
marked with red crosses.
7. Bay Resort (p34)
• A Perigee Suit accompanied by security heads to the Disaster Relief Site.
Sees PCs, demands they volunteer to fetch Dr. Margulis from the Bay Resort.
8. Cliffside Hotels (p35):
• Smoldering ruins sit below a cliff. Survivors try to pull others from the muck.

33
7. BAY RESORT
Splintered synth-wood from shattered cabins, mixed with broken bodies in
the white sand. Flooded ruins of restaurants and hotel complexes carpet what
used to be a beach.

• A Xenobiology Lab barely remains standing, about to collapse. Dr.


Margulis’ (p13) workplace.
• Three untethered miniature subs float nearby, alongside kayaks, jet
skis, hydrocycles and assorted floating debris. They contain SCUBA gear
and can each carry 4 people.
• A four-seater golfcart is here (cannot overcome difficult terrain).
• Dr. Margulis retrieves data disks and bio-samples from the lab and
stockpiles them into one of the submersibles. Grievously injured, but
insists on saving as much as they can.
• Bypass: The lab collapses, crushing Dr. Margulis.
Loot Table
0-2: Soggy, salty food.
3-5: Beer.
6-7: All-water bike.
8-9: Giant sun umbrella.

Connects to...
2. Teamster Barracks (p29):
• Cries for help broadcast on shortwave radio: teamsters stranded in an
airtight structure beneath the water, running out of air.
6. Forestry Station (p33):
• Collapsed tower on a mountain-top. A good vantage point, but a difficult
climb.
8. Cliffside Hotels (p35):
• Smoldering ruins sit below a cliff. Survivors try to pull others from the muck.

34
8. CLIFFSIDE HOTELS
Several buildings sit at the base of a partially-collapsed cliff (300 meters/1000
feet high). Limp limbs protrude from the rubble.

• If PCs arrive from Forestry Station: The cliff collapses under them.
PCs make a Speed Check - On failure: PCs are left dangling from the
side of the cliff, barely holding on. Ground continues to crumble slowly.
• If PCs arrive from Bay Resort or Operative Harbor: The cliff above
collapses in a hail of debris. PCs make a Speed Check - On failure: PCs
uninjured, but trapped beneath rubble.
• Bypass: Imogen, Ranul, and Albrecht (p10) save several of their
friends, but Imogen dies under a collapsing building.
Loot Table
0-2: Soggy, salty food.
3-5: Beer.
6-7: Pool noodle.
8-9: Bottle of sleeping pills.

Connects to...
6. Forestry Station (p33):
• Collapsed tower on a mountain-top. A good vantage point, but a difficult
climb.
7. Bay Resort (p34)
• A Perigee Suit accompanied by security heads to the Disaster Relief Site.
Sees PCs, demands they volunteer to fetch Dr. Margulis from the Bay Resort.
9. Operations Harbor (p36):
• Diving bells sway gently from cranes. Morse SOS occasionally bursts over
shortwave.

35
9. OPERATIONS HARBOR
The shore has tilted upwards, leaving eight Diving Bell cranes dangling over
a 100 meter (330 feet) cliff.

• Cranes are abandoned, some visibly damaged or occupied by deceased


operators.
• Three diving bells still hold survivors. Cranes must be manually
operated to lower the bells and save those inside.
• Bypass: Cranes and bells collapse into the ocean, killing survivors.
Loot Table
0-2: Coveralls (dry).
3-5: Pneumatic rivet gun w/25 rivets
(if used as weapon: hand-to-hand,
Pierce Wound).
6-7: Tool belt w/ hammer, multi-
head screwdriver, adjustable wrench,
pouches full of rivets.
8-9: Multimeter.

Connects to...
3. Observatory (p30):
• Cargo shuttle seen in the distance, surrounded by people either repairing
or salvaging the craft.
4. Terraforming HQ (p31):
• Mudslide, destroyed buildings below. Lone survivor picking through rubble.
8. Cliffside Hotels (p35):
• Smoldering ruins sit below a cliff. Survivors try to pull others from the muck.

36
ACT III: CATABASIS
The descent begins...

37
ISLAND DEPARTURE
Diving teams are tasked with braving treacherous depths, anomalous marine
life, and equipment malfunctions in order to reach the ocean floor. They are
not alone - other repair teams flounder, prompting PCs to choose between
focusing on their own perilous work or aiding those desperately in
need.

PCs are escorted to Bay Resort (p34), board the Perigee Science
Vessel Beagle, and depart for off-shore waters on the eastern side of the
island. En route, PCs receive their briefing from an exhausted engineer:
• Underwater drones reveal that earthquakes and flooding have
destabilized the island.
• Support pylons are severely damaged. Further damage will collapse
the entire island.
• Descend to the ocean bed and examine pylon foundations for
weaknesses.
• Report any findings to the PSV Beagle for further instruction.
• Assist fellow diving teams during their descent.
Once the Beagle arrives, PCs are provided Crush Suits and herded into a
Diving Bell that drops them into the ocean.
• PC’s Diving Bell designation is Team 1.
If the following NPCs are still alive:
• Imogen’s Diving Bell designation is Team 6.
• Toshiren’s Diving Bell designation is Team 9.
• Ranul’s Diving Bell designation is Team 13.
The Diving Bell can drop through the water at considerable speeds. Assume
1 hour travel time from one zone to another. Any high speed collision is an
automatic Malfunction (see next page).

ENCOUNTERS
Most zones will have a set encounter that triggers the first time PCs
enter. When revisiting a zone, or if there is no set encounter for that zone
or you want to increase the zone’s challenge, roll on that zone’s Encounter
Table. Roll multiple times if you want to apply pressure to the PCs.

LASER CUTTER RISKS


If fired underwater, Laser Cutter instantly evaporates all water in
its path. Shockwaves ripple as water rushes in to fill the void - potentially
catastrophic in high pressure environments. Immediately roll on the Crush
Suit Malfunction Table (p43) if anyone fires a Laser Cutter underwater.

38
STRAIN AND MALFUNCTIONS
While descending, PCs make use of Crush Suits and a Diving Bell.
Strain tracks the mechanical integrity of these systems. When something
suffers Strain for any reason, refer to the current location’s Pressure value to
see exactly how much Strain is accumulated.

Examples of situations that inflict strain:


• Collision with a hard object.
• Lifting, dragging, or pushing heavy objects.
• Fighting strong currents.
• Assault by wildlife.
When a PC in a Crush Suit attempts a Crisis Check, they suffer 1 Strain for
each failed roll, even if rerolled.

If accumulated Strain equals or exceeds its Strain Threshold, clear


all Strain and the object suffers a Malfunction - roll on the appropriate
Malfunction Table (Bell: p41, Suit: p43) to see what happens. If an object’s
total Malfunctions equal or exceed its Malfunction Threshold, it is destroyed.

Examples of other situations that inflict Malfunctions:


• High speed collisions.
• Flung with force against hard objects.
• Yanked hard by the Umbilical cable.
• Powerful electric shocks.
• Powerful strikes from large wildlife.

Repairing Strain
Crush Suit and Diving Bell Strain can be removed with Repair Kits, each
repairing 1d5 Strain after an hour of maintenance. A successful Intellect
(Mechanical Repair) Check allows the Repair Kit to be reused, otherwise it
is expended.
Repairing Malfunctions
1. Consult the associated Malfunctions Table (Bell: p41, Suit: p43).
• External repair requires the Operator to exit the Bell. Crush Suit takes
30 minutes to put on unassisted.
• Can partially dress (no helmet or arms attached) for fast exit from
bell (5 min). Fatal in The Abyss and deeper.
• While the Diving Bell is vacant, the umbilical stops functioning. Divers
must rely on emergency air reserves.
2. A critical success while using a Repair Kit: Repairs all Strain to the
latest Malfunction, repairs the Malfunction, and preserves the Repair Kit.
3. Returning to the PSV Beagle: Any damaged Crush Suits can be swapped
out for fresh units.
• If PCs saved personnel at location 9 (Operations Harbor, p36)
during the Island Crawl, there is a fresh Diving Bell available as well.

39
Ascent/Descent
Flywheel Stabilizers
Cable Housing

Moonpool
(Entry/Exit)

Strain Threshold: 30 Malfunction Threshold: 5

40
THE DIVING BELL
Aquatic transport structure intended to operate “at pressure” during
deep water dives. Travels vertically via industrial cable affixed to PSV Beagle.
• Regulates breathing gasses, temperature, and hydration to crush suits.
• Sole means of communication between the depths and the Beagle.
• Stocked with 5 Repair Kits for removing Crush Suit Strain.
During descent, requires one PC take the role of Operator and remain inside
the Diving Bell at all times. Their responsibilities are:
• Monitor progress and vital signs of teammates.
• Supervise teammate movement (visibility severely limited for divers).
• Manage umbilical slack (too little, diver can’t move; too much, umbilical
becomes tangled on something or someone).
• Coordinate operations with the surface, relay instructions to teammates.
◊ May initiate emergency ascent or emergency descent, which rapidly
shifts the diving bell 10 meters (~30 feet) up or down. When initiated,
do the following:
1. Divers in the water suffer 1d10+Pressure, then roll on Crush Suit
Malfunctions Table (p41).
2. Divers in the way are struck, rolling on the Crush Suit Malfunctions
Table.
3. Roll on the Diving Bell Malfunctions Table.

DIVING BELL MALFUNCTIONS TABLE


A copy of this table is included on the last page for quick reference.
1-2: Flywheel stabilizers damaged, Bell tumbles.
• Operator suffers d10 damage, Divers suffer Strain every 5 minutes.
• External repair required: Crisis 2 Intellect Check (Industrial
Equipment).
3-4: Hull breach. Bell entirely flooded in 1 hour, death from hypothermia in
30 minutes.
• Repair: Crisis 2 Speed Check (Mechanical Repair).
5-6: Local comms glitch. No communication between the Bell and Divers
until repaired.
• Repair: Intellect Check (Rimwise, Military Training). Failure: Radio is
usable, but interference likely. Occassionally role to re-tune freq. 0-4,
freq is found. 5-9, failure: +2 Stress for all PCs except Marines.
7-8: Ascent/descent cable snaps, backup cable in effect but under strain.
• Roll 1d10 every time the Bell transitions between Zones.
• On a 1, the backup cable snaps and the Bell falls to the ocean floor,
dragging the Divers with it.
• Roll 3 times on the Diving Bell Malfunctions table (rerolling this
result) when the Bell finally crashes onto the Ice-VII Layer (pxx).
• External repair required: Intellect Check (Indusrial Equipment or [-]).
Failure: Shoddy repair job. Next time this result is rolled, irreparable.
9-0: Transformer breaks, limited power available. Irreparable.
• Crush Suits can only power TWO of the following: Lights, Radio, Heat
- Operator decides, and can change as needed.

41
Emergency
Camera Spotlight
Air (1 hr)

Turbine
Propulsion
Unit

Rigging Gun
Hand Welder
(100m wire)

Strength: +20 Strain Threshold: 25


Intellect: -5 Malfunction Threshold: 4
Speed: [-] Heavy Machinery,
Combat: +5 Piloting, Zero-G

42
CRUSH SUIT MALFUNCTIONS TABLE
A copy of this table is included on the last page for quick reference.
1. No effect. The suit seems stable for now.
2. Hydraulics seize up, preventing movement. Panic Check.
• Repair: None - lasts 1d5 minutes.
3. Headlights die, plunging you into absolute darkness. Panic Check.
• Repair: Intellect Check. Failure: Lights constantly flicker - highly
annoying. +1 Stress to PC.
4. Radio broken. Broadcast communication impossible.
• Repair: Intellect Check (Rimwise, Military Training). Failure: Radio
permanently broken. Marines can still communicate via arm signals.
Anyone’s guess if their teammates can decipher it.
5. Ballast tanks rupture. Slowly sink when drifting.
• Repair: Intellect Check (Engineering). Failure: Pass a Strength Check
or take [-] on all vertical movements.
6. Umbilical severed. Disconnected from the Diving Bell, must rely on
emergency air supply (1 hour).
• Repair: Intellect Check (Jury-Rigging) or cannabilize teammate’s
umbilical (-25 meter range).
7. Hydraulics go haywire. 3d10 Strain; random PC limb mangled, unusable.
• Repair: None - lasts 1d5 minutes (Suit). Medical attention required at
PSV Beagle (PC limb).
8. Spiderweb crack on faceplate. Panic Check. Any future Crush Suit
Malfunction results of 8+ kill instantly as the faceplate shatters.
• Repair: New Crush Suit required.
9. Internal heating broken. Hypothermia, unconsciousness in 1d10 minutes.
While unconscious, make a Body Save every minute or die.
• Repair: Crisis 3 Speed Check (Rimwise, Mechanical Repair).
10. Air leak. Suffocate in 2d10 minutes.
• Repair: Crisis 2 Speed Check (Jury-Rigging).
11. Seal cracked. Drown in 1d10 minutes.
• Repair: Crisis 2 Speed Check (Jury-Rigging).
12. Compounding malfunctions. Roll twice on this table, ignoring Pressure.

43
THE PHOTIC ZONE
Depth: Surface - 200 meters

Pressure: +1 Strain
Sunbeams slice through cobalt water. Ethereal, crystalline lifeforms
shimmer all around. Endless dark waits below.
The aquatic environment remains forgiving. When rolling on the Crush
Suit Malfunction Table:
• Ignore any results relating to high pressure - gain 1 Stress instead.
• If Suit lights go out, silvery-blue sunbeams illuminate the haze.
• If heating goes out, neoprene wetsuit provides 5d10 minutes of
insulation before hypothermia sets in.
PSV Beagle report: “Seafloor appears to be moving, currently at a depth
of 10 km and rising rapidly!”
Photic Zone Encounter
Toshiren’s (p13) diving team reports the approach of a Mock Rorqual
(B) on collision course with their Diving Bell (A).
• Arrow on sonar depicts Rorqual‘s path.

Encounter sequence of events


1. NPC Divers scramble to return to the bell before it is recalled.
2. Mock Rorqual clips their Diving Bell, breaching its hull.
3. Diving Bell is recalled by the Beagle.
4. Toshiren’s umbilical snaps, stranding him on a support structure (C).
5. Beagle reports Mock Rorqual on collision course with PC diving bell.

If PCs do nothing: Mock Rorqual collides with PC Diving Bell. Roll on


the Diving Bell Malfunctions Table (p41).
• Moving the Diving Bell upwards safely avoids the Mock Rorqual.
• Moving the Diving Bell downwards results in the Mock Rorqual clipping
the Diving Bell cable. PCs inside the bell are thrown around and suffer
2d10 DMG. Those outside are dragged by their umbilicals, gaining
1d10+1 Strain.
• The Mock Rorqual is oblivious to any damage it sustains.
Regardless of the outcome, the Mock Rorqual proceeds to collide with and
damage a support pylon (not depicted on sonar).

44
Depth: 00.1 KM
1 square: 20 meters
A: Team 9 Diving Bell
B: Mock Rorqual trajectory
C: Toshiren

45
Photic Zone Encounters
...about to
d10/2 There are... d10/2 ...who are... d10/2
encounter...

Repairing
1 NPC Divers tethered to bell 1 1 Mock Rorqual
Bell

NPC Divers detached from Repairing Pleustonic


2 2 2
bell Pylons Razorsheet
Nethead and
3 NPC Bell sending SOS 3 Hunting Biont 3
Razorsheet
Rorqual
NPC Divers with no bell in
4 4 Panicking 4 followed by
sight
Nethead
NPC Divers helping
5 5 Disoriented 5 No Biont
another group

46
PHOTIC ZONE BIOTA

Pleustonic Razorsheet
Tangled: 2d10 Strain
• Large but exceptionally thin organism.
Resembles a wide crystalline net roughly
100 meters (330 feet) in diameter.
• Gooey tendrils of sea matter accumulate
over time, pulling the creature below the
ocean’s surface, a hidden hazard for
Diving Bells and Divers.
• Easy to become ensnared.

Mock Rorqual
Collision: 1 Malfunction
• Roughly 45 meters (150 feet) long, 200
tons.
• Cephalon is spherical and covered in
thick armored plates that terminate in a
slender, translucent tail.
• Excretes Signal Cysts (p63) that sink
into the abyss. Never dives down.
• Insensate, crashes through anything in
its way without even noticing it’s there.

Nethead
C:30 I:25 W:2(10)
Spines: 1d10 Strain
• A jelly-like creature sporting a large
fan-shaped net on its head, held taut by
crystalline spines.
• Net is used to collect gooey tendrils
generated by the Pleustonic Razorsheet.
After gathering pustules, the Nethead
dives to greater depths, vanishing.
• Interrupting or otherwise attempting to
stop the Nethead from gathering tendrils
causes the creature to emit a shrill alarm,
attracting 1d10*10 nearby Netheads.

47
THE TWILIGHT ZONE
Depth: 200 meters - 1 km

Pressure: +2 Strain
Midnight blue all around. A steady fall of marine snow glitters in floodlights -
crystal shards, chunks of jelly, flashing, bioluminescent cysts.
PSV Beagle report: “The seafloor is rapidly approaching your location,
contact imminent!”
Twilight Zone Encounter
An immense swarm of Megavesicles (appearing as the approaching
“seafloor” - A, cloud on sonar) engulf all local diving bell teams, ejecting a
wide cloud of obscuring biowaste slurry before returning to the depths. After
a few moments, 1d10*10 Mucus Palaces emerge from the darkness. If Dr.
Margulis (p13) is present with the PCs, they (somewhat accurately) explain
the function of Mucus Palaces based on their observations.

Encounter sequence of events


1. Mucus Palaces cast out sticky webs to capture and dissolve hunks of
biowaste inside large, translucent sacs. Give PCs chance to react.
2. Mucus Palaces investigate Imogen’s (p10) diving team (Team 6 - B).
Give PCs chance to react.
3. Mucus Palaces cast out sticky webbing and begin digesting Imogen
and Ranul’s Divers and Bells, resulting in frantic SOS broadcasts. As
PCs react: a Mucus Palace swallows and flees with the potentiometer
from the structural safety sensor on their Diving Bell. It will be fully
digested in 5 minutes.
4. If Imogen is present, she attempts to chase down Mucus Palace and
retrieve the potentiometer. Her Crush Suit suffers 1d10+2 Strain
during the chase.

If PCs do nothing: Imogen tears the Mucus Palaces open and is


doused with acid, suffering 2d10+2 Strain and rolling on the Crush Suit
Malfunctions Table (p43).
A PC with Mechanical Repair, Jury Rigging, or Engineering can salvage a
potentiometer from another Diving Bell (roll on the Twilight Zone Encounters
to manifest “spare” Diving Bells).
Failing a skill check to install a salvaged potentiometer results in a roll
on the Diving Bell Malfunctions Table (p41), but potentiometer is still
installed.

48
Depth: 00.7 KM
1 square: 20 meters
A: Megavesicle swarm/
Waste matter cloud
B: Team 6 Diving Bell

49
Twilight Zone Encounters
...about to
d10/2 There are... d10/2 ...who are... d10/2
encounter...

Repairing
1 NPC Divers tethered to bell 1 1 Mucus Palace
Bell

NPC Divers detached from Repairing


2 2 2 Megavesicle
bell Pylons
Mucus
3 NPC Bell sending SOS 3 Hunting Biont 3 Palace and
Megavesicle
Mucus Palace
NPC Divers with no bell in
4 4 Panicking 4 followed by
sight
Megavesicle
NPC Divers helping
5 5 Disoriented 5 No Biont
another group

50
TWILIGHT ZONE BIOTA
Mucus Palace
• House-sized aggregation of diaphanous
mucus sheets, acid-filled sacs, waste filter-
ing membranes (1d5 Strain when ruptured).
Tiny, gelatinous organism wriggles in cen-
tral chamber, secreting the mucus.
• Casts out sticky webs, pulls in pollutants
(includes divers and diving bells).
• Webbing: High tensile, 50 dmg to break.
• Once drawn into body, dissolves pollutants
with acid baths.
• Crush Suit fully dissolves in 2d10 minutes,
gain equal Strain+1 every minute.
• Diving Bell dissolves in 5d10 minutes,
gain equal Strain+1 every minute.

Megavesicle
• Large, fragile sacs filled with briny
biowaste.
• Contact with megavesicle causes
them to burst, flooding area with
viscous ordure.
• Biowaste causes mechanical
malfunctions in crush suits and
diving bells.
• Divers: Gain 2d10+2 Strain, roll
on Crush Suit Malfunction table.
• Diving Bell: Roll on Diving Bell
Malfunctions table (p41).

51
THE ABYSS
Depth: 1 km - 20 km

Pressure: +3 Strain
Utter blackness. Floodlights illuminate masses of catatonic organisms
floating upward from the deep.

1d10 Stroboscopic Wraiths flit between slowly ascending shapes (A),


drifting bodies of nightmarish aquatic creatures. The Wraiths grasp heads
and strobe into eyes, causing the bodies to stir uneasily - some jolting to
life and darting off into the abyss.
A Giant Prionognath (B) loops around the eastern pylon, slowly cutting
through.

Abyss Encounter
2 Giant Prionognaths float up from the abyss, motionless.

Encounter sequence of events


1. A single Stroboscopic Wraith swims towards and strobes both
Prionognaths. Give PCs chance to react.
2. Strobed Prionognaths come to life and swim toward the pylon. Give
PCs chance to react.
3. If Prionognaths latch onto the pylon, they collectively cut through it
within 4 hours.

If the PCs do nothing: The eastern shore of Harbor Blue (p24) bends
perilously downward into the ocean.
• Catastrophic mudslides destroy the Disaster Relief Site (32), killing
everyone.
• Extreme surface waves rock the Beagle; all remaining Diving Bells roll on
the Diving Bell Malfunction Table (p41).
• If still alive, Ranul’s (p10) Diving Bell main cable snaps violently as he
repairs it, killing him. The rest of the team plunges into darkness.
If PCs are present in the Ice-VII Layer (p50) or inside the superorganism
(p58) when the pylon is severed, Ranul’s Diving Bell risks colliding with the
PCs’ Diving Bell.
• Telegraph via frantic radio chatter. Give PCs chance to react - then, if
they fail to protect their Diving Bell, roll three times on the Diving Bell
Malfunctions Table (p41). Ranul’s Diving Bell shatters apart regardless.

52
Depth: 04.1 KM
1 square: 20 meters
A: Catatonic organisms
B: Giant Prionognath

53
Abyss Encounters
...about to
d10/2 There are... d10/2 ...who are... d10/2
encounter...

Repairing Giant
1 NPC Divers tethered to bell 1 1
Bell Prionognath

NPC Divers detached from Repairing Stroboscopic


2 2 2
bell Pylons Wraith
Prionognath
3 NPC Bell sending SOS 3 Hunting Biont 3
and Wraith
Prionognath
NPC Divers with no bell in
4 4 Panicking 4 followed by
sight
Wraith
NPC Divers helping
5 5 Disoriented 5 No Biont
another group

54
ABYSS BIOTA
Giant Prionognath
C:85 I:0 W:2(10)
Can only be damaged from the belly side
• Compact, segmented organism the size
of a sedan, back covered in diamond-hard
armor. Crawls in endless loops around the
pylons.
• The ventral side sports a radula shaped
like a circular saw, which eats away at the
eastern pylon with every loop completed.
• Almost impossible to pry off with physical
force; trying so is a Strength vs. Combat
and 5 Strain.

Stroboscopic Wraith
C:50 I:45 W:3(20)
Grapple: BOD save or +1 Strain to escape
Strobe: SAN save or be dazed, all rolls [-]
for 2d10 minutes
• Ghostly, undulating body, near
completely translucent. The head
end sports a pair of intricate multi-
jointed appendages, and a complex
bioluminescent organ.
• Swoops out of darkness, grasps other
organisms and strobes dazzling
patterns of color into their eyes.
• Can mistake people wearing Crush
Suits for Meridian organisms, tries
to strobe them, too.

55
THE ICE-VII LAYER
Depth: 20 km

Pressure: +4 Strain
The diving bell touches down on white rock-like material. Spotlights punch
holes into the stygian depths, revealing rolling mountains of ice crystal lattices.
Towering spires pierce through clouds of current, violently pouring in and out of
cave networks.

The ocean floor is in truth the exterior of the superorganism (p58). By


entering the cave networks, PCs enter the creature’s body - though they may not
realize it at first. When players enter the superorganism, Team 6 (D) will remain
outside to monitor external changes and communicate those changes to the
PCs. If Imogen (p10) is still alive, she will be with this team.
Entrances
1. Outflow Orifice (A): Large venting orifice that appears to PC’s to be a
cave. Strong currents rushing out. Strength Check to push against or be
shoved back 50 meters / 160 feet. Leads to the Far-Field Reef (p68).
2. Pylon Wound (B): A festering hole, partially scabbed over by hardened
Kinevicians (p62). Leads to the Brine Sea (p74).
3. Intake Orifice (C): Large ingress orifice that appears to PC’s to be a cave.
Strong current rushing in. Strength Check to resist or be pulled into the
Ferris Pit (p76).

1 3
Diving
Bell
Landing
(No Entry) 2
Far-Field Bolus The Brine Ferris
Reef Banquet Sea Pit
p68 p70 p74 p76

56
Depth: 21.8 KM
1 square: 20 meters
A: Outflow Orifice
B: Pylon Wound
C: Intake Orifice
D: Team 6 Diving Bell
E: Brine Grails

57
Ice-VII Encounters
...about to
d10/2 There are... d10/2 ...who are... d10/2
encounter...
Repairing
1 NPC Divers tethered to bell 1 1 Brine Grail
Bell
NPC Divers detached from Repairing Cleaner
2 2 2
bell Pylons Launcher
Brine Grail
3 NPC Bell sending SOS 3 Hunting Biont 3 and Cleaner
Launcher
NPC Divers with no bell in Cystfisher
4 4 Panicking 4
sight Eyeshrimp
Cleaner
Launcher
NPC Divers helping
5 5 Disoriented 5 and
another group
Cystfisher
Eyeshrimp

58
ICE-VII BIOTA

Brine Grail
Brine: 3d10 meter area, 1d10 Strain
• Car-sized, glassy bowl set atop a flexible
stem, anchored into the ice-VII. Silvery
brine within reflects headlights.
• Bends its stem to pour brine over anything
living that passes by.
• Damaged and senescent organisms from
every depth level crowd around the Grail,
waiting for their turn to die.

Cystfisher Eyeshrimp
C:0 I65 W:1
• Hand-sized clump of elegant feathery
stalks and twitching, articulated legs. A
single, enormously sophisticated eye
dominates the body.
• Snatches descending Signal Cysts out of
the water column using its sticky stalks,
and “scans” them in front of its eye. Then
it skitters down into one of the many
small entry pores of the Superorganism
to deliver the message.
• Extremely twitchy, jumps and flees into
an entry pore at the slightest sign of
danger.

Cleaner-Launcher
C:60 I:20 W:4(20)
Masticate: 2d10, Cannon: 1 Malfunction
• Stubby set of legs articulate like crystalline
spinal columns.
• Each leg terminates in a mouth which
scrapes the superorganism’s body free of
waste. Compacts collected waste into dense
ball, launches it far from the superorganism
with spasmodic contraction of cannon.
Creating one waste ball takes 10 minutes,
cumulative 10% chance ball accidentally
strikes Diving Bell (Malfunction, pxx).
• Ignores PCs, making orderly loops around
Superorganism’s back. If attacked, stomps
and bites perceived threats, fires cannon
at them. Never attempts to pursue fleeing
attackers or make a preemptive strike.

59
60
ACT IV: SUPERORGANISM
Internal Environment
Ambient Temperature: 1.85C / 35.33F
Pressure: 35k atm / 1.05x106 inHg

61
A CHANGE OF PLAN
Once the PCs discover and report the existence of the superorganism,
Perigee shift their mission goals to the following:

Primary Objective
• Find a way to pacify the superorganism.
Secondary Objectives
• Explore the interior of the superorganism.
• Study & report on its biology.
• Collect samples.
The crucial nature of the Primary Objective allows cunning PCs to pressure
Perigee into payment negotiations. Secondary objectives can provide
further payment bonuses.

BIOLOGICAL SYSTEMS
The superorganism has no central “brain.” Its neurological functions
are housed with associated physical systems. These independent systems
communicate directly with one another, and only when needed.

Internal Assessment Submodule (IAS)


Threaded throughout every inch of the superorganism: silver ribbons
shimmering behind crystalline walls. Occasionally sprouts from the walls and
floors in brilliant florets, from which Kinevicians are dispatched and recalled.
• Caretaker. Assesses internal damage.
• Alert. Notices when PCs muck around inside superorganism - will react
accordingly.
• Crudely intelligent. Pays attention to obstructive and harmful interlopers,
slowly learning their nature, where and when to block and ambush them.
It will learn from the PCs as they navigate the superorganism and make
improvised Traps (back cover) to stop them. Roll on the trap table as
needed or every time PCs enter a new chamber.
• But foolish. Easily tricked by creative deception.

The Kinevicians
A mass of mucus, the primary tool of the IAS. Function is comparable
to a white blood cell.
• Excreted in response to local abnormal disturbances that prevent, break,
or interrupt normal functions.
• Attaches and hardens onto surfaces to patch holes and repair damage.
Seeks out and gloms onto intruders, attempting to encase them in
hardened matter. Crisis 3 Strength Check to escape or break.
• Breaking any Kinevician growths prompts more Kinevicians to be
excreted into the chamber.

62
SIGNAL CYSTS
Fist-sized, squishy pustules filled with bioluminescent microorganisms.
Encodes communication between organs - think of them as neurotransmitters,
hormones, sememes, or lines of code. Grown in and dispatched from the
Lightning Courts (p82), instructing chambers to alter behavior. Signal Cysts
are consumed and “read” by beak-like orifices that pervade the interior - one
is always within sight of the PCs.
• PCs can easily capture Signal Cysts and stockpile them, feeding them
into chambers to force the superorganism to behave in certain ways.
Signal Cyst Function
Signal Cysts come in cyan [C], magenta [M], or yellow [Y].
• A combination of 3 colored Cysts forms an instruction block.
• A full instruction comprises at least 2 blocks - known as a Signal Cyst
Parade.
• In text, Signal Cysts are read from left to right, and the left-most Cyst
enters the masticating beak first.
Whenever PCs enter a chamber, roll on that chamber’s Signal Cyst Parade
Table to determine which combination of Signal Cysts enter and what effect
they have on the chamber - both of these are easy for PCs to notice. Results
occur a few seconds after Cysts are consumed by the beak orifices. Reroll
every 5 minutes to keep the room active.
Translating Signal Cyst Parades
Paying attention to the colors and effects of Signal Cyst Parades are
important for understanding how to manipulate the internal functions of
the superorganism. If PCs struggle to decode Signal Cysts, use the below
categories to provide hints. PCs with Linguistics, Sophontology, Zoology,
Psychology, Exobiology, Computers, or Mathematics are most likely to notice
these details.
Commands [C__]
• Commands starting with [CC_] are “positive” commands (open, activate,
increase, deploy).
• Commands starting with [CM_] are “negative” commands (close,
deactivate, drain, recall, etc).
• Commands starting with [CY_] are miscellaneous commands and
warning signals.
Arguments [M__]
• Arguments starting with [MC_] affect a specific thing within the chamber.
• Arguments starting with [MM_] affect the water composition of the
chamber.
• Arguments starting with [MY_] identify which chamber the Parade affects.
Bionts [Y__]
• Bionts starting with [YC_] are active near the ocean surface.
• Bionts starting with [YM_] are active in deepwater environments.
• Bionts starting with [YY_] are active on the ocean floor and within the
body of the superorganism.

Note: The destination of Signal Cyst Parades is set by the Lightning Courts
(p82) upon dispatch, and is not part of the Parade’s instruction. PCs must
manually deliver Signal Cysts to orifices in chambers they want to affect.

63
GENERAL SIGNAL CYST PARADE TABLE
Once PCs start figuring out individual instruction blocks, they may want
to experiment with Signal Cyst combinations of their own. When this happens,
or if you require a result not covered in a chamber’s Signal Cyst Parade table,
refer to the table below.

Close /
C C C Open / Activate C M C C Y C Alert
Deactivate
Decrease /
C C M Increase / Fill C M M C Y M Weather
Drain

C C Y Deploy Biont C M Y Recall Biont C Y Y Purge

M C C Function M M C Water M Y C Sphincter

M C M Bioluminescence M M M Salinity M Y M Next Chamber

M C Y IAS M M Y Heat M Y Y This Chamber

Mucus Cleaner-
Y C C Mock Rorqual Y M C Y Y C
Palace Launcher

Y C M Razorsheet Y M M Wraith Y Y M Eyeshrimp

Y C Y Nethead Y M Y Prionognath Y Y Y Kinevician

Making Your Own Parade


Combine these instruction blocks to compose your own Signal Cyst
Parades. As a general rule Signal Cyst Parades can be any length, but must
include a single Command Block (those in the first three rows) situated at the
very front. As with any other linguistic rule this, too, can be broken.

Example: To destroy harmful bacteria, heat within a chamber must be raised -


similar to a human fever.
1. The Lightning Courts (p82) produces the Command Block “INCREASE.”
Referring to the table, we see the Cyst combination for INCREASE is: Cyan,
Cyan, and Magenta (or CCM).
2. The Lightning Court then produces an Argument Block, dictating what the
Command Block affects - in this case, “HEAT.” The Cyst combination for
“HEAT” is Magenta, Magenta, Yellow (MMY).
3. The two Blocks are dispatched to the relevant Chamber as a Signal Cyst
Parade. In text, this is written as [CCM] [MMY]. To PCs, the Parade appears
as:
[INCREASE] [HEAT]

64
PACIFYING THE SUPERORGANISM
The superorganism interior is built for PCs to explore and experiment,
allowing for a great deal of freedom in how they pacify the creature. Here are
two examples of how it can be achieved:

Inhibit the Superorganism’s ability to self-repair, and starve it


of vital nutrients.
1. Send Signal Cyst code [CCC] [MCC] (“ACTIVATE”, “FUNCTION”) to
the Slumbering Gardens (p80), initiating hibernation and inhibiting
response time and ability to self repair.
2. Destroy the central mass in the Hemosaline Symphony (pxx), preventing
circulation of vital nutrient-saturated saltwater. Death occurs within the
week.
Cause the Superorganism to suffer brain-death.
1. Send Signal Cyst code [CMC] [MCC] (“DEACTIVATE”, “FUNCTION”) to
the Lightning Courts (p82), halting the production of Signal Cysts.
2. Without any way to send instructions within itself, the Superorganism is
functionally brain-dead. Withers for years before eventual death.

65
SUPERORGANISM INTERIOR
The presented map is closer to a point-crawl than a literal depiction of
the size and shape of the superorganism. Consider each point on the map a
rough relationship of where chambers exist relative to one another and their
place within the circulatory current.

Navigating
Circulatory System (paths with a single arrow)
1. A strong current moves in the direction of the arrows.
2. 5 min travel when moving with the current.
3. 20 minutes travel when moving against the current.

Bodyway Tubes (paths with circled arrows)


1. No current.
2. 15 minutes travel.

66
0 1 3 4
Far-Field Bolus The Brine Ferris
Reef Banquet Sea Pit
p68 p70 p74 p76

9 2 5
Colossus Luminous Muscle
of Control Oratory Cathedral
p86 p72 p78

8 7 6
Hemosaline Lightning Slumbering
Symphony Courts Gardens
p84 p82 p80

67
0. FAR-FIELD REEF
Knee-high beds of dim, coral-like lattices stretch into the dark. Detritus hangs
in slack water.

Note: Entry sphincter struggles to open when first encountered. Discoloration


and accumulated matter hint at decades, if not centuries of disuse.
Function: Ancient Migration Instinct
• Uselessly compels superorganism to move, despite atrophied muscles.
• Massive seismic activity if activated.

Function activated: Coral slowly unwinds into towers hundreds of feet high,
embeds into ceiling and walls. The chamber rumbles, causing vibrations to
ripple back and forth through water. Imogen’s team (Team 6) reports massive
seismic activity and warns of potential pylon damage. If left activated, sporadic
vibrations cause cascading surface issues - pylons crack, then collapse one-
by-one, sinking the island after 3 hours.

0 1 3 4
Far-Field Bolus The Brine Ferris
Reef Banquet Sea Pit
p68 p70 p74 p76

9 2 5
Colossus Luminous Muscle
of Control Oratory Cathedral
p86 p72 p78

8 7 6
Hemosaline Lightning Slumbering
Symphony Courts Gardens
p84 p82 p80

68
Far-Field Reef
d10 Signal Cysts Translation Observed Effect
0 [CMM] [MMY] [Decrease] [Heat] Temperature -1C°
1 [CCM] [MMM] [Increase] [Salinity] Salinity +5%.
Kinevician excreted into
2 [CCY] [YYY] [Deploy] [Kinevician]
chamber.
Water becomes turbulent. +1
3 [CCC] [MMC] [Activate] [Water]
Strain. All Speed checks [-].
Water columns form,
electrically charged. Water
4 [CMC] [MMM] [Deactivate] [Salinity] drawn in, filtered through
walls. Salinity drops. 0%
after five minutes.
Coral lights blink repeatedly
before slowly growing to
5 [CCC] [MCM] [Activate] [Bioluminescence]
a calm luminosity. IAS is
alerted.
6 [CCC] [MCC] [Activate] [Function] Migration Instict initiated.
Coral stretches towards wall,
7 [MMY] [MCC] [Heat] [Function] tips enter small fissures.
Temperature +2C.
Silver ribbons in walls
brighten. Coral stretches
towards PCs and entangles
8 [CCC] [MCY] [Activate] [IAS]
them as Kinevician is
extrected. Crisis 2 Strength
Check to break free.
Water slowly drained and
9 [CYY] [MYY] [Purge] [This chamber] refilled. Nozzles mist coral
until resubmerged..

69
1. BOLUS BANQUET
Crystal-lined chamber, filled halfway with rigid, glowing tendrils. At the tip of
each: dozens of chattering, mouth-like fissures.

Note: IAS immediately alerted if tendrils are damaged.


Function: Digestion
The Digestive Cycle
1. Netheads enter and exit through a ceiling fissure, depositing biomatter
into the chamber.
2. Sphincters lock shut, cannot be opened except through Crisis 2
Strength Check.
3. Heavy pepsin chyme surges into the chamber, filling it halfway. Corrosive:
Crush Suits suffer 1d10+4 Strain on contact. Speed Check to climb
walls and avoid the chyme.
• Failure: splashed with chyme (1d10+4 Strain), but still climb.
• Crit failure: fall into chyme, completely submerged (1d10+4 Strain,
roll on Crush Suit Malfunctions Table (p43), splash nearby PCs).
4. Chyme dissolves biomatter for 10 minutes. Tendrils drink away nutrient-
laden chyme, transferring it to the central mass in the Hemosaline
Symphony (p84). All exits are submerged in chyme for duration.
5. Remaining waste matter, including PCs, pumped and expelled out of the
Superorganism and into a suckling Megavesicle. PCs make a Strength
Check to resist the suction.
• Failure results in the PC being sucked into the Megavesicle. Those
sucked in must make another Strength Check to tear out.
• Failure sees the PC trapped in the ascending Megavesicle and
expelled into the Twilight Zone (p46).

0 1 3 4
Far-Field Bolus The Brine Ferris
Reef Banquet Sea Pit
p68 p70 p74 p76

9 2 5
Colossus Luminous Muscle
of Control Oratory Cathedral
p86 p72 p78

8 7 6
Hemosaline Lightning Slumbering
Symphony Courts Gardens
p84 p82 p80

70
Bolus Banquet
d10 Signal Cysts Translation Observed Effect
0 [CMM] [MMY] [Decrease] [Heat] Temperature -1C°
1 [CCM] [MMM] [Increase] [Salinity] Salinity +5%.
Kinevician excreted into
2 [CCY] [YYY] [Deploy] [Kinevician]
chamber.
Water becomes turbulent. +1
3 [CCC] [MMC] [Activate] [Water]
Strain. All Speed checks [-].
Water columns form,
electrically charged. Water
4 [CMC] [MMM] [Deactivate] [Salinity] drawn in, filtered through
walls. Salinity drops. 0%
after five minutes.
Strobe effect. Everything
moves in freeze-frame,
5 [CCC] [MCM] [Activate] [Bioluminescence]
camera feeds are overloaded
and spit out static.
Digestion Cycle initiated -
6 [CCC] [MCC] [Activate] [Function]
see text.
Small nozzles open and
spray warm water into
7 [MMY] [MCC] [Heat] [Function]
the mouth-like fissures.
Temperature +2C.
Silver ribbons in walls
brighten. Acidic chyme
8 [CCC] [MCY] [Activate] [IAS]
surges into the chamber.
Speed check [-] to avoid.
Chamber contents ejected
into Megavesicles, carrying
9 [CYY] [MYY] [Purge] [This chamber]
waste to surface. Speed
check to resist.

Nethead
C:30 I:25 W:2(10)
Spines: 1d10 Strain
• A jelly-like creature sporting a large
fan-shaped net on its head, held taut by
crystalline spines.
• Net is used to collect gooey tendrils
generated by the Pleustonic Razorsheet.
After gathering pustules, the Nethead
dives to greater depths, vanishing.
• Interrupting or otherwise attempting to
stop the Nethead from depositing nutrients
causes the creature to emit a shrill alarm,
attracting 1d10*10 nearby Netheads.

71
2. THE LUMINOUS ORATORY
Dark and cavernous. A grinding sound rolls through, followed by the gentle
rush of turbulence. Faint light glows in the distance.

Note: Gas-filled spheres fill the chamber, perpetually bursting open and
disgorging balled-up bionts.
Function: Biont Production
Crossing the chamber unassisted requires a Crisis 3 Speed Check to dodge
bursting spheres.
• Each failure inflicts +1 Strain
• Roll on Crush Suit Malfunctions Table (p43) for every third failure.
Players can assist one another or use rigging guns to eliminate Crisis Speed
Check.

0 1 3 4
Far-Field Bolus The Brine Ferris
Reef Banquet Sea Pit
p68 p70 p74 p76

9 2 5
Colossus Luminous Muscle
of Control Oratory Cathedral
p86 p72 p78

8 7 6
Hemosaline Lightning Slumbering
Symphony Courts Gardens
p84 p82 p80

72
The Luminous Oratory
d10 Signal Cysts Translation Observed Effect
0 [CMM] [MMY] [Decrease] [Heat] Temperature -1C°
1 [CCM] [MMM] [Increase] [Salinity] Salinity +5%.
Kinevician excreted into
2 [CCY] [YYY] [Deploy] [Kinevician]
chamber.
Water becomes turbulent. +1
3 [CCC] [MMC] [Activate] [Water]
Strain. All Speed checks [-].
Water columns form,
electrically charged. Water
4 [CMC] [MMM] [Deactivate] [Salinity] drawn in, filtered through
walls. Salinity drops. 0%
after five minutes.
Everything glows uniform,
no shadows or depth.
5 [CCC] [MCM] [Activate] [Bioluminescence]
Impossible to distinguish
any features.
All gas-spheres burst
6 [CCC] [MCC] [Activate] [Function] simultaneously: all present
suffer a Malfunction.
Smaller gas spheres fill with
hot water and burst. Light
7 [MMY] [MCC] [Heat] [Function]
turbulence. Temperature
+2C.
Silver ribbons in walls
brighten. Spheres dart
towards PCs, bursting on
8 [CCC] [MCY] [Activate] [IAS]
contact. Speed check to
avoid. Failure: +3 Strain,
entangled in a Razorsheet.
Gas spheres multiply, bump
PCs towards exit. If resisted,
9 [CYY] [MYY] [Purge] [This chamber] all burst simultaneously. PCs
inside suffer +5 Strain and a
Malfunction.

73
3. THE BRINE SEA
A vast sea. Heavier-than-water brine concentrate heaves into the horizon,
swelling in underwater currents. Brine glows white as spotlights wash over it.
PCs enter above this layer of brine.

Function: Kinevician Production


Brine solution is highly acidic, quickly eats away any matter within minutes.
• Every 2 minutes Crush Suits are submersed in brine, suffer 1 Malfunction
(p43).
• Destroying walls floods brine into an adjacent chamber, rapidly
dissolving it. IAS goes into overdrive to repair damage.
• First journey across the sea takes 10 minutes. Each subsequent journey
halves the travel time.

0 1 3 4
Far-Field Bolus The Brine Ferris
Reef Banquet Sea Pit
p68 p70 p74 p76

9 2 5
Colossus Luminous Muscle
of Control Oratory Cathedral
p86 p72 p78

8 7 6
Hemosaline Lightning Slumbering
Symphony Courts Gardens
p84 p82 p80

74
The Brine Sea
d10 Signal Cysts Translation Observed Effect
0 [CMM] [MMY] [Decrease] [Heat] Temperature -1C°
1 [CCM] [MMM] [Increase] [Salinity] Salinity +5%.
Kinevician excreted into
2 [CCY] [YYY] [Deploy] [Kinevician]
chamber.
Water becomes turbulent. +1
3 [CCC] [MMC] [Activate] [Water]
Strain. All Speed checks [-].
Water columns form,
electrically charged. Water
4 [CMC] [MMM] [Deactivate] [Salinity] drawn in, filtered through
walls. Salinity drops. 0%
after five minutes.
Microphages stimulate salt
5 [CCC] [MCM] [Activate] [Bioluminescence] crystals. Brine concentrate
glitters.
Brine solution solidifies into
6 [CCC] [MCC] [Activate] [Function] clumps of kinevicians that
disperse from the room.
Thousands of nozzles spray
heated water into the room
7 [MMY] [MCC] [Heat] [Function]
Temperature spike +10C,
settles to +2C.
Silver ribbons in walls
brighten. Tidal waves of
concentrated brine target a
8 [CCC] [MCY] [Activate] [IAS]
PC, slamming them against
walls. 1d10 Strain and PC is
submersed in brine.
Whirlpools form, suck PCs
out into the circulatory
9 [CYY] [MYY] [Purge] [This chamber] system. PCs carried to next
chamber where IAS Trap
awaits.

75
4. THE FERRIS PIT
Black abyss filled with an amyloid solution. In the depths a rotating structure
slowly churns like an enormous ferris wheel, its motion generating rip
currents.

Notes: Upon entering, all PCs roll Strength Checks to avoid being pulled
into the wheel. Any who fail are ejected into the circulatory system and ride it
into the next chamber.
Function: Internal Pressure Control
• Governs pressure within the circulatory system. Speed of the wheel
is proportional to the strength of currents in the circulatory system.
Increasing wheel speed cuts circulatory travel time by half.

Function activated: Rotating structure spins faster. PCs immediately make


a Strength Check to avoid being sucked in. For the next hour, all circulatory
paths take two minutes instead of five to traverse. If the superorganism is
“hibernating” when this occurs, it “wakes up” and internal functions return to
normal speeds.

0 1 3 4
Far-Field Bolus The Brine Ferris
Reef Banquet Sea Pit
p68 p70 p74 p76

9 2 5
Colossus Luminous Muscle
of Control Oratory Cathedral
p86 p72 p78

8 7 6
Hemosaline Lightning Slumbering
Symphony Courts Gardens
p84 p82 p80

76
The Ferris Pit
d10 Signal Cysts Translation Observed Effect
0 [CMM] [MMY] [Decrease] [Heat] Temperature -1C°
1 [CCM] [MMM] [Increase] [Salinity] Salinity +5%.
Kinevician excreted into
2 [CCY] [YYY] [Deploy] [Kinevician]
chamber.
Water becomes turbulent. +1
3 [CCC] [MMC] [Activate] [Water]
Strain. All Speed checks [-].
Water columns form,
electrically charged. Water
4 [CMC] [MMM] [Deactivate] [Salinity] drawn in, filtered through
walls. Salinity drops. 0%
after five minutes.

Small portion of the wheel


5 [CCC] [MCM] [Activate] [Bioluminescence] glows. Casts swirling light
throughout the chamber.

Circulatory system activated


6 [CCC] [MCC] [Activate] [Function]
- see text.
Sphincters belch boiling
water into chamber
before dispersing it into
7 [MMY] [MCC] [Heat] [Function]
the circulatory system.
Temperature spike +10C,
settles to +2C.
Silver ribbons in walls
brighten. 5d10 kinevicians
8 [CCC] [MCY] [Activate] [IAS]
enter room, seal all exits.
Herd players towards pit.
Wheel’s spin increases
rapidly, current impossible
9 [CYY] [MYY] [Purge] [This chamber] to resist. PCs ejected into
circulatory system and gain
1 Strain.

77
5. MUSCLE CATHEDRAL
Massive flesh pistons, hundreds of feet high, span the full height of the
chamber. Titanic knots of flesh slowly cycle up and down.

Note: Water surrounding pistons is turbulent and dangerous. Getting close


inflicts +2 Strain.
Function: Energy Allocation
Flesh pistons generate energy required by the superorganism to function.
• The faster the pistons move, the more energy is generated and allocated.
◊ Consequently, the slower they move, the less energy is generated.

0 1 3 4
Far-Field Bolus The Brine Ferris
Reef Banquet Sea Pit
p68 p70 p74 p76

9 2 5
Colossus Luminous Muscle
of Control Oratory Cathedral
p86 p72 p78

8 7 6
Hemosaline Lightning Slumbering
Symphony Courts Gardens
p84 p82 p80

78
Muscle Cathedral
d10 Signal Cysts Translation Observed Effect
0 [CMM] [MMY] [Decrease] [Heat] Temperature -1C°
1 [CCM] [MMM] [Increase] [Salinity] Salinity +5%.
Kinevician excreted into
2 [CCY] [YYY] [Deploy] [Kinevician]
chamber.
Water becomes turbulent. +1
3 [CCC] [MMC] [Activate] [Water]
Strain. All Speed checks [-].
Water columns form,
electrically charged. Water
4 [CMC] [MMM] [Deactivate] [Salinity] drawn in, filtered through
walls. Salinity drops. 0%
after five minutes.
Flesh pistons emit bright
5 [CCC] [MCM] [Activate] [Bioluminescence] flash, PCs temporarily
blinded for 1 minute.
The flesh pistons accelerate.
Turbulence increases (+4
6 [CCC] [MCC] [Activate] [Function] Strain) and fills the room. +2
Strain for players near the
edge.
Nozzles sprout around
pistons, spraying hot water
7 [MMY] [MCC] [Heat] [Function] directly on the pistons.
Temperature spike +10C,
settles to +2C.
Silver ribbons in walls
brighten. Current pushes
8 [CCC] [MCY] [Activate] [IAS]
PCs towards flesh pistons -
Strength Check to resist.
Kinevician extreted to drag
out foreign matter. Strength
9 [CYY] [MYY] [Purge] [This chamber] check to resist. PCs that fail
are discarded in the nearest
bodyway.

79
6. THE SLUMBERING GARDENS
Thin, bioluminescent peduncles sprout from crystal flesh underfoot, pulsing
slowly from deep blue to bright green. Those that grow a meter in size are
crowned by red, orange, and purple glowing orbs.

Notes: During hibernation, peduncles grow dark and limp. Out of radio
range for Team 6.
Function: Hibernation
Receives weather information from signal cysts ejected by Mock Rorquals.
• Sunny weather: superorganism’s internal environment is more active.
• Cloudy weather: superorganism enters a hibernation mode.
• Hibernation causes Mock Rorquals to enter a mindless “loiter mode”
near the surface, crashing into pylons and the PSV Beagle.

Function activated: Bioluminescent peduncles dim to near-dark. Orb “lids”


close. For the next hour, everything inside the Superorganism moves twice as
slow (including the circulatory system). Anything bioluminescent is dimmed.
IAS response time is slowed. Signal Cysts movement is sluggish.

0 1 3 4
Far-Field Bolus The Brine Ferris
Reef Banquet Sea Pit
p68 p70 p74 p76

9 2 5
Colossus Luminous Muscle
of Control Oratory Cathedral
p86 p72 p78

8 7 6
Hemosaline Lightning Slumbering
Symphony Courts Gardens
p84 p82 p80

80
The Slumbering Gardens
d10 Signal Cysts Translation Observed Effect
0 [CMM] [MMY] [Decrease] [Heat] Temperature -1C°
1 [CCM] [MMM] [Increase] [Salinity] Salinity +5%.
Kinevician excreted into
2 [CCY] [YYY] [Deploy] [Kinevician]
chamber.
Water becomes turbulent. +1
3 [CCC] [MMC] [Activate] [Water]
Strain. All Speed checks [-].
Water columns form,
electrically charged. Water
4 [CMC] [MMM] [Deactivate] [Salinity] drawn in, filtered through
walls. Salinity drops. 0%
after five minutes.
Crystal flowers strobe red,
orange, and purple - out of
5 [CCC] [MCM] [Activate] [Bioluminescence]
sync. Chamber bathed in
technicolor.
Hibernation activated - see
6 [CCC] [MCC] [Activate] [Function]
text.
Orbs drop, consumed by
the floor. New orbs sprout
7 [MMY] [MCC] [Heat] [Function]
immediately. Temperature
spike +10C, settles to +2C.
Silver ribbons in walls
brighten. Corrosive salinity
spike. Lingering PCs suffer a
8 [CCC] [MCY] [Activate] [IAS] Malfunction. Superorganism
organs hyper-stimulated,
double speed and strength
for 30 min.
Water is violently purged.
9 [CYY] [MYY] [Purge] [This chamber] PCs ejected into cirulatory
system.

81
7. LIGHTNING COURTS
A titanic chamber, seemingly endless. Ocean water is mostly absent, only
ankle deep. Cumulonimbus clouds billow overhead, each sprouting dangling
lichen-like tendrils that shimmer and sprout bright, crystal flowers. Lightning
constantly arcs between the flowers, manifesting as auditory rips and tears
over comlinks.

Notes: Electrical interference renders radio communication impossible -


nonverbal communication only. Water is only knee-deep. Airlock-like entry
into the chamber prevents flooding. Out of radio range for Imogen’s diving
team. While oxygen is present, severe pressure will turn any who remove their
Crush Suits into mushy grissle.
Function: Signal Cyst Production
During production, hundreds of cyan, magenta, and yellow cysts pop from
crystal flowers and zip into nearby holes peppered throughout the walls,
floor, and ceiling.
Navigating the chamber requires careful maneuvering between
electrified tendrils. PCs who rush through must make Speed Checks to avoid
electrical arcs. On failure, +1 Strain, all suit electrical systems (stabilizers,
lights) reboot. PC unable to move or see anything for 1 minute.

0 1 3 4
Far-Field Bolus The Brine Ferris
Reef Banquet Sea Pit
p68 p70 p74 p76

9 2 5
Colossus Luminous Muscle
of Control Oratory Cathedral
p86 p72 p78

8 7 6
Hemosaline Lightning Slumbering
Symphony Courts Gardens
p84 p82 p80

82
Lightning Courts
d10 Signal Cysts Translation Observed Effect
0 [CMM] [MMY] [Decrease] [Heat] Temperature -1C°
1 [CCM] [MMM] [Increase] [Salinity] Salinity +5%.
Kinevician excreted into
2 [CCY] [YYY] [Deploy] [Kinevician]
chamber.
Water becomes turbulent. +1
3 [CCC] [MMC] [Activate] [Water]
Strain. All Speed checks [-].
Water columns form,
electrically charged. Water
4 [CMC] [MMM] [Deactivate] [Salinity] drawn in, filtered through
walls. Salinity drops. 0%
after five minutes.
Lightning intensifies,
blinding flashes. Navigation
5 [CCC] [MCM] [Activate] [Bioluminescence] requires Intelligence check -
Failure: collision with tendril,
suffer +2 Strain.
Hundreds of Signal Cysts
bloom from the crystal
6 [CCC] [MCC] [Activate] [Function]
flowers, exit through nearby
holes.
Lightning intensifies,
disabling coms. Speed
7 [MMY] [MCC] [Heat] [Function] check to avoid temporary
deafness for one hour.
Temperature +2C.
Silver ribbons in walls
brighten. Chamber flooded,
water elecrified. Crisis
8 [CCC] [MCY] [Activate] [IAS]
2 Speed Check to safely
vacate the room. Each failure
inflicts a Malfunction.
Room is overpressurized.
Sphincters snap open,
9 [CYY] [MYY] [Purge] [This chamber]
blowing PCs out into the
bodyway. +2 Strain.

83
8. THE HEMOSALINE SYMPHONY
Hundreds of glittering, thick crystal veins protrude from a throbbing central
mass. Saltwater is sucked into crystal pipes, creating strange music, not
unlike a pipe organ. At the base of the mass are thousands of thin, hollow
tendrils.

Note: Out of radio range for Team 6.


Function: Circulation
• Crystal pipes mix saline with nutrients from the Bolus Banquet (p70).
Veins spread throughout the entirety of the superorganism, running
parallel to Circulatory System.
• Frequent junctions between pipes and Circulatory System inject nutrient
solution into “blood” of superorganism.

IAS Alert Response: Pipe organ pitch lowers to a dangerous rumble,


vibrating both water and Crush Suits.
• Immediately: blurred vision (all rolls are [-]).
• 1 minute: Impaired motor control (all normal checks are Crisis 2).
• 2 minutes: Nausea (PCs vomit in helmet, +2 Stress).
• 3 minutes: Chest pains similar to heart attack (Panic Check).
• 5 minutes: Suit Malfunction (p43).

0 1 3 4
Far-Field Bolus The Brine Ferris
Reef Banquet Sea Pit
p68 p70 p74 p76

9 2 5
Colossus Luminous Muscle
of Control Oratory Cathedral
p86 p72 p78

8 7 6
Hemosaline Lightning Slumbering
Symphony Courts Gardens
p84 p82 p80

84
The Hemosaline Symphony
d10 Signal Cysts Translation Observed Effect
0 [CMM] [MMY] [Decrease] [Heat] Temperature -1C°
1 [CCM] [MMM] [Increase] [Salinity] Salinity +5%.
Kinevician excreted into
2 [CCY] [YYY] [Deploy] [Kinevician]
chamber.
Water becomes turbulent. +1
3 [CCC] [MMC] [Activate] [Water]
Strain. All Speed checks [-].
Water columns form,
electrically charged. Water
4 [CMC] [MMM] [Deactivate] [Salinity] drawn in, filtered through
walls. Salinity drops. 0%
after five minutes.
Crystals brighten, casting
beams of light. Checks
5 [CCC] [MCM] [Activate] [Bioluminescence]
involving sight are made
with [+].
Saltwater pulled into central
mass, sounds of pipe music
as water pushed into vein
6 [CCC] [MCC] [Activate] [Function]
networks. Chamber half
drained before violently
refilling.
Boiling blobs of Kinevicians
burst into the room,
slamming and bursting
7 [MMY] [MCC] [Heat] [Function]
against central mass.
Temperature spike +10C,
settles to +2C.
Pipe organ pitch lowered to
8 [CCC] [MCY] [Activate] [IAS]
dangerous levels - see text.
Water violently purged from
9 [CYY] [MYY] [Purge] [This chamber] room, PCs expelled into a
Bodyway tube.

85
9. COLOSSUS OF CONTROL
Titanic webs of dendritic spires, affixed with a million clutching, crystalline
hands.

Notes: Crystalline hands reflexively grab PCs if they wander close. Those
grabbed must make Strength Checks to break away, making a Panic Check
on each Failure.
Function: Epidermal Protection
Monitors external vibrations along the Ice-VII epidermal layer.
• Responds to vibrations by deploying:
• Kinevicians to scab over holes.
• Giant Prionognaths to destroy anything touching the Ice-VII layer
(p50).

0 1 3 4
Far-Field Bolus The Brine Ferris
Reef Banquet Sea Pit
p68 p70 p74 p76

9 2 5
Colossus Luminous Muscle
of Control Oratory Cathedral
p86 p72 p78

8 7 6
Hemosaline Lightning Slumbering
Symphony Courts Gardens
p84 p82 p80

86
Colossus of Control
d10 Signal Cysts Translation Observed Effect
0 [CMM] [MMY] [Decrease] [Heat] Temperature -1C°
1 [CCM] [MMM] [Increase] [Salinity] Salinity +5%.
Kinevician excreted into
2 [CCY] [YYY] [Deploy] [Kinevician]
chamber.
Water becomes turbulent. +1
3 [CCC] [MMC] [Activate] [Water]
Strain. All Speed checks [-].
Water columns form,
electrically charged. Water
4 [CMC] [MMM] [Deactivate] [Salinity] drawn in, filtered through
walls. Salinity drops. 0%
after five minutes.
Webs pulse hypnotic lights.
Sanity save or be drawn
into webs, tangled. Speed
5 [CCC] [MCM] [Activate] [Bioluminescence] Check to break free. Failure:
however much PC failed by
is how long (in minutes) it
takes to break free.
Kinevicians swarm in and
attack. Team 6 reports Giant
6 [CCC] [MCC] [Activate] [Function]
Prionognaths approaching
Diving Bells.
Heated kinevician enter
chamber, torn apart
7 [MMY] [MCC] [Heat] [Function]
by crystalline hands.
Temperature +2C.
Silver ribbons in walls
brighten. Crystalline hands
grasp PCs and pull towards
8 [CCC] [MCY] [Activate] [IAS]
web. Strength Check to
escape. Failure: break free
but suffer a Malfunction.
Crystalline hands push PCs
9 [CYY] [MYY] [Purge] [This chamber] out and into the nearest
bodyway.

87
88
APPENDIX
PRELIMINARY REPORT ON THE XENOFAUNA
OF PLANET KT-10924 C
compiled and annotated by Dr. K. Margulis
Perigee Corporation, Research & Development
Department, Xenobiology Division

89
Cyst-Wing
Cystipteryx laroides
The only non-aquatic species known on Meridian. Staff members often
compare them to seagulls for their similar thermal gliding flight method, but no
further similarities exist between the two. Cyst-Wings have never been observed
resting on the water surface; in fact, they have never been observed in any other
activity than flight.
Radio-tagged Cyst-Wings have exhibited a strict geometrical pattern of
movement, possibly related to the movements of their Mock Rorqual hosts.
17 different sense organs have been identified on the head so far, including
receptors for electromagnetic fields, air temperature, humidity and pressure, three-
dimensional directional hearing, polarized light and at least 5 different chemical
signals.

Mock Rorqual
Xenocetus astrostomatus
Unlike the Old Earth cetaceans they superficially resemble, Mock Rorquals
never leave the photic zone for deeper waters. They frequently breach to swallow
or release Cyst-Wings from their cephalic cavity - working hypotheses as to the
relationship between the two species include symbiotic mutualism, extreme sexual
dimorphism, or distinct stages of an unusual reproductive cycle.
Mock Rorquals ignore all stimuli and will make no attempts to avoid obstacles
in their path. 26 worker fatalities have occurred since the beginning of construction
due to collisions with vehicles and support structures. Mock Rorquals have been
observed moving forward undeterred post-collision, despite having sustained
grave injuries.
As the mechanism guiding the movement patterns of Mock Rorquals is not yet
understood, utmost care is recommended in continuing open-water and coastal
operations. Increased worker activity as per the “Meridian In One Year” plan poses
a high danger of increased collision incidents.

Pleustonic Razorsheet
Chalamochnus imperator
The Razorsheet is unusual in that it is known to be photosynthetic, and thus
is the only species on the planet confirmed to take up sustenance. Given the
absence of predator-prey relations between Meridian organisms, it’s unclear where
the resulting nutrients are cycled, or why isn’t the entire ocean surface covered in
Razorsheets yet. The spheres secreted on the organism’s underside are collected
by Netheads (Ululator cristatum), only to be bundled up and disposed into the
water column. The Razorsheet has the best-known interactions with other species,
but there is still a missing piece here which implies the possibility of a completely
unknown hazard.
These creatures are planktonic, simply drifting with ocean currents. This
predictability of movement, as well as their vast size, makes Razorsheets easy to
detect at a distance. However, Razorsheets unexpectedly surfacing after a dive
may damage boats with their sharp edges. Furthermore, large aggregations of
Razorsheets may render areas of up to 20 square kilometers impossible to sail
through. An extermination policy is not recommended due to the unpredictable and
possibly catastrophic impact on Meridian’s ecology.

90
91
Artifex enigmatica
This species has not yet been observed by either dive teams or ROVs. It is only
known from fragmentary mucus sheets that are occasionally found at mesopelagic
depths. Based on measurements of known fragments, the diameter of the full
structure is estimated to be at least 30 meters, and possibly up to twice as large.
Analysis of the structures found within the mucus sheets point to them as a
sort of filtering apparatus secreted by an unknown organism, possibly in a similar
manner as Old Earth larvaceans. Given the relative scarcity of marine snow in the
upper oceanic layer, I’m completely baffled as to what nutrient source could justify
such an enormous filter.

Prionognathus giganteus
A rare organism, occasionally sighted in deeper oceanic layers. Attempts to
sample the carapace or sawtooth radula have repeatedly failed, and had been
discontinued after a survey ROV had sustained damage to its sampling arm
during interactions with the creature. Prionognathus possesses limited sensory
capabilities, including a single rudimentary compound eye the purpose of which
is unknown.
Despite a body plan suggesting a benthic lifestyle, P. giganteus have
occasionally been encountered swimming in the water column many kilometers
above the sea floor. Other instances of anomalous distribution have been
encountered around Harbor Blue support structures, where Prionognathus have
recently congregated in increasing numbers, causing structural damage to pylons
and foundations via radular scraping.

Thalassavenator versicolor
This species has caused no fewer than 27 ROV losses since the beginning
of terraforming operations on Meridian. On every occasion, the ROVs had been
charged by one or more of the creatures, which then attached themselves to the
hull. The loss of contact with the ROVs was likely due to communications equipment
being damaged during the attack. 3 of the attacked ROVs recorded multicolored
bioluminescent flashes emanating from the front of the creature’s body after
attachment. ROV operations are currently restricted to areas with little known
Thalassavenator activity until research yields further insight into their behavior.
Given the complete docility of most other Meridian organisms, the highly
active and apparently aggressive behavior of this organism is yet to be explained.
I suspect we’re seeing anomalous distortion of the species’ typical behavioral
patterns, possibly due to the ecological stress caused by the construction of
Harbor Blue.

92
93
Pseudocaris cyclops
The most common species encountered on the abyssal plain; hundreds of
specimens have been recorded by ROVs and automated seismology stations.
Pseudocaris spend most of their time standing still on the seafloor with their
feathered tendrils unfurled, in a pose that suggests filter feeding or some similar
activity. They only become active when spotting a very specific type of falling
detritus, a sort of sac filled with bioluminescent microorganisms which often falls to
the sea floor in clusters. Pseudocaris catch these glow-sacs with their tendrils; then
they appear to “inspect” the sacs by waving them in front of their eyes. Afterwards,
they disappear into tight openings on the ice-VII surface.
Pseudocaris’ relationship with these openings is not fully known. They do not
appear to be “dens” constructed by the bionts themselves, but they regardless
enter and exit them without hesitation. Radio-tagged Pseudocaris have never been
discovered re-emerging from an opening, and contact with the radio tracker is
invariably lost shortly after the creature descends beneath the seafloor.

Bathypatera socratica
Occasional reefs of this massive, sessile organism have been sighted in
multiple areas of geological interest. The “cup” organ is filled with brine, and is
dynamically balanced through a sophisticated wobbling motion carried out by the
stem.
B. socratica reefs are surrounded by a “dead zone” of up to several hundred
square meters, containing the aggregated carcasses of virtually every known and
some unknown Meridian species, regardless of their native depth layer. For most
reefs, this “dead zone” consists of a layer of nearly homogenous organic material
resting on top of the seafloor, but multiple sites are known with clearly identifiable
remains, including 3 known Mock Rorquals in various stages of decomposition. The
most likely explanation based on current data is that propagules of B. socratica
take root near “whalefall” events. An alternative hypothesis of B. socratica as a
sessile predator using its brine as a weapon exists, but fails to explain the presence
of shallow-water species in the “dead zones”.

Megaster armiger
Only known for a single dead specimen, photographed tangled between the
support trusses of Southwest Pylon P06 by a repair drone. Temporarily suspending
construction operations for a survey of potential ecological damage was suggested
to Head of Construction; suggestion was summarily ignored.
Specimen is approximately 15 meters in diameter. Life reconstruction is
difficult owing to an extremely unusual body plan: five segmented appendages
have been identified, each tipped by a toothed orifice.
A large, cylindrical anatomical feature emerges from the meeting point of the
appendages; its function is unknown, but jet propulsion has been suggested based
on the feature’s peristaltic musculature. However, this would be very difficult due
to the organism’s large size and un-aerodynamic anatomy. Any explanations as
to the lifestyle of this species are purely speculative until further specimens are
discovered.

94
95
ADDITIONAL RESOURCES
Mothership Character Generators
mothership-cockpit.netlify.app/generators/crew
declangs.github.io/mothership-connection/
necrocorvo.itch.io/mothership-google-sheets

Warden Screen (1e)


toddmoonbounce.itch.io/wardens-player-reference-for-mothershiprpg

96
MORE UNDERWATER HORROR
Bloom
by Daniel Hallinan
kharrak.itch.io/bloom

Thousand Empty Light


by Alfred Valley
alfredvalley.itch.io/thousand-empty-light

In Other Waters: Tidebreak


by Lone Archivist
lonearchivist.itch.io/tidebreak

Tide World of Mani


by Joel

Constant Downpour Remastered


by SpicyTunaRPG

Crush Depth
by Jet McFin
https://mcfin.itch.io/crush-depth

97
Diving Bell Malfunction Table
1-2: Flywheel stabilizers damaged, Bell tumbles.
• Operator suffers d10 damage, Divers suffer Strain every 5 minutes.
• External repair required: Crisis 2 Intellect Check (Industrial Equipment).
3-4: Hull breach. Bell entirely flooded in 1 hour, death from hypothermia in 30 minutes.
• Repair: Crisis 2 Speed Check (Mechanical Repair).
5-6: Local comms glitch. No communication between the Bell and Divers until repaired.
• Repair: Intellect Check (Rimwise, Military Training). Failure: Radio is usable, but
interference likely. Occassionally role to re-tune freq. 0-4, freq is found. 5-9,
failure: +2 Stress for all PCs except Marines.
7-8: Ascent/descent cable snaps, backup cable in effect but under strain.
• Roll 1d10 every time the Bell transitions between Zones.
• On a 1, the backup cable snaps and the Bell falls to the ocean floor, dragging the
Divers with it.
• Roll 3 times on the Diving Bell Malfunctions table (rerolling this result) when
the Bell finally crashes onto the Ice-VII Layer (pxx).
• External repair required: Intellect Check (Indusrial Equipment or [-]). Failure:
Shoddy repair job. Next time this result is rolled, irreparable.
9-0: Transformer breaks, limited power available. Irreparable.
• Crush Suits can only power TWO of the following: Lights, Radio, Heat - Operator
decides, and can change as needed.

Crush Suit Malfunction Table


1. No effect. The suit seems stable for now.
2. Hydraulics seize up, preventing movement. Panic Check.
• Repair: None - lasts 1d5 minutes.
3. Headlights die, plunging you into absolute darkness. Panic Check.
• Repair: Intellect Check. Failure: Lights constantly flicker - highly annoying. +1
Stress to PC.
4. Radio broken. Broadcast communication impossible.
• Repair: Intellect Check (Rimwise, Military Training). Failure: Radio permanently
broken. Marines can still communicate via arm signals. Anyone’s guess if their
teammates can decipher it.
5. Ballast tanks rupture. Slowly sink when drifting.
• Repair: Intellect Check (Engineering). Failure: Pass a Strength Check or take [-]
on all vertical movements.
6. Umbilical severed. Disconnected from the Diving Bell, must rely on emergency air
supply (1 hour).
• Repair: Intellect Check (Jury-Rigging) or cannabilize teammate’s umbilical (-25
meter range).
7. Hydraulics go haywire. 3d10 Strain; random PC limb mangled, unusable.
• Repair: None - lasts 1d5 minutes (Suit). Medical attention required at PSV Beagle
(PC limb).
8. Spiderweb crack on faceplate. Panic Check. Any future Crush Suit Malfunction
results of 8+ kill instantly as the faceplate shatters.
• Repair: New Crush Suit required.
9. Internal heating broken. Hypothermia, unconsciousness in 1d10 minutes. While
unconscious, make a Body Save every minute or die.
• Repair: Crisis 3 Speed Check (Rimwise, Mechanical Repair).
10. Air leak. Suffocate in 2d10 minutes.
• Repair: Crisis 2 Speed Check (Jury-Rigging).
11. Seal cracked. Drown in 1d10 minutes.
• Repair: Crisis 2 Speed Check (Jury-Rigging).
12. Compounding malfunctions. Roll twice on this table, ignoring Pressure.

98
IAS Traps
d10+hours spent in superorganism
Bright flash of light, PCs
Kinevician attempts to drill through blinded for 30 seconds.
1 8
PC helmet. Completely ineffective. 1d10 Kinevicians swarm
PCs.
Speed Check for first PC to
Kinevician tripwire. Wraps around
enter. Fail: faceplate cracked
2 legs, drags prey to Bolus Banquet for 9
by hardened Kinevician,
digestion.
shatters if already cracked.
Kinevician Crush Suit
False room made from Kinevicians.
mimic. If approached,
When entered, envelope and crush
3 10 Kinevician surges forward
PCs. Crisis 3 Strength Check to
and envelopes. Crisis 3
escape.
Strength Check to escape.
Ghostly microphage Crush
Suit mimic. Human-like
Pressurized chamber - sphincter is
wails hijack comms. Panic
4 puckered out. When opened, PCs 11
Check. Voltage strikes
blasted back into tunnel. +5 Strain.
approaching PCs, suit shuts
down while in chamber.
Speed Check. Failure:
Kinevician sphincter mimic. Wraps Kinevician tears off and
5 around first PC to enter. Crisis 3 12 flees with PC oxygen tank.
Strength Check to escape, +2 Strain. Emergency oxygen reserve
only.
Razorsheet lies flat on floor. Closes Hypnotic flashing light.
when walked over, Kinevicians arrive Sanity Save to resist the
6 13
and haul PCs to Bolus Banquet for lure. Failure: Consumed by
digestion. Speed Check to avoid. Kinevician.
Kinevician trendrils erupt,
trap PCs. Speed Check to
False floor. 50 foot deep pit of avoid, Strength Check to
7 pepsin, Speed Check to avoid. PCs 14 escape. Giant Priognath
suffer a Malfunction after escape. arrives, saws trapped Crush
Suits - Suffer Malfunction
every roll trapped.

99

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