<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>The Lost Bay</title><description>Suburban Gothic RPG</description><link>https://www.thelostbayrpg.com/</link><language>EN</language><item><title>Vibes</title><link>https://www.thelostbayrpg.com/vibes/</link><guid isPermaLink="true">https://www.thelostbayrpg.com/vibes/</guid><description>All The Lost Bay vibes</description><pubDate>Fri, 12 Dec 2025 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;A list of Vibes and where to find them&lt;/p&gt;
&lt;h2&gt;Official Vibes&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;Firestarter&lt;/strong&gt;  quickstart/preview manuscript
&lt;strong&gt;Splinter&lt;/strong&gt; quickstart/preview manuscript
&lt;strong&gt;Seer&lt;/strong&gt; quickstart/preview manuscript&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Screamer&lt;/strong&gt; preview manuscript
&lt;strong&gt;Scanner&lt;/strong&gt; preview manuscript
&lt;strong&gt;Monarch&lt;/strong&gt; preview manuscript&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Shifter&lt;/strong&gt; preview blog
https://www.thelostbaystudio.com/blogs/inside-the-bay/the-shifter-preview&lt;/p&gt;
&lt;h2&gt;Third Party vibes&lt;/h2&gt;
&lt;p&gt;&amp;lt;br /&amp;gt;&lt;/p&gt;
&lt;h3&gt;REBORN (new system)&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Ech0&lt;/strong&gt;
txt https://discord.com/channels/702046991789588480/1417478041382162533/1425217909474463856
pdf https://discord.com/channels/702046991789588480/1417478041382162533/1425283720201506816&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Blackhat&lt;/strong&gt;
txt https://discord.com/channels/702046991789588480/1417478041382162533/1424529903369584783&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Tagger&lt;/strong&gt;
https://stazie.itch.io/tagger&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Urban Eplorer - Derelict&lt;/strong&gt;
txt https://discord.com/channels/702046991789588480/1417478041382162533/1433957015759228940&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Pareidolist&lt;/strong&gt;
txt https://discord.com/channels/702046991789588480/1417478041382162533/1423746362645807134&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Mermaid&lt;/strong&gt;
https://verdant-core.itch.io/mermaid&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Phreak&lt;/strong&gt;
https://rossburton.itch.io/phreak-vibe&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Reborn&lt;/strong&gt; in A Night on Rose Hill
https://m-allen-hall.itch.io/rose-hill&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Mosher&lt;/strong&gt; in Elevator Game
https://m-allen-hall.itch.io/elevator-game-tlb&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Zombi, Cryptid, Painter, Root, Wrestler&lt;/strong&gt;
https://robertislostinthewires.itch.io/vibes-v-tlb&lt;/p&gt;
&lt;h3&gt;Legacy system&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Blackhat&lt;/strong&gt;
(Legacy) https://wren-the-forrester.itch.io/the-blackhat&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Pareidolist&lt;/strong&gt;
(Legacy) https://overwhelming-dog.itch.io/pareidolist&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Echo&lt;/strong&gt;
(Legacy) https://sssalt.itch.io/ech0&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Doll and Drummer&lt;/strong&gt;
(Legacy) https://blazingdragongames.itch.io/doll-and-drummer-vibes&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Jinkx&lt;/strong&gt;
(Legacy) https://midrava.itch.io/jinx-vibe-tlb-rpg&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The Fathomer&lt;/strong&gt;
(Legacy) https://bawdy-horror.itch.io/the-fathomer&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Mystery and Doll&lt;/strong&gt; in Consume as you are
(Legacy) https://blazingdragongames.itch.io/consume-as-you-are&lt;/p&gt;
</content:encoded></item><item><title>:: Core Rules ::</title><link>https://www.thelostbayrpg.com/core-rules/</link><guid isPermaLink="true">https://www.thelostbayrpg.com/core-rules/</guid><description>Core Rules</description><pubDate>Mon, 23 Feb 2026 00:00:00 GMT</pubDate><content:encoded>&lt;h2&gt;Tone&lt;/h2&gt;
&lt;p&gt;The Lost Bay is a hazy beast, a sprawl of malls, ancient woods, abandoned highways, lifeless residential grids, and iodine loaded rusty harbors. It’s infinite and unmappable, inescapable. Semi-abandoned highways and an inhospitable nature connect it to the rest of the world, probably.&lt;/p&gt;
&lt;p&gt;The Bay is more than just a suburb, it’s a force that grants plenty, and demands more. It’s brutal yet welcoming. A maze of concrete and immaculate wilderness.&lt;/p&gt;
&lt;p&gt;At its core lies the &lt;strong&gt;Weird&lt;/strong&gt;. Immaterial, life and death, joy and pain. It’s everywhere, and makes the Bay what it is.&lt;/p&gt;
&lt;p&gt;Something happened to you and you got the Weird. Now you’re &lt;strong&gt;Gifted&lt;/strong&gt;, bound to an immortal &lt;strong&gt;Living Saint&lt;/strong&gt;. Living Saints are neither good, nor evil. You might serve them out of devotion or against your will.&lt;/p&gt;
&lt;p&gt;Your Living Saint grants you a fraction of their powers. They allow you to channel the Weird and accomplish extraordinary feats. But it comes at a cost. Excess Weird can consume you, body and soul.&lt;/p&gt;
&lt;p&gt;Since you got the Weird you left your old life behind. Now you have found new companions, like-minded souls, they’re your family by fate and by choice, not by blood.&lt;/p&gt;
&lt;p&gt;The Weird inexorably pulls you to uncanny places, like an incandescent gem lures a moth. &lt;em&gt;Miracles&lt;/em&gt; are drawn to you: creatures weirder than you, overwhelming, unstoppable. They can’t be defeated, only cheated, bargained with, escaped.&lt;/p&gt;
&lt;p&gt;Something about your life remains unanswered. The contours of your Living Saint elude you. The Weird within you, is a mystery. You seek to learn the truth, it’s out there, somewhere, waiting.&lt;/p&gt;
&lt;h2&gt;System and rules&lt;/h2&gt;
&lt;p&gt;&amp;lt;br /&amp;gt;&lt;/p&gt;
&lt;h3&gt;Rolling the dice&lt;/h3&gt;
&lt;p&gt;You’re a hot mess. A teen blessed with Gifts. Glass cannon cursed with the Weird.&lt;/p&gt;
&lt;p&gt;The Weird makes you extraordinary, but it also consumes you. It’s the only stat you have, ranging from 1 to 6. When your Weird reaches 6, you’re &lt;strong&gt;Consumed&lt;/strong&gt;. That’s the end for you.&lt;/p&gt;
&lt;p&gt;Managing your Weird level is at the core of the game. It’s not a resource you spend but an energy that flows through you. You can channel the Weird to overcome danger, but the more you use it, the more it floods you pushing your stat higher.&lt;/p&gt;
&lt;p&gt;To play, you’ll need d6s in two colors, white (normal) and red (weird). The Weird dice materialize the Weird you use to accomplish actions.&lt;/p&gt;
&lt;p&gt;You roll dice every time accomplish something difficult, or tap into the Weird, willingly or not. .&lt;/p&gt;
&lt;p&gt;There are only two types of dice rolls: Action Roll, and Weird Save&lt;/p&gt;
&lt;p&gt;There are only two kinds of dice rolls: &lt;strong&gt;Action Roll&lt;/strong&gt;, and &lt;strong&gt;Weird Save&lt;/strong&gt;&lt;/p&gt;
&lt;h2&gt;Action Roll&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;The Action Roll is the main roll of the game&lt;/strong&gt;
You’ll make an action roll whenever you attempt a difficult or dangerous action. The GM may rule that some actions are outright impossible; like hacking a computer with a teaspoon, or cracking a safe with jelly. Use your best judgment to decide if the action is feasible and what the consequences of a failure or of a success with complications might be.&lt;/p&gt;
&lt;h3&gt;Build your dice pool&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;NORMAL DICE&lt;/strong&gt;
+1 die if you&apos;re using a &lt;strong&gt;Skill&lt;/strong&gt;. Add only 1 die even if multiple skills are relevant.
+1 die if you&apos;re using &lt;strong&gt;Gear&lt;/strong&gt;. The piece of Gear becomes unusable, remove it from the inventory.
+1 die if you&apos;re receiving &lt;strong&gt;Help&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;RED DICE&lt;/strong&gt;
+1 die if you&apos;re mustering the &lt;strong&gt;Weird&lt;/strong&gt;, and taking the risk to get a &lt;strong&gt;Condition&lt;/strong&gt;
+1 die if you&apos;re using a &lt;strong&gt;Gift&lt;/strong&gt;
+1 die if you&apos;re trying to &lt;strong&gt;kill&lt;/strong&gt; a living being (not a Weird being)
+1 if a Scar or Weird &lt;strong&gt;Condition&lt;/strong&gt; are relevant&lt;/p&gt;
&lt;h3&gt;Check the results&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;DID THE WEIRD AFFECT YOU?&lt;/strong&gt;
Is the highest die a &lt;strong&gt;Red&lt;/strong&gt; die?
&lt;em&gt;YES&lt;/em&gt;: if it&apos;s higher than your current &lt;strong&gt;Weird&lt;/strong&gt;, get &lt;strong&gt;+1 Weird and a Condition&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;DID THE ACTION SUCCEED?&lt;/strong&gt;
1-3 you &lt;strong&gt;fail&lt;/strong&gt;, &lt;strong&gt;consequence&lt;/strong&gt;, if you’d like you can re-roll adding another red die to the pool
4-5 &lt;strong&gt;success&lt;/strong&gt; with &lt;strong&gt;complication&lt;/strong&gt;, if you’d like you can re-roll adding another red die to the pool
6 &lt;strong&gt;success&lt;/strong&gt;&lt;/p&gt;
&lt;h3&gt;Action scope&lt;/h3&gt;
&lt;p&gt;The scope of an action can range from limited to broad. GenIn general, actions with a limited scope take less time to complete. The consequences of a &lt;em&gt;Failure&lt;/em&gt; or a &lt;em&gt;Success with complication&lt;/em&gt; should be proportional to action’s scope.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Examples of limited scope actions&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Hacking a computer password&lt;/li&gt;
&lt;li&gt;Punching an opponent&lt;/li&gt;
&lt;li&gt;Bribing a nightclub bouncer&lt;/li&gt;
&lt;li&gt;Landing a cool skateboard trick&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Examples of broad scope actions&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Retrieving information from an encrypted system file&lt;/li&gt;
&lt;li&gt;Killing an opponent&lt;/li&gt;
&lt;li&gt;Gaining access to the nightclub’s VIP room&lt;/li&gt;
&lt;li&gt;Winning a skateboard competition&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Gear&lt;/h3&gt;
&lt;p&gt;You start and can carry max three gear.
If you drop something from your inventory you can’t get it back.&lt;/p&gt;
&lt;p&gt;When you roll for an action using one gear you consume it, regardless of the roll outcome.&lt;/p&gt;
&lt;h3&gt;Weird save&lt;/h3&gt;
&lt;p&gt;Whenever you encounter a manifestation of the Weird roll a red die.&lt;br /&gt;
If the result is higher than your current Weird, increase your Weird by 1 and get a condition (or worsen an existing condition).&lt;/p&gt;
&lt;h3&gt;Consumed&lt;/h3&gt;
&lt;p&gt;When your Weird reaches 6 or when you get all 6 Scars (see below), you’re lost, dead, consumed by the Weird and devoured by the Bay. You may not be physically dead, but you exit the game. Create another character.&lt;/p&gt;
&lt;h2&gt;Prayers&lt;/h2&gt;
&lt;p&gt;Prayers are directed to your living saint, and can take any form that suits you: whispering, drawing figures in the sand, spitting. They’re what you do when you seek help.&lt;/p&gt;
&lt;p&gt;There are two types of Prayers: &lt;strong&gt;Offerings&lt;/strong&gt; and &lt;strong&gt;Summons&lt;/strong&gt;.&lt;/p&gt;
&lt;h3&gt;Offering&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Offerings allow you to lower your Weird, and avoid being consumed.&lt;/strong&gt; They are uncanny practices that allow you to pay your dues, and pass some of your Weird to your living saint. Some see Offerings as a sacred connection to the immortals, others call them extortion.&lt;/p&gt;
&lt;p&gt;When you attempt to lower your weird, roll an Offering roll with a Weird die (red):&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;If you roll over or equal to your Weird score, you succeed in making the Offering: your Living Saint notices your plea, you transfer them part of your Weird., lower your Weird score by -1.&lt;/li&gt;
&lt;li&gt;If you roll lower than your current Weird score, the Offering has no effect. It goes unnoticed, or is ignored by your Living Saint.Or maybe they’re testing you, or they don’t love you anymore.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Summon&lt;/h3&gt;
&lt;p&gt;You can summon your Living Saint, they will manifest in the form of their Omen.&lt;br /&gt;
Summoning is a prayer of last resort. You can only do it only six times in your lifetime, and with each summon you gain a Scar.&lt;/p&gt;
&lt;p&gt;When you summon your living saint you can:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Lower your weird&lt;/li&gt;
&lt;li&gt;Do a Deja vu, redo the latest action, and change something that modifies its outcome&lt;/li&gt;
&lt;li&gt;Force a failed roll&lt;/li&gt;
&lt;li&gt;Do anything else reasonable&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Describe how the living saint manifests, the effect of your Summon, your scar (see below).&lt;/p&gt;
&lt;h3&gt;Free Summons&lt;/h3&gt;
&lt;p&gt;Free summons help game masters maintain a nice balance at the table. The Lost Bay is a challenging world for the characters, but it shouldn’t become a nightmare for the players.&lt;/p&gt;
&lt;p&gt;You can reward the characters with free summons when they accomplish something extraordinary. Such as surviving an Urban Legend, pulling off an impossible feat, or doing something that makes the table go: whoa! You can also grant one, when their saint patron is impressed or proud of their doing.&lt;/p&gt;
&lt;p&gt;Unlike regular summons, free summons don’t trigger scars when they’re used&lt;/p&gt;
&lt;p&gt;Free summons don’t trigger scars when they’re used&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Example&lt;/strong&gt;:&lt;br /&gt;
It’s night. Lea is trapped in a pet shop. She’s finally confronting the serial killer that has been chasing her for days. Surrounding her are insectariums filled with rare and ancient insects. As a Monarch she uses her power, &lt;strong&gt;Swarm&lt;/strong&gt;, to unleash the bugs trapped in the display cases, turning them into a ferocious tide that overwhelms her attacker.  In the process, she not only defeats the serial killer but also frees the insects from their glass and plastic prison, allowing them to crawl and fly back to nature. Her living saint finds this particularly impressive and grants her a &lt;strong&gt;free Summon&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;Additionally, you can grant a free Summon when a player contributes to the game in a cool way, such as taking notes, drawing a map, or bringing a chocolate cake for the table.&lt;/p&gt;
&lt;h2&gt;Fighting Miracles&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;Miracles&lt;/strong&gt;  are beings corrupted by the Weird. They may take human form—or something else entirely.&lt;br /&gt;
Miracles cannot be killed in combat. However, they can be tricked, lured, bargained with, hidden from, or imprisoned. You might even try to wound them as part of a more complex plan.&lt;/p&gt;
&lt;h2&gt;Conditions&lt;/h2&gt;
&lt;p&gt;Conditions are a characters’ physical or spiritual wounds. They might alter their body, and their emotional balance. They can make simple actions become complicated.&lt;/p&gt;
&lt;p&gt;You can take conditions:&lt;/p&gt;
&lt;h3&gt;1.When your Weird increases.&lt;/h3&gt;
&lt;p&gt;This might happen during an Action Roll, or a Weird Save because of the red die. In those cases conditions will be specific to the Urban Legend you’re playing, and follow its core themes. &lt;strong&gt;They are a direct consequence to the character’s exposure to the Weird.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Two condition examples from the Traveller urban legend (p.xx)&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;em&gt;You feel mesmerized by bright lights and need to stare at them.&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;&lt;em&gt;Thin protruding iridescent tentacles burst through your flesh.&lt;/em&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The GM and the player will determine how &lt;strong&gt;Conditions&lt;/strong&gt; affect the character—both in terms of their behavior and how the environment reacts to them.&lt;/p&gt;
&lt;p&gt;For example, what happens if you&apos;re being chased by a car at night but feel an uncontrollable compulsion to stare at its headlights? Or how might an NPC react when you&apos;re trying to convince them of your trustworthiness, while tiny tentacles protrude from your cheek?&lt;/p&gt;
&lt;p&gt;Every time the Weird score of a character increases, their condition will worsen. The GM and the player determine together how this happens.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;em&gt;The tentacles will overgrow and coat the whole body of the character.&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;&lt;em&gt;The character will try to actually reach and touch the bright lights.&lt;/em&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;When the character has six Weird, they are Consumed by their condition&lt;/strong&gt;. They are dead, lost, devoured by the Weird, and are not playable anymore.&lt;/p&gt;
&lt;p&gt;The Condition will subdue if the character manages to lower their Weird.&lt;/p&gt;
&lt;h3&gt;2.If you fail an action.&lt;/h3&gt;
&lt;p&gt;For example failing to climb a light pole might lead to a fall and breaking a leg.
These kinds of conditions will not worsen when your Weird increases, and can be healed by taking appropriate steps.&lt;/p&gt;
&lt;h2&gt;Scars&lt;/h2&gt;
&lt;p&gt;Characters get scars when they summon their living saint.&lt;/p&gt;
&lt;p&gt;They get the scars in succession.&lt;/p&gt;
&lt;p&gt;The last &lt;strong&gt;scar&lt;/strong&gt; Consumes the character, making them unplayable. Their body or soul undergoes one last radical transformation. They are consumed by the Weird and become one with Lost Bay. Getting the last scar fulfills the destiny forged by their Living Saint. How they feel about it is up to them; whether they rejoice, rebel, accept it with indifference or something else entirely.&lt;/p&gt;
&lt;h3&gt;Example conditions from the The Traveller Urban Legend&lt;/h3&gt;
&lt;p&gt;1 Burns draws a diagram on your skin
2 Thin protruding iridescent tentacles burst through your flesh
3 You feel mesmerized by bright lights and need to stare at them
4 All faces look the same to you
5 You feel hunted
6 You have doubts about who you are, what you are&lt;/p&gt;
&lt;h2&gt;Principles for players&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;Get to know your characters&lt;/strong&gt;&lt;br /&gt;
You play as a &lt;strong&gt;Gifted&lt;/strong&gt;, a young person touched by the Weird and granted extraordinary powers by a &lt;strong&gt;Living Saint&lt;/strong&gt;. Your character’s life has been turned upside-down. They start their journey with a &lt;strong&gt;Calling&lt;/strong&gt; and lots of unanswered questions. Use Urban Legends and Wandering as opportunities for self-discovery. Weave your character into their surroundings, build their backstory, add facets to their personality as you play and explore the Bay. The game is as much about exploring the Bay, as it is about getting to know your character.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Take risks&lt;/strong&gt;&lt;br /&gt;
The Lost Bay is filled with eerie places and dangerous creatures. Growth and evolution come from engaging with the unknown. Take risks, interact with the world around you.&lt;/p&gt;
&lt;p&gt;Be aware though that direct confrontation with Miracles inevitably leads to death. Think outside the box, and find creative ways to survive the Bay.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Dance with the Weird&lt;/strong&gt;&lt;br /&gt;
Embrace the Weird. It’s your best friend. Using Gifts and Prayers pushes the fiction forward and might cause Conditions and Scars. These are not just setbacks, they give depth to your characters and spark new ideas.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Cheat death&lt;/strong&gt;&lt;br /&gt;
The Lost Bay can be deadly. Miracles can crush you. Conditions and Scars blaze your body and soul. Do your best to stay alive, but don’t fear death. If your character dies or is Consumed it’s ok. That means you were bold and took risks. Say your goodbyes, create a new character, and keep playing.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Experiment&lt;/strong&gt;&lt;br /&gt;
There’s no single way to handle a problem. Use your Skills, Gifts and Gear creatively. Experiment and try things.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Move forward&lt;/strong&gt;&lt;br /&gt;
The game isn’t about solving problems, it’s about discovering how your character confronts them. If you feel stuck in a specific situation, let it go, and move on. Urban Legends are structured in Beats, ensuring there’s always something new and eerie to engage with. &lt;strong&gt;Play with the Bay, not against it.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Share the spotlight&lt;/strong&gt;&lt;br /&gt;
The game is a collective experience. Make space for other players, leave room for their ideas, actions, and voices. Conflicts between characters are fine, but be sure to keep tensions in the fiction. Don’t let in-game conflicts affect the fun at the table.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Ask questions&lt;/strong&gt;&lt;br /&gt;
Whenever you feel lost ask the GM and the other players to help you. If you’re unsure about the rules, the world or don’t know how your character should handle a specific situation don’t be afraid to ask for feedback.&lt;/p&gt;
&lt;h2&gt;Principles for Game Masters&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;Set Expectations&lt;/strong&gt;&lt;br /&gt;
Before the session starts, make sure everyone understands what they’re stepping into. If possible, talk to the players ahead of time—don’t wait until they’re at the table to explain the game’s tone and core concepts. Use classification and content warnings. Set clear expectations, but keep the intro concise.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Keep it light&lt;/strong&gt;&lt;br /&gt;
Players only need to grasp the basic mechanics before starting: the dice pool and the Weird dice. Explain other rules as they come up during play—don’t overwhelm players with too many details upfront. If characters get stuck, offer suggestions and remind players of mechanics they can use, like rerolling the pool, providing help, or summoning.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Stay with the flow&lt;/strong&gt;&lt;br /&gt;
The game is as much about player interaction as it is about world discovery. Urban Legends, campaign frameworks, and your own prep notes are just starting points. Stay open to unexpected twists and player suggestions. Keep the game moving, don’t get too attached to ideas or concepts.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;When you’re stuck, tell the players&lt;/strong&gt;&lt;br /&gt;
If the game ventures into uncharted territory and you feel lost or overwhelmed, pause and be honest with the players. Ask for their help or steer things back toward familiar ground.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Make sure everyone feels safe&lt;/strong&gt;&lt;br /&gt;
The Lost Bay is full of uncanny, unsettling, and sometimes violent creatures and situations. Ensure everyone feels safe emotionally by using safety tools like Veils, Lines, and the X-Card.&lt;/p&gt;
&lt;p&gt;Beyond formal tools, check in with players before unfolding intense moments, such as body transformation, loss of control, or death. If a scene is particularly distressing, and players are feeling distressed, involve them in shaping it, ensuring it remains engaging rather than uncomfortable.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Involve players&lt;/strong&gt;&lt;br /&gt;
Run the game with the players, not against them. They are your accomplices in adventure. Give them space to come up with creative, unexpected ideas, just as you do.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Ask questions&lt;/strong&gt;&lt;br /&gt;
Engage players by asking questions directed at their characters. Ask how they feel about unfolding events. Dig into their backstories, relationships, and connections to NPCs. Use their answers to enrich the word and the adventure.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Be open about dangers&lt;/strong&gt;&lt;br /&gt;
When characters are about to face something dangerous, or if they unknowingly step into harm’s way, be transparent. Players should always know what’s at stake before taking action.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Break the rules&lt;/strong&gt;&lt;br /&gt;
Everything in this book is a framework to support fun and immersive play. Don’t be afraid to experiment, bend, or even break the rules if it creates a more meaningful and engaging experience for your table.&lt;/p&gt;
</content:encoded></item><item><title>Dead God</title><link>https://www.thelostbayrpg.com/dead-god/</link><guid isPermaLink="true">https://www.thelostbayrpg.com/dead-god/</guid><description>d-e-a-d-g-o-d</description><pubDate>Tue, 24 Feb 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&amp;lt;div class=&quot;fullscreen&quot;&amp;gt;
&amp;lt;img class=&quot;fullscreen dead-god&quot; src=&quot;/img/dead-god.gif&quot; alt=&quot;I was sitting on the top of the hill, contemplalting the Bay before me as the sun was setting on the horizon and next to the &lt;em&gt;Gorro&lt;/em&gt; rock. For the first time I noticed the rocky mountain looked like a body, gently resting on the land, lost in a cold and merciless slumber. Is this a God. The God we can&apos;t name?&quot; /&amp;gt;
&amp;lt;/div&amp;gt;&lt;/p&gt;
&lt;p&gt;&amp;lt;div class=&quot;dead-god&quot;&amp;gt;
I was sitting on the top of the hill, contemplalting the Bay before me as the sun was setting on the horizon and next to the &lt;em&gt;Gorro&lt;/em&gt; rock. For the first time I noticed the rocky mountain looked like a body, gently resting on the land, lost in a cold and merciless slumber. Is this a God. The God we can&apos;t name?&lt;/p&gt;
&lt;p&gt;-- art by Kobe Ouano - The Lost Bay Humbpack Rock 2027
&amp;lt;/div&amp;gt;&lt;/p&gt;
</content:encoded></item><item><title>Character Sheets</title><link>https://www.thelostbayrpg.com/character-sheets/</link><guid isPermaLink="true">https://www.thelostbayrpg.com/character-sheets/</guid><description>Characer sheets - Reborn</description><pubDate>Sun, 01 Mar 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;a href=&quot;/files/character_sheets/TLBCsheet_001clean.png&quot;&gt;Character Sheet 1 Clean&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;/files/character_sheets/TLBCsheet_001dirty.png&quot;&gt;Character Sheet 1 Dirty&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;===========&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;/files/character_sheets/TLBCsheet_002clean.png&quot;&gt;Character Sheet 2 Clean&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;/files/character_sheets/TLBCsheet_002dirty.png&quot;&gt;Character Sheet 2 Dirty&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;===========&lt;/p&gt;
&lt;p&gt;Art and layout by Scragend.&lt;/p&gt;
</content:encoded></item><item><title>Oracle</title><link>https://www.thelostbayrpg.com/oracle/</link><guid isPermaLink="true">https://www.thelostbayrpg.com/oracle/</guid><description>Solo play oracle</description><pubDate>Sun, 29 Mar 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;import MyWidget from &apos;../../components/posts/oracle.astro&apos;;&lt;/p&gt;
&lt;p&gt;Oracle by Wren the Forrester. Get the full deck &lt;a href=&quot;https://wren-the-forrester.itch.io/querents-guide-to-the-edgelands&quot;&gt;querents-guide-to-the-edgelands&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&amp;lt;MyWidget /&amp;gt;&lt;/p&gt;
</content:encoded></item><item><title>The Living Marshes</title><link>https://www.thelostbayrpg.com/the-living-marshes/</link><guid isPermaLink="true">https://www.thelostbayrpg.com/the-living-marshes/</guid><description>Design a setting as a living being</description><pubDate>Fri, 10 Apr 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Yesterday I finished revising and shortening &lt;strong&gt;CHEMWASTE&lt;/strong&gt; to 6,100 words. It&apos;s a one-shot, or rather, an Urban Legend, included in the core book. There&apos;s only one more to go: the &lt;strong&gt;HOLLOW HITCHHIKER&lt;/strong&gt;, which needs to be adapted to the new Highways district.&lt;/p&gt;
&lt;p&gt;Chemwaste is set in the Sinking Marshes, allegedly the oldest district of the Bay, described in the book as:&lt;/p&gt;
&lt;p&gt;&amp;lt;section class=&quot;excerpt&quot;&amp;gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;SQUISHY&lt;/strong&gt;. &lt;strong&gt;ROTTING&lt;/strong&gt;. &lt;strong&gt;HAZY&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;Lowlands, mud, dark waters, and chemical waste. Plants and factories. Countless ruins of towers and temples. Where magnificent and repulsive ancient creatures dwell.&lt;/p&gt;
&lt;p&gt;The Marshers are as rough as the wetlands they grow in, and tend to consider themselves the true Bayers, often referring to the rest of the Bay as &quot;the city&quot;, not without contempt. Touching their heart is as difficult as surviving the bite of a Quickmud, but once you earn their trust they&apos;ll do anything for you, including teaching their ancient ways and giving their life for your own.&lt;/p&gt;
&lt;p&gt;&amp;lt;/section&amp;gt;&lt;/p&gt;
&lt;p&gt;At the beginning of the Chemwaste module, the players are confronted with a major problem. Depending on how they react, two different timelines of Beats can unfold (kind of like a clock of events that happen independently of the players&apos; actions).&lt;/p&gt;
&lt;p&gt;One of those timelines involves a pushback reaction from the setting the adventure is located in.&lt;/p&gt;
&lt;p&gt;The whole setting reacts as if it were a sentient being more than a location, and with each new Beat, the reaction becomes more radical.&lt;/p&gt;
&lt;p&gt;It goes like this (excerpts from the book):&lt;/p&gt;
&lt;p&gt;&amp;lt;section class=&quot;excerpt&quot;&amp;gt;&lt;/p&gt;
&lt;p&gt;At first, the marshes remain silent, stunned, unwilling to believe the outrage that was just inflicted on them. Then, slowly, they awaken: just a feeble hum at first, quickly dialing up to a cacophony of hisses, rattles, shrieks, snarls, and buzzes. Wounded wildlife screams its pain, fear, hatred, and hunger for retaliation.&lt;/p&gt;
&lt;p&gt;How do the marshes react?&lt;/p&gt;
&lt;p&gt;Roll 1d6&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;&lt;strong&gt;Wind&lt;/strong&gt;, light objects tumble&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Ashes&lt;/strong&gt;, cover everything&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Bugs&lt;/strong&gt;, too many of them&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Fog&lt;/strong&gt;, visibility is limited in the distance&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Heat&lt;/strong&gt;, constant sweating&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Acid rain&lt;/strong&gt;, causes skin irritation&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&amp;lt;/section&amp;gt;&lt;/p&gt;
&lt;p&gt;Then, the next Beat:&lt;/p&gt;
&lt;p&gt;&amp;lt;section class=&quot;excerpt&quot;&amp;gt;&lt;/p&gt;
&lt;p&gt;How do the marshes&apos; reactions worsen?&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Wind&lt;/strong&gt;, walking in a straight line becomes a challenge.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Ashes&lt;/strong&gt;, cover everything like snow, it becomes harder to breathe.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Bugs&lt;/strong&gt;, are everywhere: under clothes, in hair, behind your hands, they bite and sting.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Fog&lt;/strong&gt;, visibility is limited to a few meters; perception of distance and voices is distorted.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Heat&lt;/strong&gt;, dehydration becomes an issue; stones and metallic objects are so hot they hurt.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Acid rain&lt;/strong&gt;, drops burn through clothes and dig holes in the skin.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&amp;lt;/section&amp;gt;&lt;/p&gt;
&lt;p&gt;And finally, the last Beat:&lt;/p&gt;
&lt;p&gt;&amp;lt;section class=&quot;excerpt&quot;&amp;gt;&lt;/p&gt;
&lt;p&gt;How do the marshes&apos; reactions worsen?&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Wind&lt;/strong&gt;, shakes humans like ragdolls; occasional gusts raise lighter people and small animals from the ground and throw them a few meters away. Lose something or someone of value to you.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Ashes&lt;/strong&gt;, the atmosphere is suffocating; in wet areas, ashes have turned into a fine mud-glue, swallowing anyone and anything that moves. If going off-road or into the Lost Wetland, succeed at an Action Roll or get trapped in mud.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Bugs&lt;/strong&gt;, start burrowing into the flesh, eyes, and ears like a merciless tide.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Fog&lt;/strong&gt;, you can’t even see your feet and have no clear perception of your surroundings or body. Succeed at an Action Roll or end up separated from the party. Roam in the marshes for days until the fog subsides.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Heat&lt;/strong&gt;, flammable objects ignite spontaneously, including the myriad of chemical waste ponds scattered across roads and wetlands. You’re likely surrounded by flames.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Acid rain&lt;/strong&gt;, intensifies in rhythm and acidity, carving flesh and bone. The players encounter one of the NPCs they previously met (Garbo, Panda, Crab Joe, etc.), dead and melted by acid.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&amp;lt;/section&amp;gt;&lt;/p&gt;
&lt;p&gt;Writing the Sinking Marshes&apos; reaction fits the underlying ecological theme of the adventure.&lt;/p&gt;
&lt;p&gt;But other locations in the game setting assume an entity-like contour.&lt;/p&gt;
&lt;p&gt;Although the Lost Bay has no precise location or shape, we know it&apos;s flanked on the western side by the ocean. It&apos;s called &lt;strong&gt;BIG BLUE&lt;/strong&gt; (yes, that&apos;s an homage to the Mediterranean Sea).&lt;/p&gt;
&lt;p&gt;Big Blue is a Miracle, a major, non-anthropomorphized NPC, both a biome and the creatures that live within it. It comes with its own stat block.&lt;/p&gt;
&lt;p&gt;&amp;lt;section class=&quot;excerpt&quot;&amp;gt;&lt;/p&gt;
&lt;h2&gt;Big Blue&lt;/h2&gt;
&lt;p&gt;The vast, untamable body of water that borders the Bay to the west. The ocean, one of the oldest living creatures, aches from the wounds inflicted by human activity and dreams of reclaiming the land it lost to them. At times, it tolerates humans who appease it by dropping offerings into its cold waters.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Weakness&lt;/strong&gt;: Lullabies.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Want&lt;/strong&gt;: To submerge the Bay or, if it can’t, to submerge you.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Quote&lt;/strong&gt;: “Shrrrrrsh... Shrrrrrsh…”&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Quirk&lt;/strong&gt;: Rust and salt crust. Burned skin and rotten wood.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Gear&lt;/strong&gt;: Wandering buoy. Sunken motorcycle. Small rock island.&lt;/p&gt;
&lt;h3&gt;Moves:&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Drag&lt;/strong&gt; into dark waters&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Corrode&lt;/strong&gt; metals and souls&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Mesmerize&lt;/strong&gt; with its beauty and might&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Inspire&lt;/strong&gt; drunken songs and poetry&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Throw&lt;/strong&gt; Monster Waves ashore&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&amp;lt;/section&amp;gt;&lt;/p&gt;
&lt;p&gt;In retrospect, I think this design choice comes from the fact I grew up in a cultural environment where people used to give emotions, will, and personalities to the natural entities that surrounded the community, the entities we lived close to, or within. Not gods, but beings you had to fear and respect.&lt;/p&gt;
&lt;p&gt;The Lost Bay seems like the perfect setting to give life to those kinds of creatures: buildings, cars, malls, creeks, roads, wells, woods, and caves surely have their own goals, feelings, and personalities.&lt;/p&gt;
</content:encoded></item><item><title>Solo gaming</title><link>https://www.thelostbayrpg.com/solo-gaming/</link><guid isPermaLink="true">https://www.thelostbayrpg.com/solo-gaming/</guid><description>Solo rules</description><pubDate>Tue, 14 Apr 2026 00:00:00 GMT</pubDate><content:encoded>&lt;h3&gt;Solo adventures&lt;/h3&gt;
&lt;p&gt;&lt;code&gt;This is a preview of the core book solo section. It&apos;s unfinished and containes page references. However it could be a valuable resources for folks who are looking into solo playing TLB&lt;/code&gt;&lt;/p&gt;
&lt;p&gt;When you play solo, you act as both a player, creating a character and exploring the Bay, and a Game Master, playing the NPCs and environment while arbitrating the outcome of the character’s actions.&lt;/p&gt;
&lt;p&gt;Both Urban Legends and Wandering can be played solo. You can even mix both genres in a Long Form adventure. In either case, follow the advice in the sections Prepping the Session (p.xx) and Setting your Long Form Adventure [p.xx] to prepare your gaming session.&lt;/p&gt;
&lt;p&gt;Next, create your character as you would for a classic group session.&lt;/p&gt;
&lt;p&gt;To play solo, you will use the Oracle. It is a special set of Tarot Cards found only in The Lost Bay. The Oracle will allow you to talk to your Living Saint and ask them questions. To use the Oracle, you can use a normal deck of Tarot cards or dice (see Oracle [p.xx]).&lt;/p&gt;
&lt;p&gt;The Oracle does not only facilitate solo play; it is an actual piece of Gear owned by your character. Add a new item to your Gear: &lt;strong&gt;Oracle&lt;/strong&gt;. In addition to interrogating the Oracle, you can use it like any other Gear. Keep it with you at all costs, because if you lose it, you will not be able to dialogue with the Oracle anymore and will have to answer questions yourself.&lt;/p&gt;
&lt;p&gt;A notebook, text editor, voice recorder, or other tool to track notes might be useful.&lt;/p&gt;
&lt;h4&gt;Gaming Loop&lt;/h4&gt;
&lt;p&gt;When you play solo, follow the gaming loop below.&lt;/p&gt;
&lt;h5&gt;1. Describe&lt;/h5&gt;
&lt;ul&gt;
&lt;li&gt;If you are playing an UL, read the chapter corresponding to the Beat you are playing.&lt;/li&gt;
&lt;li&gt;If you are playing Wandering, you might need to roll to generate a Scene or Dude.&lt;/li&gt;
&lt;li&gt;If you are playing a Wandering session, create a Rumor (p.xx).&lt;/li&gt;
&lt;li&gt;If you are using one, keep in mind the Long Form Seed and its possible Complications.&lt;/li&gt;
&lt;li&gt;Describe the environment around the character. What are its landmarks and salient features?&lt;/li&gt;
&lt;li&gt;Describe the other characters. Are they human, wildlife, or Weird? What are they doing, and what is their disposition towards you?&lt;/li&gt;
&lt;/ul&gt;
&lt;h5&gt;2. Act&lt;/h5&gt;
&lt;p&gt;Describe how you act and roll if necessary to determine the outcome of the action.&lt;/p&gt;
&lt;h5&gt;3. Change&lt;/h5&gt;
&lt;p&gt;Determine how your actions altered the environment around you. Answer one or more of the following questions. Use the Oracle if needed to spark an answer.&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;How does that affect your body and mind?&lt;/li&gt;
&lt;li&gt;How does that affect the environment?&lt;/li&gt;
&lt;li&gt;Do other characters change the way they relate to you?&lt;/li&gt;
&lt;li&gt;Does that bring you closer to fulfilling your calling?&lt;/li&gt;
&lt;li&gt;Do you learn something about the UL, the Weird, or the Bay?&lt;/li&gt;
&lt;li&gt;What has become simpler or more complicated?&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;To answer the questions, pick one or more cards from the Oracle and read their descriptions or interpret them freely.&lt;/p&gt;
&lt;p&gt;If you need help sparking more ideas, characters, or events, use the Scene and NPC creation tables in the Travel Guide (&lt;a href=&quot;http://p.xx&quot;&gt;p.xx&lt;/a&gt;) or the Paraphernalia tables:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Relationships [p.xx]&lt;/li&gt;
&lt;li&gt;Complications [p.xx]&lt;/li&gt;
&lt;li&gt;Gear [p.xx]&lt;/li&gt;
&lt;li&gt;Building Quirks [p.xx]&lt;/li&gt;
&lt;li&gt;Food [p.xx]&lt;/li&gt;
&lt;li&gt;Appendix N [p.xx]&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Oracle&lt;/h2&gt;
&lt;p&gt;Use the Oraclle below or the &lt;a href=&quot;/oracle&quot;&gt;digital version&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Once you have finished the UL or ended Wandering because your character has solved the UL, they are dead, they have fulfilled their calling, or for any other reason, refer to the section Closing the Adventure (p.xx).&lt;/p&gt;
&lt;p&gt;&amp;lt;section id=&quot;oracle&quot;&amp;gt;&lt;/p&gt;
&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Dice roll 2 D6&lt;/th&gt;
&lt;th&gt;&lt;/th&gt;
&lt;th&gt;Roll 1 Weird die&lt;/th&gt;
&lt;th&gt;&lt;/th&gt;
&lt;th&gt;ORACLE&lt;/th&gt;
&lt;th&gt;Theme, upright/reversed&lt;/th&gt;
&lt;th&gt;Arcana Major&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;1&lt;/td&gt;
&lt;td&gt;1&lt;/td&gt;
&lt;td&gt;even: upright&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;The Dead God&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Tunnels&lt;/strong&gt;, lies/torture&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;2&lt;/td&gt;
&lt;td&gt;odd: reversed&lt;/td&gt;
&lt;td&gt;I&lt;/td&gt;
&lt;td&gt;The Chosen One&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Darkness&lt;/strong&gt;, balance/fall&lt;/td&gt;
&lt;td&gt;The Fool&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;3&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;II&lt;/td&gt;
&lt;td&gt;The Swampen Woman&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Sister&lt;/strong&gt;, message/obliviion&lt;/td&gt;
&lt;td&gt;The Magician&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;4&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;III&lt;/td&gt;
&lt;td&gt;The Mossen Ribcage&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Grass&lt;/strong&gt;, change/stasis&lt;/td&gt;
&lt;td&gt;The High Priestess&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;5&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;IV&lt;/td&gt;
&lt;td&gt;The Crowned Skull&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Elder&lt;/strong&gt;, leadership/submission&lt;/td&gt;
&lt;td&gt;The Empress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;6&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;V&lt;/td&gt;
&lt;td&gt;The Owl&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Mist&lt;/strong&gt;, healing/consuming&lt;/td&gt;
&lt;td&gt;The Emperor&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;2&lt;/td&gt;
&lt;td&gt;1&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;VI&lt;/td&gt;
&lt;td&gt;The Pierced Heart&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Kisses&lt;/strong&gt;, friendship/rivalry&lt;/td&gt;
&lt;td&gt;The Hierophant&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;2&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;VII&lt;/td&gt;
&lt;td&gt;The Wheel&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Bike&lt;/strong&gt;, courage/fear&lt;/td&gt;
&lt;td&gt;The Lovers&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;3&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;VIII&lt;/td&gt;
&lt;td&gt;The Cat&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Crossroads&lt;/strong&gt;, synchronicty/delays&lt;/td&gt;
&lt;td&gt;The Chariot&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;4&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;IX&lt;/td&gt;
&lt;td&gt;The Eyes&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Tears&lt;/strong&gt;, dust/soap&lt;/td&gt;
&lt;td&gt;Justice&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;5&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;X&lt;/td&gt;
&lt;td&gt;The Shattered Self&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Photos&lt;/strong&gt;, secret/oath&lt;/td&gt;
&lt;td&gt;The Hermit&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;6&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;XI&lt;/td&gt;
&lt;td&gt;The Candles&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Paper&lt;/strong&gt;, assembling/breaking&lt;/td&gt;
&lt;td&gt;Wheel of Fortune&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;3&lt;/td&gt;
&lt;td&gt;1&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;XII&lt;/td&gt;
&lt;td&gt;The Hanged Crow&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Rain&lt;/strong&gt;, drowning/drying&lt;/td&gt;
&lt;td&gt;Strength&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;2&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;XIII&lt;/td&gt;
&lt;td&gt;The Saintly Fool&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Words&lt;/strong&gt;, birth/permadeath&lt;/td&gt;
&lt;td&gt;The Hanged Man&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;3&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;XIV&lt;/td&gt;
&lt;td&gt;The Tools&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Ink&lt;/strong&gt;, home/prison&lt;/td&gt;
&lt;td&gt;Death&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;4&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;XV&lt;/td&gt;
&lt;td&gt;The Beast&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Flowers&lt;/strong&gt;, eating/starving&lt;/td&gt;
&lt;td&gt;Temperance&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;5&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;XVI&lt;/td&gt;
&lt;td&gt;The Signal&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Song&lt;/strong&gt;, crowd/lonelyness&lt;/td&gt;
&lt;td&gt;The Devil&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;6&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;XVII&lt;/td&gt;
&lt;td&gt;The Scars&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Blood&lt;/strong&gt;, animal/mechanical&lt;/td&gt;
&lt;td&gt;The Tower&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;4&lt;/td&gt;
&lt;td&gt;1&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;XVIII&lt;/td&gt;
&lt;td&gt;The Moon&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Neons&lt;/strong&gt;, celebration/boredom&lt;/td&gt;
&lt;td&gt;The Star&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;2&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;XIX&lt;/td&gt;
&lt;td&gt;The Sun&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Computer&lt;/strong&gt;, rules/rebellion&lt;/td&gt;
&lt;td&gt;The Moon&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;3&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;XX&lt;/td&gt;
&lt;td&gt;The Burning Hand&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Scream&lt;/strong&gt;, victory/defeat&lt;/td&gt;
&lt;td&gt;The Sun&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;4&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;XXI&lt;/td&gt;
&lt;td&gt;The Mire&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Mud&lt;/strong&gt;, growth/decay&lt;/td&gt;
&lt;td&gt;Judgement&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;5&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;XXII&lt;/td&gt;
&lt;td&gt;The Static&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Video&lt;/strong&gt;, celebrity/anonimity&lt;/td&gt;
&lt;td&gt;The World&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;6&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;XXIII&lt;/td&gt;
&lt;td&gt;The Forest&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Wind&lt;/strong&gt;, fidelity/betrayal&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;5&lt;/td&gt;
&lt;td&gt;reroll&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;6&lt;/td&gt;
&lt;td&gt;reroll&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;p&gt;&amp;lt;/section&amp;gt;&lt;/p&gt;
</content:encoded></item><item><title>3PP license &amp; logos</title><link>https://www.thelostbayrpg.com/3pp-license-and-logos/</link><guid isPermaLink="true">https://www.thelostbayrpg.com/3pp-license-and-logos/</guid><description>Third party publisher license, compatibility and classification logos</description><pubDate>Thu, 16 Apr 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;To publish under TLB Third Party License you must adhere to those terms.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;You can’t reproduce or translate text or from The Lost Bay books.&lt;/li&gt;
&lt;li&gt;The Lost Bay can&apos;t appear in your product title, subtitle or cover. Though you can mention it the inner text.&lt;/li&gt;
&lt;li&gt;You are free to name in your product: all the Districts, the Faceless god. However those can’t appear in your product title or subtitle.&lt;/li&gt;
&lt;li&gt;You can&apos;t mention the Vibes and the Living Saints appearing in the official books, actually we&apos;re encouraging you to design new ones!&lt;/li&gt;
&lt;li&gt;The mechanics of The Lost Bay can be referenced and mentioned freely.&lt;/li&gt;
&lt;li&gt;Your product can’t use The Lost Bay, or The Lost Bay Studio logos.&lt;/li&gt;
&lt;li&gt;You can’t give the impression your product is published by The Lost Bay Studio or endorsed by it.&lt;/li&gt;
&lt;li&gt;You can’t use AI generated content, art, text or otherwise.&lt;/li&gt;
&lt;li&gt;Your project can’t include NFTs.&lt;/li&gt;
&lt;li&gt;Your product must have appropriate content warnings.&lt;/li&gt;
&lt;li&gt;You work can&apos;t use hate speech or bigoted speech towards minorities or marginalized identities.&lt;/li&gt;
&lt;li&gt;You can publish a work that critiques oppressive and bigot powers.&lt;/li&gt;
&lt;li&gt;Unless used with the intent to illustrate a positive impact strictly avoid racism, sexual harassment/abuse, domestic violence and discrimination in works published under the TLB Third Party License.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The product text must mention:&lt;/p&gt;
&lt;p&gt;&amp;lt;hr style=&quot;display:block;&quot; /&amp;gt;&lt;/p&gt;
&lt;p&gt;[Product name] is an independent production by [Publisher] and is published under The Lost Bay Third Party License. It’s compatible with the tabletop RPG The Lost Bay published by The Lost Bay Studio. Visit www.thelostbayrpg.com - www.thelostbaystudio.com&lt;/p&gt;
&lt;p&gt;The Lost Bay is copyright The Lost Bay Studio LTD.&lt;/p&gt;
&lt;p&gt;&amp;lt;hr style=&quot;display:block;&quot; /&amp;gt;&lt;/p&gt;
&lt;p&gt;You keep total ownership of your work published under TLB TPL.&lt;/p&gt;
&lt;p&gt;You&apos;re encouraged to use 3PP and Classification logos.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;/files/3pp/TLB_classification_logos.zip&quot;&gt;Classification Logos&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;/files/3pp/TLB_compatibility_logos.zip&quot;&gt;Compatibility Logos&lt;/a&gt;&lt;/p&gt;
</content:encoded></item><item><title>The Waterfront</title><link>https://www.thelostbayrpg.com/the-waterfront/</link><guid isPermaLink="true">https://www.thelostbayrpg.com/the-waterfront/</guid><description>Audio found footage from the Bay, location+encounter tables</description><pubDate>Thu, 07 May 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&amp;lt;section id=&quot;the-waterfront&quot;&amp;gt;&lt;/p&gt;
&lt;h2&gt;Liminal radio&lt;/h2&gt;
&lt;p&gt;&amp;lt;div&amp;gt;&lt;/p&gt;
&lt;p&gt;&amp;lt;audio controls&amp;gt;
&amp;lt;source src=&quot;/files/audio/Liminal_radio.ogg&quot; type=&quot;audio/ogg&quot; /&amp;gt;
&amp;lt;source src=&quot;/files/audio/Liminal_radio.mp3&quot; type=&quot;audio/mpeg&quot; /&amp;gt;
Your browser does not support the audio element.
&amp;lt;/audio&amp;gt;&lt;/p&gt;
&lt;p&gt;This piece was commissioned by &lt;a href=&quot;https://bsky.app/profile/goblinarchives.itch.io&quot;&gt;Goblin Archives&lt;/a&gt; for a Liminal Horror module that is still in the works I believe.
I release it here, with permission, because its mood fits particularly the Waterfront district and could serve as soundtrack for location or character creation.
It&apos;s been recorded on a spooky afternoon at &lt;a href=&quot;https://www.openstreetmap.org/relation/2990870#map=15/41.86274/12.51787&amp;amp;layers=Y&quot;&gt;Caffarella&lt;/a&gt; - I believe that day I was chased by wild dogs and muderous cyclists.
Nature sounds by &lt;a href=&quot;https://soundcloud.com/benjaminbishop&quot;&gt;Benjamin Bishop&lt;/a&gt; - most of them were recorded off the Oregon Coast
&amp;lt;/div&amp;gt;&lt;/p&gt;
&lt;h1&gt;The Watefront&lt;/h1&gt;
&lt;p&gt;&lt;strong&gt;YOUNG. ECSTATIC. INDUSTRIAL.&lt;/strong&gt;&lt;br /&gt;
Sandy beaches, night clubs, and bars. But also harbors, docks, and cranes. Land of love at first sight and deadly betrayal. Where flocks of locals and tourists drink the night away, and where sailors and fishermen rest their bodies and sorrow.&lt;br /&gt;
The Waterfront has many faces: Next to Muscle Beach, it harbors ancient buildings of wood and stone, now used as depots for the diving club, storage rooms, industrial areas or fancy seafood restaurants. Whatever happens on its shorelines is watched by the &lt;strong&gt;Eye Island&lt;/strong&gt;, which thrones at a distance at the center of the Bay.&lt;/p&gt;
&lt;h2&gt;Faction&lt;/h2&gt;
&lt;p&gt;&amp;lt;br /&amp;gt;&lt;/p&gt;
&lt;h3&gt;Noble Rock&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Style:&lt;/strong&gt; Secretive. Pervasive. Slow.&lt;br /&gt;
&lt;strong&gt;Want:&lt;/strong&gt; Find the source of the Weird and commodify it.&lt;/p&gt;
&lt;p&gt;Despite its nice, antique logo depicting a flaming stone, Noble Rock is as vile as a non-Weird being can possibly be. The sprawling company invests in just about everything via a nebula of sub-companies and subsidiaries. Despite its diversification, Noble Rock&apos;s core business remains real estate development, and they are responsible for most of the mutations the Lost Bay undergoes. Moving large volumes of concrete, cash, and people is no issue for them. They’ll do anything, are bad at everything, and are oblivious to the consequences of their actions. On underground BBS channels, anon posts claim Noble Rock is the public face of the True Church.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;What&apos;s their new project?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Roll 1d6:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Renovation of an ancient stone watchtower&lt;/li&gt;
&lt;li&gt;Extension of the industrial docks&lt;/li&gt;
&lt;li&gt;Inauguration of a new high-speed road&lt;/li&gt;
&lt;li&gt;Construction of a brand-new mega-mall&lt;/li&gt;
&lt;li&gt;Management of a worksite previously plagued by delays&lt;/li&gt;
&lt;li&gt;Relocation of a landfill&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;strong&gt;Consequence&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Roll 1d6:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Potentially lethal water pollution&lt;/li&gt;
&lt;li&gt;Pest invasion&lt;/li&gt;
&lt;li&gt;Abnormal levels of Weird (+1 Weird die to all rolls, including saves)&lt;/li&gt;
&lt;li&gt;Living Saints get sick&lt;/li&gt;
&lt;li&gt;Attracts Miracles like moths to a flame&lt;/li&gt;
&lt;li&gt;Deaths of Wildlife hit record levels&lt;/li&gt;
&lt;/ol&gt;
&lt;h2&gt;Detailed Locations&lt;/h2&gt;
&lt;p&gt;&amp;lt;br /&amp;gt;&lt;/p&gt;
&lt;h3&gt;Glass Creek&lt;/h3&gt;
&lt;p&gt;Mesmerizing. Hidden. Cruel.&lt;/p&gt;
&lt;p&gt;A glimmering gem, raw and beautiful like a dream or a postcard from a distant place. Stuck between a luxury resort and an overcrowded beach, hidden beneath the coastal road, Glass Creek is so close to the heart of the Waterfront, yet remains inaccessible for those who don&apos;t know the secret dirt path that leads the way. Surfers have made it their home, their eyes are as blue and clear as the polished glass debris that form Glass Creek’s sand.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Surfer&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Surfers own the creek and seldom leave it. When they stare at the horizon, hypnotized by the swell, or when they run in slow-motion and dive headfirst into wave foam, they are secretly praying to Big Blue, asking it to unleash a Monster Wave. Sometimes, when the ocean is calm and flat for days, they might resort to drowning some unlucky soul who has ventured into the creek or befriended them without considering the consequences.&lt;/p&gt;
&lt;p&gt;Surfers are a bit spiritual, very physical, and they love fresh beer and roasted marshmallows. They can also speak to Big Blue and understand the secrets whispered by its waves.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Quirk:&lt;/strong&gt; Graceful on the sea, clumsy on land.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Mood:&lt;/strong&gt; Contemplative. “Can you see it? Right below the horizon. It’s coming for us, like a gift. A Monster Wave.”&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Gear:&lt;/strong&gt; Surfboard. Wax. Cool sunglasses. Wooden spear.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Moves:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Hold&lt;/strong&gt; breath&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Glide&lt;/strong&gt; with mesmerizing gracefulness&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Talk&lt;/strong&gt; to Big Blue&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Northern Docks Waiting Room&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Stagnant. Crowded. Hopeful.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Passenger sea traffic has been idle for years now. Despite that, the Northern Docks Waiting Room remains as crowded as ever. Most travelers camp here, hoping to embark on the next ferry out of the Bay. Every day, the same ritual repeats: exasperated passengers pester the clerk who, both annoyed by useless questions and overwhelmed by guilt, mutters vague answers about a ferry probably leaving soon, in a matter of days. Those who lose patience leave, making room for new fresh and hopeful travelers, because in the Waiting Room two things never run short: boredom and hope.&lt;/p&gt;
&lt;p&gt;A Summon might grant a boat departure. Be careful of who or what embarks, as they might never come back: the existence of the outside world has never been scientifically proved.&lt;/p&gt;
&lt;h4&gt;Security checkpoint&lt;/h4&gt;
&lt;p&gt;The lazy and distracted security personnel barely check the X-ray machine at the entrance, unless it rings all its digital bells whenever someone or something &lt;strong&gt;weird&lt;/strong&gt; passes through it.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;At the docks&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Boat type&lt;/strong&gt;&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Towboat&lt;/li&gt;
&lt;li&gt;Ferry&lt;/li&gt;
&lt;li&gt;Supply ship&lt;/li&gt;
&lt;li&gt;Fishing boat&lt;/li&gt;
&lt;li&gt;Research submarine&lt;/li&gt;
&lt;li&gt;Sailboat&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;strong&gt;Boat name&lt;/strong&gt;&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Codfather&lt;/li&gt;
&lt;li&gt;Mega Venus&lt;/li&gt;
&lt;li&gt;Thief of the Waves&lt;/li&gt;
&lt;li&gt;Pourquoi Pas?&lt;/li&gt;
&lt;li&gt;Phantom Shark&lt;/li&gt;
&lt;li&gt;See You Later&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;strong&gt;Boat cargo&lt;/strong&gt;&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Prisoners from the Eye&lt;/li&gt;
&lt;li&gt;Cheap toys&lt;/li&gt;
&lt;li&gt;Tourists who thought they were going somewhere else&lt;/li&gt;
&lt;li&gt;Random supplies: roll 1 Stuff (p. XX)&lt;/li&gt;
&lt;li&gt;Nothing, it’s empty&lt;/li&gt;
&lt;li&gt;Salt water and octopi&lt;/li&gt;
&lt;/ol&gt;
&lt;h3&gt;Blue Moon&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Sweaty. Dizzy. Half-naked.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;After the disaster, after the Summer of Blood ruined her business and unbridled faith in music, Mrs. Gentile the owner of the Sunset abandoned her beloved Desert with nothing left but a broken heart. On a rainy day, she took refuge in an abandoned glass and mirror warehouse, perched atop a dizzying cliff, right above Big Blue. Her heart skipped a beat as she saw the statue of the Turntablist staring at her from within the warehouse, and the inscription at its feet: &quot;SAVE US&quot;. This was a sign, coming from higher powers. She finally let go of the sob encaged in her lungs, and, despite her profound distrust of salt and iodine, and decided to open a new nightclub here: the Blue Moon, soon to become the Waterfront&apos;s most popular and profitable business.&lt;/p&gt;
&lt;p&gt;Every night, until the moon dips below the horizon, the music never stops, and the dance floor is perpetually crowded with sweaty and scantily dressed nightgoers. Walls and pillars covered in mirrors, along with multicolored lighting, make the three dance rooms appear more vast than they truly are. This might explain why dancers often can’t escape the Blue Moon once they enter, and prefer losing themselves to their multiple reflections or those of someone dancing next to them.&lt;/p&gt;
&lt;p&gt;The only beings able to come and go as they please are &lt;strong&gt;Living Saints&lt;/strong&gt;, who often enjoy spending nights at the Blue Moon because all creatures are equal in the face of loud music and dance. They love to brush shoulders with those friendly, silly, weak humans and forget their immortal problems for a while. Plus, the cocktails are fantastic, and the moon’s reflection on the ocean is breathtaking.&lt;/p&gt;
&lt;p&gt;To exit the Blue Moon, you must succeed at a Weird Save.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Success: You exit the nightclub.&lt;/li&gt;
&lt;li&gt;Success with Complication: You exit the nightclub but feel a pressing need to go back.&lt;/li&gt;
&lt;li&gt;Failure: Gain +1 Weird and go back to the dance floor.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Who&apos;s getting wild on the dance floor?&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Fire Demon, Sun of the Son&lt;/li&gt;
&lt;li&gt;Lucy the Eyeless&lt;/li&gt;
&lt;li&gt;Hardcore Wanderer&lt;/li&gt;
&lt;li&gt;Jennifer, Larva Girl&lt;/li&gt;
&lt;li&gt;The Monitor&lt;/li&gt;
&lt;li&gt;The Nameless&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;On a successful Action Roll, you might spot the immortal of your choice in the VIP Lounge (roll only once for the whole party). On a success with complication, the immortal is annoyed at you finding them.&lt;/p&gt;
&lt;h3&gt;Aqualand&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Merry. Relaxed. Splashy.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Many Bayers have unforgettable memories of the Bay&apos;s oldest water park. It&apos;s composed of a singular, extra-long, and twisted slide, erected on the sand of the most popular beach, a hundred steps from the shoreline. The ticket price is reasonable and, upon entrance, visitors are welcomed by Marcellus, the photographer, who has been taking snapshots of everyone to ever set foot into Aqualand. His tiny office has become a de facto visual archive of Bayers’ faces, bearing silent testimony of who is friends with whom.&lt;/p&gt;
&lt;p&gt;Aqualand&apos;s relaxed and jolly atmosphere is only disturbed when, at times, one of the sliders doesn’t come out the other end. When this happens, the staff feigns technical issues and closes the park for half a day before panic can spread to the whole beach. Marcellus knows that vanished sliders actually reappear in odd places, and with them, several buckets of water.&lt;/p&gt;
&lt;p&gt;If you go down the slide and succeed at an Action Roll with at least one Weird die, you can be instantly transported to the place of your choice within the &lt;strong&gt;Waterfront&lt;/strong&gt;. You need to either know the place or have seen a picture of it.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Marcellus&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;You won’t see Marcellus wearing the same shirt twice, ever. His collection of shirts, ornate with motifs of luxurious vegetation and sea life, is as vast as his photo archive. Marcellus seldom leaves Aqualand, and sleeps in a small room behind the shop. He’s happy with his quiet life of photographing the park and meeting so many new people everyday. Despite his shop being a bit messy, he’s dedicated to his craft and shows expertise like no other. If you befriend him, he might reveal his outsider origin: what was supposed to be just a summer gig in the Bay became his new life. He knows about the slide&apos;s weird ability.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Quirk:&lt;/strong&gt; Walks barefoot and always carries an instant camera.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Mood:&lt;/strong&gt; Friendly. “Welcome, welcome, what’s your name, love?” &lt;em&gt;Click!&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Gear:&lt;/strong&gt; InstaCamera. Oversized swimming trunk. Rainbow mirror sunglasses.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Moves:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Take&lt;/strong&gt; a snapshot&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Remind&lt;/strong&gt; you about that time you visited as a kid and sprained your ankle&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Make&lt;/strong&gt; you feel at ease&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Campaign Seed&lt;/h2&gt;
&lt;p&gt;&amp;lt;br /&amp;gt;&lt;/p&gt;
&lt;h3&gt;Ice Cream Truck&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;The Problem&lt;/strong&gt;&lt;br /&gt;
Music from an ice truck music is heard at any time, with no sign of the truck. The music is making people increasingly anxious. Some have claimed seeing the truck near the beach or in the harbor, but every time they try to reach it, the truck leaves.&lt;/p&gt;
&lt;h4&gt;&lt;strong&gt;Complications:&lt;/strong&gt;&lt;/h4&gt;
&lt;ol&gt;
&lt;li&gt;Everyone who hears the ice cream truck jingle feels compelled to confess all of their sins from the past week.&lt;/li&gt;
&lt;li&gt;Crowds clog parking lots and roads. They wait for the elusive truck filled with hope.&lt;/li&gt;
&lt;li&gt;Dawn reveals three Aqualand employees dead with melted ice cream oozing from their mouths. One of them owed you large amounts of money.&lt;/li&gt;
&lt;li&gt;Large flocks of seagulls land in the district. They seem to be observing humans. Is that the Arcane-Algebra teacher talking to them?&lt;/li&gt;
&lt;li&gt;Empty ice cream boxes wash ashore each night. Their packaging suggests the brand is half a century old.&lt;/li&gt;
&lt;li&gt;An inflatable toy boat lands on the Blue Moon’s private beach. It carries two inmates from the Eye. One bears an ice cream cone tattoo beneath their eye: it’s your childhood nemesis.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;strong&gt;Miracle: Big Blue&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The vast, untamable body of water that borders the Bay to the west. The ocean, one of the oldest living creatures, aches from the wounds inflicted by human activity and dreams of reclaiming the land it lost to them. At times, it tolerates humans who appease it by dropping offerings into its cold waters.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Weakness:&lt;/strong&gt; Lullabies.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Want:&lt;/strong&gt; To submerge the Bay or, if it can’t, to submerge you.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Quote:&lt;/strong&gt; “Shrrrrrsh... Shrrrrrsh…”&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Quirk:&lt;/strong&gt; Rust and salt crust. Burned skin and rotten wood.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Gear:&lt;/strong&gt; Wandering buoy. Sunken motorcycle. Small rock island.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Moves:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Drag&lt;/strong&gt; into dark waters&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Corrode&lt;/strong&gt; metals and souls&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Mesmerize&lt;/strong&gt; with its beauty and might&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Inspire&lt;/strong&gt; drunken songs and poetry&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Throw&lt;/strong&gt; Monster Waves ashore&lt;/li&gt;
&lt;/ul&gt;
&lt;h4&gt;&lt;strong&gt;Faction Reaction: Noble Rock&lt;/strong&gt;&lt;/h4&gt;
&lt;h4&gt;While the Waterfront is obsessed with the ice cream jingle, Noble Rock swiftly inaugurates new worksites in immaculate sea havens. No one seems to notice the three floating drilling platforms excavating massive holes off the shoreline. As a result, the ocean quickly becomes brackish, and the impact on wildlife is massive. Big Blue is getting angry.&lt;/h4&gt;
&lt;h2&gt;Encounters&lt;/h2&gt;
&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;DUDE(S)&lt;/th&gt;
&lt;th&gt;&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Sum of the 3 dice&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;3&lt;/td&gt;
&lt;td&gt;Snorkeler. MOVES: Hold breath, Gaze at Big Blue. GEAR: Mask, Locked diary covered in barnacles, Fish in plastic bag.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;4&lt;/td&gt;
&lt;td&gt;Kids. MOVES: Poke something with a stick and break it, Ask annoying questions, Find surprisingly clever solutions to complex problems. GEAR: Change, Dead octopus, Pointy sticks.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;5&lt;/td&gt;
&lt;td&gt;Fisherman. MOVES: Repair net, Eviscerate fresh fish, Sing sad and oddly familiar song about someone lost to the sea (Weird save). GEAR: Moonshine flask, Saint Lucy eyeball relic (grants one free summon), Foldable knife.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;6&lt;/td&gt;
&lt;td&gt;Movie director. MOVES: Wear stylish sunglasses a night, Forget your name no matter how many times you introduce yourself, Pretend to know everybody GEAR: Notebook, Vintage sunglasses, Thriller book by local writer that contains secrets about Noble Rock.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;7&lt;/td&gt;
&lt;td&gt;Anthropologist. MOVES: Ask how afraid you are of Saints, Reveal a secret about your Living Saint, Know where to find Witches. GEAR: Portable audio recorder, Fresh croissants, Undying Ghosts vintage book (three pages are missing).&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;8&lt;/td&gt;
&lt;td&gt;Wildlife, lowest die 1 Floating Jellyfish, 2 Skull Moths, 3 Beach worm. (see Wildlife).&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;9&lt;/td&gt;
&lt;td&gt;Coral sculptor. MOVES: Shake coral dust off shirt, Convince you to buy a bracelet. GEAR: Eye-shaped necklace (relic, grants one free summon), Beautiful linen scarf, Coral.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;10&lt;/td&gt;
&lt;td&gt;Wildlife, determined by lowest die: 1. Floating jellyfish, 2. Skull moths, 3. Beach worm (see &lt;em&gt;Wildlife&lt;/em&gt;, p. XX).&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;11&lt;/td&gt;
&lt;td&gt;Tourist. MOVES: Ask direction to a nonexisting landmark, Complain about local food, Hold satchel tight when you talk back. GEAR: Satchel filled with cash, Ferry return ticket (expired), Semi-accurate map of location determined by lowest die: 1. Waterfront, 2. The Eye, 3. Highways.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;12&lt;/td&gt;
&lt;td&gt;Body builder. MOVES: Flex, Whine about being constantly hungry, Listen with empathy. GEAR: Fake tan spray, Protein powder, Walkman + &quot;Build a Better Me&quot; motivational tape.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;13&lt;/td&gt;
&lt;td&gt;Drowned surfer. MOVES: Regurgitate water, Open eyes., Come briefly back to life GEAR (in mouth): Safe key, Noble Rock faded business card, Barnacles.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;14&lt;/td&gt;
&lt;td&gt;Noble Rock Promoter. MOVES: Beg for a phone, Offer an internship, GEAR: &quot;Portable&quot; suitcase-phone (battery out), Lots of cash, Cole G. Sedfas (Noble Rock CEO) private business card.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;15&lt;/td&gt;
&lt;td&gt;Fugitive. MOVES: Offer to trade clothes, Strangle you and knock you unconscious, Complain that the Bay is a shithole. GEAR: Eye prison branded uniform, Large golden ring (blood-stained), Shiv.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;16&lt;/td&gt;
&lt;td&gt;Grace, Witch Queen and tobacconist. MOVES: Read cigarette smoke, Reveal a secret about you, Sense spirits or ghosts. GEAR: Contraband imported smokes, Small crystal ball, Mint candies.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;17&lt;/td&gt;
&lt;td&gt;Ferry captain. MOVES: Sleep in uncomfortable position, Give orders, Decipher complex naval maps. GEAR: Uniform (slightly worn yet perfectly ironed), Coffee bean candies.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;18&lt;/td&gt;
&lt;td&gt;Lighthouse keeper. MOVES: Cuss casually at Big Blue, Pull a can of sardines from pocket, Blink and emit a short burst of light from eyes. GEAR: Canned sardines (ad infinitum), Unfinished crosswords, Lighthouse keys.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;strong&gt;QUIRK&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;Optional&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Sum 2 lowest dice&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;2&lt;/td&gt;
&lt;td&gt;Overly tanned&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;3&lt;/td&gt;
&lt;td&gt;Wet clothes&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;4&lt;/td&gt;
&lt;td&gt;Speaks in low voice&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;5&lt;/td&gt;
&lt;td&gt;Barefoot with broken toe&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;6&lt;/td&gt;
&lt;td&gt;Small barnacles protrude from skin&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;7&lt;/td&gt;
&lt;td&gt;Delicately perfumed&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;8&lt;/td&gt;
&lt;td&gt;Covered in thin salt crust&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;9&lt;/td&gt;
&lt;td&gt;Swim trunks. Second Quirk is lowest die.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;10&lt;/td&gt;
&lt;td&gt;Noble Rock level 4 pass&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;11&lt;/td&gt;
&lt;td&gt;About to faint&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;12&lt;/td&gt;
&lt;td&gt;Constantly sweating&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;strong&gt;MOOD&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;Optional&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Sum 2 highest dice&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;2&lt;/td&gt;
&lt;td&gt;Spiritual. &quot;I saw a glimpse of something green underwater. It looked dead and alive at the same time.&quot;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;3&lt;/td&gt;
&lt;td&gt;Angry. &quot;You know who is destroying this district. My cousin told me about their plans to renovate the harbor.&quot;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;4&lt;/td&gt;
&lt;td&gt;Anxious. &quot;Something is off., The Giant Lynnen Jellyfish should have hatched by now. It&apos;s a very bad omen.&quot;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;5&lt;/td&gt;
&lt;td&gt;Creative. &quot;Big Blue poured its ink into my heart. I wrote a song, do you want to hear it?”&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;6&lt;/td&gt;
&lt;td&gt;Excited. &quot;Everyone is going to the Blue Moon tonight. I&apos;ve heard Queen Calypso is gonna DJ, you should come.&quot;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;7&lt;/td&gt;
&lt;td&gt;Inquisitive. &quot;I&apos;ve seen you before. You were following me on the coastal road. What do you want?&quot;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;8&lt;/td&gt;
&lt;td&gt;Hopeless. &quot;The Bay is a prison. I&apos;ve been waiting for my ferry to leave for months. I’ve lost hope. We&apos;re all stuck here, don’t you get it?&quot;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;9&lt;/td&gt;
&lt;td&gt;Relaxed. &quot;This breeze is so chill, it soothes me. It calls for a beer.&quot;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;10&lt;/td&gt;
&lt;td&gt;Dizzy. &quot;I swam too deep, I&apos;m not sure what happened. I couldn&apos;t get back, something was pulling me down. I&apos;m not feeling well.&quot;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;11&lt;/td&gt;
&lt;td&gt;Mistaken. &quot;Boris? Is that you? I was your anima-radiography teacher at the Castle.&quot;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;12&lt;/td&gt;
&lt;td&gt;Mysterious. &quot;Can you hear the horn?&quot;&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;h2&gt;More Locations&lt;/h2&gt;
&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;LOCATION&lt;/th&gt;
&lt;th&gt;Roll 3d6&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Sum of the 3 dice&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;3&lt;/td&gt;
&lt;td&gt;Volcanic rock cliff&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;4&lt;/td&gt;
&lt;td&gt;Muscle Beach&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;5&lt;/td&gt;
&lt;td&gt;Smoky bar&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;6&lt;/td&gt;
&lt;td&gt;Skate bowl&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;7&lt;/td&gt;
&lt;td&gt;Decommissioned ice cream cart&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;8&lt;/td&gt;
&lt;td&gt;Sea fair&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;9&lt;/td&gt;
&lt;td&gt;Newspaper kiosk&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;10&lt;/td&gt;
&lt;td&gt;Wrecked boat&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;11&lt;/td&gt;
&lt;td&gt;Diving club&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;12&lt;/td&gt;
&lt;td&gt;Leviathan skeleton&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;13&lt;/td&gt;
&lt;td&gt;Beach City store&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;14&lt;/td&gt;
&lt;td&gt;Past War Bunker&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;15&lt;/td&gt;
&lt;td&gt;Shipping containers&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;16&lt;/td&gt;
&lt;td&gt;Old lighthouse&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;17&lt;/td&gt;
&lt;td&gt;Fish market&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;18&lt;/td&gt;
&lt;td&gt;Loading dock&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;strong&gt;SCENE&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;Roll 3d6&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;strong&gt;One 6&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;Oil puddles are everywhere.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;strong&gt;Doubles any #&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;Someone got sunstroke.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;strong&gt;Triples any #&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;The weather is quickly changing, for better or worse.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Sum of the 3 dice&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;/td&gt;
&lt;td&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;3&lt;/td&gt;
&lt;td&gt;Vacationers are sunbathing, mostly naked and covered in coconut oil.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;4&lt;/td&gt;
&lt;td&gt;A fisherman painstakingly drags a gigantic and ugly fish. The dead creature drips smelly water.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;5&lt;/td&gt;
&lt;td&gt;A line is queuing up, anxiously awaiting the ice cream truck.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;6&lt;/td&gt;
&lt;td&gt;Someone is being forcibly loaded into an ambulance bearing the Eye logo.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;7&lt;/td&gt;
&lt;td&gt;Running and bumping into you and dropping:  roll 1 Weird Gear p.xx&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;8&lt;/td&gt;
&lt;td&gt;Someone is partying hard and having trouble standing straight. Check the lowest die: 1. Dude is a distant relative of one of the PCs, 2. Dude mistakes one of the PCs for a former crush, 3. Dude pukes on PCs.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;9&lt;/td&gt;
&lt;td&gt;A group is passionately distributing flyers about Noble Rock destroying the ecosystem.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;10&lt;/td&gt;
&lt;td&gt;Someone is chasing a robber. Check the lowest die: 1. Robber flees, 2. Robber is caught and a beating ensues, 3. One of the PCs is mistaken for the robber. Roll an extra Dude if needed.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;11&lt;/td&gt;
&lt;td&gt;A vendor is selling small, beautifully painted conches. Conches are… (check the lowest die) 1. cheap and made of plastic, 2. precious and underpriced, 3. fossilized eyes of Saint Lucy (provides one Free Summon).&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;12&lt;/td&gt;
&lt;td&gt;A local is screaming into a megaphone that the last Wave is near, and we&apos;re all gonna drown.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;13&lt;/td&gt;
&lt;td&gt;A cook is blowing on embers and grilling sardines.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;14&lt;/td&gt;
&lt;td&gt;A Surfer is coming back from a dive, soaked and struggling with an octopus stuck to their neck.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;15&lt;/td&gt;
&lt;td&gt;A sailor is repairing a small fishing boat, proud of the accomplished work. Tomorrow, the boat will be ready to take the sea again.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;16&lt;/td&gt;
&lt;td&gt;Someone is building an oversized sand castle. Roll one EncountDuder for who is inside the castle.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;17&lt;/td&gt;
&lt;td&gt;A group is throwing a bachelor party. If the PCs talk to the partygoers, they’ll try to involve them in their activities (which includes silly fun and potentially deadly feats).&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;18&lt;/td&gt;
&lt;td&gt;Someone is preparing a burial at sea, decorating a white raft with colorful, plastic flowers while humming a sad song. Make a Weird save: on a failure, take the Condition Grieving.&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;p&gt;&amp;lt;/section&amp;gt;&lt;/p&gt;
</content:encoded></item><item><title>Black Magnolias</title><link>https://www.thelostbayrpg.com/black-magnolias/</link><guid isPermaLink="true">https://www.thelostbayrpg.com/black-magnolias/</guid><description>A never ending funeral home in the Highways district</description><pubDate>Wed, 13 May 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;strong&gt;Whispered. Respected. Holy.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Officially, a funeral home and crematorium. In truth, a place to find lost souls, both alive and dead in their Spirit form. Long-forgotten acquaintances, ex-lovers, defeated rivals, debtors, childhood best pals, all dwell in the wake rooms, resting on foldable velvet chairs or feeding on coffee and store-bought biscuits that Black Magnolias offers its visitors. The funeral home unwillingly works as a refuge, as Miracles and Living Saints cannot pass its threshold. Its business model is entirely based on donations. The owners are unknown.&lt;/p&gt;
&lt;p&gt;An infinite number of hexagonal rooms make Black Magnolias. Occasional straight corridors break the harmonic and repetitive layout. The place doesn’t respond to mundane geometry, rooms change places, mutate, disappear.&lt;/p&gt;
&lt;p&gt;Using a gift automatically triggers a Scar.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Gear:&lt;/strong&gt; Incense. Guestbook. Abandoned pet.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Room appearance&lt;/strong&gt;&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;One of the characters’ childhood bedrooms: what is in it?&lt;/li&gt;
&lt;li&gt;One of the characters’ grandma’s kitchen: what is in the oven?&lt;/li&gt;
&lt;li&gt;No ceiling, a dusty wasteland, the sun is unforgiving.&lt;/li&gt;
&lt;li&gt;Pitch black: you cannot tell what is there.&lt;/li&gt;
&lt;li&gt;A standard Waiting Room.&lt;/li&gt;
&lt;li&gt;A room for prayer and meditation.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;strong&gt;Room quirk&lt;/strong&gt;&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Filled with many small birds.&lt;/li&gt;
&lt;li&gt;Children playing and laughing loudly.&lt;/li&gt;
&lt;li&gt;A crowd speaking in low, hushed voices.&lt;/li&gt;
&lt;li&gt;An airport PA system calling your name.&lt;/li&gt;
&lt;li&gt;Music that makes you cry.&lt;/li&gt;
&lt;li&gt;A thick crust of dust on everything, including you.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;Roll a Weird die:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Odd&lt;/strong&gt;: Roll an Encounter.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Even&lt;/strong&gt;: There is a coffin in the room. Roll: &lt;strong&gt;Who is in the coffin?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Encounter&lt;/strong&gt;&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Someone you fear.&lt;/li&gt;
&lt;li&gt;Someone you hate.&lt;/li&gt;
&lt;li&gt;Someone you love.&lt;/li&gt;
&lt;li&gt;Someone you have lost.&lt;/li&gt;
&lt;li&gt;Yourself, much younger.&lt;/li&gt;
&lt;li&gt;Yourself, much older.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;strong&gt;Who’s in the Coffin?&lt;/strong&gt;&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;You are.&lt;/li&gt;
&lt;li&gt;An elegant man wearing a silk scarf and a bathrobe. His neck is broken and his head lies at an impossible angle; it is not pleasant to watch. On his right wrist is a silver bracelet with the inscription &lt;strong&gt;Leonard&lt;/strong&gt;. His eyes are open and his lips move slightly, repeating, “I am sorry.”&lt;/li&gt;
&lt;li&gt;Unpaid invoices, hundreds of them.&lt;/li&gt;
&lt;li&gt;Someone alive (Roll Encounter), banging on the closed lid.&lt;/li&gt;
&lt;li&gt;A thirsty dog.&lt;/li&gt;
&lt;li&gt;Trash.&lt;/li&gt;
&lt;/ol&gt;
</content:encoded></item><item><title>Quiet Cloud</title><link>https://www.thelostbayrpg.com/quiet-cloud/</link><guid isPermaLink="true">https://www.thelostbayrpg.com/quiet-cloud/</guid><description>A location of the Watefront</description><pubDate>Tue, 12 May 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&amp;lt;section id=&quot;the-waterfront&quot;&amp;gt;&lt;/p&gt;
&lt;p&gt;This section was rolled using the tables found in &lt;a href=&quot;/the-waterfront&quot;&gt;The Waterfront&lt;/a&gt;&lt;/p&gt;
&lt;h2&gt;Quiet Cloud&lt;/h2&gt;
&lt;p&gt;&amp;lt;br /&amp;gt;&lt;/p&gt;
&lt;h3&gt;Aqualand&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;See &lt;a href=&quot;/the-waterfront&quot;&gt;The Waterfront&lt;/a&gt; for more info&lt;/strong&gt;&lt;/p&gt;
&lt;h3&gt;Northern Docks Waiting Room&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Secret Location: you don’t know its precise location, unless you gather information, map, help, you can’t reach it.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Stagnant. Crowded. Hopeful.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;See &lt;a href=&quot;/the-waterfront&quot;&gt;The Waterfront&lt;/a&gt; for more info&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;At the docks&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Boat: Research submarine&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Name:&lt;/strong&gt; Pourquoi Pas?&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Cargo:&lt;/strong&gt; Cheap toys&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Past War Bunker&lt;/h3&gt;
&lt;p&gt;SCENE, Someone got sunstroke. A cook is blowing on embers and grilling sardines.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;ENCOUNTER&lt;/strong&gt;: Coral sculptor. &lt;strong&gt;MOVES&lt;/strong&gt;: Shake coral dust off shirt, Convince you to buy a bracelet. &lt;strong&gt;GEAR&lt;/strong&gt;: Eye-shaped necklace (relic, grants one free summon), Beautiful linen scarf, Coral. &lt;strong&gt;QUIRK&lt;/strong&gt; Speaks in low voice &lt;strong&gt;MOOD&lt;/strong&gt; Relaxed. “This breeze is so chill, it soothes me. It calls for a beer.”&lt;/p&gt;
&lt;h3&gt;Skate bowl&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;SCENE&lt;/strong&gt; : Someone got sunstroke (again! I guess it&apos;s a heavily sunny day, no wind, no clouds) A Surfer is coming back from a dive, soaked and struggling with an octopus stuck to their neck.&lt;/p&gt;
&lt;p&gt;ENCOUNTER: Noble Rock Promoter. &lt;strong&gt;MOVES&lt;/strong&gt;: Beg for a phone, Offer an internship, &lt;strong&gt;GEAR&lt;/strong&gt;: “Portable” suitcase-phone (battery out), Lots of cash, Cole G. Sedfas (Noble Rock CEO) private business card. &lt;strong&gt;QUIRK&lt;/strong&gt; Covered in thin salt crust &lt;strong&gt;MOOD&lt;/strong&gt;: Mistaken. “Boris? Is that you? I was your anima-radiography teacher at the Castle.”&lt;/p&gt;
&lt;h3&gt;Haven&lt;/h3&gt;
&lt;p&gt;Thermal spring, abandoned railway station&lt;/p&gt;
&lt;p&gt;&amp;lt;/section&amp;gt;&lt;/p&gt;
</content:encoded></item><item><title>Bestiary</title><link>https://www.thelostbayrpg.com/bestiary/</link><guid isPermaLink="true">https://www.thelostbayrpg.com/bestiary/</guid><description>AUnedited districts wildlife Bestiary</description><pubDate>Sat, 23 May 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Caution: might contain typos&lt;/p&gt;
&lt;h3&gt;Alligator&lt;/h3&gt;
&lt;p&gt;Found in: Sinking Marshes, Elsewhere: sewers, unattended pools and artificial lakes.&lt;br /&gt;
Top of the food chain in the Sinkling Marshes, and other sweet water environments..&lt;/p&gt;
&lt;p&gt;Has a sweet spot for: mandoline music.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Moves&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Whip Tail&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Rip&lt;/strong&gt; to show off or kill&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Submerge&lt;/strong&gt; in shallow water, reappear behind you&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Gear&lt;/strong&gt;: one random Weird Stuff in the belly.&lt;/p&gt;
&lt;h3&gt;Teddy bear&lt;/h3&gt;
&lt;p&gt;Found in: anywhere in kid’s bedrooms, toy stores, one dollar and pawn shops.&lt;br /&gt;
Living teddy bear, pretty much like a bear puppy, except it’s made of acrylic and cotton balls.&lt;/p&gt;
&lt;p&gt;Has a sweet spot for cuddles&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Moves&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Remember&lt;/strong&gt; and repeat anything they hear&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Clench&lt;/strong&gt; lovingly to your leg&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Bite&lt;/strong&gt; if you push them away&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Gear&lt;/strong&gt;: something from your childhood bedroom, in their belly..&lt;/p&gt;
&lt;h3&gt;Bug storm&lt;/h3&gt;
&lt;p&gt;Found in: Sinking  Marshes, Waterfront&lt;br /&gt;
Like a snow storm but of bugs.&lt;/p&gt;
&lt;p&gt;Has a sweet spot for bright lights and flowery scents.&lt;/p&gt;
&lt;p&gt;Repelled by the smell of gasoline and burned plastic.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Moves&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Blind&lt;/strong&gt; partially the sun&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Lay&lt;/strong&gt; eggs in living flesh&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Go&lt;/strong&gt; for holes in bodies&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Buffalo Herd&lt;/h3&gt;
&lt;p&gt;Found in: Sinking Marshes&lt;br /&gt;
Peaceful and curious. Constantly hungry for grass.&lt;/p&gt;
&lt;p&gt;Loose dogs, and loud bangs make it &lt;strong&gt;Charge.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Moves&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Exhale:&lt;/strong&gt; Blow steam from nostrils&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Charge:&lt;/strong&gt; Good Luck&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Surround:&lt;/strong&gt; Circle around intruders&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Flamingo&lt;/h3&gt;
&lt;p&gt;Found in: Sinking Marshes, in flocks, Highways, lost individual&lt;br /&gt;
Majestic pink bird. Way larger than in the magazine pictures.&lt;/p&gt;
&lt;p&gt;Likes to strut.&lt;/p&gt;
&lt;p&gt;Has a sweet spot crayfish.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Moves&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Make a Weird Save the first time a Flamingo makes a move.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Open Wings&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Stare&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Scream:&lt;/strong&gt; shatter glass&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Gear&lt;/strong&gt;: Bracelet containing useful piece of into  tied to leg&lt;/p&gt;
&lt;h3&gt;Dogpack&lt;/h3&gt;
&lt;p&gt;Found in: everywhere except Sinking Marshes&lt;/p&gt;
&lt;p&gt;Half a dozen runaway dogs turned bullies.&lt;br /&gt;
The leader is always the smaller one.&lt;/p&gt;
&lt;p&gt;Have a soft spot for catching balls.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Move&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Follow&lt;/strong&gt; awkwardly at a distance&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Sleep&lt;/strong&gt; under the sun and ignore you blatantly&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Steal&lt;/strong&gt; something you carry, preferably food&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Lynnen Medusa&lt;/h3&gt;
&lt;p&gt;Found in: Sleep Country, Waterfront, Mall Nation&lt;br /&gt;
Tennis ball-sized floating Jellyfish&lt;br /&gt;
Emits low pulsating light in a variety of colors.&lt;br /&gt;
Filled with flammable gas.&lt;/p&gt;
&lt;p&gt;Is always an Omen for something good.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Moves&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Drift&lt;/strong&gt; mid-air&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Enter&lt;/strong&gt; your bedroom and wake you up in the middle of the night&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Pop&lt;/strong&gt; and spontaneously ignites&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Half Dead Teenager&lt;/h3&gt;
&lt;p&gt;Found anywhere, next to former cool places turned into gloomy spots, at night, or when nobody is around.&lt;br /&gt;
Like a bored teenager, except they’re a living dead, and can’t speak or think straight.&lt;br /&gt;
Has a sweet spot for casual chatting and fresh human meat.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Moves&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Hum&lt;/strong&gt; a cool song&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Recall&lt;/strong&gt; something embarrassing you did back in the days&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Blabble&lt;/strong&gt;, if you try to make sense out of it roll a Weird save: if successful learn something about your calling, or hardships you’re facing, if it’s a fail loose a tooth&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Gear roll one of each Stuff, Tech Stuff, Weird&lt;/p&gt;
&lt;h3&gt;Fawn&lt;/h3&gt;
&lt;p&gt;Found in: Sleep Country, near woods, ,golf clubs and parks.&lt;br /&gt;
Gentle and cute like the ones in fairy tales.&lt;br /&gt;
Seeks refuge in back yards whenever Miracles roam nearby.&lt;/p&gt;
&lt;p&gt;Has a soft spot for harp music.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Moves&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Remain&lt;/strong&gt; perfectly immobile and stare&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Bark&lt;/strong&gt; when they sense a Miracle approaching&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Hop and distract anyone who’s watching human or otherwise&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Monster wave&lt;/h3&gt;
&lt;p&gt;Found in: Waterfront in Big Blue&lt;/p&gt;
&lt;p&gt;Wandering solitary wave.&lt;br /&gt;
Feels so lonely, and longs for an embrace with other beings and things.&lt;br /&gt;
Appears usually at dusk, or at night. Can’t speak, but understands humans.&lt;/p&gt;
&lt;p&gt;Has a soft spot for poetry.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Moves&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Hypnotize&lt;/strong&gt; you with its gently dancing foam&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Roar&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Wash&lt;/strong&gt; ashore and drag things and beings into Big Blue&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Gear:&lt;/strong&gt; a corpse covered in barnacles and algae&lt;/p&gt;
&lt;h3&gt;Quick Mud&lt;/h3&gt;
&lt;p&gt;Found in: Sinking Marshes, Waterfront&lt;br /&gt;
Voracious living mud. Acts like quicksand and loves to swallow people and small animals passing by.&lt;/p&gt;
&lt;p&gt;Every time someone stuck in a Quick Mud fails at an action roll, they sink deeper.&lt;/p&gt;
&lt;p&gt;Has a sweet spot for hushed voices.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Moves&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Squirt Mud:&lt;/strong&gt; Target is blinded until cleaned&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Crush:&lt;/strong&gt; Succeed at an action roll or pass out&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Swallow:&lt;/strong&gt; Target sinks deeper&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Gear&lt;/strong&gt;: human bones, one Stuff, one Weird Stuff&lt;/p&gt;
&lt;h3&gt;Rainbow parrots&lt;/h3&gt;
&lt;p&gt;Found anywhere in abandoned buildings, or lush woods and gardens&lt;br /&gt;
Small birds with a shimmering multicolored plumage&lt;br /&gt;
Comes only in large flocks.&lt;/p&gt;
&lt;p&gt;Hates whatever causes loud sounds&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Moves&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Mesmerize&lt;/strong&gt; with its otherworldly colors&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Cry&lt;/strong&gt; overwhelmingly Weird save&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Break&lt;/strong&gt; through windows and glass&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Skull Moth&lt;/h3&gt;
&lt;p&gt;Found in: all the Districts&lt;br /&gt;
Hand sized moth, bears a terrifying skull drawing on the back.&lt;/p&gt;
&lt;p&gt;Always an omen for something bad.&lt;br /&gt;
Has a soft spot for sugar and honey.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Moves&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Fly to your ear&lt;/strong&gt; and whisper something about your death&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Lie&lt;/strong&gt; on your mouth has you sleep and suffocate you&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Head&lt;/strong&gt; for lightbulb and die, roll Weird Save&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Spider Nest&lt;/h3&gt;
&lt;p&gt;Found anywhere in old houses and buildings.&lt;br /&gt;
Likes to hide in closets, or behind long closed doors.&lt;br /&gt;
Comes in a variety of sizes from cherry to orange.&lt;br /&gt;
Hundreds of spiders, one shared mind.&lt;/p&gt;
&lt;p&gt;Attracted by fear&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Moves&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Spread&lt;/strong&gt; everywhere&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Lay&lt;/strong&gt; egg under your skin: good luck&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Devour&lt;/strong&gt; wounded humans or small animals&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Tape Worm&lt;/h3&gt;
&lt;p&gt;Found anywhere in cheap street or college food.&lt;br /&gt;
A few meters long.&lt;br /&gt;
Disgusting.&lt;/p&gt;
&lt;p&gt;Has a soft spot lipstick, whatever that means.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Moves&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Dive&lt;/strong&gt; in your mouth&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Strangle&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Hide&lt;/strong&gt; under your clothes&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Trashman&lt;/h3&gt;
&lt;p&gt;Found in: Mall Nation, Highways&lt;/p&gt;
&lt;p&gt;Was probably a human at some point. Now they’re just a vaguely anthropomorphic flesh-less  figure, made of trash.&lt;br /&gt;
Endangered species.&lt;br /&gt;
Terrified of fire. Catching fire makes them &lt;strong&gt;Puke&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;Has a sweet spot for garbage bags.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Moves&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Puke&lt;/strong&gt; acid waste&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Absorb&lt;/strong&gt; something or someone&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Drop&lt;/strong&gt; a limb: &lt;strong&gt;day&lt;/strong&gt;: roll one Tech Stuff, &lt;strong&gt;night&lt;/strong&gt; roll one Weird Stuff&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Waterdog&lt;/h3&gt;
&lt;p&gt;Found in: Sinking Marshes&lt;br /&gt;
As big as a hyena. Constantly wet.&lt;/p&gt;
&lt;p&gt;As fast as a fish when underwater.&lt;/p&gt;
&lt;p&gt;Has a sweet spot for canned food&lt;/p&gt;
&lt;p&gt;Fears nothing but Alligators&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Moves&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Dive&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Howl&lt;/strong&gt; Weird save&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Lacerate&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Wild Horse&lt;/h3&gt;
&lt;p&gt;Found in: Arid plots of land, abandoned parking lots, dusty roads or near dumpsters of Sleep Country, Desert, Highways, Mall Nation&lt;br /&gt;
Once elegant, now scrubby and famished.&lt;/p&gt;
&lt;p&gt;Has a sweet spot for kindness&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Moves&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Get&lt;/strong&gt; scared all of a sudden by something totally harmless, such as a butterfly&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Poke&lt;/strong&gt; you with their forehead to get your attention&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Kick and shatter&lt;/strong&gt; something or someone they dislike&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Zombie cat&lt;/h3&gt;
&lt;p&gt;Found anywhere, at night&lt;br /&gt;
Like a normal street cat except they miss an eyeball, their ribcage partially pierces the skin, and they’re a living dead.&lt;/p&gt;
&lt;p&gt;Has a sweet spot of warm blood.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Moves&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Growl&lt;/strong&gt; when weird creatures approach&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Nap&lt;/strong&gt; on your lap and absorb curses, cure one Scar&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Know&lt;/strong&gt; the way out of anywhere&lt;/li&gt;
&lt;/ul&gt;
</content:encoded></item></channel></rss>