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Intricately painted ceilings and walls of a world that once was give way to great corridors clotted with rails and shambling masses; tunnels branching and yellow-lit with artificial fluorescent lights. Vast areas go unmaintained; leaking and dangerous. Sections of the underground are deserted and unfinished; sloppily abandoned long ago. There are well trodden paths leading to “cities”; areas locked down and ruled with iron fists. These are the last vestiges of civilization aside from the communities dwelling in the unexplored caverns of Earth’s crust. Ancient sealed air locks lead to the great ocean, a strange dark land far from the sun’s illumination. Strange things happen there, and all those who sneak into the watery world-grave fear the stalking terrors of the deep. The little gear you have is well worn and battered; either scratch built or generations old. Above are the ruined Art Deco remains of the past. Below is a brutalist hellscape. Something strange and alien exists even deeper than that. This is Fathom.

The Guide to the World Grave is the GM's greatest tool in creating diverse and intriguing environments in the world of Fathom. Within this tome you will find records of the history of the Earth as it underwent cataclysmic transformations to reach its current, submerged state. Additionally, rules for the "entomb" mechanic, a system of boons and curses found only in the watery depths provides GM's with a means of punishing and rewarding players that delve too deeply. Travel and rules for dungeoneering, as well as a comprehensive section of more than 200 relics make up the remainder of the book, giving plenty of options to satisfy the players' endless desire for loot!

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BOOK 2.pdf 14 MB

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