|I've actually been there before.|
- GURPS Horror has a surprisingly good bestiary for see monsters
- Dungeon Fantasy 2 has some monsters we can make over
- As does Dungeon Fantasy Monsters 1.
- Dungeon Fantasy Adventure 1: Mirror of the Fire Demon
- For monsters and some useful random effect tables. These are kinda superfluous to the dungeon admittedly, but I like the theme of a crazy underwater world in the middle of a desert, and hey, if someone already did all the cool legwork of making environmentally relevant encounters, why reinvent the wheel?
- Man-Eating Great White Shark (GURPS Horror p. 63, OR = 38, PR = 37, CER = 75)
- Gill-Man (GURPS Horror p. 153, OR = 22, PR = 26, CER = 48)
- Slugbeast (Dungeon Fantasy Monsters 1 p.27, CER = 63)
- Foul Bat-Fish (Dungeon Fantasy 2 p.23, Like Foul Bat, but lives underwater! CER = 36)
- Salamander-Man (Dungeon Fantasy 2, p. 11 Dinomen, but they live underwater! Give them a reach 1 harpoon with 1d+1 impaling instead, and now they have a CER 14)
- Alligator (p.6) CER 35
- Altamaha (p.6) CER 21
- Barracuda, Great (p.10) CER 16
- Boiler Fish (p. 14) CER 33
- Colloth (p. 19) CER 33
- Crab, Giant (p.20) CER 32
|The Freshwater Blue |
Bubble Bell grows along
the shores of freshwater
springs. It produces so much
oxygen from its roots,
it chokes out other aquatic
plants. This dangerous
adaption however make for
beautifully clear water
without much organic debris.
While in town and hunting for rumors, the following might be interesting things to let the player know:
- There is a maze of caverns at the bottom with amazing treasure but how can you see in a dark cave underwater?
- The oasis is known to the locals as the blue cauldron because of the pure water, all of the blue-bells, and how bubbles rise to the top.
- Their are some extraordinarily powerful beasts in there, it's a freshwater spring, but I swear there is a monstrous shark that swims its depths at times.
- An ancient cult of fishmen worship the beasts. They pray to one day become as strong as the beasts.
The Puzzle or Roleplaying Challenge
to the sandy depth of our oasis. We are at the mouth of a grotto of some sort, that would be messy with seaweed but instead is pretty clean. Long thick roots bubble madly, but not dangerously at this depth, but obstructing vision. Consider this are to be under the effects of visual and auditory
|Your challenge is to put into words|
this picture for your players.
Hopefully the party makes it through alive. If not, either alert them that their potion is running low and hopefully they can find their way back, or perhaps they can find a dome of trapped air somewhere in the underwater complex.
The Trick or Setback
Climax, Big Battle, or Conflict
- Treat all opponents as having flying for high maneuverability, but also everyone has an extreme vulnerability to fire with the oxygen making torches burn more intensely. You can cut the range of magical fire attacks in half as they consume themselves too quickly and roll at a penalty with failure meaning potential weak burns. Someone with an Alchemy skill or similar might be able to have this rolled secretly for them to realize this.
- The shark has a berserk rage that kicks in with the scent of blood. Purposefully inflicting bloody injuries on the fodder to draw its attention might be helpful.
- Likewise, the Gill-men can throw harpoons, which if someone catches one with their body, this can be extremely dangerous. as this might aggravate the shark towards that player. It will take an injury more severe elsewhere to catch its attention once it becomes focused on one injured party.
- The shark is huge, so having small alcoves it cannot fit into on a battlemat can be an appreciated breather. If players decide to camp out though, have the shark break through.
Rewards, Revelations, or Plot-Twist
Shark Tooth Pickaxe (Power Item: 15 FP)
|Can you feel it salivating?|
- This is a pickaxe with the same stats as a nominal fine quality dwarven (see p. 26 of Dungeon Fantasy 1) Pick from Basic Set - Characters, p.271 But instead, it doesn't get stuck when it strikes a target, and does impaling damage but no extra damage as it leaves the wound.
- Brittle, but Vital: The tool behaves as a pick for at most one attack per hour, before breaking. Until the axe has time to rest for an hour, the jagged stump makes the pickaxe perform as a normal quality dwarven axe. After an hour of regeneration though, the stump of a tooth falls out and a new tooth grows in restoring the original pick. If the pickaxe is ever broken, for example, because it parried an extremely heavy blow, it can regenerate and become usable again in 1d days.
Other Thoughts and Closing
Also, the shark does a ton of damage. This can be extremely dangerous for players. Death is a possibility, going into negative hit points isn't unlikely. You might want to pare its attack power down. If you are afraid of making the fight too easy, add in some more Gill-Men or Salamander-Men to fill out the ranks if you want to lower the damage to something more reasonable.