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The Shallow Sea

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0% found this document useful (0 votes)
13 views2 pages

The Shallow Sea

Uploaded by

avar1ce
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Agenda Custom Moves

 Make the world fantastic The Shallow Sea When you make a move in the waters of the shallow
 Fill the characters’ lives with adventure sea, take -2 load.
 Play to find out what happens A Dungeon Starter by Marshall Miller When you subject yourself to the jellyfish to loose
for Sage LaTorra and Adam Koebel’s your spirit, roll+CON. On a 10+, choose 1. On a 7-
Questions
The Shallow Sea stretches for hundreds of leagues,
Dungeon • World 9, take 2 damage and choose 2.
www.dungeon-world.com • Your spirit is free to roam until the dice hit
when did you lose sight of land?
What do you hate most about traversing the warm, the table for the 10th time.
thigh deep water of the Shallow Sea? Goals • Your spirit cannot return to your body until
When did you realize the horses wouldn’t survive?  Establish details, describe the dice hit the table for the 10th time.
What kind of sea creatures are you surprised to see?  Use what they give you • One of the waiting spirits inhabits your body
What have you slept on or have you sleep at all?  Ask questions • You have attracted the attention of the
Thus far, you’ve only seen their pirogues from afar,  Leave blanks village’s ancestors
what do you hope to find among the water folk?  Look for interesting facts
 Help the players understand the moves When you make a move, in the open, during a
 Give each character a chance to shine storm, roll+STR. On a 10+, the waves are manageable
Impressions for now. On a 7-9, you are buffeted by waves, salt
A group of houses, raised on poles above the water  Introduce NPCs
 Fill out your worksheet stings your eyes, and water fills your mouth and nose -
A large flat stone protruding from the water choose 1:
An unexpected depth, well over your head
• You make progress through the waves but
A small island whose inhabitants sell lumber and Dungeon Moves that is all
cane at exorbitant prices  Change the environment
• You do what you intended but are then
A darkness in the water that appears to be following  Point to a looming threat washed far leeward
A pirogue, adrift and without a pilot  Introduce a new faction or type of creature
A cluster of lightning strikes in rapid succession • You hold your ground but all possessions are
 Use a threat from an existing faction or type of
washed from your grasp
Fishermen on stilts spearing fish with pikes creature
A stone lighthouse rising from the barrier reef  Make them backtrack When you try to ride a Batoidea, roll+DEX. On a
Rajakaba the gullmaster, directing his flock  Present riches at a price 10+, you gently settle onto its back and find that you
A bloated corpse, fish-torn but all too informative  Present a challenge to one of the characters can coax it left and right as it swims. On a 7-9, you
Eggs of the frogmen blanketing the water spook it and slide off its back as it swims away.
Shrouded pilgrims wading to the continental shelf
Sucking rip tides when the moon is on the horizon When you make “camp” on the shallow sea,
A burning pyre, elevated above the waters and roll+WIS. On a 10+, consume a ration and heal
surrounded by a crowd of mourners damage equal to half your max HP. On a 7-9, you
Ghost nets, loose from their moorings, adrift need sleep and you must find somewhere dry to rest.
The Court of the Everdry, who pride themselves on If you don’t have a ration to consume or a dry place to
never having touched the water rest, take -2 forward.
The dark entrance to a submerged cavern
A group of frogmen, circling a pleading shore-man When you learn the fighting style of the water folk,
A tethered garden, each plant floating in a pot take +1 ongoing when you fight, unarmored, in the
A flight of shorebirds, perhaps headed to dry land water.
A team of frogmen towing the carcass of a whale
When you both start and end a session in the
A rickety watchtower, reaching high into the sky shallow sea, you may shift your alignment one step in
Markasha the sigilist, tracing magics in the sand either direction. Harsh environs make heroes and
The stone foundations of a long forgotten city villains of us all.
More damned water
Magic Pebbles Giant Lampreys
0 Weight Lampreys are jawless, eel-like fish. They use their round, toothy
Found in the places where the frogmen lay their eggs and mouths to attach to their prey, draining their blood.
offer praises to their gods, the turquoise pebbles exude magic. Instinct: To drink blood
When you consume a magic pebble you will find • Swarm
that you can breathe underwater until the stone passes. • Latch on
• Distract
Services • Blood in the water
A shallow water boat and a pilot for a day, some Level 3, 8 HP, 2 Armor, 6 Damage (sucker mouth)
rowing required
Barter worth 10 Gold Frogmen
Despite appearing seemingly from nowhere, the frogmen have,
A dry place to sleep for the night with great numbers, taken over large parts of swamps and coastal
Barter worth 5 Gold areas for unknown reasons.
Instinct: To intrude on the natural order
Spells • Drive natural creatures from an area
Part Waters • Drag someone with a tongue
Level 1, Ongoing • Hop onto someone, tackling them to the ground
Choose an ally; the waters part around them. All Level 4, 15 HP, 2 Armor, 8 Damage (tongue, spear)
Things water is cleared for 10+level feet in all directions. The Froglings
Pirogue spell lasts until you next prepare spells or until Froglings are the adolescent form of frogmen. They have tails
35 Gold, Forceful dismissed. of varying lengths and the more developed ones have limbs.
Pirogue are long, shallow boats that may be rowed with Instinct: To swarm
paddles, punted with a pole, or optionally fitted with an outrigger Monsters • Ram with surprising force
and small sail. Water Folk • Consume shiny objects
The water folk are men like you or I. They are at home in Level 1, 4 HP, 0 Armor, 2 Damage (ram), Ration
Lumber the shallow sea; between their stilted houses and pirogues, they
20 Gold, 5 Weight take full advantage of all the shallow sea has to offer.
Enough cane and lumber to build a stilted platform, a raft, Instinct: to part ways with outsiders
or a small boat - building materials are hard to come by on the • Splash and misdirect
shallow sea. • Grapple and drown
• Use a boat
Frogman Idol • Trade only for what they need
1 Weight Level 3, 11 HP, 1 Armor, 6 Damage (grapple, spear,
The frogmen worship idols, returned from the barrier reefs of knife, net)
the continental shelf. They will do much to prevent one’s
destruction; they will do much to those who destroy them. Batoidea
When you take up a frogman idol, hold 3. Hold can Often obscured in the sandy bottom of the shallow sea, the
be spent, one for one, to give orders to the frogmen. fins of batoidea often span 25 feet or more. It is not uncommon
to be unaware you are standing on one until it’s barbed tail
Spyglass lashes from beneath the water and it swims out from under you.
0 Weight Instinct: To lay in wait
Two pieces of glass and a collapsing tube, it’s like magic only • Strike with barbed tail
more expensive. • Swim away unexpectedly, toppling those above
When you discern realities using a spyglass, add • Bite those below the surface
“What secrets does the horizon hold,” to your available Level 6, 18 HP, 3 Armor, 14 Damage (barbed stinger,
options. rows of teeth)

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