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Mini-Dungeons: Underwater and Coastal Areas

The lure of the deep. It is compelling, it is terrifying. Deep below the waters it is dark, and there is the possibility of a myriad of terrifying creatures. But there is also wonder, and it can be a great place to hide. Below are some example water-themed areas.
(Generated semi-randomly)
 

Raider's Cavern

(For levels 2-3)
The deep is a great hiding place for those who like to prey on fishermen and coastal settlements. A group of sahuagin raiders hid out in an underwater cavern nearby, until they were intruded upon by a malevolent merrow. The merrow now bosses them around, forcing them to bring back loot and trophies that it stows in its lair.
The entrance to the cavern lies near the coast but almost 50 meters deep, near a ship that the sahuagin have recently sunk. The entrance and several of the cavern rooms are home to hydrothermal vents that make it tricky to enter and leave if you aren't quick.   Giant Octopus (1): A giant octopus has made its home in the sunken ship next to the cavern. It is not aligned with the sahuagin or merrow at all, but it is always on the look-out for a quick and simple snack. It has gathered some treasure in the ship's hull, including an Alchemy Jug that it tends to play around with.   Steam Mephits (3): The hydrothermal vents have drawn in a group of steam mephits that lurk around. They hide in the steam while playing tricks on the sahuagin and anyone else who may enter. They are not interested in picking a deathly fight, but they may harass others if a fight breaks out. When people try to get past the steam vents, they will harass them with their breath to mess up their timing.   Sahuagin (10): The sahuagin lurk in the deeper caverns where they divide the loot that the merrow lets them have, and feast upon the catch of the day. Usually a couple can be found in a small cavern where they store food wrapped in algae, while a larger group of five or so is in the main cavern where they play games, prepare for the next raid or tell stories. Two others attend the merrow in the deepest cavern.   Merrow (1): The merrow lurks in the deepest cavern which is also its treasure room. The left side is lined with hydrothermal vents, while the right side is partially flooded which it prefers. If the merrow notices an assault on the cavern happening, it may lurk below the water to ambush any intruders while they are picking through the loot. The merrow wears a coral Luckstone around its neck, which it pilfered from a ship captain.   Other Notable Locations: Across from the storage room, next to the main cavern lies a room that the sahuagin use for their rituals. There are the remains of a fire, some algae, and a few psychoactive herbs.  

Misty Delta

(For levels 3-4)
Some coasts are home to large towns, others are unexplored for a myriad of reasons. The presence of Fae is often such a reason, as it makes it treacherous to get a foothold in the region. This misty river delta is home to a dense forest where the barrier between the Faewylde and the Principal World is particularly thin. The Fae make copious use of illusions, which combined with the natural heavy mist in the area makes it difficult to traverse these forests without getting lost. In ancient times there have been numerous incursions and as a result, the land is home to only few humanoid inhabitants.   Sea Hag (1), Meenlock (1): Where the delta converges resides one of the oldest inhabitants in the area, a hag who has been driven away from society for her abhorrence. She despises the wondrous lands around it and the Fair Folk that make it so, particularly the Naiad sisters at the river's mouth. She has made many a treacherous deal with desperate fisherman to gather the crystallized essence of their fear and used it to summon a Meenlock to help her fight the sisters.   Naiads (2): A pair of twin sisters who reside at the mouth of the river delta. They try to protect their beautiful home desperately by using illusions to waylay intruders, but the sheer number of Sahuagin means that they have not been able to stop every incursion.   Harpies (3): A little further east is a cliff face overlooking a rounding where ships often pass by. Here live a trio of Harpy sisters who use their beautiful voices to lure sailors and fishermen to their watery doom. For larger groups, the Harpies bring their victims to the crocodiles that live here to soften their prey, because they know the crocodiles won't eat everything so there's plenty left.   Crocodiles (2): A pair of crocodiles have migrated here from a more contested nearby coast in search of food as they are trying to produce young. The Harpies' endeavors have given them plenty, though the Sahuagin incursion of the region means they have to stay on their toes.   Blood Hawks (10): The hawks are vicious creatures, but here they find themselves contested in the air by the Harpies. Occasionally they strike out, but rarely do the confrontations go in their favor, so their population has remained limited.   Sahuagin (18): This Sahuagin band has broken off from their tribe in search of new lands, but they have found themselves stymied here by the Fae and their treacherous illusions. The Naiads in particular have proven to be a significant hindrance when it comes to their progress into the river delta. They usually wander around in strike squads of 6 each, one of which is led by a Priestess. The Priestess has obtained a Wand of Magic Detection from a nearby wreckage, allowing her to avoid some of the Fae's illusionary tricks.   Blue Dragon Wyrmling (1): This young little tyrant was left here by its parent in a hurry as it was being hunted. Recently it's grown large enough to confidently strike out and start hunting the local wildlife, and it is causing havoc to the ecosystem. If it continues to grow, it will dominate these lands in the future.   Other Notable Locations: At the mouth of an estuary stands an eroded watch tower. In ancient times it was assaulted and overrun by malevolent Fae. At low tide, the entrance is accessible. The inside is full of a choking black smoke released by an Eversmoking Bottle.  

The Lurker's Temple

(For levels 5-6)
Here, far below the waves yet close to the coast, resides a temple to The Lurker Below. It is an ancient and dilapidated building, with many fallen columns and collapsed roofs that can be dangerous to traverse. Entombed within is a powerful Wastrilith demon subservient to the Lurker who was sealed away in a foul idol long ago. Even in its imprisoned state it can still influence the nearby world however, and any humanoid that comes near it becomes potentially subject to a wracking transformation.   Deep Scions (3): Those who accept the demon's transformation to save their live are turned into merciless Deep Scions. These have been infiltrating nearby coastal towns to bring back new sacrifices to offer to their idol. Those who survive the transformation may turn into new Scions or Spawn, and those who don't serve as fine sacrifices. They usually act individually, but when faced with invasion from a powerful foe may work together or call upon their Sea Spawn servants.   Sea Spawn (9): Aquatic humanoids, or those who did not accept the idol's offer and were transformed more forcefully instead may turn into Sea Spawn. All their previous emotions are overwritten, and now they only seek to serve their new master and his chosen representatives: the scions. They bring the more material offerings to the idol, which is now surrounded by a motley combination of actual treasure and colorful coral and such. Most of them have taken over some of the Wastrilith's toxic nature and gained Poisonous Quills.   Hulking Crab (1): This creature is not intelligent enough to even be aware of the local conflict going on, but it feels naturally drawn to the temple's strange idol and tends to roam just outside the temple. The Scions leave it alone and even occasionally feed it because it serves as efficient protection from intruders.   Giant Crabs (4): These not-so-little guys tend to stick around with their much larger relative for protection, eating the scraps of what it leaves behind. It provides them with a safer existence, as the Koalinth otherwise try to capture them sometimes.   Koalinth (33): These war-like Goblinoid Fae live in a coral forest near the temple. They hate the Scions and the idol's corrupting influence, but they cannot safely approach it without being transformed. They are too numerous for the Scions to assault them directly, but occasional stragglers are picked off. On the opposite end, the Koalinth try to set up ambushes to catch the Scions sometimes as well. Their underwater village is protected by frequent patrols, as well as traps such as spear guns, snare traps and treated bladder sacs that can be punctured to release a caustic poison. They have about 25 capable fighters, while most hunting parties consist of around 5-8 Koalinth, usually led by a Sergeant and a Priest. Their leader is a tough Veteran wielding a Trident of Lightning.   Giant Lighting Eel (2): This pair was caught by the Koalinth and trained to be incorporated into their raiding parties.   Other Notable Locations: To the west of the temple, in a small ravine rests the skeleton of a giant sea turtle hidden under a forest of kelp. Inside lie the remains of a Sea Elf envoy who was devoured, with only his Helmet of Comprehending Languages having survived the passage of time.  

Eerie Lakes

(For levels 6-8)
It is said that somewhere along this tropical coast, a native sorceress buried a powerful artifact shortly before her people were raided by invaders. The invaders were never able to find the stone anywhere among the multiple deep lakes. A group of bandits that operate in this region has also been looking for the stone however and they seem to somehow have obtained information that the answer is in the waters.   Bandits (1 Bandit Captain, 1 Tortle Druid, 1 Berserker, 9 Bandits): Captain Driga and his crew are searching for the treasure. They hired a druid to calm some of the dangerous wildlife in this place and allow them safe passage. The Berserker possesses the Wolf Totem Rage, while Captain Driga is an experienced Fighter with the abilities Action Surge, Second Wind (1d10+3) and the Maneuvers (1/Turn) Quick Toss and Disarming Strike (DC 13).   Giant Sharks (2): Somewhere in the bay lies an eerie statue with tentacles sprouting from its face, deep underwater. It holds the key to opening the way towards the treasure. If a person performs the task mentioned on its plaque correctly, they will find an orb of water coalesce in their hand. This orb will glow when near the artifact, and allow them to attempt the test associated with it. Unfortunately the statue is guarded by a pair of giant sharks that circle it. They are compelled by the statue's magic to do so, but the pull of the statue has grown weak after decades. They can be magically charmed, scared off, or perhaps even distracted.   Giant Constrictor Snakes (4): To reach the lakes, one must move further inland through the jungle. There are many dangers lurking here, from small mosquitos to these giant constrictor snakes. They are always looking for some tasty prey, but they scare easily and won't risk their life if the tides turn.   Banshee (1), Water Elementals (2): To be able to access the artifact, one must first pass the test. But before one can attempt the test they will have to deal with the guardians. The spirit of the sorceress still roams here as a banshee, and before her death she animated elementals to guard the place. She has long lost her mind and is difficult to reason with, but not impossible. The artifact is an obsidian Ring of Spell Storing that contains the Insect Plague spell when found. It is buried along with a treasure of gold jewelry.   Other Notable Locations: Halfway towards the lakes, there is a smaller path somewhat hidden by the brushes that veers left. It leads towards an old shrine of a nature spirit that the people here used to revere. On the stone lies one of the last offerings, a magical Macuahuitl offered by one of the last surviving warriors, because he felt he was no longer worthy after failing to protect his people.  

Hidden Fort of the Scourge

(For levels 11-14)
In the arctic Odaav Ocean, at the edge of an underwater sea shelf, lies a fortress inhabited by a single Giant who has become a serious menace. It has captured a Skyswimmer allowing it to venture out to extort, raid or pillage nearby towns before diving back into the deep. The stone fortress is an absolute pain to reach, as the Giant's prayers to its malevolent master have been answered and the fortress is surrounded by a whirlwind of silt and debris that both obscures its locations and makes it hazardous to enter. There is a trick to it however that its aqueous servants also make use of, which is that there are larger rocks dragged around in the whirlpool, and in the wake of which one can safely enter to be protected from the debris. But the inside is no less dangerous, protected by both predators and traps. There are large arctic sea anemones surrounding the castle that will happily gobble up any prey that wanders too close, and inside there are Glyphs of Water Walking that will shunt any unfortunate soul up into the stalactites on the ceiling.   Frost Giant of Evil Water (1): This Giant has taken up worship of the evil Elemental Prince Bagyvnod, the Lure of the Deep. Thanks to its aquatic blessings, it has been able to make its home underwater, from where it strikes out to extort and raid local regions. It offers some of this wealth to its evil master, but greed has meant that it's acquired a sizeable hoard for itself as well. Its patron has granted it a Ring of Water Elemental Command, which it charged by slaughtering one of its four elementals.   Skyswimmer (1): This creature was harpooned and dragged down by the Giant, before being bound into servitude using a magical rune. Atop the back of the giant creature, the Giant can raid regions from the sky. When it is not out raiding, the Skyswimmer is curled around the castle, serving as protection. It is an unwilling servant however, and if freed from the rune, it will immediately set out for the skies again.   Sea Lions (4): These predators have been tamed by the giant, sometimes accompanying it on its raids against coastal towns. Usually they rest and play together in one of the anterooms of the castle.   Shell Sharks (8): These opportunistic predators were a gift from Bagyvnod as well, and they move in and around the castle. They will not attack anything larger or seemingly stronger than themselves, but will opportunistically join in on fights and often take the leftovers from the Sea Lions.   Water Elemental Myrmidons (3): The Giant has summoned these to guard its hoard. There used to be four, but one was slain to charge the Giant's magical ring.   Other Notable Locations: East of the castle lies a shipwreck from which oily black bubbles rise. These bubbles are actually devil's blood, for within the hold of the wreck lies a powerful but trapped devil. It is bound by a magic circle and impaled by a blade which does not allow for the wound to heal, but due to its regeneration it won't die from blood loss either. It is completely trapped, desperate and too weak to fight. It will offer anything to be freed, but in typical devil fashion it will word things such that it can be twisted to its advantage.   Other Notable Locations: In the center of the Giant's castle lies a lake of dark brine, which is often a holy site for those who worship Elemental Water. At its bottom rest the remains of the Giant's former partner, who died before he turned to worship of Bagyvnod. Buried with her are her treasures and mementos of their former lives. Notable among these are several Potions of Superior Healing, and a Cape of the Mountebank.  

Cradle of Disaster

(For levels 15-20)
Down along the arctic coast of Mészbanya lies this secluded but enormous fjord. The cliff walls are incredibly steep and unnaturally icy, and the glacier cliffs are home to many labyrinthine caves of dazzling height that are full of ice shelves and shattered ice stalactites. At the base of the fjord the water darkens and bubbles, as it leads to an expansive underground cavern system that is speared through by innumerable columns of pale stone creating hollows and tunnels that are difficult to navigate through. The region is experiencing abnormal weather conditions, with heavy torrential downpours, driving hails and strange whirlpools dragging down any who comes near. Something is brewing, something is growing, and it is likely to make everything far, far worse.   Juvenile Kraken (1): This little one came here to find a more secluded place where it could grow without the other predators and dangers of the open seas. It has made its lair in the deepest parts of the underwater cavern, out of reach of the dragon. The only risk it has to take however, is to occasionally strike out to feed.   Storm Herald (1): This Storm Giant had been here for a long time, avoiding attention from the surface and resting in deep meditation. Its enlightenment was disturbed however by the kraken youngling, whose telepathic probing invaded its mind and corrupted it into something new. Now it serves as its faithful guardian and steward, never straying from its side, never breaking its vigil. It has used its ability to control the weather to cause heavy downpours.   Hydroloths (4): The Hydroloths are hired to protect the young kraken until its coming of age by its parent. They use their ability to turn invisible to scout out the surrounding areas and warn their young ward of potential danger, or to provide it with visions of the outside world from stolen memories. They use their ability to control water to create whirlpools and sink unfortunate victims for the kraken to feast upon, or to add wealth to its hoard.   Adult White Dragon (1): In the labyrinthine ice caverns settled in the cliff walls, this apex predator lurks. Even though it isn't able to dive all the way to the depths of the underwater caverns, the intrusion on what it considers its territory still stings. White Dragons are normally considered the more base and savage, but this one is more keen than usual and quite magically proficient. It already knew how to manipulate heat and cold, and how to change weather conditions, now it is learning how to venture into the deeps so it can hunt that pesky little squid. If only the Giant weren't in the way...   Goliath Werebears (7): This tribe of lycanthropes has lived here for a long time. They have always been proud hunters who survive off of what they can kill, so naturally they respected the Dragon's strength greatly. They have been consumed by the beast and try to imitate the White's savagery. Their eldest is a tad calmer though and has become a confidant of the Dragon however, even learning some druidic magic from it. For its service, it was granted a spike from the Dragon's back imbued with the powers of a Staff of Frost.   White Guard Drakes (10): The Dragon has given some of its scales to his right-hand man (bear?), who has used them to summon these Guard Drakes. The Werebears use them for protection of their young and to aid in the hunt. The drakes are good burrowers, and can set up traps and ambushes for the Werebears' prospective prey.   Other Notable Locations: One of the eastern underwater cavern hollows is home to a group of arcane, luminescent jellyfish that explode when toyed with, but return to life just as easily. The kraken sometimes toys with them for fun, but not even it knows the secrets they guard. They are capable of telepathy, and if a suitable candidate were to approach them, they may confer upon it their ancient knowledge, as well as the legendary weapon they guard.

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