TEXT: AGENDA 
   
  Make the world fantastic 
   
  Fill the characters’ lives with adventure 
   
  Play to find out what happens 
  QUESTIONS 
   
  How did you learn the Temple had surfaced from the 
  depths? 
   
  What do you hope to gain there? 
   
  What reason do you have to hate or love the sea? 
   
  What experience do you have as an explorer? 
  IMPRESSIONS 
   
  The relentless crash and roar and rush of waves upon 
  the shore 
   
  The crunch of black sand beneath your boots 
   
  Strange broken basalt rocks of the alien Temple 
   
  The stench of rotting seaweed and marine life 
   
  Waterfalls and pools of brackish water 
   
  A statue of a toothy shark on basalt boulder near 
   
  A flash of green at sunset 
   
   
   
   
   
  TEMPLE OF THE SHARK 
  GOD V1.0D 
  A Dungeon Starter by Mark Tygart 
  For Sage LaTorra and Adam Koebel’s 
  Dungeon World 
  www.Dungeon-World.com 
  GOA LS 
   
  Establish details, describe 
   
  Use what they give you 
   
  Ask questions 
   
  Leave blanks 
   
  Look for interesting facts 
   
  Help the players understand the moves 
   
  Give each character a chance to shine 
   
  Introduce NPC’s 
   
  Fill out your worksheet 
  DU NG EON M OVES 
   
  Change the environment 
   
  Point to a looming threat 
   
  Introduce a new faction or type of creature 
   
  Use a threat from an existing faction or type 
  of creature 
   
  Make them backtrack 
   
  Present riches at a price 
   
  Present a challenge to one of the characters 
   
   
  "This is a small dungeon, a dozen or so rooms, 
  and I'm thinking it’s on an island that rises from the 
  bottom of an inland sea when the stars are right."       
   
  -Josh Burnett (Bernie the Flumph! RPG Blog) 
   
   
   
  CUSTOM MOVES 
   
  Temple pit trap 
  When you fall into an ancient hidden pit, you suffer 1d4 
  damage from the fall into the Shark God’s Grotto. 
   
  Shark God’s Grotto 
  A maze of underwater caves that weave through the 
  bedrock of the Temple Island, teeming with fish 
  and...other life.  
   
  When you swim the twists and turns of Shark God’s 
  Grotto in search of a way out, lose 1d6 Constitution and 
  roll +INT: on a 10+, All 3 from the list below apply; on a 7-
  9, choose 2; on a 6-, the aquatic labyrinth confuses you—
  lose 1 Progress (to a minimum of 0) and choose 1. 
   
  • You glimpse brighter water ahead—mark 1 Progress 
  • You find an air pocket and catch your breath—regain 2d6 
  Constitution 
  • You do not draw unwanted attention from beasts of the 
  deep 
  •When you have 0 Constitution or less, you drown. 
   
  When you have marked 3 Progress, you escape the grotto, 
  and restore your Constitution to its full value. 
   
  Wereshark                                                                                             
  If a wereshark bites you, ROLL+WIS. On a 10+, you repel 
  the curse. On a 7-9, you repel the curse but go into a 
  bloodthirsty berserker rage in your next combat (+1 on all 
  rolls but no retreat). On a 6-, the next full moon will see 
  you join the lycanthrope family.)  
  Check out the free Dungeon World Supplement Number 
  Appearing on the Dungeon World website (ww.dungeon-
  world.com) for additional rules on adding lycanthrope 
  players to your Dungeon World. 
   
   
   
   
  
  THINGS 
  Black Coral Trident of R’lyeh  
   
   1 Weight  
  This trident will inflict double damage to Deep Ones, the 
  Wereshark and other Cthulhu followers. 
   
  Golden Cthulhu Idol                                        Touch, 1 Weight  
  The Deep Ones worship Cthulhu; they will do much to 
  prevent this golden relic’s destruction; they will do much 
  to those who destroy it. When you take up this golden 
  idol, hold 3. Holds can be spent, one for one, to give orders 
  to the Deep Ones. (2,000 coins Value) 
  Ring of Water Walking                                                               
  This ring is made of coral or bluish metal decorated with 
  motifs depicting rolling waves of water. The wearer can 
  tread on any liquid as if it were firm ground. Mud, oil, 
  snow, quicksand, running water, ice, and even lava can be 
  traversed easily, since the subjects’ feet hover an inch or 
  two above the surface; protected by a magical shield. The 
  ring's owner can walk, run, charge, or otherwise move 
  across the surface as if it were normal ground. 
   
  Monsters 
  Deep Ones                                                      Group, Intelligent 
  Coral Blades (b [2d8+2] damage) 
  Close 
   
          6 HP, 2 Armor 
  Special Qualities: Aquatic 
  The Deep Ones are a species of aquatic humanoids with 
  fish and Anurid characteristics (simply put, frog-fish men), 
  dwelling in cities at the oceans bottom. 
  Instinct: To kidnap and enslave or sacrifice  
   
  “Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl 
  fhtagn” (In his house at R'lyeh, dead Cthulhu 
  waits dreaming.) –Deep One religious chant 
  (H.P. Lovecraft Translation) 
   
   
   
  Shark 
   
   
                                         Solitary 
  Bite (d8 damage 1 piercing)  
                            5 HP 
  Close, Near 
  Special Qualities: Aquatic 
  A dangerous sea creature!  
  Instinct: Hunt Prey 
   
  Viking Raider                                Horde, Intelligent, Cautious 
  Axe (d6+2 damage)  
                             3 HP, 2 Armor       
  Close, Forceful                                                                                                                                                                    
  Vikings are tall, burly, hairy, and often drunk pirates who 
  set out to explore and conquer this alien temple!                                    
  Viking Captain                                           Intelligent, Cautious 
  Sword (1d8 damage) 
   
          6 HP, 3 Armor       
  Close                                                                                              
  The Captain of the Viking Raiders, Ingrid Blood-Axe will 
  stop at nothing to acquire the gold to make her a queen.                     
  Wereshark                                                                        Solitary 
  Bite (b [2d10+2] damage)                                                 16 HP     
  Close, Messy 
                                         
  Special Qualities: Killed only by silver, magic or fire; 
  Aquatic (Shark form)  
  The wereshark is an avaricious hybrid of man and shark. 
  These huge predators destroy large caches of fish (and 
  fishermen) and have been known to attack nearly any 
  form of aquatic life, including the intelligent races such as 
  tritons, sea elves, and mermen. The wereshark is a huge, 
  muscular brute when in human form, and it takes the form 
  of a great white shark when transformed. Cruel and 
  arrogant in its human form, a wereshark is even more 
  vicious in its shark form.                                                       
  Instinct: Consume 
  •Command Deep Ones 
  •Serve Shark God (Cthulhu Avatar)  
  •Devour 
   
  (Map source: http://bernietheflumph.blogspot.com/) 
   
  Inspired by novel Maze of Peril by J.E. Holmes and 
  the Fahfrd and Gray Mouser stories of Fritz Leiber 
   
  Visit the Cats of Tindalos 
  (http://catsoftindalos.blogspot.com/) 
  For more free Dungeon World material 
   
   
  This work is licensed under a Creative Commons 
  Attribution 4.0 International License. 
   
   
   
  
SOURCE: textdata/thevault/Powered by the Apocalypse/Dungeon World/Adventures/Tygart Dungeon Starters/Temple of the Shark God.pdf