DELVING UNDER THE SEA WITH T&T (& other) RPGTunnels & Trolls (T&T) has always encouraged a “go anywhere, do anything” approach to fantasy role-playingmanxgamingsolutions.com. So why not dive beneath the waves? Running an underwater or partially aquatic campaign can open up a whole new world of adventure—from sunlit coral reefs teeming with merfolk to the lightless depths of alien seas. This article provides Game Masters (GMs) with practical tools and advice to expand T&T (especially Deluxe T&T) into underwater adventures. We’ll cover how to build undersea worlds, handle environmental challenges (like water pressure and the pesky problem of breathing), equip your players with the right gear or spells, introduce new monsters of the deep, and even incorporate aquatic kindreds (races) like merfolk or tritons into your game. The tone here is mostly serious and hands-on, but expect a dash of humor (after all, it’s hard not to crack a smile when imagining a dwarf in full plate trying to dog-paddle). Let’s plunge in! Worldbuilding Underwater Realms Creating an underwater setting means rethinking your world from seabed to surface. First, decide the scope: is your entire campaign set underwater, or will the players just take occasional dips below the surface? You could design a fully subaquatic kingdom—perhaps an Atlantean city of coral spires and kelp forests—or a coastal region where adventures shift between land and sea. Fantasy Oceans: In a fantasy T&T game, you might have an undersea empire ruled by merfolk or sea-dwelling elves. For example, Trollworld’s lore even includes a cave city called Zmylo, inhabited by humans and sea-elves; much of the city lies underwater, with land-dwelling folk relying on magical water-breathing to visit their aquatic neighbors. Such mixed environments can create fascinating story dynamics, like surface-dwellers negotiating treaties with underwater nations. Science Fiction Seas: If you lean sci-fi, imagine an alien ocean planet where human explorers in high-tech dive suits establish a base on the seafloor, or perhaps a flooded post-apocalypse on Earth. The key is to tailor the environment to your story’s needs. When designing underwater locales, consider variety. Not all undersea settings are the same: your campaign could include crystal-clear tropical lagoons, murky swamp deltas, deep-sea thermal vents, submerged caverns, or even the insides of a gigantic living kelp maze. Each locale presents different challenges and moods. An enchanted sunken temple might have breathable air pockets (handy for resting spots), whereas the open ocean is a vast wilderness with 3D movement and no easy “walls” – a very different feel from a dungeon corridor. Don’t forget the surface and shoreline too; partially aquatic adventures can involve island hopping, pirate ships, or a mysterious mist-shrouded lake that serves as the gateway to an underwater realm. Worldbuilding detail enhances immersion. Describe the eerie green light filtering down from above, schools of fish scattering as the party passes, and the distant silhouette of something huge moving in the depths. Think about how underwater civilizations would function: What do they use as currency or technology? Perhaps air-filled domes made from giant shells, or bioluminescent plankton grown in gardens to provide light. How do different races interact? Maybe the merfolk aristocracy of the coral city has an uneasy truce with deep-dwelling tritons over territory. Use real marine science for inspiration too – undersea hydrothermal vents could be the “forges” where aquatic smiths craft weapons, and whale fall carcasses might be like dungeon sites attracting scavenger creatures. In short, approach an undersea environment with the same depth (no pun intended) as any overworld setting, but reimagine everything through a watery lens. Environmental Challenges Under the Sea Life underwater isn’t just “dungeons in blue”—the environment itself becomes an active factor in your game. GMs should be prepared to adjust rules or introduce new ones to reflect these challenges. Here are some major considerations:
Gear, Potions, and Spells for Undersea Survival Adventurers won’t get far underwater without some tricks up their sodden sleeves. Before sending the party into the briny deep, consider what equipment or magic is available to help them survive and thrive beneath the waves. In a Tunnels & Trolls context, this often means coming up with gadgets and spells that likely weren’t in the original rulebook (after all, classic T&T focuses mostly on dungeons and terrestrial exploits). Here are some ideas to equip your delvers for undersea action:
Monsters of the Deep: New Challenges for Aquatic Campaigns What’s an adventure without monsters? The oceans (of Earth or any fantasy world) are full of creatures strange and terrifying – and that’s before you add fire-breathing sea serpents or alien leviathans into the mix. When expanding T&T underwater, a GM should sprinkle in some new monsters or adapt old ones to the marine environment. Here are a few ideas, ranging from fantasy classics to sci-fi horrors, to make your undersea campaign come alive with danger: A 16th-century woodcut depicting hideous marine monsters (a “water devil” and a giant sea-horse). Imagination has long populated the deep with fearsome creaturescommons.wikimedia.org.
In summary, populate your aquatic world with a mix of the familiar and the unexpected. For every standard giant crab, throw in a coral golem or for every school of mundane barracuda, imagine a ghostly phantom ray that drains life force. Players will quickly learn that under the sea, they can’t assume anything is harmless. As a GM, you have the opportunity to create truly fresh encounters that players will remember – after all, it’s not every day you get attacked by a barnacle-encrusted zombie pirate riding an undead shark (unless you really make underwater campaigns your thing!). Let your imagination swim wild, and your players will love (and fear) the results. Aquatic Kindreds: Merfolk, Tritons, and Other Undersea RacesOne exciting aspect of underwater adventures is the chance to introduce aquatic intelligent races into your game – and even allow players to play them as characters. Tunnels & Trolls has always been flexible with character kindreds (races), and Deluxe T&T includes a few aquatic or amphibious folk in its bestiary. Here we’ll discuss how to use aquatic kindreds in your campaign, with a focus on conceptual descriptions, role-playing tips, and any mechanical tweaks needed to fit them into T&T’s system (while keeping things compatible with other RPG systems too).
Role-play Tips: Encourage players with aquatic PCs to think about how their character views the world. A merfolk might be fascinated by fire (something they can’t use underwater) and terrified of deserts (“it’s like an ocean with no water!?”). An aquatic elf might look down on humans for their inability to breathe underwater, akin to how elves sometimes condescend about human’s short lifespans. There’s also room for humor: perhaps the triton has very literal humor (“I don’t get your land idioms – ‘fish out of water’? Sounds dreadful.”). These differences can be a source of intra-party fun as well as plot points. Inclusion of aquatic kindreds adds richness to your underwater campaign. They turn the setting from “we humans visiting a hostile alien world” into “a living world with its own people and politics.” Maybe the players even switch between land-dwelling and water-dwelling party members depending on the mission (one session you run the merfolk ranger and sea-elf mage exploring an ancient reef, next session your human warrior and dwarf go on a surface quest to get supplies). If managed well, aquatic kindreds can be as balanced and playable as any other race, and they give your campaign a fresh flavor that sets it apart from standard fantasy fare. Weapons and Combat Adaptation UnderwaterWhen swords and sorcery meet the sea, expect some changes in how combat works. Weapons that were perfectly fine for slaying trolls in a dungeon behave very differently beneath the waves. As a GM, you should address this upfront so players can arm themselves appropriately (and avoid that comical moment when the heavily armed knight jumps into the water and promptly discovers his sword might as well be a butter knife in the surf). Here’s a rundown of considerations and ideas for adapting weapons and fighting techniques to underwater adventures:
Conclusion: Diving Deeper (Further Reading & Future Ideas)Running an underwater Tunnels & Trolls adventure can be a richly rewarding experience. It forces everyone to think outside the box – the GM gets to flex creative muscles designing aquatic locales and strange encounters, and the players have to overcome challenges far removed from a standard dungeon crawl. We’ve only just scratched the surface (or perhaps the seafloor) in this guide. There are countless directions to explore from here. For example, you might expand into underwater economics and politics (merfolk vs. sea elf rivalries, trade between surface and underwater cities), introduce undersea vehicles or mounts (giant sea-horse chariots, anyone?), or develop a whole campaign arc around a lost sunken continent that players must help rise (or keep sunk!). The Deluxe T&T rules give you a solid foundation, and because T&T is inherently flexible, you can easily incorporate these underwater elements into other systems as well – the ideas here are system-agnostic at heart. Where can I buy Tunnels & Trolls?Ok the easiest way is to buy from Wargame Vault and full range of Flying Buffalo and other publishers (watch that space for us!) is available there. Here is the Flying Buffalo Page.
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