RuneRites: RICH AND STRANGE
A selection of sea creatures
By Oliver Johnson
When adventuring in a marine setting, be sure you are familiar with the drowning rules (Runequest Appendix E). Also, Borderlands explains how difficult it is for humans and other air-breathers to fight underwater: Air-breathers don’t get their damage bonus underwater. Except for metal-strung crossbows, missile weapons cannot be used. Armour reduces combat skills by 5% per ENC point unless specially designed for use underwater. Attack chances (except for thrusting weapons) are halved after making the ENC reduction. So if the drowning don’t get you the monsters sure will! Talk about being caught between the devil and the deep blue sea. -- DM
Barnacle men
These undead creatures come up from the ocean depths during storms and cling to the hulls of ships and coral reefs. Their bodies are completely covered with barnacles, and anyone succeeding in hacking one apart will find only a calcified white skeleton beneath this near impervious layer. Using their massive strength, barnacle men break through the bottom of ships to search the holds for jewels. If there is no plunder to be had, they will then stalk the ship terrorizing its crew. Barnacle men are frequently found with stolen precious stones embedded in their shell covering; assume a 20% chance of 1-8 gems.
Folklore: If you wander round the bars and taverns of Deliverance, you will find many an old salt with tales to tell of barnacle men, but few who can claim to have actually seen one. The popular belief among sailors is that these creatures are the liches of pirates so rapacious and malign that they cannot rest in death, but rise up from their sunken ships to torment the living. Most sailors know that disruption is a good way to deal with barnacle men.
Giant electric eel
Any character who hits an eel suffers an electric shock. This is resolved as a 2d8 attack to CON, like a systemic poison attack except that the lost CON recovers at the rate of 1 point per full turn. Additionally, a character receiving an electric shock is reduced 1d6 points in STR for two minutes.
Dead men’s sighs
Said to be the dying breath of sailors killed on rocks and reefs, these blue, wraith-like spirits appear at dusk and dawn, drifting out of the waves to attack the unwary. Normal weapons (even Runic metals) will not harm them, but any magical damage immediately disperses them like mist. They attack by closing with their opponent and matching POW vs POW. If the sigh wins, the victim takes 2d3 damage (a chilling numbness) directly to a random location, and the sigh then dissipates.
Stingray
Rays will always attempt to avoid melee, and will only fight if cornered or attacked in the lair. Rays should be treated as though they have shimmer 2 at all times. This is not a spell-effect, but instead derives from the ray’s camouflage ability to fan up an obscuring cloud of fine sand from the sea bed when threatened.
Giant clam
You encounter a clam by stepping onto it, so any encounter must be checked against the character’s Spot Hidden. A character trapped by a clam takes 2d6 on the first round, then 3d6 on the next, and so on. The damage does not go on increasing after the sixth round. Armour will protect until it is crushed. Clams can be forced open by combined STR equal to the clam’s own STR (4d6+8) – if a character can improvise a lever of some kind he gets a 50% STR bonus.
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Sharks
Sharks vary quite a bit in size and ferocity. The sort described here average about 2.3m in length, and are well known to the sailors who ply the southern seas to trade in Gradisti. Sharks will attack anyone who is bleeding or thrashing about, and such is the terror that these creatures instil that I suggest an MDFx5 roll is required for any character who spots them while in the water. If the character fails this roll, he or she panics and cannot help shouting and struggling. If a shark’s tail is reduced to 0 hit points it will start to “drown” as sharks must move forward to breathe. Reducing its head to 0 hit points will halve its Attack chance but the shark will fight on for 2-6 rounds before dying.
Hungry Morguss
Hungry Morguss is a legend among sailors, a monster of folklore spoken of by those who have somehow survived when their ships went down in maelstroms or violent storms. Such mariners will sometimes whisper of having looked down into the ocean’s depths at the moment of disaster and seeing in the waters below a huge, mad, staring face with a gaping mouth, bigger than three large ships, sucking the doomed vessel down in a whirlpool. This evil visage is believed by sailors to be Hungry Morguss, a marine aspect of the devil. We may speculate at leisure as to other explanations. The face of Death himself? A monster, demon or forgotten god from Questworld’s antiquity? A mere phantasm created in the mind of sailors when disaster is imminent? How shall the truth be known?