Above its domes the gulfs
accumulate.
Far up, the sea-gales blare their bitter screed:
But here the buried waters take no heed—
Deaf, and with welded lips pressed down by weight
Of the upper ocean. Dim, interminate,
In cities over-webbed with somber weed,
Where galleons crumble and the krakens breed,
The slow tide coils through sunken court and gate.
But here the buried waters take no heed—
Deaf, and with welded lips pressed down by weight
Of the upper ocean. Dim, interminate,
In cities over-webbed with somber weed,
Where galleons crumble and the krakens breed,
The slow tide coils through sunken court and gate.
- Clark Ashton
Smith, “Atlantis”
Several months back I had, thanks to
the actions of a player in picking up a very-obviously cursed goddess
statue, the chance to finally run a full-on underwater adventure. In
my many years of running D&D this was the first time I have
designed and run an underwater adventure and I found it challenging
and interesting in equal measure.
Having thrown the idol into a specific
spot under the urging of fever dreams (and yes the heavy hand of
geas), the party returned 40 days later as commanded to the site. A
massive black pylon had--naturally it's D&D--risen from the sea.
A long-drowned city with wide avenues and step pyramids leading up to
a large glowing central dome could be vaguely made out in the depths
below. Sweet water seeping from the naughty bits of a now
gigantic (and lewd enough to make me still feel awkward) idol inside
the pylon allowed them to breathe sea water and away they went.
The party made it through a couple
sessions and then some of their own character-driven goals called
them away (such is sandbox life). This morning I randomly refound my
notes for running the adventure and thought they might be of interest
to a broader audience. So with some clean-up and context here they
are.
Sources for D&D Underwater
Adventures
Blackmoor OD&D supplement,
pages 48-49. Some rules and guidelines for running aquatic
adventures. Best line: “To entice the players into the water is the
easy part: simply leave maps, create legends, or sprinkle in clues in
the form of bizarre artifacts. Adventurers are notoriously gullible
and easily duped or led astray.”
Dungeon Masters Guide 1st
edition, pages 55-57. Nice comprehensive set of guidelines, I
used this as my starting point.
“Watery Words to the Wise”, Dragon
magazine #48. Interesting overview of what an aquatic civilization of
Mer-people would be like, but more useful for its thoughts on using a
hex map for 3D tactical affairs.
Dealing with the 3D Environment
One of the hardest things to remember
and plan for is the 3D environment. I found that it was helpful to
keep two sheets of graph paper handy to help keep track of the
relative positions of things:
1. A blank sheet that shows the
relative “marching” order of positions vertically. This
especially became necessary as the party had some encumbered players
lumbering over the ocean floor (see sinking rules below) and others
“flying” around at varying depths over and around these
characters. This also especially handy when encounters are met in
open water. Using clock descriptions is helpful (“the sharks are
coming in at “two o'clock high”) when describing those positions.
2. A rough cross section of whatever
static sites you have. Sites can be approached from a wider set of
directions and it's fun (and challenging) to play this freedom up
with multiple vertical entry points and elements. I had a little
step-pyramid with a top entry, chimney and a bottom floor entry.
Having an overall sense of where everything is vertically is very
important to staying oriented.
Movement
Characters encumbered with more than 20
pounds of gear and/or metal-armored characters sink to the bottom.
Characters with high STR or CON (13 and over) are able to swim up 10
feet for two rounds every other turn (and will naturally sink again
if there is nothing solid below their feet). Others will need to shed
their weight before being able to swim or float upwards. (Bundles of
gear can be pulled upwards by ropes if the character is out of the
water.)
Unencumbered
characters swim at their indoor, dungeon movement rates horizontally
or vertically. Encumbered
(as above) characters move at 60 feet per round.
Fly, Levitate, Free Action, Spider
Climb (when on a surface) spells and abilities will allow the user to
move at their normal land speeds without sinking for the length of
the effect.
Water Pressure
Having blown out an ear drum on an
overly-quick descent on a dive in Cozumel I am painfully aware of the
effects of pressure on the human anatomy. At depths lower than 100
feet (30 meters or so) nitrogen narcosis becomes a real thing for
humans without protective gear.
Because this is a fantasy game (and it
it's fun to be able to run adventures with a wider tolerance of
depths) I assume that Water Breathing and similar magics at least
double the depth that pressure can be withstood.
Compression/decompression issues are totally handwaved.
Characters dropping below the depth can
withstand the pressure for a round. After that they will suffer the
same effects as being seriously intoxicated for 1d4 rounds and then
start to take 1d4 hp damage each round after.
Visibility
Light, refraction, physiology, etc
conspire against us seeing far underwater unaided. While I didn't
want to totally handwave this, the rules given in AD&D are way
too restrictive (100 feet up to a depth of the same). A DM especially
with a large area like my underwater ruined city is hard pressed to
be able to signal interesting sites and thus reduces meaningful
exploration choices. My handwave was similar to that of the depth
considerations and I made a simple chart to give a wider range:
Depth |
Effective Visibility
|
0-100 feet |
200 feet |
101-150 feet |
100 feet |
150-200 feet |
50 feet |
Naturally lighting will reduce this
especially inside structures, caves, crevasses, kelp forests etc. In
that case I limited visibility to the normal effects of artificial
lighting (light spells mostly) or
infravision.
Combat
Aquatic critters auto-win initiative
against the land-born.
Most missile, bashing, and slashing
weapons are useless in this environment. Piercing weapons such as
spears, tridents, daggers are highly effective however and will deal
out normal damage. Reduce swords to 1d4 damage to represent them
being limited to stabbing.
Spells
The vocal component of spell-casting is
assumed to come with the ability to breathe water. Page 57 of the
DMG has a relatively complete run down of restrictions and changes to
spells. Significant changes in my own were to increase the damage of
electricity-based (150%) spells.
Awesome info - thanks!
ReplyDeleteJust planning my first underwater adventure within our regular campaign, this is so useful!