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<blockquote data-quote="Aeolius" data-source="post: 3193639" data-attributes="member: 2072"><p>I am now compiling my notes for "Heirs of Turucambi", an undersea campaign that will begin in the near future. </p><p></p><p> As the majority of the campaign will be set underwater, the game will draw heavily from supplements such as Stormwrack. Player characters must be able to swim (have a swim speed) and breathe underwater (aquatic or amphibious) without the use of magic. The campaign will begin at level 1-3, to account for characters with templates, monster races, and similar instances.</p><p></p><p> "Heirs of Turucambi" is set in the Oljatt Sea of Oerth, the World of Greyhawk. Originally detailed in "<a href="http://paizo.com/store/downloads/wizardsOfTheCoast/aDAndD1/greyhawk/v5748btpy7mdt" target="_blank">Greyhawk Adventures</a>" and later featured at wizards.com, Turucambi is one of the "<a href="http://web.archive.org/web/20030219001806/http://www.wizards.com/greyhawk/dndgreyhawkmysteriousplaces.asp" target="_blank">Mysterious Places</a>" of the region. Knowledge of the World of Greyhawk is not required, for participation in the campaign. </p><p></p><p> Given my preferences, the campaign will draw from my interests in marine biology and my hobby of keeping saltwater aquariums, coupled with my fascination with various mythological creatures such as hags, dragons, and demons.</p><p></p><p> Be aware that life underwater has its limitations; typical potions are all but impossible to imbibe, paper scrolls will quickly disintegrate, and typical metal items are subject to corrosion. Many typical spells may not suitable for underwater casting. Treasure may be similarly altered, as many undersea races value rare corals, pearls, and shells far more than coins and gemstones.</p><p></p><p> Keep in mind that some of the best inspiration for an underwater campaign can come from the Discovery Channel and Animal Planet, visiting your local aquarium or fish store, and perusing ocean-related materials in a bookstore.</p><p></p><p> With that in mind, what are your preferences, for such an adventure? What would you expect to see, in an undersea game? What would make the campaign memorable, enjoyable, and enduring?</p><p></p><p>( edited to include links to Greyhawk Adventures ($4 PDF download at paizo.com) and Greyhawk Mysterious Places (02/2003 archive at wizards.com) )</p></blockquote><p></p>
[QUOTE="Aeolius, post: 3193639, member: 2072"] I am now compiling my notes for "Heirs of Turucambi", an undersea campaign that will begin in the near future. As the majority of the campaign will be set underwater, the game will draw heavily from supplements such as Stormwrack. Player characters must be able to swim (have a swim speed) and breathe underwater (aquatic or amphibious) without the use of magic. The campaign will begin at level 1-3, to account for characters with templates, monster races, and similar instances. "Heirs of Turucambi" is set in the Oljatt Sea of Oerth, the World of Greyhawk. Originally detailed in "[URL=http://paizo.com/store/downloads/wizardsOfTheCoast/aDAndD1/greyhawk/v5748btpy7mdt]Greyhawk Adventures[/URL]" and later featured at wizards.com, Turucambi is one of the "[URL=http://web.archive.org/web/20030219001806/http://www.wizards.com/greyhawk/dndgreyhawkmysteriousplaces.asp]Mysterious Places[/URL]" of the region. Knowledge of the World of Greyhawk is not required, for participation in the campaign. Given my preferences, the campaign will draw from my interests in marine biology and my hobby of keeping saltwater aquariums, coupled with my fascination with various mythological creatures such as hags, dragons, and demons. Be aware that life underwater has its limitations; typical potions are all but impossible to imbibe, paper scrolls will quickly disintegrate, and typical metal items are subject to corrosion. Many typical spells may not suitable for underwater casting. Treasure may be similarly altered, as many undersea races value rare corals, pearls, and shells far more than coins and gemstones. Keep in mind that some of the best inspiration for an underwater campaign can come from the Discovery Channel and Animal Planet, visiting your local aquarium or fish store, and perusing ocean-related materials in a bookstore. With that in mind, what are your preferences, for such an adventure? What would you expect to see, in an undersea game? What would make the campaign memorable, enjoyable, and enduring? ( edited to include links to Greyhawk Adventures ($4 PDF download at paizo.com) and Greyhawk Mysterious Places (02/2003 archive at wizards.com) ) [/QUOTE]
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