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Undersea Adventures: Comments, Concerns, & Concepts

Aeolius

Adventurer
I am cross-posting this here and in a handful other D&D boards, across the web.

I have been running undersea D&D campaigns since 1998; first with “Beneath the Pinnacles of Azor’alq” (play-by-post) followed by “Heirs of Turucambi” (chat-based). The campaigns 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. I started my current game 3 years ago. While I have a stable following of devoted players (thank you, folks!), I occasionally get the urge to step back, look at my game from a distance, and reinvent my approach as Master Storyteller for my players.

If your current DM approached you with the idea of starting a new campaign set primarily beneath the surface of the sea, what would be your first reaction? Suppose the “core races” were replaced with the likes of sea elves, locathah, and merfolk (or any race that that has a swim speed and the aquatic subtype). Would that be enough to alienate you?

I set my games on Oerth, the world of Greyhawk. Prior knowledge of the campaign setting is not required. I also tend to scale back on the use of dragons, while overpopulating the world with hags. Again, this is simply my personal signature in my games. Is that the killing blow that distances potential players?

My games tend to be role-play heavy and combat light. Rolling lots of dice tends to break my “willing suspension of disbelief”. Spending hours speaking in character as a room full of NPCs is my bread and butter. Again, I know this does not appeal to everyone.

I am 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. This is one of my most enjoyable aspects of the game - creation.

Some of the best inspiration for an underwater campaign can come from the Discovery Channel and Animal Planet, visiting a local aquarium or fish store, and perusing ocean-related materials in a bookstore. Discovery’s “Blue Planet” series and Penguin Book’s “OCEAN” are as invaluable to me as “Stormwrack”.

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? What would make you want to spend years exploring the realm of liquid space?
 

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You need:
  1. Some truly alien life forms: compare Humans with Sea Anemones; consider the language of whales; marvel at Giant Jellyfish swarms. 'Nuff said.
  2. Good combats run in 3 dimensions.
  3. Unexplored sections like abyssal trenches; the broad stretches of sandy "wastelands"...that nevertheless have life within them; volcanic regions
  4. Megapredators
 

Personally, with no more info than what's given here, I'd rather play an underwater campaign in the Blue Planet setting than one in Greyhawk. SF sounds more interesting than fantasy, in that milieu. <shrug>

Edit: Combat underwater seems like it might be kind of repetitive. Aside from biting things, there's essentially only one type of useful weapon -- spears, tridents, other stabby things, and maybe some funky crossbow variants. Swung weapons are bad ideas, thrown weapons are out, and most other missile weapons are useless barring magic (or industrial-strength suspension of disbelief). Unless you get magic swords/axes/maces that let you ignore drag, you're pretty limited in terms of mechanics and visuals.

Go high-tech, though, and you've got all that, plus guns, lasers on funky wavelengths, sonic weapons, explosives, explosives on sticks, drones, etc.
 
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Invasions from Above the Waves! Surface dwellers attempt to invade/colonise the ocean bed. Pirates looking for sunken treasure or a kingdom looking to exploit the sea in some unusual fashion. Or just out for revenge against all the Sahuagin raids against their shipping. And all aquatics look the same to surface dwellers.

Attack the Surface. Damn those surface dwellers and their mining run-off, over-fishing or what have you. They must be stopped!

Undersea volcanoes, etc. Who says you can't have fire and water?

Nemo. The captain, not the clown fish. Some surface dweller who, through magic, has adapted to living underwater. Maybe with a mobile base, maybe with an undersea tower. Maybe even an undersea colony, a "Promised Land" beneath the waves to which they have led their persecuted followers. (link to Invasion above.)

Sea Hags immediately put me in mind of curses, covens and Wyrd Sisters. Stirring up storms as per the Wyrd Sisters of Macbeth. Cheerfully starting wars and trouble for the hell of it. Also the sea witch from The Little Mermaid.

Forbidden Love. What could be more romantic than a little mermaid (or some such) who falls in love with a land dweller? Especially if there's a war a-brewing.

Nymphs. Calypso, Circe etc. Nicer than the sea hags, or at least prettier.

How about a tidal civilisation? Above the water some of the time, beneath it some of the time. Could be Lizardmen or Bullywugs.

I'm actually about to kick of a short term sea-based campaign, so I'll be keeping an eye on this thread to mine for ideas.

cheers.
 


You need: Some truly alien life forms: compare Humans with Sea Anemones; consider the language of whales; marvel at Giant Jellyfish swarms. 'Nuff said.

Agreed. unusual lifeforms bring out the truly alien nature of the realm of liquid space. I have humanoid anemones, jellyfolk, and the like... and I often mutter to myself in mock-ixitxachitl.

Unexplored sections like abyssal trenches; the broad stretches of sandy "wastelands"...that nevertheless have life within them; volcanic regions

When in comes to subaqueous terrains, one can have forests of mangrove roots, massive stalks of kelp, or tangles of gargantuan anemones. Envision a swamp of floating sargassum seaweed, with creatures living above, within, and beneath the massive tangled raft. In addition to black smokers (hydrothermal vents) other chemosynthetic races might dwell within the saline rich undersea lakes known as cold seeps. One might explore massive fields of sea grasslands or the lifeless regions of urchin barrens or dead coral deserts.

Of course one also needs to take into account ocean currents and depths, when considering terrain. Massive eddies, tidal bores, and whirlpools can prove hazardous, as well as chilling thermoclines and the crushing pressures of the depths.

Combat underwater seems like it might be kind of repetitive. Aside from biting things, there's essentially only one type of useful weapon -- spears, tridents, other stabby things, and maybe some funky crossbow variants. Swung weapons are bad ideas, thrown weapons are out, and most other missile weapons are useless barring magic...

Add to that those combatants who know how to drop hooked nets from above, or release buoyant spheres of seaweed laden with urchin poisons from below.

Invasions from Above the Waves! Surface dwellers attempt to invade/colonise the ocean bed. Pirates looking for sunken treasure or a kingdom looking to exploit the sea in some unusual fashion. Or just out for revenge against all the Sahuagin raids against their shipping.

The interplay between Drylanders and aquatic races was one reason I had several races deify the surface as Synsaal, the Barrier Between Worlds.

Some surface dweller who, through magic, has adapted to living underwater.

Greyhawk has such a character in Drawmij.

Sea Hags immediately put me in mind of curses, covens and Wyrd Sisters.. Also the sea witch from The Little Mermaid.

Sea hags, shellycoats, greenhags, shoal hags, reef hags, fish hags, and more... gotcha covered. ;) And then there is Lusca the Bloodless, an albino tauric sea hag joined to the body of an octopus. Granted, her tentacles end with the faces of eels.
 
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Aeolius: I like your descriptions of undersea geography. I'll have to do some research and find out exactly what these all things are. I like the anemone forests!

Any suggestions for a campaign that's going to be set on a pair of sea mounts, a bit like the Hawaiin chain but much less active. The highest peaks are islands for land dwellers to live on. Below sea level I've got a contour line marking the 100' depth mark, above which all the main aquatic races have their homes. (although they can and do go deeper.)

I'm going for a mythic Greece feeling and I suspect the players are going to be surface dwellers who will visit underwater occasionally. (I've given them the option of doing aquatic characters, I'll have to see what they pick when we do character gen on the weekend.)

cheers.
 

I like the anemone forests!
They were inspired by aiptasia "glass" anemones, a fairly common nuisance in saltwater aquariums:
aiptasia.2.jpg

They are kept in check with peppermint shrimp , copperband butterflyfish , and berghia nudibranchs . Though, in my game, the big ones are eaten by tojanida (yes, I found a use for them).

Any suggestions for a campaign that's going to be set on a pair of sea mounts... I'm going for a mythic Greece feeling...
Perhaps a nymphaeum :
jerash_nymphaeum.jpg

WIth a bit of the Blue Grotto thrown in for good measure
 


If your current DM approached you with the idea of starting a new campaign set primarily beneath the surface of the sea, what would be your first reaction? Suppose the “core races” were replaced with the likes of sea elves, locathah, and merfolk (or any race that that has a swim speed and the aquatic subtype). Would that be enough to alienate you?
On the contrary, I'd be intrigued!
I set my games on Oerth, the world of Greyhawk. Prior knowledge of the campaign setting is not required. I also tend to scale back on the use of dragons, while overpopulating the world with hags. Again, this is simply my personal signature in my games. Is that the killing blow that distances potential players?
I don't mind Oerth. I even used it as the basis for my current campaign. It's not very recognizable as such, though. I'd expect an undersea campaign to be similarly different from your run-of-the-mill Greyhawk campaign.
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? What would make you want to spend years exploring the realm of liquid space?
Well, I love the undersea, so that helps ;)
The reason I enjoyed reading Schätzing's 'Der Schwarm' was because it's full of fun and often little known facts about everything related to the (under)sea. I'd expect an adventure or a campaign to incorporate these kind of things and make them a relevant feature. Otherwise, what's the point of using an undersea setting?
 

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