• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Undersea Adventures: Comments, Concerns, & Concepts

I thought it would be better to post a new thread for this.

Underwater Campaign Setting

Any sort of feedback you can give would be helpful. Even if you just want to talk about some of your own experiences with designing or playing an underwater setting, it's all good.

Also, who has actually read The Deep (I know Aeolius has)? What did people think of the rules and the setting? It's had a huge impact on the creation of my world. Coral magic and the Coryphenes were such good ideas that I had to steal them completely. In the book, wizards imprint their spells telepathically on a living reef, and they all share it for storing spells and information. The Coryphenes are a different kind of wizard that power their spells with ocean currents, and they can instantly teleport people to different places that are connected by currents (think hyperspace lanes).
 

log in or register to remove this ad



A recap of last Sunday's game session, just to set the mood:

In the last session (12/26), the party arrived at the site known as the Chamber of Dissolution. Charged with the task of inspecting and preparing the ancient clockwork mechanisms within four sites, they recalled freeing the hivemind witch Guri from the Grail of Impurities but leaving the site without attending to the musical machine within. At the second site, known only as the Orb of Purification, the party encountered the spectral kraken Mikrokosmus. One site, the Deadwater Fountain, remained undiscovered.

It was the undead kraken that shared the means of destroying the enclave of mermaid witches which now wore his tentacles, grafted in place of their tails. The four sites must be prepared with care and a sacrifice must be placed upon the altar hidden beneath the isle, causing the Sinking Isle to rise once more. Then ancient gears would spring into motion, acting in unison to forge a weapon of the mysterious metal known as Oerthblood.

The tsantsa Meir, once a shellycoat of great power but now an unliving shrunken head slain by her own daughter, reflected upon the party’s predicament. Having visited Turucambi Reef, the party collected the first of three tomes which outlined the means by which her mother Xaetra might be restored to life. With the knowledge gleaned from the first tome, they collected Xaetra’s soul within an artifact known as the Lazarus.

Transported from Turucambi to the waters near the Sinking Isle, in the realm of the Sea Barons, the party recovered the second tome which trapped the hag’s soul within a magical construct, an eidolon, fashioned from ambergris. The third tome, which would restore the hag to life, was supposedly lost within a region known as the Jungle of Lost Ships.

Upon Xaetra’s resurrection, the evils of the blackwater hag Diadema would be undone, for her unliving form incorporated the mortal remains of Xaetra herself, as well as Xaetra’s sea hag granddaughter Tempest and daughter Salkt, a salt hag. Xaetra had learned that, upon her return to life she would embrace the path of the Chronomancer. She would travel to far future to witness the destruction of Oerth, before being trapped in the distant past. Upon her temporal travels, she would leave clues to her future self, in the form of the three tomes.

The viletooth lizardman Dorman was the first to see that, standing atop the remains of the tower walls which held the Chamber of Dissolution, were six skeletal forms. NeeKaa, the oceanid, spied gears turning beneath the bony ribcages of the strange creatures and plates of opalescent pearlsteel bolted to their bones. The sea elf Sakura watched as the skeletons ascended the tower walls to throw the bones they had collected into its hollow interior.

Wielding spears seemingly fashioned from the spines of dolphins, the clockwork skeletons closed upon the party. The diminutive anemoid known as Knot, member of a race of intelligent anemones, divined that their opponents were not creatures of the undead. Dorman was the first to discover that the bony spears held electrical magics.

As Sakura’s young ward Reiko watched two of the skeletons fighting one another, the party’s locathah companion Canthus used his magical cuttlefish quill to coat the gears of one skeleton with viscous ink. The skeleton turned upon the unwary artisan and unleashed the fury of its spear upon him. Canthus noted the spears were actually the skeletons of eels, coated similarly with pearlsteel.

Sakura felt her own powers of stealth and darkness grow, in part due to her growing attraction to the unusual blackwater currents within a shallow trench upon the isle. Her ward Reiko, however, had been dealt a crippling blow during her recent abduction by the mermaid witches and their benefactor, a sea hag fleshwarper known only as Purl. Purl removed Reiko’s legs and grafted in their place the body of a water naga, while simultaneously grafting two tentacles from a giant squid and an eye from a powerful beast known as the eye of the deep.

Reiko’s fragile sanity had been saved, in party due to her timely bonding with Shadow, a ghostly visage. Dorman had previously bonded with the living tattoo Echo, another of the soul shards cast off by Xaetra before her murder at the hands of a covey of hags led by Tempest. The third shard, known simply as Me, remains undiscovered.

During the ensuing battle, NeeKaa, Canthus, and Dorman were injured by the magical spears. One of the skeletal assailants was destroyed in a cloud of bubbles spewing from the base of the tower, while another was destroyed by one of its own. The part noted that each skeleton seemed to have one component which was made entirely of metal and enshrouded in eldritch fire of azure hue.

In due time, the battle was won, in part due to the aid of the party’s many companions, including the amphisbaena eel Jur, hatchling coral dragon Gobble, and Hasu the half-dragon sea cat. The locathah Canthus, struck twice by the electrical spears, was slain in the course of the combat. Removed from the innate abilities she once held in life, Xaetra relied upon the components held within her mystic apothecary. Using an arcane infusion, she transformed the corpse of Canthus into a statue of stone.

Examining the base of the tower in closer detail, the party noted it was ringed by a circle of statues, each of an unknown humanoid that seemed both reptilian and fish-like. One statue stood out from the rest, however, as it appeared as a concave depression instead of a sculpture.


DM’S NOTES: To be honest, I wasn’t sure if anyone was going to show up on the day after Christmas. We gamed an extra hour, so I was more than pleased. The players of Ryllis the shoal halfling, Junae the mermaid, and Sir Boral the aventi did not attend tonight’s game.

The four sites of ancient clockwork mechanisms were inspired by equipment used to keep saltwater reef aquariums. The Grail of Impurities, Orb of Purification, Chamber of Dissolution, and Deadwater Fountain were simply a protein skimmer, ultraviolet sterilizer, calcium reactor, and reverse osmosis/deionization filter, albeit in a grand scale with some magics thrown in.

The clockwork skeletons, inspired by the Antikythera Mechanism, were actually gold clockwork horrors.
 

Excellent! I'm reading this just after watching Finding Nemo again with the family, and now I have two sources of aquatic inspiration.

I would actually love to read a short summary of your Heirs of Turucambi campaign. I know it's been going for a long time and that may seem impossible, but it would give me some more ideas about how to structure a long-term campaign in my setting. All I really know about it is that it takes place in Greyhawk, and it has a lot of hags.
 


I just noticed that Cerulean Seas now has s a softcover print-to-order option, over at RPGNow; $20 for the PDF, $40 for the hardcopy, $50 for both.
 

I'm currently looking into making a purely aquatic game but need some suggestions for races as I want to avoid having an aquatic elf, human etc. I took a liking to two races in stormwrack the Avetni and Darfellan but want to expend a bit more with templates for merfolk (Half fish, shark, eel, octopus and manta ray), crustacean humanoids and reptilian or amphibious cross overs.

The setting I was aiming for would be caribbean or tropical with alot of coral reef shelves and kelp forests acting as plateaus with steep dropoffs rising above the abyssal plain. Travel between each plateau would be done by catching rides on gargantuan but tamed beasts such as giant turtles, whales, manta rays and other assortments of giant fish. Those brave enough to travel the open seas themselves use the ever changing channels and currents, some traveling in schools (Or pods) for protection.

I've already been tampering with ideas of fire spells working underwater with an easy fix of simply making the water around the area boil and mist. Spell books and scrolls would be written or more so carved into thin sheets of sea sponge that absorb ink and can be wrapped into a ball-like cacoon for easy carrying on one's belt. Lightning spells are still a work-in-progress however ;)

Any books, links or ideas (Both over-used and original) to help me out would be great!
 

It's been awhile since I posted a recap of a Game Session.

In the last session (03/20) the party spoke with Scia, the elderly shaman who seemed to lead the remaining slaves abandoned by the kraken Mikros, in a subterranean passage deep within the Sinking Isle itself. Concerned by the appearance of the child Reiko and her well-being in the face of the grafts she unwillingly received, Scia slowly approached the girl and revealed grafts of her own.

"These..." she touched the green scaly skin around her gills "Were once part of Shulshalus, a mighty sahuagin warrior. He speaks to me, from time to time." she smiled "At first I was afraid. But soon I understood that I honored him, by keeping even this small part of him alive."

In time, Scia led the party to a rectangular chamber filled with massive intersecting metal pipes. Between the pipes, hammocks fashioned of netting and seaweed were seen. Along the wall, enormous barnacle shells seemed to grow in a cluster.

As the shaman continued to interrogate the party, regarding their knowledge of the sea hag fleshwarper Purl, NeeKaa recalled the words of the hivemind witch known as Guri. "Purl's weakness is blackwater, as I have told your companion." she had spoken "Aiptasia is a seahorse of a different color. In her madness, she fears her own reflection". The topic turned to talks of the unliving hag Diadema and the mysterious substance known as Blackwater. When NeeKaa revealed what she had learned, Scia’s interest was obviously piqued.

"Covey?" Scia questioned "Purl spoke of a Blue Coven, when she thought she was alone. Three hags in the service of Olhydra. I believe she worshipped them. Does this help, in any way?"

When reprimanded by Xaetra, for mentioning the name of the Elemental Princess aloud, Scia shrugged off the warning.

"Did you ever wonder, eidolon?" Scia turned to face the ambergris hag "Why? Why does she seek to drain the sea? Malice? Chaos? A dire untoward plan? What does she stand to gain?"

This spurred Xaetra into further debate.

"And you, druidess." Xaetra retorted "What do you stand to gain, waiting here countless centuries? Aye. I can sense both your time upon this Oerth and your calling."

"I... I cannot leave." Scia stammered "To leave is certain death. The forge forestalls aging, but its effects do not carry beyond these walls. Suffice to say that the Hearth of Hearts has prolonged our lives, here. But if we leave these caves, our years return." slowly, Scia added "I admit that I am over three hundred years of age."

Leaving the party to their rest and slumber, Scia returned to her people. Those who slept once again found themselves sharing a communal dreamscape. Emerging within a dimly-lit oubliette, each party member beheld phosphorescent etchings depicting several sea creatures commonly found in the shallows. Those who had visited the spherical chamber once before recalled the tattoos, bearing the likeness of a single etching they had chosen on their prior journey, now illustrated upon their skin.

Within the tide pool, Xaetra appeared as a hagfish, Jaena manifest as a silver shelled hermit crab with Jariah fastened to her shell as a barnacle. The reef hag Ciliaris emerged as a blue-eyed scallop, while Meir had chosen a humble chiton. Beside the sea urchin Reiko, a sea snake, puffer fish, and striped shrimp manifested.

"Do you remember me, young one?" the sea snake asked "I am Jade."
"And I am Pin'clarr" the puffer added
"What... what is this place?" the shrimp asked with the voice of Scia "Am I dreaming?"

"Scia, is it?" Meir asked "What do you know of this Blue Coven? What do you know of the Princess of Elemental Evil... Olhydra?"

The naming of the Elemental Princess invoked a trance within the shellycoat.

"The elemental princess bore the offspring of the demon lord."Meir began, her voice monotonous and distant. "Twin daughters ostracized by their father. Imprisoned, in distant lakes, far from impending waters."

Aware that Eyebite, the hag’s tooth artifact seemingly responsible for both her unliving animation and her unbidden prophesies, had spoken through her once more Meir recalled the second artifact, a hag’s tooth, was now in the possession of the insane shellycoat Aiptasia.
 

That is awesome! It's great how you can maintain a mythic feel with your campaign and still work in some crazy marine biology. I've actually been trying to outline different campaigns that take place in my own world. I've been approaching it Paizo style by making them each six-part adventure paths that take place in a different region.

My first story idea centers around the return of an ancient sea hag (thank you for the inspiration Aeolius) who has managed to change her body into a bloom of poisonous algae that spreads all over the Northern ocean. The heroes have to find a way to stop the spread of the algae (and the diseases that come along with it), cure those affected by it, and figure out how to permanently kill this vicious hag.

And while I'm on this subject, wouldn't it be totally sweet if Paizo released an aquatic adventure path? I don't think this would ever happen, but who knows? Underwater adventuring is on the rise thanks to Cerulean Seas, and Pathfinder has already covered a lot of ground with their setting, why not dive below the waves? I think there's lots of good material to work with already, the Aboleth and their underground ocean, the Gillmen, the Sodden Lands and the mysterious Eye of Abendego. At the very least, I think a sea-faring adventure path could happen one day.
 

Into the Woods

Remove ads

Top