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Underwater Adventures

Bugbear

First Post
The next phase of my campaign is going to take place under the sea. I have never run an Underwater adventure before and was hoping for some advise on what kinds of problems to expect from those of you who have.
 

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Do you mean story-wise?

I am not sure- could you give some details of your campeign?

If you mean rule-wise, then:

You have 3d movement. Spells, for the most part, are not going to be castable since people can't speak- which also limits communication. Light is very hampered underwater.

You may want to check out FFG's Seacraft(I forget the title). IIRC- it has a section on underwater adventures.

SD
 

It all depends on how 'magical' your underwater exploration is going to be.

Giant Air bubbles mean that you can speak and cast spells - within the bubble only? or outside too
Diving Bells could mean either - up to you
Underwater races can communicate - does this count as verbal components too (eg is a dolphins squeaks a language?)
Potions of Breath Water - no speaking = no spells

three directions to move in, strong currents (treat as rivers), darkness, water pressure, cold, hot, storms, fish
 

you might want to look for:

- Seas of Blood (Mongoose Publishing)
- Seafarer's Handbook (Fantasy Flight Games)
- Broadsides! (Living Imagination)
- Hostile Climes: Depths of Despair (Pinnacle Entertainment Group)
 

Well I picked up the Seafarers Handbook. It proved quite useful. Had the first part of the Undersea adventure today, with the characters having a nasty encounter with some sahaugin scouting party and some sharks. the figher took a 24 point blow from a Sahaugin fighter who scored a critical on him. He was not pleased.
 
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Hope it goes well. I plan on doing some undersea adventuring for my characters in the future. The Seafarers Handbook is good and I picked up the Sahaugin Slayers Guide, too.

I hope you post more on this so I can mine it for my campaign.

:D
 

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