Difference between revisions of "Underwater Adventures"

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'''Underwater Adventures''' embodies those parts of the game campaign taking place in the watery environment of oceans, seas and lakes, which are strange and provocative places for the player characters to explore. The mysterious lands under the sea are also home to numerous, ancient submarinal races and civilisations, consisting of green realms of fish-like humanoids, also perpetually threatened by [[Monster|monsters]]. Tales of sunken loot are sure to persuade the players that opportunities for plunder put surface lairs and dungeons to shame, with such stories of pearls as large as grapefruits and ships with gargantuan piles of coin poured onto the ocean floor, waiting to be found by intrepid soldiers of fortune.
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'''Underwater Adventures''' describes those parts of a game campaign that unfold in the aquatic realms of oceans, seas and lakes, environments both strange and alluring for player characters to explore. Beneath the waves lie ancient submarinal races and civilisations, dwelling in green-lit realms populated by fish-like humanoids, ever under threat from predatory [[Monster|monsters]]. Stories of lost treasure beneath the surface often tempt players with the promise of wealth that rivals or surpasses anything found in surface dungeons, from pearls the size of grapefruits to sunken ships laden with coin, scattered across the ocean floor and waiting to be claimed by bold adventurers.
 
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Yet the difficulties of exploring the ocean are as frightful as the monsters that dwell in the depths. Surface humanoids aren't designed to breathe water, nor to swim as easily as those creatures bred for the water. Great treasures there may be, but overcoming the character's inadequacies in the environment are a large part of why enormous wealth continues to languish, untouched, in such amounts.  A set of special rules must be implemented for the players to observe when attempting underwater escapades; this page attempts to aid the DM in handling such adventures practically, in a manner that continues to provide the players with excitement and problems to solve.
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Yet the difficulties of exploring the ocean are as fearsome as the monsters that inhabit its depths. Surface-dwelling humanoids are not made to breathe water, nor can they swim with the ease of creatures born to the sea. Though the treasures below may be vast, the characters' limitations in such an alien environment are a major reason why so much wealth remains undisturbed. To manage underwater escapades, a set of special rules must be observed by the players. This page is intended to assist the DM in handling such adventures with practical guidance, offering both challenges and excitement for the players to engage with.
  
 
== Breathing Underwater ==
 
== Breathing Underwater ==
A primary concern for the party is the ability to breathe underwater. This can be managed in various ways. Effective spells include [[Water Breathing (spell)|water breathing]] and [[Airy Water (spell)|airy water]], with magical items such as a [[Potions|potion]] of [[Potion of Water Breathing|water breathing]], the [[Helm of Underwater Action|helm of underwater action]] or the [[Robe of the Manta Ray|robe of the manta ray]]. Another tactic would be to employ [[Shape Change (spell)|shape change]] or [[Polymorph (spell)|polymorph]], in order to take a form that's able to breathe and move easily underwater. Specific [[Herbology III (sage ability)|herbs]] and [[Sage Ability|sage abilities]] may also provide limited means of breathing underwater. There's always a danger with medicinal forms of altering the body, however, in that individuals may find they're able to live continuously underwater with a time limit, while finding themselves now unable to breathe air as they once did.
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A primary concern for the party is the ability to breathe underwater. This can be addressed in several ways. Useful spells include [[Water Breathing (spell)|water breathing]] and [[Airy Water (spell)|airy water]], while magical items such as a [[Magic Potion|potion]] of [[Potion of Water Breathing|water breathing]], the [[Helm of Underwater Action|helm of underwater action]] or the [[Robe of the Manta Ray|robe of the manta ray]] offer more enduring solutions.
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Another approach involves the use of [[Shape Change (spell)|shape change]] or [[Polymorph Self (spell)|polymorph]] to assume a form better suited for breathing and maneuvering underwater. Certain [[Herbology III (sage ability)|herbs]] and [[Sage Ability|sage abilities]] may also provide limited methods of underwater respiration. Caution must be taken with medicinal alterations, as such changes may grant temporary underwater breathing at the cost of losing the ability to breathe air normally during that time.
  
 
== Visibility ==
 
== Visibility ==
Without special adjustments to the character's ability to see, such as the use of [[Underwater Goggles (sage ability)|goggles]], characters should discover that water is much more opaque than air. Distinct underwater vision is limited to a mere 20 feet, or four [[Combat Hex|combat hexes]]; between 21 and 30 feet, all attacks suffer a -2 penalty [[Roll to Hit|to hit]]; this is increased to -5 between 31 and 40 feet. Beyond 40 feet, objects larger than 10 feet in diameter are vaguely discernable to a distance of 60 feet. Beyond this distance, nothing is discernable except the vague background of hazy water. These limitations can be improved 100% by the [[Ultravision (spell)|ultravision]] spell.
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Without special adjustments to the character's ability to see, such as the use of [[Underwater Goggles (sage ability)|goggles]], characters will find that water is far more opaque than air. Clear underwater vision is limited to 20 feet, or four [[Combat Hex|combat hexes]]. Between 21 and 30 feet, all attacks suffer a -2 penalty [[Roll to Hit|to hit]]; this penalty increases to -5 between 31 and 40 feet. Beyond 40 feet, only objects larger than 10 feet in diameter can be faintly seen, up to a maximum of 60 feet. Beyond this, nothing can be discerned except a hazy aquatic background. These visual limitations may be completely overcome with the use of the [[Ultravision (spell)|ultravision]] spell.
  
Naturally, this puts a party adventuring underwater at a considerable disadvantage, particularly since many underwater monsters move at a tremendous speed, enabling them to manifest out of the watery semi-darkness in mere seconds, so that if they should win initiative they're quite able to snap at a character, causing damage, before disappearing once again into the gloom.
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This naturally places an adventuring party at a severe disadvantage, especially as many underwater monsters are capable of swift movement. Such creatures can emerge from the murky distance in moments, and if they win initiative, they may strike a character and slip back into the gloom before a response can be made.
  
 
{| class="wikitable" style="float:right; margin-left: 20px; text-align: center; background-color:#d4f2f2;"
 
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| below 570 ft. || Full dark || -100%
 
| below 570 ft. || Full dark || -100%
 
|}
 
|}
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Worse, all visual range can be severely reduced by declining [[Illumination|illumination]], whether from increased depth or the natural loss of light at night. The table shown lists visibility reductions caused by either condition — and when both apply, their effects are cumulative. '''For example''', if a character is 120 feet underwater during dusk, visibility is reduced by 40% of normal.
  
Worse, all vision effects can be drastically reduced by a fall in [[Illumination|illumination]], either due to the character's depth below the surface or the reduction of illumination caused by night.  The table shown gives adjustments to visibility due to either of these factors — which are, when applied together, cumulative.  '''For example''', if the character descended to 120 feet below the surface, and the setting of the sun reached dusk, then the character's visibility would be reduced by 40% of normal.
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Illumination can counteract this decline, but any light source that relies on flame or fuel is useless underwater. Water absorbs light at a rate of 20% for every 10 feet from the source. This means a [[Light (spell)|light]] spell is only 40% effective at 30 feet, and becomes ineffective beyond 50 feet. Comparing this to the table, a -50% visibility reduction would be fully canceled within 20 feet, reduced to -10% from 21 to 30 feet, then to -30% from 31 to 40 feet, and offer no benefit beyond that distance.
  
'''Illumination can push back''' this decline, but obviously forms of illumination depending upon a flame or some form of fuel are useless underwater.  Water cumulatively absorbs 20% of light for each 10 ft. of distance from the source; this means that a [[Light (spell)|light]] spell would be only 40% effective at a distance of 30 ft., and not effective at all beyond 50 ft.  Comparing this to the table shown, a visibility reduction of -50% would be nullified completely up to 20 ft., adjusted to -10% from 21 to 30 ft., then to -30% from 31 to 40 ft. and completely ineffective beyond that point.  Note, however, that a character '''can observe an illuminated object''' in darkness underwater to a distance of 120 ft., even if absolutely nothing else can be seen in the murk.
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[[File:Underwater Adventures 02.jpg|left|350px|thumb]]
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However, a character can observe an illuminated object in underwater darkness up to a distance of 120 feet, even when nothing else is visible in the surrounding murk. This offers a crucial point of reference, helping characters orient themselves and avoid becoming lost. Such locations should serve as safe refuges for the party, ideally positioned among rocks or within a small, defensible cave. No character wants to be caught in total darkness. Many dangerous predators are fully adapted to reduced illumination and can see without difficulty, leaving the character at a severe disadvantage.
  
As such, it's best for characters to seek a defensible place, preferably among rocks and below the surface, if they expect to remain underwater when nightfall arrives.
 
 
[[File:Underwater Adventures II.jpg|left|350px|thumb]]
 
 
== Sound ==
 
== Sound ==
While it's true that the suppression of voice and hearing between the party members might add a greater sense of the underwater experience, with players around the table using hand signals and directions rather than speaking their minds, in terms of game play I believe this would quickly become frustrating and impractical. Therefore, a component of water breathing magic enables characters to speak to one another normally.
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While it's true that the suppression of voice and hearing among party members might enhance the underwater atmosphere — encouraging players at the table to rely on hand signals instead of speech — in practice, this quickly becomes frustrating and unmanageable. To avoid this, water breathing magic includes a feature that allows characters to speak with one another as they would on land.
  
Unlike visibility, water amplifies sound, arguing that the transformation of voices and understanding allows characters to speak normally to a distance twice that on the surface, or 120 feet. Shouting distance is enhanced to 240 ft. Further, directional comprehension of sound is also affected by magic, enabling characters to identify where a sound is coming from as well. The characters may not be able to see an enemy, but there's a high likelihood that hearing an enemy may offer them warning.  Overall, with visibility reduced and audial references increased, the chance of '''[[Surprise (combat)|surprise]]''' remains the same.
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Unlike sight, sound travels more effectively in water. As a result, magical adaptation enables characters to speak clearly to a distance of 120 feet, twice the usual range on the surface. Shouting can be heard up to 240 feet. Magic also enhances directional awareness of sound, allowing characters to identify where a noise is coming from. Though an enemy may be out of sight, it is still possible to detect their presence by sound alone. With vision limited but sound perception improved, the overall likelihood of [[Surprise (combat)|surprise]] remains unchanged.
  
 
== Movement ==
 
== Movement ==
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As ever, the character's movement is determined by the number of available [[Action Points|action points]] (AP). Characters with no experience in [[Swimming (sage ability)|swim]] are at a strong disadvantage, as their [[Movement (stride)|movement]] is reduced to stride-½, requiring 2 AP per combat hex. Characters with even 1 knowledge point in swimming can paddle at a speed of 1.2 hexes per AP, with more experienced swimmers capable of even greater speed. For most other AP-related actions, no adjustments are necessary.
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Swimming while holding a weapon or any item in hand significantly hampers mobility. Any object gripped reduces forward movement by 60%, making it wiser to sheath items, move and then draw them again, rather than carrying them while in motion. This limitation leads to the classic underwater trope of carrying a small knife (1-3 damage) in one's teeth, as a dagger would be too large for such use.
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In a submerged environment, assumptions about movement must be reconsidered. Depending on its properties, a dropped item may float upward instead of sinking, or it may move slowly enough in either direction to be retrieved shortly after. Uncorking a potion to drink will allow some water to enter the flask, but the narrow neck keeps this from affecting the potion's effect. By contrast, opening a scroll case underwater would almost certainly destroy the scroll inside.
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=== Lateral & Vertical Movement ===
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Just as the combat map is divided into 5-foot hexes, a three-dimensional combat map should use the same scale for verticality. This means a character may swim any number of hexes vertically or laterally, with both directions using the same basic measure. When combining vertical and lateral movement, trigonometry is used to calculate the true distance — with the understanding that a character must fully enter the intended hex.
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: '''For example''', if Tasha wishes to swim two hexes upward and two hexes laterally, the total distance travelled is 2.82 hexes, or 14.14 feet. Tasha must be able to swim that far in one round to reach the destination hex. If her swimming limit is only 12 feet, she must instead swim two hexes laterally and one hex vertically, or the reverse. Fractions of hexes are ignored when the round ends.
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Swimming upward or laterally costs the usual amount of AP. However, swimming downward costs twice as many AP. In the above example, swimming down two hexes is treated as four hexes of movement, not two. Swimming down two hexes and then two hexes laterally counts as six hexes of movement, even though the actual distance is only four — requiring the ability to swim 23 feet (4.47 hexes).
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See also,<br>
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[[Free-diving (sage ability)]]<br>
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[[The Adventure]]
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 +
[[Category: Reviewed]]

Latest revision as of 16:54, 20 April 2025

Underwater Adventures.jpg

Underwater Adventures describes those parts of a game campaign that unfold in the aquatic realms of oceans, seas and lakes, environments both strange and alluring for player characters to explore. Beneath the waves lie ancient submarinal races and civilisations, dwelling in green-lit realms populated by fish-like humanoids, ever under threat from predatory monsters. Stories of lost treasure beneath the surface often tempt players with the promise of wealth that rivals or surpasses anything found in surface dungeons, from pearls the size of grapefruits to sunken ships laden with coin, scattered across the ocean floor and waiting to be claimed by bold adventurers.

Yet the difficulties of exploring the ocean are as fearsome as the monsters that inhabit its depths. Surface-dwelling humanoids are not made to breathe water, nor can they swim with the ease of creatures born to the sea. Though the treasures below may be vast, the characters' limitations in such an alien environment are a major reason why so much wealth remains undisturbed. To manage underwater escapades, a set of special rules must be observed by the players. This page is intended to assist the DM in handling such adventures with practical guidance, offering both challenges and excitement for the players to engage with.

Breathing Underwater

A primary concern for the party is the ability to breathe underwater. This can be addressed in several ways. Useful spells include water breathing and airy water, while magical items such as a potion of water breathing, the helm of underwater action or the robe of the manta ray offer more enduring solutions.

Another approach involves the use of shape change or polymorph to assume a form better suited for breathing and maneuvering underwater. Certain herbs and sage abilities may also provide limited methods of underwater respiration. Caution must be taken with medicinal alterations, as such changes may grant temporary underwater breathing at the cost of losing the ability to breathe air normally during that time.

Visibility

Without special adjustments to the character's ability to see, such as the use of goggles, characters will find that water is far more opaque than air. Clear underwater vision is limited to 20 feet, or four combat hexes. Between 21 and 30 feet, all attacks suffer a -2 penalty to hit; this penalty increases to -5 between 31 and 40 feet. Beyond 40 feet, only objects larger than 10 feet in diameter can be faintly seen, up to a maximum of 60 feet. Beyond this, nothing can be discerned except a hazy aquatic background. These visual limitations may be completely overcome with the use of the ultravision spell.

This naturally places an adventuring party at a severe disadvantage, especially as many underwater monsters are capable of swift movement. Such creatures can emerge from the murky distance in moments, and if they win initiative, they may strike a character and slip back into the gloom before a response can be made.

Depth Illumination Reduction to Visibility
101-150 ft. Dusk -20%
151-230 ft. Full moonlight -30%
231-360 ft. Dim moonlight -50%
361-570 ft. Starlight -70%
below 570 ft. Full dark -100%

Worse, all visual range can be severely reduced by declining illumination, whether from increased depth or the natural loss of light at night. The table shown lists visibility reductions caused by either condition — and when both apply, their effects are cumulative. For example, if a character is 120 feet underwater during dusk, visibility is reduced by 40% of normal.

Illumination can counteract this decline, but any light source that relies on flame or fuel is useless underwater. Water absorbs light at a rate of 20% for every 10 feet from the source. This means a light spell is only 40% effective at 30 feet, and becomes ineffective beyond 50 feet. Comparing this to the table, a -50% visibility reduction would be fully canceled within 20 feet, reduced to -10% from 21 to 30 feet, then to -30% from 31 to 40 feet, and offer no benefit beyond that distance.

Underwater Adventures 02.jpg

However, a character can observe an illuminated object in underwater darkness up to a distance of 120 feet, even when nothing else is visible in the surrounding murk. This offers a crucial point of reference, helping characters orient themselves and avoid becoming lost. Such locations should serve as safe refuges for the party, ideally positioned among rocks or within a small, defensible cave. No character wants to be caught in total darkness. Many dangerous predators are fully adapted to reduced illumination and can see without difficulty, leaving the character at a severe disadvantage.

Sound

While it's true that the suppression of voice and hearing among party members might enhance the underwater atmosphere — encouraging players at the table to rely on hand signals instead of speech — in practice, this quickly becomes frustrating and unmanageable. To avoid this, water breathing magic includes a feature that allows characters to speak with one another as they would on land.

Unlike sight, sound travels more effectively in water. As a result, magical adaptation enables characters to speak clearly to a distance of 120 feet, twice the usual range on the surface. Shouting can be heard up to 240 feet. Magic also enhances directional awareness of sound, allowing characters to identify where a noise is coming from. Though an enemy may be out of sight, it is still possible to detect their presence by sound alone. With vision limited but sound perception improved, the overall likelihood of surprise remains unchanged.

Movement

As ever, the character's movement is determined by the number of available action points (AP). Characters with no experience in swim are at a strong disadvantage, as their movement is reduced to stride-½, requiring 2 AP per combat hex. Characters with even 1 knowledge point in swimming can paddle at a speed of 1.2 hexes per AP, with more experienced swimmers capable of even greater speed. For most other AP-related actions, no adjustments are necessary.

Swimming while holding a weapon or any item in hand significantly hampers mobility. Any object gripped reduces forward movement by 60%, making it wiser to sheath items, move and then draw them again, rather than carrying them while in motion. This limitation leads to the classic underwater trope of carrying a small knife (1-3 damage) in one's teeth, as a dagger would be too large for such use.

In a submerged environment, assumptions about movement must be reconsidered. Depending on its properties, a dropped item may float upward instead of sinking, or it may move slowly enough in either direction to be retrieved shortly after. Uncorking a potion to drink will allow some water to enter the flask, but the narrow neck keeps this from affecting the potion's effect. By contrast, opening a scroll case underwater would almost certainly destroy the scroll inside.

Lateral & Vertical Movement

Just as the combat map is divided into 5-foot hexes, a three-dimensional combat map should use the same scale for verticality. This means a character may swim any number of hexes vertically or laterally, with both directions using the same basic measure. When combining vertical and lateral movement, trigonometry is used to calculate the true distance — with the understanding that a character must fully enter the intended hex.

For example, if Tasha wishes to swim two hexes upward and two hexes laterally, the total distance travelled is 2.82 hexes, or 14.14 feet. Tasha must be able to swim that far in one round to reach the destination hex. If her swimming limit is only 12 feet, she must instead swim two hexes laterally and one hex vertically, or the reverse. Fractions of hexes are ignored when the round ends.

Swimming upward or laterally costs the usual amount of AP. However, swimming downward costs twice as many AP. In the above example, swimming down two hexes is treated as four hexes of movement, not two. Swimming down two hexes and then two hexes laterally counts as six hexes of movement, even though the actual distance is only four — requiring the ability to swim 23 feet (4.47 hexes).


See also,
Free-diving (sage ability)
The Adventure