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Death Beneath the Waves

Underwater Adventuring
Written by Wolfgang Baur
Illustrated by Richard Clark and Andrew Hou
Edited by Nicolas Logue

Product Identity: The following


items are hereby identified as Product
Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and
are not Open Content: All trademarks,
registered trademarks, proper names
(characters, deities, artifacts, places,
etc.), artwork, and trade dress.
Open Content: Except for material
r
Underwater adventuring has been unfairly maligned for many years in fantasy
RPGs: people argue that it’s dull, it’s complicated, the movement rules are
terrible, everyone drowns. Always some petty complaint or another.
These whingers simply miss the point. A well-built underwater adventure is
wildly different from a land-based one, but it can be just as exciting if not more
so if you know how to set it up and you provide the players with some cool toys
that they just wouldn’t get on land.
designated as Product Identity (see
above), the contents of this Sinister Into the Depths
Adventures game product are Open The first trick to underwater adventuring is convincing the party that it’s worth
Game Content, as defined in the Open the bother. The party must either be lured by enormous sunken treasure to be
Gaming License version 1.0a Section
had (not that difficult, given the ocean’s reputation for swallowing up ships laden
1(d). No portion of this work other than
the material designated as Open Game with gold) or that some grave threat from the sea must be dealt with on its inky
Content may be reproduced in any form home turf below the waves. Dark Vista #1: Razor Coast offers plenty such hooks
without written permission. To learn to drag landlubbers down into the brine.
more about the Open Game License
and the d20 System License, please visit
wizards.com/d20. Luring Them
Luring a group with treasure requires no elaboration here; a few rumors or a
Indulgences are published by Sinister
Adventures, LLC under the Open Game
map to a treasure fleet and your players will do the rest. For a slight variation on
License v 1.0a Copyright 2000 Wizards this, you might lure a party into the water with stories of secret Lands Under
of the Coast, Inc. All other trademarks Wave, merfolk magic unknown anywhere else, or other hidden knowledge. In
are property of Sinister Adventures®, these cases, the treasure is magic or the thrill of discovery rather than gold,
LLC. ©2008 Sinister Adventures.
but the principle is very similar. Make it sound enticing, and the players will
pursue that loot to the ocean depths. Perhaps the PCs seek knowledge over
gold, hunting a long lost ship wreck to discern what secrets went down with
her crew. The wreck of the Razor’s Edge in Razor Coast is perfect opportunity
send the party into the deeps in search of answers as much as in search of sea-

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claimed silver. Watery Spells and Gadgets
Luring the PCs to adventure with threats and fear The SRD and the 3rd edition D&D rules in general don’t
is another matter: You really need to sell the threat to say a whole lot about underwater adventuring. There’s the
convince the party, and give them time to prepare whatever drowning rules (DMG 304), which have a nasty reputation
countermeasures they think they need to go diving to among designers because they kill all heroes equally. I’m not
the depths. One option is the old “invasion from the sea” sure this is such a bad thing, necessarily, but it’s a good reason
approach, which has been done every so often going back to for parties to avoid the water. You need to help them get past
the TSR days. But I think you’re probably better off with a it with the lures or sinking mentioned above, and then provide
smaller-scale threat: how believable is it that aquatic monsters some tools so that your game doesn’t become an endless
will rule the land? About as believable as air-breathers stream of drowning checks.
conquering the seabed. Still, creatures of fell power such as Most players overcome their hesitation when characters
the twisted off spring of kraken and demon might have dire can use appropriate magic. That is, they wait until they have
plans for any land-dweller communities clinging to the coast both water breathing (3rd level spell) and the 4th level freedom
line. of movement spells available to them. Another, perhaps
Let’s look at an example of a lesser threat though: Consider overlooked option for underwater use is the 2nd-level spell
a pale fomorian, a twisted giant with webbed hands who alter self, which gives the recipient the abilities of the creature
terrorizes the shore. He may rape women, he may steal whose form is adopted. In the case of underwater campaigns,
cattle, and he may sack monasteries just for the amusement the form of a merfolk or a sea elf makes movement much
value. But he cannot be defeated by any land-based knight or easier. It does not, however, grant water breathing.
hero, because every time he sees a foe coming, he walks into These spells remove many of the dangers and restrictions
the sea, where no one can touch him. In this sense, the ocean of underwater adventuring, which makes play easier but takes
is like the underdark: a place where only heroes venture, and away some of the fun as well. However, players can easily
where evil breeds and festers. The fomorian knows this, and grow too reliant on magical help; any underwater spellcaster
skulks onto land on dark days or at night, when he can strike worth his saltwater knows that dispel magic is a powerful
and retreat to safety before any response is organized. But offensive spell against magically-protected surface dwellers.
beneath the waves, the monster is certain he is safe. It’s not a trick you can play often, but a standard dispel (or
Perhaps your villain is a raider, from a submerged kingdom greater dispel) will definitely make your players sweat.
of lightless death, or an enchantress from below the foamy The game offers underwater movement rules (DMG, 92
seas, to force the party into a confrontation in that alien and 93) which simply negate the usefulness of ranged attacks
environment. The watery terrain itself is the party’s first and fire, limit slashing and bludgeoning attacks and halve their
challenge, but not the last. If you convince them they must damage, and generally make the terrain hostile to the party.
delve the deep, they’ll take precautions and venture out far While freedom of movement negates these penalties, its 10
from shore. Then you need to be ready to make the action so minute/level duration means that it eats up a lot of 4th level
much fun (or the loot so appealing) that they’ll be less hesitant spell slots. Some DMs may be tempted to hand out water
next time out. breathing and freedom of movement items like candy, with easy
potions, scrolls, and even permanent items providing the spells
Sinking Them that turn underwater into just another type of scenery.
Some heroes are reluctant to get into the water, no matter Resist this temptation! It’s bad for the game for two
how big the threat or how rich the loot. In these cases, I think reasons. First off, it’s just not logical for an aquatic native to
it’s perfectly acceptable to sink their ship out from under make spells and potions for the air-breathers; the undersea
them, and railroad them into the adventure. Once they fail civilizations don’t need that stuff. Second, part of the
their Swim checks and make the first couple drowning checks, challenge of the environment is forcing players to devote
things will get desperate. Ask them if they want to hold onto precious resources to just overcome the environment. Every
their swords and shields and armor. Let at least one PC start 3rd and 4th level spell slot devoted to breathing water is a
drowning. slot that doesn’t turn into an ice storm or net of comets (from
Then hit them with a devil’s bargain: Have a sahuagin priest KQ #3). The party should be using up a substantial part of its
with a potion of water breathing show up, or an aboleth with daily spell allotment to keeping up movement and breathable
his water-breathing slime. air, or they should be forced to surface every so often.
This is, of course, a completely cruel and sadistic thing Underwater is hostile terrain, and making it too easy takes
to do to a party of heroes, but you can make sure that they away some of the sense of overcoming adversity that makes
recover some of their toys (and their dignity) later. Show no for real heroes.
mercy: sink them and have them enslaved or at least beholden
to some watery villain…all the more satisfying when they get • Piercing Weapons: While bludgeoning or slashing
to turn the tables on their evil “benefactor” later. weapons suffer penalties underwater, piercing weapons do
not. It’s worth giving the party a magical piercing weapon
or two in the adventure before you plan to send them
underwater. Even if it is a simple spear or trident, it can

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make a big difference to fighters who have nothing but he can bring out the dwarven greataxes and magical maces
enchanted swords and great axes. For a lot of fun give them again without attack and damage penalties.
something exotic and interesting like a damascus harpoon
(from Dark Vistas #1: Razor Coast). Deep Dive
Transmutation
• Masterwork Armor: You can simplify Swim checks Level: Sor/Wiz 5
with the use of masterwork armor that characters Components: V, S, M
bring from shore, which allows them to take 10 on their Casting Time: 1 standard action
Swim checks. Better yet, they might buy specially made Range: Touch
swimming armor, complete with weights and air bladders Target: One creature per two levels
to control buoyancy, which might provide a +2 or +3 Duration: 1 hour/level
equipment bonus to Swim checks. As an added feature, Saving Throw: None; see text (harmless)
these might feature a “air bladder helmet” with an Spell Resistance: Yes
emergency bit of air as insurance against a foe’s dispelling a This spell grants the target creatures immunity to the effects
water breathing spell. Undersea denizens would surely sell of deep water, including immunity to all normal cold (and
these helmets for a steep markup. resist 10 versus magical cold) as well as darkvision to 120 feet
• Shark Arrows: These enchanted arrows are tipped with and immunity to the bends and surfacing effects.
dire shark teeth and ignore the usual range and damage Material Component: A manganese nodule from the
penalties for ranged fire underwater. They fly through the seafloor (50 gp).
water with a hiss for normal damage. Part of the fun of
putting big restrictions in place is then lifting them. Players Buoyancy
love having the edge. Transmutation
Level: Sor/Wiz 2
• Magic Pearls: You might consider creating a new Components: V, S, M
category of magical items to replace potions or scrolls Casting Time: 1 standard action
(which dissolve in water, or are awkward at best). I’d Range: Medium (100 ft. + 10 ft./level)
recommend replacing them with black pearls, which can be Target: One creature
easily swallowed for the same effect. Duration: 1 round/level
Saving Throw: Yes (Fort negates)
Depth and Pressure Spell Resistance: Yes
So right, the heroes have some cool gear and they are packing This spell makes the target creature more or less buoyant in
their own created items for water breathing spells when water, and moves the creature up to the surface by 20 feet
underwater adventure beckons. Assume that the PCs are per round, makes it neutrally buoyant, or sinks it by 40 feet
high enough level that they can brush aside the need for per round, as the caster directs. It provides no protection
air and free motion with their own created items and spell against the bends or against the cold of the depths, and can
resources. How can you make the environment challenging if be used offensively to sink foes into the oceanic abyss. In
they move through water as if it were air? this case, the target creature is entitled to a saving throw to
Well, the thing about the oceans is that they are very deep negate the effect. Even if it fails, it can use its own movement
and very dark. Oceanic trenches can easily be as deep and to partially counteract the rising or falling movement of the
dark as Mt. Everest is tall and airless. So put some of your spell.
biggest and baddest villains deep in the lightless depths, where If cast on a friendly creature, its ability to generate neutral
the freakish hagfish, tubeworms, and vampiric squid live. One buoyancy makes it possible for creatures carrying heavy gear
such creature is the Benthic Serpent presented below. not to sink to the seafloor.
For characters who venture into that deep water, having air Arcane Component: A piece of nautilus shell (20 gp.
isn’t enough. The pressure crushes any submarine vessel, and
just moving water in and out of lungs is hard work. The party Waterborne Tactical Mapping
must make frequent checks against the cold (use the rules for So, given that most of the existing rules are about
exposure in any cold-environment book; the water is actually RESTRICTING choices for players, how can you make it
just below freezing at a few thousand feet down, but kept more fun? Make the three-dimensional nature of underwater
liquid by the intense pressure). And when they ascend, they combat work for you!
will suffer the bends and die from the pressure change unless Like aerial combat, part of the challenge with fighting
they have magic to prevent it. underwater is strictly about bookkeeping. How deep is
As a change-up, you can also relieve some of the pressure monster A? How much higher in the water column is the
of the hostile environment (and give your players a palpable sorcerer? Can the spell range reach? It’s annoying to track this
sense of relief), by setting your finale encounter in a half- in the middle of an otherwise exciting combat.
water, half-air-filled cavern. Sure, the heroes will still have My solution is to ignore MOST of it, but not all of it, by
movement penalties, but they’ll be extremely grateful when simplifying the water column. That is, divide up the water

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into two, three, or more layers, and only worry about who During Combat Benthic serpents attack by capsizing and crushing
is within that layer for combat. For instance, a fight near the any vessel they encounter. When hungry, they may sweep a deck,
shore might just have two layers, creatures on the surface swallowing half a dozen sailors in an instant (using Great Cleave).
and creatures in the shallow waters below it. Travelling up or Their deepwater stare also helps them lure large warships onto
down requires a full action for any creature with Swim speed reefs and rocks, usually by dominating the sailor at the helm during
less than 20, and a move action for any creature with Swim a long night watch.
speed 20 ft or more. Morale Benthic serpents are far from mindless and flee if their food
Want a deeper environment? Add more layers. Somewhere proves too troublesome.
out on the open ocean, a merfolk city might be in the last Statistics
lighted layer before the oceanic abyss. So characters fighting Abilities Str 30, Dex 10, Con 26, Int 9, Wis 10, Cha 18
or chasing something there might have the choice of 4 or even Base Atk +12; Grp +34
5 layers: surface, shallows, mid-depth, last lighted, and deep Feats Cleave, Great Cleave, Improved Bull Rush, Power Attack,
abyss. Moving from one to another is the same as before, and Snatch
combatants must be within the same layer to engage in melee Skills Diplomacy +19, Intimidate +19, Listen +15, Swim +33, Spot
or spell attacks. If you like, use Legos or colored paper to mark +15
which character is in which layer. Languages Draconic, Common
The upside of this approach is that you can stop worrying
about feet and have normal fights within a marine layer. Give Special abilities

the creatures the option to attack from above or below a Capsize (Ex): A submerged benthic serpent that surfaces under a
foe (or flank that way), and call it good. Your goal for these boat or ship less than 20 feet long capsizes the vessel 95% of the
combats is to provide some sense of the water and swimming time. It has a 50% chance to capsize a vessel from 20 to 60 feet
up and down, but not to perfectly simulate a scientific long and a 20% chance to capsize one over 60 feet long.
dive team. Keep it heroic by keeping it simple. Your players Deepwater Stare (Su): A benthic serpent’s deep yellow-green
will have enough to worry about with the gigantic benthic eyes have a hypnotic quality that allows them a gaze attack in a 60
serpents trying to eat their heads. foot cone. Creatures in this area must make a DC 20 Will save (or
grant the serpent concealment or total concealment if they avert
Benthic Serpent or close their eyes) each round. If the save fails, the creature is
dominated as the spell. A benthic servant can dominate only one
A serpent easily the length of the grandest frigate to sail creature per combat; once that creature is dominated, the gaze
the seas, rises from the churning brine. Its sinuous body attack no longer applies to others.
is marked with a white lateral line, its spine a strange Ecology
luminous green hue. The titanic dragon’s eyes are Environment temperate aquatic or coastal
enormous, full four feet across, and surrounded by small Organization solitary
glowing tentacles that ripple hypnotically. Treasure triple standard
Alignment always chaotic evil
Advancement 13-24 HD (Gargantuan), 25-36 (Colossal)
Level Adjustment —
Benthic Serpent CR 11
CE Gargantuan dragon (aquatic)
The benthic serpents are aquatic dragons of the deep ocean
Init +0; Senses darkvision 120 ft., low-light vision, scent; Listen +15,
trenches, dark grey creatures that surface only rarely
Spot +15
Normally they feast on whales, dolphins, walrus, seals, and
defense merfolk, whatever they can catch. Sometimes, however, their
AC 26, touch 6, flat-footed 26 lust for treasure drives them to attack ships or even coastal
(+20 natural armor, -4 size) lands. When they prowl the surface or shallows, their lust
hp 174 (12d12+60) for gold is as great as any land dragon’s: they often destroy all
Fort +16, Ref +8, Will +8 shipping in a huge region.
Immune fire, sleep and paralysis

offense
Olaus the Grey, a Benthic Serpent Villain
The new sea serpent present above can easily be part of
Spd 20 ft., swim 40 ft.
your game, and can even be a recurring villain. Here’s a quick
Melee bite +18 (4d8+10) and
timeline of how he can appear and reappear.
2 claws +13 (2d12+5)
Space 20 ft.; Reach 15 ft.
First Meeting: Olaus should first appear when the party is
Special Attacks capsize, deepwater stare
low-level, and he might roar at the captain of their ship. The
tactics captain probably throws a goat or sheep overboard, the sea
Before Combat Benthic serpents lurk below their prey and surge up serpent eats it, and that’s that. This works fine at 1st or 2nd
from the depths to ambush. level, just to make it clear that Things Live In the Water.

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More!: The next time the heroes see Olaus, he’s just as
big and hungry, but this time he speaks, demanding “more
tribute!”. The captain has to make a quick decision: the goat
is not enough. Should he sacrifice a sailor? If so, who? It’s
clear the captain doesn’t want to consign anyone to that
horrible fate, so he hesitates, and the serpent chooses for him.
If the party attacks, let them. Arrows and spells don’t bother
Olaus much, and he casually eats the captain. This is fine
anytime around 3rd level. The PCs might be clawed by Olaus,
but not bitten, and survive.

Constant Danger: The next couple trips are dangerous,


as Olaus’s appetites grow and grow. He may charm a PC
on watch or the steersman of their boat, to sail the party’s
ship onto the rocks. He may sweep the deck with his Great
Cleave, eating up most of their crew. He may knock a hole
below the waterline, hoping to eat everyone on board. Any
seaborne voyage runs at least a 75% chance of meeting the
nasty bugger, and the players should be relieved when he
doesn’t show up. This works until about 6th level.

Sporadic Resistance: At 7th level and up, the party likely


can get underwater and ask the local sauhagin and merfolk
where the serpent lives, what its weaknesses are, and try
to fight him. Olaus refuses to fight except on his terms, and
capsizes the PCs’ ship every time he can. The party can
probably do decent damage to him, even to drive him away,
but never enough to finish him. This is a good stage for 7th or
8th level.

Into the Water: If the party goes to pursue Olaus, they


won’t have an easy time of it. The benthic serpent lives too
deep in the water to fight easily, and avoids any combat that
isn’t going well. Eventually the party will find a way to get
there, and do what they’ve wanted since they first met the
monstrosity: face Olaus in combat and win. The party needs
to be at least 9th level for this to really work.

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Indulgence: Death Beneath the Waves, Copyright 2008, Sinister Adventures,
Open Game Content distributed using this License. LLC. Author: Wolfgang Baur.
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