A Stormwrack Campaign [Archive] - Wizards Community

Post/Author/DateTimePost
Aeolius

01-28-07, 12:08 AM
I posted a recruiting notice (http://boards1.wizards.com/showthread.php?t=745533) for an undersea chat-based game I am developing. The campaign will draw heavily from Stormwrack and any other undersea supplement I can get my hands on. ;)

What would you like to see, in such a game?
Ayers

01-28-07, 12:34 AM
I wanna see a Dolphin own a Shark. No. Not just any Dolphin: I want to see Flipper own a Shark.

If you're going to make an underwater campaign then when it comes to races, don't just make 'Aquatic Elves'. That's not very unique, or interesting. I'd work on building around the civilizations and monsters that already inhabit the bottom of the seas; Aboleths, Sahuagin, Octopus', etc. All the cool creatures that inhabit the bottom of the sea should be made your main races. Those are really cool races, if you put a little work into making them more than just monsters.

Cultures will be a little interesting to do, because you're going to have to reinvent a lot of things. The world, as we know it, is based on being above ground and is all about the resources at the top of the world. You'll have to create, or play with some oceanic resources that would justify a reason for building a village in a certain spot. Or perhaps, you could go with the belief that most of your cultures are nomadic.

Weather, geography and everything else would be interesting, too. You'd have to change weather around, because there's no wind at the bottom of the ocean. You could have magical anomalies, take the place of weather, though. In some places it would always be dark, in others, it would change between light and dark as the sun moves above.

In short, I think you're going to have your work cut out for you. Or, if you don't want it to be like that, then just put everyone in a magical bubble at the floating in the ocean, acting as it's own little world.
MagnaSecuris

01-29-07, 09:46 PM
Crab People!
+2 Con, -2 Dex
30 ft land speed (must walk sideways)
20 foot swim speed. A Crab Person has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He or she can always choose to take 10 on a Swim check, even if distracted or endangered.
+4 Natural Armor
Water Dependant: Crab people breath water, they can hold their breath a number of hours equal to their constitution score when out of the water. Breathing fresh water requires a Fortitude save (DC 12) or the Crab person becomes sickened until he breathes salt water.
Claw: Some crab people have a large claw instead of one of their hands. This is a natural attack that does 1d8 damage and it also adds +1 to their natural armor, however, they lose the ability to use that hand for fine manipulation.

Crab people! Crab people! Talk like people, walk like crabs!
taradusis

01-29-07, 11:11 PM
A series of simple advantures that illustrate the world without overwhelming a novice.Trying to figure out underwater combat and spells while being hit with a kraken on your first adventure is too much.A travelogue of the major undersea races that provide player character races.A look at religion and magic beneath the waves?RANDOM THOUGHTS.
Need_A_Life

01-30-07, 03:11 PM
Actually having to worry about running out of provisions, meaning that you don't just lose a week or two because of bad navigation; you begin losing people to hunger.

Forget about elves, dwarves and Sahaguin as antagonists... sharks, reefs, storms and time are your most dangerous enemies out here.
Magrus

01-30-07, 11:53 PM
I posted in the actual thread for listing your game, had to go through a few links to get there though...

As far as ideas? To be honest, I think an exploration thing, with learning how to deal with underwater combat could be fun. I like testing out new things, so the switch and being new to it wouldn't be too bad for me. A basic, stereotypical plot might be best given the change in setting and physics and all IMO.

Instead of switching to all roleplaying, or all combat, which gets boring, keep a balance. Just keep the plots simple for a while until everyone involved gets used to the changes in things. Once the new rules and such are learned and absorbed, you can get more creative with later plots and adventures. If those involved are experienced DM's and players, there shouldn't be too much trouble switching over to underwater gaming. New players would be a totally different story I would think though.

To be honest, I like the idea of trying out 3-D combat underwater. It would force everyone involved to think about tactics. It's hard to work that out online, descriptions need to be well worded and well thought out. However, I enjoy being able to involve tactics in order to overcome combat challenges. It makes it less hack and slash and more role playing almost. You may still be in combat, but being able to use a battlefield that goes off in every direction instead of just a 1-plane ground to stand on makes things more thoughtful in combat.
Wayett

01-31-07, 09:57 AM
Unearthed Arcana has underwater races, just thought I'd let ya know. AlsoThink of fighting under water, like a fight in the air. People from above, below, left, and right. The main enemies should be:
1. The weather
2. Animals
3. Other Monsters of Humanoids

Most of the time, the party will be escaping storms, whirlpools, typhons, hurricanes, and waterspouts. Other undersea critters prove a big threat. Sharks and other bigguns like some of the dinosaurs are exellent for water fighting. Other monsters and humans may come in when a ship starts dumping fish guts close to a town of sea elves and more sharks and worse move into an area.
For being under water the discriptions (as previously stated) are important. PCs need to know what is going on around them. They want to know where everything is to better plan their actions. It is also harder to corner something when it can go up or down, so not many flanking bonuses.
Just my thoughts.
PEACE!!
Aeolius

01-31-07, 04:46 PM
btw: My last notice got deleted, no doubt because I put the game title before the game particulars... whoops. New link HERE (http://boards1.wizards.com/showthread.php?t=782795)

...don't just make 'Aquatic Elves'. That's not very unique, or interesting... the civilizations and monsters that already inhabit the bottom of the seas; Aboleths, Sahuagin, Octopus', etc. All the cool creatures that inhabit the bottom of the sea should be made your main races... You'll have to create, or play with some oceanic resources that would justify a reason for building a village in a certain spot... You'd have to change weather around, because there's no wind at the bottom of the ocean... In short, I think you're going to have your work cut out for you.

The unique elements of life beneath the surface of the sea, coupled with the challenge of fleshing out a new locale are the exact reasons I enjoy devising undersea realms. You can get a feel for the type of details I enjoy by reading the Background to my PbP HERE (http://www.lobi.com/bpaa/background/) . In short, my game would hopefully appeal to gamers who also keep saltwater aquariums and/or have enjoyed Discovery's "Blue Planet" series. ;)
taradusis

01-31-07, 10:21 PM
Did you know that dragon 239 had all the errata that wouldn't fit into skips SEA DEVILS.Includes info on sharkskin armor and sekolah's fire.
Aeolius

02-03-07, 06:17 PM
the link to the first RECRUITING NOTICE (http://boards1.wizards.com/showthread.php?p=11340360#post11340360) is now the active one again...enjoy the ride ;)
Aeolius

02-26-07, 10:48 AM
If anyone has been keeping up with the news, we've seen footage of giant squid, colossal squid, and unusual deepwater sharks. While my campaign will be featuring many new creatures, most notably hags and dragons, what sorts of critters would perk your interest?
hedgeknight

02-26-07, 10:55 AM
While I'm not a player in your game, I enjoy sea adventures whether they are above or below the surface. In my games, I tend to keep coming back to the following critters: sahuagin, tritons, aggressive "wild" sea elves, storm giants, giant crabs, seawolves, mermaids/mermen, and bronze dragons.
A morkoth is also fun!
-g-
Windbit

02-26-07, 04:07 PM
I'm about to start my first campaign in about a hour, and I'm drawing from Stormwrack. One of my friends is playing a Darfellan. The first few adventures will take place mainly on islands, and later on the PCs will begin to explore underwater.
Grobdathehutt

02-28-07, 10:11 AM
[QUOTE=Ayers;11311374]I wanna see a Dolphin own a Shark. No. Not just any Dolphin: I want to see Flipper own a Shark.

If you're going to make an underwater campaign then when it comes to races, don't just make 'Aquatic Elves'. That's not very unique, or interesting. I'd work on building around the civilizations and monsters that already inhabit the bottom of the seas; Aboleths, Sahuagin, Octopus', etc. All the cool creatures that inhabit the bottom of the sea should be made your main races. Those are really cool races, if you put a little work into making them more than just monsters.

Cultures will be a little interesting to do, because you're going to have to reinvent a lot of things. The world, as we know it, is based on being above ground and is all about the resources at the top of the world. You'll have to create, or play with some oceanic resources that would justify a reason for building a village in a certain spot. Or perhaps, you could go with the belief that most of your cultures are nomadic.

Weather, geography and everything else would be interesting, too. You'd have to change weather around, because there's no wind at the bottom of the ocean. You could have magical anomalies, take the place of weather, though. In some places it would always be dark, in others, it would change between light and dark as the sun moves above.

In short, I think you're going to have your work cut out for you. Or, if yo u don't want it to be like that, then just put everyone in a magical bubble at the floating in the ocean, acting as it's own little world.[/QUOT
Does the dolphin have a proper license to own a shark?
Aeolius

05-26-07, 12:10 PM
It seems that there is a renewed interest in undersea D&D. With that in mind, I placed an ad in the Gamer Classifieds:
Chat-Based: Undersea Adventures (Stormwrack, GH) (http://boards1.wizards.com/showthread.php?t=853912)
Aeolius

05-27-07, 08:24 AM
Does the dolphin have a proper license to own a shark?

Given that the campaign will be set underwater, and dolphins need to breathe air, I'd favor the shark. :D
Aeolius

07-17-07, 04:36 PM
Last Sunday, I had a brief introductory adventure for "Heirs of Turucambi".

The game will meet Sundays at 9pm (Eastern). There's always room for one more! Hope to SEA you there!

Server: irc.otherworlders.org
Port: 6667
Channel: #turucambi
Sotha_syl

07-28-07, 10:28 PM
Crab People!
+2 Con, -2 Dex
30 ft land speed (must walk sideways)
20 foot swim speed. A Crab Person has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He or she can always choose to take 10 on a Swim check, even if distracted or endangered.
+4 Natural Armor
Water Dependant: Crab people breath water, they can hold their breath a number of hours equal to their constitution score when out of the water. Breathing fresh water requires a Fortitude save (DC 12) or the Crab person becomes sickened until he breathes salt water.
Claw: Some crab people have a large claw instead of one of their hands. This is a natural attack that does 1d8 damage and it also adds +1 to their natural armor, however, they lose the ability to use that hand for fine manipulation.

Crab people! Crab people! Talk like people, walk like crabs!

You rock.