| Post/Author/DateTime | Post |
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| Murry11-17-04, 09:28 PM | I played a LG regional module that was an underwater adventure enabled by a spell effect from a device that granted water breathing and swim +8 to all PCs. The rule books used by LG seem to have very little underwater adventure information other than a small section in the DMG on movement, combat, and spells involving fire effects. The DMG does state Boccob's Blessed Book is waterproof, thereby inferring regular spell books are not. I asked the judge about the use of scrolls underwater and she allowed it. One could argue that this would not be allowed as scrolls are fragile, or one could argue that a scroll user going on a sea voyage would make sure they had protected vellum scrolls written with waterproof ink. In other modules, it is not uncommon for someone failing a jump check to land in water, which seems to be followed by a swim check or the like, but effects on items carried have been ignored by the judge. Should the party have divested itself of scrolls, spellbooks, spell pouches, some leather items (water can turn some leathers to near mush and shrinkage upon drying is common), some wood items (wood bows and arrow shafts warp in water), bedrolls, some metal armor (corrodes), and so on? Water is just not a hospitable environment for most actions and equipment from the dry world and most equipment would have to be attended to, repaired or replaced after being submerged. I know D&D, and therefor LG, ignores a lot of real world effects to simplify adventures, so can it be assumed in LG that actions and equipment function in underwater adventures as above water unless the core rules or the module state otherwise? --Murry |
| oroborous11-17-04, 10:09 PM | For the ease of gameplay, I think that D&D and the RPGA assume that PCs have taken some precautions to prevent the accidental destruction of such items. However, I've been in some modules where it is written that you have to make saves for scrolls that have been immersed in water. When I DM, I'm usually guilty of forgetting about such things as water-logged items. Remember this is fantasy; usually the hero's gear only malfunctions for dramatic purpose. Physical Description: A scroll is a heavy sheet of fine vellum or high-quality paper. An area about 8 1/2 inches wide and 11 inches long is sufficient to hold one spell. The sheet is reinforced at the top and bottom with strips of leather slightly longer than the sheet is wide. A scroll holding more than one spell has the same width (about 8 1/2 inches) but is an extra foot or so long for each extra spell. Scrolls that hold three or more spells are usually fitted with reinforcing rods at each end rather than simple strips of leather. A scroll has AC 9, 1 hit point, hardness 0, and a break DC of 8. To protect it from wrinkling or tearing, a scroll is rolled up from both ends to form a double cylinder. (This also helps the user unroll the scroll quickly.) The scroll is placed in a tube of ivory, jade, leather, metal, or wood. Most scroll cases are inscribed with magic symbols which often identify the owner or the spells stored on the scrolls inside. The symbols often hide magic traps. This description doesn't overtly say that scroll cases are capped or water resistant, so it it up to the interpretation of the DM. If the rules were more clearly written, maybe this would be less of an issue. |