Under Water?


Savage Tide Adventure Path


Perhaps you don't want to reveal this, but I'm gonna ask anyway. I am currently running a homebrew campaign, but am planning on running Savage Tide next. I am considering using some underwater adventures in the current campaign, but don't want to if STAP will have some of it.

Can you tell?
Thanks

Paizo Employee Creative Director

Dan Kamstra wrote:

Perhaps you don't want to reveal this, but I'm gonna ask anyway. I am currently running a homebrew campaign, but am planning on running Savage Tide next. I am considering using some underwater adventures in the current campaign, but don't want to if STAP will have some of it.

Can you tell?
Thanks

Aquatic themes are all over Savage Tide like stink on a monkey. There will be many points where you'll need to cast water breathing, but none of the adventures will be completely underwater. The most I anticipate at this time is that one of the adventures might be half underwater. Of course, we've only got a couple of adventures in so far, so anything can change if one of our authors comes up with a cool plot twist.

Dark Archive

James Jacobs wrote:

Aquatic themes are all over Savage Tide like stink on a monkey. There will be many points where you'll need to cast water breathing, but none of the adventures will be completely underwater. The most I anticipate at this time is that one of the adventures might be half underwater. Of course, we've only got a couple of adventures in so far, so anything can change if one of our authors comes up with a cool plot twist.

Since it seems obvious that aquatic themes will be prevalent, how helpful/useful/prevalent would the stormwrack sourbook be for the STAP?

Contributor

Zombie_Cowboy wrote:

Since it seems obvious that aquatic themes will be prevalent, how helpful/useful/prevalent would the stormwrack sourbook be for the STAP?

The back of the Stormwrack book has the following text:

Stormwrack wrote:


This supplement examines marine environments, from flooded dungeons and subterranean seas to mystical islands and the gloomy deep. It provides rules for adapting to, navigation though, and surviving hazardous seaborne, underwater, and stormwracked conditions.

I would say that description is a pretty fair summary of about half the ST Adventure Path, maybe more.

While it's certainly not mandatory, I would say as a setting sourcebook, it would be hard to do better (at least for the first half or so of the campaign).

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Yeah Stormwrack for the 1st half then Fiendish Codex I: Hordes of the Abyss for the 2nd!!!

But seriously as a DM currently running a seafaring campaign it'd be nice to compile a list of where to find the rules for adventuring underwater. Breathing is a no-brainer.

Movement is trickier, especially tactical movement. Can a Swimmer take a 5 foot step or do they have to burn a Move action to make a Swim check? How about a creature with a Swim speed? My quick fix houserule is a creature with a Swim speed can act normally in combat as if on dry land while a creature using the Swim skill must use a move action. This basically mean a landlubber can't make a full attack underwater unless they're on the bottom or using Freedom of movement.

James or Erik are there going to be any articles that coincide with the STAP in Dragon that might help both players and DM's with making underwater combat run smoothly? It's certainly a good idea if nothing else.

--"I am Vrock, I'm a Tanar'ri!"

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