
Geno |
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I've been playing Pathfinder since it came out, and so far I've yet to meet anyone who has ever used the system to play a completely Aquatic (read: underwater) campaign, myself included.
I can understand why. After all, until the stats for Merfolk were released, there weren't any races that could potentially live underwater. Even with the release of the Advanced Race Guide, I can only think of three races that are/can be amphibious, not including custom races.
Add in the fact that the rules for playing underwater are more geared towards explaining the obstacle going underwater would be for the average adventuring party, as opposed to a system designed around the concept of being underwater, and it becomes obvious why it's not a common thing.
So, I'm curious: What's it like to play an Aquatic campaign? Is it a completely different experience, or the same thing with more rules? Is it something that should be done often, never, or just once? What funny stories do you have about those campaigns? Would anyone say that their favorite game was an Aquatic campaign?

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I played in a campaign once where we were plane-shifted to an environment that was entirely underwater, but most rooms/corridors allowed water breathing (somehow).
It was interesting, but I'd never do it again. Might've been fun for a few sessions, but not for long.
It's possible we might've been able to find ways to do it better; I don't think it was a pre-written campaign.

Geno |
Honestly, with all the limitations, I'm not entirely sure if it's something that is worth an entire campaign. However, I know that it's been done, if not in Pathfinder then at least in 3.X, and I'm honestly wondering why it isn't attempted more often. Yea, there are a lot of rules restrictions, but considering the number of things that are obviously made for that game type only, I don't see why it's not at least been attempted more often.

Immortal Greed |

I've been playing Pathfinder since it came out, and so far I've yet to meet anyone who has ever used the system to play a completely Aquatic (read: underwater) campaign, myself included.
I can understand why. After all, until the stats for Merfolk were released, there weren't any races that could potentially live underwater. Even with the release of the Advanced Race Guide, I can only think of three races that are/can be amphibious, not including custom races.
Add in the fact that the rules for playing underwater are more geared towards explaining the obstacle going underwater would be for the average adventuring party, as opposed to a system designed around the concept of being underwater, and it becomes obvious why it's not a common thing.
So, I'm curious: What's it like to play an Aquatic campaign? Is it a completely different experience, or the same thing with more rules? Is it something that should be done often, never, or just once? What funny stories do you have about those campaigns? Would anyone say that their favorite game was an Aquatic campaign?
Hi. I am prepping a major politics game, where the merfolk and the water realms will be quite important.
Which is inspiring me to take my current game in an under the sea direction.
For the mood of your games:
http://www.youtube.com/watch?v=wQWJBaWqIVA&list=PLE306B0C295E7B8FC

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Might I suggest taking a look at The Sunken Pyramid from Raging Swan?
It's a 7th level aquatic Pathfinder adventure involving a mysterious underwater edifice, sahuagin, strange abductions and rumors of something even more terrible lurking beneath the Sunken Pyramid
In addition to the adventure itself, there is extensive background on sahuagin culture, religion and tribal society as well as compiled and complete rules on adventuring underwater.
The adventure also plants the seeds for a number of additional underwater adventures and provides the completely detailed seaside town of White Moon Cove, which can easily act as a base for the characters.
You could very easily use the Sunken Pyramid as the center piece of an underwater mini-campaign! If you are at all interested in under water adventuring, please check the The Sunken Pyramid out :)

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I recommend The Sea Devils, an old AD&D resource about sahuagin. It covers a lot of little details about underwater civilizations that you might not think of yourself. Here are a few I came up with during some extended submarine adventuring in my campaigns:
1) Windows (and sometimes doors) are in the ceiling. That's where the natural light comes from, and it's not like it's gonna rain.
2) Lines of sight are pretty short, so "settled" areas have regular cairns of stone - the equivalent of roads, but really just straight-line markers to connect settlements.
3) Trellis-like formations to make "domes" are the usual equivalent to a 'fence'... if you're more serious about security you can smear the dome with substances that attract anemones and urchins.

Blindmage |
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My group did a short game set in an underwater lab/biodome/complex like thing. A creation of an ancient race (we thought). It was in actuality made by a cult of evil cleric using stone shape to make the domes and thick glass and such for windows. There was a air system, which we eventually found out was a series of magical devices powered by people being sapped for their life-force.
We wound up down there while investigating something, catching the eye of teh cult, and being placed down there as a test to see what we would do. Eventually we go out, but almost died due to the depth, temperature and length of time it took to get to the surface...it was pretty epic.

Immortal Greed |

So I'm going to be running some underwater adventures (first islands, now beneath them). One of the players has the frog cloak (waterbreathing), but the others as yet do not. So I've got to make it risky for the others for a time, until all can get waterbreathing, less I diminish the worth of the neat item she picked up.
Thinking of using the sunken pyramid.