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happyturtle
2008-05-10, 03:45 AM
My party just learned that one of the macguffins we need to complete our mission is in an underwater dungeon. As the party know-it-all (cloistered cleric with insane amounts of knowledge skills) it falls to my character to do the planning and preparation. However, this is a case where my character knows a lot more than her player, so I could use some advice.

I know we'll need water breathing, freedom of movement, and endure elements. Is there a spell for waterproofing items carried, such as scrolls? Can we eat and rest underwater? Is there anything else I should know about?

Talic
2008-05-10, 04:04 AM
Cloak of the Manta is a good SpC spell.

Also, there's a pretty strong druid spell that turns many people into the same animal. Nothing says fun like a party of sharks moving through an underwater dungeon.

Alternate path: Steal a page from the Mario series with Iron Body.

In either case, no rule prevents you from eating or sleeping underwater. Several animals do the latter, and nearly all marine animals do the former underwater.

Chronos
2008-05-10, 11:23 AM
If you can get ahold of items, Necklaces of Adaptation should do all of the things you need at once. Since the Necklace works by creating a bubble of fresh air around you, it should also prevent your movement from being hampered and keep your gear dry.

I wouldn't be too worried about scrolls, anyway. They're probably parchment, not paper, and thus fairly water-resistant on their own.

PollyOliver
2008-05-10, 11:58 AM
If you're looking for a way to keep scrolls dry, in Stormwrack a couple of the adventures list waterproof scrollcases (one laquered wood and one leather) among the treasure. I'm not sure how waterproofing affects prices, but you should be able to get your hands on one fairly easily. (Regular map and scroll cases are 1 gp in the SRD)

Da King
2008-05-10, 12:07 PM
Build a submarine for the awesome points.

Chronos
2008-05-10, 04:30 PM
Yeah, but then you'd need to get Oxyale to furnish fresh air, and have you seen the price on bottled fairies lately?

senrath
2008-05-10, 05:38 PM
Yeah, but then you'd need to get Oxyale to furnish fresh air, and have you seen the price on bottled fairies lately?

Nah. Just have at least one person have a Necklace of Adaptation as you already mentioned. Voila, enough air for everyone, provided its a small space.

Alternatively, you could search for a couple Apparatus' of the Crab. Again, have at least one Necklace per apparatus.


Apparatus of the Crab

This item appears to be a large, sealed iron barrel, but it has a secret catch (Search DC 20 to locate) that opens a hatch in one end. Anyone who crawls inside finds ten (unlabeled) levers: The device has the following characteristics: hp 200; hardness 15; Spd 20 ft., swim 20 ft.; AC 20 (-1 size, +11 natural); Atk +12 melee (2d8, 2 pincers).
Lever (1d10) Lever Function
1 Extend/retract legs and tail
2 Uncover/cover forward porthole
3 Uncover/cover side portholes
4 Extend/retract pincers and feelers
5 Snap pincers
6 Move forward/backward
7 Turn left/right
8 Open "eyes" with continual flame inside/close "eyes"
9 Rise/sink in water
10 Open/close hatch

Operating a lever is a full-round action, and no lever may be operated more than once per round. However, since two Medium characters can fit inside, the apparatus can move and attack in the same round. The device can function in water up to 900 feet deep. It holds enough air for a crew of two to survive 1d4+1 hours (twice as long for a single occupant). When activated, the apparatus looks something like a giant lobster.

Strong evocation and transmutation; CL 19th; Craft Wondrous Item, animate objects, continual flame, creator must have 8 ranks in the Knowledge (architecture and engineering) skill; Price 90,000 gp; Weight 500 lb.

Avor
2008-05-10, 05:47 PM
Build a submarine for the awesome points.

Gnome Submersible, page 54 of the arms and eqipement guide.

I try to keep track of these things...

Jack_Simth
2008-05-10, 05:55 PM
My party just learned that one of the macguffins we need to complete our mission is in an underwater dungeon. As the party know-it-all (cloistered cleric with insane amounts of knowledge skills) it falls to my character to do the planning and preparation. However, this is a case where my character knows a lot more than her player, so I could use some advice.

I know we'll need water breathing, freedom of movement, and endure elements. Is there a spell for waterproofing items carried, such as scrolls? Can we eat and rest underwater? Is there anything else I should know about?
What level are you playing at, and how much do you have in the way of resources to burn on this? Spells available and items available will significantly impact things.

Leave the scrolls and potions at home; you don't want to risk your DM's interpretation on something that isn't particularly covered by the core three matching up with the interpretation of someone you talked to on the net. Wands and staves should be just fine, as long as you're not planning on an extended trip (it takes a while for even unprotected wood to rot noticeably).

Necklaces of Adaptation will cover most of your issues all by themselves (as you're in a shell of fresh air). Depending on your DM, you'll still want rings of freedom of movement. Don't forget to keep a Bottle of Air or two handy as a backup - sundering becomes a really... interesting ... tactic for intelligent underwater opponents when faced with air-breathing invaders.

Ranged weapons are pretty much out, but that's not too bad, as your opponents can't much use them, either. On the plus side, ranged effect spells are still generally viable, and become more valuable for the lack of nonmagical ranged effects.

happyturtle
2008-05-11, 11:31 AM
What level are you playing at, and how much do you have in the way of resources to burn on this? Spells available and items available will significantly impact things.


We're currently 9th level, but we might have picked up a couple of levels before we hit the underwater dungeon. We're currently seeking the other macguffin, so don't know how long that will take. We'll have a chance to return to town and rest and prepare, and how much money we have will depend on what we find in the current dungeon, as we just had a shopping spree.

My Cleric 8/Wizard 1 has Craft Wondrous Items, so I could work on making necklaces of adaptation, but with 7 party members that might take a while.

I'm not worried about the DM surprising me with rules interpretations. Since my character has crazy knowledge skills and the player is a n00b, he often helps me out with the rules things by telling me what my character would know.

Soup of Kings
2008-05-11, 12:02 PM
Stuff a Bottle of Air in your mouth and strap it to your head. In through the mouth, out through the nose. Bubbles!

In all seriousness, though, wouldn't communication be a problem? I'm thinking maybe Rary's Telepathic Bond, but that may be beyond your party. I don't remember the level of it off the top of my head...

happyturtle
2008-05-11, 12:43 PM
Telepathic Bond is 5th level Wizard, which we don't have, but Message would probably work, for the two of us who can cast it.

Jack_Simth
2008-05-11, 01:19 PM
We're currently 9th level, but we might have picked up a couple of levels before we hit the underwater dungeon. We're currently seeking the other macguffin, so don't know how long that will take. We'll have a chance to return to town and rest and prepare, and how much money we have will depend on what we find in the current dungeon, as we just had a shopping spree.

My Cleric 8/Wizard 1 has Craft Wondrous Items, so I could work on making necklaces of adaptation, but with 7 party members that might take a while.

I'm not worried about the DM surprising me with rules interpretations. Since my character has crazy knowledge skills and the player is a n00b, he often helps me out with the rules things by telling me what my character would know.
Okay.

For the non-casters, "spells known" casters (Sorcerer, Favored Soul, and similar), or limited casters (Warmage, Beguiler, and so on), Craft Necklaces of Adaptation.

For the casters not limited by spells known, require everyone prepare three copies of Water Breathing (Clr 3, Drd 3, Sor/Wiz 3, Water 3) each day. At 9th, two copies will get you through 24 hours (36 hours, specifically; 18 hours per casting). The third is a backup, in case of Dispelling or Sundering.

If you don't have the time to craft Necklaces of Adaptation for everyone who needs them, prepare three more castings of Water Breathing for each person who doesn't have one. Leave things that are easily spoiled by water (scrolls, potions), at home (or in a sealed extradimensional bag, or just in a waterproofed bag).

Any melee-types need either Freedom of Movement (and at ten minutes/level for a 4th level spell, you should be able to pre-cast it for the likely need list before combat; alternately, get rings of freedom of movement) or a lot of weight (to get firm footing, so they're only going a little slowly and soaking -2 attack/damage. Of course, at 16 pounds for a medium critter, most the melee types will have that anyway).

Get at least one Bottle of Air, as an additional backup.

Link to SRD for Underwater Combat (http://www.d20srd.org/srd/wilderness.htm#underwaterCombat).

Any Wizards in the party are going to need to get a little clever - so that they can access their spell book. A bottle of air, some rope, canvas, and four buckets of rocks ought to do the job; use rope to tie corners of canvas to buckets, fill canvas from Bottle of air to get an air bubble, then unseal spellbook from very secure wrappings and prepare spells. Do make sure the Wizard of the party brings a "b" spellbook, that only has copies of commonly-used spells; leave the main spellbook either sealed up at home or very, very tightly wrapped against the water.

dspeyer
2008-05-11, 01:21 PM
It's worth remembering that humanoids, even with the breathing problem solved, are awkward underwater compared to things that evolved there. If you have access to shape-changing magic, use it frequently. Good choices within 9 hit dice include Orcas, Porpoises (for speed), Giant Octopodes, and Bronze Dragons (even without Su abilities, lots of attacks and good everything).

Fitz
2008-05-12, 03:41 AM
Ok as the DM in question: as long as the players deal with the 3 main problems (exposure to cold, breathing and restriction of movement) and they take some reasonable action I will allow it (so the mentioned scrollcases would be fine as long as they are purchased) the party only has 3 casters outof 8 ( 1 duskblade, 1 cleric/mage and 1 swashbuckler/bard) and are pretty underoptimised. Feel free to keep suggesting, some of the ideas sound cool (though the submarine might be a little OTT for the theme :smallwink:

Fitz

happyturtle
2008-05-12, 12:16 PM
It just occurred to me that my character will be the one casting all the waterbreathing and free action spells, and so if I get killed, the rest of the party could be in big trouble. One of the party is a dragon shaman with permanent waterbreathing ability, and we have a rogue with a decent Use Magic Device skill who could use the scrolls in an emergency, but I think at least one Necklace of Adaptation could provide an emergency air bubble for the party to share if they had to.

(Not that I expect to die--our DM has not killed a party member yet in 9 levels of play--but it's something my character would want to plan for.)

blacksabre
2008-05-12, 01:24 PM
There may be some misunderstanding on the Necklace of Adaptation and how it can be used in sharing..

In my opinion anyway..

The Necklace does not create a "bubble" as had been stated, but rather "wraps the wearer in a shell of fresh air"

This shell is not thick, I'd say no more then an inch. Imagine an all-over body suit made of Air. This was not designed to support more then one person but is can in an emergency provided the item is removed and put on by each person using it.. PC's hold their breath while waiting for their turn (2 rounds x the number of people sharing)

PC can hold breathe rounds equal to 2XCON

Mando Knight
2008-05-12, 07:03 PM
Two words: Zora Tunic.

You'll need to go on a decently long side-quest to gain the favor of the ruler of an amphibious species in order to gain access to their supply of enchanted armors/tunics of water-breathing/underwater movement (why a naturally amphibious species would need such objects is beyond me...), and then go save their princess or something else extra while you're dungeon-crawling for the Macguffin. You may get the Hookshot around this time, too.:smalltongue:

For other tips, please refer to your "Link's Handy Guide to Dungeon Crawling.":smallwink:

Aquillion
2008-05-12, 11:21 PM
Any Wizards in the party are going to need to get a little clever - so that they can access their spell book. A bottle of air, some rope, canvas, and four buckets of rocks ought to do the job; use rope to tie corners of canvas to buckets, fill canvas from Bottle of air to get an air bubble, then unseal spellbook from very secure wrappings and prepare spells. Do make sure the Wizard of the party brings a "b" spellbook, that only has copies of commonly-used spells; leave the main spellbook either sealed up at home or very, very tightly wrapped against the water.A Blessed Book is waterproof, and should be a wizard's first big purchase for lots of reasons. But I suppose it doesn't matter if their only wizard has just one level in the class.

Definitely bring at least one Bottle of Air and necklaces of adaptation for everyone who needs one. And you already know about water breathing, free action, and endure elements if the water is cold... although hopefully you won't need to cast all of those (in fact, you have an 8-person party, don't you? You won't be able to cast endure elements on all of them without using up your 2nd level spells, too. And if it gets dispelled, you could be in trouble...)

For the endure elements problem, Boots of the Winterlands will protect against cold for 2,500 gp. Not exactly their intended purpose, but they'll work. For people who think they're tough enough to almost endure the cold anyway, a Scarf of Warmth (Complete Adventurer) provides +4 to fort saves against cold environments for a mere 250 gp.

A Cloak of the Manta Ray... I don't get how this works.

This cloak appears to be made of leather until the wearer enters salt water. At that time the cloak of the manta ray adheres to the individual, and he appears nearly identical to a manta ray (as the polymorph spell, except that it allows only manta ray form). He gains a +3 natural armor bonus, the ability to breathe underwater, and a swim speed of 60 feet, like a real manta ray.

Although the cloak does not enable the wearer to bite opponents as a manta ray does, it does have a tail spine that can be used to strike at opponents behind the wearer, dealing 1d6 points of damage. This attack can be used in addition to any other attack the character has, using his highest melee attack bonus. The wearer can release his arms from the cloak without sacrificing underwater movement if so desired.Arms? So, wait... does it physically turn you into a manta or not? Or does it turn you into some kind of freaky manta with arms, if you release them from the cloak?

In any case, it could be a good option for someone whose class features don't suffer from being a manta... it means they'll be able to move and fight freely without free action, and even offers some advantages.

A Pearl of the Sirines would combine underwater free movement and water breathing without using up a body slot, plus a high swim speed that could certainly come in handy.

For communication, a single Helm of Telepathy would let one person relay messages for the whole party.

(It's kind of silly that the Control Water spell is useless underwater, isn't it?)

CockroachTeaParty
2008-05-12, 11:23 PM
I like the idea of the bottle of air / canvas / rope / rocks air bubble tent. How cool! Also, spells like Rope Trick might be useful, assuming the water doesn't fill up the extra dimensional space.

This is some cool stuff. I want to make an underwater dungeon now, with aboleths and elder eidolons...

Triaxx
2008-05-13, 09:31 AM
Here's something I created for someone else, based off of a potion from BG2:

Potion of Breath
Effect: A potion of Breath lasts for 8 hours from it's initial use, and does not interfere with breathing, or speech. One potion contains three doses.
Cost: Purchase: 10,000gp Brew: 5,000gp, Water Breathing/Scroll of Water Breathing, DC 22 Brew Potion Check.

Aquillion
2008-05-13, 12:38 PM
Here's something I created for someone else, based off of a potion from BG2:

Potion of Breath
Effect: A potion of Breath lasts for 8 hours from it's initial use, and does not interfere with breathing, or speech. One potion contains three doses.
Cost: Purchase: 10,000gp Brew: 5,000gp, Water Breathing/Scroll of Water Breathing, DC 22 Brew Potion Check.
That's absurdly overpriced. A potion of Water Breathing (one dose) is just 750 gp according to the SRD (http://www.d20srd.org/srd/magicItems/potionsAndOils.htm), and lasts 10 hours by default. Even if your potion lets them talk, I can't imagine that that's worth over 2,500 gold a dose.

Jack_Simth
2008-05-13, 04:38 PM
I like the idea of the bottle of air / canvas / rope / rocks air bubble tent. How cool!
Thanks. I can also walk you through how to make a 1st level Wizard or Sorcerer that can find and kill all of the standard traps in the DMG, as well as most of the ones that aren't listed (although it gets pricy in terms of scrolls; at 11th, you can make it stop costing resources completely, and it's possible to design traps against it so that they won't be found that way). And how to make a 7th level specialist Wizard that has unlimited out of combat healing available (you have to be non-good under most DM's, though). Takes two levels of Master Specialist to do it at 7th (need to delay Wizard-5, so that the bonus feat lands at level 7); a generalist or a Sorcerer can pull it off at 9th.

All without losing a single caster level.

Clerics can do it too, although it's a bit harder.

Soup of Kings
2008-05-13, 08:59 PM
Aquillion: That's my understanding of it.

It says that the user appears identical to a manta ray, as the polymorph spell, so I would assume they appear identical to a ray. However, if they can release their arms from the cloak and make normal attacks, the only way for it to physically work must be as a freaky manta ray with arms.

However, it might be a problem that it only works in salt water. If the PC's brought a truckload of salt, maybe, but the water would have to be at least 35 parts per thousand saline (according to Wikipedia :smallbiggrin:) and besides, I dunno how the DM would take that...

Enlong
2008-05-13, 09:34 PM
Nah. Just have at least one person have a Necklace of Adaptation as you already mentioned. Voila, enough air for everyone, provided its a small space.

Alternatively, you could search for a couple Apparatus' of the Crab. Again, have at least one Necklace per apparatus.


Apparati of Kawlish, thankyewverymuch.

Inyssius Tor
2008-05-14, 10:33 AM
Apparati of Kawlish, thankyewverymuch.

Apparatus of Kwalish, thankyahverymuch.

Enlong
2008-05-14, 02:13 PM
Apparatus of Kwalish, thankyahverymuch.

No, the plural of apparatus is Apparati. Thankyewverymuch