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Grumpy, yet verbose.
Showing posts with label underwater. Show all posts
Showing posts with label underwater. Show all posts

Wednesday, April 3, 2019

Moldvay Musings XVI, Part 1: The Briny Deep

'The sea is an awesome place, the home of terrible monsters, the source of unpredictable currents and strange mists, and the scene of terrible storms that can smash the strongest ship to splinters. Perhaps the most deadly of the sea's hazards, however, is the lack of landmarks. Once out of sight of land, there is little to steer by. A small mistake in navigation or a sudden storm can drive a ship hopelessly off course until a familiar shore is sighted. Only the bravest and most hardy adventurers dare challenge the sea!'
-X63 

                      

I've talked a lot about aquatic encounters but so far haven't discussed water travel itself. You can find most of what you need rules-wise in Cook's section "Part 9: Special Adventures." It really could have been named "Adventures at Sea", since the only topic really covered is waterborne adventuring.

It seems that things like ocean travel are somewhat uncommon in many D&D games. Or if it does happen, it's mostly just getting from point A to B a la Isle of Dread so that the "real" adventure can start. I'm not saying it never happens, but it's far from the norm.

That's a shame, since Part 9 includes nearly everything one needs (with a little common sense interpretation) to run a full-on nautical campaign. Granted, it doesn't include "Sea Machine" style rules for huge naval battles, but that's true of BX for land battles as well. Let's take a look at what rules a DM would realistically need to have an oceangoing-based campaign, and how Moldvay/Cook addresses those needs.

It seems to me that nautically specific rules would need to include:
  • Ships and their stats: things like capacity, speed, toughness.
  • Wind and weather
  • Navigation
  • Monster/animal encounters
  • Ship to ship combat: maneuvering, attacking, and ship damage.
  • In the water: fighting, swimming, and drowning.
Rather than regurgitate every rule from the books, I'm simply going to cite the relevant sections for now. Later, we'll show some examples of the rules in action.

  1. Ship stats: This one is pretty obvious. There is a fairly comprehensive list of waterborne vehicles on page X63, from rafts to warships, along with most of the relevant figures. In addition, the purchase costs are in the equipment section on page X9. Obviously the ship names are fairly generic here, but that's a benefit really. For instance, it wouldn't take much imagination to use the river boat listing for a chinese sampan.
  2. Wind and weather: To my thinking, the weather section on X63-64 is one of the most impressive examples of BX's ability to provide detail without sacrificing brevity or clarity. In less than one column of text, it offers both "basic" and "expert" rules (see what I did there?) to choose from. A DM can use the simple rules, which address everything from being becalmed to wrecked in a storm with a roll. Or one can use the optional Weather Modification chart for more granularity while staying consistent with the original mechanic. 
  3. Navigation: Navigators are nicely covered under the specialists section of the Expert rules.  
  4. Encounters: X57's wilderness encounters charts offer options for swamps, rivers, and oceans. I use the rivers table for freshwater lakes as well.
  5. Ship combat: I confess to never having used the BX ship combat rules on X64 in play. Not because they are bad, but it simply hasn't come up. The last game I ran where a ship was attacked, a barge was attacked from the riverbank then boarded. The rules here cover visibility on clear or poor weather, surprise, evasion, and the fighting itself. There are rules for ramming, catapults, burning ships, repairing damage, grappling/boarding, and sinking. [SIDE NOTE: It always bothered me, the idea of sailing vessels having catapults. Logically the rigging (sails/ropes/masts) would interfere with the arc of the projectiles. In re-reading the section for this post, I see that this was actually taken into account. Only warships (which cost extra) can have catapults. The conceit being that their decks are modified to allow a clear field of fire.]
  6. In the water: BX keeps rules for things like swimming simple. By default, PCs know how to swim. Metal armor or heavy loads will drag you down. Fighting in the water is difficult. Pages X51 and 63 give you enough to make intelligent rulings from. 
In part two of this topic (next post), I'll put up a sample ocean voyage, complete with weather, encounters, and an enemy ship! 

Monday, May 6, 2013

RSA: Part Water

Let's just get the Heston screen cap out of the way, OK?


An amusing and powerful spell. And, like most RSAs, one I've rarely seen a PC use. It's odd that this is a MU/Elf spell in BX rather than a clerical spell given –like some other spells– its obvious mythological origins, but who am I to blow against the wind?

Its pretty high level (6th), so it's understandable why you don't see it cast all the time. Also, it's really only useful when dealing with a large body of water, which isn't too terribly frequent in most campaigns. 

Part Water (from Cook)
Level: 6 (MU)
Range: 120'
Duration: 6 turns

This spell creates a path through a body of water, enabling creatures to walk on the bottom. The path will be up to 120' long and 10' wide. The spell may be ended at any time by the caster before the duration is over.


The first thing I notice about the spell description is the dimensions/AoE. Why? No depth! It doesn't care whether you are making a path through a fish pond or an ocean, it goes ALL THE WAY DOWN! Obviously it's hard to do the Red Sea Stroll without it reaching the bed, but still!

The second thing about the dimensions is, well, the other dimensions. Only 120' x 10'? That's not getting you very far. One hour duration is nice if it's only for one combat, but you aren't getting a lot of overland travel done in that time. It would be handy for some river crossings and the like, though.

Now, one fun use of this spell that comes to mind is when it comes to a naval battle: Opening a gap in the water right in front of an enemy vessel? Good times! Of course, you'd want to angle it just right to maximize the effect, but I would say even a big ship would stand a real risk of capsizing or dipping its prow low enough to be swamped.

Like many of these higher level, unusual spells, I would be tempted to place a scroll in a campaign just to see what fun the PCs might come up with.


Monday, March 5, 2012

RMA: Water Termites


I honestly don't think I've ever seen this monster used, in any of its three varieties. It's such a strange creature compared to things like orcs or dragons. Like the Cave Locust or the Robber Fly, it's got the whole "giant bug" thing going on. At 1' to 5' long, they certainly qualify. What's interesting is –as far as I can tell– their main use in a game is as an indirect threat to the PCs.

The stats: (from Cook)

Termites, Giant

Swamp/Fresh Water/Salt Water 
No. App:  0 (1-4)/0 (1-3)/ 0 (2-7)
AL: N
AC: 4/6/5
HD: 1+1/2+1/4
Move: 90' (30')/120' (40')/180' (60')
Attacks: special
Damage: 1-3/1-4/1-6
Save: F1/F2/F3
Morale: 10/8/11



The special attacks consists of a toxic spray if above water, which can stun a foe (possibly causing him to sink?), and an ink cloud underwater (like an octopus). They only bite if cornered, which makes me wonder at their relatively high morale. 

The fun from these guys comes from them latching onto a vessel underwater and dealing structural damage to the hull. If they chew it enough, it starts to sink! This could be a fun way to get the PCs into the water (and off the nice, safe boat) to deal with the threat. They'd have to move fairly quickly too (before the damage is done). Of course, looking at the damage they do and the Hull Point ratings, it's unlikely the termites would sink a larger vessel. Although a few leaks might make people nervous. Perhaps a swarm of salt water termites follow a ship like dolphins, feeding each night? The non-marine versions are quite scary in their own way, too. Imagine your canoe getting trashed when you're miles into a festering swamp. Personally, I'm a fan of anything that underscores the differences between an encounter on the water vs. one on land.

Monday, February 20, 2012

RMA: Octopus, Giant



While octopuses (no, it's not "octopi") and squids feature heavily in fantasy and science fiction, the fact that they are aquatic means they aren't typical encounters. Also, once the party is on or under the waves, there are so many other more interesting creatures to toss at them: things like Sea Hydras, Dragon Turtles, Sharks, etc. Most of the octopus's appeal for a fantasy setting is its alienness. Face it, this tentacled, boneless creature swimming around is kinda creepy. But creepy is only going to get you so far. Can the octopus hold its own in a fight?




umm, yes. Yes, it can.

Let's see that stat block, shall we?: (from Cook Expert)

No. Appearing: 0 (1-2)
Move (swim): 90' (30')
AL: N
HD: 8
AC: 7
Attacks: 9 (8 tentacles/1bite)
Damage: 1-3 (x8)/1-6
Save As: F4
Morale: 7

OK. First off, if you're like me what jumps out at you is the attacks entry. NINE ATTACKS PER FREAKIN' ROUND! Now, that's pretty scary. But wait! There's more!

Once it hits with a tentacle, then it does automatic constriction for the above 1d3 every round per tentacle.  Also, for each one of those you have wrapped around you, there's a cumulative -1 to hit penalty.  So, to do the math: An 8HD creature has a decent THAC0, so if it hits a character with even half its tentacles, then its dealing 4-12 points per round (without having to roll to hit). It can also keep biting for an additional 1d6, and wrapping any of the 4 other tentacles that aren't busy (yet). Meanwhile, you are at -4 to fight back.

Things the characters might have going for them: the G.O. has lousy AC and is skittish (low morale), so it's possible it might flee before finishing off a victim. Octopuses are smart,  though. It will probably take each case as it comes.

While not stated in the book, octopuses can blend like a chameleon, which would make it much easier to surprise a foe. Also, depending on exactly how a character has come to be underwater with this thing, they might be at a severe disadvantage because of the environment (lack of air, etc.). I typically only allow a PC to hold their breath for CON x rounds, they receive no DEX bonus to AC,  movement is slowed, and encumbrance or metal armor can drag a person down. All these factor make the prospect of this thing's embrace very scary indeed.