Saturday, April 25, 2020

Diving Deep #1

Tired Moieties and I have agreed to have a go at a blog ping-pong of image prompts, with our responses relating to underground or underwater environments. Each of us will have an image sent our way once per week (image sources are withheld until posting so as to not influence our thinking), so make sure to check out TM's post as well! Here is my image for round 1:


Water has Memory.

More than this, it has Identity. It remembers being a single form, snaking its way through and over rocks and stones, splitting the earth and filling the spaces. It feels complete and alive, in a state of constant motion and churning, ebbing and flowing.

When water becomes isolated and stagnant, its memory stagnates as well. The memories of flow, of waves and currents. It loses a sense of identity as well. It becomes nostalgic. It disassociates. It broods a longing to return to a greater whole.

Trapped water above ground often finds its way back before it can become too troubled. But below the earth, in lightless puddles and caved-in lakes, there is tome and silence to remember and to forget. The zeitgeist of the sea is painfully out of reach, yet reach it must.

Water runs down, and when it reaches the bottom, it has nowhere left to go. Nowhere but upwards. Water runs down, but it climbs its way up.

You come across still water. If it's the first water you've found in a while, you may try to bathe in it or drink it. Not the safest call, but no less dangerous than anything else in this underground labyrinth. The water's memory of a greater whole is enough to recognise the uncomfortable truth: that your body is ~60% water. There is kinship between the two trapped oases, and the water reaches out.

Nostalgic puddles enter hosts through the mouth and nose, when consumed or by force. It fills empty spaces, swelling and drowning you on dry land. If you were lucky, you could try to throw it up, or suck it out, or boil it. But you are not lucky.

The water now begins its route. Nostalgia tells the water that it fell down, and so must move up, and so your body must begin to climb. Native troglofauna may see you and others like you, watery eyed and swollen, slogging up cliffsides without fear of falling. Like hydro-cordyceps.

The water seeks the companionship of your body's liquids, and as you climb you begin to desiccate. Your body will atrophy, and the water will take over the climb. It has memory of your musculature and movements, and forms arms of its own, trickling out of your orifices.

Once they reach running water, they dissipate in a few hours.

Attempts to communicate with nostalgic water has been bittersweet. Those that can speak with water or elementals have only heard them speak of returning, of going back where they belong, of waiting and hating the lack of movement. If alerted to nearer sources of running water than the surface, they travel there with reckless abandon. One report speaks of a team that, having cornered the water on the cliff edge, tried to negotiate the freedom of a possessed ally by promising to get them to the underground sea some 200 feet below.

The water jumped.



As said at the start, TM's post for this week can be found via this link.

Saturday, April 18, 2020

1d20 Deals with Death

A friend wants to run a game in which resurrection is possible in return for making a deal with Death. These deals should be tailored to the character, but a request was made for inspiration. With that in mind, I present to you:


1d20 Deals With Death that may or may not apply to your game

I'll return you to the world, but in return...
  1. You must act in absolutes. No middle ground, no indecision.
  2. You must leave me with your artistic craft. No song can leave your lips; no painting may part your brush.
  3. You leave your deceits and lies behind you. You can no longer tell a lie.
  4. You walk amongst your peers as an echo of life. You will have no pulse, your skin will give no warmth.
  5. You may no longer extend your life with magic and elixirs. No potions, no healing spells.
  6. You must break your ties to oaths and promises, and leave this world free of obligation.
  7. You must forsake material goods. You may not own property or trade in coin.
  8. Your beauty remains with me. You will not be disfigured, only made plain. A face among thousands.
  9. The beasts and plants will recognise you as one who has departed from the natural order.
  10. Your words will carry no sway, for they've all been heard before.
  11. I have need for your skills. You will be a layman in your craft.
  12. You must walk in the footprints of another. You will awaken in a new body.
  13. You must accept that the Chase is on. I am but one face of Death, and others will pursue you and try to bring you back to me.
  14. Your ties to this world will be... reset. To your loved ones, you will be a stranger once more.
  15. You will spend half of your life with me. You will die at sunset and be resurrected at sunrise, each and every day.
  16. I will take your voice, to keep me company in these quiet halls.
  17. You will send the living down to me. When in battle, your enemies must leave the world of the living.
  18. Fiends and celestials will have nought to do with you. You won't be worth their time or their gratitude.
  19. Another life must be taken. I choose...
  20. Another life must be taken. You must choose between...

Sunday, April 12, 2020

Homebrew: Underwater Mechanics and 3D combat in Roll20 (D&D 5e)

"There is heroism and brute warfare on the ocean floor, unseen by land-dwellers. There are gods and catastrophes."
~ China Mieville, The Scar
That which lies below the waves is an interesting and terrible place indeed. It is also a great location for stories and campaigns, and as such saddens me that I cannot enjoy it more often. One of the primary reasons for this is due to the additional rulings, which are seen as limitations on characters that want to flex their entire skillset. Personally I am of the belief that these rules should not be seen as limitations, but as demonstrations of the pressures on aquatic life, and as a way to explore how these pressures have been overcome or coexisted alongside.

Below are some rulings that can be used by DMs that want to emphasise the effect of being in an aquatic environment on characters and objects. These rules would also be good to consider for subterranean games, as many underground rivers and sea caves and the like exist below the earth.

Core Rules

Official rules related to underwater gameplay can be found in the following areas:
Player's Handbook: breathing underwater/suffocation (pg 183); underwater combat (pg 198)
Dungeonmaster's Guide: extreme cold, frigid water, high altitude aka effects of pressure (pg 110); swimming (pg 116); underwater visibility (pg 117)
Ghosts of Saltmarsh: ocean environs (pg 202-207); currents, depth illumination (pg 203); pressure and objects (pg 204)

In addition, Appendix A of Ghosts of Saltmarsh includes rules on ships and naval combat; Storm King's Thunder also includes a ruling on damage at 3,000 feet below sea level (pg 203).