Underwater adventuring has always been the “sticky wicket” of d20 gaming. Most GMs seem to go out of their way to avoid having to run any scenarios where the characters are fighting in the water, opting to ignore the plethora of rules that goes along with aquatic adventuring. Others just make sure to outfit the PCs with enough magic gear that fighting in the water is no different than fighting on land. Either way, it’s a venue of adventuring that doesn’t really get its due. “Death Beneath the Waves,” however, does its best to change that.
About a megabyte in size, “Death Beneath the Waves” is a six-page product (with one of those pages being for the OGL) from Sinister Adventures. The book has no bookmarks, but those are hardly necessary in a product of this length. Despite its brevity, it has two full color pieces of artwork. There’s also a thin green border along the top and bottom of each page. Despite this, printing the book out shouldn’t be too difficult for anyone.
For a book so short, DBtW really packs a lot into its pages. Functioning as a combination essay and sourcebook, the product opens with a discussion of how to introduce underwater adventuring to the party in the first place. This quickly leads to it going over the most common answers players have to sending their characters underwater, the strengths and weaknesses of those tactics, and what GMs should do about them. It then gives us two new spells to address the questions of temperature and water pressure as characters venture beneath the waves.
Amazingly, there’s still more. The book offers a fairly simple but workable solution to trying to map characters in a three-dimensional environment (the solution it presents would work just fine with aerial characters also). It then introduces a new monster, and a series of campaign hooks where the PCs can see the monster several times over the course of a campaign, to let them get familiar with it before fighting it on its home turf.
Death Beneath the Waves is a great supplement, being incredibly evocative in just a few short pages. Reading this over once made me hungry to run an underwater adventure, and I’d bet that anyone else who reads this will have the same reaction. The one complaint I had about the book isn’t what’s written, but rather what’s not written in it. Several times the book refers to the existing rules for underwater adventuring, but doesn’t reprint them. While I usually dislike reprinting rules, it would have been helpful here. If only things like the drowning rules were reproduced in this book, it could have been a one-stop source for everything a GM needs for underwater adventuring. However, for whatever reason, it doesn’t do that, meaning that you’ll likely be flipping between this product and the DMG when running such a scenario. It’s a shame, since it would only have taken an extra page or two here to make this the be-all end-all of underwater rulebooks. Still, that aside, this is an invaluable purchase if you want to run a game set under the sea.
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