Mysterious Places: Turucambi

Post/Author/DateTimePost
#1

Aeolius

Jan 24, 2008 11:46:07
Speaking of Mysterious Places, there is an opening for a new player in "Heirs of Turucambi", my undersea campaign set beneath the surface of the Oljatt Sea. The game meets on Sunday nights from 9pm-Midnight (Eastern Time) via IRC.

As the majority of the campaign is set underwater, the game draws heavily from supplements such as Stormwrack. Player characters must be able to swim (have a swim speed) and breathe underwater (aquatic or amphibious) without the use of magic. Player characters may be created at levels 1-3, to account for templates, monster races, and similar instances.

Current PCs include a half-fey sea elf, half-vampire sea elf, sahuagin, warforged, and oceanid (race of my own design).

Originally detailed in "Greyhawk Adventures" and later featured at wizards.com HERE , Turucambi is one of the "Mysterious Places" of the region.

Given my preferences, the campaign draws from my interests in marine biology and my hobby of keeping saltwater aquariums, coupled with my fascination with various mythological creatures such as hags, dragons, and demons.

Be aware that life underwater has its limitations; typical potions are all but impossible to imbibe, paper scrolls will quickly disintegrate, and typical metal items are subject to corrosion. Many typical spells may not suitable for underwater casting. Treasure may be similarly altered, as many undersea races value rare corals, pearls, and shells far more than coins and gemstones.

Keep in mind that some of the best inspiration for an underwater campaign can come from the Discovery Channel and Animal Planet, visiting your local aquarium or fish store, and perusing ocean-related materials in a bookstore.

With that in mind, what are your preferences, for such an adventure? What would you expect to see, in an undersea game? What would make the campaign memorable, enjoyable, and enduring?