Greetings once again everyone, and welcome back to Grave Plots, the best place on the net for adventure hooks and plot ideas to enhance your campaign. This week we’ll begin a short series of articles taking a look at some potential ideas for adventures set in partly, mostly, and wholly aquatic settings. Included will be plot hooks for aquatic adventures as well as some general advice for running an aquatic game. This week, we’re going to focus on partly aquatic campaigns.
          Partly  Aquatic Games
      
               Running a partly aquatic game can be an interesting experience and provide a  nice change of pace for players.  I recommend partly aquatic adventures  primarily for existing campaigns looking for an occasional breather from  constant marches through abandoned keeps (though you can do this underwater too),  or for campaigns looking to distinguish themselves from the rest of the games  your group has been running.  So how do you make a setting partly  aquatic?  The short answer is by including a handful of underwater adventures  in your existing game.  As for how best to carry that off in a game where no  one has really considered underwater travel is up to you.  Personally, I recommend going with one of the  below adventure ideas as way to get your players (and their characters)  comfortable with the idea before making it a semi-regular feature of your game.
          
          The Ruin  Expedition   
          
               This is a hook designed to get your players used to the concept of underwater  adventures without taking them too far out of their comfort zone, and is  recommended for a campaign where the PCs spend a lot of time dungeon  delving.  One day, while the PCs are between dire perils, they are  approached by Adrian Quinn, noted archeologist, researcher, and sage, with a  unique opportunity to explore the fabled ruins of Dalvius (or whatever name  fits your setting better), which legends say sunk beneath sea thousands of  years ago and is rumored to contain many great treasures.  Mr. Quinn claims  to have discovered the location of these ruins and is willing to tell the PCs  where to find them, and to provide them with the means to reach them if only  they return with an artifact that he has long wanted to study.  This artifact is known as the Apparatus of  Dalvius (aka the Apparatus of Kwalish, aka the Apparatus of the Crab).   He’s even willing to part with the Apparatus after he’s done studying it.   If the PCs still need more convincing, he offers gold in obscenely tempting  quantities.  Once they accept, the PCs are gifted with the location of the  ruins, a necklace of adaption (or an ioun stone or a ton of water breathing  potions as appropriate to their level), and perhaps an oil allowing them to  swim more quickly or some such, and are sent on their way. What the ruins are  like depends on your group’s play style: either a rough and tumble battle royal  with a myriad of rarely used water breathing creatures, or a nearly deserted  struggle with ancient and deadly traps/puzzles.  Do it however you fancy – I won’t tell you how  to build dungeons (well, not this week anyway).  Develop the dungeon  however you want, but be sure to put some memorable moments in; after all, this  is your intro to a whole new campaign element.  Perhaps include a desperate escape in the Apparatus  of Dalivius from a collapsing tower, or the sudden appearance of a massive sea  dragon angry about *his* treasure being stolen.  Feel free to play around  with Adrian Quinn as well – does he work better as crime boss, or a  merchant?  Would the PCs respond better to a demonic figure, or a king’s  messenger?  Perhaps the adventure would function better if the PCs  discovered the ruins location on their own and had to set about finding a good  way in.  However you choose, be sure to have some fun with it.
  
          The War  Council
      
This hook is designed to get players used to the idea of underwater adventures without straying too far from their comfort zone, and is recommended for groups who spend more time in the king’s court, scheming and brokering deals, than they do hacking away through hordes of monsters. The PCs are approached by a foreign but allied power and asked to lend aid to their kingdom. As it happens, this foreign nation has long been at war with a race of seaborne creatures (I like sahuagin for this, but you could use whatever you want: merfolk, merrow, the almighty nixie legion… really it’s just a matter of preference) and after much negotiation they have convinced the other side to agree to peace talks. However, after years of warfare neither side trusts the other, and so the sea folk have demanded as their condition that the meeting take place on their turf, an undersea palace where the sea folk make their home. Your allies demanded the right to elect any ambassadors they chose and so, knowing of the PCs reputation both as wise counselors and stalwart heroes, the PCs made the top of the list. Treachery is suspected so the PCs should be ready to do battle as well as to negotiate with the seaborne creatures. From here development is all up to you: is there treachery afoot or is all as it appears? What are the consequences of this action or that? What’s going on behind the scenes and what’s happening at home while the PCs are gone? You know what you’re doing – it’s basically the same deal with a twist, and a few more options open to the NPCs. For instance, this time, if they want to off the PCs all they have to do is set up an anti-magic zone and watch them drown.