7.0 Underground Waterways
7.1 Standing Water | 7.1.1 Lakes and pools | 7.1.2 Resevoirs | 7.1.3 Seas | - |
7.2 Flowing Water | 7.2.1 Passage Diameter | 7.2.2 Impassable | 7.2.3 Narrow | 7.2.4 Average |
- | 7.2.5 Wide | 7.2.6 Percentage of Flow | 7.2.7 Rate of Flow | 7.2.8 Stagnant |
- | 7.2.9 Placid | 7.2.10 Medium | 7.2.11 Rapid | 7.2.12 Cascades |
- | 7.2.13 Waterfalls | 7.2.14 Damming the Flow | - | - |
7.3 Water Temperature | - | - | - | - |
7.4 Access to Undergound Waterways | - | - | - | - |
7.5 Underground Water Travel | 7.5.1 Movement Rates | 7.5.2 Ceiling and Depth Requirements | 7.5.3 Proficiency Effects of Boat Movement | 7.5.4 Collisions |
- | 7.5.5 Drop-offs | 7.5.6 Bailing | 7.5.7 Capsizing | - |
The Underground Enviroment | - | - | - | DSG |
The rivers, lakes, and streams on the underearth provide a rare
opportunity for
unimpeded transportation through
the Underdark.
These waterways
are not uncommon, but only a small proportion
of them are truly
navigable. Many of the rivers and
streams run swiftly,
and often plunge and roar through caverns
that are completely
filled with water. This makes methods of river
transportation used
on the surface virtually impossible.
Denizens of the Underdark,
and adventurers who visit there
regularly, have
worked out a number of ways to deal with treacherous
underground waterways.
Some of the techniques closely
resemble those used
for surface water transportation, while others are unique to the sunless
environment.
Water underground
is found as flowing water (brooks, streams,
and rivers) and
standing water (pools, reservoirs, lakes, and seas).
Water temperature
is often a valuable clue as to the origin of an
underground waterway’s
flow.
<
RIVER STATBLOCK
WS = water speed
(1 to 40)
FQ = fishing quality
(poor, fair, good)
>
7.1 Standing Water | 7.1.1 Lakes and pools | 7.1.2 Resevoirs | 7.1.3 Seas | 7.0 Underground Waterways |
Standing water gathers
wherever the flow of water into an AREA
becomes so dispersed
that a current is no longer readily detectable.
Although water may
still flow through an underground lake,
the current travels
so deeply or slowly that it cannot be observed.
The characteristics
of underground lakes and seas are very different
from their counterparts
on the surface. The absence of
wind is a significant
difference, but the overhanging ceilings
make an even more
pronounced impression. If the ceiling over an
underground lake,
pool, or sea is so low that it touches the surface
of the water or
leaves only a few inches of clearance, normal
boat travel is impossible.
The absence of wind
means that sailing is virtually unheard-of
underground, except
in those rare instances where the ventilation
is ample enough
to create a wind capable of moving a boat.
Waves are practically
nonexistent. Thus, underground lake and
sea shores are not
eroded by wave action, although magical
forces or falling
objects can cause occasional waves. A cave-in
somewhere above
or next to a lake often forces a powerful wave
outward, much like
a tsunami on the surface. In fact, the earthquakes
that cause tsunamis
in the outside world often produce
similarly destructive
waves in the Underdark.
The action of such
waves is often amplified and confused by
the confining walls
that enclose most underground bodies of
water. If a large
wave starts in a small underground body of water,
a deadly and chaotic
surface of choppy waves can last for many
turns. The exact
duration of such disturbances is left to the DM’s
discretion, since
it depends on the force that created the original
wave and the size
of the AREA enclosing it.
Other causes of waves
include animal, monster, and humanoid
activity, and streams
flowing into a standing body of water. Characters
confronted with
waves on an otherwise still body of subterranean
water are wise to
determine the source of the
disturbance.
7.1.1 Lakes and
pools make up the majority of underground bodies of water.
They differ in size
(lakes are larger), but both contain
fresh water.
Large pools and lakes
often support a wide variety of living
creatures. Even
small pools may hold such creatures, as long as
a sufficient food
supply is available in the water, or (in the case of
amphibians) in the
surrounding area.
Lakes and pools can
be found at nearly all depths of the Underdark,
from a few hundred
feet below the surface to the farthest
depths of the world.
If a lake or pool has a stream or spring flowing
into it, the water
is almost always safe to drink.
Eldath (goddess of pools)
7.1.2 Reservoirs
are commonly created by the intelligent denizens
of the Underdark.
As might be expected, each reservoir is contained
by a dam of some
kind-but this dam is not always built
along the side of
the reservoir. It may, in fact, be located at the reservoir’s
bottom, and serve
much the same function as a cork in
the bottom of a
leaky bucket.
Occasionally a reservoir
is formed as a secondary result of
some race’s attempt
to regulate the flow of water for irrigation,
transportation,
or defense. In any event, reservoirs have most of
the same characteristics
as underground lakes and pools.
43
7.1.3 Seas lie in the deepest depths of the Underdark.
As on the surface,
seas contain salty
water heavy with minerals that have been
dissolved from the
surrounding rock. Because of their age, seas
are almost always
huge in comparison to other underground
bodies of water.
Whole races of intelligent
and unintelligent creatures inhabit
the seas of the
Underdark. Some of these seas are cold, vast,
and deep. Others
lie so close to geothermal heat sources that
their waters are
warm and the air surrounding them is heavy with
steam.
These seas are so
far away from the surface of the world that
they are rarely
seen by outsiders. Even if a navigable path is
somehow found through
a long network of underground streams
and rivers, a return
trip of such a distance without the benefit of a
current is almost
unthinkable.
7.2 Flowing Water | 7.2.1 Passage Diameter | 7.2.2 Impassable | 7.2.3 Narrow | 7.2.4 Average |
- | 7.2.5 Wide | 7.2.6 Percentage of Flow | 7.2.7 Rate of Flow | 7.2.8 Stagnant |
7.2.9 Placid | 7.2.10 Medium | 7.2.11 Rapid | 7.2.12 Cascades | |
7.2.13 Waterfalls | 7.2.14 Damming the Flow | - | 7.0 Underground Waterways |
Flowing water is
more commonly encountered underground than standing water.
Indeed, it is flowing
water that has shaped much of the underground environment.
The characteristics
of a flowing body of water are determined by three significant measurements:
* the diameter of the waterway,
* the percentage of the passage that is filled with water, and
* the rate of flow.
7.2.1 Passage
Diameter
The following four
categories describe the various types of passages
through which underground
waterways flow.
Impassable
waterways are too narrow for a fully equipped
party of PCs to
MOVE through. These passages may be as narrow
as a few inches--small
cracks that spew forth considerable volumes
of water--or they
may be wide enough for characters to
wriggle through.
At least part of an impassable waterway must be
less than three<3>
feet in diameter.
Narrow
waterways include streams && rivulets. A narrow
waterway follows
a path less than 20 feet wide, and is generally
less than three<3>
feet deep.
Average
waterways include streams and small rivers from 20
to 60 feet wide.
Although occasionally shallow enough to wade
in, average waterways
are usually four<4> to eight<8> feet deep.
Wide
waterways include all areas of flowing water more than
60 feet wide. The
depth of such a waterway is generally greater
than eight<8>
feet, at least in the center. The water near each bank is
often considerably
shallower.
Occasionally an artificially
constructed underground waterway
may be encountered.
These include canals, which allow water
transportation between
areas, and aquaducts, which move water
from one location
to another. The underground races also use
flowing water to
turn water wheels, creating a power source
for
fans, pumps, and
other machinery. In some locations, waterpowered
pumps are even used
to operate locks on underground
canals.
7.2.6 Percentage of Flow <(PF)>
This characteristic
is reflected by a % #.
If the tunnel ||
passage containing an underground waterway is examined in cross-section,
the PF (percentage
of flow) # equals the amount of the passage that is filled with water.
<alt>
A river passage with
a 50% flow is half-full of water &&
half-full of air.
Depending on the
overall size of the passage, it might be possible for characters to swim
|| boat through the waterway.
A passage with 100%
flow is completely filled with water and impossible to boat through.
7.2.7 Rate
of Flow <(FR=Flow Rate)> <(rule of thumb: FRx2=Move")>
0 = Stagnant | 1-2 = Placid | 2-6 = Medium | 6-12 = Rapid | 12-30 = Cascades |
30-40 = Waterfalls | - | - | - | Flowing Water |
The rate at which
water
flows through an underground stream
determines a number
of other characteristics of the waterway:
how quickly the
riverbed erodes; how quickly the river loses altitude
in its travels (remember,
all rivers flow downhill to some
extent); how much
noise the river makes; and how dangerous the
river is to travel
upon.
The maxim “still
waters run deep” is more than an idle phrase.
The deeper a given
body of water, the more slowly it runs. Thus,
areas of savage
&& churning rapids tend to be rather shallow;
the same amount
of water moves much more gently along a deep
riverbed.
In game terms, rate
of flow is quantified as a number ranging
from 1-40.
Waterways with a current of 1 are barely moving, while <b>
those rated 40 tumble
down as waterfalls. A completely stagnant
body of water receives
a 0 rating. The actual movement rate of
the current can
be calculated by multiplying the flow rate by 20
feet per round.
Stagnant
water seems to have no flow whatsoever (flow rate = 0).
Stagnant water is
encountered in a stream or riverbed
when
there is no downhill
flow. Instead, the water collects in pools and
low spots in the
riverbed. While travel along a stagnant body of ,
water is not threatened
by flow, it may be difficult if the water is
too shallow to support
a boat.
Placid
water usually has a noticeable flow (flow rate = 1-2).
It is sometimes
necessary to drop bits of wood, dust, or other floating
objects into the
water to determine the direction of its flow.
Placid water is
often encountered near the mouths of streams
or
rivers or in lakes.
A placid waterway
has a barely perceptible drop in altitude as it
flows along, often
no more than 10 or 15 feet per mile. Any rocks
or other obstacles
in the water can be easily avoided. The rate of
flow of such a stream
is 40 feet or less per round.
Medium
flowing water is the most pleasant for traveling downstream (flow rate
= 2-6).
The water flows
along at between 40 and 120 feet per round, descending only slightly on
its course.
A river
with a medium flow may drop as much as 30 feet over the course of a mile.
Travel along this
type of waterway is relatively safe, but characters
must keep a lookout
for potential obstacles such as rocks
protruding from
the water. With care, obstacles are easily
avoided, but characters
not paying attention may be drawn into
an unfortunate collision
by the force of a medium flow of water.
A river with medium
flow has few if any sudden drop-offs. When
PCs travel along
such a river, the DM should roll ld6 for each mile
traveled. On a 5
or 6, a drop-off of 1d3 feet is encountered somewhere
in that mile.
Rapid flowing water is more commonly called rapids (flow rate = 6-12).
The water
spills and rolls along with a muted roar, crashing
into and around
any obstacles in its path.
Water flowing through
rapids travels more than 120 feet per round--sometimes as much as 240 feet
per round.
<FR6=12", FR7=14",
FR8=16", FR9=18", FR10=20", FR11=22", FR12=24">
The descent of the
stream bed ranges from 30 feet to as much as 200 feet over the course of
a mile.
The sound of rapids
can be heard by characters and creatures
within 1,000 feet.
Traveling upstream
along rapids is impossible unless powerful
magic is employed.
Traveling downstream along rapids is dangerous,
but possible. Certain
kinds of boats, such as
kayaks,
are
more suited to rapids
than most standard boats. Characters who
try to boat down
a rapid stream without possessing boating
proficiency
will find themselves
in great danger.
Rapids generally
have many sudden drop-offs during the course of their flow.
For each mile that
the PCs travel along a rapid stream, the DM should roll 1d6.
A result of 6 means
that no significant drop-offs occur during the mile.
A result of 1-5
is the number of drop-offs encountered.
Each drop-off falls
1d4 feet.
44
Cascades
are steeply dropping portions of a river where the water tumbles from one
level to the next in a foaming
series of short drops (flow rate = 12-30).
A cascade is much
like a stairway with water running down it.
The thundering roar
of a cascade is usually audible at least a mile away from the river.
Water spilling down
a cascade travels at anywhere from 240 to
600 feet per round.
The waterway descends at a slope of at least
200 feet, and perhaps
as much as 1,000 feet, in a mile. Travelling
upstream against
the force of a cascade is impossible; travelling
downstream might
be possible for a lucky character with boating
proficiency who is in a kayak.
A cascade, by its
very nature, includes many drop-offs. If PCs
chance to travel
down a cascade, the DM should roll 3d6 for each
mile traveled. The
result is the number of drop-offs encountered
during the course
of that mile. Each drop-off is 1d8 feet high.
Waterfalls represent
flowing water at its fastest and most
powerful (flow rate = 30-40). <(FR=30-40)>
A waterfall is created
wherever flowing water falls freely to a lower level instead of flowing
along a bed.
A long stretch of
waterfalls, with rapids or cascades between them, is still considered a
waterfall.
The {SPEED} of water
plummeting over a fall is at least 600 feet per round.
The exact speed
depends on the number of steps in the fall.
While it is theoretically
possible for a waterfall to plunge thousands of feet straight down, most
waterfalls include areas where water flows forward along a bed.
For purposes of
this rule, anywhere the water plunges at a slope of more than 1,000 feet
per mile is considered a waterfall.
The nature of a waterfall
makes it impossible to control a boat travelling over the fall.
Although characters
in boats might survive a plunge over a waterfall, such survival is more
a matter of luck than skill.
Eldath (goddess of waterfalls)
Q:
Can a waterfall (or other loud
sources
of noise) negate the casting
of
a spell with a verbal component?
Also, can a character cast a hold
person
on a character who has just
gone
over a waterfall to hold him
under
water and drown him?
A: Nope and nope.
To
negate a spell with a
verbal
component, one needs to stop the
spell-caster
from speaking. It doesn't matter
whether
the TARGET can hear the words
--
all that matters is that the words are
spoken.
The tremendous din of a waterfall
would
not affect a spell that requires a
verbal
component to cast, but a silence
spell
or a gag will prevent the spell from
being
cast. A waterfall does, however,
drown
out the noise of shriekers and the
singing
of harpies (the DM must decide
how
far from the waterfall one must be
before
normal hearing is restored).
A hold
person spell doesn't work that
way.
It only prevents a person from voluntarily
moving,
and cannot stop the action
of
the moving water (and the body's natural
buoyancy)
from bringing the person to
the
surface, where he can float (and
breathe).
(118.58)
Underground waterways
are as susceptible to damming as
their surface counterparts.
Because of their confining environment,
damming underground
rivers or streams often produces
dramatic results.
The success of a
damming attempt by PCs must be adjudicated
by the DM. Is sufficient
material available to fill the passage
to a suitable height?
Is the water flowing so fast that any damming
material will be
swept away?
If an underground
waterway is dammed, it immediately begins
to back up and flood
behind the dam. A DM confronted with this
situation must rely
on accurate three-dimensional maps (see
page 114). The water
may well be diverted into other parts of an
underground setting,
filling rooms and making its way through
corridors and down
stairways.
In an average waterway,
water held back by a dam fills a 10-
foot cubic area
(10 ft x 10 ft x 10 ft = 1,000 cubic feet) times the
waterway’s flow
rate per turn. Thus, if an average-width waterway
with a current of
five is dammed, the water backs up at a rate of
five 10-foot cubic
areas (5,000 cubic feet) per turn. This figure
should be doubled
for a wide waterway and quartered for a narrow
one. As soon as
the water level reaches a height that allows it
to flow through
another channel, it changes course to follow the
path of least resistance.
The strength of a
dam is measured in Construction Point Values,
as shown on DMG
pages 109-110.
A single worker can construct
1d6 points of dam
per turn. The current destroys a number
of points equal
to the water’s rate of flow each turn, however, so
several characters
must work together to dam rapid streams.
The Construction
Point Values of completed dams equal 50
points on a narrow
waterway, 150 points on an average waterway,
and 250 points on
a wide waterway. Once a dam is completed,
water will not destroy
it unless something specifically weakens
the dam or increases
the water pressure. Once a dam begins to
leak, however, water
destroys a number of points equal to half the
rate of flow per
turn until the dam is washed away or repaired.
Unless some external
source of heat is contributing to the
water temperature,
underground water is almost universally cold.
Although water rarely
freezes underground, its temperature is
numbing to any characters
who get soaked in it.
Some underground
water flows directly from above-ground
sources such as
shallow seas, lakes, and meandering rivers.
If
the water is relatively
warm when it leaves its source, it retains
this warmth for
1d4 miles.
Underground water
can also occasionally be warmed by geothermal
heat sources-the
same sort of heat energy that gives
rise to geysers
and volcanoes. Depending on its proximity to the
heat source, such
water might be only slightly warmer than the
usual underground
waterway, or it might be so hot that a character
falling into it
is scalded to death very quickly.
Characters immersed
in water that is at or near boiling temperature
suffer 6d6 of burn
damage per round spent in the water. No
saving throw is
allowed, although characters with any kind of
magical protection
against heat or fire gain a -2 per die of damage
(minimum of 1 point
per die).
Characters only partially
immersed in such water only suffer
partial damage.
The DM must establish a proportional number of
d6 of damage based
on what proportion of the characters’ bodies
is exposed to the
water.
Water that is very
hot, but not near boiling temperature, inflicts
ld6 points of damage
to characters immersed in it. Characters
who are only partially
exposed, or who have any kind of magical
protection against
fire and heat attacks, are not affected. If the
water is no warmer
than very hot bath water, characters suffer no
ill effects from
the heat.
Access to Underground Waterways
The streams
and lakes of the Underdark can occasionally be <{}?>
embarked upon directly
from the surface. A meandering stream
may flow into a
cave and disappear, or the far side of a mountain
lake may include
a cave both high enough and deep enough for a
boat to enter.
More often, however,
water flowing underground drops from
the surface in a
series of cascades and waterfalls, or trickles
through a tunnel
too narrow for characters to follow. In these
cases, characters
must enter the underearth through a dungeon
or cavern and then
find a suitable place to join the river below.
In rare cases, an
underground river might actually return to the
surface. If a cavern
or cave has been created in a mountain or
highland area, for
example, the water might work its way downward
within the earth,
but as it reaches the end of the higher elevations
it flows out of
a cavern or tunnel to run again as a surface
stream. If the water
is suitably placid, such locations can provide
opportunities for
characters to gain access to an underground
waterway. Entering
at a water outlet necessarily entails the problems
of traveling upstream
along the water.
Once a waterway is
located, an accessible shore must be discovered.
Underground lakes
and seas are generally not surrounded
by the sandy beaches
so common on the surface, since
without waves there
is no force to grind the stone into sand. Such
bodies of water
are more likely to be surrounded by sheer cliffs or
jagged boulders.
Of course, in the inhabited portions of the Underdark,
it is likely that
some intelligent creatures might have built
docks or wharves
for their own use. It is even possible that these
creatures may have
left a few boats lying around!
Streams and rivers
are much more likely to be bordered by
smooth sand beaches
that allow easy access to the water.
45
Because the torrents
of rushing water serve as constant gouging
forces in their
channels, riverbeds are gradually growing deeper
and enlarging their
sandy beaches. This gradual deepening
means that it is
not unusual for an access tunnel, which once fed
into a river below
its surface, to now end with its mouth a dozen or
more feet above
the river's surface.
An additional problem
associated with underground waterways
is ceiling height.
The water might be deep enough to support
the heaviest of
boats, but if the ceiling drops to within a few
feet of the water,
travel by boat is quite impossible.
Travel by boat along
the waterways of the Underdark involves a
different set of
risks and obstacles than boating in
the lakes and
streams of the surface
world. Of course, some of the challenges
are similar, such
as negotiating a rapid stream in a small boat, but
the inky darkness
of the underworld changes the experience significantly.
Of course, the dangers
presented by weather are generally
absent from the
underground. On the other hand, low ceilings
and tortuously winding
passages create problems not encountered
on the waterways
of the surface world.
The problems involved
in getting watercraft into the dungeon
must be handled
in the specific campaign setting. Such
enchanted vessels
as the folding boat are ideal for dungeon
adventuring, since
they can easily be carried through narrow
passages, down stairways,
etc.
Collapsible boats,
while expensive and weaker than normal
boats, provide another
means of traversing underground waters.
In inhabited or
heavily traveled regions, characters might be
lucky enough to
find boats used by creatures dwelling underground.
Such boats could
possibly be borrowed, bought, or otherwise
acquired by the
PCs.
If the party attempts
to carry a boat with them into a dungeon,
the DM must make
careful note of the dimensions of the boat, as
well as the size
of the passages of the dungeon. In a tight series
of turns or bends
in the passageways, it might be helpful to draw
a detailed map of
the corridors and cut out a scale model of the
boat. It is then
easy to see if the boat can fit through a given area.
This section expands
on the boat movement rates given in the
DMG, on page
54. Movement rates are given here in terms of feet
per round. In addition,
rates for canoes and kayaks are added.
Table 21:
BOAT MOVEMENT RATES *
Type of Boat | Normal Oar/Paddle | Max.** Oar/Paddle |
Small rowboat | 90 ft/r | 120 ft/r |
Coracle | 30 ft/r | 45 ft/r |
Large rowboat | 45 ft/r | 60 ft/r |
Small barge/raft | 60 ft/r | 45 ft/r |
Large barge | 20 ft/r | 30 ft/r |
Small canoe | 120 ft/r | 180 ft/r |
Large canoe | 90 ft/r | 120 ft/r |
Kayak | 120 ft/r | 180 ft/r |
* Subject to the speed and direction of water flow.
* * A character propelling
a boat at maximum speed is considered
to be working hard
for purposes of the fatigue and exhaustion
rules.
Moving a boat from
a stationary position to normal speed can
be done fairly quickly
with most types of boats. The following
table expands on
the DMG information on this subject:
Table 22:
MOVEMENT FROM A STANDSTILL POSITION
Type of Boat | To Normal Speed | To Maximum Speed |
Small rowboat | 1 round | 3 rounds |
Coracle | 1 round | 3 rounds |
Large rowboat | 2 rounds | 5 rounds |
Small barge/raft | 2 rounds | 6 rounds |
Large barge | 5 rounds | 10 rounds |
Small canoe | 1 round | 2 rounds |
Large canoe | 1 round | 3 rounds |
Kayak | 1 round | 2 rounds |
Whenever boat movement
is calculated, it is important to
remember that this
movement is relative to the water only. The
boat's movement
rate must be combined with (either added to or
subtracted from)
the water movement to determine the boat's
movement relative
to land.
For example, in a
stream flowing 60 feet per round, a canoe
traveling upstream
at 90 feet per round is actually only moving 30
feet per round past
the bank of the stream. The same canoe traveling
downstream streaks
along at 150 feet per round, relative to
the stream's bank.
The same procedure
for calculating the boat's acceleration is
applied in reverse
to determine how long a boat will continue
coasting forward
if its crew attempts to stop it.
Ceiling and Depth Requirements
All boats require
acertain amount of room above and below the
water's surface.
Table 23: Boat Draught and Ceilings lists the
requisite distances
for various types of craft.
Table 23:
BOAT DRAUGHT AND CEILINGS
Type of Boat | Depth Required | Ceiling Required |
Small rowboat | 1/2 ft | 2 ft |
Coracle | 1/2 ft | 3 ft |
Large rowboat | 3/4 ft | 3 ft |
Small barge/raft | 3/4 ft | 3 ft |
Large barge | 1 ft | 4 ft |
Small canoe | 1/4 ft | 1 1/2 ft |
Large canoe | 1/3 ft | 2 ft |
Kayak | 1/4 ft | 1 1/2 ft |
The ceilings listed
are the minimums needed for that type of
craft to pass unimpeded,
assuming that cargo is kept below the
level of the gunwales
and all passengers lie flat.
Proficiency Effects on Boat Movement
The movement rates
listed for boats assume that at least one
character who is
helping to propel the boat has boating
proficiency.
The following penalties
are incurred if no characters possess
boating proficiency:
46
Table 24: NONPROFICIENCY
PENALTIES FOR BOAT USE
Type of Boat | Movement Modifier | Capsize Chance |
Small rowboat | -30 ft/r | 5% |
Coracle | -15 ft/r | 10% |
Large rowboat | -15 ft/r | 0 |
Small barge/raft | -10 ft/r | 0 |
Large barge | -5 ft/r | 0 |
Small canoe | -60 ft/r | 20% |
Large canoe | -30 ft/r | 10% |
Kayak | -60 ft/r | 25% |
The movement modifier
is applied to each round of operation
at normal or maximum
speed. The capsize chance is rolled for
each time a character
enters or leaves the boat, and on any other
occasions the DM
feels are risky. For example, if a canoe operated
by characters without
boating proficiency should attempt to
turn around in astream
with a mild current, the DM might declare
a capsize check.
If the characters attempt to retrieve something
from the water,
stand up in the boat, or do anything equally risky,
the DM may also
require a check.
If at least one person
with boating proficiency is present in the
boat, the capsize
chance does not apply. If at least half of the
characters paddling
or rowing the craft have boating proficiency,
the movement penalties
do not apply.
All of these nonproficiency
penalties assume that the boat is
moving through water
of medium flow or slower. Riding rapids or
cascades is much
more challenging, as mentioned on this page
and on page 48.
A boat that smashes
into a large boulder or rocky promontory
may suffer damage.
Collisions are especially hazardous in the underground
environment because of the constricted nature of
the waterways. In
addition, the lack of light makes travel even
more dangerous than
on the surface.
A boat that carries
a lantern or beacon aboard can light the
water before it
sufficiently to avoid collisions due to darkness. If
the light is snuffed,
however, or the boat’s progress is especially
fast, the danger
of smashing into a rock becomes very real.
In general, obstacles
can be avoided if the range of vision of
the characters on
board is greater than the distance the boat travels
in one round. (Infravision
is sufficiently sensitive to the differences
between the water
and its bed to navigate a boat.)
If the boaters’ vision
does not extend far enough to avoid collisions,
the craft must check
each round to determine if it collides
with anything, such
as the bank of the waterway or a barely submerged
rock. Table 25:
Collision Probability displays the chance
of a collision occurring.
47
Table 25: COLLISION
PROBABILITY
Width of Waterway | Placid* | Medium* | Rapid* |
Narrow | 1%/10% | 5%/20% | 20%/40% |
Average | 0%/5% | 2%/10% | 10%/20% |
Wide | 1%/1% | 0%/4% | 4%/8% |
* Number before slash
is for a character with boating proficiency;
number after slash
is for a character without boating proficiency.
A d100 roll against
this table must be made each round that the
boat travels blind.
A result equal to or lower than the percentage
listed means that
the boat collides with an unyielding surface.
A collision does
not necessarily inflict damage upon a boat, but
the faster the boat
is moving, the greater the chance that damage
results from a collision.
The base chance of suffering damage is
equal to 5% for
each 30 feet per round of the boat’s speed. For
example, a boat
traveling 90 feet per round has a damage probability of
15%. When a collision
is indicated, roll d100 again and
compare the result
to the damage probability.
If the d100 roll
is equal to or less than the damage probability,
the boat sustains
some damage from the collision. The exact
extent of the damage
is determined by the difference between
the die roll and
the damage probability, and is expressed as a percent
of the boat’s hull
strength.
For
example, if the roll for the above-mentioned situation was
05,
this is 10% less than the 15% damage probability for the
boat.
Thus, the boat’s hull has suffered 10% damage.
The actual effects
of this damage are detailed on Table 26:
Boat Damage.
Percent Damage | Effects |
01-05 | Boat leaks slightly; will founder after 1d6 hours |
06-10 | Water pours in from a small hole; boat founders in 2d4 + 2 turns |
11-20 | Water pours in from 2d4 small holes; boat founders in 2d4 turns |
21-45 | Large holes in hill, boat founders in 1d6 rounds |
46-60 | Hull splits open and boat founders immediately |
61-80 | Boat breaks into 1d6 pieces |
81-98 | Boat splinters into many pieces |
99-00 | No damage! |
Q:
Is it my imagination, or is it too
easy
to smash a boat to bits in underground
waterways
(according to
the
tables on page 48 of the DSG)?
A:
It's your imagination. First of all, look at
page
47. You only roll on Table 25: Collision
Probability
if the characters can't see
where
they're going (if they're covering
more
distance per round than the distance
they
can see). Carrying a torch lets the
boaters
see 30', so there's no chance of a
collision
in water that's moving 30'/round
or
less. If a beacon (described on page 56)
is
mounted on the boat, the characters can
see
240' directly ahead of them. That
keeps
them safe from mishap in any but
the
wildest waters or in waterways that
twist
and turn a lot.
The
above points aside, traveling totally
blind
through a medium-speed waterway
(up
to 120' per round) in a passage 20-60'
wide
gives the boaters a 10% chance of a
collision
per round if they cower in the
bottom
of the boat and hope for the best
(if
a character with boating proficiency
steers,
this chance drops to 2%). If a colli-
sion
is indicated, the change of damage is
only
5% for every 30' per round the boat
is
moving. You roll 1d100. If the resut is
less
than the chance of damage, the boat
receives
damage equal the damage chance
minus
the d100 roll result, multiplied by
1%
of the boat's hull strength (Table 26:
Boat
Damage gives a qualitative result in
terms
of how badly the boat leaks).
To
sum up, taking a few simple precautions
(having
a character on board who
can
handle a boat, bringing a light source,
backing
the oars if the water is moving too
fast,
etc.) gives a good chance that the boat
reaches
its destinatoin with only a few
dents.
If anything, the system seems to be
too
lenient considering that travel occurs
in
confined quarters, with no natural light,
and
in unusually rough, fast, and unknown
waters.
(118.58)
Streams of rapid
or cascading water often tumble over rocky
drop-offs during
their course of flow, and this occasionally occurs
in streams of medium
flow as well. These drop-offs present special
hazards to boaters,
since they can cause a boat to capsize, or
can inflict collision-like
damage upon it.
Every time a boat
plunges over a drop-off, check for damage
just as if the boat
was in a collision. The chance of damage is 5%
per one foot of
the drop-off, however, and is not based upon the
boat’s speed. As
with a collision check, the degree of failure
determines the extent
to which the boat is damaged, with the
actual result determined
on Table 26: Boat Damage.
Any time this roll
is made and the result is 99 or 00, the boat
miraculously survives
the fall undamaged.
The chance of capsizing
is also 5% per one foot of drop-off. If a
capsize is indicated,
however, and a character with boating proficiency
is aboard, any one
character with boating proficiency can
attempt to make
a Proficiency Check. Success means that the
character prevented
the boat from capsizing.
Characters who are
not rowing or steering a boat can attempt
to bail out water
that flows in from a ruptured hull. Bailing is considered
strenuous
exercise for purposes of fatigue and exhaustion
rules, unless the
boat is only leaking slightly.
A single character
can bail enough water to cancel the effects
of one small hole
in the hull. The character must have a suitable
container to scoop
the water with, and must devote all of his time
to bailing.
A boat that capsizes
tips over and fills with water. All loose
objects in the boat
fall free, and must be recovered individually. In
rapidly
moving water, recovery of scattered items is usually
impossible. The
boat must be refloated before it can carry passengers
and gear again.
It takes 1d4 rounds to refloat a capsized
boat.
Capsized boats do
not sink, so characters who cannot get their
footing in the water
are often able to hang onto the boat and float
downstream until
they can refloat it.
Of course, if the
boat was damaged at the time it capsized, the
holes must be repaired
before refloating (see boatwright proficiency
on page 25).