All the DM's of DnD Beyond, I'm in need of your advice. I am running a campaign where my players are going to start upgrading a ship in order to take to the high seas. None of my players are aquatic races, and I was hoping to have them travel to new islands via the ship and travel to the depths to fight and explore. Being that most of them don't have a swim speed or unable to breathe underwater I am at a lost on how to run this section.
Also, I have a Ranger in the party that is very fond of the Longbow. Any advice on ways to help the player with that problem?
Does your players' party have a Druid or a Wizard? If your party is short on spell slots or lacks primary spell-casters, I recommend introducing an NPC that offers to cast Waterbreathing on them in exchange for their services to obtain item X or to help them fight off sahuagin/aboleth/sea trolls/etc.
As for the Ranger, talk to the player about it. If they are really attached to the bow, homebrew a magic bow that they can use underwater and make it one of the treasure items for a quest or something.
You could make the ship itself a magic item. If the ship can be submerged, perhaps creating an air bubble or granting the crew water breathing. Maybe on the ship is a hidden compartment where they find a magical longbow that allows normal function under water.
Did your players seem interested in an underwater campaign? Or are they more interested in a ship to island to ship campaign? Because I think you could spend most of your campaign on top of the water instead of underneath it.
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
Slowly give them magic items that let them breathe water. I started by giving them a Scroll of Water Breathing that they were able to use for a brief excursion under the water. When necessary, give them Potions of Water Breathing.
I agree with Ophidimancer. You can run that campaign successfully for several levels staying on the surface or with brief excursions underwater and you can do temporary fixes for when they need to go underwater like the spell scroll that I gave my party at 2nd level or a plant (that can't be cultivated outside of where it's found naturally.....) that produces air when it's chewed on that lets them breathe water for 2d4 hours. If they want to spend more time underwater than sailing one of them will learn Water Breathing on their own eventually.
All the DM's of DnD Beyond, I'm in need of your advice. I am running a campaign where my players are going to start upgrading a ship in order to take to the high seas. None of my players are aquatic races, and I was hoping to have them travel to new islands via the ship and travel to the depths to fight and explore. Being that most of them don't have a swim speed or unable to breathe underwater I am at a lost on how to run this section.
Also, I have a Ranger in the party that is very fond of the Longbow. Any advice on ways to help the player with that problem?
Creatures without a swim speed can swim half their walking speed. There are also a number of spells and magic items that can add water breathing.
For the ranger, they might have to switch to crossbow or you will have to homebrew (or they can just keep using the bow with disadvantage).
Does your players' party have a Druid or a Wizard? If your party is short on spell slots or lacks primary spell-casters, I recommend introducing an NPC that offers to cast Waterbreathing on them in exchange for their services to obtain item X or to help them fight off sahuagin/aboleth/sea trolls/etc.
As for the Ranger, talk to the player about it. If they are really attached to the bow, homebrew a magic bow that they can use underwater and make it one of the treasure items for a quest or something.
You could make the ship itself a magic item. If the ship can be submerged, perhaps creating an air bubble or granting the crew water breathing. Maybe on the ship is a hidden compartment where they find a magical longbow that allows normal function under water.
Did your players seem interested in an underwater campaign? Or are they more interested in a ship to island to ship campaign? Because I think you could spend most of your campaign on top of the water instead of underneath it.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
Slowly give them magic items that let them breathe water. I started by giving them a Scroll of Water Breathing that they were able to use for a brief excursion under the water. When necessary, give them Potions of Water Breathing.
I agree with Ophidimancer. You can run that campaign successfully for several levels staying on the surface or with brief excursions underwater and you can do temporary fixes for when they need to go underwater like the spell scroll that I gave my party at 2nd level or a plant (that can't be cultivated outside of where it's found naturally.....) that produces air when it's chewed on that lets them breathe water for 2d4 hours. If they want to spend more time underwater than sailing one of them will learn Water Breathing on their own eventually.
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