Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 9 results for '3 had of seafaring'.
Other Suggestions:
3 had of searing
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerâs Guide
Space Galleon The space galleon is a mainstay among the host of vessels that ply Wildspace and the Astral Sea. Space galleons can easily pass for ordinary seafaring galleons. Because they can land
) Cargo: 20 tons Hit Points: 400 Crew: 20 Damage Threshold: 15 Keel/Beam: 130 ft./30 ft. Speed: fly 35 ft. (4 mph) Cost: 30,000 gp 2 Ballistae (Crew: 3 Each) Armor Class: 15
Hit Points: 50
Cost: 50
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Stewards hope to raise the regent Atiba-Paâs stormy mood by having the characters recover his famed magical cutlass, stolen by seafaring assassins. 2 A Lightsea Lancer seeks the charactersâ aid in
stopping twin sahuagin barons and their band from raiding kelp farms between Djaynai and Janya. 3 Night Revelers invite the characters to join their seaside festivities, but they unknowingly disturb a coven
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
miles per day (three 3-hour flights with 1-hour rests in between). An eastward journey benefits from tailwinds, allowing the hippogriffs to travel 60 miles per day. Seafaring Vessel Characters who need
group reaches Svardborg, Dasharra recommends that the characters land their griffons on the docks south of area 3 (see the âApproaching Svardborgâ section for other possible places to land). Dasharra
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
unique lands touched by the magic of the gods. A mystical island could be the ultimate destination of a nautical adventure, or a magical interlude amid a larger seafaring campaign. When creating a
beasts and trapped sailors.
3 Living. The island is actually a gigantic slumbering creatureâpotentially unbeknown to its residents.
4 Mirage. Magical phenomena surround a mundane island
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
as you would check for them on land (see chapter 3 for more information). The Random Encounters at Sea table presents a number of options and ideas. Random Encounters at Sea d12 + d8 Encounter 2
Ghost ship 3 Friendly and curious adult bronze dragon 4 Whirlpool (25 percent chance that the whirlpool is a portal to the Elemental Plane of Water) 5 Merfolk traders 6 Passing warship (friendly or
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
royal courts, and aboard seafaring vessels. Nevertheless, the heroes might end up in classic dungeon situations, such as escaping from a prison cell block or searching storm sewers to find a villainâs
. A monstrous horror slumbering in the depths of the ocean stirs, driving minions such as sahuagin, merrows, or dragon turtles to attack seafaring vessels. War A campaign focused on warfare centers on
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
transferred to the prison at Seaton, a larger, heavily fortified port to the east. At any given time, 2d4 guards, led by a veteran, keep watch here. 3. The Wicker Goat Bearing the dubious honor of
determine the nature of an available task. d6 Task 1 Guard a mining shaft that was recently attacked by duergar from the Underdark. 2 Escort supply wagons moving to and from Saltmarsh. 3 Explore a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Wreck of the Marshal The Marshal was a seafaring vessel built by missionaries of St. Cuthbert. Their plan was to travel the world in the ship, bringing law, order, and the word of their god to every
magic like the thunderwave spell, or by a shove attack, or that falls prone onto a barnacle-covered surface takes 3 (1d6) slashing damage. Ceilings. The ceilings of the Marshalâs lower deck are 8
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. The characters come upon a Reghed berserker leading a band of 2d4 + 2 tribal warriors, or their encampment. Determine their tribe randomly by rolling a d4: 1, Bear; 2, Elk; 3, Tiger; 4, Wolf. If the
the larger Moonshae Isles. Dragon turtles and seafaring human marauders prowl the waters around these islands, which are home to griffons, harpies, wyverns, dragons, goblinoids, and old ruins haunted






