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Returning 35 results for 'before boat devising convicted roll'.
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Magic Items
Forgotten Realms: Adventures in Faerûn
A wizard named Damara created this orb while devising a way to become a dragon. Aided by a mysterious magician (actually an aspect of Tiamat in disguise), Damara eventually created an Artifact that
Cone. When you do, choose Acid, Cold, Fire, Lightning, or Poison. Each creature in the Cone makes a DC 18 Dexterity saving throw, taking 6d6;{"diceNotation":"6d6", "rollType":"roll", "rollAction
Monsters
Waterdeep: Dragon Heist
.
Sneak Attack (1/Turn). The Black Viper deals an extra 14 (4d6);{"diceNotation":"4d6","rollType":"roll","rollAction":"Sneak Attack"} damage when she hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5 feet of an ally of the Black Viper that isn't incapacitated and the Black Viper doesn't have disadvantage on the attack roll.Multiattack. The Black
Backgrounds
Van Richten’s Guide to Ravenloft
, evidence from a past case (choose one or roll for a trinket from the Horror Trinkets table after this background), a set of Clothes, Common;common clothes, and 10 gp
Path to Mystery
Your first case
did it set you on the path to investigating other mysteries? Roll on or choose details from the First Case table to develop the mystery that started your career as an investigator.
First Case
Backgrounds
Ghosts of Saltmarsh
’s discretion, a number of those listeners become friendly toward you; this is not a magical effect, and continued amicability on their part depends on your actions. You can roll on the following
Wrestling. You fought in hand-to-hand combat with an immense lobster.
2
It Dragged the Boat. You nearly caught a fish of monstrous size that pulled your boat for miles.
3
Fins of Pure Gold
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
please, roll on the River Journey Encounters table to see what occurs. River Journey Encounters d10 Encounter 1–2 It rains heavily. For the next hour, the boat and its surroundings are heavily
obscured. Roll again on this table, ignoring another result of 1 or 2. 3 The current increases along a narrow stretch of the river. Dukha urgently asks the characters to help row the boat upstream. All of
Backgrounds
Baldur’s Gate: Descent into Avernus
Folk Hero Origins
Folk heroes might rise from a variety of circumstances, or their origins might be a secret as they do their work anonymously. If you wish, you may roll on the Folk Hero
and the bugbear became friends.
6
Last winter, you dove into the frigid river to haul out a foundering fishing boat with your bare hands, saving all aboard. Now, everyone on the docks knows your
Backgrounds
Ghosts of Saltmarsh
, you can automatically find a safe route to land a boat on shore, provided such a route exists.
HARDSHIP ENDURED
Hardship in your past has forged you into an unstoppable living weapon. This
hardship is essential to you and is at the heart of a personal philosophy or ethos that often guides your actions. You can roll on the following table to determine this hardship or choose one that best fits
Backgrounds
Ghosts of Saltmarsh
.
4
I repair broken things to redeem what’s broken in myself.
5
I will craft a boat capable of sailing through the most dangerous of storms.
6
A kraken destroyed my masterpiece; its
or roll on the table.
D6
CONTACT
1–2
Eda Oweland
3–4
Gellan Primewater
5–6
Anders Solmor
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
are traveling in a boat or raft, their vessel takes 2d6 bludgeoning damage for each successful save; in other words, each rock that misses a character hits the boat or raft instead. Roll the damage
(Athletics) check to push it free. While characters are pushing their boat free, there is a 50 percent chance that one or more creatures attack them; in this event, roll on the Darklake Creature Encounters
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Clever Beast When a roll on the Lake Events table indicates that the lake monster takes an interest in the characters, read: Ripples disrupt the surface of the lake, causing your boat to bob from
boats from Bremen but does not attack indiscriminately, trying to gauge the strength and determination of the crew before deciding what to do. Roll on the Plesiosaurus Behavior table to determine how
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Refugees at the Shore As the survivors of Vogler pull their ships ashore, the reality of their situation sets in, and minor troubles begin confounding the refugees. Roll on the Survivor Camp
Situation 1 Youngsters struggle to land their boat. The boat is 20 feet from the shore and drifting away. A character who swims to the boat can pilot it in by succeeding on a DC 14 Wisdom (Survival
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
tries to steer a boat around an ice floe must succeed on a DC 14 Wisdom check, adding their proficiency bonus to the roll if they’re proficient with water vehicles. On a failed check, the boat hits the
the center of each boat. The lake is covered in ice floes, which make travel dangerous. As the characters row out from Bremen, their boats must steer around 1d4 + 1 ice floes. Any character who
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
their boat is abandoned so as to lure the adventurers on board before they attack. Roll a d20 and consult the Duergar Keelboat Cargo table to determine what, if anything, the duergar are transporting in
adventurers approach, cloaking themselves in darkness as they unfurl and attack. A creature in a boat or on a raft that tries and fails to detach a darkmantle from itself or another creature must
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
moored at the river’s edge and ferried by a black-robed tiefling skeleton clutching a 10-foot pole, which it uses to guide the boat.
The gondola and the skeletal ferryman are all creations of Halaster
payment of one coin per passenger. If it doesn’t receive the proper payment, both it and the boat fade away. Characters who destroy the skeleton or use an effect that turns undead against it can
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lake in a boat, roll on the Lake Events table at the end of each hour to determine what occurs next. Lake Events d20 Lake Event
1–10 The lake is still and quiet for the next hour. A fine
, ability checks made to steer the boat and fish for trout have disadvantage, as do saving throws against the effects of extreme cold.
15 A knucklehead trout (see appendix C) leaps out of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
twenty-four cells can hold one or two prisoners. Roll 4d12 to determine the number of prisoners currently incarcerated at Revel’s End, give each one an identification number, and distribute them in the
newest one is Prisoner 299. Characters who want to speak with Vaelish Gant must arrange a meeting with Prisoner 237 (see “Prisoner 237: Vaelish Gant”). To add detail to some of the inmates, roll on the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
through tunnels and caverns for about 2 miles before passing under Rivergard Keep and emptying into the Dessarin River. The stream is sluggish, and it isn’t hard to row or pole a boat against the current
. Random Encounters. Each time the characters travel the Dark Stream to or from the Temple of the Crushing Wave, roll a d20 for a random encounter at some point during the underground voyage. d20
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Birthplace After establishing your parentage, you can determine where you were born by using the Birthplace table. (Modify the result or roll again if you get a result that’s inconsistent with what
you know about your parents.) Once you have a result, roll percentile dice. On a roll of 00, a strange event coincided with your birth: the moon briefly turning red, all the milk within a mile spoiling
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
involved? Was it solved? How did it set you on the path to investigating other mysteries? Roll on or choose details from the First Case table to develop the mystery that started your career as an
magic-user escaped, but you’ve continued to uncover magical hoaxes.
5 You were wrongfully accused and convicted of a crime. You managed to escape and seek to help others avoid the experience you
Magic Items
Infernal Machine Rebuild
properties. Roll for each of these properties on the Infernal Machine Properties table. To keep things interesting, the DM might roll secretly for detrimental properties, revealing those properties only
feels unnaturally tight. Unless you go naked, roll a d4 each time you are attacked and subtract the number rolled from your AC.
04
You can cast the legend lore spell three times.
Whenever you
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
was convicted of slave trading — highly illegal in Waterdeep — and banished over a hundred years ago, but has since returned. The Rosznars’ inability to regain the respect they feel they deserve
Attack (1/Turn). The Black Viper deals an extra 14 (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
area 10) are devising a means of escape using a set of superior mason’s tools hidden there, and that these tools can also weaken the eidolon in the Temple of Moloch (see area 25 in chapter 4). They also
Having a mechanical guide spend 1 charge in this area causes the girallon to leave. Roll a d4. On a 1–2, the girallon checks in with Moghadam in area 1. On a 3–4, it goes to see Phenex in area 14.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
edge of the castle yard leads down to the boat basin and landing. Carved into the bluff is a 20-foot-long staircase. Random Encounters. Characters lingering in the castle yard are likely to encounter
various denizens of Rivergard going about their business. Check for random encounters once per 5 minutes during the day or once per 15 minutes at night. Roll a d20; if the result is 18 or higher, a
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
stay here, Alion shares a tale from another traveler with them. Roll a d6 and consult the Leilon Tales table to determine which tale Alion knows or pick a tale the characters haven’t heard yet. Leilon
. They couldn’t agree if what they saw was a boat or a beached whale, but they agreed it stank. (If the characters investigate the site, see “Death Knight-Dreadnaught” for more information.)
3 “A
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of the door when this happens, the door wraps its tongue around the character and swallows the character whole. No attack roll or saving throw is required. A character “devoured” in this manner is
have the names Predator and Prey etched into their transoms. A detect magic spell or similar effect reveals an aura of transmutation magic around each vessel. Each boat can hold up to four Small or
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. If you wish, you may roll on the Folk Hero Origins table for an event that started you down your heroic path. Folk Hero Origins d6 Origin
1 You helped get healing for a sick child. Now the
the groin. Later, you and the bugbear became friends.
6 Last winter, you dove into the frigid river to haul out a foundering fishing boat with your bare hands, saving all aboard. Now, everyone on the docks knows your name.
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
. If you wish, you may roll on the Folk Hero Origins table for an event that started you down your heroic path. Folk Hero Origins d6 Origin 1 You helped get healing for a sick child. Now the sick
bugbear became friends. 6 Last winter, you dove into the frigid river to haul out a foundering fishing boat with your bare hands, saving all aboard. Now, everyone on the docks knows your name.
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
one or two prisoners. Roll 4d10 to determine the number of prisoners currently incarcerated at Revel’s End, give each one an identification number, and distribute them in the cells as you see fit
. Prisoner 13 (see the “Roleplaying Prisoner 13” section later in this adventure for more details) has no cellmate. Her cell is marked on map 4.1. To add detail to other inmates, roll on the Prisoners
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
one or two prisoners. Roll 4d10 to determine the number of prisoners currently incarcerated at Revel’s End, give each one an identification number, and distribute them in the cells as you see fit
. Prisoner 13 (see the “Roleplaying Prisoner 13” section later in this adventure for more details) has no cellmate. Her cell is marked on map 4.1. To add detail to other inmates, roll on the Prisoners
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
friendly toward you; this is not a magical effect, and continued amicability on their part depends on your actions. You can roll on the following table to help determine the theme of your tale or
Dragged the Boat. You nearly caught a fish of monstrous size that pulled your boat for miles. 3 Fins of Pure Gold. You caught a sea animal whose fins were made of pure gold, but another fisher stole it
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
to their fate. 71–80 You learned a great deal during your adventure. The next time you make an ability check or a saving throw, you have advantage on the roll. 81–90 You found some treasure on your
by a diviner. Roll twice on the Life Events table, but don’t apply the results. Instead, the DM picks one event as a portent of your future (which might or might not come true). Boons d10 Boon 1 A
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
characters if they cross paths. If the characters make it to the upper deck, they must hail the sailors aboard the rowboat from Soul of Winter and wait for the boat to reach them. Movement Movement is
to the monsters aboard the ship. To keep things simple, rather than roll saving throws for them assume they take 3 (1d6) bludgeoning damage at the start of their turns. Attacking the Octopus A
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
fully repaired. Life at Sea Your life at sea and in port has shaped you; you can roll on the following table to determine its impact or choose an element that best fits your character. d6 Sea’s
qualities. 4 I repair broken things to redeem what’s broken in myself. 5 I will craft a boat capable of sailing through the most dangerous of storms. 6 A kraken destroyed my masterpiece; its teeth
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
canals. Check for a random encounter once every per hour while the party is swimming or moving by boat anywhere on a canal. Roll a d20 and consult the following table: d20 Encounter 1 1d4 + 1 ghouls
Areas of the Water Temple C1. Lake Landing If the characters arrive by boat from the stream, read the following text: Firelight shines from a large cavern ahead. The stream opens into a large
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
(Perception) check identifies them as such. When the devil rolls a 20 on an attack roll with a claw, the target is decapitated. (At your option, the attack can instead deal an extra 6d8 slashing damage.) A
. Hit: 7 (1d8 + 3) piercing damage. If East Wind rolls a 20 on the attack roll, the target must succeed on a DC 15 Wisdom saving throw or suffer the effects of a polymorph spell.
West Wind is armed






