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Returning 35 results for 'decks water'.
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Magic Items
Dungeon Master’s Guide
Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate
guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.
Magic Items
Waterdeep: Dungeon of the Mad Mage
creatures can walk on the ship’s decks as they normally would. Creatures and objects that fall overboard bob in a gravity plane that extends out from the main deck for a distance equal in length to
the vessel’s beam.
Active Properties. The sensation of being attuned to the helm is akin to being immersed in warm water. While attuned to the helm, you gain the following abilities while you
Backgrounds
Ghosts of Saltmarsh
You have sailed into war on the decks of great ships, patching their hulls with soup bowls and prayers. You once helped build a fishing vessel that single-handedly saved a town from starvation. You
have seen a majestic prow in your dreams that you have not been able to replicate in wood. Since childhood, you have loved the water and have been captivated by the many vessels that travel on it
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
into the lower decks, and so may be excluded from this combat if the entire party is below. INTERIOR FEATURES
This area has the following features.
Current. The water here is still, though it slowly
2. What Is Dead May Never Die As the characters descend into the lower decks of this ship, read or paraphrase the following boxed text: As you proceed belowdecks, it becomes much easier to swim as
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Approaching Svardborg Svardborg is so isolated that the frost giants don’t bother posting lookouts. Their lack of vigilance makes it easy to approach the iceberg unseen. By Water Characters who
approach Svardborg by water can tether their vessels to the 10-foot-high wooden docks south of the Drydock Lodge (area 3). Or they can avoid the docks and scale one of Svardborg’s 50-foot-tall icy cliffs
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
octopus has remained in the area, lurking in the water a hundred feet below. (The creature is fixated on bringing down the Emperor and pays no heed to Soul of Winter or the rowboat that waits for the
that ensues in the ship. Swarms of spiders scramble across the walls and decks in a panic, assembling into ever larger masses. The ship creaks and lists more severely as something assaults it from the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the following: The path ends at a clearing before an immense waterfall. It cascades down the tepui’s cliffs into a pool coated with oily, gray slime. Dense mist hangs above the pool.
The water of
the pool, the waterfall, and the stream that feeds them in area A4 has been magically tainted, causing creatures that touch it to rapidly decay. Any creature that enters the water for the first time on
Compendium
- Sources->Dungeons & Dragons->Divine Contention
: Bolts of lightning lash from the heavens, sizzling on the surface of the sea. Through the crackling electricity, a giant figure emerges from the churning water: a muscular man wearing half-plate armor
and a stitched leather eyepatch.
“You have failed your lord!” he cries in a voice that shakes the heavens.
Faced with a god, any cultists of Talos still alive prostrate themselves on the decks
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
express amazement that the Emperor is still afloat. Any character who has the sailor background or proficiency with water vehicles notes that the ship has suffered heavy damage across its upper decks
around on deck hazardous. The ship rides low in the water, implying that the bilge and possibly even the lowest deck are flooded. If no characters have the appropriate background or proficiency, Wolgar
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
decks slope gently down toward the ship’s port side. The forecastle and quarterdeck are empty, and short wooden stumps are all that remain of the ship’s masts. The double doors leading to cabins fore
and aft appear intact, as does the metal grate in the deck that offers access to the lower decks. Aside from the rhythmic creak of the ship’s badly weathered timbers, all seems quiet.
This area is
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
and a thick mist rises from the water, obscuring sight around the ship. The crew swears and make superstitious signs. Then, from the crow’s nest, a voice screams, “Ghost ship ahead.” Before the words
can even register, spectral figures emerge from the mist, swooping up onto the decks.
One allip per three adventurers (rounded down) and two specters per character, excluding sidekicks, use the cover
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, though monsters aboard the ship that see characters in the water follow suit and might attempt to swarm the rowboat (see “Other Enemies” below). Thrashing Tentacles The octopus batters the ship, trying to
to the top deck and jump into the water; then, once the rowboat arrives, they try to seize it and flee. The maw demons in area 6 break free on round 2 and rush to the upper deck. They attack other
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the void of space, so that creatures can walk on the ship’s decks as they normally would. Creatures and objects that fall overboard bob in a gravity plane that extends out from the main deck for a
distance equal in length to the vessel’s beam. Active Properties. The sensation of being attuned to the helm is akin to being immersed in warm water. While attuned to the helm, you gain the following
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Shipwright You have sailed into war on the decks of great ships, patching their hulls with soup bowls and prayers. You once helped build a fishing vessel that single-handedly saved a town from
starvation. You have seen a majestic prow in your dreams that you have not been able to replicate in wood. Since childhood, you have loved the water and have been captivated by the many vessels that travel
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the lower decks of the ship.
The area inside the green glow is teeming with life. As the characters approach the opening, read or paraphrase the following boxed text: Within the lighted area, there
confused, and then gathering their wits, casts water breathing on themself. Assuming the characters don’t act with hostility, Amble is very interested in hearing what the characters are doing. Amble can
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
bones and debris. As you approach the wreck, the water becomes unnaturally cold, and the schools of fish that swarmed in the waters above are conspicuously absent.
Unhallowed Ground The evil energy
Numerous breaches in the hull and openings on the rowing decks allow entry into the ruined ship. Alternatively, characters can swim down into the stern’s interior from the top of the ship, where the bow is
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
feet high, with 6-foot-high doorways connecting the chambers. Depth. The sea floor is 40 feet below the surface of the water. The Marshal’s highest point is 5 feet below the surface of the water. The
depth of the rocks and various decks of the ship are noted on map A.6. Light. The exposed decks of the Marshal and areas outside the ship are brightly lit by the sun during the day and dimly lit by the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
north wall. Next to the couch sits a wooden sea chest that contains an assortment of games (Dragonchess boards, well-used decks of Three-Dragon Ante cards, and so on). E2. Lounge Although smoking is
. Private Dining Room This room is called the Green Dragon Room for the mounted head of a young green dragon that hangs on the south wall. E4. Storage Alcove Crates of fruit, barrels of fresh water, and
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
this ship.
Stairs lead to upper decks at fore and aft, and doors lead into cabins under those decks. The mainmast remains intact and mostly upright, topped with a crow’s nest overflowing with debris
. The mast sways alarmingly as characters climb, and at the top of the 50-foot climb the characters find that they are leaning out over the water on the port (north) side of the ship. The crow’s nest
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
.
Poisoner’s kit
50 gp
2 lb.
Thieves’ tools
25 gp
1 lb.
Vehicles (land or water)
*
*
*See the ”Mounts and Vehicles” section.
Artisan’s Tools. These special tools include the
of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
water vehicles in addition to their normal statistics: One captain (bandit captain) Five other officers: a first mate, a bosun, a quartermaster, a surgeon, and a cook (scouts) Forty-two sailors
are stacked in two groups of four on this deck. Ropes and pulleys can hoist these boats in and out of the water. Timpani. A timpani with two attached mallets sits on the aft of the main deck just
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the sea. Because the dock was scaled for frost giant longships, characters approaching by water must climb to reach the top of it. Those without magic or climbing gear can do so with a successful DC
are full of loot waiting to be claimed. The last ship to visit the island crashed off the coast of the island’s northwest arm. One survivor managed to pull herself out of the frigid water and climb to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
remains above the water while the aft tentacles trail behind underwater. The Morkoth has the statistics of a sailing ship (see the Airborne and Waterborne Vehicles table in chapter 5 of the Dungeon
enemies and pull them into the water. Merrow harpoons have ropes made of tightly woven kelp attached to them so that they can be reeled in. If it misses with its harpoon attack, a merrow can use its next
Compendium
- Sources->Dungeons & Dragons->Divine Contention
group of wraiths defend the upper decks. The players face one wraith per character in the party, including sidekicks. Treasure. A large roc’s nest is nestled at the back of the main deck. Characters who
presently unoccupied. D16. Armory This armory contains racks of maces, spears, and hammers for use by the ship’s crew. D17. Flooded Hold The hold is unlit and flooded to a depth of 3 feet with dark, briny water.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Dark Duchess Locations The following locations are keyed to map 2.6. Ceilings of the lower decks are 10 feet high, and all doors are 7 feet tall and made of sturdy wood. D1. Main Deck The wooden
interest the characters. Under the bed are three vials of antitoxin, a healer’s kit, and a vial of holy water. D5. First Mate’s Cabin A frost-covered bed is shoved into one corner under a wooden
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of the water. J2. Storage The smell of tar permeates this cluttered cabin, which contains the following features: Barrels of tar are secured with nets to the starboard wall below mounted tools. Against
DC 14 Wisdom (Perception) check. The spellbook contains the following spells: cone of cold, control water, counterspell, detect magic, fireball, fly, greater invisibility, ice storm, mage armor
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Deck of Many Things Wondrous Item, Legendary Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but
object in a place of the DM’s choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Thurstwell Vanthampur uses the imps to keep an eye on his brother, Amrik. The imps take malevolent delight in killing any seagulls that happen by, and the tavern staff can’t figure out why the decks
mostly submerged at this level. Puddles of water collect in areas where the floor has bowed, and the whole space reeks of vomit and urine. Four alcoves here are set with cheap cots where drunks can sleep
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Deck of Many Things Wondrous Item, Legendary Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but
trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
lean against the rail mid-deck, staring toward the coast. Between them at deck level is a roll of canvas or rope.
To fore and aft, below the upper decks, stand vague outlines of doors. You can also
see ladders that lead to the upper decks, the aft one on the port side, the forward one on the starboard.
The hatch leads to the hold (area 11) below. Between the two figures waits a 25-foot-long
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
to lesser security. Only the most vetted of humanoid guards are allowed in the Counting House’s depths. Instead, stone golems patrol the twisting lower corridors, while water elementals circle the
old, three-masted ship rocks gently in the water alongside Stormshore Street Dock on the harbor’s eastern side. A notorious festhall and tavern, the ship is no longer seaworthy and is in desperate need
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
security. Only the most vetted of humanoid guards are allowed in the Counting House’s depths. Instead, stone golems patrol the twisting lower corridors, while water elementals circle the outside in
moonflower supply. The paranoid Jopalin himself lives in a lavish and heavily booby-trapped loft above the café. Low Lantern This old, three-masted ship rocks gently in the water alongside Stormshore Street
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
, Captain Sartell sarcastically apologizes for interrupting their “pleasure cruise” and wonders aloud whether they’d rather stay back and swab the decks while she does all the hard work. If the
within the last 24 hours, and that the freshest human corpses are at least three days old. Supplies. In addition to the corpses, the cargo hold has enough food and water stored in crates and casks to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
) slashing damage. Secure the Rum. Casks of rum are rolling around the decks, creating a short-term danger to the crew — and a longer-term danger to the crew’s morale if too much of the rum goes overboard. A
while avoiding the shifting barges requires a successful DC 15 Strength (Athletics) check for each move made to swim. Any character in the water also attracts the attention of the giant poisonous
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
feet wide, with wooden decks and iron-plated hulls fashioned to resemble dragon turtles. The boats are magically immune to fire damage and remain cool to the touch, even when floating in lava. Each
of the barrels contain water. The last barrel holds dregs of sour beer. B17: Kitchen A large iron stove occupies one side of this room, while a workbench stands against the opposite wall. Sacks of