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Returning 35 results for 'diameter intact are boat'.
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Magic Items
Dungeon Master’s Guide
speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action.
Swan Boat (Rare). You can take a Magic action to touch the token to a body of water at least 60 feet in diameter
’s Feather Tokens table. The type of token determines its rarity.
Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can&rsquo
Feather Token
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
miles per hour for 8 hours. You can dismiss the fan as an action.
Feather Token (Swan Boat);Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The
Feather Token
01-20
Feather Token (Anchor);Anchor
21-35
Feather Token (Bird);Bird
36-50
Feather Token (Fan);Fan
51-65
Feather Token (Swan Boat);Swan Boat
66-90
Feather
Quaal's Feather Token
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
miles per hour for 8 hours. You can dismiss the fan as an action.
Feather Token (Swan Boat);Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The
Feather Token
01-20
Feather Token (Anchor);Anchor
21-35
Feather Token (Bird);Bird
36-50
Feather Token (Fan);Fan
51-65
Feather Token (Swan Boat);Swan Boat
66-90
Feather
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-diameter hole in its hull. (A mending cantrip can repair the boat, which is large enough to hold four characters and their gear. The boat’s oars are missing, however.)
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Bottom: Swan Boat Token,
Anchor Token, and Bird Token Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20
determines it randomly.
d100 Feather Token
01–20 Anchor
21–35 Bird
36–50 Fan
51–65 Swan boat
66–90 Tree
91–00 Whip
Anchor. You can use an action to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action. Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The
determines it randomly. d100 Feather Token d100 Feather Token 01–20 Anchor 51–65 Swan boat 21–35 Bird 66–90 Tree 36–50 Fan 91–00 Whip Anchor. You can use an action to touch the token to a boat or ship
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
miles per hour for 8 hours. You can dismiss the fan as a Magic action. Swan Boat (Rare) You can take a Magic action to touch the token to a body of water at least 60 feet in diameter. The token
36–50 Fan Uncommon 51–65 Swan boat Rare 66–90 Tree Uncommon 91–00 Whip Rare Anchor (Uncommon) You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
miles per hour for 8 hours. You can dismiss the fan as a Magic action. Swan Boat (Rare) You can take a Magic action to touch the token to a body of water at least 60 feet in diameter. The token
36–50 Fan Uncommon 51–65 Swan boat Rare 66–90 Tree Uncommon 91–00 Whip Rare Anchor (Uncommon) You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
appears to be an intact wooden rowboat that can hold up to four characters and their equipment. The boat and its tether are, in fact, a Large mimic with 67 (9d10 + 18) hit points. The mimic adheres to any
11. We All Float Down Here A dead grimlock in a forlorn passageway is evidence of danger on the underground river. 11a. False Boat Tethered to the mouth of a narrow cave at water level is what
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
to lightly obscuring mist in the valley itself. Grounded Boat. A riverboat rests on a grassy hill, canted to one side. There is no water anywhere near it and no sign of it being dragged. Misty Canyon
. Gravel-choked, fog-shrouded ravines lead to and from the vale. Partial Village. Some houses in this village are intact and others only partially present, as if they were sliced in half and set down
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wooden coffin resting on a 2-foot-high block of gray stone. The coffin is intact and has an obvious 1-inch-diameter hole bored into its foot panel. The coffin’s lid is unlocked. A thin layer of grave
leading to this area notice a 1-inch-diameter hole bored through it a few inches above the floor. This hole allowed the ancient vampire to enter and leave its lair in mist form. 7a. Hall of Retreat If they
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. The characters don’t need the boat, since they can simply walk across the ice to reach Angajuk’s Bell (area A3). A2. Stone Cabin A small, domed cabin faces the bay. A bloated door covered in ice and
pounds each. A3. Bell A 1-foot-diameter copper bell dangles from a 10-foot-tall wooden pole attached to this short wooden pier. The bell comes with a rope and clapper. Ringing the bell soon attracts
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Portrait. Behind the bottle, hanging on the wall, is a large framed portrait of a wild-haired old man (Halaster) gazing down at the boat with a mad gleam in his eyes.
The longship model is 54 inches long
size, it becomes an ordinary longship (worth 10,000 gp intact) and cannot be shrunk back down. If it is restored to full size in a space too small to contain it, such as this chamber, the ship splinters
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. 25. Slimy Cavern This uneven, naturally formed cavern is about twenty feet in diameter.
Two patches of green slime (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) hang at a point
, naturally formed cavern is about twenty-five feet in diameter.
If the smugglers are not yet aware of the characters’ presence, three scouts are resting here while they await instructions. There is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stone cylinder 10 feet high and 10 feet in diameter, with 6-inch-thick walls. A copper spigot is embedded in the vats on the side facing the nearest wall, at a height of 3 feet. A narrow stone staircase
smashed on the floor. Fifty-nine of them remain intact, their ale preserved. Another three appear to be intact but are, in fact, three mimics placed here by Halaster. The three hide within 10 feet of one another and fight together.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
-foot-diameter clearing. 7 An abandoned carriage is home to a black pudding. A variety of fancy but acid-scorched clothing lies gummed within the cab. 8 An intact sailing ship sits in the branches of a
successful DC 10 Intelligence (Investigation) or Wisdom (Survival) check reveals evidence that the zombie is being used as target practice. 2 A 20-foot-diameter hut made from animal bones and dry
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
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
on the edge of the quay or on a boat, reavers attempt to use the “Shoving a Creature” special attack to push a character into the water. (The water is 15 feet deep near the quay.) Eyon prefers to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
4. Temple of Thrym Of all the north-facing lodges, this is the only one that has survived more or less intact. Once a temple dedicated to Thrym, the god of frost giants, it was recently taken over by
. Dangling from these rafters is an enormous iron bell weighing 50 tons, with a rim 20 feet in diameter. The bell is missing its clapper and rope; there appears to be no way to ring it. Curled up inside the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
boat and much of Easthaven’s harbor is trapped in ice, and Speaker Waylen has declared that ferry service must cease until the ice thaws—which, given Auril’s temperament, seems unlikely to happen
. If an intruder detects him or tries to steal his map, he attacks. If he’s reduced to 20 hit points or fewer, he shrinks to Tiny size and flees through a 4-inch-diameter rathole, exiting outside the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Shrine Tapestries. Two beautiful tapestries hang on the walls.
Carving. Carved into the floor is a stylized, 15-foot-diameter disk-shaped engraving of Tiamat, her five chromatic dragon heads spewing
polymorphed gold dragon advisors. Treasure. Each tapestry is 20 feet on a side, weighs 25 pounds, and is worth 750 gp intact. 12c. False Hatchery Lava Curtain. A 30-foot-wide curtain of lava along one
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
rim of the brazier is carved with seven cup-shaped indentations spaced evenly around the circumference. Within each indentation is a spherical stone, twice the diameter of a human eyeball and made of
, and the color of the flame returns to white. When the flame does so, the sand instantly reappears in the top part of the hourglass (provided the hourglass is intact), and the stone that was cast into
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
scarred with gouges. I knew with certainty he could not have approached his afterlife in such a boat. As my torch went out, so did the light within my soul. Clutching my staff, I swore by the gods
: West Storage Silo The corridor opens into a cylindrical shaft thirty feet in diameter whose slick walls drop into the darkness below. A domed ceiling peaks thirty feet above the floor of the hallway
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to deal 20 psychic damage to Lord Drylund. This damage is enough to kill Lord Drylund instantly. From dawn until dusk, the flat-bottomed wooden boat is moored at the city docks. Dockworkers come and
oars into the water and use them to push the boat away from the dock and out into the river, while two of Captain Storn’s deckhands walk up and down the hallway, barking instructions. When the ship is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
forms a 5-foot-diameter stone cauldron.
Decor. Ship rigging and tattered sails hang from the ceiling like web strands and torn curtains.
The stone cauldron, created by Halaster, is filled to the
). The hags caught Delvin after he and a friend “borrowed” a rowboat and used it to explore the sea caves near Skullport. When the sea hags attacked, Delvin’s friend leaped out of the boat and managed to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
debris, indicating this was more than just a simple village. Nanny Pu’pu If the characters explore the ruins of Mbala, read: The only structure still intact is a lone hut about a thousand yards
certainly be used in casting evil magic. Nanny Pu’pu is the only creature in Chult who can perform the Rite of Stolen Life. The ritual takes 1 hour to complete and requires three things: a mostly intact
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
: River Ledge A ten-foot-long wooden boat is tied to a ledge near the water. Intricate, flowing knotwork carving adorns the sides of the craft, which tapers to a point at both ends. Two oars lie inside
.
This ledge is visible from the lake (area L14) and the shores of areas L10 and L15. Treasure. The vessel is a Folding Boat created to traverse the lake and the rivers that branch from it. In
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
worth 600 gp and weighs 100 pounds), a Spell Scroll of Levitate, and a beaten copper bowl with lapis lazuli handles, which is worth 750 gp. L12: River Ledge A ten-foot-long wooden boat is tied to a ledge
from the shores of areas L9 and L14. Treasure. The vessel is a Folding Boat created to traverse the lake and the rivers that branch from it. In addition to its usual properties, the boat has an extra
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
, Skalanthas prefers to swim around them. They are Difficult Terrain for him to swim through. M33: Blocked and Submerged Tunnel This 10-foot-diameter tunnel is completely submerged and blocked by
(area M34). At the midpoint of the staircase, a shallow niche in the south wall contains a wooden box that is actually a Folding Boat and a lit Hooded Lantern. Ronnom Daamos leaves these items here to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sinks into the floor, creating an open passage to the tomb (area 35B). The “medallion” worn by the jackal-headed painting is actually a 6-inch-diameter gold disk engraved with the face of a horned devil
other than stepping on eight floor tiles in the correct order. The sarcophagus is worth 7,500 gp intact but weighs 75 pounds. Removing it from the funeral barge causes four floor-to-ceiling walls of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
side is a fifteen-foot-diameter hole in the floor that seems to be the upper end of a tunnel.
The ice slide descends to area H23. H23. Remorhaz Nest This bulbous cavern has walls as smooth as glass
and sinks toward a fifteen-foot-diameter hole in the floor that seems to be the upper end of a tunnel.
The ice slide descends to area H36. H27. West Observation Platform Clinging to the thirty-foot
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Crates. A second dead orog in plate armor, along with its greataxe, lies amid the wreckage of several wooden crates. Toward the back of the hold are five intact wooden crates and five wooden chests
behind five treasure chests and five intact crates (numbered below for ease of bookkeeping). The chests are unlocked, their locks broken off. Chest 1 contains 400 sp, 180 gp, and three gold bracelets (25
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
timber along with the jugs, tankards, and drinking horns that once rested on them. A roasting spit lined with icicles is mounted above a ten-foot-diameter iron brazier coated with rime and situated
fourteen-foot-long bugles made from hollowed-out mammoth tusks. An ascending staircase of ice in the southwest corner has mist rolling down it.
One of the mammoth tusk bugles is intact, but the other
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
several broken wine bottles, is a mostly incinerated skeleton and a round, frost-covered object about six inches in diameter.
The important features of this room are the charred book, the partially
: Magical Wonders of Netheril. Characters can find an intact copy of this book in the Lost Spire of Netheril (see "Lost Spire of Netheril"). Skeleton and Treasure. Enough of the charred skeleton remains to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
laser rifles). Three of the rifles have been partially dismantled and are nonfunctional. The other three are intact, and each one contains an energy cell that allows the rifle to be fired 30 times. An
5-foot-diameter, crimson, semitranslucent crystal sphere in a low stand. A door in the side of each sphere opens when a creature that has telepathy approaches within 5 feet of it; half the door swings
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the river’s tributaries floods right up to the garden gate (area 1), making the site easy to reach by boat. Traveling to Nangalore by foot is a nightmare, since the land within 1 mile is nothing but
roofs fell. The roofs that remain intact have vines and roots hanging down from them. The covered tunnels are only 4 feet high and contain a foot of water. Stone Faces. The four stone visages staring






