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Returning 35 results for 'ship staff'.
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skin staff
shape staff
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Foundling arrives to give you, Saerthe, and Boatswain Tarto a lift back to the academy. Seasoned staff are left behind to take care of the tyrant ship.
After returning to Spelljammer Academy on the
Part 3: Homecoming Ten days after their encounter near the asteroid, the characters return to Toril: Shortly after Saerthe parks the tyrant ship in orbit around Toril, the hammerhead ship Flighty
Magic Items
The Book of Many Things
Pit
40
Plant
41
Priest
42
Prisoner
43
Puzzle*
44
Ring
45
Rogue*
46
Ruin*
47
Sage*
48
Shield
49
Ship
50
Skull*
51
Staff
52
wearing armor.
Ship. You gain proficiency in three skills chosen by the DM.
Staff. A rare or rarer magic rod, staff, or wand appears in your hands. The DM chooses the item.
Stairway. You can choose to
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
directs them to report to a ship called the Jolly Pelican the following dawn. The ship regularly delivers a fresh rotation of prison staff to Revel’s End and returns the relieved shift to the Sword Coast
. The journey to Revel’s End by sea is 350 miles, which a sailing ship can cover in three days under normal conditions. Twenty-five guards and six cooks are bound for the prison, including any
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
directs them to report to a ship called the Jolly Pelican the following dawn. The ship regularly delivers a fresh rotation of prison staff to Revel’s End and returns the relieved shift to the Sword Coast
. The journey to Revel’s End by sea is 350 miles, which a sailing ship can cover in three days under normal conditions. Twenty-five guards and six cooks are bound for the prison, including any
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Sea Mare The Sea Mare was a merchant ship that fell prey to pirates twenty-four years ago. After the pirates killed the ship’s crew and looted the hold, they tried to set the ship ablaze before
black shroud. A stoppered bronze scroll tube rests at its feet, and a staff fashioned from a single branch of pale white wood (see “Treasure” below) lies beside it. The scroll tube contains a dry sheet of
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Background As basic training at Spelljammer Academy comes to its conclusion, the characters are required to complete their first mission aboard a spelljamming ship. As luck would have it, orders have
reason, a staff member is coming along to supervise and make sure nothing prevents the character-recruits from completing their mission. That staff member is Petty Officer Winston Ryeback. The spy is
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
questions to help narrow down options. As an example, consider a group of characters whose franchise headquarters is a submersible ship, and whose staff are largely former pirates. While the characters head
what part of the staff member’s background makes them good at the task at hand. The DM then describes successive scenes based on checks and roleplaying as the crew members locate a likely target ship
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hundred feet of it, whereupon its tall masts and creaking bulk come into view. The converted ship has rigging but no sails, and is anchored to the wharf by thick chains. A wooden staircase climbs from
off-duty Flaming Fist mercenaries. The owner and proprietor is Laraelra Thundreth, a middle-aged female human mage known as “the Captain” to her staff and regular patrons. Laraelra is neutral and
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
Mysterious Leadership The staff members of Rat’s Run include retired sailors as well as those working off debts to various overlords. The staff members report to a manager, who runs the establishment
stands to profit. Reigra lives in a palatial abode in the Upper City, though the rakshasa occasionally stays at Rat’s Run on business or to check on her employees. When staff members report a problematic
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
killed during a mutiny six months ago, leaving his ship — the Uncivil Serpent — under the command of Sessprin’s treacherous first mate, a scoundrel named Lekard “Dead-Eye” Cadavrus. Dead-Eye is a
tries to kill Tarina on sight. Neither Alan nor the bouncers intervene in the fight unless one or more staff members become involved in it. Other patrons stay out of the fight as much as possible
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
undetected, escaped the ship and returned to Keledek with its prize. Finding the Staff. If the characters search the crew quarters (area M5), they find an important piece of evidence among the debris
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
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
theoretically working with (and perhaps overseeing) smaller franchises rather than working against them. You can ship your goods to any destination, and can assign staff to a city to which you ship goods
any number of locations, such as warehouses and trade shops, within its region. You may not maintain property or establish formal operations in a settlement outside your region, even if you ship goods
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
information on the prison and making the arrangements for a team to confront Korda. These are the details he can provide: Entering the Prison. The prison staff rotate out periodically. Varrin knows
likely has some funds hidden in her office or quarters, if the characters are inclined to seek these out. Escape Route. Varrin will have a small ship within sight of the prison but at a safe distance
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
option. Hiring Staff At rank 2, the franchise gains four additional untrained hirelings and one skilled hireling, allowing the characters to hire new staff to meet their needs. Such hires can be done in
NPCs during preceding episodes, those NPCs might be taken on as official staff members at this time. This is also an excellent time to bring in an NPC the characters enjoyed interacting with, making
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
information on the prison and making the arrangements for a team to confront Korda. These are the details he can provide: Entering the Prison. The prison staff rotate out periodically. Varrin knows
likely has some funds hidden in her office or quarters, if the characters are inclined to seek these out. Escape Route. Varrin will have a small ship within sight of the prison but at a safe distance
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
feet of the Girscamen feel a harmless supernatural chill—an effect of the unquiet spirits haunting the ship. If characters succeed on a DC 14 Intelligence (Arcana or Religion) check, they can tell
restless spirits dwell nearby. T2: Wreck The Girscamen evidently broke in two when it sank. Half the ship is embedded in the trench wall and the coral around it; the rest was lost to the tides. A sizable
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
and features do not change, and individuals interacting with the ship or investigating its appearance have a chance to see the true form of the ship and its crew. Spectral Wait Staff. A tavern
associated with that lifestyle for franchisees and select staff are subsumed within the overall cost of running the franchise. Outside the franchise headquarters, normal lifestyle expenses apply.
Many
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
overall operation. A franchise might use a ship as its headquarters, while also owning a number of remote trading posts run by franchise staff. The costs for all such “virtual headquarters” should be
franchise features, paying staff, creating merchandise with proper branding, settling legal issues, and more are all encompassed by the baseline cost for a franchise’s headquarters, a multiplier from
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Tavern Locations The following area descriptions are keyed to map 1.4. L1. Main Deck Describe this area to the players as follows: The main deck of the old ship features wooden steps that climb to
the forecastle and aftcastle, and another set of stairs descending into the ship. A padlocked wooden hatch fitted with windows acts as a skylight for the deck below — the tavern proper, visible through
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
tavern, the staff, layout of the building, and decor shouldn’t change much from one visit to the next. That said, changes can occur as a result of the characters’ actions or of actions they learn about
they’re engaged in. If the characters have a ship or stronghold, record its name and whereabouts, as well as any hirelings in the characters’ employ. Player Handouts. Keep a copy of all handouts you
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
-level security helmet for visiting the Sky Dock during orientation As the equipment is issued, staff members at reception give the new cadets a rundown on the academy’s security protocols (see
expansive sea cave contains berths for oceangoing vessels, animal pens for livestock, a dry dock for ship repairs, and a blue-level restricted area for cargo storage. New recruits arriving at the Sea Dock are
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lanterns cast a gentle glow upon a tall, black object in the center of this room. Although one could easily mistake it for a statue, this object is actually the figurehead of a ship and is carved in
the likeness of a winged demon. The demon-shaped figurehead stands eight feet tall. Shards of wood jut out of the demon’s back at the points where the figurehead once attached to the hull of a ship
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
face half hidden by a wide-brimmed hat that has a blue jay perched on it. The woman leaps to her feet, brandishes a staff, and snarls, “Go on, git!” A fiery ray springs from her fingertip, frightening
destination, use the orrery to get your bearings.”
As they leave her tower and head back to their ship, she wishes them luck saving their world from annihilation. If Krux and the characters no longer have a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
inspire some youngsters to take such risks. Whatever the reason, from time to time a halfling feels the call of adventure and sets off with a walking staff, a satchel, and a few biscuits. The first
into the world involves risking one’s life or claiming great riches. An adventure for a halfling could mean traveling with a caravan, sneaking on board a tall ship, serving as a messenger for a lord, or
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Knight* 30 Lance 31 Mage 32 Map 33 Maze 34 Mine 35 Monstrosity 36 Moon* 37 Ooze 38 Path 39 Pit 40 Plant 41 Priest 42 Prisoner 43 Puzzle* 44 Ring 45 Rogue* 46 Ruin* 47 Sage* 48 Shield 49 Ship 50 Skull* 51
Staff 52 Stairway 53 Star* 54 Statue 55 Sun* 56 Talons* 57 Tavern 58 Temple 59 Throne* 60 Tomb 61 Tower 62 Tree 63 Undead 64 Void* 65 Warrior 66 Well 67–00 Roll again *Found in the Deck of Many
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
tools, contraptions, and alchemical tubes and containers. Behind the counter, a door bears a sign that reads “Staff Only.” Breakfast of Champions When the characters arrive, a stocky giff named Petty
Academy (and on the rare occasion, he crews a ship). Like anyone else who runs a respectable galley, he’s a staunch believer in the four basic food groups: beans, bacon, whiskey, and lard. He’s
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
headquarters portal, read: At last, you step through the iron door that leads into a palatial room on Dran Enterprises’ headquarters ship. A placard on one richly polished wooden wall reads, “The Maverick
allow for questions and posing queries of his own. He’s interested in what the characters encountered in the portal network, and responds favorably to any talk of assisting Dran Enterprises staff. He
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
dancing satyr wearing a bishop’s hat and clutching a gnarled staff 10 Saltshaker shaped like a wizard’s tower 11 Crystal orb that allows an elf who holds it to sleep 12 Pendant that shows the phases of the
Potted daffodil that sways when near a source of music 42 8-ounce, glass wine bottle that magically reassembles itself 1 minute after being broken 43 Tiny wooden sylph figurehead from a model ship 44
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
a ghost who can say only three words. 6 A ship—with the same name as a vessel lost at sea decades prior—arrives at port. 7 Rumors abound of a ritual allowing a living individual to trade places with
staff to keep their secrets. 2 A graveyard city-state where all living residents are grave keepers. 3 An opulent yet abandoned library, filled with haunted artifacts. 4 The site of an ancient battle
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
residence, attended by a loyal staff and a private garrison of twenty veterans. Moonlord Daviana Yalrannis (CG female Tethyrian human knight) is the master of the tower, charged with its defense and upkeep
. A powerful Harper wizard named Krowen Valharrow (CG male Turami human archmage with a robe of useful items and a staff of fire) also resides in the tower, along with dozens of domesticated tressym
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
meals for the prisoners and staff. The kitchen contains everything one would expect to see, as well as an iron stove and a pump that draws water from a magically heated cistern on the roof. Off-duty
weapons as treasure. It knows every member of the prison staff on sight. It won’t leave the room and attacks anyone it doesn’t recognize. Hatch. A wooden ladder leads to an iron hatch in the ceiling. An
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
meals for the prisoners and staff. The kitchen contains everything one would expect to see, as well as an iron stove and a pump that draws water from a magically heated cistern on the roof. Off-duty
weapons as treasure. It knows every member of the prison staff on sight. It won’t leave the room and attacks anyone it doesn’t recognize. Hatch. A wooden ladder leads to an iron hatch in the ceiling. An
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
SHIP! OR IS IT … ?
If the characters make a deal with Belle Mare and succeed in taking the Tortured Tortle, how they benefit is up to you. Before you decide to allow the Tortured Tortle and its crew
if the crew of the Tortured Tortle pledges loyalty to the characters and swears off (most) of their illegal activities, much could go wrong.
Perhaps the ship is in sad shape after years of neglect
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
read: “Cloaked in the darkness of night, I went to my father’s tomb to witness the truth with my own eyes. My father’s riches were plundered, and the hull of his ship, once jewel-encrusted, was bare and
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
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
flagstone floor is a ten-foot-wide, fifteen-foot-long rug of exquisite design, depicting a royal coronation. Two tapestries hanging on the walls depict a dragon flying over a ship and pilgrims on camels
as cook Gabourey D’Vaelan (see “Servants”) prepares meals for the Vanthampurs and their staff. Gabourey doesn’t like other people in the kitchen while she works. Pots, pans, and cooking utensils