Page 118 - Dungeon Master's Guide
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the direction and distance of the ship's travel) or the sun   RANDOM  ENCOUNTERS  AT  SEA
             and the stars.
                                                                dl2 + d8  Encounter
              Use the Wilderness Navigation table earlier in this
                                                                  2    Ghost ship
             chapter to determine whether a ship veers off course.
                                                                  3    Friendly and curious bronze dragon
             RANDOM ENCOUNTERS AT SEA                             4    Whirlpool  (25  percent chance that the whirlpool is
             You can check for random encounters at sea as often       a portal to the Elemental  Plane of Water)
             as you would check for them on land (see chapter 3 for   5   Merfolk traders
             more information). The Random Encounters at Sea      6     Passing warship  (friendly or hostile)
             table presents a number of options and ideas.       7-8    Pirate ship  (hostile)
                                                                 9-10   Passing merchant ship  (galley or sailing ship)
              SHIPWRECKS                                         11-12   Killer whale sighting
              A shipwreck is a plot device that can  be  used  sparingly to   13-14   Floating debris
              great effect, particularly if you  want the characters to be   15   Longship crewed  by hostile berserkers
              washed ashore on  some monster-infested island or (in the
                                                                  16    Hostile griffons or harpies
              case of an  airship)  dropped in the middle of some exotic
                                                                  17    Iceberg (easily avoided  if seen from a distance)
              land. There aren't rules for determining when a shipwreck
              happens; it happens when you  want or need  it to happen.   18   Sahuagin boarding party
               Even the strongest seafaring ship can  founder in a storm,   19   NPC in the water (clinging to floating debris)
              run  aground on  rocks or reefs, sink during a pirate attack, or   20   Sea  monster (such  as  a dragon turtle or kraken)
              be dragged underwater by a sea  monster. A storm orhungry
              dragon can  lay waste to an  airship just as easily. A shipwreck
                                                               WEATHER AT  S EA
              has the potential to change the direction of a campaign. It
              isn't, however, a particularly good way to kill off characters or   Use the Weather table earlier in this chapter when
              end a campaign .                                 checking for weather at sea.
               If you and your campaign conspire to wreck a ship on   If weather conditions indicate both a strong wind
              which the characters are traveling, it is  assumed that the   and heavy rain, they combine to create a storm with
              characters survive with the equipment they were wearing or   high waves. A crew caught in a storm loses sight of all
              carrying still in their possession. The fate of any N PCs  and   landmarks (unless there's a lighthouse or other bright
              cargo aboard the wrecked  ship is entirely up to you.   feature), and ability checks made to navigate during the
                                                               storm have disadvantage.




             CHAPTER 5  I ADVENTURE  ENVIRONMENTS
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