d12+d8 Encounter A relatively calm sea offers great visibility. From a crow's 2 Ghost ship nest, a lookout can spot another ship or coastline up to 10 3 A friendly and curious bronze dragon miles away, assuming clear skies. Overcast skies reduce it to 4 Whirlpool (25% chance that the whirlpool is a 5 miles. Rain and fog reduce visibility just like they do on portal to the Elemental Plane of Water land. 5 A huge dark shape circles the vessel several times before disappearing completly underwater Strong Wind 6 Passing warship (friendly or hostile) A strong wind imposes disadvantage on ranged weapon attack rolls and wisdom (Perception) checks based on 7-8 Pirate ship (hostile) hearing. A strong wind also extinguishes open flames, 9-10 Passing merchant ship (galley or sailing ship) disperses fog and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at 11-12 Killer whale sighting the end of its turn or fall. 13-14 Floating debris 15 Longship crewed by hostile berserkers Sailing and Rowing 16 A very small enchanted moving island (25% Characters can row a boat for 8 hours per day, or chance its inhabited, 10% chance there is can row longer at the risk of exhaustion (as per the treasure roll on random treasure table suitable for rules for forced march in chapter 8 of the PHB). A party's level fully crewed sailing vessel can sail all day, assuming 17 Iceberg (easily avoided if seen from a distance) its sailors work in shifts. 18 Sahuagin boarding party 19 NPC in water clinging to debris 20 Seamonster (such as dragon turtle or kraken) Swimming Unless aided by magic, a character can't swim for a full 8 Weather At Sea hours per day. After each hour of swimming, a character must succeed on a DC 10 Constitution saving throw or gain one Check the Weather table below. If weather conditions level of exhaustion. indicate both a strong wind and heavy rain, they combine to A creature that has swimming speed-including a character make a storm with high waves. A crew caught in a storm with a ring of swimming or a similar magic-can swim all day loses sight of all landmarks (unless there's a lighthouse or without penalty and uses the normal forced march rules in other bright feature), and ability checks made to navigate the PHB. during the storm have disadvantage. Swimming through deep water is similar to traveling at In a dead calm (no wind) ships can't move under sail and high altitudes, because of the waters pressure and cold must be rowed. A ship sailing against strong wind moves at temperature. For a creature without swiming speed, each half speed. hour spent swimming at a depth greater than 100 feet counts Weather as 2 hours for the purpose of exhaustion. Swimming for an hour at a depth greater than 200 feet counts as 4 hours. d20 Temperature 1-14 Normal for the season Navigation 15-17 1d4 x 10 degrees Fahrenheit colder than normal Seagoing vessels stay close to shore when they 18-20 1d4 x 10 degrees Fahrenheit hotter than normal can, because navigation is easier when landmarks are visible. As long as a ship is within sight of land, d20 Wind there is no chance of the vessel becoming lost. 1-12 None Otherwise, a ship's navigator must rely on dead reckoning (tracking the direction and distance of 13-17 Light the ship's travel) or the sun and stars. DC 10 18-20 Strong Wisdom (survival) check to see if party becomes lost. If they do the navigator spends 1d6 hours d20 Precipitation trying to correct course. 1-12 None 13-17 Light rain or light snowfall 18-20 Heavy rain or heavy snowfall
PART 1 |Seafaring and Underwater
Adventuring 1 Frigid Water Random Undersea encounters A creature can be immersed in frigid water for a d12+d8 Encounter number of minutes equal to its Constitution score 2 Sunken ship covered in barnacles(25% chance before suffering ill effects. Each additional minute the ship contains treasure; roll randomly on spent in frigid water requires the creature to treasure tables in chapter 7 of DMG succeed on a DC 10 Constitution saving throw or gain one level of exhaustion. Creatures with 3 Sunken ship with reef sharks (shallow waters) or hunter sharks (deep waters). (50% chance that resistance or immunity to cold damage ship contains treasure, roll randomly on treasures automatically succeed on the saving throw, as do table in chapter 7 DMG creatures who are naturally adapted to living in ice cold water. 4 Bed of giant oysters (each oyster has a 1% chance of having a 5,ooo gp pearl inside) 5 An underwater mountain that seems to be breathing it's a sleeping collosus Underwater Combat 6 Sunken ruin (uninhabited) When making a melee weapon attack, a creature that doesn't have swimming speed (either natural or granted by 7 Sunken ruin (inhabited or haunted) magic) has disadvantage on the attack roll unless the weapon 8 Sunken statue or monolith is a dagger, javelin, shortsword, spear or trident. 9 Friendly and curious giant seahorse When making a ranged weapon attack the attack automatically misses a target beyond normal range. Even in 10 Patrol of friendly merfolk normal range the attack rolls have disadvantage unless the 11 Patrol of hostile merrow (coastal waters) or weapon is a crossbow, a net, or a weapon that is thrown like a sahuagin (deep waters) javelin (including a spear, trident or dart). Creatures and 12 An enormous kelp bed (roll again on table to objects fully immersed in water have resistance to fire determine what's hidden in the kelp bed damage. 13 Undersea cave (empty) 14 Undersea cave sea hag lair) Underwater Visibility Visibility underwater depends on water clarity and 15 Giant shark the available light. Unless the character have light 16 Undersea cave (giant octopus lair) sources, use the Underewater Encounter Distance table to determune the distance at which 17 Swarm of quippers characters underwater become aware of a possible 18 Bronze dragon searching for treasure encounter. 19 Storm giant walking along ocean floor 20 Sunken treasure chest (25% chance it contains something of value; roll treasure randomly using Underwater Encounter Distance the treasure tables in chapter 7 DMG Conditions Encounter distance Clear water, bright light 60 ft. Clear water, dim light 30 ft. Murky water, or no light 10 ft. Airborne And Waterborne Vehicles Ship Cost Speed Crew Passengers Cargo (tons) AC HP Damage Threshold Airship 20,000 gp 8 mph 10 20 1 13 300 -- Galley 30,000 gp 4 mph 80 -- 150 15 500 20 Keelboat 3,000 gp 1 mph 1 6 1/2 15 100 10 Longship 10,000 gp 3 mph 40 150 10 15 300 15 Rowboat 50 gp 1 1/2 mph 1 3 -- 11 50 -- Sailing ship 10,000 gp 2 mph 20 20 100 15 300 15 Warship 25,000 2 1/2 mph 60 60 200 15 500 20