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Dungeon Master's Guide

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the direction and distance of the ship's travel) or the sun<br />

and the stars.<br />

Use the Wilderness Navigation table earlier in this<br />

chapter to determine whether a ship veers off course.<br />

RANDOM ENCOUNTERS AT SEA<br />

You can check for random encounters at sea as often<br />

as you would check for them on land (see chapter 3 for<br />

more information). The Random Encounters at Sea<br />

table presents a number of options and ideas.<br />

SHIPWRECKS<br />

A shipwreck is a plot device that can be used sparingly to<br />

great effect, particularly if you want the characters to be<br />

washed ashore on some monster-infested island or (in the<br />

case of an airship) dropped in the middle of some exotic<br />

land. There aren't rules for determining when a shipwreck<br />

happens; it happens when you want or need it to happen.<br />

Even the strongest seafaring ship can founder in a storm,<br />

run aground on rocks or reefs , sink during a pirate attack, or<br />

be dragged underwater by a sea monster. A storm orhungry<br />

dragon can lay waste to an airship just as easily. A shipwreck<br />

has the potential to change the direction of a campaign. It<br />

isn't, however, a particularly good way to kill off characters or<br />

end a campaign .<br />

If you and your campaign conspire to wreck a ship on<br />

which the characters are traveling, it is assumed that the<br />

characters survive with the equipment they were wearing or<br />

carrying still in their possession. The fate of any N PCs and<br />

cargo aboard the wrecked ship is entirely up to you.<br />

RANDOM ENCOUNTERS AT SEA<br />

dl2 + d8<br />

2<br />

3<br />

4<br />

Encounter<br />

Ghost ship<br />

Friendly and curious bronze dragon<br />

Whirlpool (25 percent chance that the whirlpool is<br />

a portal to the Elemental Plane of Water)<br />

5 Merfolk traders<br />

6 Passing warship (friendly or hostile)<br />

7-8 Pirate ship (hostile)<br />

9-10 Passing merchant ship (galley or sailing ship)<br />

11-12 Killer whale sighting<br />

13-14 Floating debris<br />

15 Longship crewed by hostile berserkers<br />

16 Hostile griffons or harpies<br />

17 Iceberg (easily avoided if seen from a distance)<br />

18 Sahuagin boarding party<br />

19 NPC in the water (clinging to floating debris)<br />

20 Sea monster (such as a dragon turtle or kraken)<br />

WEATHER AT S EA<br />

Use the Weather table earlier in this chapter when<br />

checking for weather at sea.<br />

If weather conditions indicate both a strong wind<br />

and heavy rain, they combine to create a storm with<br />

high waves. A crew caught in a storm loses sight of all<br />

landmarks (unless there's a lighthouse or other bright<br />

feature), and ability checks made to navigate during the<br />

storm have disadvantage.<br />

CHAPTER 5 I ADVENTURE ENVIRONMENTS

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