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dmg_1100 | dmg | 106 | [Path: Master of Adventures > Adventure Environments
> Wilderness
] and seem to watch the adventurers as they pass. In another, sunlight streams through the leaves above and flower-laden vines twine up every trunk. Signs of corruption-rotting wood, foul-smelling water, and rocks covered with slimy brown moss- can ... |
dmg_1101 | dmg | 106 | [Path: Master of Adventures > Adventure Environments
> Wilderness
] e nature of the threats to be found there. CHAPTER 5 I ADVENTURE ENVIRONMENTS Specific wilderness locations might have their own special features. For example, the Spirit Forest and the Spiderhaunt Woods might feature different kinds of trees, di... |
dmg_1102 | dmg | 106 | [Path: Master of Adventures > Adventure Environments
> Wilderness
] d fauna, different weather. and different random encounter tables. Finally, a wilderness trek can be enhanced by calling attention to the weather. "You spend the next three days crossing the swamp" sounds less harrowing than, "You spend the next ... |
dmg_1103 | dmg | 106 | [Path: Master of Adventures > Adventure Environments
> Wilderness
] rms of hungry insects feasting on your blood." HouR-BY-HouR APPROACH Sometimes the journey deserves as much time and attention as the destination. If wilderness travel feature prominently in your adventure and isn't something you want to gloss ov... |
dmg_1104 | dmg | 106 | [Path: Master of Adventures > Adventure Environments
> Wilderness
] ng order and have encounters at the ready. Let your players determine the party's marching order (see the Player's Handbook for more information). Characters in the front rank are likely to be the first to notice landmarks and terrain features, a... |
dmg_1105 | dmg | 106 | [Path: Master of Adventures > Adventure Environments
> Wilderness
] ty isn't being followed. Encourage characters in the middle ranks to do something other than blindly trudge along behind the front-rank characters. The Player's Handbook suggests activities such as mapmaking and foraging for food. Wilderness jour... |
dmg_1106 | dmg | 106 | [Path: Master of Adventures > Adventure Environments
> Wilderness
] might need a m~p of the location where the encounter is set to occur, such as a ruin, a bridge spanning a gorge, or some other memorable location. Random encounters tend to be less location-specific. The fewer planned encounters you have, the mor... |
dmg_1107 | dmg | 106 | [Path: Master of Adventures > Adventure Environments
> Wilderness
] eck for random encounters. A good way to keep wilderness encounters from becoming stale is to make sure they don't all start and end the same way. In other words, if the wilderness is your stage and your adventure is the play or movie, think of e... |
dmg_1108 | dmg | 106 | [Path: Master of Adventures > Adventure Environments
> Wilderness
] ay to keep your players' interest. If one encounter comes at the adventurers from the front, the next one might come at them from above or behind. If an encounter features stealthy monsters, a character tending to the party's pack animals might g... |
dmg_1109 | dmg | 106 | [Path: Master of Adventures > Adventure Environments
> Wilderness
] ht have the option to hide or set an ambush. One group of monsters might attack the party on sight, and another might allow safe passage for food. Reward characters for searching while they travel by providing things for them to find. Broken stat... |
dmg_1110 | dmg | 108 | [Path: Master of Adventures > Adventure Environments
> Mapping a Wilderness
] d, foreshadow future encounters or events, or provide hooks for further adventures. A wilderness journey might take multiple sessions to play out. That said, if the wilderness journey includes long periods with no encounters, use the tra... |
dmg_1111 | dmg | 108 | [Path: Master of Adventures > Adventure Environments
> Mapping a Wilderness
] pproach to bridge gaps between encounters. MAPPING A WILDERNESS In contrast to a dungeon, an outdoor setting presents seemingly limitless options. The adventurers can move in any direction over a trackless desert or an open grassland, s... |
dmg_1112 | dmg | 108 | [Path: Master of Adventures > Adventure Environments
> Mapping a Wilderness
] sion of uninterrupted slogging across a rocky wasteland? One solution is to think of an outdoor setting in the same way you think about a dungeon. Even the most wide-open terrain presents clear pathways. Roads seldom run straight becaus... |
dmg_1113 | dmg | 108 | [Path: Master of Adventures > Adventure Environments
> Mapping a Wilderness
] even ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored routes, where explorers and caravan drivers... |
dmg_1114 | dmg | 108 | [Path: Master of Adventures > Adventure Environments
> Mapping a Wilderness
] relocate one or more of your planned encounters elsewhere on the map to ensure that the time spent preparing those encounters doesn't go to waste. Chapter 1 discusses the basics of creating a wilderness map at three different scales to h... |
dmg_1115 | dmg | 108 | [Path: Master of Adventures > Adventure Environments
> Mapping a Wilderness
] scale (1 hex= 1 mile), think about paths of travel- roads, passes, ridges and valleys, and so on-that can guide character movement across your map. MOVEMENT ON THE MAP Narrate wilderness travel at a level of detail appropriate to the ma... |
dmg_1116 | dmg | 108 | [Path: Master of Adventures > Adventure Environments
> Mapping a Wilderness
] ass. At this scale, you can assume that the characters find a noteworthy location when they enter its hex unl~ ss the site is specifically hidden. The characters might not walk directly up to the front door of a ruined castle when they ... |
dmg_1117 | dmg | 108 | [Path: Master of Adventures > Adventure Environments
> Mapping a Wilderness
] . If you're tracking a journey of several days on a kingdom-scale map (1 hex= 6 miles), don't bother with details too small to appear on your map. It's enough for the players to know that on the third day of their journey, they cross a ... |
dmg_1118 | dmg | 108 | [Path: Master of Adventures > Adventure Environments
> Mapping a Wilderness
] ENVIRONMENTS WILDERNESS FEATURES o wilderness map is complete without a few settlements, strongholds, ruins, and other sites worthy of discovery. A dozen such locations scattered over an area roughly 50 miles across is a good start. Mo... |
dmg_1119 | dmg | 108 | [Path: Master of Adventures > Adventure Environments
> Mapping a Wilderness
] he characters to explore a monster's lair, you'll need to find or create an appropriate map for the lair and stock the lair as you would a dungeon. MONUMENTS In places where civilization rules or once ruled, adventurers might find monum... |
dmg_1120 | dmg | 108 | [Path: Master of Adventures > Adventure Environments
> Mapping a Wilderness
] at leaders, gods, and cultures. Use the Monuments table for inspiration, or randomly roll to determine what monument the adventurers stumble upon. MONUMENTS d20 Monument l Sealed burial mound or pyramid 2 Plundered burial mound or ... |
dmg_1121 | dmg | 108 | [Path: Master of Adventures > Adventure Environments
> Mapping a Wilderness
] d or toppled circle of standing stones 20 Totem pole RUINS Crumbling towers, ancient temples, and razed cities are perfect sites for adventures. Additionally, noting the existence of an old, crumbling wall that runs alongside a road, ... |
dmg_1122 | dmg | 108 | [Path: Master of Adventures > Adventure Environments
> Mapping a Wilderness
] are abundant. A civilized province roughly 50 miles across might have one city, a few rural towns, and a scattering of villages and trading posts. An uncivilized area might have a single trading post that stands at the edge of a wild fro... |
dmg_1123 | dmg | 109 | [Path: Master of Adventures > Adventure Environments
> WIlderness Survival
] or serve as lairs for marauding bandits and monsters. . STRONGHOLDS Strongholds provide the local population with protection in times of trouble. The number of strongholds in an area depends on the dominant society, the population, the ... |
dmg_1124 | dmg | 109 | [Path: Master of Adventures > Adventure Environments
> WIlderness Survival
] and the wealth of the land. WEIRD LOCALES Weird locales make the fantastic and the supernatural an intrinsic part of your wilderness adventures. WEIRD LOCALES d20 Locale 1-2 Dead magic zone (similar to an anti magic field) 3 Wild ma... |
dmg_1125 | dmg | 109 | [Path: Master of Adventures > Adventure Environments
> WIlderness Survival
] er on it WILDERNESS SURVIVAL Adventuring in the wilderness presents a host of perils beyond the threats of monstrous predators and avage raiders. WEATHER You can pick weather to fit your campaign or roll on the Weather table to determi... |
dmg_1126 | dmg | 109 | [Path: Master of Adventures > Adventure Environments
> WIlderness Survival
] er to fit your campaign or roll on the Weather table to determine the weather for a given day, adjusting for the terrain and season as appropriate. WEATH ER d20 1-14 15-17 18- 20 d20 1-1 2 13-17 18-20 d20 1-12 13-17 18-20 Temp... |
dmg_1127 | dmg | 110 | [Path: Master of Adventures > Adventure Environments
> WIlderness Survival
] al Wind None Light Strong Precipitation None Light rain or light snowfall Heavy rain or heavy snowfall CHAPTER 5 I ADVENTURE ENVIRONMENTS . no EXTREME COLD Whenever the temperature is at or below 0 degrees Fahrenheit, a creature ... |
dmg_1128 | dmg | 110 | [Path: Master of Adventures > Adventure Environments
> WIlderness Survival
] n the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates. EXTREME HEAT When the temperature is at or above 100 degrees Fahrenheit, a creature expos... |
dmg_1129 | dmg | 110 | [Path: Master of Adventures > Adventure Environments
> WIlderness Survival
] by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving thr... |
dmg_1130 | dmg | 110 | [Path: Master of Adventures > Adventure Environments
> WIlderness Survival
] ) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall. A strong wind... |
dmg_1131 | dmg | 110 | [Path: Master of Adventures > Adventure Environments
> WIlderness Survival
] of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) c... |
dmg_1132 | dmg | 110 | [Path: Master of Adventures > Adventure Environments
> WIlderness Survival
] tudes of 10,000 feet or higher above sea level is taxing for a creature that needs to breathe, because of the reduced amount of oxygen in the air. Each hour such a creature spends traveling at high altitude counts as 2 hours for the purpo... |
dmg_1133 | dmg | 110 | [Path: Master of Adventures > Adventure Environments
> WIlderness Survival
] r more at this elevation. Breathing creatures can't become acclimated to elevations above 20,000 feet unless they are native to such environments. WILDERNESS HAZARDS This section describes a few examples of hazards that adventurers migh... |
dmg_1134 | dmg | 110 | [Path: Master of Adventures > Adventure Environments
> WIlderness Survival
] ormal senses. CHAPTER 5 I ADVENTURE ENVJRONMENTS The other hazards presented here can be identified with a successful Intelligence (Nature) check. Use the guidelines in chapter 8 to set an appropriate DC for any check made to spot or rec... |
dmg_1135 | dmg | 110 | [Path: Master of Adventures > Adventure Environments
> WIlderness Survival
] and a detect evil and good spell cast within range reveals its presence. Undead standing on desecrated ground have advantage on all saving throws. A vial of holy water purifies a 10-foot-square area of desecrated ground when sprinkled on... |
dmg_1136 | dmg | 110 | [Path: Master of Adventures > Adventure Environments
> WIlderness Survival
] FRIGID WATER A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Co... |
dmg_1137 | dmg | 110 | [Path: Master of Adventures > Adventure Environments
> WIlderness Survival
] ly adapted to living in ice-cold water. QUICKSAND A quicksand pit covers the ground in roughly a 10-foot- square area and is usually 10 feet deep. When a creature enters the area, it sinks ld4 + 1 feet into the quicksand and becomes rest... |
dmg_1138 | dmg | 110 | [Path: Master of Adventures > Adventure Environments
> WIlderness Survival
] t can escape by using its action and succeeding on a Strength check. The DC is 10 plus the number of feet the creature has sunk into the quicksand. A creature that is completely submerged in quicksand can't breathe (see the suffocation ru... |
dmg_1139 | dmg | 110 | [Path: Master of Adventures > Adventure Environments
> WIlderness Survival
] 5 plus the number of feet the target creature has sunk into the quicksand. RAZORVINE Razorvine is a plant that grows in wild tangles and hedges. It also clings to the sides of buildings and other surfaces as ivy does. A 10-foot-high, 10-... |
dmg_1140 | dmg | 110 | [Path: Master of Adventures > Adventure Environments
> WIlderness Survival
] t-high, 10-foot-wide, 5-foot-thick wall or hedge of razorvine has AC 11, 25 hit points, and immunity to bludgeoning, piercing, and psychic damage. When a creature comes into direct contact with razorvine for the first time on a turn, the... |
dmg_1141 | dmg | 111 | [Path: Master of Adventures > Adventure Environments
> WIlderness Survival
] n. When a creature moves onto slippery ice for the first time on a turn, it must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone. . THIN leE Thin ice has a weight tolerance of 3d10 x 10 pounds per 10-foot-square area. When... |
dmg_1142 | dmg | 111 | [Path: Master of Adventures > Adventure Environments
> WIlderness Survival
] ea breaks. All creatures on broken ice fall through. FORAGING Characters can gather food and water as the party travels at a normal or slow pace. A foraging character makes a Wisdom (Survival) check whenever you call for it, with the DC... |
dmg_1143 | dmg | 111 | [Path: Master of Adventures > Adventure Environments
> WIlderness Survival
] nd water sources DC 10 15 Very little, if any, food and water sources 20 If multiple characters forage, each character makes a separate check. A foraging character finds nothing on a failed check. On a successful check, roll ld6 +the ... |
dmg_1144 | dmg | 111 | [Path: Master of Adventures > Adventure Environments
> WIlderness Survival
] n the Player's Handbook are for characters. Horses and other creatures require different quantities of food and water per day based on their size. Water needs are doubled if the weather is hot. FooD AND WATER NEEDS Creature Size Food p... |
dmg_1145 | dmg | 111 | [Path: Master of Adventures > Adventure Environments
> WIlderness Survival
] lons BECOMING LOST Unless they are following a path, or something like it, adventurers traveling in the wilderness run the risk of becoming lost. The party's navigator makes a Wisdom (Survival) check when you decide it's appropriate, ag... |
dmg_1146 | dmg | 111 | [Path: Master of Adventures > Adventure Environments
> WIlderness Survival
] t pace imposes a - 5 penalty. If the party has an accurate map of the region or can see the sun or stars, the navigator has advantage on the check. CHAPTER 5 I ADVENTURE ENVIRONMENTS liT . II2 If the Wisdom (Survival) check succeeds, th... |
dmg_1147 | dmg | 112 | [Path: Master of Adventures > Adventure Environments
> Settlements
] in the wrong direction and becomes lost. The party's navigator can repeat the check after the party spends ld6 hours trying to get back on course. WILDERNESS NAVIGATION Terrain Forest, jungle, swamp, mountains, or open sea with overcast skies ... |
dmg_1148 | dmg | 112 | [Path: Master of Adventures > Adventure Environments
> Settlements
] nd no land in sight Grassland, meadow, farmland SETTLEMENTS DC 15 10 5 A village, town, or city makes an excellent backdrop for an adventure. The adventurers might be called on to track down a criminal who's gone into hiding, solve a murder... |
dmg_1149 | dmg | 112 | [Path: Master of Adventures > Adventure Environments
> Settlements
] are most relevant to the adventure. Don't worry about naming every street and identifying the inhabitants of every building; that way lies madness. RANDOM SETTLEMENTS The following tables allow you to quickly create a settlement. They assume tha... |
dmg_1150 | dmg | 112 | [Path: Master of Adventures > Adventure Environments
> Settlements
] he following tables allow you to quickly create a settlement. They assume that you've already determined its size and its basic form of government. RACE RELATIONS d20 Result 1-10 Harmony 11 - 14 Tension or rival ry 15-16 Racial majority ar... |
dmg_1151 | dmg | 113 | [Path: Master of Adventures > Adventure Environments
> Settlements
] sieged by enemies Scandal threatens powerful families 19 Dungeon discovered (adventurers flock to town) 20 Religious sects struggle for power . RANDOM BUILDINGS Pulse-pounding chases and harrowing escapes within the confines of a town or city... |
dmg_1152 | dmg | 113 | [Path: Master of Adventures > Adventure Environments
> Settlements
] eed to flesh out a building quickly, roll on the Building Type table. Then roll on the table corresponding to that building to add further detail. If a roll makes no sense considering where the characters are (such as a lavish mansion in a rundo... |
dmg_1153 | dmg | 113 | [Path: Master of Adventures > Adventure Environments
> Settlements
] oose another result. However, such unexpected results can prompt creativity and memorable locations that help make your urban encounters distinct. BU ILDING TYPE d20 Type 1-10 11-12 13-15 16-17 18-20 Residence (roll once on the Residence ... |
dmg_1154 | dmg | 114 | [Path: Master of Adventures > Adventure Environments
> Urban Encounters
] eap goods Bul k goods Live animals Weaponsfarmor Goods from a distant land 20 Secret smuggler's den HAPTER 5 o\DVE T RE L \IRQ -.IL'T 113 . SHOP d20 Type d20 Type Pawnshop 11 Smithy 2 Herbs/incense 12 Carpenter 3 Fruitsfve... |
dmg_1155 | dmg | 114 | [Path: Master of Adventures > Adventure Environments
> Urban Encounters
] hen you draw a map for a settlement in your game, don't worry about the placement of every building, and concentrate instead on the major features. For a village, sketch out the roads, including trade routes leading beyond the village and ro... |
dmg_1156 | dmg | 114 | [Path: Master of Adventures > Adventure Environments
> Urban Encounters
] specific places in the village, mark those spots on your map. For towns and cities, note major roads and waterways as well as surrounding terrain. Outline the walls and mark the locations of features you know will be important: the lord's k... |
dmg_1157 | dmg | 114 | [Path: Master of Adventures > Adventure Environments
> Urban Encounters
] ill be important: the lord's keep, significant temples, and the like. For cities, add internal walls and think about the personality of each ward. Give the wards names reflecting their personalities, which also identify the kinds of trades ... |
dmg_1158 | dmg | 114 | [Path: Master of Adventures > Adventure Environments
> Urban Encounters
] gh they hold the promise of safety, cities and towns can be just as dangerous as the darkest dungeon. Evil hides in plain sight or in dark corners. Sewers, shadowy alleys, slums, smoke-filled taverns, dilapidated tenements, and crowded marke... |
dmg_1159 | dmg | 114 | [Path: Master of Adventures > Adventure Environments
> Urban Encounters
] ocal authorities. · That said, characters who don't go looking for trouble can take advantage of all the benefits that a settlement has to offer. LAW AND ORDER Whether a settlement has a police force depends on its size and nature. A lawf... |
dmg_1160 | dmg | 114 | [Path: Master of Adventures > Adventure Environments
> Urban Encounters
] s or its citizenry to apprehend criminals and fend off attackers. TRIALS In most settlements, trials are overseen by magistrates or local lords. Some trials are argued, with the conflicting parties or their advocates presenting CHAPTER 5 ... |
dmg_1161 | dmg | 114 | [Path: Master of Adventures > Adventure Environments
> Urban Encounters
] rial by combat. If the evidence against the accused is overwhelming, a magistrate or local lord can forgo a trial and skip right to the sentencing. SENTENCES A settlement might have a jail to hold accused criminals awaiting trial, but few s... |
dmg_1162 | dmg | 114 | [Path: Master of Adventures > Adventure Environments
> Urban Encounters
] depending on the magnitude of the crime. RANDOM URBAN ENCOUNTERS The Random Urban Encounters table is useful for city- and town-based adventures. Check for a random encounter at least once per day, and once at night if the characters are ou... |
dmg_1163 | dmg | 114 | [Path: Master of Adventures > Adventure Environments
> Urban Encounters
] ter at least once per day, and once at night if the characters are out and about. Reroll the result if it doesn't make sense given the time of day. RANDOM URBAN ENCOUNTERS dl2 + d8 Encounter 2 Animals on the loose 3 Announcement 4 Bra... |
dmg_1164 | dmg | 114 | [Path: Master of Adventures > Adventure Environments
> Urban Encounters
] cart 18 Shady transaction 19 Spectacle 20 Urchin Animals on the Loose. The characters see one or more unexpected animals loose in the street. This challenge could be anything from a pack of baboons to an escaped circus bear, tiger, or ... |
dmg_1165 | dmg | 114 | [Path: Master of Adventures > Adventure Environments
> Urban Encounters
] public execution), communicate important information to the general masses (such as a new royal decree), or convey a dire omen or warning. Brawl. A brawl erupts near the adventurers. It could be a tavern brawl; a battle between rival factio... |
dmg_1166 | dmg | 116 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] ld be . / ~~ I , " ,.. / . u6 witnesses, hit by stray arrow fire, or mistaken for members of one group and attacked by the other. Bullies. The characters witness ld4 + 2 bullies harassing an out-of-towner (use the commoner statist... |
dmg_1167 | dmg | 116 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] ndly interest in the party's activities. As a twist, the would-be companion might be a spy sent to gather information on the adventurers. Contest. The adventurers are drawn into an impromptu contest-anything from an intellectual test to ... |
dmg_1168 | dmg | 116 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] humanoid corpse. Draft. The characters are drafted by a member of the city or town watch, who needs their help to deal with an immediate problem. As a twist, the member of the watch might be a disguised criminal trying to lure the party ... |
dmg_1169 | dmg | 116 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] im or her for someone else. Fire. A fire breaks out, and the characters have a chance to help put out the flames before it spreads. Found Trinket. The characters find a random trinket. You can determine the trinket by rolling on the Trink... |
dmg_1170 | dmg | 116 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] w their weight around. If threatened, the guards call out for help and might attract the attention of other guards or citizens nearby. Pickpocket. A thief (use the spy statistics in the Monster Manual) tries to steal from a random charact... |
dmg_1171 | dmg | 116 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] t in progress. Procession. The adventurers encounter a group of citizens either parading in celebration or forming a funeral procession. Protest. The adventurers see a group of citizens peacefully protesting a new law or decree. A handfu... |
dmg_1172 | dmg | 116 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] ho is running behind the cart) is grateful. Shady Transaction. The characters witness a shady transaction between two cloaked figures. Spectacle. The characters witness a form of public entertainment, such as a talented bard's impersonat... |
dmg_1173 | dmg | 116 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] nturers and follows them around until frightened off. UNUSUAL ENVIRONMENTS Traveling through the wilderness doesn't always mean an overland trek. Adventurers might ply the open sea in a caravel or an elemental-powered galleon, soar throu... |
dmg_1174 | dmg | 116 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] laces deep beneath the sea. CHAPTER 5 I ADVENTURE ENVIRONMENTS U DERWATER S ee chapter 9 of the Player's Handbook for rules on underwater combat. RANDOM UNDERSEA ENCOUNTERS You can check for random undersea encounters as often as you w... |
dmg_1175 | dmg | 116 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] rsea Encounters table presents several intriguing options. You can either roll on the table for a random result or choose whichever one works best. RANDOM UNDERSEA ENCOUNTERS dl2 + d8 Encounter 2 Sunken ship covered in barnacles (25 pe... |
dmg_1176 | dmg | 116 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] f value; roll treasure randomly using the tables in chapter 7) SwiMMING Unless aided by magic, a character can't swim for a full 8 hours per day. After each hour of swimming, a character must succeed on a DC 10 Constitution saving throw... |
dmg_1177 | dmg | 116 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] haracter with a ring of swimming or similar magic- can swim all day without penalty and uses the normal forced march rules in the Player's Handbook. Swimming through deep water is similar to traveling at high altitudes, because of the wate... |
dmg_1178 | dmg | 117 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] an 100 feet counts as 2 hours for the purpose of . determining exhaustion. Swimming for an hour at a depth greater than 200 feet counts as 4 hours. N DERWATER VISIBILITY \'isibility underwater depends on water clarity and the available l... |
dmg_1179 | dmg | 117 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] NCOUNTER DISTANCE Creature Size Clear water, bright light Clear water, dim light Murky water or no light Encounter Distance 60ft. 30ft. 10ft. THE SEA Characters can row a boat for 8 hours per day, or can row longer at the risk of e... |
dmg_1180 | dmg | 117 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] sailors work in shifts. NAVIGATION Seagoing vessels stay close to shore when they can, because navigation is easier when landmarks are visible. As long as a ship is within sight of land, there is no chance of the vessel becoming lost. Ot... |
dmg_1181 | dmg | 118 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] ship's travel) or the sun and the stars. Use the Wilderness Navigation table earlier in this chapter to determine whether a ship veers off course. RANDOM ENCOUNTERS AT SEA You can check for random encounters at sea as often as you would... |
dmg_1182 | dmg | 118 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] s you would check for them on land (see chapter 3 for more information). The Random Encounters at Sea table presents a number of options and ideas. SHIPWRECKS A shipwreck is a plot device that can be used sparingly to great effect, parti... |
dmg_1183 | dmg | 118 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] pped in the middle of some exotic land. There aren't rules for determining when a shipwreck happens; it happens when you want or need it to happen. Even the strongest seafaring ship can founder in a storm, run aground on rocks or reefs, s... |
dmg_1184 | dmg | 118 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] eck has the potential to change the direction of a campaign. It isn't, however, a particularly good way to kill off characters or end a campaign . If you and your campaign conspire to wreck a ship on which the characters are traveling, i... |
dmg_1185 | dmg | 118 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] e equipment they were wearing or carrying still in their possession. The fate of any N PCs and cargo aboard the wrecked ship is entirely up to you. CHAPTER 5 I ADVENTURE ENVIRONMENTS RANDOM ENCOUNTERS AT SEA dl2 + d8 2 3 4 Encounter ... |
dmg_1186 | dmg | 118 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] 0 Sea monster (such as a dragon turtle or kraken) WEATHER AT S EA Use the Weather table earlier in this chapter when checking for weather at sea. If weather conditions indicate both a strong wind and heavy rain, they combine to create a... |
dmg_1187 | dmg | 119 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] of all landmarks (unless there's a lighthouse or other bright feature), and ability checks made to navigate during the storm have disadvantage. . AIRBORNE AND WATERBORNE VEHICLES Ship Cost Speed Crew Passengers Cargo (tons) AC HP ... |
dmg_1188 | dmg | 119 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] h 1 Sailing ship 10,000 gp 2 mph 20 Warship 25,000 gp 21/2 mph 60 In a dead calm (no wind), ships can't move under sail and must be rowed. A ship sailing against a strong wind moves at half speed. ISIBILITY A relatively calm sea... |
dmg_1189 | dmg | 119 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] in and -og reduce visibility just as they do on land. OWNING A SHIP At some point in your campaign, the adventurers might gain custody of a ship. They might purchase or capture one or receive one to carry out a mission. It's up to you w... |
dmg_1190 | dmg | 119 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] ebar). Crew. A ship needs a crew of skilled hirelings to "unction. As per the Player's Handbook, one skilled hireling costs at least 2 gp per day. The minimum number of skilled hirelings needed to crew a ship depends on the type of vesse... |
dmg_1191 | dmg | 119 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] g the optional loyalty rules in chapter 4. If at least half the crew becomes disloyal during a voyage, the crew turns hostile and stages a mutiny. If the ship is berthed, disloyal crew members leave the ship and never return. Passengers.... |
dmg_1192 | dmg | 119 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] can carry one-fifth as many passengers. A passenger is usually expected to pay 5 sp per day for a hammock, but prices can vary from ship to ship. A mall private cabin usually costs 2 gp per day. Cargo. The table indicates the maximum tonn... |
dmg_1193 | dmg | 119 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn't reduce the ship's hit points. Ship Repair. Repairs to a damaged ship can be made . hile the vessel is berthed. Repairing ... |
dmg_1194 | dmg | 119 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] to a damaged ship can be made . hile the vessel is berthed. Repairing 1 hit point of amage requires 1 day and costs 20 gp for materials and labor. 20 6 150 3 20 60 1 l3 300 150 15 500 20 1/2 15 100 10 10 15 300 15 ll ... |
dmg_1195 | dmg | 119 | [Path: Master of Adventures > Adventure Environments
> Unusual Envrioments
] that can't fly or that lack ranged attacks. Flying by spell or magic item works the same as travel on foot, as described in the Player's Handbook. A creature that serves as a flying mount must rest 1 hour for every 3 hours it flies, and i... |
dmg_1196 | dmg | 120 | [Path: Master of Adventures > Adventure Environments
> Traps
] s with two 1-hour-long rests over the course of the day. Mounts that don't tire (such as a flying construct) aren't subject to this limitation. . • • • • As adventurers travel through the air, random encounters as you normally would. lgnore -.,...... |
dmg_1197 | dmg | 120 | [Path: Master of Adventures > Adventure Environments
> Traps
] . Characters have normal chances to spot creatures on the ground and can decide whether to engage them. TRAPS Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor ... |
dmg_1198 | dmg | 120 | [Path: Master of Adventures > Adventure Environments
> Traps
] rs who pass underneath. In the D&D game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts. A trap can be either mechanical or magical in nature. Mechanical traps include pits, arrow traps, falli... |
dmg_1199 | dmg | 120 | [Path: Master of Adventures > Adventure Environments
> Traps
] ps. Magical device traps initiate spell effects when activated. Spell traps are spells such as glyph of warding and symbol that function as traps. CHAPTER 5 I ADVENTURE ENVIRONMENTS SIN PLAY When adventurers come across a trap, you need to know how ... |
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