Quicksand Ocean (5e Environment)
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Quicksand Ocean[edit]
This is made for Broadbarrel, so it may not work for other campaigns, be cautious.
Quicksand Oceans are massive stretches of (usually dry) quicksand, with possibly ancient technology hidden inside. Woe to any adventurer who comes across one, because unlike regular oceans, you can’t swim out of these ones…
- Hidden Cities
Long ago when Broadbarrel was an aquatic planet, cites built by aquatic races with powerful technology lay in wake. If an excavation were to take place, or something like underground cave-ins or sinkholes that cause the sand level to decrease. Inside these cities, fossils of aquatic creatures can be found buried under rubble and quicksand. For each building explored, roll a d20, on a 19-20, have each party member make passive Perception checks, on a success, the party is rewarded with a random high tech item:
Roll d3.
1 | 2 | 3 |
---|---|---|
Weapon | Armor | Other |
On other, the effect of the item is determined by the DM.
On weapon, roll a random one, the damage type and any other effects/properties are determined by the DM, and the amount determined by this table, to do so, roll a d4. That will determine the column, then roll 2d4-1, basically a d7, that will determine your row. Your row and column will determine your square which will determine your damage amount.
1 | 2 | 3 | 4 | |
---|---|---|---|---|
1 | 2 | 3 | 4 | 1 |
1d4 | 2d4 | 3d4 | 4d4 | 2 |
1d6 | 2d6 | 3d6 | 4d6 | 3 |
1d8 | 2d8 | 3d8 | 4d8 | 4 |
1d10 | 2d10 | 3d10 | 4d10 | 5 |
1d12 | 2d12 | 3d12 | 4d12 | 6 |
1d20 | 2d20 | 3d20 | 4d20 | 7 |
On armor, roll a d12+10, that is the armor class of the armor, then roll a d3, on a 1, add the wearer’s Dexterity to the wearer’s AC when using the armor, on a 2, do the same but the maximum AC bonus caused by Dexterity is 2, on a 3, the armor class of the armor isn’t affected by the wearer’s Dexterity. Then roll a d20, on a 1-5, stealth checks made while wearing this armor are made with disadvantage. After that, roll a d100 with disadvantage, the weight of the armor is equal to that role. Finally, role a d12, on a 1, wearing it requires a Strength of 15, on a 11-12, it requires a Strength of 13 to wear. Any other properties of the armor are determined by the DM.
After that novel of tables and rolls, just remember to make these cities fun, with puzzles and undead aquatic creatures.
- Hazards
Here’s a list of all of the possible hazards in this area. For every 10 or so minutes of exploration, roll a d20, on a 16-20, the parter encounters one of the following hazards, determined by the DM.:
- Hourglass Whirlpool: Due to a small sinkhole forming in the caves below, a small hole opens, allowing for quicksand to sink in like an hourglass, making a hazard similar to a regular ocean’s whirlpool. No checks are made, but unless the players get creative, their ship will sink, and if they’re not fast enough, them too.
- Divot: Underground cave-ins can cause quicksand to come barreling down towards the displace ground. Here, roll 1d100, the crew fall that many feet onto their boat, which falls too.
- Dune Wave: Strong winds cause wave-like dunes that will move and crash through the quicksand ocean, when the wind gets too strong, however the wave can get onto the ship, and pull a section down with the pulling force of quicksand. The crew must each make Dexterity saving throws with a DC equal to 15, or fall prone. The ones that succeed must make DC 16 Dexterity (acrobatics) checks. If at most of the crew that succeeded the first save succeeded the second check(minimum three crew members), then nobody will fall. If not, then some of the crew members will be dragged into the quicksand ocean, with a small chance to be saved, how and who determined by the DM.
- The creatures and NPCs
The NPC’s found on the quicksand ocean would likely be on mounts that can float on the quicksand or ships like sandstriders usually for travel or trading, but sometimes hunting. In most cases though, they’re pirates.
Here’s the list of creatures you can find there:
- All undead creatures
- Tarrasque
- Kraken
- Remorhaz
- Gynosphinx
- Grick
- Bulette
- Androsphinx
- All goblinoids
- Gnoll
- Berserker
- Bandit, including chieftain variant
- Cultist, including fanatic variant
- All elementals with immunity/resistance to fire damage
- Dust Mephit
- Earth Elemental
- All dragons
- All fiends
- All constructs (be cautious with some)
- Vulture
- All dinosaurs
- Chuul
- Gibbering Mouther
NO aquatic creatures, even those listed, ex. Plesiosaurus, as part of dinosaurs. Those should be of sand variant, which have a burrowing speed instead of swimming speed, and resistance to nonmagical fire damage.
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