Sky Encounters

Choose one of these 19 sky encounters, read its opening aloud, and start playing. Each gives a concrete setup, a trigger, actions, consequences, and ways to finish or withdraw.

Each Setup includes an expandable DM hex map with a numbered key and a printable SVG download. Adjacent hex centers are 5 feet apart, with north up. Maps include DM information. Unstated dimensions and placements are illustrative; stated distances and encounter text take precedence. On outdoor maps, the dashed outer edge marks the illustrated area, not a wall. Heights and depths appear in the key.

Choose an Encounter

Suggested levels assume four adventurers with some resources remaining; they are starting points, not guaranteed difficulty ratings. Times estimate minutes of table play. Peaceful scenes can fit other levels; check the listed creature if a fight starts.

Encounter Levels Type Time Immediate problem
1. Sky Pirate Ambush 5–8 Social / combat 20–30 Two mounted pirates demand a marked cargo box.
2. Aerial Duel 6–9 Rescue / combat 20–30 A wounded eagle needs room to land away from a predator.
3. Storm Elemental Disturbance 5–8 Repair / combat 20–30 A living wind circles a broken signal vane beside the route.
4. Griffon Aerie Guardian 5–7 Social / combat 15–25 A nesting pair warns the ship away from a low island.
5. Floating Cloud Archipelago 3–6 Exploration / puzzle 20–30 Three solid cloud platforms show a safe route to a service chest.
6. Roc Nest Retrieval 10–13 Dangerous combat / bypass 20–35 A giant nest contains a lost weather instrument.
7. Cloud Tentacle Hazard 4–7 Deck hazard / escape 15–25 A malfunctioning mooring tether lashes out of thick cloud.
8. Elemental Airship Guardian 5–8 Social / repair 20–25 A wind guardian blocks a damaged public sky gate.
9. Sky Nomad Traders Any Social / trade 15–25 A dockside caravan needs a fuel delivery before departure.
10. Celestial Sky Shrine 5–8 Social / rescue 20–30 A winged guardian needs a fallen lamp returned to its shrine.
11. Sky Whirlwind 4–7 Timed hazard / combat 20–25 A faulty wind arch releases two dust creatures.
12. Cloud City Diplomacy Any Social / mediation 20–30 Two dock officials disagree about a cargo seal.
13. Storm Giant Sky Challenge 12–15 Social / practical trial 20–30 A giant asks visitors to restore a public signal before a storm.
14. Sky Shrine Puzzle Any Puzzle 15–20 A speaking prism asks visitors to reconnect three signal paths.
15. Elemental Lightning Storm 4–7 Timed deck hazard 15–25 A visible storm threatens the ship’s broken grounding braid.
16. Skyward Dragon Roost 8–11 Social / dangerous combat 20–35 A dragon wants visitors to return a ship’s stolen bell.
17. Flying Fey Carnival 2–5 Social / game 15–25 A traveling stage offers a safe prize game while waiting to dock.
18. Skyward Sphinx’s Enigma 7–10 Puzzle / social 15–25 A guardian asks what guides a ship without moving it.
19. Sky Crystal Storm 4–7 Navigation / deck hazard 15–25 Floating debris crosses the flight path in predictable pulses.

Running This Collection

Use SRD 5.1 creature statistics; expand a reference inside each scene for the actual attacks, defenses, senses, and actions. HP is per creature. A damage entry such as 4 (1d4 + 2) means use the average or roll, not both. A weapon range of 30/120 means normal/long range; attacks beyond normal range have disadvantage. Use listed ability modifiers for unlisted checks or saves. All references are freely available under CC BY 4.0.

Original procedures: scene-specific checks, timers, magical scenery, bargains, and hazard damage below are original design, not universal official rules or extra creature abilities. Use a stated check only when its approach is uncertain; a sound plan that removes the danger can succeed without rolling. Roll initiative before hostile actions, apply hiding and surprise normally, and do not treat dim light as physical cover. Melee reach and multiattack limits are in the references. Unless specified, scenes occur by daylight outdoors; dark interiors need a light source.

In the sky: the default airship has a 60-by-20-foot deck, waist-high rails, a pilot, and an altitude of 100 feet. Six ordinary crew handle routine operation and are not extra combatants. Every adventurer can clip to a 10-foot safety tether before a dangerous scene; a tether catches a fall from the deck without automatic damage and an action on deck hauls the wearer back. This airship, tether procedure, cloud platforms, and handling checks are original scenario mechanics. Choose to unclip before leaving the ship. Ordinary untethered falling uses SRD falling damage, 1d6 per 10 feet to a maximum of 20d6; do not silently waive it. Creatures keep their actual stat blocks and speeds.

Sky landscape for encounter inspiration

1. Sky Pirate Ambush

At a glance: levels 5–8 | Social / combat | 20–30 minutes | Creatures: 2 × Bandit; 2 × Griffon.

Two winged mounts circle level with the rail. Their riders point at a blue crate and raise open hands before weapons.

Setup. Two bandits on griffons hover 30 feet off the ship’s east rail, with clear southward escape. The ship can reach a safe west landing in 3 rounds once the helm is turned.

DM hex map: Sky Pirate Ambush
Sky Pirate Ambush DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. They demand the blue crate, which the manifest identifies as 20 gp of stolen cloth.

Run it. Surrendering it ends the raid; showing the manifest and offering to return it at harbor earns a truce with DC 13 Persuasion. In combat, treat the griffons as controlled mounts: they move, Dash, Disengage, or Dodge rather than adding free independent attacks to rider turns. Pirates use ropes to board on their own actions and retreat when one falls.

Resolution and reward. Resolving the claim earns 30 gp from the cloth’s owner at the next dock. Keeping it leaves a concrete stolen-cargo dispute.

Adjust. Easier: 1 rider and griffon. Harder: 3 pairs, all revealed before negotiations.

SRD reference: Bandit

Medium humanoid (any race), any non–lawful alignment

AC 12 (leather armor) | HP 11 (2d8 + 2) | Speed 30 ft. | CR 1/8 (25 XP)

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
  • Senses: passive Perception 10
  • Languages: any one language (usually Common)

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.

Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation’s vessels.

Full SRD 5.1 source, p. 396.

SRD reference: Griffon

Large monstrosity, unaligned

AC 12 | HP 59 (7d10 + 21) | Speed 30 ft., fly 80 ft. | CR 2 (450 XP)

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 2 (−4) 13 (+1) 8 (−1)
  • Skills: Perception +5
  • Senses: darkvision 60 ft., passive Perception 15
  • Languages: —

Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The griffon makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Full SRD 5.1 source, p. 318.

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2. Aerial Duel

At a glance: levels 6–9 | Rescue / combat | 20–30 minutes | Creatures: 1 × Giant Eagle; 1 × Wyvern.

An immense eagle drops toward the deck. Behind it, a barbed tail cuts through the cloud.

Setup. A giant eagle approaches from 40 feet north; one wyvern follows 60 feet north. The ship is 100 feet east of a safe broad landing. This replaces the non-SRD aarakocra group with a licensed bird, without humanoid spells or speech.

DM hex map: Aerial Duel
Aerial Duel DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. The eagle warns through gestures and Giant Eagle, understanding Common and Auran.

Run it. Clearing two deck crates takes one action each and lets it land on its next turn. The wyvern abandons pursuit if the ship reaches the stone landing, where it cannot easily isolate the eagle. Otherwise use actual Bite, Claws, and Sting with their multiattack limits. Neither creature automatically grabs and drops adventurers.

Resolution and reward. The rescued eagle identifies a safe headwind route, saving 1 hour, and drops a lost 35 gp dispatch pouch on deck.

Adjust. Easier: wyvern begins 100 feet behind. Harder: one crate needs two helpers to shift.

SRD reference: Giant Eagle

Large beast, neutral good

AC 13 | HP 26 (4d10 + 4) | Speed 10 ft., fly 80 ft. | CR 1 (200 XP)

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 13 (+1) 8 (−1) 14 (+2) 10 (+0)
  • Skills: Perception +4
  • Senses: passive Perception 14
  • Languages: Giant Eagle, understands Common and Auran but can’t speak them

Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The eagle makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. A giant eagle is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles).

Full SRD 5.1 source, p. 375.

SRD reference: Wyvern

Large dragon, unaligned

AC 13 (natural armor) | HP 110 (13d10 + 39) | Speed 20 ft., fly 80 ft. | CR 6 (2,300 XP)

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 5 (−3) 12 (+1) 6 (−2)
  • Skills: Perception +4
  • Senses: darkvision 60 ft., passive Perception 14
  • Languages: —

Actions

Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Full SRD 5.1 source, p. 356.

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3. Storm Elemental Disturbance

At a glance: levels 5–8 | Repair / combat | 20–30 minutes | Creatures: 1 × Air Elemental.

Clouds turn around a stationary copper vane. The ship’s pennant points directly toward it despite the pilot’s turn.

Setup. A 70-foot floating stone platform lies 30 feet north of the ship, with a safe south departure heading. One air elemental circles its vane. The platform and binding are original site magic; no lightning attacks are added.

DM hex map: Storm Elemental Disturbance
Storm Elemental Disturbance DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. Approaching within 20 feet alerts the elemental, which remains tied to the platform’s vicinity by original behavior.

Run it. A gangplank can reach the platform after the pilot draws alongside. Straightening the vane takes DC 14 Strength with an action, or two actions with a lever; doing so releases the elemental north. Combat uses actual Whirlwind and Slam, with tethers available before exposure. Simply steering south bypasses the encounter.

Resolution and reward. The maintenance drawer holds 50 gp and a route diagram marking a sheltered west dock. Repair stabilizes the platform for following ships.

Adjust. Easier: vane is reachable from the rail. Harder: remove one tangled chain before moving it.

SRD reference: Air Elemental

Large elemental, neutral

AC 15 | HP 90 (12d10 + 24) | Speed 0 ft., fly 90 ft. (hover) | CR 5 (1,800 XP)

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 14 (+2) 6 (−2) 10 (+0) 6 (−2)
  • Damage Resistances: lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities: poison
  • Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses: darkvision 60 ft., passive Perception 10
  • Languages: Auran

Air Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Whirlwind (Recharge 4–6). Each creature in the elemental’s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

Full SRD 5.1 source, p. 305.

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4. Griffon Aerie Guardian

At a glance: levels 5–7 | Social / combat | 15–25 minutes | Creatures: 2 × Griffon.

Two broad wings rise from a nest. A bright torn sailcloth hangs from the eggs’ shelter.

Setup. A 100-foot stone island lies 40 feet north of the ship, with safe southern departure. Two griffons guard a nest 30 feet inland. The crew can avoid crossing their island entirely.

DM hex map: Griffon Aerie Guardian
Griffon Aerie Guardian DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. They screech and display before anyone approaches within 30 feet of the nest.

Run it. Backing away south resolves the threat. Offering a full carcass on the island’s eastern edge distracts them for 1 minute, allowing retrieval of the ordinary sailcloth if needed. Attacks use their actual Multiattack; they stop pursuing once the ship is 100 feet away. No automatic grappling or passenger-dropping action is added.

Resolution and reward. The sailcloth’s owner offers 35 gp for its route markings. Respecting the nest gives safe passage and no treasure obligation.

Adjust. Easier: the cloth lies outside the nesting area. Harder: the parent pair is already alert to approaching ships.

SRD reference: Griffon

Large monstrosity, unaligned

AC 12 | HP 59 (7d10 + 21) | Speed 30 ft., fly 80 ft. | CR 2 (450 XP)

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 2 (−4) 13 (+1) 8 (−1)
  • Skills: Perception +5
  • Senses: darkvision 60 ft., passive Perception 15
  • Languages: —

Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The griffon makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Full SRD 5.1 source, p. 318.

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5. Floating Cloud Archipelago

At a glance: levels 3–6 | Exploration / puzzle | 20–30 minutes | Creatures: No combat creatures.

Three pale islands bear painted stepping marks. One set of marks ends at a blue maintenance box.

Setup. Three original magically solid platforms, each 20 feet wide, lie north of the ship with 10-foot gaps. The first is reachable by a gangplank. An under-slung safety net spans the gaps, catching falls 5 feet below the walking surface without damage.

DM hex map: Floating Cloud Archipelago
Floating Cloud Archipelago DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. Reading the blue paint identifies the service route; the platforms do not vanish when stepped on.

Run it. Use normal long-jump distances or lay planks across gaps. A failed unsupported leap lands in the visible net, from which an ally can haul a traveler up with an action. A rope bridge assembled in 10 minutes removes jumping risk. No arbitrary cloud-creature attack follows a successful crossing.

Resolution and reward. The box contains 30 gp and a maintenance chart naming a nearby dock. Returning by the same supported route is possible.

Adjust. Easier: planks already span both gaps. Harder: one plank must first be carried from the ship.

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6. Roc Nest Retrieval

At a glance: levels 10–13 | Dangerous combat / bypass | 20–35 minutes | Creatures: 1 × Roc.

A huge feather drifts across the bow. Beyond it, an enormous bird watches a brass instrument caught in its nest rim.

Setup. A 200-foot island lies 60 feet north of the ship, with a safe south departure heading. One roc guards a nest 100 feet inland. The instrument lies on the outer rim, separate from the eggs.

DM hex map: Roc Nest Retrieval
Roc Nest Retrieval DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. The roc spreads its wings if anyone crosses the island’s 50-foot warning line.

Run it. Retreat or waiting for a visible hunting departure avoids combat. A full livestock carcass placed on the island’s west side draws it away for 1 minute. If fighting, use actual Talons grapple/restraint and attacks; a safety tether can limit a character’s separation but does not erase damage. The objective never requires stealing an egg.

Resolution and reward. The weather office pays 100 gp for the instrument. The ship can leave without it at any point before committing to the island.

Adjust. Easier: instrument has already fallen outside the nest. Harder: its strap needs an action to cut.

SRD reference: Roc

Gargantuan monstrosity, unaligned

AC 15 (natural armor) | HP 248 (16d20 + 80) | Speed 20 ft., fly 120 ft. | CR 11 (7,200 XP)

STR DEX CON INT WIS CHA
28 (+9) 10 (+0) 20 (+5) 3 (−4) 10 (+0) 9 (−1)
  • Saving Throws: Dex +4, Con +9, Wis +4, Cha +3
  • Skills: Perception +4
  • Senses: passive Perception 14
  • Languages: —

Keen Sight. The roc has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The roc makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.

Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can’t use its talons on another target.

Full SRD 5.1 source, p. 342.

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Sky terrain and atmosphere for the following encounters

7. Cloud Tentacle Hazard

At a glance: levels 4–7 | Deck hazard / escape | 15–25 minutes | Creatures: No combat creatures.

A dark cable sweeps from the cloud and catches the foremast. Its frayed end looks disturbingly like a tentacle.

Setup. The ship approaches a visible south dock 150 feet away. Three original animated mooring cables hang from a hidden northern buoy; they are site machinery, not a non-SRD sky kraken with weakened statistics.

DM hex map: Cloud Tentacle Hazard
Cloud Tentacle Hazard DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. One cable snags the mast; roll initiative and show the accessible emergency release.

Run it. Releasing the mast hook takes an action with DC 13 Strength, or two actions using a lever. A helm action then steers south. On count 0 round 3 if still snagged, a marked 10-foot deck section takes a lash: DC 13 Dexterity, 2d6 bludgeoning on failure, half on success. The release remains usable afterward. Cables never automatically drag untethered victims into the sky.

Resolution and reward. Safe arrival earns 35 gp from the dockmaster for identifying the broken buoy. No monster loot appears.

Adjust. Easier: release hook is loose. Harder: move a cargo bundle to reach the lever.

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8. Elemental Airship Guardian

At a glance: levels 5–8 | Social / repair | 20–25 minutes | Creatures: 1 × Air Elemental.

A turning column of mist points toward a loose gate panel, then sweeps its arm across the route.

Setup. A 60-foot stone gate platform lies 30 feet north of the ship, with southern retreat. One air elemental circles the gate. Gestures communicate its original maintenance role; it gains no telepathy or speech beyond its stat block.

DM hex map: Elemental Airship Guardian
Elemental Airship Guardian DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. It blocks the route until the loose panel is secured.

Run it. Docking allows normal movement onto the platform. Two actions fixing the panel with rope, or DC 13 Dexterity using tools in one action, complete the repair. The guardian then moves aside. If attacked it uses actual Slam and Whirlwind and stops at the platform edge. The southern detour takes 1 hour and stays available.

Resolution and reward. Repair earns a 40 gp service payment from the gate’s clearly marked box and a chart of the shorter route.

Adjust. Easier: a spare fastening lies beside the panel. Harder: the panel needs two helpers to hold while fastened.

SRD reference: Air Elemental

Large elemental, neutral

AC 15 | HP 90 (12d10 + 24) | Speed 0 ft., fly 90 ft. (hover) | CR 5 (1,800 XP)

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 14 (+2) 6 (−2) 10 (+0) 6 (−2)
  • Damage Resistances: lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities: poison
  • Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses: darkvision 60 ft., passive Perception 10
  • Languages: Auran

Air Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Whirlwind (Recharge 4–6). Each creature in the elemental’s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

Full SRD 5.1 source, p. 305.

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9. Sky Nomad Traders

At a glance: levels Any | Social / trade | 15–25 minutes | Creatures: 3 × Commoner.

Three merchants wave from a floating landing. One holds a list marked “lamp oil” above a row of empty flasks.

Setup. A 70-foot stone landing lies 20 feet east of the ship, with a sound boarding plank. Three commoner merchants speak Common. Their flying caravan is original setting scenery, not a source of free carpet-of-flying items.

DM hex map: Sky Nomad Traders
Sky Nomad Traders DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. They request four oil flasks and offer a route chart in exchange.

Run it. Stock: eight rations at 5 sp each, two 50-foot ropes at 1 gp each, and one ordinary spyglass for inspection rather than sale. Four flasks of oil or 2 gp earns the chart without a check. A DC 12 Persuasion check includes two rations. Failure leaves the offer unchanged. Theft closes the stall; there is no hidden combat fleet.

Resolution and reward. The chart identifies a sheltered west route, saving 1 hour of weather exposure under the campaign’s travel rules.

Adjust. Shorter: they accept one flask. Longer: a missing supply crate is visible under the landing stairs.

SRD reference: Commoner

Medium humanoid (any race), any alignment

AC 10 | HP 4 (1d8) | Speed 30 ft. | CR 0 (10 XP)

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
  • Senses: passive Perception 10
  • Languages: any one language (usually Common)

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.

Full SRD 5.1 source, p. 398.

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10. Celestial Sky Shrine

At a glance: levels 5–8 | Social / rescue | 20–30 minutes | Creatures: 1 × Pegasus.

A white-winged horse stamps beside an empty lantern bracket. The lantern hangs from a snag below the platform.

Setup. A 60-foot stone shrine lies 20 feet north of the ship with a boarding plank. One pegasus stands at its center; a lantern hangs 5 feet below the west edge on a visible line. The shrine’s floating support is original scenery.

DM hex map: Celestial Sky Shrine
Celestial Sky Shrine DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. The guardian gestures between the lantern and bracket; it understands Common and other listed languages but cannot speak.

Run it. An anchored rope and one hauling action retrieves the lantern without a check. Hanging it takes another action and ends the shrine’s original dimming effect. The pegasus does not grant healing, wishes, or automatic flight to companions. If attacked, it flies south rather than punish the whole party.

Resolution and reward. Repair reveals a 50 gp pearl in the service tray and identifies a safe cloud harbor 30 minutes west.

Adjust. Easier: lantern rests at the platform edge. Harder: cut a snagged cord before hauling it up.

SRD reference: Pegasus

Large celestial, chaotic good

AC 12 | HP 59 (7d10 + 21) | Speed 60 ft., fly 90 ft. | CR 2 (450 XP)

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 15 (+2) 13 (+1)
  • Saving Throws: Dex +4, Wis +4, Cha +3
  • Skills: Perception +6
  • Senses: passive Perception 16
  • Languages: understands Celestial, Common, Elvish, and Sylvan but can’t speak

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Full SRD 5.1 source, p. 340.

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11. Sky Whirlwind

At a glance: levels 4–7 | Timed hazard / combat | 20–25 minutes | Creatures: 2 × Dust Mephit.

A spiral of cloud hangs between iron rings. Two winged figures tumble out, clutching loose gate pins.

Setup. A 50-foot service platform lies 20 feet north of the ship. Two dust mephits stand beside the arch; three ground-level pin sockets surround it. South departure remains open; the gate is original scenery.

DM hex map: Sky Whirlwind
Sky Whirlwind DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. Their emergence begins initiative; no unlimited reinforcements follow.

Run it. Each socket can be locked with an adjacent action and DC 12 Arcana or thieves’ tools, or two actions wedging it with cord. The mephits trade their pins for shiny trinkets; stolen pins can also be recovered after surrender. Three secured pins close the arch. Existing mephits remain, using actual attacks only if provoked.

Resolution and reward. The service chest holds 35 gp and a storm-route diagram. Leaving south abandons the optional shortcut, not the ship.

Adjust. Easier: one socket already holds. Harder: one pin lies 10 feet away under a loose crate.

SRD reference: Dust Mephit

Small elemental, neutral evil

AC 12 | HP 17 (5d6) | Speed 30 ft., fly 30 ft. | CR 1/2 (100 XP)

STR DEX CON INT WIS CHA
5 (−3) 14 (+2) 10 (+0) 9 (−1) 11 (+0) 10 (+0)
  • Skills: Perception +2, Stealth +4
  • Damage Vulnerabilities: fire
  • Damage Immunities: poison
  • Condition Immunities: poisoned
  • Senses: darkvision 60 ft., passive Perception 12
  • Languages: Auran, Terran

Death Burst. When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

Innate Spellcasting (1/Day). The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.

Blinding Breath (Recharge 6). The mephit exhales a 15–foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Full SRD 5.1 source, p. 330.

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12. Cloud City Diplomacy

At a glance: levels Any | Social / mediation | 20–30 minutes | Creatures: 2 × Commoner; 2 × Guard.

A boarding plank lowers onto a white-stone dock. Two officials each point to a different stamp on your manifest.

Setup. The ship docks beside a 60-foot public platform with a safe south departure lane. Two commoner officials and two guards speak Common; the guards stand 20 feet behind the desk, not hidden on board.

DM hex map: Cloud City Diplomacy
Cloud City Diplomacy DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. They ask for clarification before granting access to the market.

Run it. The cargo receipt visibly bears both the seller’s seal and the destination seal; explaining their different roles resolves the error without a check. A DC 12 Persuasion check expedites it if the crew lacks the receipt; failure requires 30 minutes comparing the harbor ledger. No bribe or combat is mandatory. Refusal permits departure with the original cargo.

Resolution and reward. Entry grants ordinary market access and a 5 gp dock fee refund for the delay. A named clerk becomes a future contact.

Adjust. Easier: clerk finds the ledger immediately. Longer: another ship disputes queue priority while papers are checked.

SRD reference: Commoner

Medium humanoid (any race), any alignment

AC 10 | HP 4 (1d8) | Speed 30 ft. | CR 0 (10 XP)

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
  • Senses: passive Perception 10
  • Languages: any one language (usually Common)

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.

Full SRD 5.1 source, p. 398.

SRD reference: Guard

Medium humanoid (any race), any alignment

AC 16 (chain shirt, shield) | HP 11 (2d8 + 2) | Speed 30 ft. | CR 1/8 (25 XP)

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
  • Skills: Perception +2
  • Senses: passive Perception 12
  • Languages: any one language (usually Common)

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 +

  1. piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.

Full SRD 5.1 source, p. 399.

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Sky terrain and atmosphere for the following encounters

13. Storm Giant Sky Challenge

At a glance: levels 12–15 | Social / practical trial | 20–30 minutes | Creatures: 1 × Storm Giant.

A huge figure holds a broken weather vane at arm’s length. “Your hands will fit where mine will not.”

Setup. A 120-foot stone cloud island lies 30 feet north of the ship, with a safe dock. One storm giant waits 60 feet inland. A 5-foot service hatch beside the vane admits smaller workers, not the giant.

DM hex map: Storm Giant Sky Challenge
Storm Giant Sky Challenge DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. It offers payment for fastening three visible service catches.

Run it. Each catch takes an adjacent action with tools; working carefully for 1 minute succeeds without a check. A rushed DC 13 Dexterity attempt can finish one immediately, with failure losing only the action. The giant answers questions in Common and does not test resilience with Lightning Strike. Combat uses its actual block only if the party chooses hostility.

Resolution and reward. Repair earns 100 gp and a reliable route chart avoiding a northern storm bank. Withdrawal remains possible throughout the task.

Adjust. Easier: one catch remains. Longer: use the repaired signal to help guide an approaching ship.

SRD reference: Storm Giant

Huge giant, chaotic good

AC 16 (scale mail) | HP 230 (20d12 + 100) | Speed 50 ft., swim 50 ft. | CR 13 (10,000 XP)

STR DEX CON INT WIS CHA
29 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4)
  • Saving Throws: Str +14, Con +10, Wis +9, Cha +9
  • Skills: Arcana +8, Athletics +14, History +8, Perception +9
  • Damage Resistances: cold
  • Damage Immunities: lightning, thunder
  • Senses: passive Perception 19
  • Languages: Common, Giant

Amphibious. The giant can breathe air and water.

Innate Spellcasting. The giant’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: detect magic, feather fall, levitate, light 3/day each: control weather, water breathing

Actions

Multiattack. The giant makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.

Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.

Lightning Strike (Recharge 5–6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.

Full SRD 5.1 source, p. 313.

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14. Sky Shrine Puzzle

At a glance: levels Any | Puzzle | 15–20 minutes | Creatures: No combat creatures.

A floating prism speaks above three dark lenses. “Light should reach every harbor, not just the nearest.”

Setup. A 50-foot stone platform lies 20 feet north of the ship and has a sound boarding plank. Three turnable mirrors stand 10 feet apart. The voice and hovering prism are original noncombat scenery, replacing an unspecified sky archon.

DM hex map: Sky Shrine Puzzle
Sky Shrine Puzzle DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. Touching the first mirror reveals three painted harbor symbols on the far wall.

Run it. Turning each mirror toward its matching color takes one action; red, blue, and green marks make the solution visible without specialized lore. Wrong alignments simply fail to light the symbols. Cleaning a dusty mirror for 1 minute reveals any missing color. The platform never vanishes beneath unsuccessful visitors.

Resolution and reward. Lighting all three opens a box with 30 gp and a chart naming Westwatch Dock 30 minutes west, Needle Spire 1 hour north, and Blue Quay 90 minutes east.

Adjust. Easier: colors already match on two mirrors. Longer: let players choose which harbor gets the first warning signal.

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15. Elemental Lightning Storm

At a glance: levels 4–7 | Timed deck hazard | 15–25 minutes | Creatures: No combat creatures.

Blue sparks crawl along a severed metal braid. The pilot points toward a clear band of sky to the south.

Setup. The ship has a safe southern heading and a storm bank 100 feet north. A broken grounding braid runs between bow and stern stations 30 feet apart. This is an original ship hazard, not a lightning elemental stat block.

DM hex map: Elemental Lightning Storm
Elemental Lightning Storm DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. The first static flash begins a three-round countdown.

Run it. Two creatures can each spend an action fastening one end, completing the braid. A helm action then turns south. If unfinished on count 0 round 3, occupants of the marked 5-foot bow station make DC 13 Dexterity saves: 2d6 lightning on failure, half on success. The ship remains airborne; repairs can still be finished afterward. Do not add unseen attacks or destroy tethers.

Resolution and reward. Safe escape preserves weather records worth 35 gp to the next dock office. The braid itself is ordinary ship equipment.

Adjust. Easier: one end is fastened. Harder: a fallen crate blocks the bow station until moved.

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16. Skyward Dragon Roost

At a glance: levels 8–11 | Social / dangerous combat | 20–35 minutes | Creatures: 1 × Young Bronze Dragon.

A bronze head rises beside a nest of old masts. A bell clapper gleams on the island path.

Setup. A 150-foot stone island lies 40 feet north of the ship; safe southern departure remains open. One young bronze dragon waits 70 feet inland. Its bell lies 20 feet from the landing, separate from any eggs.

DM hex map: Skyward Dragon Roost
Skyward Dragon Roost DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. It asks why the party’s cargo mark matches the bell’s missing delivery case.

Run it. Showing the manifest and offering to return the bell resolves the question without a check if the party was unaware. If records are missing, DC 14 Persuasion wins time to inspect the case. Refusal permits leaving before hostility. Do not grant young dragons adult legendary actions or lair powers; use its actual breath options if attacked.

Resolution and reward. Returning the bell earns 80 gp and a friendly contact at its intended harbor. Its ordinary metal value is 25 gp if kept.

Adjust. Easier: the case’s receipt is intact. Longer: a rival salvager claims prior ownership.

SRD reference: Young Bronze Dragon

Large dragon, lawful good

AC 18 (natural armor) | HP 142 (15d10 + 60) | Speed 40 ft., fly 80 ft., swim 40 ft. | CR 8 (3,900 XP)

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)
  • Saving Throws: Dex +3, Con +7, Wis +4, Cha +6
  • Skills: Insight +4, Perception +7, Stealth +3
  • Damage Immunities: lightning
  • Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 17
  • Languages: Common, Draconic

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Lightning Breath. The dragon exhales lightning in a 60–foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

Repulsion Breath. The dragon exhales repulsion energy in a 30–foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.

Full SRD 5.1 source, p. 295.

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17. Flying Fey Carnival

At a glance: levels 2–5 | Social / game | 15–25 minutes | Creatures: 2 × Sprite; 2 × Commoner.

Colored pennants circle a small floating stage. A tiny host waves a ring over three painted posts.

Setup. A 60-foot original stage platform lies 20 feet east of the ship, with a safety-netted boarding plank. Two sprites and two commoner performers speak Common by the hosts’ translation. The platform’s flight is scenery, not a lootable magic item.

DM hex map: Flying Fey Carnival
Flying Fey Carnival DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. They invite one free ring toss, explaining the prize before play.

Run it. Throwing from 10 feet uses a DC 12 Dexterity check; success wins a 5 gp silver pin, failure earns a ribbon and a second attempt after helping clear the stage. Carefully placing rings during cleanup wins the same pin without rolling. No prize requires surrendering a name, memory, or future consent.

Resolution and reward. The host also identifies the next safe harbor. Theft causes the carnival to depart peacefully once visitors are back aboard.

Adjust. Easier: throw from 5 feet with advantage. Longer: help find a performer’s ordinary missing prop.

SRD reference: Sprite

Tiny fey, neutral good

AC 15 (leather armor) | HP 2 (1d4) | Speed 10 ft., fly 40 ft. | CR 1/4 (50 XP)

STR DEX CON INT WIS CHA
3 (−4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)
  • Skills: Perception +3, Stealth +8
  • Senses: passive Perception 13
  • Languages: Common, Elvish, Sylvan

Actions

Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.

Heart Sight. The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.

Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.

Full SRD 5.1 source, p. 348.

SRD reference: Commoner

Medium humanoid (any race), any alignment

AC 10 | HP 4 (1d8) | Speed 30 ft. | CR 0 (10 XP)

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
  • Senses: passive Perception 10
  • Languages: any one language (usually Common)

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.

Full SRD 5.1 source, p. 398.

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18. Skyward Sphinx’s Enigma

At a glance: levels 7–10 | Puzzle / social | 15–25 minutes | Creatures: 1 × Gynosphinx.

A winged figure rests beside a brass chart table. “I travel nowhere, yet bring you home. What am I?”

Setup. A 70-foot stone island lies 30 feet north of the ship, with a boarding plank and clear south departure. One gynosphinx waits beside a visible folded chart. It gains no extra flight speed or sky-specific spells.

DM hex map: Skyward Sphinx's Enigma
Skyward Sphinx's Enigma DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. It asks the riddle before opening a public signal gate on the north side.

Run it. “A map,” “a chart,” or an explained compass answer succeeds. It offers a 20-minute repair to the chart table as an alternative, using the available tools without a check. Wrong guesses prompt hints, not combat or temporal punishment. Flying around the island takes 1 hour and remains an option.

Resolution and reward. Completion earns the gate route and a 45 gp moonstone. The chart names a nearby safe dock rather than an undefined divine boon.

Adjust. Easier: unfold the chart as a hint. Longer: ask travelers to demonstrate a route on it.

SRD reference: Gynosphinx

Large monstrosity, lawful neutral

AC 17 (natural armor) | HP 136 (16d10 + 48) | Speed 40 ft., fly 60 ft. | CR 11 (7,200 XP)

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 18 (+4) 18 (+4) 18 (+4)
  • Skills: Arcana +12, History +12, Perception +8, Religion +8
  • Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities: psychic
  • Condition Immunities: charmed, frightened
  • Senses: truesight 120 ft., passive Perception 18
  • Languages: Common, Sphinx

Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.

Magic Weapons. The sphinx’s weapon attacks are magical.

Spellcasting. The sphinx is a 9th–level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: Cantrips (at will): mage hand, minor illusion, prestidigitation 1st level (4 slots): detect magic, identify, shield 2nd level (3 slots): darkness, locate object, suggestion 3rd level (3 slots): dispel magic, remove curse, tongues 4th level (3 slots): banishment, greater invisibility 5th level (1 slot): legend lore

Actions

Multiattack. The sphinx makes two claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Legendary Actions

The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sphinx regains spent legendary actions at the start of its turn.

Claw Attack. The sphinx makes one claw attack.

Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

Full SRD 5.1 source, p. 348.

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19. Sky Crystal Storm

At a glance: levels 4–7 | Navigation / deck hazard | 15–25 minutes | Creatures: No combat creatures.

Blue shards stream across the bow, then leave a clear gap. The pattern repeats with the turning beacon ahead.

Setup. The ship approaches a 100-foot debris band with a safe southern holding area. A service beacon on a 40-foot north platform controls the original site effect; shards do not summon extra monsters.

DM hex map: Sky Crystal Storm
Sky Crystal Storm DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. Watching one 1-minute cycle reveals that a clear passage opens every third round.

Run it. A helm action during the clear round carries the ship through without a check. Rushing between pulses needs DC 13 Survival; failure keeps the ship at the safe edge and exposes one marked bow square to 1d6 slashing, DC 12 Dexterity for none. Landing beside the beacon and lowering its lever with an action ends the effect.

Resolution and reward. The service box contains 35 gp and a diagram of the next beacon. Collected shards are ordinary glass worth 5 gp total.

Adjust. Easier: beacon shows an obvious countdown. Harder: the helm needs a lookout’s spoken or written timing signal.

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Free Rules Sources and Attribution

Creature references reproduce the stat blocks in the Creative Commons edition of SRD 5.1, with formatting and PDF typography normalized; optional variants are omitted unless a scene calls for them. Source links point to the beginning of each block; some continue onto the next page. Scene dialogue, named NPCs, terrain, goals, suggested levels, checks, timers, rewards, and peaceful resolutions are original encounter design. Descriptive creature changes do not add abilities. Rules use the 2014-compatible SRD 5.1 throughout; official SRD downloads also list other versions.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

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