I feel like any halfway decent ship built in a DnD setting would have at minimum a half-dozen Glyphs of Warding installed across the ship with spells pre-installed for common threats and situations, a Create Water (rain) glyph for if any fires break out on deck for example
That seems to make sense, and there's probably an entire economy built around it. The PCs just sailed into the largest port in the region (with the permission of its Hurricane King who has a job for these up and coming pirates), and this might be their first exposure to the Glyph economy. I already have enchanted sails and other ship enhancements for sale on a handout for them, but not this.I feel like any halfway decent ship built in a DnD setting would have at minimum a half-dozen Glyphs of Warding installed across the ship with spells pre-installed for common threats and situations, a Create Water (rain) glyph for if any fires break out on deck for example
what direction was the merchant ship going if the pirate ship was fleeing? Finding it hard visualize tbat,That seems to make sense, and there's probably an entire economy built around it. The PCs just sailed into the largest port in the region (with the permission of its Hurricane King who has a job for these up and coming pirates), and this might be their first exposure to the Glyph economy. I already have enchanted sails and other ship enhancements for sale on a handout for them, but not this.
I also like the idea that when you get a ship custom built, there's a special wood economy that can easily be enchanted to negate water breathing (for anything trying to get near the ship, though that will make fishing for food impossible) (or flying or even importing teleportation traps). I already planted the seed for this (purely by accident) in a prior adventure where the party had a replacement section of their hull with sacred wood that caused a real problem with a local druid.
Regarding movement, I should have clarified the encounter more:
- Enemy ship was looting a merchant ship
- PCs acted like their ship was "fleeing" the area
- They covertly swam over.
- I could see this tactic being reused in a variety of ways (pretending to be damaged to lure a ship closer, etc.), all so they can use combat skills.
- The party consists of a sea druid (shapeshifting), warlock (who can misty step), barbarian (with great climb skills), and psychic rogue. All have swim speeds and they used the water breathing spell.
Good points on the movement. A ship under sail should outpace them.Feels like the dash up to 3 + Con mod times Restriction is a pretty clear way to prevent their antics. They’re down to overland travel speeds then and the ship should be outpacing them. Particularly if there is another ship nearby and the captain beats to quarters.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.