Quicksand Ocean (5e Environment)

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Broadbarrel Disclaimer

This content is a supplement of Broadbarrel. It may not fit into your campaign setting. Additionally, it may be unbalanced, but it is because technology is powerful, advanced, and available to most people in Broadbarrel.

Broadbarrel Contents
Player's Guide
A quick look at the classes in Broadbarrel.
Various gear, goods, equipment and magical items available to characters.
Information on spells and enchantments, as well as the nature, uses and practices of magic.
Descriptions of the races within Broadbarrel and how they interact with one another and the rest of the world.
A list of all of Broadbarrel’s Technology, not the technology itself, but descriptions of how some of it works.
Factions and Organizations
Detailed information of the different groups of the world and how they all interact with each other and the rest of the world.
World of Broadbarrel
An examination of monsters and beasts in the world of Broadbarrel and how they've adapted to the world.
World's interactions and connections with the broader multiverse and planes.
The World and Locales
The world of Broadbarrel and the nations cultures and peoples within it.
The broad history of Broadbarrel (no pun intended), divided into general eras
A quick look at common societal trends and laws found in the world of Broadbarrel.
Or lack there of; The only real religion is The Cult of The Forgotten Phoenix.
Dungeon Master's Guide
A general explanation of Broadbarrel and the general world building mindset, along with various outside resources and examples to use as references in developing a campaign or understanding the world. As well as a to-do list.
Artifacts of great power and importance, as well as magic items.
General maps for the DM's use.
Variant Rules
Optional rules for DMs to implement while playing a campaign in Broadbarrel.
Adventures & Tables
Ideas for quests, dungeons, campaigns and conflicts. Also tables for random encounters and other things.
Adding to the world of Broadbarrel
A page for submitting ideas, advice and anecdotes from your campaigns for the development of the setting.

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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.


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:

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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