A complete D&D 5e random encounter table for beach scenes. Roll a d100 to pick a set, then roll a D10 to pick a scenario within that set — 1,000 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a beach, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D10 to pick one of 10 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D10 Beach encounter table
d100 = 1
D10=1:The players discover an old, overturned rowing boat, perfect for shelter in a pinch.
D10=2:A group of 1d6 surfers ride the waves, whooping and cheering for each other.
D10=3:An elderly gnome is trying to catch his hat after it was blown away in the wind. He will offer you a reward if you return it to him.
D10=4:A young man sits on the beach staring out at the water. He looks as if throwing a pebble into the ocean can't possibly be any way to get it to get from one place to another. He doesn't address players and will not answer questions. He seems to be in another world as he stares at the water.
D10=5:A friendly hermit offers to read your fortune in the patterns of the shells.
D10=6:A flock of pelicans diving for fish.
D10=7:Two young elven lovers are sitting on the beach, talking about their future together. They will ask players for their advice about whether or not they should get married. If the players say yes, the couple will get married right then and there!
D10=8:A group of men are praying to a statue of a god which does not exist on this world. They will ask the players to join them in prayer. They will hand them a holy book and insist that they read a passage aloud. If players refuse, they will be attacked by the men who believe them to be blasphemers and heretics. The men have swords and shields.
D10=9:A group of elderly women are walking along the beach, looking for shells and driftwood. They're trying to rebuild their ravaged village, and they need supplies. They're willing to trade for food and supplies - but they have a bad feeling about this place and want to leave as soon as they can.
D10=10:A coconut has washed ashore. It can be opened for a refreshing drink of coconut water.
d100 = 2
D10=1:The ghost of a drowned sailor appears under the full moon, beckoning the players towards a glowing shipwreck visible only during the witching hour. The wreck is filled with eerie remnants of its cursed crew and their valuable loot.
D10=2:A group of fishermen are sitting on the beach, eating their lunch. They're laughing and telling stories about their adventures at sea.
D10=3:A group of elves are practicing archery with each other. They will invite the party to join them if they ask.
D10=4:A bard sings near the water's edge about a hidden pirate treasure and offers to accompany the players to find it. The bard, however, seeks to betray them mid-quest by leading them into a reef of dangerous water elementals to claim the treasure for himself.
D10=5:People gather shells into intricate patterns on the sand.
D10=6:A group of women are telling stories about an island of the dead where the undead rule over the living. A skeleton is watching them from the edge of the forest and bows to them.
D10=7:Natives are playing a game of chance involving throwing dice.
D10=8:A large group of 2d20+2 thieves are walking along the beach headed towards a port city. They are carrying bags of loot and looking for a buyer.
D10=9:A group of children is organizing a game of hide and seek among the dunes.
D10=10:A man wearing strange robes approaches the party and offers to sell them a strange potion that will allow them to breath underwater for up to 20 hours.
d100 = 3
D10=1:The party discovers an unusual reef brimming with valuable corals but haunted by illusion-cloaked sea ghosts. These ghosts seek to avenge a betrayal by former allies who cursed their remains to enrich others.
D10=2:A group of men and women are sitting on the beach, talking about the latest gossip from the nearby city.
D10=3:A rainbow arcs dramatically across the sky after a brief rainstorm.
D10=4:A man and a woman are arguing about leaving their village and joining a traveling troupe. The man wants to leave, but the woman does not.
D10=5:Goliath and an elf are having a swordfight on the beach. The elf has a large scar on his face and will tell the players his name is 'Captain' before attacking.
D10=6:A fallen coconuts mark the location of a tall swaying palm tree.
D10=7:A friendly dog runs by, a stick clamped in its jaws, playfully splashing in the shallows.
D10=8:You see a glow on the beach (about 50 feet ahead of you), come closer and it is an illusion on the sand. It is an illusion of a mummy. If you step into it, it will grab onto you with its bony hands and begin to squeeze until it has completely crushed your bones and organs while it is still holding onto your body.
D10=9:A fireworks casing, charred but intact, hints at previous celebrations.
D10=10:The players find an old message in a bottle washed ashore. It contains a map leading to a hidden treasure buried beneath the sands, guarded by a tribe of sand elementals.
d100 = 4
D10=1:Crabbie the Diva: An enormous sea crab wearing a crown made of driftwood and pearls, who believes he is the true ruler of the beach. Crabbie demands tribute from beachgoers and instructs the adventurers to build him a new throne. In exchange, he promises to reveal the location of a hidden underwater cave. His grandiose and self-important manner makes for an entertaining interaction.
D10=2:The scent of salt and fresh sea air invigorates your spirit and clears your mind.
D10=3:Two men are having an argument about whether mermaids exist or not. They don't want to talk about it with anyone else.
D10=4:- NPC: Darian Deepsea, a charismatic merfolk bard
Darian Deepsea, a merfolk bard with a mesmerizing voice, has been captivating beachgoers with his tunes. He’ll offer to perform for the party, but only if they help him reclaim his enchanted lyre stolen by mischievous sahuagin. The lyre, as it turns out, has powers that can control tides.
D10=5:A group of people are digging a hole in the sand, hoping to find buried treasure. They aren't having any luck and have been digging for days. They will ask the party to dig instead. Maybe they can help.
D10=6:The water foams where the waves meet a rocky outcrop, creating a natural spectacle.
D10=7:A group of elderly humans are sitting on the beach and telling stories about their youth. They are telling stories about a time when they went on a quest to kill a dragon that was terrorizing the local area.
D10=8:On a moonlit night, an alabaster statue of a stunning mermaid comes to life. She is cursed to wander the shores until her stolen voice, encased in a pearl and guarded by a sea witch, is returned to her. She promises great rewards for its retrieval.
D10=9:The faint outline of a sunken reef can be seen just beneath the surface water.
D10=10:The players notice strange patterns and symbols drawn in the sand, possibly left by a mystic.
d100 = 5
D10=1:Marina of the Shell Market: A charismatic seashell merchant with a knack for identifying the rarest and most magical shells. Marina runs a colorful beach stall and claims to have a shell that can summon dolphins, but only if it’s polished with a special concoction. Her detailed, animated explanations of the shells’ origins are often exaggerated and fantastically implausible.
D10=2:A group of men are having a business meeting in their tents. They are deciding when and where to strike their next enemy.
D10=3:A seemingly endless, enchanted message scrolls along the surface of the water, inviting the party to a grand, underwater council with merfolk royalty.
D10=4:A lone seagull stands on one leg, resting while perched on a rock.
D10=5:A conch trumpet sounds from a far-off cliff-top, signaling the coming storm.
D10=6:A renowned pirate’s tomb is ensconced with misleadingly humble warnings. Inside lays a labyrinth of deceit-filled trials, echoing the pirate’s own life of treachery, testing the party’s loyalty.
D10=7:2d4 Children build an elaborate sandcastle, complete with moat and turrets.
D10=8:The players discover an ancient, crumbling lighthouse. Inside, they find the spirit of a long-dead lighthouse keeper who promises to reveal the location of a hidden treasure if they can restore his lighthouse.
D10=9:The adventurers help a shipwrecked captain who tells of mutineers that took his ship and treasure. Upon recovering the ship, the "mutineers" claim they were escaping the captain's reign of terror and treachery—both sides seek the party's trust and help.
D10=10:A charming shipwright enlists the group to help finish his vessel, promising grand adventures. However, the ship is cursed by a betrayed warlock, forming eerie allegiances with the deceived spirit of the vessel to entrap those onboard.
d100 = 6
D10=1:While exploring tidal pools, the party finds a dying faerie seeking aid to return a magical amulet to her kin. However, the faerie’s story is false; she is a malevolent entity aiming to use the adventurers to breach sacred fae territories, triggering a deadly conflict.
D10=2:A group of young men and women are sitting around a camp fire, singing songs and telling stories.
D10=3:The remains of a bonfire, circled by stones, hint at a recent beach gathering.
D10=4:The mysterious and legendary Beach Sage Riptide Ro is rumored to appear only at high tide. Catching Ro when the waves align, players might ask questions regarding sea mysteries or obtain enchantments for sea-related adventures. However, speaking in riddles, Riptide Ro challenges players’ wits.
D10=5:A seagull drops a sparkling object at your feet, then raucously flies away.
D10=6:A young couple poses for pictures, capturing memories of their day out.
D10=7:A group of humans are selling trinkets to passing humans. They are selling cheap, but useful trinkets. If players approach, they will offer to sell them their trinkets. They want 1 GP for each trinket, but they are willing to negotiate.
D10=8:A friendly stray dog leads players to a hidden stash of items buried in the sand.
D10=9:- NPC: Nettle, a scrappy beach merchant
Nettle runs a makeshift store right on the sand, selling peculiar items washed ashore. He challenges the players to a beachcombing contest, promising rare magical trinkets if they find something impressive. The twist? Nettle has planted a fake treasure chest somewhere on the shore.
D10=10:A sand sculptor impressively chisels away at a giant mermaid statue and invites the party to admire his work. However, when they touch the statue, it comes alive and attacks them—part of an ancient curse the artist aims to pass on.
d100 = 7
D10=1:As the sun sets, luminescent jellyfish start to drift to the shore, painting the beach with a stunning, eerie light. Where they gather, something valuable or dangerous may be found.
D10=2:A group of yaks are charging across the beach. The yaks are being led by a man who sits atop one of the yaks. The man is wearing a brightly colored robe and a hat made out of bone. The man on the yak is shouting insults at the players. Behind the yaks are several hunters and trackers, who are trying to catch the yaks. The hunter look worried, but they keep up with the yaks.
D10=3:A group of young halflings are sitting on the beach and singing a song about how they're going to be great adventurers some day and they're not going to sit around and be farmers like their parents expect them to.
D10=4:A kite soars high above, its bright colors stark against the blue sky.
D10=5:A group of elves are practicing archery with each other. They will invite the party to join them if they ask.
D10=6:A portable grill sends out wafts of delicious-smelling smoke.
D10=7:A child's forgotten shovel and pail lay at the water's edge, now teetering on the brink of being claimed by the tide.
D10=8:They stumble upon a nest of large, dragon-like turtles whose shells are adorned with precious, magical stones. The mother turtle is extremely protective and will defend her nest fiercely.
D10=9:1d4 starfish cling to a nearby rock, awaiting the return of the tide.
D10=10:You see a group of halflings playing with a large ball. They are laughing and having a good time. If players approach, the halflings will invite them to play. They will ask players to join them in a game of Beach ball. If players join in, the halflings will cheat.
d100 = 8
D10=1:A wrecked ship is washed up on the beach. There's a small chest on the deck with a small lock on it. The chest is filled with sea shells.
D10=2:A group of men are throwing rocks into the water for the fun of it. They are about 200 yards out and throwing stones as hard as they can. If anyone asks, they will say that they are practicing for a target game, but they are not. They just like to throw rocks as hard as they can.
D10=3:A curious sea otter approaches, appearing to lead the players to an underwater vault filled with pearls and other treasures, guarded by ancient sea monsters.
D10=4:A group of kids are digging for treasure in the sand. They have 5d6 hours worth of items that they have dug up. Some of the items are actually valuable; the rest is worthless.
D10=5:Players come across a group of local fishermen. They are gutting a freshly caught fish. The players can get some information about the area from them.
D10=6:The tide is going out and a group of merfolk are singing a peaceful lullaby. They will offer a reward if the players can help them find the source of the song. 17) A group of selkies are playing in the waves near the shore. They will offer help to the players if they can prove themselves worthy.
D10=7:Waves rhythmically crashing against the shore.
D10=8:Two wizards are sitting on the beach, arguing about the laws of magic. One is saying that all magic is energy, and it can be manipulated like any other energy source. The second wizard is saying that magic is not energy, but rather it is a force that flows through everything. He is adamant that magic is not an energy source, and he cannot be convinced otherwise no matter how hard the other wizard tries.
D10=9:A small family of halflings is walking along the beach. They are heading toward a nearby town.
D10=10:The tide goes unusually far out, revealing hidden ruins and an assortment of aquatic monsters scavenging the area for food.
d100 = 9
D10=1:A group is picking a fight with another group of people on the beach for no reason. The person leading this group is extremely ambitious, and will take over any kingdom that he wants, starting with this kingdom if he can get away with it. A player rolling a wisdom check (DC10) will remember there's a bounty for the man. He won't go quietly and has a big (huge) brother.
D10=2:A group of 4d4 giant spiders are crawling along the beach. They are trying to find water.
D10=3:Two men with strange tattoos on their arms are arguing. They are arguing about how to get to a temple on the other side of the island.
D10=4:Sunbathers under large beach hats.
D10=5:An old sailor is sitting on the beach and singing a sea shanty. He is gathering driftwood to use as tinder for a fire to keep him warm.
D10=6:A family picnics, laughing and chatting as they enjoy the day.
D10=7:Two men are sitting on the beach playing a game of dice. They will not talk to you.
D10=8:An older couple sitting on a bench, watching the tide.
D10=9:A lone figure doing Tai Chi at sunrise.
D10=10:An old man is fishing from a large boat. He invites the players to join him and share stories of their adventures.
d100 = 10
D10=1:A man and a woman are arguing about leaving their village and joining a traveling troupe. The man wants to leave, but the woman does not.
D10=2:As the sun sets across the horizon, the players find a message in a bottle washed ashore, revealing a plot by cultists planning to release an ancient kraken under the guise of a festive beach ceremony. The players learn the head cultist is a kind-hearted local who seems to be under a form of enchanted coercion. Choosing to disrupt the ceremony could save lives but also greatly harm someone seemingly innocent.
D10=3:Players find a group of three men, who are walking on the beach. They are wearing tattered clothing, and they are looking for food and water. They are former pirates, who have been stranded on the beach for four months. They will beg for food and water, and they will offer to lead the players to their treasure if they help them.
D10=4:A tidal wave threatens to engulf the players, but as it recedes, an underwater civilization is revealed, asking for aid against a pressing threat.
D10=5:A flamboyant bard named Sandy Strings performs joyful melodies with her lyre under a palm tree. Her music uplifts spirits and can grant temporary boosts to morale and strength. Engaging in a dance-off with her could earn you a rare song scroll that empowers spells, but losing the challenge might cause you to trip and fall comically into the sand.
D10=6:A woman collecting pieces of driftwood.
D10=7:You see a small group of wealthy looking people walking down the beach. The nobles are wearing richly embroidered clothes, and are carrying a chest with an average of 100gp in it.
D10=8:A bright blue starfish clings to a rock in a tidal pool.
D10=9:A sunken ship's mast juts out from the water offshore.
D10=10:An old man is fishing from a large boat. He invites the players to join him and share stories of their adventures.
d100 = 11
D10=1:A small tidal pool filled with colorful anemones.
D10=2:Two women stumble out of a tavern. They are almost blind drunk, and they are fighting over a halfling. This halfling is a pickpocket who is robbing the two women while they fight over him.
D10=3:The players find an enchanted bottle discarded on the shore containing a lesser genie who promises one wish. This genie, bound under a spell by a powerful wizard, warns of unforeseen consequences. The players must weigh ethical implications and strings attached promising outcomes against uncertain constraints.
D10=4:A piece of sun-bleached sea glass glistens, catching your eye amidst the pebbles.
D10=5:A thick fog rolls in from the sea, reducing visibility to just a few feet.
D10=6:A group of merfolk are sitting on the beach, mourning the loss of their queen. They are placing seashells on her body, which is washed up on the beach. If players approach, they will tell them her tragic story.
D10=7:A giant sea serpent is slithering in the depths of the ocean. It is necessary to defeat it before it can unleash its wrath on the party.
D10=8:The players discover an old seaglass collection, each piece worn smooth by the waves.
D10=9:A conch shell big enough to serve as a water vessel beckons in the sand.
D10=10:You find a small, intricately carved sand sculpture clearly done by a master.
d100 = 12
D10=1:The sky is clear, and the sun shines brightly, making the sand hot to the touch.
D10=2:A well-dressed merchant offers a lucrative job for the party to retrieve a cargo lost at sea. Upon retrieval, they discover the cargo contains enslaved merfolk who have been tricked into believing the party are their captors and lead them into an ambush.
D10=3:A lone pelican dives into the water, emerging with a fish wriggling in its beak.
D10=4:A shell-covered walking cane lies in the sand, awaiting its owner's return.
D10=5:A man and woman are having an argument. The woman hits him and he leaves, but as he walks away, he is suddenly transported to another world. The man screams at the top of his lungs and then suddenly disappears.
D10=6:The receding tide reveals a sandbar ripe for exploration.
D10=7:A lone merchant has set up a small stall on the beach selling exotic shells and trinkets from distant lands.
D10=8:A group of men are carving the likeness of their kings face into another rock. Further along the beach you see another group doing the same thing.
D10=9:A lone figure meditating with the sound of waves.
D10=10:- NPC: Darian Deepsea, a charismatic merfolk bard
Darian Deepsea, a merfolk bard with a mesmerizing voice, has been captivating beachgoers with his tunes. He’ll offer to perform for the party, but only if they help him reclaim his enchanted lyre stolen by mischievous sahuagin. The lyre, as it turns out, has powers that can control tides.
d100 = 13
D10=1:- NPC: Squinty, a wise but eccentric lighthouse keeper
The players come across Squinty, the lighthouse keeper, who insists that his lighthouse is haunted by the ghost of a pirate. He needs the players' help to exorcize the spirit. If they succeed, Squinty will offer them a rare, polished gemstone that supposedly was the pirate's favorite.
D10=2:A kindly older couple is walking their dog along the shore, and they stop to chat.
D10=3:An old man is walking along the beach, carrying a strange looking staff in his hand. He is a powerful wizard and is searching for a powerful magical artifact that was lost at sea.
D10=4:Rows of quaint beach huts.
D10=5:A group of people are talking about how they were robbed by a group of thugs.
D10=6:The party stumbles upon a sunbathing dragon turtle. If they can approach without waking it, they may find rare gems embedded in its rocky hide.
D10=7:A man and woman are having an argument. The woman hits him and he leaves, but as he walks away, he is suddenly transported to another world. The man screams at the top of his lungs and then suddenly disappears.
D10=8:- NPC: Flotsam and Jetsam, twin goblin fishermen
These twin goblins are known for their wild fishing techniques. They invite the players to a fishing contest with a twist – the fish they catch are magical and sometimes intelligent. Winning against the twins could earn the players a magical fishing rod.
D10=9:The players come across a group of mer-people playing a game in the tide pools. They invite the players to join.
D10=10:A group of 1d6+1 merchants are selling weapons, armor, food and other supplies to anyone interested in buying anything at all...
d100 = 14
D10=1:A small campfire has been left smoldering, abandoned in haste.
D10=2:On the beach you can see a group of children playing a game of tag. They are being watched by an old man who will give the players a reward if they tell him the name of the winner.
D10=3:As the players stroll along the sandy dunes, they come across a series of strange footprints leading to a hermit's shack. The hermit is actually a dragon in disguise, hiding from a powerful hunting party intent on claiming its scales.
D10=4:A couple of butterflies flit about near the flowering plants that grow in the dunes.
D10=5:A group of fishermen are sitting on the shore. They are drinking ale and telling stories about the big one that got away.
D10=6:The party finds a beached ship. If they search the ship, they will find 1d6 gems worth 1d6x100 GP each, but the ship is haunted.
D10=7:A merchant is selling rare and valuable gems to anyone who will pay his price.
D10=8:An armored chest is cast ashore, its seams leaking saltwater. When opened, it reveals enchanted sea charts pointing to a hidden underwater trove, but disturbing it also awakens cursed crew members bound to protect its secrets.
D10=9:You spot a mermaid's purse washed up on the shore.
D10=10:A group of goblins have set up a beachside camp, catching and selling rare fish—which turn out to be the transformed forms of cursed travelers. Reversing the transformation is optional, but engaging the goblins can yield clues or treasures.
d100 = 15
D10=1:The sand beneath the players' feet suddenly gives way, dropping them into an underground cavern where ancient sea serpent bones lie, still animated with necrotic energy.
D10=2:A comically oversized seagull named Vortex, who turned out to be a polymorphed wizard, is trying to break the spell by gathering unusual spell components from the beach. Assisting Vortex not only changes him back but also awards the players with aerial combat tactics.
D10=4:A young boy named Timmy is swimming in the water on a surfboard. He has red hair and looks very familiar...
D10=5:Sea oats and dune grass sway gently in the breeze.
D10=6:A charismatic pirate captain washes ashore claiming to know the cure for a plague spreading through a nearby seaside town. But to prove his story, he sends the players on a quest for a magical orb held by a rival pirate who brutally betrayed him. The players must weigh the risk of reigniting a deadly pirate feud for a cure that might not exist.
D10=7:You see an old man sitting on the beach beside the water. If you walk up to him, he will ask you what day it is and what time it is. If you answer incorrectly, he will say that you are too stupid to live and will try to drown you in the water. Once you have successfully answered at least one riddle, he will ask for 50 gp for helping you. If you give him the money, he will give you a map with directions to a powerful magic item.
D10=8:The "Obsidian Arch" juts out into the sea, surrounded by shards of black glass. Here, a lone wanderer named Thane weeps over the loss of his beloved, a warrior turned to obsidian by dark magic. To save her, players must find the heartstone guarded by a volcanic monstrosity in a nearby island volcano. Each cry from Thane is a dagger to the players’ hearts, mirroring the risk they undertake.
D10=9:A group of men and women are gathering driftwood on the beach. They are headed to a nearby village, where they will sell the wood to a merchant who will use it to make furniture. The men and women are tired, thirsty and hungry, and they look like they could use some help with their work.
D10=10:A large tree has fallen and been partly buried by sand, creating a natural obstacle.
d100 = 16
D10=1:The undercurrent hum of a ship’s horn can be heard from offshore.
D10=2:A woman collecting pieces of driftwood.
D10=3:A group of kobolds are trying to hunt down a group of dolphins.
D10=4:The faint outline of a sunken reef can be seen just beneath the surface water.
D10=5:A small family of halflings is walking along the beach. They are heading toward a nearby town.
D10=6:Dark shapes swim beneath the crystal waves, following the players but never quite surfacing. These are shadow creatures waiting for the right moment to strike.
D10=7:An inquisitive sea dragon surfaces, initially curious but quick to perceive any aggression as a threat to its underwater hoard.
D10=8:The adventurers meet a lighthouse keeper insisting to have fought off marauding sahuagin and begs for help securing the light. In reality, he's allied with the sahuagin, aiming to betray and capture the party for raiding purposes.
D10=9:A beachcomber with a metal detector is scanning the area for hidden treasures.
D10=10:You see a group of 3d4+3 orcs attacking a nobleman's carriage. They will attack the players, and then flee if they lose the fight.
d100 = 17
D10=1:The scent of salty seawater fills the air, mingling with the scent of sunscreen.
D10=2:A group of children playing on the beach have found a treasure chest. A short time later, that chest begins to glow and men appear out of nowhere and begin attacking the children.
D10=3:A conch shell big enough to serve as a water vessel beckons in the sand.
D10=4:You meet a beautiful woman who looks almost too good to be true. Or maybe she does. She is an illusionist who has cast an illusion on herself to make herself look more beautiful because she wants to seduce a group of players (who are at least level 10) into fighting a dragon with her.
D10=5:At dusk, ghostly apparitions of a previous shipwrecked crew emerge from the surf, repeating their final moments. The players might learn a valuable lesson or acquire a haunted relic if they interact with the phantoms.
D10=6:The remains of a long-lost shipwreck.
D10=7:You see a group of halflings playing with a large ball. They are laughing and having a good time. If players approach, the halflings will invite them to play. They will ask players to join them in a game of Beach ball. If players join in, the halflings will cheat.
D10=8:A ship is sinking into the sand. It is just bones now. The ship is nothing more than a few pieces of wood sticking out of the sand with leg bones sticking out of them here and there. The remains of the ship has been here for years. There are long fingers of wood with bones sticking out of them that slowly move on their own, twitching like fingers.
D10=9:A finely carved wooden comb is found embedded in the wet sand.
D10=10:A tattooed sailor tells tall tales to anyone who will listen.
d100 = 18
D10=1:The players come across a message carved into a rock, warning of powerful tides.
D10=2:A smooth, glassy pebble catches the light, a treasure from the depths of the sea.
D10=3:You come upon a sand dollar, perfectly intact.
D10=4:A surfboard washes ashore, nobody around to claim it.
D10=5:A charming shipwright enlists the group to help finish his vessel, promising grand adventures. However, the ship is cursed by a betrayed warlock, forming eerie allegiances with the deceived spirit of the vessel to entrap those onboard.
D10=6:A group of youths ask for help retrieving a ball from a dangerous reef. On closer inspection, the ball is actually a powerful artifact they’re pretending to be children to retrieve, tricking the party into fighting their adversaries.
D10=7:A group of 1d6+5 bandits attack the party.
D10=8:A group of 3d4 giant lizards are lying on the beach. They are sleeping in the sun.
D10=9:An old iron-bound chest, rusted and empty, sits propped open amongst the dunes.
D10=10:A group of young men and women are sitting around a camp fire, singing songs and telling stories.
d100 = 19
D10=1:Along the water’s edge, the adventurers find a tribe of crab-folk embroiled in a war with an army of sahuagin. The crab-folk have mystical artifacts of great power, but will only share them with those who prove themselves by fighting alongside them in the battle.
D10=2:A local storyteller captivates a small audience with tales of the sea and its mysteries.
D10=3:A talking parrot leads the players to a cove filled with gold, only for the proverbial "X" marking the spot to trigger a trap summoned by a vengeful ghost captain. The parrot was a transformed first mate seeking to end his unholy servitude.
D10=4:The ocean's edge glows faintly with bioluminescent plankton, sparking curiosity.
D10=5:Two old women are playing a strange game of tiles and bones.
D10=6:A group of nymphs are sunbathing on the beach and invite the players to join them. If the players accept, they will be invited to a magical feast but may also fall under the enchantment of the nymphs.
D10=7:People gather shells into intricate patterns on the sand.
D10=8:A school of flying fish bursts from the ocean waves and begins weaving intricate patterns in the sky. They seem to be guiding the players' attention towards a distant storm cloud on the horizon. Within the cloud, a floating island is just visible.
D10=9:A volcanic vent near the shore causes the water to boil and emit noxious fumes. Within the vent are elemental creatures and precious gemstones that can be harvested if players can withstand the heat and toxicity.
D10=10:The sound of waves crashing can be heard. The sound is coming from a group of halflings who are playing in the water. They are having a great time and will invite the players to join them if they like. They will offer the players a magic ring if they do, but the ring has an enchantment that makes it always wet. The halflings are hoping the players will wear the ring to the next fancy dress ball and everyone will laugh at them.
d100 = 20
D10=1:While scouring the beach for treasure, the players find an ancient shell set with glowing runes. An old fisherman identifies it as the key to an ancient undersea vault. The vault supposedly holds both great treasures and a curse that could devastate coastal communities. The players face the moral quandary of opening the vault driven by greed or leaving dangerous knowledge and power undisturbed.
D10=2:Sea oats sway gently in the sea breeze atop a nearby dune.
D10=3:A pair of seabirds nest on the beach, one dutifully guarding their eggs.
D10=4:The players come across an open-air market on the beach, with stalls selling food, crafts, and souvenirs.
D10=5:A group of 2d6 giant crabs are exploring the beach, looking for food and water.
D10=6:The players find a large cluster of starfish clinging to rocks in the tide.
D10=7:Brightly colored fish dart about in water so clear it seems crystalline.
D10=8:The players come across eerie seaweeds that sing with a haunted harmony. Investigating further reveals their connection to an underwater bardic community in distress.
D10=9:Lush, green sea grass thrives near the water's edge, home to many tiny creatures.
D10=10:A group of 4d4+4 men are sitting in a circle on the beach, chanting. They are creating a magical portal. Once the portal is complete, they will send in 2d6+2 succubi. If players try to interrupt them, they will fight them until the succubi come through.
d100 = 21
D10=1:A group of 2d6 bandits are walking along the beach. They are looking for a ship that crashed on the shore earlier that day. There were two crew members and two treasure chests on the ship. They will offer the party a share of the treasure if they help them track down the two crew members who fled into the jungle.
D10=2:A sandpiper darts in and out, avoiding the waves as it pecks at the sand.
D10=3:You see a group of 3d4+3 orcs attacking a nobleman's carriage. They will attack the players, and then flee if they lose the fight.
D10=4:A group of 2d6 children are building sandcastles and invite the players to join in for a friendly competition.
D10=5:The players come across a group of mer-people playing a game in the tide pools. They invite the players to join.
D10=6:A family is having an animated argument over the rules of a sandcastle competition.
D10=7:A local vendor sells coconuts and tropical drinks.
D10=8:Near a secluded cove, the players find an altar dedicated to an ancient sea deity. Fishermen who have gone missing have been transformed into deep-sea horrors by a vengeful priest. The players must free the cursed souls or face the wrath of the deity.
D10=9:A group of 1d4+2 young women are gathering seashells. They will offer the players seashells if they buy some from them.
D10=10:A dragon turtle appears near the shore, demanding tribute from any ship that attempts to dock. The players can negotiate, fight, or find a clever way to bypass the beast.
d100 = 22
D10=1:You find an ornate dagger, rusted by time but still clearly valuable.
D10=2:Laughter rings out as children run in and out of the surf, reveling in their game.
D10=3:Two children play a spirited game of tag, weaving in and out of beachgoers with joyous abandon.
D10=4:A lone mermaid is seen for a fleeting moment before diving beneath the waves.
D10=5:You see a ship in the distance, but it is too far away to make out the details. Suddenly, you hear the sound of cannons blasting and the ship is engulfed in flames.
D10=6:On a distant rocky promontory, players spot a glimmering scale, the rumored fragment of a mythical sea beast. The locals speak of its power to grant aquatic respiration if untainted, but it is heavily defended by territorial sirens.
D10=7:You stumble upon a beautifully crafted piece of driftwood art.
D10=8:A lone seagull stands on one leg, resting while perched on a rock.
D10=9:A trio of tritons rise from the waves, each carrying a conch shell with a fragment of a prophecy. Their realm is threatened by a growing darkness and they seek worthy allies to venture into their underwater kingdom to confront a rising aquatic lich.
D10=10:A pair of seabirds nest on the beach, one dutifully guarding their eggs.
d100 = 23
D10=1:The players come across a weathered and frayed sea chart, detailing treacherous waters and hidden coves.
D10=2:A collection of smooth stones forms a path leading toward the water.
D10=3:The party stumbles upon a sunbathing dragon turtle. If they can approach without waking it, they may find rare gems embedded in its rocky hide.
D10=4:A glittering bottle washes ashore containing a message promising fabulous riches under a distant rock formation. When the party arrives, they find a pirate ambush laying in wait, ready to plunder what they possess.
D10=5:A group of pirates are seen fighting on the beach. They are looking for a treasure map and will attack anyone who gets in their way.
D10=6:Couples writing messages in the sand.
D10=7:A volley of arrows lands near the players, fired by coastal rangers who mistake the party for enemy scouts. After a careful explanation, the rangers enlist the help of the party against marauding invaders.
D10=8:A sea turtle making its way back to the ocean.
D10=9:A group of people are praying for help at a statue of a god. They have been praying for a long time and have not gotten any help. They will ask the party for help and give them something if they do.
D10=10:A celestial object crashes into the beach. Upon investigation, it’s a fallen star containing wisdom, power, or malevolent intent, depending on how it’s approached.
d100 = 24
D10=1:There is a young man walking on the beach trying to pick up a golden coin from the sand. He is dressed in rags and looks very poor. He will ask for help in getting the coin if the players help him.
D10=2:Players find a small camp nearby, with a half-orc in rags and a crossbow. He is named Ringo. He is a pirate, who was shipwrecked on the beach. He will give the players directions to a cave, if they promise to help him.
D10=3:A large ship appears on the horizon, heading towards the beach. It is crewed by the undead, searching for a powerful magical artifact.
D10=4:You find an abandoned picnic, with food still laid out on a blanket.
D10=5:A group of men and women are sitting around a camp fire, singing songs and telling stories. They are laughing as they tell the story of how they stole a very valuable item from a nearby village.
D10=6:A father and son are surf fishing together.
D10=7:A rope washed ashore, tangled and frayed.
D10=8:Upon the "Silver Shell Shore," an ancient fisherman named Garvin clings to tales of lost sailors devoured by giant eels. Clues lead the players to the eel’s underwater cavern for a battle that could bring closure. Garvin’s endless tears sculpt sorrow into each shell found.
D10=9:A group of people are sitting around a campfire. They are singing songs and telling stories. One of the stories is about a powerful creature that lives in the ocean. The creature is a giant octopus with an eel tail and tentacles that are as thick as tree trunks. It is wearing a crown, and it is sitting on a large shell that is floating on the water.
D10=10:Bob the Bather: Bob is a very sunburned human who insists he saw a “sea serpent” while floating on his back in the shallow waves. He’s scared senseless and hides in a poorly built sand fort. If the players investigate and soothe his fears, Bob will reward them with an old, weather-worn treasure map he found.
d100 = 25
D10=1:A group of fishermen are going out to sea. They will ask the players if they want to join them. If the players do, they will be taken out to sea and dropped off at the edge of the sea. The fishermen will then sail away, laughing at the players' misfortune.
D10=2:A small glass crypt has washed up on shore. If players open it, they will find it is full of water and contains a dead fish.
D10=3:A pair of local craftsmen are creating delicate seashell jewelry to sell.
D10=4:A large flock of seagulls are flying in the sky, but you noticed the flock split in half and now a green mist is forming around the birds causing them to fly erratically.
D10=5:An impromptu beach-side market.
D10=6:As the players stroll along the sandy dunes, they come across a series of strange footprints leading to a hermit's shack. The hermit is actually a dragon in disguise, hiding from a powerful hunting party intent on claiming its scales.
D10=7:Atop the "Crystal Obelisk," a young woman named Serafina clutches a bloodstained ribbon belonging to her brother taken by sirens. Players must brave the siren-infested waters, where each beautiful song harbors a deadly lure. Serafina’s plaintive cries echo off the obelisk, urging the group on.
D10=8:A siren’s song lures the players into treacherous waters filled with sharp rocks and hidden treasures. Navigating this deadly area could lead to great rewards or dire consequences.
D10=9:Two children are digging a deep hole, trying to reach water.
D10=10:A small hermit crab scuttles across the sand, searching for a new shell to call home.
d100 = 26
D10=1:A family picnics, laughing and chatting as they enjoy the day.
D10=2:A vendor sells exotic grilled seafood that intoxicates the buyers into revealing secrets. A blackmailer collects those secrets, staging betrayals by leaking sensitive information to rivals and enemies of the adventurers.
D10=3:Laughter rings out as children run in and out of the surf, reveling in their game.
D10=4:A giant eagle swoops from the sky carrying a pearl as large as a goblet. It is a gift from the Elemental Plane of Air, meant to bend the will of the winds. The eagle seeks mortal champions to safeguard it, as dark forces from the Plane of Earth strive to steal it.
D10=5:A large piece of driftwood, hollowed and smooth, creates a natural bench.
D10=6:A group of 1d4+2 fishermen are taking a break from fishing. If the players talk with them, they will tell the players about a nearby abandoned castle. There is treasure in the castle, but there are also strange creatures that attack at night.
D10=7:A crab hole in the sand suddenly reveals its occupant as a claw pops out.
D10=8:A flock of seagulls dive and squawk over a recently discarded pile of food scraps.
D10=9:An odd-looking rock formation jutting out of the sea.
D10=10:A man selling homemade ice cream.
d100 = 27
D10=1:A lifeguard whistles, calling attention to rough surf and warning swimmers.
D10=2:A man is sitting on the beach, singing a sad song about a lost love. He is actually a bard who is trying to attract attention to himself so that he can offer to sing a song for free in exchange for information about a nearby dungeon and its legendary treasure.
D10=3:An unusual shell emits a continuous, haunting wail when touched. It holds the soul of a long-lost adventurer who offers wisdom or may attempt to possess someone.
D10=4:You see an old man. His eyes are milky white. He is selling sacks of silver and gold coins. The coins are overpriced, and the man is actually selling imitation coins made of copper.
D10=5:A large group of 3d10+3 orcs are gathered around a large fire on the beach. They are drinking ale and celebrating their latest raid.
D10=6:A family is having an animated argument over the rules of a sandcastle competition.
D10=7:A group of men are sitting on a bench, talking about the adventures that they went on in their younger years. They will talk about their adventures with Zan and Crom, the famous mercenary brothers who used to live in this city.
D10=8:Children burying each other in the sand.
D10=9:An old sailor on the beach offers to sell the party a curious map leading to a buried treasure. The map leads them into the lair of a kraken, which the sailor had made a pact with to deliver fresh victims.
D10=10:The party finds a small silver cup buried in the sand, it is filled with jewels and coins: silver, gold and platinum coins. The cup itself is very beautiful, it is decorated with pearls and rubies. It seems very important, but you cannot recall where you have seen it before. The party will not be able to decide who should get it, so the DM will decide who gets it.*
d100 = 28
D10=1:A group of 1d6+5 bandits attack the party.
D10=2:A group of halflings are cooking on a fire. They are eating some kind of fish they caught. They are very friendly and will talk to the party. They will have a fight with a group of wolf-like monsters over their fish.
D10=3:An old man is walking along the beach, muttering to himself and looking for something. If the party tries to talk to him, he will tell them that he is looking for his lost love. He will also tell them that he needs their help to find her.
D10=4:A group of 1d6+2 men are sitting on the beach fishing. They will not talk to you unless you join them and fish with them. If you do, they will warn you not to eat the fish because they are all spoiled.
D10=5:The bleached bones of a fish rest in the sun, picked clean by scavengers.
D10=6:Players find the body of a fisherman washed up on the beach. He has been killed by a giant octopus, which is still attached to his arm and is still alive.
D10=7:Two old men are sitting on the beach, watching the waves. If the players approach, they will say that they are waiting for someone to return to them.
D10=8:They find an abandoned beach hut containing the journal of an adventurer who discovered a lost underwater city. The clues in the journal could lead to untold riches or great peril if followed.
D10=9:A seemingly repentant pirate captain offers wealth for forgiving past betrayals and aiding in his redemption quest. His claimed path of redemption involves nefarious twists, dragging the party into morally conflicting betrayals.
D10=10:At midnight, the beach transforms into a battlefield between warring spirits of ancient sailors eternally fighting for control of a legendary shipwreck filled with cursed gold. The party can choose sides or attempt to broker a peace, breaking the cycle.
d100 = 29
D10=1:A group of fishermen are trying to catch their daily fish. They will invite the party to dinner if they ask.
D10=2:The players find a sunken island that surfaces only once a century, filled with ruins from an ancient civilization. However, it is inhabited by ghosts and spectral guardians who defend their possessions fiercely.
D10=3:A ship crashed onto the beach a few hours ago. The ship is carrying an extremely rare and valuable gem.
D10=4:A group of knights are riding along the beach on horses. They are led by a very beautiful young woman with long beautiful hair. A man is following the knights on horseback, he is wearing fine clothes and has a very shiny sword. The man has a stern face and moves his eyes back and forth as he watches the knights and woman.
D10=5:A group of sailors is looking for work. They are willing to haul cargo, but they are not very good at it.
D10=6:Serenity the Siren, possessing a voice that can soothe or control, approaches the players with a sore throat, thus unable to sing. She requests the players fetch ingredients for a special tea, and in return, she shares snippets of ancient, enchanted songs that could assist in future endeavors.
D10=7:The distant cry of a gull echoes over the waves, adding to the beach's natural chorus.
D10=8:Two half-elves are walking along the beach, looking for treasure. One of them has a large staff with a large diamond set into the top of it.
D10=9:On a windswept dune, the players encounter a tomb guarded by spectral knights. Inside lies the resting place of an ancient ruler who once controlled the very seas. Defeating the knights and retrieving the ruler’s enchanted trident may grant control over the ocean.
D10=10:The beach is covered by a thick layer of seaweed.
d100 = 30
D10=1:A group of goblins have set up a beachside camp, catching and selling rare fish—which turn out to be the transformed forms of cursed travelers. Reversing the transformation is optional, but engaging the goblins can yield clues or treasures.
D10=2:The players find a large cluster of starfish clinging to rocks in the tide.
D10=3:A man is fishing from the beach. He has just caught a small fish and is trying to get it off the hook. He is having a hard time of it because the fish is still alive and flapping around on the end of the line.
D10=4:1d4 starfish cling to a nearby rock, awaiting the return of the tide.
D10=5:A group of kobolds have captured a young girl and are holding her as a prisoner. They are using her as bait to lure people into a trap. They are waiting for players with traps, so they can take their treasure.
D10=6:The bleached bones of a fish rest in the sun, picked clean by scavengers.
D10=7:A flock of pelicans diving for fish.
D10=8:You see a man who looks like a merchant from a faraway land. He is trying to sell a strange looking animal to a man in a robe. The man in the robe does not look happy about it.
D10=9:A group of children are playing on the beach. They are building a sand castle. If the players approach, the children will ask them to help build the castle.
D10=10:A sailboat glides silently across the horizon, its lone sail a stark silhouette.
d100 = 31
D10=1:At twilight, the waves carry in sailors turned into zombies, trailing spectral chains. Their only hope for appeasement lies in the recovery of an artifact from the wreckage of their ship—a sacred item tied to their fate.
D10=2:A group of young men and women are running along the beach, laughing and throwing seashells at each other. They see the players and run away, screaming that they have been warned about the dangers of traveling on the beach.
D10=3:The smell of sulfur becomes overpowering as a rift opens in the sand, summoning a fire elemental hell-bent on scorching the beach.
D10=4:Kids engaging in a water balloon fight.
D10=5:You see a single mermaid sitting in a clamshell, playing her harp with a gentle and mesmerizing tune. She will offer passage to a nearby island if the players offer her something that interests her.
D10=6:A merchant has a shipment of rare goods in his cart. The top of the cart is secured with a lock and chain. The merchant will not let anyone touch it. If the players try to break the lock, the merchant will challenge them to a fight. If players break the lock and try to take the goods, the merchant will attack the players with a shortsword.
D10=7:Player footsteps disturb a hidden, nearly-invisible sand spider colony, leading to an aggressive and coordinated attack by venomous arachnids.
D10=8:Krabby Kraggles, an enormous talking crab with a sailor's hat, is under the shore bickering with a flock of seagulls over the best beachside cuisine. Helping him settle the argument earns players a guided tour of his underwater hideout, containing rare items and pearls of wisdom.
D10=9:1d4 Beach druids are performing a ritual to calm the seasonal tides. They need assistance with gathering rare components found only in dangerous reef areas.
D10=10:A beachcomber with a metal detector is scanning the area for hidden treasures.
d100 = 32
D10=1:A man named Ron is selling balloons to children. He isn't wearing shoes and has several bandages on his feet. His feet appear to be burnt up to the calves. The balloons he is selling have a picture of a fish inside. As he walks along the beach, whenever people laugh at him, the fish on the balloon begin to laugh as well.
D10=2:A man and a woman are arguing about whether or not the man cheated on the woman with a local barmaid.
D10=3:The beach is plagued by unusual footprints leading to a hidden cove. It’s a bandit’s trap designed to make enemies of whoever follows the trail, pitting factions against each other in a deadly betrayal scenario.
D10=4:Players find a group of three men, who are walking on the beach. They are wearing tattered clothing, and they are looking for food and water. They are former pirates, who have been stranded on the beach for four months. They will beg for food and water, and they will offer to lead the players to their treasure if they help them.
D10=5:A vendor pushes a cart selling seashell necklaces and starfish souvenirs.
D10=6:A tendril of seaweed wraps around your ankle as you wade ankle-deep in the surf.
D10=7:You encounter Varnith, a moon elf paladin, who claims to be on a holy quest to protect the secret of the “Coral Heart,” an ancient relic. Persuade her to share her knowledge, and she might show you the way to this treasured artifact. Scoff at her quest, and she’ll challenge you to prove your worth in combat.
D10=8:The players find a beautiful seashell. If they listen, they hear a beautiful song. If they keep listening, they go mad!
D10=9:A sandpiper darts back and forth along the wet sand, pursued by the waves.
D10=10:The players encounter a beach carnival thrown by a jovial marid who loves collecting rare items and stories. The marid offers them a challenge: brave the surf to retrieve one of his rarest trophies guarded by an array of aquatic traps and guardians.
d100 = 33
D10=1:A group of 5d4 giant ants are crawling along the beach. They are trying to find water.
D10=2:A group of children are building a sand castle. They are bored, so they will invite the party to play with them. They will want to stay and play instead of going home. They ask the party to help them defend their castle from a giant.
D10=3:You hear a group of sailors singing a nautical shanty. As you get closer, there is a group of sailors clapping in rhythm. Knowing each other for many years, the parley is a way for them to bond. They will invite anyone to get involved with the singing and clapping if they are asked.
D10=4:A band of 1d6 pirates sails to the shore, looking for fresh recruits. Whether through charm or force, they intend to add the players to their crew.
D10=5:The bleached bones of a fish rest in the sun, picked clean by scavengers.
D10=6:You hear the sounds of battle. Further along the beach you see two men fighting. They are both wielding Long swords. It's clear that one man is better than the other. The better swordsman is indulging in his title. He's clearly going to let the other man win to maintain his pride.
D10=7:Younglings building a moat around their sandcastle.
D10=8:Discovering fossils embedded in rocks.
D10=9:A group of pirates have taken up a spot on the beach and are gambling and drinking. They are trying to find new recruits for their crew.
D10=10:A group of elderly humans are sitting on the beach and telling stories about their youth. They are telling stories about a time when they went on a quest to kill a dragon that was terrorizing the local area. They got really drunk before they went on the quest and ended up not killing the dragon because they fell asleep before they could do it.
d100 = 34
D10=1:A group of men are paying a fisherman with a small sack of gold coins. The fisherman is closing the deal with a handshake.
D10=2:A tendril of seaweed wraps around your ankle as you wade ankle-deep in the surf.
D10=3:A school of 1d6 dolphins swims parallel to the shore, leaping and playing in the waves.
D10=4:A group of 1d4+2 men who work for the local lord are gathering seashells for their lord. If the players talk with them, the men will tell them about a nearby abandoned castle. There is treasure in the castle, but there are also strange creatures that attack at night.
D10=5:A friendly dog runs by, a stick clamped in its jaws, playfully splashing in the shallows.
D10=6:You see an old man. His eyes are milky white. He is selling sacks of silver and gold coins. The coins are overpriced, and the man is actually selling imitation coins made of copper.
D10=7:An owlbear is sitting by the shore and is trying to catch fish with his bare hands. He has caught a few small fish, but can't seem to catch anything bigger. He's grumpy and hungry and is not nice at all. He will attack anyone who approaches him.
D10=8:The distant sound of a conch shell being blown echoes across the shore.
D10=9:A flock of seabirds take flight as a larger predator approaches their resting spot.
D10=10:You see a group of mermaids swimming close to the shore. If the party interacts with them, they will offer to give the party a magical trinket.
d100 = 35
D10=1:A man and woman are having an argument. The woman hits him and he leaves, but as he walks away, he is suddenly transported to another world. The man screams at the top of his lungs and then suddenly disappears.
D10=2:The remains of a fish left by higher tides are scavenged by a flock of opportunistic gulls.
D10=3:As the sun sets, the shadow of a colossal figure stretches across the beach, independent of any physical form present. Following it leads to a hidden cave filled with arcane secrets.
D10=4:A well-dressed merchant offers a lucrative job for the party to retrieve a cargo lost at sea. Upon retrieval, they discover the cargo contains enslaved merfolk who have been tricked into believing the party are their captors and lead them into an ambush.
D10=5:- NPC: Garble, a comedic hermit with an enchanted book
Garble lives on the beach inside a massive, enchanted book that contains various fantastical realms. He offers players a glimpse inside if they help him gather pages that have been torn out and scattered by mischievous beach pixies. Each retrieved page unfolds a unique mini-adventure.
D10=6:A pair of flip-flops is abandoned near the water's edge, one of them floating in the surf.
D10=7:The coastline is littered with driftwood that spontaneously forms into animated constructs. Discovering the source and putting a stop to it could prevent further danger to local sailors and fishermen.
D10=8:The beach dimly lights up with bioluminescent algae forming complex, shifting patterns. The players realize this is a puzzle, set by an ancient sea deity, and solving it grants access to a hidden realm containing untold treasures and hazards.
D10=9:You hear the haunting song of a siren carried on the wind.
D10=10:You see a man standing on the beach, with his back to you. He is holding a large stone over his head, preparing to throw it into the sea. If the party asks, he will tell them that he is trying to make the sea angry, so that it will return his lost love to him.
d100 = 36
D10=1:A group of sea giants are playing a game of cards on the shore. If the players approach, the sea giants will invite them to join the game.
D10=2:A solitary figure meditates facing the horizon, looking serene.
D10=3:You see a glow on the beach (about 50 feet ahead of you), come closer and it is an illusion on the sand. It is an illusion of a mummy. If you step into it, it will grab onto you with its bony hands and begin to squeeze until it has completely crushed your bones and organs while it is still holding onto your body.
D10=4:- NPC: Barnacle Bill, an old sailor with many tales
Barnacle Bill sits by a bonfire, ready to share horror stories about the deep sea. His tales are not just mere stories but contain clues about a sea dungeon filled with ancient artifacts. If players listen carefully, they can piece together the location and secrets to this underwater trove.
D10=5:A local bard performing sea shanties.
D10=6:Lifeguards engage in training exercises on the beach.
D10=7:A group of people are holding a celebration because their harvest was successful. They will invite the party to join them in their celebration and give them something if they do.
D10=8:A group of men and women are sitting on the beach, talking about the latest news and gossip from the nearby city.
D10=9:The taste of salt in the air is more pronounced as you draw closer to the breaking waves.
D10=10:The players find an area of quicksand leading into a hidden underground cavern. The cavern holds ancient relics but is guarded by sand golems and various traps.
d100 = 37
D10=1:The adventurers find an ancient, weathered tome washed ashore. Opening it, they are transported to an aquatic plane where they must navigate a coral maze and confront the plane’s jealous ruler, a powerful hydromancer, to return home.
D10=2:A mermaid is singing a hypnotic song on the beach. She will offer a reward if the players can find the source of her song.
D10=3:A group of young women are walking along the beach with an elderly woman. The elderly woman is lost and will ask the players for help. If the players help her, she will reward them with a magic item. She doesn't have it on her. The young women are her granddaughters and they are angry with her. They will attack the players if they try to help the elderly woman.
D10=4:Dark clouds form rapidly, and suddenly, a waterspout appears, drawing forth a sea serpent that demands tribute from those who reside along its waters.
D10=5:You see several dragonborn women standing on the beach, arguing about something. They will ask the party for their advice.
D10=6:1d8 barnacles cling stubbornly to a rock exposed by the low tide.
D10=7:Mysterious glowing orbs dance just beneath the water's surface.
D10=8:A group of 2d6+4 mermen are swimming in the water. They are on their way to a nearby village to trade their goods. They will offer the players some of their goods at a discounted rate if they play their cards right.
D10=9:Bits of ancient pottery and glass, smoothed by the sea, pepper the beach.
D10=10:A local bard performing sea shanties.
d100 = 38
D10=1:They find an abandoned beach hut containing the journal of an adventurer who discovered a lost underwater city. The clues in the journal could lead to untold riches or great peril if followed.
D10=2:The players find a journal detailing the voyages of a long-lost sailor, its pages worn and faded.
D10=3:A group of halflings are swimming out to sea, they are collecting kelp and abalone. They will offer the party some if they ask.
D10=4:A group of children are playing on the beach. They are playing a game where they hide under the large seaweed plants and then pop out to scare each other.
D10=5:A group of sailors is riding along the beach on horseback in front of a large carriage. The drivers of the carriage do not look happy, their horses are moving very slow and their faces show that they are very angry about something. The carriage is pulled by six horses, two in front, two in back and two on each side. The carriage looks old and rusty, it is full of holes and cobwebs hang from the sides. On top of the carriage is a beautiful young woman, she is wearing a long blue dress and her face looks very stern and angry. The caravan stops suddenly and the horses start neighing.
D10=6:A small bonfire crackles, with people gathered around, roasting marshmallows.
D10=7:The adventurers find a deserted lighthouse devoid of light and haunted by the spirits of its former keepers. These tormented souls seek help to reignite the Sacred Flame, ensuring safe passage for ships and ridding the shore of a shadowy menace.
D10=8:A gentle breeze carries the distant sound of a conch shell being blown. Its source remains unseen.
D10=9:Captain Coral: A flamboyant pirate captain who prides himself more on his beachside fashion sense than his pirating skills. Convinced that only the gaudiest treasures are worth his time, Captain Coral needs help recovering an “absolutely fabulous” treasure chest which he accidently buried and cannot find. His obsession with appearances and fashion results in many laugh-out-loud moments.
D10=10:An owlbear is sitting by the shore and is trying to catch fish with his bare hands. He has caught a few small fish, but can't seem to catch anything bigger. He's grumpy and hungry and is not nice at all. He will attack anyone who approaches him.
d100 = 39
D10=1:A sun-bleached message in a bottle lies partially buried in the sand.
D10=2:The party discovers an unusual reef brimming with valuable corals but haunted by illusion-cloaked sea ghosts. These ghosts seek to avenge a betrayal by former allies who cursed their remains to enrich others.
D10=3:A coconut washed ashore.
D10=4:A small campfire has been left smoldering, abandoned in haste.
D10=5:A mermaid's tail sculpture lies abandoned at the water's edge.
D10=6:You see a group of 3d4+3 orcs arguing over who has the biggest sword. They will attack anyone who gets close.
D10=7:A group of 1d4 children are playing a game of beach tag, their laughter providing a cheerful ambiance.
D10=8:At "Wavecrest Hill," an enchanted lighthouse guides spectral ships. Its keeper, a spirit named Joren, mourns his lost crew, praying to reunite their spirits. Players must venture into cursed fogs to gather fragments of their souls. Each step is clouded by Joren’s murmurs of regret.
D10=9:Two refugees from some war are wandering the beach aimlessly, using sticks for walking sticks and bits of metal for eating utensils. They are covered in wounds and don't seem to notice when the tide washes over them.
D10=10:A local elder tells tales of shipwrecks and sunken treasures around a campfire.
d100 = 40
D10=1:On a moonlit night, an alabaster statue of a stunning mermaid comes to life. She is cursed to wander the shores until her stolen voice, encased in a pearl and guarded by a sea witch, is returned to her. She promises great rewards for its retrieval.
D10=2:A knife is stuck in the sand.
D10=3:Two men are sitting on the beach, drinking wine and talking about one of their brothers in law. They are wearing chainmail and have shields and swords. They are members of a mercenary group called 'The Iron Fists'. They are trying to find work protecting a village from bandits.
D10=4:A group of survivors from an attack by sea monsters are stranded on the beach. They are desperate for food and water, and will attack any party members they see.
D10=5:A group of men are celebrating at the beach. They will offer the players food and wine. If they accept, one of the players will be accidentally poisoned by a jilted lover.
D10=6:A man has lost his dog. He's offering a reward for its return.
D10=7:A beachcomber searches for treasure with a metal detector.
D10=8:A cluster of jellyfish pulses rhythmically in a shallow tide pool.
D10=9:The players find a sunken island that surfaces only once a century, filled with ruins from an ancient civilization. However, it is inhabited by ghosts and spectral guardians who defend their possessions fiercely.
D10=10:A group of beachgoers engages in a lively game of horseshoes, their cheers and friendly banter inviting.
d100 = 41
D10=1:The gentle swaying of dune grasses creates a soothing rustle in the breeze.
D10=2:A group of humans are throwing rocks into the ocean water in an attempt to knock fish into the shore where they can be easily caught by humans.
D10=3:The players find a piece of decorative coral, its intricate structures fascinating to explore.
D10=4:A lively drum circle can be heard further down the beach, their rhythmic beats punctuating the air.
D10=5:A bonfire gathering is happening, with people sharing stories and songs.
D10=6:A sun-bleached message in a bottle lies partially buried in the sand.
D10=7:Near the "Moonlit Reef," an old fisherman named Marek cradles an ancient net woven with glowing silver strands. His family was taken by merrow decades ago. As he recounts his loss, players must venture into an underwater cavern to free their souls. Each word from Marek adds to the heavy weight of their mission.
D10=8:A man is walking along the beach, singing to himself. He is carrying a large sack of grain on his back. He is singing a song about how hard his life is and how much he wants to leave but can't afford it.
D10=9:Sandy the Sandcastle Architect: A gnome with an incredible talent for building gigantic and intricate sandcastles, which are actually disguises for his hidden research laboratory. Sandy is working on a formula to create indestructible sand structures. He asks the adventurers to gather specific, and sometimes bizarre, ingredients from the beach. His over-enthusiastic explanations about the “science” behind sandcastle-building are both informative and amusing.
D10=10:A group of cultists are sacrificing a local drunkard to their dark god.
d100 = 42
D10=1:Small waves gently lap at the shore, bringing age-smoothed stones with them.
D10=2:A group of 4d4 children are playing a board game. They are sitting in a circle and are passing a bottle of wine around the circle. The game looks like chess, and I suspect the wine is really poison.
D10=3:A few pieces of ornamental jewelry are found scattered in the sand, likely lost by a previous visitor.
D10=4:The beach is swarming with harmless, but annoying, crabs that repeatedly scuttle around the players, trying to steal food and shiny objects.
D10=6:A group of ravenous gulls compete for scraps at an abandoned picnic spot.
D10=7:A man is digging a hole, he says he wants to bury something.
D10=8:- NPC: Myrtle, an obsessed seashell collector
The party stumbles upon Myrtle, a gnomish woman knee-deep in the sand, frantically searching for a "legendary golden seashell." She hires the players to help her find it, promising a unique magical reward in return. However, the seashell is rumored to be guarded by a sneaky band of crabs that can summon tidal waves.
D10=9:A seal is seen near the shore, beckoning to the players. It is the guardian of a hidden pirate treasure.
D10=10:A solitary, silent figure stands at the water’s edge, crying pearl-like tears. They are an emissary of an underwater kingdom, warning of an impending underwater war.
d100 = 43
D10=1:A shipwreck has washed up on the shore. It looks like it was damaged by a storm at sea.
D10=2:Siren-like beings singing discordant melodies rise from the waves, trying to ensnare the players' minds and draw them into the sea.
D10=3:A stray dog appears from the dunes, curious and friendly.
D10=4:The beach sand starts to rumble and shift. Moments later, a sand golem rises, defending the sacred grounds of an ancient coastal deity.
D10=5:The players come across a tidepool teeming with colorful sea anemones and small fish.
D10=6:The players find a beautifully carved piece of driftwood shaped like a sea dragon.
D10=7:A line of small fish leap together from the waves, creating a brief, silver arch.
D10=8:A sand sculptor creates a large mermaid out of sand, showing remarkable artistic talent.
D10=9:A group of fishermen are fishing in the water, but they're not catching anything. They believe the mermaids are angry with them and are punishing them.
D10=10:An old fisherman is casting his net in the sea. He will exchange his catch for something of value if the players offer him a deal.
d100 = 44
D10=1:Troupes of children eating popsicles.
D10=2:The players find a sunken island that surfaces only once a century, filled with ruins from an ancient civilization. However, it is inhabited by ghosts and spectral guardians who defend their possessions fiercely.
D10=3:You find a notebook half-buried in the sand, its pages filled with poetry.
D10=4:A sea hag is washing a pile of gold coins in the waves, singing a magical, soothing song.
D10=5:A man and his dog are standing on the beach, looking out across the sea. The dog is looking for a ball that was thrown into the water by his master.
D10=6:A man is caught in a fishing net and is in the water, struggling to get out. He needs help getting out of the net.
D10=7:A young couple collecting seashells.
D10=8:You encounter Varnith, a moon elf paladin, who claims to be on a holy quest to protect the secret of the “Coral Heart,” an ancient relic. Persuade her to share her knowledge, and she might show you the way to this treasured artifact. Scoff at her quest, and she’ll challenge you to prove your worth in combat.
D10=9:The shadow of a flying fish momentarily distracts you by leaping out of the ocean.
D10=10:At the "Tideworn Temple," a priestess named Aelyrwa kneels, her face streaked with tears. Her lover, Lyrus, has been transformed into a monstrous Sea Wraith by the malevolent Sea Hag. The players must brave treacherous waters to steal the Sea Hag's heart and break the curse. Each wave crashing against the temple walls feels like a countdown to Lyrus’s fading humanity.
d100 = 45
D10=1:At dawn, the players notice footprints that belong to a triton warrior emerge from the ocean and lead into the forest. Following them reveals an aquatic quest that needs undertaking.
D10=2:Haunted belt eels bite the players from submerged caves, stealing glimpses of their memories. These eels serve a larger, telepathic entity lurking in the depths, demanding players to face their fears or lose their wits.
D10=3:A man named Ron is selling balloons to children. He isn't wearing shoes and has several bandages on his feet. His feet appear to be burnt up to the calves. The balloons he is selling have a picture of a fish inside. As he walks along the beach, whenever people laugh at him, the fish on the balloon begin to laugh as well.
D10=4:A group of elves are arguing about whether or not elves are better than humans. They are getting very heated and are about to come to blows.
D10=5:A group of 1d4 locals are searching the shore for rare seashells and invite the players to join in their hunt.
D10=6:A group of dwarves is digging for gold in the sand. They are working together to dig up some gold nuggets that have been lost in the sand. The dwarves are working together because there are lots of scorpions in the area and they need to work together to keep the scorpions away from them.
D10=7:A group of 2d8+2 men are meeting to discuss the lack of food. They will ask the party if they have seen any game nearby. They will offer the party food if they have any to spare.
D10=8:A group of halflings are playing a game of 'who can throw the farthest' just outside of the city limits. A wager is riding on the game. The players can join in and bet on it, or they can simply watch and hope that no one gets hurt.
D10=9:A group of bards is walking along the beach, singing about the great and terrible lich that rules the beach. Several other bards are following them, singing about the bards who are singing about the lich.
D10=10:A small hermit crab scuttles across the sand, searching for a new shell to call home.
d100 = 46
D10=1:Banana peels and driftwood surround a slapstick scene where 2d4 rogue monkeys have claimed a stolen bag of enchanted coins. These monkeys are unnervingly intelligent, negotiating for the players’ valuables or laying clever traps.
D10=2:The players notice strange patterns and symbols drawn in the sand, possibly left by a mystic.
D10=3:The beach is strewn with beautiful and rare shells. As players gather them, they realize that each contains a tiny, imprisoned spirit begging for release.
D10=4:Sandy the Sculptor, an animated sentient sandcastle, laments his ephemeral existence and longs for a durable structure. Encouraging players to build an enduring fortress out of nearby driftwood and shells, he rewards the ingenuity with a grand reveal of treasure buried below the beach.
D10=5:A group of 1d6+5 bandits attack the party.
D10=6:A small sailboat is seen on the horizon, cutting through the waves.
D10=7:The remains of a bonfire, circled by stones, hint at a recent beach gathering.
D10=8:The players wake up to find themselves inexplicably marooned on a strange, unknown island with no recollection of how they arrived. They must navigate the island to find a way off.
D10=9:You find a group of dolphins swimming around. If the party interacts with them, they will offer to lead them to a sunken ship filled with treasure.
D10=10:A hermit crab wandering along the shore.
d100 = 47
D10=1:The beach seems peaceful until the players are enveloped in a chilling, unnatural silence followed by an earth-shaking roar from an awakened ancient beast.
D10=2:The adventurers come across a group of bronze-skinned hunters armed with harpoons. They are from an isolated island suffering from a curse bestowed by a malevolent sea spirit. The party is enlisted to journey to the island and lift the curse by defeating the sea spirit in its lair.
D10=3:Beside the "Veil of Broken Waves," exhausted pearl divers mourn the loss of a beloved master, their souls tied to cursed pearls. Returning pearls taken by reef guardians signifies a last hope. Each dive feels like a silent plea for peace.
D10=4:A group of merfolk are playing by the shore. They jump out of the water and twist around in the air. Their tails are long and silvery fish-tails. They seem to be completely naked. *
D10=5:A lone pelican dives into the water, emerging with a fish wriggling in its beak.
D10=6:A vendor pushes a cart selling seashell necklaces and starfish souvenirs.
D10=7:A charismatic pirate captain washes ashore claiming to know the cure for a plague spreading through a nearby seaside town. But to prove his story, he sends the players on a quest for a magical orb held by a rival pirate who brutally betrayed him. The players must weigh the risk of reigniting a deadly pirate feud for a cure that might not exist.
D10=8:A man has built a large fire and is waiting for a ship to arrive. He's been stranded on the beach for weeks and has run out of food and water.
D10=9:Driftwood sculpted into an abstract form appears to be a forgotten art piece.
D10=10:An old man naps under a large, colorful umbrella.
d100 = 48
D10=1:Jovial fisherman, looking for help with a monster that has been harassing him. He will give the players information about the area, as well as a fishing rod and reel.
D10=2:A group of 1d6 sunbathers are lounging near the water, basking in the warmth.
D10=3:A strange fish with a human face has been seen in the water recently, and it has been seen eating fishermen that have been unfortunate enough to be in its path.
D10=4:Several fishing nets have washed ashore, tangled and torn.
D10=5:The players come across a sunken pirate ship half-buried in the sand. Exploring the wreck, they find 1d8 skeletons of former pirates guarding a chest filled with valuable treasure.
D10=6:Rows of flip-flops discarded in the sand.
D10=7:A tide pool reveals a small octopus, blending in with its surroundings.
D10=8:A sudden thick fog rolls in, reducing visibility to mere feet. Suddenly, ghostly pirate ships are seen in the distance, and spectral sailors emerge, seeking to reclaim their lost treasure.
D10=9:Horses with riders trot along the shoreline.
D10=10:The players come across an open-air market on the beach, with stalls selling food, crafts, and souvenirs.
d100 = 49
D10=1:A dense, inky-black seaweed starts to spread across the sand, creeping closer with unnatural speed. Those who touch it feel themselves being sapped of life force.
D10=2:The fanned, feathered tail of a peacock struts across the sands more usual to its domain.
D10=3:A sea turtle nest hatches, baby turtles making their way to the ocean.
D10=4:The party finds a beached ship. If they search the ship, they will find 1d6 gems worth 1d6x100 GP each, but the ship is haunted.
D10=5:A small sailboat glides lazily across the horizon.
D10=6:A group of drunk locals are trying to build a house out of driftwood. If they complete it, they will burn it in a ceremony to honor the sea goddess.
D10=7:The silhouette of a lighthouse stands tall against the evening sky, its light beginning to shine.
D10=8:A man is playing with a puppet, making it dance and pop up and down while he makes funny voices and tells a funny story to a group of children who are watching him with wide eyes and open mouths.
D10=9:The "Sunset Pinnacles" cry out with the echoes of past battles. A solitary figure named Ealdred, chained to the cliffs, seeks the redemption of his fallen soldiers. Players must brave haunted shipwrecks to retrieve their honor-bound relics. Ealdred’s desperate gaze hints at an untold torment.
D10=10:A beach vendor sells freshly grilled seafood skewers, the smell wafting through the air tantalizingly.
d100 = 50
D10=1:A conch trumpet sounds from a far-off cliff-top, signaling the coming storm.
D10=2:A coconut washed ashore.
D10=3:A poor fisherman is sitting on a rock by the beach. He is fishing with a spear instead of a net. (He cannot afford a net). A fisherman is nearby and is cleaning fish. He looks at the poor fisherman and laughs at him. If players approach, the rich fisherman will ask them for money.
D10=4:Two women are walking along the beach, talking about the latest gossip in town.
D10=5:A group of young noblewomen are having a party on the beach. They are drinking wine and laughing, not noticing the tide coming in around them.
D10=6:The bleached bones of a fish rest in the sun, picked clean by scavengers.
D10=7:A girl is telling her friends all about her boyfriend. She has never met him, but a sea creature that lives out in the ocean gave her a dream vision of him. He is a sea monster, but they are in love.
D10=8:The water shimmers with bioluminescent plankton, casting an otherworldly glow after dark.
D10=9:A group of 1d4 children are playing a game of beach tag, their laughter providing a cheerful ambiance.
D10=10:Two men are having an argument about whether mermaids exist or not. They don't want to talk about it with anyone else.
d100 = 51
D10=1:A pair of lovebirds sharing a picnic.
D10=2:A strange cloud forms over the ocean. A powerful sorceress appears and offers to grant a wish to any who can answer her riddle.
D10=3:An elderly man wades in the shallows, looking for clams.
D10=4:A group of men are playing a game of dice for money. They are drunk and will challenge the players to a game where the winner gets to choose from a selection of treasure. The players will spot two of the men cheating. If they point it out, the other two will attack them. If they do nothing, they will lose the game and be attacked by the two cheaters.
D10=5:Tinkersplash, a half-aquatic gnome, is playing around with a rudimentary submarine invention. Aid in a test run, and you can explore underwater areas with enhanced safety. Refuse to help his “quirky” ideas, and his frustration may cause your gear to mysteriously malfunction.
D10=6:An elderly couple strolls hand in hand, leaving footprints in the sand.
D10=7:Gentle waves revealing hidden treasures within the sea.
D10=8:An elegantly dressed rogue offers to lead the group to a secret smuggler’s den. En route, ambushes from hired assassins reveal the rogue’s true intent—leading the party into a trap for a massive bounty on their heads.
D10=9:An eerie mist suddenly rolls in from the sea, chilling the air.
D10=10:The sound of waves crashing against the beach is louder than usual. When players investigate, they find that there is a storm offshore.
d100 = 52
D10=1:Siren-like beings singing discordant melodies rise from the waves, trying to ensnare the players' minds and draw them into the sea.
D10=2:A fisherman is gutting a large fish. He is a muscular man with a tattoo of a star on his forearm. He will ask for a silver piece for some information. If given one, he will tell them about a ship that sank nearby. He saw several chests sink beneath the waves.
D10=3:A pair of sandpipers scurry along the shore, searching for food.
D10=4:A small fire pit is ready for an evening gathering.
D10=5:The distant spout of a whale is seen against the setting sun.
D10=6:The sound of crashing waves can be heard ahead. If players investigate, they will find that the waves are crashing against a small cave opening in the rocks to the left of the path. The waves are high enough that the players will likely get wet if they try to enter the cave. The waves crashing against the rock make it impossible to enter the cave even if they wanted to.
D10=7:Two men are digging a hole in the beach. If asked what they are doing, they will say they are trying to dig to the center of the world.
D10=8:A pair of binoculars is trained on the sea, its owner scanning for birds.
D10=9:Picking through some driftwood, the party finds a weathered journal detailing the exploits of a long-lost explorer and the hidden treasure on an island not too far offshore.
D10=10:You find a group of sea creatures sunning themselves on the beach. If the party interacts with them, they will give the party some sea-shells as a gift.
d100 = 53
D10=1:An old man naps under a large, colorful umbrella.
D10=2:The sounds of hammering can be heard nearby. The sound is coming from a nearby cave where a group of dwarves are building a new set of stairs near the beach. If the players approach, they will ask them if they want to help build the stairs. The dwarves will pay the players a copper coin for every stone they carry to the top of the stairs.
D10=3:A group of merfolk are in search of a magical relic that is said to be hidden in the depths of the sea. They may ask the players to help them find it.
D10=4:Two men are fishing and they both have a job they have to get to later that day. They are drinking and trying to decide whether or not to continue fishing or pack it up early and get in trouble at work.
D10=5:1d4 crabs appear to be building a small fort of their own.
D10=6:A group of sailors is riding along the beach on horseback in front of a large carriage. The drivers of the carriage do not look happy, their horses are moving very slow and their faces show that they are very angry about something. The carriage is pulled by six horses, two in front, two in back and two on each side. The carriage looks old and rusty, it is full of holes and cobwebs hang from the sides. On top of the carriage is a beautiful young woman, she is wearing a long blue dress and her face looks very stern and angry. The caravan stops suddenly and the horses start neighing.
D10=7:Players find a small, weather-worn sign with directions to a nearby hidden cove.
D10=8:The players find a roped-off nesting area for sea turtles, carefully marked by conservationists.
D10=9:A small, brightly colored crab waves its claws defensively as you approach.
D10=10:A gentle wave laps at your feet, surprisingly cold against your skin.
d100 = 54
D10=1:Six members of 'The Black Hand' are sitting on the beach, drinking wine and talking about their adventures in the mountains. They are wearing leather armor and have bows and arrows and short swords and daggers and shields.
D10=2:A local sage is meditating on a large rock near the water, offering wisdom to those who seek it.
D10=3:A group of 4d8 women are gathering flowers for their village's church. They will not bother the party unless provoked.
D10=4:A collection of driftwood forms a natural maze of sorts.
D10=5:Players find a group of five men, who are walking on the beach. They are wearing tattered clothing and they are looking for food and water. They are former pirates, who have been stranded on the beach for four months. They will attack the players if they try to leave.
D10=6:A group of elderly humans are sitting on the beach and telling stories about their youth. They are telling stories about a time when they went on a quest to build a set of stairs near the beach.
D10=7:Strange bones, neither fish nor human, cover a small alcove of the beach. Mysterious glyphs tell of an ancient conflict between the land and sea.
D10=8:A group of pirates are trying to get a small boat repaired before their ship returns to port and attacks them for violating the Pirate's Code. They will ask the players for help.
D10=9:Sandy the Sculptor, an animated sentient sandcastle, laments his ephemeral existence and longs for a durable structure. Encouraging players to build an enduring fortress out of nearby driftwood and shells, he rewards the ingenuity with a grand reveal of treasure buried below the beach.
D10=10:The players stumble upon an ancient lighthouse cursed to emit spectral flames, drawing ships to their doom. A once-famed lighthouse keeper's descendant seeks the players' help to lift the curse but harbor's dark secret behind the family curse. The players' intervention can either vindicate the family or unveil a haunted legacy best left forgotten.
d100 = 55
D10=1:A friendly sea turtle, larger than a cart, lumbers up the beach and taps one character inquisitively with its nose. If the party befriends the creature, it offers a ride to a nearby island.
D10=2:A group of fishermen are upset that their nets have been stolen by a group of mermaids. They know this sounds crazy, but it's true. They will give the players information about the mermaids if they help them.
D10=3:A fisherman hauls in a particularly large and unusual fish, much to the amazement of onlookers.
D10=4:A group of friends is hosting a mini luau, complete with traditional dances.
D10=5:The players spot a pod of whales spouting water in the distance.
D10=6:- NPC: Squinty, a wise but eccentric lighthouse keeper
The players come across Squinty, the lighthouse keeper, who insists that his lighthouse is haunted by the ghost of a pirate. He needs the players' help to exorcize the spirit. If they succeed, Squinty will offer them a rare, polished gemstone that supposedly was the pirate's favorite.
D10=7:A group of young noblewomen are having a party on the beach. They are drinking wine and laughing, not noticing the tide coming in around them.
D10=8:A wandering monk named Serene Wave practices martial arts forms with the ebb and flow of the tide. Challenge him to a sparring match, and you might learn a unique fighting style that merges fluidity with strength. Insult his art, and face the humiliation of being effortlessly knocked into tide pools.
D10=9:Relaxing on an oversized beach towel is Sela the Selkie, who spends her days enjoying the sun in human form. Help her find her hidden seal coat, and she offers her gratitude in the form of magical moon pearls that grant underwater abilities. If you keep the coat for yourself, she’ll summon the tides to drag you into the ocean’s depths.
D10=10:A pair of krakens rise from the depths and battle one another. The players must decide if they will interfere in the fight or not.
d100 = 56
D10=1:A man and a woman are arguing about leaving their village and joining a traveling troupe. The man wants to leave, but the woman does not.
D10=2:An old man is sitting in a tower on the beach, writing strange poems that make no sense at all. The poems are about everything he sees, and he writes them down constantly. Every poem that he writes has been seen by someone on the party. This may embarrass some players; this is why I am letting them know first.
D10=3:The "Obsidian Arch" juts out into the sea, surrounded by shards of black glass. Here, a lone wanderer named Thane weeps over the loss of his beloved, a warrior turned to obsidian by dark magic. To save her, players must find the heartstone guarded by a volcanic monstrosity in a nearby island volcano. Each cry from Thane is a dagger to the players’ hearts, mirroring the risk they undertake.
D10=4:A small cluster of dunes offers a restful place, sheltered from the wind.
D10=5:The water shimmers with bioluminescent plankton, casting an otherworldly glow after dark.
D10=6:A group of women are telling stories about an island where the mermaids lure ships to their doom. A mermaid is watching them from the sea. She is smiling and swimming away.
D10=7:A small hut is half sunken into the sand. Windswept and weathered, it looks abandoned. As you approach, two people come out of the small hut and ask for food, water and money. They say that they are just poor fishermen who are stranded and lost their boat. If given food, water and money, the two men will thank you and tell you that they will pray for you and then they will walk back into the hut and vanish.
D10=8:An ancient temple is emerging from the sea and a group of merfolk are praying to it. They will offer rewards to the players if they can help them restore the temple.
D10=9:The beach is swarming with harmless, but annoying, crabs that repeatedly scuttle around the players, trying to steal food and shiny objects.
D10=10:A dwarf named Briny Beard is digging for metal scraps washed ashore from shipwrecks. Helping him uncover a particularly rare piece will earn his gratitude and perhaps a part of his loot. Mock his scavenging efforts, and you might end up caught in a net left as a prank.
d100 = 57
D10=1:A group of children are playing on the beach. They are playing a game where they hide under the large seaweed plants and then pop out to scare each other.
D10=2:Finding an abandoned child on the beach, the party agrees to find her family. She is actually a transformed dragon under a polymorph spell, waiting for the right moment to reclaim her true form and exact vengeance on those who bound her.
D10=3:While playing, the players come across a man in uniform who is sitting by a fire.
D10=4:You find a group of sea creatures sunning themselves on the beach. If the party interacts with them, they will give the party some sea-shells as a gift.
D10=5:A playful pod of dolphins encircles a small boat adrift near the shore. Among the dolphins, a young triton child waves for help, as their family was taken captive by pirates who now lurk nearby, feasting on their plunder.
D10=6:The players find a nautical telescope set up on the beach, pointing out to the horizon.
D10=7:A group of 2d6 children are building sandcastles and invite the players to join in for a friendly competition.
D10=8:The fresh remains of a recent crab feast can be found on a flat rock.
D10=9:Tiny crabs scuttle out of holes in the sand as the tide retreats.
D10=10:Players find a group of three men, who are walking on the beach. They are wearing tattered clothing, and they are looking for food and water. They are former pirates, who have been stranded on the beach for four months. They will beg for food and water, and they will offer to lead the players to their treasure if they help them.
d100 = 58
D10=1:A lone sand dollar, perfectly intact, gleams white against the golden sand.
D10=2:The players come across a large, colorful beach towel left behind by someone.
D10=3:A goblin beachcomber named Grit-grub, carrying an overfilling sack of found objects, hires players to appraise and categorize his collection. Grit-grub promises a fair share of the treasure—if players can identify a rare artifact amidst the junk, he rewards it generously.
D10=4:They encounter a group of Kobolds worshiping a washed-up shark carcass, mistaking it for a divine sign. The players can convince them otherwise or exploit their belief for information or loot.
D10=5:A group of men are playing a game of cards. They look up as the players approach. If the players approach, they will ask if they want to join their game.
D10=6:Hints of gold glimmering from the sand.
D10=7:Spiraling clouds gather overhead, and a spectral ship emerges from them. The ghostly crew beckons the players to board and assist in their ongoing battle against an eternal storm.
D10=8:A mischievous gull steals a piece of fruit from an unsuspecting picnicker.
D10=9:A small group of 2d6+2 elves are playing on the beach. They are throwing a ball back and forth to each other and trying to catch it. The elves are drunk and will attack anyone that gets in their way.
D10=10:A man wearing strange robes approaches the party and offers to sell them a strange potion that will allow them to breath underwater for up to 10 hours.
d100 = 59
D10=1:You see a group of 3d4+3 orcs attacking a nobleman's carriage. They will attack the players, and then flee if they lose the fight.
D10=2:Dolphin fins cut through the waves, then disappear.
D10=3:A group of 1d6+2 men are sitting on the beach fishing. They will not talk to you unless you join them and fish with them. If you do, they will warn you not to eat the fish because they are all spoiled.
D10=4:A group of elderly halflings are sitting on the beach and telling stories about their youth. They are telling stories about something that happened at a fancy dress ball and everyone was laughing at them.
D10=5:A giant crab emerges from the surf, clutching a sunken chest in one claw. It's evident that this crab does not intend to share its discovered wealth easily.
D10=6:A pair of lovebirds are walking hand in hand along the shore, seemingly lost in their own world.
D10=7:A group of 2d6 sahuagin rise from the depths, dragging a struggling elf woman towards the water. She claims to be a princess from an underwater kingdom, offering a great reward for her rescue and safe return.
D10=8:A curious sea otter approaches, appearing to lead the players to an underwater vault filled with pearls and other treasures, guarded by ancient sea monsters.
D10=9:A band of 1d6 pirates sails to the shore, looking for fresh recruits. Whether through charm or force, they intend to add the players to their crew.
D10=10:A charming shipwright enlists the group to help finish his vessel, promising grand adventures. However, the ship is cursed by a betrayed warlock, forming eerie allegiances with the deceived spirit of the vessel to entrap those onboard.
d100 = 60
D10=1:An elderly lady is walking along the beach, carrying a sack of coins. She will offer them to the players if they can help her find her lost husband.
D10=2:A pair of young lovers, fleeing from disapproving families, hide in a cave by the beach. They beg the party for assistance in getting to the next town safely.
D10=3:You encounter Varnith, a moon elf paladin, who claims to be on a holy quest to protect the secret of the “Coral Heart,” an ancient relic. Persuade her to share her knowledge, and she might show you the way to this treasured artifact. Scoff at her quest, and she’ll challenge you to prove your worth in combat.
D10=4:Someone's unattended radio softly plays a nostalgic tune.
D10=5:An Aarakocra named Wingfall is attempting to build a nest atop a coconut tree. Help him gather materials, and he might grant you a feather capable of summoning a gust of wind to aid in your travels. Neglect his request, and you’ll have to dodge falling coconuts aimed precisely at your noggin.
D10=6:The players notice strange patterns and symbols drawn in the sand, possibly left by a mystic.
D10=7:An artist is painting the seascape on an easel set up in the sand.
D10=8:A hermit crab is making its way across the sand, carrying its shell on its back.
D10=9:A message written in the sand directs you to “look” out to sea.
D10=10:A flock of pelicans diving for fish.
d100 = 61
D10=1:Spiraling clouds gather overhead, and a spectral ship emerges from them. The ghostly crew beckons the players to board and assist in their ongoing battle against an eternal storm.
D10=2:As the players stroll along the sandy dunes, they come across a series of strange footprints leading to a hermit's shack. The hermit is actually a dragon in disguise, hiding from a powerful hunting party intent on claiming its scales.
D10=3:A sea eagle perched high on a cliff watches over the beach with keen eyes.
D10=4:1d8 barnacles cling stubbornly to a rock exposed by the low tide.
D10=5:The "Sunset Pinnacles" cry out with the echoes of past battles. A solitary figure named Ealdred, chained to the cliffs, seeks the redemption of his fallen soldiers. Players must brave haunted shipwrecks to retrieve their honor-bound relics. Ealdred’s desperate gaze hints at an untold torment.
D10=6:While scouring the beach for treasure, the players find an ancient shell set with glowing runes. An old fisherman identifies it as the key to an ancient undersea vault. The vault supposedly holds both great treasures and a curse that could devastate coastal communities. The players face the moral quandary of opening the vault driven by greed or leaving dangerous knowledge and power undisturbed.
D10=7:A group of dwarves are sitting on the beach. They are drinking ale and singing drinking songs. They will tell players their story about how they got to the coast and how they intend to get back home.
D10=8:An ancient temple is seen in the depths of the sea. Inside are powerful magical items that the players can claim.
D10=9:A sea hag stands at the water's edge, performing a dark ritual aimed at conjuring something from the depths. Interfering players must contend not only with her wrath but with summoned minions from underwater fiendish realms.
D10=10:The beach churns and tremors as a colossal sand construct awakens. Born from an ancient summoning gone wrong, it patrols its territory, looking for the relics necessary to complete its bound state.
d100 = 62
D10=1:A large piece of driftwood, hollowed and smooth, creates a natural bench.
D10=2:Freshwater trickles down from a spring, forming a small, winding stream to the ocean.
D10=3:A group of fishermen are working to pull in their catch. They will sell the players their catch, but at a higher price than normal.
D10=4:A group of men are praying to a statue of a god which does not exist on this world. They will ask the players to join them in prayer. They will hand them a holy book and insist that they read a passage aloud. If players refuse, they will be attacked by the men who believe them to be blasphemers and heretics. The men have swords and shields.
D10=5:A group of 4d4 children are playing a board game. They are sitting in a circle and are passing a bottle of wine around the circle. The game looks like chess, and I suspect the wine is really poison.
D10=6:- NPC: Breezy, an air genasi with a surfboard
Breezy loves to surf, using an enchanted surfboard that cuts through the waves with ease. She offers the players a ride on her board if they can beat her in a surfing contest. Winning earns them a powerful gust amulet, but Breezy plays all kinds of tricks to stay ahead.
D10=7:A shell-covered walking cane lies in the sand, awaiting its owner's return.
D10=8:An elegantly dressed rogue offers to lead the group to a secret smuggler’s den. En route, ambushes from hired assassins reveal the rogue’s true intent—leading the party into a trap for a massive bounty on their heads.
D10=9:A group of young men and women are running along the beach, laughing and throwing seashells at each other. They see the players and run away, screaming that they have been warned about the dangers of traveling on the beach.
D10=10:A sandstorm suddenly arises, blinding the party and leading them to a buried labyrinth, home to underground water guardians and treasures long forgotten.
d100 = 63
D10=1:A local vendor sells coconuts and tropical drinks.
D10=2:A bottle-wielding hermit confronts the players with urgent, cryptic warnings about a storm bringing more than just rain; sinister creatures hide in the rising mists.
D10=3:1d12 hermit crabs participate in an unsanctioned race across the sand.
D10=4:A group of farmers are driving their oxen through the sand on their way to a nearby village, where they will sell their produce at the market place.
D10=5:A crab snatches up one of the player’s unattended belongings and scurries away with it.
D10=6:A large group of 3d10+3 orcs are gathered around a large fire on the beach. They are drinking ale and celebrating their latest raid.
D10=7:A group of 2d6+2 humans are gathered around a large fire on the beach. They are telling stories and drinking ale.
D10=8:An old sailor is sitting on the beach and singing a sea shanty. He is gathering driftwood to use as tinder for a fire to keep him warm.
D10=9:- NPC: Captain Clam, a retired pirate captain
The players encounter Captain Clam, a retired pirate captain now living in a ramshackle hut by the beach. He’s grumpy but will share fantastic stories of hidden treasures and monstrous sea beasts if given a good meal and a bottle of rum. If they humor him and bring him these offerings, he might just give them a map to a real treasure.
D10=10:A group of men are fishing on the beach. If the players approach, they will say that they are waiting for a big catch.
d100 = 64
D10=1:A dead horse is being washed up and down.
D10=2:A man and his dog are walking along the beach. The dog is on a leash and the man is using a wooden staff to help him walk. He is very old and frail, and seems to be looking for someone.
D10=3:The players encounter a lost child looking for their parents, asking for their help.
D10=4:A small sheltered cove offers a hidden spot of peace and seclusion.
D10=5:A group of women are gathered around a whale carcass in the surf. They are pulling pieces off of it and taking it with them.
D10=6:A collection of driftwood forms a natural maze of sorts.
D10=7:The beach is suddenly shadowed by an enormous floating bubble. Inside, a bored wizard named Belthazar lounges and reads a book titled "How to Conquer Boredom." He needs ideas for his next epic adventure, and players who suggest something creative receive a random magical trinket as a reward.
D10=8:Players stumble upon an oasis-like crescent in the beach, with crystal clear waters and exotic plants. A genie offers temptation and danger, depending on their response to his challenges.
D10=9:The tide is going out and a group of merfolk are singing a peaceful lullaby. They will offer a reward if the players can help them find the source of the song. 17) A group of selkies are playing in the waves near the shore. They will offer help to the players if they can prove themselves worthy.
D10=10:Players find a group of 3d6 human warriors practicing their skills. They will attack if anyone gets too close.
d100 = 65
D10=1:The players encounter a group of local children building an impressive sandcastle stronghold.
D10=2:A pair of sandpipers scurry along the shore, searching for food.
D10=3:The ghost of a drowned sailor appears under the full moon, beckoning the players towards a glowing shipwreck visible only during the witching hour. The wreck is filled with eerie remnants of its cursed crew and their valuable loot.
D10=4:At dusk, figures in old-fashioned, spectral clothing roam the beach, reliving tragic shipwrecks. Attempting to speak with them reveals details about a powerful curse.
D10=5:A lifelike statue of a warrior stands inexplicably on the sand. Investigating reveals it’s a petrified victim of a medusa hiding nearby, luring the players into her deadly gaze with promises of camaraderie and assistance.
D10=6:An elderly couple is enjoying a leisurely stroll along the water’s edge, reminiscing about their adventures.
D10=7:A group of people are walking along the beach with burning torches. They are chanting some sort of poem or saying.
D10=8:The adventurers come across a group of bronze-skinned hunters armed with harpoons. They are from an isolated island suffering from a curse bestowed by a malevolent sea spirit. The party is enlisted to journey to the island and lift the curse by defeating the sea spirit in its lair.
D10=9:A sand sculptor creates a large mermaid out of sand, showing remarkable artistic talent.
D10=10:A gathering of druids is performing a ceremony to summon the Tidewolf, a mythical creature said to control the ebb and flow of the ocean. They need the party's protection until the ritual is complete, as dark forces seek to disrupt it.
d100 = 66
D10=1:A group of mermen are fighting with a group of mermaids. The mermaids think one merman is ugly.
D10=2:A stranded knight begs for assistance, claiming his shipmates betrayed him and left with a potent relic. Helping him recover the artifact reveals he intends to use it to dominate the coastline, not stop a threat as he initially claimed.
D10=3:The dull, rhythmic clanging of a shipyard's bell can be sensed drifting from afar.
D10=4:A bandit is robbing a lone merchant.
D10=5:The water shimmers with bioluminescent plankton, casting an otherworldly glow after dark.
D10=6:- NPC: Crystal, a siren who has lost her voice
Crystal sings songs that guide ships safely through the waters. However, she has lost her voice due to a cursed pearl necklace. She asks the players to help retrieve it from a challenging sea maze. As a reward, she offers protective charms against sea-related dangers.
D10=7:Fizzbang, a goblin alchemist, is set up in a makeshift lab by the cliffs, experimenting with strange brews. He cheerfully requests assistance in finding crabs to complete his latest concoction. Help him, and he might reward you with potions that can temporarily enable you to breathe underwater or become invisible. Mistakenly grabbing a different ingredient, however, could result in an accidental explosion.
D10=8:A beachcomber is meticulously collecting sea glass.
D10=9:A wandering monk named Serene Wave practices martial arts forms with the ebb and flow of the tide. Challenge him to a sparring match, and you might learn a unique fighting style that merges fluidity with strength. Insult his art, and face the humiliation of being effortlessly knocked into tide pools.
D10=10:Seagulls dive fiercely into the water, emerging with wriggling fish.
d100 = 67
D10=1:Players find a group of three men, who are walking on the beach. They are wearing tattered clothing, and they are looking for food and water. They are former pirates, who have been stranded on the beach for four months. They will beg for food and water, and they will offer to lead the players to their treasure if they help them.
D10=2:A group of men and women are on their way to a nearby village. The men and women are wearing fine clothes and carrying expensive looking purses and bags. The men and women look nervous and scared as they pass by the players. The men and women are headed to a local tavern, where they plan to have dinner and drinks.
D10=3:The horizon darkens as a fleet of ghost ships sails forth, their decks crawling with skeletal sailors. These cursed vessels are drawn to a mystic lighthouse powered by an ancient crystal. The party must either destroy the crystal or cleanse it to banish the ghostly fleet.
D10=4:The beach is littered with pieces of a wrecked ship, washed ashore during a recent storm.
D10=5:You come across a large shipwreck. The ship looks like it has been there for years and there is an old chest still sitting inside. If the party investigates they will find a magical item inside the chest.
D10=6:The players find a small, intricately carved wooden chest buried in the sand.
D10=7:A group of halflings are trying to find a rare mushroom that grows only once every 50 years. They are being attacked by a pack of wolves and skeletons.
D10=8:A merchant has set up shop on the beach. He is selling books, maps, and other items that were washed up on the beach by the ocean.
D10=9:A lone driftwood branch stands upright in the sand like a makeshift signpost.
D10=10:A trio of merfolk laze at the water's edge, their melodious voices carrying a haunting tune. As the players approach, the merfolk invite them to join in their song, promising that the music holds the power to summon ancient sea spirits or reveal hidden underwater treasures.
d100 = 68
D10=1:A group of teenagers playing beach volleyball.
D10=2:Finally, a wandering wizard known only as The Drift emerges from a swirling portal of sand. Encounter him, and he offers a mysterious gift—an enchanted shell that, when whispered into, can cast minor spells. Try to confront or capture him, and you risk being sent on a whirlwind trip to another dimension, likely leading into bizarre, dangerous adventures far from shore.
D10=3:The players come across a small boat, half-buried in the sand but still seaworthy.
D10=4:A seemingly endless, enchanted message scrolls along the surface of the water, inviting the party to a grand, underwater council with merfolk royalty.
D10=5:A small bonfire crackles, with people gathered around, roasting marshmallows.
D10=6:The players notice a glint of treasure beneath the sand, revealing a set of old coins and gems.
D10=7:A magical portal has appeared on the beach, with a strange man standing next to it. He is offering the players passage to a distant land if they step through.
D10=8:A distant thunderstorm is brewing over the ocean, the sky darkening slightly.
D10=9:A dog digs energetically in the sand, perhaps chasing a crab.
D10=10:You see a glow on the beach (about 50 feet ahead of you), come closer and it is an illusion on the sand. It is an illusion of a mummy. If you step into it, it will grab onto you with its bony hands and begin to squeeze until it has completely crushed your bones and organs while it is still holding onto your body.
d100 = 69
D10=1:An old lighthouse standing guard on the cliffs.
D10=2:The players discover an old seaglass collection, each piece worn smooth by the waves.
D10=3:You see a man who looks like a merchant from a faraway land. He is trying to sell a strange looking animal to a man in a robe. The man in the robe does not look happy about it.
D10=4:Players come across a group of local fishermen. They are gutting a freshly caught fish. The players can get some information about the area from them. The fishermen are about to leave, but if the players offer to help gut the fish, they will stay and talk.
D10=5:A small drumming circle gathers under a palm tree, playing a rhythmic beat.
D10=6:A ship crashed onto the beach a few hours ago. The ship is carrying an extremely rare and valuable gem.
D10=7:A group of monk warriors are meditating on the beach, their leader is meditating in the ocean. The ocean is very calm, but the leader of the group is not.
D10=8:Flecks of fool’s gold glisten in the wet sand, appearing as hidden treasure.
D10=9:Stars from the night before still faintly visible in the early dawn sky.
D10=10:A group of locals host a small bonfire, roasting marshmallows and sharing stories, inviting the players to join.
d100 = 70
D10=1:The whisper of ancient secrets seems to echo from within a sea cave.
D10=2:You find a group of sea creatures sunning themselves on the beach. If the party interacts with them, they will give the party some sea-shells as a gift.
D10=3:A jogger runs past, leaving a trail of footprints.
D10=4:The players find a carved wooden totem depicting ancient sea deities.
D10=5:Player footsteps disturb a hidden, nearly-invisible sand spider colony, leading to an aggressive and coordinated attack by venomous arachnids.
D10=6:A group of children are running along the beach, laughing and playing games with each other.
D10=7:A seagull flies off with someone's unattended sandwich.
D10=8:A colorful parrot screeches from a perch on a pirate's shoulder.
D10=9:A group of elderly folks engage in a leisurely game of bocce ball on the sand.
D10=10:A young couple collecting seashells.
d100 = 71
D10=1:The players discover an old, overturned rowing boat, perfect for shelter in a pinch.
D10=2:A group of merfolk are sitting on the beach, drinking and laughing. If players approach, they will ask them to join in their merriment.
D10=3:A man is fishing from the beach. He has just caught a small fish and is trying to get it off the hook. He is having a hard time of it because the fish is still alive and flapping around on the end of the line.
D10=4:Dolphin fins cut through the waves, then disappear.
D10=5:You see a single person walking along the beach. As they pass, they stare at you in a strange way and make the sign of a god you did not know existed.
D10=6:The players come across a weather-beaten cabin just off the beach, seemingly abandoned but intact.
D10=7:The players find an old anchor, half-buried in the sand, a relic from an ancient shipwreck.
D10=8:A small tidal pool filled with colorful anemones.
D10=9:A horn made from a conch shell rests gently atop a rock outcropping.
D10=10:A lonely surfboard, abandoned, lightly sways with the waves.
d100 = 72
D10=1:The distant sound of a bell buoy drifts across the waves, punctuating the rhythm of the sea.
D10=2:A shipwreck has washed up on the shore. It looks like it was damaged by a storm at sea.
D10=3:Near the "Searing Sands," a girl named Livia clings to a bedraggled toy—her twin brother lost to man-eating crabs. Retrieving his lost items scattered within their lair eases her pain. Livia’s trembling voice shares fears that the players strive to allay.
D10=4:The imprint of a large, webbed footprint is visible in the sand, washed by the surf.
D10=5:Captain Seagullbottom: A grizzled old sailor with a parrot that regularly critiques his navigation skills. Captain Seagullbottom is stranded on the beach after his ship ran aground. He’s looking for adventurers to help him repair his vessel and promises a trove of pirate booty in return. However, his directions are hilariously convoluted, and his parrot often interjects with sarcastic remarks about his captain’s story.
D10=6:An elven patrol sees you and asks you a question in elven. If you do not know the answer, they will attack.
D10=7:Two young elven lovers are sitting on the beach, talking about their future together. They will ask players for their advice about whether or not they should get married. If the players say yes, the couple will get married right then and there!
D10=8:An ancient obelisk stands alone on the beach, inscribed with runes that seem to shift and change. Deciphering the runes reveals the location of a hidden cache of powerful artifacts.
D10=9:An exotic beach dance performance by mysterious locals mesmerizes the party. The dancers weave magic to seduce and betray, handing the entranced adventurers over to raiders waiting just beyond the dunes.
D10=10:There is a deep trench in the sand stretching as far as the eye can see. It is home to a giant sea snake that will attack anyone entering its domain.
d100 = 73
D10=1:The players find a sunken island that surfaces only once a century, filled with ruins from an ancient civilization. However, it is inhabited by ghosts and spectral guardians who defend their possessions fiercely.
D10=2:Beside the "Veil of Broken Waves," exhausted pearl divers mourn the loss of a beloved master, their souls tied to cursed pearls. Returning pearls taken by reef guardians signifies a last hope. Each dive feels like a silent plea for peace.
D10=3:4d4 mermaids are collecting seashells to make necklaces. They will attempt to sell these necklaces at the Silver Coast. They hope to make enough money to buy themselves husbands. If they make enough money, they will leave this place and never return
D10=4:A ladybug lands on one of your party members.
D10=5:Two giant sea turtles are seen playing with a giant turtle shell. They are making it float down the beach like a raft. The turtles are friendly and will let the players ride it to the next island.
D10=6:An old man is fishing from a large boat. He invites the players to join him and share stories of their adventures.
D10=7:A small boat is bobbing gently in the surf, its owner asleep and oblivious within.
D10=8:A group of men and women are walking along the beach, heading towards the sea. They are wearing their best clothes and are looking very happy and excited.
D10=9:A small fire pit is ready for an evening gathering.
D10=10:The beach churns and tremors as a colossal sand construct awakens. Born from an ancient summoning gone wrong, it patrols its territory, looking for the relics necessary to complete its bound state.
d100 = 74
D10=1:A group of people are holding a celebration because their harvest was successful. They will invite the party to join them in their celebration and give them something if they do.
D10=2:A group of humans with axes are chopping firewood.
D10=3:A conch shell big enough to serve as a water vessel beckons in the sand.
D10=4:A group of elves are arguing about whether or not elves are better than humans. They are getting very heated and are about to come to blows.
D10=5:A solitary driftwood cabin barely visible in the distance.
D10=6:A group of 2d6+4 mermen are swimming in the water. They are on their way to a nearby village to trade their goods.
D10=7:Locals are gathering driftwood and kindling for an evening bonfire.
D10=8:From the distant sea, what appears to be a massive, sentient storm approaches, filled with spiteful storm spirits bent on destruction unless appeased.
D10=9:A friendly dog asks for your attention and perhaps a thrown stick.
D10=10:The party comes across a group of beachcombers who reveal a mystical pearl of great size, believed to be the tear of an ancient sea goddess. Legends say that the pearl can purify a cursed land, but retrieving it might summon the wrath of its divine creator.
d100 = 75
D10=1:As the players stroll along the sandy dunes, they come across a series of strange footprints leading to a hermit's shack. The hermit is actually a dragon in disguise, hiding from a powerful hunting party intent on claiming its scales.
D10=2:Crafting elaborate seaweed tapestries, you meet Marinara, the sea elf artisan. She’s willing to weave you a tapestry that enhances your magical abilities in exchange for rare shells and corals. Decline her offer rudely, and she’ll send her animated seaweed creations to entangle and trip you.
D10=3:A kite surfing contest is taking place, with competitors showing off their skills.
D10=4:At dusk, the party sees a group of hooded figures silently placing lanterns along the shore. These are sun priests preparing for a rare celestial event—the merging of the sun and moon, which will momentarily open a portal to a plane of eternal twilight. The party is invited to journey through the portal for a brief but perilous adventure.
D10=5:A dog joyfully runs up and down the shore, chasing after the waves.
D10=6:A man is standing on the beach, staring out to sea and weeping. When players approach, he explains that his ship was attacked by pirates, and all his friends were killed. He was washed up on shore and has been wandering around since then, unsure of what to do.
D10=7:You find a particularly beautiful piece of sea glass, smooth and worn by the water.
D10=8:The haunted pirate ghost, Captain Whisperbeard, forever cursed to scour the beach for his missing treasure, offers the players a Davy Jones-themed scavenger hunt. Completing the challenge helps Whisperbeard move on, and the players gain spectral guidance for any upcoming sea voyages.
D10=9:Uneven ground, with a few bones of little creatures (or people, who knows?), has been worn away by the action of the ocean.
D10=10:While scouring the beach for treasure, the players find an ancient shell set with glowing runes. An old fisherman identifies it as the key to an ancient undersea vault. The vault supposedly holds both great treasures and a curse that could devastate coastal communities. The players face the moral quandary of opening the vault driven by greed or leaving dangerous knowledge and power undisturbed.
d100 = 76
D10=1:Two men are fishing and they both have a job they have to get to later that day. They are drinking and trying to decide whether or not to continue fishing or pack it up early and get in trouble at work.
D10=2:Campers enjoying beachfront breakfasts.
D10=3:A group of dwarves are sitting on the beach. They are drinking ale and singing drinking songs. They will tell players their story about how they got to the coast and how they intend to get back home.
D10=4:An older man is sitting quietly, reading a book by the shore. He is wearing all black. He seems to be deep in concentration.
D10=5:Jellyfish gracefully floating just offshore.
D10=6:Nearby villagers warn of the ghost of a betrayed sailor. Any who seek his buried treasure are cursed to share his watery grave unless they break the blood pact.
D10=7:Finally, a wandering wizard known only as The Drift emerges from a swirling portal of sand. Encounter him, and he offers a mysterious gift—an enchanted shell that, when whispered into, can cast minor spells. Try to confront or capture him, and you risk being sent on a whirlwind trip to another dimension, likely leading into bizarre, dangerous adventures far from shore.
D10=8:A group of fishermen are fishing in the ocean. They want to catch the biggest fish in the sea, but they aren't very good fishermen.
D10=9:Salty Sam: A weathered sailor with a mysterious, talking parrot named Polly. Polly has a habit of repeating incriminating secrets about Sam and the previous owners of her former ship. Sam hires adventurers to discreetly find out who might be after Polly’s-dangerous knowledge while ensuring Polly’s protection.
D10=10:A group of children are playing in the street with sticks and rocks. They are running around yelling and screaming, 'Death to the dragon! Death to the dragon!'
d100 = 77
D10=1:An artist paints a seascape, study in focused tranquility.
D10=2:The party finds an intricately carved wooden box buried in the sand. Inside is a map that provides a clue to an ancient treasure buried beneath the waves.
D10=3:The players come across a band of pirates burying their loot in the sand. The pirates might be hostile, willing to negotiate, or could even offer a share for assistance against an impending Naval patrol.
D10=4:As you approach the beach, you see a man sitting in a small wheelchair on the beach. He is dressed in a white suit and is holding a spear and a large net. The man is watching three children playing Pirates and Mermaids on the beach with a watchful eye. If you approach him, he will say "Hello there" in a cheerful voice that sounds like it comes from somewhere else.
D10=5:A group of people are holding an archery contest. Players can participate in it and win great prizes, or they can challenge the contest organizer to a match of skill. If they win they will win the contest prizes and the favor of the organizers.
D10=6:Two men are walking along the beach. Their names are Don and Phil. They are looking for a ship that crashed on the shore earlier that day.
D10=7:An old, well-loved book with tales of the sea lies open on a towel.
D10=8:You notice a shell with a peculiar glow embedded in the sand.
D10=9:A group of 2d4+4 men are practicing archery on nearby dunes. They are wearing leather armor and have bows and arrows.
D10=10:The sounds of hammering can be heard nearby. The sound is coming from a nearby cave where a group of dwarves are building a new set of stairs near the beach. If the players approach, they will ask them if they want to help build the stairs. The dwarves will pay the players a copper coin for every stone they carry to the top of the stairs.
d100 = 78
D10=1:A group of beachgoers playing volleyball.
D10=2:A strip of colorful fabric is entangled with sea debris on the beach.
D10=3:You see a group of 3d4+3 orcs arguing over who has the biggest sword. They will attack anyone who gets close.
D10=4:A celestial object crashes into the beach. Upon investigation, it’s a fallen star containing wisdom, power, or malevolent intent, depending on how it’s approached.
D10=5:The beach dimly lights up with bioluminescent algae forming complex, shifting patterns. The players realize this is a puzzle, set by an ancient sea deity, and solving it grants access to a hidden realm containing untold treasures and hazards.
D10=6:A group of 4d4 giant spiders are crawling along the beach. They are trying to find water.
D10=7:The beach churns and tremors as a colossal sand construct awakens. Born from an ancient summoning gone wrong, it patrols its territory, looking for the relics necessary to complete its bound state.
D10=8:A random encounter table is set up on the beach. There are ten items on it and players can choose one to take.
D10=9:A merchant is taking his wagon loaded with bags of grain towards a nearby village. If the players help push the wagon, he will give them two bags of grain each.
D10=10:You see a group of seven horses of different colors. They are all led by a monkey. The horses are all pulling carriages. The carriages are filled with gold coins. If the players attack the monkeys, the horses, or the carriages, then the horses will attack them. The horses are all magical, and will stay and fight to the death.
d100 = 79
D10=1:A group of sirens is seen singing on a nearby island. If the players can charm them, they will be rewarded with a powerful magical song.
D10=2:You see a group of seven horses of different colors. They are all led by a monkey. The horses are all pulling carriages. The carriages are filled with gold coins. If the players attack the monkeys, the horses, or the carriages, then the horses will attack them. The horses are all magical, and will stay and fight to the death.
D10=3:The beach is dotted with strange, transparent eggs. These hatch into miniature water elementals who instinctively recognize players as their parents and demand assistance, inadvertently stirring dormant elemental powers.
D10=4:A group of seagulls squabble over a piece of discarded bread.
D10=5:A small horde of zombies washed up from a shipwreck shambles along the shore, attacking anyone in sight. The players must defend themselves or find a way to divert the zombies' attention.
D10=6:Players come across a group of local fishermen. They are gutting a freshly caught fish. The players can get some information about the area from them. The fishermen are about to leave, but if the players offer to help gut the fish, they will stay and talk.
D10=7:A pair of lovebirds are walking hand in hand along the shore, seemingly lost in their own world.
D10=8:A local singer serenades beachgoers with sweet, cheerful songs accompanied by her lute.
D10=9:A conch shell big enough to serve as a water vessel beckons in the sand.
D10=10:An albatross rides the wind currents high above.
d100 = 80
D10=1:Players come across a group of local fishermen. They are gutting a freshly caught fish. They will trade a fish for a few copper coins, but they will not talk to the players unless they help gut the fish and they will only talk for a few minutes before they leave.
D10=2:An old, unmarked tombstone stands half-buried in the sand dunes.
D10=3:The sounds of hammering can be heard nearby. The sound is coming from a nearby cave where a group of dwarves are building a new set of stairs near the beach. If the players approach, they will ask them if they want to help build the stairs. The dwarves will pay the players a copper coin for every stone they carry to the top of the stairs.
D10=4:Bits of ancient pottery and glass, smoothed by the sea, pepper the beach.
D10=5:A group of people are sitting around a campfire. They are singing songs and telling stories. One of the stories is about a large, powerful creature that lives in the ocean. The creature is a giant shark with a human face. It is wearing a crown, and it is sitting on a large shell that is floating on the water.
D10=6:You see a large shipwreck on the beach. If the players explore it, they will find a chest full of treasure.
D10=7:Hidden in a cove, a clan of kenku are mimicking the sounds of crashing waves and seagull cries. Their leader, Echofeather, offers to provide unique auditory illusions for those who can solve his trio of sound-based riddles. Failing their challenges might cause the kenku to follow you around, mimicking and mocking every word you speak.
D10=8:The adventurers come across a group of bronze-skinned hunters armed with harpoons. They are from an isolated island suffering from a curse bestowed by a malevolent sea spirit. The party is enlisted to journey to the island and lift the curse by defeating the sea spirit in its lair.
D10=9:An elven patrol sees you and asks you a question in elven. If you do not know the answer, they will attack.
D10=10:A group of merfolk are sitting on the beach, celebrating the marriage of their king and queen. If players approach, they will invite them to join in their celebration.
d100 = 81
D10=1:A group of farmers are driving their oxen through the sand on their way to a nearby village, where they will sell their produce at the market place.
D10=2:Families grilling barbecue.
D10=3:A group of Elves have set up camp on the beach. One of them is sitting on the beach with his back to the dune, staring at the sky. The others are setting up a camp. They are completely ignoring you as you approach but will openly stare at you if you stop. They all seem sad, but refuse to talk to you when you approach.
D10=4:A starfish is noticed stuck to a wet rock, slowly moving its arms.
D10=5:A gentle wave laps at your feet, surprisingly cold against your skin.
D10=6:A bandit is robbing a lone merchant.
D10=7:You find a message in a bottle, the paper inside yellowed with age.
D10=8:A man and a woman are arguing about leaving their village and joining a traveling troupe. The man wants to leave, but the woman does not.
D10=9:The rhythmic crash of waves hypnotizes you for a fleeting moment.
D10=10:You see a man who looks like a merchant from a faraway land. He is trying to sell a strange looking animal to a man in a robe. The man in the robe does not look happy about it.
d100 = 82
D10=1:Someone is combing the sands with a metal detector.
D10=2:A giant octopus is hiding in the waves, waiting to ambush anything that comes near the water. It will attempt to grab and pull anything into the ocean.
D10=3:The players come across a message carved into a rock, warning of powerful tides.
D10=4:A group of mysterious sand dunes known as the "Dunes of Echoes" hides the remnants of an ancient forest guardian named Illium. His kin turned to stone by a necromantic curse. He begs the players to retrieve the Tears of the Forest from a dangerous depthmother’s lair to restore them. Illium’s whispered memories of peaceful times bring a poignant contrast to the current desolation.
D10=5:An old, weatherworn anchor pokes out of the sand, a remnant of old.
D10=6:A small wooden box washes ashore, partially buried in sand, its contents a mystery.
D10=7:A beach goer stirs a simple soup over a small campfire, preparing their evening meal.
D10=8:A sea otter floats on its back, cracking open a shellfish on its belly.
D10=9:A sudden storm conjures a water elemental that attacks both the players and any nearby sailors. As the storm clears, they find a mysterious trident embedded in the sand where the elemental was defeated.
D10=10:A man and a woman are arguing about whether or not the man cheated on the woman with a local barmaid.
d100 = 83
D10=1:A pair of dolphins playfully jumping in the surf.
D10=2:A group of humans are fishing in the ocean water. They are catching a large number of fish every few minutes. If players approach, they will offer to sell them their fish. They want 1 GP per fish, but they're willing to negotiate.
D10=3:Nessa the Nautical Bard: A halfling bard who travels the beaches performing songs about the sea and its mysteries. She has a magical lute that can control the tides, but she requires help to tune it properly. Her attempts to sing in tune with the sea produce hilarious results, often causing mini tidal waves that soak everyone nearby.
D10=4:A wave-worn plank with indecipherable markings washes up.
D10=5:The beach churns and tremors as a colossal sand construct awakens. Born from an ancient summoning gone wrong, it patrols its territory, looking for the relics necessary to complete its bound state.
D10=6:The distant cry of a gull echoes over the waves, adding to the beach's natural chorus.
D10=7:A gathering of druids is performing a ceremony to summon the Tidewolf, a mythical creature said to control the ebb and flow of the ocean. They need the party's protection until the ritual is complete, as dark forces seek to disrupt it.
D10=8:Players stumble upon an oasis-like crescent in the beach, with crystal clear waters and exotic plants. A genie offers temptation and danger, depending on their response to his challenges.
D10=9:A beachcomber searches for treasure with a metal detector.
D10=10:A lone pelican dives gracefully into the water, reemerging with a fish.
d100 = 84
D10=1:At midnight, the beach transforms into a battlefield between warring spirits of ancient sailors eternally fighting for control of a legendary shipwreck filled with cursed gold. The party can choose sides or attempt to broker a peace, breaking the cycle.
D10=2:A group of gnolls is running down the beach towards the sea, they seem to be fleeing from someone... or something.
D10=3:Two men are sitting on the beach, looking out at the waves. They are trying to catch fish.
D10=4:The players spot a school of small fish darting through the shallows, glittering under the sun.
D10=5:A cluster of colorful seashells catch the sunlight, creating a mosaic of natural beauty.
D10=6:A group of 2d6 giant crabs are exploring the beach, looking for food and water.
D10=7:You find a group of merpeople playing in the waves. If the party interacts with them, they will invite them to play a game of tag.
D10=8:There is a group of four teenagers sitting on a bench. If the players approach them they will start asking the players to go and rob the old fisherman across the street. They're not going to participate, they just want to watch.
D10=9:On a foggy day, a spectral ship emerges from the mists. The ship’s ghostly captain offers the party a one-time opportunity to sail to a hidden isle of treasure, but they must agree to aid him in breaking a powerful curse by retrieving his lost love’s amulet.
D10=10:A playful pod of dolphins encircles a small boat adrift near the shore. Among the dolphins, a young triton child waves for help, as their family was taken captive by pirates who now lurk nearby, feasting on their plunder.
d100 = 85
D10=1:Crabbie the Diva: An enormous sea crab wearing a crown made of driftwood and pearls, who believes he is the true ruler of the beach. Crabbie demands tribute from beachgoers and instructs the adventurers to build him a new throne. In exchange, he promises to reveal the location of a hidden underwater cave. His grandiose and self-important manner makes for an entertaining interaction.
D10=2:Fishermen hauling in the day's catch.
D10=3:A dolphin pod is visible, playing just off the shore.
D10=4:You hear crying. Three small children are sitting in the sand, crying. A woman is sitting next to them and not paying attention to them. When approached, she looks at the party, but does not seem to recognize them. She does not seem to understand what is going on. The children are real. Players can talk to one of the children, who says that their mother is gone. The woman seems to be in a kind of trance. She is probably a victim of the Mind Flower. A Mind Flower is nearby, spouting out its purple fumes and the party must kill it while they rescue the mother.
D10=5:As the sun sets, the shadow of a colossal figure stretches across the beach, independent of any physical form present. Following it leads to a hidden cave filled with arcane secrets.
D10=6:Nymphs are bathing in the ocean. They are so distracted that they don't notice the party. If they are attacked, they will summon 1d6 mermaids to help them.
D10=7:At midnight, the beach transforms into a battlefield between warring spirits of ancient sailors eternally fighting for control of a legendary shipwreck filled with cursed gold. The party can choose sides or attempt to broker a peace, breaking the cycle.
D10=8:Bob the Bather: Bob is a very sunburned human who insists he saw a “sea serpent” while floating on his back in the shallow waves. He’s scared senseless and hides in a poorly built sand fort. If the players investigate and soothe his fears, Bob will reward them with an old, weather-worn treasure map he found.
D10=9:Wandering the dunes, the party meets a hooded figure selling "enchanted" conch shells. These shells emit enchanting music that puts the listener into a trance, allowing the vendor—a doppelgänger—to replace one of the entranced with an identical but malevolent double.
D10=10:A beautiful mermaid is sitting on the shore. She is singing a song about a love that was lost at sea.
d100 = 86
D10=1:A cluster of jellyfish pulses rhythmically in a shallow tide pool.
D10=2:A carving in the rock face tells a tale of ancient times.
D10=3:A group of people are holding a celebration because their harvest was successful. They will invite the party to join them in their celebration and give them something if they do.
D10=4:Flickering lights appear beneath the waves and start approaching the shore. These are will-o-wisps, seeking to lure the players into the depths.
D10=5:A colossal, ancient tree emerging from the ocean’s depths has roots entwined with coral, forming a unique treehouse inhabited by curious faeries. They offer guidance in exchange for helping them fend off the aggressive sea creatures threatening their home.
D10=6:Tiny crabs scuttle out of holes in the sand as the tide retreats.
D10=7:A sudden thick fog rolls in, reducing visibility to mere feet. Suddenly, ghostly pirate ships are seen in the distance, and spectral sailors emerge, seeking to reclaim their lost treasure.
D10=8:A group of monk warriors are meditating on the beach, their leader is meditating in the ocean. The ocean is very calm, but the leader of the group is not.
D10=9:You see a group of halflings playing with a large ball. They are laughing and having a good time. If players approach, the halflings will invite them to play. They will ask players to join them in a game of Beach ball. If players join in, the halflings will cheat.
D10=10:Behind a camouflaged palm, players encounter Solemn Sally, a camouflaged oaken dryad who guards the shore’s sacred groves. She tasks the group with eradicating blights corrupting the flora, rewarding their efforts with rare herbs and boons of the forest-beach nexus.
d100 = 87
D10=1:Flotsam and jetsam form an intriguing pattern on the beach.
D10=2:Players are approached by a noble offering a mouthed reward for rescuing his beloved taken by pirates. However, the beloved hired the pirates to escape the noble's iron grip and manipulated both parties into eliminating dissent against her secret plans.
D10=3:A group of fishermen are working to pull in their catch. They will sell the players their catch, but at a higher price than normal.
D10=4:The players find a rowboat pulled up on the beach, but with nothing in it. As they search the area they discover an old map with a strange symbol drawn on it and the word 'treasure' written in an ancient language.
D10=5:A group of children are playing on the beach. They are building a sand castle. If the players approach, the children will ask them to help build the castle.
D10=6:A hermit crab scuttles about, finding a new shell to call home.
D10=7:Hidden in a cove, a clan of kenku are mimicking the sounds of crashing waves and seagull cries. Their leader, Echofeather, offers to provide unique auditory illusions for those who can solve his trio of sound-based riddles. Failing their challenges might cause the kenku to follow you around, mimicking and mocking every word you speak.
D10=8:A group of men are playing a game of cards. They look up as the players approach. If the players approach, they will ask if they want to join their game.
D10=9:A group of 8 men with sticks and stones are beating up a man. The man seems to be unable to fight back. The players can stop the attackers, or they can leave knowing the victim will get a beating, but nothing worse than that.
D10=10:A despondent musician plays a mournful tune, sharing tales of betrayal for gold, inviting empathy. The tunes carry enchantments manipulating emotional states, grappling the party into making disastrous decisions.
d100 = 88
D10=1:A man is sitting on the beach, looking into the water. Â He is extremely good looking, and wearing very expensive clothes. He is supposed to be a fish god, and he will be sad if the group kills any fish at all.
D10=2:A group of teenagers enjoying a bonfire.
D10=3:Small waves gently lap at the shore, bringing age-smoothed stones with them.
D10=4:A local sage is meditating on a large rock near the water, offering wisdom to those who seek it.
D10=5:A rainbow arcs dramatically across the sky after a brief rainstorm.
D10=6:- NPC: Crystal, a siren who has lost her voice
Crystal sings songs that guide ships safely through the waters. However, she has lost her voice due to a cursed pearl necklace. She asks the players to help retrieve it from a challenging sea maze. As a reward, she offers protective charms against sea-related dangers.
D10=7:You find 1d4 sand dollars half-buried in the sand. They look like they could fetch a modest price at a market.
D10=8:A group of drunken sailors stagger down the beach, laughing and singing loudly. They are headed for the pub.
D10=9:A thick fog rolls in from the sea, reducing visibility to just a few feet.
D10=10:Two small girls are walking along the beach. They are dressed in black cloaks with hoods. They are in perfect step with each other and they are wearing veils over their faces. One of the girls calls out to you, "Hello! My name is Julie! What's your name?" This is actually a powerful invisible brain monster who has been studying your party with its psychic powers. The monster has disguised itself as two children who look exactly alike. The monster can cast 2d20 spells once each per day (like a sorcerer level 20). The being is a Spelljammer.
d100 = 89
D10=1:A distant thunderstorm is brewing over the ocean, the sky darkening slightly.
D10=2:Fizzbang, a goblin alchemist, is set up in a makeshift lab by the cliffs, experimenting with strange brews. He cheerfully requests assistance in finding crabs to complete his latest concoction. Help him, and he might reward you with potions that can temporarily enable you to breathe underwater or become invisible. Mistakenly grabbing a different ingredient, however, could result in an accidental explosion.
D10=3:A group of merfolk are sitting on the beach, celebrating the marriage of their king and queen. If players approach, they will invite them to join in their celebration.
D10=4:A group of children are playing in the surf. One of them is trying to build a sandcastle, but the other children keep knocking it down.
D10=5:An aspiring sorcerer bounds the group to help gather enchanted shells. Unknown to them, these shells are critical for betraying a powerful sea witch, entwining the adventurers in her retaliation.
D10=6:The tide is going out and a group of merfolk are singing a peaceful lullaby. They will offer a reward if the players can help them find the source of the song. 17) A group of selkies are playing in the waves near the shore. They will offer help to the players if they can prove themselves worthy.
D10=7:A stray dog appears from the dunes, curious and friendly.
D10=8:A large whale is seen beached on the shore. It is the home of an old wizard who can grant access to a powerful magical relic.
D10=9:A sea turtle slowly makes its way back to the ocean after laying eggs on the shore.
D10=10:A small hut is half sunken into the sand. Windswept and weathered, it looks abandoned. As you approach, two people come out of the small hut and ask for food, water and money. They say that they are just poor fishermen who are stranded and lost their boat. If given food, water and money, the two men will thank you and tell you that they will pray for you and then they will walk back into the hut and vanish.
d100 = 90
D10=1:A group of children builds an elaborate sandcastle, complete with moat and drawbridge.
D10=2:A musician playing a soulful tune on a guitar.
D10=3:You see a small sailing ship with a single sail. It looks like it is from a faraway land, but it is too far out to sea for you to be certain.
D10=4:A pair of sandpipers scurry along the shore, searching for food.
D10=5:Wandering the dunes, the party meets a hooded figure selling "enchanted" conch shells. These shells emit enchanting music that puts the listener into a trance, allowing the vendor—a doppelgänger—to replace one of the entranced with an identical but malevolent double.
D10=6:A large flock of seagulls are flying in the sky, but you noticed the flock split in half and now a green mist is forming around the birds causing them to fly erratically.
D10=7:A horn made from a conch shell rests gently atop a rock outcropping.
D10=8:The party encounters a mysterious and eccentric figure, a hermit with vast knowledge of the ocean. They will share their wisdom in exchange for a simple, yet odd, task.
D10=9:A series of storm-battered caves along the beach harbor an old and eccentric alchemist who was once a master of concoctions. The alchemist needs rare ingredients from the ocean's depths to create a potion that can reveal a hidden underwater city.
D10=10:A small sailing boat is docked on the sand, the owner happily offers short sailing lessons.
d100 = 91
D10=1:Local fishermen tell tall tales of sea monsters over a grill filled with fresh catch.
D10=2:A sudden burst of shimmering fish leaps from the ocean's surface, chased by predatory sahuagin who notice the players and decide they might be even better prey.
D10=3:A group of fishermen are sitting on the shore. They are drinking ale and complaining about how bad the fishing has been lately. One of them is playing a game of dice with a couple of halflings.
D10=4:On a coastal cliff, the players discover a hidden library of scrolls and manuscripts belonging to an ancient order. However, a powerful kraken spirit tied to these writings insists they stay undisturbed. A nearby scholar needs such knowledge to prevent a regional disaster. The players face choosing between protection knowledge or preserving sacred security.
D10=5:A group of young men and women are sitting around a camp fire, singing songs and telling stories. They are laughing as they tell the story of how they stole a very valuable item from a nearby town.
D10=6:A group of 1d6+5 bandits attack the party.
D10=7:A group of 1d4+2 men who work for the local lord are gathering seashells for their lord. If the players talk with them, the men will tell them about a nearby abandoned castle. There is treasure in the castle, but there are also strange creatures that attack at night.
D10=8:The players find a message in a bottle buried in the sand. The message is partly smudged but suggests a hidden treasure nearby guarded by a powerful curse.
D10=9:The faint sound of a violin provides a haunting serenade.
D10=10:A curious dolphin bobs up and down just offshore.
d100 = 92
D10=1:Along the water’s edge, the adventurers find a tribe of crab-folk embroiled in a war with an army of sahuagin. The crab-folk have mystical artifacts of great power, but will only share them with those who prove themselves by fighting alongside them in the battle.
D10=2:An artist quietly paints the serene beachscape.
D10=3:A group of satyrs. As a good human DM, do you really need more?
D10=4:They encounter a rival group of adventurers hunting for the same legendary shipwreck. Diplomacy, competition, or outright conflict could ensue depending on how the interaction is handled.
D10=5:A group of 1d4 minstrels are rehearsing seaside ballads on the beach.
D10=6:An eccentric gnome named Gizmo Tidewhistle zooms past on a seashell-wheeled bicycle, trailing mechanical octopus arms crafted from bronze. Gizmo is testing out his latest invention and asks for help calibrating the contraption. If aided, he offers players one of his bizarre, yet practical, gadgets.
D10=7:- NPC: Nettle, a scrappy beach merchant
Nettle runs a makeshift store right on the sand, selling peculiar items washed ashore. He challenges the players to a beachcombing contest, promising rare magical trinkets if they find something impressive. The twist? Nettle has planted a fake treasure chest somewhere on the shore.
D10=8:The remains of a long-lost shipwreck.
D10=9:A group of men are looking for a map that was washed up on the beach. They will trade information for information.
D10=10:The ocean's edge glows faintly with bioluminescent plankton, sparking curiosity.
d100 = 93
D10=1:A lone bird is flying above the surf. It is circling, looking for fish.
D10=2:An old sea dog offers an intriguing story in exchange for an ear.
D10=3:At twilight, the waves carry in sailors turned into zombies, trailing spectral chains. Their only hope for appeasement lies in the recovery of an artifact from the wreckage of their ship—a sacred item tied to their fate.
D10=4:A group of 16 gruff looking sailors emerge from a nearby village and head onto the beach, carrying a small boat. They all look drunk, or hung over. They are carrying a chest with 60gp in it.
D10=5:Amidst the pools of the "Ebon Tide," an injured knight, Sir Darian, lies clutching a golden seashell. His fiancée was taken by crustaceous monsters. To retrieve her, players must traverse hazardous, sharp reefs guarded by cunning crab warriors. Each wound he displays tells of desperate battles and unending anguish.
D10=6:A gentle breeze carries the distant sound of a conch shell being blown. Its source remains unseen.
D10=7:A group of men are digging in the sand. They are looking for a treasure that one of their ancestors supposedly buried here. The treasure is not here. The group of men will spend money wildly because of this, so if the party needs anything, then this group of people is where they should go. The group will not listen to anything that anyone says about this treasure; they will have to see that it is not here for themselves or else they will not believe it.
D10=8:A group of people have gathered around someone's new invention - a mechanical horse. They are preparing to race them, betting on who wins. As the players watch a large group of gnolls come down from the hills. They are looking for something in the beach (food, water, etc.). The players have the choice to meet the gnolls in battle or try to distract them by running on the beach, making them chase the players instead of their prey.
D10=9:The distant sounds of laughter and joy reach your ears from multiple directions.
D10=10:Two men are sitting on the beach, drinking wine and talking about one of their brothers in law. They are wearing chainmail and have shields and swords. They are members of a mercenary group called 'The Iron Fists'. They are trying to find work protecting a village from bandits.
d100 = 94
D10=1:Two dolphins playfully leap out of the water, synchronized in their movements.
D10=2:A tragic tale unravels beneath the "Wavesong Arc," where an archivist named Lyra combs the shores for the scattered pages of her deceased wife's diary. The ocean waves remind her of lost memories, but finding certain pages influences a benevolent sea spirit to help. Lyra’s every action is a struggle against the tides of heartbreak.
D10=3:A strange cloud forms over the ocean. A powerful sorceress appears and offers to grant a wish to any who can answer her riddle.
D10=4:Two men are arguing about something on the beach. One of them has a right hand that has been chopped off and reattached, but it is pointing off to the side at an odd angle. The man without the hand will tell the party if they ask that he was attacked by a shark, and that it chopped off his hand and ate his child.
D10=5:A shipwrecked pirate captain, battered and bruised, washes ashore with a sea chest tightly clutched in his arms. He pleads for the players' help to recover the rest of his treasure from the depths before his rival pirate crew arrives to claim it.
D10=6:A group of elves are fishing off the shore. They say they are trying to catch shark.
D10=7:The ghostly remains of an ancient pier loom in the surf, eroded by time.
D10=8:A despondent musician plays a mournful tune, sharing tales of betrayal for gold, inviting empathy. The tunes carry enchantments manipulating emotional states, grappling the party into making disastrous decisions.
D10=9:On a dark and stormy night, a lighthouse far out at sea appears to be actively signaling with eerie, pulsating lights. The pulses turn out to be distress calls from a pocket dimension where sailors languish for eternity, awaiting rescue.
D10=10:A sea turtle slowly makes its way back to the ocean after laying eggs on the shore.
d100 = 95
D10=1:An old rope washed ashore, tangled in seaweed.
D10=2:A group of men and women are sitting on the beach, talking about the latest gossip from the nearby city.
D10=3:The scent of salty seawater fills the air, mingling with the scent of sunscreen.
D10=4:A team of archeologists unearth the remains of an ancient sea deity's temple. They need protection from dangerous creatures while deciphering the temple's secrets.
D10=5:An old, weatherworn anchor pokes out of the sand, a remnant of old.
D10=6:A group of elves are fishing off the shore. They say they are trying to catch shark.
D10=7:A group of people are holding up a statue of a god and yelling at it because they are angry about something and want the god to do something about it.
D10=8:A vendor pushes a cart selling seashell necklaces and starfish souvenirs.
D10=9:A bird with an arrow in its left wing. The bird will land on Sand table, make a death roll, look at players and then fly away. Player can track wounded bird to see where attack might have come from.
D10=10:- NPC: Nettle, a scrappy beach merchant
Nettle runs a makeshift store right on the sand, selling peculiar items washed ashore. He challenges the players to a beachcombing contest, promising rare magical trinkets if they find something impressive. The twist? Nettle has planted a fake treasure chest somewhere on the shore.
d100 = 96
D10=1:A small bird bathes and frolics in the shallow surf near the players.
D10=2:A group of forest creatures are gathering seashells on the beach, hoping to build a new town in the forest. They need a lot more shells to build their town, so they need help finding some more shells if anyone is willing to help them out!
D10=3:A group of humans with axes are chopping firewood.
D10=4:A group of fishermen are sitting on the shore. They are drinking ale and complaining about how bad the fishing has been lately. One of them says he had a dream about a city under the waves, but nobody believes him.
D10=5:The distant sounds of laughter and joy reach your ears from multiple directions.
D10=6:A native bird with vibrant plumage lands nearby, watching you curiously.
D10=7:The sun sets, painting the sky with brilliant hues of orange and pink.
D10=8:An old, weathered boat lies abandoned on the beach, its secrets long forgotten.
D10=9:An old man is trying to fix his fishing net. He needs help fixing his net.
D10=10:A pod of dolphins can be seen playing in the waves not far from shore.
d100 = 97
D10=1:A herd of wild horses are running along the shoreline, with a single rider on one of them.
D10=2:A dog joyfully runs up and down the shore, chasing after the waves.
D10=3:The wind carries the sweet scent of blooming sea flowers from dunes in the distance.
D10=4:You notice intricate, hand-carved messages in the bark of seaside palm trees.
D10=5:The players come across a solitary, elderly sailor spinning tales of the sea for anyone willing to listen.
D10=6:A small bonfire crackles, with people gathered around, roasting marshmallows.
D10=7:A group of satyrs is celebrating with wild music, dancing, and drinking. They are looking for a new member to join their group. They also have some very nice wine that they will trade for something valuable to them (actually a very bad trade).
D10=8:A sea otter floats on its back, cracking open a shellfish on its belly.
D10=9:A small schooner sails by on the horizon, its sails catching the wind perfectly.
D10=10:A group of children are playing along the beach. They are throwing rocks into the ocean and laughing and joking with one another.
d100 = 98
D10=1:You see two sea giants wrestling in the surf, it is unclear what they are laughing about.
D10=2:A group of merfolk are singing a beautiful, mysterious song on the beach, and then quickly disappearing into the waves.
D10=3:A colossal sea turtle beaches itself, seemingly in distress. Getting closer, the players discover it’s imprisoned by magical chains that are rapidly draining its life force.
D10=4:A school of 1d6 dolphins swims parallel to the shore, leaping and playing in the waves.
D10=5:A pod of 1d4 whales is seen on the horizon, their spouts visible against the sunset.
D10=6:An unnaturally beautiful figure beckons from the shore, promising great rewards. This is a lamia, disguising their true form to ensnare the players.
D10=7:Teenagers practicing flips off the dunes.
D10=8:All around you, you hear the eerie howls of wolves. If you walk away from the sea, you'll know why. 1d4+2 Dire Wolves are feasting on a group of dead men, who were drawn here by the smell of flesh.
D10=9:Players find the body of a fisherman washed up on the beach. He has been killed by a giant octopus, which is still attached to his arm and is still alive.
D10=10:The sun glints off something buried just beneath the sand; it's a silver coin.
d100 = 99
D10=1:A group of forest creatures are gathering seashells on the beach, hoping to build a new town in the forest. They need a lot more shells to build their town, so they need help finding some more shells if anyone is willing to help them out!
D10=2:A mysterious elf named Tidecaller Elarion stands at the water’s edge, whispering to the waves. She’s a druid connected deeply with the ocean and is willing to teach those who respect nature how to communicate with sea life. Rude behavior towards sea creatures in her presence, however, will provoke her wrath, manifesting as a sudden storm.
D10=3:A ship is sinking into the sand. It is just bones now. The ship is nothing more than a few pieces of wood sticking out of the sand with leg bones sticking out of them here and there. The remains of the ship has been here for years. There are long fingers of wood with bones sticking out of them that slowly move on their own, twitching like fingers.
D10=4:The sun begins to set, casting a warm, golden hue over the beach.
D10=5:2d4 Children build an elaborate sandcastle, complete with moat and turrets.
D10=6:As the players walk along the beach, they encounter a band of sirens luring people into a massive sinkhole filled with treacherous waters. The sirens guard a chest containing numerous magical items, but retrieving them means silencing the sirens' song.
D10=7:The sound of clanking metal rings out in the distance. Investigating reveals a pair of makeshift armourers working on a suit of armour, likely for a mercenary captain.
D10=8:A washed-up treasure chest is half-buried in the sand but proves to be empty on inspection.
D10=9:A hermit crab is in the process of moving into a new shell.
D10=10:The players spot a seashell-shaped amulet half-buried in the sand.
d100 = 100
D10=1:Distant whale songs create a serene, haunting atmosphere.
D10=2:The party encounters a mysterious ship, beached yet undamaged, with an aura of time displacement around it. The crew believes themselves still in the past and seeks to understand their current plight.
D10=3:A curious seagull swoops down and tries to snatch a bit of food from your hand.
D10=4:A group of 7d4 men are shoveling sand into barrels that are being pulled by oxen. They are sending the sand to another town.
D10=5:A group of sirens are sitting on the beach and singing, which attracts sea creatures. They use these sea creatures to search for treasure which they sell to the nearest trading post. They will invite the party to help them find treasure, but they are after human hearts! If anyone gets too close, they will try to cut their hearts out with a dagger while they sleep.
D10=6:4d4 mermaids are collecting seashells to make necklaces. They will attempt to sell these necklaces at the Silver Coast. They hope to make enough money to buy themselves husbands. If they make enough money, they will leave this place and never return
D10=7:You come across a large shipwreck. The ship looks like it has been there for years and there is an old chest still sitting inside. If the party investigates they will find a magical item inside the chest.
D10=8:The "Obsidian Arch" juts out into the sea, surrounded by shards of black glass. Here, a lone wanderer named Thane weeps over the loss of his beloved, a warrior turned to obsidian by dark magic. To save her, players must find the heartstone guarded by a volcanic monstrosity in a nearby island volcano. Each cry from Thane is a dagger to the players’ hearts, mirroring the risk they undertake.
D10=9:They find an enchanted sandcastle that houses miniature replicas of various sea creatures. The artifacts have been cursed by a mischievous fey, and solving its riddle may either enlarge the critters or shrink the players.
D10=10:An old sea dog offers an intriguing story in exchange for an ear.
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