A complete D&D 5e random encounter table for ocean 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 ocean, 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 Ocean encounter table
d100 = 1
D10=1:A giant whirlpool suddenly appears in the middle of the ocean, threatening to swallow the players and their ship. They must use their sailing skills to navigate through the treacherous waters and survive.
D10=2:A sailor finds a piece of driftwood with a peculiar shape.
D10=3:A piece of driftwood is discovered bearing strange carvings.
D10=4:An elven ship approaches the ship. It is a pirate ship. The players can fight the pirates or let them go.
D10=5:A massive kraken attacks the ship! The ship will be destroyed by the kraken or be saved by a nearby ship. That ship will be a pirate ship. The pirates will board the ship and steal anything that isn't nailed down.
D10=6:A massive whirlpool suddenly forms under the party’s ship, threatening to consume them. They must navigate their way out of the treacherous waters while also fighting off merfolk and sea creatures that have been drawn to the disturbance.
D10=7:The ship passes by a small island. On the island there is an old man who looks like he is mowing a lawn. He will ask for help to mow his lawn. If players help him, he will give them each a potion of longevity. He will not let any of his sheep go with the players if they try to leave the island with them.
D10=8:A ship with three sails approaches the ship, but only one sail is visible at a time.
D10=9:The group comes across an ancient seafaring city in ruins. They must solve historical puzzles from fragmented tablets to gain entry to the ruler’s tomb before it’s engulfed by crashing waves.
D10=10:The crew encounters arcane sea serpents bound by an ancient curse, requiring the party to practice trust exercises and cooperative maneuvers to navigate. Understanding and working within the serpents’ social framework leads to alliance and safe passage.
d100 = 2
D10=1:A giant octopus attacks the ship, its tentacles wrapping around the hull and attempting to pull it under. Players must use their wits and weapons to defeat the octopus before it destroys the ship.
D10=2:A giant demonic serpent is swimming through the water towards the shore. The serpent has six tentacles and is black like the ocean. It is swimming through the ocean like an eel through water and it moves very fast across the ocean floor towards the shore.
D10=3:They see a giant kelp forest with twinkling lights which form celestial maps. Following the maps leads to hidden kelp chambers full of relics, while disturbing the forest activates tangling kelp traps.
D10=4:The players find a mysterious island that is only visible during a full moon. The island is populated by creatures with magical abilities, but they are also fiercely protective of their home.
D10=5:A ship approaches the ship. It is a pirate ship. The players can fight the pirates or let them go. The pirates have a message from a local lord. The message is a demand for gold.
D10=6:The players spot a giant, ancient sea turtle swimming nearby. Upon closer inspection, they discover that the turtle is carrying a massive, ancient city on its back. The players must find a way to communicate with the turtle and possibly uncover hidden treasures within the city.
D10=7:The players come across a stranded ship with a small group of survivors. They were attacked by a sea monster and lost most of their crew and supplies. The players must choose to either help the survivors or continue on their journey. If they help, the survivors may offer to join the players' crew or share valuable information with them.
D10=8:A sailor finds a floating wooden box with personal effects of an unknown sailor.
D10=9:The players spot a group of friendly sea turtles being hunted by a group of tritons. The tritons believe that the turtles hold the key to a powerful magical artifact and are willing to do anything to get their hands on it. The players must decide whether to get involved in the conflict or leave the turtles to their fate.
D10=10:A giant squid attacks the ship!
d100 = 3
D10=1:The ship's lookout spots a giant sea creature in the distance. It is a giant octopus, and it has a merrow riding on its head!
D10=2:A sailor tells a story of buried treasure on a nearby island.
D10=3:A storm comes out of nowhere! It's a real doozy! The captain of the ship isn't sure if they can survive it!
D10=4:The players come across a floating bazaar with different stalls selling all manner of magical items and exotic goods. The catch is that the merchants are all illusions created by a powerful sea witch, and the players must figure out which items are real and which are illusions.
D10=5:A lunar eclipse triggers the rise of sea spirits requiring a significant cooperative ritual to pass. Each group member must harness their unique skill, merging their knowledge and energies to honor the spirits' ancient customs, obtaining blessings of clarity and foresight.
D10=6:A mysterious sea creature, known as the Leviathan, is terrorizing nearby ships and causing chaos in the ocean. The players must track down and defeat this powerful monster before it wreaks more havoc.
D10=7:A small pod of orcas swims parallel to the ship.
D10=8:A group of hostile merrow (sea orcs) attack the ship, looking for a fight and loot. The players must use their skills and weapons to fend them off and protect the ship.
D10=9:On a night of the red moon, ruins rise above the sea level. They need to decipher interconnected lunar glyphs to uncover sentient artifacts, disturbing ruins awake stone guardians.
D10=10:The smell of salty sea air invigorates the crew.
d100 = 4
D10=1:A giant octopus surfaces and challenges the players to a game of rock-paper-scissors. If the players win, they will be granted a wish. If they lose, they will be encased in ink and unable to move.
D10=2:A young boy is sitting on the side of the road, he is hungry and asks for some food. He says his parents were taken by pirates.
D10=3:A merchant ship approaches the ship the players are on. It is a trading ship, and the captain offers to trade with the players. He has clothing, weapons, and other items that he is willing to trade. If the players accept, they will receive one of the items he has on his ship as a reward. However, he actually has nothing to trade and will try to rob them if they accept his offer.
D10=4:If a storm hits the ship and it's about to sink, a giant squid will appear and try to sink the ship.
D10=5:A ship approaches the ship. The captain of the ship says his ship is in trouble and needs help. He will pay well. It's a trap!
D10=6:The ship is attacked by two giant octopi.
D10=7:A massive whirlpool appears, threatening to suck the ship into its depths. The players must use their skills to navigate out of it.
D10=8:A bunch of strange men approach the party's ship. They seem to be talking but not to the party. They are speaking in a language that the party doesn't know. After a while, the party realises that these men are speaking in a foreign language. The foreigners will attack the party if the party does not agree to transport them to another land.
D10=9:A man approaches the party. He looks like a sailor and is carrying an old map. He's really a pirate, looking for new places to bury his treasure.
D10=10:The lookout spots the faint lights of a distant city across the sea.
d100 = 5
D10=1:The party encounters a ship containing an invisible creature. It attacks the first ship it sees that approaches.
D10=2:A group of merfolk is holding a celebration and invites the party to join. They offer delicious seafood dishes and gifts, but the party must succeed on a perception check or notice that the merfolk's village is in danger of being attacked by a giant sea monster. They must decide whether to help defend the village or leave with the gifts.
D10=3:A ship is caught in a whirlpool. The ship is sucked in and killed. Players will rescue the only survivor of the crew, a beautiful woman, who is the daughter of a king in another land. She will fall in love with one of the players, and they will become royalty.
D10=4:A sailor approaches the party and tells them that he saw a mermaid in the sea. Then he attacks them.
D10=5:A massive sea monster, known as the Leviathan, emerges from the depths, creating massive waves and destroying everything in its path. The players must find a way to defeat this powerful beast before it reaches their ship.
D10=6:A group of 2d6+4 hobgoblins attack the group.
D10=7:A merchant ship approaches the ship the players are on. It wants to trade with the players. It has magic items to trade.
D10=8:The crew finds a floating wooden crate with strange markings.
D10=9:The ship encounters a whirlpool, forcing the crew to navigate carefully to avoid being pulled in.
D10=10:The crew finds a floating crate filled with preserved food and supplies.
d100 = 6
D10=1:The players spot a giant whirlpool in the distance and must navigate their ship through it. However, they are unaware that the whirlpool is actually a gateway to an underwater kingdom ruled by a powerful sea witch. The players must either defeat the sea witch or escape her clutches.
D10=2:The players arrive on an island inhabited by a tribe of people who worship a giant octopus, who lives under the water of the island's little lake. Attempting to interact with the giant octopus from the island's surface is thought to be a bad idea.
D10=3:A pirate ship approaches you. The pirate ship is attacking another ship. The pirate ship attacks!
D10=4:They find a colossal oyster opening and closing at irregular intervals around a submerged artifact. The party must correctly answer an enchanted oyster's riddles to retrieve the artifact safely. Choosing wrongly causes the oyster to snap shut, trapping them.
D10=5:The ship encounters an enchanted stretch of water where reflection is distorted, revealing emotional waves. By harnessing their inner harmony and group meditative efforts, the party can align the distortions, leading to an ethereal gateway that promises knowledge and power.
D10=6:A group of selkies (seal-like shape-shifters) ask the players to help them retrieve their missing pelts, which were stolen by a group of harpies. The pelts hold great sentimental value to the selkies and they are willing to reward the players for their assistance.
D10=7:The party sees a strange cloud in the sky above them that does not move like regular clouds do. The cloud is actually a flying jellyfish that will attack the party if they get too close to it or if they try to capture it or eat it or whatever else they might consider doing with it.
D10=8:A group of wood elves approaches the ship and offers information in exchange for food and water.
D10=9:Eurydice, a goddess of the sea, appears to the players. She is a beautiful woman in her early twenties with long, dark hair and blue eyes. She wants to help the players in their quest and offers to provide them with a magic item (a cloak, boots, or a ring) that will protect them from drowning.
D10=10:A strange magical storm causes all the fish in the area to grow to enormous sizes, creating a dangerous situation for the players.
d100 = 7
D10=1:The players come across a group of sea hags performing a ritual on a nearby island. Curiosity gets the better of them, and they approach to investigate, only to discover that the hags have summoned a powerful sea monster that they can no longer control. The players must either defeat the sea monster or find a way to stop the ritual before it's too late.
D10=2:The party encounters a tidal rift opening to another aquatic dimension. To stabilize the rift they must solve elemental puzzles amidst rising currents. Failure sees them trapped or thrown across planar chaos.
D10=3:A giant octopus appears out of the depths, its tentacles reaching for the ship. The party must fight it off or face being dragged down into the water.
D10=4:The lookout spots a distant signal fire on the horizon.
D10=5:On a seemingly deserted island, the players come across a tribe of merfolk who can transform into human form. They invite the players to compete in a series of water sports, but these competitions may not be as innocent as they seem.
D10=6:A massive whirlpool suddenly forms under the party’s ship, threatening to consume them. They must navigate their way out of the treacherous waters while also fighting off merfolk and sea creatures that have been drawn to the disturbance.
D10=7:A group of fisherman on a small boat desperately call out for help as they are being dragged under the water by a massive giant squid. The players must act quickly to save them before it's too late.
D10=8:A strange man comes on board and tries to sell the players his magic mirror for 1d4 x 100 gold pieces. The mirror is covered with tiny scratches and is worth only 1 gold piece as scrap metal.
D10=9:Sandstorm. A sandstorm that disables most of the ship's functions.
D10=10:A group of mer-men approach the ship and ask the players to help free their queen from a nearby dungeon.
d100 = 8
D10=1:A giant whale surfaces nearby. It is dying and begs for help. It says 'I'm not evil, please help me.' If players do anything to help it, it will give them a magic item, but it's cursed and will cause problems later on in the campaign.
D10=2:The players spot a mysterious island shrouded in fog in the distance. As they get closer, they realize the island is actually a giant sea monster, and its scales are covered in valuable pearls. The players must figure out how to collect the pearls without angering the monster.
D10=3:A ship is sailing at high speed. The deck is full of sailors. The Captain sees the ship approaching and tries to get the ship out of the way. The ship makes it, but only barely. It's a small ship with two masts. The flag flying from the top is red with a white cross on it.
D10=4:The party encounters a ship containing a single sailor. He dives overboard and swims away when he sees the party coming. The ship is later discovered to be a ghost ship.
D10=5:The sound of distant drumming is heard through the fog.
D10=6:The ship is drawn into the Legendary Skeptic’s Triangle, demanding truth-telling and vulnerability. The sea’s magic assesses integrity, wisdom in shared stories, and collective honesty, providing navigation based on authenticity.
D10=7:The party sees another ship sinking in the distance. As they approach, they see a giant octopus attacking it. The octopus is clinging to the side of the ship and trying to tear it apart. If the players help, they discover that the octopus wants to capture the ship and use it as a raft to escape its own sinking ship.
D10=8:A group of aggressive sea elves attack the players, accusing them of disturbing their sacred underwater garden. The players must prove their innocence or defeat the sea elves in order to continue their journey.
D10=9:A giant whale approaches the ship. The whale looks injured.
D10=10:A group of fishermen have been harassed by a giant sea turtle. They're too afraid to go out and fish, and they're hungry and desperate.
d100 = 9
D10=1:A group of men are sitting around a campfire, they are playing a game of dice. If players approach, they will ask them to join in on the game. They will cheat if players do not.
D10=2:A sudden squall forces the crew to scramble and secure the ship.
D10=3:An enchanted ship is found, floating in the water with no crew. It can be controlled with a special song, but it may lead the players towards danger.
D10=4:A sailor catches a glimpse of a rare seabird.
D10=5:The players come across a group of sea druids performing a ritual to heal a massive coral reef. They may offer to help or hinder the druids' efforts, depending on their own motivations.
D10=6:You sense a powerful mage within the ocean depths, but they seem to be in pain. As you approach, you realize they are trapped within a powerful water elemental's grasp. You must defeat the elemental and save the mage before they drown.
D10=7:A storm comes out of nowhere! It's a real doozy! The captain of the ship isn't sure if they can survive it!
D10=8:A gentle breeze causes the sails to billow.
D10=9:The adventurers encounter an eerie fog full of whispering voices. Following these voices leads them to an ancient altar submerged underwater. Completing the pattern of voice-activated glyphs lifts the fog, revealing an underwater treasure. Failure triggers spectral guardians.
D10=10:A ship is caught in a whirlpool. The ship is sucked in, but the players escape. They find an old man on a nearby island. He is an adventurer from another land who has been stranded on this island for years after being caught in a whirlpool. He will join the party and tell them about his adventures from years ago before he became stranded on this island after being caught in a whirlpool.
d100 = 10
D10=1:The players stumble upon a merfolk wedding, but it's not a happy occasion. The groom has been cursed and turned into a monstrous sea creature, and the players must find a way to break the curse before the ceremony is completed.
D10=2:The ship enters a huge cloud. The cloud is forming over a small island. The island looks like a volcano and is covered with lava. The cloud is all that the players can see. Suddenly, the top of the cloudy island begins to form into a giant dragon-like head, with giant, red eyes. It speaks "Now that you have entered my domain, you are mine. Who dares to challenge me?"
D10=3:A group of mer-men approach the ship and ask the players to help free their queen from a nearby dungeon.
D10=4:A ship approaches. It is flying a foreign flag. It is a pirate ship. The pirates are looking for a good prize.
D10=5:A group of floating islands holds the home of a hermit artist named Alyssus, who sculpts beautiful works from seawater. She asks the party to fetch her a rare pigment stolen by vicious sea trolls.
D10=6:The ship’s carpenter discovers a hidden talent for whittling.
D10=7:A group of merfolk attack the ship! They want to steal the ship, sink it, and then collect more gold from the insurance policies on the ship.
D10=8:A ship has been wrecked. It is a ship with a flag of a kingdom or nation. The ship has not been looted. The ship is covered in blood. There are 2d6+6 skeletons on the ship, and they are fighting the sailors who are still alive.
D10=9:Underwater, the party discovers a bioluminescent cave yielding crystals reflecting personal emotions. To harvest their power without causing calamity, members must align their focus and emotions, supporting each other through meditation and inner clarity.
D10=10:A lone albatross soars gracefully above the ship.
d100 = 11
D10=1:A man named Peter approaches the party and offers to sell them valuable information for 50 gold pieces. The information is a clue leading to a treasure hidden on an island not far from the ship's current location
D10=2:A fishing boat approaches the ship. The captain of the fishing boat will beg for help, saying that his wife has been kidnapped by a sea dragon and he needs help getting her back. If players help him, they will find out that his wife has been kidnapped by pirates and he needs help capturing them.
D10=3:You spot a distant island shaped like a turtle.
D10=4:The players are approached by a group of friendly selkies who need their help to retrieve a stolen magical cloak from a group of sea trolls. The players must infiltrate the sea trolls' cave and retrieve the cloak while avoiding their traps and tricks.
D10=5:The party comes across a peaceful village of gillmen who have been terrorized by a group of water elementals. The party must work with the gillmen to defeat the elementals and free the village from their grasp.
D10=6:A ship approaches the ship, and the captain offers to trade with the party. He is willing to trade anything except gold or treasure from his own ship.
D10=7:The players come across an underwater graveyard where a powerful necromancer has raised the dead to serve as his servants. The players must defeat the necromancer and put the undead to rest once and for all.
D10=8:A dense fog rolls in, obscuring visibility.
D10=9:A friendly sea giant offers to help the players reach their destination faster by carrying their ship on its back. However, the players must be cautious not to anger the giant, who can easily crush their ship with one stomp.
D10=10:The players will find a ship with a few men on board. The name of the ship is 'Zu'ul'. If the players approach, the men will shout that they're pirates and attack if they have to. If the players get close enough, they will notice that there are no weapons on board. If they search the ship, they will find a large chest filled with gold and silver coins.
d100 = 12
D10=1:A sea drake, a powerful and vicious dragon-like creature, begins attacking ships in the area. The party must try to defeat it and save any ships that are currently under attack.
D10=2:The waters take on a painful chill as they encounter an elusive, frozen wave-sprite called Frostalia, seeking aid to warm the currents and explaining that a frosty leviathan is corrupting ocean life.
D10=3:Giant squid. A giant squid that attacks the players' ship.
D10=4:A sharp rock tears a small hole in the ship’s hull.
D10=5:Deep down at a sunken ship graveyard, a ghostly keeper named Althea tends to the souls of sailors lost at sea. She needs help defending against a necromancer seeking to exploit these restless spirits for his dark motives.
D10=6:A giant whirlpool emerges in front of the ship, threatening to swallow it whole. Suddenly, a giant octopus appears and fights against the whirlpool, creating a strong current that propels the players' ship to safety. The octopus then disappears, leaving behind a small treasure chest as a thank-you gift.
D10=7:A large shark swims by the ship.
D10=8:The party sees a strange creature in the water swimming toward their ship. It appears to be a horse with fins instead of legs and a tail instead of a horse's tail. It is actually a sea horse named Hilda who wants to join the party and help them fight evil sea creatures like herself.
D10=9:The players' ship is caught in a massive whirlpool and is sucked underwater. They wake up on the seabed, surrounded by an underwater city inhabited by merfolk. The merfolk are friendly, but they warn the players that their city is under attack by a mysterious force that has been pulling ships underwater. The players must help the merfolk defend their city or risk being permanently trapped underwater.
D10=10:A group of pirates attack the ship. They want to steal the ship and sell it for a profit.
d100 = 13
D10=1:A sea hag appears on the ship, claiming to be the owner of the sea and demanding tribute from the players. They must either pay the hag or find a way to get rid of her.
D10=2:The ship narrowly avoids a large floating log.
D10=3:A large wave rocks the ship unexpectedly.
D10=4:A powerful storm suddenly appears, making it difficult to navigate the ship. The players must rely on their navigation and survival skills to weather the storm and keep their ship and crew safe.
D10=5:A group of hostile merrow (sea orcs) attack the ship, looking for a fight and loot. The players must use their skills and weapons to fend them off and protect the ship.
D10=6:As the players are sailing, they are caught in a sudden storm and are forced to navigate through lightning strikes and dangerously high waves. However, the storm is not natural, and it is being controlled by a powerful storm giant who wants to challenge the players.
D10=7:The crew finds a floating crate filled with preserved food and supplies.
D10=8:The players encounter a ship full of pirates who are celebrating their recent plundering. If the players decide to join in on the festivities, they may be rewarded with treasure and a good time. But if they refuse, the pirates may see them as a threat and attack.
D10=9:A sailor spots a strange rock formation that resembles a face.
D10=10:The adventurers rescue a gnomish summoner named Wicklefish, marooned on a small atoll. He is frantic as unstable portals he created are spreading chaotic influence across the seas and requests their help to close them.
d100 = 14
D10=1:Ugly looking sea-pachyderms are seen over the side of the ship.
D10=2:The players encounter a band of selkies who have lost their sealskins and need help finding them before the next full moon or they will be trapped forever in human form.
D10=3:Two of the ship's crew are caught stealing items from the other crew members. The two thieves are the two masked swashbucklers who were seen talking to the captain.
D10=4:A fishing ship will ask the players to escort it to a nearby port. It will pay them well for their service.
D10=5:You see a group of mermaids singing and playing instruments on the rocks. They are mesmerizing to listen to and some of the players feel compelled to join in the dancing.
D10=6:The ship is boarded by a group of pirates. The captain and crew are taken hostage and brought to the Pirate Lord.
D10=7:A mysterious figure on a small boat appears in the middle of the ocean. The figure is revealed to be a powerful wizard who offers to transport the players to a distant island in exchange for their help in defeating a powerful sea monster that has been terrorizing the nearby waters.
D10=8:Unexpectedly, a group of merfolk pops up around the boat. The merfolk are friendly to the party, and they know many things about the surrounding area. They have come to warn the party that they are approaching a place where a wizard's tower is located. The merfolk warn the party that the wizard is a powerful enemy and that the tower is heavily guarded by powerful golems. They also warn the party that the wizard is trying to collect a great library of information about all of the surrounding islands. The merfolk warn the party and then swim off with a "HAPPY SAILING" from the party. The merfolk are actually two wererats masquerading as merfolk. They were hoping to board the party's vessel and slay as many as possible to give them an advantage when attacking the party in the future. The party never sees the two wererats in their merhuman form, but they could feel something about them that is off. They will experience many problems in the next few days with various mechanical things not working properly.
D10=9:A lunar eclipse is witnessed from the deck.
D10=10:A ship approaches, but it has no sails and no oars.
d100 = 15
D10=1:A pirate ship approaches and attacks the players' ship. The pirate captain is a halfling named Red Beard, and he has a beautiful female wizard as his first mate. The players' ship is badly damaged in the battle, but Red Beard's ship is worse off.
D10=2:A group of sea dwarves invite the party to a feast in their underwater kingdom. However, they soon discover that the dwarves are planning to sacrifice them to their sea deity.
D10=3:A giant sea serpent attacks the players, its scales shining silver in the sunlight. The players must face this fierce creature and may have the chance to claim its unique scales as valuable treasure.
D10=4:The ship is approached by a whale. The whale attacks, but it is a powerful undead creature that was once a sorcerer and it has been turned into an undead whale by another sorcerer in an attempt to control it, but instead it was cursed to wander the sea seeking vengeance against any who would try to control it.
D10=5:Sea serpent. A sea serpent that's been set up on a course to attack the players' ship.
D10=6:Three pirates approach in an attempt to board the party's ship and steal its cargo. They are dressed in tattered garb and look like they will be killed by any fight they attempt on board the ship.
D10=7:A group of 2d6 lizard men are sitting on the beach. They are smoking on pipes made from sea shell and they are happily singing while they smoke their sea shell pipes.
D10=8:A shipwrecked crew is stranded on a small island, with no way to repair their damaged ship. They ask the players for assistance in gathering materials to repair the ship, but they are not what they seem. The crew is actually a group of weresharks, and they plan to ambush the players as soon as they let their guard down.
D10=9:KRAKEN! Large +5 AC, 20 HP, Damage 5d8 bites, 7 tentacles with grappling hooks grapple and pull into its mouth. They grapple and pull into its mouth any ship or object withing 2 hexes of itself.
D10=10:The crew discovers an old ship's bell half-buried in the sand on a small island.
d100 = 16
D10=1:An attack by 4d4 goblin pirates on their way to join a larger pirate band.
D10=2:The ship sails into a patch of water that has a strange effect on the players. Those who touch the water suddenly gain the ability to breathe underwater, but it also causes them to slowly turn into merfolk.
D10=3:A group of seagulls circle over the ship for several hours before disappearing into the distance.
D10=4:A group of 2d6+2 barbarians are standing on a rocky shoreline, waving their spears at the ship as it passes by. The barbarians are making fun of the ship's captain for sailing such a fragile vessel across such rough seas.
D10=5:The adventurers stumble upon a gigantic, disused underwater observatory. Inside, a lone, mad scientist merfolk named Xandrit has been trying—without success—to reanimate gigantic sea sculptures.
D10=6:A group of sailors from a faraway land approaches the party’s ship, seeking passage to a legendary island said to hold great riches. However, the island is guarded by a powerful sea deity and the party must navigate treacherous waters and overcome challenges to reach it.
D10=7:A merchant ship approaches you. The merchant ship is selling goods that are really bad. The merchants are offering a discount on the bad goods, but the merchants are thieves and will rob and possibly kill the players if they take up the offer!
D10=8:A group of sirens attempt to lure the party's ship onto the rocks with their enchanting voices. The party must make a save against their hypnotic melodies or risk crashing their ship.
D10=9:The party comes across a peaceful underwater civilization that is being terrorized by a group of hostile sea creatures. Will they intervene or simply continue on their journey?
D10=10:A sailor finds a floating wooden box with personal effects of an unknown sailor.
d100 = 17
D10=1:A lone ship approaches, flying a flag with a symbol of a dragon on it. The captain of the ship appears to be a dragonborn who speaks Common. He asks the players to join him on his quest to find a powerful artifact hidden on an underwater temple. The dragonborn captain is actually a dragon in disguise, and the temple is a trap set by him to lure unsuspecting adventurers to their doom.
D10=2:The players are approached by a group of sea sprites who ask for their help in freeing their king from the clutches of an evil sea witch who has cursed him and turned him into a sea monster.
D10=3:The ship sails into an area with a noticeable drop in water temperature.
D10=4:A storm hits while the players are at sea, causing their ship to crash onto a nearby island. They must survive and find a way off the island before the storm gets worse and destroys their only shelter. But the island may hold hidden dangers and secrets.
D10=5:The ship is boarded by a group of pirates. The captain and crew are taken hostage and brought to the Pirate Lord.
D10=6:An island formed entirely of living sea sponges emerges before them. Its caretaker, an intelligent dolphin named Ceto, guides them and seeks an alliance to defend against corrupt ocean overlords devastating the habitat.
D10=7:The party is offered passage on a mysterious ship that appears out of thin air. However, they soon realize that the ship is cursed and is headed straight for the realm of the dead.
D10=8:The ship encounters an area teeming with flying fish.
D10=9:A group of giant crabs attacks the ship, trying to steal the players' belongings.
D10=10:A ship approaches. It hails the ship. It is a trade ship from the lands to the west. It has silk, spices, and gems to trade. The ship is led by a halfling named Henry Tosscobble. He has a pet eagle named Alfred on his shoulder. Henry is looking for work.
d100 = 18
D10=1:A group of sea hags attempt to tempt the party into making a dark bargain with them. Will the party succumb to their desires or resist their nefarious offers?
D10=2:The sound of crashing waves against a rocky coastline is heard over the sound of the ship. Players see a group of 3d4+2 barbarians standing on a cliff, shaking their fists and cursing at the ship.
D10=3:A great sinkhole appears, where an articulate deep-sea anglerfish named Angleron speaks in booming, ancient voice, asking the party to thwart a plan of sea witches intending to collapse oceanic ley lines.
D10=4:The crew spots a dolphin wounded by a harpoon, and they decide whether to help.
D10=5:A ship approaches carrying a group of priests from a faraway land. They are on their way to bless a nearby temple. They are attacked by pirates.
D10=6:The ship sails into an area with a strong current that starts pulling it towards a whirlpool. The players must use their wits and skills to navigate the treacherous waters and escape the whirlpool's grasp.
D10=7:The players encounter a ship filled with explorers who are searching for the legendary lost city of Atlantis. They offer to take the players on board and join in their quest.
D10=8:The group comes across an ancient seafaring city in ruins. They must solve historical puzzles from fragmented tablets to gain entry to the ruler’s tomb before it’s engulfed by crashing waves.
D10=9:A sudden gale forces the crew to adjust the sails quickly.
D10=10:A group of mer-men approach the party and ask for help with a problem in their village. They want help defeating an ancient red dragon that has been terrorizing their village for centuries. The dragon is sleeping and can be killed without waking it. It has a horde of treasure worth thousands of gold pieces and an enormous amount of experience points.
d100 = 19
D10=1:Maelstrom. A maelstrom that disables most of the ship's functions.
D10=2:The players chance upon a set of interlocking whirlpools that seem to offer quick passage through a treacherous region. They must decipher ancient sea charts to navigate the whirlpools correctly. Failing spells doom as the current drags them towards a leviathan’s nest.
D10=3:A powerful storm creates a series of giant waves, threatening to capsize the ship. The players must navigate through the treacherous waters using their sailing skills and spells.
D10=4:The party comes across a ship that is being attacked by a giant sea monster. They must choose whether to help the ship and its crew or sail away and avoid the danger.
D10=5:A ship can be seen in the distance, it has a black flag with a skull and crossbones on it. It's a pirate ship!
D10=6:The crew finds an old, weather-beaten hat floating nearby.
D10=7:A whale approaches the ship and speaks in a strange language. The whale is trying to communicate with the party and will attempt to cast an illusion or another spell to make itself appear human so the party will understand it.
D10=8:The ship's hull is attacked by barnacles and is breached, slowly sinking the ship.
D10=9:The players see a massive shadow moving in the depths of the ocean. As they approach it, they discover that it is a giant sea turtle with a city built on its back, inhabited by a peaceful and magical race of creatures. The players must earn the trust of the creatures and learn about their ways of life, but they must also be careful not to anger the turtle, who is known to be vengeful towards those who harm its inhabitants.
D10=10:The crew discovers a floating chest filled with ancient coins.
d100 = 20
D10=1:On a full moon night, they come across a shipwreck whose wreckage has formed an impassable maze. They need to solve navigation puzzles to find a path through without triggering the booby traps that collapse parts of the wreck on them.
D10=2:A raging storm hits the sea, causing massive waves and strong winds. The players must work together to navigate through the treacherous waters and make it to safety before the ship is destroyed.
D10=3:A powerful current pulls the ship towards a cavernous underwater temple dedicated to a deity of wisdom and unity. Inside, challenges of the mind and spirit await, demanding teamwork, communication, and collective decision-making to reveal the temple's blessings.
D10=4:The players come across a group of cursed sailors who have been transformed into sea monsters. They ask the players to lift their curse and return them to their human forms, but the curse is not easily broken.
D10=5:The crew finds an old spyglass with intricate engravings.
D10=6:A group of merfolk is holding a celebration and invites the party to join. They offer delicious seafood dishes and gifts, but the party must succeed on a perception check or notice that the merfolk's village is in danger of being attacked by a giant sea monster. They must decide whether to help defend the village or leave with the gifts.
D10=7:A ship approaches carrying a group of warriors from a faraway land. They are on their way to join the army of a nearby king to fight in a war against an evil wizard and his army of goblins and orcs.
D10=8:A group of 2d6+4 goblins attack the group.
D10=9:A ghostly ship is seen on the horizon, only to vanish moments later.
D10=10:The ship navigates through a region filled with seaweed beds.
d100 = 21
D10=1:While at sea, they see an island shrouded in perpetual twilight. There, they find petrified sailors pointing towards an intricate sundial. They need to understand its mechanism based on celestial movements to unlock a chamber buried below. Wrong calculations trigger deadly spike traps.
D10=2:The players come across a ship filled with Black Lotus and several sacks of gold and silver coins. The ship is a mid sea smuggling vessel that regularly travels between the two ports. The players can take the ship or let it continue its journey.
D10=3:A pirate ship approaches the ship the players are on. It is flying black sails with a skull and crossbones on it. It attacks the players by firing its cannons at them! It also has a giant lizard as a pet who will attack them if they attack the pirates. The pirates are part of an evil pirate organization called 'The Black Hand' who want to take over the world! There are hints of an even more sinister force behind it all...
D10=4:A merchant ship approaches and offers to trade with the party. The merchant sells and buys anything. His name is Faran Belaroon, and he is looking for a ship to sail back home on, but he doesn't want to pay any more than he has too. He will offer to buy or sell anything. (He is actually an assassin looking for a cover story while he tries to find a way to kill the party without anyone noticing.)
D10=5:The party comes across a family of wayward merfolk caught in a fisherman’s net. Releasing them requires careful coordination and teamwork to avoid harming either party. In gratitude, the merfolk share a legend of a sunken city and provide directions to its location.
D10=6:A ship approaches carrying goods from a faraway land - perhaps spices, or silk, or alabaster, or gems. It is attacked by pirates.
D10=7:The players spot a school of beautiful glowing fish in the water, but upon closer inspection, they realize that the fish are actually enchanted and are being used as bait by a group of evil sea hags to lure in their victims.
D10=8:The adventurers are swept into a violent underwater current and save a water elemental named Nephros, who was captured and is now fleeing from a group of enslaving sahuagin.
D10=9:The players see a massive shadow moving in the depths of the ocean. As they approach it, they discover that it is a giant sea turtle with a city built on its back, inhabited by a peaceful and magical race of creatures. The players must earn the trust of the creatures and learn about their ways of life, but they must also be careful not to anger the turtle, who is known to be vengeful towards those who harm its inhabitants.
D10=10:A lone albatross soars gracefully above the ship.
d100 = 22
D10=1:A ship is sinking in the ocean. A group of merfolk are trying to sink the ship. They will attack the players if they try to help.
D10=2:A ship can be seen in the distance, it has a black flag with a skull and crossbones on it. It's a pirate ship!
D10=3:The adventurers stumble upon a gigantic, disused underwater observatory. Inside, a lone, mad scientist merfolk named Xandrit has been trying—without success—to reanimate gigantic sea sculptures.
D10=4:The players stumble upon a sea cave that is filled with glowing coral and gems. However, the cave is home to a group of mimics disguised as treasure, waiting to attack anyone who gets too close.
D10=5:A giant octopus attacks! It has 8 tentacles with grappling hooks on each tentacle that can grapple anything up to size Large or smaller and pull it into its mouth to be swallowed whole!
D10=6:Two ships - one very small and one very big - sail together in the same waterspace. Their captains are brothers. They are both used to sailing by themselves. They fight each other for territory, size, and profit. It's better for the players to leave them alone.
D10=7:A sunken ship is spotted at the bottom of the ocean. The ship is filled with treasure, but it is also guarded by a fierce water elemental. The players must defeat the elemental or find a way to sneak past it in order to claim the treasure. However, they must also deal with the fact that the treasure belongs to a powerful sea god who may be angered by their actions.
D10=8:As the party sails through a thick fog, they hear eerie music coming from a nearby island. They can’t help but feel drawn towards it and upon landing on the island, they discover a strange but friendly creature playing a haunting tune on a flute. The creature, known as a Siren, invites the party to stay and listen to its music, but they soon realize that the music is causing them to become entranced and make dangerous choices. They must break free from the Siren’s spell before it’s too late.
D10=9:A merchant ship is being attacked by a kraken and the ship's captain has been killed. The ship is sinking and the remaining crew has asked for help from the players.
D10=10:The players come across a friendly giant turtle who offers them a ride on its back to a nearby secluded island. The island is home to a group of monks who are known to possess powerful healing abilities. The turtle will only wait for a limited time, and the monks will only heal those who prove themselves to be worthy and humble.
d100 = 23
D10=1:The players spot a group of friendly sea turtles swimming nearby. They notice that one of the turtles has a small pouch attached to its shell. Inside, they find a map to a sunken treasure chest guarded by an angry sea creature.
D10=2:A group of sirens try to lure the players towards the rocky shore with their enchanting voices. They must resist the temptation and make a quick escape before the sirens' spells take hold.
D10=3:The ship sails into waters with an unusually pungent smell.
D10=4:A group of sea dwarves offer to trade goods with the players. However, they are actually thieves and will try to steal any valuable items from the ship while the players are distracted.
D10=5:The players are lured to an underwater cave by a group of mermaids who promise them great treasure. However, the players soon realize the mermaids are actually sirens in disguise, and they must defeat them in a battle of wits and strength.
D10=6:The crew finds an ancient mariner’s compass that points to lost wisdom rather than direction. To unlock its secrets, each member must share a profound story from their past, revealing their core values and binding the group through shared experience.
D10=7:As the players sail through dense fog, they suddenly find themselves in an eerie, ghostly version of the ocean. They must find a way to break the illusion and escape before they become trapped in this strange, haunted realm forever.
D10=8:A ship approaches the ship. It's a ship of war from a faraway land, flying the flag of that land and looking like a sinister place indeed.
D10=9:The sound of waves crashing against a rocky coastline is heard over the sound of the ship. Players see a group of pirates standing on a cliff, shaking their fists and cursing at the ship.
D10=10:On this day, the sky looks like it has been raining, but there is no rain. The ocean is calm and smooth as glass. The water looks like it has been disturbed. A small fishing boat comes toward the party with its oars rising and falling like mad. The fisherman is frantic because something big just passed by them, but they can't see anything. He says he saw something tall and black with fins and tentacles that looked like it was made of shadow.
d100 = 24
D10=1:Seagulls start circling above the players' ship, and as the players look up, they spot a giant albatross with a mermaid trapped in its talons. The players must fight off the albatross and rescue the mermaid, who turns out to be a powerful sorceress with a map to a hidden treasure.
D10=2:A ship has been wrecked. It is a ship with a flag of a kingdom or nation. The ship has not been looted. The ship is covered in blood. There are 2d6+6 skeletons on the ship, and they are fighting the sailors who are still alive.
D10=3:The players discover a hidden underwater city inhabited by a race of sea elves, who are being threatened by an evil underwater warlock. The players can choose to help the elves defeat the warlock or make a deal with the warlock for his powerful knowledge and magic.
D10=4:A sea storm rages, and the party must find shelter on an abandoned island. However, the island is not as deserted as it seems, and the party must fend off its monstrous inhabitants.
D10=5:A group of smugglers offers to sell the players some rare and valuable items. However, it turns out the smugglers have stolen these items from the king's treasury, and the players must decide whether to participate in the illegal trade or turn in the smugglers.
D10=6:A group of 2d6 lizard men are sitting on the beach. They are smoking on pipes made from sea shell and they are happily singing while they smoke their sea shell pipes.
D10=7:You come across a ship that appears to be abandoned. As you board the ship, you realize it is actually a ghost ship and you must navigate its treacherous halls to find the hidden treasure.
D10=8:Suddenly, a powerful, dark figure emerges from stormy waves. It's a sea vampire named Liriel, rogue from her tribe, seeking powerful relics to lift her undead curse and confessing she has vital information on a future cataclysm.
D10=9:A large ship approaches with several armed men aboard. They are looking for escaped criminals who have been on the run for several months now. The criminals are hiding somewhere on this island chain, and the men in the armed ship are here to capture them.
D10=10:A giant shark attacks the ship!
d100 = 25
D10=1:The crew observes a rare celestial event in the night sky.
D10=2:The players stumble upon a group of kuo-toa who are worshipping a giant statue of an unknown deity. If they interact with the kuo-toa, they find out the statue is actually a living creature and has been granting them powers in exchange for worship.
D10=3:At critical moments, the crew is visited by Celestial Clement, a wise albatross, who provides philosophical dilemmas requiring collective decision-making and implications on future paths, emphasizing the interconnectedness of their fates.
D10=4:A mysterious fog surrounds the ship, causing the players to lose their sense of direction. As they try to find a way out of the fog, they encounter ghost ships and phantoms of the sea.
D10=5:A ship is caught in a whirlpool. The ship is sucked in, but the players escape. They find a beautiful woman on a nearby island. She is the daughter of a king in another land. She was trying to get to the ship to be rescued by her betrothed. She will fall in love with one of the players and marry him, thus giving him royalty as a wife.
D10=6:As the players sail towards their destination, they encounter a strange mist that causes their ship to lose control and crash onto a deserted island. The players must find a way to escape the island and the mysterious mist before it's too late.
D10=7:You find a message in a bottle floating in the water.
D10=8:The ship is attacked by pirates. The pirates are carrying a stolen treasure.
D10=9:A strange fish with glowing eyes is caught by a sailor.
D10=10:A giant sea dragon pushes the ship up against a container that is floating in the ocean. It is a giant treasure chest filled with gold and silver coins.
d100 = 26
D10=1:A sea hag appears on the ship, claiming to be the owner of the sea and demanding tribute from the players. They must either pay the hag or find a way to get rid of her.
D10=2:The ship navigates through a shallow coral reef.
D10=3:A ship approaches the ship the players are on. It is a trading ship, and the captain offers to trade with the players. He has clothing, weapons, and other items that he is willing to trade. If the players accept, they will receive one of the items he has on his ship as a reward.
D10=4:A group of 2d6+4 hobgoblins attack the group.
D10=5:A man approaches the party. He looks like a priest and is carrying a holy symbol. He's really a priest of a god of this area, and he's looking for new converts.
D10=6:A man approaches and offers to sell the party a map of the region, but it's very old and has many errors on it. He will sell it for 5 gold pieces, or if they have one, he'll trade it for a magical potion of healing or something similar.
D10=7:A mysterious fogbank appears, enveloping the ship and transporting it to an alternate ocean realm. Here, communication is only possible through feelings and thoughts, forcing the party to understand and rely on each other’s non-verbal cues to navigate back to their world.
D10=8:The party encounters a ship containing a single sailor who is willing to trade. He is willing to trade a gem for any food the players might have. The gem is cursed. Anyone holding it longer than an hour will fall off the ship and float away... The gem is owned by a mermaid in the area looking for a human husband - or dinner.
D10=9:A friendly group of dolphins begins following the party's ship, even jumping out of the water to perform tricks. However, they may be leading the party to a dangerous area of the ocean where a powerful sea creature resides.
D10=10:A man approaches the party. He looks like a sailor and is carrying an old map. He's really a pirate, looking for new places to bury his treasure.
d100 = 27
D10=1:The ship is attacked by a group of pirates who want to steal the ship and sell it for a profit.
D10=2:The players see a wrecked ship in the distance. It's flying a black flag depicting a skull and crossbones.
D10=3:The party spots a large shipwreck. Upon closer inspection, they find an intelligent Kraken named K'thulki conversing with the ghosts of the crew, trying to solve the mystery of a missing artifact they had been transporting.
D10=4:Up ahead, a ship is seen. It doesn't seem to be moving and it is far away. As you approach, it turns towards you, ready for battle.
D10=5:A group of merfolk are stranded on a small island off the coast of an island chain. They ask the party to help them get back to their home island by giving them a magic item that controls sea creatures.
D10=6:The crew finds a partially submerged statue of an unknown figure.
D10=7:The players come across a ship that is stranded on a deserted island. The crew abandoned the ship, fearing a curse, but left behind a valuable map that leads to a hidden treasure on the island. The players must navigate the island and fight off any remaining crew members who may have gone mad due to the supposed curse.
D10=8:The ship navigates through a field of floating icebergs.
D10=9:The party comes across a tranquil mirror-like lake with an ominous storm brewing. Emerging from the depths, an ancient sea hag named Merrisda warns of a prophesied disaster unless certain relics are gathered to appease the growing maelstrom.
D10=10:You encounter a group of friendly fishermen in a rowboat.
d100 = 28
D10=1:A merchant vessel approaches the ship. The merchant vessel has a flag of a kingdom or nation. The merchant vessel has been looted. The merchant vessel is covered in blood. There are 2d6+6 skeletons on the merchant vessel, and they are fighting the sailors on the merchant vessel.
D10=2:A giant sea turtle appears--it is swimming next to the ship. A hole on one side of the turtle's shell is large enough for a fully armed man to crawl through.
D10=3:A giant sea creature, a kraken, attacks the party's ship in the middle of a storm. The players must use all their strength and courage to defeat the kraken and protect their vessel.
D10=4:You come across an abandoned fishing net tangled with debris.
D10=5:The crew finds a piece of wood with strange runes carved into it.
D10=6:A large cloud of smoke is seen on the horizon, a large ship is spotted in the distance.
D10=7:The sounds of the sea can be heard in the distance. If the players investigate, they will find that the sound is actually of a group of merfolk discussing plans to take over the kingdom. Players can join in and help out. If not, the merfolk will attack them.
D10=8:A ship approaches. It is flying a foreign flag. It is a pirate ship. The pirates are looking for a good prize.
D10=9:A giant jellyfish appears in front of the party's ship, its tentacles reaching out to attack. The party must make quick decisions to avoid the jellyfish's stings and defeat it before it can harm the ship.
D10=10:A merchant ship approaches the ship the players are on. It wants to trade with the players. It has magic items to trade.
d100 = 29
D10=1:A rogue wave suddenly hits the ship, revealing a sunken ship hidden beneath the ocean's surface. The players must decide whether to investigate the sunken ship or focus on surviving the storm.
D10=2:A giant sea serpent rises from the depths, causing panic among the crew. The players must work together to defeat the serpent before it drags the ship down into the ocean.
D10=3:A massive whirlpool appears, threatening to suck the ship into its depths. The players must use their skills to navigate out of it.
D10=4:A ship approaches the ship the players are on. It is a trading ship, and the captain offers to trade with the players. He has clothing, weapons, and other items that he is willing to trade. If the players accept, they will receive one of the items he has on his ship as a reward.
D10=5:A pod of flying fish seems unusually organized, behaving under the command of an avian sea druid named Galen. He requests help in his quest to restore his feathered companions, slowly turning back into mundane fish.
D10=6:The ship passes through waters infested with jellyfish, where an intelligent electric jellyfish named Boltur pleads for assistance in stopping an industrial ship from destroying his family’s breeding grounds.
D10=7:A merchant ship approaches the party's ship. The captain offers to trade with the party. He is not a merchant at all, but a pirate. He attacks after the trade has been made.
D10=8:A ship is sailing at high speed. The deck is full of sailors. The Captain sees the ship approaching and tries to get the ship out of the way. The ship makes it, but only barely. It's a small ship with two masts. The flag flying from the top is red with a white cross on it.
D10=9:The crew spots a strange, glowing orb floating on the water.
D10=10:The players chance upon a set of interlocking whirlpools that seem to offer quick passage through a treacherous region. They must decipher ancient sea charts to navigate the whirlpools correctly. Failing spells doom as the current drags them towards a leviathan’s nest.
d100 = 30
D10=1:The crew navigates through a field of floating debris.
D10=2:A giant octopus traps the players' ship in its tentacles, but is actually friendly and just wants to play.
D10=3:A giant whirlpool suddenly appears in the middle of the ocean, threatening to swallow the players and their ship. They must use their sailing skills to navigate through the treacherous waters and survive.
D10=4:A creature attacks the players from above the water. It looks like a giant beak and has a long neck and wings like a bird. It's an ancient creature that's been locked in this part of the ocean for thousands of years. It's been sleeping and has been awakened by the sound of a boat or sea creature passing by.
D10=5:The ship’s cook concocts a surprisingly delicious stew.
D10=6:A giant sea dragon pushes the ship up against a container that is floating in the ocean. It is a giant treasure chest filled with gold and silver coins.
D10=7:A small ship approaches carrying several men in black robes. If a player approaches them, they will demand that they halt. The men in black robes are cultists of undeath and are here to collect an undead creature to bring back to their necromancer leader.
D10=8:A merchant ship approaches the ship the players are on. It is a trading ship, and the captain offers to trade with the players. He has clothing, weapons, and other items that he is willing to trade. If the players accept, they will receive one of the items he has on his ship as a reward. However, the captain is actually a pirate who will try to board the ship and attack the players.
D10=9:The party encounters a large, ancient sea turtle with a map engraved on its shell. The map seems to detail a nearby underwater ruin. The turtle speaks telepathically and offers wisdom and cryptic advice if approached with respect. To find the ruin, the players must work together to decipher the map and figure out the path.
D10=10:A strange ship approaches. It is a strange ship made of strange materials that doesn't seem to sail in the traditional manner. The strange ship has 6 strange beings aboard them - they are strange, yet extremely dangerous looking men in strange, yet extremely revealing outfits, made of strange materials. They have strange weapons, yet they look extremely deadly and are strangely elegant in their use. They speak in a strange language (its not Common), yet they appear to be friendly and extremely hospitable if players can somehow learn to communicate with them (through magic).
d100 = 31
D10=1:A merchant ship approaches the party's ship. The captain offers to trade with the party. He is not a merchant at all, but a pirate. He attacks after the trade has been made.
D10=2:Two of the ship's crew are caught stealing items from the other crew members. The two thieves are the two masked swashbucklers who were seen talking to the captain.
D10=3:A pirate ship attacks the players' ship. The pirate ship is carrying a stolen treasure. The pirates want to trade the treasure for the players' ship.
D10=4:A ship approaches the ship. It is flying a black flag. It is a pirate ship. It is carrying a large quantity of treasure and will attack the players' vessel if they try to board it or stop it from leaving the zone.
D10=5:A sea dragon appears and challenges the party to a race. The prize? A legendary treasure hidden on a nearby island. The party must use their navigation skills to race against the dragon and retrieve the treasure before it does.
D10=6:The ship maneuvers through a field of jellyfish, their tentacles trailing like veils.
D10=7:The ships are approaching a giant rock in the middle of the ocean. The rock is actually an island, and it's home to a giant creature. The creature will politely ask to eat one of the ships. If refused a single ship, it will attack them all. The thing is almost as big as the island itself. Wait... the island IS the creature...
D10=8:You find a message in a bottle floating in the water.
D10=9:A merchant ship approaches from afar. The captain of the merchant ship hails the ship. He is a merchant from an island nation. He says that there is a man on board the ship who looks like a barbarian. The man is a barbarian. The merchant says that he has a potion that will remove the odor of barbarian from the man. The merchant offers a potion for 100 gp.
D10=10:A coral reef suddenly comes to life and attacks the party's ship. The party must find a way to calm the reef or risk damaging their ship beyond repair.
d100 = 32
D10=1:The crew finds an old spyglass with intricate engravings.
D10=2:A giant whirlpool suddenly appears in the middle of the ocean, threatening to swallow the players and their ship. They must use their sailing skills to navigate through the treacherous waters and survive.
D10=3:Players find a sentient book washed ashore on a deserted island. The book chronicles an ancient philosophy requiring discussions and joint meditation to fully grasp and unlock its spiritual secrets, promoting bonded strategies based on the wisdom revealed.
D10=4:Amidst the wreckage of a ferocious storm, they find a floating library in surprisingly good condition. Its caretaker, a hermit sea wizard named Thalassan, offers ancient knowledge in return for the recovery of rare petrified scrolls stolen by a sea cyclops.
D10=5:A rogue wave appears out of nowhere, causing significant damage to the ship and potentially throwing some players overboard.
D10=6:A strange fish with glowing eyes is caught by a sailor.
D10=7:The players encounter a small fishing village in the middle of the ocean. However, upon closer inspection, they realize that the villagers are actually merfolk in disguise. They will ask the players for help in defeating a sea monster that has been terrorizing their village.
D10=8:A flying dragon swoops down and attacks the ship. It is only interested in attacking the ship and not interested in stealing any treasure or harming the people on the ship.
D10=9:Players see what appears to be a giant floating island approach their ship. As it gets closer, they realize it is actually a giant turtle with a small forest growing on its back. The turtle is peaceful and will allow the players to rest on its back for the night. However, they must solve a riddle to be able to leave the turtle's back in the morning. If they fail, they will be stuck there for another day.
D10=10:A ship is caught in a whirlpool. The ship is sucked in, but the players escape. They find a handsome young man on a nearby island. He is a prince of a nearby land. He was trying to get to the ship to be rescued by his betrothed. He will fall in love with one of the players, and she will become royalty as his wife.
d100 = 33
D10=1:You sense a powerful mage within the ocean depths, but they seem to be in pain. As you approach, you realize they are trapped within a powerful water elemental's grasp. You must defeat the elemental and save the mage before they drown.
D10=2:A magical storm wreaks havoc on the party's ship, tossing them around and causing damage. In the midst of the storm, the players spot a ship flying a flag with a familiar symbol, leading them to wonder about the origin of the storm.
D10=3:The ship is attacked by a giant octopus! The tentacles wrap around the ship and try to pull it under water. The creature is not native to this world and is from another dimension.
D10=4:A whale approaches the ship and begins speaking to the ship's captain in a language he is familiar with. The whale is a wizard and will transport the ship to a nearby island where the players can find a blue dragon egg. The egg will be worth a lot of money.
D10=5:On a seemingly deserted island, the players come across a tribe of merfolk who can transform into human form. They invite the players to compete in a series of water sports, but these competitions may not be as innocent as they seem.
D10=6:A flying dragon swoops down and attacks the ship. It is only interested in attacking the ship and not interested in stealing any treasure or harming the people on the ship.
D10=7:The party is visited by a group of friendly sea hags who offer a trade – a magical item in exchange for a valuable item or favor. However, the hags are known for their deceitful ways and the party must be careful not to make a deal that could backfire on them.
D10=8:A giant whirlpool appears in the distance, threatening to consume the entire ship. The party must find a way to escape its pull or risk being sucked into the depths.
D10=9:A giant squid attacks the ship.
D10=10:An old, weather-beaten book is found floating in a waterproof bag.
d100 = 34
D10=1:The ship is attacked by pirates. The pirates are carrying a stolen treasure.
D10=2:A group of pirates boarded the ship while the players were asleep and stole their most valuable items. The players must track down the pirate's hideout and retrieve their items before they can be sold off or lost at sea.
D10=3:A ship approaches the ship, and the captain offers to trade with the party. He is willing to trade anything except gold or treasure from his own ship.
D10=4:Shipwreck debris indicates a mighty battle fought long ago between rival sea captains. The spirits of these captains now haunt the wreckage. To lay them to rest, the party must reenact and resolve the conflict peacefully through role-play and negotiation, fostering understanding and reconciliation.
D10=5:A ship approaches the party's ship. It has a flag from a kingdom or nation and it carries one of the king or queen's daughters or sons. The ship has not been looted. There are 2d6+6 skeletons on the ship, and they are fighting the sailors on the royal ship.
D10=6:While at sea, they see an island shrouded in perpetual twilight. There, they find petrified sailors pointing towards an intricate sundial. They need to understand its mechanism based on celestial movements to unlock a chamber buried below. Wrong calculations trigger deadly spike traps.
D10=7:A priestess of Eilistraee comes aboard and asks the party to help her save some captured Eilistraeean worshipers from being sold as slaves by a group of dark elves that are nearby on an island. She has a map to lead them to the island.
D10=8:A friendly dolphin starts doing tricks for the players, but soon reveals that it is actually a shape-shifting sea druid in disguise. It offers to lead them to a hidden underwater cave filled with treasure.
D10=9:The ship passes by a cliff adorned with nesting seabirds.
D10=10:A group of merchants are transporting a valuable statue, but they're being chased by pirates.
d100 = 35
D10=1:The lookout spots a deserted island with an abandoned campsite.
D10=2:Hoh-ho, who goes there? A ship fires a catapult of incendiaries.
D10=3:A merchant ship is being attacked by a kraken and the ship's captain has been killed. The ship is sinking and the remaining crew has asked for help from the players.
D10=4:The ship is caught in a storm and cast adrift at sea. Shipmates see several strange creatures flying through the air toward them. They look like giant birds, but they have leathery wings and long, sharp claws like eagles'.
D10=5:The crew pulls up an old, rusted anchor from the sea.
D10=6:A group of 1d4+2 humans approach the party. They want to hire the party to go to war against another village.
D10=7:A group of sea goblins have taken over a merchant ship and are using it to terrorize other vessels. The players must stop them before they cause further chaos.
D10=8:The ship’s cook concocts a surprisingly delicious stew.
D10=9:A pirate ship approaches you. The pirate ship is attacking another ship. The pirate ship attacks!
D10=10:The players come across a group of sea dragons, known for their intelligence and magical abilities. The dragons are at war with each other, and the players must decide which side to help in order to continue their journey.
d100 = 36
D10=1:The players find a shipwreck and discover a strange crystal that seems to be emitting a powerful magical energy.
D10=2:A giant squid attacks the ship. Yawn.
D10=3:The ship encounters a lazy manta ray gliding just beneath the surface.
D10=4:A ship approaches the ship heading towards the ship. The ship is a trade ship. The captain of the ship will invite the players to dinner and offer them a job as a trade ambassador. The captain is a half-elf named Ernesto. He is a member of the Order of El. He will take the players to a small port called Far Port, a small but cosmopolitan town that is one of the only safe harbors on the coast of Triax. He will introduce them to a man named Grigori, who is a halfling merchant.
D10=5:Encountering underwater ruins shrouded in magic reflects a long-lost sorcerer’s school. They must decode spell fragments to deactivate wards, while missed spells summon spectral apprentice wraiths.
D10=6:The lookout spots an unfamiliar flag signaling from a distant ship.
D10=7:The ship passes through water filled with phosphorescent plankton.
D10=8:A group of 2d6 lizard men are sitting on the beach. They are smoking on pipes made from sea shell and they are happily singing while they smoke their sea shell pipes.
D10=9:A group of merfolk are stranded on a small island off the coast of an island chain. They ask the party to help them get back to their home island by giving them a magic item that controls sea creatures.
D10=10:An isolated tower pierces the ocean’s surface where an eccentric sea gnome inventor named Tinkerjack enlists the party in recovering pieces of a torn, magical blueprint scattered across hostile islands.
d100 = 37
D10=1:The players spot a ring of small islands with a bright light in the center. As they get closer, they realize it is a group of fire elementals gathering for a ritual. The players must choose to either interact with the elementals or stay away to avoid getting burned.
D10=2:A merrow attacks the party's ship.
D10=3:A pod of kelpies surrounds their ship without being malevolent. Their enigmatic leader, a kelpie named Nemarish, claims a necromancer stole their herd's souls and needs help to resurrect them in a paradise lagoon.
D10=4:A ship approaches the ship the players are on. It is a trading ship, and the captain offers to trade with the players. He has clothing, weapons, and other items that he is willing to trade. If the players accept, they will receive one of the items he has on his ship as a reward.
D10=5:A merchant ship approaches. It is flying a foreign flag. It is a merchant ship from a nearby island nation ruled by hobgoblins. The captain of the merchant ship will trade for slaves and prisoners, but he will not trade for anything else.
D10=6:A group of 4d6 sahuagin (fish-like humanoids) swim towards the ship, armed with spears and tridents. They demand that the players hand over all of their gold and valuables.
D10=7:A mirror-like calm overtakes the sea, revealed as an illusion created by a reclusive sea mage testing intruders. The mage provides tasks requiring group insight, trust, and unity to overcome, offering powerful oceanic artifacts as rewards.
D10=8:The party sees a huge creature rising from the water. It's dripping wet and covered in slime. Its head is like a spear, attached to a long neck and a long tail. Its body is like a giant tear, with huge eyeballs and tentacles sprouting from it. It rises up and starts firing its eyeballs at the party. If you are looking for a way to end the adventure early, this is a great way to do it. As ridiculous as this creature sounds, it is allowed in the game.
D10=9:A ship approaches. It hails the ship. It is a merfolk ship. They want the players to help them fight a pirate ship. The pirate ship has been preying on the merfolk's ships for the past few months.
D10=10:The players come across a group of stranded sailors on a deserted island. However, upon closer inspection, the sailors are actually cannibals who have been luring in unsuspecting victims. The players must escape before becoming the cannibals' next meal.
d100 = 38
D10=1:The players stumble upon an underwater temple dedicated to a sea deity. Inside, they find a group of devout followers who ask the players to retrieve a relic from the bottom of the ocean as a test of faith. But the relic may be more than just a test of faith. It could be cursed or guarded by powerful sea creatures.
D10=2:The players are approached by a group of sea sprites who ask for their help in freeing their king from the clutches of an evil sea witch who has cursed him and turned him into a sea monster.
D10=3:A strange creature approaches the ship and offers to sell them information about a nearby dungeon or city for half its value in gold pieces. If they accept, he will provide them with useless information that can be used as a distraction or red herring but nothing else.
D10=4:A giant whale surfaces nearby. It is dying and begs for help. It says 'I'm not evil, please help me.' If players do anything to help it, it will give them a magic item, but it's cursed and will cause problems later on in the campaign.
D10=5:A sailor finds a floating treasure chest, locked and sealed tight.
D10=6:The ship is caught in a storm and cast adrift. Shipmates see several strange creatures in the water, swimming toward them. They look like dolphins, but they have black eyes and long, sharp teeth like piranha's.
D10=7:The players spot a giant, ancient sea turtle swimming nearby. Upon closer inspection, they discover that the turtle is carrying a massive, ancient city on its back. The players must find a way to communicate with the turtle and possibly uncover hidden treasures within the city.
D10=8:A beautiful mermaid swims up beside the ship and asks the players to save her from a giant shark that is attacking her. She will reward players with a necklace that is actually cursed, causing their skin to become fish scales in 1d4 days if they don't get it removed by a cleric or magic-user before then.
D10=9:A ship approaches. It is flying a foreign flag. It is a merchant ship. The captain of the merchant ship has valuable information about someone on the island. He will trade the information for passage off the island and a hundred gold coins. He will also trade the information for three barrels of ale.
D10=10:A group of 2d6+2 sailors and fishermen are sitting on the deck of the ship, singing sea shanties and drinking ale. They will tell the party that they are sailing to an island called Blackwater, which is located several days' travel away from their current location. They will warn the party that, once they arrive at Blackwater, they must be careful and try not to anger any of the island's inhabitants, who are known to be violent and dangerous. The party can ask the sailors and fishermen for more details about Blackwater and its inhabitants, but they will not offer any information beyond what they have already told the party.
d100 = 39
D10=1:A powerful current pulls the ship towards a cavernous underwater temple dedicated to a deity of wisdom and unity. Inside, challenges of the mind and spirit await, demanding teamwork, communication, and collective decision-making to reveal the temple's blessings.
D10=2:A pirate ship approaches you. The pirate ship is attacking another ship. The pirate ship is attacking a pirate ship that's sinking.
D10=3:The players spot a shipwreck on the ocean floor and decide to explore it. However, the wreck is guarded by a group of cursed undead sailors who will stop at nothing to protect their treasure.
D10=4:A drifting island is home to enchanted creatures expecting aid without direct communication. The party must use empathy, shared feelings, and collective intention to meet their needs, exemplifying non-verbal communication and unity.
D10=5:Hazy fog covers about half the boat. As the party enters the fog, they see a large ship approaching theirs. The ship has a large section of the railing and masts broken off and lying in the water. The ship has a reddish glow and is obviously infested with demons. A demon captain stands on the deck, barking orders at the crew. He orders them to attack the party's ship and also to gather any survivors and throw them into the water. The demons will not leave them to drown as they need to feed on the souls of all survivors.
D10=6:Mobile sandbars create a path to an abandoned lighthouse guarded by a spectral old captain named Marrow. He claims releasing his contained soul will stop a catastrophe and offers cryptic hints at a powerful treasure in return.
D10=7:A ship approaches the ship. It is a ship flying a black flag. It is a pirate ship! It will attack the players' vessel.
D10=8:An old map is discovered in the captain's quarters.
D10=9:The sound of loud drumming can be heard from afar. As the players get closer, they will find a group of mermaids having a tribal dance on the shore. If the players join in, the mermaids will reward them with magical seashells.
D10=10:A bunch of strange men approach the party's ship. They seem to be talking but not to the party. They are speaking in a language that the party doesn't know. After a while, the party realises that these men are speaking in a foreign language. The foreigners will attack the party if the party does not agree to transport them to another land.
d100 = 40
D10=1:A group of sirens appear, singing melodically and trying to lure the players' ship towards the rocks. The players must pass a series of wisdom checks or be charmed by the sirens' song and crash their ship. If they can resist the charm, they may be able to defeat the sirens and find some valuable treasures on their island home.
D10=2:The players encounter a group of sailors who have been stranded on an island for months and are slowly turning into merfolk due to the enchanted waters surrounding the island. They may need the players' help to break the curse and escape the island.
D10=3:A volcanic eruption on a nearby island causes a tsunami and threatens to destroy the players' ship.
D10=4:A group of giant crabs challenges the players to a game of underwater dodgeball. If the players win, the crabs will give them a magic trident. But if they lose, the crabs will take all of their belongings.
D10=5:Maelstrom. A maelstrom that disables most of the ship's functions.
D10=6:Three pirates approach in an attempt to board the party's ship and steal its cargo. They are dressed in tattered garb and look like they will be killed by any fight they attempt on board the ship.
D10=7:The players encounter a group of fish-like humanoids who are being controlled by a powerful sea hag. The players must defeat the hag and break her control over the fish-men in order to gain their trust and possibly a powerful treasure.
D10=8:A group of living pearls are washed up on the beach nearby. They're about the size of large baseballs, and each one has a face carved into it with tentacles sticking out of its mouth, sticking up like hair.
D10=9:Players see a lone rowboat in the middle of the ocean, with an unconscious person slumped over the oars. As they approach, they discover that the person is actually dead, and their lifeless body is being puppeted by a powerful necromancer who is using the deceased as a distraction to ambush the party.
D10=10:The crew spots a dolphin wounded by a harpoon, and they decide whether to help.
d100 = 41
D10=1:A sea hag has captured a group of sailors and is using them as her personal servants. The party must try to rescue the sailors and defeat the hag, who is extremely cunning and powerful.
D10=2:Wrecked ships are found along the shore.
D10=3:The players come across a group of singing sirens. If they succumb to the siren's enchanting melodies, they will be charmed and led into danger.
D10=4:A group of merfolk attack the ship. They are trying to take over a sunken ship that is trying to take over their home. The mers attack the ship to stop it from sinking their home. They have a magic item that will stop the ship from sinking.
D10=5:As the ship passes by an island, a giant octopus attacks it with its tentacles. One of the tentacles wraps around a player and pulls him into the water. The player must fight the giant octopus underwater.
D10=6:The sound of distant drumming is heard through the fog.
D10=7:The ship sails into waters filled with floating bones and wreckage.
D10=8:A group of pufferfish-like creatures attach themselves to the hull of the players' ship and start to slowly deflate, causing the ship to sink. The players must quickly find and fight off the pufferfish before it's too late.
D10=9:A volcanic eruption on a nearby island causes a tsunami and threatens to destroy the players' ship.
D10=10:A giant octopus traps the players' ship in its tentacles, but is actually friendly and just wants to play.
d100 = 42
D10=1:A large cloud of smoke is seen on the horizon, a large ship is spotted in the distance.
D10=2:An attack by 4d4 goblin pirates on their way to join a larger pirate band.
D10=3:A kraken has awoken and is attacking nearby ships. The party must choose to either try to defeat the kraken and earn the gratitude of the ships' crews or sneak past it and continue their journey.
D10=4:An archipelago appears to be enchanted, its flora and fauna imbued with sentience capable of revealing truths. However, the key to interaction lies in collective charms and illusions, which the party must craft together, requiring cooperative spellwork and creativity.
D10=5:A raggedy looking man pulls a boat up next to the ship. He says that he was attacked by pirates, and he needs help. He says he has a lot of treasure on his boat. The treasure is a pile of rotten coconuts - or so it seems. The man is delirious. Hidden in the guts of one of the rotten coconuts is a +2 Ring of Protection.
D10=6:A pod of flying fish seems unusually organized, behaving under the command of an avian sea druid named Galen. He requests help in his quest to restore his feathered companions, slowly turning back into mundane fish.
D10=7:A giant sea creature, said to be the guardian of a lost treasure, rises from the depths and challenges the party to a game of wits and strength.
D10=8:A ship is caught in a whirlpool. The ship is sucked in, but the players escape. They find a handsome young man on a nearby island. He is a prince of a nearby land. He was trying to get to the ship to be rescued by his betrothed. He will fall in love with one of the players, and she will become royalty as his wife.
D10=9:The crew hears a faint, eerie melody coming from the direction of a distant island.
D10=10:Two giant octopi attack the ship!
d100 = 43
D10=1:The players discover a hidden underwater temple dedicated to a shark deity. Inside, they find a group of worshippers attempting to summon a giant shark to defend their temple. The players must decide whether to stop the summoning or help the shark defend the temple.
D10=2:The ship navigates through an area filled with bioluminescent organisms, lighting up the water.
D10=3:The party finds a small island with only one lone cottage on it. They see smoke rising from a chimney and decide to investigate. As they approach, they see an old man sitting on the porch, staring out at the ocean. He introduces himself as Quinn and invites the party in for dinner. As they eat, he tells them stories of the olden days and about his magical abilities. The party may choose to stay the night, but they may discover that Quinn is actually a powerful sea hag and has sinister plans for them.
D10=4:The players come across a group of sahuagin (aquatic humanoids) who are trying to build an underwater stronghold. They ask the players to help them by retrieving some powerful artifacts from a nearby sunken ship. However, the sahuagin are actually planning to use the artifacts to summon a kraken and conquer the seas. The players must decide whether to help the sahuagin or stop them from completing their plan.
D10=5:The party must navigate through a dangerous coral reef, home to deadly creatures and with currents that could easily tear their ship apart. But hidden within the reef is a valuable pearl that could fetch a high price at any port. The players must decide whether the risk is worth the reward.
D10=6:A group of giant crabs start attacking the ship, trying to protect their territory. The players must find a way to either appease the crabs or defeat them in order to continue their journey.
D10=7:A storm forces the ship to stop for the night. A group of gnolls sneak onto the ship during the night and attack the players while they're sleeping.
D10=8:As the players are sailing, they are caught in a sudden storm and are forced to navigate through lightning strikes and dangerously high waves. However, the storm is not natural, and it is being controlled by a powerful storm giant who wants to challenge the players.
D10=9:An island teeming with giant crustaceans appears. At the heart, a merfolk botanist named Coralina grows enchanted coral gardens but needs the adventurers’ help to deal with aggressive, translocated land species.
D10=10:As the players sail by an abandoned lighthouse, they spot a ghostly figure beckoning them to shore. When they explore the lighthouse, they discover the ghost is actually a banshee, cursed to haunt the lighthouse until someone helps her lift the curse.
d100 = 44
D10=1:A ship is sinking in the ocean. A group of merfolk are trying to save as many people as they can. They will ask the players for help.
D10=2:A massive whirlpool suddenly forms under the party’s ship, threatening to consume them. They must navigate their way out of the treacherous waters while also fighting off merfolk and sea creatures that have been drawn to the disturbance.
D10=3:A sailor tells a tale of sirens luring ships to their doom.
D10=4:The players spot a legendary sea monster, said to have the power to control the seas. Will they try to slay it or make a deal with it?
D10=5:As the party sails through calm waters, they spot a group of dolphins swimming alongside them. The dolphins are actually transformed humans who were cursed by a sea witch. The party must help them break the curse and return to their human form.
D10=6:A group of 3d10+3 goblins in a raft attack the group, demanding food. If fed, they'll chill out until later that night when they're rested.
D10=7:The crew observes a rare celestial event in the night sky.
D10=8:The players come across a group of stranded sailors on a nearby island. However, the sailors turn out to be cursed pirates who will do anything to get off the island, even if it means turning on the players.
D10=9:The ship’s cook concocts a surprisingly delicious stew.
D10=10:You come across an abandoned fishing net tangled with debris.
d100 = 45
D10=1:A storm approaches. It is a magical storm, not a natural one. It is a storm summoned by a powerful wizard to destroy the party's ship.
D10=2:The ship encounters an area teeming with flying fish.
D10=3:A pod of flying fish seems unusually organized, behaving under the command of an avian sea druid named Galen. He requests help in his quest to restore his feathered companions, slowly turning back into mundane fish.
D10=4:A group of pirates attempt to board the players' ship, demanding food and supplies. However, the pirates are actually just hungry and desperate refugees who have been stranded at sea for weeks. The players must decide whether to help them or fend them off.
D10=5:You spot a school of brightly colored fish swimming alongside your ship.
D10=6:The party must navigate through a dangerous coral reef, home to deadly creatures and with currents that could easily tear their ship apart. But hidden within the reef is a valuable pearl that could fetch a high price at any port. The players must decide whether the risk is worth the reward.
D10=7:A cargo ship laden with fruits and spices sails by.
D10=8:A fishing ship will ask the players to escort it to a nearby port. It will pay them well for their service.
D10=9:A magic-user on a nearby ship says he can see an island on the horizon. He says that there are caves on the island that have magical gems in them that no one has ever found before.
D10=10:A giant whale surfaces nearby. It is dying and begs for help. It says 'I'm not evil, please help me.' If players do anything to help it, it will give them a magic item, but it's cursed and will cause problems later on in the campaign.
d100 = 46
D10=1:A giant octopus attacks the ship.
D10=2:The crew finds a piece of wood with strange runes carved into it.
D10=3:The lookout spots a mysterious island that isn't on any of the ship's charts.
D10=4:The players encounter a ship filled with explorers who are searching for the legendary lost city of Atlantis. They offer to take the players on board and join in their quest.
D10=5:An unusual pattern of waves suggests a nearby underwater disturbance.
D10=6:The sound of singing lures the players towards a group of sirens, who are trying to lure them towards the rocks.
D10=7:A group of giant sea turtles swim alongside the ship, but one of them has a precious artifact hanging around its neck.
D10=8:A coral reef suddenly comes to life and attacks the party's ship. The party must find a way to calm the reef or risk damaging their ship beyond repair.
D10=9:A ship is caught in a whirlpool. The ship is sucked in, but the players escape. They find a beautiful woman on a nearby island. She is the daughter of a king in another land. She was trying to get to the ship to be rescued by her betrothed. She will fall in love with one of the players and marry him, thus giving him royalty as a wife.
D10=10:The players spot a stranded sailor on a deserted island. As they approach to help, they realize that it is actually a disguised merfolk trying to lure the players into the water. The merfolk will try to drown the players and steal their belongings. The players must find a way to escape the trap or defeat the merfolk.
d100 = 47
D10=1:The crew encounters arcane sea serpents bound by an ancient curse, requiring the party to practice trust exercises and cooperative maneuvers to navigate. Understanding and working within the serpents’ social framework leads to alliance and safe passage.
D10=2:The ship encounters a maelstrom surging with cosmic energy affecting emotions and decision-making. The crew must synchronize their actions and balance their emotional states to perform precise maneuvering, turning chaos into an empowering experience.
D10=3:Shipmates see a group of men with yellow robes on a nearby island.
D10=4:The players encounter a small fishing village in the middle of the ocean. However, upon closer inspection, they realize that the villagers are actually merfolk in disguise. They will ask the players for help in defeating a sea monster that has been terrorizing their village.
D10=5:The players spot a group of dolphins swimming and playing around the ship. However, the dolphins are actually spies of a Kraken who is planning to attack the ship later. The players must either come up with a plan to defeat the Kraken or risk becoming its next meal.
D10=6:As the party sails through calm waters, they spot a group of dolphins swimming alongside them. The dolphins are actually transformed humans who were cursed by a sea witch. The party must help them break the curse and return to their human form.
D10=7:While exploring a submerged ruin, the party encounters a gargantuan sentient crab named Clack'r who has been placed as a guardian by an ancient civilization and needs help uncovering the artifact he's sworn to protect.
D10=8:A group of men are sitting around a campfire, they are playing a game of dice. If players approach, they will ask them to join in on the game. They will cheat if players do not.
D10=9:A pirate ship appears, blasting cannons and boarding the players' ship. However, the pirates are actually friendly and invite the players to join them in a grand adventure for riches and glory.
D10=10:The crew discovers a hidden compartment in the ship’s hold.
d100 = 48
D10=1:The ship encounters a stretch of water filled with floating lanterns.
D10=2:A strange ship approaches. It is a strange ship made of strange materials that doesn't seem to sail in the traditional manner. The strange ship has 6 strange beings aboard them - they are strange, yet extremely dangerous looking men in strange, yet extremely revealing outfits, made of strange materials. They have strange weapons, yet they look extremely deadly and are strangely elegant in their use. They speak in a strange language (its not Common), yet they appear to be friendly and extremely hospitable if players can somehow learn to communicate with them (through magic).
D10=3:A group of mer-men approach the ship and offer to sell themselves to the party as soldiers in exchange for gold or help with their task.
D10=4:The players see am enchanted, talking ship sailing towards them. The players can ask it questions using a 10-word maximum. It says that it was stolen from this island by pirates. It will never have a human crew again. It's looking for some skeletons to command. The ship is an ancient mimic.
D10=5:A mysterious island appears in the distance, seemingly out of nowhere. As the players explore the island, they find out that it's actually a giant sea turtle who is being hunted by a group of hunters who want its massive shell. The players must protect the sea turtle or risk the consequences of killing a powerful creature.
D10=6:The players come across a floating city made entirely of ice. The city is inhabited by a group of ice giants who are struggling to survive as their city slowly melts due to the increasing temperatures of the ocean. The players can choose to help the giants by finding a way to preserve the city or leave them to their fate.
D10=7:The players encounter a group of nomadic sea elves who offer to trade their rare and exotic sea creatures for food and supplies. But if they aren't careful, they may accidentally trade for something dangerous.
D10=8:A group of sea elves come to the players' aid as they are being attacked by a group of sahuagin. The sea elves have a powerful underwater city and offer a safe harbor for the players to rest and recover. However, the city has been recently plagued by a mysterious disease that has been killing the sea elves. The players must find the source of the disease and stop it before it spreads and wipes out the entire city.
D10=9:The players come across a deserted island, home to a group of intelligent apes. The apes offer to help the players in exchange for their help in defeating a rival tribe of apes.
D10=10:As the players sail near a group of rocky cliffs, a swarm of 2d6+2 griffins appear from the skies and attack the ship. They are controlled by a powerful wizard who wants to steal the players' ship for his own use.
d100 = 49
D10=1:The sound of waves crashing against the ship draws the players attention to a commotion in the water. The water churns, and a tentacle sticks out of the water. It is a giant octopus! If players attack it, it will attack them back with its tentacles and its ink cloud attack!
D10=2:The players come across a group of friendly dolphins who seem to be trying to communicate with them. The dolphins seem to be leading the players to a hidden treasure.
D10=3:The party is offered passage on a mysterious ship that appears out of thin air. However, they soon realize that the ship is cursed and is headed straight for the realm of the dead.
D10=4:A group of fisherman on a small boat desperately call out for help as they are being dragged under the water by a massive giant squid. The players must act quickly to save them before it's too late.
D10=5:The ship passes by a large iceberg.
D10=6:A group of 3d10+3 goblins in a raft attack the group, demanding food. If fed, they'll chill out until later that night when they're rested.
D10=7:A lone ship approaches, flying a flag with a symbol of a dragon on it. The captain of the ship appears to be a dragonborn who speaks Common. He asks the players to join him on his quest to find a powerful artifact hidden on an underwater temple. The dragonborn captain is actually a dragon in disguise, and the temple is a trap set by him to lure unsuspecting adventurers to their doom.
D10=8:The crew spots a strange, glowing orb floating on the water.
D10=9:A ship approaches the ship. It is a large ship, with a large crew. The crew is large and muscular. They are dressed in scale mail and carry shields and swords. They approach the ship and demand that the ship be given to them.
D10=10:As the ship passes by an island, a giant octopus attacks it with its tentacles. One of the tentacles wraps around a player and pulls him into the water. The player must fight the giant octopus underwater.
d100 = 50
D10=1:A ship approaches the ship. It's a ship of war from a faraway land, flying the flag of that land and looking like a sinister place indeed.
D10=2:A ship full of pirates is spotted on the horizon. The party must decide whether to try to sneak past them or engage in battle for their loot.
D10=3:The ship sails into an area with a strong current that starts pulling it towards a whirlpool. The players must use their wits and skills to navigate the treacherous waters and escape the whirlpool's grasp.
D10=4:The players spot a beautiful underwater palace and are invited to a feast by its inhabitants, a group of merfolk. However, the merfolk are secretly planning to sacrifice the players to their sea god in order to gain more power.
D10=5:A storm comes out of nowhere! It's a real doozy! The captain of the ship isn't sure if they can survive it!
D10=6:A giant octopus attacks the ship.
D10=7:A flying dragon swoops down and attacks the ship. It is only interested in attacking the ship and not interested in stealing any treasure or harming the people on the ship.
D10=8:A man approaches the party. He is dressed like a priest, but he's not a priest. He's a necromancer, and he's looking for souls to steal.
D10=9:A kraken suddenly rises from the depths, its massive tentacles reaching for the ship. The players must use their skills and magic to defeat the fearsome beast before it destroys the ship.
D10=10:Encountering ruined undersea statues, the party's combined emotional energy can restore these relics, revealing their origin. Sharing personal vulnerabilities while working together will awaken ancient guardians who guide the party with wisdom and rare artifacts.
d100 = 51
D10=1:A fishing ship is sinking. The crew is abandoning ship. You can try to save the ship. You can try to save the crew. You can try to save the cargo. You can try to rob the ship.
D10=2:A strange creature approaches the ship and offers to sell them information about a nearby dungeon or city for half its value in gold pieces. If they accept, he will provide them with information about a powerful item or magic item in the area worth thousands of gold pieces that can be easily obtained if they act quickly.
D10=3:The players come across a powerful underwater storm, with winds, currents, and lightning striking all around them. They must navigate through the storm carefully to avoid being pulled under and drowned.
D10=4:The ship is caught in a whirlpool, causing it to spin uncontrollably. The players must make a series of Dexterity checks to avoid being thrown overboard.
D10=5:A sudden and unusual wind blows from an unexpected direction.
D10=6:The ship encounters floating debris that hints at a recent shipwreck.
D10=7:Sandstorm. A sandstorm that disables most of the ship's functions.
D10=8:An enormous kelp forest hides an ancient temple. The players soon meet Pwyll, a druids-thieved seaweed humanoid who guards the sanctuary and claims unusual weather disturbances are angering the sea spirits housed within.
D10=9:A group of singing sailors appears out of nowhere on a nearby island. They invite the players to join them for a feast and a night of drinking. However, the sailors are actually sirens, and their singing lures the players into a dangerous trap.
D10=10:A ship approaches the ship. It is a small ship, with a small crew. The crew is small and hairy. They are dressed in furs and carry bows and axes. They approach the ship and demand that the ship be given to them.
d100 = 52
D10=1:A sailor tells a story of buried treasure on a nearby island.
D10=2:A merchant ship approaches. It is flying a foreign flag. It is a merchant ship from a nearby island nation ruled by elves. The captain of the merchant ship will trade for food, but he will not trade for anything else.
D10=3:The ship’s carpenter discovers a hidden talent for whittling.
D10=4:A sudden gale forces the crew to adjust the sails quickly.
D10=5:The ship sails into a swarm of tiny, bioluminescent creatures that light up the water around it. They are harmless but create a breathtaking display.
D10=6:The players come across a group of sailors who have been stranded on a small island for months. As they help the sailors, they start to suspect that there may be something sinister controlling the island and trapping the sailors.
D10=7:The water grows murky as they are surrounded by an army of camouflaged sea chameleon warriors. Their leader, a commanding chameleon named Chroma, requests aid in repelling invaders attempting to plunder their secret treasures.
D10=8:A party member will get injured during the adventure and need medical attention. The party should find a safe and calm place to land the boat so they can get medical assistance.
D10=9:A small island appears out of nowhere in the distance, and as the players approach, they discover that it is actually a massive sea turtle who has been enchanted and trapped by a group of sea hags. The players must find a way to break the turtle's curse and defeat the sea hags.
D10=10:As the party sails through a dense fog, they spot a mysterious ghost ship that seems to appear and disappear at random. Upon boarding the ship, they discover that it is manned by a group of cursed sailors who are doomed to sail the seas forever. The party must find a way to break the curse and put the sailors’ souls to rest.
d100 = 53
D10=1:The players are lured to an underwater cave by a group of mermaids who promise them great treasure. However, the players soon realize the mermaids are actually sirens in disguise, and they must defeat them in a battle of wits and strength.
D10=2:An ancient shipwreck lies at the bottom of the ocean. Inside, players discover an ornate compass sealed in a chest of riddles. Solving these riddles correctly lets them use the compass to locate the Lost City of Maraias, but triggering traps sends a swarm of mechanical eels their way.
D10=3:A ship approaches the ship. It is no ordinary ship - it is a pirate ship. The ship is flying the banner of a pirate lord. It offers the party treasure, then attacks.
D10=4:Kegs Dozen's ship is damaged and sinking. He is willing to trade treasure or provide information to the party in exchange for passage to an island where they can seek aid and make repairs. The former crew (which includes an elf archer and a genetically engineered spider) fights to the death to prevent the party from gaining the treasure.
D10=5:A ship approaches the ship. It's a ship of war from a faraway land, flying the flag of that land and looking like a sinister place indeed.
D10=6:A dead calm leaves the ship drifting aimlessly.
D10=7:A piece of driftwood with barnacles floats by.
D10=8:A group of friendly sea elves offer to trade goods with the players, but turn out to be shape-shifting sea hags in disguise.
D10=9:A pirate ship approaches the ship the players are on. It is flying black sails with a skull and crossbones on it. It attacks the players by firing its cannons at them! It also has a giant lizard as a pet who will attack them if they attack the pirates.
D10=10:The party encounters a large, ancient sea turtle with a map engraved on its shell. The map seems to detail a nearby underwater ruin. The turtle speaks telepathically and offers wisdom and cryptic advice if approached with respect. To find the ruin, the players must work together to decipher the map and figure out the path.
d100 = 54
D10=1:The players notice a ship that seems to be sailing without a crew. Upon boarding it, they find that the entire crew has been turned into stone by a powerful sea witch who is now using the ship as her base of operations.
D10=2:An unexpected whirlpool draws the party's vessel to the surface of an underwater volcano. Here, a fire-wielding sea nymph named Infernia offers them protection in return for capturing rogue fire spirits contaminating her domain.
D10=3:The players see a wrecked ship in the distance. It's flying a black flag depicting a skull and crossbones.
D10=4:A group of pirates approaches the party’s ship and offers to join forces with them in a battle against a powerful sea dragon that has been terrorizing the area. The party may choose to team up with the pirates or try to defeat the dragon on their own. Either way, they will have to navigate treacherous waters and possibly make a deal with a sea hag for assistance.
D10=5:An elven ship approaches the ship. It is a pirate ship. The players can fight the pirates or let them go.
D10=6:The players spot a mermaid seemingly in distress, but as they get closer, they realize it's a trap set by a group of sahuagin (fish-like humanoid monsters) looking for their next meal. The players must use their skills and tactics to escape the sahuagin's clutches.
D10=7:A ship bearing the emblem of an empire that players know doesn't have ships at sea appears on the horizon. Players must decide if they want to try and escape or if they should stay and see what the empire's navy has to say about this incident.
D10=8:The crew finds an old map bottle floating at sea.
D10=9:A young boy is sitting on the side of the road, he is hungry and asks for some food. He says his parents were taken by pirates.
D10=10:The crew finds a tangled mass of ropes and nets.
d100 = 55
D10=1:The ship sails through a patch of sea where the water is unusually calm, almost eerie.
D10=2:A ship approaches. It hails the ship. It is a storm giant ship. They want the players to help them fight a pirate ship. The pirate ship has been preying on the giant's ships for the past few months.
D10=3:A ship is seen sailing towards the party's ship. It has a flag with the symbol of a warring nation on it. The ship is the warring nation's royal ship. If the royal ship is defeated, it will surrender and offer the party a reward.
D10=4:Hazy fog covers about half the boat. As the party enters the fog, they see a large ship approaching theirs. The ship has a large section of the railing and masts broken off and lying in the water. The ship has a reddish glow and is obviously infested with demons. A demon captain stands on the deck, barking orders at the crew. He orders them to attack the party's ship and also to gather any survivors and throw them into the water. The demons will not leave them to drown as they need to feed on the souls of all survivors.
D10=5:A ship is caught in a whirlpool. The ship is sucked in, but the players escape. They find an old man on a nearby island. He is an adventurer from another land who has been stranded on this island for years after being caught in a whirlpool. He will join the party and tell them about his adventures from years ago before he became stranded on this island after being caught in a whirlpool.
D10=6:Lightning funnel. A lightning funnel that takes form as a snake or octopus and attacks the players.
D10=7:A sudden eclipse obscures the sky, and the ocean grows cold and black. A drow sea cultist named Nemor invites the party to a twilight ceremony, where they must decide whether to aid or thwart his cryptic ritual.
D10=8:The players spot a school of beautiful glowing fish in the water, but upon closer inspection, they realize that the fish are actually enchanted and are being used as bait by a group of evil sea hags to lure in their victims.
D10=9:The Captain says, "Hey you, don't you have a special skill? Help me, will ya? I'm trying to bring up the rope, but I'm pulling hard. If you'll pull back, I think we can do it." You clap for the Captain because he's a clever boder, and helps the players in a way that makes them feel useful to the party.
D10=10:A whirlpool suddenly appears and sucks the party's ship into its depths. The party must find a way to escape before they are crushed by the pressure.
d100 = 56
D10=1:Maelstrom. A maelstrom that disables most of the ship's functions.
D10=2:A flock of giant albatrosses swarm the ship, causing damage with their powerful beaks and claws. The players must fight them off or find a way to escape.
D10=3:A pod of whales sings a haunting ballad about the ocean’s depths and the interplay between darkness and light. The party must decipher the whales’ message and align their efforts to find and restore an ancient underwater beacon symbolizing unity among all ocean beings.
D10=4:The crew finds a crate of exotic spices washed ashore on a small island.
D10=5:The party sees a ship flying the flag of a kingdom they don't recognize. The crew members are all human, but they don't look like they are from this world.
D10=6:The Captain says, "Sailors! We're being attacked by a sea monster! We need a distraction to save us!" You clap for the Captain because he's a clever fellow, and helps the players in a way that makes them feel useful to the party. 7
D10=7:A group of sea drakes attack the party's ship, ordered by a vengeful sea dragon for trespassing in their territory. The party must appease the dragon or find a way to defeat its minions.
D10=8:A ship approaches from afar. The captain of the ship hails the ship. He is a pirate captain. He says that there's a ship full of treasure nearby, but the ship is guarded by a sea monster and pirates.
D10=9:The players come across a ship filled with Black Lotus and several sacks of gold and silver coins. The ship is a mid sea smuggling vessel that regularly travels between the two ports. The players can take the ship or let it continue its journey.
D10=10:A group of selkies (seal-like shape-shifters) ask the players to help them retrieve their missing pelts, which were stolen by a group of harpies. The pelts hold great sentimental value to the selkies and they are willing to reward the players for their assistance.
d100 = 57
D10=1:The players see a ship sailing towards them. It flies a banner with a red cross on it. It is a crusader ship from the Holy Land, led by the Crusader Knights' Keeper of the Faith. The Crusaders hail the players' ship and ask them to sail with them as escorts against pirates. The players must choose to side with the Crusaders and fight pirates, or side with the pirates and attack the Crusaders.
D10=2:The ship encounters a patch of water with a strange, oily sheen.
D10=3:In the depths, players chance upon an astral convergence site depicted by glowing constellations. Decryption reveals hidden conduits containing treasures, but failure springs arcane energy traps shocking them.
D10=4:A group of sea nymphs appear and offer to help the party find a powerful magical artifact that has been stolen from them by a group of sea hags. The party must decide whether to help the nymphs and potentially earn their favor or leave them to deal with the hags themselves.
D10=5:A ship approaches. The captain has heard of the ship's cargo and offers to trade a box full of random magical items that he found in the ocean. Inside the box is a sea shell, a conch shell, and a bunch of random junk items.
D10=6:The ship sails into an area with a strong magnetic field that interferes with their navigation equipment. They must use other means to navigate through the area, such as the stars or a compass.
D10=7:The Captain says, "Sailors! We're being attacked by a sea monster! We need a distraction to save us!" You clap for the Captain because he's a clever fellow, and helps the players in a way that makes them feel useful to the party. 7
D10=8:A man in a black cloak approaches the party. He wants to hire the party to rescue their princess from the evil king who has imprisoned her.
D10=9:A merchant ship approaches the ship. The captain of the merchant ship says the captain of the ship can buy cheap, top-of-the-line swords from him.
D10=10:A group of merfolk approach the ship. They are a group of diplomats from another city in the sea. They will offer to trade with the players, saying they have rare sea pearls and rare fish that they have not had time to trade with anyone else because they are so far away from any other city. They will tell the players that one of the rare fish is actually a rare sea dragon egg that they cannot sell but want to give as a gift to a king because it is so rare and so beautiful. If players accept the egg, it will hatch into a baby sea dragon that can be named by the players. It will be extremely loyal to them from then on, even if it is raised by someone else.
d100 = 58
D10=1:A group of men are sitting around a campfire, they are playing a game of dice. If players approach, they will ask them to join in on the game. They will cheat if players do not.
D10=2:The ship's lookout spots a giant sea creature in the distance. It is a giant octopus, and it has a merrow riding on its head!
D10=3:The players come across a group of sea druids trying to heal a group of injured sea creatures. The players must choose to either help the druids or leave them to their task. If they help, the druids may offer to teach them about the secrets of the ocean or give them valuable spells.
D10=4:The players encounter a group of friendly mermaids who offer to lead them to a hidden underwater cave filled with rare gemstones. However, the cave is also home to a powerful sea dragon who is fiercely protective of his treasures.
D10=5:A ship approaches the ship. It's a ship of war from a faraway land, flying the flag of that land and looking like a sinister place indeed.
D10=6:The ship sails into a patch of water that turns out to be the hunting grounds of a giant sea monster. The monster attacks the ship, and the players must fight to defend themselves and their ship.
D10=7:An island formed entirely of living sea sponges emerges before them. Its caretaker, an intelligent dolphin named Ceto, guides them and seeks an alliance to defend against corrupt ocean overlords devastating the habitat.
D10=8:You see a large ship. The ship is sinking. The ship is the 'Laughing Man' ship. The ship is a pirate ship. The pirates are still on the ship. They are trying to get off the ship. There is also a large squid attacking the ship.
D10=9:Players find themselves trapped in an aquatic labyrinth guarded by elemental beings. The labyrinth’s walls respond to collective emotional vibrations, shifting and opening based on united feelings of trust, courage, and cooperation.
D10=10:While exploring a submerged ruin, the party encounters a gargantuan sentient crab named Clack'r who has been placed as a guardian by an ancient civilization and needs help uncovering the artifact he's sworn to protect.
d100 = 59
D10=1:The ship sails into an area with a strong current that starts pulling it towards a whirlpool. The players must use their wits and skills to navigate the treacherous waters and escape the whirlpool's grasp.
D10=2:A wizard is flying over the ocean on a giant sea turtle trying to find information about an ancient artifact that he needs to complete his research on time travel. The wizard is willing to trade information about time travel in exchange for information about an ancient artifact that is rumored to be near the players' region of the ocean.
D10=3:A young boy is sitting on the side of the road, he is hungry and asks for some food. He says his parents were taken by pirates.
D10=4:The ship is caught in a storm. There is a 60% chance of lightning, a 40% chance of rain, and a 10% chance of fog.
D10=5:A rogue wave suddenly hits the ship, revealing a sunken ship hidden beneath the ocean's surface. The players must decide whether to investigate the sunken ship or focus on surviving the storm.
D10=6:A giant whirlpool emerges in front of the ship, threatening to swallow it whole. Suddenly, a giant octopus appears and fights against the whirlpool, creating a strong current that propels the players' ship to safety. The octopus then disappears, leaving behind a small treasure chest as a thank-you gift.
D10=7:The players come across a sunken ship full of cursed treasure. The greedy players may want to try and take the treasure, but doing so will awaken the vengeful spirits of the ship's former crew.
D10=8:A sea drake, a powerful and vicious dragon-like creature, begins attacking ships in the area. The party must try to defeat it and save any ships that are currently under attack.
D10=9:The players discover a hidden underwater cave filled with valuable gems and precious artifacts. But the cave is also home to a powerful sea dragon who will not take kindly to intruders.
D10=10:A mysterious figure in a cloak approaches the ship, asking for passage to a nearby island. If they agree, the figure reveals themselves as a merfolk and leads the players to a hidden underwater cave filled with magical treasures.
d100 = 60
D10=1:A mysterious fog surrounds the ship, causing the players to lose their sense of direction. As they try to find a way out of the fog, they encounter ghost ships and phantoms of the sea.
D10=2:The sound of singing lures the players towards a group of sirens, who are trying to lure them towards the rocks.
D10=3:A series of strange lights are seen in the sky, moving in patterns.
D10=4:A group of merfolk ask the players to help them retrieve a powerful artifact from a sunken temple guarded by ferocious sea creatures. The artifact is the only thing that can help the merfolk save their home from a looming threat.
D10=5:Encountering a bizarre pocket of time distortion, the party must survive future versions of themselves emerging from the sea. Understanding and learning from these mirrored selves require acceptance and unity, unlocking temporal knowledge and artifacts.
D10=6:As the sun sets, the party comes across an eerie, glowing whirlpool. Within its depths, a deep-sea elf named Elathan motions urgently for help. He claims to be the guardian of an ancient relic that stabilizes the ocean currents and needs assistance securing it before it falls into the wrong hands.
D10=7:The players encounter a giant kraken, who is being controlled by a powerful sorcerer. The sorcerer offers to let the players pass through the kraken's territory unharmed if they complete a quest for him, retrieving a powerful artifact from a nearby sunken ship.
D10=8:The party encounters a ship containing a single sailor. He dives overboard and swims away when he sees the party coming. The ship is later discovered to be a ghost ship.
D10=9:A thunderstorm looms in the distance, and lightning forks across the sky.
D10=10:A merchant ship approaches you. The merchant ship is selling goods. The merchant ship is selling really bad goods.
d100 = 61
D10=1:A group of giant crabs start attacking the ship, trying to protect their territory. The players must find a way to either appease the crabs or defeat them in order to continue their journey.
D10=2:A giant squid attacks the ship!
D10=3:A rogue wave appears out of nowhere, causing significant damage to the ship and potentially throwing some players overboard.
D10=4:A merchant ship approaches the ship the players are on. It wants to trade with the players. It has magic items to trade.
D10=5:A mysterious voice calls out to the players from the depths of the ocean. If they follow the voice, they will come across a lost underwater civilization ruled by a powerful sea witch. The players must make a deal with her to retrieve a powerful artifact or escape before she adds them to her collection of servants.
D10=6:The ship enters a huge cloud. The cloud is forming over a small island. The island looks like a volcano and is covered with lava. The cloud is all that the players can see. Suddenly, the top of the cloudy island begins to form into a giant dragon-like head, with giant, red eyes. It speaks "Now that you have entered my domain, you are mine. Who dares to challenge me?"
D10=7:The ship encounters a shipwreck. The ship has been attacked by a giant sea creature and its treasure has been scattered to the waves. A large amount of treasure has been washed up on shore and is visible from the ship.
D10=8:A ship approaches carrying goods from a faraway land - perhaps spices, or silk, or alabaster, or gems. The captain of the ship is a merchant who is willing to trade with the players. He is attacked by pirates.
D10=9:A group of sea goblins have taken over a merchant ship and are using it to terrorize other vessels. The players must stop them before they cause further chaos.
D10=10:The party sees a ship that has been wrecked on the rocks. The body of the captain has been torn apart by scavengers and pirates. There is nothing left but his bones, with gold teeth and jewelry still attached to them.
d100 = 62
D10=1:A group of sirens starts singing a haunting melody, luring the players towards a nearby rocky outcropping. However, the rocks are actually alive and are attempting to crush and devour anyone who gets close enough.
D10=2:A massive waterspout transports the party to an otherworldly pocket dimension where an eccentric, time-manipulating merman named Chronos needs help to maintain balance between timelines.
D10=3:A great sinkhole appears, where an articulate deep-sea anglerfish named Angleron speaks in booming, ancient voice, asking the party to thwart a plan of sea witches intending to collapse oceanic ley lines.
D10=4:A group of pirates on a nearby ship challenge the players to a drinking contest. The winner gets to keep the loser's ship and crew.
D10=5:The Captain says, "Hey you, don't you have a special skill? Help me, will ya? I'm trying to bring up the rope, but I'm pulling hard. If you'll pull back, I think we can do it." You clap for the Captain because he's a clever boder, and helps the players in a way that makes them feel useful to the party.
D10=6:A gentle breeze causes the sails to billow.
D10=7:A pod of dolphins swims near the surface, with one noticeably larger and more intelligent than the rest, named Marina. She possesses heightened intellect due to a magical pendant and requests help in finding her lost dolphin companions.
D10=8:A mysterious figure appears on the ship and reveals that they are actually a powerful sea witch. The witch offers to grant the players a wish, but at a steep cost. They must decide whether to accept the offer or risk angering the witch.
D10=9:The crew notices an unusually dark cloud on the horizon, hinting at a coming storm.
D10=10:A stray seagull lands on the deck, much to the amusement of the crew.
d100 = 63
D10=1:The crew lands on a long-lost mythical island governed by empathetic elites who communicate emotionally and spiritually. Collective meditation and emotional alignment help interpret their subtle guidance, unraveling ancient wisdom and forging profound union.
D10=2:A sharp rock tears a small hole in the ship’s hull.
D10=3:On this day, the sky looks like it has been raining, but there is no rain. The ocean is calm and smooth as glass. The water looks like it has been disturbed. A small fishing boat comes toward the party with its oars rising and falling like mad. The fisherman is frantic because something big just passed by them, but they can't see anything. He says he saw something tall and black with fins and tentacles that looked like it was made of shadow.
D10=4:The players spot a mysterious, glowing object floating in the water, but as they get closer, they realize it's actually a giant sea serpent, guarding its precious eggs. The players must choose between taking the eggs for themselves or leaving them be.
D10=5:Players see what appears to be a giant floating island approach their ship. As it gets closer, they realize it is actually a giant turtle with a small forest growing on its back. The turtle is peaceful and will allow the players to rest on its back for the night. However, they must solve a riddle to be able to leave the turtle's back in the morning. If they fail, they will be stuck there for another day.
D10=6:A ship approaches. The captain has heard of the ship's cargo and offers to trade a box full of random items that he found in the ocean. Inside the box is an enchanted seashell that can be used as a flute, and when played, it summons 1d4+1 giant seagulls.
D10=7:The party comes across a family of wayward merfolk caught in a fisherman’s net. Releasing them requires careful coordination and teamwork to avoid harming either party. In gratitude, the merfolk share a legend of a sunken city and provide directions to its location.
D10=8:The players spot a legendary sea monster, said to have the power to control the seas. Will they try to slay it or make a deal with it?
D10=9:Players see a lone rowboat in the middle of the ocean, with an unconscious person slumped over the oars. As they approach, they discover that the person is actually dead, and their lifeless body is being puppeted by a powerful necromancer who is using the deceased as a distraction to ambush the party.
D10=10:A merrow attacks the party's ship.
d100 = 64
D10=1:Strange, glowing orbs are floating on the surface of the water, beckoning the party to come closer. They are actually creatures known as will-o'-wisps, ready to lure the unsuspecting sailors into dangerous waters.
D10=2:A sea dragon appears and challenges the party to a race. The prize? A legendary treasure hidden on a nearby island. The party must use their navigation skills to race against the dragon and retrieve the treasure before it does.
D10=3:A ship is caught in a whirlpool. The ship is sucked in and killed. Players rescue the only survivor of the crew, a handsome young man who is a prince of a nearby land. He will fall in love with one of the players, and she will become royalty.
D10=4:A giant whirlwind appears on the sea and sucks the players' ship into it. Inside, they find a hidden underwater city where they must complete a series of tasks in order to escape.
D10=5:The ship passes through water filled with phosphorescent plankton.
D10=6:A gigantic tentacle rises out of the water.
D10=7:A storm hits while the players are at sea, causing their ship to crash onto a nearby island. They must survive and find a way off the island before the storm gets worse and destroys their only shelter. But the island may hold hidden dangers and secrets.
D10=8:The party's ship is becalmed in the middle of the ocean, and they are running low on supplies. They must find a way to survive until a powerful storm hits and transports them to an underwater city inhabited by a friendly race of merfolk who offer to help them on their journey.
D10=9:A strange fish with glowing eyes is caught by a sailor.
D10=10:The party sees another ship sinking in the distance. As they approach, they see a giant octopus attacking it. The octopus is clinging to the side of the ship and trying to tear it apart. If the players help, they discover that the octopus wants to capture the ship and use it as a raft to escape its own sinking ship.
d100 = 65
D10=1:A merchant ship approaches and offers to trade with the party. The merchant sells and buys anything. His name is Gildor Belaroon, and he is looking for a ship to sail back home on, but he doesn't want to pay any more than he has too. He will offer to buy or sell anything.(He is actually an assassin looking for a cover story while he tries to find a way to kill the party without anyone noticing.)
D10=2:The lookout spots a mysterious island that isn't on any of the ship's charts.
D10=3:A sea hag appears on the ship, claiming to be the owner of the sea and demanding tribute from the players. They must either pay the hag or find a way to get rid of her.
D10=4:The players stumble upon an underwater temple dedicated to a sea deity. Inside, they find a group of devout followers who ask the players to retrieve a relic from the bottom of the ocean as a test of faith. But the relic may be more than just a test of faith. It could be cursed or guarded by powerful sea creatures.
D10=5:A storm brews on the horizon and a ship is spotted attempting to navigate through the treacherous waters. The party must decide whether to offer assistance or leave the ship to its fate. If they do choose to help, they may discover that the ship is being controlled by a powerful water elemental and has been attacking other ships in the area.
D10=6:A colossal whirlpool appears, dragging the ship toward its center. An ancient sea deity offers aid but demands a test of unity. Each member must perform a unique task that only they can complete, requiring trust and coordinated action.
D10=7:A group of sirens attempt to lure the party's ship onto the rocks with their enchanting voices. The party must make a save against their hypnotic melodies or risk crashing their ship.
D10=8:The crew finds a floating lifeboat with signs of recent use.
D10=9:Two ships pass by each other at night and each captain mistakes the other for pirates and attacks each other, eventually sinking each other's ship.
D10=10:The players discover a hidden underwater temple dedicated to a shark deity. Inside, they find a group of worshippers attempting to summon a giant shark to defend their temple. The players must decide whether to stop the summoning or help the shark defend the temple.
d100 = 66
D10=1:A giant manta ray jumps out of the water, revealing a mermaid riding on its back. She offers to lead the players to a hidden underwater city, but it may come at a price.
D10=2:A sea hag appears on the ship, claiming to be the owner of the sea and demanding tribute from the players. They must either pay the hag or find a way to get rid of her.
D10=3:The players come across a group of shipwrecked sailors on a deserted island. However, they soon realize that one of the sailors is actually a wereshark and has been terrorizing the others. They must find a way to defeat the wereshark before it causes more harm.
D10=4:The players spot a ring of small islands with a bright light in the center. As they get closer, they realize it is a group of fire elementals gathering for a ritual. The players must choose to either interact with the elementals or stay away to avoid getting burned.
D10=5:A diving seabird emerges from the water with a fish in its beak.
D10=6:A sailor finds a floating crate filled with exotic fruits.
D10=7:Sandstorm. A sandstorm that disables most of the ship's functions.
D10=8:A sailor finds a floating treasure chest, locked and sealed tight.
D10=9:The players see a ship sailing towards them. It flies a black flag depicting a skull and crossbones. The ship is the Black Hand Merchant Vessel and is looking for a fight.
D10=10:A pirate ship approaches the ship the players are on. It is flying black sails with a skull and crossbones on it. It attacks the players by firing its cannons at them! It also has a giant lizard as a pet who will attack them if they attack the pirates.
d100 = 67
D10=1:A crew member discovers an old compass that still works perfectly.
D10=2:Emerging from a maelstrom, they find a sunken library preserved by a dome of air. Interlinking lost scripts through arcane puzzles uncovers knowledge, while triggering trapped illusions of past sailors.
D10=3:A magical storm wreaks havoc on the party's ship, tossing them around and causing damage. In the midst of the storm, the players spot a ship flying a flag with a familiar symbol, leading them to wonder about the origin of the storm.
D10=4:A ship floats in the distance. It is flying a skull and crossbones flag. The crew of the ship is dead, and the ship is jettisoning all of its ballast. It eventually goes to the bottom of the sea.
D10=5:A sea serpent suddenly appears and starts attacking the players' ship. The players must use all of their skills and magic to defeat the giant serpent before it destroys the ship.
D10=6:A pirate ship approaches and attacks the players' ship. The pirate captain is a halfling named Red Beard, and he has a beautiful female wizard as his first mate. The players' ship is badly damaged in the battle, but Red Beard's ship is worse off.
D10=7:You see a group of mermaids singing and playing instruments on the rocks. They are mesmerizing to listen to and some of the players feel compelled to join in the dancing.
D10=8:The ship is attacked by two giant octopi.
D10=9:A ship is caught in a whirlpool. The ship is sucked in, but the players escape. They find an old man on a nearby island. He is an adventurer from another land who has been stranded on this island for years after being caught in a whirlpool. He will join the party and tell them about his adventures from years ago before he became stranded on this island after being caught in a whirlpool.
D10=10:A ship has wrecked off the coast. The ship has started to sink into the ocean. The ship is filled with the bodies of shipwrecked sailors. The bodies of two men who were on the ship are not on the ship. One of the men is a rogue and the other is a cleric. The bodies of the two men will be in an oar room at the bottom of the ocean. The rogue has a small pouch of gems that the party can find. The two men were attacked by 2d6 giant sea lizards before they were able to get to the oar room. The ship is owned by a man named Captain Thaddeus Briggs. His ship is called the Sea Sprite. Captain Briggs will offer the party a map of his trade route if they can rescue his son from a pirate ship that has captured him. Players who accept risk being branded as pirates by other nations and will have to fight for their rights as free people at some point during their adventures.
d100 = 68
D10=1:The ship is approached by a whale. The whale attacks, but it is a powerful undead creature that was once a sorcerer and it has been turned into an undead whale by another sorcerer in an attempt to control it, but instead it was cursed to wander the sea seeking vengeance against any who would try to control it.
D10=2:A sea turtle swims lazily near the surface.
D10=3:A whale approaches the ship and speaks in a strange language. The whale is trying to communicate with the party and will attempt to cast an illusion or another spell to make itself appear human so the party will understand it.
D10=4:The players encounter a giant shark that is following their ship. After some time, the shark starts to act strangely and becomes more aggressive, revealing that it is actually under the control of a powerful sea witch who wants to sink the players' ship and claim their souls for her dark ritual.
D10=5:The party comes across a cursed island that disappears and reappears at random. The island is home to a tribe of cannibalistic merfolk who use the island to lure unsuspecting sailors to their doom.
D10=6:The party encounters a giant, floating city that is home to an ancient civilization thought to be extinct. The city is willing to share its advanced technology with the party, but at what cost?
D10=7:An exiled wizard is trying to create a new spell, but he's missing one ingredient that can only be found on the sea. His name is Merle, and he's got a chip on his shoulder.
D10=8:The players see a giant sea serpent trying to swallow a small fishing boat whole. They must choose to either help the boat or ignore it.
D10=9:The ship is surrounded by glistening jellyfish that pulsate with radiant energy. These creatures form patterns interpreted as a celestial map guiding to an island of enlightenment. The party must synchronize perception, interpreting the patterns and using combined knowledge to decipher the map.
D10=10:The ships are approaching a giant rock in the middle of the ocean. The rock is actually an island, and it's home to a giant creature. The creature will politely ask to eat one of the ships. If refused a single ship, it will attack them all. The thing is almost as big as the island itself. Wait... the island IS the creature...
d100 = 69
D10=1:Sailing through a field of giant clam shells, they find themselves near an advanced underwater bazaar run by an ocean-tiered merchant named Dampbottom who needs the adventurers to mediate a fierce dispute among competing traders.
D10=2:A sailor finds a floating treasure chest, locked and sealed tight.
D10=3:A mysterious figure on a small boat appears in the middle of the ocean. The figure is revealed to be a powerful wizard who offers to transport the players to a distant island in exchange for their help in defeating a powerful sea monster that has been terrorizing the nearby waters.
D10=4:A merchant ship approaches the ship the players are on. It wants to trade with the players. It has magic items to trade.
D10=5:The players spot a ship flying a flag of a kingdom that they recently visited. However, upon closer inspection, they realize that the ship's markings and crew are all from a different time, and they have stumbled upon a portal to a parallel dimension. The players must navigate through the strange and dangerous world to find a way back home.
D10=6:A huge pirate ship is seen in the distance. A large, dark shape is seen on deck. It's a giant sea serpent! The demon on the front of the ship is laughing and shrieking. The demon is wearing a red cape and has a huge, ornate trident. The ship is sailing towards the party's ship.
D10=7:A merchant ship approaches the party's ship. It is no ordinary merchant ship - it is a pirate ship. The captain offers the party treasure, then attacks.
D10=8:The players spot a beautiful island on the horizon. As they get closer, they realize that it is actually a mirage created by a sea elemental to attract ships to its territory. The elemental will try to attack the players and their ship, using its powerful water-based attacks. The players must defeat the elemental or find a way to persuade it to let them pass.
D10=9:A man named Peter approaches the party and offers to sell them valuable information for 10 gold pieces. The information is worthless but not harmful. He'll later approach them again offering to sell them more valuable information for 20 gold pieces.
D10=10:Shipwreck debris indicates a mighty battle fought long ago between rival sea captains. The spirits of these captains now haunt the wreckage. To lay them to rest, the party must reenact and resolve the conflict peacefully through role-play and negotiation, fostering understanding and reconciliation.
d100 = 70
D10=1:A water fissure nearly splits their ship in half, revealing an undersea kingdom that’s collapsed. The kingdom’s prince, Kelddan, needs help uncovering traitors responsible for the ruin and saving his subjects.
D10=2:A magical storm cloud appears above the players' ship and starts raining down magical creatures such as unicorns, dragons, and even a small beholder. Each creature has been trapped inside the cloud by a mad wizard who wants to unleash chaos on the players.
D10=3:A sailor finds a piece of driftwood with a peculiar shape.
D10=4:A giant squid attacks the ship.
D10=5:The ship passes by a cliff adorned with nesting seabirds.
D10=6:A sea hag appears on the ship, claiming to be the owner of the sea and demanding tribute from the players. They must either pay the hag or find a way to get rid of her.
D10=7:The players stumble upon an underwater temple dedicated to a sea deity. Inside, they find a group of devout followers who ask the players to retrieve a relic from the bottom of the ocean as a test of faith. But the relic may be more than just a test of faith. It could be cursed or guarded by powerful sea creatures.
D10=8:The players spot a group of selkies (seal-like creatures with the ability to shapeshift into humans) lounging on a nearby rock. The selkies may offer to share their secrets and knowledge of the ocean in exchange for a gift or service.
D10=9:The ship encounters a gentle swell, rocking gently side to side.
D10=10:A sudden eclipse obscures the sky, and the ocean grows cold and black. A drow sea cultist named Nemor invites the party to a twilight ceremony, where they must decide whether to aid or thwart his cryptic ritual.
d100 = 71
D10=1:The players spot a mysterious island shrouded in fog in the distance. As they get closer, they realize the island is actually a giant sea monster, and its scales are covered in valuable pearls. The players must figure out how to collect the pearls without angering the monster.
D10=2:A ship approaches the ship. It is an elven ship, the only one in the ocean. The elves are looking for something.
D10=3:Deadly fog. Fog filled with poison gas that attacks the players.
D10=4:Emerging from a maelstrom, they find a sunken library preserved by a dome of air. Interlinking lost scripts through arcane puzzles uncovers knowledge, while triggering trapped illusions of past sailors.
D10=5:A giant octopus appears out of the depths, its tentacles reaching for the ship. The party must fight it off or face being dragged down into the water.
D10=6:The players come across a giant turtle, but upon closer inspection, they realize that it's not a normal turtle. It's actually a massive sea turtle dragon that is guarding a treasure hoard at the bottom of the ocean.
D10=7:A kraken surfaces next to the ship, its massive tentacles ready to crush the vessel. The players must come up with a clever plan to escape or defeat the beast.
D10=8:A sailor spots a haunting sea graveyard, with shipwrecks partially visible beneath the waves.
D10=9:A merchant ship approaches. It is flying a foreign flag. It is a merchant ship from a nearby island nation ruled by dwarves. The captain of the merchant ship will trade for weapons and armor, but he will not trade for anything else.
D10=10:A sailor catches a particularly large fish.
d100 = 72
D10=1:A merchant ship approaches. It is flying a foreign flag. It is a merchant ship from a nearby island nation ruled by hobgoblins. The captain of the merchant ship will trade for slaves and prisoners, but he will not trade for anything else.
D10=2:A ship carrying a cargo of magical artifacts has sunk and now lies at the bottom of the ocean. The players are hired by a wealthy collector to retrieve the artifacts, but they must hurry before the artifacts fall into the wrong hands.
D10=3:The players spot a group of merfolk being attacked by a group of sahuagin. The merfolk plead for the players' help in defeating the sahuagin and saving their underwater home.
D10=4:As the party sails through choppy waters, they spot a small island with an abandoned ship on its shore. The ship belongs to a group of cursed sailors who have been marooned on the island for centuries. The party must find a way to break the curse and defeat the creature that caused it.
D10=5:A giant sea serpent emerges from the depths, its huge body creating massive waves around the players' ship. It seems to be guarding a hidden underwater temple and will attack anyone who tries to disturb it.
D10=6:The players come across a group of shipwrecked sailors on a deserted island. However, they soon realize that one of the sailors is actually a wereshark and has been terrorizing the others. They must find a way to defeat the wereshark before it causes more harm.
D10=7:A group of 2d6+4 hobgoblins attack the group.
D10=8:The lookout spots an unfamiliar flag signaling from a distant ship.
D10=9:A massive whale breaches the surface and swallows the players' ship. Inside, they find a whole ecosystem of creatures living within the whale's stomach.
D10=10:A water elemental is swimming through the ocean. The elemental will attack any ships it finds. This will lead to a high seas battle between the elemental and ships.
d100 = 73
D10=1:A kraken has awoken and is attacking nearby ships. The party must choose to either try to defeat the kraken and earn the gratitude of the ships' crews or sneak past it and continue their journey.
D10=2:A strange man comes on board and tries to sell the players his magic mirror for 1d4 x 100 gold pieces. The mirror is covered with tiny scratches and is worth only 1 gold piece as scrap metal.
D10=3:A pod of whales sings a haunting ballad about the ocean’s depths and the interplay between darkness and light. The party must decipher the whales’ message and align their efforts to find and restore an ancient underwater beacon symbolizing unity among all ocean beings.
D10=4:The ship narrowly avoids a large floating log.
D10=5:A ship approaches, but it has no captain, no oarsmen, and no crew. It is being piloted by a group of angry ghosts.
D10=6:A sailor hears strange, echoing calls coming from the depths.
D10=7:The ship’s lookout spots a small fleet of fishing boats.
D10=8:Several mermen appear in the water and try to kidnap the female members of the group and take them to their underwater city. The creatures are being controlled by a group of human men, who are planning to use the mermaids to lure humans to the undersea city.
D10=9:A group of sea elves are holding onto a sinking ship that is being attacked by a group of lizardmen. The sea elf's ship is battered, and they have lost most of their rowing crew. The sea elves are friendly, and they explain that they are travelers who were attacked while they were passing through the area on a mission to kill a group of bandits who are planning to attack an island. They could use the party's help during their fight with the lizardmen, but they say they have a few magic items that they would trade to the party if they are victorious. After some time passes, they will turn on the party. They noticed their ship sinking from the background of their magic items. They were using their magic items to make a tunnel to board the party's ship after their ship was sinking.
D10=10:The players are approached by two men who want them to join in a treasure hunt. They've got a map and everything.
d100 = 74
D10=1:Passing through a narrow strait, the ship narrowly avoids rocks.
D10=2:Within a realm of bioluminescent flora, an elf transformed into a kelp beast named Noryllia impresses upon them the urgency of destroying a poaching war machine threatening to devastate the entire vibrant ecosystem.
D10=3:A fierce storm suddenly strikes, causing the players' ship to break apart. They must quickly make it to a nearby island before they are swept away by the strong currents. However, the island is inhabited by cannibalistic merfolk who see the players as fresh meat.
D10=4:The players come across a group of pirate ghosts who challenge them to a game of wits and strategy. If they win, the ghosts will share the location of a secret treasure. If they lose, the ghosts will take control of the ship.
D10=5:A sailor approaches the party and tells them that he saw a mermaid in the sea. Then he attacks them.
D10=6:The ship encounters an area teeming with flying fish.
D10=7:The ship encounters an enchanted stretch of water where reflection is distorted, revealing emotional waves. By harnessing their inner harmony and group meditative efforts, the party can align the distortions, leading to an ethereal gateway that promises knowledge and power.
D10=8:The players see am enchanted, talking ship sailing towards them. The players can ask it questions using a 10-word maximum. It says that it was stolen from this island by pirates. It will never have a human crew again. It's looking for some skeletons to command. The ship is an ancient mimic.
D10=9:A dense fog rolls in, obscuring visibility.
D10=10:The players come across a group of stranded sailors on a deserted island. However, upon closer inspection, the sailors are actually cannibals who have been luring in unsuspecting victims. The players must escape before becoming the cannibals' next meal.
d100 = 75
D10=1:A giant manta ray jumps out of the water, revealing a mermaid riding on its back. She offers to lead the players to a hidden underwater city, but it may come at a price.
D10=2:A pod of whales surround the ship and start singing a beautiful song. The party can understand the lyrics, which tell of a powerful artifact hidden in the ocean depths.
D10=3:A merchant ship approaches you. The merchant ship is selling really good goods. The merchants are offering a discount on the good goods, but the merchants are thieves and will rob and possibly kill the players if they take up the offer!
D10=4:The ocean turns a vivid purple, and the players meet a charismatic pirate named Captain Zephyr Stormblade. He insists his crew has been transformed into sea monsters by a cursed treasure and seeks assistance in breaking the hex.
D10=5:The players witness a mermaid being chased by a group of sea monsters. If they rescue her, she will lead them to a hidden underwater grotto filled with treasure. But if they choose not to help, the players may end up facing the wrath of the sea monsters.
D10=6:A group of friendly sea turtles helps the players by leading them to a hidden underwater cave. Inside the cave, they find a lost underwater city filled with treasure and advanced technology left behind by a long-gone civilization.
D10=7:The ship sails into a swarm of tiny, bioluminescent creatures that light up the water around it. They are harmless but create a breathtaking display.
D10=8:Encountering underwater ruins shrouded in magic reflects a long-lost sorcerer’s school. They must decode spell fragments to deactivate wards, while missed spells summon spectral apprentice wraiths.
D10=9:An underwater earthquake causes the players' ship to crash into a group of sentient jellyfish, who are not too happy about the intrusion.
D10=10:The players encounter a small fishing village in the middle of the ocean. However, upon closer inspection, they realize that the villagers are actually merfolk in disguise. They will ask the players for help in defeating a sea monster that has been terrorizing their village.
d100 = 76
D10=1:A man approaches the party. He looks like a priest, and he's carrying a holy symbol. He's really a thief and a spy, and he's looking for valuable information to sell to the highest bidder.
D10=2:The players discover a hidden underwater graveyard, filled with the remains of ships and creatures alike. They must navigate through the eerie waters and avoid any potential dangers.
D10=3:A group of merfolk ask the players to help them retrieve a powerful artifact from a sunken temple guarded by ferocious sea creatures. The artifact is the only thing that can help the merfolk save their home from a looming threat.
D10=4:A fierce storm strikes the party's ship, causing it to capsize and forcing them to swim for their lives. They must make it to a nearby island before the storm completely destroys their ship.
D10=5:The ship navigates through a field of floating icebergs.
D10=6:The ship encounters an enchanted stretch of water where reflection is distorted, revealing emotional waves. By harnessing their inner harmony and group meditative efforts, the party can align the distortions, leading to an ethereal gateway that promises knowledge and power.
D10=7:A ship approaches the party's ship. It has a flag from a kingdom or nation and it carries one of the king or queen's daughters or sons. The ship has not been looted. There are 2d6+6 skeletons on the ship, and they are fighting the sailors on the royal ship.
D10=8:A giant sea serpent attacks the players, its scales shining silver in the sunlight. The players must face this fierce creature and may have the chance to claim its unique scales as valuable treasure.
D10=9:The players encounter a giant whale, trapped in a fishing net. They must decide whether to free the whale or leave it to its fate, as doing so may attract the attention of powerful ocean predators.
D10=10:A ship approaches the ship. The captain of the ship says his ship is in trouble and needs help. He will pay well. It's a trap!
d100 = 77
D10=1:The ship passes by a rocky outcrop, home to a colony of seals.
D10=2:The players come across a group of mermaids who are being held captive by a sea hag. The mermaids beg for the players' help in defeating the hag and freeing them from their underwater prison. But the hag may not be as easy to defeat as they think.
D10=3:The ship's lookout spots a giant sea creature in the distance.
D10=4:The party sees a strange creature in the water swimming toward their ship. It appears to be a horse with fins instead of legs and a tail instead of a horse's tail. It is actually a sea horse named Hilda who wants to join the party and help them fight evil sea creatures like herself.
D10=5:A giant turtle swims by. It doesn't attack, but if players get too close, it will swim away.
D10=6:The party sees a boat in the distance that looks like it's being attacked by a shark. The party will quickly go to the aid of the ship, but will soon find that it's actually a very dangerous flaming shark! It attacks the party. If they defeat it, they will notice that there were two men on the boat. One is injured while the other is missing.
D10=7:The players arrive on an island inhabited by a tribe of people who worship a giant octopus, who lives under the water of the island's little lake. Attempting to interact with the giant octopus from the island's surface is thought to be a bad idea.
D10=8:The players encounter a ship filled with explorers who are searching for the legendary lost city of Atlantis. They offer to take the players on board and join in their quest.
D10=9:The ship navigates around a series of treacherous reefs.
D10=10:A merchant ship approaches the ship. The captain of the merchant ship says his ship is in trouble and needs help.
d100 = 78
D10=1:A ship with a flag has been wrecked. It is a ship with a flag of a kingdom or nation. The ship has been looted. The ship is covered in blood. There are 3d6+6 skeletons on the ship.
D10=2:Sea monster. An intelligent sea monster of some sort that attacks the players' ship. Its intelligence can lead on to an encounter with a mermaid, triton, or other sea creature.
D10=3:The party is approached by a friendly giant sea turtle who offers to give them a ride to a nearby island. If they accept, they discover the island is actually a giant turtle sanctuary run by a group of druids.
D10=4:An attack by 4d4 goblin pirates on their way to join a larger pirate band.
D10=5:A group of 3d4+2 wandering monks from the Order of the Sacred Flame are standing on the deck of the ship, praying to their god for a safe journey. They will be willing to talk about their god and their order for a few minutes, but they do not want to be disturbed for long.
D10=6:On a night of the red moon, ruins rise above the sea level. They need to decipher interconnected lunar glyphs to uncover sentient artifacts, disturbing ruins awake stone guardians.
D10=7:A group of merfolk ask the players to help them retrieve a powerful artifact from a sunken temple guarded by ferocious sea creatures. The artifact is the only thing that can help the merfolk save their home from a looming threat.
D10=8:A massive sea monster, known as the Leviathan, emerges from the depths, creating massive waves and destroying everything in its path. The players must find a way to defeat this powerful beast before it reaches their ship.
D10=9:A friendly dolphin starts doing tricks for the players, but soon reveals that it is actually a shape-shifting sea druid in disguise. It offers to lead them to a hidden underwater cave filled with treasure.
D10=10:Deadly fog. Fog filled with poison gas that attacks the players.
d100 = 79
D10=1:A group of fisherman on a small boat desperately call out for help as they are being dragged under the water by a massive giant squid. The players must act quickly to save them before it's too late.
D10=2:The crew finds a floating message drum with a coded message inside.
D10=3:A group of aquatic elves seek the party's help in retrieving an ancient artifact from a sunken temple. However, the temple is guarded by deadly traps and guardians.
D10=4:The players discover a shipwreck on a remote island and investigate it, only to find it's inhabited by cannibalistic merfolk. They must find a way to escape before becoming the merfolk's next meal.
D10=5:The ship’s lookout spots a small fleet of fishing boats.
D10=6:A ship is caught in a whirlpool. The ship is sucked in, but the players escape. They find a handsome young man on a nearby island. He is a prince of a nearby land. He was trying to get to the ship to be rescued by his betrothed. He will fall in love with one of the players, and she will become royalty as his wife.
D10=7:A flock of giant albatrosses swarm the ship, causing damage with their powerful beaks and claws. The players must fight them off or find a way to escape.
D10=8:An unexpected whirlpool draws the party's vessel to the surface of an underwater volcano. Here, a fire-wielding sea nymph named Infernia offers them protection in return for capturing rogue fire spirits contaminating her domain.
D10=9:A group of pirates attack the ship. They want to steal the ship and sell it for a profit.
D10=10:A man approaches the party. He looks like a priest and is carrying a holy symbol. He's really a priest of a god of this area, and he's looking for new converts.
d100 = 80
D10=1:The adventurers find a deserted underwater observatory with a collapsing, shifting star map. Realigning the stars grants prophecy glimpses, but wrong alignment triggers illusory attacks.
D10=2:A sudden cold front causes frost to form on the rigging.
D10=3:A powerful storm creates a series of giant waves, threatening to capsize the ship. The players must navigate through the treacherous waters using their sailing skills and spells.
D10=4:A sailor finds a floating crate filled with exotic fruits.
D10=5:The ship passes through a stretch of sea where the water is unusually warm.
D10=6:The ship navigates through a dense patch of seaweed.
D10=7:The smell of salty sea air invigorates the crew.
D10=8:A merchant ship approaches the party's ship. The captain offers to trade with the party. He is not a merchant at all, but a pirate. He attacks after the trade has been made.
D10=9:The crew finds a floating lifeboat with signs of recent use.
D10=10:A ship has been wrecked. It is a ship without a flag. The ship has been looted. The ship is covered in blood. There are 3d6+6 skeletons on the ship.
d100 = 81
D10=1:A group of sentient, telepathic octopuses reveals knowledge of a hidden underwater library containing forbidden scrolls. Entry requires a test of sharing and matching each one’s deepest fear, symbolizing mutual trust and understanding among the group.
D10=2:The ship encounters a massive school of fish, attracting larger predators.
D10=3:A pirate ship attacks the players' ship. The pirates are after the players themselves, who are highly skilled in combat and magic.
D10=4:The players encounter a ship full of pirates who are celebrating their recent plundering. If the players decide to join in on the festivities, they may be rewarded with treasure and a good time. But if they refuse, the pirates may see them as a threat and attack.
D10=5:On an isolated reef, they find a clump of singing clams. They must match each clam’s song to a corresponding gem among the reef's corals to suspend the ocean currents revealing underwater caches. Messing up hurls them into whirlpools.
D10=6:The crew finds a raft adrift, empty but with signs of recent occupation.
D10=7:A group of mer-men approach the ship and ask the players to help free their queen from a nearby dungeon.
D10=8:Players discover the Paradise Bloom, a bioluminescent underwater garden that spontaneously responds to unity. Cooperation in synchronized swimming, spell casting, and emotional alignment unveils rare herbal potions and mutual understanding.
D10=9:A group of aquatic elves seek the party's help in retrieving an ancient artifact from a sunken temple. However, the temple is guarded by deadly traps and guardians.
D10=10:The boat gets trapped in brine-water quicksand atop a sunken ruin. Here a sentient seaweed nymph named Waveria warns about an awoken ancient terror and pleads for help in silencing it before it rises.
d100 = 82
D10=1:A group of merchants are traveling through a dangerous area. They will pay the players to escort them through the dangerous area. They will offer 1d10 gold per day per player.
D10=2:A monstrous, sentient iceberg appears in their path, carved with long-lost prophecies. They must navigate its inner icy maze while aligning frozen runes lest they awaken the iceberg’s frost giant protectors.
D10=3:A small ship approaches carrying several men in black robes. If a player approaches them, they will demand that they halt. The men in black robes are cultists of undeath and are here to collect an undead creature to bring back to their necromancer leader.
D10=4:A sudden gust strands the adventurers on a treacherous sandbar. A solitary lighthouse keeper named Farwin, who seems much older than he claims to be, begs for aid to reignite the mystical beacon before storm strikes.
D10=5:A giant clam surfaces and blocks the ship's path. Inside, the players may find a valuable pearl or a hostile giant octopus.
D10=6:A sudden and unusual wind blows from an unexpected direction.
D10=7:As the ship passes by an island, a giant octopus attacks it with its tentacles. One of the tentacles wraps around a player and pulls him into the water. The player must fight the giant octopus underwater.
D10=8:Players see a lone rowboat in the middle of the ocean, with an unconscious person slumped over the oars. As they approach, they discover that the person is actually dead, and their lifeless body is being puppeted by a powerful necromancer who is using the deceased as a distraction to ambush the party.
D10=9:The players encounter a group of cursed sailors, doomed to roam the seas forever unless someone breaks their curse.
D10=10:A group of pirates are being punished by being stranded on a small island with a powerful curse. The players must choose to either help them break the curse or leave them to their fate. If they help, the pirates may offer to help them in the future or share their treasures.
d100 = 83
D10=1:The players are invited to a party on a massive floating barge owned by a wealthy noble. However, the noble is secretly a vampire who plans to turn the players into his undead minions.
D10=2:Sea monster. An intelligent sea monster of some sort that attacks the players' ship. Its intelligence can lead on to an encounter with a mermaid, triton, or other sea creature.
D10=3:Vines come out of the water and grab a player in the water. If they make their save, they can fight off the vines, or they can just climb out of the water quickly before drowning or passing out from being entangled by the vines' grip.
D10=4:A lunar eclipse is witnessed from the deck.
D10=5:The ship sails through a stretch of sea known for its strange weather phenomena.
D10=6:Ugly looking sea-pachyderms are seen over the side of the ship.
D10=7:A ship approaches. It hails the ship. It is a trade ship from the lands to the west. It has silk, spices, and gems to trade. The ship is led by a halfling named Henry Tosscobble. He has a pet eagle named Alfred on his shoulder. Henry is looking for work.
D10=8:A merchant ship approaches. It is flying a foreign flag. It is a merchant ship from a nearby island nation ruled by hobgoblins. The captain of the merchant ship will trade for slaves and prisoners, but he will not trade for anything else.
D10=9:A strange island made entirely of seashells appears, and as the players explore it, they find themselves shrinking in size and must navigate through different obstacles and challenges in their tiny form.
D10=10:The lookout spots a formation of rocky pillars rising from the water.
d100 = 84
D10=1:As the ship sails closer to a small island, the players see that it is actually a giant sea turtle with a small village built on its back. The villagers are friendly and offer to trade with the players, but they must be careful not to anger the turtle or risk capsizing the entire village.
D10=2:A group of sirens starts singing a haunting melody, luring the players towards a nearby rocky outcropping. However, the rocks are actually alive and are attempting to crush and devour anyone who gets close enough.
D10=3:The adventurers find a deserted underwater observatory with a collapsing, shifting star map. Realigning the stars grants prophecy glimpses, but wrong alignment triggers illusory attacks.
D10=4:The players see a wrecked ship in the distance. It's flying a black flag depicting a skull and crossbones.
D10=5:A ship bearing the emblem of an empire that players know doesn't have ships at sea appears on the horizon. Players must decide if they want to try and escape or if they should stay and see what the empire's navy has to say about this incident.
D10=6:The players see a massive whirlpool in the water, causing their ship to start spinning out of control. They must figure out a way to escape the whirlpool before it drags them down.
D10=7:Sea monster. An intelligent sea monster of some sort that attacks the players' ship. Its intelligence can lead on to an encounter with a mermaid, triton, or other sea creature.
D10=8:You discover a nest of baby sea turtles hatching on a beach.
D10=9:The crew sees a distant storm brewing and prepares for rough weather.
D10=10:The players are approached by a group of sea sprites who ask for their help in freeing their king from the clutches of an evil sea witch who has cursed him and turned him into a sea monster.
d100 = 85
D10=1:An enormous kelp forest hides an ancient temple. The players soon meet Pwyll, a druids-thieved seaweed humanoid who guards the sanctuary and claims unusual weather disturbances are angering the sea spirits housed within.
D10=2:A pair of swordfish duel near the surface of the water.
D10=3:A ship approaches. It hails the ship. It is a storm giant ship. They want the players to help them fight a pirate ship. The pirate ship has been preying on the giant's ships for the past few months.
D10=4:The ship encounters floating debris that hints at a recent shipwreck.
D10=5:A mysterious voice calls out to the players from the depths of the ocean. If they follow the voice, they will come across a lost underwater civilization ruled by a powerful sea witch. The players must make a deal with her to retrieve a powerful artifact or escape before she adds them to her collection of servants.
D10=6:A group of hostile merrow (sea orcs) attack the ship, looking for a fight and loot. The players must use their skills and weapons to fend them off and protect the ship.
D10=7:The ship encounters a strong undertow causing minor chaos on deck.
D10=8:A massive whale breaches the surface and swallows the players' ship. Inside, they find a whole ecosystem of creatures living within the whale's stomach.
D10=9:A sailor hears strange, echoing calls coming from the depths.
D10=10:The ocean's color changes to a sickly green as the party approaches a floating patch of toxic algae. A sentient seaweed golem named Tethra emerges from the waters, claiming a malevolent force has corrupted her aquatic home.
d100 = 86
D10=1:An enormous kelp forest hides an ancient temple. The players soon meet Pwyll, a druids-thieved seaweed humanoid who guards the sanctuary and claims unusual weather disturbances are angering the sea spirits housed within.
D10=2:Two men approach the party and ask if they have seen any giant lizards or lizardmen in the area. They are treasure hunters seeking the treasure of an ancient lizardman king who is rumored to have built a hidden tomb somewhere in these waters.
D10=3:The ship's hull is attacked by barnacles and is breached, slowly sinking the ship.
D10=4:The players stumble upon a group of nomadic sea dwarves, living on a large floating raft made of collected debris and shipwrecks. The dwarves offer to trade with the players and share stories of their travels on the open sea.
D10=5:The sound of waves crashing against the ship draws the players attention to a commotion in the water. The water churns, and a tentacle sticks out of the water. It is a giant octopus! If players attack it, it will attack them back with its tentacles and its ink cloud attack!
D10=6:A sailor catches sight of a mermaid's silhouette beneath the water.
D10=7:A ship approaches the ship. It's a ship of war from a faraway land, flying the flag of that land and looking like a sinister place indeed.
D10=8:On a mythical full-moon night, the party encounters bridge islands where dreams blur reality—a place testing group cohesion through dream-walking. United visualization and dreamscaping efforts protect them from nightmarish encounters, illuminating paths forward.
D10=9:Encountering a bizarre pocket of time distortion, the party must survive future versions of themselves emerging from the sea. Understanding and learning from these mirrored selves require acceptance and unity, unlocking temporal knowledge and artifacts.
D10=10:A pirate ship approaches and attacks the players' ship. The pirate captain is a halfling named Red Beard, and he has a beautiful female wizard as his first mate. The players' ship is badly damaged in the battle, but Red Beard's ship is worse off.
d100 = 87
D10=1:A mysterious island appears out of nowhere, and as the players explore it, they are plagued by illusions and mind games created by a powerful sea sorcerer who is using them as pawns in a magical experiment.
D10=2:A deserted island is found, seemingly untouched by civilization. However, as the party explores, they realize that the island is actually a living creature and must find a way to escape before it submerges back into the ocean.
D10=3:A group of pirates attempt to board the party's ship, but they are actually former slaves looking to free their brethren from a nearby slave camp. Will the party help them in their quest for freedom?
D10=4:The ship encounters a field of floating pumice stones.
D10=5:An ancient library submersed under the ocean reveals itself only when accurately aligned with celestial patterns. Engaging in synchronized navigation, ritual movements, and combined spells ensure that these ethereal stars guide them to knowledge and grandeur.
D10=6:A merchant ship approaches you. The merchant ship is selling goods that are really bad. The merchants are offering a discount on the bad goods, but the merchants are thieves and will rob and possibly kill the players if they take up the offer!
D10=7:The players notice a ship that seems to be sailing without a crew. Upon boarding it, they find that the entire crew has been turned into stone by a powerful sea witch who is now using the ship as her base of operations.
D10=8:A piece of driftwood with barnacles floats by.
D10=9:A group of friendly dolphins lead the players to a hidden underwater cave filled with valuable shipwrecked treasures. But the players must beware, as they may not be the only ones after the valuable loot.
D10=10:The crew discovers a floating chest filled with ancient coins.
d100 = 88
D10=1:The players see a massive shadow moving in the depths of the ocean. As they approach it, they discover that it is a giant sea turtle with a city built on its back, inhabited by a peaceful and magical race of creatures. The players must earn the trust of the creatures and learn about their ways of life, but they must also be careful not to anger the turtle, who is known to be vengeful towards those who harm its inhabitants.
D10=2:Three pirates approach in an attempt to board the party's ship and steal its cargo. They are dressed in tattered garb and look like they will be killed by any fight they attempt on board the ship.
D10=3:A sea storm rages, and the party must find shelter on an abandoned island. However, the island is not as deserted as it seems, and the party must fend off its monstrous inhabitants.
D10=4:A mysterious fogbank appears, enveloping the ship and transporting it to an alternate ocean realm. Here, communication is only possible through feelings and thoughts, forcing the party to understand and rely on each other’s non-verbal cues to navigate back to their world.
D10=5:The players are caught in the middle of an underwater battle between two rival merfolk clans. They can choose to fight for one of the clans, remain neutral, or try to negotiate peace between them.
D10=6:The ship is attacked by two giant octopi.
D10=7:A group of merfolk are being attacked by a group of sahuagin. The players must choose to either intervene and help the merfolk or stay out of the conflict. If they help, the merfolk will reward them with magical items or powerful information.
D10=8:The players discover a hidden underwater temple dedicated to a shark deity. Inside, they find a group of worshippers attempting to summon a giant shark to defend their temple. The players must decide whether to stop the summoning or help the shark defend the temple.
D10=9:The group finds a deserted isle covered in glowing mushrooms that light up in specific patterns. They must interpret the lights to reveal a hidden path through jagged coral reefs; getting it wrong activates a poison gas trap.
D10=10:Players find themselves trapped in an aquatic labyrinth guarded by elemental beings. The labyrinth’s walls respond to collective emotional vibrations, shifting and opening based on united feelings of trust, courage, and cooperation.
d100 = 89
D10=1:At an eerie, dimensional rift, spectral versions of team members offer wisdom but demand reciprocal equilibrium—balancing past, present, and potential self-knowledge with combined wisdom, bridging mental and spiritual harmony.
D10=2:You sense a powerful mage within the ocean depths, but they seem to be in pain. As you approach, you realize they are trapped within a powerful water elemental's grasp. You must defeat the elemental and save the mage before they drown.
D10=3:Hoh-ho, who goes there? A ship fires a catapult of incendiaries.
D10=4:A whale approaches the ship and speaks in a strange language. The whale is trying to communicate with the party and will attempt to cast an illusion or another spell to make itself appear human so the party will understand it.
D10=5:A pod of kelpies surrounds their ship without being malevolent. Their enigmatic leader, a kelpie named Nemarish, claims a necromancer stole their herd's souls and needs help to resurrect them in a paradise lagoon.
D10=6:A friendly storm giant appears and offers to guide the ship through a dangerous storm in exchange for a favor, which he will collect at a later time. The favor could be anything from retrieving a specific item to completing a task for him.
D10=7:A drifting island is home to enchanted creatures expecting aid without direct communication. The party must use empathy, shared feelings, and collective intention to meet their needs, exemplifying non-verbal communication and unity.
D10=8:The ship sails into waters filled with floating bones and wreckage.
D10=9:A dead calm leaves the ship drifting aimlessly.
D10=10:Two ships approach the ship. Both ships have flags of kingdoms or nations; both ships have not been looted; both ships are covered in blood. There are 2d6+6 skeletons on both ships, and they are fighting the sailors on both ships.
d100 = 90
D10=1:A ship is caught in a whirlpool. The ship is sucked in, but the players escape. They find an old man on a nearby island. He is an adventurer from another land who has been stranded on this island for years after being caught in a whirlpool. He will join the party and tell them about his adventures from years ago before he became stranded on this island after being caught in a whirlpool.
D10=2:The party comes across a giant whirlpool that threatens to suck their ship in. They must either find a way to navigate around it or risk a dangerous journey through the whirlpool's center.
D10=3:A merchant ship approaches. It is flying a foreign flag. It is a merchant ship from a nearby island nation ruled by dwarves. The captain of the merchant ship will trade for weapons and armor, but he will not trade for anything else.
D10=4:A ship is spotted in the distance. It is flying a pirate flag.
D10=5:The ship encounters a ghostly lighthouse that appears and disappears with the tides. Its keeper, a solitary spirit, offers to guide them safely past treacherous reefs but requires them to share and document their collective journey and learnings, symbolizing shared history and mutual support.
D10=6:A pirate ship approaches the ship the players are on. It is flying black sails with a skull and crossbones on it. It attacks the players by firing its cannons at them! It also has a giant lizard as a pet who will attack them if they attack the pirates. The pirates are part of an evil pirate organization called 'The Black Hand' who want to take over the world! There are hints of an even more sinister force behind it all...
D10=7:The players come across a massive school of giant glowing jellyfish. The jellyfish are harmless, but their glow may attract the attention of larger and more dangerous creatures in the area.
D10=8:A storm hits, causing the ship to rock violently. The players must make a series of strength checks to hold on to the ship and avoid being thrown overboard.
D10=9:The sound of crashing waves against a rocky coastline is heard over the sound of the ship. Players see a group of 3d4+2 barbarians standing on a cliff, shaking their fists and cursing at the ship.
D10=10:A merchant ship approaches the party. The captain offers to sell the party a map of his route to a treasure island, but he demands much gold for it. If the party pays his price, he attacks them.
d100 = 91
D10=1:A group of merchants are traveling through a dangerous area. They will pay the players to protect them. They will offer 1d10 gold per day per player.
D10=2:A mysterious sea creature, known as the Leviathan, is terrorizing nearby ships and causing chaos in the ocean. The players must track down and defeat this powerful monster before it wreaks more havoc.
D10=3:The ship passes close to a large, flat rock formation just breaking the surface.
D10=4:A volcanic eruption on a nearby island causes a tsunami and threatens to destroy the players' ship.
D10=5:An abandoned ship is found floating aimlessly in the water. Upon investigation, the players find ghost pirates haunting the ship.
D10=6:A strange mist clings to the surface of the water, lending an eerie ambiance.
D10=7:A whale approaches the ship and begins speaking to the ship's captain in a language he is familiar with. The whale is a wizard and will transport the ship to a nearby island where the players can find a blue dragon egg. The egg will be worth a lot of money.
D10=8:A shipwrecked crew is stranded on a small island, with no way to repair their damaged ship. They ask the players for assistance in gathering materials to repair the ship, but they are not what they seem. The crew is actually a group of weresharks, and they plan to ambush the players as soon as they let their guard down.
D10=9:Passing through a narrow strait, the ship narrowly avoids rocks.
D10=10:A friendly pod of whales guides the players towards a hidden underwater city, where an ancient artifact is waiting to be discovered.
d100 = 92
D10=1:The players encounter a ship full of pirates who are celebrating their recent plundering. If the players decide to join in on the festivities, they may be rewarded with treasure and a good time. But if they refuse, the pirates may see them as a threat and attack.
D10=2:The players come across a group of sea hags, known for their deceptive and manipulative ways. The hags offer to help the players, but at a high cost. The players must decide if the risk is worth the reward.
D10=3:A group of sea hags try to lure the players into a dangerous whirlpool with promises of treasures. However, the whirlpool is a one-way portal to the underwater lair of a powerful sea demon.
D10=4:The party encounters a ship containing giant eels that dive beneath the waves.
D10=5:A group of 4d6 pirates attempt to board the ship, led by a notorious captain known for his ruthlessness and brutality. The players must fend off the pirates and their leader.
D10=6:The players see a wrecked ship in the distance. It's flying a black flag depicting a skull and crossbones.
D10=7:Off in the distance, players see what appears to be a giant dragon swimming through the ocean. The dragon has no head, but it has a giant mouth on its belly instead of its chest, showing its belly to be much larger than its chest and making it look like a dragon without a head. Black smoke billows out of the dragon's belly mouth as it swims through the water, making it even harder to see because of all of the smoke coming out of its chest-belly mouth
D10=8:A fierce storm strikes the party's ship, causing it to capsize and forcing them to swim for their lives. They must make it to a nearby island before the storm completely destroys their ship.
D10=9:A merchant ship approaches and offers to trade with the party. The merchant sells and buys anything. His name is Faran Belaroon, and he is looking for a ship to sail back home on, but he doesn't want to pay any more than he has too. He will offer to buy or sell anything. (He is actually an assassin looking for a cover story while he tries to find a way to kill the party without anyone noticing.)
D10=10:A massive sea monster, known as the Leviathan, emerges from the depths, creating massive waves and destroying everything in its path. The players must find a way to defeat this powerful beast before it reaches their ship.
d100 = 93
D10=1:Heading towards a crystal-clear lagoon, the party finds an isolated pearl farm tended by a giant clam named Perlinax, who can communicate telepathically. He seeks help against poachers threatening his peaceful existence.
D10=2:A great sinkhole appears, where an articulate deep-sea anglerfish named Angleron speaks in booming, ancient voice, asking the party to thwart a plan of sea witches intending to collapse oceanic ley lines.
D10=3:Vines come out of the water and grab a player in the water. If they make their save, they can fight off the vines, or they can just climb out of the water quickly before drowning or passing out from being entangled by the vines' grip.
D10=4:Muffled cries of distress carry to the players, who decide to investigate. They discover a shipwreck, and in it a treasure chest. They also find an injured sailor, and a giant sea serpent. The serpent attacks the party, but it is injured as well. It swims away, and the party helps the injured sailor.
D10=5:A sea serpent suddenly appears and starts attacking the players' ship. The players must use all of their skills and magic to defeat the giant serpent before it destroys the ship.
D10=6:A ship approaches. The captain has heard of the ship's cargo and offers to trade a box full of random magical items that he found in the ocean. Inside the box is a sea shell, a conch shell, and a bunch of random junk items.
D10=7:The players stumble upon a sea cave that is filled with glowing coral and gems. However, the cave is home to a group of mimics disguised as treasure, waiting to attack anyone who gets too close.
D10=8:A ship with a flag has been wrecked. It is a ship with a flag of a kingdom or nation. The ship has been looted. The ship is covered in blood. There are 3d6+6 skeletons on the ship.
D10=9:The Captain says, "What's going on? One of our party members is missing! I want everyone to search the ship! I want her out here! Now!" The players find the missing party member. They're happy to discover she's not dead, but there's no time to worry about that now.
D10=10:The players spot a group of friendly mermaids swimming nearby. However, they soon discover that the mermaids are actually sirens using their disguises to lure in unsuspecting sailors for their meal.
d100 = 94
D10=1:The players stumble upon an underwater temple dedicated to a sea deity. Inside, they find a group of devout followers who ask the players to retrieve a relic from the bottom of the ocean as a test of faith. But the relic may be more than just a test of faith. It could be cursed or guarded by powerful sea creatures.
D10=2:A raggedy looking man pulls a boat up next to the ship. He says that he was attacked by pirates, and he needs help. He says he has a lot of treasure on his boat. The treasure is a pile of rotten coconuts - or so it seems. The man is delirious. Hidden in the guts of one of the rotten coconuts is a +2 Ring of Protection.
D10=3:A man approaches the party. He looks like a priest and is carrying a holy symbol. He's really a priest of a god of this area, and he's looking for new converts.
D10=4:A group of mer-men approach the ship and offer to sell themselves to the party as soldiers in exchange for gold or help with their task.
D10=5:A giant octopus attacks the ship, its tentacles wrapping around the hull. The players must defeat the octopus or find a way to escape its grasp.
D10=6:A giant squid attacks the ship!
D10=7:An island teeming with giant crustaceans appears. At the heart, a merfolk botanist named Coralina grows enchanted coral gardens but needs the adventurers’ help to deal with aggressive, translocated land species.
D10=8:The players encounter a small fishing village in the middle of the ocean. However, upon closer inspection, they realize that the villagers are actually merfolk in disguise. They will ask the players for help in defeating a sea monster that has been terrorizing their village.
D10=9:A group of merchants are traveling through a dangerous area. They will pay the players to escort them through the dangerous area. They will offer 1d10 gold per day per player.
D10=10:A series of melodies echo from beneath the ship, and the party discovers a siren named Lyra. Instead of luring sailors to their doom, she gathers scattered knowledge of forgotten sea lore and asks the party for help in recovering lost tomes.
d100 = 95
D10=1:A giant demonic serpent is swimming through the water towards the shore. The serpent has six tentacles and is black like the ocean. It is swimming through the ocean like an eel through water and it moves very fast across the ocean floor towards the shore.
D10=2:A sudden downpour soaks the deck in minutes.
D10=3:A fierce storm hits the party's ship while they are sleeping. They must fight against the strong winds and rising waves to keep the ship afloat and reach a nearby island for shelter.
D10=4:A merchant ship approaches you. The merchant ship is selling goods that are really bad. The merchants are offering a discount on the bad goods, but the merchants are thieves and will rob and possibly kill the players if they take up the offer!
D10=5:You encounter a group of friendly fishermen in a rowboat.
D10=6:A group of pirates approaches the party’s ship and offers to join forces with them in a battle against a powerful sea dragon that has been terrorizing the area. The party may choose to team up with the pirates or try to defeat the dragon on their own. Either way, they will have to navigate treacherous waters and possibly make a deal with a sea hag for assistance.
D10=7:A mysterious voice calls out to the players from the depths of the ocean. If they follow the voice, they will come across a lost underwater civilization ruled by a powerful sea witch. The players must make a deal with her to retrieve a powerful artifact or escape before she adds them to her collection of servants.
D10=8:A sailor approaches the party and tells them that he saw a mermaid in the sea. Then he attacks them.
D10=9:The party encounters a group of sea elves searching for a lost artifact in the ocean. They offer to guide the party to the artifact if they help defend their village against a group of hostile sea creatures.
D10=10:The crew finds a floating wooden crate with strange markings.
d100 = 96
D10=1:The players come across a group of pirate ghosts who challenge them to a game of wits and strategy. If they win, the ghosts will share the location of a secret treasure. If they lose, the ghosts will take control of the ship.
D10=2:A group of pirates have been stranded on an island after their ship was sunk. They've got a treasure map, but they don't know how to get back home.
D10=3:The party sees a ship flying the flag of a kingdom they don't recognize. The crew members are all human, but they don't look like they are from this world.
D10=4:On a moonlit night, a spectral ship appears, its captain an old sailor who speaks in philosophical riddles concerning fate and free will. To earn safe passage, the group must collaboratively solve these riddles and engage in deep reflective conversation.
D10=5:A pirate ship approaches you. The pirate ship is attacking another ship. The pirate ship is attacking a pirate ship that's sinking.
D10=6:A ruins of a floating temple come into view where a triton oracle named Hauros, enchanted and half-stone, begs the party to reverse his petrification and recover prophetic scrolls scattered across perilous sea trenches.
D10=7:A log drifts by, covered in barnacles and seaweed.
D10=8:A pirate ship approaches and attacks the players' ship. The pirate captain is a halfling named Red Beard, and he has a beautiful female wizard as his first mate. The players' ship is badly damaged in the battle, but Red Beard's ship is worse off.
D10=9:The players stumble upon an underwater temple dedicated to a sea deity. Inside, they find a group of devout followers who ask the players to retrieve a relic from the bottom of the ocean as a test of faith. But the relic may be more than just a test of faith. It could be cursed or guarded by powerful sea creatures.
D10=10:A coral reef suddenly comes to life and attacks the party's ship. The party must find a way to calm the reef or risk damaging their ship beyond repair.
d100 = 97
D10=1:A group of merfolk are stranded on a small island off the coast of an island chain. They want the party to help them get back to their home island by giving them a magic item that controls sea creatures.
D10=2:Mobile sandbars create a path to an abandoned lighthouse guarded by a spectral old captain named Marrow. He claims releasing his contained soul will stop a catastrophe and offers cryptic hints at a powerful treasure in return.
D10=3:A group of 4d6 pirates attempt to board the ship, led by a notorious captain known for his ruthlessness and brutality. The players must fend off the pirates and their leader.
D10=4:The crew pulls up an old, rusted anchor from the sea.
D10=5:A sailor spots a mirage of a distant land.
D10=6:As the ship sails into a foggy area, the players hear strange, haunting music. They soon realize it is a group of sirens trying to lure them towards the nearby rocks. The players must resist the sirens' calls and navigate their way out of the dangerous area.
D10=7:The players will find a ship with a few men on board. The name of the ship is 'Zu'ul'. If the players approach, the men will shout that they're pirates and attack if they have to. If the players get close enough, they will notice that there are no weapons on board. If they search the ship, they will find a large chest filled with gold and silver coins.
D10=8:A flock of seagulls circles above the ship for a few moments and then flies away.
D10=9:The ship is drawn into the Legendary Skeptic’s Triangle, demanding truth-telling and vulnerability. The sea’s magic assesses integrity, wisdom in shared stories, and collective honesty, providing navigation based on authenticity.
D10=10:The players come across a group of sea hags performing a ritual on a nearby island. Curiosity gets the better of them, and they approach to investigate, only to discover that the hags have summoned a powerful sea monster that they can no longer control. The players must either defeat the sea monster or find a way to stop the ritual before it's too late.
d100 = 98
D10=1:A mysterious sea creature, known as the Leviathan, is terrorizing nearby ships and causing chaos in the ocean. The players must track down and defeat this powerful monster before it wreaks more havoc.
D10=2:The ship passes through water filled with phosphorescent plankton.
D10=3:A ruins of a floating temple come into view where a triton oracle named Hauros, enchanted and half-stone, begs the party to reverse his petrification and recover prophetic scrolls scattered across perilous sea trenches.
D10=4:They come across a complex tunnel system under a sunken atoll. Glowing glyphs hold keys to secret chambers; missteps cause both physical and magical traps to activate.
D10=5:A sailor spots a distant volcano erupting on the horizon.
D10=6:A pod of dolphins swims near the surface, with one noticeably larger and more intelligent than the rest, named Marina. She possesses heightened intellect due to a magical pendant and requests help in finding her lost dolphin companions.
D10=7:As the players sail near a group of rocky cliffs, a swarm of 2d6+2 griffins appear from the skies and attack the ship. They are controlled by a powerful wizard who wants to steal the players' ship for his own use.
D10=8:A ship approaches carrying a group of warriors from a faraway land. They are on their way to join the army of a nearby king to fight in a war against an evil wizard and his army of goblins and orcs.
D10=9:An abandoned ship is found floating aimlessly in the water. Upon investigation, the players find ghost pirates haunting the ship.
D10=10:Encountering ruined undersea statues, the party's combined emotional energy can restore these relics, revealing their origin. Sharing personal vulnerabilities while working together will awaken ancient guardians who guide the party with wisdom and rare artifacts.
d100 = 99
D10=1:A group of sea hags try to lure the players into a dangerous whirlpool with promises of treasures. However, the whirlpool is a one-way portal to the underwater lair of a powerful sea demon.
D10=2:The players come across a group of sea hags, known for their deceptive and manipulative ways. The hags offer to help the players, but at a high cost. The players must decide if the risk is worth the reward.
D10=3:A group of merfolk attack the ship. They are trying to take over a sunken ship that is trying to take over their home. The mers attack the ship to stop it from sinking their home. They have a magic item that will stop the ship from sinking.
D10=4:An old, unopened chest is found washed ashore on a tiny island.
D10=5:A group of 1d4+2 humans approach the party. They want to hire the party to go to war against another village.
D10=6:A group of water elementals are wreaking havoc on nearby ships, causing chaos and destruction. The players must figure out the source of the elementals' anger and stop them before more innocent lives are lost.
D10=7:The ship’s lookout spots an unusual cloud formation.
D10=8:The players come across a group of mermaids who are being held captive by a sea hag. The mermaids beg for the players' help in defeating the hag and freeing them from their underwater prison. But the hag may not be as easy to defeat as they think.
D10=9:The ship sails into waters with an unusually pungent smell.
D10=10:A giant squid attacks the ship! It has tentacles as long as 100 feet. Players may be able to shoot it from a distance and kill it before it reaches the ship. Hit it with your crossbow, Steve!
d100 = 100
D10=1:The players see a massive shadow moving in the depths of the ocean. As they approach it, they discover that it is a giant sea turtle with a city built on its back, inhabited by a peaceful and magical race of creatures. The players must earn the trust of the creatures and learn about their ways of life, but they must also be careful not to anger the turtle, who is known to be vengeful towards those who harm its inhabitants.
D10=2:The players come across a group of merfolk being attacked by a sea monster. They must choose whether to help the merfolk or take on the sea monster themselves.
D10=3:A group of sea drakes attack the party's ship, ordered by a vengeful sea dragon for trespassing in their territory. The party must appease the dragon or find a way to defeat its minions.
D10=4:A mysterious floating island appears in the middle of the ocean. As the party approaches, they realize it is actually a giant turtle, and they must convince it to let them pass without harming them.
D10=5:The players encounter a sea witch who offers to grant them a wish in exchange for completing a dangerous task for her. But the wish may come with a dangerous price.
D10=6:A group of sailors are stranded on a deserted island after their ship was destroyed by a giant octopus. They plead for the players' help in defeating the octopus and finding a way off the island. But there may be more to the sailors' story than meets the eye.
D10=7:Three pirates approach in an attempt to board the party's ship and steal its cargo. They are dressed in tattered garb and look like they will be killed by any fight they attempt on board the ship.
D10=8:Two ships - one very small and one very big - sail together in the same waterspace. Their captains are brothers. They are both used to sailing by themselves. They fight each other for territory, size, and profit. It's better for the players to leave them alone.
D10=9:The players spot a beautiful mermaid trapped in a net, struggling to break free. However, the mermaid is actually a shape-shifting sea hag who will capture anyone who comes close.
D10=10:Within a hidden underwater cave, there’s a luminescent wall of pictographs telling the story of a lost empire. Deciphering the sequence activates a mythic creature who guards invaluable treasures, but a trap releases poisonous waters if misinterpreted.
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