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D6 Ocean Random Encounters

D&D 5e · 600 scenarios · Roll d100 → roll D6

A complete D&D 5e random encounter table for ocean scenes. Roll a d100 to pick a set, then roll a D6 to pick a scenario within that set — 600 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

  1. When the party enters a ocean, roll a d100.
  2. The d100 result picks one of 100 scenario sets below.
  3. Then roll a D6 to pick one of 6 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D6 Ocean encounter table

d100 = 1

  1. D6=1:A sailor shares a haunting sea shanty.
  2. D6=2:The ship will come across a small raft with a half-orc and a dwarf on it. Their ship sank and they were left for dead, but they made it to the raft safely. The orc is named Grommash and he is a barbarian. The dwarf is named Delnar and he is a cleric of Torag. They are very eager to join the ship because they think they will be safe with you.
  3. D6=3:A giant whale approaches the ship. The whale looks injured.
  4. D6=4:You sense something large and powerful moving under the surface of the water. Suddenly, a giant octopus emerges, its tentacles thrashing in the air. It seems to be protecting something and will attack anyone who gets too close.
  5. D6=5: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.
  6. D6=6: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.

d100 = 2

  1. D6=1:The crew hears the haunting sound of a distant foghorn.
  2. D6=2:The players encounter a group of sea druids who are trying to protect a sacred underwater garden from a group of greedy merchants who want to exploit its resources for profit. The players must decide whether to help the druids or side with the merchants, and face the consequences of their actions.
  3. D6=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.
  4. D6=4:A sudden stillness falls over the sea, creating an almost glassy surface.
  5. D6=5:The lookout spots a deserted island with an abandoned campsite.
  6. D6=6:The crew finds a small, uninhabited island with a single palm tree.

d100 = 3

  1. D6=1: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.
  2. D6=2:As the players explore a sunken temple, they are ambushed by a group of water elementals who guard the temple's treasures. The players must defeat the elementals and search for clues as to why they were protecting the temple.
  3. D6=3:Lightning funnel. A lightning funnel that takes form as a snake or octopus and attacks the players.
  4. D6=4: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.
  5. D6=5:The ship sails into a region with a peculiar magnetic field affecting compasses.
  6. D6=6:Sailing a ship along the ocean, the players spot a sea monster swimming towards them. They can ask the monster questions using a 10-word maximum.

d100 = 4

  1. D6=1:The ship encounters a stretch of water populated by bizarre, luminescent creatures under the control of an eccentric aquatic gnome inventor named Tinkerdrop. He seeks rare reagents to finalize a device that can provide limitless freshwater.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:A man called Mad Duke Maximilian approaches you as you sail through his territory and offers to let you sail through his territory without being attacked if you let him tag along with you on your journey (he will remain quiet unless there is loot to be had or if someone provokes him).
  5. D6=5: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.
  6. D6=6: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.

d100 = 5

  1. D6=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.
  2. D6=2:A playful sea otter is seen floating on its back.
  3. D6=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.
  4. D6=4:A sudden storm arises, striking the ship with powerful lightning strikes and giant waves. The party must work together to keep the ship afloat and steer it to safety.
  5. D6=5:The party spots a ship in the distance that seems to be stuck in a whirlpool. If they investigate, they find out it's a trap set by a group of water elementals who are angry at humans for polluting their ocean home.
  6. D6=6: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 = 6

  1. D6=1:The ship sails into waters shimmering with hidden magic. A reclusive aquatic fey named Minnalo subtly shepherds the party towards a hidden underwater carnival, asking for help in lifting a curse that traps its performers.
  2. D6=2:The players spot a shipwreck in the distance and decide to investigate. As they explore the wreckage, they are ambushed by a group of sahuagin who have been using the wreck as a hiding spot and a base for their attacks on passing ships.
  3. D6=3: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.
  4. D6=4:A volcanic eruption on a nearby island causes a tsunami and threatens to destroy the players' ship.
  5. D6=5:The crew discovers a carved wooden figurehead floating nearby.
  6. D6=6:The crew finds an old map bottle floating at sea.

d100 = 7

  1. D6=1:A strange magical storm causes all the fish in the area to grow to enormous sizes, creating a dangerous situation for the players.
  2. D6=2: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.
  3. D6=3:The ship sails through a patch of water with a high concentration of bioluminescent algae, turning the sea into a glowing expanse.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6: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.

d100 = 8

  1. D6=1:A sailor catches a glimpse of a rare seabird.
  2. D6=2:The party's ship is attacked by a swarm of animated coral creatures, controlled by a powerful druid who wants revenge on the party for destroying their home. The players must defeat the druid and find a way to calm the creatures before they sink the ship.
  3. D6=3:The lookout spots a formation of rocky pillars rising from the water.
  4. D6=4:The party spots a ship in the distance that seems to be stuck in a whirlpool. If they investigate, they find out it's a trap set by a group of water elementals who are angry at humans for polluting their ocean home.
  5. D6=5:An oceanic rift generates haunting echoes of past missions and regrets. Reflective engagement and mutual emotional support help heal the group's spiritual wounds, transcending through shared remediation, fostering unity within struggle.
  6. D6=6: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.

d100 = 9

  1. D6=1:The ship finds a floating buoy with a mysterious symbol on it.
  2. D6=2: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.
  3. D6=3:A ghostly ship is seen on the horizon, only to vanish moments later.
  4. D6=4: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.
  5. D6=5:Placing the ship "on autopilot", the party goes to sleep. A group of pirates from a nearby ship board the ship and rob the party's treasure. The ship is equipped with a magical protection that prevents anyone from taking off with the ship and treasure. Unfortunately, it is on a time-release system and will not be able to be turned off until a certain amount of time has passed.
  6. D6=6: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.

d100 = 10

  1. D6=1: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.
  2. D6=2:You come across an abandoned fishing net tangled with debris.
  3. D6=3:A mysterious underwater shrine dedicated to a forgotten sea god is discovered. The party must navigate its traps and puzzles to gain the favor of the deity.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:The ship encounters a stretch of water filled with floating lanterns.

d100 = 11

  1. D6=1:The players see a ship sailing towards them. It has fire burning on its sails. It will fire its cannons in order to intimidate the players. It will attack any ship that gets near it.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:A merchant ship flies the flag of a nation from a hostile nation. The merchant captain will attack the party unless he gets paid.
  5. D6=5:The crew finds a floating wooden crate with strange markings.
  6. D6=6:As the players near the end of their journey, they encounter a giant floating island that is actually a group of flying whales. The whales are being controlled by an evil wizard who is using them to terrorize nearby ships. The players must stop the wizard and free the whales from his control.

d100 = 12

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3:The ship approaches a strange island. The island appears to be a plateau jutting from the water. As the ship approaches, water elementals emerge from the water and attack the ship. An elderly merfolk has been trapped on the island by the elementals. She asks the party to free her. She will reward them with a magical trident with a +3 attack bonus.
  4. D6=4:A ship's bird comes flying toward the ship. It has a message tied to its leg. The message is written in a language the players can read. It is a warning that a pirate ship is nearby.
  5. D6=5: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.
  6. D6=6:A group of 1d4+2 humans approach the party. They want to hire the party to go to war against another village.

d100 = 13

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3:The lookout spots an unfamiliar flag signaling from a distant ship.
  4. D6=4:A sailor regales the crew with tales of sea monsters.
  5. D6=5: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.
  6. D6=6: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 = 14

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:The ship encounters a gentle swell, rocking gently side to side.
  6. D6=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!

d100 = 15

  1. D6=1:The crew enjoys a rare moment of calm seas and clear skies.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:An elven ship approaches the ship. It is a pirate ship. The players can fight the pirates or let them go.

d100 = 16

  1. D6=1:A massive sea monster attacks the ship! The sea monster will be an ancient creature from the primordial age of the world. It may be a creature of legend or a creature you made up that looks like a cross between a shark and a squid. It's large and has lots of tentacles.
  2. D6=2: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.
  3. D6=3:The crew discovers a barrel of fresh water floating nearby.
  4. D6=4:A giant squid attacks the ship. Yawn.
  5. D6=5:Deadly fog. Fog filled with poison gas that attacks the players.
  6. D6=6:The ship passes through water filled with phosphorescent plankton.

d100 = 17

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:A sudden, mystical fog rolls in, creating a phantasmal maze at sea. Each path in this maze represents a different moral dilemma, and only through group discussion and united moral decision-making can they find the true path forward.
  5. D6=5: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.
  6. D6=6:A celestial alignment induces a vision quest where each crew member must individually confront their inner challenges, guiding them by shared collective experiences and support back to enlightenment and clarity.

d100 = 18

  1. D6=1:A pirate ship approaches you. The pirate ship is attacking another ship. The pirate ship attacks!
  2. D6=2:The party's ship is attacked by a swarm of giant jellyfish, their stings causing temporary paralysis. The party must find a way to defeat the creatures before they become helpless.
  3. D6=3: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.
  4. D6=4:A merchant ship approaches the party, asking for safe passage through the waters. The captain offers the party a generous reward if they will escort them through the waters. The merchant captain is actually a pirate who plans to ambush the party after they escort them through the waters.
  5. D6=5:The captain orders a day of rest and relaxation for the crew.
  6. D6=6:A large iceberg looms off the ship's bow. A white dragon emerges from behind it and attacks the ship.

d100 = 19

  1. D6=1:A ship approaches the ship, and the captain offers to trade with the party.
  2. D6=2:A group of dolphins arrives and asks the players if they want to ride their backs. If the players agree, they will be taken on a ride through the water as the dolphin swims. The dolphin will playfully splash the players and try to show off.
  3. D6=3: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.
  4. D6=4: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...
  5. D6=5: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.
  6. D6=6:The crew finds a piece of wood with strange runes carved into it.

d100 = 20

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3:A cloud of birds attacks the ship.
  4. D6=4: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.
  5. D6=5:As the ship sails into a peaceful cove, the players spot a group of winged creatures flying towards them. It turns out to be a group of hippogriffs who offer to take the players on a magical flight around the ocean, giving them a chance to see the beauty and dangers of the sea from above.
  6. D6=6:A merchant ship approaches and offers to trade with the party. The merchant sells and buys anything. His name is Algin 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.)

d100 = 21

  1. D6=1:The ship encounters a field of floating pumice stones.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:The ship encounters a gentle mist that gives an ethereal glow to everything.
  5. D6=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.
  6. D6=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.

d100 = 22

  1. D6=1:The ship sails through a patch of water with a high concentration of bioluminescent algae, turning the sea into a glowing expanse.
  2. D6=2: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.
  3. D6=3:Lava creatures. A group of lava creatures intent on killing the players and stealing their stuff.
  4. D6=4:A mysterious fog rolls in, making it hard to see anything. You hear voices calling out to you from different directions. If investigated further, the fog slowly reveals an ancient underwater city that has been abandoned for centuries.
  5. D6=5:A merchant ship will beg the players to save its cargo. It says that the ship's captain is insane and has threatened to kill everyone on board if they don't return to port. The ship also says that the captain is holding everyone on board hostage and they cannot escape by swimming or magic.
  6. D6=6: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.

d100 = 23

  1. D6=1:A group of sea turtles surround the ship and guide the players to a hidden underwater grotto filled with treasure. However, the players must solve a series of puzzles to unlock the grotto's entrance.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:A merchant ship will beg the players to save its cargo. It says that the ship's captain is insane and has threatened to kill everyone on board if they don't return to port. The ship also says that the captain is holding everyone on board hostage and they cannot escape by swimming or magic.
  5. D6=5: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.
  6. D6=6: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.

d100 = 24

  1. D6=1: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.
  2. D6=2:An oceanic rift generates haunting echoes of past missions and regrets. Reflective engagement and mutual emotional support help heal the group's spiritual wounds, transcending through shared remediation, fostering unity within struggle.
  3. D6=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.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:A large shark-like fish with a small dolphin-like creature on its back passes by the party's ship.

d100 = 25

  1. D6=1:The ship’s cook concocts a surprisingly delicious stew.
  2. D6=2:A group of 2d4 humans approach the party. They want to hire the party to escort them to safety from an evil king who has invaded their land and wants to enslave them.
  3. D6=3: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.
  4. D6=4:A group of seagulls is seen feasting on a floating carcass. Upon closer inspection, the carcass is revealed to be an undead creature, ready to attack anyone who disturbs its meal.
  5. D6=5: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.
  6. D6=6: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.

d100 = 26

  1. D6=1:A distant signal fire is sighted on a small island.
  2. D6=2:The ship crosses a boundary where the water turns an unusual color.
  3. D6=3: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.
  4. D6=4:The party's ship is boarded by a group of sea trolls who are searching for a lost treasure. They offer to help the players if they assist in finding the treasure, but the trolls may not be as trustworthy as they seem.
  5. D6=5:The party is drawn to a large bubble floating above the sea. Inside, they find an air-breather fish-person named Solia who claims that an underwater mage has trapped her and her kin here, away from their ocean home.
  6. D6=6:A friendly sea serpent approaches the ship and offers to guide the players through a treacherous underwater cave system, filled with valuable treasures and powerful sea monsters. But they must be quick, as the serpent can only hold its breath for a limited amount of time.

d100 = 27

  1. D6=1: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.
  2. D6=2:The players come across a sunken temple which is guarded by a powerful sea goddess. If they can prove their worth to her, she will grant them a powerful blessing.
  3. D6=3:A ship approaches the ship. It is a ship of war from a faraway land, flying the flag of that land and looking like a sinister place indeed.
  4. D6=4: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.
  5. D6=5:The ship sails through waters teeming with jellyfish.
  6. D6=6: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 = 28

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:A group of 3d4+2 merchants, who are upset about how long it is taking to get to their destination, are standing on the deck of the ship, looking at their goods and equipment. They are going to ask the party if they want to buy anything.
  6. D6=6: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.

d100 = 29

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:The crew finds a message in a bottle containing an incomplete spell that leads to a hidden undersea treasure. To complete the spell, all party members must contribute something meaningful, representing a unified purpose. Only through cooperation will the spell guide them to the treasure.
  5. D6=5:A pirate ship appears out of nowhere and starts firing cannons at the players' ship. The pirates are actually a group of minotaurs who demand that the players hand over their valuables. However, the minotaurs are terrible at sailing and often get distracted by their own bickering, giving the players a chance to either fight or escape.
  6. D6=6:A large creature with dark green skin floats by in the water. It has tentacles like an octopus's arms, but they're very long arms, reaching down 50 feet below the water level. If a player gets too close to it, the tentacles will grab the player and pull him beneath the water.

d100 = 30

  1. D6=1:A group of 2d6 giant crabs crawl onto the ship, looking for food. But they mistake the players for food and attack, causing chaos on the deck.
  2. D6=2:The party hears the sound of laughter coming from the Riddle Tower on the nearby coastline. Someone has been trapped in the tower and is threatening to hurt others nearby.
  3. D6=3:Players see a large ship in the distance. As they get closer, they see that it's a ship made of bones. It's actually a ship made of the bones of the dead that has been raised by a necromancer!
  4. D6=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.
  5. D6=5:A group of 3d4+2 merchants, who are upset about how long it is taking to get to their destination, are standing on the deck of the ship, looking at their goods and equipment. They are going to ask the party if they want to buy anything.
  6. D6=6:The crew spots an old life preserver with an illegible name.

d100 = 31

  1. D6=1:A group of pirates is stranded on a deserted island without a ship after a mutiny. They offer to help the players defeat their former captain and reclaim their stolen treasure in exchange for safe passage off the island.
  2. D6=2:The sound of a haunting and eerie song drifts through the air, beckoning the players towards a group of beautiful mermaids. However, these mermaids are actually sirens who want to lure the players into their underwater lair and steal their souls.
  3. D6=3: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.
  4. D6=4:The crew spots an old life preserver with an illegible name.
  5. D6=5:A sailor spots a distant volcano erupting on the horizon.
  6. D6=6: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.

d100 = 32

  1. D6=1:The ship navigates through a field of floating icebergs.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:The party encounters a group of friendly merfolk who are being attacked by a swarm of water elementals. They request the players' help in defending their home and offer a reward in return.
  5. D6=5: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.
  6. D6=6:A giant sea turtle swims by the ship, and on its back sits a small village of koopa-like creatures who worship the turtle as a god. The players must decide whether to disrupt the peaceful village or leave them be, but they risk angering the powerful turtle god if they interfere.

d100 = 33

  1. D6=1:As the players are sailing, they notice that the water around them is glowing a bright blue color. Suddenly, a group of bioluminescent jellyfish swarm around the ship, creating a beautiful but dangerous obstacle.
  2. D6=2:You encounter a group of friendly fishermen in a rowboat.
  3. D6=3:If a storm hits the ship and it's about to sink, a giant squid will appear and try to sink the ship.
  4. D6=4:A sailor spots a strange rock formation that resembles a face.
  5. D6=5: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.
  6. D6=6: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.

d100 = 34

  1. D6=1:The adventurers sail into a region perpetually surrounded by heavy rains and high waves. A water wraith named Nyella requests help in calming a storm deity who has been angered by careless sailors.
  2. D6=2:The players come across a group of sailors trying to catch a giant, elusive fish that is said to have magical properties. But as they join in the hunt, they soon realize that the fish is not as innocent as it seems.
  3. D6=3: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.
  4. D6=4:The players come across a mermaid who has been cursed by an evil sorcerer and is now half-human, half-fish. She begs the players to help her break the curse and offers to guide them to a powerful wizard who might be able to help.
  5. D6=5:The ship is approached by a single ship at sea. It is a ship of the northern coast. The captain of the ship requests a guide to the city of Zan. The captain will pay handsomely for the right to board and travel with the ship to Zan. The captain is a member of the Black Hand, but these players do not need to know this.
  6. D6=6: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 = 35

  1. D6=1: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.
  2. D6=2:The crew spots a distant eruption of an underwater volcano.
  3. D6=3:A sudden cold front causes frost to form on the rigging.
  4. D6=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.
  5. D6=5:The ship enters a huge cloud. The cloud is forming over a small island. Inside the cloud, there is a large stone structure. A man approaches the party and tells them that the stone structure is called Castle Graystone. He then tells them that he will help them get inside Castle Graystone if they stop the other people who are planning to enter the castle as well.
  6. D6=6: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.

d100 = 36

  1. D6=1:Placing the ship "on autopilot", the party goes to sleep. A group of pirates from a nearby ship board the ship and rob the party's treasure. The ship is equipped with a magical protection that prevents anyone from taking off with the ship and treasure. Unfortunately, it is on a time-release system and will not be able to be turned off until a certain amount of time has passed.
  2. D6=2:A group of kraken worshippers are conducting a dark ritual, and the players must stop them before they summon the mighty sea creature.
  3. D6=3:The smell of salty sea air invigorates the crew.
  4. D6=4:A giant octopus traps the players' ship in its tentacles, but is actually friendly and just wants to play.
  5. D6=5:A gigantic tentacle rises out of the water.
  6. D6=6:A sailor catches a particularly large fish.

d100 = 37

  1. D6=1: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.
  2. D6=2:The ship sails into waters shimmering with hidden magic. A reclusive aquatic fey named Minnalo subtly shepherds the party towards a hidden underwater carnival, asking for help in lifting a curse that traps its performers.
  3. D6=3:A sailor spots something glittering beneath the waves.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:The players find a hidden cove filled with merfolk and other sea creatures. The merfolk offer to trade with the players, exchanging valuable goods and information for items the players may have found on their journey.

d100 = 38

  1. D6=1:The players spot a group of griffons flying above the ocean. The griffons suddenly start attacking a group of sea dragons. The players must help the griffons by either defeating the sea dragons or finding a way to calm them down and prevent further conflict.
  2. D6=2:A merrow attacks the party's ship.
  3. D6=3:The crew discovers a barrel of fresh water floating nearby.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6: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.

d100 = 39

  1. D6=1:As the party sails through a thick fog, they start to hear voices whispering their names and promising them great treasure. The voices belong to sirens who try to lure the players into a trap.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:A sailor finds a floating treasure chest, locked and sealed tight.
  5. D6=5:The players come across a massive ice floe with a polar bear on top. Upon closer inspection, they realize that the polar bear is actually an Ice Demon who has been using the ice as its cover while it stalks and attacks passing ships.
  6. D6=6:A lost and confused sea turtle approaches the party, bearing a message from a powerful sea deity. The party must decipher the turtle's cryptic words and carry out the deity's request.

d100 = 40

  1. D6=1:The players come across a huge coral reef that seems to be moving and twisting in unnatural ways. They soon realize that it is actually a giant sea creature, camouflaged as a reef.
  2. D6=2:The party encounters a ship containing an invisible creature. It attacks the first ship it sees that approaches.
  3. D6=3:A group of dolphins arrives and asks the players if they want to ride their backs. If the players agree, they will be taken on a ride through the water as the dolphin swims. The dolphin will playfully splash the players and try to show off.
  4. D6=4:The ship navigates through an area filled with bioluminescent organisms, lighting up the water.
  5. D6=5:The ship is surrounded by a school of sparkling fish that forms images in the water. These images depict abstract concepts of trust, fear, and hope. To progress, the party must interpret the images together and share their insights, solidifying their understanding and trust in each other.
  6. D6=6:Giant squid. A giant squid that attacks the players' ship.

d100 = 41

  1. D6=1: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.
  2. D6=2:A sudden cold front causes frost to form on the rigging.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6: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.

d100 = 42

  1. D6=1:The players spot a mysterious island on the horizon and decide to investigate. However, the island is not what it seems as the players are met with illusions, traps, and deadly creatures protecting a hidden treasure.
  2. D6=2:The crew finds a crate of exotic spices washed ashore on a small island.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6: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.

d100 = 43

  1. D6=1:Players see a large ship in the distance. As they get closer, they see that it's a ship made of bones. It's actually a ship made of the bones of the dead that has been raised by a necromancer!
  2. D6=2:The players come across a sunken temple which is guarded by a powerful sea goddess. If they can prove their worth to her, she will grant them a powerful blessing.
  3. D6=3:As the players are sailing, they notice that the water around them is glowing a bright blue color. Suddenly, a group of bioluminescent jellyfish swarm around the ship, creating a beautiful but dangerous obstacle.
  4. D6=4:A lonely whale breaches in the distance.
  5. D6=5: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.
  6. D6=6:The crew finds themselves amongst mysterious, swirling water columns. An enigmatic aquatic golem named Curranos manipulates these currents and seeks help to mend a rift within the ocean floor's magical weave.

d100 = 44

  1. D6=1:The players stumble upon an underwater city populated by friendly merfolk. However, their peaceful city is under threat from an aggressive group of sharks. The merfolk will ask the players for help in defending their home.
  2. D6=2: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.
  3. D6=3:A sailor spots something glittering beneath the waves.
  4. D6=4:The ship stops, the captain says he wants to go fishing and will be back in a few hours.
  5. D6=5:A pirate ship attacks the players' ship. The pirates are after the players themselves, who are highly skilled in combat and magic.
  6. D6=6:As the players swim in the ocean, they come across a group of wild tritons who are having a tournament to see who is the strongest warrior. They can join in or place bets on the winner.

d100 = 45

  1. D6=1:A ship approaches the ship, and the captain offers to trade with the party.
  2. D6=2:A group of mer-men approach the ship and ask the players to help free their queen from a nearby dungeon.
  3. D6=3: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.
  4. D6=4:The players come across a ship that's motionless on the sea. As they get closer, they will realize that everyone on board is dead. They will find several skeletons in the captain's quarters, as well as a treasure map.
  5. D6=5: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.
  6. D6=6: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.

d100 = 46

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=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.
  5. D6=5: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.
  6. D6=6:The ship encounters a stretch of water filled with floating lanterns.

d100 = 47

  1. D6=1:The ship is drawn toward an underwater volcano threatening to erupt. The heat has awakened a dormant water elemental seeking help to relocate a sacred relic. The players must work together to navigate the dangerous terrain and safely move the relic, quelling the elemental’s unrest.
  2. D6=2:The party's ship is attacked by a swarm of giant jellyfish, their stings causing temporary paralysis. The party must find a way to defeat the creatures before they become helpless.
  3. D6=3:You see a pair of sea lions lounging on a rocky outcrop.
  4. D6=4:A log drifts by, covered in barnacles and seaweed.
  5. D6=5:You find a cluster of floating seaweed tangled with small crabs.
  6. D6=6:A large iceberg looms off the ship's bow. A white dragon emerges from behind it and attacks the ship.

d100 = 48

  1. D6=1: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.
  2. D6=2:An island made entirely of coral appears out of nowhere. Upon investigation, the adventurers meet the Coral King, a triton named Thalassor, who explains that his island can traverse the seas but now it’s stuck due to a malevolent curse.
  3. D6=3: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).
  4. D6=4: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?"
  5. D6=5:A storm hits the ship, but it's not a natural one. The players discover it's actually a group of sea hags using their magic to lure in unsuspecting ships and prey on the crew.
  6. D6=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!

d100 = 49

  1. D6=1:The ship's hull is attacked by barnacles and is breached, slowly sinking the ship.
  2. D6=2:The ship passes by a giant whale.
  3. D6=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.
  4. D6=4:The ship sails into an area with a noticeable drop in water temperature.
  5. D6=5:The crew finds a floating lifeboat with signs of recent use.
  6. D6=6:The party's ship is attacked by a swarm of giant jellyfish, their stings causing temporary paralysis. The party must find a way to defeat the creatures before they become helpless.

d100 = 50

  1. D6=1: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.
  2. D6=2:A ship's bird comes flying toward the ship. It has a message tied to its leg. The message is written in a language the players can read. It is a warning that a pirate ship is nearby.
  3. D6=3: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.
  4. D6=4:A flock of seagulls circles above the ship for a few moments and then flies away.
  5. D6=5:An aurora borealis is witnessed, its colors lighting up the night sky.
  6. D6=6: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.

d100 = 51

  1. D6=1:A ship is flying a flag that looks like a black skull on a red background with yellow flames around it. It's flying at full sail, but seems to be going nowhere and doing nothing.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:The ship is attacked by a group of angry mermaids who demand to know why the players are invading their territory.
  5. D6=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.
  6. D6=6:The ship encounters an area known for its unusual tidal patterns.

d100 = 52

  1. D6=1: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.
  2. D6=2:A large iceberg looms off the ship's bow. A white dragon emerges from behind it and attacks the ship.
  3. D6=3: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?
  4. D6=4: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.
  5. D6=5:A ship is flying a flag that looks like a black skull on a red background with yellow flames around it. It's flying at full sail, but seems to be going nowhere and doing nothing.
  6. D6=6: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.

d100 = 53

  1. D6=1:A group of 1d4+2 humans approach the party. They want to hire the party to go to war against another village.
  2. D6=2:The players stumble upon a hidden underwater cave, guarded by a group of aquatic elves. Inside, they find a valuable treasure and must decide whether to fight the elves for it or make a deal.
  3. D6=3:The ship sails into a region known for its ghostly legends.
  4. D6=4:A sudden storm brews, threatening to capsize the ship. As the waves grow larger, a ghostly ship appears alongside. The spectral sailors beckon for help, revealing they are trapped in an endless storm as punishment for their greed. To calm the storm, the party must uncover and share deeply personal regrets and hopes with each other.
  5. D6=5:A celestial alignment induces a vision quest where each crew member must individually confront their inner challenges, guiding them by shared collective experiences and support back to enlightenment and clarity.
  6. D6=6: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.

d100 = 54

  1. D6=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.
  2. D6=2:A ship approaches the players' ship and offers to trade with them. The captain is a half-orc. He has a mace that he wants to trade for. The mace is magical.
  3. D6=3:A relentless hunter, in search of rare sea creatures, boards the ship. The players must decide whether to fight him or help him in his hunt.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6: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.

d100 = 55

  1. D6=1:A merchant ship approaches the ship. The captain of the merchant ship says his ship is in trouble and needs help.
  2. D6=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.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=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.
  6. D6=6:The ship is attacked by a group of pirates who want to steal the ship and sell it for a profit.

d100 = 56

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=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!
  6. D6=6: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.

d100 = 57

  1. D6=1:As fog envelops the party’s ship, they encounter a merfolk cartographer named Vespera, who offers to share a map to hidden treasure if they assist her in combating a kraken that has ruined her mapping efforts.
  2. D6=2:The party encounters an eternal storm centered on a whirlpool. Inside, an ancient bell sits atop a floating platform. They must deactivate the elemental traps surrounding it and ring the bell following the right musical sequence to end the storm, revealing a hidden cavern below.
  3. D6=3:A giant squid attacks the ship.
  4. D6=4:A group of wood elves approaches the ship and offers information in exchange for food and water.
  5. D6=5:The players come across a floating tavern run by a group of dwarves. They offer the players a free round of drinks and tell them that they have a special cask of ale that can grant temporary water breathing. However, the ale is cursed and causes the drinkers to become drunk and reckless, making it difficult to navigate through treacherous waters.
  6. D6=6:A merrow attacks the party's ship.

d100 = 58

  1. D6=1:The ship narrowly avoids a large floating log.
  2. D6=2:The lookout spots a deserted island with an abandoned campsite.
  3. D6=3:The party encounters a ship containing an invisible creature. It attacks the first ship it sees that approaches.
  4. D6=4:The players come across a group of armed men who are standing over a giant crab that is lying dead on the beach. They will demand that the players hand over their weapons and submit to be arrested for trespassing on their territory. The men in arms are actually pirates who have been terrorizing the waters around this island chain for years now and have convinced most everyone that they are members of some kind of law enforcement agency with jurisdiction over these waters around this island chain.
  5. D6=5:The players spot a light in the distance. It looks like it is coming from a ship. The players will board the ship, and find a treasure chest with a glowing orb inside it. The orb attacks the party with psionic attacks.
  6. D6=6:Sea serpent. A sea serpent that's been set up on a course to attack the players' ship.

d100 = 59

  1. D6=1:A crew member discovers an old compass that still works perfectly.
  2. D6=2:A lonely whale breaches in the distance.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:The ship encounters a stretch of water populated by bizarre, luminescent creatures under the control of an eccentric aquatic gnome inventor named Tinkerdrop. He seeks rare reagents to finalize a device that can provide limitless freshwater.
  6. D6=6:The party encounters a group of friendly merfolk who are being attacked by a swarm of water elementals. They request the players' help in defending their home and offer a reward in return.

d100 = 60

  1. D6=1: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.
  2. D6=2:A group of deep-sea fish attacks the players and eats their dinner.
  3. D6=3:A group of sirens appear, singing a mesmerizing song that can put the players into a trance. The sirens are known to lure sailors to their death, but perhaps there is a way to outsmart them and escape unharmed.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:A group of giant sea turtles swim alongside the ship, but one of them has a precious artifact hanging around its neck.

d100 = 61

  1. D6=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.
  2. D6=2: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.
  3. D6=3:Giant jellyfish. A giant jellyfish that breathes fire and attacks the players.
  4. D6=4: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.
  5. D6=5:The ship navigates through a dense patch of seaweed.
  6. D6=6: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.

d100 = 62

  1. D6=1: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.
  2. D6=2:A giant shark attacks the ship!
  3. D6=3:The ship sails through a stretch of sea known for its strange weather phenomena.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:The players come across a small sailing ship with a single man on it. He's wearing rags and is covered in dirt and grime. His name is Willy, and he's a sailor who was shipwrecked on an island far from here. He's been at sea for several years, and he's been trying to get back home, but he keeps getting blown off course and washed up on new islands. He's looking for passage back home.

d100 = 63

  1. D6=1:You encounter a peaceful merchant ship passing by.
  2. D6=2:A ship approaches the ship. It is a ship flying a black flag. It is a pirate ship! It will attack the players' vessel.
  3. D6=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.
  4. D6=4:The ship is boarded by a group of pirates. The captain and crew are taken hostage and brought to the Pirate Lord.
  5. D6=5: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.
  6. D6=6:A group of mer-men approach the ship and ask the players to help free their queen from a nearby dungeon.

d100 = 64

  1. D6=1:The ship passes by a giant whale.
  2. D6=2: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.
  3. D6=3:The players see a ship sailing towards them. It has fire burning on its sails. It will fire its cannons in order to intimidate the players. It will attack any ship that gets near it.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:The party is drawn to a large bubble floating above the sea. Inside, they find an air-breather fish-person named Solia who claims that an underwater mage has trapped her and her kin here, away from their ocean home.

d100 = 65

  1. D6=1: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.
  2. D6=2:A ship approaches. The captain has heard of the ship's cargo and offers to trade with the party if they give him the ship's navigator, who has been enchanted with a charm that keeps him from speaking. He will offer them 10,000 GP for the navigator.
  3. D6=3:The ship’s carpenter discovers a hidden talent for whittling.
  4. D6=4:An underwater volcano begins to erupt, unleashing a horde of fiery sea creatures that start attacking nearby ships. The players must find a way to stop the creatures and escape the danger before they are consumed by a molten sea.
  5. D6=5:The players come across a floating island made entirely of trash and debris. Upon closer inspection, they discover a tribe of intelligent, humanoid creatures who have made the island their home. The players must navigate through the trash island and deal with the tribe's leader, who may have sinister motives.
  6. D6=6: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.

d100 = 66

  1. D6=1:The players find a hidden cove filled with merfolk and other sea creatures. The merfolk offer to trade with the players, exchanging valuable goods and information for items the players may have found on their journey.
  2. D6=2:The ship is approached by a ship flying a black flag. It is flying the flag of the Black Hand. 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.
  3. D6=3:Players see a ship in the distance. As they get closer, they see that it's being attacked by a giant octopus.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=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!

d100 = 67

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4: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 beautiful women 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).
  5. D6=5:The crew finds a piece of wood with strange runes carved into it.
  6. D6=6: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.

d100 = 68

  1. D6=1:A giant octopus attacks the ship!
  2. D6=2: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.
  3. D6=3:A delightfully odd effervescent eel named Elaria greets them in bubbly waters and requests their help breaking free from noxious gas clouds released from a felled underwater ship leaking poisonous artifacts.
  4. D6=4:A ship approaches from afar. The captain of the ship hails the ship. He is a pirate captain. He says there's a ship full of treasure nearby, and he has prisoners on board his ship.
  5. D6=5:The sound of a haunting and eerie song drifts through the air, beckoning the players towards a group of beautiful mermaids. However, these mermaids are actually sirens who want to lure the players into their underwater lair and steal their souls.
  6. D6=6:Two giant octopi attack the ship!

d100 = 69

  1. D6=1: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.
  2. D6=2:A giant sea monster is swimming towards them. If the players attack it, they will have to face its angry family.
  3. D6=3:A sailor spots a strange type of bird with a 5-foot wingspan, which has bright red eyes. The bird then attacks the sailor by pecking at him while he is fighting with the party.
  4. D6=4:A group of 2d6 humans approach the party. They want to hire the party to go to war against a village that has enslaved them and their fellow villagers.
  5. D6=5: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.
  6. D6=6: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.

d100 = 70

  1. D6=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.
  2. D6=2:The party's ship unexpectedly sails into a mysterious fog. A spectral sailor named Gideon haunts these waters, searching for a crew to help him complete one final voyage and break his eternal torment.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:You encounter a group of friendly fishermen in a rowboat.
  6. D6=6:Players chance upon bioluminescent jellyfish illuminating a cryptic underwater race course. They must resolve visual puzzles while avoiding jellyfish’s shock touch. Completing race grants treasures, failing risks severe stings.

d100 = 71

  1. D6=1:A merchant ship approaches you. The merchant ship is selling goods. The merchant ship is selling really good goods.
  2. D6=2: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!
  3. D6=3:Navigating through a ship-sized oyster bed, the adventurers meet a pearl dragonet named Azuria, whose unique blue pearls have drawn the unwanted attention of marauding pirates.
  4. D6=4: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?
  5. D6=5:Players see a large ship in the distance. As they get closer, they see that it's a ship made of bones. It's actually a ship made of the bones of the dead that has been raised by a necromancer!
  6. D6=6: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.

d100 = 72

  1. D6=1:A group of mer-men approach the ship and ask for help with a problem in their village. If players help, they discover that the mer-men are being attacked by a group of hostile sea elves who will not let them trade with the surface world.
  2. D6=2:A mysterious underwater city appears in front of the players' ship. The city seems to be abandoned, but the players soon discover the reason why as they come face to face with a group of undead guardians.
  3. D6=3:A dense fog rolls in, obscuring visibility.
  4. D6=4: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.
  5. D6=5:The ship is approached by a single ship at sea. It is a ship of the northern coast. The captain of the ship requests a guide to the city of Zan. The captain will pay handsomely for the right to board and travel with the ship to Zan. The captain is a member of the Black Hand, but these players do not need to know this.
  6. D6=6:A ship approaches the ship. It is an elven ship, the only one in the ocean. The elves are looking for something.

d100 = 73

  1. D6=1: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.
  2. D6=2:The players spot a mysterious giant whirlpool in the distance. If they investigate, they will discover a portal to the Plane of Water. They can choose to explore this magical realm or continue on their journey.
  3. D6=3:A group of mer-men approach the ship and ask for help with a problem in their village.
  4. D6=4:A meteor shower lights up the night sky.
  5. D6=5:The ship maneuvers through a field of jellyfish, their tentacles trailing like veils.
  6. D6=6:A large shark swims by the ship.

d100 = 74

  1. D6=1:The players come across a group of armed men who are standing over a giant crab that is lying dead on the beach. They will demand that the players hand over their weapons and submit to be arrested for trespassing on their territory. The men in arms are actually pirates who have been terrorizing the waters around this island chain for years now and have convinced most everyone that they are members of some kind of law enforcement agency with jurisdiction over these waters around this island chain.
  2. D6=2:A sudden burst of wind sends the sails flapping wildly.
  3. D6=3:As the ship sails through a reef, the players spot a sunken ship in the distance. It appears to be filled with treasure, but it's guarded by a giant octopus who doesn't take kindly to intruders.
  4. D6=4: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.
  5. D6=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.
  6. D6=6:A merchant ship approaches the party, asking for safe passage through the waters. The captain offers the party a generous reward if they will escort them through the waters. The merchant captain is actually a pirate who plans to ambush the party after they escort them through the waters.

d100 = 75

  1. D6=1: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.
  2. D6=2:A ship approaches, but it has no sails and no oars.
  3. D6=3:A group of old women are walking down the road, they are dressed in black robes and are chanting something. They will not speak to anyone. They are grave witches.
  4. D6=4: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.
  5. D6=5:The players discover a sunken ship filled with treasure, but it is guarded by a group of undead pirates who will stop at nothing to protect their booty.
  6. D6=6:The players encounter a group of sea dwarves who seek their help in retrieving a powerful artifact from a sunken ship. However, the ship is guarded by a group of merrow (sea-dwelling ogres) who have claimed the artifact for themselves.

d100 = 76

  1. D6=1:A group of merfolk spot the party’s ship and swim over to them. They are in a panic, as their village has been attacked by a giant sea monster and their queen has gone missing. They ask the party to help them defeat the monster and rescue their queen. In return, they promise to share some of their treasure and provide the party with magical items and weapons.
  2. D6=2:Players see a group of mermaids singing and dancing on a nearby island. If they approach, the mermaids will offer to trade with them, giving them valuable pearls or magical items in exchange for their most treasured possession.
  3. D6=3:The party spots a ship in the distance that seems to be stuck in a whirlpool. If they investigate, they find out it's a trap set by a group of water elementals who are angry at humans for polluting their ocean home.
  4. D6=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.
  5. D6=5: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.
  6. D6=6: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 = 77

  1. D6=1:The Captain says, "Sailors, there's a whale ahead, if you see any over the side, call out and warn the crew." You clap, because that's a great idea. The players are clever and witty, and they help the crew of the ship. They make a small joke that they deserve a "hero sandwich."
  2. D6=2: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.
  3. D6=3:The players spot a group of dolphins playing around a sinking ship. As they approach, the dolphins swim away, revealing that they are actually polymorphed merfolk who can't transform back due to a curse from an angry sea god. The players must help the merfolk break the curse and save their people.
  4. D6=4:A massive whirlpool appears, threatening to suck the ship into its depths. The players must use their skills to navigate out of it.
  5. D6=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.
  6. D6=6: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.

d100 = 78

  1. D6=1:The ship navigates through a field of floating ice.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=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.
  5. D6=5:A group of pirates attack the ship. They want to steal the ship and sell it for a profit.
  6. D6=6:A ship approaches, flying a flag of truce. It is a ship of the Red Lantern pirates, and they are looking to hire a ship and a crew to replace their previous ship, which sunk in a storm recently. They will offer full shares to the first ship they encounter, if the captain will agree to a time-share contract where they share the captain's cabin during storms and other bad weather.

d100 = 79

  1. D6=1:The party is approached by a group of mer-men who want them to help them rescue one of their princesses who has been kidnapped by a group of hostile sea elves led by a charismatic elven lord who has been causing problems for years by attacking merchant ships and killing any survivors if they try to escape by swimming back to shore
  2. D6=2:Enemy ship. An enemy ship that's laying in wait for the players to approach, then attack them.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:The ship crosses paths with a large flock of migrating birds.

d100 = 80

  1. D6=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.
  2. D6=2: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.
  3. D6=3:The sound of a haunting and eerie song drifts through the air, beckoning the players towards a group of beautiful mermaids. However, these mermaids are actually sirens who want to lure the players into their underwater lair and steal their souls.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:A large shark swims by the ship.

d100 = 81

  1. D6=1:You find a cluster of floating seaweed tangled with small crabs.
  2. D6=2:The ship navigates through a field of floating ice.
  3. D6=3:A giant sea turtle appears and allows the players to ride on its back, giving them a faster mode of transportation across the ocean. However, the players must keep a watchful eye out for any dangers that may approach the turtle.
  4. D6=4: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.
  5. D6=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.
  6. D6=6:A ghostly ship is seen on the horizon, only to vanish moments later.

d100 = 82

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3:A pirate ship appears out of nowhere and starts firing cannons at the players' ship. The pirates are actually a group of minotaurs who demand that the players hand over their valuables. However, the minotaurs are terrible at sailing and often get distracted by their own bickering, giving the players a chance to either fight or escape.
  4. D6=4:A large ship is sailing towards them. The captain is a merchant captain who wants to trade with any passing ships. He is gentle and well connected in various cities. He is looking for important information and offers the party a valuable item in return for the players' help.
  5. D6=5: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.
  6. D6=6:The waters turn unnaturally warm, and the party encounters an elusive, fiery underwater merfolk named Ignura. She is fleeing from a group of magma-infused sharks who betrayed her and seeks aid in reclaiming her homeland.

d100 = 83

  1. D6=1: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.
  2. D6=2:A lonely whale breaches in the distance.
  3. D6=3:The party discovers an underwater city inhabited by a race of intelligent humanoid fish. They must navigate the city's politics and customs to help them with a problem they are facing.
  4. D6=4:The ship sails through waters teeming with jellyfish.
  5. D6=5:A giant eel attacks the ship after surfacing near the ship for several hours before attacking.
  6. D6=6:The party hears the sound of laughter coming from the Riddle Tower on the nearby coastline. Someone has been trapped in the tower and is threatening to hurt others nearby.

d100 = 84

  1. D6=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.
  2. D6=2: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
  3. D6=3: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.
  4. D6=4:A group of sea dwarves approach the ship and ask for help in retrieving a precious gem from a nearby underwater cave. The players must swim down and help them retrieve the gem while fighting off dangerous sea creatures.
  5. D6=5:The players spot a large underwater cave. Inside, they find a hidden treasure chest guarded by an angry sea hag.
  6. D6=6:The ship sails into waters where day and night coexist, forming a harmonious balance. To progress, the party must engage in collectively balanced actions, merging light and dark magic, illustrating unity through duality expressions.

d100 = 85

  1. D6=1:A sudden storm brews, threatening to capsize the ship. As the waves grow larger, a ghostly ship appears alongside. The spectral sailors beckon for help, revealing they are trapped in an endless storm as punishment for their greed. To calm the storm, the party must uncover and share deeply personal regrets and hopes with each other.
  2. D6=2: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.
  3. D6=3:An attack by 4d4 goblin pirates on their way to join a larger pirate band.
  4. D6=4: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.
  5. D6=5:The ship crosses a boundary where the water turns an unusual color.
  6. D6=6:The party comes across a mermaid trapped in a net. She begs for their help in finding her missing pearls, which were stolen by a group of greedy fishermen. The party must track down the pearls and return them to the mermaid before she turns into sea foam.

d100 = 86

  1. D6=1:A portal to the Elemental Plane of Water appears in the middle of the ocean, bringing with it powerful water elementals and other creatures. The players must close the portal before the elementals take over the ocean and the material plane.
  2. D6=2:You hear a strange singing coming from the depths of the ocean. As you get closer, you see a mermaid beckoning you towards a mysterious underwater temple. She offers to show the players the temple's secrets in exchange for their help in defeating a dangerous sea monster that has been terrorizing the temple.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:The lookout spots a formation of rocky pillars rising from the water.
  6. D6=6: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.

d100 = 87

  1. D6=1:The crew spots a strange, glowing orb floating on the water.
  2. D6=2: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.
  3. D6=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.
  4. D6=4:A crystal-clear lagoon is spotted from the deck.
  5. D6=5:As the players swim in the ocean, they come across a group of wild tritons who are having a tournament to see who is the strongest warrior. They can join in or place bets on the winner.
  6. D6=6: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.

d100 = 88

  1. D6=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.
  2. D6=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.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:A sudden downpour soaks the deck in minutes.
  6. D6=6:A giant kraken attacks the ship, demanding a tribute of gold from the players. If they don't comply, the kraken will drag the entire ship to the bottom of the ocean.

d100 = 89

  1. D6=1:A ship approaches the ship. It is an elven ship, the only one in the ocean. The elves are looking for something.
  2. D6=2: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.
  3. D6=3:The party finds themselves in the midst of a battle between sea dragons and giant sea snakes. They must navigate through the chaos to reach their destination, while also avoiding becoming collateral damage.
  4. D6=4:The players spot a friendly giant sea turtle with a tiny island on its back. On the island, they find a group of peaceful bird people who are trying to protect their home from a rival tribe. The players must choose whether to help the bird people or the rival tribe.
  5. D6=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.
  6. D6=6: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.

d100 = 90

  1. D6=1:A small rowboat approaches carrying two peasants from one of the nearby islands in this chain. One of them is injured, with an arrow sticking out of his leg. The other one says something about lizardmen attacking them while they were out gathering fruit from one of the tropical islands in this chain of islands.
  2. D6=2:A strange creature resembling a giant octopus with humanoid features approaches the players and offers them a ride on its back. But beware, for it is actually an illusion created by a powerful sea witch looking for new minions to do her bidding.
  3. D6=3:The players are approached by a merfolk who tells them that he has found a sword in the ocean. He wants to trade it for something valuable. The sword is magical and will help the players in their quest.
  4. D6=4:The players come across a group of stranded sailors who are being tormented by a pack of weresharks. The sailors ask for the players' help in defeating the weresharks and finding a way off the island they are stranded on.
  5. D6=5:You see strange lights over the water at night. Sometimes, they seem like they are forming words in a strange language. Sometimes, they seem like they are forming numbers in a strange number system that has only one number in it. No one can understand what they say. No one can understand what they mean.
  6. D6=6:A sailor finds a floating wooden box with personal effects of an unknown sailor.

d100 = 91

  1. D6=1: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!
  2. D6=2: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.
  3. D6=3:The ship encounters a wide expanse of sea devoid of life, eerily quiet and still.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=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.

d100 = 92

  1. D6=1:The crew spots a gleaming treasure chest lodged between rocks.
  2. D6=2: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.
  3. D6=3:Passing through a narrow strait, the ship narrowly avoids rocks.
  4. D6=4:You come across an abandoned fishing net tangled with debris.
  5. D6=5: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.
  6. D6=6: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.

d100 = 93

  1. D6=1: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!
  2. D6=2:The ship narrowly avoids a floating mine from an old sea battle.
  3. D6=3:Two giant octopi attack the ship!
  4. D6=4:The ship encounters an isolated coral atoll home to a wise turtle druid who challenges the party to cultivate a communal garden, demonstrating the importance of patience, cooperative planning, and collective nurturing.
  5. D6=5:An eerie fog engulfs the ship, and a siren’s song lures the crew into a trance. The enchantment can only be broken by creating a symphony that resonates the emotions of despair and hope. Each player must play a role in forming a harmonious melody.
  6. D6=6: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.

d100 = 94

  1. D6=1:The smell of salty sea air invigorates the crew.
  2. D6=2: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.
  3. D6=3:The ship passes by a large iceberg.
  4. D6=4:A strange, glowing orb is found floating in the ocean. When touched, the party experiences vivid hallucinations and must fight off dangerous illusions to retrieve the orb. Once they have it, they discover it is a powerful magical relic that can help them in their future encounters.
  5. D6=5:A part of the ocean suddenly glows intensely, revealing the presence of luminous underwater dragon called Glimraxis desperate for help in retrieving her lost clutch of glowing dragon eggs stolen by enigmatic sea thieves.
  6. D6=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...

d100 = 95

  1. D6=1: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.
  2. D6=2:A sailor tells a story of buried treasure on a nearby island.
  3. D6=3: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.
  4. D6=4:Discovering an impossibly large ship-sized bottle floating atop the waves, the party finds it to be the home of an eccentric water genie named Nahir, who has been trapped and seeks assistance in unraveling the magical puzzle that confines him.
  5. D6=5:A mysterious glowing coral reef is spotted in the distance. Upon closer inspection, the players discover that the reef is actually a massive underwater city inhabited by a race of peaceful, magical creatures. The players can choose to explore the city and learn its secrets or leave it in peace.
  6. D6=6:The ship encounters a whirlpool, forcing the crew to navigate carefully to avoid being pulled in.

d100 = 96

  1. D6=1: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.
  2. D6=2:The ship’s cook concocts a surprisingly delicious stew.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:Lightning funnel. A lightning funnel that takes form as a snake or octopus and attacks the players.
  6. D6=6:The crew notices an unusually dark cloud on the horizon, hinting at a coming storm.

d100 = 97

  1. D6=1: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.
  2. D6=2: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.
  3. D6=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.
  4. D6=4:Sailing a ship along the ocean, the players spot a sea monster swimming towards them. They can ask the monster questions using a 10-word maximum.
  5. D6=5: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.
  6. D6=6:The players come across a group of armed men who are standing over a giant crab that is lying dead on the beach. They will demand that the players hand over their weapons and submit to be arrested for trespassing on their territory. The men in arms are actually pirates who have been terrorizing the waters around this island chain for years now and have convinced most everyone that they are members of some kind of law enforcement agency with jurisdiction over these waters around this island chain.

d100 = 98

  1. D6=1:A sudden gust of wind changes the ship’s course.
  2. D6=2: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.
  3. D6=3:A group of mer-men approach the ship and ask for help with a problem in their village. If players help, they discover that the mer-men are being attacked by a group of hostile sea elves who will not let them trade with the surface world.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=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...

d100 = 99

  1. D6=1:A merchant ship is being attacked by a kraken and the ship's captain has been killed. The ship's crew has asked for help from the players.
  2. D6=2:In the deep waters, the party encounters a beautiful underwater garden. As they traverse it, they realize it is full of sleeping mermen and mermaids under a magical stasis. A series of rune-locked doors require solving complex puzzles to reach the heart and break the curse, but disturbing anything wrong awakens the guardians.
  3. D6=3: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?
  4. D6=4: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.
  5. D6=5:The ship encounters a gentle mist that gives an ethereal glow to everything.
  6. D6=6: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. He is actually a con-man who wants to rob the players blind.

d100 = 100

  1. D6=1: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.
  2. D6=2:The ship is drawn toward an underwater volcano threatening to erupt. The heat has awakened a dormant water elemental seeking help to relocate a sacred relic. The players must work together to navigate the dangerous terrain and safely move the relic, quelling the elemental’s unrest.
  3. D6=3:The ship narrowly avoids a floating mine from an old sea battle.
  4. D6=4: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.
  5. D6=5:A ship approaches the ship. It is an elven ship. The players can fight the elves or let them go.
  6. D6=6:The adventurers sail into a region perpetually surrounded by heavy rains and high waves. A water wraith named Nyella requests help in calming a storm deity who has been angered by careless sailors.

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Other dice tiers for the ocean: D1, D4, D8, D10.

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