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D10 Sea Random Encounters

D&D 5e · 1,000 scenarios · Roll d100 → roll D10

A complete D&D 5e random encounter table for sea scenes. Roll a d100 to pick a set, then roll a D10 to pick a scenario within that set — 1,000 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

  1. When the party enters a sea, roll a d100.
  2. The d100 result picks one of 100 scenario sets below.
  3. Then roll a D10 to pick one of 10 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D10 Sea encounter table

d100 = 1

  1. D10=1:A sudden temperature drop indicates the presence of a cold current.
  2. D10=2:A pack of weresharks attacks the ship, hoping to add some fresh bodies to their ranks. The crew must fight for their lives while trying not to become infected with the wereshark curse.
  3. D10=3:A pirate ship, complete with Jolly Roger, sails by.
  4. D10=4:The ship encounters a sudden, short-lived whirlpool with a curious, swirling motion.
  5. D10=5:A group of water genasi, riding on the backs of giant seahorses, approach the ship. They offer to guide the ship to a hidden underwater cavern filled with treasure, but only if the crew can pass their underwater obstacle course.
  6. D10=6:A siren's song can be heard in the distance, drawing the players towards a rocky shore. Can they resist the temptation and avoid getting shipwrecked?
  7. D10=7:You come across a beached mermaid who has been injured by a harpoon. She begs for your help to remove it, but beware, for it may be a trick to lure you into the water where her friends are waiting to attack.
  8. D10=8:A group of dolphins accompanies the ship, playing and jumping in its wake. Suddenly, they disappear and the water turns a murky red. A pack of bloodthirsty sahuagin have replaced them, ready to attack the ship and its crew. The dolphins were just a clever disguise.
  9. D10=9:The characters hear a man praying to the sea. He is here to ask the sea to calm its waves.
  10. D10=10:A group of cursed pirates has been transformed into sea creatures and they must find a way to break the curse in order to return to their human forms. The party must help them retrieve cursed artifacts scattered across the sea in order to break the curse.

d100 = 2

  1. D10=1:The ship's cargo is too heavy and is sinking the ship. Can the party figure out a way to deal with a sinkhole if it appears?
  2. D10=2:An eerie, uninhabited lighthouse appears, home to a weary sea elf sage (
  3. D10=3:Bioluminescent plankton in the water create a glowing trail behind the ship.
  4. D10=4:The ship sails into a spooky graveyard of shipwrecks, where the skeletons of sailors still roam the decks. The players must solve the mystery of why these ships sank and lay the spirits to rest before their own ship meets the same fate.
  5. D10=5:On the shoreline, you find the skeletons of two men. They're dressed in long white robes with strange symbols on them. A small pouch near their feet contains a single silver coin with a strange symbol on it.
  6. D10=6:The Aurora Borealis is visible even at this southern latitude.
  7. D10=7:A group of merfolk scholars approaches the players, asking for their help in retrieving a lost artifact from a sunken temple. But the temple is guarded by powerful magical traps and undead guardians. Will the players be able to retrieve the artifact for the merfolk scholars and escape the temple alive?
  8. D10=8:A strange ship made entirely out of bones and draped in tattered sails comes into view, manned by a crew of skeletal pirates. They demand to see the ship's captain, offering a trade for a precious treasure in exchange for safe passage through their territory.
  9. D10=9:A giant sea serpent rises from the depths and swallows a small vessel whole. Will the crew be its next meal?
  10. D10=10:A band of friendly sea elves offer the crew a safe haven on their island, but they must first prove their worth through a series of challenges.

d100 = 3

  1. D10=1:A mysterious giant sea creature with a thick, black shell and glowing red eyes is spotted in the distance. Its intentions are unknown and the players must decide whether to avoid it or investigate further.
  2. D10=2:The crew spots a distant fishing boat, working to haul in its catch.
  3. D10=3:The crew notices a small whirlpool forming nearby, but it's not close enough to be a danger.
  4. D10=4:A giant squid attacks! It has tentacles and can be killed by cutting off its tentacles.
  5. D10=5:A giant octopus is spotted attacking a ship. The players must either help the ship's crew fight off the octopus or make a deal with the octopus to let the ship go in exchange for a valuable item.
  6. D10=6:The players stumble upon a mermaid who has been cursed to live on land. She begs the players to help her break the curse and return to the ocean. But the only way to break the curse is to find a powerful sea witch and convince her to undo the spell. Will the players be able to find the sea witch and complete her tasks in time?
  7. D10=7:A group of sea turtles are being hunted by a group of shark mercenaries. Will the players intervene and possibly make enemies of the powerful shark clan or will they let nature take its course?
  8. D10=8:You hear a loud thumping noise coming from the bottom of the ship. Investigating, you find a small, waterlogged chest with a cryptic message carved into its lid. It reads, "The key to the sea must be found before the tide turns, or all shall be lost." The players must decipher the message and find the key before the tide turns, or else they risk facing a powerful sea monster.
  9. D10=9:The ship passes an island where 2d6 harpies roost. The harpies sing their enchanting songs, attempting to draw sailors overboard to feast on.
  10. D10=10:As the party sails through a dense fog, they come across a ghost ship crewed by the vengeful spirits of sailors who were mutinied and left to die on the ship. Will the party help the spirits find peace or try to defeat them in battle?

d100 = 4

  1. D10=1:The players enter a dense, magical fog that causes strange and nonsensical illusions. They must navigate through the fog and decipher what is real and what is not in order to find the source of the fog and put a stop to it.
  2. D10=2:A group of friendly mermaids invite the players to their underwater kingdom, promising riches and magical treasures. But once they arrive, they discover that the mermaids are not what they seem and are actually vicious sirens. How will the players escape this dangerous underwater trap?
  3. D10=3:A sea hag approaches the ship, offering a deal in exchange for safe passage through her domain. But is there more to her deal than meets the eye?
  4. D10=4:A giant squid attacks the ship. Any ship that gets too close will be attacked until either the ship or the squid is destroyed.
  5. D10=5:A flock of seagulls fly overhead and then dive towards the ship, cackling madly as they do so. They then vanish.
  6. D10=6:The ship passes a small, uncharted island with a single, large tree.
  7. D10=7:While exploring a sunken ship, the players find a mysterious treasure map with cryptic clues that lead to an ancient merfolk burial ground. But the burial ground is guarded by an undead merfolk king who will not let anyone take the treasure. Can the players defeat the undead king and claim the ancient treasure?
  8. D10=8:One curious sea otter climbs aboard, investigates, and then returns to the water.
  9. D10=9:The party sees a strange ship anchored in the distance. It is flying no flag and has no crew. The only thing on deck is a strange creature with four legs, two arms, and a beak. It has a saddle, but no horse or other creature is in sight. The creature has a saddle and bridle, but it does not appear to be tamed or controlled.
  10. D10=10:A strange aroma permeates the air. The scent reminds you of something you can't quite identify.

d100 = 5

  1. D10=1:The distant sight of a massive ice berg serves as both awe-inspiring and a warning.
  2. D10=2:A group of sailors on vacation are visiting this island to relax and party with the local wildlife.
  3. D10=3:The players encounter a group of sea elves, who are embroiled in a heated dispute with a group of tritons. Both sides are asking for the players' help to settle the matter. Will they choose a side or try to come up with a peaceful solution?
  4. D10=4:A man is walking along the shore. He looks as if he is looking for something. He has been walking for many days and will continue walking until he finds what he is looking for or dies trying.
  5. D10=5:The ship passes a lone, floating buoy, bobbing gently in the waves.
  6. D10=6:A ship en route to a distant city has just lost its captain and needs help. A short, foul-tempered Dwarf is running things in his absence. If he's offered a share of the profits once the cargo is landed, he'll serve as captain for a voyage.
  7. D10=7:The crew encounters a pod of orcas swimming gracefully alongside the ship.
  8. D10=8:An old wreck is nearby. The ship is staggered by a fierce storm.
  9. D10=9:The players encounter a group of sirens who have been cursed with the inability to sing. They ask for the players' help in retrieving a magical conch shell that will break the curse, but they must also resist the sirens' tempting songs that try to distract them.
  10. D10=10:A beautiful mermaid approaches your ship, asking for help. Her tail has been caught in a net and she needs your assistance to free her. But beware, for the net was set by a group of deadly sirens.

d100 = 6

  1. D10=1:An elven ranger is riding an unearthly horse across the sea. She and her horse are being hunted by a large group of elves. She will ask the party to help her escape, so that she can continue her journey and complete her task of finding her people.
  2. D10=2:In the water ahead, an illusion of a large shark swims towards the ship and then attacks. The shark is actually made of magical force and has no physical form.
  3. D10=3:The ship hits a patch of enchanted fog that reveals a fleet of spectral viking longships crewed by 2d6 ghostly warriors, reliving their final battle.
  4. D10=4:A group of friendly sea giants offers to escort the party safely through dangerous waters in exchange for their assistance in retrieving a powerful weapon from a group of hostile sea creatures.
  5. D10=5:A group of friendly mermaids invite the players to their underwater kingdom, promising riches and magical treasures. But once they arrive, they discover that the mermaids are not what they seem and are actually vicious sirens. How will the players escape this dangerous underwater trap?
  6. D10=6:A powerful storm strikes, damaging the ship and washing the players onto a deserted island. As they explore the island, they find evidence of a long-lost civilization and must unravel its secrets to find a way back home.
  7. D10=7:Four flying snakes attack the ship but for some reason turn away after about 10 mins of combat.
  8. D10=8:A school of sharks swims lethargically, their fins barely stirring the water.
  9. D10=9:A school of bioluminescent jellyfish, numbering 2d10, drifts close to the ship, each capable of delivering a paralyzing shock to anyone coming in contact with them.
  10. D10=10:A siren appears on the ship, using her hypnotic voice to lure unsuspecting victims to their deaths. The party must resist the siren's call and potentially even come up with a way to outsmart her.

d100 = 7

  1. D10=1:The sea broils around the party's vessel as a massive 3d4 tentacles rise from the depths, belonging to a titanic Kraken. The creature’s roar fills the air, and it aims to drag the ship into the depths.
  2. D10=2:A shipwrecked sailor begs the players for help in finding his missing crewmates who were taken by a group of merrow, evil mermaid-like creatures with a taste for human flesh. The players must navigate through treacherous underwater cliffs to find the merrow's lair and rescue the crewmates before it's too late.
  3. D10=3:A strange and powerful storm suddenly appears, threatening to sink the party's ship. However, the storm is actually a magical being known as a storm elemental who is seeking worthy sailors to challenge its power and wit. The party must navigate through the treacherous storm while facing the elemental's tests and challenges.
  4. D10=4:A huge sea creature attacks! It's large tentacles are covered with suction cups and it has a large beak that can peck! It's mouth also contains sharp teeth!
  5. D10=5:The ship passes a group of playful dolphins, leaping out of the water and racing alongside them.
  6. D10=6:A group of pirates attacks the ship, demanding all its treasure. This group is actually a group of thieves and not pirates.
  7. D10=7:The horizon suddenly reveals mountainous waves, deterring the ship’s path.
  8. D10=8:A ship, flying an arm of a kingdom in the south flies the flag of a friendly kingdom. It is on a mission to find an item of great importance that is thought to be on the bottom of a nearby lake. If the party comes forward with information, they will be richly rewarded.
  9. D10=9:The ship encounters a mysterious floating market of 2d4 merchant tritons selling enchanted artifacts and rare ingredients from the ocean depths.
  10. D10=10:The ship comes across a massive floating island composed entirely of kelp and coral, home to 5d6 sea sprites and hidden wonders.

d100 = 8

  1. D10=1:The party encounters a group of friendly sea witches who offer to grant them magical abilities in exchange for completing a ritual that requires them to sacrifice a rare and powerful sea creature. The party must decide if the trade-off is worth it.
  2. D10=2:A giant manta ray glides silently beneath the ship.
  3. D10=3:Strange lights are seen underwater, but their source remains mysterious.
  4. D10=4:A large storm approaches the ship, but instead of thunder and lightning, the storm is made up of flying sea creatures such as giant seagulls, flying fish, and even a giant manta ray. The party must find a way to survive the storm without harming the peaceful creatures.
  5. D10=5:A powerful sea hag offers to grant one wish to the party in exchange for a rare ingredient found only in the stomach of a giant sea turtle. Will the party accept her offer or try to defeat her in battle?
  6. D10=6:A large, floating, luminescent jellyfish swarm (3d
  7. D10=7:A mysterious ship appears out of nowhere and starts ramming into the players' ship, causing chaos and confusion among the crew.
  8. D10=8:A group of mermen attack the ship. They want to take over the ship so they can escape from their undersea kingdom.
  9. D10=9:Waterspouts spin across the sea, and within them, appear swirling bands of 2d8 harpies riding the currents, using the chaos to launch attacks.
  10. D10=10:The ship passes a large, floating clump of seaweed that the crew can collect for food or other uses.

d100 = 9

  1. D10=1:The crew finds a floating fisherman’s net, empty but in good condition.
  2. D10=2:A group of sea elves offer to help the party navigate treacherous waters in exchange for their help in retrieving a powerful artifact from a nearby underwater volcano.
  3. D10=3:A pirate ship approaches and attacks! This is a trap set by Captain Blackbeard, who is hiding nearby with his crew waiting for ships to be attacked by pirates so they can loot them without resistance.
  4. D10=4:Sailing through murky waters, the ship suddenly becomes entangled in a field of 2d4 giant, razor-sharp kelp, each tendril strong enough to damage the hull.
  5. D10=5:A group of 2d4 men are standing on the deck of the ship. They are wearing ragged clothing and they look hungry and tired. If players feed them, they will tell the players that they encountered a group of goblins who attacked their village and stole all their possessions. They will ask the party to help them get revenge on the goblins.
  6. D10=6:A storm strikes suddenly and the players are forced to seek shelter on a deserted island. But the island is not as deserted as it seems, as they must face the island's inhabitants who have trapped them for their own sinister purposes.
  7. D10=7:The party comes across a sunken city in the depths of the ocean, inhabited by a race of intelligent and magical underwater creatures known as the Merfolk. They welcome the party with open arms, but only for a short time, as their land is slowly being destroyed by a powerful sea dragon. The Merfolk ask for the party's help in defeating the dragon and saving their city.
  8. D10=8:The sound of drums can be heard coming from a nearby island. As you get closer, you see a tribe of merfolk celebrating around a bonfire.
  9. D10=9:The ship passes a buoy marking an underwater hazard, bobbing gently in the waves.
  10. D10=10:A giant sea turtle appears, floating calmly on the surface. As they get closer, they realize there is an entire civilization living on the turtle's back. The turtle is also being chased by a group of hunters, and the players must decide if they want to help save the turtle or let it become a trophy for the hunters.

d100 = 10

  1. D10=1:The players spot a mysterious ghost ship sailing towards them, its crew long dead but still sailing the seas. Will they try to communicate with the spirits or avoid them at all costs?
  2. D10=2:A solitary, cracked seashell drifts into a sailor’s hand.
  3. D10=3:A brief rain shower cools the air and provides fresh water for the crew.
  4. D10=4:A mysterious fog surrounds the players' ship, and when it clears, they find themselves in the middle of a massive coral labyrinth. Inside, they must navigate through puzzles and traps to find a legendary sea deity who will grant them a powerful blessing.
  5. D10=5:A group of friendly merfolk invites the players to a grand underwater feast. But as the players start eating, they realize that they have been tricked and the food is actually a powerful hallucinogen. The players must navigate through the strange hallucinations to find their way back to the surface.
  6. D10=6:The sea churns violently, erupting as a pack of 3d6 hungry aquatic hydras attacks, each jagged head snapping at the crew, seeking to drag prey into the depths.
  7. D10=7:A sailor catches a sizeable fish, lifting spirits amid a long voyage.
  8. D10=8:A pirate ship approaches and attacks! This is a trap set by Captain Crimson, who is hiding nearby with his crew waiting for ships to be attacked by pirates so they can loot them without resistance.
  9. D10=9:A pirate ship, complete with Jolly Roger, sails by.
  10. D10=10:As the party rests on their ship during a calm sea, a giant water elemental suddenly engulfs their ship, carrying it to the depths of the ocean. The elemental is a protector of a powerful artifact that was stolen from its sacred temple. The party must either return the artifact or find a way to defeat the elemental and escape with their ship.

d100 = 11

  1. D10=1:A group of ghost pirates attack the ship, trying to reclaim their lost treasure. However, they can only be defeated by using a special enchanted weapon found in a nearby shipwreck.
  2. D10=2:A mysterious fog suddenly appears, engulfing the party's ship. It is controlled by a sea witch who is searching for a rare and powerful ingredient for her potion. She will offer to lead the party to a hidden underwater cave where the ingredient can be found. In return, she demands a favor that may not be as simple as it seems.
  3. D10=3:The crew finds a floating piece of driftwood carved with strange symbols.
  4. D10=4:The party encounters a group of cursed pirates who have been transformed into undead skeletons by a powerful necromancer. The pirates plead for the party’s help in breaking the curse and putting them to rest.
  5. D10=5:The players come across a ship that appears to be abandoned, but upon closer inspection, they realize it is actually crewed by ghosts. These spirits are seeking help to avenge their captain, who was betrayed and murdered by his own crew.
  6. D10=6:A group of traveling merchants have set up shop at the edge of the beach. They are selling rare mystical items - but they are expensive!
  7. D10=7:A giant octopus attacks the ship with long, thin tentacles that are only 2" thick but tens of miles long.
  8. D10=8:The party sees a large, dark cloud in the distance. As they approach, they discover that it is a large flight of bats that is heading south. They decide to follow the bats to see where they're going. Not long after, they discover a large village of dark elf in a canyon on the side of a rocky mountain. The party has to figure out how to get inside the village and how to escape with the ranger, since she has promised to help them if they help her.
  9. D10=9:A group of mermen attack the ship, demanding that the humans leave their territory. The mermen are not hostile, but will fight to defend their waters.
  10. D10=10:Crew spots phosphorescent fish glowing just below the surface.

d100 = 12

  1. D10=1:The ship passes a group of sea turtles basking on a small, rocky outcrop.
  2. D10=2:A group of pirates sees the players on land and attack them. They are carrying a valuable artifact that they stole from a temple.
  3. D10=3:The ship enters a foreign, deeper part of the ocean, where a group of 2d6 froghemoths lay waiting, their powerful tongues snapping out to snare prey.
  4. D10=4:While exploring a deserted island, the players come across a group of stranded sailors who have resorted to cannibalism to survive. Do they try to help the sailors or get as far away from them as possible?
  5. D10=5:A sea hag, disguised as a beautiful mermaid, approaches the party's ship, offering to guide them to a hidden island known for its riches. However, once the party reaches the island, they discover it is actually a cursed place filled with dangerous traps and creatures. The hag reveals her true form and demands the party's lives as payment for bringing them to her meal.
  6. D10=6:The ship encounters a group of playful otters floating on their backs.
  7. D10=7:A large, floating, luminescent jellyfish swarm (3d
  8. D10=8:The ocean turns dark and begins to churn. A giant sea serpent appears. It attacks the ship.
  9. D10=9:A mysterious fog surrounds the players' ship, and when it clears, they find themselves in the middle of a massive coral labyrinth. Inside, they must navigate through puzzles and traps to find a legendary sea deity who will grant them a powerful blessing.
  10. D10=10:You spot a tiny island with a single tree in the middle of an otherwise open sea. Upon closer inspection, you realize it is actually a giant turtle. Will you explore its back or leave it be?

d100 = 13

  1. D10=1:The players spot a group of merfolk engaged in a grand tournament, testing their speed, strength, and agility. Will they be invited to compete or will they be seen as outsiders?
  2. D10=2:A dragon turtle is sleeping nearby. Its shell is a steel-shod fortress.
  3. D10=3:1d10 men attack on board their ship. They are armed with swords and axes and will fight to the death.
  4. D10=4:A gentle school of dolphins plays in the distance, providing a morale boost to the crew.
  5. D10=5:A merchant ship approaches your ship and requests permission to board. As soon as they do, they begin looting your ship and throwing valuable items overboard. They will not respond to any of your questions or commands.
  6. D10=6:A group of friendly dolphins start playing around the ship, seemingly trying to communicate with the players. Suddenly, a giant kraken appears and starts attacking the ship. Will the players be able to defeat the kraken with the help of their new dolphin allies?
  7. D10=7:The ship is attacked by a group of mer-mer-mer maidens. They are beautiful women with the heads of fish, but the arms and legs of women. They carry spears and shields.
  8. D10=8:You stumble upon a shipwreck with a mysterious survivor. The survivor claims to have been stranded on the island for years and offers to guide the party to a hidden treasure in return for their help in escaping the island.
  9. D10=9:A band of friendly sea elves offer the crew a safe haven on their island, but they must first prove their worth through a series of challenges.
  10. D10=10:The crew catches sight of a golden sunrise that warms their spirits.

d100 = 14

  1. D10=1:A group of fishermen are frying up some fish they just caught. They are willing to share their bounty with the players. The fishermen are worried about a storm that is coming.
  2. D10=2:1d10 men attack on board their ship. They are armed with swords and axes and will fight to the death.
  3. D10=3:A storm hits and washes overboard a sack of gems that spills into the ocean when it is dropped by a sailor trying to keep his balance. The players must find and retrieve as many gems as possible before they are lost beneath the waves.
  4. D10=4:A sudden change in water temperature and color signals the players that they have entered into a mystical, otherworldly realm. They must navigate this strange and beautiful place while also being on the lookout for danger. What secrets will they uncover in this unknown sea?
  5. D10=5:The crew spots a small, isolated coral atoll with brightly colored corals and fish.
  6. D10=6:Maybe the party sees a large pirate ship in the distance, but a short time later, it disappears out at sea, leaving only ripples in the water. An invisible creature is prowling the waters for prey (an invisible shark).
  7. D10=7:A ship approaches, and the captain asks if they need a ride. He doesn't want to get involved in local politics.
  8. D10=8:The ship sails towards a mysterious sea gate, said to lead to other planes of existence. Will the crew dare to enter?
  9. D10=9:A dragon turtle is sleeping nearby. Its shell is a steel-shod fortress.
  10. D10=10:A massive whirlpool appears in the distance. As the ship gets closer, the whirlpool seems to be alive and is sucking in everything around it. The ship must navigate carefully to avoid being pulled in.

d100 = 15

  1. D10=1:The ship is attacked by a giant octopus which is also a very rare creature indeed.
  2. D10=2:A thick fog engulfs the players' ship, making it difficult to see anything. Suddenly, they hear a loud thud and realize that they have collided with another ship. But when they look around, they see that the other ship is actually a ghost ship, crewed by the restless spirits of pirates who died at sea. Can the players help set their spirits free and put their souls to rest?
  3. D10=3:A mysterious island is discovered, covered in thick fog. The players must navigate the treacherous terrain and solve puzzles to uncover the island's secrets and find the hidden treasures within.
  4. D10=4:A giant sea monster is sleeping below the surface. It's covered in barnacles.
  5. D10=5:The ship sails through an area with a noticeable increase in seaweed and floating debris.
  6. D10=6:The sea ahead is blocked by a giant squid blocking the path. It is as big as a giant!
  7. D10=7:A giant squid attacks the ship. It has been feeding on the bodies of dead sailors from other ships that have been attacked in this area. It has grown huge on their corpses and is now attacking other ships itself in an attempt to get more food to eat.
  8. D10=8:A stormy looking sky with angry looking clouds rapidly forms, but then passes over without producing any rain or thunder or lightning.
  9. D10=9:A rainbow appears, arching beautifully over the sea.
  10. D10=10:A rogue wave breaks over the side of the ship and drenches the crew.

d100 = 16

  1. D10=1:As the players sail towards a distant island, they spot a giant turtle swimming alongside the ship. Will they attempt to hitch a ride on the slow-moving creature or will they continue their journey on their own?
  2. D10=2:The crew spots a whale spouting water in the distance.
  3. D10=3:The players encounter a group of friendly talking octopi, who are in the midst of a heated debate about which color is the best: red or blue. They ask the players to be the tiebreaker and make their case for their preferred color. The players' decision will have lasting consequences on the octopi's society.
  4. D10=4:A vast expanse of red algae makes the water ominously colored.
  5. D10=5:A sudden storm rolls in, pushing the ship into the hunting grounds of a pod of 2d6 killer whales. These cunning creatures attempt to capsize the vessel, aiming to feast on anyone who falls overboard.
  6. D10=6:The players encounter a pod of sentient dolphins who offer to guide them to a hidden underwater cave filled with valuable treasures. But the dolphins have a mischievous streak and may lead the players astray. Can the players outwit the dolphins and find the cave?
  7. D10=7:As the ship sails through a coral reef, the players notice a sunken ship filled with treasure. But the reef is home to a giant guardian sea monster who will not let anyone near the treasure. Can the players defeat the monster and claim the treasure?
  8. D10=8:An inquisitive 1d10 giant squids rise from the abyss, attracted by the ship’s vibrations. Their massive eyes and grasping arms make them formidable foes.
  9. D10=9:The ship encounters a patch of particularly clear water, offering a glimpse of the seabed below.
  10. D10=10:A group of sirens approaches the party's ship, their mesmerizing songs luring the sailors towards the rocky shores. The party must resist the alluring enchantment or find a way to silence the sirens' deadly songs.

d100 = 17

  1. D10=1:The sea churns violently, erupting as a pack of 3d6 hungry aquatic hydras attacks, each jagged head snapping at the crew, seeking to drag prey into the depths.
  2. D10=2:The faint outline of a ghost ship appears on the edge of the fog.
  3. D10=3:The party comes across a group of stranded sailors on a deserted island. However, the island is also home to a colony of hostile aquatic creatures who see the sailors as their next meal. Will the party help the sailors escape or leave them to fend for themselves?
  4. D10=4:A ship approaches, and the captain asks if they need a ride. He doesn't want to get involved in local politics.
  5. D10=5:A ship approaches the party ship out to sea. The captain is a half-elf. His ship is carrying wine. The captain will ask for a barrel of water for his ship in exchange for a barrel of wine, which he sells cheaply. If the players accept, the captain gives them a barrel of exquisite wine. If they refuse, he will sail away and attack the party.
  6. D10=6:The party hears a haunting melody performed by a pod of 2d8 singing dolphins who seem to be guiding the ship toward an uncharted island.
  7. D10=7:The ship sails through a dense fog, causing the players to lose their bearings. When the fog clears, they find themselves in a different time and place. How will they navigate through this strange and unfamiliar world?
  8. D10=8:A strange group of people are seen on an island. They are in strange clothing, and they are not from the region.
  9. D10=9:A group of playful dolphins begins following the players' ship, frolicking in the waves and jumping high into the air. Suddenly, a larger, aggressive dolphin appears and begins attacking the players' ship. The playful dolphins turn out to be magical dolphins who are trying to protect the players from the aggressive one. Can the players communicate with the magical dolphins to find out why the aggressive one is attacking?
  10. D10=10:A ship sailing the ocean is captained by a gnome who has a peg leg. The gnome is an elderly man who has a long, white beard. He's not really interested in talking to anyone who approaches him. His ship is holding a bunch of prisoners from different races. The prisoners are working together as one big unit to try and escape. The gnome has been promising them freedom for years now, but keeps forgetting about it.

d100 = 18

  1. D10=1:A small pod of dolphins swims alongside the vessel, leaping out of the water playfully.
  2. D10=2:The players see a small island in the distance. As they draw closer, they notice that it is moving. It is actually a giant turtle with an entire civilization living on its back.
  3. D10=3:The cry of a lone sea bird breaks the silence.
  4. D10=4:The party comes across either an entire fleet of pirate ships or just one large pirate ship. For simplicity's sake, assume that this pirate ship has 10 other pirate ships accompanying it.
  5. D10=5:The ship is attacked by a group of mer-mer-mer maidens. They are beautiful women with the heads of fish, but the arms and legs of women. They carry swords and shields.
  6. D10=6:An old fishing boat appears abandoned, floating without a crew.
  7. D10=7:The party sees a strange ship anchored in the distance. It is flying no flag and has no crew. A strange creature is on deck. It has four legs, two arms, and a beak.
  8. D10=8:The ship is attacked by a small band of angry mermen who are upset that humans are trespassing on their territory.
  9. D10=9:A massive waterspout forms, then crashes down into the sea again, causing a massive wave that could damage the ship if it hits it.
  10. D10=10:A siren's song can be heard in the distance, drawing the players towards a rocky shore. Can they resist the temptation and avoid getting shipwrecked?

d100 = 19

  1. D10=1:A morning fog reveals an ancient, seaweed-covered statue rising from the seabed. Guarding this relic are 2d4 merrow, hostile and territorial, attacking anyone who threatens their domain.
  2. D10=2:Surrounded by towering icebergs, the crew encounters a family of 2d6 frost giants fishing for leviathans, who react unpredictably to strangers.
  3. D10=3:A werewolf howls from atop the mast.
  4. D10=4:A large, black bird with red eyes lands on the ship. It is a death omen.
  5. D10=5:You stumble upon a shipwreck with a mysterious survivor. The survivor claims to have been stranded on the island for years and offers to guide the party to a hidden treasure in return for their help in escaping the island.
  6. D10=6:A mermaid princess approaches the party's ship, begging for their help. Her father, the king of the merfolk, has been captured by a group of sea witches who are using his powers to summon powerful sea monsters. The princess offers to guide the party to the sea witches' lair in exchange for their help in saving her father.
  7. D10=7:A young seal pup follows the players and begs for their help in finding its lost mother. Will the players brave the dangers of the sea to reunite the pup with its family?
  8. D10=8:A massive underwater volcano erupts, creating dangerous tidal waves and threatening nearby islands and coastal towns. The party must find a way to stop the eruption before it causes widespread destruction.
  9. D10=9:A group of sea gypsies approach the party, offering to tell their fortunes in exchange for a few of their possessions. But as the party listens to their fortunes, they realize the gypsies may know more about their past and future than they let on.
  10. D10=10:A tranquil island appears inviting, but once ashore, the crew finds themselves surrounded by 1d6 ambush drakes, trained by a band of hidden pirates lurking nearby.

d100 = 20

  1. D10=1:The ship passes by a long cloud of mist. When it gets close enough to the mist, there are huge tentacles that grab at the ship and tear off a piece of the mast! Some crewmen are stuck in the tentacles and they are being dragged into the water!
  2. D10=2:A message in a bottle is discovered, floating in the water. It contains a map to a buried treasure, but where does it lead and who else is searching for it?
  3. D10=3:The ship passes a large, submerged rock, barely visible beneath the surface.
  4. D10=4:A giant thunderstorm, complete with lightning strikes, erupts while the players are at sea. They must find a way to weather the storm and avoid getting struck.
  5. D10=5:As the ship approaches a seemingly deserted island, the party discovers it is actually a floating market run by a group of intelligent giant crabs. They sell unique and rare items from all over the seas and even offer a few side quests for the party to complete in exchange for valuable treasures.
  6. D10=6:On the shoreline, you find the skeletons of two men. They're dressed in long white robes with strange symbols on them. A small pouch near their feet contains a single silver coin with a strange symbol on it.
  7. D10=7:A giant octopus emerges from the water, its tentacles reaching up towards the ship. It seems to be pleading for help, but in reality, it is luring unsuspecting sailors to their doom. As soon as someone tries to help, the octopus reveals its true nature and attacks.
  8. D10=8:The players see a small island in the distance. As they draw closer, they notice that it is moving. It is actually a giant turtle with an entire civilization living on its back.
  9. D10=9:The players are lured to a hidden cove by a siren who promises them a hidden treasure in exchange for their help in breaking a curse that has bound her to a group of merfolk. But the hidden treasure turns out to be a cursed stone that, when removed from the cove, unleashes a powerful storm that threatens to sink the players' ship. Can they find a way to break the curse and escape the storm?
  10. D10=10:A large, magical barrier appears in the middle of the ocean, blocking the way forward. The only way to break the barrier is to solve a riddle that tests the party's knowledge and intelligence.

d100 = 21

  1. D10=1:A storm strikes suddenly and the players are forced to seek shelter on a deserted island. But the island is not as deserted as it seems, as they must face the island's inhabitants who have trapped them for their own sinister purposes.
  2. D10=2:The ship enters a foreign, deeper part of the ocean, where a group of 2d6 froghemoths lay waiting, their powerful tongues snapping out to snare prey.
  3. D10=3:The players come across a ship that appears to be abandoned, but upon closer inspection, they realize it is actually crewed by ghosts. These spirits are seeking help to avenge their captain, who was betrayed and murdered by his own crew.
  4. D10=4:The players come across a group of cursed sailors who are stuck in the bodies of sea creatures. They beg the players to find a way to break the curse and return them to their human form.
  5. D10=5:The crew spots a dangerous-looking reef just beneath the surface of the water.
  6. D10=6:The waters suddenly turn red with blood as a massive battle between two rival pirate ships breaks out. The players can choose to join in the fight, stay neutral, or even take advantage of the chaos to loot both ships.
  7. D10=7:A mermaid princess approaches the party's ship, begging for their help. Her father, the king of the merfolk, has been captured by a group of sea witches who are using his powers to summon powerful sea monsters. The princess offers to guide the party to the sea witches' lair in exchange for their help in saving her father.
  8. D10=8:As the party rests on their ship during a calm sea, a giant water elemental suddenly engulfs their ship, carrying it to the depths of the ocean. The elemental is a protector of a powerful artifact that was stolen from its sacred temple. The party must either return the artifact or find a way to defeat the elemental and escape with their ship.
  9. D10=9:A large bird with a large crest flies overhead. The bird looks like an eagle. The bird is carrying a large, red gem in its talons. The bird flies away and disappears over the horizon.
  10. D10=10:A group of harpies attack the ship, their haunting songs causing the crew to fall into a deep sleep. When the players wake up, they find themselves stranded on a mysterious island, surrounded by ruins of an ancient civilization. But as they explore, they realize that the island is home to a powerful sorceress who plans on using the players as sacrifices in a dark ritual. Can the players escape this peril and defeat the sorceress?

d100 = 22

  1. D10=1:The players come upon a shipwreck and find a lone survivor, a young girl who had been traveling with her merchant father. She begs the players to help her find her father and bring him back to her. But the shipwreck is not as deserted as it seems and dark secrets lurk within its depths.
  2. D10=2:A group of underwater mermaid dancers surround the players' ship, putting on a beautiful performance. But as they watch in wonder, they start to feel a tingling sensation on their skin and realize that the dancers are actually using their hypnotic powers to lure them into the depths of the sea. Can the players resist the enchantment and escape before it's too late?
  3. D10=3:A group of merfolk are riding on the backs of giant sea turtles that are attacking the ship with their flippers and snapping beaks.
  4. D10=4:The ship passes a drift of pumice stone from a distant volcanic eruption.
  5. D10=5:A merchant ship with a cargo of spices and rare woods from faraway lands passes close by the shore, and then starts to drift out to sea because its anchor has been stolen by a giant octopus hiding under the water just off the shore! If players rescue the merchant captain and his crew, he will offer them a large reward for saving them and his cargo.
  6. D10=6:A group of sirens attempt to lure the party off their ship and into the ocean. Will the party fall for their enchanting songs or be able to resist their seductive powers?
  7. D10=7:A merfolk approaches the ship and asks for passage to a nearby port. If the players allow it, the merfolk will tell them about a nearby island where there is hidden treasure.
  8. D10=8:The vessel encounters a group of sea lions lounging on a rocky outcrop.
  9. D10=9:The ship sails into a dense fog, and the crew starts to hear eerie whispers and voices. They are the spirits of drowned sailors, seeking revenge on the living.
  10. D10=10:As the players sail towards a distant island, they spot a giant turtle swimming alongside the ship. Will they attempt to hitch a ride on the slow-moving creature or will they continue their journey on their own?

d100 = 23

  1. D10=1:A giant whale attacks the ship. It is actually a giant octopus in disguise.
  2. D10=2:A band of friendly sea elves offer the crew a safe haven on their island, but they must first prove their worth through a series of challenges.
  3. D10=3:The players see a strange creature in the water. It looks like some kind of humanoid fish that is as big as a garbage can. It has a shark's head, webbed fingers, a knife and diving gear. The water is too deep for him to dive down and kill it, but if someone shoots it in the head, it will sink to the bottom of the sea
  4. D10=4:A mysterious island appears in the distance, surrounded by a thick, mystical fog. As the players approach, they can hear haunting whispers and see shadows moving within the fog. Will they explore the island or avoid it altogether?
  5. D10=5:As the party sails through a dense fog, they come across a ghost ship crewed by the vengeful spirits of sailors who were mutinied and left to die on the ship. Will the party help the spirits find peace or try to defeat them in battle?
  6. D10=6:A giant whirlwind of seagulls and seashells overtakes the ship, piloting it towards a mysterious island. If the party doesn’t find a way to break the spell, they will be stuck on the island forever.
  7. D10=7:A group of 2d6+2 pirates approach the party, and they want to hire them for a raid on an elven city. They also have several prisoners that they want rescued from the elven city.
  8. D10=8:A group of pirates attack the party’s ship, led by a notorious captain who is actually a shape-shifting kraken in disguise. Can the party defeat the kraken and its crew?
  9. D10=9:An old woman is walking along the beach, looking for shells. She is lost, and doesn't know how to get back home.
  10. D10=10:A flying ship flies past, just off your port side. It has sails and a cabin, but no oars or other visible means of propulsion.

d100 = 24

  1. D10=1:A sea hag offers to guide the players to a hidden underwater city, filled with treasure. But she requires a hefty payment in return. Will the players trust her and pay the price?
  2. D10=2:A merfolk approaches the ship and asks for passage to a nearby port. If the players allow it, the merfolk will tell them about a nearby island where there is hidden treasure.
  3. D10=3:A beautifully carved piece of driftwood washes onto the deck.
  4. D10=4:A group of lost sailors appear, begging for help in defeating the sea monster that has been terrorizing their ship. Will the players join forces with the sailors or will they be cautious of the sailors' true intentions?
  5. D10=5:A ship flying a yellow flag with a black dragon's head on it is spotted on the horizon. As it draws near, it can be seen that it is a ship of the Black Dragon Cult. The ship approaches the party's ship, hails them and then offers to transport them to their destination if they wish.
  6. D10=6:A flooded underwater temple appears, guarded by powerful sea creatures and filled with ancient relics and treasures. Will the players dare to enter and face the dangers within?
  7. D10=7:You see two mermaids sitting on a rock, singing a hauntingly beautiful tune that captivates the crew. They must resist the temptation to jump into the sea and swim towards the mermaids or they risk being lured to their deaths.
  8. D10=8:The ship's cargo is too heavy and is sinking the ship. Can the party figure out a way to deal with a sinkhole if it appears?
  9. D10=9:A group of 2d4 men are standing on the deck of the ship. They are wearing ragged clothing and they look hungry and tired. If players feed them, they will tell the players that they encountered a group of goblins who attacked their village and stole all their possessions. They will ask the party to help them get revenge on the goblins.
  10. D10=10:A giant whirlpool appears in the ocean, sucking in everything in its path. The party must work together to control the ship and navigate their way out of the whirlpool before it’s too late.

d100 = 25

  1. D10=1:A warm current brings a pleasant change in water temperature.
  2. D10=2:The ship sails into a spooky graveyard of shipwrecks, where the skeletons of sailors still roam the decks. The players must solve the mystery of why these ships sank and lay the spirits to rest before their own ship meets the same fate.
  3. D10=3:A giant sea turtle appears, floating calmly on the surface. As they get closer, they realize there is an entire civilization living on the turtle's back. The turtle is also being chased by a group of hunters, and the players must decide if they want to help save the turtle or let it become a trophy for the hunters.
  4. D10=4:A message in a bottle is discovered, floating in the water. It contains a map to a buried treasure, but where does it lead and who else is searching for it?
  5. D10=5:The crew watches as a large school of tuna swims by.
  6. D10=6:The ship sails into a mysterious fog and when it clears, the players find themselves in a different world. They are transported to the underwater kingdom of the merfolk who have their own set of rules and customs. The players must navigate this new world and earn the trust of the merfolk before they can leave.
  7. D10=7:A ship flies the flag of an infamous kingdom from the far south. It is feared for its cruel ways, and home to barbarians and sailors who have lost their code of honor for profit. It has a reputation for raiding and stealing. It is flying towards the kingdom that flies the flag of a friendly kingdom in search of the location of the item thought to be on the bottom of a nearby lake.
  8. D10=8:The vessel sails through a patch of calm, glassy water.
  9. D10=9:There are nine sharks circling your ship and are going to attack it.
  10. D10=10:A siren's song can be heard in the distance, drawing the players towards a rocky shore. Can they resist the temptation and avoid getting shipwrecked?

d100 = 26

  1. D10=1:Crew members notice a strange, bioluminescent glow in the water at night.
  2. D10=2:The party discovers a sunken city inhabited by a race of fish-like creatures who are eager to trade with the surface world. However, the city is also plagued by a powerful sea monster that the party must defeat in order to secure trade with the city.
  3. D10=3:A group of pirates are repairing their ship. If attacked, they will fight.
  4. D10=4:The ship is attacked by a group of giant crabs, who seem to be under the control of a sea hag. It's up to the players to defeat the crabs and find a way to break the sea hag's hold on them.
  5. D10=5:As the party sails through a dense fog, they suddenly become lost in the Sea of Lost Souls, a place where the spirits of drowned sailors roam. The party must navigate through the fog while avoiding the vengeful and ethereal creatures. They may also encounter a friendly ghost ship, but can they trust its intentions?
  6. D10=6:The players encounter a group of merfolk who are searching for the lost city of Atlantis. They believe that the city holds a powerful artifact that can restore peace to their kingdom. But as they delve deeper into the city, they discover that it is guarded by powerful magical creatures and traps. Can the players help the merfolk retrieve the artifact?
  7. D10=7:Over the side of the ship, the players see a group of strange, fish-like creatures swimming under their ship. They are not attacking, but they are watching the players carefully. These are merfolk who are curious about the players and what they are doing in the area.
  8. D10=8:The ship encounters a sea turtle, lazily swimming near the surface.
  9. D10=9:A group of sailors is out looking for new trade routes to avoid pirates and other dangers at sea. They will offer to take you to a new trade route if you help them find a new island to trade with that's safer than the one they're on now. They will give you a magic item if you help them find a new trade route that's safer than where they are now.
  10. D10=10:The party comes across a group of friendly sea nymphs who have lost their home due to pollution and overfishing. They ask the party to help them clean up the oceans and stop the humans from harming their underwater kingdom.

d100 = 27

  1. D10=1:The ship is suddenly becalmed in an area of the sea known for its stillness. As the players wait for the wind to pick up, they start to hear strange whispering voices and see shadowy figures moving just beneath the surface of the water. Can they escape this cursed place?
  2. D10=2:A curious seal pops its head out of the water to observe the ship.
  3. D10=3:The ship crosses into the territory of a 3d6 swarm of carnivorous piranhas, the water around the vessel turning into a churning mass of teeth and hunger.
  4. D10=4:The crew spots a distant monastery on a cliff.
  5. D10=5:A glittering treasure lies within a coral reef guarded by 2d8 vigilant reef sharks allied with a cunning sea hag who commands them to protect her hoard.
  6. D10=6:A group of adventurers from a rival ship challenges the players to a friendly competition. Will the players accept the challenge and prove their skills?
  7. D10=7:The party sees an empty ship floating in the water. They decide to investigate and find two large kraken fighting! They decide to help the kraken so that will fight each other, allowing the party to explore the ship and raid it for treasure.
  8. D10=8:Floating in the water, the players find a message in a bottle- a treasure map that leads to a hidden island filled with riches.
  9. D10=9:The ship passes through a field of seaweed, until they realize it’s actually a giant mimic disguised as plant life. Can they defeat this clever and dangerous creature?
  10. D10=10:A powerful water elemental has taken over a nearby island, causing all water sources on the island to become contaminated and dangerous. The players must find a way to defeat the elemental and restore balance to the island.

d100 = 28

  1. D10=1:A gentle school of dolphins plays in the distance, providing a morale boost to the crew.
  2. D10=2:A majestic sea eagle circles the ship, scanning for fish.
  3. D10=3:A giant octopus suddenly wraps its tentacles around the ship, trying to drag it into the depths of the sea. The party must find a way to fend off the octopus and potentially even make a deal with it to release the ship.
  4. D10=4:A giant sea serpent approaches the players' ship, demanding a sacrifice to appease it. But as the players prepare to fight, they realize the serpent's true intentions and must make a difficult choice: sacrifice one of their companions or find a way to appease the serpent without harming anyone.
  5. D10=5:A pod of orcas hunting for seals is spotted.
  6. D10=6:The party comes across a giant floating jellyfish who has been wounded by a group of hunters. The jellyfish is the protector of a hidden magical island, and it asks the party to retrieve a magical herb that can heal its wounds and protect the island from further harm.
  7. D10=7:An enormous tidal wave washes 1d8 aboleths onto the deck, each dripping with dangerous telepathic abilities and intent to enslave minds.
  8. D10=8:A pod of narwhals surfaces, their tusks slicing through the calm sea.
  9. D10=9:1d10 pirates attack. They attack with cutlasses and pistols.
  10. D10=10:The sight of dolphins playing lifts the crew’s spirits.

d100 = 29

  1. D10=1:A group of dolphins swim alongside the ship, seemingly trying to communicate with the players. Upon closer inspection, the players realize that the dolphins are actually trying to lead them to a sunken ship full of treasure. However, the ship is also guarded by a powerful sea creature. Can the players retrieve the treasure and defeat the guardian?
  2. D10=2:The crew notices a small whirlpool forming nearby, but it's not close enough to be a danger.
  3. D10=3:The crew spots a distant whale breaching the surface with a spectacular display.
  4. D10=4:Bioluminescent plankton in the water create a glowing trail behind the ship.
  5. D10=5:A large flock of seagulls attacks!
  6. D10=6:A mysterious sea deity arises from the depths of the sea and demands a sacrifice from the party. They must decide whether to surrender a crew member or find a different way to appease the deity.
  7. D10=7:The players stumble upon a group of kraken worshippers who are planning to summon their deity to wreak havoc on nearby coastal towns. The players must stop the ritual before it is too late, but they must also deal with the kraken cultists who are willing to defend their beliefs to the death.
  8. D10=8:A vast expanse of red algae makes the water ominously colored.
  9. D10=9:The ship sails into a strange fog that seems to manipulate time and space. The players suddenly find themselves transported to different eras and must complete tasks in each time period to return to their own time. But they must be careful not to alter the course of history.
  10. D10=10:The pirate, named Barrels, will approach the players. Barrels and his men are starving and the crew of the ship was unable to gather any food for them and he will offer the party food, water, and other conveniences if they help his crew.

d100 = 30

  1. D10=1:A group of friendly dolphins greet the players and lead them to a sunken ship. Inside, the players find a secret treasure room full of rare and valuable items, as well as a cursed necklace that turns the wearer into a mermaid/merman. Will they take the risk and wear the necklace, or leave it behind?
  2. D10=2:A sudden magmatic eruption from the ocean floor causes lava to pour into the water, attracting 1d8 fire-infused mephits eager to burn the wooden vessel.
  3. D10=3:You hear boom and rumble far off in the distance. All eyes turn to the east. Suddenly a gigantic wave lifts you up and sends you spinning into space.
  4. D10=4:A giant sea turtle surfaces next to the ship, and the players have the opportunity to climb onto its back and explore a hidden island.
  5. D10=5:The ship crosses the path of a previous voyage, where remains of fishing nets float.
  6. D10=6:You see another ship approaching from the west. It can be seen that it is a pirate ship, flying no flag and with no identifying markings on its sails. Its crew appears to be bandits.
  7. D10=7:Seaweed is tangled around the ship's rudder, requiring a swim to clear.
  8. D10=8:The players come across a stranded pirate ship on a sandbar. Upon closer inspection, they realize that the pirates have been cursed and transformed into were-sharks. Can the players break the curse and save the pirates before it's too late?
  9. D10=9:The ship is greeted by 3d6 selkie warriors who challenge the party to bouts of fishing, swimming, and friendship as rites of recognition and respect.
  10. D10=10:The ship sails through a patch of water with an abundance of plankton, attracting larger sea creatures.

d100 = 31

  1. D10=1:One curious sea otter climbs aboard, investigates, and then returns to the water.
  2. D10=2:The sea suddenly boils with activity as spindle-shaped 3d6 barracudas leap from the water, their knife-like teeth seeking to tear into unwary sailors.
  3. D10=3:The players hear strange noises coming from the water. Looking over the side of their ship, they see strange, jellyfish-like creatures swimming underneath it. If they get too close, they will attack!
  4. D10=4:A sea serpent is coming up from below, swimming in your direction. If it reaches the surface, it will attack the ship.
  5. D10=5:A storm suddenly hits, making navigation and survival difficult for the players. Will they be able to brave the storm and make it out alive?
  6. D10=6:As the party sails through a dense fog, they come across a ghost ship crewed by the vengeful spirits of sailors who were mutinied and left to die on the ship. Will the party help the spirits find peace or try to defeat them in battle?
  7. D10=7:The players stumble upon a group of turtle riders who have been cursed with the inability to breathe underwater. They ask for the players' help in finding a magical amulet that will allow them to survive in the ocean. But the amulet is guarded by a powerful sea serpent.
  8. D10=8:You hear a loud splash in the water and when you investigate, you find a group of mermaids playing a dangerous game where they try to outswim sharks. They offer you a reward for safely escorting them back to their underwater home.
  9. D10=9:The ship enters a dense fog and suddenly finds itself transported to the ethereal plane, where ghostly ships and sea creatures roam.
  10. D10=10:The party comes across a floating city in the middle of the ocean. The city is inhabited by a race of friendly and technologically advanced merfolk who are at war with a race of underwater dwarves. The party must choose a side and help them in their battle or find a way to negotiate peace between the two factions.

d100 = 32

  1. D10=1:The players are approached by a friendly sea creature, possibly a talking dolphin or a giant squid. It offers to guide them to a hidden underwater treasure in exchange for some help with a pesky sea monster.
  2. D10=2:A large shape moving under the water is spotted. It appears to be a huge shark that is following the ship. The captain wants the players to distract it while they sail away.
  3. D10=3:A school of colorful fish swims past the ship, putting on a dazzling display of synchronized motion.
  4. D10=4:The party comes across a group of beached mermaids, their tails entangled in fishing nets left by careless humans. They beg for the party's help in freeing them before they suffocate. However, once freed, they reveal their true and malevolent nature and attack the party.
  5. D10=5:A giant octopus attacks. It has 12 tentacles, each of which is a separate creature. The tentacles have a +2 to hit and do 1d6 damage each. They will try to grab the players and drag them into the water to drown.
  6. D10=6:Flotsam from a shipwreck hides 4d6 venomous sea snakes, coiling and striking at anything that moves, their bites lethal and swift.
  7. D10=7:A water spout dances on the horizon, a swirling tower of sea and air.
  8. D10=8:A werewolf howls from atop the mast.
  9. D10=9:The players come across a group of merfolk who are being terrorized by a group of brutal pirate mermaids. The merfolk ask for the players' help in defeating the pirate mermaids and reclaiming their freedom. But will the players pick a side or try to negotiate peace between the two parties?
  10. D10=10:A group of sirens approaches the party's ship, their mesmerizing songs luring the sailors towards the rocky shores. The party must resist the alluring enchantment or find a way to silence the sirens' deadly songs.

d100 = 33

  1. D10=1:The vessel encounters a calm, mirror-like expanse of water during the night, reflecting the stars above.
  2. D10=2:A kraken, known for its massive size and destructive nature, appears in the distance. Will the players attempt to fight the kraken or flee from its grasp?
  3. D10=3:The ship sails through a patch of bioluminescent plankton, creating a beautiful and otherworldly display.
  4. D10=4:There is a massive creature swimming down below, as large as a whale. It is peaceful for now, nosing about for tasty meals.
  5. D10=5:The characters hear a man praying to the sea. He is here to ask the sea to calm its waves.
  6. D10=6:Up ahead, a massive sea monster can be seen swimming towards the ship at great speed. It disappears beneath the waves as you watch it approach, but then rises from the water again in another place nearby and continues to swim towards the ship at great speed.
  7. D10=7:As the full moon rises, the crew hears eerie cries and discovers 2d4 selkie children playing in the surf, inviting the party to join their games.
  8. D10=8:A pirate ship attacks the ship. The pirates want the ship and want to leave with it. A fight ensues.
  9. D10=9:The crew spots a distant island, barely visible on the horizon.
  10. D10=10:Floating in the water, the players find a message in a bottle- a treasure map that leads to a hidden island filled with riches.

d100 = 34

  1. D10=1:The sight of dolphins playing lifts the crew’s spirits.
  2. D10=2:A group of pirates from Neverwinter have come to loot the nearby islands. If you tell them about the dragon, they will decide not to bother with the island because it sounds too dangerous. They will give you a magic item for helping them make that decision.
  3. D10=3:The party comes across a group of fishermen who are being terrorized by a creature known as the Colossal Crab, a giant crab with the power to control and manipulate water. The creature has been forcing the fishermen to catch and deliver the most delicious fish to its lair. The party must either defeat the Colossal Crab or find a way to free the fishermen from its control.
  4. D10=4:A mysterious island appears on the horizon, with lush green forests and a pristine beach. But upon closer inspection, the island is actually a giant turtle, who has been known to awaken and sink ships that get too close.
  5. D10=5:A group of mermen attack the ship. They want to take over the ship so they can go exploring on land.
  6. D10=6:A group of pirates attack the party’s ship, led by a notorious captain who is actually a shape-shifting kraken in disguise. Can the party defeat the kraken and its crew?
  7. D10=7:Two elven pirates approach the party, and they want to hire them for a raid on an elven city.
  8. D10=8:The players encounter a pod of sentient dolphins who offer to guide them to a hidden underwater cave filled with valuable treasures. But the dolphins have a mischievous streak and may lead the players astray. Can the players outwit the dolphins and find the cave?
  9. D10=9:A peaceful society of mermaids and mermen invites the players to join their underwater festivities. But as the night goes on, the players start to realize that this society may not be as innocent as it seems. Will they uncover the dark secrets hidden beneath the water's surface?
  10. D10=10:On a dark, stormy night, the crew spots 3d6 ghostly pirate ships sailing in parallel. If approached, they silently vanish into the mist.

d100 = 35

  1. D10=1:As the party sails through a narrow strait, they come across a giant whirlpool. It is home to a powerful water elemental who has been angered by an oil spill caused by a careless ship. The elemental demands that the party retrieve the spilled oil and clean up the mess, or face its wrath.
  2. D10=2:A floating nest of sea serpents provides an interesting but harmless sight.
  3. D10=3:A large black fin is seen in the water in the distance. The fin is moving quickly towards the ship. When players get close, it disappears. It was created by a stowaway illusionist named Chuck who is practicing for a magic tournament.
  4. D10=4:Fish leap out of the water, as if jumping as high as your ship. They appear unenthusiastic, however, failing even to come close to the ship's deck.
  5. D10=5:The ship passes a large kelp forest, its fronds swaying gently in the water.
  6. D10=6:A giant whale attacks the ship, then swims away after destroying one of the ship's oars.
  7. D10=7:The ship is attacked by a giant octopus. It will attack any ship that gets close until either it or the ship is destroyed.
  8. D10=8:As the ship sails through a thick green fog, the crew starts to feel drowsy and disoriented. Suddenly, a group of sea hags appears, casting a spell to lure the crew into the water and drown them.
  9. D10=9:You stumble upon a shipwreck with a mysterious survivor. The survivor claims to have been stranded on the island for years and offers to guide the party to a hidden treasure in return for their help in escaping the island.
  10. D10=10:A group of mermen attack the ship. They want to take over the ship so they can go exploring on land. They are drunk and want to party with the players before they kill them.

d100 = 36

  1. D10=1:A group of cursed pirates has been transformed into sea creatures and they must find a way to break the curse in order to return to their human forms. The party must help them retrieve cursed artifacts scattered across the sea in order to break the curse.
  2. D10=2:The ship passes a buoy marking an underwater hazard, bobbing gently in the waves.
  3. D10=3:A burst of hot water from a thermal vent brings with it 1d6 flame elementals riding the steam, eager to ignite and consume the vessel.
  4. D10=4:A pirate ship approaches the ship and attacks it. The pirate ship is flying a skull and crossbones flag. The pirates are wearing skull and crossbones pins and clothing. They know 1d4+1 languages, and they are looking for a fight.
  5. D10=5:A passenger pigeon alights on the rigging, its origins unknown.
  6. D10=6:The party discovers a sunken city inhabited by a race of fish-like creatures who are eager to trade with the surface world. However, the city is also plagued by a powerful sea monster that the party must defeat in order to secure trade with the city.
  7. D10=7:A solitary, cracked seashell drifts into a sailor’s hand.
  8. D10=8:A curious seal pops its head out of the water to observe the ship.
  9. D10=9:The players see a ship. The ship attacks them. After the fight, the captain of the ship is found dead in his quarters and there is no sign of any other crew on board.
  10. D10=10:A massive thunderstorm engulfs the sea, with powerful winds and crashing waves. Amidst the chaos, the party catches glimpses of a shipwreck that may hold valuable items or a way to escape the storm.

d100 = 37

  1. D10=1:A gentle school of dolphins plays in the distance, providing a morale boost to the crew.
  2. D10=2:A floating mass of sargasso seaweed traps the ship. Within are 1d4 sea trolls, camouflaged and ready to ambush anyone trying to escape.
  3. D10=3:Lightning strikes the mainmast causing it to topple and the main sail to catch on fire.
  4. D10=4:A gathering storm suddenly focuses on the ship, as 1d6 tempest spirits manifest from the clouds, battering the vessel with brutal wind and lightning.
  5. D10=5:The party comes across a small fishing village under attack by a group of cannibalistic fish-like creatures. The villagers are desperately trying to defend themselves, and the players must decide whether to help them or take advantage of the chaos.
  6. D10=6:Strange lights are seen underwater, but their source remains mysterious.
  7. D10=7:As the party sails through a dense fog, they suddenly become lost in the Sea of Lost Souls, a place where the spirits of drowned sailors roam. The party must navigate through the fog while avoiding the vengeful and ethereal creatures. They may also encounter a friendly ghost ship, but can they trust its intentions?
  8. D10=8:The water starts to bubble and boils! There is a giant squid a few yards off and struggles to climb onboard the ship!
  9. D10=9:A ship approaches the ship. It is a flying ship. It is an airship. It is a giant flying ship. It is a giant flying castle. It is a castle in the sky.
  10. D10=10:The ocean turns dark and begins to churn. A giant sea serpent appears. It attacks the ship.

d100 = 38

  1. D10=1:A fierce storm hits, and the players must navigate through treacherous waters and fight against the strong winds and crashing waves.
  2. D10=2:Two krakens are fighting each other nearby in the water!
  3. D10=3:A cursed sea creature haunts the waters, causing ships to disappear without a trace. Can the crew find a way to break the curse and put the creature to rest?
  4. D10=4:A water spout dances on the horizon, a swirling tower of sea and air.
  5. D10=5:A werewolf howls from atop the mast.
  6. D10=6:A sea cave with glowing walls and a peaceful aura is discovered by the party. Inside, they find a group of mermaids who offer them a magical healing elixir in exchange for completing a task for them.
  7. D10=7:An old wreck is nearby. The ship is staggered by a fierce storm.
  8. D10=8:A ship approaches. It is a pirate ship. It attacks!
  9. D10=9:A volcanic eruption happens emanating from an island that is populated by evil druids. The party decides to investigate and discovers that all of the druids are being held against their will with magic. They free the druids from the magic that is corrupting them and they leave on boats (and hooks) to explore the world outside their island.
  10. D10=10:A fishing boat approaches. The captain offers to take the players to a nearby hidden and secret island for 50 gold pieces each.

d100 = 39

  1. D10=1:A group of pirates attacks the ship with a giant cannon. The cannon does 2D6+10 damage if it hits.
  2. D10=2:A pair of distant ships pass each other on the horizon.
  3. D10=3:A group of selkies (seal-like people) approaches your ship, offering to trade their special enchanted sealskin coats for something of value. But beware, for the selkies are notorious tricksters.
  4. D10=4:The crew hears a distant, eerie singing, possibly from a nearby island or underwater source.
  5. D10=5:A mermaid sitting on a large rock near the ship smiles at everyone and then dives into the water and swims away.
  6. D10=6:The ship passes a group of dolphins riding the bow wave, thrilling the crew with their acrobatics.
  7. D10=7:A group of pirates attacks the ship, but they seem different than any other pirates the players have encountered before. What makes them so unique?
  8. D10=8:Mountains of ice drift close, and with them come 2d10 ice mephits, blowing chilling winds and attempting to shatter the hull with their frost magic.
  9. D10=9:A group of men wearing red robes and carrying daggers in their belts gather around the railing and watch you closely, making hand gestures and pointing in different directions. They speak an unknown language but one of the words is "boo".
  10. D10=10:A giant sea serpent suddenly appears and begins to coil around the ship, lifting it out of the water. The party must act quickly to escape the serpent's grasp or face being swallowed by the beast.

d100 = 40

  1. D10=1:The ship is drawn toward a whirlpool, at the center of which lurks a behemoth sea serpent. It emerges with fury, its scaled body coiling around the vessel, attempting to crush it.
  2. D10=2:The ship runs into a patch of strange, glowing seaweed, which is actually the tendrils of a 3d6 kraken spawn.
  3. D10=3:A mysterious ship appears out of nowhere and starts ramming into the players' ship, causing chaos and confusion among the crew.
  4. D10=4:The crew spots a distant lighthouse, guiding them safely through the waters.
  5. D10=5:Shoals of marvelously colored fish dart in and out of coral reefs.
  6. D10=6:A brief hailstorm pelts the deck with small ice pellets.
  7. D10=7:A group of friendly sea elves greet the players and offer to guide them to a sunken temple filled with treasures. But as the players explore the temple, they start to realize that it is guarded by vengeful water elementals seeking to protect their sacred home.
  8. D10=8:There is a rampaging squid!
  9. D10=9:A sonar fish with one eye circles you. When it attacks you, the sound of its attack can be heard for miles.
  10. D10=10:A group of 3d6+9 pirates attack the ship. They want to capture the ship and bring it to their hideout. they attack with swords and arrows.

d100 = 41

  1. D10=1:A large black fin is seen in the water in the distance. The fin is moving quickly towards the ship. When players get close, it disappears. It was created by a stowaway illusionist named Chuck who is practicing for a magic tournament.
  2. D10=2:The party spots an itinerant sea gypsy raft town of 1d6 families, offering exotic wares and stories of remarkable underwater adventures.
  3. D10=3:A giant blue whale breaches the surface of the water, its massive body towering over the ship. The players can hear its soothing song in their minds, beckoning them to follow. Will they risk the unknown depths to follow the whale's call?
  4. D10=4:The crew notices an unusual, sweet smell in the air, possibly from a nearby island.
  5. D10=5:You see a shipwreck on the horizon. There is a huge octopus in the middle of it, eating the crew.
  6. D10=6:The crew catches sight of a golden sunrise that warms their spirits.
  7. D10=7:A gargantuan sea serpent of legendary size (
  8. D10=8:The ship is suddenly becalmed in an area of the sea known for its stillness. As the players wait for the wind to pick up, they start to hear strange whispering voices and see shadowy figures moving just beneath the surface of the water. Can they escape this cursed place?
  9. D10=9:A storm begins to rage and the waves grow higher and higher, until suddenly, a gigantic kraken emerges from the depths. The crew must work together to defeat the creature and survive the storm.
  10. D10=10:A giant whale attacks the ship, then swims away after doing some damage to the ship's hull.

d100 = 42

  1. D10=1:The ship passes a large kelp forest, its fronds swaying gently in the water.
  2. D10=2:A sea turtle nests on a nearby beach.
  3. D10=3:The sighting of a sparkling treasure chest leads to a trap set by 3d4 mimics masquerading as mundane shipwreck debris, attacking whoever gets close.
  4. D10=4:The crew comes across a massive battle between two rival pirate crews, both vying for control of a valuable trade route. Will they intervene or stay out of it?
  5. D10=5:The ship encounters a sea turtle, lazily swimming near the surface.
  6. D10=6:A massive whirlpool suddenly appears in the water, threatening to suck the ship into its depths. The players must navigate their way out before it's too late.
  7. D10=7:A man sitting on a rock is fishing. If a player asks him for help, he'll tell them to go away. He'll tell them he doesn't have time for this. If the player ignores him and tries to help, he'll tell you to leave him alone. He'll tell you he's been here for months, that his shipmates are dead and he's the only one who survived. He'll warn you that the monsters of the ocean will drive you away too, and he's right.
  8. D10=8:The party is surrounded by a school of friendly dolphins who lead them to a hidden island filled with treasure. However, the island is also home to a powerful sea witch who is not happy to have visitors on her island.
  9. D10=9:A lonely mermaid offers to guide the players to a sunken city that holds the secrets to a powerful underwater kingdom. But when they arrive, they find that the city is guarded by a cursed sea dragon, and the players must navigate through the ruins and defeat the dragon to uncover the secrets.
  10. D10=10:While exploring an underwater cave, the players come across a group of reef druids who are trying to save their dying coral reef. They ask the players to help them find a magical pearl that will heal the reef, but they must face dangerous sea creatures and navigate treacherous currents to retrieve it.

d100 = 43

  1. D10=1:A peaceful pod of whales approaches the ship, seemingly asking for help. Upon closer inspection, the whales are being hunted by a group of brutal sahuagin. The crew must decide if they will intervene and potentially anger the sahuagin, or stay out of it and leave the whales to their fate.
  2. D10=2:A school of vicious merrow attack the ship, wielding tridents and riding vicious sharks.
  3. D10=3:A school of aggressive giant jellyfish swarm the ship, their electrified tentacles reaching for anyone who comes too close. Can the players find a way to safely pass through or will they fall victim to the jellyfish's sting?
  4. D10=4:A school of small, angry fish attacks the ship.
  5. D10=5:The players stumble upon a mermaid who has been cursed to live on land. She begs the players to help her break the curse and return to the ocean. But the only way to break the curse is to find a powerful sea witch and convince her to undo the spell. Will the players be able to find the sea witch and complete her tasks in time?
  6. D10=6:A woman sings softly to herself while she walks along the waterfront. She appears to be singing a love song but she seems to be singing to herself. She has been walking for many days and will continue walking until she finds what she is looking for or dies trying.
  7. D10=7:A sea dragon suddenly emerges from the water and demands that the players give it a tribute, or face its wrath.
  8. D10=8:A ship flying the flag of a kingdom in the south with a friendly reputation flies past. It is an ironclad ship, with spiked iron balls chained to its sides. The ballads aboard sing of these ships being used as floating weapons by pirates.
  9. D10=9:A large shape moving under the water is spotted. It appears to be a huge shark that is following the ship. The captain wants the players to distract it while they sail away.
  10. D10=10:A ship approaches and signals to the party with a flag. A monster is approaching. The monster is a giant crab. There is a helmet made out of pearls on its back.

d100 = 44

  1. D10=1:The ship is attacked by a group of mer-mer-mer warriors. They look like half-man, half-fish creatures with swords and shields.
  2. D10=2:A group of mermen attack the ship. They want to take over the ship so they can escape from their undersea kingdom.
  3. D10=3:The crew spots a whale spouting water in the distance.
  4. D10=4:The crew finds a floating piece of driftwood carved with strange symbols.
  5. D10=5:A storm sorcerer has created a powerful spell that causes a portion of the ocean to turn to ice, trapping any ships that cross its path. The party must find and defeat the sorcerer to restore the ocean to its natural state.
  6. D10=6:Two old women living on a rocky outcrop, fishing, and gathering seaweed. They ask for some magical items that the party might have. They warn them about some trolls looking for magic items. They tell them that the only way across the sea is to a large island of stone near the northern coast where the party will find the magical items they want.
  7. D10=7:Signals of distress echo across the sea, leading to a shipwreck where 1d6 surviving sailors are being picked off one by one by a monstrous giant shark that circles hungrily.
  8. D10=8:The ship is suddenly becalmed in an area of the sea known for its stillness. As the players wait for the wind to pick up, they start to hear strange whispering voices and see shadowy figures moving just beneath the surface of the water. Can they escape this cursed place?
  9. D10=9:The characters hear a man praying to the sea. He is here to ask the sea to calm its waves.
  10. D10=10:A dragon turtle attacks the ship. The party has to figure out how to defeat a dragon turtle.

d100 = 45

  1. D10=1:A brief hailstorm pelts the deck with small ice pellets.
  2. D10=2:A light drizzle begins to fall, creating a calming ambiance.
  3. D10=3:A floating mass of sargasso seaweed traps the ship. Within are 1d4 sea trolls, camouflaged and ready to ambush anyone trying to escape.
  4. D10=4:You sense a strange energy emanating from a nearby island. Upon exploring, you discover a portal to the elemental plane of water guarded by merfolk. Will you try to pass through or make a deal with the merfolk to gain access?
  5. D10=5:A group of friendly mermaids appear, offering to trade their precious pearls for human goods. But beware, for they have been known to enchant sailors with their beauty and lure them into the depths of the sea.
  6. D10=6:The players stumble upon a hidden cove where a colony of friendly selkies live. They are known for their beautiful singing voices and their ability to shape-shift into seals at will. As a sign of gratitude for keeping their cove a secret, the selkies offer the party a glimpse into their underwater world.
  7. D10=7:The ship's cook discovers that the ship's supply of rice has been replaced with a large number of small black seashells. The shells are about an inch wide and about three inches long.
  8. D10=8:A ship flying a black flag with a white skull on it is spotted on the horizon. As it draws near, it can be seen that it is a ship of the Cult of the Skull. The ship approaches the party's ship, hails them and then offers to transport them to their destination if they wish.
  9. D10=9:A cursed sea creature haunts the waters, causing ships to disappear without a trace. Can the crew find a way to break the curse and put the creature to rest?
  10. D10=10:A kraken, known for its massive size and destructive nature, appears in the distance. Will the players attempt to fight the kraken or flee from its grasp?

d100 = 46

  1. D10=1:A sea dragon suddenly emerges from the water and demands that the players give it a tribute, or face its wrath.
  2. D10=2:The party unknowingly sails into a magical current that causes them to relive their worst fears and memories. They must find a way to break free from the current or face being trapped in their nightmares forever.
  3. D10=3:A pod of whales breaks the surface, their blowholes exhaling great clouds of mist.
  4. D10=4:A magical mirror falls from the sky and shatters on deck. The pieces are covered in mysterious runes, but when assembled by a wizard, it will reveal the location of a powerful magical artifact.
  5. D10=5:The players encounter a group of old women who are talking about a goddess named Ishtar. They are praying to her.
  6. D10=6:An underwater hot spring brings a bubble trail to the surface.
  7. D10=7:A group of pirates are repairing their ship. If attacked, they will fight.
  8. D10=8:The party discovers a secret underwater temple dedicated to a forgotten sea god. Inside, they must navigate through deadly traps and puzzles to retrieve a powerful artifact and gain the favor of the sea god.
  9. D10=9:A group of men wearing red robes and carrying daggers in their belts gather around the railing and watch you closely, making hand gestures and pointing in different directions. They speak an unknown language but one of the words is "boo".
  10. D10=10:A group of strange humanoid creatures with fish-like features swim around your ship, inspecting it with curious eyes. They are actually merfolk traders looking to make a deal with you.

d100 = 47

  1. D10=1:A storm suddenly breaks out, causing violent waves to crash into the ship. In the midst of it all, a water elemental appears, angry at the disruption of the sea's balance. Will the players be able to calm the elemental before it destroys the ship?
  2. D10=2:A group of sahuagin (fish-like humanoid creatures) attacks the ship, looking to capture slaves for their underwater kingdom. The party must defend themselves and their ship against the fierce attackers.
  3. D10=3:The players come across a group of friendly sea nymphs who invite them to a grand feast on their underwater palace. But as the players indulge in the luxurious meal, they start to transform into sea creatures themselves. Can the players resist the nymph's enchantment and find a way to reverse the transformation?
  4. D10=4:A lonely mermaid offers to guide the players to a sunken city that holds the secrets to a powerful underwater kingdom. But when they arrive, they find that the city is guarded by a cursed sea dragon, and the players must navigate through the ruins and defeat the dragon to uncover the secrets.
  5. D10=5:A fierce storm hits, and the players must navigate through treacherous waters and fight against the strong winds and crashing waves.
  6. D10=6:A massive whirlpool suddenly appears in the water, threatening to suck the ship into its depths. The players must navigate their way out before it's too late.
  7. D10=7:A giant octopus attacks the ship, but it turns out it's just trying to protect its eggs that were accidentally disturbed by the ship's movements. The players must come up with a peaceful solution to avoid a fight.
  8. D10=8:The ship sails through an area with a strong undertow, making the water appear turbulent.
  9. D10=9:A beautiful mermaid approaches your ship, asking for help. Her tail has been caught in a net and she needs your assistance to free her. But beware, for the net was set by a group of deadly sirens.
  10. D10=10:The players see a strange creature with a long neck and long tail swimming in the water nearby. If the players get too close, it will attack! It is an aquatic lizard that is as big as an elephant and has sharp teeth and claws!

d100 = 48

  1. D10=1:A ship approaches from the horizon. It is a very large ship with a black sail. The ship is not from your world. It is from a place called the Far Realms. The ship is full of ghouls. They attack and try to board the ship.
  2. D10=2:Three strange birds attack the ship's deck. They attack like a flock of birds, swooping down on the players and pecking at them until they can drive them off or kill them. They are black and have beaks like spears.
  3. D10=3:The ship sails through an area of the sea known for its powerful and unpredictable storms. The party must work together to navigate through the treacherous waters and make it to their destination safely.
  4. D10=4:The party spots 2d4 luminous sea étoiles guiding the ship towards a hidden underwater garden filled with ancient sea lore and magic.
  5. D10=5:A kraken, known for its massive size and destructive nature, appears in the distance. Will the players attempt to fight the kraken or flee from its grasp?
  6. D10=6:A massive storm destroys the ship, leaving the party stranded on a deserted island inhabited by a group of cannibalistic merfolk. They must find a way to escape the island before they become the merfolk’s next meal.
  7. D10=7:A group of friendly dolphins swims alongside the ship and offers to guide the players to a hidden cove filled with treasure. But can the players trust the dolphins?
  8. D10=8:A whirlpool suddenly appears in the distance, seemingly sucking everything towards it. Will the crew be able to navigate through it?
  9. D10=9:As the ship sails through a coral reef, the players notice a sunken ship filled with treasure. But the reef is home to a giant guardian sea monster who will not let anyone near the treasure. Can the players defeat the monster and claim the treasure?
  10. D10=10:A powerful storm hits while the players are at sea, threatening to capsize their ship. In the midst of the chaos, a sea drake appears and offers to guide them to safety in exchange for a favor. Will the players accept the drake's offer and trust its intentions?

d100 = 49

  1. D10=1:A giant sea turtle swims alongside the players' ship, seemingly guiding them to a hidden island full of treasures. But when they arrive, they find out that the island is home to a group of pirates who have been using the friendly turtle to lure unsuspecting victims. Can the players outsmart the pirates and claim the treasures for themselves?
  2. D10=2:The players encounter a group of stranded sailors on a small deserted island, desperately seeking rescue. Will they help them and risk delaying their own voyage?
  3. D10=3:The crew spots a mermaid sitting on a rock in the middle of the ocean. She beckons you to come closer with her captivating song.
  4. D10=4:The crew notices a sudden drop in wind, causing the sails to slacken.
  5. D10=5:A friendly whale leads the players to an underwater city inhabited by peaceful merfolk. But when an ancient evil is awakened, the players must help defend the city from its wrath.
  6. D10=6:The players discover a hidden underwater city that is at war with a neighboring city. The two cities are fighting over the control of a powerful magical artifact that lies in the center of a dangerous trench. The players must navigate through treacherous waters and either claim the artifact for themselves or broker a peace treaty between the two cities.
  7. D10=7:A ship approaches the ship. It is a flying ship. It is an airship. It is a giant flying ship. It is a giant flying castle. It is a castle in the sky.
  8. D10=8:The players are invited to a luxurious underwater party hosted by a group of wealthy merfolk. But the party takes a dangerous turn when a rogue sea monster crashes the event, and the players must use their wit and combat skills to survive.
  9. D10=9:A group of sirens try to seduce the players into jumping off their ship and into the ocean. Can the players resist their enchanting songs and make it past the dangerous cliffs below?
  10. D10=10:A group of sailors on vacation are visiting this island to relax and party with the local wildlife.

d100 = 50

  1. D10=1:The crew notices a slight temperature increase as they sail through a warm current.
  2. D10=2:Players are approached by a group of merchants. The merchants are carrying valuable cargo back to their home city. A group of bandits plans on robbing them.
  3. D10=3:The players see a rowboat with a lone figure struggling to row against the current. As they get closer, they see that the figure is a siren and she is desperately trying to escape a group of angry sea creatures who are after her. Will the players help her or leave her to her fate?
  4. D10=4:The sound of a battle can be heard nearby.
  5. D10=5:A friendly whale leads the players to an underwater city inhabited by peaceful merfolk. But when an ancient evil is awakened, the players must help defend the city from its wrath.
  6. D10=6:A beautiful woman wearing an expensive dress and a crown of gold and gems appears on the deck of the ship. She is an Illusion. She will attack with magic and a dagger!
  7. D10=7:An abandoned lighthouse stands tall on a small island, surrounded by treacherous rocks. The players must navigate their ship carefully to avoid the rocks and reach the lighthouse, where they discover a group of pirates using it as a base for their operations. Can the players defeat the pirates and claim the lighthouse as their own?
  8. D10=8:An elven ranger is riding an unearthly horse across the sea. She and her horse are being hunted by a large group of elves. She will ask the party to help her escape, so that she can continue her journey and complete her task of finding her people.
  9. D10=9:A storm hits, and the ship is tossed about in its wake. The deck is covered with water, which surges into the hold and washes players overboard into the angry waves below.
  10. D10=10:A mysterious island appears out of nowhere, covered in dense jungle and surrounded by a thick fog. Will the players investigate this strange phenomenon?

d100 = 51

  1. D10=1:A large flock of seagulls swoops down and steals an item from a player's inventory. If the players attack them, they will get attacked by 500 seagulls that each do 1d4+1 damage with their talons.
  2. D10=2:A mysterious and alluring island appears in front of the party's ship, beckoning them closer. It is rumored to be the home of a powerful sorcerer who grants wishes to those who find their way to the island. However, the sorcerer has a dark secret and will twist the party's wishes for their own amusement.
  3. D10=3:A thick mist rolls in, muffling sounds and limiting sight.
  4. D10=4:The ship sails by a remote island filled with giant crabs. The crabs have captured a group of sailors and are planning to have them for dinner. The crew must rescue the captives while avoiding getting caught in the crabs' massive claws.
  5. D10=5:A school of dolphins are following your ship, seemingly curious about your journey. But beware, for they are actually luring you into a trap set by a group of merfolk.
  6. D10=6:A group of pirates from Neverwinter have come to loot the nearby islands. If you tell them about the dragon, they will decide not to bother with the island because it sounds too dangerous. They will give you a magic item for helping them make that decision.
  7. D10=7:The players come across a group of stranded sailors on a deserted island. They were shipwrecked and need help building a raft to get back to civilization. But as the players start to assist, they discover that the sailors have a dark secret.
  8. D10=8:A school of porpoises appears and races along beside the ship, following it like a playful dog on its daily walk through town.
  9. D10=9:A mermaid asks the party’s help in finding a rare and powerful seashell that has been stolen from her by a group of sea monsters. The shell has the power to summon powerful storms and the mermaid fears it being used for evil.
  10. D10=10:A group of friendly sea elves greet the players and offer to guide them to a sunken temple filled with treasures. But as the players explore the temple, they start to realize that it is guarded by vengeful water elementals seeking to protect their sacred home.

d100 = 52

  1. D10=1:The sound of beautiful singing leads the players to a group of sirens. They offer to lead the players to a sunken ship filled with treasure, but can the players resist their enchanting voices?
  2. D10=2:The air grows noticeably cooler, signaling a change in weather.
  3. D10=3:Players see a talking sea turtle who needs help finding her eggs that were stolen by a group of merfolk. She offers to help them out if they can retrieve her eggs and return them safely.
  4. D10=4:1d10 men attack on board their ship. They are armed with swords and axes and will fight to the death.
  5. D10=5:You hear a haunting melody coming from the shore. As you get closer, you see a siren singing and luring sailors to their doom. Will the party resist the temptation or fall prey to the siren's enchanting voice?
  6. D10=6:A large black bird lands on the railing of the ship. It looks around, then flies off.
  7. D10=7:There are killer whales circling the ship. The ship's owner has been killing orc whales for the past year.
  8. D10=8:The horizon suddenly reveals mountainous waves, deterring the ship’s path.
  9. D10=9:The sound of drums can be heard coming from a nearby island. As you get closer, you see a tribe of merfolk celebrating around a bonfire.
  10. D10=10:As night falls, eerie lights appear in the water. They are actually the lure of 1d8 angler fish the size of small boats, each looking to swallow sailors whole.

d100 = 53

  1. D10=1:The distant sight of a massive ice berg serves as both awe-inspiring and a warning.
  2. D10=2:The ship passages are blocked by a giant sea turtle. It is old and slow and has not bothered anyone in years.
  3. D10=3:The players encounter a cursed magical sea creature who has the power to control the weather. It offers them a deal - if they can lift its curse, it will use its powers to help them on their journey. But the curse is not easy to break, and the players must navigate through treacherous obstacles to find the solution.
  4. D10=4:The ship is engulfed in a strange, green fog. The crew starts to feel drowsy and pass out, only to wake up on an abandoned ship, filled with undead pirates and cursed treasure.
  5. D10=5:A massive whale emerges from the depths, its tail covered in precious jewels. The crew must decide whether to try and harvest the valuable gems or risk angering the mighty creature. But beware, the whale may not be as defenseless as it seems.
  6. D10=6:A flock of large birds fly overhead and then dive into the water, where they disappear beneath the waves.
  7. D10=7:A mysterious island appears out of thin air in front of the ship. On it, they find a massive temple adorned with treasures and guarded by powerful sea creatures. But beware, the temple holds a deep secret that could unleash great danger upon the world.
  8. D10=8:A giant sea monster suddenly attacks the ship, its tentacles grabbing crew members and pulling them overboard. But as the players engage in battle, they realize that the sea monster is actually a gentle giant who was driven to madness by a powerful curse. Can the players break the curse and befriend this misunderstood creature?
  9. D10=9:A mysterious giant sea creature with a thick, black shell and glowing red eyes is spotted in the distance. Its intentions are unknown and the players must decide whether to avoid it or investigate further.
  10. D10=10:As the party sails through a dense fog, they come across a ghost ship crewed by the vengeful spirits of sailors who were mutinied and left to die on the ship. Will the party help the spirits find peace or try to defeat them in battle?

d100 = 54

  1. D10=1:As the ship sails through a thick green fog, the crew starts to feel drowsy and disoriented. Suddenly, a group of sea hags appears, casting a spell to lure the crew into the water and drown them.
  2. D10=2:A pirate ship approaches the ship and attacks it. The pirate ship is flying a skull and crossbones flag. The pirates are wearing skull and crossbones pins and clothing. They know 1d4+1 languages, and they are looking for a fight.
  3. D10=3:The ship encounters a group of manta rays swimming gracefully beneath the surface.
  4. D10=4:The ship passes a distant shoreline, with towering cliffs and a waterfall cascading into the sea.
  5. D10=5:A fishing haul brings up a mysterious chest guarded by 1d6 crab-like constructs. They seem to be protecting something of great value inside.
  6. D10=6:A ship approaches the ship, flying a black flag. It is a pirate ship. It attacks.
  7. D10=7:While diving in the ocean, the players discover an ancient lost city guarded by a powerful water elemental. Will they try to explore the city or flee from the elemental's wrath? As the players sail on, the sea continues to reveal its mysteries and dangers. Whether they choose to face them head-on or avoid them altogether, the sea will always be a source of adventure and excitement.
  8. D10=8:As you sail past another ship, a man runs out onto the deck and waves his arms, shouting "help! Help!" before jumping overboard.
  9. D10=9:The players come across a lost city at the bottom of the ocean, filled with ancient treasures and mysteries waiting to be uncovered.
  10. D10=10:A giant manta ray glides silently beneath the ship.

d100 = 55

  1. D10=1:The ship passes a group of dolphins riding the bow wave, thrilling the crew with their acrobatics.
  2. D10=2:The players encounter a group of nomadic merfolk, who offer to trade unique and valuable items from their underwater travels. But they must be careful, as not all of the items are what they seem.
  3. D10=3:A group of 2d6 swashbuckling pirate warriors, led by a fearsome sorcerer, swings aboard the ship, demanding gold and captives for ransom.
  4. D10=4:A sea demon rises from the depths! It's a leviathan with tentacles like an octopus.
  5. D10=5:A group of sea druids ask for the party’s help in protecting a sacred reef from being destroyed by human fishermen. The party must find a way to negotiate with the fishermen or stop them by force.
  6. D10=6:The ship is attacked by birds with very sharp beaks. They are dive bombing into the ship and destroying the rigging and sails!
  7. D10=7:An eerie stillness falls over the sea, and 1d4 ghostly sea serpents appear, silently moving through the water as though searching for something lost.
  8. D10=8:An ethereal bridge of moonlight appears as 2d4 starfish sprites dance in its glow, offering guidance to those who answer their enigmatic questions.
  9. D10=9:The ship approaches another ship with a very large flagpole. The flagpole is at least 100' long, and 10' in diameter. The flag flying from it is a golden dragon. The players are warned by one of the crew that the ship has a dragon as a figurehead and that it is part of the ship's power system. There is a magic item on the ship that can be used as a power source for any flying ship.
  10. D10=10:A ghost ship appears on the horizon, and the players must figure out its mysterious past in order to stop it from terrorizing future sailors.

d100 = 56

  1. D10=1:A group of elves are fishing in a small boat. Their catch looks like a large fish but has two heads and four wings. The elves are not sure how it tastes. They are curious to find out.
  2. D10=2:A sudden storm rolls in, pushing the ship into the hunting grounds of a pod of 2d6 killer whales. These cunning creatures attempt to capsize the vessel, aiming to feast on anyone who falls overboard.
  3. D10=3:A group of sirens attempt to lure the party off their ship and into the ocean. Will the party fall for their enchanting songs or be able to resist their seductive powers?
  4. D10=4:A mischievous sea creature, half-shark half-dolphin, swims alongside the ship and starts throwing rocks at the crew. It's up to the crew to figure out what the creature wants and appease it.
  5. D10=5:An enormous tidal wave washes 1d8 aboleths onto the deck, each dripping with dangerous telepathic abilities and intent to enslave minds.
  6. D10=6:A brief but intense rainbow appears after a light rain shower.
  7. D10=7:The crew spots a distant island, barely visible on the horizon.
  8. D10=8:The ship sails through an area with a strong undertow, making the water appear turbulent.
  9. D10=9:A sea dragon suddenly emerges from the water and demands that the players give it a tribute, or face its wrath.
  10. D10=10:A massive waterspout forms, then crashes down into the sea again, causing a massive wave that could damage the ship if it hits it.

d100 = 57

  1. D10=1:A wizard is swimming in the ocean. He is going to the island of Tyloon, which is two days away.
  2. D10=2:A school of fish has surrounded your ship and is going to attack it.
  3. D10=3:A massive whale breaches the surface, revealing a large harpoon lodged in its side. Will the players remove the harpoon, possibly gaining the whale's trust and friendship, or will they leave it be and risk the wrath of the whale?
  4. D10=4:The players stumble upon a mysterious sunken temple guarded by a powerful water spirit. It offers to guide them through the temple, but only if they prove their worth by completing a series of challenges.
  5. D10=5:The ship passes a group of playful dolphins, leaping out of the water and racing alongside them.
  6. D10=6:surfaces, heralding a prince of the sea who requests the player's aid in a grand quest.
  7. D10=7:The party encounters a group of friendly sea witches who offer to grant them magical abilities in exchange for completing a ritual that requires them to sacrifice a rare and powerful sea creature. The party must decide if the trade-off is worth it.
  8. D10=8:A beautifully carved piece of driftwood washes onto the deck.
  9. D10=9:A giant whirlpool suddenly appears in the ocean, and the players' ship gets sucked into it. They awaken in an underwater cave where they must face off against a powerful water elemental who controls the whirlpool. If they defeat it, they can escape the cave and return to their ship.
  10. D10=10:A legendary sea serpent, said to have the power to control the tide, rises from the depths and threatens to flood nearby coastal cities. The players must find a way to defeat or appease the sea serpent to prevent disaster.

d100 = 58

  1. D10=1:A shoal of silvery fish swims around the hull.
  2. D10=2:A sudden fog envelops the ship, reducing visibility to just a few feet.
  3. D10=3:The faint outline of a ghost ship appears on the edge of the fog.
  4. D10=4:The crew spots a drifting vessel turned to stone. Investigating uncovers 1d10 basilisks swimming underneath, their petrifying gaze an ever-present threat.
  5. D10=5:The ship encounters a patch of "dead water" where progress is slow.
  6. D10=6:The crew is transported to a city deep underwater, inhabited by a civilization of merfolk and sea creatures.
  7. D10=7:A single ship approaches the ship. It fires a warning shot at the ship. If it is not heeded, it will attack. The ship is actually a pirate ship from the Nelvene Isles.
  8. D10=8:The ship passages are blocked by a giant sea turtle. It is old and slow and has not bothered anyone in years.
  9. D10=9:A group of pirates from Neverwinter have come to loot the nearby islands. If you tell them about the dragon, they will decide not to bother with the island because it sounds too dangerous. They will give you a magic item for helping them make that decision.
  10. D10=10:The party discovers a hidden underwater cave that leads to a lost city of merfolk. The merfolk have been living peacefully but have been suffering from a mysterious disease that has been killing their people. The party must find a cure and confront the culprit behind the disease, a powerful sea sorceress who seeks revenge on the merfolk for destroying her home.

d100 = 59

  1. D10=1:The infamous pirate queen, who has terrorized the seas for years, suddenly appears on the ship and demands a duel with the captain. The winner takes all - the ship, the crew, and the queen's legendary treasure stash.
  2. D10=2:The players come upon a shipwreck and find a lone survivor, a young girl who had been traveling with her merchant father. She begs the players to help her find her father and bring him back to her. But the shipwreck is not as deserted as it seems and dark secrets lurk within its depths.
  3. D10=3:A ghost ship appears on the horizon, and the players must figure out its mysterious past in order to stop it from terrorizing future sailors.
  4. D10=4:A dead calm makes rowing necessary to progress.
  5. D10=5:An old man approaches the players and offers them some information without asking for anything in return. The old man is actually a powerful wizard who's trying to see if the players are worthy of an even greater treasure than what he's offering them information about.
  6. D10=6:The players come across a shipwreck and must decide whether to explore it and possibly find valuable loot, or continue on their journey.
  7. D10=7:As the ship sails through a dense fog, the party hears a hauntingly beautiful song coming from the fog. If they follow the song, they will come across a group of blind merfolk who have lost their ability to sing and seek the party’s help to retrieve a magical artifact that can restore their voices.
  8. D10=8:A siren's song can be heard in the distance, drawing the players towards a rocky shore. Can they resist the temptation and avoid getting shipwrecked?
  9. D10=9:The crew spots strangely colored water, indicating a nearby coral reef.
  10. D10=10:You spot a strange-looking vessel sailing toward you. It's got a big hole in its side, and no one seems to be manning the stations.

d100 = 60

  1. D10=1:The players come across a group of sirens who are trying to lure sailors to their deaths with their beautiful voices. But unlike most sirens, these ones are cursed and can only break their curse if they can find someone who truly loves them. Will the players be able to help these cursed creatures find love and break their curse?
  2. D10=2:A group of mermaids beckon the players to follow them to a hidden underwater cave. Inside, they discover a treasure trove of lost artifacts and gems. But the mermaids are not willing to part with their treasures easily and challenge the players to a riddle-solving contest. Can the players outsmart these clever creatures and claim their reward?
  3. D10=3:A large flock of seagulls swoops down and steals an item from a player's inventory. If the players attack them, they will get attacked by 500 seagulls that each do 1d4+1 damage with their talons.
  4. D10=4:A giant sea turtle swims alongside the party's ship, its shell adorned with ancient ruins and symbols. The turtle is actually a powerful and wise druid who has been protecting the ruins from looters and plunderers. If the party can prove their good intentions, the druid may offer to teach them powerful spells and give them a piece of the ancient ruins as a token of gratitude.
  5. D10=5:A group of sea elves offer to help the party navigate treacherous waters in exchange for their help in retrieving a powerful artifact from a nearby underwater volcano.
  6. D10=6:You come across a beached mermaid who has been injured by a harpoon. She begs for your help to remove it, but beware, for it may be a trick to lure you into the water where her friends are waiting to attack.
  7. D10=7:A large, black bird with red eyes flies overhead. It is a death omen.
  8. D10=8:The party is relaxing on the deck when the birds start to fly around. An enormous whale is swimming in the water nearby. The party can jump on board and ride it to shore if they want to.
  9. D10=9:The ship encounters a sudden rain squall, drenching the crew but passing quickly.
  10. D10=10:A ship approaches the party ship out to sea. The captain is a half-elf. His ship is carrying wine. The captain will ask for a barrel of water for his ship in exchange for a barrel of wine, which he sells cheaply. If the players accept, the captain gives them a barrel of exquisite wine. If they refuse, he will sail away and attack the party.

d100 = 61

  1. D10=1:A swarm of jellyfish passes under the ship, eerily glowing in the moonlight.
  2. D10=2:A floating market appears, selling rare and wonderful items. But the market is run by a group of selkies who will only trade with those who pass their tests of wit and strength.
  3. D10=3:A ship approaches, carrying a group of exotic and rare sea creatures being transported to a faraway land. However, the ship is beginning to sink due to a saboteur who has released the creatures from their cages. The party must find and capture the creatures before they swim away and help the crew repair their ship before it sinks.
  4. D10=4:A cargo ship glides by silently, an eerie encounter under the fog.
  5. D10=5:The ship sails into a massive whirlpool that leads to an underground city inhabited by sea elves. The locals are friendly, but they have a powerful artifact that they are willing to trade for a rare sea creature.
  6. D10=6:A mermaid's song leads the players to a hidden paradise, but the paradise is guarded by a powerful sea serpent. The mermaid pleads with the players to help save their home and offers a promise of treasure in return.
  7. D10=7:A storm washes up a genie's lamp on shore. The players must decide whether to use their one wish to help themselves or to free the genie from their eternal servitude.
  8. D10=8:The ship encounters a shipwreck and two sailors are resting on their ship while they watch their new treasure. The wreck is filled with gold and gems. One of the sailors spots the players coming and runs to tell the captain that some adventurers are coming to steal their treasure!
  9. D10=9:The ship is attacked by a large sea dragon. The dragon has been causing problems to ships in this area and has killed several sailors in the past few weeks.
  10. D10=10:The ship comes across a massive floating island composed entirely of kelp and coral, home to 5d6 sea sprites and hidden wonders.

d100 = 62

  1. D10=1:The party discovers a group of shipwreck survivors stranded on a small island. However, not everything is as it seems and the party must navigate through a dangerous game of deception and betrayal.
  2. D10=2:Crabs cling to driftwood, floating like a lopsided island.
  3. D10=3:The ship runs into a patch of strange, glowing seaweed, which is actually the tendrils of a 3d6 kraken spawn.
  4. D10=4:The players hear strange noises coming from the water. Looking over the side of their ship, they see strange, jellyfish-like creatures swimming underneath it. If they get too close, they will attack!
  5. D10=5:A giant squid attacks! It has tentacles and can be killed by cutting off its tentacles.
  6. D10=6:A storm giant, harnessed to a massive thunderstorm by chains, demands tribute from the ship in order to pass through their territory. If the tribute is not paid, the storm giant will unleash a deadly storm upon the ship.
  7. D10=7:A ship approaches the ship. It looks like a ship of the seas, except that it's made of wood and has sails instead of oars. The ship is flying a banner of an eagle with a snake in its claws.
  8. D10=8:An old woman is walking along the beach, looking for shells. She is lost, and doesn't know how to get back home.
  9. D10=9:Sailing through murky waters, the ship suddenly becomes entangled in a field of 2d4 giant, razor-sharp kelp, each tendril strong enough to damage the hull.
  10. D10=10:The party comes across a shipwreck and discovers it is infested with zombie pirates. The undead creatures defend their ship and treasure with ferocity.

d100 = 63

  1. D10=1:The crew spots strangely colored water, indicating a nearby coral reef.
  2. D10=2:A band of cursed pirates, doomed to wander the sea forever, attacks the players' ship. The players must not only defeat the pirates, but also find a way to break their curse before it's too late.
  3. D10=3:A ship carrying a magic artifact has wrecked on the shore. The players must race against time and a rival group to retrieve the artifact before it falls into the wrong hands.
  4. D10=4:The players are lured to a hidden cove by a siren who promises them a hidden treasure in exchange for their help in breaking a curse that has bound her to a group of merfolk. But the hidden treasure turns out to be a cursed stone that, when removed from the cove, unleashes a powerful storm that threatens to sink the players' ship. Can they find a way to break the curse and escape the storm?
  5. D10=5:A powerful sea witch challenges the players to a riddle contest. If the players can answer her riddles correctly, she will grant them a powerful magical item. But if they fail, she will curse them.
  6. D10=6:The ship passes a large kelp forest, its fronds swaying gently in the water.
  7. D10=7:Two old women living on a rocky outcrop, fishing, and gathering seaweed. They ask for some magical items that the party might have. They warn them about some trolls looking for magic items. They tell them that the only way across the sea is to a large island of stone near the northern coast where the party will find the magical items they want.
  8. D10=8:A mysterious island appears out of thin air in front of the ship. On it, they find a massive temple adorned with treasures and guarded by powerful sea creatures. But beware, the temple holds a deep secret that could unleash great danger upon the world.
  9. D10=9:A warm current brings a pleasant change in water temperature.
  10. D10=10:A group of sirens try to seduce the players into jumping off their ship and into the ocean. Can the players resist their enchanting songs and make it past the dangerous cliffs below?

d100 = 64

  1. D10=1:The sea turns a deep, almost unnatural shade of green.
  2. D10=2:The ship sails through a patch of water with an abundance of plankton, attracting larger sea creatures.
  3. D10=3:A massive whirlpool suddenly appears in the water, threatening to suck the ship into its depths. The players must navigate their way out before it's too late.
  4. D10=4:A storm sorcerer has created a powerful spell that causes a portion of the ocean to turn to ice, trapping any ships that cross its path. The party must find and defeat the sorcerer to restore the ocean to its natural state.
  5. D10=5:Two old women in a rowboat approach the ship. If questioned, they will say that they are exploring their island, which they have not done in a long time. They will ask the party if they can be of any service. If the party says yes, the crone will wave her hand in a small circle and the women will disappear.
  6. D10=6:The crew notices a distant island with a distinctive, massive rock formation resembling a creature.
  7. D10=7:The players encounter a group of sea goblins who have captured a mermaid and are using her to lure unsuspecting sailors into their traps. Can the players defeat the goblins and free the mermaid, who promises to grant them a powerful wish in return?
  8. D10=8:The ship sails through an area with a sudden increase in bird activity, indicating a nearby fish school.
  9. D10=9:A beautiful mermaid approaches your ship, asking for help. Her tail has been caught in a net and she needs your assistance to free her. But beware, for the net was set by a group of deadly sirens.
  10. D10=10:A Kraken suddenly emerges from the depths, attacking the party's ship. It is seeking revenge on the party for unknowingly destroying its home, a nearby coral reef. The party must either defeat the Kraken or find a way to appease its wrath.

d100 = 65

  1. D10=1:A small, wooden ship approaches the party. It has a Jolly Roger flag on it, and it is badly damaged. The ship is sinking, and there are 2d6 skeletons on it.
  2. D10=2:A giant sea turtle surfaces, with an entire ecosystem living on its back. What kind of creatures and plants can be found here?
  3. D10=3:The players come upon a shipwreck and find a lone survivor, a young girl who had been traveling with her merchant father. She begs the players to help her find her father and bring him back to her. But the shipwreck is not as deserted as it seems and dark secrets lurk within its depths.
  4. D10=4:A sea serpent is coming up from below, swimming in your direction. If it reaches the surface, it will attack the ship.
  5. D10=5:A pirate ship approaches, flying a flag of truce. They offer a deal to the players: help them find a hidden treasure or be marooned on a deserted island. But can the players trust the pirates to keep their word?
  6. D10=6:Players are approached by a group of merchants. The merchants are carrying valuable cargo back to their home city. A group of bandits plans on robbing them.
  7. D10=7:The players stumble upon an ancient ship that has been cursed with eternal life. Its decaying crew continue to haunt the ship, searching for a way to break the curse. Will the players help them or leave them to their fate?
  8. D10=8:The ship comes across a massive floating island composed entirely of kelp and coral, home to 5d6 sea sprites and hidden wonders.
  9. D10=9:A ship approaches. It is flying a skull and crossbones on its mast. It is a pirate ship.
  10. D10=10:A storm washes up a genie's lamp on shore. The players must decide whether to use their one wish to help themselves or to free the genie from their eternal servitude.

d100 = 66

  1. D10=1:A giant turtle surfaces nearby, lazily swimming by the ship.
  2. D10=2:The sound of beautiful singing lures the players towards a group of sirens, who are trying to lure them to their deaths.
  3. D10=3:You see a shipwreck on the horizon. There is a huge octopus in the middle of it, eating the crew.
  4. D10=4:On a dark, stormy night, the crew spots 3d6 ghostly pirate ships sailing in parallel. If approached, they silently vanish into the mist.
  5. D10=5:A pod of dolphins swim alongside the ship, playing and performing tricks. But do they have a deeper purpose for being there?
  6. D10=6:A lonely lighthouse stands on a rocky island, its light flickering in the night. As the players get closer, strange illusions start to appear and lure them towards the lighthouse. What is causing these illusions and can the players break free from their grasp?
  7. D10=7:The ship comes across a strange sight. Strange, human-like creatures are fighting each other in the water. They are called merfolk and they are not particularly friendly. The merfolk are fighting a large shark in the water. This shark is twice as large as any seen before and is known as a great white shark (you need a sea dragon mutation for this to work). It will attack the ship first and then attack the merfolk if necessary. If it has to get away quickly (because it has been severely hurt or because it has been holding off the merfolk for too long), it will attack anything in its way (including the party).
  8. D10=8:The crew finds a floating piece of driftwood shaped like a dragon or other creature.
  9. D10=9:A large creature has caught your ship in its claws. It is going to tear your ship apart.
  10. D10=10:An unexpected squall catches the crew off guard but passes quickly.

d100 = 67

  1. D10=1:The players hear a strange noise. It sounds like a moan. It is coming from under the deck of the ship. There is nothing there!
  2. D10=2:While diving in the ocean, the players discover an ancient lost city guarded by a powerful water elemental. Will they try to explore the city or flee from the elemental's wrath? As the players sail on, the sea continues to reveal its mysteries and dangers. Whether they choose to face them head-on or avoid them altogether, the sea will always be a source of adventure and excitement.
  3. D10=3:A group of men wearing red robes and carrying daggers in their belts gather around the railing and watch you closely, making hand gestures and pointing in different directions. They speak an unknown language but one of the words is "boo".
  4. D10=4:A strange group of people are seen on an island. They are in strange clothing, and they are not from the region.
  5. D10=5:Up ahead, you see two ships at the bottom of the shipwreck, and one ship on the ocean floor. If a player goes in to investigate, he'll realize there are two dead sailors in the bottom of the shipwreck, and in the other ship on the ocean floor he'll find a living sailor.
  6. D10=6:A shipwrecked pirate appears on the ship, pleading for help to escape the deserted island he has been stuck on for weeks. But as soon as the crew brings him on board, he reveals himself to be a doppelganger, ready to attack and deceive the crew.
  7. D10=7:A nearby ship hears a strange sound. Luckily, they are nearby a rock face and decide to take cover until they figure out what is causing the sound. They discover that there is a large hole in the side of a small mountain and they go inside to investigate. Inside, they find several nymphs (mermaids) that are looking very upset. One of the nymphs has a large pearl necklace, which one of the players will steal and the nymph will chase after the player to get it back. She "steals" multiple pieces of their clothing as she chases them, until they decide to leave or she gets tired and gives up.
  8. D10=8:A group of dolphins attack the ship. The party has to figure out how to deal with intelligent dolphins.
  9. D10=9:The players find a wounded giant octopus who has been attacked by a group of hunters. They must help the octopus heal and protect it from further harm in exchange for a magical ink that can turn into any written text into a powerful spell.
  10. D10=10:The players are invited to a luxurious underwater party hosted by a group of wealthy merfolk. But the party takes a dangerous turn when a rogue sea monster crashes the event, and the players must use their wit and combat skills to survive.

d100 = 68

  1. D10=1:A burst of hot water from a thermal vent brings with it 1d6 flame elementals riding the steam, eager to ignite and consume the vessel.
  2. D10=2:The crew spots a distant whale breaching the surface with a spectacular display.
  3. D10=3:Players see a group of fishermen that are setting their nets in the water. They have a large sack of gold. A group of pirates are about to attack them.
  4. D10=4:A group of merfolk are riding on the backs of giant squid that are attacking the ship with their tentacles and beaks.
  5. D10=5:A fishing boat approaches. The captain offers to take the players to a nearby hidden and secret island for 50 gold pieces each.
  6. D10=6:An abandoned lighthouse stands tall on a small island, surrounded by treacherous rocks. The players must navigate their ship carefully to avoid the rocks and reach the lighthouse, where they discover a group of pirates using it as a base for their operations. Can the players defeat the pirates and claim the lighthouse as their own?
  7. D10=7:The sky darkens as a mighty leviathan (
  8. D10=8:The party comes across a ship that has been cursed by a powerful and vengeful sorceress. The crew is unable to leave the ship and are slowly being turned into monstrous sea beasts. The sorceress offers to lift the curse if the party can retrieve a powerful magical artifact from the bottom of the ocean for her.
  9. D10=9:The ship encounters a mild eddy that gently swirls the water around them.
  10. D10=10:A small island appears uncharted and unreachable on any map.

d100 = 69

  1. D10=1:The players hear singing in a strange language coming from the sea. As they approach closer, they see an island made of coral and bones. There is a beach and a cave. The singing is coming from the cave, which is actually the entrance to a dungeon filled with undead pirates.
  2. D10=2:A magical whirlpool appears in the water, pulling the ship closer and closer. As they get closer, the players can see a sparkling treasure at the bottom of the whirlpool. But is it worth risking their lives for?
  3. D10=3:A ship approaches the ship. It is a flying ship. It is an airship. It is a giant flying ship. It is a giant flying castle. It is a castle in the sky.
  4. D10=4:While exploring an underwater cave system, the party comes across a group of kuo-toa who worship a powerful sea deity. The kuo-toa ask for the party’s help in defeating a group of rival sahuagin who have stolen an important relic from their deity.
  5. D10=5:The party comes across a floating city in the middle of the ocean. The city is inhabited by a race of friendly and technologically advanced merfolk who are at war with a race of underwater dwarves. The party must choose a side and help them in their battle or find a way to negotiate peace between the two factions.
  6. D10=6:Players see an old man walking on the water, talking to himself. He will talk to the players and tell them about his adventures with the pirate king. If players invite him aboard the ship, he will tell them about his adventures with the Pirate Queen and give them treasure map to her location.
  7. D10=7:A giant clam suddenly snaps shut on the ship's anchor, trapping it in place. The players must figure out how to safely pry open the clam to retrieve the anchor.
  8. D10=8:A light drizzle begins to fall, creating a calming ambiance.
  9. D10=9:A friendly giant squid appears, offering to help the players navigate through treacherous waters. But will the players trust this seemingly helpful creature or will they suspect a hidden agenda?
  10. D10=10:A sea hag approaches the ship, offering a deal in exchange for safe passage through her domain. But is there more to her deal than meets the eye?

d100 = 70

  1. D10=1:A storm is brewing and your ship is getting tossed around. Suddenly, a giant sea serpent rises from the ocean, ready to swallow your ship whole.
  2. D10=2:A group of dolphins accompanies the ship, playing and jumping in its wake. Suddenly, they disappear and the water turns a murky red. A pack of bloodthirsty sahuagin have replaced them, ready to attack the ship and its crew. The dolphins were just a clever disguise.
  3. D10=3:A ship approaches, flying a flag with a golden harp on a blue background. The ship is called the Harp of Selune and is crewed by peaceful and spiritual sailors. They offer the party a place to rest and recharge their spells, as well as the opportunity to share a feast and hear tales of their travels.
  4. D10=4:The players encounter a pod of sentient dolphins who offer to guide them to a hidden underwater cave filled with valuable treasures. But the dolphins have a mischievous streak and may lead the players astray. Can the players outwit the dolphins and find the cave?
  5. D10=5:An enormous tidal wave washes 1d8 aboleths onto the deck, each dripping with dangerous telepathic abilities and intent to enslave minds.
  6. D10=6:The ship sails into a bay, sheltered by tall, lush vegetation on all sides.
  7. D10=7:Drifting barrels from a shipwreck contain spoiled provisions.
  8. D10=8:A haunting, abandoned ship drifts into view, surrounded by 2d6 shadowy wraiths searching for souls to claim.
  9. D10=9:A group of friendly merfolk offers to take you on a journey to a hidden underwater city. But beware, for it is ruled by a power-hungry sea witch who will do anything to keep her throne.
  10. D10=10:The players encounter a group of old women who are talking about a goddess named Ishtar. They are praying to her.

d100 = 71

  1. D10=1:A merman king asks for the players' help in finding his missing daughter who was kidnapped by a group of wicked mermaids. But the players soon realize that the king may not be telling the whole truth.
  2. D10=2:The ship crosses into the territory of a 3d6 swarm of carnivorous piranhas, the water around the vessel turning into a churning mass of teeth and hunger.
  3. D10=3:A ship carrying 2d6+10 pirates approaches the ship. They are armed with swords and shields. If players don't give them any loot, they will attack.
  4. D10=4:A brief but spectacular meteor shower lights up the night sky.
  5. D10=5:The PCs encounter a sargasso. The sargasso is a massive area of seaweed that can be found in the ocean. This area is magical and can sometimes trap ships.
  6. D10=6:The ship sails through an area with a noticeable increase in seaweed and floating debris.
  7. D10=7:The crew finds a floating message in a bottle, containing a cryptic note.
  8. D10=8:The players come across a group of stranded sailors on a deserted island. They were shipwrecked and need help building a raft to get back to civilization. But as the players start to assist, they discover that the sailors have a dark secret.
  9. D10=9:The crew spots a group of sea birds nesting on a small outcrop of rocks.
  10. D10=10:A beautiful siren tries to lure the players into the water with her enchanting song. Will they resist her or fall under her spell?

d100 = 72

  1. D10=1:A sea hag, disguised as a beautiful mermaid, approaches the party's ship, offering to guide them to a hidden island known for its riches. However, once the party reaches the island, they discover it is actually a cursed place filled with dangerous traps and creatures. The hag reveals her true form and demands the party's lives as payment for bringing them to her meal.
  2. D10=2:A merchant ship approaches your ship and requests permission to board. As soon as they do, they begin looting your ship and throwing valuable items overboard. They will not respond to any of your questions or commands.
  3. D10=3:The smell of burning tar leads you to an open hold on the ship. The ship is carrying barrels of tar. A fire elemental is trapped inside a barrel of burning tar. It will try to burn the ship down if it's released.
  4. D10=4:A friendly sea turtle appears next to the ship and leads the players to a coral reef where they find a young mermaid who has lost her voice. She begs the players to find and return her stolen voice from the evil sea witch who took it as payment for a spell.
  5. D10=5:A school of dolphins are following your ship, seemingly curious about your journey. But beware, for they are actually luring you into a trap set by a group of merfolk.
  6. D10=6:A sudden fog envelops the ship, reducing visibility to just a few feet.
  7. D10=7:The party discovers a sunken city deep in the sea and must explore its ruins, encountering strange and dangerous creatures along the way. They also come across a group of ancient sea elves who have been hiding in the city for centuries and ask for the party’s help in retrieving a powerful magical artifact that was stolen from them.
  8. D10=8:The crew hears a distant, eerie singing, possibly from a nearby island or underwater source.
  9. D10=9:The players come across a wounded mermaid, caught in a fishing net. Will they help her and risk incurring the anger of the local fishermen?
  10. D10=10:The ship enters a foreign, deeper part of the ocean, where a group of 2d6 froghemoths lay waiting, their powerful tongues snapping out to snare prey.

d100 = 73

  1. D10=1:The players see a strange creature in the water. It looks like some kind of humanoid fish that is as big as a garbage can. It has a shark's head, webbed fingers, a knife and diving gear. The water is too deep for him to dive down and kill it, but if someone shoots it in the head, it will sink to the bottom of the sea
  2. D10=2:You see a shipwreck. The ship is the 'Silent Princess'. The ship is still intact. There is a small jewelry box on the deck. It is locked. There are small rusted keys on the deck. The key to the box is missing.
  3. D10=3:A raft of sea otters float on their backs near the ship.
  4. D10=4:The players' ship becomes trapped in a whirlpool created by a powerful sea mage. They must find a way to break the spell and escape before they are dragged down into the abyss.
  5. D10=5:A giant sea turtle appears, floating calmly on the surface. As they get closer, they realize there is an entire civilization living on the turtle's back. The turtle is also being chased by a group of hunters, and the players must decide if they want to help save the turtle or let it become a trophy for the hunters.
  6. D10=6:A group of merfolk are riding on the backs of giant squid that are attacking the ship with their tentacles and beaks.
  7. D10=7:The ship sails by a remote island filled with giant crabs. The crabs have captured a group of sailors and are planning to have them for dinner. The crew must rescue the captives while avoiding getting caught in the crabs' massive claws.
  8. D10=8:A brief, distant glimpse of dolphins leaping.
  9. D10=9:A pirate ship approaches the shoreline and disembarks a gang of pirates who stalk up the beach looking for loot, drunk on rum and ready for a fight. They're looking for treasure in an old abandoned fort nearby but first they need to get rid of any witnesses...
  10. D10=10:A group of 2d6+2 pirates approach the party, and they want to hire them for a raid on an elven city.

d100 = 74

  1. D10=1:A merman king asks for the players' help in finding his missing daughter who was kidnapped by a group of wicked mermaids. But the players soon realize that the king may not be telling the whole truth.
  2. D10=2:A magical mirror falls from the sky and shatters on deck. The pieces are covered in mysterious runes, but when assembled by a wizard, it will reveal the location of a powerful magical artifact.
  3. D10=3:A powerful mermaid queen offers the players a deal- retrieve a powerful artifact from the depths of the ocean in exchange for one wish granted to each member of the party. But the catch is, the artifact is guarded by a legendary sea monster.
  4. D10=4:A sudden fog envelops the ship, reducing visibility to just a few feet.
  5. D10=5:A gentle swell pushes the ship against an unseen reef (or the broken hull of a wrecked ship), and the crew are forced to man the pumps to keep the ship afloat. To their relief, the reef (or wreck) gives way before the ship is damaged.
  6. D10=6:A group of mermen attack the ship. They want to take over the ship so they can go exploring on land. They will make a deal with the players: If they help the mermen take over a nearby city, they will leave them alone and not bother them anymore.
  7. D10=7:The players spot a group of merfolk engaged in a grand tournament, testing their speed, strength, and agility. Will they be invited to compete or will they be seen as outsiders?
  8. D10=8:A light drizzle begins to fall, creating a calming ambiance.
  9. D10=9:A sea demon rises from the depths! It's a leviathan with tentacles like an octopus.
  10. D10=10:A ship approaches from the distance. It is flying a flag that says 'Deathsail' in Olde English.

d100 = 75

  1. D10=1:The Aurora Borealis is visible even at this southern latitude.
  2. D10=2:A group of elves are fishing in a small boat. Their catch looks like a large fish but has two heads and four wings. The elves are not sure how it tastes. They are curious to find out.
  3. D10=3:While sailing near a volcano, the players spot a group of fire-breathing dragons flying towards them. As they try to escape, they realize that the dragons are actually sea dragons that have adapted to live in the hot waters of the volcano. Will the players be able to defeat these unique creatures and escape the area?
  4. D10=4:While sailing, your ship is engulfed by a fog bank, so thick you can't see your hand in front of your face. When you emerge from it, you're in a different location than where you were before.
  5. D10=5:The sea churns violently, erupting as a pack of 3d6 hungry aquatic hydras attacks, each jagged head snapping at the crew, seeking to drag prey into the depths.
  6. D10=6:The players hear a strange noise. It sounds like a moan. It is coming from under the deck of the ship. There is nothing there!
  7. D10=7:An eerie stillness falls over the sea, and 1d4 ghostly sea serpents appear, silently moving through the water as though searching for something lost.
  8. D10=8:The ship sails into a dense kelp forest, where they come across a group of selkies in distress. Their skins, which allow them to transform into seals, have been stolen by a group of malicious sea witches. The players must help the selkies retrieve their skins before the witches use them for dark magic.
  9. D10=9:The ship's cargo is too heavy and is sinking the ship. Can the party figure out a way to deal with a sinkhole if it appears?
  10. D10=10:The players come across a massive whirlpool that seems to be swallowing whole ships. They must navigate their way through the whirlpool to reach the other side. However, they soon realize that this is no natural phenomenon, but the entrance to a hidden underwater city guarded by a powerful wizard.

d100 = 76

  1. D10=1:A merchant ship passes the party ship in the night. The merchant is a dwarf named Hermann, who has a large cargo of gold coins, gems, and jewelry worth 1d10x1000gp in his care. As he passes, he shouts that he is on his way to the nearest port to sell his cargo and will sell it to the party for half price if they want to buy it from him. The cargo is stolen and will get players in trouble with the law if they try to sell or use any of it.
  2. D10=2:The players encounter a group of old women who are talking about a goddess named Ishtar. They are praying to her.
  3. D10=3:A group of selkies (seal-like shape shifters) are being captured and held captive by a group of sahuagin (sea-dwelling humanoids). Will the players help the selkies escape or turn a blind eye to their plight?
  4. D10=4:The party sees a large, dark cloud in the distance. As they approach, they discover that it is a large flight of bats that is heading south. They decide to follow the bats to see where they're going. Not long after, they discover a large village of dark elf in a canyon on the side of a rocky mountain. The party has to figure out how to get inside the village and how to escape with the ranger, since she has promised to help them if they help her.
  5. D10=5:The ship passes an area where the water changes color, possibly due to an underwater thermal vent.
  6. D10=6:A strange group of people are seen on an island. They are in strange clothing, and they are not from the region.
  7. D10=7:On the shoreline, you find the skeletons of two men. They're dressed in long white robes with strange symbols on them. A small pouch near their feet contains a single silver coin with a strange symbol on it.
  8. D10=8:A merchant ship approaches the ship. The merchant ship is carrying a large shipment of valuable goods, and it is protected by a group of 3d6 mercenaries who are armed with swords and shields.
  9. D10=9:The crew is transported to a city deep underwater, inhabited by a civilization of merfolk and sea creatures.
  10. D10=10:A ghostly pirate ship appears. It attacks the ship.

d100 = 77

  1. D10=1:The crew notices an unusual shimmer on the water’s surface, possibly indicating a nearby underwater occurrence.
  2. D10=2:A group of friendly sea turtles leads the players to a hidden cove where they discover a beautiful mermaid trapped in a curse. The players must find a way to break the curse and save her.
  3. D10=3:The players come across a group of cursed sailors who are stuck in the bodies of sea creatures. They beg the players to find a way to break the curse and return them to their human form.
  4. D10=4:A passenger pigeon alights on the rigging, its origins unknown.
  5. D10=5:The ship encounters a sudden swell, causing the vessel to rise and fall dramatically.
  6. D10=6:The crew spots a distant ship on a parallel course, its sails billowing in the breeze.
  7. D10=7:A sea hag attempts to lure the players into her underwater lair, where she plans to steal their souls and add them to her collection.
  8. D10=8:Strange, haunting sounds come from the depths below.
  9. D10=9:A giant whale attacks the ship, then swims away after doing some damage to the ship's mast(s).
  10. D10=10:A group of sea hags attempts to lure the party into a cursed underwater cave by offering to grant them their deepest desires. The party must resist their temptations and navigate the treacherous waters before the hags’ true intentions are revealed.

d100 = 78

  1. D10=1:You spot a strange-looking vessel sailing toward you. It's got a big hole in its side, and no one seems to be manning the stations.
  2. D10=2:A nearby island is crawling with a multitude of animals, but they appear docile and very few react when you enter the bay.
  3. D10=3:A fishing boat approaches. The captain offers to take the players to a nearby hidden and secret island for 50 gold pieces each.
  4. D10=4:The players stumble upon a group of kraken worshippers who are planning to summon their deity to wreak havoc on nearby coastal towns. The players must stop the ritual before it is too late, but they must also deal with the kraken cultists who are willing to defend their beliefs to the death.
  5. D10=5:A mysterious giant sea creature with a thick, black shell and glowing red eyes is spotted in the distance. Its intentions are unknown and the players must decide whether to avoid it or investigate further.
  6. D10=6:A group of pirates are repairing their ship. They are working on it when the players approach. If the players approach, they will attack. If the players run away, they will chase them in their ship.
  7. D10=7:The party comes across an island with lush tropical forests and sparkling beaches. However, the island is inhabited by a tribe of cannibalistic merfolk who may see the party as potential food.
  8. D10=8:As the ship sails through a coral reef, the players notice a sunken ship filled with treasure. But the reef is home to a giant guardian sea monster who will not let anyone near the treasure. Can the players defeat the monster and claim the treasure?
  9. D10=9:While sailing near a volcano, the players spot a group of fire-breathing dragons flying towards them. As they try to escape, they realize that the dragons are actually sea dragons that have adapted to live in the hot waters of the volcano. Will the players be able to defeat these unique creatures and escape the area?
  10. D10=10:The ship sails through a patch of water with unusually high temperatures, possibly indicating underwater volcanic activity.

d100 = 79

  1. D10=1:A raft of sea otters float on their backs near the ship.
  2. D10=2:The players suddenly find themselves caught in a battle between pirate ships. As they try to navigate their way through the chaos, they must also be wary of unpredictable sea monsters that may be drawn to the commotion.
  3. D10=3:A nearby island is crawling with a multitude of animals, but they appear docile and very few react when you enter the bay.
  4. D10=4:The ship is attacked by a giant squid. The squid will try to grab as many players as possible before it retreats back into the ocean depths with its prey.
  5. D10=5:The players encounter a group of merfolk who are searching for the lost city of Atlantis. They believe that the city holds a powerful artifact that can restore peace to their kingdom. But as they delve deeper into the city, they discover that it is guarded by powerful magical creatures and traps. Can the players help the merfolk retrieve the artifact?
  6. D10=6:A sailor approaches you with a small package wrapped in cloth and tied up with string. He claims it is a gift from his dying mother, which he wants you to take to his family in a far-off land. When you open the package, you find nothing inside.
  7. D10=7:A large dragon attacks!
  8. D10=8:The ship's anchor snags on a submerged castle. Investigating reveals 2d4 sea hag illusions guarding a trove of underwater treasures.
  9. D10=9:A group of pirates sees the players on land and attack them. They are carrying a valuable artifact that they stole from a temple.
  10. D10=10:The ship passes a group of jellyfish, their translucent bodies glowing softly in the sunlight.

d100 = 80

  1. D10=1:The vessel passes a small, deserted island with a single structure, possibly an old lighthouse or watchtower.
  2. D10=2:The crew finds a floating piece of driftwood covered with barnacles and other small sea creatures.
  3. D10=3:The ship encounters a floating ice floe with a family of seals on it.
  4. D10=4:A beautifully carved piece of driftwood washes onto the deck.
  5. D10=5:The crew sees a distant castle on the shore as the ship sails near land.
  6. D10=6:The party is attacked by a giant octopus!
  7. D10=7:A fishing boat approaches. The captain offers to take the players to a nearby hidden and secret island for 50 gold pieces each.
  8. D10=8:A giant octopus is spotted attacking a ship. The players must either help the ship's crew fight off the octopus or make a deal with the octopus to let the ship go in exchange for a valuable item.
  9. D10=9:A mermaid is watching from under the waterline. She's going to sing to the sailors to put them to sleep.
  10. D10=10:Morning mist conceals a floating barge where 2d4 undead samurai enact their eternal duty, slashing at anything that comes within reach of their cursed blades.

d100 = 81

  1. D10=1:The ship sails into a dense fog, and the crew starts to hear eerie whispers and voices. They are the spirits of drowned sailors, seeking revenge on the living.
  2. D10=2:The crew notices a change in the color of the water, indicating a different depth or underwater feature.
  3. D10=3:The waters begin to boil as a whirlpool forms nearby.
  4. D10=4:As the ship sails by a small island, a group of wild and ferocious monkeys start throwing coconuts at the ship and its crew.
  5. D10=5:A floating barrel is spotted, bobbing up and down with the waves.
  6. D10=6:A mysterious underwater ruin is discovered. Inside, the players find ancient artifacts and clues to a lost civilization, but they must also fend off dangerous creatures and traps.
  7. D10=7:A sea dragon approaches the party’s ship, asking for their help in rescuing its mate from a group of evil sea creatures who have kidnapped her.
  8. D10=8:A whirlpool forms unexpectedly, and within it, 2d4 water elementals playfully swirl around, causing minor havoc for any nearby ship.
  9. D10=9:As the full moon rises, the crew hears eerie cries and discovers 2d4 selkie children playing in the surf, inviting the party to join their games.
  10. D10=10:The players encounter a lost civilization of merfolk living in an underwater city. But this peaceful city is threatened by a group of ruthless sea monsters. Can the players help the merfolk in their fight to protect their home?

d100 = 82

  1. D10=1:The crew notices a dramatic change in the color of the sky as the sun sets.
  2. D10=2:A magical storm causes the party’s ship to be transported to a mysterious island surrounded by deadly currents. The island is home to a group of powerful elemental guardians who must be defeated in order for the party to leave the island.
  3. D10=3:As the ship sails through a dense fog, the players start hearing a hauntingly beautiful singing voice. It belongs to a siren who tries to lure the players into crashing their ship.
  4. D10=4:A ship traveling through this sector of the ocean is heading for a nearby port. The ship is held together by rusted iron and thick wood. The ship is being sailed by a half-orc. He's the captain of the ship, but doesn't want to be. The captain was forced to sail the ship because the actual captain died in port. The dead captain was found with his mouth full of poisonous spiders. The captain is on the ship because he promised his friend's widow that he would take care of her children.
  5. D10=5:A singing whale echoes across the water.
  6. D10=6:A sea serpent is coming up from below, swimming in your direction. If it reaches the surface, it will attack the ship.
  7. D10=7:The crew encounters a pod of orcas swimming gracefully alongside the ship.
  8. D10=8:A group of selkies (seal-like people) approaches your ship, offering to trade their special enchanted sealskin coats for something of value. But beware, for the selkies are notorious tricksters.
  9. D10=9:The vessel encounters a calm, mirror-like expanse of water during the night, reflecting the stars above.
  10. D10=10:A wizard from the astral plane has summoned a group of demons from another dimension. They are currently fighting the wizard, but will soon turn their attention to the players if they do not intervene soon.

d100 = 83

  1. D10=1:The ship is attacked by an even larger giant squid which is so large it has tentacles that reach all the way down to the bottom of the ocean.
  2. D10=2:The players are attacked by a kraken that has been hiding beneath the surface of the ocean, waiting to strike unsuspecting prey. It uses its tentacles to attack, as well as its massive beak.
  3. D10=3:A dolphin leaps from the water, lands on top of some crew members and plays for a few minutes before slipping back into the water. Then another and another do the same thing.
  4. D10=4:The players stumble upon a mermaid who has been cursed to live on land. She begs the players to help her break the curse and return to the ocean. But the only way to break the curse is to find a powerful sea witch and convince her to undo the spell. Will the players be able to find the sea witch and complete her tasks in time?
  5. D10=5:A giant whale attacks the ship, then swims away after doing some damage to the ship's mast(s).
  6. D10=6:A single-masted ship flying a flag with a yellow lion on a red background is spotted on the horizon. As it draws near, it can be seen that it is a ship of the Order of the Lion. The ship approaches the party's ship, hails them and then offers to transport them to their destination if they wish.
  7. D10=7:A merchant ship passes the party ship in the night. The merchant is a dwarf named Hermann, who has a large cargo of gold coins, gems, and jewelry worth 1d10x1000gp in his care. As he passes, he shouts that he is on his way to the nearest port to sell his cargo and will sell it to the party for half price if they want to buy it from him. The cargo is stolen and will get players in trouble with the law if they try to sell or use any of it.
  8. D10=8:You spot a strange-looking vessel sailing toward you. It's got a big hole in its side, and no one seems to be manning the stations.
  9. D10=9:The players see a rowboat with a lone figure struggling to row against the current. As they get closer, they see that the figure is a siren and she is desperately trying to escape a group of angry sea creatures who are after her. Will the players help her or leave her to her fate?
  10. D10=10:1d10 pirates attack. They attack with cutlasses and pistols.

d100 = 84

  1. D10=1:A school of 2d10 manta rays glide near the surface, but some are controlled by mind flayers hiding beneath, ready to telepathically strike and enslave crew members.
  2. D10=2:The players stumble upon a group of turtle riders who have been cursed with the inability to breathe underwater. They ask for the players' help in finding a magical amulet that will allow them to survive in the ocean. But the amulet is guarded by a powerful sea serpent.
  3. D10=3:A pirate ship attacks the ship. The pirates want the ship and want to leave with it. A fight ensues.
  4. D10=4:A log covered with barnacles drifts by the ship.
  5. D10=5:An unexpected squall catches the crew off guard but passes quickly.
  6. D10=6:A kraken, known for its massive size and destructive nature, appears in the distance. Will the players attempt to fight the kraken or flee from its grasp?
  7. D10=7:As you sail past another ship, a man runs out onto the deck and waves his arms, shouting "help! Help!" before jumping overboard.
  8. D10=8:The ship encounters a group of playful otters floating on their backs.
  9. D10=9:A rainbow appears, arching beautifully over the sea.
  10. D10=10:The crew spots a mermaid sitting on a rock in the middle of the ocean. She beckons you to come closer with her captivating song.

d100 = 85

  1. D10=1:As night falls, a pod of dolphins appears near the stern, their sleek bodies emerging from below only to disappear again after rising high above the surface and then falling back into the sea, sending great plumes of water into the air.
  2. D10=2:The ship comes across an abandoned lighthouse on a small island. But when they investigate, they find a group of merfolk living inside and using the lighthouse as a source of light for their underwater city. They offer to trade pearls for supplies.
  3. D10=3:The players encounter a lonely lighthouse, dangerously close to the cliffs. The light is not turning, and when they investigate, they find that the lighthouse keeper has been turned into a sea monster by a vengeful siren. Can the players save the lighthouse keeper and stop the siren's curse before it claims any more victims?
  4. D10=4:A group of shipwrecked sailors washes ashore on the players' island. They reveal that they were cursed by a mermaid who fell in love with one of them, and now they are slowly turning into sea creatures. The players must find the mermaid and break the curse before it's too late.
  5. D10=5:A ferocious sea monster emerges from the depths, its enormous jaws ready to devour the ship whole. The only way to defeat it is to find its hidden weak spot, which is located on the top of its head.
  6. D10=6:One curious sea otter climbs aboard, investigates, and then returns to the water.
  7. D10=7:The party discovers a sunken city deep in the sea and must explore its ruins, encountering strange and dangerous creatures along the way. They also come across a group of ancient sea elves who have been hiding in the city for centuries and ask for the party’s help in retrieving a powerful magical artifact that was stolen from them.
  8. D10=8:A shark is swimming along the surface. It will attack you if this is its territory.
  9. D10=9:A portal to the elemental plane of water mysteriously opens, causing chaos and dangerous creatures to spill through. How will the players close the portal and restore order?
  10. D10=10:The ship passes a large, stationary rock or small island with an unusual shape.

d100 = 86

  1. D10=1:A nearby island has been taken over by a band of pirates that are led by a female dwarf. She is seeking revenge on the people of the nearest city and has been attacking ships and stealing cargo. The players can find the island by following the smoke rising from the pirate's volcano-like fortress that is built into the side of a mountain.
  2. D10=2:A group of pirates attempts to board the ship. They are rowdy and drunk, but they are also heavily armed. Will the players fight or negotiate?
  3. D10=3:An underwater hot spring brings a bubble trail to the surface.
  4. D10=4:A group of 2d4 men are standing on the deck of the ship. They are wearing ragged clothing and they look hungry and tired. If players feed them, they will tell the players that they encountered a group of goblins who attacked their village and stole all their possessions. They will ask the party to help them get revenge on the goblins.
  5. D10=5:The captain of the ship hears a noise in his cabin. He goes down to investigate. He finds a miniature ship with a black sail, no name, no flag, and no markings floating in his sea chest. He removes it and throws it overboard.
  6. D10=6:A brief but spectacular meteor shower lights up the night sky.
  7. D10=7:The ship's sails are ripped and torn to shreds. It seems like a shark has taken a bite out of the back of the ship. A group of sailors is trying to repair the sails and keep the ship afloat.
  8. D10=8:A large ship approaches on the horizon, following a completely different course than your own. It makes no attempt to alter its course to meet the two ships or to avoid your ship altogether. It appears to be crewed by skeletons and lacks any life on board.
  9. D10=9:You sense a strange energy emanating from a nearby island. Upon exploring, you discover a portal to the elemental plane of water guarded by merfolk. Will you try to pass through or make a deal with the merfolk to gain access?
  10. D10=10:The players come across a group of stranded sailors on a deserted island. They were shipwrecked and need help building a raft to get back to civilization. But as the players start to assist, they discover that the sailors have a dark secret.

d100 = 87

  1. D10=1:A nearby island has been taken over by a band of pirates that are led by a female dwarf. She is seeking revenge on the people of the nearest city and has been attacking ships and stealing cargo. The players can find the island by following the smoke rising from the pirate's volcano-like fortress that is built into the side of a mountain.
  2. D10=2:A school of dolphins are following your ship, seemingly curious about your journey. But beware, for they are actually luring you into a trap set by a group of merfolk.
  3. D10=3:A suddenly calm sea reflects the sky like a mirror, giving an ethereal feel to the surroundings.
  4. D10=4:Jellyfish the size of kites pass through the bosom of the sea.
  5. D10=5:A group of water elementals appear before the players, demanding tribute to pass through their territory. But when the players offer a gift, the elementals tell them they must prove their worth by completing a series of challenges, each more difficult than the last. How far are the players willing to go for safe passage?
  6. D10=6:The party sees a strange ship anchored in the distance. It is flying no flag and has no crew. A strange creature is on deck. It has four legs, two arms, and a beak.
  7. D10=7:A mysterious island with dark and foreboding cliffs looms in the distance, tempting the party to explore its secrets. However, the island may hold dark and dangerous creatures or traps that the party must overcome.
  8. D10=8:Waterspouts spin across the sea, and within them, appear swirling bands of 2d8 harpies riding the currents, using the chaos to launch attacks.
  9. D10=9:The players come across a group of sirens who are trying to lure sailors to their deaths with their beautiful voices. But unlike most sirens, these ones are cursed and can only break their curse if they can find someone who truly loves them. Will the players be able to help these cursed creatures find love and break their curse?
  10. D10=10:A nearby ship hears a strange sound. Luckily, they are nearby a rock face and decide to take cover until they figure out what is causing the sound. They discover that there is a large hole in the side of a small mountain and they go inside to investigate. Inside, they find several nymphs (mermaids) that are looking very upset. One of the nymphs has a large pearl necklace, which one of the players will steal and the nymph will chase after the player to get it back. She "steals" multiple pieces of their clothing as she chases them, until they decide to leave or she gets tired and gives up.

d100 = 88

  1. D10=1:You see a mermaid sitting on a rock, singing a hauntingly beautiful song that compels you to come closer. But beware, for her singing voice can also lure you to your doom.
  2. D10=2:emerges, treating the party to a display of its terrible might.
  3. D10=3:The sea is still and soon reduced to a glassy sheen across which gulls drift like flecks of foam. Then, a gust of wind sets a lonely cloud scudding across the sky, and as it passes over the sun, the sea turns to a brilliant blue that seems to glow from within. You could almost hear the light chuckle as it spreads out across the ocean, but then, too soon, the sun drops below the horizon and darkness rushes in to claim the sky.
  4. D10=4:The sound of distant thunder hints at an approaching storm.
  5. D10=5:A strange aroma permeates the air. The scent reminds you of something you can't quite identify.
  6. D10=6:You see a mermaid lounging on a rock, singing a beautiful melody. She may offer to tell you the location of a mysterious treasure if you can complete a task for her. Will you accept her offer?
  7. D10=7:A fishing haul brings up a mysterious chest guarded by 1d6 crab-like constructs. They seem to be protecting something of great value inside.
  8. D10=8:The party encounters a group of pirates, led by a notorious captain known for his cunning and ruthlessness. The pirates are in desperate need of a healer, as their shipmate has been bitten by a deadly sea serpent. If the party can heal their injured comrade, the captain will offer them a share of their plundered treasure. But beware, the captain may have ulterior motives.
  9. D10=9:A ship approaches and signals to the party with a flag. A monster is approaching. The monster is a giant crab. There is a helmet made out of pearls on its back.
  10. D10=10:The ship passes through a field of seaweed, until they realize it’s actually a giant mimic disguised as plant life. Can they defeat this clever and dangerous creature?

d100 = 89

  1. D10=1:The party discovers a sunken city inhabited by a race of fish-like creatures who are eager to trade with the surface world. However, the city is also plagued by a powerful sea monster that the party must defeat in order to secure trade with the city.
  2. D10=2:A giant sea turtle surfaces, with an entire ecosystem living on its back. What kind of creatures and plants can be found here?
  3. D10=3:As the players sail closer to a mysterious island, they spot a figure crying for help on the shore. But as they approach, they discover it is actually a mermaid, trapped on the land by an evil sea witch. Can the players help her break the curse and return to the ocean?
  4. D10=4:The ship passes a cluster of small, rocky islands jutting out of the water.
  5. D10=5:The crew sees a distant castle on the shore as the ship sails near land.
  6. D10=6:A powerful storm strikes, damaging the ship and washing the players onto a deserted island. As they explore the island, they find evidence of a long-lost civilization and must unravel its secrets to find a way back home.
  7. D10=7:The players encounter a group of stranded sailors on a small deserted island, desperately seeking rescue. Will they help them and risk delaying their own voyage?
  8. D10=8:A small island appears uncharted and unreachable on any map.
  9. D10=9:A sudden change in the wind brings a pod of 3d6 narwhals, and one appears to communicate through images burned into the minds of those nearby.
  10. D10=10:The crew spots a distant island shrouded in mist, its outline barely visible.

d100 = 90

  1. D10=1:The players encounter a pod of sentient dolphins who offer to guide them to a hidden underwater cave filled with valuable treasures. But the dolphins have a mischievous streak and may lead the players astray. Can the players outwit the dolphins and find the cave?
  2. D10=2:A ghostly fog surrounds the ship, and from within it, 1d4 banshees emerge. Their wails are capable of driving men mad or even rending their spirits.
  3. D10=3:The players see a strange creature with a long neck and long tail swimming in the water nearby. If the players get too close, it will attack! It is an aquatic lizard that is as big as an elephant and has sharp teeth and claws!
  4. D10=4:A group of pirates from Neverwinter have come to loot the nearby islands. If you tell them about the dragon, they will decide not to bother with the island because it sounds too dangerous. They will give you a magic item for helping them make that decision.
  5. D10=5:The ship sails through a patch of water with unusually high temperatures, possibly indicating underwater volcanic activity.
  6. D10=6:A group of merfolk are riding on the backs of giant jellyfish that are attacking the ship with their tentacles and stingers.
  7. D10=7:The party comes across a ship that has been cursed by a powerful and vengeful sorceress. The crew is unable to leave the ship and are slowly being turned into monstrous sea beasts. The sorceress offers to lift the curse if the party can retrieve a powerful magical artifact from the bottom of the ocean for her.
  8. D10=8:A group of 2d4 men are standing on the deck of the ship. They are wearing ragged clothing and they look hungry and tired. If players feed them, they will tell the players that they encountered a group of goblins who attacked their village and stole all their possessions. They will ask the party to help them get revenge on the goblins.
  9. D10=9:Players see a group of fishermen that are setting their nets in the water. They have a large sack of gold. A group of pirates are about to attack them.
  10. D10=10:The captain of the ship notices something odd on the horizon. Under closer inspection, it is a giant ram with large horns. The ram is trying to ram them, but it is doing it slowly, and with no malice in its heart. There is a magic item on the ram, but it is deactivated. The ram wants help to get it activated. If the players help it, the ram will help them later. When they arrive at port, the players will be approached by merchants who use their own ram with a harness to haul cargo.

d100 = 91

  1. D10=1:A ship, flying an arm of a kingdom in the south flies the flag of a friendly kingdom. It is on a mission to find an item of great importance that is thought to be on the bottom of a nearby lake. If the party comes forward with information, they will be richly rewarded.
  2. D10=2:The players hear a man singing a song about a woman who betrayed him. He will be willing to share more information with the players if they give him a drink of rum or ale or something. He has been singing it all day.
  3. D10=3:The waters darken, and shadowy shapes circle below. Suddenly, a frenzy of 3d6 ravenous sahuagin attacks, leaping onto the deck with tridents and fangs bared.
  4. D10=4:A giant octopus engulfs the ship in its tentacles, threatening to drag it down to the depths of the ocean. How will the players escape this dangerous encounter?
  5. D10=5:On a dark, stormy night, the crew spots 3d6 ghostly pirate ships sailing in parallel. If approached, they silently vanish into the mist.
  6. D10=6:The ship passes an area with a strong, intermittent current, making navigation tricky.
  7. D10=7:A group of dolphins swim alongside the ship, seemingly trying to communicate with the players. Upon closer inspection, the players realize that the dolphins are actually trying to lead them to a sunken ship full of treasure. However, the ship is also guarded by a powerful sea creature. Can the players retrieve the treasure and defeat the guardian?
  8. D10=8:A group of merfolk come aboard the ship and ask for the players' help in saving their underwater kingdom from an evil sea witch.
  9. D10=9:The players come across a stranded dragon on an island. The dragon is dying from a mysterious ailment, and they must race against time to find the cure and return the dragon to its full strength before it's too late.
  10. D10=10:The players stumble upon a mermaid kingdom in turmoil. The queen has gone missing and her throne is in danger of being taken over by a power-hungry merman. Will the players help restore peace to the kingdom or will they become entwined in the political struggles of the merfolk?

d100 = 92

  1. D10=1:Players are approached by a group of merchants. The merchants are carrying valuable cargo back to their home city. A group of bandits plans on robbing them.
  2. D10=2:One of the sailors swears they saw a mermaid, but others see nothing.
  3. D10=3:Strange, haunting sounds come from the depths below.
  4. D10=4:A mysterious island appears in the distance. As they get closer, they realize that the island is alive and speaks to them, asking for help to defeat a powerful sorcerer who has been draining its life force.
  5. D10=5:A large black crow swoops down and lands on the ship. It caws at the captain before flying off.
  6. D10=6:The crew finds a floating piece of driftwood covered with barnacles and other small sea creatures.
  7. D10=7:lights up the night sea. The light attracts all sorts of curious sea life.
  8. D10=8:Two krakens are fighting each other nearby in the water!
  9. D10=9:A ship is battling a kraken. The ship is attempting to destroy the kraken's tentacles before they can wrap around the ship and sink it. The kraken will make a L-shaped grapple attack with a reach of 20' that can hit any target in range regardless of range, walls, line of sight, or anything else. It will then attempt to grapple the ship and drag it down into the sea.
  10. D10=10:Strange lights are seen underwater, but their source remains mysterious.

d100 = 93

  1. D10=1:A pirate ship from the Sea of Swords approaches. The captain requests a safe place to hide for a few days. He will pay well for the privilege.
  2. D10=2:The ship gets caught in a whirlpool, pulling it towards a mysterious underwater temple. What secrets and dangers lie within this ancient structure?
  3. D10=3:The players suddenly find themselves caught in a battle between pirate ships. As they try to navigate their way through the chaos, they must also be wary of unpredictable sea monsters that may be drawn to the commotion.
  4. D10=4:A ship en route to a nearby city has lost its captain and needs help. A short, foul-tempered Dwarf is running things in his absence. If he's offered a share of the profits once the cargo is landed, he'll serve as captain for a voyage.
  5. D10=5:A giant sea serpent appears and starts to attack the ship. The players must use their wits and some rope to distract and trap the serpent before it causes too much damage.
  6. D10=6:The players come across a small island inhabited by halflings, who seem to have a never-ending supply of ale and a fondness for storytelling. The halflings share tales of their adventures on the sea and may offer valuable information about the area.
  7. D10=7:A group of shipwrecked sailors washes ashore on the players' island. They reveal that they were cursed by a mermaid who fell in love with one of them, and now they are slowly turning into sea creatures. The players must find the mermaid and break the curse before it's too late.
  8. D10=8:A group of merfolk come aboard the ship and ask for the players' help in saving their underwater kingdom from an evil sea witch.
  9. D10=9:Suddenly surrounded by patches of bioluminescent algae, the party finds themselves illuminated and in the sights of 2d8 sahuagin raiders.
  10. D10=10:The players spot a mysterious ghost ship sailing towards them, its crew long dead but still sailing the seas. Will they try to communicate with the spirits or avoid them at all costs?

d100 = 94

  1. D10=1:The players see an old, wooden ship floating nearby. If they investigate, they will find two pirates inside who are still alive but wounded. They were attacked by a kraken that is still lurking nearby. If it sees or hears the players, it will attack!
  2. D10=2:The ship encounters a patch of particularly clear water, offering a glimpse of the seabed below.
  3. D10=3:The sighting of a sparkling treasure chest leads to a trap set by 3d4 mimics masquerading as mundane shipwreck debris, attacking whoever gets close.
  4. D10=4:A mermaid approaches the players, begging for their help. Her singing voice, which is known to lure sailors to their doom, has been stolen by a group of evil sirens. Will the players face the sirens and retrieve the mermaid's voice so she can once again join her sisters in their beautiful songs?
  5. D10=5:The party discovers a sunken city inhabited by a race of fish-like creatures who are eager to trade with the surface world. However, the city is also plagued by a powerful sea monster that the party must defeat in order to secure trade with the city.
  6. D10=6:The players suddenly find themselves caught in a battle between pirate ships. As they try to navigate their way through the chaos, they must also be wary of unpredictable sea monsters that may be drawn to the commotion.
  7. D10=7:As the party rests for the night on a secluded beach, they are suddenly attacked by a group of cannibalistic fish-men. They are known to worship a powerful deity of the sea and believe that consuming human flesh grants them immortality. The party must fend off the attackers and survive until sunrise, when the fish-men retreat back into the sea.
  8. D10=8:A friendly whale leads the players to an underwater city inhabited by peaceful merfolk. But when an ancient evil is awakened, the players must help defend the city from its wrath.
  9. D10=9:The ship is attacked by a giant squid. The squid will try to grab as many players as possible before it retreats back into the ocean depths with its prey.
  10. D10=10:The crew finds a floating piece of driftwood shaped like a dragon or other creature.

d100 = 95

  1. D10=1:The sound of a battle can be heard nearby.
  2. D10=2:A group of friendly mermaids invite the players to their underwater kingdom, promising riches and magical treasures. But once they arrive, they discover that the mermaids are not what they seem and are actually vicious sirens. How will the players escape this dangerous underwater trap?
  3. D10=3:A storm suddenly breaks out, causing violent waves to crash into the ship. In the midst of it all, a water elemental appears, angry at the disruption of the sea's balance. Will the players be able to calm the elemental before it destroys the ship?
  4. D10=4:A powerful mermaid queen offers the players a deal- retrieve a powerful artifact from the depths of the ocean in exchange for one wish granted to each member of the party. But the catch is, the artifact is guarded by a legendary sea monster.
  5. D10=5:You stumble upon a shipwreck with a mysterious survivor. The survivor claims to have been stranded on the island for years and offers to guide the party to a hidden treasure in return for their help in escaping the island.
  6. D10=6:On the shoreline, you find the skeletons of two men. They're dressed in long white robes with strange symbols on them. A small pouch near their feet contains a single silver coin with a strange symbol on it.
  7. D10=7:A group of 2d6 swashbuckling pirate warriors, led by a fearsome sorcerer, swings aboard the ship, demanding gold and captives for ransom.
  8. D10=8:The ship's cargo is too heavy and is sinking the ship. Can the party figure out a way to deal with a sinkhole if it appears?
  9. D10=9:A storm moves in and capsizes the players' ship. They fall into the sea and are rescued by a nearby pirate ship. The captain of this pirate ship is a vampire who wishes to feast on their blood.
  10. D10=10:As the ship sails through a thick green fog, the crew starts to feel drowsy and disoriented. Suddenly, a group of sea hags appears, casting a spell to lure the crew into the water and drown them.

d100 = 96

  1. D10=1:A mysterious giant sea creature with a thick, black shell and glowing red eyes is spotted in the distance. Its intentions are unknown and the players must decide whether to avoid it or investigate further.
  2. D10=2:The players discover a hidden underwater city that is at war with a neighboring city. The two cities are fighting over the control of a powerful magical artifact that lies in the center of a dangerous trench. The players must navigate through treacherous waters and either claim the artifact for themselves or broker a peace treaty between the two cities.
  3. D10=3:A sudden flock of flying fish passes over the ship.
  4. D10=4:The players come across a shipwreck and must decide whether to explore it and possibly find valuable loot, or continue on their journey.
  5. D10=5:The ship passes a group of sea turtles basking on a small, rocky outcrop.
  6. D10=6:A ship approaches. It is flying a flag with a skull and crossbones on it. The ship is flying a pirate flag. A ship with a pirate flag on its mast is not considered to be a pirate ship. It is a pirate ship.
  7. D10=7:A group of sailors invites the players to their ship for a friendly round of drinks and storytelling. But as the night wears on, the players begin to realize that the sailors are not what they seem. They are actually shape-shifting sea creatures who plan on luring the players into the sea to feast on their flesh. Can the players escape this treacherous trap and make it back to their own ship?
  8. D10=8:The crew finds a floating fisherman’s net, empty but in good condition.
  9. D10=9:Giant octopus-like creatures leap out of the water and onto the deck of a floundering ship. The creatures are attacking some of the sailors, who are throwing anything at the creatures that they can find. A battle ensues and one of the creatures grabs the captain and pulls him under the water. The captain sacrifices himself to save his crew. The ship will surely sink through mast damage.
  10. D10=10:The party discovers a hidden underwater cave that leads to a lost city of merfolk. The merfolk have been living peacefully but have been suffering from a mysterious disease that has been killing their people. The party must find a cure and confront the culprit behind the disease, a powerful sea sorceress who seeks revenge on the merfolk for destroying her home.

d100 = 97

  1. D10=1:A giant octopus attacks. It has 12 tentacles, each of which is a separate creature. The tentacles have a +2 to hit and do 1d6 damage each. They will try to grab the players and drag them into the water to drown.
  2. D10=2:An underwater hot spring brings a bubble trail to the surface.
  3. D10=3:The party comes across a deserted island with a lone shipwreck on its shores. Upon further investigation, they discover that the island is inhabited by a group of shape-shifting merfolk who are being hunted by a clan of powerful sea werewolves. The merfolk ask for the party's help in defeating the werewolves before they come back to the island on the next full moon.
  4. D10=4:A mysterious fog surrounds the players' ship, and when it clears, they find themselves in the middle of a massive coral labyrinth. Inside, they must navigate through puzzles and traps to find a legendary sea deity who will grant them a powerful blessing.
  5. D10=5:A massive waterspout forms, then crashes down into the sea again, causing a massive wave that could damage the ship if it hits it.
  6. D10=6:A group of five cultists in black robes are on their way to an abandoned lighthouse to summon an evil sea god by using a magic lens that was stolen from an evil mage's vault by one of their members. They are armed with short swords and short bows, but they will fight to the death if they think they're going to be stopped by players.
  7. D10=7:Flotsam from a shipwreck hides 4d6 venomous sea snakes, coiling and striking at anything that moves, their bites lethal and swift.
  8. D10=8:The party comes across a small island with a lighthouse on it. Upon investigation, they discover that the lighthouse keeper is actually a powerful beholder who has been using the light to lure ships to the island and feed on the crew. The beholder offers to let the party go if they can defeat a monstrous sea creature that has been terrorizing it.
  9. D10=9:There is a gigantic swarm of jellyfish beneath you, going in the same direction as your ship.
  10. D10=10:A pod of friendly and playful dolphins joins the players' ship, swimming alongside and performing tricks. But their joy quickly turns to fear when a giant, hungry shark appears and starts circling the ship. Can the players protect their new dolphin friends and fend off the shark?

d100 = 98

  1. D10=1:A mysterious sea cave is discovered, filled with glowing crystals that grant powers to those who touch them. But the crystals also have a dark side, and the players must make a difficult choice.
  2. D10=2:A sudden rain shower drenches everything but passes quickly, leaving the sea refreshed.
  3. D10=3:A call for help draws the ship to a seemingly abandoned lifeboat. Waiting aboard are 2d6 lizardfolk marauders, armed for an ambush.
  4. D10=4:The sea broils around the party's vessel as a massive 3d4 tentacles rise from the depths, belonging to a titanic Kraken. The creature’s roar fills the air, and it aims to drag the ship into the depths.
  5. D10=5:A merman king asks for the players' help in finding his missing daughter who was kidnapped by a group of wicked mermaids. But the players soon realize that the king may not be telling the whole truth.
  6. D10=6:A ship flying a yellow flag with a black dragon's head on it is spotted on the horizon. As it draws near, it can be seen that it is a ship of the Black Dragon Cult. The ship approaches the party's ship, hails them and then offers to transport them to their destination if they wish.
  7. D10=7:The players encounter a group of sea gypsies who offer to trade with them. The gypsies have magical water barrels that never run out and can provide unlimited clean water for the players, but they have a high price. Will the players make a deal with the gypsies or try to find another source of water?
  8. D10=8:A sailor catches a sizeable fish, lifting spirits amid a long voyage.
  9. D10=9:The party sees a mermaid in the distance, but she disappears before they can get to her.
  10. D10=10:Drifting barrels from a shipwreck contain spoiled provisions.

d100 = 99

  1. D10=1:The ship sails into a breeding ground for giant squids, each one larger than the ship itself. The squids begin to attack the ship, wrapping their tentacles around the hull. The crew must use all their strength and cunning to escape.
  2. D10=2:The party stumbles upon a ship graveyard, filled with the remains of ships that have been destroyed in the sea. Among the wreckage, they may find valuable items or encounter dangerous sea creatures.
  3. D10=3:A mysterious island appears out of thin air in front of the ship. On it, they find a massive temple adorned with treasures and guarded by powerful sea creatures. But beware, the temple holds a deep secret that could unleash great danger upon the world.
  4. D10=4:A call for help draws the ship to a seemingly abandoned lifeboat. Waiting aboard are 2d6 lizardfolk marauders, armed for an ambush.
  5. D10=5:The ship passes over an underwater ruin, visible through the clear water.
  6. D10=6:A magical storm causes the party’s ship to be transported to a mysterious island surrounded by deadly currents. The island is home to a group of powerful elemental guardians who must be defeated in order for the party to leave the island.
  7. D10=7:Dogs barking in the distance remind you of the whereabouts of the village you seek.
  8. D10=8:The Aurora Borealis is visible even at this southern latitude.
  9. D10=9:Morning mist conceals a floating barge where 2d4 undead samurai enact their eternal duty, slashing at anything that comes within reach of their cursed blades.
  10. D10=10:A nearby island is home to a giant squid that attacks the party on sight. It's inedible so the party will have to figure out how to deal with it without getting eaten.

d100 = 100

  1. D10=1:A ship traveling through this sector of the ocean is heading for a nearby port. The ship is held together by rusted iron and thick wood. The ship is being sailed by a half-orc. He's the captain of the ship, but doesn't want to be. The captain was forced to sail the ship because the actual captain died in port. The dead captain was found with his mouth full of poisonous spiders. The captain is on the ship because he promised his friend's widow that he would take care of her children.
  2. D10=2:The infamous pirate queen, who has terrorized the seas for years, suddenly appears on the ship and demands a duel with the captain. The winner takes all - the ship, the crew, and the queen's legendary treasure stash.
  3. D10=3:A group of sea elves offer the players a friendly competition of underwater archery. But things get heated when the elves start using cheating tactics.
  4. D10=4:The party comes across an island with lush tropical forests and sparkling beaches. However, the island is inhabited by a tribe of cannibalistic merfolk who may see the party as potential food.
  5. D10=5:A wizard is swimming in the ocean. He is going to the island of Tyloon, which is two days away.
  6. D10=6:The party discovers a hidden island inhabited by a tribe of cannibalistic merfolk who worship a sea demon. The party must navigate through the island and avoid becoming the next meal for the merfolk.
  7. D10=7:The ship is surrounded by a playful pod of 4d8 whale sharks accompanied by charming sea-hummingbirds that flit about like sparkling jewels.
  8. D10=8:The players spot a group of merfolk engaged in a grand tournament, testing their speed, strength, and agility. Will they be invited to compete or will they be seen as outsiders?
  9. D10=9:You see a derelict ship drifting about a hundred yards away.
  10. D10=10:The ship's anchor snags on a submerged castle. Investigating reveals 2d4 sea hag illusions guarding a trove of underwater treasures.

Use this table with the rest of Doungim's D&D 5e toolkit

A random encounter scenario is just the start of a scene. Pair it with a creature from our D&D 5e monsters catalogue (3,000+ monsters with full stat blocks), an NPC from our pre-built D&D NPC roster, a spell from the D&D 5e spell list, and a reward from the D&D magic items catalogue — and you have a full one-page session ready to drop on your D&D 5e or 2024 party.

Other dice tiers for the sea: D1, D4, D6, D8.

Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.

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Scannable QR code encoding the URL https://www.doungim.com/dnd/encounters/sea/d10. Point a phone camera at this code to open the Sea encounters (d10) page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.