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D4 Sea Random Encounters

D&D 5e · 400 scenarios · Roll d100 → roll D4

A complete D&D 5e random encounter table for sea scenes. Roll a d100 to pick a set, then roll a D4 to pick a scenario within that set — 400 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 D4 to pick one of 4 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D4 Sea encounter table

d100 = 1

  1. D4=1:The ship passes a drift of pumice stone from a distant volcanic eruption.
  2. D4=2:The party realizes that it has been out of sight of land for at least two days. Suddenly, a giant sea dragon with a small goblin-like creature on its back attacks the party on one of their ships. The creature, obviously a sorcerer, is riding the giant sea dragon. The sea dragon has black, scaled skin, and its eyes are a piercing yellow.
  3. D4=3:A giant turtle surfaces nearby, lazily swimming by the ship.
  4. D4=4:The crew notices an unusual, sweet smell in the air, possibly from a nearby island.

d100 = 2

  1. D4=1: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.
  2. D4=2:The ship traverses the edges of a ruined, submerged city where 1d4 ghostly sea captains still patrol, seeking to defend their long-lost domain from intruders.
  3. D4=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. D4=4: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?

d100 = 3

  1. D4=1:A storm quickly approaches, bringing with it powerful winds and crashing waves. The players must use all their skills to navigate through the treacherous waters and avoid being capsized. Can they make it through unscathed?
  2. D4=2:A blackbird attacks from above.
  3. D4=3:A school of flying fish takes flight from under the ship's bow and snaps its way across the ship's wake.
  4. D4=4:This shipwreck has been inhabited by a band of brigands who have been hiding out here while they wait for their ultimate goal. As your characters approach, they will charge at you with weapons drawn and will try to take control of your ship

d100 = 4

  1. D4=1:The crew discovers barnacles growing on the ship’s hull.
  2. D4=2: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.
  3. D4=3:A storm rises up out of nowhere. It is a black storm. Lightning strikes again and again on the ship, but it does not strike any of the crew or damage the ship in any way.
  4. D4=4: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.

d100 = 5

  1. D4=1:The underwater equivalent of a sandstorm, a "sandtide" caused by 2d4 earth elementals, blinds and disorients the crew, challenging navigation.
  2. D4=2:The ship passes a group of playful dolphins, leaping out of the water and racing alongside them.
  3. D4=3: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.
  4. D4=4:A gentle breeze brings the scent of salt and seaweed to the ship.

d100 = 6

  1. D4=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. D4=2:A swarm of jellyfish passes under the ship, eerily glowing in the moonlight.
  3. D4=3: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.
  4. D4=4: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?

d100 = 7

  1. D4=1:The party realizes that it has been out of sight of land for at least two days. Suddenly, a giant sea dragon with a small goblin-like creature on its back attacks the party on one of their ships. The creature, obviously a sorcerer, is riding the giant sea dragon. The sea dragon has black, scaled skin, and its eyes are a piercing yellow.
  2. D4=2: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?
  3. D4=3:The ship passes a large, floating clump of seaweed that the crew can collect for food or other uses.
  4. D4=4: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.

d100 = 8

  1. D4=1:A flying fish leaps out of the water and glides for a few moments before diving back in.
  2. D4=2:A giant whale attacks the ship, then swims away after destroying one of the ship's oars.
  3. D4=3:The players hear a group of people talking about their plans to rob a merchant. They are talking about which one of them will do it.
  4. D4=4:The players stumble upon a hidden island, shrouded in mist and legend. What secrets and dangers await them on this mysterious land?

d100 = 9

  1. D4=1:Floating in the water, the players find a message in a bottle- a treasure map that leads to a hidden island filled with riches.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=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.

d100 = 10

  1. D4=1:You see a rope dangling from a nearby ship. When you pull on it, you see that it is tied to a ladder that dangles down into the water.
  2. D4=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. D4=3:An old man is walking along the beach, muttering to himself. If the players approach, he will tell them his story of how he was shipwrecked years ago, and how he has been stranded on the island ever since. He tells them about a large yellow gem that he found on the island. The gem was cursed, and it turned him into a werewolf.
  4. D4=4:The players are invited to a special feast on an island inhabited by peaceful cannibals. When they arrive, they realize that they are the intended main course. Can they find a way to escape before becoming dinner?

d100 = 11

  1. D4=1:The players are invited to a grand underwater ball hosted by a powerful sea deity. They must impress the deity and its guests in order to gain rewards and potentially form alliances. But be wary, for some guests may have their own agenda.
  2. D4=2:The ship encounters a patch of particularly clear water, offering a glimpse of the seabed below.
  3. D4=3: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!
  4. D4=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?

d100 = 12

  1. D4=1:A flying fish leaps out of the water and glides for a few moments before diving back in.
  2. D4=2:A group of nomadic sea elves stop the party's ship and offer to trade rare and valuable items from their travels. However, their true intentions may not align with the party's goals.
  3. D4=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. D4=4:The players encounter a giant sea serpent, its body covered in colorful scales and shimmering in the sunlight. As they approach, they realize that the serpent is actually a peaceful creature, just trying to take a nap in the warm waters. But will the players risk waking it up or try to sneak by without disturbing it?

d100 = 13

  1. D4=1:A flash of lightning reveals a pirate ship following the players. It will attack them.
  2. D4=2: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.
  3. D4=3:A whale shark passes by, its massive form dwarfing the ship.
  4. D4=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.

d100 = 14

  1. D4=1:The stars shine unbelievably bright, guiding the path ahead.
  2. D4=2:A strange ship with no sails or oars approaches the party's ship. An old man is on deck. He shouts through a speaking trumpet. 'I am the Old Man of the Sea. I command you to heave to and board my ship.'
  3. D4=3:A ship is sinking. You can help save the crew. If you do, the captain will tell you why they were out to sea. They were going to the island of Tyloon to trade with the dragon who lives there, because he was an even better trader than the merchants of the city of Neverwinter.
  4. D4=4: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.

d100 = 15

  1. D4=1:A dead, floating tree off the starboard side, home to a variety of tiny sea creatures.
  2. D4=2: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.
  3. D4=3:As the ship sails through a thick mist, they come across two side-by-side ships, each crewed by undead pirates. The ships are locked in an eternal battle, and the crew must choose which side to aid or try to break the curse that binds them.
  4. D4=4:Sudden and intense fog rolls in, making it impossible to see more than a few feet in front of the ship. In the mist, strange noises can be heard and shadowy figures can be seen. Is it just the mist playing tricks, or is there something lurking in the fog?

d100 = 16

  1. D4=1:While navigating through a dense fog, the ship encounters a ghostly vessel. The ghost ship begins to ram the ship, attempting to drag it down to the bottom of the sea. The ghost captain can be seen laughing maniacally from the mast.
  2. D4=2:A fierce storm hits, and the players must navigate through treacherous waters and fight against the strong winds and crashing waves.
  3. D4=3: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.
  4. D4=4: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.

d100 = 17

  1. D4=1:The crew spots a distant island with palm trees swaying gently in the breeze.
  2. D4=2:A group of fishermen is staring at the players in disbelief. They recognize each other, but to these fishermen, the adventurers look like ghosts!
  3. D4=3:The crew finds a message in a bottle, its parchment brittle and hard to decipher.
  4. D4=4:A mermaid is floating on a piece of driftwood, crying out for help. She claims to have been attacked by a sea monster and needs the players' assistance to get back to shore. But as they approach, the mermaid's true intentions are revealed.

d100 = 18

  1. D4=1:The crew spots a distant monastery on a cliff.
  2. D4=2: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.
  3. D4=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. D4=4:A mysterious and beautiful siren appears on the ship, singing a captivating melody. But beware, for her song is actually a curse that will lure sailors to their death.

d100 = 19

  1. D4=1:A giant whale attacks the ship, then swims away after doing some damage to the ship's sails.
  2. D4=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. D4=3:A man approaches the players. He is carrying a large bag. He says he's here to collect taxes.
  4. D4=4:A school of sharks swims lethargically, their fins barely stirring the water.

d100 = 20

  1. D4=1:A giant whale surfaces. It is black and very huge. It spouts water and attacks!
  2. D4=2:A group of pirates are repairing their ship. If attacked, they will fight.
  3. D4=3:The ship passes a distant shoal, marked by shallow, breaking waves.
  4. D4=4: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.

d100 = 21

  1. D4=1:The lich has stolen a ship. The ship is adrift and the players will have to find a way to get the ship back to shore safely. The lich has cast a spell on one of the players. The spell will turn them into a sea monster. The players must figure out how to reverse the spell.
  2. D4=2:A waterspout rises up out of the sea, then crashes back down into it again.
  3. D4=3:Suddenly, the ship is surrounded by whales, which you are told are "blue whales." Each one is bigger than the ship itself, and they seem to be performing a dance by leaping together into the air and then splashing down into the sea.
  4. D4=4: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.

d100 = 22

  1. D4=1: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.
  2. D4=2: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
  3. D4=3: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.
  4. D4=4:On a calm day, the party encounters 3d4 rusalka (water nymphs) singing a mournful dirge, mourning a great sea guardian’s fall.

d100 = 23

  1. D4=1: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?
  2. D4=2:The sound of a siren song is faintly heard but quickly fades away.
  3. D4=3:The players stumble upon a sunken city and must navigate through its maze-like streets while dealing with its undead inhabitants and the powerful undead ruler. If they succeed, they may find powerful artifacts and treasure hidden within the city's ruins.
  4. D4=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.

d100 = 24

  1. D4=1:A rainbow appears, arching beautifully over the sea.
  2. D4=2: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.
  3. D4=3:A pirate ship attacks the ship. The pirates want the ship and want to leave with it. A fight ensues.
  4. D4=4:A sudden fog envelops the ship, reducing visibility to just a few feet.

d100 = 25

  1. D4=1:A pirate ship approaches the ship. It is flying a black flag with a skull and crossbones. The pirates demand food, water, and gold. If players do not comply, the pirates will attack.
  2. D4=2: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?
  3. D4=3:A large flock of seagulls attacks!
  4. D4=4:A semi-submerged statue of a forgotten deity appears as the tide recedes.

d100 = 26

  1. D4=1: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.
  2. D4=2:A school of fish has surrounded your ship and is going to attack it.
  3. D4=3:The players come across a small island with a tall lighthouse perched on top. As they approach the island, they see a figure at the top of the lighthouse frantically signaling for help. But as they get closer, they realize that the figure is actually a ghost who has been trying to lure ships to the island so it can add more victims to its cursed crew. Will the players fall for the ghost's trap, or will they find a way to defeat it and put its cursed crew to rest?
  4. D4=4:The players come across a mysterious ship caught in a storm and offer their help. But when they board the ship, they discover that it is actually a ghost ship, manned by an undead crew. Can the players break the curse and put the ghosts to rest?

d100 = 27

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4: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?

d100 = 28

  1. D4=1: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.
  2. D4=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. D4=3:The ship scrapes against a hidden reef, damaging the hull slightly.
  4. D4=4:The crew finds a floating fisherman’s net, empty but in good condition.

d100 = 29

  1. D4=1:A ship sailing the ocean has one portly dwarf on it named Grish. He has a bunch of supplies for the city being sailed to and will sell them to people for a high price if they promise not to tell anyone about it. He's trying to get rich quick by selling goods at a high price to people. If anyone threatens him, he'll attack them in self-defense.
  2. D4=2: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?
  3. D4=3: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.
  4. D4=4:The players encounter a small island inhabited by a colony of talking dolphins. The dolphins are highly intelligent and in possession of a great treasure, but they refuse to give it up without a proper challenge. The players must compete in a series of dolphin-inspired games to win the treasure.

d100 = 30

  1. D4=1:A strange aroma permeates the air. The scent reminds you of something you can't quite identify.
  2. D4=2:A beautifully carved piece of driftwood washes onto the deck.
  3. D4=3:A small pod of dolphins swims alongside the vessel, leaping out of the water playfully.
  4. D4=4: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.

d100 = 31

  1. D4=1:The ship sails through a patch of bioluminescent plankton, creating a sparkling, magical glow at night.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:The party sees a mermaid in the distance, but she disappears before they can get to her.

d100 = 32

  1. D4=1:The players encounter a group of friendly sea giants who are being hunted down by a powerful and vengeful sea goddess. The giants ask for the players' help in defeating the goddess and reclaiming their freedom. But how will the players face a powerful deity?
  2. D4=2:A ship approaches. It sees the ship and speeds away.
  3. D4=3:A group of mermaids gather on the nearby rocks, staring wide-eyed at your ship. They appear to be talking to each other.
  4. D4=4: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.

d100 = 33

  1. D4=1:A group of stranded sailors are found on a deserted island. They tell the players about a cursed treasure they stole, and the players must either help them break the curse or take the treasure for themselves.
  2. D4=2: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.
  3. D4=3:Waterspouts spin across the sea, and within them, appear swirling bands of 2d8 harpies riding the currents, using the chaos to launch attacks.
  4. D4=4: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?

d100 = 34

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3:The crew finds a floating fisherman’s net, empty but in good condition.
  4. D4=4:The waters stir with bioluminescence as a pod of 2d6 kopru teleports aboard the vessel, their hypnotic gaze making the crew like putty in their sinister fins.

d100 = 35

  1. D4=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. D4=2: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.
  3. D4=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. D4=4:The players discover a hidden cove, full of sparkling treasure and ancient artifacts. But are the riches truly as valuable as they seem or is something sinister at play?

d100 = 36

  1. D4=1:While exploring an underwater cave, the players come across a beautiful giant pearl. But as they reach for it, they realize that it is being guarded by a giant crab who wants the pearl for itself. The players must defeat the giant crab to claim the pearl as their own.
  2. D4=2: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.
  3. D4=3: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?
  4. D4=4:A sudden storm hits the players' ship, and they get separated from their crew. They wash up on a nearby island where they find a shipwrecked captain who has been stranded for years. He offers to help the players repair their ship, but his true intentions may not be as kind as they seem.

d100 = 37

  1. D4=1:A group of merfolk are riding on the backs of giant sharks that are attacking the ship with their fins and teeth.
  2. D4=2: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.
  3. D4=3:The party sees a ship in the distance, but it disappears before they can get to it.
  4. D4=4:The ship encounters a strong, steady wind that pushes them off course slightly.

d100 = 38

  1. D4=1:The crew spots a distant island shrouded in mist, its outline barely visible.
  2. D4=2:A seaworthy message in a bottle offers clues to treasure.
  3. D4=3: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?
  4. D4=4:A massive sea monster, looking like a cross between a dragon and a giant squid, rises out of the water and begins to attack the ship. The party must use their wits and courage to defend the ship and its crew against the fearsome creature.

d100 = 39

  1. D4=1: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.
  2. D4=2: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.
  3. D4=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. D4=4:The ship passes a distant shoal, marked by shallow, breaking waves.

d100 = 40

  1. D4=1:A group of fishermen is staring at the players in disbelief. They recognize each other, but to these fishermen, the adventurers look like ghosts!
  2. D4=2:The players come across a group of stranded sailors, their ship destroyed by a powerful storm. They are desperate for help and offer a large reward for anyone who can lead them safely to the nearest port. But as the players guide them through the treacherous waters, they begin to suspect that the sailors may have ulterior motives.
  3. D4=3: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.
  4. D4=4:A group of sea elves approach the ship and chat with the party. They tell them they are going to be heading back to their city if they are interested.

d100 = 41

  1. D4=1:The crew finds themselves in the midst of a grand underwater parade, with 2d8 fairy dolphins and sea nymphs celebrating an event of great importance.
  2. D4=2: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.
  3. D4=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. D4=4: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.

d100 = 42

  1. D4=1: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.
  2. D4=2:An elderly couple walk along the waterfront looking for their lost cat named 'Smokey'. They have been walking for many days and will continue walking until they find Smokey or until they die trying...
  3. D4=3:The players see a giant, mysterious creature swimming beneath the surface of the water. It is unlike anything they have ever seen before, with glowing blue eyes and shimmering scales. What is this creature and what is its purpose?
  4. D4=4:A ship flying the flag of a faraway land is attacked by a giant octopus. The ship is sinking and the crew is panicking. If players help, they will discover that the captain of the ship is a high-level wizard who was transporting a rare spellbook back to his homeland. He will reward the players handsomely if they save his crew and his ship.

d100 = 43

  1. D4=1:A giant octopus attacks your ship.
  2. D4=2: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.
  3. D4=3:A group of mermen attack the ship. They want to take over the ship so they can go exploring on land.
  4. D4=4: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 = 44

  1. D4=1: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?
  2. D4=2:As you're sailing through a thick fog, a ghostly pirate ship suddenly appears next to yours. The ghost captain challenges you to a duel, but beware, for his sword is made of cursed silver.
  3. D4=3: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.
  4. D4=4:The sound of a woman's voice comes from the hold of the ship. A voice invites everyone to come below deck for a party. The party will be a pirate party, with a variety of objects that can be used in many ways. The treasure of the Pirate Queen is also waiting below deck.

d100 = 45

  1. D4=1:The party encounters a group of sentient, humanoid dolphins who are being hunted by a group of savage sahuagin. Will the party intervene and save the dolphins or stay out of the conflict?
  2. D4=2: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?
  3. D4=3: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.
  4. D4=4: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?

d100 = 46

  1. D4=1:The crew encounters a dense fog bank teeming with tiny but feral 3d8 sea sprites. They attack in swarms, seeking to disable the ship’s navigation.
  2. D4=2: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.
  3. D4=3:swims past, causing massive waves but seeming uninterested in the tiny vessel.
  4. D4=4:The crew hears stories of legendary giant squids sighted in this area.

d100 = 47

  1. D4=1: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.
  2. D4=2:A group of friendly merfolk offer to guide the party through treacherous waters in exchange for help rescuing their queen, who has been captured by a kraken.
  3. D4=3:There are nine sharks circling your ship, preparing to feed.
  4. D4=4:Ships in the distance exchange coded light signals.

d100 = 48

  1. D4=1:A group of 2d6+2 pirates approach the party, and they want to hire them for a raid on an elven city.
  2. D4=2:A massive school of giant fish, large enough to swallow a ship whole, blocks the players' path. They must figure out a way to maneuver through the school without getting eaten.
  3. D4=3:The crew spots a drifting vessel turned to stone. Investigating uncovers 1d10 basilisks swimming underneath, their petrifying gaze an ever-present threat.
  4. D4=4: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 = 49

  1. D4=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. D4=2: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.
  3. D4=3:A pod of friendly dolphins swim around the ship, playfully jumping and showing off for the crew. The dolphins may offer clues or help the party in their journey.
  4. D4=4:A merman is passed out on the deck. If revived, he'll vanish into puffs of sea foam.

d100 = 50

  1. D4=1: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.
  2. D4=2: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?
  3. D4=3:A celestial, glowing giant manta ray (
  4. D4=4: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.

d100 = 51

  1. D4=1:A dead, floating tree off the starboard side, home to a variety of tiny sea creatures.
  2. D4=2:carries an enchanted island on its back, promising lessons in ancient lore to those who answer its riddles.
  3. D4=3:A strange aroma permeates the air. The scent reminds you of something you can't quite identify.
  4. D4=4: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.

d100 = 52

  1. D4=1:A large flock of seagulls attacks!
  2. D4=2: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.
  3. D4=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. D4=4: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?

d100 = 53

  1. D4=1: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?
  2. D4=2: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.
  3. D4=3:The ship is approached by a giant floating clam, with a valuable pearl inside. The clam belongs to a powerful sea goddess who will grant one wish to the person who can retrieve the pearl without damaging it. But be warned, greed often leads to trouble.
  4. D4=4:The ship runs into a patch of strange, glowing seaweed, which is actually the tendrils of a 3d6 kraken spawn.

d100 = 54

  1. D4=1: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.
  2. D4=2:An enormous octopus attacks the ship, causing it to start sinking. The players must find a way to defeat the octopus and save the ship before it's too late.
  3. D4=3:On a calm day, the party encounters 3d4 rusalka (water nymphs) singing a mournful dirge, mourning a great sea guardian’s fall.
  4. D4=4:A sailor on deck is heard laughing to himself for no reason. He's laughing about how the captain, first mate and all the other officers were killed and he's the new captain now. If players try to talk to him, he snaps out of it, then goes back to laughing to himself again.

d100 = 55

  1. D4=1: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?
  2. D4=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. D4=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. D4=4:A ship approaches, flying a flag of a silver fish on a blue background. The ship is called The Bluefish.

d100 = 56

  1. D4=1:The crew watches as a large school of tuna swims by.
  2. D4=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. D4=3: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.
  4. D4=4:A brief but intense rainbow appears after a light rain shower.

d100 = 57

  1. D4=1: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?
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:As the players are exploring a sunken ship, they come across a group of undead pirates guarding a cursed treasure. Will the party be able to claim the treasure without getting cursed themselves?

d100 = 58

  1. D4=1:lights up the night sea. The light attracts all sorts of curious sea life.
  2. D4=2:The party spots an itinerant sea gypsy raft town of 1d6 families, offering exotic wares and stories of remarkable underwater adventures.
  3. D4=3:A giant whale breaches the surface, its majestic presence both awe-inspiring and terrifying. But why is it behaving so strangely?
  4. D4=4:The ship is attacked by a group of mer-mer-mer warriors. They look like half-man, half-fish creatures with swords and shields.

d100 = 59

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3:A strange aroma permeates the air. The scent reminds you of something you can't quite identify.
  4. D4=4: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.

d100 = 60

  1. D4=1:A pod of narwhals surfaces, their tusks slicing through the calm sea.
  2. D4=2:The ship is surrounded by a playful pod of 4d8 whale sharks accompanied by charming sea-hummingbirds that flit about like sparkling jewels.
  3. D4=3:A giant sea serpent rises from the depths, its scales gleaming in the sunlight. It seems to be following the ship, but for what purpose? Is it a friendly creature or a dangerous predator?
  4. D4=4:The ship sails into a patch of bioluminescent algae, creating a magical and breathtaking sight. But as the night wears on, the algae begins to attract dangerous sea creatures, forcing the crew to navigate carefully.

d100 = 61

  1. D4=1:A large creature has caught your ship in its claws. It is going to tear your ship apart.
  2. D4=2: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.
  3. D4=3:The party spots 2d4 luminous sea étoiles guiding the ship towards a hidden underwater garden filled with ancient sea lore and magic.
  4. D4=4:A strange, shiny object can be seen floating in the water. As the players get closer, they realize it's a magical orb guarded by a group of angry merfolk.

d100 = 62

  1. D4=1: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.
  2. D4=2:A giant crab scuttles onto the ship, causing chaos and destruction as it searches for treasure.
  3. D4=3:As the ship sails through a thick mist, they come across two side-by-side ships, each crewed by undead pirates. The ships are locked in an eternal battle, and the crew must choose which side to aid or try to break the curse that binds them.
  4. D4=4:The ship sails through an area with a noticeable change in water color, indicating a different type of seabed.

d100 = 63

  1. D4=1:A giant manta ray glides silently beneath the ship.
  2. D4=2: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.
  3. D4=3:Loose cargo from another ship floats by.
  4. D4=4:The players encounter a group of friendly sea giants who are being hunted down by a powerful and vengeful sea goddess. The giants ask for the players' help in defeating the goddess and reclaiming their freedom. But how will the players face a powerful deity?

d100 = 64

  1. D4=1:A school of colorful fish swims past the ship, putting on a dazzling display of synchronized motion.
  2. D4=2:The players are invited to a special feast on an island inhabited by peaceful cannibals. When they arrive, they realize that they are the intended main course. Can they find a way to escape before becoming dinner?
  3. D4=3:Deep underwater, an eerie glow reveals 2d8 sparkling, hypnotic deep-sea sirens. Their songs not only allure but also distort the senses, making navigation treacherous.
  4. D4=4: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.

d100 = 65

  1. D4=1:A giant octopus attacks the ship with long, thin tentacles that are only 2" thick but tens of miles long.
  2. D4=2:The crew spots a distant volcano, smoke rising from its peak.
  3. D4=3: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?
  4. D4=4:The distant sight of a massive ice berg serves as both awe-inspiring and a warning.

d100 = 66

  1. D4=1:A dense fog surrounds the players' ship, making it impossible to see anything beyond the bow. Suddenly, they hear the eerie singing of a ghostly choir and start to see spectral ships emerge from the fog. Can the players find their way out of this supernatural maze and back to reality?
  2. D4=2:The characters hear a man praying to the sea. He is here to ask the sea to calm its waves.
  3. D4=3:The party sees a ship in the distance, but it disappears before they can get to it.
  4. D4=4:The crew sings sea shanties to pass the time.

d100 = 67

  1. D4=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. D4=2:The sound of a battle can be heard nearby.
  3. D4=3:A spell goes wrong and transforms the players into sea creatures. They must find a way to reverse the spell before it becomes permanent and they are stuck in the ocean forever.
  4. D4=4: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.

d100 = 68

  1. D4=1:The ship is attacked by a giant shark. It will attack any ship that gets close until either it or the ship is destroyed.
  2. D4=2:A group of sea elves appears, warning the players of an impending attack from a Kraken. Can they work together to defeat this powerful sea monster?
  3. D4=3:The crew finds a floating fisherman’s net, empty but in good condition.
  4. D4=4:A beautiful sunset paints the sky with vibrant colors of red, orange, and purple.

d100 = 69

  1. D4=1: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?
  2. D4=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. D4=3:The waters stir with bioluminescence as a pod of 2d6 kopru teleports aboard the vessel, their hypnotic gaze making the crew like putty in their sinister fins.
  4. D4=4:An underwater hot spring brings a bubble trail to the surface.

d100 = 70

  1. D4=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. D4=2:A small island appears uncharted and unreachable on any map.
  3. D4=3:A large black crow swoops down and lands on the ship. It caws at the captain before flying off.
  4. D4=4: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 = 71

  1. D4=1:A werewolf howls from atop the mast.
  2. D4=2:The waters begin to boil as a whirlpool forms nearby.
  3. D4=3:The ship passes a large, stationary rock or small island with an unusual shape.
  4. D4=4:While sailing through a foggy area, the ship suddenly becomes becalmed and the players are unable to steer or move forward. A ghostly figure appears and challenges the players to a game of riddles. If they win, the ship will be released from the curse, but if they lose, they will be trapped in the fog forever.

d100 = 72

  1. D4=1: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.
  2. D4=2:A huge snake-like creature slithers across the deck. It's a basilisk.
  3. D4=3:The crew encounters a dense fog bank teeming with tiny but feral 3d8 sea sprites. They attack in swarms, seeking to disable the ship’s navigation.
  4. D4=4: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.

d100 = 73

  1. D4=1: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?
  2. D4=2:The crew finds a small, floating crate containing preserved goods.
  3. D4=3:Two elven pirates approach the party, and they want to hire them for a raid on an elven city.
  4. D4=4: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.

d100 = 74

  1. D4=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. D4=2:The ship gets caught in a dangerous whirlpool that leads to an underwater cavern. Inside, the party finds a race of intelligent octopi who are at war with a race of underwater shark-men. The party must choose a side and help them in their battle or find a way to negotiate peace between the two factions.
  3. D4=3:A pirate ship attacks the ship. They are after the treasure on the deck.
  4. D4=4:Suddenly, the ship is surrounded by whales, which you are told are "blue whales." Each one is bigger than the ship itself, and they seem to be performing a dance by leaping together into the air and then splashing down into the sea.

d100 = 75

  1. D4=1:A swarm of jellyfish passes under the ship, eerily glowing in the moonlight.
  2. D4=2: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.
  3. D4=3:A huge sea serpent breaches out of the water and smacks back down with a loud splash.
  4. D4=4: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 = 76

  1. D4=1: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).
  2. D4=2:An enchanted underwater garden blooms with colorful and exotic plants. But beware, some of the plants are carnivorous and will attack any living creature that enters their territory.
  3. D4=3: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?
  4. D4=4: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 = 77

  1. D4=1: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.
  2. D4=2:A giant, flying octopus drops out of the sky and swallows a pirate ship whole. This may be the result of a large swarm of sea dragons or the ship could have simply sailed into the territory of a massive octopus.
  3. D4=3: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?
  4. D4=4:There is a rampaging squid!

d100 = 78

  1. D4=1:A thick mist rolls in, muffling sounds and limiting sight.
  2. D4=2:A merchant ship approaches the ship. It's carrying a cargo of wool, silk, gems, and other commodities. The captain of the merchant ship will offer the players 1d10 gems or pearls if they escort his ship to a port that's not under attack by pirates or monsters. If the players refuse, he will attack them.
  3. D4=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. D4=4: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?

d100 = 79

  1. D4=1: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.
  2. D4=2:Flotsam from a shipwreck hides 4d6 venomous sea snakes, coiling and striking at anything that moves, their bites lethal and swift.
  3. D4=3:The sound of distant thunder hints at an approaching storm.
  4. D4=4:A friendly group of dolphins accompanies the ship, seemingly trying to communicate something to the crew.

d100 = 80

  1. D4=1: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?
  2. D4=2: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.
  3. D4=3:A singing whale echoes across the water.
  4. D4=4:As the players are enjoying some shore leave on a tropical island, they hear tales of a legendary treasure hidden in a nearby shipwreck. But the shipwreck is guarded by a group of undead sailors who will stop at nothing to protect their cursed gold. Will the players brave the dangers of the shipwreck for the treasure?

d100 = 81

  1. D4=1: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.
  2. D4=2:A giant squid attacks the ship. Any ship that gets too close will be attacked until either the ship or the squid is destroyed.
  3. D4=3:The players encounter a group of selkies, seal-like creatures who have the ability to transform into human form. The selkies tell the players that their prince has been kidnapped and taken to an underwater cave. Will the players help the selkies rescue their prince and defeat the sea monster guarding him?
  4. D4=4: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.

d100 = 82

  1. D4=1:A group of dolphins attack the ship. The party has to figure out how to deal with intelligent dolphins.
  2. D4=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. D4=3: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.
  4. D4=4:A giant sea turtle with a mermaid riding on its back approaches the players, asking for their help. The mermaid's home, an underwater city, has been attacked by a group of rogue sea monsters. Will the players join forces with the mermaid and her people to defeat the monsters and save their home?

d100 = 83

  1. D4=1:The crew spots a distant ferry, carrying passengers between islands.
  2. D4=2:A ship approaches, flying a flag of a silver fish on a blue background. The ship is called The Bluefish.
  3. D4=3: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.
  4. D4=4:Suddenly surrounded by patches of bioluminescent algae, the party finds themselves illuminated and in the sights of 2d8 sahuagin raiders.

d100 = 84

  1. D4=1:You see something odd on the horizon and soon realize that it is an island rising out of the sea like a gigantic sea serpent.
  2. D4=2:A huge squid is spotted, its great tentacles awash, wrapped around some of the smaller sharks. It is feeding on them, one by one.
  3. D4=3: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.
  4. D4=4:A sea hag disguised as a beautiful mermaid offers the crew a deal - a wish in exchange for one of their own to stay and become her companion forever. The catch is, the wish must be granted within 24 hours.

d100 = 85

  1. D4=1:The crew notices a dramatic change in the color of the sky as the sun sets.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:A group of sea hags are selling a potion that promises eternal youth. But the true cost of the potion is much higher than the players can imagine.

d100 = 86

  1. D4=1:A peaceful pod of sea turtles crosses the ship's path, seemingly guiding the way to a special underwater treasure that only appears once every hundred years.
  2. D4=2:A giant whale attacks the ship, then swims away after doing some damage to the ship's hull.
  3. D4=3:On a foggy day, the ship is caught between two islands where 2d4 cyclops make their homes. Each giant hurls rocks and boulders at the ship, seeing it as a trespasser.
  4. D4=4:A ship flying the flag of a faraway land is attacked by a giant octopus. The ship is sinking and the crew is panicking. If players help, they will discover that the captain of the ship is a high-level wizard who was transporting a rare spellbook back to his homeland. He will reward the players handsomely if they save his crew and his ship.

d100 = 87

  1. D4=1: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.
  2. D4=2:The players see a group of dolphins swimming playfully alongside the ship. Suddenly, a larger, more aggressive dolphin appears and starts attacking the smaller ones. Will the players intervene?
  3. D4=3:Strange, colorful seaweed drifts past the ship.
  4. D4=4:A group of merfolk are riding on the backs of giant squid that are attacking the ship with their tentacles and beaks.

d100 = 88

  1. D4=1:A group of mermen attack the ship. They want to take over the ship so they can escape from their undersea kingdom.
  2. D4=2: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?
  3. D4=3: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.
  4. D4=4: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.

d100 = 89

  1. D4=1:A merfolk bard appears on deck, singing a siren song that entrances the crew and leads them to a hidden underwater grotto filled with treasure. But beware, the bard is a master of deception and has his own motives.
  2. D4=2: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?
  3. D4=3:A large, black bird with red eyes flies overhead. It is a death omen.
  4. D4=4:A ghostly ship, with tattered sails and a crew of skeletal figures, appears out of nowhere and begins to pursue the party's ship. Whether it is seeking revenge or just lost at sea, the party must outrun or face the consequences of crossing paths with the ghost ship.

d100 = 90

  1. D4=1:As your ship sails through thick fog, you hear the eerie sound of ghostly voices singing a haunting sea shanty. Will you investigate or avoid it?
  2. D4=2:A giant sea serpent approaches the players' ship and demands to speak with them. The serpent reveals that it has been summoned by a powerful sea witch and forced to do her bidding. The players must find and defeat the witch to free the serpent from her control.
  3. D4=3:1d10 pirates attack. They attack with cutlasses and pistols.
  4. D4=4:The party comes across a mysterious abandoned ship with no signs of life. As they explore, they find strange and powerful magical artifacts, but they must be careful not to trigger any traps left behind by the ship's previous owner.

d100 = 91

  1. D4=1:A group of 2d6 swashbuckling pirate warriors, led by a fearsome sorcerer, swings aboard the ship, demanding gold and captives for ransom.
  2. D4=2:A group of men is standing on the deck of the ship. They are talking about a battle that they just fought. They are talking about how many were lost and how many were wounded.
  3. D4=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. D4=4: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.

d100 = 92

  1. D4=1:An old, weathered buoy bobs in the waves, its bell ringing softly.
  2. D4=2:A group of big zombie whales rise up out of the water and attack the ship.
  3. D4=3: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.
  4. D4=4:An enormous school of fish swims by the ship. The fish have human faces and have been seen before by other sailors.

d100 = 93

  1. D4=1:A shipwreck is spotted on a distant island. As the players explore the wreck, they are attacked by a group of skeleton pirates who were once the living crew. Can the players defeat the undead pirates and claim any valuable items left behind on the ship?
  2. D4=2:A mysterious figure appears on shore, shrouded in a thick cloak and holding a staff. They offer to guide the ship through treacherous waters in exchange for a powerful artifact. But who is this figure and what are their true intentions?
  3. D4=3: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.
  4. D4=4: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?

d100 = 94

  1. D4=1: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.
  2. D4=2:The crew spots a distant, massive iceberg, potentially hazardous if they get too close.
  3. D4=3: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?
  4. D4=4: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?

d100 = 95

  1. D4=1:The ship is attacked by a giant shark. It will attack any ship that gets close until either it or the ship is destroyed.
  2. D4=2:A ship approaches, flying a flag of a golden eye on a black background. The ship is called the Eye of Durkon.
  3. D4=3:The crew spots a whale spouting water in the distance.
  4. D4=4:A giant whale attacks the ship, then swims away after doing some damage to the ship's sails.

d100 = 96

  1. D4=1: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.
  2. D4=2:You sense movement in the water, but it’s not a sea creature. It’s a group of mermaids who sing a hauntingly beautiful song. Will the players be lured in by their enchanting voices?
  3. D4=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. D4=4:One of the sailors swears they saw a mermaid, but others see nothing.

d100 = 97

  1. D4=1:The night sky is filled with an aurora borealis that brings a pod of 3d6 intelligent, talking porpoises looking to share ancient maritime legends.
  2. D4=2:An enormous octopus attacks the ship, causing it to start sinking. The players must find a way to defeat the octopus and save the ship before it's too late.
  3. D4=3: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.
  4. D4=4:The players come across a mysterious ship caught in a storm and offer their help. But when they board the ship, they discover that it is actually a ghost ship, manned by an undead crew. Can the players break the curse and put the ghosts to rest?

d100 = 98

  1. D4=1:A crew member falls overboard and is rescued by a group of friendly merfolk. Grateful for the rescue, the merfolk offer to guide the ship to a hidden underwater cave filled with precious gems and treasures.
  2. D4=2:The party gets caught in a sudden shift in the tides, leading to the discovery of a hidden underwater temple to a forgotten sea deity. The party must appease the angry sea god in order to escape the temple.
  3. D4=3: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.
  4. D4=4:A giant sea kraken attacks the players' ship, determined to sink it and add to its collection of sunken ships. The players must defeat the kraken or escape its powerful tentacles to survive the encounter.

d100 = 99

  1. D4=1: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.
  2. D4=2:While sailing through a foggy area, the players come across a ghost ship with a crew of undead pirates. The captain wants revenge on the players for disturbing their eternal slumber, and they must defeat the ghostly crew and their ghastly captain.
  3. D4=3:A mysterious fog surrounds the ship, making it difficult to navigate. Suddenly, ghostly pirate ships appear out of the fog and attack the players' ship. Can they defend themselves and figure out why these phantom ships are after them?
  4. D4=4: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.

d100 = 100

  1. D4=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. D4=2:The ship sails through an area of particularly clear water, revealing the underwater world below.
  3. D4=3: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.
  4. D4=4:A group of mermen attack the ship. They want to take over the ship so they can go exploring on land.

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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, D6, D8, D10.

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