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D6 Sea Random Encounters

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

A complete D&D 5e random encounter table for sea scenes. Roll a d100 to pick a set, then roll a D6 to pick a scenario within that set — 600 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

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

The D6 Sea encounter table

d100 = 1

  1. D6=1:The sun is setting. The sky is streaked with colors of red and pink. A school of small fish all swim in the same direction, as if part of a larger creature. Suddenly, a large shark materializes from the depths and destroys the school.
  2. D6=2: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.
  3. D6=3:The water suddenly turns to blood and the players find themselves in the midst of a vicious battle between two ancient sea creatures.
  4. D6=4:A mysterious ship appears out of nowhere and starts ramming into the players' ship, causing chaos and confusion among the crew.
  5. D6=5:Bioluminescent plankton in the water create a glowing trail behind the ship.
  6. D6=6: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.

d100 = 2

  1. D6=1:The ship sails into a sea of thick, black tar, making it almost impossible to move. Suddenly, they hear a loud roar and a giant sea dragon emerges from the tar, its body covered in the sticky substance. The dragon is angry and in distress, and the players must figure out how to help it before it causes any harm.
  2. D6=2:There is a rampaging squid!
  3. D6=3:The ship encounters a group of playful otters floating on their backs.
  4. D6=4:A giant, ancient whale approaches the ship, seeming to be in distress. The players must dive underwater to investigate and help the whale, discovering a dangerous and mysterious underwater ruin in the process.
  5. D6=5:A man approaches the players. He is carrying a large bag. He says he's here to collect taxes.
  6. D6=6:A large, black bird with red eyes flies overhead. It is a death omen.

d100 = 3

  1. D6=1:A mysterious figure appears on deck, shrouded in a dark cloak and offers a magical treasure in exchange for a valuable item from the ship. However, failure to fulfill the deal results in a terrible curse.
  2. D6=2:A giant sea serpent rises from the depths and swallows a small vessel whole. Will the crew be its next meal?
  3. D6=3: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.
  4. D6=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?
  5. D6=5: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?
  6. D6=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.

d100 = 4

  1. D6=1: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.
  2. D6=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. D6=3: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?
  4. D6=4:The crew spots a distant volcano, smoke rising from its peak.
  5. D6=5: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.
  6. D6=6:A sonar fish with one eye circles you. When it attacks you, the sound of its attack can be heard for miles.

d100 = 5

  1. D6=1:The ship passes through a thick fog and all the players fall asleep. When they awaken, they find themselves in an empty room with nothing but an empty chair. The door opens, and a giant spider appears. It attacks the players, who must defeat it before they are attacked by its minions.
  2. D6=2:A shipwrecked ghost ship appears on the horizon, its sails tattered and its hull covered in seaweed and barnacles. As the players explore the ship, they are haunted by the spirits of the lost crew. Will they uncover the ship's dark past or escape before the spirits drag them down with them?
  3. D6=3:A massive shipwreck lies on the ocean floor, but it is still filled with valuable cargo. The players must use their swimming abilities to navigate through the wreckage and retrieve the treasure while avoiding any dangerous creatures or traps.
  4. D6=4: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?
  5. D6=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. D6=6:The crew spots a small, isolated coral atoll with brightly colored corals and fish.

d100 = 6

  1. D6=1:The characters hear a man praying to the sea. He is here to ask the sea to calm its waves.
  2. D6=2: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?
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:The crew finds a floating piece of driftwood covered with barnacles and other small sea creatures.
  6. D6=6:A giant hammerhead shark starts circling the ship, seemingly curious about the players. As they watch in awe, they suddenly realize that it is trying to communicate with them through telepathy. Turns out, the shark is actually a polymorphed wizard, and he needs the players' help to break the curse and return to his true form.

d100 = 7

  1. D6=1:The players see a group of fishermen that are setting their nets in the water. They are making a large catch of fish. They are carrying a large sack of gold with them as well. A group of pirates is about to attack them.
  2. D6=2:The players stumble upon a hidden island, shrouded in mist and legend. What secrets and dangers await them on this mysterious land?
  3. D6=3:The water suddenly turns to blood and the players find themselves in the midst of a vicious battle between two ancient sea creatures.
  4. D6=4:The distant sight of a massive ice berg serves as both awe-inspiring and a warning.
  5. D6=5:The ship passes an area where the water changes color, possibly due to an underwater thermal vent.
  6. D6=6: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.

d100 = 8

  1. D6=1:A ship approaches. It is flying a skull and crossbones on its mast. It is a pirate ship.
  2. D6=2:The players come across a mysterious island that is said to be home to a powerful wizard who can grant any wish. But as they make their way through the island, they discover that the wizard is actually a lonely and misunderstood sea monster. Will the players help the sea monster find acceptance and friendship, or will they try to exploit its power?
  3. D6=3:A giant, flying jellyfish is found washed up on the beach. It glows a bright blue color and people are gathered around it trying to figure out what it is and what to do with it.
  4. D6=4:The sun is setting. The sky is streaked with colors of red and pink. A school of small fish all swim in the same direction, as if part of a larger creature. Suddenly, a large shark materializes from the depths and destroys the school.
  5. D6=5:A mysterious island appears out of nowhere, covered in dense jungle and surrounded by a thick fog. Will the players investigate this strange phenomenon?
  6. D6=6: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.

d100 = 9

  1. D6=1:A giant sea turtle surfaces, with an entire ecosystem living on its back. What kind of creatures and plants can be found here?
  2. D6=2: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.
  3. D6=3:A giant sea turtle surfaces next to your ship. Upon its back is a small island with a lone tree. The turtle offers to take you to the island, but beware, for it is actually a cleverly disguised giant crab waiting to snap you up.
  4. D6=4: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.
  5. D6=5:An old ship’s figurehead floats past, weathered by the sea.
  6. D6=6:Crabs cling to driftwood, floating like a lopsided island.

d100 = 10

  1. D6=1: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?
  2. D6=2:Floating in the water, the players find a message in a bottle- a treasure map that leads to a hidden island filled with riches.
  3. D6=3:A ship has run aground. There are no lifeboats. If you help the sailors, they will reward you with a map to a hidden treasure nearby.
  4. D6=4:The sound of a ship's mast breaking is heard. A pirate ship is coming at them and will attack by ramming if they don't surrender!
  5. D6=5:Your ship is suddenly lifted into the air by a mysterious force and brought to a secret island. You come across a group of merfolk performing a ritual to summon an ancient sea deity. But beware, for the deity may not be as friendly as it seems.
  6. D6=6: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?

d100 = 11

  1. D6=1:A merchant ship approaches and offers to sell the players some goods. The merchant is hiding from a pirate named Mad Jack.
  2. D6=2:A group of 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.
  3. D6=3:The party encounters a graceful sea dragon (
  4. D6=4: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.
  5. D6=5:An elephant with a trunk like a firehose sprouts from the water! It attacks!
  6. D6=6: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.

d100 = 12

  1. D6=1:The crew finds a floating piece of driftwood shaped like a dragon or other creature.
  2. D6=2:A ship approaches. It sees the ship and speeds away.
  3. D6=3:A beautifully carved piece of driftwood washes onto the deck.
  4. D6=4:A group of friendly mermaids invite the players to their underwater kingdom, but one of the mermaids is actually a siren trying to lure the players into a trap. Will they see through her deception before it's too late?
  5. D6=5: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?
  6. D6=6:clambers aboard, displaying a recorded message from a long-lost sailor seeking aid.

d100 = 13

  1. D6=1:The crew spots strangely colored water, indicating a nearby coral reef.
  2. D6=2: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.
  3. D6=3:A group of 3d6+9 pirates attack the ship. They want to capture the ship and bring it to their hideout. They also want to kill the players!
  4. D6=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. D6=5:On a calm day, the party encounters 3d4 rusalka (water nymphs) singing a mournful dirge, mourning a great sea guardian’s fall.
  6. D6=6: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.

d100 = 14

  1. D6=1:A ship approaches. It is a pirate ship. A parrot on the ship squawks: 'Yarr! I be the pirate captain! I be the pirate captain!' The ship is captained by a pirate named Captain Stinky Pete, and his first mate, who is a talking parrot named Polly. They are looking for treasure to loot.
  2. D6=2:A giant octopus attacks your ship.
  3. D6=3:The ship’s hull suddenly grows heavy as 2d10 barnacle golems detach from a floating wreck and climb aboard, seeking to reclaim their stolen treasure.
  4. D6=4:The ship encounters a sudden, short-lived whirlpool with a curious, swirling motion.
  5. D6=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. D6=6:The ship is attacked by a giant shark. It will attack any ship that gets close until either it or the ship is destroyed.

d100 = 15

  1. D6=1: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.
  2. D6=2:The players come across a lost city at the bottom of the ocean, filled with ancient treasures and mysteries waiting to be uncovered.
  3. D6=3:The ship passes a cluster of small, rocky islands jutting out of the water.
  4. D6=4:The ship passes over an underwater ruin, visible through the clear water.
  5. D6=5:A sea turtle nests on a nearby beach.
  6. D6=6:A white seal appears. If fed, it will ask for help. It has lost a pearl that belonged to a giant sea turtle god.

d100 = 16

  1. D6=1: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?
  2. D6=2:A school of small, angry fish attacks the ship.
  3. D6=3:The sound of a battle can be heard nearby.
  4. D6=4:The ship passes a small, uncharted island with a single, large tree.
  5. D6=5:An unexpected squall catches the crew off guard but passes quickly.
  6. D6=6: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?

d100 = 17

  1. D6=1: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.'
  2. D6=2:The party encounters a powerful sea witch who offers to guide them to a hidden underwater city in exchange for them retrieving a powerful spellbook for her. However, the city is home to an army of underwater undead who guard the spellbook fiercely.
  3. D6=3:A naval battle rages in the distance, with two opposing factions fiercely fighting for control of the seas. Will the players choose to intervene or stay out of the conflict?
  4. D6=4: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.
  5. D6=5:The players come across a mysterious island that is said to be home to a powerful wizard who can grant any wish. But as they make their way through the island, they discover that the wizard is actually a lonely and misunderstood sea monster. Will the players help the sea monster find acceptance and friendship, or will they try to exploit its power?
  6. D6=6: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.

d100 = 18

  1. D6=1:A merman’s trident, worn and weathered, is found tangled in the nets.
  2. D6=2:The crew notices a change in the color of the water, indicating a different depth or underwater feature.
  3. D6=3: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.
  4. D6=4:A school of small, angry fish attacks the ship.
  5. D6=5:A ship passes by. The captain tells you that they are going to the island of Tyloon, which is two days away.
  6. D6=6:A merchant ship approaches and offers to sell the players some goods. The merchant is hiding from a pirate named Blackbeard.

d100 = 19

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3:A curious seal pops its head out of the water to observe the ship.
  4. D6=4:A huge squid is spotted, its great tentacles awash, wrapped around some of the smaller sharks. It is feeding on them, one by one.
  5. D6=5: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.
  6. D6=6: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.

d100 = 20

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

d100 = 21

  1. D6=1: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.
  2. D6=2:A pod of dolphins swim alongside the ship, playing and performing tricks. But do they have a deeper purpose for being there?
  3. D6=3:A group of fishermen is staring at the players in disbelief. They recognize each other, but to these fishermen, the adventurers look like ghosts!
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:The ship is attacked by a swarm of giant jellyfish. They are transparent and will hit anyone on deck. They will also try to grapple any ship that gets too close and drag it under the water.

d100 = 22

  1. D6=1:As the party explores a sunken ship, they come across the ghost of the captain who has been cursed to never leave until he finds his lost treasure. The party must help him find the treasure and put his spirit to rest.
  2. D6=2:A singing whale echoes across the water.
  3. D6=3:An arrow whizzes by your head. It is a warning shot. A band of hill-folk are hiding in the hills, watching you pass by. They are armed with bows and spears.
  4. D6=4:The players come across a friendly sea merchant who offers to trade rare and exotic goods. But some of the items are cursed and may bring unexpected consequences. Will the players take the risk and make a deal with the merchant?
  5. D6=5: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.
  6. D6=6:Two krakens are fighting each other nearby in the water!

d100 = 23

  1. D6=1: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.
  2. D6=2:Waterspouts spin across the sea, and within them, appear swirling bands of 2d8 harpies riding the currents, using the chaos to launch attacks.
  3. D6=3:The crew finds a floating piece of driftwood covered with barnacles and other small sea creatures.
  4. D6=4: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.
  5. D6=5: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?
  6. D6=6:There are two ships in a fight, trying to run each other down. One is a merchant vessel, the other is clearly a pirate ship. If a player tries to help the merchants, they'll let the pirates go unscathed. If a player tries to help the pirates, they'll let the merchants go, though all their goods will be stolen.

d100 = 24

  1. D6=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. D6=2: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?
  3. D6=3:A friendly sea gnome offers to give the players a magical underwater breathing potion in exchange for their help in finding his lost trinket that was stolen by a creature of the sea.
  4. D6=4: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.
  5. D6=5:A group of traveling merchants in a makeshift raft approach the players, offering to sell their exotic and rare goods. However, some of their goods may have a hidden curse or come from a dangerous source.
  6. D6=6: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).

d100 = 25

  1. D6=1:A shipwreck is spotted on the horizon. As you get closer, you realize it's not abandoned. A group of merrow have made it their home and will fiercely defend it from all intruders.
  2. D6=2: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?
  3. D6=3:A giant squid attacks! It has tentacles and can be killed by cutting off its tentacles.
  4. D6=4: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.
  5. D6=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. D6=6: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!

d100 = 26

  1. D6=1:A brief rain shower cools the air and provides fresh water for the crew.
  2. D6=2: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?
  3. D6=3:The ship is attacked by a group of mer-mer-mer warriors. They look like half-man, half-fish creatures with swords and shields.
  4. D6=4: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.
  5. D6=5:A ghost ship appears out of thin air, beckoning the players to come aboard. Once on the ship, they must solve the mystery of why the ship and its crew are cursed and put their spirits to rest.
  6. D6=6: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.

d100 = 27

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3: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?
  4. D6=4: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.
  5. D6=5:The sound of a ship's mast breaking is heard. A pirate ship is coming at them and will attack by ramming if they don't surrender!
  6. D6=6:There is a gigantic swarm of jellyfish beneath you, going in the same direction as your ship.

d100 = 28

  1. D6=1: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.
  2. D6=2:The ship is caught in a sudden storm, with massive waves and strong winds. Lightning strikes dangerously close to the ship, threatening to ignite the sails or hit a crew member.
  3. D6=3:A group of grasping seaweed-like creatures attach themselves to the hull of the ship, slowing it down and causing damage. The players must quickly find a way to get rid of them before their ship is dragged down to the bottom of the ocean.
  4. D6=4: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.
  5. D6=5:The ship sails into a strange storm, and when it passes, the players find themselves sailing in a sea made entirely of chocolate milk. But the sweetness of the milk has attracted a group of kraken, who are determined to protect their new feeding ground. Can the players survive this bizarre encounter and find a way to escape the chocolate sea?
  6. D6=6: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.

d100 = 29

  1. D6=1: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.
  2. D6=2:Several mermen appear on the deck of your ship, swimming up from the lower deck and pulling up alongside the railing before inquiring about your business and offering their services to help you safely reach your destination.
  3. D6=3: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.
  4. D6=4:A ship flies over the horizon. It is fitted with giant wooden wheels and sails. As it approaches, you realize it is not actually a ship but Terandria, with his famous flying chariot. He flies toward your ship, lands, and steps off his chariot.
  5. D6=5:The night sky is filled with an aurora borealis that brings a pod of 3d6 intelligent, talking porpoises looking to share ancient maritime legends.
  6. D6=6:While fishing, the players accidentally catch a magical creature called a sea sprite, known for granting good luck to those who release it back into the sea. But a wealthy collector who wants to add the rare sea sprite to his collection offers the players a large sum of gold for it. Will the players release the sea sprite for good luck, or will they sell it for fortune?

d100 = 30

  1. D6=1: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.
  2. D6=2: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?
  3. D6=3:The ship passes a large, drifting piece of driftwood, home to a variety of small marine creatures.
  4. D6=4:The sea glows with mysterious phosphorescence, enchanting the crew.
  5. D6=5:The ship encounters a patch of choppy water, possibly caused by an underwater geological feature.
  6. D6=6:An island that is home to a group of pirates is attacked by Drow raiders! The drow are looking for treasure. The players must decide whether or not to help the pirates or go after the pirates that have boarded a nearby ship.

d100 = 31

  1. D6=1:A majestic sea dragon appears, circling the ship and letting out a powerful roar. The crew must quickly decide if the dragon is friend or foe before it disappears into the depths.
  2. D6=2:The ship encounters a sudden rain squall, drenching the crew but passing quickly.
  3. D6=3: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.
  4. D6=4:The players see a group of fishermen that are setting their nets in the water. They are making a large catch of fish. They are carrying a large sack of gold with them as well. A group of pirates is about to attack them.
  5. D6=5: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.
  6. D6=6:As the party explores a sunken ship, they come across the ghost of the captain who has been cursed to never leave until he finds his lost treasure. The party must help him find the treasure and put his spirit to rest.

d100 = 32

  1. D6=1: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.
  2. D6=2:A group of sirens lure the crew towards the rocks with their enchanting voices. It's up to the players to resist their calls or end up shipwrecked.
  3. D6=3: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?
  4. D6=4: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.
  5. D6=5:A lone seagull follows the ship, occasionally calling out as it glides.
  6. D6=6:A legendary sea monster called the Kraken awakens from its slumber and begins wreaking havoc on ships in the area. The players must find a way to stop the Kraken and restore peace to the sea.

d100 = 33

  1. D6=1:A turtle approaches the ship. If fed, it will ask for help. It has lost an anklet that belonged to a giant turtle god.
  2. D6=2: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.
  3. D6=3:The players see a ship. The ship attacks them. After the fight, the captain of the ship is found dead on deck. He has been cut apart by something sharp and very fast.
  4. D6=4:A ship approaches from the distance. It is flying a flag that says 'Deathsail' in Olde English.
  5. D6=5:The crew spots a distant lighthouse, guiding them safely through the waters.
  6. D6=6: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.

d100 = 34

  1. D6=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. D6=2:A group of mermaids gather on the nearby rocks, staring wide-eyed at your ship. They appear to be talking to each other.
  3. D6=3:A stranded sailor on a tiny island signals for help.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:An elephant with a trunk like a firehose sprouts from the water! It attacks!

d100 = 35

  1. D6=1: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?
  2. D6=2:A small fishing boat with a troll on board attacks.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:The crew spots a distant whale breaching the surface with a spectacular display.
  6. D6=6:The crew notices a sudden drop in wind, causing the sails to slacken.

d100 = 36

  1. D6=1:The ship encounters a sudden, strong crosswind, requiring quick adjustments to the sails.
  2. D6=2: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.
  3. D6=3:The players encounter a group of ghost pirates, led by the infamous Captain Blackbeard. They offer the players a chance to join their crew and sail with them for eternity. Will the players join the ghostly pirates or try to defeat them and break their curse?
  4. D6=4:The crew notices a distant island with a distinctive, massive rock formation resembling a creature.
  5. D6=5: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...
  6. D6=6: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 = 37

  1. D6=1:Jellyfish the size of kites pass through the bosom of the sea.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:Two elven pirates approach the party, and they want to hire them for a raid on an elven city.
  5. D6=5:Surrounded by towering icebergs, the crew encounters a family of 2d6 frost giants fishing for leviathans, who react unpredictably to strangers.
  6. D6=6:The players encounter a group of old women who are talking about a goddess named Ishtar. They are praying to her.

d100 = 38

  1. D6=1:The party spots 2d4 luminous sea étoiles guiding the ship towards a hidden underwater garden filled with ancient sea lore and magic.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:A giant sea serpent challenges the players to a race on its back across the ocean. If the players win, they will be rewarded with a treasure map that leads to a hidden island full of riches. But if they lose, the sea serpent will devour them.
  5. D6=5: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.
  6. D6=6: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.

d100 = 39

  1. D6=1:The crew hears the distant call of a siren, though they cannot pinpoint its location.
  2. D6=2:As you're sailing through a magical storm, you hear a loud booming voice that seems to come from the sky. It warns you to turn back or face the wrath of the sea god. But beware, for it is actually a powerful sea hag trying to scare you away from her hidden treasure.
  3. D6=3:The characters hear a man praying to the sea. He is here to ask the sea to calm its waves.
  4. D6=4:A group of grasping seaweed-like creatures attach themselves to the hull of the ship, slowing it down and causing damage. The players must quickly find a way to get rid of them before their ship is dragged down to the bottom of the ocean.
  5. D6=5:A small fishing boat with a troll on board attacks.
  6. D6=6: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.

d100 = 40

  1. D6=1:A lone ship appears on the horizon. As it draws near, 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.
  2. D6=2:A storm strikes the ship. The players hear someone screaming for help. They find an abandoned glass bottle with a message inside. The message was written by a sailor who was shipwrecked years ago. He writes about how he was saved by merfolk. They brought him to their underwater city and nursed him back to health. He describes the city and how beautiful it is. The message is dated a few days ago.
  3. D6=3:The party approaches two ships floating upside down in the water. The ships are surrounded by a circle of battle-ready mermen. A mermaid is half-submerged in one of the ships, crying and calling for help. It's her father's ship (or her husband, her brother, her son -- it doesn't matter). The mermen say that they have been looking for the last survivors of this ship and will not allow them to escape the water.
  4. D6=4:The ship is attacked by a giant octopus which is also a very rare creature indeed.
  5. D6=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. D6=6:Waterspouts spin across the sea, and within them, appear swirling bands of 2d8 harpies riding the currents, using the chaos to launch attacks.

d100 = 41

  1. D6=1:The sound of a woman weeping is heard from the deck of the ship. When the captain goes to investigate, no one is there.
  2. D6=2:A massive sea serpent attacks! It is at least 50 feet long and has dozens of sharp teeth and claws.
  3. D6=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. D6=4: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.
  5. D6=5:There are three sharks swimming ahead of your ship and are going to attack it.
  6. D6=6:There are killer whales circling the ship. The ship's owner has been killing orc whales for the past year.

d100 = 42

  1. D6=1: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.
  2. D6=2:A ship approaches. It is a pirate ship. A parrot on the ship squawks: 'Yarr! I be the pirate captain! I be the pirate captain!' The ship is captained by a pirate named Captain Stinky Pete, and his first mate, who is a talking parrot named Polly. They are looking for treasure to loot.
  3. D6=3:The players come across a group of fisherman who are cursed to live underwater. They have been searching for a way to break the curse, and they offer to share their knowledge in exchange for help.
  4. D6=4:A curious seal pops its head out of the water to observe the ship.
  5. D6=5:A group of friendly sea dragons invites the players to a banquet in their underwater palace. But when one of the players insults the dragons' hospitality, they find themselves in a dangerous underwater maze, being hunted by the offended dragons. Can they escape and make amends with the sea dragons?
  6. D6=6:A school of porpoises appears and races along beside the ship, following it like a playful dog on its daily walk through town.

d100 = 43

  1. D6=1:A group of pirates attacks the ship, demanding all its treasure. This group is actually a group of thieves and not pirates.
  2. D6=2:The crew catches sight of a golden sunrise that warms their spirits.
  3. D6=3:A ship approaches the ship the players are on, and it is possible to communicate with them for a moment before they attack. They say, 'We're warriors from a land far away. We're looking for a dragon. We were told there was a dragon here. Do you know where the dragon is?'
  4. D6=4:The sea ahead is blocked by a giant octopus blocking the path. It is as big as a giant!
  5. D6=5:A group of pirates are repairing their ship. If attacked, they will fight.
  6. D6=6:A whale shark passes by, its massive form dwarfing the ship.

d100 = 44

  1. D6=1: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.
  2. D6=2:The crew spots a large, floating clump of seaweed with a few small fish darting in and out.
  3. D6=3:A massive whirlpool suddenly appears in the sea, threatening to swallow the ship. The crew must act fast to try and steer the ship away or figure out a way to survive the whirlpool.
  4. D6=4:A ship flies over the horizon. It is fitted with giant wooden wheels and sails. As it approaches, you realize it is not actually a ship but Terandria, with his famous flying chariot. He flies toward your ship, lands, and steps off his chariot.
  5. D6=5:The players come across a small island with a group of stranded sailors. They claim to have been marooned there by an angry sea god for not sacrificing a virgin every month. Can the players help them escape the island and appease the sea god before he unleashes his wrath upon the rest of their crew?
  6. D6=6:A group of pirates attacks the ship, demanding all its treasure. This group is actually a group of thieves and not pirates.

d100 = 45

  1. D6=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. D6=2: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.
  3. D6=3:The ship is attacked by a giant shark. It will attack any ship that gets close until either it or the ship is destroyed.
  4. D6=4:A large, floating, luminescent jellyfish swarm (3d
  5. D6=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. D6=6: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 = 46

  1. D6=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. D6=2:As the ship sails closer to a rocky island, 3d4 harpies call out to the crew, weaving songs that could lead foolish sailors to their doom.
  3. D6=3:As you're sailing through a magical storm, you hear a loud booming voice that seems to come from the sky. It warns you to turn back or face the wrath of the sea god. But beware, for it is actually a powerful sea hag trying to scare you away from her hidden treasure.
  4. D6=4:A majestic sea eagle circles the ship, scanning for fish.
  5. D6=5: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.
  6. D6=6:The ship passes a drift of pumice stone from a distant volcanic eruption.

d100 = 47

  1. D6=1:The ship sails through a patch of particularly rough water, requiring careful navigation.
  2. D6=2:A single-masted, wide-bellied ship named the Bluefin flies past. It is a ship of the Order of the Gauntlet.
  3. D6=3: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.
  4. D6=4:As the players sail through thick fog, they hear the haunting sound of a siren's song. Will they resist the temptation to follow the sound and avoid being lured to their doom?
  5. D6=5:The players see a group of fishermen that are setting their nets in the water. They are making a large catch of fish. They are carrying a large sack of gold with them as well. A group of pirates is about to attack them.
  6. D6=6: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.

d100 = 48

  1. D6=1:A message in a bottle is found floating on the waves.
  2. D6=2: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?
  3. D6=3:The ship sails through an area with a noticeable increase in seaweed and floating debris.
  4. D6=4: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?
  5. D6=5: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?
  6. D6=6:The party spots an itinerant sea gypsy raft town of 1d6 families, offering exotic wares and stories of remarkable underwater adventures.

d100 = 49

  1. D6=1:Dogs barking in the distance remind you of the whereabouts of the village you seek.
  2. D6=2:A sudden heatwave makes the deck almost unbearable to walk on.
  3. D6=3:A group of pirates from the Nelvene Isles has set up here. They've taken over the shipwreck and made it their home. They've hung up a banner with a black skull on it.
  4. D6=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. D6=5:A merman is passed out on the deck. If revived, he'll vanish into puffs of sea foam.
  6. D6=6: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.

d100 = 50

  1. D6=1:A huge shark swims beneath the ship. It's mouth is open, and it looks like it's trying to grab someone's leg or foot.
  2. D6=2: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?
  3. D6=3:An eerie silhouette of a sunken ship is visible in the depths below.
  4. D6=4: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.
  5. D6=5:A sonar fish with one eye circles you. When it attacks you, the sound of its attack can be heard for miles.
  6. D6=6:A large storm is closing in! Lightning flashes and it looks like a giant dragon is battling in the sky. If it hits the ship, it will take the ship down with it!

d100 = 51

  1. D6=1:A call for help draws the ship to a seemingly abandoned lifeboat. Waiting aboard are 2d6 lizardfolk marauders, armed for an ambush.
  2. D6=2:A giant sea turtle surfaces next to your ship. Upon its back is a small island with a lone tree. The turtle offers to take you to the island, but beware, for it is actually a cleverly disguised giant crab waiting to snap you up.
  3. D6=3:A group of pirates from the Nelvene Isles has set up here. They've taken over the shipwreck and made it their home. They've hung up a banner with a black skull on it.
  4. D6=4:A ship approaches, flying a black flag. If it is approached, it will attack. It is a pirate ship from the Nelvene Isles.
  5. D6=5: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?
  6. D6=6:A werewolf howls from atop the mast.

d100 = 52

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3:The party encounters a group of sailors from a distant land who are stranded on a small island. They need the party's help in repairing their damaged ship. In exchange, they offer to take the party to their homeland, a place of wondrous and exotic treasures, but also unknown dangers.
  4. D6=4:An eerie mechanical crab covered in barnacles (
  5. D6=5:The ship's hull is suddenly struck by a colossal shadow beneath the waves. It turns out to be a 4d4 giant sea turtles migrating peacefully.
  6. D6=6:The ship is being rocked by a powerful current. Swarms of dolphins leap out of the water, racing along beside the ship, riding waves with graceful ease.

d100 = 53

  1. D6=1: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...
  2. D6=2:The ship sails through an area of particularly clear water, revealing the underwater world below.
  3. D6=3:The players stumble upon a group of stranded sailors on a deserted island. But something seems off about them...are they really who they say they are?
  4. D6=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.
  5. D6=5:A giant sea monster is sleeping below the surface. It's covered in barnacles.
  6. D6=6: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?

d100 = 54

  1. D6=1:A massive whirlpool suddenly appears in the sea, threatening to swallow the ship. The crew must act fast to try and steer the ship away or figure out a way to survive the whirlpool.
  2. D6=2:A brief hailstorm pelts the deck with small ice pellets.
  3. D6=3: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.
  4. D6=4:A group of pirates from the Nelvene Isles has set up here. They've taken over the shipwreck and made it their home. They've hung up a banner with a black skull on it.
  5. D6=5:Waterspouts spin across the sea, and within them, appear swirling bands of 2d8 harpies riding the currents, using the chaos to launch attacks.
  6. D6=6:A raft of sea otters float on their backs near the ship.

d100 = 55

  1. D6=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. D6=2: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.
  3. D6=3:The water suddenly turns to blood and the players find themselves in the midst of a vicious battle between two ancient sea creatures.
  4. D6=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.
  5. D6=5:The players see a beautiful mermaid singing on a rock at the edge of the sea. But as they get closer, they realize that it's actually a siren trying to lure them into the dangerous waters. Can they resist her enchanting song and escape with their lives intact?
  6. D6=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.

d100 = 56

  1. D6=1:The ship passes a large, floating clump of seaweed that the crew can collect for food or other uses.
  2. D6=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. D6=3:The crew hears a distant, eerie singing, possibly from a nearby island or underwater source.
  4. D6=4:The ship sails through an area with a noticeable drop in water temperature.
  5. D6=5:An old fishing boat appears abandoned, floating without a crew.
  6. D6=6: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 = 57

  1. D6=1:Off the portside, you see a large ship being attacked by merfolk. The merfolk are armed with spears and tridents. If the ship is approached, they will attack the ship. If the ship is not approached, they will attack the ship anyway, but with even more viciousness and frenzy.
  2. D6=2:A group of pirates are celebrating. They are holding a party on their ship. There is lots of food and drink.
  3. D6=3: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?
  4. D6=4:The crew hears stories of legendary giant squids sighted in this area.
  5. D6=5: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?
  6. D6=6:A giant octopus attacks from below the surface of the water.

d100 = 58

  1. D6=1:The sun is setting. The sky is streaked with colors of red and pink. A school of small fish all swim in the same direction, as if part of a larger creature. Suddenly, a large shark materializes from the depths and destroys the school.
  2. D6=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. D6=3: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.
  4. D6=4: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.
  5. D6=5:A thick fog closes in around the ship. There are whispers coming from it, and then an eerie hand reaches out and grabs someone!
  6. D6=6:A giant, ancient whale approaches the ship, seeming to be in distress. The players must dive underwater to investigate and help the whale, discovering a dangerous and mysterious underwater ruin in the process.

d100 = 59

  1. D6=1:A large dragon attacks!
  2. D6=2: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.
  3. D6=3:The players see a group of fishermen that are setting their nets in the water. They are making a large catch of fish. They are carrying a large sack of gold with them as well. A group of pirates is about to attack them.
  4. D6=4:A strange creature with four legs, two arms, and a beak is seen on the deck of a ship anchored in the distance. It appears to be riding on a strange creature with two legs, two arms, and no beak.
  5. D6=5: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.
  6. D6=6:A giant sea serpent rises from the depths and swallows a small vessel whole. Will the crew be its next meal?

d100 = 60

  1. D6=1:An arrow whizzes by your head. It is a warning shot. A band of hill-folk are hiding in the hills, watching you pass by. They are armed with bows and spears.
  2. D6=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. D6=3:1d10 pirates attack. They attack with cutlasses and pistols.
  4. D6=4:The ghost of a former captain appears on the ship, seeking revenge for his betrayal and death at the hands of his crew.
  5. D6=5:The party falls prey to a sudden tempest conjured by 1d4 storm giants who seem displeased with the intruders in their territory.
  6. D6=6: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.

d100 = 61

  1. D6=1: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?
  2. D6=2:A group of merfolk are riding on the backs of giant sharks that are attacking the ship with their fins and teeth.
  3. D6=3:A shadow passes beneath the ship. Soon, 4d6 aquatic undead, risen from a sunken burial ground, clamber aboard, their eerie cries echoing across the waves.
  4. D6=4:A large, floating patch of sargassum offers a temporary fishing bounty.
  5. D6=5: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.
  6. D6=6: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.

d100 = 62

  1. D6=1:A strange group of people are seen on an island. They are in strange clothing, and they are not from the region.
  2. D6=2:A group of sea dwarves are in need of help, as their underwater city is under attack by a group of sahuagin. The players must help defend the city and its inhabitants.
  3. D6=3:The party discovers a stranded sailor on a small island, who claims to have been there for years. However, upon closer inspection, the sailor may not be as he seems and the party must uncover the truth.
  4. D6=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.
  5. D6=5: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?
  6. D6=6: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 = 63

  1. D6=1:Two ships are locked in battle with each other close to shore. One is flying the flag of a faraway kingdom, the other is flying no flags at all but has pirate markings on its hull. If players investigate, they will discover that both captains are brothers and are fighting because one has been accused of stealing from the other.
  2. D6=2: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?
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5: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?
  6. D6=6: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.

d100 = 64

  1. D6=1: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?
  2. D6=2:A water spout dances on the horizon, a swirling tower of sea and air.
  3. D6=3:An eerie, uninhabited lighthouse appears, home to a weary sea elf sage (
  4. D6=4:The players encounter a group of friendly sea creatures playing an elaborate underwater game, using seashells and stones as pawns. Will the players join in on the game or try to interfere with the creatures' fun?
  5. D6=5:The ship sails through an area with a noticeable increase in seaweed and floating debris.
  6. D6=6: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?

d100 = 65

  1. D6=1:A pod of orcas hunting for seals is spotted.
  2. D6=2: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.
  3. D6=3:The ship is attacked by a giant, flying octopus. The octopus attacks from above the ship and tries to drag it under the water.
  4. D6=4: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.
  5. D6=5: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. The ship has treasure on it as well.
  6. D6=6:A man approaches the players. He is carrying a large bag. He says he's here to collect taxes.

d100 = 66

  1. D6=1:Transparent, floating pocket jellies are seen near the surface.
  2. D6=2: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.
  3. D6=3:A ship approaches. It is a pirate ship. A battle ensues. A pirate named 'Captain Bartholomew' leads the pirates. He is a half-orc. He attacks!
  4. D6=4:An eerie silhouette of a sunken ship is visible in the depths below.
  5. D6=5:Two elven pirates approach the party, and they want to hire them for a raid on an elven city.
  6. D6=6:A large black bird lands on the railing of the ship. It looks around, then flies off.

d100 = 67

  1. D6=1:A group of merfolk approach the ship, asking for help. Their underwater city has been taken over by a group of sahuagin and they need assistance in reclaiming it. In return, they offer the party a rare magical artifact.
  2. D6=2: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.
  3. D6=3:A mysterious whirlpool appears in front of the ship, pulling it towards its center. The whirlpool leads to an underwater cave where the players find a magical pearl that has the power to grant wishes. But the pearl is guarded by an ancient sea dragon who will not relinquish it without a fight. How far will the players go to claim the pearl and its powerful magic?
  4. D6=4:A pod of whales breaches just off the port side, sending a wall of water crashing into the ship and drenching those on deck.
  5. D6=5:The ship passes an island where 2d6 harpies roost. The harpies sing their enchanting songs, attempting to draw sailors overboard to feast on.
  6. D6=6:A giant whale attacks the ship. It is actually a giant octopus in disguise.

d100 = 68

  1. D6=1:You sense a powerful aura emanating from a nearby island. Upon investigation, you find a group of powerful siren-like creatures who use their enchanting voices to lure sailors to their doom. They offer you a deal to join their ranks or become their next victim.
  2. D6=2:The ship encounters a sea turtle, lazily swimming near the surface.
  3. D6=3:The crew comes across a shipwreck and must decide whether to scavenge for supplies or risk disturbing any spirits that may linger there.
  4. D6=4:A group of 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.
  5. D6=5: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.
  6. D6=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.

d100 = 69

  1. D6=1:A strange creature with four legs, two arms, and a beak is seen on the deck of a ship anchored in the distance. It appears to be riding on a strange creature with two legs, two arms, and no beak.
  2. D6=2: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.
  3. D6=3: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?
  4. D6=4: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?
  5. D6=5:The players come across a giant sea turtle that seems to be in distress. Upon closer inspection, they discover that it is carrying a group of tiny civilizations on its back, each one living on its own shell. Can the players help the turtle and its unique passengers?
  6. D6=6: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?

d100 = 70

  1. D6=1:A water spout dances on the horizon, a swirling tower of sea and air.
  2. D6=2:offering cryptic warnings and prophecy.
  3. D6=3: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?
  4. D6=4:A friendly sea gnome offers to give the players a magical underwater breathing potion in exchange for their help in finding his lost trinket that was stolen by a creature of the sea.
  5. D6=5:A huge sea serpent breaches out of the water and smacks back down with a loud splash.
  6. D6=6: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.

d100 = 71

  1. D6=1: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.
  2. D6=2:The players encounter a group of friendly sea creatures playing an elaborate underwater game, using seashells and stones as pawns. Will the players join in on the game or try to interfere with the creatures' fun?
  3. D6=3:A distant volcano erupts, sending a plume of smoke into the sky.
  4. D6=4: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.
  5. D6=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. D6=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.

d100 = 72

  1. D6=1: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?
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:A water spout dances on the horizon, a swirling tower of sea and air.
  6. D6=6:A group of dolphins are in trouble, trapped in a net set by humans. The players must free them and escort them back to their family before the humans return to harvest them for their own purposes.

d100 = 73

  1. D6=1:A sea demon rises from the depths! It's a leviathan with tentacles like an octopus.
  2. D6=2:A large black crow swoops down and lands on the ship. It caws at the captain before flying off.
  3. D6=3: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?
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:A ship approaches, flying a flag of a golden eye on a black background. The ship is called the Eye of Durkon.

d100 = 74

  1. D6=1:A message in a bottle is found floating on the waves.
  2. D6=2: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?
  3. D6=3:A group of big zombie whales rise up out of the water and attack the ship.
  4. D6=4:A raging sea storm causes the players to become separated from their ship and each other. They must find a way to reunite and survive the treacherous storm.
  5. D6=5:A mermaid sitting on a large rock near the ship smiles at everyone and then dives into the water and swims away.
  6. D6=6: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.

d100 = 75

  1. D6=1:The ship encounters a group of manta rays swimming gracefully beneath the surface.
  2. D6=2: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?
  3. D6=3:You see a single golden fish swimming alongside the ship. The fish is huge and seems to be following the ship's movements. When the players try to catch it, they realize that it's actually a cursed prince who was turned into a fish by a sea witch. Can the players break the curse and return the prince to his human form?
  4. D6=4: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.
  5. D6=5:The crew spots a group of seals sunning themselves on a nearby sandbar.
  6. D6=6:The players encounter a group of old women who are talking about a goddess named Ishtar. They are praying to her.

d100 = 76

  1. D6=1:A storm approaches, bringing with it rain and lightning. The ship is struck by lightning, causing it to sink into the sea (instant death or something else). The lightning also causes a fire in the ship's hold, forcing players to deal with that as well as sinking. A ghoul has been hiding on board the ship, waiting for its chance to strike. It attacks the players' campfire later that night, trying to drag away bodies (if there are any left) back to its cave. If players defeat it, they find out that it was once a sailor on the ship that they were traveling on before it sank (it was brought back as a zombie by another necromancer).
  2. D6=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. D6=3:A dead calm makes rowing necessary to progress.
  4. D6=4: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.
  5. D6=5:A curious seal pops its head out of the water to observe the ship.
  6. D6=6: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?

d100 = 77

  1. D6=1:Off the portside, you see a large ship being attacked by merfolk. The merfolk are armed with spears and tridents. If the ship is approached, they will attack the ship. If the ship is not approached, they will attack the ship anyway, but with even more viciousness and frenzy.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4: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...
  5. D6=5: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.
  6. D6=6:A group of 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 white and have beaks like swords.

d100 = 78

  1. D6=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. D6=2:The ship passes a large, floating clump of seaweed that the crew can collect for food or other uses.
  3. D6=3:The ship sails into a sea of thick, black tar, making it almost impossible to move. Suddenly, they hear a loud roar and a giant sea dragon emerges from the tar, its body covered in the sticky substance. The dragon is angry and in distress, and the players must figure out how to help it before it causes any harm.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:A shipwreck appears on the horizon. The ship was lost at sea a decade before, and there is a treasure map inside the captain's cabin.

d100 = 79

  1. D6=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. D6=2:The night sky is filled with an aurora borealis that brings a pod of 3d6 intelligent, talking porpoises looking to share ancient maritime legends.
  3. D6=3:The sea ahead is blocked by a giant squid blocking the path. It is as big as a giant!
  4. D6=4: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.
  5. D6=5:The party comes across a group of nomadic sea traders who offer to trade valuable items with them. However, some of the items may have dark and dangerous magic attached to them.
  6. D6=6:The ship passes by another ship at sea. The other ship is sinking quickly. The captain of the other ship is signaling for help. The players can see that two of the men on the sinking ship are wounded and that one man is dead on the deck.

d100 = 80

  1. D6=1:A group of 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 white and have beaks like swords.
  2. D6=2:The ship passes a distant shoreline, with towering cliffs and a waterfall cascading into the sea.
  3. D6=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. D6=4: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.
  5. D6=5:A group of rival pirates attack the party's ship, trying to steal their loot and sink their vessel. The party must defend their ship and decide whether to fight back or try to make peace with their attackers.
  6. D6=6: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.

d100 = 81

  1. D6=1: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.
  2. D6=2:A storm giant appears on the horizon, hurling lightning bolts and causing massive waves. The crew must decide whether to fight or flee.
  3. D6=3:A group of merfolk pass by, singing a hauntingly beautiful song that can lure sailors to their deaths. Will the players be able to resist the enchanting melody?
  4. D6=4:A mermaid is watching from under the waterline. She's going to sing to the sailors to put them to sleep.
  5. D6=5:The water grows eerily calm, and mist cloaks the sea. From the fog, a ghost ship manned by 1d4 undead pirates emerges, demanding tribute or boarding for a vicious assault.
  6. D6=6:The ship passes a group of sea turtles basking on a small, rocky outcrop.

d100 = 82

  1. D6=1: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.
  2. D6=2:An old wreck is nearby. The ship is staggered by a fierce storm.
  3. D6=3: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.
  4. D6=4:There are three sharks swimming ahead of your ship and are going to attack it.
  5. D6=5:A grizzled human ranger named Bram knows a lot about these seas. He hates the sea and hates people who sail too much. If he's offered only enough gold to buy a stake in the farm he owns in the settlement that lets him live, he'll serve as a guide and advisor for the party.
  6. D6=6: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?

d100 = 83

  1. D6=1:Sunken temple ruins hint at ancient underwater civilizations.
  2. D6=2:A strange aroma permeates the air. The scent reminds you of something you can't quite identify.
  3. D6=3:A werewolf howls from atop the mast.
  4. D6=4:A ship approaches the ship, flying a black flag. It is a pirate ship. It attacks.
  5. D6=5:A group of 8 pirates has come to loot the nearby islands. If you tell them about the dragon, they will decide that it doesn't sound too dangerous and they will get ready to raid the island and kill this legendary dragon.
  6. D6=6:The ship sails into a sea of thick, black tar, making it almost impossible to move. Suddenly, they hear a loud roar and a giant sea dragon emerges from the tar, its body covered in the sticky substance. The dragon is angry and in distress, and the players must figure out how to help it before it causes any harm.

d100 = 84

  1. D6=1: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?
  2. D6=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. D6=3:A group of pirates are repairing their ship. If attacked, they will fight.
  4. D6=4: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.
  5. D6=5:A giant turtle surfaces nearby, lazily swimming by the ship.
  6. D6=6: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.

d100 = 85

  1. D6=1:The crew catches sight of a golden sunrise that warms their spirits.
  2. D6=2: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?
  3. D6=3:The crew notices an unusual, sweet smell in the air, possibly from a nearby island.
  4. D6=4:The ship passes a drift of pumice stone from a distant volcanic eruption.
  5. D6=5: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.
  6. D6=6:A dragon turtle attacks the ship. The party has to figure out how to defeat a dragon turtle.

d100 = 86

  1. D6=1: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.
  2. D6=2: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?
  3. D6=3:A majestic sea dragon appears, circling the ship and letting out a powerful roar. The crew must quickly decide if the dragon is friend or foe before it disappears into the depths.
  4. D6=4:A celestial, glowing giant manta ray (
  5. D6=5: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.
  6. D6=6:A solitary, cracked seashell drifts into a sailor’s hand.

d100 = 87

  1. D6=1: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?
  2. D6=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. D6=3:The ship passes a large, submerged rock, barely visible beneath the surface.
  4. D6=4:A giant sea serpent appears, blocking the players' path. They must either find a way to appease the serpent or defeat it in battle to continue on their journey.
  5. D6=5: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.
  6. D6=6: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?

d100 = 88

  1. D6=1: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.
  2. D6=2:The players come across a small island with a group of stranded sailors. They claim to have been marooned there by an angry sea god for not sacrificing a virgin every month. Can the players help them escape the island and appease the sea god before he unleashes his wrath upon the rest of their crew?
  3. D6=3:The ship encounters a floating ice floe with a family of seals on it.
  4. D6=4: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?
  5. D6=5:A merchant ship approaches and offers to sell the players some goods. The merchant is hiding from a pirate named Blackbeard.
  6. D6=6: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.

d100 = 89

  1. D6=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. D6=2:The players see a ship. The ship attacks them. After the fight, the captain of the ship is found dead on deck. He has been cut apart by something sharp and very fast.
  3. D6=3:A group of dolphins attack the ship. The party has to figure out how to deal with intelligent dolphins.
  4. D6=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
  5. D6=5:A large, floating, luminescent jellyfish swarm (3d
  6. D6=6:A massive whirlpool suddenly appears in the sea, threatening to swallow the ship. The crew must act fast to try and steer the ship away or figure out a way to survive the whirlpool.

d100 = 90

  1. D6=1:As the ship sails by a small island, a group of wild and ferocious monkeys start throwing coconuts at the ship and its crew.
  2. D6=2:The players spot a small island with a lone tree on it in the middle of the sea. As they get closer, they see a dragon perched on top of the tree, seemingly guarding it. But upon closer inspection, they realize that the dragon is actually a polymorphed druid who is living in harmony with the tree. Can the players convince the druid to share the secrets of the ancient tree?
  3. D6=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. D6=4: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?
  5. D6=5:The ship passes by another ship at sea. The other ship is sinking quickly. The captain of the other ship is signaling for help. The players can see that two of the men on the sinking ship are wounded and that one man is dead on the deck.
  6. D6=6: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.

d100 = 91

  1. D6=1: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.
  2. D6=2:A small sailing ship approaches from the distance. It has a large black sail with a white skull on it. The ship is flying a flag that says 'Deathsail' in Olde English. The ship has a large black and white skull painted on the side, along with a large black sail with a white skull on it. The ship's name is 'Deathsail'. The ship is flying a large black and white flag that says 'Deathsail' in Olde English.
  3. D6=3:The ship is attacked by a group of mer-mer-mer warriors. They look like half-man, half-fish creatures with swords and shields.
  4. D6=4: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.
  5. D6=5:A pod of narwhals surfaces, their tusks slicing through the calm sea.
  6. D6=6:A group of dolphins attack the ship. The party has to figure out how to deal with intelligent dolphins.

d100 = 92

  1. D6=1:A distant landslide sends rocks tumbling into the sea.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:The vessel passes a small, deserted island with a single structure, possibly an old lighthouse or watchtower.
  5. D6=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. D6=6:A shipwreck covered in barnacles and brown seaweed is floating nearby in the water. If the players board it, they will find an old journal inside that details some of the things the ship was carrying when it sank. It was carrying a shipment of wine and was called 'The Drunken Sailor'.

d100 = 93

  1. D6=1:A group of merfolk are riding on the backs of giant jellyfish that are attacking the ship with their tentacles and stingers.
  2. D6=2: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.
  3. D6=3:A volcano erupts into the sky, sending lava flowing down the mountainside.
  4. D6=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. D6=5: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.
  6. D6=6:A single-masted, wide-bellied ship named the Dawnbreaker flies past. It is a ship of the Order of the Gauntlet.

d100 = 94

  1. D6=1: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?
  2. D6=2: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.
  3. D6=3:The players come across a lost city at the bottom of the ocean, filled with ancient treasures and mysteries waiting to be uncovered.
  4. D6=4:A legendary sea monster called the Kraken awakens from its slumber and begins wreaking havoc on ships in the area. The players must find a way to stop the Kraken and restore peace to the sea.
  5. D6=5:1d10 merfolk approach and demand that the party give them food or they will attack! If attacked, their spears have a +2 bonus to attack rolls.
  6. D6=6:There are nine sharks circling your ship, preparing to feed.

d100 = 95

  1. D6=1: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.
  2. D6=2:A waterspout rises up out of the sea, then crashes back down into it again.
  3. D6=3:A single-masted ship flying a flag with a green tree on it is spotted on the horizon. As it draws near, it can be seen that it is a ship of the Order of the Green. The ship approaches the party's ship, hails them and then offers to transport them to their destination if they wish.
  4. D6=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. D6=5:1d10 storm giant pirates approach in their ship.
  6. D6=6:A ship approaches. It is a pirate ship. A pirate named 'Captain Bartholomew' leads the pirates. He is a half-orc. He offers to join forces with the party against 'The Black Hand', an evil pirate organization that controls this area of the sea.

d100 = 96

  1. D6=1:You come across a shipwrecked ship. It is filled with treasure, but there is also a dangerous sea creature in it.
  2. D6=2:Surrounded by towering icebergs, the crew encounters a family of 2d6 frost giants fishing for leviathans, who react unpredictably to strangers.
  3. D6=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. D6=4: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?
  5. D6=5:The ship's hull is suddenly struck by a colossal shadow beneath the waves. It turns out to be a 4d4 giant sea turtles migrating peacefully.
  6. D6=6: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?

d100 = 97

  1. D6=1: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.
  2. D6=2:A group of merfolk are riding on the backs of giant jellyfish that are attacking the ship with their tentacles and stingers.
  3. D6=3: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.
  4. D6=4: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?
  5. D6=5: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.
  6. D6=6:A giant squid attacks the ship. Any ship that gets too close will be attacked until either the ship or the squid is destroyed.

d100 = 98

  1. D6=1:A shipwreck is sighted on a distant reef.
  2. D6=2:A large octopus attacks the ship and can barely be avoided. It pulls a few people into the water and they drown. The ship can sail on but it's still missing crew.
  3. D6=3:The players come across a shipwreck and must decide whether to explore it and possibly find valuable loot, or continue on their journey.
  4. D6=4:A large flock of seagulls attacks!
  5. D6=5: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?
  6. D6=6:The crew spots a drifting vessel turned to stone. Investigating uncovers 1d10 basilisks swimming underneath, their petrifying gaze an ever-present threat.

d100 = 99

  1. D6=1:The crew finds a floating message in a bottle, containing a cryptic note.
  2. D6=2:A giant kraken attacks the ship, causing massive damage. The party must figure out a way to defeat the kraken or outsmart it before their ship is destroyed.
  3. D6=3:A ship approaches the ship. It is flying a black flag. If it is approached, it will attack. The ship is a pirate ship from the Nelvene Isles.
  4. D6=4: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.
  5. D6=5:Strange, colorful seaweed drifts past the ship.
  6. D6=6: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 = 100

  1. D6=1:A beautifully carved piece of driftwood washes onto the deck.
  2. D6=2: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.
  3. D6=3:A mermaid is watching from under the waterline. She's going to sing to the sailors to put them to sleep.
  4. D6=4:A giant sea turtle surfaces, with an entire ecosystem living on its back. What kind of creatures and plants can be found here?
  5. D6=5: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.
  6. D6=6:The party notices a ship from a different world in the distance. It is a ship from another world, but it is not from another world in this campaign.

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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, D4, D8, D10.

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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